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L Conrad Ward (Order #31470884)

Authors: Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson


Additional Material By: James-Levi Cooke, Michael Mifsud, Drew Zambrotta
Editing and Development: Eytan Bernstein, Matt Kimmel, Jason Nelson, David N.
Ross
Artists: Gonzalo Apestegui, Gabriella Noriega Arana, Bruno Balixa, Jesus Blones,
Martin Cabrera, Felipe Carneiro, Guillermo Cartay, Daniel Cotter, Andrew Doris,
Rodrigo Gallo, Cristian Huerta, Michael Jaecks, Matthias Kinnigkeit, Jarek Madyda,
Anna Marcano, Mitch Mueller, Julio Oliveira Rocha, Banu Satrio, Tanyaporn
Sangsnit, Phill Simpson, Phil Stone, Bob Storrar, David Suarez, Cam Taylor, Justin
Usher, Marco Morales Yáñez (Peyeyo), Simon Zhong
Design and Layout: Rick Kunz
Chief Executive Officer: Jason Nelson
Chief Strategic Officer: Shirline Wilson
Chief Business Officer: Rachel Ventura
Special Thanks to Our Latinx Creators on the
Boricubos and Latin American Monsters Project
Argentina: Anna Marcano
Brazil: Felipe Carneiro, Pedro Coelho, Renan Moraes, Júlio Cesar Oliveira Rocha
Chile: Rodrigo Gallo, Cristian Huerta, Marco Morales Yáñez
Colombia: David Suarez
Costa Rica: Gonzalo Apestegui
Guatemala: Gabriella Noriega Arana
Mexico: Robert J. Grady, Ismael Alvarez
Paraguay: Martin Cabrera
Puerto Rico: Joseph Blomquist, Miguel Colon, Aaron Lascano
Venezuela: Jesús Blones, Guillermo Cartay

Latin American Monsters (5E) © 2021, Legendary Games


Legendary Games; Authors Miguel 524 SW 321st St.
Colon, Ismael Alvarez, Robert J. Grady, Federal Way, WA 98023-5656
Jason Nelson, James Abendroth, Jeremy makeyourgamelegendary.com
Corff, Matt Goodall, Anthony Saunders,
Mike Welham.
ISBN: 978-1-955320-09-2
First printing October 2021.
Printed in USA.

L Conrad Ward (Order #31470884)


Introduction Quetz Pinahuiztli
Tletli Praying Mantis
Creatures by Cultural Origin Xiuh Blood Mantis
Creatures by Type Cuauhxicalli Deadly Mantis
Creatures by Challenge Stone Eagle Qasoǵonaǵa
Abúhukü Stone Jaguar Quetzal
Acalica Great Stone Jaguar Rahara
Ahuizotl Cuero Romŝiwamnari
Aíǰe Sporewing Saci Perere
Aíǰe Tadpole Curupira Saguaroi
Adult Aíǰe Eel Sayona
Ancient Aíǰe Electric Eel Serpents
Alicanto Giant Moray Eel Chimalcoatl
Alux Eintykára Tililcoatl
Amaru Encantado Velachif
Anaconda Falajitax Xicalcoatl
Giant Anaconda Guariba-boia Siéhnam
Araǵanaqlta’a Guecubu Sihuanaba
Grandfather Araǵanaqlta’a Guallepin Sloth
Armadillo Huecuva Mapinguary
Giant Armadillo Jarjacha Megatherium
Boiúna Jinete de Tormento Sombreron
Cadejo Kori Soucouyant
Caiman Lakuma Teja Jagua
Black Caiman Lizard Thunderbird
Blood Caiman Giant Beaded Lizard Timbo
Dwarf Caiman Giant Gecko Tlahuelpuchi
Carbunclo Giant Horned Lizard Tortoise
Carnivorous Plants Giant Iguana Ancient One
Giant Flytrap Llorona Common Tortoise
Giant Pitcher Plant Luison Island Tortoise
Giant Sundew Lusca Tsamtás
Carreta Nagua Lycanthropes Tosetáx
Sinslain Minion Werecaiman Tunche
Cat, Great Werejaguar Tuyango
Margay Werejaguar Nagual Swarm of Tuyango Hatchlings
Jaguar Madremonte Tzitzimitl
Ocelot Magüi Wako
Puma Mantis Shrimp Wako Matriarch
Ccoa Giant Mantis Shrimp Wako Pup
Cherufe Reefhammer Xipe Totec
Chonchón Mazacoatl Xolo Guardian
Chupacabra Mbói Tu’i Xtabay
Colocolo Mico Brujo Yohualtepoztli
Couatl Muki Zuvembie
Auwaz Munuane Appendix: New Spells
Chicome Okpe
Mix Peuchen

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L Conrad Ward (Order #31470884)
What You Will Find Inside Latin American Monsters
Latin American Monsters is the latest specialty 5E bestiary from Legendary Games, bringing
you richly detailed and evocatively described monsters for the 5th Edition of the world’s
most famous roleplaying game, drawing upon the myths and legends of the real world
and throughout the history of RPGs. You can check out the fantastic flair of these monster
accessories in the companion volumes Asian Monsters, Mythos Monsters, Sea Monsters, Coldwood
Codex, Boreal Bestiary, and Construct Codex! This volume brings you monsters from cultures
across the Caribbean and Central and South America, from Puerto Rico to Paraguay, Bolivia
to the Bahamas, Costa Rica to Chile, and more! This exciting monster supplement has been
developed with care by our expert game designers in conjunction with almost 20 Latinx authors
and artists to bring you over 120 magnificent monsters from the myths and legends of Latin
America to enrich your 5E campaign!

The Legendary Games tradition is to combine rich story and background,


innovative layout, beautiful aesthetics, and excellence in design that is second to
none, allowing you to enliven and enrich your campaign in amazing and exciting
ways. This product is the latest in that tradition, and we hope you enjoy using it as
much as we enjoyed making it. Game on!
- Jason Nelson

Special Electronic Features


We’ve hyperlinked this product internally from the Table of Contents and externally with links to the
official System Reference Document or 5eSRD. If it is in the core rulebook, we generally didn’t link to
it unless the rule is an obscure one. The point is not to supersede the game books, but rather to help
support you, the player, in accessing the rules, especially those from newer books or that you may not
have memorized.

About Legendary Games


Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer
Games, Inc. and managed by Jason Nelson, Legendary Games uses a cooperative, team-based approach to
bring you, the Paizo fan, the best expansion material for your game. We are gamers and storytellers first,
and we believe that passion shows in our products. So check us out, and Make Your Game Legendary! Visit
us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.

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L Conrad Ward (Order #31470884)
INTRODUCTION match those more common in a Latin American-inspired setting,
there is no need to change anything mechanically about how
The cultures of Latin America and the Caribbean are rich and
the creature functions and plays at the table. Any RPG monster
diverse and offer a vast array of interesting myths and legends
drawing upon real-world myths, legends, folklore, or religion, of
of heroes and monsters, serpents and shapechangers, ogres
course, is just a representation of an idea, a convenient shorthand
and demons, and so much more. Latin American culture as a
for how to use it as a creature in the game. Like the pegasus
feature of roleplaying games has been around since at least the
or medusa from Greek mythology, in those stories they may be
1st Edition of AD&D, with monsters like the couatl and classic
unique creatures, but in an RPG world they can represent a kind
adventures like C1 The Hidden Shrine of Tamoachan, but while
of creature, or even an entire category of creatures. They may
Latin American themes cropped up here and there over the years
be spirits or demons in one telling of the tale and creatures of
with expansions like the Maztica boxed set for Forgotten Realms,
flesh and blood in another but finding similar creatures that work
it never quite reached the mainstream. Even what little appeared
across genres is a way to save time at the table while still finding
focused almost exclusively on Aztec and Mayan cultures, or at
fun monsters to use that convey at least some of the themes and
least an outsider’s interpretation of that they might have been
tropes of different cultures.
like, or occasionally a “conquistadors meet natives” colonization
and conquest story. Likewise, Caribbean influences mostly The standard merfolk can be the iara in fantasy Brazil, with
showed up as Age of Sail pirate adventures and supplements their more savage ipupiara counterparts having the same
but little else. As the majority of RPG books and settings and statistics as a merrow. The Taino hupia could be the equivalent
adventures leaned into a Western style of Euro-medieval fantasy, of common ghosts, but their legends often refer to luring the
there was always the question of what lies beyond in other parts living into the forest or swamps, very much like the will-o’-wisp.
of the world. Earth has a vast array of cultures and legends; While bugbears in roleplaying games share little more than a
should fantasy worlds be any different? name with the vague and conflicting English and German roots
of the name, the idea of a race of hairy humanoid hunters could
Whether they are the core of a campaign or a mysterious far-
be a match with the maricoxi of Brazil or the mono grande or
off land beyond the borders of where adventurers usually tread,
marimondas of Venezuela.
in a world with teleportation, flight, and plane travel there’s no
reason they can’t impact things right on an adventurer’s doorstep The couatl is definitely the 5E creature most directly
thousands of miles away. A spellcaster summoning beings from inspired by the mythology of Central America, evoking the
other planes could just as well tap into whole new categories feathered serpent iconography of the god Quetzlcoatl. Other
of creatures whose folkloric roots are in the Americas as into monsters like merfolk, zombies, ogres, ghosts, and ghouls
the more well-known otherworldly hosts of angels and devils, have near equivalents in Latin American folklore, but they
demons and genies. An epic journey could take adventurers far are certainly not unique to them. Most of the animals, plants,
from home into empires inspired by the Americas of our world, and similar common beasts like giant insects in Appendix
or in your fantasy campaign cultures that grew up continents A: Miscellaneous Creatures of the 5E Manual of Monsters
apart on Earth could be just across the narrow straits from are eminently suitable for use in a Latin American-themed
each other. An interplanar metropolis is just as likely to have campaign. If ever in doubt about whether a given creature
adventurers and planeswalkers from magical lands with a Latin is likely to appear—at least in our world—in an area of your
American or Caribbean flair as a European one. campaign world that resembles a real-world country or region,
a quick search of the internet or any of the fantastic nature
Regardless of whether your fantasy world is vast, with far-
documentaries available today can reveal the habitat and range
separated cultures like those on Earth or include everything
of any natural creature. Just because hyenas and lions are native
and the kitchen sink packed in together in a genre-spanning
to the African savannah on Earth doesn’t mean they couldn’t
free-for-all, an awesome collection of Latin American-inspired
appear in your fantasy equivalent of Central or South America,
monsters is a terrific tool for diversifying the kinds of challenges
but if you’re going to the effort of populating your adventures
and threats your heroes must face. For players who are not
with the flavor and feel of the Americas, it’s probably better
already familiar with them, they can bring a vibrant spark to the
to choose animals that better suit those themes, and we’ve
game, surprising your players and adding a touch of naturalism
to campaigns that might otherwise grow stale with more of included a variety of those in this book for just that reason.
the same common Western fantasy standards. Some are
glorious and resplendent beings like the beatific madremonte
or an entire family of couatl, offering wisdom and counsel, LIST OF CREATURES BY
while the vicious and cruel guariba-boia and soucouyant make
deliciously diabolical villains. You’ll find low-level foes like the
CULTURAL ORIGIN:
alux, chonchón, and colocolo, tricksters like the curupira and The creatures in this tome were drawn from cultures across
saci perere, spirits of nature like the tunche and rahara, and an Latin America and, in a few cases, beyond. If you’re working to
awesome array of undead and shapeshifters. While the myths evoke a fantasy version of a particular culture in your campaign,
and legends of Mexico are the most prominent in RPG lore, you can use this list as a guide. In all cases, however, this guide
Latin American Monsters also brings in creatures from all over is necessarily incomplete, since many of these creatures exist
the Caribbean and Latin America, from Puerto Rico to Paraguay, across cultures and have evolved and changed over time. For
Bolivia to Nicaragua, Chile to Costa Rica, Haiti to Argentina, and example, the duppy of Jamaica and Barbados is called the
more. From serpents and shapechangers to forlorn ghosts of jumbie in many other islands of the Caribbean, and both trace
the villages and deadly jungle killers, Latin American Monsters their roots to West African ghost legends. The being called
brings you a ton of magnificent monsters to open up a whole new madremonte (sometimes also called marimonda) in Colombia
world of adventure for your 5E campaign! is very similar to the sayona of Venezuela (though we’ve chosen
to develop them as two separate RPG monsters in this book),
as well as to La Tunda and La Patasola. The mapinguary of the
Amazon are sometimes also called the kida harara, segamai,
EXISTING 5E CREATURES WITH LATIN or kida so’emo in other parts of Brazil, owhuama in Venezuela,
AMERICAN ORIGINS or jucucu in Bolivia. The seductive siguanaba of Guatemala is
the sihuanaba in Costa Rica, cegua in Nicaragua, and sucia in
Some creatures in the official 5E SRD are already drawn from
Honduras, sometimes with slight variations as to whether she is
Latin American myths and legends or are sufficiently universal
a ghost or a demon, and each one shares much in common with
in their appearance and lore underpinnings that, aside from
the llorona of Mexico.
potentially using different gear from clothing to weapons to

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L Conrad Ward (Order #31470884)
Creating monsters for a fantasy game is about drawing Elemental: alicanto, ccoa, okpe
inspiration from exciting and interesting stories in the real world Fey: acalica, alux, curupira, eintykára, encantado, madremonte,
and from fantasy and fiction. This book is a gaming supplement, mico brujo, muki, pinahuiztli, saci perere, sombreron, tunche,
not an academic treatise, and shows the places where we drew xicalcoatl
inspiration for exciting and interesting monsters you can introduce
into your campaign, with the abundant caveat that the cultural Fiend: abúhukü, chonchón, colocolo, guariba-boia, luison,
DNA of some of these creatures comes from across Central and sihuanaba, soucouyant, xipe totec
South America and the Caribbean rather than having a single clear Giant: munuane
and distinct source in folklore and mythology. We hope you enjoy Humanoid: werecaiman, werejaguar, werejaguar nagual
the creatures we’ve created, and if you feel inspired dig deep into
Monstrosity: ahuizotl, amaru, ancient one tortoise, cadejo,
these fascinating cultures and create your own. This book only
carbunclo, cherufe, chimalcoatl, chupacabra, guallipen, kori,
scratches the surface of a world of adventure.
lusca, mapinguary, magüi, mazacoatl, mboi tu’i, peuchen,
Note: In real-world legends, many creatures represented here siéhnam, teju jagua, thunderbird, timbo
have the gendered article ‘el’ or ‘la’ appended to their names, as
Ooze: lakuma
they typically represent a unique legendary creature. As RPG
monsters, none of these creatures are unique (save perhaps for Plant: giant flytrap, giant pitcher plant, giant sundew, rahara,
Xipe Totec, if you wish for him to be so), so we have dropped saguaroi, xtabay
the article just as RPGs drop it for creatures like Pegasus, Undead: carreta nagua, guecubu, huecuva, jarjacha, jinete de
Medusa, and so on that are unique figures in Greek mythology tormento, llorona, sayona, sinslain minion, tlahuelpuchi,
but just another type of monster in RPG rules. tzitzimitl, zuvembie
Argentina: araganqlta’a, chonchón, lakuma, okpe, qasognaga,
siéhnam, tuyango LIST OF CREATURES BY CHALLENGE:
Bahamas: lusca The following section lists all monsters included in this book,
Bolivia: acalica, aíǰe, tosetáx, tsamtás alphabetically by their Challenge level.
Brazil: boiúna, curupira, encantado, giant anaconda, guariba- 0: armadillo, common tortoise, margay, ocelot, sloth
boia, mapinguary, romŝiwamnari, saci perere 1/8: chimalcoatl, pinahuiztli
Chile: alicanto, amaru, carbunclo, cherufe, colocolo, cuero, 1/4: alux, colocolo, dwarf caiman, electric eel, swarm of tuyango
guallipen, guecubu, huecuva, peuchen hatchlings, tadpole aíǰe, tlilcoatl, wako pup
Colombia: abúhukü, kori, madremonte, munuane, werecaiman 1/2: alicanto, island tortoise, puma, quetzal, sinslain minion,
Costa Rica: sihuanaba velachif
Cuba: magüi 1: blood mantis, carbunclo, chonchón, giant gecko, jaguar,
tuyango, wako, xtabay
El Salvador: cadejo, mico brujo
2: blood caiman, curupira, giant armadillo, giant moray eel,
Guatemala: alux, quetzal, sombreron guardian stela, muki, stone eagle, timbo, xicalcoatl
Haiti: soucouyant, zuvembie 3: black caiman, deadly mantis, giant horned lizard, guallipen,
Honduras: timbo huecuva, mapinguary, mazacoatl, werecaiman, werejaguar,
Mexico: ahuizotl, couatl, cuauhxicalli, guardian stela, llorona, xolo guardian, yohualtepoztli
mazacoatl, pinahuiztli, saguaroi, thunderbird, tzitzimitl, xipe 4: acalica, anaconda, chupacabra, lakuma, megatherium, saci
totec, xolo guardian, xtabay, yohualtepoztli perere, sombreron, werejaguar nagual
Nicaragua: carreta nagua, jinete de tormento, sinslain minion 5: cadejo, eintykára, giant iguana, kori, sihuanaba, soucouyant,
Paraguay: eintykára, falajitax, luison, mboi tu’i, teju jagua tlahuelpuchi, wako matriarch, zuvembie
Peru: amaru, ccoa, jarjacha, muki, tunche 6: abúhukü, cuero, giant flytrap, saguaroi, sporewing, stone
jaguar
Puerto Rico: chupacabra
7: giant beaded lizard, giant pitcher plant, jinete de tormento,
Venezuela: rahara, sayona, wako
mico brujo
Real Animals and Plants: anaconda, armadillo, caiman,
8: ccoa, encantado, guariba-boia, luison, mix couatl, qasoǵonaǵa
carnivorous plants, eels, jaguar, mantis shrimp, margay,
ocelot, praying mantis, puma, sloth, tortoise 9: adult aíǰe, giant mantis shrimp, jarjacha, magüi, rahara
10: ancient one tortoise, guecubu, tsamtás
11: great stone jaguar, llorona, mboi tu’i, okpe, sayona
LIST OF CREATURES BY TYPE: 12: araǵanaqlta’a, giant sundew, madremonte, peuchen, xiuh
The following section lists all monsters included in this book, couatl
alphabetically by their type. 13: carreta nagua, falajitax, giant anaconda, munuane,
Aberration: cuero, falajitax, sporewing, tosetáx, tsamtás thunderbird
Beast: anaconda, armadillo, black caiman, blood caiman, blood 14: quetz couatl, teju jagua
mantis, boiúna, common tortoise, deadly mantis, dwarf 15: amaru
caiman, electric eel, giant anaconda, giant armadillo, giant
16: grandfather araǵanaqlta’a
beaded lizard, giant gecko, giant horned lizard, giant iguana,
giant mantis shrimp, giant moray eel, island tortoise, jaguar, 17: ancient aíǰe
margay, megatherium, ocelot, puma, reefhammer, sloth, 18: cherufe, reefhammer
tililcoatl, tuyango, velachif 19: tzitzimitl
Celestial: auwaz couatl, chicome couatl, mix couatl, 21: tunche
qasoǵonaǵa, quetz couatl, quetzal, tletli couatl, xiuh couatl
22: boiúna, lusca
Construct: cuauhxicalli, guardian stela, xolo guardian,
yohualtepoztli 25: tosetáx
Dragon: araganaqlta’a 30: xipe totec

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L Conrad Ward (Order #31470884)
Abúhukü
These nocturnal fiends are deadly hunters who embody plagues,
poisons, and all manner of physical taint and corruption that rots
bodies from the inside out. They are said to arise from the spirits
of poisoners and murderers in life, or even adulterers and carnal
predators, reborn in filthy, hairy, stinking bodies that embody
their every bestial craving and murderous impulse. They often
pierce or carve a hole in the skull of their victims before sucking
out the entire content of bodily fluids and organs. They may roll
unconscious prey in palm leaves and beat or roast the body to
tenderize it. In either case, they usually leave the empty skin of
their victim hanging from a tree after they have completed their
feast. The abúhukü is 6 feet tall and weighs 150 to 200 pounds.
Predatory Parenting. Abúhuküs may be male or female, and as
demons they continue to prey on those they abused in life. Either
gender of abúhukü is liable to spare children after murdering
their parents, raising them like changelings to become feral
and cannibalistic. Abúhuküs are quite stupid and can often be
outwitted by clever tricks or even by children.
Toxic Tincture. The hairs of an abúhukü’s armpits are said
to enhance poisons, whether freely given or harvested from a
captive creature, cut with a corn husk, and reduced to ashes by a
smoldering fire. When mixed into a poultice and then dried and
powdered, this residue can be added to any poison to increase the
save DC by 1.

Abúhukü will fight, however, while within the range of the capsicum smoke
it has disadvantage on all attack rolls.
Medium fiend (demon), chaotic evil
Grappler. The abúhukü has advantage on attack rolls against any
Armor Class 15 (natural armor) creature grappled by it.
Hit Points 71 (13d8 + 13) Magic Resistance. The abúhukü has advantage on saving throws
Speed 20 ft., climb 40 ft. against spells and other magical effects.
STR DEX CON INT WIS CHA Sloth Transformation. When an abúhukü is killed it transforms into
an ordinary sloth which wanders away (slowly) if left alone.
15 (+2) 15 (+2) 12 (+1) 5 (-3) 14 (+2) 10 (+0)
Spider Climb. The abúhukü can climb difficult surfaces, including
Saving Throws Dex +5, Wis +5 upside down on ceilings, without needing to make an ability
Skills Perception +5 check.
Damage Resistances cold, fire, lightning Stupidity. In addition to its low Intelligence score, the abúhukü has
Damage Immunities poison disadvantage on Wisdom (Insight) checks.
Condition Immunities poisoned Actions
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15 Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages Abyssal; telepathy 120 ft. creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6)
Challenge 6 (2,300 XP) necrotic damage, and the target’s hit point maximum is reduced
Adhesive. The abúhukü adheres to anything that touches it. A Huge by an amount equal to the necrotic damage taken. If this effect
or smaller creature adhered to the abúhukü is also grappled by reduces a creature’s hit point maximum to 0, the creature dies.
it (escape DC 12). Ability checks made to escape this grapple This reduction to a creature’s hit point maximum lasts until the
have disadvantage. creature finishes a long rest or until it is affected by a spell like
Capsicum Weakness. Capsicum smoke is toxic to abúhukü, and they greater restoration.
can be easily driven away by burning peppers. If cornered it

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L Conrad Ward (Order #31470884)
Acalica
Acalica These small fey resemble a wizened old men that live on the high
Tiny fey, neutral mountains and dry plateaus of their homelands. Some dress
simply in bits of leaves, fur, and scraps of discarded fabric, while
Armor Class 18 others wear more elaborate clothing in the style of the cultures
Hit Points 32 (13d4) of the high mountains and dry plateaus, including caps, jackets,
Speed 10 ft., fly 40 ft. and robes intricately woven and beaded in decorative patterns.
They have diaphanous latticework wings resembling those of a
STR DEX CON INT WIS CHA dragonfly but they keep to themselves and out of sight, preferring
2 (-4) 20 (+5) 10 (+0) 10 (+0) 14 (+2) 15 (+2) privacy to interacting with mortals. While they prefer to dwell
in caves, they have considerable magical power to influence the
Skills Perception +4, Stealth +7 weather of the lands above, and the colors of their wings can shift
Senses passive Perception 14 and shimmer in harmony with changing seasons and temperature.
Languages Common, Sylvan They sometimes reveal themselves to druids and hedge witches
who honor nature and study the shifting skies and seasons.
Challenge 4 (1,100 XP)
Innate Spellcasting. The acalica’s innate spellcasting ability
is Charisma (spell save DC 12). He can innately cast the
following spells, requiring no material components:
At will: dancing lights, detect evil and good, detect thoughts,
druidcraft, invisibility (self only)
1/day each: confusion, dispel magic, gust of wind, phantasmal
force, sleep, sleet storm, wind wall
1/week each: control weather, wind walk
Glimmer. The acalica is invisible when looked at directly.
It can only be seen out of the corner of the viewers eye
unless the acalica decides otherwise. Attack rolls against
the acalica have a -1d4 penalty.
Magic Resistance. The acalica has advantage on saving
throws against spells and other magical effects.
Weathervane. The acalica can predict the weather for the next
24 hours with 100 percent accuracy. Their colouring also
reflects the current weather pattern and hints at the forecast
as well. For example, on a hot day but with rain the
following day, he will appear reddish/orange with blue/
green wings and cap.

Actions
Sky-Bolt. Ranged Spell Attack: +4 to hit, range 90 ft., one
target. Hit: 12 (3d6 + 2) energy damage. The acalica can
determine the damage type as part of the attack which can
be cold, lightning or thunder. This attack does an additional
7 (2d6) damage if the target could not see the acalica
when the attack hits.

Reactions
Glimmer Man. When an attack misses the acalica he may
become invisible until the end of his next turn or until he
attacks.

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L Conrad Ward (Order #31470884)
Ahuizotl
Carnage-hungry denizens of the swamp, at a glance ahuizotls
look little different than overlarge otters or a variety of other
water-dwelling mammals. Their hindquarters reveal them to be
far stranger beasts, though, as each possesses a powerful tail
ending in a fifth hand with deadly claws. From the depths of
their aquatic homes, ahuizotls look skyward, watchful for any
boat or intruder that might trespass into their territories. Upon
sighting such prey, their tentacle-like tails burst from the murk,
dragging their victims down to meet death amid their powerful
jaws and the drowning mire. Yet for all their ferocity, ahuizotls
are blasphemously wasteful, for all they desire from their meals
are the crunch of dismembered teeth and nails and the cool slime
of freshly extracted eyes. What remains they release forth to the
waves, to other aquatic predators, and to their victims’ shocked
mourners. Ahuizotls measure roughly 8 feet long, with a
powerful build causing their weights to average around
1,300 pounds.

Ahuizotl or be compelled to dive into the water and move towards the
illusion, while suffocating in the water. The affected creature
Large monstrosity, neutral evil can survive in the water for a number of rounds equal to its
Armor Class 15 (natural hide) Constitution modifier (minimum 1 round). At the start of its next
Hit Points 170 (20d10 + 60) turn, it drops to 0 hit points and is dying. A suffocating creature
Speed 30 ft., swim 50 ft. can attempt another Wisdom saving throw at the end of each
of its turns in order to end this effect. Creatures immune to the
STR DEX CON INT WIS CHA charmed condition are immune to this effect, and creatures that
save are immune to this ability for 24 hours.
22 (+6) 20 (+5) 17 (+3) 9 (–1) 14 (+2) 16 (+3)
Voice Mimicry. An ahuizotl can perfectly mimic the sound of
Saving Throws Str +9, Dex +8 humanoid sobbing and can even attempt to mimic voices it
Skills Deception +6, Stealth +8 has heard. When mimicking a voice, an ahuizotl must make a
Senses darkvision 60 ft., passive Perception 12 Charisma (Deception) ability check opposed by its listener’s
Wisdom (Insight) check. If the listener has never heard the
Languages Common voice the ahuizotl is attempting to mimic, the listener has
Challenge 7 (2,900 XP) disadvantage on its Wisdom (Insight) check.
Drowning Distress. While the ahuizotl is swimming within a body
of water, it can create an audible and visual illusion of a beast
Actions
or humanoid splashing and crying out in distress in a body Multiattack. The ahuizotl makes three attacks: one with its bite and
of water. The illusion’s speech is incoherent and panicked but two with its claws.
draws beasts or humanoids (as chosen by the ahuizotl) to its Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
aid. Creatures of the chosen type within 30 feet that are able 28 (4d10 + 6) piercing damage.
to see or hear the illusion are drawn toward the illusion unless Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
they succeed a DC 15 Wisdom saving throw. A creature that Hit: 11 (1d10 + 6) slashing damage.
reaches the water’s edge must attempt the saving throw again

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L Conrad Ward (Order #31470884)
Aíje Companions. An aíǰe tadpole can be raised in captivity, being
fed and cared for and using its magical skills for the betterment of
Thriving in the murky waterways of dark jungles and dank those that befriend it. However, they grow equally quickly when
swamps to the brackish waters of large estuaries are a species of so contained, and those that fail to release them into waterways
mythical aquatic beings referred to by the local population as the and swamps when they outgrow their pools and ponds earn
aíǰe. This amphibious creature has magical skin that camouflages their wrath. They never forget those who have raised them, and
them on land and makes them virtually undetectable in the water. while an aíǰe can be vengeful to those who have mistreated it, it
An unsuspecting party or beast would not notice them until they is equally devoted to the welfare of those that have treated it well.
hear the aíǰe’s song, and then it is often too late. Their magical If called upon in times of need, the aíǰe will
song makes it very hard for anyone to kill them. They use their always seek to answer.
song to mesmerize their captors or prey. Fortunately, the aíǰe is
not aggressive by nature, but if crossed, it would be wisest to flee
with haste. They have a face of teeth like a piranha and can use
them to razor through anything that displeases them.
Naturally Cultured. Aíǰe have a fondness for good music and
dance and can be persuaded to leave others unarmed or even to
help if impressed or distracted with a skilled performance.
Gifts of flowers and feathers also please them, as do gifts
of food, but they are temperamental and may respond
angrily if offered something they perceive as poor
quality or beneath their dignity.
Growth Cycle. The youngest aíǰe are vulnerable to
their surroundings and rarely leave the water. They rely on stealth
and their magical skin to remain invisible while in the water. They
continue to grow in size and magical power throughout their
lives, eventually developing the ability to waddle clumsily up onto
land. Huge adult aíǰe are irascible and can be violent, lashing out
with fangs or with magical songs that can sway entire villages.
Ancient elder aíǰe swim in fresh and salt water alike, growing
to immense size with thick, callused skin, but are more
patient than in their adult years and sometimes bestow
blessings and healing on the lucky few that encounter
them.

Aíje Tadpole Song of the Aíǰe. The aíǰe sings a


magical song, causing all humanoids and fey within 30 feet
Small monstrosity, unaligned
to become charmed if they fail a DC 10 Wisdom saving
Armor Class 13 (natural armor) throw. Creatures that cannot hear the song are immune.
Hit Points 7 (1d12) The aíǰe must use a bonus action each round to continue
Speed 5 ft., swim 30 ft. singing. Charmed creatures more than 5 feet away from the
aíǰe must use all possible movement on their turn to move
STR DEX CON INT WIS CHA toward the aíǰe by the most direct route. They are otherwise
incapacitated and become deafened to all sounds other
8 (-1) 20 (+5) 10 (+0) 8 (-1) 10 (+0) 11 (+0) than the aíǰe’s song. Creatures moving toward the aíǰe don’t
Skills Perception +2, Stealth +7 avoid opportunity attacks, but before moving into damaging
Senses passive Perception 12 or obviously dangerous terrain, such as a river rapid or a
cliff, and whenever it takes damage from a source other than
Languages Aquan the aíǰe, a target can repeat the saving throw. A creature
Challenge 1/4 (50 XP) can also repeat the saving throw at the end of each of its
Amphibious. The aíǰe can breathe air and water. turns. If a creature’s saving throw is successful, the effect
Hold Breath The aíǰe can hold its breath for 1 hour. ends on it. A target that successfully saves is immune to this
aíǰe’s song for the next 24 hours.
Innate Spellcasting. The aíǰe’s innate spellcasting ability is
Charisma. The aíǰe can innately cast the following spells, Once a charmed creature is within 10 feet of the
requiring no components: aíǰe they must present an offering, any combination of
flowers, feathers, dance or song and succeed on a DC 16
At will: detect poison and disease, locate animals or plants Charisma (Persuasion) or Charisma (Performance) check
1/day each: cure wounds, speak with animals, speak with plants with disadvantage to coerce the aíǰe to stop playing its
Invisible in Water. The aíǰe is invisible while fully immersed in water. magical song. Creatures immune to the song do not have
disadvantage on such checks when presenting their gifts
Actions to the aíǰe. After two failed checks by any combination of
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: creatures, the aíǰe becomes offended and swims away.
4 (1d6 + 1) piercing damage.

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L Conrad Ward (Order #31470884)
Adult Aíje to convince it to stop singing, and two failed checks cause it to
attack rather than departing.
Large monstrosity, unaligned
Water Torpedo. If the aíǰe moves at least 20 feet in the water
Armor Class 16 (natural armor) straight toward a target and then hits it with a bite attack on
Hit Points 157 (15d12 + 60) the same turn, the target takes an extra 13 (2d12) bludgeoning
Speed 20 ft., swim 90 ft. damage. If the target is a Large creature or smaller, it must
succeed on a DC 16 Constitution saving throw or be stunned
STR DEX CON INT WIS CHA until the end of its next turn.
18 (+4) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 15 (+2)
Actions
Multiattack. The aíǰe makes one bite attack and one tail attack.
Damage Resistances cold
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Saving Throws Str +8, Con +8, Cha +5 Hit: 30 (4d12 + 4) piercing damage. If the target is a Medium
Skills Athletics +8, Nature +5, Perception +11, Stealth +6, Survival or smaller creature, it is grappled (escape DC 16). Until this
+9 grapple ends, the target is restrained, and the aíǰe can’t bite
Senses passive Perception 19 another target.
Languages Aquan, Common Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
17 (3d8 + 4) bludgeoning damage.
Challenge 9 (5,000 XP)
Swallow. When the aíǰe grapples a Medium or smaller creature,
Amphibious. The aíǰe can breathe air and water. it can make a Strength (Athletics) check as a bonus action,
Hold Breath. The aíǰe can hold its breath for 1 hour. opposed by the target’s Strength (Athletics) or Dexterity
Innate Spellcasting. The aíǰe’s innate spellcasting ability is Charisma (Acrobatics) check. The aíǰe has advantage on this check if
(spell save DC 14). The aíǰe can innately cast the following the target is Small or Tiny. If the check succeeds, the creature
spells, requiring no components: is swallowed and the grapple ends. A swallowed target is
blinded and restrained and has total cover against attacks
At will: detect poison and disease, locate animals or plants, speak and other effects outside the aíǰe. It also takes 17 (2d12 + 4)
with animals, speak with plants bludgeoning damage each round at the beginning of its turn
1/day each: mass cure wounds, heal, greater restoration, mass until it escapes. The aíǰe can have only one Medium creature or
suggestion up to 2 Medium or Tiny creatures swallowed at a time. When
Invisible in Water. The aíǰe is invisible while fully immersed in water. the aíǰe is submerged under water, swallowed creatures must
hold their breath if unable to breathe water. They cannot speak
Land Charge. If the aíǰe moves at least 20 feet on land straight and can continue holding their breath for a number of rounds
toward a target and then hits it with a bite attack on the same equal to its Constitution modifier (minimum of 1 round). At the
turn, the target takes an extra 6 (1d12) bludgeoning damage. start of their next turn, they drop to 0 hit points and is must
If the target is a Large creature or smaller, it must succeed on a begin making death saves and can’t regain hit points until they
DC 16 Strength saving throw or be knocked prone. can breathe again. If the aíǰe dies, a swallowed creature is no
Song of the Aíǰe. As an aíǰe tadpole, but the save DC is 16. The DC longer restrained by it and can escape from the corpse using 5
of Charisma (Persuasion) and Charisma (Performance) checks feet of movement, exiting prone if on land.

Ancient Aíǰe Water Torpedo. If the aíǰe moves at least 20 feet in the water
straight toward a target and then hits it with a bite attack on
Gargantuan monstrosity, unaligned the same turn, the target takes an extra 26 (4d12) bludgeoning
Armor Class 20 (natural armor) damage. If the target is a Large creature or smaller, it must
Hit Points 310 (20d20 + 100) succeed on a DC 16 Constitution saving throw or be stunned
until the end of its next turn.
Speed 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA
Actions
Multiattack. The aíǰe makes one bite attack and one tail attack.
25 (+7) 10 (+0) 20 (+5) 14 (+2) 18 (+4) 17 (+3) Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., one target.
Saving Throws Str +13, Con +11, Wis +10, Cha +8 Hit: 33 (4d12 + 7) piercing damage. If the target is a Huge
or smaller creature, it is grappled (escape DC 21). Until this
Skills Athletics +13, Nature +7, Perception +10, Stealth +6, grapple ends, the target is restrained, and the aíǰe can’t bite
Survival +10 another target.
Senses passive Perception 20 Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target.
Languages Aquan, Common, Sylvan Hit: 34 (5d8 + 7) bludgeoning damage.
Challenge 17 (18,000 XP) Swallow. As an adult aíǰe, but swallowed creatures take 33 (4d12
Amphibious. The aíǰe can breathe air and water. + 7) bludgeoning damage per round and it can swallow up to
1 Huge, 2 Large, or 4 Medium or smaller creatures.
Hold Breath The aíǰe can hold its breath for 1 hour.
Innate Spellcasting. The aíǰe’s innate spellcasting ability is Charisma Legendary Actions
(spell save DC 17). The aíǰe can innately cast the following The ancient aíǰe can take 3 legendary actions, choosing from the
spells, requiring no components: options below. Only one legendary action option can be used at
At will: detect poison and disease, detect magic, locate animals or a time and only at the end of another creature’s turn. The aíǰe
plants, speak with animals, speak with plants regains spent legendary actions at the start of its turn.
1/day each: greater restoration, mass heal, mass suggestion Move (1 Action). The aíǰe moves up to half its speed.
Land Charge. If the aíǰe moves at least 20 feet on land straight Breach the Surface (3 Actions). When the aíǰe breaches the
toward a target and then hits it with a bite attack on the same surface of the water it creates a massive wave that extends in
turn, the target takes an extra 26 (4d12) bludgeoning damage. a 50-foot radius centered on the aíǰe. Creatures in the area
If the target is a Large creature or smaller, it must succeed on a take 33 (6d10) bludgeoning damage, or half as much on a
DC 16 Strength saving throw or be knocked prone. successful DC 21 Dexterity saving throw. On a failed save,
Legendary Resistance (3/Day). If the aíǰe fails a saving throw, it can creatures are pushed back up to 30 feet or until they meet
choose to succeed instead. a solid object large enough to halt their movement (GM’s
Song of the Aíǰe. As an aíǰe tadpole, but the save DC is 18. discretion).
Water Camoflauge. The aíǰe is only invisible while fully immersed Bite (2 Actions). The aíǰe makes a bite attack.
in water if it is not moving. If the aíǰe is moving in water it has Tail (1 Action). The aíǰe makes a tail attack.
advantage on Dexterity (Stealth) checks to remain hidden.
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L Conrad Ward (Order #31470884)
Alicanto
These small flightless birds live in hills and caves where precious
metal and ores can be found. Their feathers bear a brilliant
metallic shine in bright light, and even glow in areas of darkness,
with their color reflecting the type of ore the alicanto has most
recently consumed. When they lay eggs, the shells are typically
made of the same metal, and cruel hunters may poach their eggs
to sell or melt down. Some alicantos are coppery green, but most
commonly their feathers are cool silver or burnished gold. Their
feathers are always a glowing, gleaming silvery-white.
Metal Eaters. Alicantos hunger for metals much like a xornSRD,
and clever prospectors who spot an alicanto may follow them
through the mountains hoping that the bird’s unerring sense for
ore might lead them to a rich deposit. Legend has it that alicantos
can sense the intentions of creatures nearby, however, and that
if they perceive those following them to be too greedy or not of
good heart, they may lead them off a cliff or into an ambush by
predators.

Alicanto Breath Weapon (Recharge 6). The alicanto has a breath weapon
based on the type of metal it has been devouring:
Small elemental (earth), unaligned
• Copper Breath. The alicanto exhales gas in a 15-foot cone. Each
Armor Class 12 creature in that area must succeed on a DC 10 Constitution
Hit Points 12 (5d4) saving throw. On a failed save, the creature can’t use reactions,
Speed 30 ft. its speed is halved, and it can’t make more than one attack on
its turn. In addition, the creature can use either an action or a
STR DEX CON INT WIS CHA bonus action on its turn, but not both. These effects last for 1
5 (-3) 14 (+2) 10 (+0) 2 (-4) 11 (+0) 10 (+0) minute. The creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself with a successful
Skills Perception +2, Stealth +4 save.
Damage Vulnerabilities thunder • Silver Breath. The alicanto exhales a 15- foot cone of cold air.
Damage Immunities poison Each creature in that area must succeed on a DC 10 Dexterity
Condition Immunities poisoned saving throw, taking 5 (2d4) cold damage on a failed save, or
half as much damage on a successful one. This leaves a silvery
Senses darkvision 60 ft., passive Perception 12 residue on the target worth 1d10 sp.
Languages - • Gold Breath. The alicanto exhales a 15-foot cone of molten
Challenge 1/2 (100 XP) gold. Each creature in that area must make a DC 10 Dexterity
Keen Hearing and Sight. The alicanto has advantage on Wisdom saving throw, taking 7 (2d6) fire damage on a failed save, or
(Perception) checks that rely on hearing or sight. half as much damage on a successful one. This leaves golden
flakes on the target worth 1d10 gp.
Metallic Illumination. The alicanto sheds bright light in a 5- to 20-foot
radius and dim light for an additional number of feet equal to the Light Shadow. As a bonus action, the alicanto can douse its metallic
chosen radius. The alicanto can alter the radius as a bonus action, illumination and become invisible, while creating an illusory
including turning off its illumination completely. duplicate of itself, as the mislead spell. That duplicate can
continue with any unused movement remaining on the alicanto’s
Treasure Sense. The alicanto can pinpoint, by scent, the location of
turn. As long as the real alicanto remains stationary, it can
precious metals, such as coins and veins, within 60 feet of it.
concentrate on maintaining this light shadow and directing its
Actions movements. When it begins to move on its own, it can no longer
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. continue concentrating.
Hit: 4 (1d4 + 2) piercing damage.

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L Conrad Ward (Order #31470884)
Alux
An alux is a creature of field, stone, and cave. Aluxes are helpful
to their friends, but suspicious, mischievous, and even dangerous
to strangers. Farmers value their assistance in growing maize and
performing various helpful chores. Aluxes look like tiny people
with wide staring eyes, dressed in ordinary rustic clothing.
Little Houses. Farmers sometimes attract aluxes intentionally,
by building little stone houses with appropriate offerings. If an alux
is pleased, it will cross over from the Feywild and serve a tenancy
of seven years. Farmers sometimes seal or destroy the little
houses after seven years, as an unbound alux is unpredictable.
Tiny But Proud. An alux is generally benign and secretive.
However, they can be offended by destruction of nature,
trespassing, being talked about by name, or unsuitable offerings.
An offended alux may engage in pranks or sabotage.
Subtle. Aluxes rarely make themselves visible, and do not like
the attention of strangers (who may be dangerous). Although
rarely seen, an alux has potent nature magic.

Alux
Tiny fey, chaotic neutral
Armor Class 15
Hit Points 15 (6d4)
Speed 20 ft.
STR DEX CON INT WIS CHA
6 (-2) 20 (+5) 10 (+0) 11 (+0) 12 (+1) 13 (+1)
Skills Nature +2, Perception +3, Sleight of Hand +7, Stealth
+7
Senses passive Perception 13
Languages Sylvan
Challenge 1/4 (50 XP)
Innate Spellcasting. The alux’s innate spellcasting ability is
Charisma (spell save DC 11). The alux can innately cast the
following spells, requiring no material components:
3/day each: druidcraft
1/day each: goodberry (creates magical corn instead of
berries), pass without trace, plant growth
Little House. As an action, the alux can use its cave or stone
house lair to travel to or from its corresponding location in
the Feywild. If the lair is destroyed, the alux will have to
find a new suitable location and spend an hour preparing its
new lair.
Magic Resistance. The alux has advantage on saving throws
against spells and other magical effects.
Actions
Club. Melee Weapon Attack: +7 to hit, reach 0 ft., one target.
Hit: 1 bludgeoning damage.
Invisibility. The alux magically turns invisible until it attacks
or casts a spell, or until its concentration ends (as if
concentrating on a spell). Any equipment the alux wears or
carries is invisible with it.

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L Conrad Ward (Order #31470884)
Amaru
Amarus are primal creatures who have flown the skies since ancient
times. An amaru has a long, serpentine body, condor-like wings,
four legs ending in dangerous talons, and a puma-like face. They
can converse with humanoids, but rarely do so unless the petitioner
can pique their curiosity or sympathy. An
amaru may turn is wrath
on the impudent or profane,
or it may choose to guide and
protect innocent beings. At other
times, they seem as capricious and
destructive as nature itself in its fury.
It is difficult to bribe an amaru, as
there are few things they truly need
or covet. However, they are not above
temptation if the prize is truly great.
Territorial. Amarus, much like
dragons, create lairs in high places. Their
territories are often near but not overlapping
with those of their own kind. An amaru is unlikely to
challenge a dragon unless enraged, but will without
hesitation drive away most other intruders that
threaten its domain. Amarus rarely amass coins, but
may collect gems, pieces of art, or magic items. They live alone,
entertaining only the most powerful and intriguing guests, if any.
Earth and Sky. Amarus are masters of the elemental forces
of earth and air, able to fly through storms and even call down
lightning. Their range extends even to the Ethereal and the
elemental planes, where they sometimes lair.

