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Hervé ALIX (Order #36750859)

CATILUS RPG

CUTE CREATURES
COMPENDIUM

PUBLISHER
Catilus

CREDITS
Art: Christina Kritikou / Catilus
Design and Edit: Theodore Koukouvitis
Layout Design: Charlotte & Robbert Irrgang

Special thanks to all the friends and supporters who make all Catilus creations,
including this book, possible!

On the cover, feyborn bard Mindora and several of her cute


friends set out for adventure in Otherwood and beyond.

Hervé ALIX (Order #36750859)


Hervé ALIX (Order #36750859)
Contents
Introduction 4 Seadrake 56
Magic Familiars and Steeds 4
Sidekicks, Pets, and Companions 4
Sphinxes 57
Enbysphinx 57
Catili / Catiluses 5 An Enbysphinx’s Lair 60
Catilus Adventurer 5 Lair Actions 60
Catilus Color Wizard 6 Sphinx Kitten 61
Catilus Kitten 8
The Catilus 9
Stellar Bunny 62

Celestial Panda 12
Voidopus 64

Copyblobs 13
Appendices 65
Appendix A: Cute Creatures by Challenge Rating 65
Copyblob Artisan 13
Appendix B: Cute Creatures by Type 65
Copyblob Kid 15
Copyblob Sage 16 License 67
Deep Otter 17
Dire Goose 18
Elemanimals 19
Aqualotl 19
Cloudsheep 20
Flameingo 21
Rockster 23
Felim, Angel Cats 24
Felim 24
Felim Seraph 25
Feywolf 27
Fiendish Ferret 28
Bloomhorse 30
Floster 32
Fungodillo 33
Mossbears 34
Mossbear Cub 34
Mossbear Mama 35
Amulet of the Mossbearer  35
Owlnut 36
Shroompies & Shroomogs 37
Shroompy 37
Shroompy Sigma 38
Shroomog 39
Shroomog Mossback 40
Fuzzy Bat 42
Merfox 44
Miniature Camel 45
Miniature Elephant 46
Pixig 47
Ramhorses  48
Ramhorse 48
Ramhorse Foal 49
Robobeasts 50
Upgrades and Defects 50
Coilsnake 51
Robohawk 52
Roboturtle 53
Roobot 54
Spikey 55

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Hervé ALIX (Order #36750859)
Introduction
The unusual and often mysterious creatures that inhabit a
fantasy world play a key role in storytelling. Not all monsters
have to be terrifying, and every creature doesn’t have to be
hostile and eager to fight.
Gamemasters can use the cute creatures in this book
to expand their worldbuilding and create exciting new
adventure hooks in their games. This book also aims to help
players create characters with interesting companions and
open up new playing styles for many subclasses.

Magic Familiars and Steeds


At the gamemaster’s discretion, many of the cute creatures
in this book can be summoned by magic to act as familiars
or steeds. Player characters can cast the find familiar spell
to summon any cute creature with a challenge rating of 0,
and pact of the chain warlocks can summon cute creatures
with a challenge rating of 1. Cute creatures with a challenge
rating of 1/2 can be summoned with the find steed spell,
and cute creatures with a challenge rating of 2 can act as
greater steeds.
You can see which cute creatures can be summoned as
familiars, pact of the chain familiars, steeds, or greater
steeds in each creature’s description.

Sidekicks, Pets, and Companions


In addition to summoning them through magic, player
characters might be able to tame and befriend cute creatures
out in the world. Some cute creatures will be suspicious of
strangers, while others might approach player characters out
of curiosity, depending on their character.
At the gamemaster’s discretion, player characters can
attempt to tame a cute creature that doesn’t speak any
language by succeeding on a Wisdom (Animal Handling)
check with a DC equal to 10 + the cute creature’s challenge
rating. Similarly, player characters can attempt to directly
befriend a cute creature that shares a language with them
by succeeding on a Charisma (Persuasion) check with a DC
equal to 10 + the cute creature’s challenge rating. Additionally,
several beasts and plants in this book are eligible targets for
the awaken spell, which might help adventurers befriend them.
A tamed or befriended cute creature will be friendly
towards the player character as well as their friends and
might decide to join them on their adventures, especially
if they try to accommodate the creature’s likes and avoid
its dislikes.

Optional Rule: Changing Creature Types


and Subtypes
Gamemasters can change creature types and subtypes to
adjust creatures to specific themes or to insert them into a
particular biome in their world. For example, a gamemaster
can make shroompies beasts instead of plants, and
copyblobs oozes instead of monstrosities. Such changes do
not affect a creature’s challenge rating.
Oriel, Warlock of the Catilus

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Hervé ALIX (Order #36750859)
In combat, a catilus adventurer is bold but not reckless.
Catili / Catiluses When facing a dangerous foe, it prefers to stay invisible and
The term “Catilus” refers to an entire species of curious try to confuse and misdirect them with minor illusion tricks
feline creatures that float through dimensions inside (for and telepathic taunts.
them, catiloid) shells. There are catili of all ages, colors, and Pact of the Chain Familiar. At the gamemaster’s discretion,
sizes, and the oldest and wisest of them is known as just “the a warlock with a pact of the chain may choose the form of a
Catilus”. All catili, as well as their friends, make up what they catilus adventurer for their familiar. Catilus adventurers are
like to call the Catilus Family. delighted to serve as familiars for warlocks who have made
Catili are native to the rim between worlds some call the pacts with the Catilus as their otherworldly patron, and they
astral plane. There, they wield the magic of creation to paint may rarely also act as familiars for other warlocks as well.
the nothingness of the void with delightful colors and create
quirky curiosities out of formless matter. Many catili travel
across the cosmos seeking adventure and new friends, on
which they may bestow rare and unusual magic powers!
All catili possess some form of whimsical, colorful magic,
including short-range telepathy and their signature float-in-
a-shell flying. Most adults can cast minor illusion at will and
love to compete in finding the most whimsically creative ways Catilus Adventurer
to use that spell. Many of the more adventurous catili can Tiny fey (catilus), typically chaotic good
also turn invisible, an ability they use to surprise friends and –

confound enemies. Armor Class 14 (natural armor)


Hit Points 10 (3d4 + 3)
Catilus Adventurer Speed 40 ft., fly 40 ft. (hover)
Likes: exploration, harmless pranks, adventures with friends

STR DEX CON INT WIS CHA


Dislikes: tyranny, laziness, people who put loot
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 18 (+4)
over friendship –

A catilus adventurer spends most of its time traveling and, Skills Perception +3, Performance +6, Stealth +5
of course, adventuring. Eager to explore and discover new Senses darkvision 60 ft., passive Perception 13
things, catilus adventurers seek out forgotten planar portals Languages Common, Sylvan, telepathy 30 ft.
and merrily jump through to find out what lies on the other Challenge 1 (200 XP) Proficiency Bonus +2
side. Many catilus adventurers travel across worlds on recon- –

naissance missions and return to report their findings to the Magic Resistance. The catilus has advantage on saving
Catilus. Others just travel for the sake of adventure and the throws against spells and other magical effects, and resis-
excitement of discovery. Catilus adventurers value friendship tance against the damage of spells.
more than physical treasure and for them, an expedition is
truly successful only if it leads to a new friendship. Actions
Coloring Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) slashing damage, and the target is
marked with magically glowing paint. As long as the target is
marked, it can’t benefit from being invisible. The paint lasts
for 1 minute, or until a creature takes an action to scrape
it off.
Minor Illusion. The catilus casts minor illusion (spell save
DC 14) requiring no material components. In addition to
images of objects, the catilus can also create images of catili
with minor illusion, subject to the spell’s limitations.
Invisibility. The catilus magically turns invisible until it
attacks, or until its concentration ends (as if concentrating
on a spell). Any equipment the catilus wears or carries is
invisible with it.

Bonus Actions
Catiloid Defense. The catilus can use a bonus action to
retreat into its shell, gaining resistance to all damage and
three-quarters cover while its speed drops to 0. It can use
another bonus action to come out of its shell.

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Hervé ALIX (Order #36750859)
2nd level (3 slots): misty step, shatter (chromatic)
Catilus Color Wizard 3rd level (3 slots): counterspell, dispel magic, fireball (chromatic),
Tiny fey (catilus), typically chaotic good
––
hypnotic pattern

Armor Class 14 (natural armor) 4th level (3 slots): hallucinatory terrain, ice storm (chromatic)
Hit Points 31 (9d4 + 9) 5th level (1 slot): cloudkill (chromatic)
Speed 40 ft., fly 40 ft. (hover)

Actions
STR DEX CON INT WIS CHA Coloring Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
5 (-3) 15 (+2) 13 (+1) 19 (+4) 14 (+2) 16 (+3) one target. Hit: 5 (1d4 + 3) slashing damage, and the target is

marked with magically glowing paint. As long as the target is
Skills Arcana +7, Perception +5, Performance +6 marked, it can’t benefit from being invisible. The paint lasts for
Senses darkvision 60 ft., passive Perception 15 1 minute, or until a creature takes an action to scrape it off.
Languages Common, Sylvan, telepathy 30 ft.
Prismatic Burst. Melee or Ranged Spell Attack: +7 to hit, reach
Challenge 6 (2,300 XP) Proficiency Bonus +3

5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) acid, cold,
fire, lightning, poison, or thunder damage.
Magic Resistance. The catilus has advantage on saving throws
against spells and other magical effects, and resistance against Minor Illusion. The catilus casts minor illusion (spell save DC
the damage of spells. 14) requiring no material components. In addition to images of
objects, the catilus can also create images of catili with minor
Chromatic Spells. When the catilus casts a spell that deals a
illusion, subject to the spell’s limitations.
damage type from the following list, it can change that damage
to one of the other listed types: acid, cold, fire, lightning, Invisibility. The catilus magically turns invisible until it attacks,
poison, or thunder. or until its concentration ends (as if concentrating on a spell).
Any equipment the catilus wears or carries is invisible with it.
Spellcasting. The catilus is a 9th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7
Bonus Actions
to hit with spell attacks). The catilus has the following
Catiloid Defense. The catilus can use a bonus action to retreat
spells prepared:
into its shell, gaining resistance to all damage and three-quar-
Cantrips (at will): dancing lights, mage hand, mending, ters cover while its speed drops to 0. It can use another bonus
prestidigitation action to come out of its shell.
1st level (4 slots): color spray, faerie fire, silent image, shield

In combat, the more disciplined catilus color wizards will


Catilus Color Wizard stay invisible and strategically use spells that don’t require
Likes: painting, reading, counterspelling
concentration, while the more spontaneous ones will blast
Dislikes: spoiled food, antimagic fields, aggressive petting enemies with prismatic bursts and the most powerful and
For some catili, understanding the nature of magic rep- colorful spells in their coloring spellbooks.
resents the greatest adventure one can undertake. Catilus
scholars who seek to explore the inner workings of magic in
their own colorfully whimsical way become color wizards,
sages of art and arcana both.
Though devoted to their arcanoartistic studies, catilus color
wizards appreciate friendship and understand the value of
dependable allies, especially those that can lead them to
more magical knowledge.
Catilus color wizards base their study of the arcane on
their own innate catilus magic and compile their findings
in peculiar coloring spellbooks. Instead of “writing” spells,
catilus color wizards create magically charged drawings in
their coloring spellbook, which allows them to manipulate
the nature of many spells in creative ways.
A catilus color wizard is too strong and too focused on
its arcanoartistic projects to serve as a familiar, but it can
be a powerful ally for good-aligned heroes or a fearsome
adversary against evil adventurers.

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Hervé ALIX (Order #36750859)
Hervé ALIX (Order #36750859)
Catilus Kitten
Tiny fey (catilus), typically chaotic good

Armor Class 12 (natural armor)


Hit Points 2 (1d4)
Speed 20 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA


3 (-4) 13 (+1) 10 (+0) 7 (-2) 10 (+0) 12 (+1)

Skills Perception +2, Stealth +3


Senses darkvision 60 ft., passive Perception 12
Languages Common, Sylvan, telepathy 5 ft.
Challenge 0 (10 XP) Proficiency Bonus +2

Magic Resistance. The catilus has advantage on saving


throws against spells and other magical effects, and resis-
tance against the damage of spells.

Actions
Coloring Scratch. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 slashing damage, and the target is marked
with magically glowing paint. As long as the target is marked,
it can’t benefit from being invisible. The paint lasts for 1
minute, or until a creature takes an action to scrape it off.

Bonus Actions
Catiloid Defense. The catilus can use a bonus action to
retreat into its shell, gaining resistance to all damage and
three-quarters cover while its speed drops to 0. It can use
another bonus action to come out of its shell.

with illusions (unless they are scary) and cuddle up to its


Catilus Kitten friends for a nap when it gets tired.
Likes: warm milk, chasing illusions, cuddles
Familiar. At the gamemaster’s discretion, a player
Dislikes: loud sounds, getting wet, feeling lonely character who can cast find familiar may choose the form of a
Curious and playful, catilus kittens are in no hurry to grow catilus kitten for their familiar.
up. Being innately magical, catilus kittens can control how
fast they age, and indeed whether they will age at all, while
they play and laze about on the rim between worlds. As long Catili or Catiluses?
as a catilus kitten does not travel too far and for too long Call us catiluses, call us catili, call us snail-cats, call us
away from its native plane, it can choose to remain a kitten, extradimensional fur babies, call us your meows. It’s all good.
until the lure of adventure or the passion to undertake some Just call us.
long-term creative project motivates it to grow up! — Catili explaining the plural form of ‘catilus’
A catilus kitten will try to avoid scary situations, usually to Oriel the Waking Dreamer
flying away to safety at the sight of danger. It loves to play

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Hervé ALIX (Order #36750859)
The Catilus
Likes: making new friends, shaping the fabric of reality, long
naps
Dislikes: entropy, unnameable horrors beyond the void,
being grabbed by the tail
The creature known simply as the Catilus is a mystical feline
being of creativity and whimsy that exists on the rim between
worlds, where sheer will shapes the fabric of reality.
Mysterious and wise, nobody is quite sure what the Catilus’
motives are. Some sages think that the Catilus seeks to
counter the slow, entropic decay of the cosmos by adding
touches of whimsical complexity, while others believe it
just loves doing art and uses the formless void as its infinite
blank canvas.
Whatever its motives, the Catilus’ urge to add shape, color,
and meaning to the cosmos is obvious and overwhelming.
Across the ages, the Catilus has been seeking mortals to
join the Catilus Family in manifesting colorful splotches of
structure and meaning into the formless void and beyond.

Mastering Minor Illusion


With a bit of whimsical creativity, minor illusion can be a truly
powerful and versatile tool for any spellcaster! It allows you
to create sounds and static images, it can be cast in silence
as it only has somatic and material components, and it does
not require concentration.
• Here are some creative ways you and your catili friends can
use minor illusion!
• Create illusory objects and hide in them
(poor person’s invisibility)
• Hide traps within illusions
• Overlay an item with its illusory duplicate so you can
secretly interact with it (open doors, steal stuff, etc).
• Quickly display maps and building layouts.
• Send discreet messages (written or auditory) to
friends or enemies.
• Create countless visual or auditory distractions.
• Impersonate any voice, mimic any sound, and create music
with no musical proficiency.
• Project your voice when you are unable to speak.
• Sound illusory bells and alarms, and shout illusory
orders to confuse enemies.
• Create farting sounds during the big speech of an
evil antagonist!
• Make art!

The Catilus as a Warlock Patron


Discover more about the curious catili and embrace the
power of the Catilus to become a fantastic warlock in the
Catilus booklet Otherworldly Patron: The Catilus.

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Hervé ALIX (Order #36750859)
Coloring Claws. Melee Weapon Attack: +16 to hit, reach 15 ft.,
The Catilus one target. Hit: 29 (4d10 + 7) slashing damage, and the target
Gargantuan fey (catilus), typically chaotic good is marked with magically glowing paint. As long as the target is

marked, any attack roll against it has advantage if the attacker
Armor Class 24 (natural armor) can see it, and it can’t benefit from being invisible. The paint
Hit Points 615 (30d20 + 300) lasts for 1 hour, or until a creature takes an action to scrape it off.
Speed 50 ft., fly 50 ft. (hover) Prismatic Burst. Melee or Ranged Spell Attack: +19 to hit, reach
15 ft. or range 600 ft., one target. Hit: 36 (4d12 + 10) acid, cold,

STR DEX CON INT WIS CHA fire, lightning, poison, or thunder damage. If the Catilus rolls a
22 (+6) 25 (+7) 30 (+10) 24 (+7) 30 (+10) 30 (+10) 20 on the attack roll, it can make an additional Prismatic Burst

attack against the same target.
Saving Throws Dex +16, Con + 19, Wis +19, Cha +19
Spontaneous Art (Recharge 5-6). The Catilus creates one of the
Skills History +16, Insight +19, Perception +19, Performance
following magical effects:
+19, Persuasion +19, Stealth +16
Damage Resistances acid, cold, fire, force, lightning, necrotic, Antimagic Paint Remover. The Catilus throws a blob of
poison, radiant, thunder antimagic paint remover to a point it can see within 60
feet of it. The antimagic paint remover dispels all illusions
Damage Immunities psychic; bludgeoning, piercing, and
and removes magic paint from Coloring Claws attacks in
slashing from nonmagical weapons
a 30-foot-radius sphere centered on that point. Creatures
Condition Immunities charmed, exhaustion, frightened,
within that sphere must succeed on a DC 27 Dexterity saving
paralyzed, petrified, stunned
throw or be coated in antimagic paint remover. While coated
Senses truesight 300 ft., passive Perception 29
in antimagic paint remover, a creature is under the effect of
Languages all, telepathy 240 ft. an antimagic field spell. The paint remover lasts for 1 hour, or
Challenge 30 (155,000 XP) Proficiency Bonus +9 until a creature takes an action to scrape it off.

