Download as pdf or txt
Download as pdf or txt
You are on page 1of 431

Monster Hunter Monster Manual

Table of Contents
Conditions, Poisons, and Diseases Behemoth (CR 27) ..................................................................... 71
Ceadeus (CR 26) ........................................................................ 74
Bloodblight ...................................................................................... 0 Chameleos (CR 14) ....................................................................76
Dragonblight .................................................................................... 0 Tempered Chameleos (CR 19) ...................................................78
Frenzy Virus .................................................................................375 Risen Chameleos (CR 21) ......................................................... 81
Iceblight ........................................................................................... 0 Dalamadur (CR 18) ....................................................................82
Slick ................................................................................................. 0 Shah Dalamadur (CR 30) .......................................................... 84
Tarred ...............................................................................................0 Dire Miralis (CR 11) ..................................................................87
Thunderblight .................................................................................. 0 Tempered Dire Miralis (CR 18) .................................................89
Waterblight .......................................................................................0 Archtempered Dire Miralis (CR 26) ..........................................91
Amphibians Fatalis (CR 28) ............................................................................93
Tempered Fatalis (MHW) (CR 30) ........................................... 97
Tetranadon (CR 6) ....................................................................... 1 Gaismagorm (CR 28) ................................................................ 99
Tetsucabra (CR 4) ........................................................................ 3 Gogmazios (CR 19) ..................................................................101
Zamite (CR 1/2) ............................................................................5 Jhen Mohran (CR 26) .............................................................. 104
Zamtrios (CR 5) ............................................................................6 Kirin (CR 12) .............................................................................107
Bird Wyverns Tempered Kirin (CR 19) ..........................................................109
Aknosom (CR 6) ........................................................................... 8 Kulve Taroth (CR 21) .............................................................. 110
Gypceros (CR 8) ........................................................................... 9 Kushala Daora (CR 15) ...........................................................113
Hypnocatrice (CR 4) ..................................................................10 Risen Kushala Daora (CR 17) ................................................. 115
Malfestio (CR 9) ......................................................................... 12 Lao-Shan Lung (CR 30) ..........................................................117
Qurupeco (CR 6) ........................................................................ 13 Lunastra (CR 12) ......................................................................119
Pukei-Pukei (CR 4) ....................................................................15 Tempered Lunastra (CR 19) .................................................... 121
Coral Pukei-Pukei (CR 10) ........................................................16 Malzeno (CR 20) .......................................................................122
Yian Garuga (CR 7) ................................................................... 18 Primordial Malzeno (CR 25) ................................................... 125
Scarred Yian Garuga (CR 16) ....................................................19 Nakarkos (CR 20) .....................................................................127
Yian Kut-Ku (CR 3) ....................................................................21 Namielle (CR 14) ......................................................................129
Blue Yian Kut-Ku (CR 5) .......................................................... 22 Tempered Namielle (CR 19) ....................................................131
Archtempered Namielle (CR 24) .............................................133
Brute Wyverns Nergigante (CR 23) ..................................................................135
Anjanath (CR 7) ..........................................................................24 Ruiner Nergigante (CR 30) ......................................................137
Fulgur Anjanath (CR 15) ........................................................... 25 Safi'jiiva (CR 29) ...................................................................... 139
Banbaro (CR 12) ........................................................................ 28 Shara Ishvalda (CR 25) .......................................................... 141
Brachydios (CR 17) ................................................................... 29 Teostra (CR 13) .........................................................................145
Raging Brachydios (CR 22) ...................................................... 32 Tempered Teostra (CR 20) .......................................................148
Barroth (CR 4) ............................................................................ 34 Risen Teostra (CR 22) ............................................................. 150
Baby Barroth (CR 1/4) .............................................................. 35 Thunder Serpent Narwa (CR 19) .........................................151
Deviljho (CR 18) .........................................................................36 Vaal Hazak (CR 24) ................................................................. 154
Savage Deviljho (CR 22) ...........................................................37 Blackveil Vaal Hazak (CR 26) .................................................155
Duramboros (CR 9) ................................................................... 40 Valstrax (CR 16) ....................................................................... 158
Glavenus (CR 13) ....................................................................... 41 Crimson Glow Valstrax (CR 22) ..............................................160
Acidic Glavenus (CR 19) .......................................................... 42 Velkhana (CR 17) ..................................................................... 162
Radobaan (CR 10) ......................................................................45 Tempered Velkhana (CR 22) ................................................... 164
Uragaan (CR 6) ...........................................................................45 Archtempered Velkhana (CR 27) .............................................166
Juvenile Uragaan (CR 3) ............................................................47 Wind Serpent Ibushi (CR 19) ............................................... 168
Pumpkin Uragaan (CR 10) ........................................................ 48 Xeno'jiiva (CR 25) .................................................................... 171
Carapaceon Yama Tsukami (CR 18) ........................................................... 174