Amaru Claw. Melee Weapon Attack: +11 to hit, reach 20 ft., one target.
Hit: 15 (2d8 + 6) slashing damage.
Large monstrosity, neutral
Call Lightning (Recharge 5-6). The amaru magically calls down
Armor Class 18 (natural armor) a bolt of lightning from above to a point within 120 feet it
Hit Points 199 (19d10 + 95) can see. Each creature within 5 feet of that point must make
Speed 40 ft., fly 80 ft. a DC 18 Dexterity saving throw. A creature takes 44 (8d10)
lightning damage on a failed save, or half as much damage on
STR DEX CON INT WIS CHA a successful one. Outdoors in stormy conditions, the increases to
23 (+6) 15 (+2) 21 (+5) 13 (+1) 19 (+4) 15 (+2) 49 (9d10) lightning damage.
Saving Throws Dex +7, Con +10, Int +6, Wis +9, Cha +7 Plane Shift (1/Day). The amaru and up to one willing rider travel
to the Ethereal Plane, the Elemental Plane of Air or Earth, or
Skills Insight +9, Perception +9 back to the material plane. The amaru magically teleports to
Damage Resistances lightning, thunder a general location it chooses, or to a teleportation circle sigil
Senses passive Perception 19 known to it.
Languages Auran, Draconic Legendary Actions
Challenge 15 (13,000 XP) The amaru can take 3 legendary actions, choosing from the
Legendary Resistance (2/Day). If the amaru fails a saving throw, it options below. Only one legendary action option can be used at
can choose to succeed instead. a time and only at the end of another creature’s turn. The dragon
regains spent legendary actions at the start of its turn.
Stormwing. While flying an amaru’s movement is unaffected by
wind and weather conditions. Claw Attack. The amaru makes a claw attack.
Detect. The amaru makes a Wisdom (Perception) check.
Actions
Wing Attack (2 actions). The amaru beats its wings. Each creature
Multiattack. The amaru makes three attacks: one with its bite and within 10 feet of the amaru must succeed on a DC 18 Dexterity
two with its claws. saving throw or take 13 (2d6 + 6) bludgeoning damage and
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. be knocked prone. The amaru can then fly up to half its flying
Hit: 17 (2d10 + 6) piercing damage. speed.

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L Conrad Ward (Order #31470884)
Anaconda Anaconda
These massive snakes spend most of their time underwater or Huge beast, unaligned
in caves along riverbanks, but they are known to climb trees in Armor Class 14 (natural armor)
search of birds and their nests. They range in color from yellow Hit Points 95 (10d10 + 40)
to shades of green, with some species having spots or speckled Speed 20 ft., climb 20 ft., swim 30 ft.
patterns. They devour any prey they can catch, primarily fish and
amphibians but also herd animals coming near the water’s edge or STR DEX CON INT WIS CHA
their treed lairs, and even other predators like caimans and other 23 (+6) 14 (+2) 18 (+4) 1 (-5) 13 (+1) 2 (-4)
snakes. They feed on carrion when available, and cannibalism of Saving Throws Con +6
other anacondas is not uncommon, especially by the females after
mating. Fully grown anacondas can stretch up to 20 or even 30
Skills Perception +3
feet long and weigh over 500 pounds. Senses passive Perception 13
River Monsters. Far rarer but even more deadly, gargantuan Languages -
anacondas lurk in vast river networks, usually far from human Challenge 4 (1,100 XP)
habitation. When they venture into settled areas, however, they
can depopulate entire villages, destroying boats and houses in a
Actions
feast of death and destruction. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 16 (3d6 + 6) piercing damage.
Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage, and the
target is grappled (escape DC 18). Until this grapple
ends, the creature is restrained, and the anaconda has
disadvantage on attack rolls to constrict another target.
If it has one Large or two Medium or smaller creatures
constricted, it can’t constrict another target.
Squeeze. The anaconda can force a creature it has
grappled to make a DC 16 Strength saving throw. On a
failure, the creature loses its air and begins suffocating
immediately. When a creature runs out of breath or is
choking, it can survive for a number of rounds equal to
its Constitution modifier (minimum of 1 round). At the start
of its next turn, it drops to 0 hit points and is must begin
making death saves, and it can’t regain hit points until it
can breathe again.

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L Conrad Ward (Order #31470884)
Giant Anaconda Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
Hit: 64 (10d10 + 9) piercing damage.
Gargantuan beast, unaligned
Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one
Armor Class 16 (natural armor) target. Hit: 64 (10d10 + 9) bludgeoning damage, and the
Hit Points 279 (18d20 + 90) target is grappled (escape DC 22). Until this grapple ends, the
Speed 20 ft., climb 20 ft., swim 20 ft. creature is restrained, and the anaconda has disadvantage on
STR DEX CON INT WIS CHA constrict attacks. If it is grappling one Huge creature, two Large
creatures, or four Medium or smaller creatures, it can’t constrict
28 (+9) 12 (+1) 21 (+5) 1 (-5) 13 (+1) 2 (-4) another target.
Saving Throws Con +10 Encircle. If the anaconda moves no more than half its speed, it
Skills Perception +6 can use the length of its body to form an enclosed barrier
Senses passive Perception 16 surrounding an open 20-foot-square space. The outer edge
of the anaconda’s space becomes a 40-foot square until the
Languages - beginning of its next turn. The space in between is considered
Challenge 13 (10,000 XP) occupied by the anaconda. Creatures that would be in the
Dangerous Wake. When the giant anaconda moves 10 feet or occupied space can choose to be moved to the nearest space
more, any space it moves through becomes difficult terrain inside or outside the anaconda; the anaconda cannot encircle
until the beginning of its next turn. Creatures that pass through if any creature of Huge or larger size occupies the intended
any affected underwater spaces must make a DC 22 Strength space. The anaconda may then bite or constrict.
saving throw; on a failed save, they are pulled under. Squeeze. The anaconda can force a creature it has grappled to
Inescapable Grasp. Immunity to being grappled or restrained does make a DC 22 Strength saving throw. On a failure, the creature
not protect a creature from the giant anaconda’s actions and it loses its air and begins suffocating immediately. When a
is immune to the effects of freedom of movement on creatures it creature runs out of breath or is choking, it can survive for a
grapples, although those creatures have advantage on escape number of rounds equal to its Constitution modifier (minimum of
attempts. 1 round). At the start of its next turn, it drops to 0 hit points and
is must begin making death saves, and it can’t regain hit points
Actions until it can breathe again.

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L Conrad Ward (Order #31470884)
Araganaqlta’a
These massive snakes can be found in nearly any environment, but
they best love deep caves and dark forested rivers. The araganaqlta’a
is brightly colored in a riot of hues, with ridges of bright red saw-
toothed spikes running along each of its flanks and a double-hooked
claw at the tip of its tail. These clever shapeshifters often walk
amongst mortals in humanoid guise, almost always elegantly
dressed as befits their station. They see themselves as the rulers of
all snakes and serpentine creatures, and they expect deference if not
obedience from those to whom they reveal their true nature. The
enjoy conversation and interaction with humanoids, who possess a
cleverness that is often missing in their relations with snakes and
other beasts of the field. They enjoy rewarding those that please or
entertain them with worthy and memorable connections, but they
are quick to punish desecrators of nature and any who persecute
snakes. In its natural form the araganaqlta’a is over 30 feet long
and weighs over 700 pounds.
Grandfather Araǵanaqlta’a. None but the araganaqlta’a
themselves know whether the creature (or creatures)
called Grandfather Araganaqlta’a is actually
a unique creature or merely an
honorific granted to the eldest, wisest,
and most powerful of their kind.
They may be primordial scions
of some elder being or a material
embodiment of the spiritual essence
of snakes. What is certain is that any
creature bearing the title of Grandfather
Araganaqlta’a has command of virtually
every snake within his domain and often have
either created or attracted many new species of snakes
unobserved anywhere else.
While some fear the giant snake entity, Grandfather
Araganaqlta’a is both intelligent and benevolent, sometimes
entertaining guests who do not draw his ire, conversing with them
and asking news of the outside world. Grandfather Araganaqlta’a
rarely acts on the affairs of mortals but has been known to do so
when the stakes are high enough.

Araganaqlta’a Spikes. Whenever the araganaqlta’a is struck in melee, the


attacker takes 3 (1d6) piercing damage. A creature that ends
Large dragon, chaotic good its turn grappled by the araganaqlta’a takes 7 (2d6) piercing
Armor Class 17 (natural armor) damage.
Hit Points 247 (26d10+104) Actions
Speed 30 ft., swim 40 ft. Multiattack. The araganaqlta’a makes one bite attack and one
tail spike attack.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack. +10 to hit, 10 ft. reach, one target.
20 (+5) 22 (+6) 18 (+4) 16 (+3) 17 (+3) 24 (+7) Hit: 23 (4d8 + 5) piercing damage and the target must make
Skills Deception +11, Persuasion +11 a DC 17 Constitution saving throw, taking 14 (4d6) poison
damage on a failed save, or half as much damage on a
Senses darkvision 60 ft., passive Perception 13 successful one. Fiends that are resistant or immune to poison
Languages Common, Sylvan take radiant damage instead.
Tail Hook. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Challenge 12 (8,400 XP)
one target. Hit: 14 (2d6 + 7) piercing damage. Instead of
Amphibious. The araganaqlta’a breathes air and water. dealing damage, the araganaqlta’a can grapple the target
Rainbow Blood. Whenever the araganaqlta’a takes piercing or (escape DC 17).
slashing damage, all creatures adjacent to it must succeed a Transformation. The araganaqlta’a can transform into a Small
DC 17 Dexterity saving throw or take 7 (2d6) damage. Roll a or Medium humanoid or back into its original form. In this
1d4 to determine what type of damage this deals: 1 equals humanoid form, it loses its slam attack. The araganaqlta’a can
acid damage, 2 equals cold damage, 3 equals fire damage, 4 appear as a humanoid but its features always give it away as
equals lightning damage. the araganaqlta’a.

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L Conrad Ward (Order #31470884)
Grandfather Araganaqlta’a commands. The combined total of snakes summoned can be up to
Challenge 15. Snakes summoned this way remain until they die or
Huge dragon, neutral are dismissed as a bonus action.
Armor Class 18 (natural armor) Spikes. Whenever the araganaqlta’a is struck in melee, the
Hit Points 300 (24d12+144) attacker takes 3 (1d6) piercing damage. A creature that ends
Speed 25 ft., swim 40 ft. its turn grappled by the araganaqlta’a takes 7 (2d6) piercing
damage.
STR DEX CON INT WIS CHA Actions
25 (+7) 16 (+3) 23 (+6) 20 (+5) 19 (+4) 12 (+1) Multiattack. Grandfather Araganaqlta’a makes three attacks: one
Saving Throws Dex +8, Con +11, Wis +9, Cha +6 with his bite and two with his tail hook.
Skills Athletics +12, History +10, Nature +10, Perception +14, Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
Persuasion +11, Sense Motive +14 34 (6d8 + 7) piercing damage and the target must make a DC
20 Constitution saving throw, taking 21 (6d6) poison damage on a
Condition Immunities charmed, paralyzed, poisoned, prone, failed save, or half as much damage on a successful one. Fiends that
stunned are resistant or immune to poison take radiant damage instead.
Senses blindsight 60 ft., tremorsense 120 ft., passive Perception 24 Tail Hook. Melee Weapon Attack: +11 to hit, reach 15 ft., one
Languages Common, Sylvan, telepathy 120 ft. target. Hit: 21 (4d6 + 7) piercing damage. Grandfather
Araganaqlta’a can choose to deal half damage and grapple the
Challenge 16 (15,000 XP)
target (escape DC 20).
Legendary Resistance (3/Day). If Grandfather Araganaqlta’a fails
a saving throw, he can choose to succeed again. Legendary Actions
Magic Resistance. Grandfather Araganaqlta’a has advantage on Grandfather Araganaqlta’a can take 3 legendary actions,
saving throws against spells and other magical effects. choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another
Shapechange. Grandfather Araganaqlta’a magically polymorphs creature’s turn. Grandfather Araganaqlta’a regains spent
into a humanoid or reptile beast that has a Challenge no higher legendary actions at the start of his turn.
than his own, or back into his true form. He reverts to his true
form if he dies. In a new form, Grandfather Araganaqlta’a Tail Attack. Grandfather Araganaqlta’a makes a tail hook attack.
retains his alignment, hit points, hit dice, ability to speak, Move and Bite (Costs 2 actions). Grandfather Araganaqlta’a
proficiencies, Legendary Resistance, and Intelligence, Wisdom, moves up to his speed and bites
and Charisma scores, as well as this action. His statistics and
capabilities are otherwise replaced by those of the new form, Command Snakes (Costs 3 actions). Grandfather Araganaqlta’a
except any class features or legendary actions of that form. commands all snakes within 100 feet to attack. Any snake
or snake swarm in this radius must use its reaction if able to
Snake Loyalty. Any snake within 1 mile of Grandfather make an immediate attack against one enemy of Grandfather
Araganaqlta’a is considered to be charmed. As an action, Araganaqlta’a within the snake’s reach.
the Grandfather Araganaqlta’a can summon snakes or snake
swarms. The called snakes arrive within 1 round, and act as
allies of the Grandfather Araganaqlta’a, obeying his telepathic

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L Conrad Ward (Order #31470884)
Armadillo Giant Armadillo
These squat-bodied mammals are easily recognizable thanks to their
Large beast, unaligned
distinctive leathery shells, which provide them with natural protection
against numerous dangers and predators in their native environs. Armor Class 16 (natural armor)
Armadillos have very poor eyesight, perceiving the world largely Hit Points 51 (6d10 + 18)
through scent and touch. They are exceptional diggers, and they Speed 20 ft., burrow 5 ft.
burrow both to find food and to make their dens. When an armadillo
goes underwater, it swallows air to increase its buoyancy, inflating its
STR DEX CON INT WIS CHA
stomach up to twice its normal size so it won’t immediately sink. An 19 (+4) 9 (-1) 16 (+3) 2 (–4) 12 (+1) 5 (-3)
armadillo is 2-1/2 feet long and weighs roughly 10 pounds. Senses passive Perception 11
Giant Armadillo. The giant armadillo is often hunted for the Languages -
value of its outer armor, made up of bony plates in turn composed
Challenge 2 (450 XP)
of many smaller, knobby “scales.” The creature is quite capable
of defending itself with swipes from its deadly claws, as its ill- Poor Eyesight. The giant armadillo has disadvantage on
tempered nature often urges it to do.
Wisdom (Perception) checks that rely on vision.
Actions
Multiattack. The giant armadillo makes two attacks with its
Armadillo claws.
Tiny beast, unaligned Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage.
Armor Class 14 (natural armor)
Rollover (Recharge 3-6). When the giant armadillo has used
Hit Points 4 (1d4 + 1) its protective ball ability, on its next turn it can roll itself
Speed 30 ft., burrow 5 ft. up to 20 feet in any direction. It can move through squares
containing Medium or smaller creatures and its movement
STR DEX CON INT WIS CHA does not provoke opportunity attacks from those in its
3 (-4) 9 (-1) 12 (+1) 2 (–4) 12 (+1) 7 (-2) path. It can make a single attack roll against each such
creature in its path; each successful hit deals 9 (1d10 + 4)
Senses passive Perception 11
bludgeoning damage, or half as much on a successful DC
Languages - 13 Dexterity saving throw. Creatures failing their saving
Challenge 0 (10 XP) throw are likewise knocked prone.
Buoyant. An armadillo can hold its breath underwater or can Reactions
float without requiring a Strength (Athletics) check for up Protective Ball. If attacked, the giant armadillo can roll up
to 5 minutes. into a ball, increasing its AC to 18; however, its speed is
Carrier. The armadillo is a carrier of disease but is rarely reduced to 0 ft. for the remainder of its turn. It can unroll
afflicted by them. It has advantage on saving throws to itself as a bonus action on its next turn, but this reduces it
resist catching a disease or to recover from it. Creatures speed on its next turn by 10 feet.
that have handled an armadillo for at least 1 minute or
who have eaten its flesh have disadvantage on saving
throws to avoid catching a disease or recovering from it
until they complete a long rest.
Poor Eyesight. The armadillo has disadvantage on Wisdom
(Perception) checks that rely on vision.
Reactions
Protective Ball. If attacked, the armadillo can roll up into a
ball, increasing its AC to 16; however, its speed is reduced
to 0 ft. for the remainder of its turn. It can unroll itself as
a bonus action on its next turn, but this reduces it speed on
its next turn by 10 feet.

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L Conrad Ward (Order #31470884)
Boiúna
This titanic serpent has scales of midnight black above and lighter
gray below, glistening with water as it haunts the deepest and
widest lakes and rivers. Its massive eyes glow like orange bonfires,
and their lambent glow can mesmerize creatures who look upon
them with the overwhelming presence of the boiúna. Its onyx scales
absorb shadows the living shadows of creatures nearby, sapping
their vital energy and causing them to waste and die within days.
These titanic beasts keep can grow hundreds of feet long and
their bodies may span 20 to 30 feet across. They keep to the
deepest freshwater they can find. In dry seasons when lakes and
rivers become shallow or dry up, they may gouge new channels with
their massive bodies or simply slither through the plains and forests
to find a new home. They may dig immense holes underwater to
find hidden springs or ensure it has a sufficient water supply.
River Kings. Belying its monstrous size and appearance,
the boiúna is a highly intelligent creature, even gregarious
when properly approached by shamans or others
performing the proper rites or seances. They occasionally
don human guise, often appearing as wealthy nobles
or merchants, and attend parties and dances as they
mingle with mortal. Some keep a hordes of
smaller snakes in and around their riverine
homes in a serpentine semblance of the
kingdoms they visit on land.

Boiúna succeed on a DC 20 Constitution saving throw. They remain


poisoned until they complete a short rest. A successful save
Gargantuan beast (titan), lawful evil grants immunity to the boiúna’s stench for 24 hours.
Armor Class 19 (natural armor) Unstoppable. The boiúna’s movement is never impeded by difficult
Hit Points 465 (30d20+150) terrain.
Speed 30 ft., swim 100 ft. Actions
STR DEX CON INT WIS CHA Multiattack. The boiúna makes one bite attack and one tail attack.
30 (+10) 22 (+6) 20 (+5) 18 (+4) 22 (+6) 26 (+8) Bite. Melee Weapon Attack. +17 to hit, 60 ft. reach, all targets
in a 10-foot square. Hit: 75 (10d12 + 10) piercing damage. If
Condition Immunities charmed, grappled, restrained the boiúna bites a single Large or smaller creature, the target
Skills Athletics +17, Deception +16, Perception +13 must succeed on a DC 25 Dexterity or Strength saving throw
Senses darkvision 60 ft., passive Perception 23 (target’s choice) or be swallowed by the boiúna. A swallowed
Languages Aquan, Common creature is blinded and restrained, it has total cover against
attacks and other effects outside the boiúna, and it takes 10
Challenge 22 (41,000 XP) (3d6) acid damage and 21 (6d6) bludgeoning damage at
Amphibious. The boiúna breathes air and water. the start of each of the boiúna’s turns. If the boiúna dies, a
Serpentiginous Rebirth. A creature slain by the boiúna is reincarnated swallowed creature is no longer restrained and can escape
24 hours later as an ordinary river snake with no recollection of from the corpse by using 30 feet of movement, exiting prone.
their former life. Their former body (but not their gear) dissolves into Tail. Melee Weapon Attack. +17 to hit, 60 ft. reach, all targets in
mud. Once they are reincarnated, they cannot be returned to life by a 20-foot line, 5 feet wide. Hit: 48 (14d10 + 10) bludgeoning
raise dead or resurrection, though reincarnate or wish can bring them damage and targets must succeed on a DC 25 Strength or
back in their original form even if their body is not present by simply Dexterity saving throw (target’s choice) or be pushed 10 feet in
touching the body of water where they were slain, or the body of a direction chosen by the boiúna.
the boiúna, or the snake they became when reborn. Change Shape. The boiúna can transform into a Small or Medium
Siege Monster. The boiuna deals double damage to objects and humanoid or back into its original form. In this humanoid form, it
structures. loses its bite and tail attacks.
Steal Shadow. A creature that ends its turn adjacent to the boiúna Enchanting Gaze. A boiúna can attempt to charm a creature within
must succeed a DC 23 Charisma saving throw or have its 120 feet of it with its gaze. The creature must succeed a DC 23
shadow stolen from it. Starting on its next turn, and every hour Wisdom saving throw or be charmed for 1 minute.
thereafter, a creature that has its shadow stolen must succeed a Immobilize Ship. The boiúna can turn the power of its gaze on
DC 23 Constitution saving throw or gain 1 level of exhaustion. a ship within 120 feet, causing it to halt as if stuck fast on a
If the boiúna is killed or if remove curse is cast on a creature sandbar or anchor. If the ship has a pilot or captain, they can
whose shadow has been stolen, its shadow returns and they attempt a DC 23 Wisdom saving throw to resist this effect.
no longer need to save against gaining levels of exhaustion, On a success, their ship is immune to this effect for 24 hours.
but any exhaustion already accrued remains. The boiúna can If failed, the ship cannot move for 1 hour unless the boiúna
suppress or regain use of this ability as a bonus action. releases it. Casting remove curse on the ship grants the pilot or
Stench. The awful reek of the boiúna causes non-reptilian captain a new saving throw with advantage to end the effect.
creatures within 60 feet to become poisoned unless they

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L Conrad Ward (Order #31470884)
Cadejo
These mystical spirits resemble large hounds with wide muzzles, but their White Cadejo
feet end in cloven hooves rather than soft canine paws. Their eyes are
Medium celestial, lawful good
bright and intelligent, glowing with an inner fire, and they can speak with
those that summon them or whose plight or whose sinful behavior has
Armor Class 15 (natural armor)
caught their attention, warning them of dangers to come or threatening Hit Points 136 (21d8 + 42)
them with the judgment that has only just now arrived. The cadejo is 2-3 Speed 30 ft.
feet high at the shoulder and 4 feet long and weighs nearly 100 pounds.
STR DEX CON INT WIS CHA
Black Cadejo. These black-furred hounds resemble cloven-hooved
mastiffs with eyes that burn a fiery orange-red. They seek out the sinful 18 (+4) 12 (+1) 15 (+2) 10 (+0) 12 (+1) 14 (+2)
to strike terror in their hearts, though they are not above a bit of wanton Saving Throws Wis +7
murder when the opportunity presents itself and they come upon a lonely Condition Immunities frightened
traveler in the dark. Each black cadejo bears a red-hot glowing iron shackle
Damage Resistance fire, radiant
on one of its legs, trailing a short length of burning chain, emblematic of
the hellish bondage awaiting the corrupt souls they pursue.
Skills Athletics +7, Insight +4, Perception +7
White Cadejo. The white cadejo is a long-furred hound with a coat of Senses darkvision 60 ft., passive Perception 17
silvery white and eyes glowing a soft blue or purple. They seek out the Languages Celestial, Common
lonely, forlorn, and oppressed and bring comfort and protection. They are Challenge 5 (1,800 XP)
especially protective of children, warding them from the predations of their Aura of Good Luck. The white cadejo and any creatures
black cadejo counterparts. They comfort the dying and provide succor to it considers its allies within 30 feet have advantage on
those whose loved ones pass into the afterlife, guiding lost souls to their attack rolls, saving throws, and ability checks.
final reward.
Keen Senses. The white cadejo’s adds double its proficiency
Paired Attraction. Whenever a cadejo of either color is summoned or bonus on Perception checks and saving throws against
appears in the world, there is a chance that a second cadejo of the opposite illusions.
color is also summoned somewhere within a mile. Each cadejo is aware of
Radiant. The white cadejo glows with a pale silvery-white
the other and knows the general direction of its opposite. light within 20 feet, as light spell.
Reversed Colors. In some tellings of cadejo folklore, the colors of
the dogs are reversed, with the black dog being the faithful guardian and Actions
protector and the white dog being the sinister stalker and punisher of sin. Multiattack. The white cadejo makes two hoof and a bite
attack.
Bite. Melee Weapon Attack. +6 to hit, 5 ft. reach, one
target. Hit: 11 (2d6 + 4) piercing damage and the
target must succeed on a DC 13 Strength saving throw or
be knocked prone.
Hoof. Melee Weapon Attack. +6 to hit, 5 ft. reach, one
target. Hit: 18 (4d6 + 4) bludgeoning damage.
Restore (Recharge 6). The lick of the white cadejo restores
energy and vitality, removing one level of exhaustion or
affecting the target as lesser restoration, as the cadejo
chooses. The white cadejo can instead use this ability to
heal a creature as if casting spare the dying; when used
in this way it automatically recharges on the cadejo’s
next turn.

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L Conrad Ward (Order #31470884)
Black Cadejo Charisma for 24 hours. If they fail three consecutive saving throws,
this curse becomes permanent unless broken with remove curse.
Medium fiend, lawful evil
Implacable Hunter. A black cadejo has advantage on Intimidation
Armor Class 15 (natural armor) checks and on Survival checks made to track.
Hit Points 136 (21d8 + 42) Incense Sensitivity. Burning incense irritates the senses of a black
Speed 30 ft. cadejo, negating its advantage on Intimidation and Survival
STR DEX CON INT WIS CHA checks to track for 1 hour and causing them to become sickened
for 1 round if they fail a DC 10 Constitution saving throw. If
18 (+4) 12 (+1) 15 (+2) 10 (+0) 12 (+1) 14 (+2) they fail two consecutive saving throws, they become frightened
Condition Immunities frightened for 1 minute and must avoid the area of incense until this
condition ends.
Damage Resistance fire, necrotic
Skills Intimidation +5, Perception +4, Stealth +4, Survival +4 Actions
Senses darkvision 60 ft., passive Perception 14 Multiattack. The black cadejo makes two hoof and a bite attack.
Languages Common, Infernal Bite. Melee Weapon Attack. +6 to hit, 5 ft. reach, one target. Hit:
11 (2d6 + 4) piercing damage and the target must succeed on
Challenge 5 (1,800 XP) a DC 13 Strength saving throw or be knocked prone.
Aura of Bad Luck. Any creature the black cadejo considers an enemy Hoof. Melee Weapon Attack. +6 to hit, 5 ft. reach, one target.
(except other cadejos) within 30 feet has disadvantage on attack Hit: 18 (4d6 + 4) bludgeoning damage.
rolls, saving throws, and ability checks.
Terrifying Gaze (Recharge 5-6). The black cadejo can fix its eyes
Burning Shackle. If the black cadejo hits a creature with both of its like burning coals on a creature within 30 feet, causing them to
hooves in the same round, that target is also lashed by the dangling become incapacitated with fear unless they succeed on a DC 13
red-hot chain that hangs from the burning iron shackle on its leg, Wisdom saving throw. An incapacitated creature can attempt a
taking 10 (3d6) fire damage. new saving throw each round at the end of their turn. When a
Curse of the Fool. A creature that fails two consecutive saving creature succeeds on a saving throw against the black cadejo’s
throws against the black cadejo’s terrifying gaze is cursed with terrifying gaze, it is frightened for 1 round and then the effect
disadvantage on ability checks and saving throws made with ends.

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L Conrad Ward (Order #31470884)
Caiman Dwarf Caiman
Small beast, unaligned
These crocodilians inhabit warm climates and wetlands, many
favoring rivers but the largest of them comfortable swimming and Armor Class 10
hunting in salt water as well. Hit Points 5 (1d6 + 2)
Dwarf Caimans. These small crocodilian predators live amid Speed 10 ft., swim 30 ft.
the fast-running streams of tropical rainforests and swamps.
These patient predators sometimes lie in awkward positions for STR DEX CON INT WIS CHA
hours before they strike their prey, their mottled scales disguising 10 (+0) 11 (+0) 15 (+2) 2 (-5) 11 (+0) 5 (-3)
them as floating wood. Saving Throws Dex +2, Con +4
Blood Caimans. A blood caiman is a primeval reptile that
Skills Athletics +2, Stealth +2
dwells in swamps or along the banks of rivers, a habitat that often
puts it in violent contact with unsuspecting prey that come to the Senses passive Perception 10
water’s edge to drink. Languages —
Black Caimans. The black caiman resembles its land-based Challenge 1/4 (50 XP)
cousins in general body shape and size, though its legs are a hybrid Silent Swimmer. The dwarf caiman has advantage on Stealth
of webbed feet and nascent fins. Its long tail is thinner and flatter checks while in or under water.
than those of traditional crocodilians, allowing the black caiman to Sprint. Once per minute, a dwarf caiman can sprint,
swim with alarming speed as it whips its tail back and forth. increasing its base speed to 30 feet for 1 round.
These large caimans generally remain in warm, shallow oceans
and seas. They spend most of their time at sea hunting fish, sea Actions
mammals, aquatic humanoids, and monstrous humanoids like Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
baracuden and sahuagin. Only when breeding and laying eggs Hit: 2 (1d4) piercing damage.
do black caimans venture onto land (where they are slow and
clumsy), before returning to the sea.

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L Conrad Ward (Order #31470884)
Black Caiman Blood Caiman
Medium beast, unaligned Medium beast, unaligned
Armor Class 14 (natural armor) Armor Class 15 (natural armor)
Hit Points 60 (8d8 + 24) Hit Points 45 (6d8 + 18)
Speed 15 ft., swim 50 ft. Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 5 (-3) 19 (+4) 12 (+1) 17 (+3) 2 (-5) 12 (+1) 5 (-3)
Saving Throws Dex +3, Con +5 Saving Throws Dex +3, Con +5
Skills Athletics +7, Perception +3 Skills Athletics +6, Perception +3, Stealth +3
Senses passive Perception 13 Senses passive Perception 13
Languages — Languages —
Challenge 3 (700 XP) Challenge 2 (450 XP)
Hold Breath. The black caiman can hold its breath for 30 Hold Breath. The blood caiman can hold its breath for 30
minutes. minutes.
Silent Swimmer. The blood caiman has advantage in Stealth
Actions checks while in or under water.
Multiattack. The black caiman makes two attacks: one with its Sprint. Once per minute a blood caiman may sprint,
bite and one with its tail slap. increasing its land speed to 40 feet for 1 round.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage. If the target is a Actions
creature, it is grappled (escape DC 15). Until this grapple Multiattack. The blood caiman makes two attacks: one with
ends, the target is restrained, and the black caiman can’t its bite and one with its tail slap.
use its tentacles on another target.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Tail Slap. Melee Weapon Attack: +7 to hit, reach 5 ft., one Hit: 2 (1d6 + 4) piercing damage. If the target is a
target. Hit: 12 (2d6 + 5) bludgeoning damage. If the creature, it is grappled (escape DC 14). Until this grapple
target is a creature, it must succeed on a DC 14 Strength ends, the target is restrained, and the blood caiman can’t
saving throw or be knocked prone. use its bite on another target.
Death Dive. When grappling a foe of its size or smaller, a black Tail Slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one
caiman can perform a deadly dive as its action. As it clings target. Hit: 9 (1d10 + 4) bludgeoning damage. If the
to its foe, it uses the force of its powerful tail to propel it target is a creature, it must succeed on a DC 14 Strength
downward in the water, allowing it to inflict bite damage and saving throw or be knocked prone.
drag the target up to the black caiman’s swimming speed.
The creature is still grappled by the black caiman. Death Roll. When grappling a foe of its size or smaller, a
blood caiman can perform a death roll on its subsequent
turn as its action. As it clings to its foe, it tucks in its legs and
rolls rapidly, twisting and wrenching its victim. The blood
caiman inflicts its bite damage and knocks the creature
prone. The creature is still grappled by the blood caiman.

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L Conrad Ward (Order #31470884)
Carbunclo Carbunclo
Never have legend and misinformation met upon a more Tiny monstrosity, unaligned
inauspicious brow than that of the lowly carbunclo. They appear
Armor Class 12
to be little more than ungainly reptiles but are set apart by their
strange magical abilities and the fist-sized gemstone horn jutting Hit Points 21 (6d4 + 6)
from above their bulging eyes. Although tales differ regarding the Speed 20 ft.
type and value of the stone, many claim it is a ruby or garnet. In STR DEX CON INT WIS CHA
truth, however, a carbunclo’s gem is merely a highly reflective
growth, not unlike a fingernail. 6 (-2) 17 (+3) 12 (+1) 7 (-2) 13 (+1) 10 (+0)
Cowardly but practical creatures, carbuncles make their dens Skills Stealth +5, Survival +3
wherever they might live comfortably and with little threat from Damage Resistances slashing
predators and hunters. This typically means near groves of fruit Damage Immunities acid
trees deep within ancient forests, amid berry briars in stagnant
Condition Immunities blinded, deafened, exhaustion
marshlands, or near falls thick with water bugs. Wherever a
carbuncle can eat its fill and hide from both real and imagined Senses darkvision 60 ft., passive Perception 11
dangers, these nervous creatures are satisfied. Such tendencies Languages –
contribute to the species’ rarity, as they have little reason or desire Challenge 1 (200 XP)
to ramble. Thus, only those who wander the most secluded paths Empath. Carbunclos possess a crude form of telepathy,
of the world—and even then only those with sharp eyes—ever allowing them to detect thinking creatures within 60 feet.
stumble across carbuncles. This grants the carbunclo advantage on Dexterity (Stealth)
Most carbuncles regard others of their kind with indifference. checks made to hide from creatures it has detected.
A safe and comfortable glen far from scary creatures might hold Creatures other than constructs, plants, and undead cannot
up to a half dozen carbuncles, but as soon as the group proves too succeed on a Dexterity (Stealth) check made to sneak up
large for the sanctuary to support, the youngest slink off in search on a carbunclo.
of new homes. Carbuncles—even those living in close proximity— Innate Spellcasting. The carbunclo’s innate spellcasting ability
have little to do with others of their kind. While certainly intelligent is Wisdom (spell save DC 11). The carbunclo can innately
enough to form relationships and societies, most carbuncles would cast the following spells, requiring no components:
rather spend their days pilfering honeysuckle, floating in cool At will: feign death, levitate (self only)
springs, or reclining amid shadowy tree branches. Some carbuncle 1/day each: fear
groups have even been known to die out, as none of the members Spell Vulnerability. A carbunclo is affected by spells that
can be bothered to mate. Yet should a group be threatened, they normally only affect beasts.
can prove quite clever in distracting enemies from others of their
kind. A frequent tactic involves using their empathic abilities Actions
to create pleasing smells and sensations to coax dangerous Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
trespassers into the path of other threats while the wily carbuncle Hit: 6 (1d6 + 3) piercing damage.
quietly slips away.

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L Conrad Ward (Order #31470884)
Giant Flytrap
Carnivorous Plants Huge plant, unaligned
Hardy plants that grow in areas with poor soil but abundant Armor Class 17 (natural armor)
animal life, some plants turn carnivorous. Whereas their smaller
Hit Points 157 (15d12 + 60)
kin supplement their growth by catching insects, giant carnivorous
plants do the same with animals, humanoids, and anything else Speed 10 ft.
foolish enough to draw too near. Given that their prey is generally STR DEX CON INT WIS CHA
much smarter than insects, these deadly plants have evolved into
much more aggressive hunters than their tiny cousins.
19 (+4) 16 (+3) 19 (+4) 1 (-5) 12 (+1) 6 (-2)
Damage Resistances acid
Flytrap. Local legends call this plant names like “mancatcher,”
“snapperjaw plant,” “dragonleaf plant,” “cowbiter,” and “green Condition Immunities blinded
gulper,” but adventurers know it simply as the giant flytrap. A giant Skills Perception +4, Stealth +6
flytrap’s stalks are 20 feet long, but generally sprawl relatively Senses tremorsense 60 ft.; passive Perception 14
close to the central mass—a set of full-grown flytrap jaws is 7 feet Languages -
across. A giant flytrap weighs 9,000 pounds. Challenge 6 (2,300 XP)
Giant flytraps can lumber slowly along the ground, using their Vegetation Cover. In a forest environment, a giant flytrap has
writhing roots like tentacles to relocate to more populous hunting advantage on Dexterity (Stealth) checks.
grounds, they are quite canny at blending in with the surrounding
foliage. A giant flytrap’s jaws and stalks are swift-moving—it Actions
reaches out and snaps at passersby with lightning speed. The Multiattack. The giant flytrap attacks with four bites. A
plant itself even has a modicum of intelligence, and is capable of giant flytrap makes one less bite for each creature it has
limited tactical choices, such as knowing when to break off an engulfed (see below).
attack against a powerful foe. Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target,
Pitcher Plant. A single petal hovers above the opening of a Hit: 8 (1d8 + 4) piercing damage. If the target is a Medium
giant pitcher plant, with a bulb larger than a full-grown human. or smaller creature, it must succeed on a DC 15 Dexterity
The petal acts as a lid above rows of jagged spines that fold
saving throw or be engulfed by the giant flytrap. An
engulfed creature is blinded and restrained, it has total cover
inward, overlapping each other almost like shark’s teeth. As soon against attacks and other effects outside the giant flytrap,
as a victim comes near this maw, the overhanging petal slams and it takes 10 (3d6) acid damage at the start of each of
down and the flower rapidly constricts. Its spines gnaw upon the giant flytrap’s turns. If the giant flytrap dies, a swallowed
the captured prey, drawing it into the large, hollow pitcher to be creature is no longer restrained by it and can escape from
dissolved in sweet-scented but acidic and toxic nectar. Because the corpse by using 20 feet of movement, exiting prone. As
monstrous pitcher plants gain their nutrients from decomposing long as it has a creature engulfed, the giant flytrap cannot
organisms, the plant is nearly rootless and moves about by make a bite attack with that set of jaws.
extending and retracting four thick clusters of rootlike shoots. While native to the southeastern United States on Earth,
Giant pitcher plants typically grow between 8 to 10 feet tall and flytraps have been transplanted to other areas as tourist
weigh 320 pounds. curiosities where they have become locally endemic and
could easily thrive in a fantasy version of Latin America.
Sundew. Giant sundews use their shallow but sturdy roots to
creep through boggy environments, slamming targets with its
thick, leaflike fronds, each of which is covered with globules of
sticky, acidic goo. The giant sundew exudes an unmistakable scent
of honey—an attractive odor that often proves irresistible to nearby
creatures until they find themselves stuck fast and slowly dissolved
and digested in the sundews deadly fronds. Although the giant
sundew is not quite a mindless monstrosity, its intellect is barely
more than instinctive, and it has little ability to discern between
allies and enemies, though if it encounters creatures immune to
acid or adhesive qualities, the sundew is smart enough to choose
other targets. A full-grown giant sundew can reach a height of over
20 feet and weighs 4,000 pounds.

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L Conrad Ward (Order #31470884)
Giant Pitcher Plant Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
19 (3d8 + 5) piercing damage. If the target is Medium sized
Large plant, unaligned or smaller, it must succeed on a DC 15 Dexterity saving throw
Armor Class 16 (natural armor) or be swallowed by the pitcher plant. A swallowed creature is
Hit Points 133 (14d10 + 56) blinded and restrained, it has total cover against attacks and
Speed 20 ft. effects outside of the pitcher plant and takes 14 (4d6) poison
damage at the start of each of the pitcher plant’s turns. The
STR DEX CON INT WIS CHA pitcher plant can hold one Medium sized creature or two Small
sized or smaller creatures in its body at a time.
20 (+5) 12 (+1) 14 (+2) 1 (-5) 13 (+1) 7 (-2)
If the pitcher plant takes 15 damage or more in a single
Saving Throws Con +5 turn from a creature inside it, the pitcher plant must succeed
Damage Resistances acid on a DC 15 Constitution saving throw at the end of that turn
Condition Immunities blinded, deafened, exhaustion or regurgitate all swallowed creatures, which fall prone in a
space within 5 feet of the pitcher plant. If the pitcher plant
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11 dies, a swallowed creature is no longer restrained by it and can
Languages – escape from the corpse by using 5 feet of movement, exiting
Challenge 7 (2,900 XP) prone.
Excavator. The area around a giant pitcher plant out to a radius Vine. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.
of 20 feet is treated as difficult terrain for all non-plant Hit: 21 (3d10 + 5) bludgeoning damage, and the target is
creatures without a burrow speed. grappled (escape DC 14). The pitcher plant has two vines, each
of which can grapple one target.
Gushing Wound. When a creature deals slashing damage to the
giant pitcher plant, they must make a DC 14 Dexterity saving Toxic Splash (Recharge 5-6). The pitcher plant sprays its poison out
throw. On a failure, they take 10 (3d6) poison damage from to a radius of 20 feet. Each creature in this radius must make
the pitcher plant’s poisonous fluids. If the saving throw fails by 5 a DC 15 Constitution saving throw, taking 28 (8d6) poison
or more, the affected creature is also poisoned for 1 minute. A damage on a failure, and half as much on a success. Creatures
creature poisoned in this way can make another saving throw at that fail this saving throw by 5 or more are also considered
the end of each of their turns, ending the effect on a success. poisoned for 1 minute. A creature poisoned in this way can
make another saving throw at the end of each of their turns,
Actions ending the effect on a success.
Multiattack. The giant pitcher plant makes one bite attack and one
vine attack.

Giant Sundew burns through most organic material but does not affect metal
or stone. If the sundew takes cold damage, its acid is neutralized
Huge plant, unaligned until the end of its next turn after taking the cold damage.
Armor Class 19 (natural armor)
Hit Points 210 (20d12 + 80) Actions
Speed 20 ft. Multiattack. The sundew makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one
STR DEX CON INT WIS CHA target. Hit: 24 (3d10 + 8) piercing damage plus 10 (3d6)
26 (+8) 14 (+2) 19 (+4) 1 (-5) 12 (+1) 7 (-2) fire damage, and the target is grappled (escape DC 17).
The sundew can grapple up to 4 Medium sized creatures and
Saving Throws Dex +6, Con +8
continue making slam attacks.
Skills Perception +5
Damage Resistances slashing Rections
Damage Immunities acid Stupefication Pollen (1/Day): When the sundew has lost at least
half of its hit points, it releases a pollen cloud that fills the area
Condition Immunities blinded, deafened, exhaustion
in a 20-foot radius around the giant sundew. Creatures other
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 15 than the sundew in the area must succeed a DC 16 Constitution
Languages – save or be poisoned for 1 minute. While a creature is poisoned
Challenge 12 (8,400 XP) in this way, it is stunned. Afflicted creatures can make a new
saving throw at the end of each of their turns, ending the
Acidic. A creature that touches the sundew or starts its turn poisoned effect on a success.
grappled by the sundew takes 4 (1d8) acid damage. This acid

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L Conrad Ward (Order #31470884)
Carreta Nagua
This mystical oxcart is an oversized wagon, often in the shape Sinslain Minion
of a cross, brightly painted with calaveras and skeletons of all
Medium undead, lawful neutral
manner of humanoids. It travels to collect souls corrupted by
bad deeds. The innocent can sleep peacefully, unable to hear or Armor Class 12
see the carreta nagua, while the guilty caught out by night on Hit Points 22 (3d8 + 9)
the road have no hope. The oxen’s bleached bones glow with a Speed 30 ft.
preternatural blue light of their own right through their translucent
STR DEX CON INT WIS CHA
flesh.
Innkeeper’s Warning. Good innkeepers who value their 14 (+2) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 6 (-2)
customers and hope for return business often warn their foreign Damage Vulnerabilities bludgeoning
guests shortly after paying their room and board that at some Damage Immunities poison, necrotic
point during middle of the night they may be awakened by the
Condition Immunities charmed, exhaustion, frightened,
loud sounds of hooves and wheels clattering over cobblestones. poisoned
The townspeople know better and rarely dare to lift the shade or
Senses darkvision 60 ft., passive Perception 10
pull back the curtain to look out a window. For those with a guilty
conscience, it is best not to take a chance at serious illness or a Languages understands languages it knew in life; telepathy
fate worse than death. Even a peek could gain the attention of the 60 ft. (with carreta nagua only)
carreta nagua to come and claim your soul. Challenge 1/2 (100 XP)
Called to Collect. Potent magical rituals can call the carreta Soul Bound. Unless the soul of the sinslain minion is released
nagua to appear, but only powerful casters should attempt such from its soul cage, it reanimates behind the carreta nagua
spells, lest they be taken hostage, their souls doomed to ride in the following night.
the wagon and their animated bones walk behind it for all eternity. Telepathic Bond. The sinslain minion unconditionally follows
To have some power over this nightmare, the bravest could try to the commands of the carreta nagua that created it. It acts
steal an animated bone, but they must do it blindfolded to survive. on the same initiative count as the carreta nagua, taking
Sinslain Minions. When first encountered, a carreta nagua is its actions after the end of the carreta nagua’s turn.
often being followed by 1d4 + 3 sinslain minions under its control.
Their life force is bound to the soul cage coffins in the wagon. If
Actions
their bones are recovered, they might be able to be turned back Chattering Teeth. Melee Weapon Attack: +5 to hit, reach 5
into their original form. The minions can either be attached to
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
the wagon or alongside the cart. They have the stat block of a Bone Missile. Range Weapon Attack: +5 to hit, range 80
skeleton minion and take all their turns at the end of the carreta ft./320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
nagua’s turn.