Legendary Resistance (5/Day). If the Catilus fails a saving throw, Creative Frenzy. The Catilus casts three spells with a casting
it can choose to succeed instead. time of 1 action from its list of spells. The spells take effect one
after the other.
Magic Resistance. The Catilus has advantage on saving throws
against spells and other magical effects, and resistance against Animated Portrait. The Catilus creates a perfect copy of
the damage of spells. another creature it can see within 120 feet of it. The copied
creature appears next to the Catilus and is friendly to it. The
Chromatic Spells. When the Catilus casts a spell that deals a copied creature takes its turn immediately after the Catilus
damage type from the following list, it can change that damage and then disappears. Once it creates a copy of a creature,
to one of the other listed types: acid, cold, fire, lightning, the Catilus cannot copy that creature again until it finishes a
poison, or thunder. long rest.
Innate Spellcasting. The Catilus’ spellcasting ability is
Charisma (spell save DC 27, +19 to hit with spell attacks). The Bonus Actions
Catilus can innately cast the following spells, requiring no Indestructible Shell. The Catilus can use a bonus action to
material components: retreat into its shell, gaining full cover and immunity to all
At will: arcane eye, color spray, creation, dancing lights, fabricate, damage and conditions, while its speed drops to 0. It can use
faerie fire, invisibility (6th-level version), major image (6th-level another bonus action to come out of its shell. While retreated
version), mending, programmed illusion, prestidigitation, see in its shell, the Catilus can cast gate, plane shift, or teleport to
invisibility, sending, scrying, telekinesis escape to safety. When casting these spells this way, the
Catilus leaves behind its shell. Without its shell, the Catilus
4/day each: counterspell (6th-level version), dispel magic (6th-
loses its Indestructible Shell bonus action and its AC becomes
level version), fireball (chromatic), hypnotic pattern, shield
20. The Catilus creates a new shell after 1d4 long rests.
3/day each: cloudkill (chromatic), greater invisibility, hallucina-
tory terrain, ice storm (chromatic), plane shift, seeming, teleport Legendary Actions
2/day each: fire storm (chromatic), irresistible dance, mirage The Catilus can take 5 legendary actions, choosing from the
arcane, prismatic spray options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
1/day each: conjure fey (9th-level version), gate, wish, prismatic
Catilus regains spent legendary actions at the start of their turn.
wall, time stop
Attack! The Catilus makes one Coloring Claws or one Prismatic
Actions Burst attack.
Multiattack. The Catilus uses Spontaneous Art if available. It Teleport (Costs 2 Actions). The Catilus magically teleports up to
then makes three attacks. It can replace one attack with casting 120 feet to an unoccupied space it can see.
a spell with a casting time of 1 action.
Cast a Spell (Costs 3 Actions). The Catilus casts a spell with a
casting time of 1 action from its list of spells.

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Hervé ALIX (Order #36750859)
Hervé ALIX (Order #36750859)
Celestial Panda
Likes: helping those in need, fairness, warm cuddles
Celestial Panda
Small celestial, typically lawful good
Dislikes: dishonesty, carelessness, cruelty

Celestial pandas are wise, winged creatures that wield Armor Class 14 (natural armor)
the magic of the heavens with a dedication to fairness and Hit Points 58 (9d6 + 27)
honesty, and a literal allergy to lies. Speed 30 ft., climb 30 ft., fly 30 ft.
Serving as companions and mentors to angels, unicorns, –

and other heavenly beings, celestial pandas are respected STR DEX CON INT WIS CHA
for their deep wisdom and their ability to sense deception. 8 (-1) 16 (+3) 17 (+3) 10 (+0) 20 (+5) 15 (+2)
A celestial panda that hears a creature speak a deliberate –

lie feels itchy and soon after, it sneezes. The bigger the Skills Perception +8, Stealth +5
lie, the more dramatic the allergic reaction to it will be, Damage Resistances necrotic, radiant
making celestial pandas fierce adversaries of even the most Senses darkvision 60 ft., passive Perception 18
masterful deceivers. Languages Celestial, Common
Celestial Conciliators. Known for their dedication to righ- Challenge 6 (2,300 XP) Proficiency Bonus +3
teousness, celestial pandas may act as arbiters in the rare –

case of a dispute between two creatures where both of them Lie Allergy. The celestial panda feels itchy and sneezes when
may be technically right. When a celestial panda considers it hears a creature speak a deliberate lie.
such a case, it might spend weeks or even months seeking Magic Resistance. The celestial panda has advantage on
the fairest resolution to the dispute, often using its consider- saving throws against spells and other magical effects.
able magic to aid both creatures.
Innate Spellcasting. The celestial pandas’ spellcasting ability
is Wisdom (spell save DC 16, +8 to hit with spell attacks).
The celestial panda can innately cast the following spells,
requiring no material components:
At will: detect evil and good, light, spare the dying,
zone of truth
1/day each: daylight, dispel evil and good, greater restoration,
revivify

Actions
Multiattack. The celestial panda makes two attacks.
Angelic Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage and 9 (2d8)
radiant damage.
Heavenly Bolt. Ranged Spell Attack: +8 to hit, range 120 ft.,
one target. Hit: 18 (4d8) radiant damage.
Healing Paws (3/day). The celestial panda lays its paws on
a creature. That creature magically regains 20 (4d6 + 6)
hit points and is freed from any curse, disease, poison,
blindness, or deafness.

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Hervé ALIX (Order #36750859)
Copyblob artisans can take the shape of and function as the
Copyblobs artisan’s tools they are experts in, allowing them to practice
Copyblobs are intelligent shapeshifters with the ability to their craft anytime and anywhere. Their social nature makes
take on the form of inanimate objects. Though they are most copyblob artisans eager to meet and work with other
also known as “smart mimics”, copyblobs are only distantly experts in their field, and they love nothing more than talking
related to their more predatory cousins. However, they are about their craft and collaborating with other artisans on
often mistaken for mimics and attacked on sight by overeager wonderful creations.
adventurers. For that reason, many copyblobs are elusive, Pact of the Chain Familiar. At the gamemaster’s discretion,
preferring to hide and socialize only with other copyblobs a warlock with a pact of the chain may choose the form of a
and the occasional friendly monster. copyblob artisan for their familiar.
Yet, a few copyblobs are either too bold or too curious to
remain hidden. These more adventurous copyblobs seek
out open-minded people to chat with, exchange gossip,
and sometimes discuss the overly specific interests some
copyblobs might develop over the years. A copyblob that feels
safe among friends will often be very chatty and strive to be
helpful, taking on the form of useful objects for its friends.

Copyblob Artisan
Likes: crafting and talking about its craft, being recognized
by other artisans, rock candy
Dislikes: tight spaces, being called a monster, running out of
raw materials
Staying in one shape for too long can be boring, so copyblobs
explore many different shapes and activities throughout their
lives. When a copyblob finds a craft it is passionate about, it
strives to learn all it can about it and becomes a copyblob
artisan, a true master of its craft.

Adhesive (Object Form Only). The copyblob can choose to


Copyblob Artisan adhere to anything that touches it. A Large or smaller creature
Small monstrosity (shapechanger), typically neutral adhered to the copyblob is also grappled by it (escape DC 12).

Ability checks made to escape this grapple have disadvantage.
Armor Class 12 (natural armor)
False Appearance (Object Form Only). While the copyblob
Hit Points 16 (3d6 + 6)
remains motionless, it is indistinguishable from an
Speed 10 ft.

ordinary object.
STR DEX CON INT WIS CHA Grappler. The copyblob has advantage on attack rolls against
14 (+2) 12 (+1) 15 (+2) 12 (+1) 11 (+0) 8 (-1) any creature grappled by it.

Passionate Artisan. The copyblob is proficient with one type of
Skills Stealth +3 artisan’s tools of its choice. It can use its Shapechanger trait to
Damage Immunities acid turn into a usable set of these artisan’s tools. The copyblob can
Condition Immunities Prone work together with friendly creatures who are also proficient in
Senses darkvision 60 ft., passive Perception 10 the same type of artisan’s tools, granting them advantage on
Languages Common any ability check associated with using these artisan’s tools.
Challenge 1 (200 XP) Proficiency Bonus +2

Actions
Shapechanger. The copyblob can use its action to polymorph Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
into an object or back into its true, amorphous form. Its statis- target. Hit: 5 (1d6 + 2) bludgeoning damage. If the copyblob is
tics are the same in each form. Any equipment it is wearing or in object form, the target is subjected to its Adhesive trait.
carrying isn’t transformed. It reverts to its true form if it dies.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage plus 3 (1d6) acid damage.

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Hervé ALIX (Order #36750859)
Hervé ALIX (Order #36750859)
Eager to learn and be useful, copyblob kids love to find new
Copyblob Kid objects to polymorph into, especially if they can be of use to
their friends. However, they are usually impatient, and they
Tiny monstrosity (shapechanger), typically neutral
will often start fidgeting and wiggling around if they try to

keep the same form for long.


Armor Class 12 (natural armor)
Familiar. At the gamemaster’s discretion, a player
Hit Points 9 (2d4 + 4)
character who can cast find familiar may choose the form of a
Speed 10 ft.

copyblob kid for their familiar.
STR DEX CON INT WIS CHA
10 (+0) 11 (+0) 14 (+2) 10 (+0) 7 (-2) 8 (-1)

Skills Stealth +2
Damage Immunities acid
Condition Immunities Prone
Senses darkvision 60 ft., passive Perception 8
Languages Common
Challenge 0 (10 XP) Proficiency Bonus +2

Shapechanger. The copyblob can use its action to polymorph


into an object or back into its true, amorphous form. Its
statistics 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.
Adhesive (Object Form Only). The copyblob can choose
to adhere to anything that touches it. A Small or smaller
creature adhered to the copyblob is also grappled by it
(escape DC 10). Ability checks made to escape this grapple
have disadvantage.
False Appearance (Object Form Only). While the copyblob
remains motionless, it is indistinguishable from an
ordinary object.
Grappler. The copyblob has advantage on attack rolls against
any creature grappled by it.

Actions
Pseudopod Slap. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 bludgeoning damage. If the copyblob is in
object form, the target is subjected to its Adhesive trait.
Toothless Bite. Melee Weapon Attack: +0 to hit, reach 5
ft., one target. Hit: 1 bludgeoning damage plus 2 (1d4)
acid damage.

Copyblob Kid
Likes: finding new objects to polymorph into, funny songs,
candy floss
Dislikes: tight spaces, scary stories, tummy aches Adventure Hook: The Forgetful Copyblob
Copyblobs who remain in the shape of one object for too
Copyblob kids, also known as copybloblings, are small but
long might forget they can revert back to their original form.
intelligent enough to keep good company to any adventurer
At the gamemaster’s discretion, player characters may find
who likes a talkative friend. Often the offspring of copyblobs
an item that has forgotten it’s actually a copyblob! A forgetful
who are already in contact with adventurers, copyblob
copyblob might remember its nature if it finds itself in a
kids may be born into an adventuring party and regard its
dangerous situation, or if it’s brought near a particularly
members as family.
gossipy copyblob.

15
Hervé ALIX (Order #36750859)
Copyblob Sage
Likes: studying magic and talking about it, verbal compo-
nents of spells that rhyme together, toffee
Dislikes: physical combat, book burning, being
counterspelled
Most copyblobs love to learn new things, and some of the
more inquisitive ones become fascinated with magic and
seek out spellbooks and the power they hold within. In time,
these copyblob sages amass great knowledge and might
become self-taught wizards, realizing the power of the arcane
through years of passionate study.
A copyblob sage delights in studying all kinds of magic
but usually prefers to prepare mostly abjuration, divination,
and conjuration spells to help in its quest to seek out more
knowledge and often enhance its relatively limited mobility.
Living Spellbooks. As masters of the arcane, copyblob
sages can take on the form of usable spellbooks, allowing
spellcasters to use them to enhance their magic, and other
wizards to copy spells directly from their living pages.

use as their spellcasting focus. As a spellcasting focus, the


Copyblob Sage copyblob grants its user a +1 bonus to spell attack rolls and to
Small monstrosity (shapechanger), typically neutral the saving throw DCs of their spells. This bonus increases to +2

if the user is casting a spell the copyblob has prepared. Wizards
Armor Class 12 (natural armor) (14 with mage armor) can also copy any spells the copyblob has prepared from its
Hit Points 88 (16d6 + 32) spellbook form into their spellbook at half the time as the
Speed 10 ft. copyblob gives them helpful tips and aids them to work faster.

Spellcasting. The copyblob is a 14th level spellcaster. Its


STR DEX CON INT WIS CHA
spellcasting ability is Intelligence (spell save DC 17, +9
14 (+2) 12 (+1) 15 (+2) 20 (+5) 14 (+2) 10 (+0)

to hit with spell attacks). The copyblob has the following
spells prepared:
Skills Arcana +9, Perception +6, Stealth +5
Damage Immunities acid Cantrips (at will): acid splash, light, mage hand, mending,
Condition Immunities Prone message, prestidigitation, ray of frost
Senses darkvision 60 ft., passive Perception 16 1st level (4 slots): detect magic, identify, mage armor, magic
Languages any six languages missile, shield
Challenge 10 (5,900 XP) Proficiency Bonus +4

2nd level (3 slots): detect thoughts, invisibility, misty step
Shapechanger. The copyblob can use its action to polymorph 3rd level (3 slots): counterspell, dispel magic, fly, lightning bolt,
into an object or back into its true, amorphous form. Its statis- sending
tics are the same in each form. Any equipment it is wearing or 4th level (3 slots): arcane eye, banishment, stoneskin
carrying isn’t transformed. It reverts to its true form if it dies.
5th level (2 slots): scrying, wall of force
Adhesive (Object Form Only). The copyblob can choose to
6th level (1 slot): programmed illusion, true seeing
adhere to anything that touches it. A Large or smaller creature
adhered to the copyblob is also grappled by it (escape DC 12). 7th level (1 slot): teleport
Ability checks made to escape this grapple have disadvantage.
Actions
False Appearance (Object Form Only). While the copyblob
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one
remains motionless, it is indistinguishable from an
target. Hit: 5 (1d6 + 2) bludgeoning damage. If the copyblob is
ordinary object.
in object form, the target is subjected to its Adhesive trait.
Grappler. The copyblob has advantage on attack rolls against
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
any creature grappled by it.
Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) acid damage.
Spellbook Form. The copyblob can use its Shapechanger trait
to turn into a usable spellbook that any friendly spellcaster can

16
Hervé ALIX (Order #36750859)
Deep Otter
Deep Otter Likes: darkness, holding hands while sleeping, using its
Small beast, typically unaligned
glowing lure to catch food
Dislikes: remaining out of water for too long, blinding lights,

Armor Class 14 (natural armor) being hungry


Hit Points 22 (3d6 + 12)
Speed 20 ft., swim 45 ft. Evolved to thrive underwater but capable of breathing air as

well, deep otters use a luminescent lure to hunt in the depths.
STR DEX CON INT WIS CHA In their natural habitat, these deep-sea critters possess
5 (-3) 16 (+3) 18 (+4) 3 (-4) 14 (+2) 4 (-3) outstanding echolocation to help them navigate in the dark,
– making them excellent allies for underwater adventures.
Skills Perception +4, Stealth +5 Adventurers who befriend deep otters often find them to be
Damage Resistances cold particularly affectionate and friendly, especially if they take
Senses blindsight 120 ft. (underwater only), passive steps to accommodate their likes.
Perception 14 Pact of the Chain Familiar. At the gamemaster’s discretion,
Languages — a warlock with a pact of the chain may choose the form of a
Challenge 1 (200 XP) Proficiency Bonus +2 deep otter for their familiar.
– Awakened Deep Otters. Deep otters are eligible targets
Amphibious. The deep otter can breathe air and water. for the awaken spell. Awakened deep otters typically have a
weird and sometimes eerie sense of humor and might play
Underwater Echolocation. The deep otter can’t use its
scare pranks with their glowing lures in the dark.
blindsight while not underwater or while deafened.
Water Dependence. While not underwater, the deep otter
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Deep Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 16 (3d8 + 3) piercing damage.

Bonus Actions
Glowing Lure. The deep otter can use a bonus action to
activate or deactivate its glowing lure. While the glowing
lure is active, it sheds dim light in a 5-foot cone in front of
the deep otter without illuminating the deep otter itself. Any
attack of the deep otter that hits creatures in that dim light is
a critical hit.

17
Hervé ALIX (Order #36750859)
Awakened Dire Geese. Dire geese are eligible targets
Dire Goose for the awaken spell. Awakened dire geese might become
Likes: open spaces, honking loudly, berries minstrels and sing loud and energetic ballads and use intim-
Dislikes: being indoors for too long, being sprayed with water, idating wing flapping and dire honks in their performances.
bitter foods and bitter scents Entire wedges of awakened dire geese might take up aerobat-
Towering over regular geese, dire geese are migratory birds ics or precision marching as fun pastimes.
of impressive size and surprisingly strong memories. These
enormous birds usually lead peaceful lives in the wild but can
be fiercely aggressive against anyone who threatens them or
those they consider family.
Dire geese usually fly together in a V formation in groups Dire Goose
known as wedges and use their mighty honks to commu- Large beast, typically unaligned
nicate with each other and instill fear in the hearts of their –

enemies. Powerful and defiant, dire geese can be challenging Armor Class 1
to train, but once tamed, they become fiercely protective and Hit Points 52 (7d10 + 14)
develop parental tendencies towards their riders. Speed 30 ft., fly 60 ft., swim 30 ft.
When threatened, a dire goose will flap its wings aggres- –

sively and let out deafening honks to drive enemies away. If STR DEX CON INT WIS CHA
this fails, the fearless bird will fight with surprising aggres- 18 (+4) 15 (+2) 14 (+2) 2 (-4) 13 (+1) 10 (+0)
sion and ferocity. –

Greater Steed. At the gamemaster’s discretion, a player Skills Perception +3


character who can obtain a greater steed through magic may Condition Immunities frightened
choose the form of a dire goose for their greater steed. Senses passive Perception 13
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2

Flyby. The goose doesn't provoke opportunity attacks when


it flies out of an enemy's reach.

Actions
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (1d10 + 4) piercing damage.
Dire Honk. The goose lets out a fearsome honk audible out
to 300 feet and flaps its wings aggressively at one creature it
can see within 30 feet of it. If the creature can see and hear
the goose, it must succeed a DC 13 Wisdom saving throw or
become frightened of the goose until the end of its next turn
and lose concentration if it was concentrating on a spell. A
creature that succeeds on the saving throw is immune to the
goose's dire honk for the next 24 hours.