Ceanataur (CR 1/2) ....................................................................50 Fanged Beasts
Shogun Ceanataur (CR 13) ..................................................... 50 Arzuros (CR 4) ..........................................................................176
Tempered Shogun Ceanataur (CR 17) .......................................52 Arzuros Cub (CR 1/8) ............................................................. 177
Hermitaur (CR 1/2) ....................................................................53 Bloodsoaked Arzuros (CR 11) .................................................178
Daimyo Hermitaur (CR 9) ........................................................53 Bishaten (CR 7) ........................................................................ 179
Tempered Daimyo Hermitaur (CR 18) ......................................56 Blood Orange Bishaten (CR 12) ..............................................181
Shen Gaoren (CR 30) ................................................................58 Blango (CR 1/2) ........................................................................ 182
Elder Dragons Blangonga (CR 9) .....................................................................183
Alatreon (CR 21) ........................................................................ 61 Bullfango (CR 1/4) ................................................................... 185
Bullfango Shoat (CR 0) ........................................................... 185
Tempered Alatreon (MHW) (CR 30) ........................................ 62
Amatsumagatsuchi (CR 17) .....................................................67 Bulldrome (CR 2) .....................................................................185
Tempered Amatsu (CR 25) ........................................................69
Conga (CR 1/2) ......................................................................... 186
Congalala (CR 6) ......................................................................186 Silverwind Nargacuga (CR 19) ............................................... 271
Gammoth (CR 17) ....................................................................188 Lucent Nargacuga (CR 21) ......................................................272
Young Gammoth (CR 6) ..........................................................190 Paolumu (CR 7) ........................................................................275
Garangolm (CR 16) ..................................................................190 Paolumu Pup (CR 2) ................................................................ 276
Goss Harag (CR 18) ................................................................ 192 Nightshade Paolumu (CR 12) ..................................................277
Kecha Wacha (CR 6) ............................................................... 194 Rathalos (CR 10) ......................................................................278
Young Kecha Wacha (CR 1) .................................................... 196 Rathian (CR 8) ..........................................................................281
Lagombi (CR 3) ........................................................................ 196 Seregios (CR 7) ........................................................................ 283
Lagombi Kit (CR 1/2) ............................................................. 197 Tempered Seregios (CR 15) .....................................................284
Rajang (CR 15) ......................................................................... 199 Young Seregios (CR 2) ............................................................ 285
Furious Rajang (CR 21) ...........................................................200 Tigrex (CR 16) .......................................................................... 286
Adolescent Rajang (CR 8) ....................................................... 202 Brute Tigrex (CR 20) ...............................................................288
Volvidon (CR 5) .........................................................................203 Ukanlos (CR 20) .......................................................................290
Volvidon Pup (CR 1/2) ............................................................ 205 Leviathans
Wulg (CR 1) ............................................................................... 205 Almudron (CR 15) ....................................................................292
Wulg Pup (CR 1/8) ..................................................................206
Magma Almudron (CR 17) ......................................................294
Fanged Wyverns Gobul (CR 7) ..............................................................................298
Dodogama (CR 7) .................................................................... 207 Gobling (CR 3) ........................................................................ 299
Dodogama, Juvenile (CR 1) .....................................................208 Lagiacrus (CR 14) ....................................................................300
Girros (CR 1) .............................................................................208 Young Lagiacrus (CR 8) .......................................................... 302
Girros Pup (CR 1/8) ................................................................ 209 Ludroth (CR 1) ..........................................................................303
Great Girros (CR 6) ..............................................................210 Baby Ludroth (CR 1/8) ............................................................304
Jagras (CR 1/2) ......................................................................... 210 Royal Ludroth (CR 5) ...........................................................304
Jagras Pup (CR 1/8) .................................................................211 Mizutsune (CR 11) ...................................................................306
Great Jagras (CR 4) ..............................................................212 Young Mizutsune (CR 5) ......................................................... 308
Lunagaron (CR 19) ..................................................................212 Violet Mizutsune (CR 15) ........................................................309
Magnamalo (CR 17) ................................................................ 215 Nibelsnarf (CR 8) ..................................................................... 312
Scorned Magnamalo (CR 21) ..................................................217 Young Nibelsnarf (CR 4) ......................................................... 313
Odogaron (CR 8) ...................................................................... 219 Somnacanth (CR 10) ...............................................................314
Young Odogaron (CR 4) ..........................................................221 Aurora Somnacanth (CR 14) ................................................... 316
Ebony Odogaron (CR 12) ........................................................222 Uroktor (CR 1/2) ...................................................................... 318
Shamos (CR 1) ......................................................................... 223 Agnaktor (CR 6) .................................................................... 318
Shamos Pup (CR 0) ..................................................................224 Neopterons
Tobi-Kadachi (CR 6) ................................................................ 224 Ahtal-Ka (CR 23) ...........................................................320 & 323
Tobi-Kitachi (CR 2) ................................................................. 225
Ahtal-Neset (CR 23) ................................................................322