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L Conrad Ward (Order #31470884)
Carreta Nagua Sudden Swerve. The carreta nagua can turn only very gradually,
moving left or right 5 feet for every 40 feet straight it moves.
Huge undead, lawful neutral However, as a bonus action it instantaneously turn itself in any
Armor Class 14 (17 for rider with mage armor) direction.
Hit Points 230 (20d12 + 100)
Speed 40 ft.
Actions
Multiattack. The carreta nagua makes two ox horn or ox hoof
STR DEX CON INT WIS CHA attacks in any combination.
20 (+5) 16 (+3) 20 (+5) 12 (+1) 12 (+1) 18 (+4) Ox Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 19 (4d6 + 5) piercing damage.
Saving Throws Con +9, Wis +6, Cha +9
Ox Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Skills Athletics +10, Intimidation +9, Perception +6
target. Hit: 14 (2d8 + 5) bludgeoning damage.
Damage Resistances bludgeoning, piercing and slashing from
Trample. The carreta nagua can move through the space of
nonmagical attacks not made with silvered weapons
Medium or smaller creatures. Each creature in its path takes
Damage Immunities necrotic 27 (6d8) bludgeoning damage, or half as much on a successful
Condition Immunities charmed, exhaustion, frightened, Strength saving throw. Creatures failing their save are also
paralyzed, poisoned knocked prone as the carreta nagua rolls over them; this
Senses darkvision 60 ft., passive Perception 16, sin sense movement does not provoke opportunity attacks from prone
creatures. Creatures succeeding on their saving throw can move
Languages Abyssal, Common, Infernal, understands languages it out of the carreta nagua’s path. This does not count against
knew in life; telepathy 60 ft. (sinslain minions only) their movement on their next turn. A creature in the path of the
Challenge 13 (10,000 XP) carreta nagua’s trample may forfeit their saving throw in order
Innate Spellcasting. The carreta nagua’s innate spellcasting ability to make an opportunity attack against the creature; this is
is Charisma (spell save DC 17). The carreta nagua can innately resolved prior to the carreta nagua entering their space.
cast the following spells, requiring no material components:
At will: detect thoughts, invisibility, speak with dead, spare the dying
Legendary Actions
The carreta nagua can take 3 legendary actions, choosing from
3/day each: bestow curse, soul cage* XGtE the options below. Only one legendary action option can be
1/day each: plane shift, raise dead used at a time and only at the end of another creature’s turn.
Legendary Resistance (3/Day). If the carreta nagua fails a saving The carreta nagua regains spent legendary actions at the start
throw, it can choose to succeed instead. of its turn.
Not Maneuverable. Because the carreta nagua cannot turn quickly, Command Sinslain Minions (1 Action). The carreta nagua commands
a creature attacking it in melee has advantage on their attack up to three minions to attack.
roll if another ally has already attacked it that round from the Misty Trot (1 Action). The carreta nagua can misty step up to 30
carreta nagua’s opposite side. feet away in a new direction and does not provoke opportunity
Sin Sense. The carreta nagua can perceive the exact location of attacks.
evil creatures (and any other sinful or corrupt creatures, at the Ox Stomp (2 Actions). The undead oxen drawing the carreta
GM’s discretion) within 60 feet, as if it had blindsight. nagua stomp their feet on the ground, causing all creatures
Spirit Wagon. When the carreta nagua uses its soul cage ability within 10 feet to take 14 (4d6) thunder damage, or half as
on a humanoid, its spirit is bound within one of the six coffins much on a successful DC 18 Strength saving throw. Creatures
borne by the wagon, while its body shambles behind the failing their saving throw are also knocked prone.
wagon as a sinslain minion under the carreta nagua’s Soul Cage (1 Actions). The carreta nagua performs one of the
command. Each coffin is covered with a white burial shroud, features of the soul cage spell.
and any creature removing the shroud from a coffin takes 27 Undead Fortitude. If damage reduces the sinslain minion to 0 hit
(5d10) necrotic damage unless they first cast remove curse points, it must make a Constitution saving throw with a DC of 5
on the shroud. Once the shroud is removed, the coffin can be + the damage taken, unless the damage is radiant or from a
smashed open with a DC 20 Strength check or by dealing it critical hit. On a success, the sinslain minion drops to 1 hit point
20 points of bludgeoning or slashing damage; this does not instead.
harm the carreta nagua’s hit points. If a coffin is smashed,
that spirit is released one of the carreta nagua’s sinslain
minions (chosen randomly) collapses into a pile of inert flesh
and bone.

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L Conrad Ward (Order #31470884)
Cats, Great Margay
The Americas are home to a wide variety of hunting cats, from small but Tiny beast, unaligned
fierce hunters of frogs, birds, and monkeys to large and deadly prowlers Armor Class 12
capable of taking down very large prey.
Hit Points 2 (1d4)
Margay. The margay is a small cat that lives in dense tropical forests, Speed 30 ft., climb 20 ft.
preferring to spend most of its life in the trees. During the day, a margay
lounges in liana tangles far above the ground, and at night it chases birds, STR DEX CON INT WIS CHA
frogs, lizards, and monkeys through the treetops. A margay can use its 4 (-3) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 9 (-1)
sound mimicry ability to imitate the sounds of any animal of its own size or
Skills Acrobatics +4, Perception +3, Stealth +6
one size category smaller, and it often does so to lure prey into an ambush.
A margay weighs around 8 pounds and may reach a length of 3–4 feet,
Senses passive Perception 13
nearly half of which is its tail. Languages -
Ocelot. Ocelots are spotted nocturnal predators that are equally Challenge 0 (10 XP)
at home on the ground or in trees. They are skilled climbing, leaping, Keen Smell. The margay has advantage on Wisdom
and swimming and prefers to hunt close to water sources with dense (Perception) checks that rely on smell.
vegetation cover, though it ranges from grasslands to swamps as well as Leaper. A margay can leap 12 feet horizontally.
forests. Ocelots are typically 1-1/2 feet tall and weigh 20-35 pounds. Mimicry. A margay can mimic the sounds of tamarin monkeys
Puma. Pumas are ambush hunters and stalkers. They wait in dense and other prey animals, which it uses to ambush prey. A
vegetation or underbrush, or rocky outcroppings for potential prey to creature that hears the sounds can tell they are imitations
wander by. When in range, the puma springs to the attack and bites and
with a successful DC 11 Wisdom (Insight) check.
rakes its foe. Pumas are excellent hunters and often stalk potential prey Stealthy. A margay adds double its proficiency bonus on
for several miles before attacking. Pumas stand about two feet tall and are Dexterity (Stealth) checks.
about 4-5 feet long with a tail 2-3 feet long. A typical puma weighs around
125 pounds. It has short, coarse, fur with a white underbelly and a black-
Actions
tipped tail. Its fur color (except its underbelly) is typically brown, black,
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.
rust, or gray. Its eyes are golden.
Jaguar. The jaguar is a highly aggressive and ferocious great cat that
makes its home in dense forests or swampy areas near a source of fresh
water. Of all the big cats, the jaguar is the most at home in the water. They
are excellent swimmers and stalk their prey through deep water where Puma
other cats won’t go. They also excel at climbing and often spend time Medium beast, unaligned
hunting tree-dwelling animals (such as monkeys). The jaguar is highly Armor Class 12
territorial with its personal hunting ground often covering an area of Hit Points 26 (4d8 + 8)
several square miles. The typical jaguar subsists on a diet of animals such
Speed 40 ft.
as deer, tapir, elk, fish, armadillos, and other small animals. If hungry or
its food supply is thin, jaguars have been known to attack prey much larger STR DEX CON INT WIS CHA
than itself. Jaguars stalk their prey and prefer to attack from ambush,
15 (+2) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)
swooping in and felling prey with one swift stroke of their powerful jaws or
locking on until their prey is dead.
Skills Perception +3, Stealth +6
Senses passive Perception 13
Languages -
Challenge 1/2 (100 XP)
Keen Smell. The puma has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce. If the puma moves at least 20 feet straight toward
a creature and then hits it with a claw attack on the same
turn, that target must succeed on a DC 12 Strength saving
throw or be knocked prone. If the target is prone, the puma
can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the puma can
long jump up to 40 feet.
Stealthy. A puma adds double its proficiency bonus on
Dexterity (Stealth) checks.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.

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L Conrad Ward (Order #31470884)
Ocelot Jaguar
Small beast, unaligned Medium beast, unaligned
Armor Class 12 Armor Class 12
Hit Points 5 (1d6 + 2) Hit Points 39 (6d8 + 12)
Speed 40 ft., climb 20 ft. Speed 40 ft., climb 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2) 16 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)
Skills Acrobatics +4, Athletics +3, Perception +3, Stealth +6 Skills Acrobatics +4, Perception +3, Stealth +4
Senses passive Perception 13 Senses passive Perception 13
Languages - Languages -
Challenge 0 (10 XP) Challenge 1 (200 XP)
Ambush. If an ocelot hits a creature with a claw attack, Ambush. If a jaguar hits a creature with a claw attack, and
and the creature is surprised, the ocelot may use a bonus the creature is surprised, the jaguar may use a bonus
action to make a bite attack. action to make a bite attack.
Keen Smell. The ocelot has advantage on Wisdom High Jumper. With a 10-foot running start, the jaguar can
(Perception) checks that rely on smell. long jump up to 25 feet. The jaguar can jump 10 feet
Stealthy. An ocelot adds double its proficiency bonus on vertically and can safely land twice that distance.
Dexterity (Stealth) checks. Keen Smell. The jaguar has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Actions
Hit: 3 (1d4 + 1) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one Hit: 7 (1d8 + 3) piercing damage. If the jaguar scores a
target. Hit: 3 (1d4 + 1) slashing damage. critical hit, it rolls damage dice three times, instead of twice.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.

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L Conrad Ward (Order #31470884)
Ccoa Ccoa
Tiny elemental, chaotic neutral Ccoa are tiny shape-changing beings that manifest from dark storm
clouds that roam the lofty peaks marking the sacred rifts through
Armor Class 18 (natural)
which mortals attempt to cross into the spirit kingdoms. When
Hit Points 64 (16d4 + 32) confronting mortals, these dark clouds coalesce into small, feline
Speed 30 ft., fly 50 ft. (cloud-form only) creatures. Slightly larger than a cat but more bestial in appearance,
STR DEX CON INT WIS CHA the ccoa is covered with a thick coat of coarse gray fur streaked
with black stripes that run the length of its torso. Eerily, its eyes
12 (+1) 23 (+6) 14 (+2) 17 (+3) 14 (+2) 16 (+3) glow with a soft green phosphorescence and its long jaws grimace
Saving Throws DEX +9, INT +6, WIS +5 with rows of broad pointed teeth or less frequently, small tusks.
Senses darkvision 60 ft., passive Perception 15 Supernatural Agents. Some ccoa act as agents for more
Languages Auran, Common powerful spirits or gods; others mask their allegiances and
intentions. They enjoy teasing and toying with mortals when
Challenge 8 (3,900 XP) they enter their domains, even those that share an alliance with
Shapechanger. The ccoa can use its action to polymorph into their spirit masters. They are intolerant of trespassers, and upon
the form of a dark storm cloud or back to its cat-like form. first sighting them, attempt to drive them off or even slay them.
In cloud form, the ccoa appears as a swirling 10-foot-tall Some ccoas enter pacts with priests or warlocks, viewing them as
black storm cloud with a 30-foot radius. The cloud form
has a fly speed of 40 ft., can move through a hostile channeling the same eldritch powers they themselves wield.
creature’s space and stop there, and move through a Mercurial Extortionists. Ccoas frequently use their powers to
space as narrow as 1 inch wide without squeezing. humble the efforts of civilized folk by sweeping through fields and
Regeneration (cloud form only). While in cloud form, the ccoa villages and demolishing homes and crops. Mortals can attempt to
regenerates damage taken. The ccoa regains 10 hit points at appease a ccoa’s malicious behavior by presenting it with offerings
the start of its turn. The ccoa only dies if it is slain in cat-form. and gifts; however, ccoas are mercurial creatures that may as
graciously accept or violently reject an identical offering from one
Actions moment to the next. Some may ask for precious metals, incense,
Bite (cat-form only). Melee Weapon Attack: +10 to hit, reach or wine, while others demand obscure items like a couatl feather
5 ft., one target. Hit: 4 (1d6 + 3) piercing damage. The or a baby’s tears; rarely can mortals simply guess the object of the
target must also make a DC 16 Charisma save or become ccoa’s desire. Failure to deliver the offering earns the ccoa’s wrath,
overwhelmed by hopelessness for 1 minute. During this but if the gift is delivered before sunset the following day, the ccoa
time, the target cannot attack⁠ or target any creature with grants its boon, such as exposing an enemy’s weakness, aiding it
harmful Abilities, Spells, or other magical Effects. in combat, blessing a harvest, influencing the weather, or revealing
Ice Stare (cat-form only). The ccoa can set its otherworldly an unknown location or forgotten secret.
gaze on a single target within 60 feet causing patches
of ice to crystallize on its exposed flesh. The crystallized
patches deal 22 (5d8) points of cold damage and
reduce the target’s speed by 10 feet until the start of its
next turn. A successful DC 16 Constitution save halves the
damage and the target’s movement is unaffected.
Hailstorm (cloud-form only). Ranged spell attack: +10 to hit,
120 ft., one target. Hit: 14 (3d6) bludgeoning plus 14
(3d6) cold damage.
Lightning Blast (Recharge 5-6). While in cloud form, the ccoa
can target a single creature within any space it occupies
with a bolt of lightning. The targeted creature and
each creature within 5 feet of that point must make
a Dexterity saving throw. A creature takes 27
(5d10) lightning damage on a failed save, or
half as much damage on a successful one.
Outdoors in stormy conditions, the damage
increases to 38 (7d10) lightning damage.

Reactions
Vaporize (Recharge 5-6). If an opponent successfully
strikes the ccoa’s cat-form, the creature
can use a reaction to vaporize
itself, instantaneously assuming its
cloud form and ignoring any damage
from the attack.

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L Conrad Ward (Order #31470884)
Cherufe
Cherufes make their homes in the caverns of active volcanoes,
where they have not only adapted to survive in these extreme
conditions, but actually thrive in the pools of molten lava
found therein. The cherufe’s unique physiology lets
it feed off of radiating heat, providing sustenance
for the creature as well as mending its wounds.
The hotter the source, the faster a cherufe recovers.
If taken away from a source of intense heat, a
cherufe slowly withers and dies, leaving behind
a stony shell of a carcass. A cherufe stands about
18 feet tall and weighs close to 8,000 pounds. As
long as it remains near a heat source, a cherufe can
live for hundreds or even thousands of years.
Vengeful Vulcanism. Due to their long lifespans,
nearby humanoids often believe the creatures
immortal, and spread legends about the
“gods of the volcanoes.” Some cultures
worship cherufes, likening them to gods
or great dragons. A cherufe’s depraved and
often malicious personality means that it particularly enjoys
receiving sacrificial victims. The creature will often toy with an
unfortunate sacrifice for days before finally decapitating the corpse
and immolating the head. Cherufes cow nearby settlements
with threats of earthquakes and volcanic eruptions, though the
creatures have little desire to cause such havoc in their own
homes and usually exaggerate the power they possess.

Cherufe Actions
Huge monstrosity, neutral evil Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Armor Class 18 (obsidian scales) Hit: 48 (8d10 + 4) slashing damage plus 38 (7d10) fire
damage.
Hit Points 327 (19d12 + 114)
Fiery Boulder. Ranged Weapon Attack: +7 to hit, 20/60 ft., one
Speed 50 ft., swim 30 ft. target. Hit: 44 (8d10) bludgeoning damage plus 44 (8d10) fire
STR DEX CON INT WIS CHA damage.
19 (+4) 13 (+1) 22 (+6) 11 (+0) 14 (+2) 11 (+0) Legendary Actions
Saving Throws Con +12 The cherufe can take 3 legendary actions, choosing from the
Skills Athletics +10, Perception +8 options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The cherufe
Damage Resistance bludgeoning, piercing, and slashing damage regains spent legendary actions at the start of its turn.
from nonmagical attacks
Ashfall (Costs 2 Actions). The cherufe can create an ashstorm that
Damage Immunities fire blinds all creatures except for itself within 30 feet of it unless
Damage Vulnerabilities cold they succeed a DC 18 Constitution saving throw. This area also
Senses darkvision 60 ft., passive Perception 18 becomes difficult terrain. These effects last until the beginning
Languages Common of the cherufe’s next turn.
Challenge 18 (20,000 XP) Explosive Rock. A cherufe can infuse a thrown rock with part of its
fiery essence. The rock explodes in a burst of fire dealing 10
Fiery Aura. An aura of intense heat surrounds a cherufe. All (2d6) points of fire damage to all creatures in a 20-foot radius.
creatures within 5 feet of the cherufe take 3 (1d6) points of fire Creatures in this area can attempt a DC 18 Dexterity saving
damage at the beginning of the cherufe’s turn. It can suppress throw to halve this damage.
or activate this aura at will as a reaction.
Lava Stomp. A cherufe can stomp on the ground (in its square or
Fiery Blood. A creature striking a cherufe with a melee weapon an adjacent square) and draw forth a gout of lava with which
attack with a slashing or piercing weapon takes 3 (1d6) points it targets a single creature within 20 feet of it. The target takes
of fire damage unless they succeed a DC 18 Dexterity saving 21 (4d6) points of fire damage unless it succeeds a DC 18
throw. Dexterity saving throw which halves the damage. The target’s
Legendary Resistance (3/Day). If the cherufe fails a saving throw, it space is treated as difficult terrain afterwards.
can choose to succeed instead.

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L Conrad Ward (Order #31470884)
Chonchon Chonchón
These bizarre creatures resemble a monstrous head lacking a Tiny fiend, chaotic (any)
body, with piercing red eyes, sharp-taloned claws, a gaping fanged Armor Class 12
mouth, and hideous oversized ears that it flaps like wings to be Hit Points 13 (3d4 + 6)
able to fly. The whole bestial head is covered with shaggy fur. Speed 5 ft., fly 40 ft.
These mysterious flying beasts are signs of ill omen wherever
they soar, its croaking call presaging illness and death or some
STR DEX CON INT WIS CHA
other mischance. They are reputed to suck the blood of sleeping 6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)
creatures but also reportedly feed on the misery of mortals. They Skills Perception +5, Stealth +4
are sometimes confused with the chuncho, a hooting owl whose Damage Resistances cold, fire, lightning
cry sounds similar to that of the chonchón. Damage Immunities poison
Arcane Pact. While chonchóns are naturally demons, since Condition Immunities poisoned
ancient times certain spellcasters researching into forbidden lore Senses darkvision 120 ft., passive Perception 8
discovered the means to borrow the chonchón’s form and likeness Languages understands Abyssal, Common, and Infernal, but
for themselves. In this shape, they leave their bodies behind and can’t speak them
soar across the land in the monstrous form of the chonchón, Challenge 1 (200 XP)
unseen by all who lack their arcane gifts and free to wreak Arcane Invisibility. The chonchón is invisible to all creatures
mischief. Of course, their bodies remain vulnerable while their that cannot cast spells that appear on the sorcerer,
heads are detached, so those discovering the headless body of the warlock, or wizard spell list.
chonchón host might simply turn the body on its stomach so the Flyby. The chonchón doesn’t provoke opportunity attacks
chonchón cannot reattach its head. when it flies out of an enemy’s reach when using its talons
attack.
Keen Hearing and Sight. The chonchón has advantage on
Wisdom (Perception) checks that rely on hearing or sight.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison
damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) slashing damage.
Call of Misfortune. The chonchón makes a strange hooting
sound: tué, tué, tué. Humanoids and beasts within 30 able
to hear it must succeed on a DC 12 Wisdom saving throw
or be frightened until the end of the chonchón’s next turn,
gaining disadvantage on all die rolls (including damage
rolls). Creatures successfully saving are immune to the call
of misfortune of all chonchóns for 1 hour.

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L Conrad Ward (Order #31470884)
Chupacabra Chupacabra
Small monstrosity, unaligned
These notorious predators have an undeniable thirst for blood.
Chupacabras prefer to prey upon the weak and slow, often Armor Class 14 (natural hide)
watching potential prey from hiding for long periods before Hit Points 121 (22d6 + 44)
attacking. Spry and stealthy, they prefer to keep to areas of Speed 30 ft.
high grass and protective rock, their slightly reflective scales
allowing them to blend in well with such surroundings. With a
STR DEX CON INT WIS CHA
preference for lone travelers and farm animals (particularly goats), 13 (+1) 16 (+3) 14 (+2) 3 (–4) 15 (+2) 6 (–2)
chupacabras leave little evidence of their presence apart from the Saving Throws Dex +5
grisly blood-drained husks of their meals, often leading locals to Skills Stealth +5
believe a reckless vampire lives in the area. A typical chupacabra
measures nearly 5-1/2 feet from muzzle to tail tip and stands just
Senses darkvision 60 ft., passive Perception 12
under 4 feet tall. Slightly built and light of bone, most weigh close Languages Aklo (cannot speak)
to a hundred pounds. Challenge 4 (1,100 XP)
Vicious Packs. Although chupacabras are typically solitary, in Chupar. A chupacabra that successfully hits a creature with
bountiful areas small gangs of the beasts can form. These groups its bite attack sucks the creature’s blood and reduces the
work well together, becoming bold enough to attack larger groups creature’s Constitution by 1. The target dies if this reduces
of animals and more dangerous prey. Stories of chupacabras its Constitution to 0. Otherwise, the reduction lasts until the
attacking travelers or laying siege to farmhouses typically stem target finishes a short or long rest.
from the hunting practices of such gangs. Cunning Camouflage. At the end of each of its turns, a
They mate rarely and only during the hottest months, with chupacabra can make a Dexterity (Stealth) ability check.
the females each producing a single egg that hatches into a tiny, It can make this ability check even when observed so long
dehydrated creature. The mother typically leaves helpless prey in as it is in undergrowth or rocky terrain.
her cave so the hatchling can immediately feed.
Actions
Multiattack. The chupacabra makes three attacks: one with
its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d8 + 1) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) slashing damage.

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L Conrad Ward (Order #31470884)
Colocolo Colocolo
Tiny fiend (demon), chaotic evil
The colocolo is a small fiendish rodent similar in appearance
to a grotesquely formed opossum with patchy brown fur and a Armor Class 13 (natural hide)
long slender tongue.  These nocturnal fiends prey upon sleeping Hit Points 10 (3d4 + 3) 
humanoids; creeping into their beds and absorbing their vital Speed 30 ft.
essence by consuming their saliva. Victims awaken weakened
and exhausted. Night after night the creature returns, draining the STR DEX CON INT WIS CHA
individual until she becomes so weak she perishes. Those attacked 6 (-2) 14 (+2) 13 (+1) 4 (-3) 9 (-1) 5 (-3)
by the creature suffer nightmares of being feasted upon by a Skills Deception +2, Stealth +4
rooster-headed serpent. The strange visions depict the creature’s
Senses darkvision 60 ft., passive Perception 9
birth form, which hints at the nature of its foul origin. Colocolo
hatch from eggs laid in small clutches near humanoid settlements Languages Understands Abyssal but cannot speak
in old barns, stables, or even outhouses. A clutch consists of 8 to Challenge 1/4 (50 XP)
12 eggs. When the eggs hatch, the serpentine forms slither off to Steal Stamina. The colocolo feeds by spitting an anesthetizing
build nests and burrows, where they live until they mature and toxin into the mouth of a sleeping victim, then slithers its
undergo metamorphosis.   slender tongue into the victim›s throat to extract its vital
When threatened or injured by an opponent, a colocolo essence through the saliva. The individual wakes the
unleashes a high-pitched cry that bears disturbing resemblance to following day having gained no benefit from the long
a wailing infant. The creature’s cry can be deceptive when heard rest and instead suffers 1 level of exhaustion. A DC 13
Constitution save negates the anaesthesia, permitting the
from a distance. A DC 13 Intelligence (Nature) check determines
victim to wake up before the colocolo drains her.
the wailing seems eerily repetitive and more consistent with the
calls of a beast than those of a baby. Actions
Cowardly Thieves. Small and relatively weak, the colocolo Multiattack. The colocolo makes two attacks: one with its bite
relies on keeping itself hidden from its prey. While they defend and one with its claws.
themselves if cornered or captured, their first instinct is always to
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
flee. In regions where the colocolo are prevalent, once the victim’s creature. Hit: 4 (1d4 + 2) piercing damage.
ailment has been identified as a colocolo attack, a local shaman
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
can usually be called upon to perform a ceremony that drives
target. Hit: 5 (1d6 + 2) slashing damage.
the pest off. Such ceremonies involve painting the victims with
special woads and sprinkling sleeping areas with salts and herbs Reactions
to drive off the colocolo. It is undetermined whether the ceremony Filthy Regurgitation. If interrupted while feeding upon a
provides magical protection or simply scares off the cowardly fiend sleeping mortal, the colocolo immediately regurgitates
by alerting it that the prey has detected its presence.  into the victim›s face as a means of defence before
fleeing. A target splattered with the putrescent fluids is
Blinded and Poisoned until the end of its turn. The target
can make a DC 13 Dexterity save to avoid being struck
by the fluid, unless it is still incapacitated. Anyone coming
in contact with the putrid contents of the colocolo’s stomach
is exposed to Sewer Plague.

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L Conrad Ward (Order #31470884)
Couatl Auwaz Couatl
These winged serpents are greater cousins of the common
couatlSRD, servants of gods of goodness who direct the actions Large celestial, chaotic good
of their lesser kin and serve on more urgent or dangerous tasks. Armor Class 17 (natural armor)
They watch from the shadows and influence them toward good
deeds, spreading wisdom, peace, and cooperation with others. Hit Points 105 (14d8 + 42)
They also stand ready to intervene when the forces of evil gather Speed 20 ft., fly 50 ft., swim 60 ft.
their forces in great strength that overwhelms mortals and their
allies alike. They are carnivorous, feeding on birds, mammals, and STR DEX CON INT WIS CHA
the occasional evil humanoid, monster, or fiend.
Auwaz Couatl. The blue and green scales and feathers of these 16 (+3) 20 (+5) 17 (+3) 15 (+2) 15 (+2) 16 (+3)
serpents resemble ocean waters. The smallest of couatls, they are Saving Throws Con +6, Wis +5, Cha +6
8 feet long with a 12-foot wingspan. They help those lost at sea find Skills Deception +6, Insight +8, Nature +5, Perception +8,
their way to safety, though when they find evil creatures adrift they
work to ensure they remain lost and taken by the deep. Survival +8
Chicome Couatl. Among the mightiest of their kind, these huge Damage Immunities psychic, bludgeoning, piercing, and
servants have wings and scales of verdant green with a bright red slashing damage from nonmagical attacks
feathered crest. With bodies 40 feet long and a 30-foot wingspan, they
leave golden pollen and showers of dew in their wake. These gentle Condition Immunities charmed, frightened
creatures seek to reestablish nature in shattered lands, especially Senses darkvision 60 ft., passive Perception 18
those recently cleansed from the ravages by evil. They may restore Languages Celestial, Common, Draconic, telepathy 100 ft.
natural beauty and settlements as well, using its magic to coax back
healthy life and growth. Challenge 6 (2,300 XP)
Mix Couatl. The dark-scaled mix (pronounced “meesh”) are Celestial Traits. The couatl does not need to breathe,
midnight blue with nacreous flecks of silver and purple and
shadowy wings of blue and black feathers. Their bodies are 10 to Innate Spellcasting. The couatl’s spellcasting ability is
15 feet long with wingspans of 10 to 15 feet. They roam widely, Charisma (spell save DC 14). It can innately cast the
seeking out fledgling societies and spreading knowledge, from following spells, requiring no material components:
prosaic skills like farming and medicine to more arcane and
esoteric pursuits like the study of magic. At will: detect good and evil, detect magic, detect thoughts,
Quetz Couatl. These iridescent serpents are the high messengers invisibility, speak with animals
of benevolent deities and are devoted to bringing hope to mortals, 3/day each: bless, create food and water, cure wounds (cast
aiding them in causes of righteousness. They have bodies 10 to 20 feet as a 3rd-level spell), , lesser restoration, protection from
long with scales of blue and green, weighing almost a ton, with wings poison, sanctuary, water breathing
spanning 15 feet, feathered in brilliant rainbow hues.
Tletli Couatl. With glimmering opalescent scales and burning 1/day each: call lightning, control water, dispel good and
wings swathed in white-hot fire, the massive tletli are servants of evil, modify memory
salvation and destruction in equal measure, protecting what must be Magic Weapons. The couatl’s weapon attacks are magical.
defended and avenging what cannot. Their bodies are 35 feet long
with wingspans of 25 feet, and they are thicker and more muscular Shielded Mind. The couatl is immune to scrying and to any
than other couatls. Their flames are infused with holy power and sear effect that would sense its emotions, read its thoughts, or
the eyes and scorch the bodies of the unrighteous and destructive. detect its location.
Redemption may be the path for other couatls but the way of the tletli
is the way of judgment and retribution. Actions
Xiuh Couatl. Fiercer than other couatls, xiuh (pronounced “shoo”) Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
are dedicated to seeking out malevolent creatures and offering a final target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8)
chance at redemption before meting out divine vengeance. Xiuh have poison damage. If the couatl hits a Medium or smaller
dark red scales with orange and target, it can make a constrict attack against that creature
golden flecks, and their rainbow-
hued wings crackle with arcs of as a bonus action.
electricity and sparks of Constrict. Melee Weapon Attack: +6 to hit, reach
flame. They sometimes 10 ft., one Medium or
serve as the patrons smaller creature. Hit: 12
of heroes, (2d8 + 3) bludgeoning
transforming damage, and the target is
themselves
into powerful grappled (escape DC 15).
weapons for Until this grapple ends, the
champions of target is restrained and the
good. couatl can’t constrict another target.
Gift of the Sea (1/Day). An auwaz couatl can
bestow a blessing or curse on a creature that
is within 120 feet. Either effect lasts for 24 hours. A blessed
creature gains the effects of the find the path spell related
to a port or destination they have if they are traveling. Also,
any ship the blessed creature is on has favorable winds
for the remainder of the effect, doubling its travel speed.
A cursed creature has disadvantage on any ability checks
related to sailing or navigation, and winds slow the cursed
creature’s boat, halving its travel speed.

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L Conrad Ward (Order #31470884)
Chicome Couatl Magic Resistance. The couatl has advantage on saving throws
against spells and other magical effects.
Huge celestial, lawful good
Magic Weapons. The couatl’s weapon attacks are magical.
Armor Class 20 (natural armor)
Sacred Poison. The poison damage the couatl deals with its bite
Hit Points 202 (15d12 + 105) attack or its Poison Breath bypasses any resistance or immunity
Speed 30 ft., fly 90 ft. to poison that fiends have.
STR DEX CON INT WIS CHA Shielded Mind. The couatl is immune to scrying and to any effect
that would sense its emotions, read its thoughts, or detect its
25 (+7) 20 (+5) 25 (+7) 18 (+4) 28 (+9) 23 (+6) location.
Saving Throws Con +12, Wis +14, Cha +11 Actions
Skills Animal Handling +14, Insight +14, Intimidate +11, Nature Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
+14, Perception +11, Stealth +15, Survival +19 Hit: 34 (6d8 + 7) piercing damage and becomes poisoned
Damage Resistances cold, lightning, fire, radiant unless it succeeds on a DC 20 Constitution saving throw. The
Damage Immunities acid, psychic; bludgeoning, piercing, and target also takes 18 (4d8) poison damage, or half as much on
slashing damage from nonmagical attacks that aren’t cold iron a successful save. If the couatl hits a Large or smaller target,
Condition Immunities charmed, exhaustion, frightened, poisoned it can make a constrict attack against that creature as a bonus
action.
Senses darkvision 60 ft., passive Perception 24
Constrict. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Languages Celestial, Common, Draconic, Druidic, telepathy 100 Large or smaller creature. Hit: 20 (2d12 + 7) bludgeoning
ft. damage, and the target is grappled (escape DC 20). Until
Challenge 16 (15,000 XP) this grapple ends, the target is restrained and the couatl can’t
Aura of Resplendence. The couatl has an aura with a range of constrict another target.
100 feet. In this radius, normal vegetation grows thick and Poison Breath (Recharge 5–6). The couatl exhales its poison breath
overgrown. The couatl can control where and when the plants in a 30-foot cone. Each creature in that area must make a DC
grow, and can exclude up to 5 creatures from the effect. All 19 Constitution saving throw, taking 55 (10d10) poison damage
other creatures in range treat the terrain as difficult. The couatl on a failed save, or half as much damage on a successful one.
can suppress or resume the aura as a bonus action. If the couatl Change Shape. The couatl magically polymorphs into a humanoid
takes a long rest with its aura on, it can bless a land as per the or beast that has a challenge rating equal to or less than its
plant growth spell as if the couatl had spent 8 hours casting the own, or back into its true form. It reverts to its true form if it
spell. dies. Any equipment it is wearing or carrying is absorbed or
Innate Spellcasting. The couatl’s spellcasting ability is Charisma borne by the new form (the couatl’s choice).
(spell save DC 19). It can innately cast the following spells, In a new form, the couatl retains its game statistics and
requiring no material components: ability to speak, but its AC, movement modes, Strength,
At will: animal friendship, detect good and evil, detect magic, detect Dexterity, and other actions are replaced by those of the new
thoughts, etherealness, invisibility form, and it gains any statistics and capabilities (except class
3/day each: awaken, control weather, dispel magic, greater features, legendary actions, and lair actions) that the new form
restoration, plane shift, speak with animals, teleport has but that it lacks. If the new form has a bite attack, the
couatl can use its bite in that form.
1/day each: antipathy, dispel good and evil, heal, reincarnate

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L Conrad Ward (Order #31470884)
Mix Couatl At will: detect good and evil, detect magic, detect thoughts,
invisibility, produce flame, speak with animals
Large celestial, chaotic good
3/day each: bless, create food and water, cure wounds (cast
Armor Class 15 (scaled hide) as a 3rd-level spell), dispel good and evil, lesser restoration,
Hit Points 127 (15d8 + 60) protection from poison, sanctuary, shield
Speed 30 ft., fly 90 ft. 1/day each: fireball, modify memory, speak with plants
STR DEX CON INT WIS CHA Magic Weapons. The couatl’s weapon attacks are magical.
18 (+4) 18 (+4) 19 (+4) 17 (+3) 19 (+4) 20 (+5) Sacred Poison. The poison damage the mix couatl deals with its
bite attack or its Poison Breath bypasses any resistance or
Saving Throws Con +7, Wis +7, Cha +8 immunity to poison that fiends have.
Skills Arcana +6, Insight +7, Nature +6, Perception +7 Shielded Mind. The couatl is immune to scrying and to any effect
Damage Resistances radiant that would sense its emotions, read its thoughts, or detect its
Damage Immunities psychic, bludgeoning, piercing, and slashing location.
damage from nonmagical attacks Star Serpent. The mix couatl has advantage on Dexterity (Stealth)
Condition Immunities charmed, frightened checks and can Hide as a bonus action when outdoors at night.
Senses darkvision 60 ft., passive Perception 17 Actions
Languages Celestial, Common, Draconic, telepathy 100 ft. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
Challenge 8 (3,900 XP) 13 (2d8 + 4) piercing damage plus 9 (2d8) poison damage.
If the mix couatl hits a Medium or smaller target, it can make a
Gift of Knowledge. When a mix couatl casts modify memory on a constrict attack against that creature as a bonus action.
willing creature, it can concentrate for 1 hour in order to grant
that creature proficiency with one of the following: Animal Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Handling, Arcana, History, Medicine, Nature, or one tool. The Medium or smaller creature. Hit: 13 (2d8 + 4) bludgeoning
character retains this proficiency permanently. A creature can damage, and the target is grappled (escape DC 17). Until
benefit from the Gift of Knowledge only once. this grapple ends, the target is restrained and the couatl can’t
constrict another target.
Innate Spellcasting. The couatl’s spellcasting ability is Charisma
(spell save DC 20). It can innately cast the following spells,
requiring no material components:

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L Conrad Ward (Order #31470884)
Quetz Couatl Magic Weapons. The couatl’s weapon attacks are magical.
Large celestial, lawful good Sacred Poison. The poison damage the quetz couatl deals with
its bite attack or its Poison Breath bypasses any resistance or
Armor Class 17 (scaled hide) immunity to poison that fiends have.
Hit Points 218 (19d10 + 114) Shielded Mind. The couatl is immune to scrying and to any effect that
Speed 20 ft., fly 60 ft. would sense its emotions, read its thoughts, or detect its location.
STR DEX CON INT WIS CHA Actions
20 (+5) 16 (+3) 22 (+6) 18 (+4) 22 (+6) 20 (+5) Multiattack. The couatl makes three attacks: one with its bite and
two with its wings.
Saving Throws Con +11, Wis +11, Cha +10
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
Skills Insight +11, Perception +11, Persuasion +10 32 (6d8 + 5) piercing damage and becomes poisoned unless it
Damage Resistances radiant succeeds on a DC 20 Constitution saving throw. The target also
Damage Immunities psychic, bludgeoning, piercing, and slashing takes 18 (4d8) poison damage, or half as much on a successful
damage from nonmagical attacks save. If the quetz couatl hits a Medium or smaller target, it can
make a constrict attack against that creature as a bonus action.
Condition Immunities charmed, exhaustion, frightened, poisoned
Wings. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 21 Hit: 14 (2d8 + 5) bludgeoning damage.
Languages Celestial, Common, Draconic, telepathy 100 ft. Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft., one
Challenge 14 (11,500 XP) Medium or smaller creature. Hit: 16 (2d10 + 5) bludgeoning
damage, and the target is grappled (escape DC 20). Until
Feathered Serpent. A creature hit with both of a quetz couatl’s this grapple ends, the target is restrained and the couatl can’t
wing attacks on the same turn must succeed a DC 19 constrict another target.
Constitution saving throw or be blinded until the start of the
quetz couatl’s next turn. Poison Breath (Recharge 5–6). The couatl exhales its poison breath
in a 30-foot cone. Each creature in that area must make a DC
Innate Spellcasting. The couatl’s spellcasting ability is Charisma 19 Constitution saving throw, taking 45 (10d8) poison damage
(spell save DC 20). It can innately cast the following spells, on a failed save, or half as much damage on a successful one.
requiring no material components:
Radiant Wings (Recharge 5-6). The quetz couatl spreads its
At will: alter self, detect good and evil, detect magic, detect multicolored wings and all enemies within 30 feet must succeed on
thoughts, etherealness, invisibility, speak with animals a DC 20 Wisdom saving throw or be blinded for 1 minute. Even on
3/day each: dispel good and evil, teleport a successful save, enemies are dazzled and have disadvantage on
1/day each: heal, charm monster, heal, scrying attack rolls for 1 round. Evil creatures that fail their saving throw
are stunned for 1 round.

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L Conrad Ward (Order #31470884)
Tletli Couatl
Huge celestial, neutral good
Armor Class 18 (natural armor)
Hit Points 189 (14d12 + 98)
Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA
23 (+6) 19 (+4) 24 (+7) 17 (+3) 24 (+7) 23 (+6)
Saving Throws Con +12, Wis +12, Cha +11
Skills Arcana +13, Deception +16, Insight +12, Intimidation
+11, Perception +12, Stealth +14
Damage Resistances acid, cold, lightning
Damage Immunities psychic, radiant; bludgeoning, piercing,
and slashing damage from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses darkvision 120 ft., blindsight 30 ft., passive
Perception 22
Languages Celestial, Common, Draconic, telepathy 100 ft.
Challenge 14 (11,500 XP)
Innate Spellcasting. The couatl’s spellcasting ability is Charisma
(spell save DC 19). It can innately cast the following spells,
requiring no material components:
At will: burning hands, detect good and evil, detect magic,
detect thoughts, invisibility
3/day each: bless, branding smite, cure wounds (cast as a 3rd-
level spell), dispel good and evil, dispel magic, scorching ray
1/day each: divine word, flame strike, plane shift, wall of fire
Magic Resistance. The couatl has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The couatl’s weapon attacks are magical.
Sacred Poison and Flame. The poison and fire damage
the couatl deals with its bite attack, spells, or its
Blazing Breath bypasses any resistance or immunity
to damage that fiends have.
Shielded Mind. The couatl is immune to scrying and to
any effect that would sense its emotions, read its
thoughts, or detect its location.
Actions
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 24 (4d8 + 6) piercing damage plus 13 (3d8) fire
damage. If the couatl hits a Large or smaller target, it can
make a constrict attack against that creature as a bonus action.
Constrict. Melee Weapon Attack: +13 to hit, reach 10
ft., one Medium or smaller creature. Hit: 15 (2d8 +
6) bludgeoning damage, and the target is grappled
(escape DC 18). Until this grapple ends, the target is
restrained and the couatl can’t constrict another target.
Blazing Breath (Recharge 5–6). The couatl breaths out a
gout of fire in an 80-foot line that deals 67 (15d8) fire
damage, or half as much on a successful DC 18 Dexterity
saving throw.
Bonus Action
Stoke the Flame. The couatl can cast burning hands if there
is a natural fire as big or larger than a campfire within
30 feet. When cast this way, the spell originates from any
part of the fire within 30 feet of the couatl.