18
Hervé ALIX (Order #36750859)
Elemanimals
Elemanimals are elementals that resemble animals from
the world of mortals. Being both elemental spirits and
animal spirits, elemanimals share not only the appearance
but also many of the abilities and the habits of the animals
they resemble.
Elemental Nature. An elemanimal doesn’t require air,
food, drink, or sleep, though it might engage in activities that
could resemble breathing, eating, drinking, or sleeping if it
wishes to.

Aqualotl
Likes: swimming very fast, splashing water onto dry
things, waterfalls
Dislikes: polluted water, being frozen, deserts
Native to aquatic dimensions and unspoiled bodies of water,
aqualotls are friendly and energetic elemanimals with useful
innate magic. These aqua critters are exceptional swimmers
with the power to teleport while underwater.
When out of the water for too long, Aqualotls will often use
their innate magic to create puddles of water and then use
their aqua step to teleport between them and have fun.
In combat situations, an aqualotl will either seek refuge
underwater or hide behind its friends and use its water tail
whip to assist in battle.
Pact of the Chain Familiar. At the gamemaster’s discretion,
a warlock with a pact of the chain may choose the form of an
aqualotl for their familiar.

Freeze. If cold damage reduces the aqualotl to 0 hit points,


Aqualotl the aqualotl freezes solid and is stable but paralyzed, even
Tiny elemental (elemanimal), typically unaligned after regaining hit points. The frozen aqualotl thaws itself and
regains 1 hit point after 1d4 hours.
Armor Class 12 Regeneration. The aqualotl regains 1 hit point at the start of its
Hit Points 13 (3d4 + 6) turn if it has at least 1 hit point.
Speed 20 ft., swim 40 ft.

Innate Spellcasting. The aqualotl’s spellcasting ability is
STR DEX CON INT WIS CHA Wisdom (spell save DC 9). It can innately cast the following
5 (-3) 14 (+2) 15 (+2) 3 (-4) 8 (-1) 5 (-3) spells, requiring no components:

3/day: create or destroy water (create water only)
Damage Resistances acid; bludgeoning, piercing, and slashing
from nonmagical weapons Actions
Damage Immunities poison Water Tail Whip. Melee Weapon Attack: +4 to hit, reach 10 ft.,
Condition Immunities poisoned one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 9 Aqua Step. While the aqualotl is underwater, it can use an
Languages understands Aquan but cannot speak action to magically teleport up to 60 feet to an unoccupied
Challenge 1 (200 XP) Proficiency Bonus +2 space it has seen that is also underwater.

19
Hervé ALIX (Order #36750859)
Innate Spellcasting. The cloudsheep’s spellcasting ability is
Cloudsheep Wisdom (spell save DC 8). It can innately cast the following
Small elemental (elemanimal), typically unaligned spells, requiring no components:

3/day: fog cloud


Armor Class 13 (natural armor)
Hit Points 16 (3d6 + 6) Actions
Speed 30 ft., fly 30 ft. (hover) Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 3 (1d4 + 1) bludgeoning damage. If the cloudsheep


STR DEX CON INT WIS CHA
moved at least 20 ft. straight toward the target immediately
12 (+1) 11 (+0) 15 (+2) 4 (-3) 7 (-2) 6 (-2)
before the hit, the target takes an extra 5 (2d4) bludgeoning

damage and if the target is a creature, it must succeed on a DC


Damage Resistances lightning, thunder; bludgeoning, piercing,
11 Strength saving throw or be knocked prone.
and slashing from nonmagical weapons
Damage Immunities poison Gusty Bleat. The cloudsheep lets out a loud bleat audible
Condition Immunities grappled, poisoned, prone out to 300 feet, and creates a whirl of strong wind in a
Senses darkvision 60 ft., passive Perception 8 15-foot-sphere centered on it. The wind disperses gas or vapor
Languages understands Auran but cannot speak (including the cloudsheep’s own fog cloud), and it extinguishes
Challenge 1 (200 XP) Proficiency Bonus +2 candles, torches, and similar unprotected flames in the area. It
– causes protected flames, such as those of lanterns, to dance
Fluffy Flyby. The cloudsheep doesn’t provoke opportunity wildly and has a 50 percent chance to extinguish them.
attacks when it flies out of an enemy’s reach.

dangerous vapors. Its fluffy mistwool allows it to headbutt


Cloudsheep enemies and then quickly fly back to its friends without
Likes: frolicking, hiding among clouds, playful headbutts
provoking attacks of opportunity.
Dislikes: flying predators, being underground, being alone Mistwool. A cloudsheep’s fleece is made of mistwool, a
Native to aerial dimensions and flying islands, cloudsheep weightless and delicate textile fiber used in the creation of
are affable elemanimals who love frolicking among the magic garments. Shearing and scouring mistwool requires
fluffiest of clouds. Curious and playful, cloudsheep will often exceptional skill and specialized magic, as well as the full
fly down to the ground to socialize with terrestrial animals cooperation and trust of a cloudsheep.
and the occasional adventurer. Pact of the Chain Familiar. At the gamemaster’s discre-
Cloudsheep are particularly wary of flying predators. If it tion, a warlock with a pact of the chain may choose the form
feels threatened, a cloudsheep will use its innate magic to of a cloudsheep for their familiar.
create a fog cloud and fly through it to safety.
Though timid, a cloudsheep will aid its friends in combat
either by creating fog clouds or bleating magically to scatter

20
Hervé ALIX (Order #36750859)
Fiercely loyal to their friends, a flameingo will not hesitate
Flameingo to rush into battle if it thinks its allies are in danger. It will
first try to fly over enemies and scorch them with its innate
Small elemental (elemanimal), typically unaligned
magic before assaulting them with its blazing beak.
Pact of the Chain Familiar. At the gamemaster’s discre-

Armor Class 13 tion, a warlock with a pact of the chain may choose the form
Hit Points 13 (3d6 + 3) of a flameingo for their familiar.
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 13 (+1)

Skills Perception +3
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands Ignan but cannot speak
Challenge 1 (200 XP) Proficiency Bonus +2

Fiery Feathers. A creature that touches the flameingo or hits


it with a melee attack while within 5 feet of it takes 5 (2d4)
fire damage.
Illumination. The flameingo sheds bright light in a 30-foot
radius and dim light in an additional 30 feet.
Innate Spellcasting. The flameingo’s spellcasting ability is
Charisma (spell save DC 11). It can innately cast the following
spells, requiring no components:
3/day: burning hands (using its wings instead of hands)

Actions
Blazing Beak. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) slashing damage and 7 (3d4)
fire damage.

Bonus Actions
One-Legged Focus. As a bonus action, the flameingo gives
itself advantage on its next attack roll on the current turn.
The flameingo can use this bonus action only if it hasn’t
moved during this turn, and after it uses the bonus action,
its speed is 0 until the end of the current turn.

Flameingo
Likes: courtship dancing, meticulous preening, standing on
one leg in lava
Dislikes: aggressive dragons, hailstorms, being underwater
Native to fiery dimensions and searing pools of lava,
flameingos are flamboyant flock elemanimals who form
enduring friendships with other flameingos and creatures
that can stand their flaming nature.
Flameingos perform elaborate courtship dances with each
other and love to lounge in lava, standing on one leg to focus
on their fiery surroundings.

21
Hervé ALIX (Order #36750859)
Hervé ALIX (Order #36750859)
Cheek Pouches. The rockster can store and carry tiny
Rockster objects, such as gemstones, up to its carrying capacity in its
Tiny elemental (elemanimal), typically unaligned cheek pouches.

Earth Glide. The rockster can burrow through nonmagical,


Armor Class 16 (natural armor) unworked earth and stone. While doing so, the rockster
Hit Points 16 (3d4 + 9) doesn’t disturb the material it moves through.
Speed 25 ft., burrow 40 ft.

Gemstone Snack. The rockster regains all its hit points if it
STR DEX CON INT WIS CHA spends 1 minute eating gems worth at least 100 gp. The gems
7 (-2) 12 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2) are destroyed in the process.

Siege Critter. The rockster deals double damage to objects
Skills Stealth +3 and structures.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons Actions
Damage Immunities poison Diamond Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Condition Immunities poisoned target. Hit: 11 (4d4 + 1) piercing damage. This attack scores
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception a critical hit on a roll of 19 or 20, and if the rockster scores
10 a critical hit, it rolls the damage dice three times, instead
Languages understands Terran but cannot speak of twice.
Challenge 1 (200 XP) Proficiency Bonus +2

In combat situations, a rockster will try to burrow beneath


Rockster its enemies and come up under their feet to deliver a diamond
Likes: hoarding gemstones, cutting through obstacles, hiding
bite when least expected. If wounded, a rockster can restore
in cozy places
its health by nibbling on a gem, and many rocksters hoard
Dislikes: swimming, being thrown, magic barriers precious stones for that reason.
Native to terran dimensions and gemstone caverns, rocksters Pact of the Chain Familiar. At the gamemaster’s discre-
are tiny amiable elemanimals with a surprisingly powerful tion, a warlock with a pact of the chain may choose the form
bite and a taste for glittering gems. of a rockster for their familiar.
Rocksters are exceptional burrowers, and their innate
magic allows them to burrow through stone without leaving
any holes. However, if a rockster wishes to, it can wreak
havoc upon objects and structures with its diamond teeth that
are strong enough to cut through any nonmagical material.

23
Hervé ALIX (Order #36750859)
Felim, Angel Cats
Also known as angel cats, felim are to felines as angels are
to humanoids. These winged celestial felines typically have a
strong sense of justice and a passion for good deeds.
Native to the idyllic cat heaven known as Felidise, the felim
steward the souls of felines who seek to spend their afterlives
in this feline paradise. The felim are also tasked with guiding
and protecting the occasional mortal or living feline that
finds its way to Felidise.
Most felim are loyal, or at least indifferent, towards Elurus,
an elusive cat deity that watches over feline creatures and cat
allies across the planes. As he roams the dimensions, Elurus
sometimes takes pity on “stray” mortals and rescues them
from shelters, such as orphanages, leaving a magical charm
in their place. It is up to the felim to look after and help raise
these rescued mortals in Felidise, a task they conduct with
the utmost responsibility and care.
A mortal raised by the felim might grow up to become a
divine sorcerer or a celestial warlock in service of Elurus and
take one of the felim that helped raise them as their familiar
in their adventures.

Felim and Catili: Elurus and Catilus


Nobody is quite sure which came first, the felim or the Felim
catili, and the relationship between the two ancient feline Tiny celestial, typically neutral good
beings, Elurus and Catilus, is as mysterious as the origins of –

both species. Some members of both species like to argue Armor Class 12 (natural armor)
and debate about each species’ superior approach to life Hit Points 5 (2d4)
and feline matters, but most felim and catili just get along Speed 40 ft., climb 30 ft., fly 40 ft.
great. Most felim treat the catili as their somewhat frivolous –

proteges, and catili consider felim to be somewhat odd STR DEX CON INT WIS CHA
members of the Catilus Family. 3 (-4) 16 (+3) 10 (+0) 11 (+0) 12 (+1) 14 (+2)

Skills Perception +3, Stealth +5


Damage Resistances necrotic, radiant
Felim Senses darkvision 60 ft., passive Perception 13
Likes: honesty, children, fresh milk Languages Celestial, Common
Dislikes: being lied to, bad smells, embarrassing situations Challenge 0 (10 XP) Proficiency Bonus +2

Typical felim resemble playful, winged, and sometimes


Keen Smell. The felim has advantage on Wisdom
glowing cats. Most felim have a strong sense of fairness,
(Perception) checks that rely on smell.
and while they love to spend their eternities among celestial
clouds, they won’t hesitate to help a mortal in need. Actions
When facing an enemy, a felim will often try to reason with
Angelic Claws. Melee Weapon Attack: +0 to hit, reach 5 ft.,
them, and will generally fight only to protect those in need, or
one target. Hit: 1 slashing damage and 1 radiant damage.
in self-defense.
Familiar. At the gamemaster’s discretion, a player Healing Paws (1/day). The felim lays its paws on a creature.
character who can cast find familiar may choose the form of a That creature magically regains 1 hit point.
felim for their familiar.
Bonus Actions
Celestial Glow. The felim can use a bonus action to glow,
shedding bright light in a 20-foot radius and dim light for
an additional 20 feet. The light can be colored as the felim
likes. While glowing, the felim has disadvantage on Dexterity
(Stealth) checks and can’t benefit from being invisible. The
felim can use another bonus action to end this effect.

24
Hervé ALIX (Order #36750859)
Felim Seraph
Tiny celestial, typically neutral good

Armor Class 14 (natural armor)


Hit Points 10 (3d4 + 3)
Speed 40 ft., climb 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA


3 (-4) 16 (+3) 13 (+1) 12 (+1) 13 (+1) 17 (+3)

Skills Perception +3, Stealth +5


Damage Resistances necrotic, radiant
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Common
Challenge 1 (200 XP) Proficiency Bonus +2

Keen Smell. The felim has advantage on Wisdom


(Perception) checks that rely on smell.

Actions
Angelic Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) slashing damage and 2 (1d4)
radiant damage.
Radiant Stare. Ranged Spell Attack: +5 to hit, range 30 ft.,
one target. Hit: 7 (1d8 + 3) radiant damage.
Healing Paws (3/day). The felim lays its paws on a creature.
That creature magically regains 2 (1d4) hit points.

Bonus Actions
Celestial Glow. The felim can use a bonus action to glow,
shedding bright light in a 20-foot radius and dim light for
an additional 20 feet. The light can be colored as the felim
likes. While glowing, the felim has disadvantage on Dexterity
(Stealth) checks and can’t benefit from being invisible. The
felim can use another bonus action to end this effect.

Felim Seraph
Likes: acts of kindness, sunlight, choir singing
Dislikes: unfairness, greed, being wet
Felim seraphs are celestial custodians responsible for the
safety of Felidise and all who reside within. As Elurus’ most
trusted agents, they are sometimes tasked with aiding select
mortals in benevolent quests away from Felidise.
Though they generally strive to avoid violence, felim Optional Rule: Blessing of Elurus
seraphs detest unfairness and won’t hesitate to get into Elurus might grant the following additional action to felim
dangerous situations to protect victims of injustice. who must keep their celestial identity hidden while traveling
Pact of the Chain Familiar. At the gamemaster’s discre- to the world of mortals.
tion, a warlock with a pact of the chain may choose the form Blessing of Elurus. The felim can use an action to magically
of a felim seraph for their familiar. polymorph into an ordinary cat, 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 felim’s
choice). In its new form, the felim retains all of its statistics
except its flying speed.

25
Hervé ALIX (Order #36750859)
Hervé ALIX (Order #36750859)
From time to time, a pack of feywolves or a single feywolf
Feywolf will jump off Otherwood and into another world, sometimes
Likes: Playing with friends, jumping around, being told it’s called to aid an ally of Nature, or just on a whim to try
good something new. A lone feywolf will usually seek out new
Dislikes: being kicked, being yelled at, isolation friends and try to make itself as helpful as possible.
Remarkably genial and unstoppably energetic, feywolves In combat, feywolves use their exceptional mobility and
may spend an eternity or two simply jumping and playing in innate unpredictability to wear out and confound enemies.
Otherwood, the mystical dimension of Mother Nature. As Pact of the Chain Familiar. At the gamemaster’s discre-
some of the friendliest fey beings, feywolves like to think of tion, a warlock with a pact of the chain may choose the form
themselves as the absolute best buddies of fairies, pixies, of a feywolf for their familiar.
sprites, satyrs, dryads, and generally every other creature
they come across that’s not obviously hostile towards them.

Keen Hearing and Smell. The feywolf has advantage on


Feywolf Wisdom (Perception) checks that rely on hearing or smell.
Small fey, typically chaotic good

Magic Resistance. The feywolf has advantage on saving throws
against spells and other magical effects.
Armor Class 14 (natural armor)
Hit Points 16 (3d6 + 6) Pack Tactics. The feywolf has advantage on attack rolls against
Speed 50 ft. a creature if at least one of the feywolf’s allies is within 5 feet of
– the creature and the ally isn’t incapacitated.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2) Actions
– Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Skills Perception +3, Stealth +5 6 (1d6 + 3) piercing damage. If the target is a creature, it must
Senses passive Perception 13 succeed on a DC 11 Strength saving throw or be knocked prone.
Languages understands Sylvan but can’t speak
Challenge 1 (200 XP) Proficiency Bonus +2 Reactions

Jumping Escape. When the feywolf takes damage, it can use
Fantastic Leap. The feywolf’s long jump is up to 50 feet and its its reaction to make a long jump up to its speed without
high jump is up to 25 feet, with or without a running start. provoking opportunity attacks.

27
Hervé ALIX (Order #36750859)
Pranks and Shenanigans. When not bound by a pact with
Fiendish Ferret a warlock, or when their warlock is not strict, fiendish ferrets
will get into all sorts of mischief. You may roll on the table
Tiny fiend, typically chaotic neutral
below to determine what a fiendish ferret might be up to.

Armor Class 13 Fiendish Ferret Pranks and Shenanigans


Hit Points 13 (3d4 + 6)
Speed 40 ft. D12 Prank or Shenanigan
– 1 The fiendish ferret sneaks into a confessional box and urges
people who come to confess to perform silly pranks in order
STR DEX CON INT WIS CHA
to be absolved.
6 (-2) 17 (+3) 14 (+2) 13 (+1) 12 (+1) 18 (+4)

2 The fiendish ferret challenges a powerful creature to a duel
of wits on a remote mountaintop and doesn’t show up.
Skills Deception +6, Insight +3, Perception +3, Persuasion +6,
3 The fiendish ferret delivers a coded spell to several mages,
Sleight of Hand +5, Stealth +5 but the spell’s text is random nonsense.
Damage Resistances bludgeoning, piercing, and slashing
4 The fiendish ferret hides two items but says it hid three.
from nonmagical weapons that aren’t silvered
5 The fiendish ferret enters a cooking competition and
Damage Immunities fire, poison secretly eats the ingredients of all competitors.
Condition Immunities poisoned
6 The fiendish ferret replaces a blade with an indecent
Senses darkvision 120 ft., passive Perception 13 drawing attached to the blade’s hilt.
Languages Abyssal, Common, Infernal, Thieves’ Cant 7 The fiendish ferret puts sugar in saltshakers and swaps
Challenge 1 (200 XP) Proficiency Bonus +2 hard-boiled eggs with raw eggs.