Viper Tobi-Kadachi (CR 9) .....................................................226 Altaroth (CR 0) ......................................................................... 324
Viper Tobi-Kitachi (CR 3) ....................................................... 228
Zinogre (CR 10) ........................................................................228 Bnahabra (CR 1/4) ...................................................................325
Juvenile Zinogre (CR 3) .......................................................... 230
Great Thunderbug (CR 1/4) .................................................. 326
Hornetaur (CR 1/4) ..................................................................326
Flying Wyverns Konchu (CR 1/4) .......................................................................327
Akantor (CR 20) ....................................................................... 232 Seltas (CR 3) .............................................................................328
Astalos (CR 9) ...........................................................................233 Seltas Queen (CR 11) ............................................................. 329
Tempered Astalos (CR 16) ...................................................... 236 Vespoid (CR 1/4) .......................................................................331
Barioth (CR 15) ........................................................................ 237 Vespoid Princess (CR 1/2) .......................................................332
Frostfang Barioth (CR 20) .......................................................239 Vespoid Queen (CR 1) .............................................................333
Basarios (CR 6) ........................................................................ 241 Piscine Wyverns
Baby Basarios (CR 1) .............................................................. 243
Bazelgeuse (CR 17) ................................................................. 244 Beotodus (CR 12) .....................................................................334
Seething Bazelgeuse (CR 21) ..................................................245
Cephadrome (CR 7) .................................................................336
Diablos (CR 18) ........................................................................ 247 Cephalos (CR 2) ....................................................................... 336
Espinas (CR 12) ....................................................................... 249 Delex (CR 1/8) ...........................................................................338
Gajau (CR 1) ..............................................................................339
Tempered Espinas (CR 18) ......................................................252
Flaming Espinas (CR 15) ........................................................ 253
Jyuratodus (CR 11) .................................................................. 340
Giggi (CR 1/2) ........................................................................... 256 Lavasioth (CR 13) .................................................................... 341
Gigginox (CR 10) ......................................................................256 Plesioth (CR 9) ......................................................................... 342
Chaotic Gigginox (CR 14) .......................................................258 Snake Wyverns
Gravios (CR 14) ........................................................................260 Najarala (CR 9) .........................................................................344
Khezu (CR 10) .......................................................................... 261 Remobra (CR 1/4) .................................................................... 345
Legiana (CR 13) ....................................................................... 263 Wingdrake (CR 1/8) .................................................................346
Shrieking Legiana (CR 17) ......................................................265
Monoblos (CR 12) .................................................................... 266 Temnoceran
Nargacuga (CR 11) .................................................................. 268 Nerscylla (CR 6) ....................................................................... 347
Baby Nargacuga (CR 1/4) ....................................................... 270 Fey Nerscylla (CR 9) ............................................................... 349
Young Nargacuga (CR 5) .........................................................270 Rachnoid (CR 1) .......................................................................351
Rakna-Kadaki (CR 17) ............................................................351 Shakalaka (CR 1/8) ..................................................................414
Pyre Rakna-Kadaki (CR 19) ....................................................354 King Shakalaka (CR 1) ............................................................ 415
Theropods Endemic Life
Baggi (CR 1) ..............................................................................356 Dung Beetle (CR 0) ..................................................................416
Great Baggi (CR 2) .................................................................. 356 Bomb Beetle (CR 0) .................................................................416
Boggi (CR 1) ..............................................................................357 Forest Gekko (CR 0) ................................................................416
Genprey (CR 1/2) ..................................................................... 359 Iron Helmcrab (CR 0) ............................................................. 417
Gendrome (CR 2) .....................................................................359 Nitrotoad (CR 0) .......................................................................417
Giaprey (CR 1/2) .......................................................................360 Paratoad (CR 0) ........................................................................417
Giadrome (CR 2) ..................................................................... 390 Sleeptoad (CR 0) ......................................................................417
Ioprey (CR 1/2) ......................................................................... 361 Solider Helmcrab (CR 0) ........................................................418
Iodrome (CR 1) ........................................................................361 Vigorwasp (CR 0) .....................................................................418
Izuchi (CR 1) ............................................................................. 364 Giant Vigorwasp (CR 0) ......................................................... 418
Great Izuchi (CR 3) ..................................................................365 Wiggler (CR 0) ..........................................................................418
Jaggi (CR 1/2) ............................................................................366 Appendix A: Monster Lists
Jaggia (CR 1) ........................................................................... 366 Monster By Environment .............................................................419
Great Jaggi (CR 2) ................................................................... 367 Monster by Challenge Rating ...................................................... 424
Kulu-Ya-Ku (CR 4) .................................................................... 368
Tempered Kulu-Ya-Ku (CR 7) .................................................370 What is the table following a Stat
Maccao (CR 1/4) .......................................................................371 block?