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L Conrad Ward (Order #31470884)
Xiuh Couatl resistances, and immunities while in this form. It can resume its
natural form as an action.
Large celestial, neutral good
Magic Weapons. The couatl’s weapon attacks are magical.
Armor Class 16 (scaled hide)
Sacred Poison. The poison damage the xiuh couatl deals with its
Hit Points 178 (17d10 + 85) bite attack or its Poison Breath bypasses any resistance or
Speed 30 ft., fly 90 ft. immunity to poison that fiends have.
STR DEX CON INT WIS CHA Shielded Mind. The couatl is immune to scrying and to any effect
that would sense its emotions, read its thoughts, or detect its
20 (+5) 18 (+4) 21 (+5) 17 (+3) 19 (+4) 20 (+5) location.
Saving Throws Con +9, Wis +8, Cha +9 Thoughtsense. A xiuh is aware of the location of any hidden or
Skills Insight +8, Intimidation +9, Perception +8, Survival +8 invisible creature within 30 feet of it
Damage Resistances radiant Actions
Damage Immunities psychic, bludgeoning, piercing, and slashing Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
damage from nonmagical attacks Hit: 18 (3d8 + 5) piercing damage plus 4 (1d8) fire damage
Condition Immunities exhausted, poisoned and 4 (1d8) lightning damage. The target also becomes
Senses darkvision 60 ft., passive Perception 18; thoughtsense poisoned unless it succeeds on a DC 18 Constitution saving
throw and takes 13 (3d8) poison damage, or half as much on
Languages Celestial, Common, Draconic, telepathy 100 ft. a successful save. If the xiuh couatl hits a Medium or smaller
Challenge 12 (8,400 XP) target, it can make a constrict attack against that creature as a
Innate Spellcasting. The couatl’s spellcasting ability is Charisma bonus action.
(spell save DC 19). It can innately cast the following spells, Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one
requiring no material components: Medium or smaller creature. Hit: 13 (2d8 + 4) bludgeoning
At will: clairvoyance, detect good and evil, detect magic, detect damage, and the target is grappled (escape DC 17). Until
thoughts, invisibility, see invisibility this grapple ends, the target is restrained and the couatl can’t
3/day each: bless, cure wounds (cast as a 3rd-level spell), crusader’s constrict another target.
mantle, dispel good and evil, dispel magic, zone of truth
Blazing Breath (Recharge 5–6). The xiuh
1/day each: dream, fear, phantasmal force, phantasmal killer, couatl breaths out a gout of fire and
plane shift, sending lightning in an 80-foot line that deals
Instrument of Retribution. The xiuh couatl can transform itself 22 (5d8) fire damage and 22 (5d8)
into any simple or martial weapon. This is weapon is magical, lightning damage, or half as much on
gaining a +2 bonus on attack and damage rolls, and also a successful DC 18 Dexterity saving
deals 3 (1d6) fire damage and 3 (1d6) lightning
damage every time it hits. The xiuh couatl has throw.
a damage threshold of 10 while in the
form of a weapon and retains its own hit
points, saving throws, senses, telepathy,

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L Conrad Ward (Order #31470884)
Cuauhxicalli
These stone carvings are typically carved from volcanic rock in the
ferocious likeness of an eagle or jaguar, regarding those nearby
with a menacing stare baring their fangs or beak open and ready
to strike. Each is nearly an effigy of an animal of near life size
prepared to pounce and may be rendered in plain carved stone or
elaborately etched with geometric patterns and inlaid or banded Stone Eagle
with gold or silver, though some may be much larger. Medium construct, neutral evil
Sacrificial Vessels. Carved into the back of each cuauhxicalli
is a bowl where the high priests who created them would burn the Armor Class 13 (natural armor)
hearts extracted from sacrificial victims as an offering to the gods, Hit Points 30 (4d10 + 8)
so that their gift would nourish and honor the creators of the world Speed 10 ft., fly 60 ft.
and all those within it. While cuauhxicalli are merely statues in most
places, those touched with divinity and infused with magic can move STR DEX CON INT WIS CHA
and strike as their masters command them, and often they are no
16 (+3) 15 (+2) 14 (+2) 3 (-4) 15 (+2) 1 (-5)
mere passive spectators in the rite of sacrifice. Many serve as tireless
temple guardians that may far outlive their creators, ever ready to Skills Perception +4
bring death to those profaning the sacred places where they linger. Damage Resistances fire
Massive Monoliths. While most cuauhxicalli are similar in size to Damage Immunities necrotic, poison, psychic; bludgeoning,
their animal equivalents, rare examples are built to a titanic size in piercing, and slashing from nonmagical attacks that aren’t
the temples of the greatest priests or to celebrate a great conquest adamantine
or victory. Mighty priests were said to infuse their living souls into
these immense constructs, even seeing through their eyes and Condition Immunities charmed, exhaustion, frightened,
speaking through them with the voice of the gods themselves. paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Stone Jaguar Languages understands the languages of its creator but
Large construct, neutral evil can’t speak
Armor Class 15 (natural armor) Challenge 2 (450 XP)
Hit Points 127 (15d10 + 45) Heart Devourer. If the stone eagle slays a creature which
Speed 40 ft., climb 20 ft.
possesses a heart, it may use a bonus action to rend the
creature’s heart from its chest and consume it. The stone
STR DEX CON INT WIS CHA eagle gains 10 temporary hit points and has advantage
on attack rolls for the next round.
18 (+4) 15 (+2) 17 (+3) 3 (-4) 13 (+1) 1 (-5)
Immutable Form. The stone eagle is immune to any spell or
Skills Athletics +7 effect that would alter its form.
Damage Resistances fire Magic Resistance. The stone eagle has advantage on saving
Damage Immunities necrotic, poison, psychic; bludgeoning, throws against spells and other magical effects.
piercing, and slashing from nonmagical attacks that aren’t
adamantine Magic Weapons. The stone eagle’s weapon attacks are
Condition Immunities charmed, exhaustion, frightened,
magical.
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Actions
Multiattack. The stone eagle makes two attacks: one with its
Languages understands the languages of its creator but can’t beak and one with its talons.
speak
Challenge 6 (2,300 XP) Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 6 (1d6 + 3) piercing damage.
Heart Devourer. If the stone jaguar slays a creature which
possesses a heart, it may use a bonus action to rend the Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature’s heart from its chest and consume it. The stone creature. Hit: 10 (2d6 + 3) slashing damage
jaguar gains 10 temporary hit points and has advantage on Blinding Strike. If the stone eagle hits a creature with both its
attack rolls for the next round. beak and its talons in the same round, as a bonus action
Immutable Form. The stone jaguar is immune to any spell or it can attempt to blind that creature. The target must
effect that would alter its form. succeed on a DC 12 Dexterity save or be blinded for
Magic Resistance. The stone jaguar has advantage on saving 1 minute. A blinded creature can attempt a new saving
throws against spells and other magical effects. throw as a bonus action on its turn to end the blindness.
Magic Weapons. The stone jaguar’s weapon attacks are magical. If the target rolls a natural 1 on its initial saving throw
Pounce. If the stone jaguar moves at least 20 feet straight toward (but not on subsequent saves to end the blindness), it is
a creature and then hits it with a claw attack on the same turn, permanently blinded.
that target must succeed on a DC 15 Strength saving throw or
be knocked prone. If the target is prone, the stone jaguar can
make one bite attack against it as a bonus action.

Actions
Multiattack. The stone jaguar makes one bite and two claw
attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 11 (2d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 13 (2d8 + 4) piercing damage.

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L Conrad Ward (Order #31470884)
Great Stone Jaguar Immutable Form. The great stone jaguar is immune to any spell or
effect that would alter its form.
Gargantuan construct, neutral evil
Leaper. The great stone jaguar has advantage on Strength
Armor Class 17 (natural armor) (Athletics) checks made to jump and can jump double the
Hit Points 195 (17d10 + 102) normal distance.
Speed 40 ft., climb 20 ft. Magic Resistance. The stone jaguar has advantage on saving
STR DEX CON INT WIS CHA throws against spells and other magical effects.
Magic Weapons. The great stone jaguar’s weapon attacks are
22 (+6) 13 (+1) 22 (+6) 3 (-4) 13 (+1) 1 (-5) magical.
Skills Athletics +10
Damage Resistances fire Actions
Multiattack. The great stone jaguar makes two claw attacks and
Damage Immunities necrotic, poison, psychic; bludgeoning,
one bite attack.
piercing, and slashing from nonmagical attacks that aren’t
adamantine Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 6) slashing damage.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 6) piercing damage.
Senses darkvision 120 ft., passive Perception 11
Deadly Pounce. If the great stone jaguar jumps at least 15 feet
Languages understands the languages of its creator but can’t
as part of its movement, it can use this action to land on its feet
speak
in a space that contains one or more other creatures, each of
Challenge 11 (7,200 XP) which takes 19 (3d8 + 6) bludgeoning damage plus 19 (3d8
Great Devourer. If the great stone jaguar slays a living creature + 6) slashing damage, or half as much on a successful DC 18
which possesses a heart, it may use a bonus action to consume Strength or Dexterity saving throw (target’s choice). Creatures
the creature’s entire body. The great stone jaguar gains 10 that fail their saving throw are knocked prone, while those that
temporary hit points and has advantage on attack rolls for save are instead pushed 5 feet out of the stone jaguar’s space
the next round. In addition, the creature’s body is considered into the nearest unoccupied space (target’s choice if more than
completely destroyed, along with everything it is wearing or one space is equidistant).
carrying except for magic items. The creature can be restored
to life only with true resurrection or wish.

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L Conrad Ward (Order #31470884)
Cuero Sporewing
Farmers who graze their cattle near slow-moving rivers or placid Large aberration, neutral
lakes warn their neighbors when rumors of a cuero pass from
Armor Class 14 (natural armor)
village to village. These strange, flat creatures haunt waterways in
search of large prey to satisfy their voracious appetites. When more Hit Points 152 (16d10 + 64)
passive, cueros lie in wait at the bottom of a lake or river for suitable Speed 10 ft., climb 10 ft., fly 40 ft.
prey to swim overhead. In lean times, cueros sit just beneath the STR DEX CON INT WIS CHA
water’s surface near the shore and stay perfectly still until an animal
comes near to drink. They sometimes even bury themselves in the 18 (+4) 16 (+3) 18 (+4) 6 (-2) 15 (+2) 9 (-1)
muddy banks of a river to surprise passersby. Their upper surface Skills Stealth +6
resembles wet, wrinkled cowhide, or perhaps a drowned animal, but Senses blindsight 15 ft., darkvision 60 ft., passive Perception 12
its underside is dominated by a toothy maw. A cuero is over 10 feet Languages Common
across, with a long dangling tail, and weighs around 600 pounds.
Challenge 6 (2,300 XP)
Sporewings. Sporewings are cunningly evolved variant cueros,
adapted to life outside of the water. Their hunting and mating Camouflage. A sporewing gains double the normal
habits are similar t their aquatic cousins, but they have developed proficiency bonus on Stealth checks in areas where tall
grass, trees, or similar vegetation is present. If prone
buoyant air-sacs that enable them to hover and fly, using their
on the ground where vegetation is present, it gains
muddy coloration while clinging to the ground or to mounds of advantage on Stealth checks.
vegetation to hide their presence before launching
themselves into the air to unleash their entangling Actions
spores onto their victims and gnawing them to death Slam. Melee Weapon Attack: +7 to hit, reach 10 ft. Hit:
once they have been overcome. 13 (2d8 + 4) bludgeoning damage. Instead of dealing
damage, the sporewing can grapple the target (escape
DC 15).
Blood Drain. As a bonus action, a sporewing can use its
lamprey-like mouth to drain the blood from a grappled,
incapacitated, or restrained target within 5 feet. This
attack automatically hits and deals 14 (2d8 + 5) piercing
damage, plus the target gains one level of exhaustion due
to blood loss.
Sticky Sporecloud (1/Day). An area with a 20-foot radius
is affected as if by fog cloud. All Medium or smaller
creatures must make a DC 12 Strength saving throw or be
restrained for 1 round. All non-sporewings must also make
a DC 12 Wisdom saving throw or be stunned for 1 round.
These spores also stick to creatures for 1 minute, making
invisible creatures visible and causing creatures coated in
spores to suffer disadvantage on Stealth checks.

Cuero Actions
Large aberration, neutral Slam. Melee Weapon Attack: +8 to hit, reach 10 ft. Hit: 14 (2d8 +
Armor Class 15 (natural 5) bludgeoning damage. Instead of dealing damage, the cuero
armor) can grapple the target (escape DC 15).
Hit Points 152 (16d10 + 64) Blood Drain. As a bonus action, a cuero can use its lamprey-like
Speed 10 ft., swim 40 ft. mouth to drain the blood from a grappled, incapacitated, or
restrained target within 5 feet. This attack automatically hits
STR DEX CON INT WIS CHA and deals 14 (2d8 + 5) piercing damage, plus the target gains
20 (+5) 15 (+2) 18 (+4) 6 (-2) 15 (+2) 9 (-1) one level of exhaustion due to blood loss.
Muddy Cloud. A cuero can flap about in the water within 10 feet
Skills Stealth +5
of a riverbed or lakebed and stir up mud, silt, and other debris.
Senses blindsight 15 ft., darkvision 60 ft., passive Perception 12 All water within 30 feet becomes heavily obscured for 2d6
Languages Common rounds. In flowing water, this duration is halved, or reduced to 1
Challenge 6 (2,300 XP) round if the water is running exceptionally fast.
Camouflage. A cuero gains double the normal proficiency bonus
on Dexterity (Stealth) checks in water, and if prone in water it
gains advantage on Stealth checks.

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L Conrad Ward (Order #31470884)
Curupira
The curupira is an enigmatic creature of the forest that enjoys Curupira
tricking others and protecting animals from hunters. Though they are Small fey, chaotic neutral
nominally humanoid, their backwards feet mark them as something
Armor Class 12
other than natural. Many curupira use these unusual feet to confound
those who would follow or track them through the forest. Hit Points 21 (6d4 + 6)
Though they are not typically violent in their ways, they can be Speed 20 ft.
pushed to extremes when they must expel invaders or if they have STR DEX CON INT WIS CHA
to deal with stubborn poachers. Though the curupira are capable
combatants, they far prefer to confuse outsiders, potentially leading 15 (+2) 16 (+3) 18 (+4) 13 (+1) 15 (+2) 9 (-1)
them out of their territory in the best case or causing them to Skills Perception +4, Stealth +5, Survival +4
become hopelessly lost in the worst cases. Many stories of hunting Damage Resistances poison
parties getting lost and starving can be attributed to angry curupira Senses darkvision 60 ft., passive Perception 14
who weren’t content letting invaders leave with their lives.
Languages Sylvan
Challenge 2 (450 XP)
Backwards Gait. The curupira has backwards feet but can
walk normally. This grants advantage on ability checks
related to avoid being tracked in the wilderness. It also
grants disadvantage on creatures making rolls related to
tracking or investigating the curupira’s whereabouts.
Peccary Pet. Curupira often have a peccary companion
(use boarSRD statistics) that is loyal only to the curupira.
This creature is considered a fey creature rather than a
beast and is immune to the charmed condition. When the
curupira casts pass without trace or tree stride, its peccary
shares the effect of the spell as long as the curupira is
riding it.
Innate Spellcasting. The curupira’s innate spellcasting ability is
Wisdom (spell save DC 12). The curupira can innately cast
the following spells, requiring no components:
At will: animal friendship, pass without trace
1/day each: tree stride
Actions
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 3) piercing damage and 10 (3d6)
psychic damage.
Whistle (1/Day). The curupira makes a deafening whistle.
Non-fey creatures within 30 feet of the curupira must
make a DC 12 Constitution saving throw. On a failure, the
target rolls a 1d6, and gains an affliction based on the
result, as follows:
1. Deafened
2. Restrained
3. Charmed
4. Frightened
5. Stunned
6. Sleep
Creatures can make a saving throw at the end of each of
their turns to end the condition.

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L Conrad Ward (Order #31470884)
Eel Electric Eel
Eels are long, serpentine fish that typically lurk in the shallows, Small beast, unaligned
some in freshwater ponds and backwaters and others in warm Armor Class 12
tropical seas and reefs.
Hit Points 13 (2d6 + 6)
Electric Eel. The electric eel is a curious fish that breathes air Speed 5 ft., swim 30 ft.
instead of water, yet certainly its most unusual characteristic is
its ability to generate powerful jolts of electricity. An electric eel is
STR DEX CON INT WIS CHA
6 feet long and weighs 45 pounds, emitting strange popping and 13 (+1) 14 (+2) 16 (+3) 1 (-5) 10 (+0) 4 (-3)
snapping sounds as it moves. Damage Resistances lightning
Moray Eel. The moray eel is a ferocious predator, capable Skills Perception +2, Stealth +4
of holding prey in its primary jaws while a smaller set of jaws Senses blindsight 60 ft.; passive Perception 12
inside its throat chews away bite-sized portions. Ordinary moray
eels usually range from 6 to 8 feet long, but giant specimens Languages -
reach over twice that length and weigh over 150 pounds, moray Challenge 1/4 (50 XP)
eels slither through the water with uncanny grace. Hold Breath. The electric eel can hold its breath for 10
minutes.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target,
Hit: 5 (1d6 + 2) piercing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit:
5 (1d6 + 2) lightning damage. On a critical hit, the target must
succeed on a DC 13 Constitution saving throw or be stunned. At
the end of each of its turns, the target can make a new saving
throw; on a success, it is no longer stunned.

Giant Moray Eel


Large beast, unaligned
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 0 ft., swim 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 1 (-5) 12 (+1) 4 (-3)
Skills Perception +3, Stealth +4
Senses blindsight 60 ft.; passive Perception 13
Languages -
Challenge 2 (450 XP)
Water Breathing. The giant moray eel can breathe only
underwater.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 11 (2d6 + 4) piercing damage, and the target
is grappled (escape DC 16). Until this grapple ends,
the creature is restrained, and the giant moray eel can’t
grapple another target.

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L Conrad Ward (Order #31470884)
Eintykara
Eintykára are living swarms of otherworldly stingless bees Eintykára
that create strange golden honey with intoxicating or even Medium swarm of Tiny fey, neutral good
hallucinogenic properties. These bees share a communal
Armor Class 12
sentience and while each long, golden-bodied bee is about the
size of a human finger, an entire hive of them have the ability to Hit Points 36 (8d8)
meld their bodies together and assume the form of a humanoid Speed 30 ft.
creature. In this form they often live among humanoids that have STR DEX CON INT WIS CHA
caught their interest, serving as diligent and tireless workers
and clever, caring, and intelligent companions. They do not eat 9 (-1) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 14 (+2)
humanoid food, however, and at least once a week must resume Damage Resistances bludgeoning, piercing, slashing
their swarm form, pollinating and visiting the forest plants until Condition Immunities charmed, frightened, grappled,
they have gathered enough nectar to satisfy them and allow them paralyzed, petrified, prone, restrained, stunned
to reintegrate into humanoid form. Senses darkvision 30 ft., passive Perception 10
Languages Common
Challenge 5 (1,800 XP)
Golden Shapechanger. The swarm can polymorph into a
Medium or smaller humanoid creature up to Challenge
5. The creature always appears as an extremely
handsome version of its type, with golden skin and usually
black, white, or golden hair. In the new form the swarm
can use all the creature’s special abilities, traits and
attacks, creating the required equipment as needed.
The shapechanged eintykára retains its swarming trait in
the new form. It otherwise is identical to the polymorph
spell with a duration of 1 day and without the need to
concentrate. The eintykára loses its damage resistances
and condition immunities (other than immunity to being
charmed or frightened) when it assumes humanoid form.
Swarming. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny beast. The swarm can’t
regain hit points or gain temporary hit points. A swarm
takes half damage from attacks that use an attack roll
and double damage from effects that require it to make
a saving roll. Creatures that are not swarms are impaired
while they remain in the swarm’s space or within 5 feet of
it and have disadvantage on attack rolls and Constitution
saving throws to maintain concentration. The area of the
swarm is considered difficult terrain.
Actions
Mandible Bites (swarm form only). The swarm
automatically does 14 (4d6) piercing damage, or
7 (2d6) piercing damage if the swarm has half
of its hit points or fewer to creatures sharing
its space. A target that takes damage from
this attack must make a DC 11 Constitution
saving throw or become confused (as the
spell) due to the hallucinogenic properties
of the honey-coated mandibles.
Pheromone Surge (Recharges after a Short or
Long Rest). The eintykára can unleash a burst
of pheromones that are mildly intoxicating,
causing humanoids, beasts, and fey within 10
feet to become charmed unless they succeed
on a DC 13 Charisma saving throw. Charmed
creatures are incapacitated and have speed
0. The pheromone surge lasts only as long
as the eintykára concentrates, up to 1 minute.
Creatures with no sense of smell or that do not
breathe are immune.

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L Conrad Ward (Order #31470884)
Encantado Encantado
Medium fey (shapechanger), chaotic neutral In their natural form, these graceful shapechangers combine the
Armor Class 16 (natural armor) features of a human and a bright pink river dolphin. These fey
Hit Points 104 (11d8 + 55) live on the fringes of humanoid societies. They are attracted to
Speed 30 ft., swim 80 ft. parties and change form into attractive humanoids to infiltrate
STR DEX CON INT WIS CHA celebrations. When in dolphin form, encantados can still
manipulate objects with their flippers as if the flippers were hands.
16 (+3) 21 (+5) 20 (+5) 13 (+1) 18 (+4) 21 (+5) Partygoers. When warm, humid nights in the jungle turn into
Skills Perception +7, Performance +8, Persuasion +8, jubilant celebrations, one can be sure that an encantado can be
Stealth +8 found nearby. Skilled musicians and dancers, encantados blend
Damage Resistances bludgeoning, piercing, or slashing into the festivities seamlessly. When encantados shapeshift, their
weapons that aren’t silvered blowholes are still present, so they usually wear hats or wigs, or
Senses darkvision 60 ft., passive Perception 17 arrange their hair into elaborate coiffures, to conceal this feature.
Fey Attraction. Many encantados are kind creatures who want
Languages Common, Sylvan
only to celebrate joy, but others take their inclinations to influence
Challenge 8 (3,900 XP) others to an extreme, kidnapping the objects of their obsession and
Amphibious. The encantado can breathe air and water. taking them away to their river dens. They usually tire swiftly of such
Innate Spellcasting. The encantado’s innate spellcasting dalliances, however, and may thoughtlessly abandon their
ability is Charisma (spell save DC 16). The encantado can erstwhile crush in the wild along the river as their
innately cast the following spells, requiring no components: attention wanders elsewhere.
At will: charm person, speak with animals, suggestion
1/day each: confusion, dominate beast
1/week: control weather
Silver Tongued. The encantado has advantage on Charisma
(Deception) and Charisma (Persuasion) checks.

Actions
Multiattack. The encantado makes two melee weapon
attacks with either its intoxicating slap or its spear.
Intoxicating Slap. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus
3 (1d6) psychic damage, and the target must succeed on
a DC 16 Charisma saving throw or become charmed
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 8
(1d10 + 3) piercing damage if used with two hands to
make a melee attack.
Change Shape. The encantado magically polymorphs
into a dolphin or Medium humanoid that has a challenge
rating equal to or less than its own, or back into its true
form. It reverts to its true form if it dies. Any equipment it
is wearing or carrying is absorbed or borne by the new
form (the encantado’s choice).
In a new form, the encantado retains its game statistics and
ability to speak, but its AC, movement modes, Strength,
Dexterity, and other actions are replaced by those of
the new form, and it gains any statistics and capabilities
(except class features, legendary actions, and lair ations)
that the new form has but that it lacks.

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L Conrad Ward (Order #31470884)
Falajitax
This strange beast appears like a large serpent with beautifully
striped scales and a head like an oversized rhea bird. Its eyes glow
with feral cunning and a blaze with lambent crimson radiance
when it is angered. Its plumage is dusty but it wears ornate golden
earrings a brightly colored feathers, and odd bulges and patches of
light pulse beneath its scales as its organs undulate. The falajitax
loves humidity and brings water wherever it goes in the form of
falling rain and springs welling up from below the ground.
Sinister Shaper. The falajitax is a cunning hunter, sometimes
luring creatures into its clutches by hiding its serpentine body
and allowing only its bird-like head to show amid foliage.
While the creature is not particularly agile, it easily transitions
from land to water to trees in pursuit of prey. It also uses its
shapechanging powers to assume an innocuous form like a horse
or lures people into riding it, galloping with them into a river or
lake to drown them.
Natural Guardians. The falajitax sometimes appoint
themselves as guardians of natural treasures or places of natural
beauty, and they have a particular fondness for honey. They
protect such hives from exploitation as they tend to them
and sup the honey for themselves, though if properly
approached with singing and offering of aromatic
ointments, they can sometimes be persuaded to
peacefully coexist with local shamans and their
villages to share such precious commodities.

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L Conrad Ward (Order #31470884)
Falajitax Change Shape. The falajitax magically polymorphs into a Small or
Medium humanoid, into a Large giant, into a Small, Medium or Large
Large aberration, lawful evil beast or back into its true form. Other than its size, its statistics are
Armor Class 16 (natural armor) the same in each form. The falajitax’s earrings resize but are always
Hit Points 220 (21d10 + 105) visible and position appropriately on the creature it polymorphs into.
If the falajitax dies, it reverts to its true form.
Speed 30 ft., climb 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
Reaction
The falajitax can use the following reactions.
27 (+8) 7 (-2) 21 (+5) 10 (+0) 16 (+3) 12 (+1) Tendril Insertion. If a creature is grappled or otherwise helpless
Saving Throws Con +10, Wis +8, Cha +6 (including being unconscious, stunned or paralyzed) and that
creature is within 20 feet of the falajitax, it may use grisly
Skills Deception +6, Perception +8, Stealth +8 puppeteer.
Damage Immunities cold Shroud of Water. The falajitax uses shield in reaction to an attack
Senses blindsight 10 ft. (120 ft. in water), darkvision 120 ft., passive that hits it.
Perception 13
Languages Aklo, Aquan, Common, Draconic Legendary Actions
Challenge 13 (10,000 XP) The falajitax can take 1 legendary action per two PCs it is fighting
with a minimum of 1, choosing from the options below. The number
Innate Spellcasting (Psionic, Hydrokinesis). The falajitax’s innate
spellcasting ability is Wisdom (spell save DC 16). It can innately of legendary actions can change during a battle if a PC is killed or
cast the following spells so long as it is contact with water – becomes a puppet of the falajitax. Only one legendary action option
including rainfall, requiring no components: can be used at a time and only at the end of another creature’s turn.
At will: control water, shape water, slick (as grease) The falajitax regains spent legendary actions at the start of its turn.
Phase Change. The falajitax uses one of its actions.
3/day each: suggestion, wall of water, telekinesis Tail Attack. The falajitax makes a tail attack.
1/day each: artesian spring*, control weather, dream, flood tide* Water Bender (Costs 2 Actions). The falajitax uses its hydrokinesis trait.
Alien Anatomy. The falajitax has multiple glowing hearts that slither
about within its innards but all are decoys, with its real heart
Lair Actions
located in its tail. Whenever an attacker would score a critical hit When fighting inside its lair, an falajitax can invoke the ambient
against the falajitax, it can attempt a DC 20 Constitution saving magic to take lair actions. On initiative count 20 (losing initiative ties),
throw to instead treat it as a normal hit. the falajitax takes a lair action to cause one of the following effects:
• The falajitax creates an opaque wall of water on a solid surface
Amphibious. The falajitax can breathe air and water. it can see within 120 feet of it. The wall can be up to 30 feet
Magic Resistance. The falajitax has advantage on saving throws long, 30 feet high, and 1 foot thick. When the wall appears,
against spells and other magical effects. each creature within its area is pushed 5 feet out of the wall’s
space, appearing on whichever side of the wall it wants. Each
Actions 10-foot section of the wall has AC 5, 30 hit points, vulnerability
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: to fire damage, and immunity to acid, cold, necrotic, poison, and
21 (3d8 + 8) piercing damage plus 13 (3d8) poison damage and psychic damage. A creature that tries to push its way through
the target is grappled (escape DC 18). If the target is a Medium or the wall must make a DC 14 Strength ability check or get stuck
smaller creature, the falajitax may choose to swallow the grappled in the wall. Another check can be made as an action on each
creature. The target must succeed on a DC 18 Strength saving of the trapped creatures turn to force its way out. Each failed
throw or be swallowed by the falajitax. A swallowed creature is attempt reduces the time the creature can hold its breath by
blinded and restrained, it has total cover against attacks and other 1d10 rounds. The wall disappears when the falajitax uses this
effects outside the falajitax, and it takes 35 (10d6) acid damage lair action again or when the falajitax dies.
at the start of each of the falajitax’s turns. • Pools of water within 90 feet of the falajitax surge outward in a
grasping tide. Any creature on the ground within 20 feet of such a
If the falajitax takes 30 damage or more on a single turn pool must succeed on a DC 14 Strength saving throw or be pulled
from a creature inside it, the falajitax must succeed on a DC 18 up to 20 feet into the water and knocked prone. The falajitax
Constitution saving throw at the end of that turn or regurgitate all can’t use this lair action again until it has used a different one.
swallowed creatures, which fall prone in a space within 10 feet • Water in the falajitax’s lair magically becomes a conduit for the
of the falajitax. If the falajitax dies, a swallowed creature is no creature’s rage. The falajitax can target any number of creatures it
longer restrained by it and can escape from the corpse by using 20 can see in such water within 90 feet of it. A target must succeed on
feet of movement, exiting prone. If the attack is a critical hit and a DC 14 Wisdom saving throw or take 7 (2d6) fire damage for the
does 30 damage in a single strike the swallowed creature found attack as the creatures rage turns the water into steam. The falajitax
the falajitax’s true heart and kills it instantly. can’t use this lair action again until it has used a different one.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit:
17 (2d8 + 8) bludgeoning damage. If a target is hit by tail slap,
the falajitax may use a bonus action and use constrict. Regional Effects
Constrict. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. The region containing a legendary falajitax’s lair is warped by the
Hit: 17 (2d8 + 8) bludgeoning damage, and the target is falajitax’s presence, which creates one or more of the following effects:
grappled (escape DC 18). Until this grapple ends, the creature is • It is hot and humid within 6 miles of the falajitax’s lair. Treat this
restrained, and the falajitax can’t constrict another target. A target area as extreme heat.
that starts its turn grappled in this way automatically takes 17 (2d8 • Cool precipitation falls within 6 miles of the falajitax’s lair almost
+ 8) bludgeoning damage. constantly, sometimes forming thunderstorm conditions when the
falajitax is at rest.
Grisly Puppeteer. A falajitax can insert its tail tip into a helpless, • As an action, the falajitax can create an illusory image of itself
grappled or willing creature. An unwilling creature can resist this within 1 mile of the lair. The copy can appear at any location the
with a DC 14 Wisdom saving throw. On a failed save, the creature falajitax has seen before or in any location a creature charmed by
is dominated by the falajitax, as per the dominate monster spell the falajitax can currently see. Once created, the image lasts for as
(9th level), In order to maintain the effect, the falajitax must keep long as the falajitax maintains concentration, as if concentrating on
the creature within 20 feet of itself – this is the maximum reach of a spell. Although the image is intangible, it looks, sounds, and can
its puppeteering tendrils. The falajitax can puppeteer 1 creature move like the falajitax or a figure it chooses. The falajitax can sense
up to 10 creatures at a time, though it usually prefers willing and speak from the image’s position as if present at that position. If
servants, not puppets. the image takes any damage, it disappears.
Water Blast (Recharge 5–6). The falajitax exhales water in a 60-foot
cone. Each creature in that area takes 35 (10d6) cold damage on If the falajitax dies, the fog and precipitation fade within 1 day. The
a failed DC 18 Dexterity saving throw, or half as much damage on heavy rain and heat fade away over the course of 1d10 days.
a successful one. If the target rolls a natural 1 on its saving throw it
is also slowed as the spell.

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L Conrad Ward (Order #31470884)
Guallipen Guallipen
Guallipen (sometimes called huallepen) are odd near-beast Medium monstrosity, neutral evil
monstrosities that appear like a sheep with a calf’s head. They can
Armor Class 12
be quite stubborn and attach themselves to various herds in a vain
attempt to fit in. Invariably, their warping aura causes them to be Hit Points 75 (10d8 + 30)
unwelcome by both herds and farmers. Speed 50 ft.
Because they are such a nuisance, they are often targeted with STR DEX CON INT WIS CHA
bounties by villages that wish to be rid of them. Even though a
guallipen is normally docile if unbothered, they fight ferociously if 15 (+2) 18 (+4) 17 (+3) 2 (-4) 13 (+1) 6 (-2)
forced to leave an adopted herd. Skills Perception +3
Malformed Birth. Given enough time, a guallipen will Condition Immunities charmed, frightened, paralyzed,
eventually cause malformations to herd, eventually leading to the restrained
live birth of another guallipen. Once this happens, the original Senses darkvision 60 ft., passive Perception 13
guallipen leaves the herd. The newborn guallipen then also leaves
Languages –
to start the process again in another herd.
Challenge 3 (700 XP)
Amphibious. The guallipen can breathe air and water.
Malform. Creatures that end their turn within 10 feet of the
guallipen must make a DC 14 Constitution saving throw.
On a failure, their limbs are warped, causing their speed
to be reduced to half. If the saving throw fails by 5 or
more, their arms and hands are also warped, causing
disadvantage on actions involving those limbs, including
attack rolls. Creatures affected in this way can make
another saving throw when they finish a long rest, ending
the effect on a success. If an affected creature fails three
times in a row, the change is permanent until removed with
a lesser restoration or remove curse spell.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) bludgeoning damage and 7
(2d6) poison damage.
Warp. The guallipen extends its warping power, choosing up
to two creatures within 30 feet that are not more than 10
feet away from each other. Those creatures must make a
DC 13 Constitution saving throw. Creatures that fail this
saving throw take 12 (5d4) force damage and have their
walking speed reduced to half until the end of their next
turn. A creature has disadvantage on this saving throw if
they are within 10 feet of the guallipen.

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L Conrad Ward (Order #31470884)
Guardian Stela
Common stelae are monuments fashioned by Mesoamerican
cultures, typically carved from stone in relief but sometimes
embellished with brightly colored paints, turquoise, or precious
metals and inscribed with mask-like faces or entire bodies to
honor great lords or priests. Guardian stelae are imbued with
mystic power to serve as sacred guardians for those within the
temples, monuments, or palaces they protect. They may be carved
in the likeness of the one they protect or created in their honor to
protect others.

Guardian Stela If the linked creature takes damage while within 30 feet of
the guardian stela, as a reaction can either cast hellish rebuke
Medium construct, unaligned on the creature that damaged its linked creature or else the
Armor Class 15 (natural armor) guardian stela can take half of that damage instead of the
Hit Points 52 (5d10 + 25) linked creature. A creature that fails its saving throw against
Speed 5 ft., climb 5 ft. the guardian stela’s hex deals an extra 1d6 necrotic damage
whenever the linked creature hits it with an attack. A creature
STR DEX CON INT WIS CHA cannot be linked to more than one guardian stela.
3 (-4) 9 (-1) 20 (+5) 8 (-1) 15 (+2) 14 (+2) Watchful Guardian. The guardian stela can see invisible creatures
and adds double its proficiency bonus on Wisdom (Perception)
Skills Intimidation +4, Perception +6 checks and on Dexterity saving throws. If the guardian stela
Damage Immunities poison, psychic; bludgeoning, piercing, and spends at least 1 hour adjacent to a portal or opening, it can
slashing from nonmagical attacks that aren’t adamantine cast arcane lock on it. This arcane lock remains in place until
Condition Immunities charmed, exhaustion, frightened, dispelled or until the guardian stela moves away from it for more
paralyzed, petrified, poisoned than 1 hour.
Senses darkvision 60 ft., passive Perception 16 Innate Spellcasting. The guardian’s spellcasting ability is Charisma
(spell save DC 12). It can innately cast the following spells,
Languages understands the languages of its creator requiring no material components:
Challenge 2 (450 XP) At will: counterspell, hex, magic circle
Immutable Form. The guardian stela is immune to any spell or 3/day each: alarm, hellish rebuke, unseen servant
effect that would alter its form, and it treats critical hits against
it as normal hits. 1/day each: telekinesis
Sacred Link. A guardian stela can perform a ritual taking 1 hour
to attune itself to another creature. Once it has done so, the
Actions
linked creature becomes more watchful, gaining a +1 bonus Slam. Melee Weapon Attack: -2 to hit, reach 5 ft., one target. Hit:
on Wisdom (Perception) checks and initiative rolls. It receives 1 bludgeoning damage.
warnings from the guardian stela’s alarm spells and can pass
freely through an arcane lock created by the guardian stela.

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L Conrad Ward (Order #31470884)
Guariba-boia Guariba-boia
This large golden-scaled snake has the head of a shrieking howler Large fiend, chaotic evil
monkey with long, flowing golden fur. A pair of short arms with Armor Class 15 (natural armor)
webbed fingers aid it in swimming in its home rivers and also in Hit Points 142 (15d10 + 60)
burrowing out undercuts beneath the banks where it lies in wait
Speed 40 ft., climb 40 ft., swim 40 ft.
for unsuspecting prey to approach. They unleash thunderous
roars from beneath the waters, drawing the curious near, and STR DEX CON INT WIS CHA
their calls echo throughout the jungle on rainy nights. Their fangs 25 (+7) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1)
are needle-sharp and envenomed, with even a small bite leading
to agonizing death. They are equally satisfied with consuming
Saving Throws Con +7
animals as humanoids, but sometimes overturn canoes and tear Skills Perception +5, Stealth +6
their occupants apart when hungry or simply feeling malicious. Damage Resistances psychic
Fiendish Hybrid. The first guariba-boias came into the world Damage Immunities acid, poison
as demonic monkey familiars to tribal shamans and warlocks, but Condition Immunities poisoned
upon the death of their masters ordinary jungle snakes sought
Senses darkvision 60 ft., passive Perception 15
to consume them to still their squalling cries. Infused with the
fiendish powers of the nether regions, these demon-monkeys Languages Abyssal, Common, Draconic
savagely clawed apart their attackers even as they were being Challenge 8 (3,900 XP)
devoured, but their eldritch savagery merged them into a new and Innate Spellcasting. The guariba-boia’s spellcasting ability
monstrous form of life that merged the two into a hideous blend is Wisdom (spell save DC 12). The guariba-boia can
of mammal and reptile. Instilled with fiendish power, the guariba- innately cast the following spells, requiring no material
boias have spread throughout the jungles, somehow propagating components:
themselves through collecting the bones of their victims and At will: darkness, poison spray (2d12)
weaving them together in strange rituals into more fiendish 3/day each: dissonant whispers, invisibility (self only), misty
horrors like themselves. step
2/day each: pass without trace, suggestion
1/day each: call lightning, confusion, hypnotic pattern
Keen Sight. The guariba-boia has advantage on Wisdom
(Perception) checks that rely on sight.
Whooping Howl. The guariba-boia produces a whooping
howl to which fiends and monstrosities are immune. Any
other creature that starts its turn within 30 feet of the
guariba-boia must make a DC 13 Constitution saving
throw, taking 3d10 psychic damage on a failed save, or
half as much damage on a successful one. A creature that
can’t hear the howl automatically succeeds on the save.
Actions
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 12 (1d8 +7) piercing damage and the target
must make a DC 15 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as much
damage on a successful one. Additionally, if the creature
fails the Constitution saving throw with a total of 5 or less
they are instantly paralyzed for 1 minute. At the end of
each of the creature’s turns, they can make a Constitution
saving throw. On a success, the condition ends.
Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 20 (3d8 + 7) bludgeoning damage, and
the target is grappled (escape DC 18). Until this grapple
ends, the creature is restrained, and the guariba-boia has
disadvantage on attack rolls to constrict another target.
If it has one Large or two Medium or smaller creatures
constricted, it can’t constrict another target.
Swallow. The guariba-boia makes one bite attack against
a Large or smaller target it is grappling. If the attack
hits, the target is swallowed, and the grapple ends.
The swallowed target is blinded and restrained, it has
total cover against attacks and other effects outside the
guariba-boia, and takes 13 (3d8) acid damage at the
start of each of the guariba-boia’s turns. The guariba-
boia can have only one Large creature or up to 2 Medium
or smaller creatures swallowed at a time. If the guariba-
boia dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 5 feet of
movement, exiting prone if on land.

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L Conrad Ward (Order #31470884)
Guecubu Guecubu
Often when a particularly evil criminal is executed, suspicious folk Medium undead, chaotic evil
fear that the criminal’s remains might rise from death to continue
Armor Class 17 (natural armor with earth covering)
to plague the living. To combat this possibility, many mobs or
rural justices take to the practice of burning the bodies, grinding Hit Points 208 (32d8 + 64)
the bones, and scattering the remains in the wild. Yet in the case Speed 30 ft., burrow 15 ft.
of particularly evil criminals, even these steps are in vain, for STR DEX CON INT WIS CHA
their will is enough to reassemble a body from earth, stone, roots,
and plants drawn from the region into which the remains were 24 (+7) 18 (+4) 14 (+2) 13 (+1) 18 (+4) 23 (+6)
scattered. Such an undead horror rises as a guecubu, a harbinger Saving Throws Str +11, Cha +10
of misfortune and vengeance from beyond the grave. A guecubu is Skills Perception +8, Stealth +8
6 feet tall and weighs 100 pounds. Damage Immunities poison
Bitter Memories. A newly formed guecubu remembers well
how its enemies treated it, and while the undead creature retains
Condition Immunities charmed, exhaustion, frightened,
poisoned
none of its previous life’s talents, its undead state grants it many
new tools to seek revenge with. Typically, a guecubu does not limit Senses darkvision 60 ft., tremorsense 60 ft., passive
its revenge to those directly involved with its execution—entire
Perception 18
villages and towns fall victim to its rage. The guecubu’s tactics Languages Abyssal, Common
tend toward the subtle, and it seeks to spread misfortune and Challenge 10 (5,900 XP)
death on a person-by-person basis, slaying its enemies one at a Broken Ground. The ground in a 30-foot radius around a
time until they flee, so that all that remains is a ghost town. guecubu ripples and shudders unnaturally. This transforms
the area surrounding a guecubu into difficult terrain. A
guecubu can move through this area with no penalty.
This ability does not affect ground under the effects of a
hallow spell or the area in a magic circle spell.
Misfortune. Any creature that the guecubu successfully hits
with its bite attack must succeed a DC 16 Wisdom save
or be cursed with misfortune, gaining disadvantage on all
attack rolls, saving throws, and ability checks until they are
subject to a remove curse spell.
Unlucky Aura. All living creatures within 20 feet of the
guecubu suffer disadvantage on all attack rolls, saving
throws, and ability checks.
Actions
Multiattack. The guecubu makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 29 (4d10 + 7) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 17 (2d10 + 7) piercing damage.
Eruptive Exhumation. While the guecubu is using its burrow
speed, all creatures within 20 feet of the guecubu
must succeed a DC 16 Dexterity saving throw or take
3d10 (bludgeoning damage) and be knocked prone.
A successful saving throw halves the damage and the
creature is not knocked prone.

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L Conrad Ward (Order #31470884)
Huecuva
Huecuvas are the risen corpses of heretical priests who
blasphemed and renounced their deities before meeting death. In
unlife, they hate and seek to destroy those pious souls who keep
their vows. Most huecuvas remember little of their former lives Huecuva
except for the blasphemies that led them to their cursed fates. Medium undead, chaotic evil
They often find themselves drawn to the ruins of old temples, Armor Class 13 (natural armor)
where they rage against or seek hopeless absolution from the Hit Points 52 (8d8 + 16)
deities who so afflicted them. Huecuvas sometimes work in
Speed 30 ft.
concert with other undead creatures that share the same area
Shroud of Life. Although easily mistaken for zombies or even STR DEX CON INT WIS CHA
skeletons, huecuvas have a spark of intelligence that makes them 13 (+1) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 12 (+1)
cunning and deceptive foes. During daylight hours, a huecuva
Skills Deception +3, Intimidation +3, Perception +3, Stealth +4
becomes shrouded in an illusion that causes it to appear as it did
in life—at these times, a huecuva might seek to infiltrate society to Damage Resistances bludgeoning, piercing, and slashing
dwell among those it hates. When night falls, it emerges to seek from nonmagical attacks that aren’t silvered
out its prey. Fortunately for the living, the typical huecuva has only Damage Immunities necrotic, poison
fragments of intellect remaining, so it is usually not long before Condition Immunities charmed, frightened, poisoned
the undead creature makes an error of judgment or simply reveals Senses darkvision 60 ft., passive Perception 13
itself for the monster it is. Languages Common
Challenge 3 (700 XP)
Aura of Faithlessness. The huecuva radiates an unholy aura
with a 30-ft. radius. The huecuva and any undead within
the aura have advantage on saving throws against effect
that turns undead.
False Humanity. During the day, a huecuva is wreathed in
a false appearance that is identical to its living form.
The effect is similar to a disguise self spell. Creatures
that interact with a huecuva can make a DC 12 Wisdom
(Insight) check to see through the deception. Whether the
deception is accepted, huecuvas always exude a stench
of decay and grave soil. Any creature with an augmented
scent ability makes the Wisdom (Insight) check with
advantage. When the sun sets, the illusion is peeled back,
and the huecuva’s true form is revealed.

Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) slashing damage. If the target
is a creature, it must succeed on a DC 12 Constitution
saving throw against disease or become poisoned until
the disease is cured. Every 24 hours that elapse, the
target must repeat the saving throw, reducing its hit point
maximum by 5 (1d10) on a failure. The disease is cured
on a success. The target dies if the disease reduces its hit
point maximum to 0. This reduction to the target’s hit point
maximum lasts until the disease is cured

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L Conrad Ward (Order #31470884)
Jarjacha
This curious creature resembles nothing so much as an oversized
two-headed llama with long necks and glowing eyes, with each of
its heads wearing a ceremonial death mask, intricately painted
and inlaid with semiprecious stones. Its fur is shaggy and
grayish-white, and as it moves it utters a loud, rattling
cry of “jar-jar-jar” that echoes through the hills and
villages. It has a hunger for human flesh, but particularly
the flesh of the sinful and cruel who have committed
carnal crimes against their families, friends, and
communities.
Beast of Judgment. The onset of the jarjacha brings fear
and trembling to the villages nearby. All who know its call
know it means there is a terrible sinner among them, and friends
and family may turn on one another in seeking out the corrupt in
their midst to be punished by divine retribution. Some may seize
those they believe to be guilty and burn them at the stake in
an attempt to turn aside the jarjacha’s wrath.

Jarjacha GM’s discretion as to when and how a creature might be


considered guilty of one or more of the following sins. Each sin
Large undead, lawful neutral stacks, for example, traitorous murderer would trigger both
Armor Class 18 (natural armor) related effects:
Hit Points 104 (11d10 + 44) • Attacks do double damage vs murderers
Speed 40 ft. • Advantage on attack rolls vs traitors.
STR DEX CON INT WIS CHA • AC 20 vs deserters and cowards.
20 (+5) 15 (+2) 18 (+4) 10 (+0) 16 (+3) 14 (+2) • Advantage on all saves vs blasphemers.
Saving Throws Con +8, Wis +7 • Fire does double damage vs oath-breakers.
Skills Insight +7, Perception +7 • Torturers are automatically hit.
Damage Immunities necrotic, poison • A non-specified sin as determined by the GM - add the
energy drain effect to each of its attacks: Unless the target is
Condition Immunities blinded, charmed, deafened, exhaustion, immune to fire damage, its Strength score is reduced by 1d4.
frightened, poisoned The target dies if this reduces its Strength to 0. Otherwise,
Senses truesight 120 ft., passive Perception 17 the reduction lasts until the target finishes a short or long rest.
Languages all • Incestuous creatures suffer all these affects.
Challenge 9 (5,000 XP) Targets become aware of the specific sin and the additional
Deathless Fortitude. If damage reduces the jarjacha to 0 hit points, it effects associated with that sin after the first interaction with the
must make a Constitution saving throw with a DC equal to 5 + the jarjacha.
damage taken, unless the damage is radiant or from a critical hit. Two Heads. The jarjacha has advantage on Wisdom (Perception)
On a success, the jarjacha drops to 1 hit point instead. checks and on saving throws against being stunned or knocked
Inquisitorial Aura. The jarjacha can detect sin within 100 feet and unconscious.
knows precise detail about the particular sin committed – who, Vigilant. The jarjacha can’t be surprised.
when, where, how – and so forth. It also knows when a creature
lies within this aura. Finally, any creature in combat with the Actions
jarjacha that has committed a sin (GM’s discretion) takes 3 (1d6) Multiattack. The jarjacha makes two bite attacks.
fire damage each round at the start of its turn. A creature that Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
has committed the sin of incest takes 10 (3d6) fire damage. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) necrotic
Sin-Eater. The jarjacha fights more effectively against sinners, damage.