8 The fiendish ferret swaps the dark grimoire of a necroman-


Keen Hearing and Smell. The fiendish ferret has advantage cer with a children’s coloring book.
on Wisdom (Perception) checks that rely on hearing or smell. 9 The fiendish ferret offers to teach someone a language they
Magic Resistance. The fiendish ferret has advantage on don’t know, but replaces words like “thanks” and “hello”
with insults.
saving throws against spells and other magical effects.
10 The fiendish ferret pours sovereign glue on the throne of
a tyrant.
Actions
11 The fiendish ferret steals the weapons of two rival paladins
Fiendish Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one and formally gifts each paladin the weapon of the other.
target. Hit: 5 (1d4 + 3) piercing damage, and the target must
12 The Fiendish ferret makes a list of pranks and shenanigans
make on a DC 12 Constitution saving throw, taking 10 (3d6) but the last item on the list is a self-referential joke.
poison damage on a failed save, or half as much damage on
a successful one.

Bonus Actions
Cunning Ally. The fiendish ferret can take the Dash,
Disengage, Help, Hide, or Use an Object action as a
bonus action.

Fiendish Ferret
Likes: getting away with causing mischief, eavesdrop-
ping, pilfering
Dislikes: being outsmarted, being scolded, fruits
and vegetables
Sly and dexterous, fiendish ferrets can be cunning helpers
to their friends and a terrible nuisance to their enemies.
Native to hells and demonic planes, these crafty critters
have sneaked into many other dimensions (including several
they weren’t supposed to go) to have rebellious fun and
cause mischief.
Fiendish ferrets love to slink about and pilfer things, and
when they get caught, they can rely on their silver tongue to
weasel out of trouble.
Pact of the Chain Familiar. At the gamemaster’s discre-
tion, a warlock with a pact of the chain may choose the form
of a fiendish ferret for their familiar.

28
Hervé ALIX (Order #36750859)
Hervé ALIX (Order #36750859)
Florofauna & Fungofauna Bloomhorse
The term florofauna refer to unusual creatures that are Likes: tranquil forests, rare flowers, running free
not quite plants or animals, but a peculiar combination of Dislikes: polluted water, flower pests, disrespectful riders
both. Similarly, the term fungofauna refers to creatures that
Rare and majestic, bloomhorses possess equine bodies
combine features of fungi and animals.
adorned with rich manes of exotic flowers. These elusive
Members of both florofauna and fungofauna are hardy and
creatures roam pristine forests and gallop across forgotten
adaptable, relying on their dual nature to survive and even
valleys, leaving a trail of ephemeral flowers in their path.
thrive in hostile environments.
Bloomhorses are brimming with life magic and exceptional
The combination of animal abilities with features of plants
regenerative powers that are further enhanced under the sun.
or fungi bestows these curious creatures with a range of
Their magic also allows them to create flowers at will, an
unusual and often unexpected powers. Many adventurers
ability they use to adorn their manes with a combination of
seek to tame or befriend these cute critters for their unusual
flowers that is unique to each bloomhorse.
abilities, while others seek them out just for their distinctive
Agile and resilient, bloomhorses can be excellent steeds
cuteness. However, handling these creatures, especially
for those skilled enough to win their trust. In combat,
those with poisonous fur, can be dangerous for those who do
bloomhorses tend to flee and avoid violence, but they can
so without taking proper measures.
be motivated to join the fight, especially if their friends are
in danger.
Greater Steed. At the gamemaster’s discretion, a player
character who can obtain a greater steed through magic may
Bloomhorse choose the form of a bloomhorse for their greater steed.
Awakened Bloomhorses. Bloomhorses are eligible targets
Large plant (florofauna), typically unaligned
for the awaken spell. Awakened bloomhorses typically love

to explore the most remote corners of the world and discover


Armor Class 12
rare flowers alongside their friends. Several bloomhorses
Hit Points 52 (7d10 + 14)
seek out libraries and universities to study botany, and many
Speed 60 ft.

take up flower arrangement and floral design.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 15 (+2) 3 (-4) 13 (+1) 10 (+0)

Skills Athletics +6, Perception +3 Optional Rule: Fey-Touched Bloomhorses


Damage Resistances poison Some bloomhorses might be infused with additional fey
Senses passive Perception 13 magic, gaining the following bonus action:
Languages — Bloom Step. The bloomhorse can use a bonus action to
Challenge 2 (450 XP) Proficiency Bonus +2 magically teleport, along with any creatures riding it, up

to 120 feet to an unoccupied space it can see. That space


Path of Ephemeral Flowers. The bloomhorse magically must be predominantly covered in flowers and can be the
creates a trail of short-lived flowers when its hooves touch a short-lived flowers from the bloomhorse’s Path of Ephemeral
patch of earth or soil as it moves. These flowers disappear at
Flowers trait.
the start of the bloomhorse’s next turn.
Regeneration. The bloomhorse regains 5 hit points at the
start of its turn if it has at least 1 hit point. If the bloomhorse
is in sunlight, it regains 10 hit points instead.

Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage. If the bloom-
horse moved at least 20 feet straight toward a creature
immediately before the hit, the creature must succeed on
a DC 14 Strength saving throw or be knocked prone. If the
target is prone, the bloomhorse can make another attack
with its hooves against it as a bonus action.
Create Flower. The bloomhorse causes a flower of its choice
to magically sprout from a patch of earth or soil it touches,
or directly on its back. The flower is harmless and nonmagi-
cal, and it grows or withers as a normal flower would.

30
Hervé ALIX (Order #36750859)
31
Hervé ALIX (Order #36750859)
Optional Rule: Bouquet of Flosters
Floster Flosters may gather in swarms known as bouquets. A
Tiny plant (florofauna), typically unaligned
bouquet of f losters uses the floster stat block but is a
medium swarm of tiny plants with 38 (7d8 + 8) hit points

Armor Class 11 (natural armor) and a challenge rating of 1/4 (50 XP); has a Strength score
Hit Points 3 (1d4 + 1) of 9; has resistance to bludgeoning, piercing, and slashing
Speed 25 ft., burrow 5 ft. damage; has immunity to being charmed, frightened,

paralyzed, petrified, prone, restrained, and stunned; and


STR DEX CON INT WIS CHA it can use Create Flower at will unless it has half of its hit
2 (-4) 11 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2) points or fewer.

The bouquet of flosters gains the following additional trait:


Senses passive Perception 10
Swarm. The swarm can occupy another creature’s space
Languages —
and vice versa, and the swarm can move through any
Challenge 0 (10 XP) Proficiency Bonus +2
opening large enough for a floster. The swarm can’t regain

hit points or gain temporary hit points.


Cheek Pouches. The floster can store and carry tiny
The bouquet’s bite attack is replaced by the
objects, such as seeds, up to its carrying capacity in its
following action:
cheek pouches.
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one
Flower Camouflage. The floster has advantage on Dexterity target in the swarm’s space. Hit: 7 (2d6) piercing damage, or
(Stealth) checks made to hide among flowers. 3 (1d6) piercing damage if the swarm has half of its hit points
Keen Smell. The floster has advantage on Wisdom or fewer.
(Perception) checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Create Flower (5/day). The floster causes a flower of its
choice to magically sprout from a patch of earth or soil it
touches, or directly on its back. The flower is harmless and
nonmagical, and it grows or withers as a normal flower
would.

Floster
Likes: stuffing its cheek pouches, playing with bees, pretend-
ing to be a flower
Dislikes: being indoors, loud sounds, predators
An adorable and unlikely fusion between a hamster and a
flower, flosters are tiny critters that delight to play among
flowers. Their benign magic allows flosters to create flowers
on the ground and directly on their backs, and they love to
see and smell each other’s flowers.
Calm and docile, a floster will run away and either burrow
on the ground or hide among flowers at the sight of danger.
If it’s scared, a floster can pretend to be a flower for hours at
a time.
Familiar. At the gamemaster’s discretion, a player
character who can cast find familiar may choose the form of a
floster for their familiar.
Awakened Flosters. Flosters are eligible targets for the
awaken spell. Awakened flosters might seek to study botany
or become floral designers. When awakened, flosters are
typically very gentle and polite, and have remarkably high-
pitched voices.

32
Hervé ALIX (Order #36750859)
Parental Memories. When a fungodillo dies and is buried
Fungodillo in fertile soil, its body produces several fungodillo children
Likes: bouncing around, burrowing in loose soil, vigorous
that retain all the memories of the fungodillo that died. That
patting
way, fungodillos carry the memories of their parents without
Dislikes: being mistaken for food, animal traps, fungicides ever meeting them.
Approachable and easygoing, fungodillos represent an Familiar. At the gamemaster’s discretion, a player
unusual mix between an armadillo and a mushroom cluster. character who can cast find familiar may choose the form of a
Their unique physiology allows fungodillos to curl into a fungodillo for their familiar.
bouncy ball to protect themselves against incoming attacks Awakened Fungodillos. Fungodillos are eligible targets
and roll away from danger. for the awaken spell. Awakened fungodillos often enjoy ball
Fungodillos like to form groups with their siblings and games both as players and as the ball itself. Some awakened
travel together to avoid predators. When a fungodillo is fungodillos might seek to become biographers and chronicle
alone in the world, it will often seek out the company of other the experiences of their ancestors.
benign creatures or friendly humanoids that will not treat it
like food.

fungodillo and are hostile towards any creatures that caused


Fungodillo the original’s death.
Tiny plant (fungofauna), typically unaligned
– Actions
Armor Class 11 (14 in bouncy ball form) (natural armor) Claw (Fungodillo Form Only). Melee Weapon Attack: +0 to hit,
Hit Points 4 (1d4 + 2) reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
Speed 25 ft. (15 ft. in bouncy ball form), burrow 10 ft. (0 ft. in
bouncy ball form) Bonus Actions

Curl. The fungodillo curls into its bouncy ball form or back
STR DEX CON INT WIS CHA into its fungodillo form. its statistics, other than its speed, AC,
5 (-3) 12 (+1) 15 (+2) 3 (-4) 11 (+0) 5 (-3) resistance to bludgeoning damage, and immunity to the prone

condition, are the same in each form. The fungodillo reverts to
Damage Resistances bludgeoning (bouncy ball form only) its fungodillo form if it dies.
Condition Immunities prone (bouncy ball form only)
Senses passive Perception 10 Reactions
Languages — Bouncy Defense (Bouncy Ball Form Only). When another
Challenge 1/8 (25 XP) Proficiency Bonus +2 creature deals bludgeoning damage to the fungodillo with

a melee attack, the fungodillo reduces the damage to 0
Fungal Rebirth. If the fungodillo dies and is buried in fertile and bounces up to 15 feet away from that creature without
soil, its body transforms into 1d6 new fungodillos after 24 provoking opportunity attacks.
hours. The new fungodillos retain the memories of the original

33
Hervé ALIX (Order #36750859)
if forcefully separated from their mama or anyone else they
Mossbears have come to see as their parent.
Fast, powerful, and poisonous to the touch, mossbears may
Familiar. At the gamemaster’s discretion, a player
seem intimidating at first sight, but these imposing creatures
character who can cast find familiar may choose the form of a
can be loyal companions to anyone who ventures to tame
mossbear cub for their familiar.
them.
Awakened Mossbear Cubs. Mossbear cubs are eligible
As their name implies, mossbears represent a unique com-
targets for the awaken spell. Awakened mossbear cubs love
bination of bears and tiny plants. Like conventional bears,
children’s songs and playground games, though they need
mossbears have excellent memories and care deeply about
guidance to make sure they don’t accidentally poison their
those they consider family. Unlike conventional bears, they
playmates. They are generally cheerful and eager to grow up.
are covered in poisonous fur and their bite delivers a para-
lyzing poison. This makes mossbears particularly difficult to
tame and even more challenging to train, but almost all those
who manage to get a mossbear as their sidekick agree that it
was totally worth the effort.
Unusual Reproduction. There is an ongoing academic
debate surrounding the exact mechanism of mossbear
Mossbear Cub
Small plant (florofauna), typically unaligned
reproduction. An adult mossbear will seemingly just frolic in
moss alone and then give birth to one to three mossbear cubs

after a couple hundred days. This allows a single mossbear Armor Class 11 (natural armor)
to effectively populate large areas of land as long as they have Hit Points 11 (2d6 + 4)
access to moss. Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 15 (+2) 2 (-4) 9 (-1) 7 (-2)

Damage Immunities poison


Condition Immunities poisoned
Senses passive Perception 9
Languages —
Challenge 0 (10 XP) Proficiency Bonus +2

Keen Smell. The mossbear has advantage on Wisdom


(Perception) checks that rely on smell.
Mossy Fur. Any creature that grapples the mossbear or
otherwise comes into direct contact with the mossbear’s
fur must succeed on a DC 12 Constitution saving throw
or become poisoned for l minute. A poisoned creature no
longer in direct contact with the mossbear can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success.
Plant Camouflage. The mossbear has advantage on
Dexterity (Stealth) checks made to hide in terrain with ample
obscuring vegetation.

Actions
Paralyzing Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
Mossbear Cub one target. Hit: 3 (1d4 + 1) piercing damage, and the target
Likes: food, rough play, its mama must make a DC 12 Constitution saving throw, taking 5 (2d4)
Dislikes: loud noises, hunger, being alone poison damage on a failed save, or half as much damage
Cute, playful, and surprisingly strong for their size, mossbear on a successful one. If the poison damage reduces the
cubs love to follow their mamas and their friends around and target to 0 hit points, the target is stable but poisoned for 1
try to be helpful. Despite their inexperience and occasional hour, even after regaining hit points, and is paralyzed while
clumsiness, mossbear cubs can be trained to become useful poisoned in this way.
companions with love and some patience.
Mossbear cubs fear loneliness. They always seek to be with
someone they trust, and they will cry and groan for weeks

34
Hervé ALIX (Order #36750859)
exceptional strength and endurance make them fearsome
Mossbear Mama steeds for adventurers who can withstand the poison of their
mossy fur. In addition to their strength and hardiness, adult
Large plant (florofauna), typically unaligned
mossbears are also remarkably loyal and they will readily
risk their lives to save their cubs or friends from danger.

Armor Class 12 (natural armor) Greater Steed. At the gamemaster’s discretion, a player
Hit Points 59 (7d10 + 21) character who can obtain a greater steed through magic may
Speed 40 ft. choose the form of a mossbear mama for their greater steed.
Awakened Mossbear Mamas. Mossbear mamas are

STR DEX CON INT WIS CHA eligible targets for the awaken spell. Awakened mossbear
20 (+5) 10 (+0) 16 (+3) 3 (-4) 13 (+1) 7 (-2) mamas typically love to offer helpful advice to their friends

and family and share parenting tips with other parents.


Skills Perception +3, Stealth +2
Amulet of the Mossbearer. At the gamemaster’s discretion,
Damage Immunities poison
player characters who seek to tame a mossbear may be able
Condition Immunities poisoned
to obtain the following upgradable item that grants immunity
Senses passive Perception 13
to the poison from their mossy fur.
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2 Amulet of the Mossbearer
– Wondrous Item, Uncommon
Keen Smell. The mossbear has advantage on Wisdom This tiny object is in fact a piece of petrified moss from the
(Perception) checks that rely on smell. fur of an ancient mossbear fashioned into a modest piece
Mossy Fur. Any creature that grapples the mossbear or of jewelry. While wearing it, you have resistance to poison
otherwise comes into direct contact with the mossbear’s damage, and you are immune to the poison from any moss-
fur must succeed on a DC 13 Constitution saving throw bear’s mossy fur.
or become poisoned for l minute. A poisoned creature no If you wear this amulet throughout the process of truly
longer in direct contact with the mossbear can repeat the bonding with a mossbear, or if this amulet undergoes
saving throw at the end of each of its turns, ending the effect an appropriate magical process (as determined by the
on itself on a success. gamemaster), it is transformed into a periapt of proof
against poison.
Plant Camouflage. The mossbear has advantage on
Dexterity (Stealth) checks made to hide in terrain with ample
obscuring vegetation.

Actions
Multiattack. The mossbear makes two attacks: one with its
paralyzing bite and one with its claws.
Paralyzing Bite. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the
target must make a DC 13 Constitution saving throw, taking
18 (4d8) poison damage on a failed save, or half as much
damage on a successful one. If the poison damage reduces
the target to 0 hit points, the target is stable but poisoned
for 1 hour, even after regaining hit points, and is paralyzed
while poisoned in this way.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.