Great Maccao (CR 2) ...............................................................371
Tzitzi-Ya-Ku (CR 6) ...................................................................372 In this updated Monster Hunter Monster Manual, each creature stat
Velociprey (CR 1/4) ..................................................................374 block is followed up by its loot table that was once found in the
Velocidrome (CR 1) ................................................................. 374 Monster Hunter Monster Loot Tables.
Wroggi (CR 1) ........................................................................... 376 The loot tables are an addition to the ever growing supplement
Great Wroggi (CR 2) ................................................................376 for playing a monster hunter styled D&D game. Each loot table
was constructed using magical effects based on the creature's armor
Unknown and weapons in the monster hunter video game series. In other
Gore Magala (CR 21) .............................................................. 381 cases, they are based off the creature's monster stat block or act as
Tempered Gore Magala (CR 21) ............................................. 383 other magical items found within the 5e universe. The effects are
Chaotic Gore Magala (CR 24) ...............................................384 also based on when the PCs will typically fight these creatures. A
Shagaru Magala (CR 25) ........................................................387 CR 2 creature will not have a legendary material, it will typically
Tempered Shagaru Magala (CR 30) ........................................ 389 have a common magical effect with the chance of an uncommon
Risen Shagaru Magala (CR 30) ...............................................391 effect if the PC rolls high enough on the table.
Leshen (CR 12) .........................................................................392
Ancient Leshen (CR 21) ..........................................................394 How do I obtain Materials found on
Qurio (CR 1/8) .......................................................................... 396 the loot tables?
Qurio Swarm (CR 2) ................................................................396
Obtaining materials to upgrade your weapon and armor is a core
Herbivore part of Monster Hunter. The 2 most common ways to obtain
Apceros (CR 1/4) ......................................................................397 material for you is carving materials off your kills or capturing
Aptonoth (CR 1/8) ....................................................................397 larger creatures in the field. The rules for carving and capturing can
Anteka (CR 1/8) ........................................................................ 398 be found to the right. There are other ways to obtain materials, but
Bombadgy (CR 1/8) ................................................................. 398 they are not relevant to this PDF.
Epioth (CR 1/8) .........................................................................399
Gargwa (CR 1/4) .......................................................................400 How do I make use of these Loot
Gastodon (CR 1) .......................................................................400
Gowngoat (CR 1/8) .................................................................. 401 tables?
Kelbi (CR 0) ...............................................................................402 All the rules for making use of these tables can be found in
Kestodon (CR 1/4) ................................................................... 403 Amellwind's Guide to Monster Hunting, but you can easily take the
Larinoth (CR 1/4) .....................................................................403 magical effects from these creatures and place them into your
Mosswine (CR 0) ......................................................................404 players weapon and armor to give them magical items that won't be
Moofah (CR 0) ...........................................................................405 the same as the typical ones found in other 5e games.
Palamute (CR 1/2) ................................................................... 406
Popo (CR 1/4) ........................................................................... 407 Carving
Rhenoplos (CR 2) .....................................................................407
Slagtoth (CR 1/8) ..................................................................... 408 Carving your kills is one of 2 ways to obtain materials while on a
hunt. When you attempt to carve a creature, make a Dexterity
Lynians (Survival) check against the creatures Carve DC. On a success, roll
Boaboa (CR 1/4) .......................................................................409 a d20 and compare the results to the creatures loot table. On a
Felyne (CR 1) ............................................................................ 410 failed save, treat the roll as if they rolled a 1 on the loot table.