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L Conrad Ward (Order #31470884)
Jinete de Tormento Jinete de Tormento
Medium undead, lawful neutral
The undead spirits, dressed in hooded white robes and carrying
scythes, serve the gods of death directly. Also called riders of Armor Class 14 (17 with mage armor)
torment, they may be found riding nightmares or skeletal horses, Hit Points 127 (17d8 + 51)
but they have a unique synergy with the carreta nagua, serving as Speed 30 ft. hover
its spectal drivers, guardians, and guides. They sometimes ride
invisibly to observe the spirit-cart’s nightly rounds, their flickering STR DEX CON INT WIS CHA
skeletal hands nevertheless holding the reins unseen, while the 10 (+0) 18 (+4) 16 (+3) 12 (+1) 12 (+1) 18 (+4)
light of the caged souls illumes the white canopy covering the Saves Con +6, Wis +4, Cha +7
wagon. To hear their fell voices sends chills down the spine, to
Skills Intimidation +7, Perception +4, Persuasion +7,
see them can easily freeze a person in their tracks and potentially Religion +4
be fatal. Those lucky enough to only hear their cries and whispers
Damage Resistances bludgeoning, piercing and slashing
should heed their warning and close their windows and doors
from nonmagical attacks not made with silvered weapons
tightly until the avatars of death have passed.
Damage Immunities necrotic
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 15, telepathy
60 ft.
Languages Abyssal, Common, Infernal, understands
languages it knew in life
Challenge 7 (2,900 XP)
Detect Impure Thoughts. Each creature within 60 feet of the
jinete must succeed on a DC 15 Intelligence saving throw or
have their most sinister thoughts detected. Line of sight is not
required to sense a creature’s consciousness, and the jinete
can knows the creature’s exact location as if it had blindsight.
A creature can repeat the saving throw each round at the
end of its turn to sever this link. Once it saves, it is immune to
this ability for the next 24 hours.
Eyes Straight Ahead. When riding a carreta nagua, the jinete
stares straight ahead in the direction the cart is traveling.
However, if it detects someone watching or inappropriate
thoughts the jinete snaps its head in that direction.
Soul Cage Synergy. When riding a carreta nagua, the jinetes
de tormento can tap into any of the soul cages it carries to
benefit itself or the carreta nagua. When it uses its own soul
cage ability, it can either trap the creature’s soul within its own
white shroud or it can deposit the soul into the carreta nagua’s
coffins, binding its soul to the carreta nagua.
Innate Spellcasting. The jinete’s innate spellcasting ability is
Charisma (spell save DC 15). The jinete can innately cast the
following spells, requiring no material components:
At will: alter self, detect thoughts, mage armor (self only), mage
hand, minor illusion, invisibility (self only), prestidigitation,
speak with dead, toll the dead* XGtE (4d8/4d12)
3/day each: chill touch (4d8), detect magic, hellish rebuke, ray
of sickness, spare the dying, suggestion
1/day each: bestow curse, blight, contagion, finger of death,
soul cage* XGtE

Actions
Spellstrike. The jinete de tormento attack makes one attack
with its scythe and casts one spell.
Scythe of the Night. Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 6 (1d6 + 3) slashing damage and
10 (3d6) necrotic damage.
Baleful Gaze (Recharge 6). The jinetes focuses its gaze and
all creatures in a 60-foot cone that can see it take 22
(4d8 + 4) psychic damage, or half as much on a successful
DC 15 Wisdom saving throw. Creatures failing their save
are stunned for 1 round and must save again at the end
of each turn. Each failed save extends the stun 1 round,
ending it for itself on a success. Once a creature saves, it
is immune to the baleful gaze of that jinete for 24 hours.

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Kori
This immense beast resembles a giant anteater, though from the tip of its narrow mouth to end of its heavily muscled and scaled
alligator-like tail it is nearly 30 feet long and weighs 3 tons. It uses its long dull claws to undercut riverbanks, causing them to collapse
and rendering the water murky and turbid. Its fur and scales are varying shades of green, usually lighter on its belly and legs, and a
row of reddish spikes runs down the length of its spine and tail.
Naturally Destructive. Kori are unintelligent, scarcely more than animals, but they seem to have a natural bent towards destructive
behavior. They are wont to knock down trees, claw apart figs and vines, and demolish huts. They seem to find humanoid habitation
irritating, and they have an almost preternatural ability to cause natural forces to mimic their hostile moods. When the kori is
angered, winds tend to rise into battering gales and soil becomes wet and soggy, causing buildings to collapse and people to drown in
the clinging mire. These powers seem to abate when the kori is sick or poisoned, and clever villagers who dare test its might usually
do so with poisoned weapons.

Kori Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a
Huge monstrosity, unaligned creature, it must succeed on a DC 16 Strength saving throw or
Armor Class 14 (natural armor) be knocked prone.
Hit Points 85 (9d12 + 27) Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone
Speed 30 ft., burrow 20 ft., swim 50 ft. creature. Hit: 29 (4d10 + 7) bludgeoning damage.
STR DEX CON INT WIS CHA Wind Javelin. The kori coalesces wind into a javelin-like form and
spits it at a creature it can see within 100 feet of it. The javelin
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2) is considered a magic weapon and deals 15 (3d6 + 5) piercing
Skills Stealth +5 damage to the target, striking unerringly. The javelin disappears
after it hits.
Damage Resistances piercing
Transmute Rock to Mud (1/Day). So long as the kori is not poisoned, it
Damage Vulnerabilities poison can turn rock into mud. This change is permanent but not magical and
Senses blindsight 30 ft., passive Perception 10 is affected by natural weather patterns in the area (for example,
Languages -- the mud would dry out quickly in a dry climate). The area affected
is centred on the kori and is a 40-foot sphere. The area becomes
Challenge 5 (1,800 XP) difficult terrain for all creatures except the kori and creatures starting
Hold Breath. The kori can hold its breath for 30 minutes. their turn in the muddy area must make a DC 16 Strength check or
Trampling Charge. If the kori moves at least 20 feet straight toward become restrained. Trapped creatures can spend an action to free
a creature and then hits it with a tail attack on the same turn, themselves.
that target must succeed on a DC 16 Strength saving throw or be Control the Wind (1/Day). The kori can cast control weather with
knocked prone. If the target is prone, the kori can make one stomp the additional affect that it can move the wind stages by 2
attack against it as a bonus action. instead of 1 and any damage done to a structure from the
wind is doubled.
Actions
Multiattack. The kori uses its tail and one of the following
available actions: wind javelin or transmute rock to mud.

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Lakuma Lakuma
There are few sea creatures as feared as the lakuma. Appearing as Large ooze, unaligned
a flat sheet of water, the lakuma are virtually invisible in the open
Armor Class 16 natural armor
ocean. While most sea creatures can sense and avoid a lakuma
through its movement in the water, most swimmers and fishermen Hit Points 105 (10d10+50)
are not so perceptive. A lakuma knows to swim near ports, finding Speed 25 ft., swim 40 ft.
a good spot in which to wait for fishing vessels and swimmers STR DEX CON INT WIS CHA
before dragging creatures into the depths to devour them, often
leaving bits of its victims as the only proof of its presence. 18 (+4) 13 (+1) 20 (+5) 1 (-5) 5 (-3) 1 (-5)
Semirigid Shape. Unlike most oozes, which are wholly Senses blindsight 60 ft. (blind beyond this radius), passive
amorphous, the lakuma must maintain its round, mostly flat shape. Perception 7
It glides mostly on the surface of the ocean, though it has limited Languages —
flexibility to follow the surge and swell of the water’s surface. Challenge 4 (1,100 XP)
Pleasant Offerings. Though these creatures are violent and Amphibious. The lakuma can breathe air and water
deadly, there are a few known methods to deal with them. First, False Appearance. While the lakuma remains motionless, it is
fishermen will sometimes make offerings to make the laukma indistinguishable from the surface of a body of water. A
happy. Offerings maybe something as simple as chum, while other creature with a swim speed can sense a lakuma as through
more elaborate offerings may be made. Some local wise men can it had blindsight with a range equal to its swim speed.
even appeal to the spirits for the ability to bind a lakuma to service.
In such cases, a bound lakuma can become a boon to the defense Actions
and operation of fishing villages. Multiattack. The lakuma makes two attacks: one with its bite
and one with its slam.
A cleric, druid, or warlock may be able to learn a variation of
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
the geas spell that allows them to bind a specific creature, like the
Hit: 11 (2d6 + 4) piercing damage
Lakuma, to its service for 30 days per casting. The creature does
not need to understand you for this spell variation. Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 4) bludegoning damage, and
the target is grappled (DC 14 to escape) and must
make a DC 14 Constitution saving throw. On a failure,
the target is also restrained, and begins suffocating. A
suffocating creature has a number of rounds equal to their
Constitution modifier before their hit points are reduced
to zero from suffocation. A Lakuma can grapple up to one
large sized creature, two medium sized creatures, or four
small sized creatures.

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Lizard, Giant Giant Iguana
A wide variety of large reptiles can be found inhabiting the torrid Large beast, unaligned
zones of the tropics, from the dusty desert sands to the lush Armor Class 15 (natural armor)
jungles and islands. Hit Points 95 (10d10 + 40)
Giant Gecko. These lizards are mostly docile and shy away from Speed 30 ft., climb 30 ft., swim 20 ft.
attacking creatures larger than a cat or dog. Despite their shyness,
they are ultimately curious creatures, and often approach bigger STR DEX CON INT WIS CHA
creatures simply to investigate. Of course, a giant gecko is more 21 (+5) 13 (+1) 19 (+4) 2 (-4) 14 (+2) 10 (+0)
than capable of defending itself, biting creatures that react violently
Saving Throws Str +8, Dex +4
to the lizard when fleeing is not an option. Some humanoids train
giant geckos as bestial guardians. Smaller humanoids (in particular, Skills Athletics +8, Perception +5, Stealth +4
goblins) can even use the creatures as mounts, taking advantage of Senses passive Perception 15
their superior climbing skills to attack from seemingly impossible Languages —
positions and angles. A giant gecko measures 8 feet from nose to Challenge 5 (1,800 XP)
tail and weighs 120 pounds. Coloration among giant geckos can
vary wildly, though most are some shade of green. Actions
Giant Horned Lizard. The giant horned lizard is commonly Multiattack. The giant iguana makes two attacks: one with its
referred to as the blood lizard because of its ability to shoot a stream bite and one with its tail slap.
of blood from its eyes when threatened. The giant horned lizard Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
grows to a length of eight feet. target. Hit: 12 (2d6 + 5) piercing damage.
Giant Iguana. These bright-eyed lizards are larger than horses. Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
They gather in family groups for mutual protection but make Hit: 10 (1d10 + 5) bludgeoning damage.
elaborate displays of anger to dissuade predators and indicate they
are about to charge. When agitated, a brightly dewlap expands like a Reactions
colored frill around its neck to make it appear larger. Giant iguanas Body Shield. Giant iguanas cluster in familial groups for
are very agile for their size, able to scale large trees and rocky cliffs, mutual defense. When an adjacent giant iguana is
and are equally at home in the water when hunting or migrating. attacked, a giant iguana can use its own body as a
Giant Beaded Lizard. Giant beaded lizards are predators of reaction to shield and protect its ally, causing that attack
the scrublands, similar to their lesser kin in many ways. They are to suffer disadvantage.
opportunistic hunters that live in areas with rocky structures and at Intimidating Display. When a giant iguana is threatened,
least some plant life. Giant beaded lizards spend the sunlight hours as a reaction action it can hiss ferociously, extending its
either sleeping in a scratch-dug den, wallowing in a mud puddle or neck dewlap, stiffening its dorsal spines, and puffing up
basking in the sun. As the sun begins to go down, they hunt, ranging its body in a vicious display. The creature that threatened
from their burrows to find prey. Giant beaded lizards are not choosy it, or one creature of its choice within 30 feet (if multiple
creatures threatened it), must make a DC 15 Wisdom save
and will attempt to eat almost anything that can fit in their mouths.
or be frightened for 1d6 rounds.
When a giant beaded lizard finds something potentially edible, it
bites down and does not let go. As it chews, it works venom from its
lower jaw into the wound. The venom of a giant beaded lizard is not
inherently fatal, but causes swelling, fatigue and excruciating pain.
Once a creature succumbs to the venom, the lizard tears it apart and
eats it in pieces if it cannot swallow the meal whole. The bite of a
giant beaded lizard is so strong that it will not let go even in death.

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Giant Horned Lizard
Medium beast, unaligned
Armor Class 12
Hit Points 45 (6d8 + 18)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 2 (-4) 12 (+1) 5 (-3)
Skills Athletics +6, Perception +3, Stealth +4
Senses passive Perception 13
Languages —
Challenge 3 (700 XP)

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Giant Beaded Lizard
Hit: 10 (1d10 + 4) piercing damage. Huge beast, unaligned
Spit Blood (Recharge 5-6). The giant horned lizard spits Armor Class 17 (natural armor)
acidic blood in a 20-foot line that is 5 feet wide. Each
creature in that line must make a DC 12 Dexterity saving Hit Points 161 (14d12 + 70)
throw, taking 9 (2d8) acid damage on a failed save, or Speed 30 ft.
half as much damage on a successful one.
STR DEX CON INT WIS CHA
28 (+9) 11 (+0) 21 (+5) 2 (-4) 12 (+1) 5 (-3)
Saving Throws Str +12, Con +8
Skills Athletics +12, Perception +4
Senses passive Perception 14
Languages —
Challenge 7 (2,900 XP)
Giant Gecko Actions
Medium beast, unaligned
Multiattack. The giant beaded lizard makes two attacks: one
Armor Class 14 (natural armor) with its bite and two with its claws. If it is grappling, it can
Hit Points 27 (5d8 + 5) only make the claw attacks.
Speed 40 ft., climb 40 ft. Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 16 (2d6 + 9) piercing damage, and the target
STR DEX CON INT WIS CHA must make a DC 16 Constitution saving throw, taking 27
13 (+1) 15 (+2) 12 (+1) 2 (-4) 14 (+2) 7 (-2) (8d6) poison damage on a failed save, or half as much
damage on a successful one. In addition, the target is
Saving Throws Dex +4
grappled (escape DC 22). Until this grapple ends, the
Skills Athletics +3, Perception +4 creature is restrained, and the giant beaded lizard can’t
Senses passive Perception 14 grapple another target. A creature grappled by a giant
Languages — beaded lizard continues to be held even if the giant
beaded lizard is slain. It takes 2d6 + 9 points of damage
Challenge 1 (200 XP) per round, until it escapes. While the lizard is grappling a
Expert Climber. A giant gecko’s feet allow it to climb virtually creature, it cannot use its bite.
any surface, no matter how slick or sheer. In effect, giant Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one
geckos are treated as constantly being under a natural target. Hit: 16 (1d6 + 9) piercing damage.
version of the spell spider climb.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) piercing damage.

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Llorona
Lloronas are vengeful spirits that roam riversides, shorelines, and Llorona
swamps in search of victims. They form as the result of shame Medium undead, neutral evil
and sorrow paired with a tragic drowning of a child, whether it Armor Class 15
be accidental or murderously intentional, and they want others
Hit Points 112 (16d8 + 48)
to share in their pain and misery. Most encounters with a llorona
begin as the victim hears mournful sobbing cries in the distance. Speed 0 ft., fly 60 ft. (hover)
Some victims she simply fills with sorrow, hoping that the STR DEX CON INT WIS CHA
experience will scar their minds or cause them to correct their
ways, but others she marks for death. If a victim isn’t compelled to 11 (+0) 25 (+7) 17 (+3) 11 (+0) 13 (+1) 24 (+7)
drown himself upon hearing the llorona’s wails, she snatches him Saving Throws Dex +11, Con +7
up and drags him into the water so she can plunge him beneath Skills Intimidation +11, Perception +5, Stealth +11
the surface until death brings them both sweet silence. Damage Resistances bludgeoning, piercing, and slashing
from non-magical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 11 (7,200 XP)
Channel Resistance. The llorona has advantage on saving
throws against any effect that turns undead.
Flyby. The llorona doesn’t provoke opportunity attacks when
it flies out of an enemy’s reach.
Incorporeal Movement. The llorona can move through other
creatures and objects as if they were difficult terrain. It takes
10 (3d6) force damage if it ends its turn inside an object.
Rejuvenation. A llorona reforms at the site of her death 1d6
days after being destroyed. A llorona can be put to rest
only if the injustices leading to her demise are resolved or
if the site of her death is affected via a hallow spell.

Actions
Multiattack. The llorona makes two incorporeal touch attacks
and uses its wail if able.
Ghost Touch. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 25 (4d8 + 7) necrotic damage, and the
llorona regains hit points equal to half the damage taken.
The target must make a DC 19 Wisdom saving throw
or become frightened for 1 minute. While the target is
frightened, it is also restrained. A target that is frightened
in this way can make another saving throw at the end of
each of its turns, ending the effect on a success. A creature
that succeeds on this saving throw is immune to being
frightened by this llorona for 24 hours.
Wail (1/Day). As a standard action, a llorona can unleash a
somber wail. Each creature within 120 feet that can hear
this wail must succeed at a DC 19 Wisdom saving throw or
be charmed. A creature charmed in this way is compelled
to enter the nearest body of water and attempt to drown
itself. This effect automatically fails if there isn’t a
body of water large enough to drown in within
120 feet. At the end of any round an affected
creature is completely submerged in water, it can
make another saving throw to end the effect.

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Luison Luison
The luison is a ghastly fiend resembling a rotting, mangy
anthropomorphic wolf with disproportionately jointed arms Medium fiend (shapechanger), lawful evil
and an extended lower jaw. They manifest in response to occult Armor Class 15 (natural hide)
conditions to seek out and devour living creatures. Easily mistaken Hit Points 126 (18d8 + 45)
for lycanthropes, ghouls, or both; luisons can be encountered
Speed 50 ft.
wandering graveyards digging up and devouring corpses or
tormenting small villages by demanding mortal sacrifices. STR DEX CON INT WIS CHA
Agents of Death. Luisons serve as divine agents of death. 20 (+5) 15 (+2) 17 (+3) 12 (+2) 15 (+2) 12 (+1)
Their craving for mortal flesh is not born from hunger, but instead Saving Throws Str +8, Con +6, Wis +5
springs from their divine purpose—to transfer the living unto the Damage Resistances cold
realm of death. Luisons do not manifest at random, nor do they
Damage Immunities necrotic, poison; bludgeoning, piercing,
wander the world aimlessly. Instead, they are either called forth and slashing from nonmagical attacks that are not silvered
by agents of the gods of death or sent by the gods themselves as a
punishment. Summoned luison are given a specific task, typically Condition Immunities exhaustion, p-oisoned
to slay and consume an individual or group of individuals marked Senses darkvision 120 ft., passive Perception 13
by the gods of death or their servants. Languages Common, Telepathy
Creatures of Legend. Throughout the land there exist many Challenge 8 (3,900 XP)
tales and legends about the luison, though their validity remains
Innate Spellcasting. The luison’s innate spellcasting ability is
speculative. Before encountering a luison, characters likely hear Charisma (spell save DC 13, +7 to hit with spell attacks). It
one or more of the following tales. The GM may determine which, can innately cast the following spells, requiring no material
if any are valid. components.
d6 Luison Legends At will: chill touch, fear, hunter’s mark, toll the dead* XGtE
1. The luison is the bastard spawn of a death god sent to wreak 1/day: finger of death
vengeance on individuals that trespass on its sacred lands. Luison’s Malison. A living creature afflicted with this curse
Those trespassing on the sacred lands are marked for death. slowly transforms into a luison. After 24 hours their flesh
2. Every generation, one individual is born marked for sacrifice to begins to rot. The victim must make a DC 16 Constitution
the Gods of Death. During the manifestation of a specific natural save or it begins emanating a foulness identical to the
luison’s Stench ability and its maximum hit points are
phenomenon (such as an eclipse, flood, or earthquake), the reduced by 44 (10d8). Each day thereafter, the effect
luison appears to claim the sacrifice. If the sacrifice is denied, the continues until the affliction kills the victim or is removed by
luison claims ten individuals at random to take its place. a Remove Curse spell. A victim slain by the Luison’s Malison
3. When an individual dies, its corpse must be fed to the luison rises upon the next night as a Luison.
in order for its spirit to make the journey into the afterlife. Spread Curse. The luison can use the Dash action to run down
4. The luison only appears on certain days of the week or during a living creature and attempt to run through its legs. The
a specific moon, or tidal phase. luison moves through the target’s occupied space into an
5. A luison will reveal dark secrets to any individual who promises empty space beyond it. If the luison cannot end its move in
his flesh as sustenance after death. an empty space, it cannot use this action. Moving through
6. An individual able to catch a luison as it runs between her legs can the opponent’s threatened space does not provoke attacks
gain control over the demon and command it to do her bidding. of opportunity. If the luison is able to dash between the
target’s legs, the target becomes exposed to the Luison’s
Malison. The targeted individual can avoid the charge with
a DC 14 escape check (Acrobatics or Athletics).
Stench. Any creature that starts its turn within 5 ft. of
the luison must succeed on a DC 16 Constitution saving
throw or be poisoned until the start of its next turn. On
a successful saving throw, the creature is immune to the
luison’s Stench for 24 hours.

Actions
Multiattack. The luison makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 5) piercing damage. A successful bite
attack heals the luison 5 hit points.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 5) slashing damage.

Bonus Actions
Four-Footed Run. When the luison drops down on all fours it
can Dash as a bonus action. The luison cannot use its claw
attacks when running on all four legs.

Legendary Actions
The luison 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 luison
regains spent legendary actions at the start of its turn.
Bite. The luison makes one bite attack.
Cast a Spell (Costs 2 Actions). The luison casts a spell.
Move. The luison moves up to its speed without provoking
opportunity attacks.

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and various Mayan languages). Nations like the Bahamas
Lusca and Belize (English) or Aruba and Suriname (Dutch) are not
Luscas are among the most feared predators in the open ocean— technically considered Latin American even though they share
their snapping shark heads and writhing tentacles spell the the same geographic area. That said, the lusca is celebrated
end for many crews. A lusca’s presence can first be felt in the with an international
air, as its body naturally conducts electricity. Sailors who have film festival in nearby
encountered the being and survived claim that thunderclouds Spanish-speaking
seem to roll in alongside the creature and strange electrical Puerto Rico and it’s
fires dance in the air before it attacks, lending an eerie aura of just a fun monster, so
foreboding to the oncoming assault. The average lusca is 90 feet we’ve chosen to include
from tentacle to snout and weighs 3,800 pounds. Legends tell of it here.
even larger luscas that can sink ships.
Territorial. Ravenous and unpredictable, a lusca claims wide
swaths of territory in order to maximize the number of ships
it can sink and crews it can feast upon; luscas brook no other
large predators in their claimed territory, and battle even mighty
krakens for control. They are equally territorial with their own
kind, and an encounter between two luscas, except to
mate, almost always ends with one dead or driven off.
While luscas prefer to make quick meals of the sailors
onboard a ship, they will eat just about any aquatic
creature, and even giant octopuses and whales
know to steer clear of a hungry lusca’s vicinity.

Is the Lusca a Latin American monster?


Latin America by definition represents those countries whose
primary official languages are Romance languages derived
from Latin, such as Spanish, Portuguese, and French (in
addition to vibrant indigenous tongues like Quechua, Guarani,

Lusca Legendary Actions


Gargantuan monstrosity, chaotic evil The lusca can take 3 legendary actions, choosing from the options
Armor Class 19 (natural hide) below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. The lusca regains
Hit Points 487 (25d20 + 225) spent legendary actions at the start of its turn.
Speed 10 ft., swim 40 ft. Grapple. The lusca makes a tentacle attack. Instead of dealing
STR DEX CON INT WIS CHA damage, the lusca grapples the target (escape DC 25).
27 (+8) 11 (+0) 29 (+9) 13 (+1) 23 (+6) 18 (+4) Grind Bones. The lusca can damage one creature it has grappled as if
it successfully hit with a tentacle attack.
Saving Throws Str +15, Con +16
Skills Athletics +15 Move. The lusca moves up to its speed.
Damage Resistance bludgeoning, piercing, and slashing damage
from nonmagical attacks
Lair Actions
Damage Immunities lightning On initiative count 20 (losing initiative ties), a lusca takes a lair action
Senses darkvision 60 ft., passive Perception 16 to cause one of the following effects; the lusca can’t use the same
Languages Aquan, Common effect two rounds in a row:
Challenge 22 (41,000 XP) • A small whirlpool forms within a creature’s square that the lusca
can see. That creature must attempt a DC 20 Strength saving
Bolstered by Carnage. If the lusca kills a creature, it gains advantage
on its attack rolls and saving throws for a number of rounds equal throw or take 7 (2d6) bludgeoning damage and be unable to
to that creature’s Hit Dice. move on its next turn.
Innate Spellcasting. The lusca’s spellcasting ability is Charisma (spell • The currents within the lusca’s lair change and shift according to
save DC 19). It can innately cast the following spells, requiring no the lusca’s whims. Each creature within 60 feet of the lusca must
material components: attempt a DC 20 Strength saving throw or be moved 60 feet in
3/day each: control water, lightning bolt any direction of the lusca’s choosing.
1/day each: chain lightning, tsunami • The lusca conjures one reef shark in a space within 30 feet of it.
The reef shark is loyal to the lusca’s every whim and command.
Actions
Multiattack. The lusca makes seven attacks: three with its bites and Regional Effects
four with its tentacles. The region containing a lusca’s lair is warped by the creature’s
Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: immense power, which creates one or more of the following effects:
30 (4d10 + 8) piercing damage.
• Sharks and octopuses within 1 mile of the lusca’s lair become
Tentacle. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. unnaturally aggressive, attacking any living thing they encounter.
Hit: 13 (1d10 + 8) bludgeoning damage.
• Massive whirlpools begin to form within 5 miles of the lusca’s lair.
Reactions • Currents within 1 mile shift and become supernaturally strong,
Compartmentalized Minds. Any time the lusca would be charmed or pulling creatures caught within them towards the lusca’s lair.
frightened, it can instead cause one of its heads to fall asleep, negating
the effect for as long as it would last and having one less bite attack for
the duration. It still makes saving throws as normal for the effect.

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Lycanthrope, Werecaiman Werecaiman
Werecaimans are known to be calculating and lecherous; they
Medium humanoid (shapechanger), neutral evil
are notorious for an obsession with violence and with terrorizing
anyone who dares enter their territory. They decorate their Armor Class 11, 15 (natural armor) in blood caiman or
hybrid form
territories with skulls and other warnings that they enjoy showing
to human interlopers to inspire dread. Indeed, many werecaimans Hit Points 58 (9d8 + 18)
assume human form to lure unsuspecting humans into following Speed 30 ft., 20 ft. in blood caiman form; swim 30 ft.
them far beyond any hope of help before terrorizing them STR DEX CON INT WIS CHA
and slowly hunting them down and tearing them to pieces. In
general, werecaimans regard werecaiman-kin as pale shadows 17 (+3) 13 (+1) 14 (+2) 12 (+1) 12 (+1) 6 (-2)
of a werecaiman’s true might. As such, werecaimans think Saving Throws Str +5, Con +4
little of imposing their will on scalehearts unless the latter have Skills Athletics +5, Perception +3, Stealth +3, Survival +3
demonstrated exceptional strength and brutality. Damage Immunities bludgeoning, piercing, and slashing
Rogue Wanderer. Werecaimans usually prefer to stick to from nonmagical attacks that aren’t silvered
their own territory, but those who manage to keep in touch with
Senses passive Perception 13
human curiosity sometimes take easily to a life of adventure, at
least temporarily. These psychopathic but patient travelers often Languages Common (can’t speak in blood caiman form)
range many miles from their territory in pursuit of new and more Challenge 3 (700 XP)
challenging prey to make their reputation more intimidating. Shapechanger. The werecaiman can use its action to
polymorph into a caiman-humanoid hybrid, into a blood
caiman, or back into its true form, which is humanoid. Its
statistics, other than its AC, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.
Hold Breath. The werecaiman can hold its breath for 30
minutes.
Keen Senses. The werecaiman has advantage on Wisdom
(Perception) checks that rely on hearing and sight.
Sprint. Once per minute, a werecaiman can increase its land
speed to 60 feet for 1 round.

Actions
Multiattack. The werecaiman makes two attacks: two with its
battleaxe (humanoid or hybrid form), or one with its spear
and one with its bite (hybrid form), or one with its bite and
one with its tail slap (hybrid or blood caiman form).
Bite (Blood Caiman or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) piercing damage. If the target is a humanoid, it must
succeed on a DC 12 Constitution saving throw or be cursed
with werecaiman lycanthropy.
Tail Slap (Blood Caiman or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10
+ 3) bludgeoning damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be
knocked prone.
Spear (Humanoid Form Only). Melee or Ranged
Weapon Attack: +5 to hit, one creature. Hit:
7 (1d8 + 3) piercing damage, or 8 (1d10
+ 3) piercing damage if used with two
hands to make a melee attack.
Death Roll (Blood Caiman Form Only).
When grappling a foe of its size or
smaller while in Blood Caiman form, a
werecaiman can perform a death roll on
its subsequent turn as its action. As it clings
to its foe, it tucks in its legs and rolls rapidly,
twisting and wrenching its victim. The blood caiman
inflicts its bite damage and knocks the creature prone.
The creature is still grappled by the blood caiman.

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Lycanthrope, Werejaguar
Werejaguars dwell in tropical forests, where they are deadly Werejaguar
warriors and master hunters. Although feared, werejaguars are Medium humanoid (human, shapechanger), neutral
sometimes respected by nearby communities as defenders of Armor Class 12
the forest. Typically, werejaguars live in small, loosely connected Hit Points 105 (14d8 + 42)
communities, hidden from outsiders. However, werejaguars Speed 30 ft. (40 ft. in jaguar form), climb 20 ft. (jaguar
sometimes live near or even among other humanoids, especially form only), swim 20 ft. (jaguar form only)
forest-dwellers. Werejaguars generally keep to themselves but are
also notorious for attacking and killing those who offend them. STR DEX CON INT WIS CHA
Nagualli. A nagual (or nahual) is a rare spellcasting 16 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
werejaguar. They are usually born into their magical gifts and
Skills Acrobatics +4, Perception +3, Stealth +4, Survival +3
their transformation rather than being infected lycanthropes,
though they are more common among werejaguars who live Damage Immunities bludgeoning, piercing, and slashing from
nonmagical attacks not made with silvered weapons
near or among other humanoids. Naguals are often employed to
curse enemies or to remove curses from other naguals or other Senses darkvision 60 ft., passive Perception 13
spellcasters. Naguals typically follow protector deities and draw Languages Common (can’t speak in jaguar form)
inspiration from as clerics, but some follow druid, sorcerer, or Challenge 3 (700 XP)
warlock traditions. Ambush (Jaguar or Hyrbid Form only). If a werejaguar hits a
creature with a claw attack, and the creature is surprised,
the werejaguar may use a bonus action to make a bite
attack.
High Jumper (Jaguar form only). With a 10-foot running start,
the jaguar can long jump up to 25 feet. The werejaguar
can jump 10 feet vertically and can safely land after a
fall of twice that distance.
Keen Smell. The werejaguar has advantage on Wisdom
(Perception) checks that rely on smell.
Shapechanger. The werejaguar can use its action to
polymorph into a jaguar-humanoid hybrid or into a
jaguar, or back into its true form, which is humanoid. Its
statistics, other than its size, are the same in each form.
Any equipment it is wearing or carrying isn’t transformed.
It reverts to its true form if it dies.

Actions
Multiattack (Humanoid or Hybrid Form Only). In humanoid
form, the werejaguar makes two spear attacks. In hybrid
form, it can attack like a humanoid or make two claw
attacks.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing
damage. If the werejaguar scores a critical hit, it rolls
damage dice three times, instead of twice.
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage.
Spear (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3)
piercing damage if used in two hands to make a melee
attack.
Atlatl (Humanoid or Hybrid Form Only). Ranged Weapon
Attack: +4 to hit, range 150/600 ft., one target. Hit: 6
(1d8 + 2) piercing damage.

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Werejaguar Nagual Spellcasting. The nagual is a 6th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell
Medium humanoid (human, shapechanger), neutral attacks). The nagual has the following cleric spells prepared:
Armor Class 12 Cantrips (at will): light, mending, sacred flame, thaumaturgy
Hit Points 119 (14d8 + 56) 1st level (4 slots): bane, healing word, protection from good and
Speed 30 ft. (40 ft. in jaguar form), climb 20 ft. (jaguar form evil
only), swim 20 ft. (jaguar form only) 2nd level (3 slots): enhance ability, lesser restoration, spiritual
STR DEX CON INT WIS CHA weapon
17 (+3) 16 (+3) 16 (+3) 10 (+0) 17 (+3) 14 (+2) 3rd level (3 slots): bestow curse, remove curse, spirit guardians
Skills Acrobatics +6, Nature +3, Perception +6, Religion +3, Actions
Stealth +6, Survival +6 Multiattack (Humanoid or Hybrid Form Only). In humanoid form,
Damage Immunities bludgeoning, piercing, and slashing from the werejaguar makes two spear attacks. In hybrid form, it can
nonmagical attacks not made with silvered weapons attack like a humanoid or make two claw attacks.
Senses darkvision 60 ft., passive Perception 16 Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +6 to hit,
Languages Common (can’t speak in jaguar form) reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the
werejaguar scores a critical hit, it rolls damage dice three times,
Challenge 5 (1,800 XP)
instead of twice.
Ambush (Jaguar or Hyrbid Form only). If a werejaguar hits a
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +6 to hit,
creature with a claw attack, and the creature is surprised, the
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
werejaguar may use a bonus action to make a bite attack.
Spear (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6
High Jumper (Jaguar form only). With a 10-foot running start, the
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 +
jaguar can long jump up to 25 feet. The jaguar can jump 10
3) piercing damage, or 7 (1d8 + 3) piercing damage if used in
feet vertically and can safely land twice that distance.
two hands to make a melee attack.
Keen Smell. The werejaguar has advantage on Wisdom
(Perception) checks that rely on smell.
Shapechanger. The werejaguar can use its action to polymorph into
a jaguar-humanoid hybrid or into a jaguar, or back into its true
form, which is humanoid. Its statistics, other than its size, are the
same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.

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Madremonte
Nature can manifest as terrible natural disasters and frightening Madremonte
beasts. It can also occasionally form a madremonte. These Large fey, chaotic neutral
powerful beings have been mistaken for goddesses in the past.
Armor Class 18 (natural armor)
Given their power over nature, it is not surprising to see why.
A typical madremonte tends to be vigilant about protecting her Hit Points 189 (18d10 + 90)
domain, and militant about punishing those who would transgress Speed 30 ft., burrow 30 ft.
against the flora and fauna within that domain. It is not uncommon for
a madremonte to form armies out of the land’s fiercest beasts and STR DEX CON INT WIS CHA
plants and pushing away any so-called civilizations so that they don’t 21 (+5) 15 (+2) 20 (+5) 15 (+2) 17 (+3) 22 (+6)
disturb the natural environment.
Though they can be seen as cold and unforgiving, madremontes are Skills Animal Handling +10, Athletics +9, Intimidation +10,
typically kind and gentle spirits when not provoked. A madremonte Nature +6, Perception +7, Survival +7
can even collaborate and coexist with druid enclaves and the Damage Resistances poison; bludgeoning, slashing, and
occasional elven community, so long as they follow her stringent piercing from nonmagical attacks
guidelines and lend aid when necessary. Condition Immunities charmed, frightened
Senses darkvision 120 ft., tremorsense 120 ft., passive
Perception 17
Languages Common, Sylvan; can speak with and understand
all beasts as if she shares a language with them
Challenge 12 (10,000 XP)
Nature’s Champion. The madremonte can bolster beast and
plant allies within 100 feet of her. Such creatures have
advantage on saving throws and attack rolls as long as
they can see the madremonte.
Innate Spellcasting. The madremonte’s innate spellcasting
ability is Charisma (spell save DC 18). The madremonte
can innately cast the following spells, requiring no
components:
At will: druidcraft, mold earth, poison spray
3/day each: entangle, move earth, spike growth, tree stride
1/day each: control weather, storm of vengeance

Actions
Multiattack. The madremonte makes two attacks.
Cudgel. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) piercing damage and 14 (4d6)
poison damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600
ft., one target. Hit: 11 (2d8 + 2) and 14 (4d6) poison
damage.

Legendary Actions
The madremonte 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 madremonte regains spent legendary
actions at the start of her turn.
Move. The madremonte moves up to half her speed without
provoking an opportunity attack.
Cudgel (Costs 2 Actions). The madremonte makes a cudgel
attack.
Cast a Spell (Costs 3 Actions). The madremonte casts one
of her spells.

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Magui Magüi
The magüi is a massive majá snake the size of a palm tree with
scales of overlapping brown and green and a distinctive pair of Huge monstrosity, neutral good
small curling horns on each side of its head. The serpent’s jaws Armor Class 17 (natural armor)
can open wide to devour prey of prodigious size, and it has been Hit Points 133 (14d10 + 56)
known to snatch and devour whole oxen or horses that wander too
near to their lairs and fishermen avoid the lakes and rivers where Speed 20 ft., swim 40 ft.
they live for fear of their jaws, though they never attack humans. A STR DEX CON INT WIS CHA
magüi grows to 30 feet long and weighs over 2,000 pounds.
Mother of Waters. While they can be dangerous carnivores, 21 (+5) 13 (+1) 19 (+4) 12 (+1) 19 (+4) 16 (+3)
magüi are no simple beasts. Sages call them madre de aguas, Saving Throws Con +8, Int +5, Wis +8, Cha +7
the Mother of Waters, and wherever they lair their lakes or rivers
never dry up even in the midst of drought. By legend, they keep the Skills Insight +8, Nature +5, Survival +8
sources of the river or lake in mystical clay jars and can gift these Damage Immunities poison
jars to those they deem worthy. Condition Immunities charmed, exhaustion, poisoned
Magüi are creatures of great age and wisdom, said to be
immortal, and the can dispense advice to those who approach Senses darkvision 60 ft., passive Perception 14
them with humility and grace, especially if they offer gifts of Languages Celestial, Common
delectable meats. Blessed by the gods, those that dare to strike
these benevolent serpents are stricken with a cascade of curses as Challenge 9 (5,000 XP)
divine punishment. Mother’s Bane. Magüi are sacred creatures, and a living creature
that attacks a magüi must make a DC 16 Constitution saving
throw at the end of its turn or contract a disease, as the
Serpent or Shapechanger? contagion spell (determine type of disease randomly). A
While the legend of the magüi comes from Cuba, tales of the creature that kills a magüi on its turn has disadvantage on this
madre de aguas also exist in countries like Colombia, Venezuela, saving throw and also takes 8d6 necrotic damage, or half as
and Brazil, where she takes the form of a beautiful woman with much on a successful save. This curse has no effect on creatures
loose hair that lives on the banks of rivers and springs. Such with Intelligence of 3 or less, and creatures that cannot see the
creatures might be an entirely separate creature perhaps a fey, magüi have advantage on their saving throw.
while a hybrid creature that combined the two versions of the Mother’s Jar (1/Day). The magüi can gift another creature it
legend might have the following ability: deems worthy one of its clay jars that represent the rising
Change Shape. The magüi magically polymorphs into a springs that give birth to the rivers. The jar can be used as
Medium or smaller humanoid that has a challenge rating equal to a decanter of endless water for one week, and if the magüi
or less than its own, or back into its true form. It reverts to its true chooses she use this ability to refill a jar that has run dry and
form if it dies. Any equipment it is wearing or carrying is absorbed extend its power for an additional week. Each day, up to 10
or borne by the new form (the magüi’s choice). In a new form, people can drink from the mother’s jar and gain the benefit
the magüi retains its game statistics and ability to speak, but its of eating a goodberry; a creature gains no benefit from
AC, movement modes, Strength, Dexterity, and special senses drinking from the jar more than once in the same day.
are replaced by those of the new form, and it gains any statistics
and capabilities (except class features, legendary actions, and lair Rejuvenation. If it dies, the magüi returns to life in 1d6 days and
actions) that the new form has but that it lacks. regains all its hit points. Only a wish spell can prevent this
trait from functioning.
Innate Spellcasting. The magüi’s innate spellcasting ability is
Wisdom (spell save DC 14). The magüi can innately cast the
following spells, requiring no components:
At will: control water, create or destroy water, fog cloud
1/day each: commune with nature, divination, greater restoration

Actions
Multiattack. The magüi makes one bite attack and one thrash
attack. It cannot use both attacks against the same creature.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
creature. Hit: 15 (3d6 + 5) piercing damage, and the target
is grappled (escape DC 19). Until the grapple ends, the
target is restrained and the magüi can’t bite another target.
Thrash. Melee Weapon Attack: +9 to hit, reach 10 ft., up to
three creatures within 10 ft. of each other. Hit: 12 (2d6 + 5)
bludgeoning damage, and each creature must succeed on a
DC 17 Strength saving throw or be Shoved 5 feet away and
knocked prone.
Swallow. The magüi makes one bite attack against a Large or
smaller target it is grappling. If the attack hits, the target is also
swallowed, and the grapple ends. While swallowed, the target
is blinded and restrained and it has total cover against attacks
and other effects outside the magüi. An magüi can only have one
Medium or Large creature swallowed at a time. If the magüi takes
30 damage or more on a single turn from the swallowed creature,
the magüi must succeed on a DC 14 Constitution saving throw
at the end of that turn or regurgitate the creature, which falls
prone in a space within 10 feet of the magüi. If the magüi dies, a
swallowed creature is no longer restrained by it and can escape
from the corpse by using 10 feet of movement, exiting prone.

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Mantis Shrimp Giant Mantis Shrimp
Large beast, unaligned
Though the colorful shells of giant mantis shrimp are beautiful to
behold, the sight of one often means death. These apex predators Armor Class 16 (carapace)
resemble brightly colored lobsters with oversized pincers. They Hit Points 150 (12d12 + 72)
prowl tide pools and coastal shallows, competing for territory with Speed 30 ft., swim 40 ft.
sharks, eels, and giant. Their pincer strike is so fast it creates light,
heat, and a stunning shockwave, and its multifaceted eyes can see STR DEX CON INT WIS CHA
into impossible spectrums that allow them to easily spot creatures 19 (+4) 16 (+3) 18 (+4) 4 (–3) 13 (+1) 12 (+1)
trying to hide with camouflage. A typical giant mantis shrimp grows Saving Throws Str +8, Con +8
to 4 feet high and 6 feet long and weighs around 200 pounds.
Skills Perception +9
Reefhammer. Incredibly rare, these gigantic mantis shrimp
prowl the seafloor and vast reefs, devouring everything in their Damage Resistances thunder
path and sometimes shattering entire reefs just to pick through the Senses blindsight 60 ft., darkvision 60 ft., passive Perception 19
ruins for prey hiding within. Languages -
Challenge 9 (5,000 XP)
Reefhammer Clawed Terror. All creatures that take thunder damage from
Huge beast, unaligned the giant mantis shrimp’s pincer attack must attempt a DC
Armor Class 19 (carapace) 16 Constitution saving throw or be stunned for 1 round.
They must then attempt a DC 16 Constitution saving throw
Hit Points 333 (29d12 + 145) or be blinded until the start of the giant mantis shrimp’s
Speed 30 ft., swim 40 ft. next turn. A successful saving throw renders a creature
immune to the corresponding condition from the giant
STR DEX CON INT WIS CHA mantis shrimp’s pincer attacks until the beginning of a
21 (+5) 18 (+4) 20 (+5) 4 (–3) 13 (+1) 16 (+3) giant mantis shrimp’s next turn.
Saving Throws Con +11, Str +11 Shattering Strike. A giant mantis shrimp deals double damage
to objects, and gains advantage on attacks rolls against
Skills Perception +13
armored targets.
Damage Resistance thunder
Uncanny Eyesight. A giant mantis shrimp gains double its
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 23 normal proficiency bonus on Perception checks, and it has
Languages – advantage on saving throws against illusions. A giant mantis
Challenge 18 (20,000 XP) shrimp can see hidden or invisible creatures within 10 feet.
Clawed Terror. All creatures that take thunder damage from Actions
the reefhammer’s pincer attack must attempt a DC 19 Multiattack. A giant mantis shrimp makes 3 pincer attacks.
Constitution saving throw or be stunned for 1 round. They
must then attempt a DC 19 Constitution saving throw or Pincer. Melee Weapon Attack: +8 to hit, reach 10 ft., Hit: 14
be blinded until the start of the reefhammer’s next turn. (3d6 + 4) bludgeoning damage. All creatures within 10 ft.
A successful saving throw renders a creature immune to of a pincer attack take 7 (2d6) thunder damage.
the corresponding condition from the reefhammer’s pincer
attacks until the beginning of a reefhammer’s next turn.
Shattering Strike. A reefhammer deals double damage to
objects, and gains advantage on attacks rolls against
armored targets.
Uncanny Eyesight. A reefhammer gains double its normal
proficiency bonus on Perception checks, and it has
advantage on saving throws against illusions. A reefhammer
can see hidden or invisible creatures within 30 feet.