Mossbear Mama
Likes: keeping its cubs safe, food, frolicking in moss
Dislikes: any threat to its cubs’ safety, bear traps, hunger
Mossbear mamas represent almost all adult mossbears
as every adult of the species can give birth to cubs
without the involvement of another mossbear
and apparently, there are no mossbear “papas” to
be found.
Adult mossbears are powerful and fiercely protec-
tive of their cubs and those they consider family. Their

35
Hervé ALIX (Order #36750859)
Owlnut Optional Rule: Parliament of Owlnuts
Likes: tree hollows, nuts, hooting
Owlnuts may gather in swarms known as parliaments. A
Dislikes: nutcrackers, crows, flying into windows parliament of owlnuts uses the owlnut stat block but is a
Part owl, part acorn, owlnuts are flying members of the floro- medium swarm of tiny plants with 36 (8d8) hit points, 13 AC,
fauna family known for their mobility and toughness, but also and a challenge rating of 1 (200 XP); has a Strength score of
their distinctive cuteness. Owlnuts grow on magical owltrees 6 and a Dexterity score of 16; has resistance to bludgeoning,
and look like mundane acorns to the untrained eye until they piercing, and slashing damage; and has immunity to being
hatch. charmed, frightened, paralyzed, petrified, prone, restrained,
An owlnut is perceptive, adorable, and a tough nut to crack. and stunned.
Its cap allows it to shrug off a direct hit, which contributes to The parliament of owlnuts does not have the flyby
its already remarkable longevity. Owlnuts do not die of old and tough nut traits and gains the following additional
age. When an owlnut grows old and venerable, it might seek traits instead:
to plant itself in the ground. In time, the ancient owlnut will Swarm. The swarm can occupy another creature’s space
transform into an owltree and a new generation of owlnuts and vice versa, and the swarm can move through any
will grow on its branches. opening large enough for an owlnut. The swarm can’t regain
Familiar. At the gamemaster’s discretion, a player hit points or gain temporary hit points.
character who can cast find familiar may choose the form of Tough Nuts. If the parliament of owlnuts takes 5 damage or
an owlnut for their familiar. less, it only loses 1 hit point unless it has half of its hit points
Awakened Owlnuts. Owlnuts are eligible targets for the or fewer.
awaken spell. Awakened owlnuts usually love to come up with The parliament’s nutty headbutt attack is replaced by the
and share inspirational quotes with their friends and with following action:
other awakened owlnuts. Some awakened owlnuts might Nutty Headbutts. Melee Weapon Attack: +5 to hit, reach 0
indulge in intentionally bad jokes and silly puns. ft., one target in the swarm’s space. Hit: 7 (2d6) bludgeoning
damage, or 3 (1d6) bludgeoning damage if the swarm has
half of its hit points or fewer.

Owlnut
Tiny plant (florofauna), typically unaligned

Armor Class 11
Hit Points 2 (1d4)
Speed 5 ft., fly 50 ft.

STR DEX CON INT WIS CHA


2 (-4) 13 (+1) 11 (+0) 2 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +3


Senses darkvision 120 ft., passive Perception 13
Languages —
Challenge 0 (10 XP) Proficiency Bonus +2

Flyby. The owlnut doesn’t provoke opportunity attacks when


it flies out of an enemy’s reach.
Keen Sight. The owlnut has advantage on Wisdom
(Perception) checks that rely on sight.
Tough Nut (Recharges after a Short or Long Rest). If the
owlnut takes 5 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead.

Actions
Nutty Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 1 bludgeoning damage.

36
Hervé ALIX (Order #36750859)
The typical shroompy is curious, friendly, and remarkably
Shroompies & Shroomogs eager to help, which has led shroompies to become best pals
Hardy and highly intelligent, shroompies, also known as
with numerous adventurers across the dimensions.
mushroom puppies, are a curious combination between fungi
Their ability to sniff out poison (if only to consume it),
and dogs. Their remarkable toughness and versatility have
coupled with their fantastic reflexes when asked to fetch,
allowed shroompies to spread across many worlds. Wherever
makes shroompies invaluable allies, in addition to fun-lov-
they find themselves, shroompies are instantly recognizable
ing buddies.
by their distinctive mushroom cap and the special skin
Shroompies remember the orange color of their shroomog
membranes that allow them to glide.
parent and instinctively like anything orange as a result.
The Shroompy Cycle. Being beasts and fungi both,
Familiar. At the gamemaster’s discretion, a player
shroompies have an unusual life cycle that fascinates sages.
character who can cast find familiar may choose the form of a
Shroompies are born from spores that grow on the back of
shroompy for their familiar.
shroomogs. Shroomogs, also known as mushroom dogs, are
shroompies that become enlarged and develop morphological
features that allow them to grow more shroompies on their
backs. Most shroompies can live indefinitely in their puppy
form, and only a few shroompies will undergo the transforma-
tion into a shroomog. Shroompy
A Taste for Poison. Shroompies and shroomogs find the Tiny plant (fungofauna), typically chaotic good
taste and smell of most poisonous substances irresistible. –

They will eagerly seek out and devour poisoned food, and Armor Class 12 (natural armor)
even gulp down poison straight from the bottle if given the Hit Points 3 (1d4 + 1)
chance. This makes shroompies and shroomogs excellent for Speed 40 ft., climb 30 ft.
detecting poison, but not ideal companions for adventurers –

who deal in poisons themselves. STR DEX CON INT WIS CHA
Sporal Hibernation. When faced with extreme conditions 4 (-3) 12 (+1) 13 (+1) 10 (+0) 13 (+1) 10 (+0)
such as freezing cold or the vacuum of the void, shroompies –

and shroomogs are able to enter a state of near-zero Skills Perception +3, Stealth +3
metabolic activity known as sporal hibernation. When trans- Damage Immunities poison
formed in this way, they become remarkably durable and can Condition Immunities poisoned
lie dormant almost indefinitely, until they reach favorable Senses passive Perception 13
conditions that allow them to wake up again. Languages understands Common but can’t speak, can com-
municate with plant creatures
Shroompy
Challenge 0 (10 XP) Proficiency Bonus +2
Likes: eating poison, playing fetch, the color orange –

Dislikes: being bored, being kept on a leash, firecrackers Glide. The shroompy has special skin membranes that allow
it to glide. When the shroompy falls and isn’t incapacitated,
it subtracts up to 100 feet from the fall when calculating the
fall’s damage, and it can move up to 2 feet horizontally for
every 1 foot it descends.
Keen Hearing and Smell. The shroompy has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Poison Sense. The shroompy can detect whether a substance
is poisonous by smell, taste, or touch.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 11
Constitution saving throw, taking 1 poison damage on a
failed save.

Reactions
Fetch! When asked by an ally, the shroompy can use its
reaction to move up to its speed towards an object and
pick it up as a free action, or move towards the ally if it has
already picked up the object. The shroompy can’t use its bite
action while carrying an object in this way.

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Hervé ALIX (Order #36750859)
Shroompy Sigma
Shroompy Sigma Likes: independence, protecting its pack, running wild
Tiny plant (fungofauna), typically chaotic good Dislikes: losing, sneaky enemies, being yelled at
The most daring and independent shroompies, and those

Armor Class 15 (natural armor) who repeatedly take risks to protect their pack from a
Hit Points 19 (3d4 + 12) young age, might undergo a transformation to become
Speed 40 ft., climb 30 ft. shroompy sigmas.
Though they are pack creatures, shroompies have no

STR DEX CON INT WIS CHA strict hierarchy. Everyone in a shroompy pack (sometimes
6 (-2) 15 (+2) 18 (+4) 15 (+2) 13 (+1) 10 (+0) known as a shroompy colony) does their part, from the tiniest
shroompy that just jumped off its parent’s orange back, to the

Saving Throws Dex +4, Con +6


most ancient shroomog.
Skills Acrobatics +4, Perception +3, Stealth +4
Shroompy sigmas are rugged and adventurous shroompies
Damage Immunities poison
that often return home bruised and battered from some
Condition Immunities poisoned
brawl. Though they might appear solitary, sigmas care deeply
Senses passive Perception 13
about their pack and will get into all sorts of trouble to keep
Languages understands Common but can’t speak, can com-
danger away from those they seek to protect.
municate with plant creatures
Shroompy sigmas are more likely to further transform into
Challenge 1 (200 XP) Proficiency Bonus +2
shroomogs than the average shroompy. This is reflected in

their ability to eject slumber spores that can render enemies


Glide. The shroompy has special skin membranes that allow
unconscious long enough for other shroompies to escape
it to glide. When the shroompy falls and isn’t incapacitated,
to safety.
it subtracts up to 100 feet from the fall when calculating the
Pact of the Chain Familiar. At the gamemaster’s discre-
fall’s damage, and it can move up to 2 feet horizontally for
tion, a warlock with a pact of the chain may choose the form
every 1 foot it descends.
of a shroompy sigma for their familiar.
Keen Hearing and Smell. The shroompy has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Poison Sense. The shroompy can detect whether a substance
is poisonous by smell, taste, or touch.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage, and the target must make
a DC 14 Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful one.
Slumber Spores (Recharge 5-6). The shroompy ejects spores
from its cap at one creature it can see within 10 feet of it.
The target must succeed on a DC 14 Constitution saving
throw or be poisoned for 1 minute. Until this poison ends,
the target is unconscious. The target wakes up if it takes
damage or if another creature takes an action to shake
it awake.

Reactions Optional Rule: Talking Shroompies


Fetch! When asked by an ally, the shroompy can use its and Shroomogs
reaction to move up to its speed towards an object and Typical shroompies and shroomogs can’t speak in a
pick it up as a free action, or move towards the ally if it has way humanoids understand, but they are exceptionally
already picked up the object. The shroompy can’t use its bite intelligent and capable of communicating complex concepts
action while carrying an object in this way. between them.
At the gamemaster’s discretion, player characters may
encounter talking shroompies, or they may find ways to
allow their shroompy friends to speak. Such methods
might include adding a new function to the awaken spell,
which could allow the caster to bestow speech to already-
intelligent targets.

38
Hervé ALIX (Order #36750859)
Shroomog A typical shroomog usually carries several developing
Likes: carrying shroompies on its back, barking loudly, shroompies on its back, which look like mushroom caps
head pats peeking out of the shroomog’s orange fur. When faced with
danger, a shroomog won’t hesitate to use its slumber spores
Dislikes: seeing shroompies in danger, saddles, explosions
on any aggressor.
Exceptionally tough and loyal, a shroomog’s stamina is only Greater Steed. At the gamemaster’s discretion, a player
matched by its urge to protect its friends and the shroompies character who can obtain a greater steed through magic may
under its care. choose the form of a shroomog for their greater steed.

Poison Sense. The shroomog can detect whether a substance is


Shroomog poisonous by smell, taste, or touch.
Large plant (fungofauna), typically chaotic good

Shroompy Sense. The shroomog can pinpoint the location
of shroompies within 300 feet of it and know if they are
Armor Class 18 (natural armor)
in distress.
Hit Points 73 (7d10 + 35)
Speed 40 ft. Shroomog Stamina. If damage reduces the shroomog to 0 hit
– points, it must make a Constitution saving throw with a DC of 5
STR DEX CON INT WIS CHA + the damage taken. On a success, the shroomog drops to 1 hit
18 (+4) 9 (-1) 21 (+5) 16 (+3) 15 (+2) 13 (+1) point instead.

Saving Throws Dex +1, Con +7 Actions


Skills Intimidation +3, Perception +4, Stealth +1 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Damage Resistances necrotic; bludgeoning, piercing, and Hit: 13 (2d8 + 4) piercing damage, and the target must make
slashing from nonmagical attacks a DC 15 Constitution saving throw, taking 21 (6d6) poison
Damage Immunities poison damage on a failed save, or half as much damage on a success-
Condition Immunities poisoned ful one.
Senses passive Perception 14 Slumber Spores (Recharge 5-6). The shroomog ejects spores
Languages understands Common but can’t speak, can commu- from its cap at one creature it can see within 30 feet of it. The
nicate with plant creatures target must succeed on a DC 15 Constitution saving throw or
Challenge 2 (450 XP) Proficiency Bonus +2 be poisoned for 1 minute. Until this poison ends, the target
is unconscious. The target wakes up if it takes damage or if

Fungal Fur. The shroomog’s fur provides full cover to any Tiny another creature takes an action to shake it awake.
creature that use its action to hide in it. Tiny creatures are
blinded and restrained while hiding in the shroomog’s fur and Reactions
can use another action to climb out of it. The shroomog’s fur Protective Instinct. When a creature the shroomog can see hits
can hold up to 20 Tiny creatures at a time. a target within 5 feet of it with an attack, the shroomog can use
Keen Hearing and Smell. The shroomog has advantage on its reaction to shield the ally from harm, becoming the target of
Wisdom (Perception) checks that rely on hearing or smell. the attack instead.

39
Hervé ALIX (Order #36750859)
Shroomog Mossback If threatened, a shroomog mossback will first try to put
Likes: contemplating the meaning of life, random acts of enemies to sleep with its potent torpor spores and avoid
kindness, children violence, but it will charge into combat with its full might if its
friends are in danger.
Dislikes: being told it’s too old, wanton destruction, seeing its
Shroompy Reborn. A shroomog mossback has stopped
friends sad
producing shroompy spores long ago, yet one last spore
Towering over playful shroompies and young shroomogs, remains on its back. When the mossback’s body finally gives
mossbacks are ancient shroomogs that have lived full lives in to old age, the ancient creature will be reborn through
and created countless shroompies. that final spore, which will grow into a new shroompy with
Covered in poisonous moss and boasting terrifying the mossback’s memories and jump off to play with the
strength, a shroomog mossback might seem intimidating at other younglings.
first, but these gentle giants are benevolent and wise, and still A reborn shroomog mossback will often guide its pack and
springy shroompies at heart. will have a higher chance of becoming a shroompy sigma as
A shroomog mossback will often ponder the meaning of it ages. In time, such a shroompy may eventually grow up to
life and reminisce its vast past staying virtually unmoving as become a shroomog mossback again, continuing the cycle.
young shroompies climb on its mossy back and use its dried
cap as a platform for gliding.

Shroomog Stamina. If damage reduces the shroomog to 0 hit


Shroomog Mossback points, it must make a Constitution saving throw with a DC of 5
Huge plant (fungofauna), typically chaotic good + the damage taken. On a success, the shroomog drops to 1 hit

point instead.
Armor Class 19 (natural armor)
The Circle of Life. When the shroomog dies, it is reborn as
Hit Points 229 (17d12 + 119)
a shroompy from the last spore on its body. The reborn
Speed 40 ft.

shroomog has the statistics of a shroompy (CR 0) but retains
its alignment and memories.
STR DEX CON INT WIS CHA
22 (+6) 6 (-2) 25 (+7) 16 (+3) 17 (+3) 13 (+1)

Actions
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Saving Throws Str +10, Dex +2, Con +11, Wis +7
Hit: 19 (2d12 + 6) piercing damage, and the target must make
Skills Intimidation +5, Perception +7, Stealth +2
a DC 19 Constitution saving throw, taking 42 (12d6) poison
Damage Resistances necrotic; bludgeoning, piercing, and
damage on a failed save, or half as much damage on a suc-
slashing from nonmagical attacks
cessful one. If the shroomog moved at least 20 feet straight
Damage Immunities poison
toward a creature immediately before the hit, the creature must
Condition Immunities poisoned
succeed on a DC 18 Strength saving throw or be knocked prone.
Senses passive Perception 17
If the creature is prone, the shroomog can make one stomp
Languages understands Common but can’t speak, can commu-
attack against it as a bonus action.
nicate with plant creatures
Challenge 12 (8,400 XP) Proficiency Bonus +4 Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 32 (4d12 + 6) bludgeoning damage.
Keen Hearing and Smell. The shroomog has advantage on Torpor Spores (Recharge 5-6). The shroomog ejects spores
Wisdom (Perception) checks that rely on hearing or smell. from its cap at one creature it can see within 60 feet of it. The
Mossy Fur. Any creature that grapples the shroomog or target must succeed on a DC 19 Constitution saving throw
otherwise comes into direct contact with the shroomog’s fur or be poisoned for 1 hour. Until this poison ends, the target
must succeed on a DC 19 Constitution saving throw or become is unconscious. The target wakes up if it takes damage or if
poisoned for l minute. A poisoned creature no longer in direct another creature takes an action to shake it awake.
contact with the shroomog can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success. Reactions
Poison Sense. The shroomog can detect whether a substance is Protective Instinct. When a creature the shroomog can see hits
poisonous by smell, taste, or touch. a target within 5 feet of it with an attack, the shroomog can use
its reaction to shield the ally from harm, becoming the target of
Shroompy Sense. The shroomog can pinpoint the location the attack instead.
of shroompies within 300 feet of it and know if they are
in distress.

40
Hervé ALIX (Order #36750859)
41
Hervé ALIX (Order #36750859)
Fuzzy Bat
Fuzzy Bat Likes: hanging upside down, snuggling, fresh fruit
Tiny beast, typically unaligned
Dislikes: being deafened, sunlight, getting stuck in
spider webs

Armor Class 13
Hit Points 1 (1d4 - 1) Fluffy and surprisingly docile, fuzzy bats represent a unique
Speed 5 ft., fly 30 ft. bat species that underwent the same process that trans-

formed sun elves into dark elves during their descent into the
STR DEX CON INT WIS CHA Sunken World. The magic that changed the fugitive elves that
2 (-4) 16 (+3) 8 (-1) 3 (-4) 12 (+1) 4 (-3) sought refuge underground affected the creatures around
– them, granting them new powers.
Senses blindsight 90 ft, passive Perception 11 These fuzzy flying critters possess exceptional echolocation
Languages — and can navigate lightless caverns with almost unparalleled
Challenge 0 (10 XP) Proficiency Bonus +2 efficiency. However, this transformation left them sensitive to
– sunlight, much like the dark elves they followed.
Echolocation. The bat can’t use its blindsight while deafened. Familiar. At the gamemaster’s discretion, a player
character who can cast find familiar may choose the form of a
Flyby. The bat doesn’t provoke opportunity attacks when it
fuzzy bat for their familiar.
flies out of an enemy’s reach.
Awakened Fuzzy Bats. Fuzzy bats are eligible targets for
Keen Hearing. The bat has advantage on Wisdom the awaken spell. Awakened fuzzy bats usually strive to live
(Perception) checks that rely on hearing. in harmony with the other creatures of the Sunken World.
Sunlight Sensitivity. While in sunlight, the bat has disad- Some of them might study magic or art alongside dark elves,
vantage on attack rolls, as well as on Wisdom (Perception) and a few might seek to become spies for shady organizations.
checks that rely on sight.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

42
Hervé ALIX (Order #36750859)
Hervé ALIX (Order #36750859)
Merfox
Merfox Likes: diving, being with pack members, shellfish and
Tiny beast, typically unaligned
sea urchins
Dislikes: being hunted, loneliness, deserts

Armor Class 12 (natural armor)


Hit Points 5 (2d4) Native to coral reefs and the ruins of sunken cities, merfoxes
Speed 30 ft., swim 40 ft. are versatile amphibious beasts with the features of a fox and

a fish both.
STR DEX CON INT WIS CHA Sea elves and merfolk often seek merfoxes as their animal
3 (-4) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 8 (-1) companions, valuing both their keen senses and their swift
– speed. Though faster and more perceptive underwater,
Skills Perception +3, Stealth +5 merfoxes are perfectly capable of walking and functioning on
Senses darkvision 60 ft., passive Perception 13 land, making them all-round useful for ocean-born explorers
Languages — that seek to traverse the dry lands beyond the sea.
Challenge 0 (10 XP) Proficiency Bonus +2 Familiar. At the gamemaster’s discretion, a player
– character who can cast find familiar may choose the form of a
Amphibious. The merfox can breathe air and water. merfox for their familiar.
Awakened Merfoxes. Merfoxes are eligible targets for the
Underwater Senses. The merfox has advantage on Wisdom
awaken spell. Awakened merfoxes often develop an interest
(Perception) checks that rely on hearing, sight, or smell,
in meeting other awakened animals to share experiences and
while it is underwater.
stories from faraway places. A pack of awakened merfoxes
Actions might seek to restore a sunken city in its former glory and
live there alongside their friends.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.

44
Hervé ALIX (Order #36750859)
Miniature Camel
Miniature Camel Likes: drinking fresh water, resting in shade, bellowing
Tiny beast, typically unaligned
cutely
Dislikes: being used as a footstool, being overburdened,

Armor Class 11 being hungry and thirsty enough for its hump to diminish
Hit Points 9 (2d4 + 4)
Speed 35 ft. Docile and friendly, miniature camels are prized for their

undeniable cuteness but also for their usefulness that often
STR DEX CON INT WIS CHA surprises new adventurers. These beasts are remarkably fast,
11 (+0) 12 (+1) 14 (+2) 3 (-4) 8 (-1) 5 (-3) strong, and tough for their tiny size, which also makes them
– hard to spot from a distance, even in the vast, open deserts
Senses passive Perception 9 where they often roam.
Languages — Able to outrun predators and survive for long periods of
Challenge 0 (10 XP) Proficiency Bonus +2 time without food and water, miniature camels are adapted
– to tough conditions, making them excellent companions
Beast of Burden. The camel is considered to be a Small to wandering heroes. A small herd of miniature camels
animal for the purpose of determining its carrying capacity. can carry more than a single large beast of burden while
consuming fewer resources and keeping a lower profile.
Desert Adaptation. The camel can go without water for 10
Familiar. At the gamemaster’s discretion, a player
days and without food for 180 days before suffering exhaus-
character who can cast find familiar may choose the form of a
tion from lack of food or water.
miniature camel for their familiar.
Actions Awakened Miniature Camels. Miniature camels are
eligible targets for the awaken spell. Many awakened
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
miniature camels develop a refined taste for gourmet food
Hit: 1 bludgeoning damage.
and some of them become chefs and mixologists. These
culinary-inclined awakened miniature camels will often
prepare delicious bento boxes and home-packed meals for
their friends.

45
Hervé ALIX (Order #36750859)
Beast of Burden. The elephant is considered to be a Large
Miniature Elephant animal for the purpose of determining its carrying capacity.
Medium beast, typically unaligned
Elephantine Memory. The elephant can accurately recall any

terrain or open area it has seen within the past year and never
Armor Class 13 (natural armor) forgets a creature it has seen before.
Hit Points 30 (4d8 + 12)
Speed 35ft. Actions

Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., one


STR DEX CON INT WIS CHA
target. Hit: 5 (1d6 + 2) bludgeoning damage. If the elephant
15 (+2) 10 (+0) 17 (+3) 3 (-4) 12 (+1) 6 (-2)
moved at least 20 feet straight toward a creature immediately

before the hit, the creature must succeed on a DC 12 Strength


Senses passive Perception 11
saving throw or be knocked prone. If the creature is prone,
Languages —
the elephant can make one stomp attack against it as a
Challenge 1/4 (50 XP) Proficiency Bonus +2

bonus action.
Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage.

with a knack for animal handling. Halflings and other small


Miniature Elephant humanoids can ride miniature elephants as mounts.
Likes: playing in water, mud baths, long hugs Steed. At the gamemaster’s discretion, a Small humanoid
Dislikes: bees, extremely spicy food, being pulled by its trunk player character who can cast find steed may choose the form
Social and fun-loving, miniature elephants resemble their of a miniature elephant for their steed.
larger elephantine counterparts, but their size is more Awakened Miniature Elephants. Miniature elephants
comparable to that of mules or large ponies. These cheerful are eligible targets for the awaken spell. Many awakened
pachyderms are clever and playful and have remarkably miniature elephants enjoy tabletop games and quizzes
strong memories. that put their strong memories to the test. Some awakened
Miniature elephants typically travel in peaceful herds. Their miniature elephants become skilled makeup artists and
friendly disposition and their openness to being tamed make create elaborate body paintings on their skin or that of
them great companions for rangers and other adventurers their friends.

46
Hervé ALIX (Order #36750859)
Pixig Dust. Even rarer than pixie dust, the glittering dust
Pixig from a pixig’s wings is a potent magical reagent. Pixigs can
Likes: making new friends, playing with pixies and other tiny use it to empower their innate magic and grant their friends
fey, sniffing out unusual magic the power of flight. Direct contact with the sparkling dust
Dislikes: violence, being captured, items made of iron can cause confusion or even send those careless enough to
Pixigs, also known as pixie pigs, are among the rarest and provoke the pixig into a deep slumber.
most elusive fey creatures. Curious and playful, they love to Pact of the Chain Familiar. At the gamemaster’s discre-
explore and observe the world of mortals, relying on their tion, a warlock with a pact of the chain may choose the form
powerful innate magic to remain unnoticed. of a pixig for their familiar.
Dryads, fairies, sprites, and pixies in particular treat
pixigs with respect and often seek their counsel for tricky
magical problems. As pixigs can innately smell magic, they
are often able to sniff out peaceful resolutions to disputes of
magical nature.
Like their pixie friends, pixigs dislike violence and combat.
If threatened, a pixig will usually try to disorient enemies
and put them to sleep long enough for its friends to make
Pixig
Small fey, typically chaotic good
their escape. –

Armor Class 14
Hit Points 13 (3d6 + 3)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA


6 (-2) 18 (+4) 13 (+1) 10 (+0) 13 (+1) 15 (+2)

Skills Perception +3, Stealth +6


Senses passive Perception 13
Languages Common, Sylvan
Challenge 1 (200 XP) Proficiency Bonus +2

Keen Magical Smell. The pixig has advantage on Wisdom


(Perception) checks that rely on smell. Additionally, the pixig
can pinpoint, by scent, the location of magic within 60 feet
of it.
Magic Resistance. The pixig has advantage on saving throws
against spells and other magical effects.
Innate Spellcasting. The pixig’s spellcasting ability is
Charisma (spell save DC 12). It can innately cast the
following spells, requiring no components:
At will: dancing lights, druidcraft
3/day: fly, sleep

Actions
Confusing Headbutt. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the
target must succeed on a DC 12 Wisdom saving throw, or it
can’t take reactions until the end of its next turn. On its turn,
the target can’t move, and it uses its action to make a melee
or ranged attack against a randomly determined creature
within range. If the target can’t attack, it does nothing on
its turn.
Invisibility. The pixig magically turns invisible until it attacks
or until its concentration ends (as if concentrating on a
spell). Any equipment the pixig wears or carries is invisible
with it.

47
Hervé ALIX (Order #36750859)
Ramhorses
Fast as horses, agile as goats, and fluffy as sheep, ramhorses
Ramhorse
Large beast, typically unaligned
represent a unique breed of hooved animals that have
adapted to running on rough terrain. Also known as –

bockpferde in some dialects, ramhorses are cooperative and Armor Class 11


curious, making them relatively easy to domesticate and train. Hit Points 22 (3d10 + 6)
Hardy mountain tribes and dwarven clans who left Speed 60 ft.
the safety of the mountain to live under the sky often –

favor ramhorses for their sheer versatility. Domesticated STR DEX CON INT WIS CHA
ramhorses can serve as excellent steeds or are otherwise 18 (+4) 12 (+1) 14 (+2) 3 (-4) 12 (+1) 7 (-2)
raised for their wool and their milk that can produce rich

yogurts and delicious cheeses. Senses passive Perception 11


Languages —
Ramhorse Challenge 1/2 (100 XP)

Proficiency Bonus +2
Likes: running, grooming, fresh fruit
Sure-Footed. The ramhorse has advantage on Strength and
Dislikes: confinement, boredom, explosions Dexterity saving throws made against effects that would
Adult ramhorses are as robust and fast-footed as any knock it prone.
warhorse. Many adventurers and knight-errants favor the
ramhorse as their steed of choice for its superior balance and Actions
sometimes for its supple fleece as well. Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Ramhorses are strongly social and will bleat loudly to com- Hit: 7 (1d6 + 4) bludgeoning damage. If the ramhorse moved
municate with each other over long distances or to beckon at least 20 feet straight toward the target immediately
ramhorse foals to follow them. before the hit, the target takes an extra 7 (2d6) bludgeoning
Steed. At the gamemaster’s discretion, a player character damage and if the target is a creature, it must succeed on a
who can cast find steed may choose the form of a ramhorse DC 14 Strength saving throw or be knocked prone.
for their steed. Loud Bleat. The ramhorse lets out a loud bleat audible out
Awakened Ramhorses. Ramhorses are eligible targets for to 300 feet. When a ramhorse foal hears the loud bleat, it
the awaken spell. Awakened ramhorses love to sing loudly as can use its reaction to move up to half its speed towards the
they travel in the open and many of them develop remarkable source of the loud bleat, even if it can’t see the ramhorse.
yodeling skills to sing to each other across rugged mountain
trails. Some awakened ramhorses might also pick up poetry
and write long, epic poems about their riders and their adven-
tures together.

48
Hervé ALIX (Order #36750859)
Ramhorse Foal
Ramhorse Foal Likes: frolicking, napping, warm milk
Small beast, typically unaligned Dislikes: getting stuck, loud noises, being alone
Ramhorse foals are amiable and curious and love nothing

Armor Class 10
more than playing, jumping around, and following their
Hit Points 7 (2d6)
friends to see what they are up to. Fast and sure-footed from
Speed 40 ft.
the moment they are born, these fluffy foals are eager to

explore their surroundings but can be easily distracted.


STR DEX CON INT WIS CHA
Ramhorse foals rely on adult ramhorses to guide them
12 (+1) 11 (+0) 11 (+0) 2 (-4) 8 (-2) 5 (-3)

with their bleats and will become very sad if they are alone.
An orphan ramhorse foal will quickly bond with any kind-
Senses passive Perception 8
hearted humanoid that seeks to adopt it and will follow them
Languages —
around anywhere they go.
Challenge 0 (10 XP) Proficiency Bonus +2

Familiar. At the gamemaster’s discretion, a player
character who can cast find familiar may choose the form of a
Sure-Footed. The ramhorse has advantage on Strength and
ramhorse foal for their familiar.
Dexterity saving throws made against effects that would
Awakened Ramhorse Foals. Ramhorse foals are eligible
knock it prone.
targets for the awaken spell. Awakened ramhorse foals
Actions typically love to sing children’s songs and most of them are
eager to learn how to read and write. Two or more awakened
Clumsy Kick. Melee Weapon Attack: +0 to hit, reach 5 ft., one
ramhorse foals together might play board games or arrange a
target. Hit: 1 bludgeoning damage.
friendly spelling competition.
Reactions
Follow the Bleat. When the ramhorse foal hears the loud
bleat of an adult ramhorse, it can use its reaction to move up
to half its speed towards the source of the loud bleat, even if
it can’t see the ramhorse that bleated.

Adventure Hook: The Platinum Fleece


Legends speak of a mythically rare and elusive platinum-
wooled, flying ramhorse named Leucochrysos that eternally
gallops across the skies. Sages believe that Leucochrysos’
platinum fleece could be fashioned into a magic artifact of
exceptional power but warn that harming the timeless beast
will invoke the wrath of powerful, uncorrupt celestial beings.
At the gamemaster’s discretion, player characters might
be able to find Leucochrysos and attempt to obtain its fleece.
Leucochrysos might be persuaded to let someone who trusts
with its life shear its fleece, while ruthless adventurers might
try to slay it and obtain the fleece by force.
Leucochrysos is an adult ramhorse that has a flying speed
of 150 feet, does not age, understands Celestial but can’t
speak, and is celestial instead of a beast. Its platinum fleece
radiates with celestial magic and is worth 25,000 gold pieces.

49
Hervé ALIX (Order #36750859)
Robobeasts D10
5
Upgrade
Cunning Subroutines. The robobeast can take the Dash,
In his quest to unlock the secrets of creating artificial life, Disengage, or Hide action as a bonus action.
the technognome demigod of invention Sporkus crafted
6 Overclockwork. On its turn, the robobeast can take
several mechanical animals and imbued them with arcane one additional action on top of its regular action and
energies. After eons of tinkering, Sporkus and his countless a possible bonus action. Once the robobeast uses this
lab assistants managed to bestow a spark of sentience upon trait, it must finish a short or long rest before it can use
these robobeasts. Elated, Sporkus quickly shared the secrets it again.
of their creation with other artificers, but soon after the 7 Heat Sensors. The robobeast gains blindsight out to 10
feet. If it already has blindsight, this upgrade increases
robobeasts began multiplying and evolving on their own, sur-
its range by 10 feet.
prising the demigod of invention. Since then, several types of
8 Knowledge Matrix. The robobeast gains proficiency in
robobeasts have emerged, many of them slipping away from one skill of the gamemaster’s choice.
the influence of technognomes.
9 Planar Positioning System. The robobeast can use an
Today, robobeasts are created by other robobeasts, or action to learn which way is north, and how high it is
by master artificers who have either copied the form and flying or how deep it is underground or underwater.
function of live robobeasts or have studied and improved 10 Arcane Core. The robobeast can cast one cantrip of
upon the original designs by Sporkus. the gamemaster’s choice at will. Its spellcasting ability
Assisted Evolution. Each robobeast has the schematics modifier is +0 and its proficiency bonus does apply for
of its own design, and sometimes the schematics of other that cantrip.
robobeasts, in its arcanomechanical brain. Given enough
time and resources, a robobeast can create a new robobeast,
Robobeast Defects
often adding tiny changes, which drive the evolution of these
unusual creatures. These changes represent small upgrades D10 Defect
or defects that make each robobeast unique. 1 Whirring Gizmos. The robobeast constantly emits
Crafting Robobeasts. At the gamemaster’s discretion, various noises and has disadvantage on Dexterity
(Stealth) checks.
player characters might be able to find or create schematics
2 Nonwaterproof. The robobeast is incapacitated when
that allow them to craft robobeasts. One way to obtain such
fully immersed in water.
schematics is for player characters to access them from a
3 Reboot Loop. Any critical hit against the robobeast
robobeast’s brain, either by befriending the robobeast or by causes it to become stunned until the start of its
force. Each robobeast’s description includes crafting time next turn.
and cost equivalents using the rules for creating magic items. 4 Latency Issues. The robobeast has disadvantage on
Constructed Critters. A robobeast doesn’t require air, food, initiative rolls.
drink, or sleep. If the mending spell is cast on a robobeast, it 5 Backdoor Vulnerability. The robobeast loses its immunity
regains 2d6 hit points. to being charmed or frightened, has disadvantage on
saving throws against being charmed or frightened, and
Upgrades and Defects its magic resistance does not work against effects that
At the gamemaster’s discretion, when a robobeast is created, would cause it to be charmed or frightened.
or when some artificer tinkers extensively with it, it might 6 Underclockwork. The robobeast can’t use reactions. On
acquire a small change in the form of one of the following its turn, it can use either an action or a bonus action,
upgrades or defects added to its stat block. not both.
A single upgrade or defect does not affect the robobeast’s 7 Low-Grade Optics. The robobeast loses its darkvision. If
challenge rating. A robobeast’s challenge rating increases by it didn’t originally have darkvision, this defect lowers the
robobeast’s wisdom score by 1.
1 for every two upgrades it has and decreases by 1 for every
8 Rusty Armor. The robobeast loses its resistance to
two defects it has.
bludgeoning, piercing, and slashing damage from non-
Upgrades and defects may be changed or removed with magical attacks.
sufficient tinkering, at the gamemaster’s discretion. 9 Buggy Scanners. The robobeast has disadvantage on all
Wisdom (Perception) checks.
Robobeast Upgrades 10 Haunted Circuits. A ghost (CR 4) is haunting the robobe-
D10 Upgrade ast’s circuits, giving it disadvantage on all ability checks
and saving throws. The ghost can be turned or forced
1 Vocalizer. The robobeast can speak the language
out by an effect like the dispel evil and good spell.
it knows.
2 Solar-Powered Self-Repair. The robobeast regains 1d4
hit points when it starts its turn in sunlight and it has at
least 1 hit point.
3 Reinforced Frame. Any critical hit against the robobeast
becomes a normal hit.
4 Warning System. The robobeast has advantage on initia-
tive rolls and can’t be surprised unless it’s incapacitated.

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Coilsnake
Coilsnake Likes: being worn alongside luxurious clothes and expensive
Tiny construct (robobeast), typically unaligned jewelry, hugging its friends really tight, attention and praise

Dislikes: being stepped on, being locked in chests, being told
Armor Class 13 (natural armor) it is out of fashion
Hit Points 18 (4d4 + 8)
Originally conceived as customizable jewelry gifts that
Speed 30 ft., climb 30 ft.
Sporkus could offer to his lady friends, coilsnakes proved to

be too unruly and kept slithering away from jewelry boxes


STR DEX CON INT WIS CHA
when nobody was looking.
16 (+3) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 5 (-3)

Coilsnakes have an innate fashion sense and are capable of
transforming into fancy bracelets, anklets, necklaces, or belts,
Skills Perception +2, Stealth +4
and they might do so for a while for people they trust.
Damage Resistances bludgeoning, piercing, and slashing
Pact of the Chain Familiar. At the gamemaster’s discre-
from nonmagical attacks
tion, a warlock with a pact of the chain may choose the form
Damage Immunities poison, psychic
of a coilsnake for their familiar.
Condition Immunities charmed, exhaustion, frightened,
Crafting Coilsnakes. At the gamemaster’s discretion,
paralyzed, petrified, poisoned
player characters who are proficient in the Arcana skill or
Senses blindsight 10 ft., darkvision 60 ft., passive
with Smith’s Tools or Tinker’s Tools and have obtained the
Perception 12
coilsnake schematic can create a coilsnake by spending
Languages understands one language of its creator but
time and materials comparable to creating an uncommon
can’t speak
magic item.
Challenge 1 (200 XP) Proficiency Bonus +2

False Appearance. While the coilsnake remains motionless, it


is indistinguishable from a piece of jewelry.
Magic Resistance. The coilsnake has advantage on saving
throws against spells and other magical effects.