Actions
Multiattack. A reefhammer makes 3 pincer attacks.
Pincer. Melee Weapon Attack: +11 to hit, reach 15 ft., Hit:
20 (4d6 + 6) bludgeoning damage. All creatures within
20 ft. of a pincer attack take 10 (3d6) thunder damage.

Legendary Actions
A reefhammer can take 2 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s
turn. A reefhammer regains spent legendary actions at the
start of its turn.
Move. The reefhammer moves up to half its speed.
Reflexive Snap. The reefhammer makes a pincer attack
against one foe within reach.

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Mazacoatl
The mazacoatl is a hunter of high mountain valleys and steep Mazacoatl
cliffs. Their scales run from golden to red to coppery, ending in a Large monstrosity, unaligned
narrow rattle. The scales on their belly and head resemble plates Armor Class 14 (natural armor)
of forged metal and their eyes are a jewel green, as is the crest Hit Points 54 (9d10 + 9)
that runs down the back of their skulls. Their heads bear massive
Speed 30 ft., climb 30 ft.
crowns of golden antlers, giving them their nickname of “deer
snakes.” They rarely venture forth from their caverns, as they have STR DEX CON INT WIS CHA
the uncanny ability to draw prey to it through a massive inhalation,
18 (+4) 14 (+2) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
creating a sucking wind that can knock even deer and humans
off their feet and send them tumbling toward the creature. The Skills Perception +2
mazacoatl is 15 to 20 feet long and weighs over 200 pounds, and Senses blindsight 10 ft., passive Perception 12
when it rears up to strike it stands taller than a human. Languages --
Challenge 3 (700 XP)

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage, and the target must
make a DC 11 Constitution saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much damage
on a successful one.
Gore. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 17 (2d8 + 4) piercing damage.
Inhale. The mazacoatl takes in a breath pulling all creatures
within 40 feet towards it that fail a DC 12 Strength saving
throw. Creatures that fail the save are moved towards
the mazacoatl by 30 feet and are knocked prone. If the
target is prone and within reach of the mazacoatl’s bite
attack, the mazacoatl can make one bite attack against it
as a bonus action.

Reactions
Reactive Strike. If a creature that is within reach of the
mazacoatl’s bite or gore attack stands from a prone
position, the mazacoatl may make a bite or gore attack
against that target as appropriate.

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Mboi Tu’i
Mboi Tu’i
M’boi tu’is live in the wetlands, nesting among trees and high
Huge monstrosity, neutral rock outcroppings. They are huge serpentine creatures with the
Armor Class 13 (natural armor) head of a parrot, and one pair of stubby legs it uses to assist in its
Hit Points 345 (30d12+150) slithering movement. M’boi tu’is are watchful of their territories,
Speed 40 ft. burrow 20 ft., swim 20 ft. not only pushing out other rivals to their might but attacking any
threats it perceives to the natural world. Although unpredictable
STR DEX CON INT WIS CHA and cantankerous, the mboi tu’i often has a casual alliance with
24 (+7) 10 (+0) 20 (+5) 9 (-1) 15 (+2) 15 (+2) other intelligent beings who protect nature, such as fey, druids,
Saving Throws Dex +4, Wis +6 and magical beasts.
Territorial. M’boi tu’i are usually submissive toward dragons
Skills Perception +6
and other powerful creatures, but do not tolerate the presence of
Senses passive Perception 16 young dragons, behirs, and the like close to their homes.
Languages - Omnivorous. M’boi tu’i live primarily on fruits, shrubbery, and
Challenge 11 (10,000 XP) vast amounts of swamp grasses, but also snaps up prey animals,
Slither. The mboi tu’i does not expend extra movement to and frequently consumes the bodies of its defeated rivals.
move through difficult terrain caused by marsh, swamp, or
mud.

Actions
Multiattack. The mboi tu’i may squawk, then bite or constrict.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 22 (3d10 + 7) piercing damage.
Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 16 (2d8 + 7) bludgeoning damage. and the
target is grappled (escape DC 21). Until this grapple
ends, the creature is restrained, and the mboi tu’i can’t
constrict another target.
Squawk. Each creature of the mboi tui’s choice that is within
120 feet of it and that can hear it must succeed on a DC 14
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 squawk for the next 24 hours.

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Mico Brujo Mico Brujo
The mico brujo, sometimes also called a warlock mico, witch Medium fey, chaotic evil
monkey, or mona, is a terrifying magical creature of the forest Armor Class 12 (14 With Mage Armor)
with vast magical powers. They were once human witches
Hit Points 127 (15d8 + 60)
and warlocks, but through ancient rites and incantations and
consuming strange blossoms of the chilamate tree that sprout Speed 30 ft., climb 30 ft.
only at midnight they shed their human skin and grew their hair, STR DEX CON INT WIS CHA
extending their hands and feet and taking on the semblance of
23 (+6) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 18 (+4)
large monstrous monkeys. They accost and terrify their intended
victims with bloodcurdling screams from the treetops, which carry Saving Throws Wis +4, Cha +7
endlessly through the echoing jungle and drive some to madness. Skills Athletics +9, Perception +4, Arcana +3, Deception
Why they undertook this transformation is little known now, but +7, Nature +3, Persuasion+7
they have long since abandoned their humanity and exist only to Senses passive Perception 14
plague the nations and peoples they once called their own. Languages Sylvan
Varying Legends. Some mico brujos have taken the form of Challenge 7 (2,900 XP)
boars or tapirs and are called chanchas instead. Such mico brujos Innate Spellcasting. The mico brujo’s innate spellcasting ability
might have the Change Shape ability to assume those other forms. is Charisma. She can innately cast the following spells
The micomalo is another variant of the legend, though that is not (spell save DC 15), requiring no material components:
merely a human witch taking on the form of a monkey but actually At will: mage armor (self only), silent image
a fiend or the Devil itself. 1/day: bestow curse, conjure fey, polymorph
Speak with Beasts and Plants. The mico brujo can communicate
with beasts as if they shared a language.
Spellcasting. The mico brujo is a 11th-level spellcaster. Her
spellcasting ability is Charisma (spell save DC 15, +7 to
hit with spell attacks). She regains her expended spell
slots when she finishes a short or long rest. She knows the
following warlock spells:
Cantrips (at will): dancing lights, eldritch blast, friends, mage
hand, minor illusion, prestidigitation, vicious mockery
1st–5th level (3 5th-level slots): blink, charm person,
dimension door, dominate beast, faerie fire, fear, hold
monster, misty step, phantasmal force, seeming, sleep

Actions
Multiattack. The mico brujo uses horrifying howling and then
makes two fist attacks or casts one spell.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 17 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft.,
one target. Hit: 17 (3d6 + 6) bludgeoning damage.
Horrifying Howling. Each non-fey creature within 60 feet of
the mico brujo that can see her must succeed on a DC 12
Wisdom saving throw or be frightened for 1 minute. A
frightened target can repeat the saving throw at the end
of each of its turns, with disadvantage if the mico brujo is
within line of sight, ending the effect on itself on a success.
If a target’s saving throw is successful or the effect ends
for it, the target is immune to the mico brujo’s Horrifying
Howling for the next 24 hours.

Reactions
Misty Escape (Recharges after a Short or Long Rest). In response
to taking damage, the mico brujo turns invisible and
teleports up to 60 feet to an unoccupied space she can see.
She remains invisible until the start of her next turn or until
she attacks, makes a damage roll, or casts a spell.

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Muki Muki
Mukis are small, dwarf- or goblin-like creatures that inhabit the Small fey, lawful evil
mines. Fey creatures, they are seemingly ageless and unceasing
Armor Class 12
in their love of mining. Some legends say they come from the dark
places of the fey world, and regard even their gloomy mineshafts Hit Points 104 (16d6 + 48)
as though they were paradises. A muki has a ruddy face, large feet, Speed 20 ft.
and eyes that glitter like metal. They typically have long, very light STR DEX CON INT WIS CHA
blond hair, and the males have white beards.
Consummate Professionals. Mukis are engrossed in their 15 (+2) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 6 (-2)
mining and little else. Thus, they are almost always dressed in Skills Nature +3, Perception +3, Stealth +4
work clothes, and take breaks from mining only to carouse or Senses darkvision 120 ft., passive Perception 13
to satisfy their curiosity about other miners. Mukis know almost Languages Aklo, Common, Sylvan
everything there is to know about earthworks. Other miners
Challenge 2 (450 XP)
who impress them with their manners and hard work may earn
a whistle of warning or a clue leading to a new vein. Conversely, Innate Spellcasting. The muki’s innate spellcasting ability is
Wisdom (spell save DC 11). The muki can innately cast the
sloppy or disruptive rivals may face sabotage from the mukis.
following spells, requiring no components:
Bargainers. Mukis have little to do with the outside world, and
so sometimes can be appeased or hired with things like fresh food, 1/day each: commune with nature (underground only), locate
object, stone shape
clothing, drink, or promises of companionship. However, if the
muki is not completely satisfied they have been given what they Nimble Escape. The muki can take the Disengage or Hide
are owed, they almost invariably kill the offender. action as a bonus action on each of its turns.
Not the Friendly Type. Mukis are sometimes found in small Siege Monster. The muki deals double damage to objects and
groups, mining together, but often prefer to live in solitude. They structures.
are only likely to approach, or even let themselves be seen by, Stonecunning. Whenever a muki makes an Intelligence (History)
other miners, people who have things they want, and those who check related to the origin of stonework, it is considered
show proper manners and hard work. proficient in the History skill and adds double its proficiency
bonus to the check, for a total modifier of +5.
Tool Expertise. Each muki is proficient in the use of two types
of artisan’s tools and adds double its proficiency bonus on
checks when using them.

Actions
Multiattack. The muki makes a melee weapon attack. Then, it
makes a second melee weapon attack with disadvantage
on the attack roll.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7
(1d10 + 2) bludgeoning damage if used in two hands to
make a melee attack.

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Munuane Munuane
Large giant, neutral evil
Munuanes are hideously deformed ogres that hunt and devour
humanoids caught venturing into their remote jungle territories. Armor Class 16 (natural hide)
The creature’s tall frame is lank and sinewy, with a distended Hit Points 196 (23d10 + 70)
belly and hunched posture. It has no eyes in its oversized head, Speed 30 ft.
only a flattened nose, and a toothless, turtle-like beak. They have
a sickly, pallid complexion and colourless mousey hair which they
STR DEX CON INT WIS CHA
wear long. Most disturbingly, from each of the creature’s kneecaps 22 (+6) 17 (+3) 24 (+7) 9 (–1) 15 (+2) 8 (–1)
bulges an unblinking swollen eye. The munuane is 10 feet tall and Saving Throws Str +11, Dex +8, Con +12
weighs 500 pounds. Skills Athletics +9, Perception +6, Stealth +7, Survival +6
Munuanes live in mated pairs in simple mud huts deep within
Damage Resistances All damage but force, psychic, and
the jungles near navigable bodies of water from which they fish
radiant
and drink. They do not gather in large groups to avoid attracting
the attention of outsiders. Able craftsmen, they build their own Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical attacks
homes, tools, and weapons, as well as reed-woven rafts which they
use to patrol the rivers and swamps of their hunting grounds. They Condition Immunities charmed, paralyzed, petrified,
are superb hunters, infamous for carrying only a single arrow and poisoned
never missing a shot. Senses darkvision 60 ft., passive Perception 16
Nature’s Stewards. Munuanes are incredibly protective of their Languages Common, Giant
territories. They serve as self-appointed stewards and vengefully Challenge 13 (10,000 XP)
punish any creature observed taking fish, wood, or other resources Confusing Gaze. When an individual starts its turn within 30
from the land. They know all the pitfalls and particular locations of feet of the munuane and is able to see the monster’s eyes,
their territory and what creatures live in different regions and the the munuane can magically force the individual to make
location of any valuable resources. a DC 18 Charisma saving throw, unless the munuane is
Epicurean Cannibals. Though they sustain themselves on incapacitated.
fish, a munuane’s preferred meal is a freshly cooked humanoid. On a failed saving throw, the creature cannot take
They actively hunt and trap humanoids in their territories, and reactions until the start of its next turn and rolls 1d8 to
occasionally hunt them outside their lands when prey becomes determine what it does during that turn. On a 1 to 4, the
scarce. After a kill, they take great care in preparing their meals, creature does nothing. On a 5 or 6, the creature takes
stewing the meat for hours or days in great clay cooking pots with no action but uses all its movement to move in a random
many spices. The smell of their cooking is enticing, often luring direction. On a 7 or 8, the creature makes one melee
more unwitting victims into the creature’s clutches. attack against a random creature, or it does nothing if no
creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, it
cannot see the munuane until the start of its next turn, when it
can avert its eyes again. If the creature looks at the munuane
in the meantime, it must immediately make the save.
Command Confused. If an individual falls under the effect of the
munuane’s confusing gaze, the creature can use its action to
alter the confusion effect and instead command the confused
victim to wander off and into a nearby trap or natural
hazards within 300 feet, such as a quicksand pool, a pit trap,
or a ravine. If the trap or hazard poses an obvious visible
danger to the victim, or an ally shouts out to call the victim’s
attention to the danger, she gets another save to break the
confusion effect. Otherwise, the confused victim walks directly
towards the danger until she triggers the trap or hazard.
Once the trap or hazard triggers, the confusion effect ends.
Weakness. Blinding the munuane makes the creature
vulnerable to physical attacks. It loses all of its immunities
and resistances until the blindness condition is removed.

Actions
Multiattack. The munuane makes two melee attacks or one
longbow attack.
Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage.
Longbow. Ranged Weapon Attack: +8 to hit, 150/600ft.,
one target. Hit: 11 (2d6 + 4); piercing damage.
Death Arrow (recharge 6). When using its longbow, the
munuane can lock in on a single target with deadly
accuracy. The next arrow it shoots always strikes the
designated target. The munuane still makes an attack roll
to determine if the attack is a critical hit.

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Okpe
This lumbering creature is a terror of mountains, hills, and rough badlands terrain, a sentient and vicious agglomeration of living rocks
that forms stubby legs and a circular grinding mouth. The okpe resembles a massive boar, standing over 6 feet tall at the shoulder and
with its massive chest and abdomen rising often 8 or 9 feet above the ground. The okpe is 12 to 15 feet long and weighs nearly 20 tons.
Stone Carnivore. Unlike most elementals, it hungers for flesh and blood, and it can catch its prey not only in its maw but also
between the grinding and shifting bony plates and chunks that make up its body’s substance. It is feared for snatching those who
stumble into the cracks along its surface and dragging them off to be consumed at their leisure. An okpe is a persistent hunter and if
creatures climb up out of their reach they may wait for days for them to come down, screaming in frustration. Some legends claim the
okpe is clever enough to steal cooked meat from human villages and use it to lure children into its clutches.

Okpe Earth Glide. The okpe can burrow through nonmagical, unworked


earth and stone. While doing so, the okpe doesn’t disturb the
Huge elemental (earth), neutral evil material it moves through.
Armor Class 18 (natural armor) Elemental Demise. If the okpe dies, its body disintegrates into
Hit Points 187 (15d10 + 105) crystalline powder.
Speed 30 ft., burrow 10 ft. Impervious. The okpe has a damage threshold of 5, it reduces all
STR DEX CON INT WIS CHA damage from individual attacks by 5 each before applying its
resistances, immunities and vulnerabilities.
23 (+6) 12 (+1) 24 (+7) 9 (-1) 13 (+1) 14 (+2) Relentless (Recharges after a Short or Long Rest). If the okpe takes
Saving Throws Wis +5 20 damage or less that would reduce it to 0 hit points, it is
Damage Vulnerabilities thunder reduced to 1 hit point instead.
Damage Resistances bludgeoning, piercing, and slashing from Siege Monster. The okpe deals double damage to objects and
nonmagical attacks structures.
Damage Immunities poison Sure-Footed. The okpe has advantage on Strength and Dexterity
saving throws made against effects that would knock it prone.
Condition Immunities exhaustion, paralyzed, petrified, poisoned,
unconscious Actions
Senses darkvision 120 ft., passive Perception 11 Multiattack. The okpe makes two tusk attacks.
Languages Terran, some okpe also speak Common Tusk. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Challenge 11 (7,200 XP) target. Hit: 15 (2d8 + 6) bludgeoning damage.
Charge. If the okpe moves at least 20 feet straight toward a Throwback. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target and then hits it with a tusk attack on the same turn, the prone creature. Hit: 20 (4d6 + 6) bludgeoning damage and
target takes an extra 14 (4d6) slashing damage. If the target the target is flung 10+1d10 feet away from the okpe. This toss
is a creature, it must succeed on a DC 18 Strength saving throw does an additional 1d10 points of bludgeoning damage for
or be knocked prone. The okpe may also make a throwback each 10 feet travelled to the flung creature. If the target is a
attack against the prone target. Huge or smaller creature, it must succeed on a DC 18 Dexterity
check or be knocked prone when it lands.

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Peuchen Peuchen
These winged snakes range in color from violet to vibrant green Medium monstrosity, neutral evil
to glossy black; the most commonly encountered peuchens are a Armor Class 17 (natural hide)
dark, tawny brown. Those in jungles tend to match the patterns Hit Points 237 (25d8 + 125)
found on local pythons. Rarely, they sport a series of red, white, Speed 30 ft., fly 50 ft.
and black bands, with the thin white band sandwiched between
the thicker red and black bands. When peuchens are not flying, STR DEX CON INT WIS CHA
their leathery, batlike wings lie folded along their bodies, matching 22 (+6) 25 (+7) 20 (+5) 13 (+0) 16 (+3) 23 (+6)
the coloration of the hides below. Their eyes are a brilliant green,
Skills Perception +7, Stealth +11
with snakelike pupils. Peuchens have a smooth, dry texture to
their diamond-shaped scales and smell faintly of nutmeg. Their Senses darkvision 60 ft., passive Perception 17
fangs fold up into their jaw, but snap into place to bite prey with Languages Common
lightning speed. A peuchen measures around 12 feet long and 1 Challenge 12 (8,400 XP)
foot in diameter at its thickest point, with a wingspan of 8 feet; it Innate Spellcasting. The peuchen’s spellcasting ability is
weighs nearly 250 pounds. Charisma (spell save DC 18). It can innately cast the
Livestock Stalkers. When they hunt, peuchens take on the following spells, requiring no material components:
form of livestock, such as sheep, goats, and cattle, and they prefer At will: vampiric touch
to stalk places suffering from drought or famine. These ambush 3/day each: charm person, hold person
predators often trick shepherds or lone farmers into bringing them
Paralyzing Poison. A creature hit by the peuchen’s bite attack
back to farms, homesteads, and towns, where they can slip out
must succeed a DC 17 Constitution saving throw or be
each night to prey on any creatures they can find. They ambush paralyzed until the peuchen’s next turn. A creature that
their prey by coiling up and lunging with their strikes from a fails its saving throw is also poisoned for 1 minute.
distance father than their prey usually expects. Peuchens prefer
to drain the blood of humanoids, but they will eat sheep, goats, Actions
cats, dogs, or poultry if they fail to capture their favorite prey. They Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
happily lair in haylofts or open attics, but also create nests in large target. Hit: 45 (6d12 + 6) piercing damage plus 33
trees or rock formations. (6d10) poison damage.
Animal Possession. A peuchen can possess a beast within
100 feet of the same species it has assumed with its
Shapechanger ability. The beast must succeed a DC 18
Wisdom saving throw to avoid this effect. If the possession
succeeds, the peuchen’s previous body dies. This does not
change the amount of hit points the peuchen has.
Hypnotic Scales. A peuchen can cause its scales to glisten and
gleam, causing all creatures within 30 feet to be stunned
unless they succeed a DC 18 Wisdom saving throw. Once
a creature is stunned, it remains until it is damaged. A
creature can retry its saving throw at the end of each of its
rounds. A creature that successfully saves against this ability
is immune to this peuchen’s Hypnotic Scales for 24 hours.
Shapechanger. The peuchen can transform into a Small
or Medium beast, keeping all of the same statistics
as its base form though it loses its fly speed if the
beast it transformed into cannot fly.

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Pinahuitzli Pinahuitzli
The pinahuitzli is a poorly understood creature. These small Tiny fey, unaligned
red and black bugs are quickly identified as the harbingers of Armor Class 15 natural armor
misfortune and are often avoided. They can appear as beetles, Hit Points 1 (1d4-4)
spiders, or other myriapods, but their red and black markings
Speed 5 ft., fly 20 ft.
are well known. Killing a pinahuitzli reproduces by causing
misfortune, but it also feeds on misfortune in some strange way. STR DEX CON INT WIS CHA
It absorbs the illuck that it creates, growing fungus-like tumors on 1 (-5) 14 (+2) 3 (-4) 1 (-5) 5 (-3) 1 (-5)
its surface until eventually new pinahitzli sprout like buds off from
Senses tremorsense 60 ft., passive Perception 7
their “parent” and wander off on their own to begin causing and
absorbing bad luck too. Languages —
Challenge 1/8 (25 XP)
Cursed Death. Killing a pinahuitzli causes the creature that
killed it great misfortune. They are afflicted by a curse as
per the bestow curse spell with no saving throw. This curse
cannot be lifted easily. Only a fey can remove this curse.
Many fey see the killing of a pinahuitzli as an affront and
are likely to demand favors in exchange for the curse
being removed.
Harbinger. The pinahuitzli has a 30-foot-radius aura of
doom. Any creature within that aura must subtract 1d4
from all rolls, including ability score, attack, saving throw,
damage, and percentile rolls. Any roll of a natural 1 on
a d20 automatically results in some misfortune (GM’s
discretion).

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target
in its space. Hit: 1 (1d4 - 5) piercing damage, and the
creature’s next d20 roll is automatically considered to be
a natural 1.

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Praying Mantis Blood Mantis
Cousin to the simple hunting insects that devour pests and Medium beast, unaligned
sometimes are kept as pets, these green hunters’ deadly front limbs Armor Class 14 (natural armor)
fold under its head as it lies in wait for food. Giant mantises are Hit Points 45 (6d8 + 18)
feared along caravan tracks that pass through dense woodlands, as
Speed 20 ft., climb 20 ft., fly 60 ft.
despite their size they are masters of hiding in dense undergrowth,
almost unnaturally patient as they lie in wait and striking with STR DEX CON INT WIS CHA
unsettling speed as unsuspecting meals wander by. 14 (+2) 15 (+2) 16 (+3) 3 (-4) 13 (+1) 1 (-5)
Skills Athletics +4, Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages –
Giant Mantis Challenge 1 (200 XP)
Large beast, unaligned Foliage Camouflage. The blood mantis has advantage on
Armor Class 14 (natural armor) Dexterity (Stealth) checks made to hide among plants or
Hit Points 59 (7d8 + 28) other greenery.
Speed 20 ft., climb 20 ft., fly 60 ft. Gnaw. If the blood mantis begins its turn with a creature
grappled, as a bonus action it can make a bite attack
STR DEX CON INT WIS CHA against that creature with advantage on the attack roll.
16 (+3) 13 (+1) 18 (+4) 3 (-4) 14 (+2) 1 (-5) Actions
Skills Athletics +5, Perception +4, Stealth +3 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 14 target. Hit: 7 (2d4 + 2) slashing damage, and if the
Languages – target is Small or smaller the blood mantis can use a
bonus action to make a Strength (Athletics) check to
Challenge 3 (450 XP) grapple the target.
Foliage Camouflage. The giant mantis has advantage on Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Dexterity (Stealth) checks made to hide among plants or Hit: 5 (1d6 + 2) piercing damage.
other greenery.
Pounce (Recharge 5-6). The blood mantis moves up to its
Gnaw. If the giant mantis begins its turn with a creature speed and makes two claw attacks. It cannot use this
grappled, as a bonus action it can make a bite attack ability while it is grappling a creature.
against that creature with advantage on the attack roll.

Actions
Multiattack. The giant mantis can make two claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 7 (2d4 + 2) slashing damage, and if the
target is Medium or smaller the blood mantis can use
a bonus action to make a Strength (Athletics) check to
grapple the target.
Lunge. A giant mantis’ limbs are capable of reaching much
farther than normal for a creature of its size. If not
using multiattack, it can make a single claw attack with
advantage on the attack roll and a reach of 20 feet. It
cannot grapple a creature with this Lunge unless the target
is Small or smaller.
Pounce (Recharge 5-6). The blood mantis moves up to its
speed and makes a bite attack and two claw attacks
with advantage on its attack rolls. It cannot use this ability
while it is grappling a creature.

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Qasogonaga Qasoǵonaǵa
A qasoǵonaǵa is a mythical celestial creature that sometimes
Small celestial, neutral good
falls from the heavens in times of need. In its true form, it
resembles a rainbow-colored anteater with an especially long Armor Class 16 natural armor
snout. It can take humanoid shape as necessary, especially Hit Points 84 (13d6+39)
if trying to sense the goodness in the hearts of others. It is Speed 30 ft.
generally nice, and not especially judgemental unless it is
witness to an evil heart or evil acts.
STR DEX CON INT WIS CHA
Eager to return to its native plane, it seeks the help of mortal 12 (+1) 17 (+3) 16 (+3) 17 (+3) 18 (+4) 20 (+5)
creatures through the creation of a ritualistic bonfire. If performed Skills Insight +10, Nature +10, Survival +10
properly, the qasoǵonaǵa can use the smoke to rise, eventually Damage Resistances lightning, thunder
returning to its home in the Outer Planes. It is said that those who Damage Immunities poison
help the qasoǵonaǵa return to its plane are sometimes gifted with
Senses truesight 60 ft., darkvision 120 ft., passive
druidic magic, or the lands they inhabit with bounty and rainfall.
Perception 14
The qasoǵonaǵa is a master of weather and uses its gifts to help
others. Only if pressed to fight will it unleash its unbridled fury. Languages Celestial, Primordial, Sylvan, telepathy 240 ft.
Challenge 8 (3,900 XP)
Innate Spellcasting. The qasoǵonaǵa’s innate spellcasting
ability is Wisdom (spell save DC 15). The qasoǵonaǵa can
cast the following spells, requiring no components:
At will: druidcraft, feather fall, gust of wind, thunderwave
3/day each: call lightning, control weather, daylight

Actions
Multiattack. The qasoǵonaǵa makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 +3) bludgeoning damage and 10
(3d6) lightning damage.
Change Shape. The qasoǵonaǵa magically polymorphs into
a Small or Medium humanoid, or back into its true form.
Other than its size, its statistics are the same in each form.
If the qasoǵonaǵa dies, it reverts to its true form.

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Quetzal Quetzal
These resplendent birds have brilliant green feathers with an
Tiny celestial, neutral good
iridescent shine, with long tail feathers and green and black wings
and a bright, blood-red patch on their chests. They are revered Armor Class 13
for their wisdom and as a sign of goodness and light, symbolizing Hit Points 7 (3d4)
freedom and prosperity. Its feathers are often taken as tokens of Speed 20 ft., climb 20 ft., fly 60 ft.
good fortune or marks of nobility, though they are almost always
set free after the taking of a feather so that they may share their
STR DEX CON INT WIS CHA
divine blessings with others. It is believed that quetzals will die 4 (-3) 17 (+3) 10 (+0) 7 (-2) 12 (+1) 13 (+1)
if kept in captivity. Warriors take the appearance of a quetzal Skills Insight +3, Perception +3
as a sign of victory, and they can inspire courage even against Senses darkvision 60 ft., passive Perception 13
insurmountable odds. They also have a special affinity for the
Languages understands Celestial and Common but can’t
fallen in battle, as their very touch is said to rescue them from
speak
death’s door. Still, the quetzal’s sorrow at the loss of life is why
it never sings but only rarely gives a high whistle. When peace Challenge 1 (200 XP)
and freedom come to the lands they watch over, only then will the Feathered Freedom. Any nonevil creature adjacent to
quetzal reveal its beautiful song. a quetzal has advantage on saving throws to resist
becoming charmed, frightened, or paralyzed.
Innate Spellcasting. The quetzal’s innate spellcasting ability is
Charisma (spell save DC 11). The quetzal can innately cast
the following spells, requiring no components:
At will: sanctuary, spare the dying
1/day each: aid, augury, heroism

Actions
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1 piercing damage.
Silent Song (Recharge 5-6). The quetzal can emit a high, whistling
note just beyond the edge of hearing for most creatures,
affecting creatures in a 15-foot cone. Nonevil creatures in
this area who are charmed, frightened, or paralyzed can
attempt a new saving throw to end that effect. Evil creatures
in the area take 5 (2d4) thunder damage.

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Rahara Rahara
The rahara is a savage predator of the rain forest, a creature
Huge plant, unaligned
whose woody body resembles nothing so much as a waterlogged
and rotten pawpaw log, often sheathed in a twisted skein of fibrous Armor Class 16 (natural armor) 
strands like a manioc strainer basket. They are not particularly Hit Points 138 (12d12 + 60)
intelligent, but they recognize signs of civilization and travelers Speed 10 ft., swim 60 ft.
like cookfires and pack animals or mounts. While primarily
aquatic, they are capable of rushing up onto the shoreline to grab
STR DEX CON INT WIS CHA
their prey, grabbing them and dragging them back into their 23 (+6) 8 (-1) 21 (+5) 5 (-3) 16 (+3) 5 (-3)
watery dens. Skills Stealth +7
Raharas lurk in deep, permanent lagoons in rainforest and Damage Resistances bludgeoning, piercing
jungle terrain, often enlarging these basins to provide more room
Condition Immunities blinded, deafened, exhaustion
to lair. Their lairs are often noticed by canny travelers by the many
footprints leading to the water but none leading away. When Senses blindsight 60 ft. (blind beyond this radius), passive
not hungry, they may make a loud snapping noise to warn off
Perception 13
intruders; when raharas are known to be about, it is silence that is Languages --
truly dangerous. Challenge 9 (5,000 XP)
Jungle Pets. Raharas often befriend birds and reptiles and use Damage Transfer. While a creature is swallowed, the rahara
them like living lures, roosting near the rahara’s waterhole and takes only half the damage dealt to it (rounded down),
drawing in hunters and poachers until the rahara can seize them. and that creature takes the other half.
According to legend, a serpent befriended by a rahara that is False Appearance. While the rahara remains motionless, it is
killed and falls into the rahara’s pool might return to life as a baby indistinguishable from a normal tree root or vine.
rahara. At first, it looks no different than it did in life, but it soon Hold Breath. While out of water, the rahara can hold its
grows to titanic size and devours everyone and everything nearby. breath for 1 hour.
Lagoon Keeper. The rahara may cast create or destroy water
(using a 9th level spell slot) once per day and purify water
at will.
Speak with Birds and Reptiles. The rahara can communicate
with birds and reptiles as if they shared a language. For
the purposes of influencing these animals the rahara has
Persuasion +5.
Underwater Camouflage. The rahara has advantage on
Dexterity (Stealth) checks made while underwater.
Water Breathing. The rahara can breathe only underwater.

Actions
Multiattack. The rahara makes two attacks but prefers to
bite constricted foes in an attempt to swallow them.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 16 (3d6 + 6) piercing damage. If the target
is a Large or smaller creature, it must succeed on a DC 12
Dexterity saving throw or be swallowed by the rahara. A
swallowed creature is blinded and restrained, it has total
cover against attacks and other effects outside the rahara,
and it takes 10 (3d6) acid damage at the start of each of
the rahara’s turns.
If the rahara takes 20 damage or more on a single
turn from a creature inside it, the rahara must succeed on a
DC 21 Constitution saving throw at the end of that turn or
defecate all swallowed creatures, which fall prone in a space
within 5 feet of the rahara. The creatures are stripped of
all their equipment and are execrated naked. Equipment
maybe retrieved if this specific rahara is killed. If the rahara
dies, a swallowed creature is no longer restrained by it and
can escape from the corpse by using 20 feet of movement,
exiting prone and fully equipped.
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one
creature. Hit: 13 (2d8 + 4) bludgeoning damage, and
the target is grappled (escape DC 18). Until this grapple
ends, the creature is restrained, and the rahara can’t
constrict another target.
Jetstream. Ranged Weapon Attack: +10 to hit, range
60/180 ft., one target. Hit: 17 (2d10 + 6) bludgeoning
and 11 (2d10) cold damage.

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Romsiwamnari
The romŝiwamnari is an avatar of death and dying, embodying
violent and bloody death and dismemberment. They roam the
strange rivers and borderlands between the realms of the living
and the dead, severing the tenuous threads by which some among
the living cling too long to life and devouring their souls before
they ever arrive at their eternal rest. Not particularly clever, the
romŝiwamnari can be quite indiscriminate when it comes to
judging who merits such summary execution.
A romŝiwamnari’s flaccid wings are vestigial and useless for
flight, though they can assist them in jumping. Their paddle-like
feet, however, are tipped with deadly talons. The creature is 10
feet tall and weighs over 500 pounds.
Eaters of the Living and the Dead. In the lands of the dead,
romŝiwamnaris tend to live in desolate caverns, forlorn forests, and
shadow swamps, and they gravitate to similar locales when called
to the mortal world or are sent on errands of murder by smarter or
more powerful fiends. They often disguise themselves as harmless
animals or humanoids with their illusions, infiltrating settled areas
and seeking their chosen victims. They do not require sustenance
and kill for sport or for pleasure, and they prefer to devour ghosts
and similar restless spirits rather the living when possible. For this
reason, when they first make themselves known some nearby may
be thankful for their presence as they consume the walking dead,
but it is rarely long before their turn their attentions back to spilling
the blood of whomever crosses their path.

Romsiwamnari Magic Weapons. The romsiwamnari’s weapon attacks are magical.


Large fiend, neutral evil Soul Eater. A creature killed by a romsiwamnari cannot be returned to
life by any means save by divine intervention or wish spell.
Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90) Actions
Speed 20 ft., swim 40 ft. Multiattack. The romsiwamnari makes three attacks: one with its scissor
beak and two with its talons. If fighting ethereal undead it gains an
STR DEX CON INT WIS CHA additional attack with its beak.
18 (+4) 20 (+5) 20 (+5) 8 (-1) 16 (+3) 8 (-1) Scissor Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Saving Throws Str +9, Con +10, Wis +8, Cha +4 Hit: 13 (2d8 + 4) slashing damage. The romsiwamnari scores a
critical hit with its beak on a roll of 19 or 20 and its critical hit
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and deals triple damage rather than double damage. In addition, the
slashing from nonmagical attacks target must succeed on a DC 18 Constitution saving throw or have
Damage Immunities poison one of its limbs severed, as noted below (equal chance of severing
Condition Immunities poisoned left or right limb). The save DC is Constitution-based.
Senses passive Perception 13 d6 roll Lost Limb
Languages Abyssal, Common, Infernal 1-2 Hand: The target takes 4 (1d8) slashing damage each
round until it receives magical healing or a DC 18 Wisdom
Challenge 16 (15,000 XP) (Medicine) check. In addition, it cannot hold or grasp items with that
Aura of Necrosis. A romsiwamnari’s presence accelerates the process hand and has disadvantage on all actions that require use of the
of death and dying within 20 feet. Healing spells have no effect missing hand, such as wielding two-handed weapons or Athletics
within this radius unless the caster succeeds on a DC 16 ability check checks to climb or swim.
using their spellcasting ability, or a DC 16 Charisma check for non- 3-4 Foot: The target takes 4 (1d8) slashing damage each round
spell magical healing effects like a paladin’s lay on hands ability. until it receives magical healing or a DC 18 Wisdom (Medicine)
Creatures at 0 hit points within this aura have disadvantage on check. In addition, its land speed is halved and it cannot use the
death saves, and whenever a creature dies within 20 feet of the Charge or Dash actions. In addition, the target has disadvantage
romsiwamnari it gains 10 temporary hit points and a benefit of a on skill or ability checks involving land movement, including most
bless spell for 1 minute. Incorporeal or ethereal creatures and living Dexterity (Acrobatics) and Strength (Athletics) checks.
spirits outside of their bodies (such as creatures using astral projection 5 Arm: As a severed hand, but the damage is increased to 9
or magic jar) take 1d8 necrotic damage each round at the beginning (2d8).
of their turn.
6 Leg: As a severed foot, but the damage is increased to 9
Innate Spellcasting. The romsiwamnari’s innate spellcasting ability is (2d8) and the creature cannot move on two legs but must stand still
Wisdom (spell save DC 16). The romsiwamnari’ can innately cast or crawl.
the following spells, requiring no components:
Talons. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
At will: see invisibility, seeming (self only) Hit: 15 (2d10 + 4) slashing damage.
3/day: blink
Magic Resistance. The romsiwamnari has advantage on saving throws
against spells and other magical effects.

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Saci Perere
A saci perere is a mischievous forest fey that takes the shape of a Saci Perere
one-legged boy wearing a red cap and red short pants. While often Small fey, chaotic neutral
considered a nuisance, the saci perere often adopts certain villages Armor Class 15
or areas to protect, though that protection often is reserved for Hit Points 88 (16d6 + 32)
small beasts and children over adults. The saci perere is well Speed 40 ft., fly 50 ft.
versed in sneaking, and often makes his presence known through
well devised pranks. STR DEX CON INT WIS CHA
A saci perere will very rarely show himself to non-fey, and 11 (+0) 19 (+4) 14 (+2) 15 (+2) 17 (+3) 21 (+5)
only if he needs help defending its adopted home. In these
Skills Animal Handling +7, Deception +7, Nature +4,
rare instances, the saci perere is surprisingly humble and well Perception +5, Stealth +6, Survival +5
behaved. The only other way the fey may reveal itself is if its
red cap is obtained by a non-fey humanoid. In these cases, it
Damage Resistances poison; bludgeoning, slashing, and
piercing from nonmagical attacks
approaches the creature that has his cap, and humbly offers to
be helpful for a month if the cap is returned. A terrible curse Condition Immunities charmed, frightened
befalls those who refuse those terms, but the saci perere fares Senses darkvision 120 ft., passive Perception 15
worse. He must return to the fey wild for a year and a day before Languages Common, Sylvan
obtaining a new cap. Challenge 4 (1,100 XP)
Animal Friend. The saci perere can communicate with any
beast. As an action, they can summon up to 2d6 beasts of
CR 1/2 or lower. These beasts are native to the region from
which they were summoned, and are charmed by the saci
perere, listening to everything he says. Once this ability is
used, it cannot be used again until the next sunset.
Magical Cap. The saci perere has a magical hat that acts as
its spell focus. Without it, it cannot cast spells. As a last
resort, the saci perere can use it to cast tree stride but must
leave its cap behind. If a non-fey creature discovers the
cap before the saci perere can recover it, the saci perere
must find the person and offer them a favor in exchange
for the return of the cap. If accepted, the saci perere
will promise to quietly become helpful for the next month,
helping to tend animals and do farm chores, or other such
tasks designated by the creature who is owed the favor.
The only thing the saci perere will not do is fight, but it can
help a person or group escape from danger.
If the person refuses and keeps the cap they are cursed
forever to smell terribly. Such creatures always have
disadvantage on Dexterity (Stealth) checks and Charisma
checks meant to gain favor with others. Only a remove
curse cast at 9th level can remove this effect, and even so it
only has a 10% chance of working. If the casting fails, that
caster cannot attempt to do so for this specific curse again.
Innate Spellcasting. The saci perere’s innate spellcasting
ability is Charisma (spell save DC 15). The saci perere can
innately cast the following spells, requiring no components:
At will: druidcraft, mage hand, minor illusion
3/day each: darkness, levitate, longstrider, misty step
1/day each: confusion, giant insect, invisibility

Actions
Multiattack. The saci perere makes two attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) bludgeoning damage.

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Saguaroi Saguaroi
Saguarois, also called cactusfolk by desert-dwelling humanoids, Large plant, neutral
make their homes in rocky badlands, hot scrublands on the edge of Armor Class 15 (spined skin)
vast deserts, and sandy dunes baked by the sun. They are generous
Hit Points 157 (15d8 + 75)
but territorial, offering aid to travelers who brave the blistering
deserts—often in the form of their own watery blood—but don’t Speed 40 ft.
tolerate guests who overstay their welcome. Civilization rarely STR DEX CON INT WIS CHA
attempts to push far into the deserts, leaving these creatures
relatively isolated from other intelligent races. In cases where
20 (+5) 18 (+4) 20 (+5) 7 (–2) 15 (+2) 11 (+0)
belligerent settlements threaten the way of life for tribes of Saving Throws Con +7
saguarois, however, the cactusfolk respond with terrifying violence. Skills Perception +5
Cactus Nomads. Saguarois live in small nomadic tribes, traveling Damage Vulnerabilities fire
under the life-giving sun by day and rooting themselves each night Condition Immunities charmed, exhaustion, frightened
in places where they can draw minerals from the pebbly and sandy
Senses darkvision 60 ft., passive Perception 15
soil and absorb water. Saguarois produce flowers once a year that
go to seed and grow into young saguarois if the adult creatures Languages Sylvan
properly care for them. If planted, a seed must be attended by Challenge 6 (2,300 XP)
one or more saguarois over the course of a year before the infant Locate Water. A saguaroi can spend an hour to concentrate
saguaroi sprouts. After sprouting, it takes 4 years before the infant on the location of the nearest source of pure water
saguaroi can uproot itself and move about, and decades more to measuring at least 10 gallons within a 5-mile radius. The
reach maturity. Some saguarois have lived for hundreds of years, saguaroi can find water hidden behind natural barriers
and these old cactusfolk often sprout additional limbs or strange regardless of thickness, but it cannot discover water within
twisting growths stretching out from their cylindrical torsos. manufactured objects, including worked stone.
Usually these additional limbs and growths are nonfunctional, but Needle Hide. A saguaroi is covered with needles and spines.
significantly advanced saguarois have been known to learn how to Any creature grappling a saguaroi or attacking it with an
use them as if they were their primary arms and legs. unarmed strike takes 3 (1d6) points of piercing damage.
A creature grappling a saguaroi takes this damage each
round of the grapple.
Regenerate. The saguaroi regains 10 hit points at the start
of its turn. If the saguaroi takes fire damage, this trait
doesn’t function at the start of the saguaroi’s next turn. The
saguaroi dies only if it starts its turn with 0 hit points and
doesn’t regenerate.

Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 21 (3d10 + 5) bludgeoning damage plus 21
(3d10 + 5) piercing damage.
Produce Water. A saguaroi can cut itself (taking 1 point of
damage) to produce 1 gallon of water. After producing
4 gallons, it gains a level of exhaustion. After producing
8 gallons, it gains another level of exhaustion and cannot
produce more water until it completes a long rest.
Needle Cone. The saguaroi expels a spew of needles in a
30-foot cone. Each creature in that area must make a
DC 15 Dexterity saving throw, taking 11 (2d10) piercing
damage on a failed save, or half as much damage on a
successful one. Additionally, creatures that fail their saving
throws have their speed cut in half. A creature with its
speed reduced like this must succeed a DC 16 Constitution
saving throw at the end of each of its turns in order to
regain its natural speed.

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Sayona Sayona
Occasionally called “weeping vampires” for their ability to cry
tears of blood, sayonas are powerful and intelligent undead
Medium undead, neutral evil
creatures that hunt mortals to steal from them what they envy Armor Class 19 (natural armor)
most: the ability to exist within living flesh. While they aren’t Hit Points 210 (20d8 + 120)
true vampires, similarity between these two creatures creates Speed 30 ft.
substantial confusion to those unfamiliar with sayonas. While
sayonas and vampires sustain themselves off mortal blood, STR DEX CON INT WIS CHA
sayonas don’t consume the blood, but rather absorb it through 20 (+5) 20 (+5) 22 (+6) 12 (+1) 14 (+2) 20 (+5)
their skin (even when using blood drain), using it to transform Skills Deception +9, Perception +6
their twisted forms back into some semblance of the beauty they
Damage Resistances necrotic
had—or believe they had—in life.
Senses darkvision 60 ft., passive Perception 16
Coveting Youth. Above all else, sayonas covet youth. Stories
Languages Common, Infernal
of their origins claim that the first sayona was a vain woman who
grew old and whose lover left her for a younger paramour; the Challenge 11 (7,200 XP)
woman avenged herself by bathing in the blood of her lover’s Innate Spellcasting. The sayona’s innate spellcasting ability is
children, then killed herself. Doomed to undeath, she wanders Charisma (spell save DC 17, +9 to hit with spell attacks).
the world crying tears of blood and preying on beautiful young She can innately cast the following spells, requiring no
women—slaying them, stealing their beauty, and transforming material components:
them into ghastly undead fiends to forever share her fate. At will: fear
3/day: dominate person, gaseous form, invisibility
Living Form. Upon draining blood, the sayona may transform
into a young, beautiful maiden for 24 hours. In this form,
she does not appear undead to mundane senses or to
divination magic.