Actions
Metal Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage and the
coilsnake attaches to the target. If the target is Small or
smaller, the target is also restrained while the coilsnake is
attached in this way.
While attached to the target, the coilsnake can attack no
other creature except the target but has advantage on its
attack rolls and it can use its bonus action to make one
metal bite attack against the target. The coilsnake’s speed
also becomes 0, it can’t benefit from any bonus to its speed,
and it moves with the target.
A creature can detach the coilsnake by making a successful
DC l2 Strength check as an action. On its turn, the coilsnake
can detach itself from the target by using 5 feet of movement.


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Magic Resistance. The robohawk has advantage on saving
Robohawk throws against spells and other magical effects.
Tiny construct (robobeast), typically unaligned
Flyby. The robohawk doesn’t provoke opportunity attacks when

it flies out of an enemy’s reach.


Armor Class 14 (natural armor)
Hit Points 18 (4d4 + 8) Superior Keen Sight. The robohawk has advantage on Wisdom
Speed 5 ft., fly 60 ft. (Perception) checks that rely on sight. In conditions of clear

visibility, the robohawk can make out details of even extremely
STR DEX CON INT WIS CHA distant creatures and objects as small as 2 feet across.
11 (+0) 16 (+3) 14 (+2) 9 (-1) 15 (+2) 6 (-2)

Actions
Skills Perception +4 Metal Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Resistances bludgeoning, piercing, and slashing from target. Hit: 6 (1d6 + 3) slashing damage. If the robohawk is
nonmagical attacks flying and dived at least 30 feet straight toward the target
Damage Immunities poison, psychic immediately before the hit, the target takes an extra 7 (2d6)
Condition Immunities charmed, exhaustion, frightened, slashing damage.
paralyzed, petrified, poisoned Deep Scan (3/day). The robohawk initiates a deep scan. For
Senses darkvision 120 ft., passive Perception 14 1 minute, it can see invisible creatures and objects as if they
Languages understands one language of its creator but were visible while they are within 30 feet of the robohawk and
can’t speak within its line of sight.
Challenge 1 (200 XP) Proficiency Bonus +2

Robohawks value independence and will typically refuse


Robohawk to serve a master who doesn’t treat them with respect and
Likes: soaring high, loyalty, being treated with respect
dignity. However, they are loyal and remarkably protective
and dignity
towards those they consider friends.
Dislikes: those who try to avoid detection by turning invisible, Pact of the Chain Familiar. At the gamemaster’s discre-
being tangled in cable wires, lack of maintenance and repair tion, a warlock with a pact of the chain may choose the form
Robohawks are avian robobeasts with advanced scanning of a robohawk for their familiar.
routines and powerful talons. Originally created to serve as Crafting Robohawks. At the gamemaster’s discretion,
sentries at Sporkus’ secluded mansions, robohawks were player characters who are proficient in the Arcana skill or
supposed to warn the demigod of invention in case his wife with Smith’s Tools or Tinker’s Tools and have obtained the
or family members approached. Yet the robohawks refused robohawk schematic can create a robohawk by spending
to be treated like tools to enable Sporkus’ shenanigans and time and materials comparable to creating an uncommon
eventually just flew away. magic item.

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Hervé ALIX (Order #36750859)
Roboturtle
Likes: lounging in the sun, impressing with its carrying Roboturtle
capacity, occasionally being carried Tiny construct (robobeast), typically unaligned
Dislikes: being kicked, being called slow, creatures climbing –

on its back uninvited Armor Class 15 (natural armor)


Hit Points 34 (4d4 + 24)
Originally conceived as obedient amphibious haulers,
Speed 20 ft., swim 20 ft.
roboturtles have strong armor, an outstanding carrying

capacity, and a powerful bite. Most roborturtles love carrying


STR DEX CON INT WIS CHA
heavy loads around, but they will only do so if they feel like it,
15 (+2) 8 (-1) 23 (+6) 6 (-2) 12 (+1) 7 (-2)
as they don’t take well to commands from people they don’t –

trust. Rarely, a roboturtle will appreciate being carried by a


Skills Perception +3
friend to briefly recalibrate its systems and feel loved.
Damage Resistances bludgeoning, piercing, and slashing
Pact of the Chain Familiar. At the gamemaster’s discre-
from nonmagical attacks
tion, a warlock with a pact of the chain may choose the form
Damage Immunities poison, psychic
of a roboturtle for their familiar.
Condition Immunities charmed, exhaustion, frightened,
Crafting Roboturtles. At the gamemaster’s discretion,
paralyzed, petrified, poisoned
player characters who are proficient in the Arcana skill or
Senses darkvision 60 ft., passive Perception 13
with Smith’s Tools or Tinker’s Tools and have obtained the
Languages understands one language of its creator but
roboturtle schematic can create a roboturtle by spending
can’t speak
time and materials comparable to creating an uncommon
Challenge 1 (200 XP) Proficiency Bonus +2
magic item. –

Exceptional Carrying Capacity. The roboturtle can carry up


to 500 pounds on its back without being encumbered. If
more weight is placed on its back, the roboturtle falls prone
Optional Rule: Roboturtle Leviathan and its speed drops to 0.
At the gamemaster’s discretion, a version of the roboturtle so Magic Resistance. The roboturtle has advantage on saving
large it can carry other creatures inside its shell may be found. throws against spells and other magical effects.
The roboturtle leviathan uses the roboturtle stat block but is a
gargantuan construct with 231 (14d20 + 84) hit points, 20 AC, Actions
and a challenge rating of 10 (5,900 XP); has a Strength score Metal Snap. Melee Weapon Attack: +4 to hit, reach 5 ft., one
of 30 and a proficiency bonus of +4; has +5 Perception and target. Hit: 11 (2d8 + 2) piercing damage.
15 passive Perception; and it can carry up to 100,000 pounds
with its exceptional carrying capacity trait. Bonus Actions
The roboturtle leviathan gains the following additional trait: Defensive Transformation. The roboturtle can use a bonus
Life Support Compartment. The roboturtle leviathan has action to retreat into its shell, gaining resistance to all
an airtight and watertight compartment in its shell that can damage and three-quarters cover while its speed drops to 0.
fit ten Large or smaller creatures. The compartment provides It can use another bonus action to come out of its shell.
creatures inside it with unlimited breathing air unless the
roboturtle leviathan is incapacitated. A creature can use
its action to enter or exit the compartment as long as the
robortutle leviathan allows it.
The roboturtle’s metal snap attack is replaced by the
following action:
Leviathan Snap. Melee Weapon Attack: +14 to hit, reach
15 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If
the target is a Large or smaller creature and the roboturtle
leviathan wishes to swallow it, it must succeed on a DC 20
Dexterity saving throw or be swallowed by the leviathan. A
swallowed creature appears prone in the leviathan’s life
support compartment. The roboturtle leviathan can swallow
willing creatures without dealing damage to them.
Crafting a roboturtle leviathan is a task comparable to
creating a legendary magic item.

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Hervé ALIX (Order #36750859)
Roobots often travel in groups of ten or more. Such a group
Roobot is known as a mob of roobots. Curious roobots might leave
their mob after a while and seek out new friends, especially
Medium construct (robobeast), typically unaligned
those who look like they might go on interesting adventures.
A lone roobot might try to befriend adventurers either by

Armor Class 14 (natural armor) impressing them with its jumping prowess or by being
Hit Points 52 (8d6 + 24) generally helpful.
Speed 45 ft. A friendly roobot will gladly use its marsupium of holding
to carry around equipment or even its friends if they can

STR DEX CON INT WIS CHA survive without breathing. Daring and confident, a roobot
16 (+3) 17 (+3) 17 (+3) 10 (+0) 14 (+2) 8 (-1) will not hesitate to get into a fight with an enemy it thinks it

can defeat, but it will swiftly jump away to safety if the enemy
Skills Perception +4
appears to be too strong.
Damage Resistances bludgeoning, piercing, and slashing
Marsupium of Holding Contents. At the gamemaster’s
from nonmagical attacks
discretion, a roobot could be carrying something interesting
Damage Immunities poison, psychic
in its marsupium of holding when player characters find it.
Condition Immunities charmed, exhaustion, frightened,
Some possible contents include a few trinkets, a common
paralyzed, petrified, poisoned
magic item, random potions, a cask of finely aged wine,
Senses darkvision 60 ft., passive Perception 14
digging tools and a treasure map, or a tiny roobot baby and
Languages understands one language of its creator but
the parts needed to build it into an adult roobot.
can’t speak
Crafting Roobots. At the gamemaster’s discretion player
Challenge 3 (700 XP) Proficiency Bonus +2

characters who are proficient in the Arcana skill or with
Smith’s Tools or Tinker’s Tools and have obtained the
Magic Resistance. The roobot has advantage on saving
roobot schematic can create a roobot by spending time and
throws against spells and other magical effects.
materials comparable to creating a rare magic item.
Marsupium of Holding. The roobot’s pouch functions as
a bag of holding.
Standing Leap. The roobot’s long jump is up to 30 feet and
its high jump is up to 15 feet, with or without a running start.

Actions
Multiattack. The roobot makes one metal kick and one
metal punch attack.
Metal Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 14 (2d10 + 3) bludgeoning damage, and if the
target is a creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone.
Metal Punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage.

Roobot
Likes: jumping around, carrying friends in its marsupium of
holding, getting its surface polished
Dislikes: low ceilings, staying motionless, loneliness
Also known as kangaroobots and roboroos, roobots were
originally designed to be mobile toolboxes that can follow
technognome artificers wherever they go. However, most
roobots quickly became too independent to just do what
they’re told, and their eagerness to keep moving made
them even less suitable for their original purpose.

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Hervé ALIX (Order #36750859)
Magic Resistance. Spikey has advantage on saving throws
Spikey against spells and other magical effects.
Tiny construct (robobeast), typically unaligned
Spiky Defense (Spiky Ball Form Only). A creature that

touches Spikey or hits it with a melee attack takes 7 (2d6)


Armor Class 13 (16 in spiky ball form) (natural armor) piercing damage.
Hit Points 22 (4d4 + 12)
Speed 20 ft. (40 ft. in spiky ball form), burrow 5 ft. Actions

Metal Bite (Hedgehog Form Only). Melee Weapon Attack: +5 to


STR DEX CON INT WIS CHA
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
13 (+1) 16 (+3) 16 (+3) 8 (-1) 12 (+1) 6 (-2)
– Spiky Charge (Spiky Ball Form Only). Melee Weapon Attack: +5
Skills Acrobatics +5, Perception +3 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage,
Damage Resistances bludgeoning, piercing, and slashing from If Spiky moved at least 20 feet straight toward the target imme-
nonmagical attacks diately before the hit, the target takes an extra 14 (4d6) piercing
Damage Immunities poison, psychic damage and if the target is a creature, it must succeed on a DC
Condition Immunities charmed, exhaustion, frightened, 13 Strength saving throw or be knocked prone.
paralyzed, petrified, poisoned, prone (spiky ball form only)
Senses darkvision 60 ft., passive Perception 13
Bonus Actions
Languages understands one language of its creator but Transform. Spikey transforms into its spiky ball form or back
can’t speak into its hedgehog form. its statistics, other than its speed, AC,
Challenge 1 (200 XP) Proficiency Bonus +2 and immunity to the prone condition are the same in each
– form. Spikey reverts to its hedgehog form if it dies.

process continued for a while, and now there are numerous


Spikey Spikeys rolling around and having fun with their friends!
Likes: being thrown at enemies, surprising others by
Pact of the Chain Familiar. At the gamemaster’s discre-
bursting out of the ground, playing with other Spikeys
tion, a warlock with a pact of the chain may choose the form
Dislikes: swimming, sneaky enemies, being compared nega- of a spikey for their familiar.
tively to other Spikeys Crafting Spikeys. At the gamemaster’s discretion player
Originally crafted as a pet for Sporkus’ children, the first characters who are proficient in the Arcana skill or with
Spikey was tossed aside and forgotten when the demigod’s Smith’s Tools or Tinker’s Tools and have obtained the
children received a batch of shiny new toys. Spikey schematic can create a Spikey by spending time and
Saddened, the first Spikey set out on its own, determined materials comparable to creating an uncommon magic item.
to make new friends, a feat it achieved in the literal sense
when it built another Spikey, which built another Spikey. The

55
Hervé ALIX (Order #36750859)
Though most seadrakes believe they are the forefathers
Seadrake of all dragons, they are generally easygoing and amiable
Likes: extinguishing fires, swimming competitions, towards members of the younger races. A seadrake will
compliments be usually friendly towards adventurers, especially if they
Dislikes: captivity, being told it’s not a dragon, being take care to shower it with frequent compliments and avoid
ordered about ordering it about.
Clever and agile, seadrakes are tiny protodragons with a Pact of the Chain Familiar. At the gamemaster’s discre-
potent seawater breath and a temperament to match that of tion, a warlock with a pact of the chain may choose the form
gargantuan wyrms. of a seadrake for their familiar.
As protodragons, seadrakes have existed long before flying
dragons, swimming in primordial seas when the world was
still young. Many sages believe that the seadrake is in fact
the ancestor of most contemporary dragons. Seadrakes, of
Seadrake
Tiny dragon (protodragon), typically neutral good
course, support this belief, while many flying dragons vehe- –

mently deny that they can be possibly descended from this Armor Class 14 (natural armor)
tiny amphibious creature. Hit Points 10 (3d4 + 3)
Intelligent and creative, seadrakes have a long and Speed 10 ft., swim 60 ft.
elaborate oral tradition and they love storytelling as much –

as they love receiving compliments. Many of their stories STR DEX CON INT WIS CHA
talk about great adventures in unexplored continents and 6 (-2) 16 (+3) 12 (+1) 10 (+0) 11 (+0) 13 (+1)
showdowns with ancient evils. –

Skills Perception +2, Stealth +5


Damage Resistances cold
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 12
Languages Draconic
Challenge 1 (200 XP) Proficiency Bonus +2

Amphibious. The seadrake can breathe air and water.


Underwater Camouflage. The seadrake has advantage on
Dexterity (Stealth) checks made to hide underwater.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Seawater Breath (Recharge 5-6). The seadrake exhales
seawater at one creature it can see within 15 feet of it. The
creature must make a DC 11 Dexterity saving throw, taking 7
(2d6) bludgeoning damage on a failed save, or half as much
damage on a successful one. The seawater also extinguishes
exposed nonmagical flames in the area.

Optional Rule: Gift of the Seadrake


Some seadrakes might develop magic that allows their
friends to breathe underwater, gaining the following action:
Gift of the Seadrake (3/day). The seadrake touches a
willing creature and grants it the ability to magically breathe
underwater for the next 24 hours. The creature also retains its
normal mode of respiration.

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Hervé ALIX (Order #36750859)
Sphinxes
Enbysphinx
Likes: clever riddles, polite and witty mortals, preparing Magic Riddles. Enbysphinxes spend eternities creating
impressive heroes’ feasts challenges and devising riddles that test the wisdom,
Dislikes: discrimination, rudeness, lies the cunning, and the resolve of mortals. These riddles
are laced with potent magic that amplifies their effects.
Mysterious, charming, and sharp-witted, enbysphinxes exist
Some enbysphinxes may add a humorous spin to their
outside the strict binary distinction between androsphinxes
challenges to surprise mortals, or use their sharp wit to
and gynosphinxes. Like their binary counterparts,
scandalize, distract, and confuse those who do not respect
enbysphinxes guard mythical treasures, protect magical
their challenges.
gateways, and serve as custodians of truths that have slipped
Sphinx Sympathy. Mortals who treat an enbysphinx with
past mortalkind.
respect and manage to solve their riddles may not only
Mythical Guardians. Though generally not chaotic,
access the secrets they might be protecting, but also find
enbysphinxes are usually more free-spirited and spontaneous
themselves friends with the mighty guardian. A friendly
than their strictly male and female counterparts. Some
enbysphinx may reward mortals with a heroes’ feast in their
enbysphinxes may develop a sense of humor that might
magnificent mansion or treat them to an evening of witty
surprise mortals. Instead of guarding ancient temples and
sphinx poetry!
vaults, an enbysphinx might travel the world, posing ancient
riddles to test the worth of mortals, and sharing knowledge
and spells powerful enough to shape the course of history.

57
Hervé ALIX (Order #36750859)
Enbysphinx Actions
Large monstrosity, typically neutral Multiattack. The sphinx makes two claw attacks.
– Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Armor Class 17 (natural armor) Hit: 16 (2d10 + 5) slashing damage.
Hit Points 207 (18d10 + 108) Riddle (3/Day). The sphinx tells a magical riddle. Each time
Speed 40 ft., fly 60 ft. they tell a riddle before finishing a long rest, the riddle is harder
and the effect is different, as detailed below. Each creature

STR DEX CON INT WIS CHA within 500 feet of the sphinx and able to hear the riddle must
20 (+5) 18 (+4) 22 (+6) 18 (+4) 18 (+4) 24 (+7) make a saving throw.

Hilarious Riddle. Each creature that fails a DC 15 Wisdom


Saving Throws Dex +10, Con +12, Int +10, Wis +10
saving throw becomes incapacitated from uncontrollable
Skills Arcana +16, History +16, Perception +10,
laughter. An incapacitated creature can repeat the saving throw
Performance +13, Religion +16
at the end of each of its turns, ending the effect on itself on
Damage Immunities psychic; bludgeoning, piercing, and
a success.
slashing from nonmagical attacks
Condition Immunities charmed, frightened Terrifying Riddle. Each creature that fails a DC 20 Wisdom
Senses truesight 120 ft., passive Perception 20 saving throw is frightened. A frightened creature is paralyzed
Languages Common, Elvish, Sphinx and can repeat the saving throw at the end of each of its turns,
Preferred Pronouns They/Them ending the effect on itself on a success.
Challenge 18 (20,000 XP) Proficiency Bonus +6 Mind-Boggling Riddle. Each creature makes a DC 25
Intelligence saving throw. On a failed save, a creature takes

Inscrutable. The sphinx is immune to any effect that would 55 (10d10) psychic damage and is knocked prone. On a suc-
sense their emotions or read their thoughts, as well as any divi- cessful save, the creature takes half as much damage and isn’t
nation spell that they refuse. Wisdom (Insight) checks made to knocked prone.
ascertain the sphinx’s intentions or sincerity have disadvantage.
Magic Weapons. The sphinx’s weapon attacks are magical. Reactions
Spellcasting. The sphinx is a 14th level spellcaster. Their Throw Shade. When a creature that the sphinx can see within
spellcasting ability is Charisma (spell save DC 21, +13 to hit with 60 feet of them makes an attack roll, an ability check, or a
spell attacks). They require no material components to cast damage roll, the sphinx can use their reaction to subtract 1d10
their spells. The sphinx has the following spells prepared: from the creature’s roll. The creature is immune if it can’t hear
the sphinx or if it’s immune to being charmed.
Cantrips (at will): dancing lights, mage hand, mending, minor
illusion, prestidigitation, vicious mockery Legendary Actions
1st level (4 slots): detect evil and good, detect magic, faerie fire, The sphinx can take 3 legendary actions, choosing from the
hideous laughter options below. Only one legendary action option can be used
2nd level (3 slots): detect thoughts, lesser restoration, at a time and only at the end of another creature’s turn. The
zone of truth sphinx regains spent legendary actions at the start of their turn.

3rd level (3 slots): counterspell, dispel magic, hypnotic pattern, Claw Attack. The sphinx makes one claw attack.
tongues Teleport (Costs 2 Actions). The sphinx magically teleports, along
4th level (3 slots): banishment, freedom of movement, greater with any equipment they are wearing or carrying, up to 120 feet
invisibility to an unoccupied space they can see.

5th level (2 slots): dream, greater restoration, legend lore, scrying Cast a Spell (Costs 3 Actions). The sphinx casts a spell with a
casting time of 1 action from their list of spells, using a spell
6th level (1 slot): heroes’ feast, irresistible dance
slot as normal.
7th level (1 slot): magnificent mansion (can be the enbysphinx’s
lair), plane shift

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Hervé ALIX (Order #36750859)
Hervé ALIX (Order #36750859)
An Enbysphinx’s Lair
An enbysphinx may protect an ancient temple or a vault
What does “Enby” Mean?
filled with knowledge and treasure that has been sealed away
for eons. Alternatively, some enbysphinxes travel the world Enby is the pronunciation spelling of “NB”, which is short for
and use their magnificent mansion as their own personal and non-binary. A non-binary person (also known as genderqueer)
portable lair in which they test the worth of mortals. has a gender identity that is neither male nor female.
An enbysphinx’s lair may be riddled with traps that are Non-binary people may identify as having more than one
designed to challenge instead of harm those who seek the gender, as a mix of male and female genders, as a separate
sphinx’s treasures. Any who fail those challenges may be third gender, as completely agender, or as having a fluid
granted second chances, but those who offend or attempt to gender identity (genderfluid). Some non-binary people reject
harm the sphinx may be magically banished to a remote and the idea of gender identity altogether.
possibly dangerous location. Traditionally, sphinxes have been depicted as either male
(in ancient Egypt) or female (in ancient Greece) mythical
Lair Actions guardians. The enbysphinx, the non-binary sphinx, aims to
On initiative count 20 (losing initiative ties), the sphinx add a new dimension of possibilities for fantasy storytelling
can take a lair action to cause one of the following magical without invalidating the existing mythologies of these
effects; the sphinx can’t use an effect again until they finish a fantastic creatures.
short or long rest:
The sphinx manifests a lair-wide zone of truth that lasts for
1 hour or until they dismiss it as a bonus action. While this
effect lasts, all creatures of the sphinx’s choice within their
lair are under the effect of a zone of truth spell as if it was
cast by the sphinx.
Scintillating colors fill the lair, revealing all invisible
creatures and dispelling all magical effects created by a spell
of 5th level or lower. The sphinx can choose not to dispel
their own magic.
The sphinx casts banishment (no concentration required)
on any number of creatures they can see within 120 feet of
them. If a banished target is native to the plane of existence
the lair is on, it reappears just outside the lair after the
spell ends.
The sphinx shifts themselves and up to seven other
creatures they can see within 120 feet to their magnificent
mansion or another plane of existence. The sphinx can use a
bonus action to return to where they left, even when outside
their lair, taking up to seven creatures with it.

Gamemaster Tip: Decoupling Abilities


from Genders
The enbysphinx stat block is only a suggestion of what
abilities such a mythical guardian might have. Gamemasters
can just as easily represent an enbysphinx with a stat block of
any other sphinx or use the proposed enbysphinx stat block
for a binary androsphinx or gynosphinx.
n the end, the reality of different gender identities can be
used to create exciting storytelling opportunities without
restricting specific abilities to specific genders.

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Sphinx Kitten
Tiny monstrosity, typically neutral

Armor Class 14 (natural armor)


Hit Points 16 (3d4 + 9)
Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 15 (+2) 16 (+3) 13 (+1) 14 (+2) 17 (+3)

Skills Arcana +3, Perception +4


Damage Resistances psychic; bludgeoning, piercing, and
slashing from nonmagical attacks
Senses truesight 30 ft., passive Perception 14
Languages Common, Sphinx
Challenge 1 (200 XP) Proficiency Bonus +2

Mostly Inscrutable. The sphinx is immune to any effect


that would sense its emotions or read its thoughts, as well
as any divination spell that it refuses. Wisdom (Insight)
checks made to ascertain the sphinx’s intentions or
sincerity have disadvantage. This trait does not work against
adult sphinxes.
Magic Weapons. The sphinx’s weapon attacks are magical.

Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Sphinx Kitten
Hit: 4 (1d4 + 2) slashing damage. Likes: learning new jokes and riddles, being helpful, playing
Prestidigitation. The sphinx casts prestidigitation. Dislikes: being scolded, being told to grow up, thieves
Joke (3/Day). The sphinx tells a magical joke. Each time it Mysterious, elusive, and deeply magical, sphinx kittens are
tells a joke before finishing a long rest, the joke is funnier such a rare sight that many scholars doubt their existence.
and the effect is harder to resist, as detailed below. Each Despite the arcane nature, sphinx kittens are still kittens and
creature within 120 feet of the sphinx and able to hear the love to play and share funny stories with their friends.
joke must make a saving throw. Sphinx kittens require magic and nurture both to grow into
Bad Joke. Each creature that fails a DC 10 Wisdom saving adult sphinxes, a complex process that can take centuries.
throw cringes and has disadvantage on the next attack roll it An orphan sphinx kitten will remain a kitten until it has
makes before the end of its next turn. received the magic and the guidance it needs to develop.
Long-lived sages and elven nobles sometimes adopt and raise
Confusing Joke. Each creature that fails a DC 12 Wisdom
orphan sphinxes, which grow up to become powerful and
saving throw can’t take reactions until the end of its next
loyal guardians.
turn. On its turn, the creature can’t move, and it uses its
Arcane Humor. As part of their training and growing up,
action to make a melee or ranged attack against a randomly
sphinx kittens will charge their jokes with the same magic
determined creature within range. If the creature can’t attack,
that will eventually empower their spells, their riddles, or
it does nothing on its turn.
their roars when they grow up. This makes even a bad joke
Hilarious Joke. Each creature that fails a DC 14 Wisdom potentially dangerous when a sphinx kitten tells it.
saving throw becomes incapacitated from uncontrollable Pact of the Chain Familiar. At the gamemaster’s discre-
laughter. An incapacitated creature can repeat the saving tion, a warlock with a pact of the chain may choose the form
throw at the end of each of its turns, ending the effect on of a sphinx kitten for their familiar.
itself on a success.

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Stellar bunnies love being cuddled and stroked by
Stellar Bunny creatures they trust. When content, they express their
Likes: playing in the night sky, being cuddled and stroked, gratitude by glowing a little bit brighter and sending their
leafy greens friends small telepathic messages of appreciation.
Dislikes: confinement, predators with sharp teeth, Peaceful by nature, a stellar bunny will never seek combat.
jump scares If it feels threatened, a stellar bunny will emit concentrated
Shy and kind-hearted, stellar bunnies are tiny celestial starlight from its body to dazzle its enemies and fly away from
critters that hover jollily in the sky and glow with soft danger.
starlight. Wary of predators and erratic mortals, stellar Familiar. At the gamemaster’s discretion, a player
bunnies will often use their starry camouflage to observe character who can cast find familiar may choose the form of a
a creature while hiding against the clear night sky. If they stellar bunny for their familiar.
decide it’s safe to approach, they will carefully fly closer to the
creature and make their presence known with a polite and
often timid telepathic whisper.

sky and can do so even when the creature from which it is


Stellar Bunny hiding can see it.
Tiny celestial, typically neutral good

Actions
Armor Class 12 Starburst. The stellar bunny emits burning radiance from its
Hit Points 2 (1d4) body. Each creature of its choice that it can see within 5 feet of
Speed 30 ft., fly 15 ft. (hover) it must succeed on a DC 11 Constitution saving throw or take 1
radiant damage. Creatures that fail the saving throw can’t make

STR DEX CON INT WIS CHA opportunity attacks against the stellar bunny until the start of
2 (-4) 13 (+1) 10 (+0) 3 (-4) 12 (+1) 9 (-1) their next turn.

Skills Perception +3, Stealth +3 Bonus Actions


Damage Resistances radiant Stellar Glow. The stellar bunny can use a bonus action to
Senses darkvision 120 ft., passive Perception 13 glow, shedding bright light in a 5-foot radius and dim light for
Languages telepathy 5 ft. an additional 5 feet. While glowing, the stellar bunny has dis-
Challenge 0 (10 XP) Proficiency Bonus +2 advantage on Dexterity (Stealth) checks, unless it is trying to

hide against the starry night sky, and can’t benefit from being
Starry Camouflage. The stellar bunny has advantage on invisible. The stellar bunny can use another bonus action to
Dexterity (Stealth) checks made to hide against the starry night end this effect.

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Voidopus
Likes: sleeping during long trips across the void, the
Voidopus
Tiny aberration, typically chaotic neutral
ceaseless passage of time, friendly telepathic chats

Dislikes: edgy villains with plans to destroy the world, strong


Armor Class 11
magical light, jokes about fried octopus
Hit Points 16 (3d4 + 9)
Mysterious and literally otherworldly, voidopuses (also known Speed 5 ft., fly 20 ft. (hover), swim 20 ft.
as voidopi) are tiny creatures of eldritch magic and dark –

cuteness. Native to the unimaginable emptiness between the STR DEX CON INT WIS CHA
stars, these unusual critters can live comfortably in almost 3 (-4) 13 (+1) 16 (+3) 16 (+3) 14 (+2) 13 (+1)
any environment. Their unusual nature allows voidopuses –

to take millennia-long naps and live in their dreams while Skills Arcana +5, Stealth +3
floating from star to star. However, the void can become dull Damage Resistances necrotic, psychic; bludgeoning,
and monotonous after a few millennia, and many voidopuses piercing, and slashing from nonmagical attacks
will leave it to discover and visit new worlds full of color and Senses darkvision 120 ft., passive Perception 14
wondrous creatures. Languages Deep Speech, telepathy 120 ft.
While their bodies do not age like a mortal creature’s Challenge 1 (200 XP) Proficiency Bonus +2
and they don’t require air, food, or drink, voidopuses are –

physically weak and diminutive, so they have to rely on Void Adaptation. The voidopus doesn’t require air, food,
their eldritch powers for protection. All voidopuses possess or drink.
powerful telepathy and the ability to produce magical ink
of unimaginable darkness. When threatened, they will not Actions
hesitate to use their mental powers to weaken and confuse Tiny Tentacles. Melee Weapon Attack: +0 to hit, reach 5 ft.,
the minds of aggressors and expel magical darkness to one target. Hit: 1 bludgeoning damage.
escape to safety. Mind Whisper. The voidopus magically emits psychic energy
Pact of the Chain Familiar. At the gamemaster’s discre- at a creature it can see within 60 feet of it. That creature
tion, a warlock with a pact of the chain may choose the form must succeed on a DC 15 Intelligence saving throw or take 7
of a voidopus for their familiar. (2d6) psychic damage and subtract 1d4 from the next saving
throw it makes before the end of the voidopus’ next turn.
Shadowink Cloud (Recharge 5-6). A 5-foot-radius cloud of
magical darkness extends all around the voidopus. The
darkness spreads around corners and lasts until the start of
the voidopus’ next turn. A creature with darkvision can’t see
through this darkness, and nonmagical light can’t illuminate
it. After releasing a shadowink cloud, the voidopus can use
the Dash action as a bonus action.

More Stuff!
Find all Catilus books, magic items, tons of fantasy art, maps,
NPCs, lore, and more to elevate your games at: https://www.
patreon.com/Catilus

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Appendices Challenge 2
Bloomhorse30
Dragons
Seadrake56
Dire Goose 18
Appendix A: Mossbear Mama 35
Elementals
Cute Creatures by Aqualotl19
Shroomog39
Cloudsheep20
Challenge Rating Challenge 3 Flameingo21
Challenge 0 Roobot54 Rockster23
Catilus Kittten 8 Challenge 6 Fey
Copyblob Kid 15 Catilus Color Wizard 6 Catilus Adventurer 5
Felim24 Celestial Panda 12 Catilus Color Wizard 6
Floster32 Catilus Kittten 8
Fuzzy Bat 42 Challenge 10
The Catilus 10
Merfox44 Copyblob Sage 16
Feywolf27
Miniature Camel 45 Challenge 12 Pixig47
Mossbear Cub 34 Shroomog Mossback 40
Owlnut36 Fiends
Ramhorse Foal 49
Challenge 18 Fiendish Ferret 28
Enbysphinx57
Shroompy37 Monstrosities
Stellar Bunny 62 Challenge 30 Copyblob Artisan 13
Challenge ¹⁄₈ The Catilus 10 Copyblob Kid 15
Fungodillo33 Copyblob Sage 16
Appendix B: Enbysphinx57
Challenge ¹⁄₄ Sphinx Kitten 61
Miniature Elephant 46 Cute Creatures by Type
Plants
Challenge ¹⁄₂ Beasts Bloomhorse30
Ramhorse48 Deep Otter 17
Floster32
Dire Goose 18
Challenge 1 Fungodillo33
Fuzzy Bat 42
Aqualotl19 Mossbear Cub 34
Merfox44
Catilus Adventurer 5 Mossbear Mama 35
Miniature Camel 45
Cloudsheep20 Owlnut36
Miniature Elephant 46
Coilsnake51 Shroompy37
Ramhorse48
Copyblob Artisan 13 Shroompy Sigma 38
Ramhorse Foal 49
Deep Otter 17 Shroomog39
Felim Seraph 25 Shroomog Mossback 40
Feywolf27 Celestials
Fiendish Ferret 28 Celestial Panda 12
Flameingo21 Felim24
Pixig47 Felim Seraph 25
Rockster23 Stellar Bunny 62
Robohawk52 Constructs
Roboturtle53 Coilsnake51
Seadrake56 Robohawk52
Shroompy Sigma 38 Roboturtle53
Sphinx Kitten 61 Roobot54
Spikey55 Spikey55
Voidopus64

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Hervé ALIX (Order #36750859)
License
OPEN GAME License Version 1.0a The following text is the property of You must add the title, the copyright date, and the copyright holder’s name to
Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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under and in terms of this License. You must affix such a notice to any Open 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
Game Content that you Use. No terms may be added to or subtracted from Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016,
this License except as described by the License itself. No other terms or Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris
Conditions may be applied to any Open Game Content distributed using Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
this License. R. Cordell, Chris Sims, and Steve Townshend, based on original material by
3.Offer and Acceptance: By Using the Open Game Content You indicate E. Gary Gygax and Dave Arneson.
Your acceptance of the terms of this License. Product Identity: The following items are hereby identified as Product
4. Grant and Consideration: In consideration for agreeing to use this Identity, as defined in the Open Game License 1.0a, Section 1(e), and are
License, the Contributors grant You a perpetual, worldwide, royalty-free, not Open Content: All trademarks, registered trademarks, proper names,
nonexclusive License with the exact terms of this License to Use, the Open dialogue, plots, storylines, locations, characters, artworks, and trade dress.
Game Content. (Elements that have previously been designated as Open Game Content
5.Representation of Authority to Contribute: If You are contributing original are not included in this declaration.)
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6.Notice of License Copyright: You must update the COPYRIGHT NOTICE nated as Open Game Content may be reproduced in any form without
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67
Hervé ALIX (Order #36750859)
DISCOVER AND BEFRIEND
FANTASTIC CUTE CREATURES
Unique and mysterious creatures breathe life to fantasy
realms, inspiring adventurers to seek them out to discover
their secrets or just to make new friends.

In this fully illustrated Catilus book, gamemasters and players alike


will find an assortment of fantastic creatures that have one thing in
common: they are all cute! From tiny critters and adorable robobeasts,
to a gargantuan being of whimsy that can challenge even the mightiest
of foes, each creature in this book is adorable in its own unique way.

Expand worldbuilding and create exciting new adventure hooks


as a gamemaster or befriend cute and sometimes powerful
companions and discover new playing styles as a player.

This book includes stat blocks, rich lore, and colored illustrations for
each creature; as well as optional rules, lists, and tables to spice up
gameplay, including rules on how to summon suitable creatures
to act as familiars or steeds!

Time to make some new friends!

When you are ready for even more, check out


my Patreon https://www.patreon.com/Catilus
for incredible magic items, tons of fantasy art,
world and dungeons maps, NPCs and lore, and
more great stuff to elevate your games!

Hervé ALIX (Order #36750859)

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