Actions
Multiattack. The sayona makes 3 claw attacks.
Claws. Melee Weapon Attack. +9 to hit, 5 ft. reach. Hit:
14 (2d8 + 5) slashing damage, and 7 (2d6) necrotic
damage.

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Serpents Chimalcoatl
Central and South America and the Caribbean are the home to a
Small beast, unaligned
wide variety of venomous and constrictor snakes. In addition to
the titanic and truly monstrous menaces described elsewhere in Armor Class 14 natural armor
this book and the mundane reptiles commonly known on Earth, Hit Points 13 (3d6+3)
however, there are a variety of unusual serpents drawn from myth Speed 25 ft., swim 25 ft.
and legend.
Chimalcoatl. Also called the “shield snake,” this thick, 8-foot-
STR DEX CON INT WIS CHA
long gray and red serpent is unique for the broad, fleshy oval 13 (+1) 15 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
section on its back that resembles nothing so much as a round Senses tremorsense 60 ft., passive Perception 10
shield. This oval section has a flexible bony skeleton undergirding
Languages —
it and a vividly colored iridescent pattern that shifts and changes
as the chimalcoatl moves. Its appearance is seen as an omen, with Challenge 1/8 (25 XP)
the changing patterns on its back indicating whether it brings weal Omen. A chimalcoatl bring tidings of weal or woe. Creatures
or woe, prosperity and good fortune or death and war. that encounter a chimalcoatl can appeal to the spirits with
Tililcoatl. These curious snakes have dark black to purple a minute of meditation. The creature must roll percentile
dice. If the result is 1-50, they gain the benefits of a
scales, but their most distinguishing feature is that their body forks
potion of heroism until their next long rest, but if the result
after about 2 feet of length into two separate tails, each another is 51-100 they have disadvantage on all saving throws
2 to 3 feet in length. One of its tails contains its stomach and (including death saving throws) until remove curse is cast
digestion and the other a venom sac which holds a potent toxin it on them. A creature proficient in Religion gains a positive
stores and can spit at its enemies. result on a roll of 01-60.
Velachif. This bright golden snake is only 3 feet long but is both
poisonous and venomous. Its bite can be deadly to small creatures. Actions
Its flesh is considered a fine delicacy, but proper preparation is Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
essential to remove the poison sacs that line each flank. An intact Hit: 5 (1d6 + 2) piercing damage.
velachif can be sold for 5 to 50 gp to the right buyer.
Xicalcoatl: This strange serpent is only 2-3 feet long, with scales
of brown, bronze, and black with variegated scales on its belly.
Its strangest feature, however, is a rounded protuberance they
develop in adulthood that looks like a jicara, a drinking gourd or
cup, with a smooth surface and the appearance of painted designs
and patterns. The xicalcoatl can release pheromones that simulate
the scent of brewed coffee or cocoa, and they lie in wait either
in the grass or floating just below the surface of a pool, using
the jicara as a lure. Creatures curious to see or fascinated by the
aroma may be drawn into the water, at which point the xicalcoatl
surges through the water at great speed creating a vortex that Tililcoatl
drags its victim into the water, drowning it. Small beast, unaligned
Armor Class 13 natural armor
Hit Points 13 (3d6+3)
Speed 25 ft., swim 25 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
Senses tremorsense 60 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP)

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage and 5 (2d4) poison
damage.
Spit Venom. Ranged Weapon Attack: +4 to hit, range 20/60
ft., one target. Hit: 9 (2d8) poison damage.

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Xicalcoatl
Small fey, chaotic evil
Armor Class 15
Velachif Hit Points 27 (6d6+6)
Small beast, unaligned Speed 25 ft., swim 25 ft.
Armor Class 12
STR DEX CON INT WIS CHA
Hit Points 13 (3d6+3)
Speed 25 ft., swim 25 ft. 13 (+1) 15 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
Senses tremorsense 60 ft., passive Perception 10
STR DEX CON INT WIS CHA
Languages —
13 (+1) 15 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) Challenge 1 (200 XP)
Senses tremorsense 60 ft., passive Perception 10
Languages — Actions
Challenge 1/2 (100 XP) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage and 5 (2d4) poison
Poisonous. A creature hitting the velachif with a bite attack damage.
takes 5 (2d4) poison damage.
Churn Water (3/Day). The xicalcoatl can create a whirlpool
Actions in deep waters, affecting a 50 ft radius around itself.
Creatures other than the xicalcoatl caught in this whirlpool
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. must make a DC 12 Strength saving throw or take 10
Hit: 5 (1d6 + 2) piercing damage and 5 (2d4) poison (3d6) bludgeoning damage and begin to suffocate. This
damage. whirlpool lasts 1 minute or until the xicalcoatl dies or is
unconscious.
Lure (Recharge 6). The xicalcoatl causes an intoxicating
aroma to emerge from the jicama on its back. One
humanoid, beast, or fey within 30 feet that it chooses must
succeed on a DC 10 Wisdom saving throw or become
charmed. While charmed, it is incapacitated and can take
no actions other than to use its movement to approach
the xicalcoatl and follow where it leads. The charmed
condition ends immediately after the xicalcoatl attacks it
(including using its churn water ability).

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Siehnam
Siéhnams appear to the untrained eye like ordinary pampas
deer, with similar coloration and shape if somewhat larger
than their ordinary cousins. However, they are savage killers,
roaming not only their high plateaus and rolling prairies but also Siéhnam
invading settled areas to hunt those wandering about by night and Large monstrosity, neutral evil
slaughtering those they discovered in their sleep. Some legends
Armor Class 14 (natural armor)
say the first siéhnams were living manifestations of nature’s
vengeance, their eyes turning red and their mood feral as they Hit Points 95 (10d10 + 40)
sought reprisal for the killing of their mates and fawns. Most Speed 50 ft.
ordinary deer avoid them, but some who have suffered great loss STR DEX CON INT WIS CHA
or who have survived the destruction of their homes and herds
find themselves drawn to the roaming siéhnam, mating with and 18 (+4) 15 (+2) 19 (+4) 7 (-2) 12 (+1) 15 (+2)
joining them to swell their numbers. Skills Athletics +7, Stealth +5
A siéhnam’s antlers are sharper than knives and their teeth are Condition Immunities charmed, exhaustion, fatigue
adapted with oversized canines for ripping and tearing flesh. While
Senses darkvision 60 ft., passive Perception 11
they delight in all forms of killing, humanoids are their favored
prey, and they love nothing better than sinking their fangs into the Languages understands Common and Sylvan but can’t speak
throat of a sleeping victim and exulting in their bloody demise. Challenge 5 (1,800 XP)
Charge. If the siéhnam moves at least 20 feet straight toward
a target and then hits it with an antlers attack on the same
turn, the target takes an extra 9 (2d8) piercing damage.
If the target is a creature, it must succeed on a DC 15
Strength saving throw or be knocked prone.
Innate Spellcasting. The siéhnam’s innate spellcasting ability
is Charisma (spell save DC 13). The siéhnam can innately
cast the following spells, requiring no components:
At will: jump (self only), pass without trace
1/day each: hunter’s mark, sleep (cast as a 2nd-level spell)
Innocuous. The siéhnam appears to the untrained eye like
an ordinary, harmless deer before attacking. Only a
successful DC 15 Intelligence (Nature) check can correctly
identify its save nature. If the siéhnam has not been
identified as a threat, it has advantage on its Dexterity
check to determine initiative at the start of combat.
Sleepless. The siéhnam never sleeps and is immune to magical
sleep effects.
Supine Slaughter. A siéhnam’s advantage on attack rolls
against a prone creature cannot be negated even if the
siéhnam normally would have disadvantage. In addition,
if the siéhnam is adjacent to a prone creature on its turn, it
can make a bloody bite attack against that creature as a
bonus action.

Actions
Multiattack. The siéhnam makes two attacks with its antlers.
Antlers. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Large target or two adjacent Medium or smaller targets.
Hit: 11 (2d6 + 4) piercing damage.
Bloody Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage, plus 10 (3d6)
necrotic damage from blood loss if the target is a living
creature with blood. The target’s hit point maximum is
reduced by an amount equal to the necrotic damage taken,
and the siéhnam regains hit points equal to that amount. This
reduction lasts until the target finishes a long rest. The target
dies if its hit point maximum is reduced to 0.

Reaction
Sharp Defense. When a creature hits the siéhnam with a
melee attack, it can make an antlers attack against that
creature.

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Sihuanaba Sihuanaba
From a distance and behind, a sihuanaba looks like a beautiful
woman. A sihuanaba often takes advantage of this by bathing
Medium fiend, neutral evil
in the nude or wearing light clothing in the hopes of attracting Armor Class 15 (natural armor)
a victim. Once close, the sihuanaba will turn around and reveal Hit Points 156 (24d8+48)
its horrifying visage: a decomposing horse’s head with blazing Speed 30 ft.
red eyes. Sometimes the sihuanaba will imitate a familiar voice,
hoping to lure a victim deep into the woods or off a cliff. STR DEX CON INT WIS CHA
Voracious. Sihuanaba’s seem to crave fear itself, manipulating 20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 18 (+4)
and terrifying victims before subjecting them to their terrible gaze Skills Perception +5
and murderous habits. Sihuanabas don’t seem to have a particular
Damage Resistances poison; bludgeoning, piercing, and
pattern, ambushing and killing travelers, lonely laborers, and lost slashing from nonmagical attacks
children with equal interest.
Senses darkvision 60 ft., passive Perception 15
Opportunists. Although typically encountered alone,
sihuanabas will sometimes follow more powerful fiends or bandits Languages Abyssal, Common
to gain access to prey. Challenge 5 (1,800 XP)
Brutal Grip. When the sihuanaba has a target grappled at
the beginning of its turn, it can use a bonus action to inflict
10 (1d10 + 5) bludgeoning damage on the target.
Mimicry. The sihuanaba can mimic animal sounds and
humanoid voices. A creature can discern the mimicry with a
successful DC 15 Wisdom (Insight) check.

Actions
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 5) bludgeoning damage, and the target is
grappled (escape DC 18).
Beguile. The sihuanaba magically clouds creatures’
perceptions. Creatures of the sihuanaba’s choice within
60 feet must make make a DC 15 Wisdom saving
throw. Any creature that can’t be charmed succeeds on
this saving throw automatically, and if the sihuanaba or
its companions are fighting a creature, the target has
advantage on the save. On a failed save, the target has
disadvantage on Wisdom (Perception) checks made to
perceive anything other than the sihuanaba for 1 minute.
Fiendish Gaze. The sihuanaba glares at all creatures within
60 feet that can see it. Creatures in the area must make a
DC 15 Wisdom saving throw or become frightened for 1
minute. A creature that becomes frightened must make a
DC 15 Constitution saving throw; on a failure, the creature
drops to 0 hit points and begins dying. A creature that has
made a saving throw against the fiendish gaze is immune
to the gaze for 24 hours.

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Sloth Sloth
Sloths are long-furred tree-dwelling herbivores. They are known Tiny beast, unaligned
for their efficient metabolisms and slow movement, spending most Armor Class 10
of their time hanging upside down in tropical forests. Unable to Hit Points 4 (1d6 + 1)
walk, they must drag themselves along the ground and are nearly
helpless if trapped there. They generally remain hidden in leafy
Speed 5 ft., climb 10 ft., swim 10 ft.
canopies to evade attacks by predatory cats and birds. Many sloths STR DEX CON INT WIS CHA
have symbiotic green algae in their fur that aids in camouflage.
6 (-2) 7 (-2) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
Most sloths range 2-3 feet long and weigh 10 to 20 pounds. They
are surprisingly strong swimmers, able to swim more quickly than Skills Athletics +0, Stealth +0
they can move on the ground They have long claws used primarily Senses passive Perception 11
for climbing, but they can lash out when threatened. Languages –
Mapinguary. The mapinguary is a muscular sloth covered Challenge 0 (10 XP)
in shaggy reddish brown to black fur, though it is much more
Camouflage Fur. The sloth has advantage on Dexterity
comfortable on the ground, walking on all fours or upright in (Stealth) checks in forest terrain.
almost humanoid fashion, leaving curious curve-footed tracks that
Firm Grip. The sloth has advantage on Strength (Athletics)
almost seem backwards. Unlike its lesser kin, the mapinguary
checks made to climb or to resist attempts to Shove it
can move quickly, with bursts of surprising speed enabling while it is climbing. The sloth can sleep while climbing.
it to evade pursuers or chase down prey. The mapinguary is
omnivorous, equally as prone to tear apart palm and similar trees Actions
to devour palm hearts and fruits as ripping the limbs off animal Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one
or humanoid prey. Their bellowing terrifies all nearby and their creature. Hit: 1 slashing damage.
hair and hide are proof against most weapons unless they strike it
in a vulnerable spot. All agree that their stench is terrible indeed,
almost enough to knock a person unconscious with its foulness.
Legend holds that the first mapinguary were shamans who
discovered the secret of immortality and were cursed by the gods
to become wandering hairy beasts of the wood. If so, they retain
little if any of their human roots, though they often lair in caves
and sometimes fashion crude barricades of logs or boulders across Megatherium
the openings to their dens. They sometimes lurk on the fringes Huge beast, unaligned
of human villages, though whether this is to find easy meals or is Armor Class 12 (natural armor)
driven by some distant subconscious memory is unknown. Hit Points 76 (8d12 + 24)
Megatherium. The megatherium is a massive sloth weighing Speed 20 ft., climb 10 ft.
10,000 pounds. It can balance on its hind legs and tail, allowing
it to reach up to 20 feet high. When standing on its hind legs, it STR DEX CON INT WIS CHA
can reach to the treetops with its agile tongue. Megatheriums are 20 (+5) 9 (-1) 17 (+3) 3 (-4) 13 (+1) 6 (-2)
primarily herbivorous, but they can be aggressive and have been
Skills Athletics +7, Perception +3
known to feast on meat and carrion.
Senses passive Perception 13
Languages –
Challenge 4 (1,100 XP)
Forester. The sloth has advantage on Dexterity (Stealth)
checks in forest terrain and its movement is not slowed
by trees or undergrowth in forest terrain. Magically
manipulated terrain can impede its movement.
Keen Senses. The megatherium has advantage on Wisdom
(Perception) checks.

Actions
Multiattack. The megatherium makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) slashing damage, and as a
bonus action the megatherium can make a Strength
(Athletics) check to Shove the target. It can choose to pull
a target 5 feet towards itself on a successful check.
Rending Claws. If the megatherium strikes one creature with
two claw attacks in the same round, it deals an additional
7 (2d8) slashing damage to that target.

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Mapinguary Stench. The mapinguary has a horrible odor. Living creatures
(other than mapinguaries) moving or beginning their turn within
Medium monstrosity, neutral 10 feet of it must succeed on a DC 13 Constitution saving
Armor Class 14 (natural armor) throw or become poisoned for as long as they remain within
Hit Points 68 (8d10 + 24) this radius. Once they leave the area, they can attempt a new
Speed 30 ft., climb 10 ft. saving throw each round at the end of their turn to end the
condition.
STR DEX CON INT WIS CHA Creatures tracking the mapinguary by scent gain advantage
18 (+4) 10 (+0) 16 (+3) 8 (-1) 14 (+2) 9 (-1) on their Wisdom (Survival) check. However, creatures with keen
scent or a similar ability have disadvantage on their saving
Skills Perception +4, Stealth +2 throw against its stench and can be affected by it when within
Damage Resistances bludgeoning, piercing, and slashing 20 feet.
damage from weapons that aren’t magical or adamantine Woodbreaker. The mapiniguary deals double damage to objects
Senses darkvision 60 ft., passive Perception 12 and structures made of wood.
Languages Common
Challenge 3 (700 XP)
Actions
Multiattack. The mapinguary makes two claw attacks.
Forest Sprint. In forest terrain, the mapinguary can use a bonus
action to Dash. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
9 (2d4 + 4) slashing damage.
Impenetrable Hide. When an enemy scores a critical hit against the
mapinguary, if it succeeds on a DC 15 Constitution saving throw it Bellow (Recharge 6). The mapinguary unleashes a low-pitched
can treat that critical hit as a normal hit. However, its eyes, mouth, thunderous call that rises to a high-pitched scream. All enemies
and navel are vulnerable spots so if it fails this saving throw by within 10 feet take 7 (2d6) thunder damage. In addition,
10 or more against an attack that deals piercing damage, the enemies within 30 feet must succeed on a DC 13 Constitution
attack strikes one of those weak points and the attacker rolls saving throw or be deafened for 1 minute and on a DC 13
damage dice for the critical hit three times rather than twice. Wisdom saving throw or become frightened for 1d4 rounds.

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Sombreron
A sombreron looks like a short person, clad all in black, with a
large black hat obscuring its features. It travels from place to
Sombreron
place, taking the role of the wandering musician, leaving longing Small fey, neutral evil
and despair in its wake. The sombreron is more often heard than Armor Class 14
seen, working its fey charms before its peculiar appearance can be Hit Points 90 (20d6+20)
noted. Speed 30 ft.
Dark Admirer. Dressed in finery, the sombreron typically
travels on a black riding horse, or driving a wagon with four mules. STR DEX CON INT WIS CHA
It is said to love black hair, beguiling horses and attractive young 11 (+0) 18 (+4) 13 (+1) 10 (+0) 15 (+2) 18 (+4)
people and braiding their hair in their sleep. Skills Perform +8, Perception +4, Stealth +6
Lost Hearts. While initially appearing charming, the sombreron
Senses darkvision 60 ft., passive Perception 14
eventually chooses a target and finds opportunities to approach
them alone and enthrall them with beautiful guitar-playing. A Languages -
victim who has been enchanted gets no benefit from sleep and Challenge 4 (1,100 XP)
finds food tasteless and unsatisfying. The unfortunate victim may Dark Longing. The sombreron may play a song that captures
waste away unless the curse is broken. the heart. After 1 minute of performing, the sombreron
may use an action and select a creature within 60 feet who
heard its playing. The target must make a DC 14 Charisma
saving throw. On a failed save, the target is charmed for
24 hours; on a success, the target is immune to this feature
for 24 hours. While the target is charmed, when it attempts
to take a long rest, it must make a new saving throw; on a
success, the effect ends, while on a failure, the target gets
no benefit from the long rest and is charmed an additional
24 hours. Remove curse ends this effect. The effect ends if
the sombreron uses this ability on a new target.
Legendary Resistance (2/Day). If the sombreron fails a saving
throw, it can choose to succeed instead.

Actions
Multiattack. The sombreron makes two rapier attacks.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.
Hypnotic Melody. The sombreron plays a beguiling melody,
affecting creatures within 60 feet of its choosing. Each
creature in the area who hears the tune make a DC 14
Wisdom saving throw. On a failed save, the creature
becomes charmed for 1 minute. While charmed by this
spell, the creature is incapacitated and has a speed of 0.
The effects ends for an affected creature if it takes any
damage or if someone else uses an action to shake the
creature out of its stupor.
Shadows of Despair (Recharge 5-6). The sombreron summons
magical flickers of shadow and moonlight. Creatures
of its choosing within 60 feet that it can see must make
a DC 14 Wisdom saving throw. On a failed save, the
creature takes 10 (3d6) psychic damage. If this reduces
a creatures to 0 hit points, the creature is stable and
unconscious.

Legendary Actions
The sombreron can take 2 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature’s turn. the sombreron regains spent
legendary actions at the start of its turn.
Detect. The sombreron makes a Wisdom (Perception) check.
Move. The sombreron moves up to its half its speed without
provoking opportunity attacks.
Rapier Attack. The sombreron makes a rapier attack.

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Soucouyant
These fiendish hags are spirits of fire who inhabit human form
by stealing the skins of their victims and wearing them in a cruel
semblance of life. They practice dark magics through pacts with
their fiendish patrons, but they primarily live to feed on the blood
of mortals (or perhaps to trade particularly choice blood to their
fiendish masters in exchange for their favor). They are dangerous
witches in the daylight hours, but their true power is usually
revealed only at night when they discard their mortal shroud and
creep like beings of ghostly fire to bring death and sorrow.
Compulsions. Soucouyants are obsessed with counting,
and those who suspect a soucouyant may lurk nearby may try
to entice her into revealing herself by placing heaps of rice or
stacks of coins or colored stones, especially on the thresholds or
windowsills of houses or at crossroads. If the soucouyant finds
herself too long distracted and the night is growing short, she
might return to her lair rather than hunting the unwary.

Soucouyant Grisly Peel. When a soucouyant is peeling off her skin, any living
creature that can see her must succeed on a DC 14 Wisdom saving
Medium fiend, chaotic evil throw or become frightened for 1 minute.
Armor Class 17 (natural armor) Innate Spellcasting. The soucouyant’s innate spellcasting ability is
Hit Points 112 (15d8 + 45) Charisma (spell save DC 14). The soucouyant can innately cast the
Speed 30 ft. (fly 60 ft. in fiery form) following spells, requiring no components:
At will: crown of madness, hellish rebuke, hex
STR DEX CON INT WIS CHA 1/day each: conjure minor elementals, darkness, misty step, sleep
12 (+1) 17 (+3) 16 (+3) 16 (+3) 14 (+2) 16 (+3) Shed Skin. During the daytime, the soucouyant appears human (most
Skills Deception +6, Insight +5, Perception +5, Stealth +6 commonly as an old woman), but at night she assumes her true fiery
fiendish form by removing her skin. After the soucouyant peels off
Damage Resistances fire, lightning; bludgeoning, piercing, and her skin, she must place it in a stone mortar and leave it behind.
slashing from nonmagical attacks not made with silvered weapons Removing her skin takes 1 round and allows her to use her fiery
Condition Immunities charmed form ability. Putting it back on takes 1 minute. If a creature finds
Senses darkvision 60 ft., passive Perception 15 her shed skin and pours salt into the mortar, she must succeed on a
DC 12 Constitution saving throw once per minute or gain one level
Languages Abyssal, Common, Infernal of exhaustion for each failed save until she dies or recovers her
Challenge 5 (1,800 XP) skin. Putting the shed skin back on automatically causes her to gain
one additional level of exhaustion.
Compulsive Counting. The soucouyant is fascinated by counting things,
especially small particulates like rice. If a line or pile of rice or similar If she cannot return to her skin, she can attempt to avoid death
material is within 30 feet, the soucouyant must succeed on a DC 12 by slaying another humanoid with her blood drain ability and
Wisdom saving throw or be compelled to move toward the pile and then spending one minute peeling off the victim’s skin and then 1
begin counting it. She may attempt a new saving throw each round at additional minute putting on that new skin and stealing the victim’s
the beginning of her turn to overcome this obsession and act normally. appearance for her own.
She has advantage on this saving throw while in human form.
Fiery Form. Once her skin has been removed, a soucouyant takes Actions
the form of a floating fiery creature. Her form may be vaguely Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4
humanoid or may resemble a floating ball of light. Her flames (1d6 + 1) bludgeoning damage.
may be orange or an eerie blue or green but nearly heatless Blood Drain (in fire form only). Melee Weapon Attack: +6 to hit,
except when using her Fire Streak attack. In this form, she gains reach 5 ft., one target. Hit: 8 (2d4 + 3) necrotic damage and
immunity to fire damage and sheds light within 5 feet or up to 30 the soucouyant moves into the target’s square and the target must
feet, depending how brightly she wishes to glow. She gains a fly succeed on a DC 14 Charisma saving throw or be restrained by
speed of 30 feet. She has resistance to nonmagical damage and the soucouyant’s eldritch flames. The creature can attempt a new
has advantage on Strength, Dexterity, and Constitution saving saving throw each round on its turn, but as long as it is restrained
throws. She can enter and occupy the space of another creature at the start of each of the soucouyant’s turns the target loses an
and can pass through small holes, narrow openings, and even additional 8 (2d4 + 3) hit points due to blood loss.
mere cracks, though she treats liquids as solid surfaces. She can’t
fall and remains hovering in the air even if stunned or otherwise Fire Streak (in fire form only). Melee Weapon Attack: +6 to hit, reach
incapacitated. She can talk but cannot manipulate objects other 5 ft., all targets in a 30-foot line. Hit: 7 (2d6) fire damage, and
than her skin or the skin of a creature slain by her blood drain. creatures she hits are outlined in faerie fire for 1 round.

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Teju Jagua
The teju jagua has seven dog-like heads on a squat, lizard-like Teju Jagua
body. While ferocious in appearance, the tejua jagua is actually Huge monstrosity, neutral
quite docile, neither aggressive nor carnivorous. It prefers to eat Armor Class 18 (natural armor)
fruits, also enjoying the occasional treat of honey. Hit Points 276 (24d12+120)
Curious. While simple in its behavior, the teju jagua reacts with Speed 30 ft.
curiosity to new things and new people. It can be distracted or
bribed with sweets, toys, and music. STR DEX CON INT WIS CHA
Docile. The tejua jagua will not attack strangers and does 26 (+8) 8 (-1) 21 (+5) 7 (-2) 12 (+1) 11 (+0)
not hunt. It will, however, defend itself and those under its care
Skills Perception +6
doughtily. It is said the teju jagua was birthed by fiendish beings
but was tamed by beings of good or the power of nature. Senses darkvision 60 ft., passive Perception 16
Stubborn. While good-natured, the teju jagua resists being Languages -
intimidated or ordered around, as it used to being one of the most Challenge 14 (11,500 XP)
powerful things around. Calm. When it would be forced to attack, roll a d20. On an
11 or higher, the teju jagua can ignore the compulsion and
act normally.
Keen Smell. The teju jagua has advantage on Wisdom
(Perception) checks that rely on smell.
Seven Heads. The teju jagua has advantage on saving throws
against being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious.
Wakeful. While the teju jagua sleeps, at least one of its
heads is awake.

Actions
Multiattack. The teja jagua makes seven bite attacks. It may
substitute a heat vision attack for one bite.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 13 (1d10 + 8) piercing damage.
Heat Vision. Ranged Weapon Attack: +4 to hit, range 20/60
ft., one target. Hit: 35 (6d10) fire damage.

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Thunderbird
Thunderbirds bring the storm on their wings. In times of
drought, they are welcomed with joy and celebration. In
other times, they are placated with gifts in hopes that they
might leave quickly before flooding begins. When angered,
thunderbirds can call down hurricanes and lay waste
to entire villages, so in regions where these birds dwell,
many villages maintain extensive rituals designed to
appease and honor the local thunderbirds. Thunderbirds
nest near the base of waterfalls, where the constant
thrum of crashing water prepares the hatchlings for a life
at the heart of a storm. Once the chicks have hatched,
their parents carry the offspring to nests at the top of
mountains, where the young are struck by their first bolts
of lightning and learn the mysteries of the storm.

Aren’t thunderbirds from North American folklore?


Yes and no. There are some thunderbird-like creatures
mentioned in Bolivian legends, but the thunderbird is
best known within the mythology of northern indigenous
nations, from the Algonquians in the east to the Quileutes
in the west. This includes the Athabaskan tribes that
migrated from what is now Canada into the present-day
southwestern United States (especially in and around New
Mexico). They called themselves the Diné, the Spanish
called them the Navajo and Apache. While never conquered or
fully colonized, both the Spanish or the later independent Mexican
government laid claim to their lands and lived in and around them
for three centuries, so it’s reasonable to include them as folkloric
creatures of the native cultures of the region.

Thunderbird weapon, the attacker takes 7 (2d6) lightning and 7 (2d6) thunder
damage and must make two saving throws as the thunderbird’s
Gargantuan monstrosity, unaligned thunderstrike ability, as if struck by three attacks in the same round.
Armor Class 16 (natural armor) Thunderstrike. If the thunderbird hits a creature two or more times
Hit Points 248 (16d20 + 80) in one round, that target must make a DC 19 Constitution saving
Speed 20 ft., fly 120 ft. throw, being stunned for 1 round on a failed save, or deafened for
1 round on a success. If the thunderbird hits with all three attacks in
STR DEX CON INT WIS CHA one round, the target must make a DC 18 Dexterity saving throw or
be blinded for 1 round.
28 (+9) 10 (+0) 20 (+5) 10 (+0) 16 (+3) 9 (-1)
Saving Throws Dex +5, Con +10, Wis +8, Cha +4 Actions
Skills Perception +8 Multiattack. The thunderbird makes three attacks: one with its beak
Damage Immunities lightning, thunder and two with its talons.
Senses passive Perception 18 Beak. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit:
27 (4d8 + 9) piercing damage plus 7 (2d6) lightning and 7 (2d6)
Languages – thunder damage.
Challenge 13 (10,000 XP) Talons. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
Innate Spellcasting. The thunderbird’s innate spellcasting ability is 23 (4d6 + 9) slashing damage plus 7 (2d6) lightning and 7 (2d6)
Wisdom (spell save DC 16). The ancient one can innately cast the thunder damage and the target is grappled (escape DC 19). Until
following spells, requiring no components: this grapple ends, the target is restrained and takes an additional
At will: call lightning (cast as a 6th-level spell), commune with nature, 7 (2d6) lightning and 7 (2d6) thunder damage each round at the
gust of wind, wind wall start of its turn. The thunderbird can grapple one Large or smaller
creature with each of its talons, and until a grapple ends it can’t
Keen Sight and Hearing. The thunderbird has advantage on Wisdom use that talon on another target.
(Perception) checks that rely on sight.
Storm Healer. Whenever the thunderbird is subjected to lightning Legendary Actions
or thunder damage, it takes no damage and instead regains a The thunderbird can take 3 legendary actions, choosing from the
number of hit points equal to the lightning or thunder damage options below. Only one legendary action option can be used at a
dealt. time and only at the end of another creature’s turn. The thunderbird
Storm Rider. The thunderbird is continuously surrounded by stormy regains spent legendary actions at the start of its turn.
weather, as if it had cast control weather, making all weather Search. The thunderbird makes a Wisdom (Perception) check.
conditions within 5 miles one step more severe and all conditions
within 500 feet two steps more severe. Its movement and senses Swoop. The thunderbird flies up to its speed and makes one talons
are never impeded by wind, fog, rain, snow, or other weather attack.
effects. If the thunderbird is killed, these stormy weather conditions Thunderbolt (2 Actions). If the thunderbird has already cast call
persist for 1d6 days centered on the site of its death. lightning, it calls down a lightning bolt with its action. One-half
Thunderflash. When the thunderbird is struck in melee with a metal of the damage from this bolt is lightning damage and one-half is
thunder damage.

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Timbo Timbo
These hungry beasts haunt the night, lurking near cemeteries
Medium monstrosity, neutral evil
and burial mounds and awaiting the chance to exhume the dead
and devour their necrosing flesh even as the last essence of life Armor Class 13 (natural armor)
still lingers within it. The timbo watches out for funerals and Hit Points 52 (8d8 + 16)
memorials and awaits mourners and those bringing forth the dead Speed 25 ft., burrow 5 ft.
for their final rest. They reach out and snatch corpses and run off if
the guards on the dead are few. It has no savor for the living, and if
STR DEX CON INT WIS CHA
many living creatures are present, they wait until cover of night to 18 (+4) 13 (+1) 14 (+2) 9 (-1) 10 (+0) 8 (-1)
sneak up and tear the interred corpse from the ground to devour it. Saving Throws Con +4
The timbo is humanoid in shape, though it covered with reddish Skills Athletics +6, Perception +2
fur and its arms are unnaturally long, while its legs are stumpy
Senses darkvision 60 ft., passive Perception 12
and short. Many timbos have a pair of horns curving up from their
forehead. The skin of the timbo’s belly is flaccid and wrinkled, Languages Common
bulging and sagging after it has feasted on the dead (or the living, Challenge 2 (450 XP)
if it hungers and no carrion is available). The timbo stands 6 feet Keen Scent. The timbo has advantage on Wisdom
tall and weighs over 200 pounds. (Perception) checks based on smell.

Actions
Multiattack. The timbo makes two claw attacks.
Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 11 (2d6 + 4) slashing damage. If it hits a
Small or smaller creature with both claws in the same
round, it can make a gorge attack as a bonus action.
Gorge Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage, and a Small or
smaller target must succeed on a DC 12 Strength saving
throw or be swallowed whole. A swallowed creature
is blinded and restrained and has total cover against
attacks and other effects outside the timbo. It takes 7
(2d6) necrotic damage at the start of each of the timbo’s
turns. A timbo can have only one creature swallowed at a
time. If the timbo takes 15 damage or more on a single
turn from the swallowed creature, the timbo must succeed
on a DC 14 Constitution saving throw at the end of that
turn or regurgitate the creature, which falls prone within 5
feet of the timbo. If the timbo dies, a swallowed creature
is no longer restrained by it and can escape from the
corpse by using 10 feet of movement, exiting prone.
Gravedigger (1/Minute). The timbo can dig out a 5-foot
deep pit in an adjacent square, and then as a bonus
action it can make a Strength (Athletics) check to Shove
a Medium or smaller creature into the pit. If the check
succeeds, the creature is knocked prone and pushed into
the pit as the timbo shoves dirt on top of it. The creature in
the pit is restrained (escape DC 12) and can’t see, speak,
or breathe until it escapes.

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Tlahuelpuchi
The feared and respected tlahuelpuchi are a relative random Tlahuelpuchi
occurrence. A humanoid that is at the cusp of adulthood might Medium undead, lawful evil
become a tlahuelpuchi within the span of days, losing their Armor Class 15 natural armor
humanity and becoming dangerous and deceitful monsters that Hit Points 130 (20d8+40)
must eat flesh to live.
Speed 30 ft., fly 20 ft.
Though a tlahuelpuchi will starve if they don’t feed at least
once a month, these creatures tend to prefer the flesh of infants. STR DEX CON INT WIS CHA
This has led to the careful protection of children and infants with
17 (+3) 16 (+3) 14 (+2) 11 (+0) 15 (+2) 8 (-1)
the use of wards and rituals meant to fend off the life-draining
creatures. When pressed, a tlahuelpuchi can eat livestock to Skills Animal Handling +5, Athletics +6, Perception +8,
survive, but may develop a grudge against those that deny them
Stealth +9, Survival +8
their preferred meal. Damage Resistances poison
The tlahuelpuchi can sometimes find itself as part of the local Condition Immunities exhaustion, poisoned, paralyzed
community, trading favors with local elders in exchange for dead Senses darkvision 120 ft., passive Perception 18
livestock. Though this can make for odd alliances, there are Languages Common; can speak with and understand all
some rural settlements that are willing to look the other away if a birds as if they shared a language with them
tlahuelpuchi devours a few bandits.
Challenge 5 (1,800 XP)
Disembodied Flight. At night, the tlahuelpuchi can detach
its upper body at the waist and becoming a bird. In this
form it has the statistics of a raven. In this bird form, the
tlahuelpuchi sheds bright light for 50 feet, and dim light
for another 50 feet. If the tlahuelpuchi takes damage in
this form, it reverts to its true form without its legs with its
usual statistics, losing its walk speed. If the tlahuelpuchi
does not return to its legs by dawn, it is destroyed.
Weaknesses. Tlahuelpuchi have several weaknesses that may
keep it away. The tlahuelpuchi cannot enter a building
until they spend 1d4 rounds flying in a cross shape over
it first. A tlahuelpuchi cannot approach a creature that is
warded by garlic, onions, silver, or iron.

Actions
Multiattack. A female tlahuelpuchi makes two melee attacks;
one with her bite/peck, and one with her claws. A male
tlahuelpuchi makes two attacks with his claws.
Bite/Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage and 13 (3d8)
necrotic damage. The tlahuelpuchi heals half the necrotic
damage that they deal to the target.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Change Shape (Female Only). At night, a female tlahuelpuchi
can use its action to polymorph into a Medium donkey, a
Small turkey, or a Tiny spider. When in animal form, she
assumes the size and movement speed of the form she
takes. Her other statistics remain unchanged. Anything she
is wearing transforms with her, but nothing she is carrying
does. She reverts to her true form if she dies. If she takes
a form that allows her to fly, she sheds bright light out to
50 feet, and dim light out to another 50 feet.
Summon Swarm (Male Only). A male tlahuelpuchi magically
calls 1d4 swarms of ravensSRD, provided that the sun isn’t
up. The called creatures arrive in 1 round, acting as allies
of the tlahuelpuchi and obeying his spoken commands. The
beasts remain for 1 hour, until the vampire dies, or until
the vampire dismisses them as a bonus action.

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Tortoise Ancient One
The tortoise is a reptile with a thick shell on its back that grants it Gargantuan monstrosity, neutral
superior armor at the expense of speed. They are mostly herbivorous, Armor Class 19 (natural armor)
though some consume insects, worms, and similar vermin. They tend Hit Points 203 (14d20 + 56)
to be very long-lived and are not aggressive, withdrawing their neck Speed 20 ft.
and limbs into their rock-hard shells when threatened.
Ancient Ones. These enormous reptiles are nigh immortal and STR DEX CON INT WIS CHA
infused with the wisdom of ages, both with their knowledge and 27 (+8) 7 (-2) 19 (+4) 14 (+2) 15 (+2) 11 (+0)
their supernatural connections to wisdom beyond mortal imagining.
Saving Throws Con +8
These immense tortoises never stop growing, and plants and even
trees sometimes grow upon their enormous shells, giving them the Damage Resistances necrotic
appearance of small, moving hillocks. Skills History +6, Insight +6, Nature +6, Perception +6
Common Tortoise. The tortoise is a popular pet in some lands Senses passive Perception 16
and sometimes as a familiar among wizards, despite its ponderous Languages Common
movement. Challenge 10 (5,900 XP)
Island Tortoise. These tortoises have a distinctive high dome-
shaped shell that can span several feet high and can wear up to 500
Buoyant. The ancient one does not sink in water sufficient in
which to swim.
pounds. They are large and strong enough to bear a rider or carry
heavy loads, though their slow movement makes them unsuitable as Camouflage. Since the immense tortoise resembles a rocky
beasts of burden. or plant-covered hillock when at rest, a DC 16 Wisdom
(Perception) check is required to notice it before it
attacks for the first time. A creature may use Intelligence
Island Tortoise (Investigation) check at the same DC will also reveal it is
not as it first appears.
Medium beast, unaligned
Innate Spellcasting. The ancient one’s innate spellcasting
Armor Class 17 (natural armor) ability is Intelligence (spell save DC 14). The ancient
Hit Points 55 (10d6 + 20) one can innately cast the following spells, requiring no
Speed 5 ft. components:
1/day each: commune with nature, comprehend languages,
STR DEX CON INT WIS CHA divination, legend lore, tongues
14 (+2) 7 (-2) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
Senses passive Perception 10 Actions
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one
Languages –
target. Hit: 63 (10d10 + 8) bludgeoning damage.
Challenge 1/2 (100 XP)
Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft.,
Keen Smell. The tortoise has advantage on Wisdom one target of Huge or smaller size. Hit: 26 (4d8 + 8)
(Perception) checks that rely on smell. bludgeoning damage, and the target must make a DC
Poor Hearing. The island tortoise has disadvantage on 20 Strength saving throw. On a failed save, the target is
Wisdom (Perception) checks that rely on hearing. knocked prone.
Shell. The ancient one retreats into its shell. It uses the Dodge
Actions action, and then until its next turn its speed is 0, critical hits
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. to it are treated as normal hits, and it gains resistance to
Hit: 3 (1 + 2) piercing damage. all damage except psychic.

Reactions
Withdraw. The island tortoise can withdraw entirely into its
shell. While in its shell, the animal gains +5 to its AC and Common Tortoise
advantage on all Constitution-based saving throws. Tiny beast, unaligned
Armor Class 15 (natural armor)
Hit Points 1 (1d4 – 1)
Speed 5 ft.
STR DEX CON INT WIS CHA
3 (-4) 7 (-2) 8 (-1) 2 (-4) 10 (+0) 4 (-3)
Senses passive Perception 10
Languages –
Challenge 0 (10 XP)
Keen Smell. The tortoise has advantage on Wisdom
(Perception) checks that rely on smell.

Reactions
Withdraw. The tortoise can withdraw entirely into its shell.
While in its shell, the animal gains +5 to its AC and
advantage on all Constitution-based saving throws.

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Tsamtas
A tsamtás (plural tsamtáx) is a bizarre, vaguely serpentine
creature that lives suspended in the upper reaches of the air as the
endless blistering it radiates scorches the land below into a sere
wasteland. Each end of its serpentine body ends in a huge set of
jaws, while the heaving belly in the center of its body bears a third
massive gaping orifice. The tsamtás stretches nearly 40 feet long
and weighs several tons, though gas bladders within it bear it aloft.
Sky Hunter. The tsamtás seeks to devour all avian creatures,
but its favorite prey are the thunderbirds that soar across the
highland plateaus. It is not known whether this is due to the save
of the thunderbirds’ flesh or if it is a deeper enmity rooted in their
feathered rivals’ control of the weather. After all, how can the
tsamtás bring ruin and waste to the lands below and the skies
above if the thunderbird is allowed to bring rain to the land?
Father Devourer. While the ordinary tsamtás are a terrible
menace, the elder abominations that spawned them are even
worse. Larger and far deadlier than their common kin, the
tosetáx can bring ruin to entire nations if its foul influence is left
unchecked. Aside from its greater size, the tosetáx bears the same
red and green scales and ivory underbelly of the tsamtás, though
its hateful eyes glow a lambent green.

Tsamtás each round or gain one level of exhaustion. A creature cannot


gain more than one level of exhaustion in this fashion.
Gargantuan aberration, neutral evil
Mastery Against Flyers. The tasmtás gains a +1 bonus on attack
Armor Class 17 (natural armor) rolls against flying creatures as well as on saving throws against
Hit Points 218 (23d12+92) spells and magical abilities used by flying creatures (including
Speed 10 ft., fly 80 ft. those using magical spells or similar effects to gain the power
of flight).
STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 18 (+4) 10 (+0) 16 (+3) 16 (+3) Actions
Multiattack. The tsamtás makes three bite attacks.
Saving Throws Dex +9, Wis +7
Bite. Melee Weapon Attack. +11 to hit, reach 15 ft., one target.
Damage Immunities fire, lightning, thunder
Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) fire and 7
Skills Athletics +11, Perception +7 (2d6) necrotic damage on a successful hit.
Senses darkvision 60 ft., passive Perception 17 Wing Ripper. If the tsamtás hits a creature that uses wings to fly
Languages Common with two bites in the same round, the target takes an additional
Challenge 10 (5,900 XP) 11 (2d10) piercing damage and must succeed on a DC 19
Strength saving throw or its wings are damaged, reducing its
Desecrated Nest. The tasmtás builds its nest on high, inaccessible fly speed by half until it completes a short rest or receives a
spires, as it fears the blessings of priests and shamans. Pouring regenerate spell. If the tsamtás hits such a creature with all three
holy water on its nest deals 7 (2d6) radiant damage to the bites in the same round, the extra damage is increased to 16
tasmtás, as does casting a bless spell at its nest. This damage (3d10) and the save DC is increased to 21.
can be dealt only once per round, no matter how much holy
water or how many bless spells are used. Regional Effects
Dispel evil and good cast upon the nest deals 35 (10d6) The region containing a tsamtás’ lair becomes hotter and drier as
radiant damage to the tasmtás, or half as much on a successful it is tainted by the creature’s presence.
DC 15 Constitution saving throw. In addition, if it fails this saving
• Weather conditions within a 5-mile radius become one step
throw the tasmtás gains one level of exhaustion.
hotter, winds are calmed by one step, and precipitation is
Hallow permanently ruins the nest and causes the tasmtás to reduced by one step (see the control weather spell). Each
become poisoned until it can construct a new nest, which takes additional tasmtás that is present in the same area can
it 1d6 + 1 days. Each day that passes, the maximum hit points choose to increase the radius of this effect by 5 miles or to
of the tasmtás are reduced by 20 (6d6), and it cannot regain increase each effect by one step.
these hit points until its new nest is complete.
• Surface water sources within 1 mile of its lair become warm,
Drought Aura. The tasmtás radiates an oppressive heat within 60 bitter, and sulfurous, with shallow ponds and streams drying up
feet, causing creatures to take 7 (2d6) fire damage each round within 1 week (GM’s discretion).
at the beginning of their turn. In addition, any living creatures in
• If control weather is cast within 5 miles of the tsamtás’ nest, it can
this area that are at fewer than half of their maximum hit points
spend 10 minutes focusing its drought aura to dispel it, as if it
(and any aquatic creature not currently in the water, regardless
had cast dispel magic using Wisdom as its spellcasting ability.
of hit points) must succeed on a DC 16 Constitution saving throw

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Tosetáx Hit: 49 (6d12 + 10) piercing damage plus an additional 14
(4d6) fire and 14 (4d6) necrotic damage.
Gargantuan aberration (titan), neutral evil
Wing Ripper. If the tosetáx hits a creature that uses wings to fly
Armor Class 19 (natural armor) with two bites in the same round, the target takes an additional
Hit Points 499 (27d20+216) 26 (4d12) piercing damage and must succeed on a DC 26
Speed 20 ft., fly 120 ft. Strength saving throw or its wings are damaged, reducing its
fly speed by half until it completes a short rest or receives a
STR DEX CON INT WIS CHA regenerate spell. If the tsamtás hits such a creature with all three
30 (+10) 28 (+9) 26 (+8) 10 (+0) 20 (+5) 16 (+3) bites in the same round, the extra damage is increased to 39
(6d12) and the save DC is increased to 28.
Saving Throws Dex +17, Wis +13
Damage Resistance bludgeoning, piercing, and slashing from Legendary Actions
nonmagical attacks The tosetáx can take 3 legendary actions, choosing from the
Damage Immunities fire, lightning, thunder options below. Only one legendary action option can be used
Skills Athletics +18, Perception +13 at a time and only at the end of another creature’s turn. It
regains spent legendary actions at the start of its turn.
Senses darkvision 60 ft., passive Perception 23
Fly. The tosetáx can gain a fly speed for 1 minute.
Languages Common
Frightening Aura. All creatures within 60 feet of the tosetáx must
Challenge 25 (75,000 XP)
succeed a DC 21 Wisdom saving throw or become frightened
Desecrated Nest. As the tsamtás. of the tosetáx. A frightened creature can attempt a saving
Drought Aura. The tosetáx radiates an oppressive heat within 60 throw at the end of each of its turns to end the condition.
feet, causing creatures to take 14 (4d6) fire damage each Resist Energy. The tosetáx gains resistance against one type of
round at the beginning of their turn. In addition, any living damage of its choice for 1 round.
creatures in this area that are at fewer than half of their
maximum hit points (and any aquatic creature not currently Regional Effects
in the water, regardless of hit points) must succeed on a DC The region containing a tosetáx’s lair becomes hotter and drier as
25 Constitution saving throw each round or gain one level of it is tainted by the creature’s presence.
exhaustion. A creature cannot gain more than two levels of
exhaustion in this fashion. • Weather conditions within a 10-mile radius become one step
hotter, winds are calmed by one step, and precipitation is
Legendary Resistance (3/Day). If the tosetáx fails a saving throw, it reduced by one step (see the control weather spell). Each
can choose to succeed instead. week the tosetáx remains in or near its lair, it can increase
Mastery Against Flyers. The tosetáx gains a +1 bonus on attack rolls the radius of this hot, dry weather increases by 10 miles or it
against flying creatures as well as on saving throws against spells can increase the heat, calm winds, and reduced precipitation
and magical abilities used by flying creatures (including those by one additional step.
using magical spells or similar effects to gain the power of flight). • Surface water sources within 1 mile of its lair become warm,
bitter, and sulfurous, with shallow ponds and streams drying
Actions up within 1 week (GM’s discretion). Each week, the radius of
Multiattack. The tosetáx makes three bite attacks. this effect spreads by 1 additional mile.
Bite. Melee Weapon Attack. +18 to hit, reach 60 ft., one target.

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Tunche Tunche
A tunche is a bizarre forest creature with twisted feline legs, a Huge fey, chaotic neutral
dense body resembling jungle undergrowth, clawed arms like Armor Class 19 (natural hides and bark armor)
those of a praying mantis, and a head resembling a cross between
Hit Points 411 (28d12 + 224)
a monstrous spider’s head and a jungle orchid. Although it has
plant and animal features, a tunche is actually a fey and is not Speed 15 ft.
subject to spells designed to affect plants and beasts. A tunche STR DEX CON INT WIS CHA
stands 20 feet tall and weighs 4,000 pounds.
Wild Protector. Considering itself the ultimate protector of the 26 (+8) 23 (+6) 26 (+8) 12 (+1) 20 (+5) 27 (+8)
jungle, a tunche prowls its domain in search of any who might Saving Throws Dex +13, Wis +12
despoil this vibrant and lush environment. If a tunche encounters Skills Nature +8, Perception +12, Stealth +13
travelers who treat the jungle with proper respect, it might simply Senses darkvision 60 ft., passive Perception 22
observe them or demand an offering in exchange for allowing Languages All
them to pass through its territory. A tunche especially enjoys
Challenge 21 (33,000 XP)
toying with its victims, using its magic to confuse and mislead its
opponents. A tunche rarely kills a foe without toying with it first Feather Step. The tunche ignores the negative effects of
unless the target is actively harming plants or animals. difficult terrain.
Hide In Plain Sight. The tunche can make Dexterity (Stealth)
ability checks even when being observed, but only in
forest or jungle terrain.
Rise of the Jungle. So long as the tunche is in a forest or
jungle terrain, it can make attacks against any creature
within 100 feet with its vines attacks regardless of
whether or not they would normally reach the creature.

Actions
Multiattack. The tunche makes four attacks: two with its claws
and two with its vines.
Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 30 (4d10 + 8) slashing damage.
Vines. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 30 (4d10 + 8) slashing damage plus 14 (4d6)
poison damage.
Absorb Jungle Denizen. The tunche can try to absorb an
adjacent beast or plant creature into its form, requiring
the creature to make a DC 20 Dexterity saving throw or
be swallowed by the tunche’s mass and killed instantly. The
tunche gains a number of hit points equal to the creature’s
Hit Dice.
Composite Creature. The tunche is an amalgam of jungle
plants and animals, and it can separate into two individual
creatures as an action. The tunches have the same statistics
but half the original tunche’s current hit points. As an
action, if they are adjacent, the individual tunches can
recombine, combining the two tunche’s current hit points.

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Tuyango Tuyango
Large beast, chaotic neutral
The tuyango is a large flightless bird of monstrous nature that
preys upon humans and other humanoids. Tuyangos live in Armor Class 13 (natural hide)
marshlands where their mottled feathers blend with swamp Hit Points 55 (10d8 + 10)
grasses and tangled briars. They possess an excellent sense of Speed 40 ft.
smell and can accurately detect the presence of humanoids within STR DEX CON INT WIS CHA
a 1/4-mile radius; however, they have poor eyesight. This forces
14 (+2) 17 (+3) 12 (+1) 2 (-4) 14 (+2) 5 (-3)
the creatures to rely on stealth and surprise. Patient ambushers,
the monstrous avians are known to track prey for hours or even Skills Stealth +4
days and can remain still for long periods in wait for the perfect Senses passive Perception 12
opportunity to strike. Once a target comes within range, the Languages --
tuyango leaps from its hiding place with a piercing squawk and Challenge 1 (200 XP)
uses its long legs to propel itself across the swampy grounds Blood Lust. If a tuyango damages a humanoid creature with its
towards its prey at uncanny speed. Once a tuyango tastes beak, it gains advantage on its next attack against that same
humanoid flesh, it becomes crazed and continues attacking target.
until it or its target is slain. If the bird drops its prey, it ignores Doom Squawk. When the tuyango initiates combat, it unleashes
all other threats and attempts to drag off the kill to gorge on its a horrid squawk which throws its victim off guard. All
creatures within a 60-foot radius and capable of hearing the
flesh. For this reason, the grounds surrounding a tuyango nest are sound must make a DC 13 Wisdom save or become startled,
notoriously littered with cracked humanoid bones. forcing them to make their Initiative check at disadvantage.
Eggs and Hatchlings. Tuyangos live in flocks consisting of two Poor Eyesight. Tuyangos have poor eyesight and have difficulty
to five adults that infrequently reproduce throughout the year. spotting stationary creatures. They have disadvantage on any
Females lay eggs in multiple clutches of 8 to 12 and aggressively vision-based Wisdom (Perception) checks to spot stationary
protect their nests. The eggs are about 8 inches in length with or hidden creatures.
pale yellow shells and pepper-colored speckles. The eggs have Smell Humanoid. The tuyango has advantage on Wisdom
an incubation time of around six weeks. Hatchlings emerge (Perception) checks against humanoids that rely on smell.
featherless and near-blind but every bit as vicious and bloodthirsty
as their parents. Born ravenous, as soon as the hatchlings
Actions
emerge, they clamber from the nest and merge into swarms that Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 10 (2d8 + 2); slashing damage.
scour their surroundings for bones and other scraps of food. Evil
humanoids living in proximity to tuyangos have been known to Speed Strike. If the tuyango can move at least 20 feet towards
steal their eggs and sell or pawn them off to unsuspecting victims. its target, it can charge the individual, delivering a brutal
flesh-ripping blow with its cruelly hooked beak. If the attack
hits, it deals an additional 18 (4d8) slashing damage.

Swarm of Tuyango Hatchlings


Medium swarm of tiny beasts, chaotic neutral
Armor Class 12 (natural hide)
Hit Points 24 (7d8 - 7)
Speed 20 ft.
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 12
Languages --
Challenge 1/4 (50 XP)
Swarm. The tuyango swarm can occupy another creature’s
space and vice versa, and the swarm can move through any
opening large enough for a Tiny tuyango hatchling. The
swarm cannot regain hit points or gain temporary hit points.
Blood Lust. If a tuyango hatchling swarm damages a humanoid
creature with its beak, it gains advantage on its next attack
against that same target.
Poor Eyesight. Tuyango hatchlings have poor eyesight and
have difficulty spotting stationary creatures. The swarm has
disadvantage on any vison-based Wisdom (Perception)
checks to spot stationary or hidden creatures.

Actions
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in
the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6);
piercing damage if the swarm has half of its hit points or fewer.

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Tzitzimitl
These immense four-armed skeletons wear ancient priestly accoutrements, including skirts of what seem like woven light and
darkness, almost like bits of space with stars and galaxies moving within. Their bony forms are suffused with eldritch fires, flaring
to deadly brightness in their empty eye sockets and around their clawed hands. A tzitzimitl is 50 feet tall.
Apocalyptic Herald. Enigmatic creatures of darkness, some cultures claim tzitzimitls attack and consume entire suns to “shut
down worlds” in preparation for the end of days. Sages say that these creatures come from the cold, dark places between the
stars, and that in the darkness of any eclipse, one can see their immense, world-darkening shadows.

Tzitzimitl Reactions
Gargantuan undead, neutral evil Light to Dark (3/Day). The tzitzimitl can convert an effect within 60
Armor Class 19 (skeletal armor) feet that does radiant damage to necrotic damage. The tzitzimitl
takes no necrotic damage from the effect and instead regains a
Hit Points 341 (22d20 + 110) number of hit points equal to half the effect’s original damage.
Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA Legendary Actions
The tzitzimitl can take 3 legendary actions, choosing from the options
22 (+6) 17 (+3) 20 (+5) 17 (+3) 18 (+4) 22 (+6) below. Only one legendary action option can be used at a time and
Saving Throws Con +11, Wis +10 only at the end of another creature’s turn. The tzitzimitl regains spent
legendary actions at the start of its turn.
Skills Insight +10, Perception +10, Religion +9
Eclipse (Costs 3 Actions). Magical darkness spreads from a point
Damage Resistance cold, lightning, necrotic the tzitzimitl chooses within 150 feet to fill a 20-foot-radius
Damage Immunities bludgeoning, piercing and slashing from sphere for the duration. The darkness spreads around corners.
nonmagical attacks, poison A creature with darkvision can’t see through this darkness, and
Condition Immunities charmed, exhaustion, frightened, nonmagical light can’t illuminate it, though the tzitzimitl can see
paralyzed, poisoned perfectly fine in this area of darkness. If any of this ability’s
Senses darkvision 120 ft., truesight 120 ft., passive Perception 20 area overlaps with an area of light created by a spell of
Languages Abyssal, Common, Deep Speech, Celestial 8th level or lower, the spell that created the light is dispelled.
Any creatures in the area of darkness when it is created must
Challenge 19 (22,000 XP) make a DC 20 Constitution saving throw. On a failed saving
Innate Spellcasting. A tzitzimitl’s spell casting ability is Charisma throw, a creature takes 28 (8d6) necrotic damage and until the
(spell save DC 20). It can innately cast the following spells, end of the tzitzimitil’s next turn cannot use reactions and may
requiring no material components: either move or take an action (not both) on the it’s own turn; on
3/day: animate dead, bestow curse, contagion, darkness a successful saving throw, a creature takes half damage and
may act normally. The darkness lasts for 1 minute or until the
1/day: create undead (as a 9th-level spell)
Tzitzimitl uses this legendary action again.
Magic Resistance. The tzitzimitl has advantage on saving throws
Eye Beam (Costs 2 Actions). The tzitzimitl targets one creature
against spells and other magical effects.
within 120 feet that it can see. It makes a ranged attack (+19
Actions to hit) and on a hit does 21 (6d6) force damage plus 21 (6d6)
necrotic damage.
Multiattack. The tzitzimitl makes four attacks with its claws.
Snatch. The tzitzimitl makes a claw attack against a Large or smaller
Claws. Melee Weapon Attack: +12 to hit, 20 ft. reach, one target. On a hit, the target is grappled (escape DC 19). Until this
target. Hit: 19 (2d12 + 6) slashing damage plus 7 (2d6) force grapple ends, the creature is restrained, and the tzitzimitl can’t
damage and 7 (2d6) necrotic damage. snatch another target with that claw and can only make another
Accursed Touch. If the tzitzimitl hits a creature with two claw claw attack using that claw against the creature it grappled.
attacks in the same round, as a bonus action it can cast bestow
curse or contagion on that creature.

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Wako Wako
These slick-furred predators resemble a large-fanged capybara, Medium beast, neutral evil
with splay-fingered paws and a gaping mouth. Individually, they
Armor Class 13 (natural armor)
present little threat to even modestly skilled adventurers, but they
lair in interconnecting burrows of small, low tunnels, disgorging Hit Points 26 (4d10 + 4)
in a squealing swarm when unfortunates disturb them. Their oily Speed 30 ft., burrow 30 ft.
dark brown fur aids them in slithering through tight spaces. They STR DEX CON INT WIS CHA
have poor hearing and eyesight but an incredible sense of smell,
digging in the dark like massive moles but always ready to pounce 14 (+2) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 8 (-1)
when prey is found. An adult wako stands 2 feet high and over 4 Skills Perception +3, Stealth +3
feet long, weighing 150 pounds. Senses darkvision 60 ft., tremorsense 30 ft., passive
Family Groups. Wakos are surprisingly protective of their Perception 13
young, often leaving their burrows to slay humanoid prey and drag Languages – None
the corpses back to feed their pups. Adult wakos will sacrifice their
Challenge 1 (200 XP)
lives if their pups (which typically range from 15 to 30 pounds) are
threatened in an effort to allow them to flee to safety. Ao, Ao, Ao. Wakos use vocal calls to communicate and can
relay exact location and even basic emotions within 30
Each wako pack is led by an oversized female, typically rising to
feet (60 feet underground). When three or more wakos
leadership due to greater size and strength. These leaders hone are present, all non-wakos take 7 (2d6) thunder damage
their communication with the pack with their chilling call of ao-ao- each round at the beginning of their turn, or half as much
ao and can rouse them quickly in times of danger. on a successful DC 11 Constitution saving throw. Creatures
failing their save are deafened for 1 minute, though they
Wako Pup Oil can attempt a new save each round to end this effect and
once they save they cannot be deafened by wakos for 1
Alchemical item, common
hour.
If a wako pup is captured, a successful DC 13 Wisdom (Animal
Handling) check allows a creature to calm the pup enough to expel Contortionist. The wako’s oily coat and flexible skeleton allow
them to fit through spaces as easily as a Small creature,
oil from scent glands in its paws, the ridge of its spine, and under
and they can stand up from prone as a bonus action.
its limbs and chin sufficient to rub over one Medium or smaller
creature. This oil renders the use invisible to wakos for 1 hour, Pack Tactics. The wako has advantage attack rolls if at least
one of its wako allies is within 5 feet of its target and isn’t
though attacking breaks the invisibility effect.
incapacitated.
Senses. The wako has advantage on Wisdom (Perception)
checks that rely on scent but has disadvantage on Wisdom
(Perception) checks that rely on sight and hearing.
Tunneler. The wako can burrow through solid rock at half
their standard burrow speed leaving a tunnel behind them
equal to their size in diameter.

Actions
Multiattack. The adult wako makes one bite and one claw
attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.
Oil Slick (Recharges after a Long Rest). The wako moves up to
20 feet and creates an area of grease (DC 11) lasting 1
minute and filling the squares it passes through.

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Wako Pup Wako Matriarch
Tiny beast, chaotic evil Medium beast, neutral evil
Armor Class 12 (natural armor) Armor Class 15 (natural armor)
Hit Points 11 (2d10) Hit Points 85 (10d12 + 20)
Speed 30 ft., burrow 30 ft. Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 8 (-1) 8 (-1) 12 (+1) 18 (+4) 10 (+0) 13 (+2) 10 (+0) 14 (+2) 8 (-1)
Skills Perception +1, Stealth +4 Skills Perception +5, Stealth +3
Senses darkvision 30 ft., tremorsense 15 ft., passive Senses darkvision 60 ft., tremorsense 30 ft., passive
Perception 11 Perception 14
Languages – Languages –
Challenge 1/4 (50 XP) Challenge 5 (1800 XP)
Ao, Ao, Ao. As an adult wako, but its calls reach only 15 Ao, Ao, Ao. As an adult wako, but its calls reach 60 feet
feet (30 feet underground). If only wako pups and no (120 feet underground), and if a wako matriarch is
adult wakos are present, the damage dealt by this ability present the damage dealt by this ability increases to 10
decreases to 3 (1d6) and the save DC is 9. (3d6) and the save DC is 13.
Pack Tactics. As an adult wako. Contortionist. As an adult wako.
Senses. As an adult wako. Pack Tactics. As an adult wako.
Senses. As an adult wako.
Actions Tunneler. As an adult wako.
Attack. The wako pup makes one attack.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Actions
Hit: 3 (1d4 + 1) piercing damage. Multiattack. The wako matriarch makes one bite attack and
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one two claw attacks.
target. Hit: 2 (1d3 + 1) slashing damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) slashing damage.
Oil Slick. As an adult wako, but the save DC is 13.

Lair Actions
On initiative count 20 (losing initiative ties), the wako matriarch
takes a lair action to cause one of the following effects; the
wako matriarch can’t use the same effect two rounds in a row:
• Crumbling Cave. Continual burrowing causes a part of the ceiling
to collapse above one target that the creature can see within 30
feet of it. The target must succeed on a DC 13 Dexterity saving
throw or take 10 (3d6) bludgeoning damage and be knocked
prone and buried. The buried target is restrained (escape DC
10) and unable to breathe, see, hear, or stand up.
• Rouse Pack. A wako matriarch a 50% chance to call
upon additional members of the pack. She can call
either 1 adult wako (25%) or 1d3 wako pups
(25%) to protect the den. They will enter from
the closest access point or burrow up to 60 ft.
away to join the matriarch.

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Xipe Totec
This exceptionally tall golden-skinned man wears another
humanoid’s skin as a suit; the flayed creature’s hands dangle
from the man’s wrists. He wields a blood-dipped dagger in his left
hand and a staff topped with a rattling arrow in his right hand.
He exudes an unmistakeable aura of divinity. Xipe Totec is either
a former deity whose followers have dwindled in number due to
conquests by external forces, and he seeks to regrow or retain his
following, or he is on the cusp of transcendence after amassing
several fervently warlike cults. His abilities to transfer his power
and energize his worshippers point to a divine capability. Xipe
Totec stands 9 feet tall and weighs a massive 2 tons.
The Culling. Xipe Totec believes that much as the soil must
be turned to produce better crops, so too must people be weeded
out through warfare to produce a better civilization. As his power
grows, his cults become more prominent and sweep through ever-
widening regions to achieve greater conquests.
Xipe Totec also promotes the agricultural growth through
sacrifice. As maize sheds its skin to reveal its treasure, a sacrifice
must be made in similar fashion to promote that growth. He
prefers noble warriors for sacrifice, since their prowess in battle
and purity encourages the best growth. Additionally, as he, or
one of his most powerful followers, dons the skin of a mighty
warrior, the power granted by that skin increases drastically over
an ordinary sacrifice. If Xipe Totec is engaged in
battle himself, he ensures the preservation of a
notable combatant for a symbolic battle ending in
an honorable death.
While Xipe Totec detects as an evil being, he
does not view his actions as evil. He instead sees
his teachings and the sacrifices he demands as
necessary for the benefit of all civilization. After
all, no one would want weak and unsustaining
yields from their crops, so he reasons that no
civilization can survive with people who cannot
provide fully to its greater good.
Sole Survivor. Xipe Totec is a unique creature,
but he refers to three lost brothers who have fallen
to internecine fighting or the conquests that have
diminished his power. He does not recall them with any
sort of fondness and is quite satisfied with the idea that
he is the only survivor.
Master of Metals. In addition to promoting warfare
and agriculture, Xipe Totec is a gifted blacksmith, primarily
working in silver and gold. He crafted the dagger he always
uses in combat and bolstered it to allow it to maintain its
edge during the rigors of battle. When he is not leading
troops or overseeing sacrifices, he acts as a mentor to other
silver- and goldsmiths and blesses exemplary weapons and
armor they produce.

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Xipe Totec Legendary Actions
Large fiend, chaotic evil Xipe Totec can take 3 legendary actions, choosing from the
Armor Class 19 (golden skin) options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. Xipe Totec
Hit Points 826 (48d10 + 576) regains spent legendary actions at the start of its turn.
Speed 100 ft. Heart Eater (Costs 3 actions). If Xipe Totec is adjacent to an
STR DEX CON INT WIS CHA incapacitated creature, he can rip their heart out and feast on
it. He immediately gains hit points equal to the creature’s Hit
28 (+9) 26 (+9) 35 (+12) 18 (+4) 28 (+9) 30 (+10)
Dice. Any excess hit points above Xipe Totec’s hit point maximum
Saving Throws Str +18, Con +21, Wis +18 are treated as temporary hit points. The affected creature must
Skills Deception +19, Insight +18, Intimidation +19 succeed a DC 23 Constitution saving throw or die immediately.
Damage Resistance cold, lightning On a successful saving throw, the creature is reduced to 0 hit
points and starts dying. The creature automatically fails its
Damage Immunities fire, poison; bludgeoning, piercing, and death saving throws. A regenerate spell is necessary to be cast
slashing damage from nonmagical attacks on the creature before they can be stabilized and raised above
Damage Vulnerabilities radiant 0 hit points.
Condition Immunities charmed, disease, frightened, paralyzed, Movement. Xipe Totec can move up to his speed.
poisoned Power Word Blind (Costs 2 Actions). Xipe Totec targets one
Senses darkvision 60 ft., passive Perception 19 creature he can see within 30 feet of him. If the target can hear
Languages Auran, Common, Sylvan, Terran him, the target must succeed on a DC 21 Constitution saving
throw or be blinded until magic such as the lesser restoration
Challenge 30 (155,000 XP) spell removes the blindness.
Disease Spreader. Any creature struck be Xipe Totec’s rattlestaff
must succeed a DC 23 Constitution saving throw or be afflicted Lair Actions
with a disease of Xipe Totec’s choice. On initiative count 20 (losing initiative ties), Xipe Totec takes a lair
Flaying Critical. Any creature struck with a critical hit by Xipe action to cause one of the following effects; Xipe Totec can’t use
Totec’s golden dagger must succeed a DC 23 Constitution the same effect two rounds in a row:
saving throw or be flayed alive. The creature immediately • Xipe Totec can will his current corporeal form to die, shedding
drops to 0 hit points and begins dying, automatically failing his epidermis, which then sinks into the ground. During the next
their death saving throws. They can be revived, however, they rainfall, after a 10-minute period he returns to life at full hit
lose 10 (3d6) hit points every round until they are affected by points and any conditions affecting him before he died are
a regenerate spell. ended. Xipe Totec’s gear crumbles to dust when he uses this
Innate Spellcasting. Xipe Totec’s spellcasting ability is Charisma ability but reforms when he does.
(spell save DC 27). He can innately cast the following spells, • Until the next lair action is taken, all of Xipe Totec’s allies that
requiring no material components: are within 60 feet of him gain advantage on all attack rolls
At will: contagion, control weather, haste and saving throws.
3/day each: dispel magic, flame strike, power word stun • Xipe Totec can empower the second skin with the power of a
1/day each: dominate monster, power word kill, time stop god, granting him advantage on all saving throws against spells
and other magical effects.
Legendary Resistance (3/Day). If Xipe Totec fails a saving throw, he
can choose to succeed instead. Regional Effects
Regenerate. Xipe Totec regains 30 hit points at the start of his The region containing Xipe Totec’s lair is warped by the his
turn. If Xipe Totec takes radiant damage, this trait doesn’t godlike power, which creates one or more of the following effects:
function at the start of Xipe Totec’s next turn. Xipe Totec dies
only if he starts his turn with 0 hit points and doesn’t regenerate. • Diseases become far more frequent and potent within the
region, causing all creatures which make a saving throw against
Actions a disease to do so with disadvantage.
Multiattack. Xipe Totec makes six attacks: three with his golden • Humanoids become drawn to Xipe Totec’s lair, feeling an
dagger and three with his rattlestaff. unnatural desire to stop whatever they are doing and head
there.
Golden Dagger. Melee Weapon Attack: +18 to hit, reach 10 ft.,
one target. Hit: 58 (9d10 + 9) slashing damage. • Those who acknowledge Xipe Totec’s divinity are bolstered and
gain temporary hit points equal to his Charisma modifier. These
Rattlestaff. Melee Weapon Attack: +18 to hit, reach 10 ft., one
hit points are renewed every hour.
target. Hit: 48 (6d12 + 9) bludgeoning damage.

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Xolo Guardian Xolo Guardian
Dogs are revered as helpers and guides. In some cultures,
Medium construct, unaligned
dogs are believed to even guide souls to the afterlife. Clerical
spellcasters create xolo guardians as a representation of that Armor Class 15 (natural armor)
belief. They resemble ordinary statues of stalwart dogs, but when Hit Points 135 (18d8 + 54)
their domains are disturbed, they spring into action. Speed 30 ft.
Guardians. While they sometimes guard temples and other
STR DEX CON INT WIS CHA
holy sites, xolo guardians are more typically employed to guard
tombs and palaces from robbers and undead. They serve as status 17 (+3) 13 (+1) 16 (+3) 3 (-4) 12 (+1) 1 (-5)
symbols, in addition to conveying security to the community. Xolo Skills Perception +3
guardians are obedient. Their creators often instruct them to Damage Immunities poison, psychic
protect a particular family, and they are often given passwords, as
Damage Resistances necrotic
well, to identify friendly creatures. Unless otherwise instructed, it
will use its sacred nose on fallen allies, prioritizing those that are Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
the highest status to the family.
Relentless. Xolo guardians may be instructed to remain at Senses darkvision 120 ft., passive Perception 13
guard to ruthlessly pursue those who disturb their territory. In Languages understands the languages of its creator but
either case, they are tireless and powerful protectors. can’t speak
Unliving. Xolo guardians are essentially statues given the Challenge 3 (700 XP)
appearance of life, and do not eat, breathe, or sleep. False Appearance. While the guardian remains motionless, it
is indistinguishable from a statue.
See Invisibility. The guardian can see the invisible at all times,
as though affected by see invisibility.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) piercing damage. If the target
is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone. If the target is an undead
creature, it takes an additional 4 (1d8) radiant damage.
Sacred Nose (1/Day). The guardian touches a corpse, which is
then magically protected as the spell gentle repose.

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Xtabay Xtabay
Small plant, unaligned This patch of vines is ornamented with beautiful crimson and
violet flowers, the petals of which seem to bear tiny faces. Known
Armor Class 13 (natural armor) for their potent—and ultimately deadly—scent, xtabays are a floral
Hit Points 71 (13d6 + 26) hazard to the unwary. As fast-spreading as ivy, a xtabay’s vines
Speed 5 ft. are sturdy and adaptive, making the plant a potential threat nearly
STR DEX CON INT WIS CHA everywhere—from gardens to wells to forest groves.
Sweetly Deadly. Attractive flowers blossom from the vines
8 (–1) 13 (+1) 19 (+4) 2 (–4) 12 (+1) 11 (+0) of xtabays, emitting the spores that mean a slow death for their
Saving Throws Con +6 victims. The strange, face-like patterns that grow on the petals
Skills Stealth +3 are disturbing but seem to have no real function. Hermits or
other reclusive types have been known to surround their territory
Damage Immunities poison
with xtabays, warding off pesky creatures and adventurers alike.
Condition Immunities charmed, exhaustion, frightened, Instances of xtabays of larger-than-usual size have also been
poisoned
reported. These massive plants possess tendrils as thick as tree
Senses tremorsense 30 ft., passive Perception 11 limbs and flowers that can fell even the hardiest of warriors with
Languages – their overwhelming perfume. Underground, xtabays thrive in the
Challenge 1 (200 XP) wet, dark environment, covering the walls and floors of entire
Camouflage. The xtabay looks like a normal bunch of flowers caverns and anesthetizing whole dens of subterranean creatures.
when at rest. A DC 13 Intelligence (Nature) ability check Roaming Blossoms. Nomadic plants, xtabays traverse large
reveals their true nature. expanses of land until they sense nearby life, at which point they
lie dormant and take on the guise of harmless flowers while
Actions releasing their deceptive aroma. Once a creature is subdued,
Devour. A xtabay that shares the same space as an the beast-like plant wastes no time in devouring it, disregarding
incapacitated or sleeping creature can slowly sap the creatures unaffected by its aroma. Because of their carnivorous
life out of it. Each round the xtabay uses this action, the nature, xtabays only rarely run short on nutrients, consuming the
creature’s Constitution is reduced by 1. This does not entirety of a victim’s body over the course of several days following
wake the creature if it is under the effects of the xtabay’s the initial process of draining its blood. Xtabays are able to devour
soporific pollen but does wake the creature if it is asleep
creatures thanks to their lengthy roots, which produce a corrosive
naturally. The target dies if this reduces its Constitution to
0. Otherwise, the reduction lasts until the target finishes a acid that breaks down and absorbs flesh and bone.
short or long rest.
Soporific Pollen. A xtabay can release sleep-inducing pollen
into the air around it. Each creature within a 10-ft.-
radius burst centered on the xtabay must make a DC
13 Constitution saving throw or fall asleep for 1 minute.
A creature that succeeds on the saving throw cannot
be affected by the same xtabay’s soporific pollen for
24 hours. A creature put to sleep by this pollen can be
awakened by vigorously shaking the sleeper using an
action or by damaging it.

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Yohualtepoztli
The spirits of the wilderness rankle at the presence of humanoids, Yohualtepoztli
and often seek to tempt or test them. The yohualtepoztli is Large construct, unaligned
one such test. It appears from nowhere, looking like a large Armor Class 14 (natural armor)
but headless wooden humanoid with a lidded chest cavity that Hit Points 76 (8d10+32)
contains a soft beating heart. The yohualtepoztli wanders into
Speed 35 ft.
villages at night, creating a rather loud cacophony as its chest lids
bang open and closed with each step, daring all to grab its heart. It STR DEX CON INT WIS CHA
is so loud that none can sleep through the noise. 17 (+3) 12 (+1) 19 (+4) 5 (-3) 11 (+0) 7 (-2)
Those who fail to at least approach the creature are cursed for Damage Vulnerabilities fire
one week. Those who succeed at its challenge are able to gain a
Damage Immunities poison
gift from the spirits. As tempting as the gift is there is always a
chance that the yohualtepoztli beats and kills those that approach. Condition Immunities charmed, exhaustion, frightened,
No test is without its risks.
paralyzed, petrified, poisoned
Senses tremorsense 60 ft., passive Perception 10
Languages —
Magic Item: Thorn of Courage Challenge 3 (700 XP)
Wondrous item, common Cursed Wake. A humanoid creature that hears the approach
This agave thorn can be worn like a necklace. While wearing of the yohualtepoztli but does not move to confront it must
this necklace, you can use your reaction before making an attack
make a DC 13 Wisdom saving throw. On a failure, that
humanoid creature is affected as if by the bane spell for
or saving throw to gain a 1d4 bonus on that roll. The necklace the next week, or until a remove curse is cast upon them.
regains this power after the next dawn.
Heart of Courage. The yohualtepoztli has a heart in its chest
The thorn of courage ceases to function one month after it has cavity that is loosely covered by two door like flaps. A
been first activated. creature can attempt to grab the heart, first by making a
DC 13 Wisdom saving throw. On a success, the creature
can attempt to grab the heart with a DC 13 Strength
check. On a failure, the creature is frightened and must
use their reaction to move up to their walking speed away
from the yohualtepoztli.
Once the heart is held, the yohualtepoztli disappears, and
leaves 1d4 palm sized thorns. Each thorn is a common
magical item called the thorn of courage (see below).
Immutable Form. The yohualtepoztli is immune to any spell or
effect that would alter its form.
Unusual Nature. The yohuualtepoztli doesn’t require air, food,
drink, or sleep.

Actions
Multiattack. The yohualtepoztli makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.

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Zuvembie Zuvembie
Tied to the dark forces of nature and unholy magic, zuvembies Medium undead, neutral evil
employ fear and the wild creatures of the land to take their
Armor Class 15 (natural armor)
vengeance upon the living. Zuvembies appear to be withered,
animate corpses but possess ruthless minds and blasphemous Hit Points 136 (21d8 + 42)
vigor. Revenge fuels a zuvembie, a hatefulness directed toward Speed 30 ft.
those who wronged it in life. Yet even when the last one who STR DEX CON INT WIS CHA
maligned it lies dead, its rage remains, turning against all who
live, especially the relatives of the target of its original hate. Most 13 (+1) 14 (+2) 14 (+2) 18 (+4) 14 (+2) 17 (+3)
zuvembies willingly performed the vile rituals to attain vengeance Saving Throws Int +7, Cha +6
through unlife, but the transformation can also be wrought upon a Skills Arcana +7, Stealth +5
helpless victim.
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common (can’t speak)
Challenge 5 (1,800 XP)
Innate Spellcasting. The zuvembie’s spellcasting ability is
Charisma (spell save DC 14). It can innately cast the
following spells, requiring no material components:
3/day each: animate dead, darkness, ray of enfeeblement

Actions
Multiattack. The zuvembie makes two attacks: one with its
axe and one with its claw.
Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d10 + 1) slashing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d10 + 1) slashing damage plus 21 (6d6)
necrotic damage.
Corpse Call. Zuvembies cannot speak, but their strange calls
and whistles captivate the minds of those who hear them.
Every living creature within 100 ft. of the zuvembie that
can hear the call must succeed on a DC 15 Wisdom saving
throw or be charmed until the call ends. The zuvembie
must take a bonus action on its subsequent turns to
continue calling creatures. It can stop the call at any time.
The call ends if the zuvembie is incapacitated.
While charmed by the zuvembie, a target is
incapacitated and ignores the call of other zuvembies.
If the charmed target is more than 5 ft. away from the
zuvembie, it must move on its turn toward the zuvembie by
the most direct route. It doesn’t avoid Opportunity Attacks,
but before moving into damaging terrain, such as lava or
a pit, and whenever it takes damage from a source other
than the zuvembie, a target can repeat the saving throw.
A creature can also repeat the saving throw at the end of
each of its turns. If a creature’s saving throw is successful,
the effect ends on it. A target that successfully saves is
immune to this zuvembie’s call for the next 24 hours.

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APPENDIX: NEW SPELLS In addition, you may designate a direction for the flood tide,
causing all creatures in the area to be pushed 30 feet in that
The following spells are used by some of the monsters in this book.
direction if they fail a Strength saving throw.
Artesian Spring If you cast this spell while in or on a large source of water,
2nd-level conjuration such as a lake, river, or ocean), you may choose to change the
spell’s area to a 30-foot cone-shaped burst or a 10-foot-wide line,
Classes: cleric, druid
60 feet long. This flood tide may flow towards you or away from
Casting time: 1 minute you, pushing or dragging creatures in the area as appropriate.
Range: touch
Soul Cage
Components: V, S
6th-level necromancy
Duration: 1 day
Classes: warlock, wizard
You create a spring of pure, fresh water bubbling forth from
Casting time: 1 reaction
an area of natural rock or earth you strike with the focus item,
producing a flow of 1d6 gallons of cool potable water each hour. Range: 60 feet
You cannot create an artesian spring in a building or an area of Components: V, S, M (a tiny silver cage worth 100 gp)
worked stone, nor can you create an artesian spring within 1
mile of an existing artesian spring. Duration: 8 hours

At Higher Levels: When you cast this spell using a 3rd-level When a humanoid within range dies, you can cast this spell to
spell slot the artesian spring’s duration increases to 1 week. trap its soul inside a tiny cage (the material component of the
When you cast this spell using a 4th-level spell slot the artesian spell). The soul remains trapped until the spells ends or you
spring’s duration increases to 1 month. When you cast this release it, and while trapped the creature cannot be revived from
spell using a 5th-level spell slot or higher the artesian spring’s the dead. You can tap the soul’s power up to six times to gain
duration increases to 1 year. When you cast this spell using a one of the effects below; after the sixth use of its power, the spell
6th-level spell slot the artesian spring’s duration increases to ends.
permanent. Steal Life. As a bonus action, you regain 2d8 hit points by draining
the soul’s vigor.
Flight of the Chonchón Query Soul. You telepathically ask a question of the soul and it
2nd-level transmutation answers truthfully and to the best of its ability, though its answer maybe
Classes: warlock, wizard cryptic and is only 1-2 sentences. You and the soul need not share a
language to use this ability, but the soul only knows what it knew in life.
Casting Time: 1 action
This does not require an action.
Range: Self
Borrow Experience. As a bonus action, you can use the soul’s
Components: V, S, M (owl feather) memories, skills, and experiences to inspire you, granting you advantage
When you cast this spell, your head detaches from your on the next attack roll, ability check, or saving throw you make before
body and turns into a chonchón for the duration. You retain the start of your next turn.
your proficiency bonus, Intelligence, Wisdom and Charisma Eyes of the Dead. As an action, you can name a place the soul had
scores and can cast any spell you know that has only a verbal seen in life, allowing you to scry on that location with an invisible sensor
component. Your equipment transforms with you. You otherwise (which resembles a translucent image of the humanoid whose soul is
take on the traits of the chonchón. Your body remains behind, trapped, for those who can see invisible things). You can observe that
and you are aware of its condition at all times. location as long as you concentrate, up to 10 minutes, as if the sensor
At Higher Levels: When you cast this spell using a spell slot had your senses.
of 3rd level or higher, you increase the spells duration by 1 hour.
Toll the Dead
Flood Tide Necromancy cantrip
6th-level conjuration Classes: cleric, warlock, wizard
Classes: druid, warlock Casting time: 1 action
Casting time: 1 action Range: 60 feet
Range: 100 feet Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous You point at a creature you choose and a tolling bell sounds in
You create a surging rush of water in a 20-foot-radius spread the distance. The target takes 1d8 necrotic damage (1d12 if it
that deals 10d6 points of bludgeoning damage to all creatures is missing any of its hit points) unless it succeeds on a Wisdom
and unattended objects in the area. A successful Dexterity saving throw.
saving throw halves this damage. Exposed natural fires in The spell’s damage increases by one die when you reach
the area are extinguished. Magical fire effects in the area are 5th level (2d8/2d12), 11th level (3d8/3d12), and 17th level
affected as if you had cast a dispel magic in a 6th level sell slot. (4d8/4d12).

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OPEN GAME LICENSE Version 1.0a Content except as expressly licensed in another, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel
The following text is the property of Wizards of the independent Agreement with the owner of such Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff
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of this License. Aegis of Empires 5: Race for Shataakh-Ulm (5E) Hillman, Tim Hitchcock, Brandon Hodge,
4. Grant and Consideration: In consideration for © 2020, Legendary Games; Authors: Tom Knauss Jason Keeley, Isabelle Lee, Jason Nelson, Tim
agreeing to use this License, the Contributors grant and Greg A. Vaughan. Adapted by Robert J. Grady Nightengale, F. Wesley Schneider, David Schwartz,
You a perpetual, worldwide, royalty-free, non-exclu- and Ismael Alvarez. Mark Seifter, Todd Stewart, Josh Vogt, and Linda
sive license with the exact terms of this License to Aegis of Empires 6: Knight Fall in Old Curgantium Zayas-Palmer.
Use, the Open Game Content. (5E) © 2020, Legendary Games; Authors: Anthony
5. Representation of Authority to Contribute: If You Pryor and Greg A. Vaughan. Adapted by Michael Tome of Beasts. Copyright 2016, Open Design;
are contributing original material as Open Game Mifsud. Authors Chris Harris, Dan Dillon, Rodrigo Garcia
Content, You represent that Your Contributions are Alien Bestiary (5E) © 2018, Legendary Games; Carmona, and Wolfgang Baur.
Your original creation and/or You have sufficient Lead Designer: Jason Nelson. Authors: Anthony Tome of Beasts 2. © 2020 Open Design LLC;
rights to grant the rights conveyed by this License. Adam, Kate Baker, John Bennet, Eytan Bernstein, Authors Wolfgang Baur, Celeste Conowitch, Darrin
6. Notice of License Copyright: You must update Robert Brookes, Russ Brown, Duan Byrd, Jeff Dahl, Drader, James Introcaso, Philip Larwood, Jeff Lee,
the COPYRIGHT NOTICE portion of this License Robyn Fields, Joel Flank, Matt Goodall, Robert Kelly Pawlik, Brian Suskind, Mike Welham.
to include the exact text of the COPYRIGHT NO- J. Grady, Jim Groves, Steven T. Helt, Thurston Tome of Horrors © 2018, Frog God Games, LLC;
TICE of any Open Game Content You are copying, Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Authors: Kevin Baase, Erica Balsley, John “Pexx”
modifying or distributing, and You must add the Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Barnhouse, Christopher Bishop, Casey Christoffer-
title, the copyright date, and the copyright holder’s Liddell, Jason Nelson, Richard Pett, Tom Phillips, son, Jim Collura, Andrea Costantini, Jayson ‘Rocky’
name to the COPYRIGHT NOTICE of any original Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Gardner, Zach Glazar, Meghan Greene, Scott
Open Game Content you Distribute. Shel, Neil Spicer, Todd Stewart, Russ Taylor, Ra- Greene, Lance Hawvermale, Travis Hawvermale,
7. Use of Product Identity: You agree not to Use chel Ventura, Mike Welham, George Loki Williams, Ian S. Johnston, Bill Kenower, Patrick Lawinger,
any Product Identity, including as an indication as Scott Young. Rhiannon Louve, Ian McGarty, Edwin Nagy, James
to compatibility, except as expressly licensed in Alien Codex (5E) © 2019, Legendary Games; Lead Patterson, Nathan Paul, Patrick N. Pilgrim, Clark
another, independent Agreement with the owner Designer: Jason Nelson. Authors: Anthony Adam, Peterson, Anthony Pryor, Greg Ragland, Robert
of each element of that Product Identity. You agree Kate Baker, John Bennet, Eytan Bernstein, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill
not to indicate compatibility or co-adaptability Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Webb.
with any Trademark or Registered Trademark in Jeff Dahl, Robyn Fields, Joel Flank, Matt Good- Xanathar’s Guide to Everything © 2017 Wizards of
conjunction with a work containing Open Game all, Robert J. Grady, Jim Groves, Steven T. Helt, the Coast; Authors: Wizards RPG Team.

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Aw esome Adversaries of the Americas! 
Latin American Monsters  brings you  120 pages  of incredible  5th Edition  creatures
from Central and South America and the Caribbean, from  ahuizotl  to  zuvembie!
You’ll find divine messengers and protectors like the  magui  and  xiuh
couatl  alongside sinister fiends like the  soucouyant  and  xipe totec  the Flayed
Lord, living fey like the  curupira  and  encantado  alongside deathless terrors like
the llorona and tzitzimitl, living engines of destruction like the lusca and chupacabra and
unliving constructs like the  cuauhxicalli  and  xolo guardian. Guardians of the wild like
the  tunche  and  madremonte  stand beside fantastic versions of real-world creatures like
the anaconda, giant iguana, black caiman, jaguar, and giant mantis shrimp! 

Wherever your campaign takes you, you’ll find an incredible collection of marvelous monsters
to challenge the mightiest heroes. They are perfect for running a campaign directly inspired
by the Americas, of course, but are equally awesome whenever you just need exciting new
creatures your players may have never seen before! This incredible  5E  monster book  has
been developed with a creative team of nearly 20 Latinx authors and artists from the folklore
of Mexico, Brazil, Chile, Argentina, Paraguay, Colombia, Venezuela, Peru, Haiti, Puerto Rico,
Costa Rica, Honduras, Nicaragua, El Salvador, Cuba, and more,  beautifully illustrated and
ready to  help Make Your Game Legendary! 

LGP508LA015E
Price: $26.99

L Conrad Ward (Order #31470884)

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