Gajalaka (CR 1/8) .....................................................................411
Grimalkyne (CR 1) ...................................................................412 Carve DC = 10 + 1/2 of the creatures CR rounded down
Melynx (CR 1) ........................................................................... 413
Wild Melynx (CR 1/8) .............................................................413
Variant Carve Rule: Rewarding the natural 20 Slick
A creature who is slick is covered in a slippery or slimy
When you roll a natural 20 on a Carve check, you
liquid. This liquid coats the body making it difficult to
roll an additional d20 and add that number to the
move or avoid attacks without slipping.
loot table roll. The new number is the material
found on that carve check. A creature who is slick has disadvantage on
Dexterity saving throws.
Any total higher than 20, counts as if a 20 was
A creature can only move up to half its speed while
rolled. under this effect.
A creature has disadvantage when attempting to
grapple a creature, but advantage when attempting
Capturing to escape a grapple when using acrobatics.
A creature can use its action on itself or another
Certain creatures can be captured. A creature that can be captured adjacent creature to wipe off the liquid, removing
will have a captured section of its loot table. A captured creature the effect.
may provide loot that you are unable to obtain, an increased or
decreased chance to obtain certain loot that you may have gotten
from carving. When you capture a creature, you obtain a number of
materials as labeled in the creatures loot table. No check is made,
but the material is not gathered until you return to town.
Tarred
See Tranq Bomb (AGtMH p.66) for capturing rules. A creature, object, or area who is tarred, is covered in a
dark brown or black viscous liquid. This liquid sticks to
Conditions, Poisons, & Diseases anything it touches and is highly flammable.
Within this Monster Manual you will find new conditions, poisons, A creature who is tarred is restrained, immune to
and diseases. These have been consolidated here. being disarmed, and cannot use an object or weapon
not already in hand.
A tarred Object cannot be moved or used.
An area that is tarred is considered difficult terrain.
Bloodblight The condition ends if a creature, object, or area that
has this condition takes fire damage. When the
A creature who is afflicted with bloodblight bleeds
condition ends in this way the creature, object, or
profusely.
area ignites. Until a creature takes an action to douse
While afflicted, a creature loses 1d10 hit points at the fire , the target takes 6 (1d10) fire damage at the
the end of each of its turns if it hasn't attacked or start of each of its turns.
dealt damage to a hostile creature since the start of When an area ignites, any object or creature in that
its turn. area also ignites.
When it would regain hit points, it regains only half An area that ignites in this way burns for 1 minute.
as many.

Thunderblight
Dragonblight An afflicted creature has disadvantage on saving
While afflicted with dragonblight, the target can't throws to be stunned.
deal cold, fire, lightning, necrotic, or thunder damage If the creature takes lightning or thunder damage
with its spells and attacks, and it can't impose any of while already under the effects of thunderblight, it
the following conditions on other creatures: blinded, must make a DC 10 Constitution saving throw or be
charmed, paralyzed, poisoned, and petrified. stunned until the end of its next turn.
Dragonblight can be cured early with the lesser
restoration spell or similar magic.

Poison: Waterblight
A creature afflicted by waterblight has its stamina
Disease: Iceblight drained.
A creature who is afflicted with iceblight is chilled to
On the creatures turn, it can use either an Action or
the bone.
a Bonus Action, not both.
The creature can't use reactions.
Its speed is halved.
It can't make more than one attack on its turn.
Amphibians
Amphibians are a class of monsters that are superficially frog-like in body structure, with powerful, spring-like back legs and muscular
forelegs. They are known to inhabit a diverse range of environments and are typically carnivorous.

Tetranadon
The tetranadon is an amphibian with an inflatable belly and a The tetranadon are known to swallow large amounts of gravel,
turtle-like shell on its back. It has algae-like fur on its head, front which causes its belly to inflate to enormous proportions. In its
legs, shell, and tail. With a toothless, platypus-like beak and bloated state, tetranadon become very sluggish, yet its attacks
webbed feet. Its eyes are orange and have the horizontal pupil become more powerful, capable of shattering earth with a stomp.
common to amphibians. On its head is a crest that looks very The tetranadon's attacks in this state can be described as "sumo-
similar to the head dish of the mythological Kappa. like". Surprisingly, they are capable of jumping high in the air even
When its belly is not inflated, it walks on all fours; once enough when its belly is inflated.
debris is swallowed, however, its belly inflates to an incredible The tetranadon are known to clash with arzuros. When in its
size, and it starts standing on its hindlegs. bloated state, they have been seen trying to swallow an arzuros
during this battle. However the stocky fanged beasts are too
difficult for the greedy amphibians to consume.

1
Tetranadon If the tetranadon takes 20 damage or more on a single
turn from a creature inside it (or 30 damage or more
Large beast (amphibian), unaligned
from a single creature outside of it), the tetranadon must
succeed on a DC 15 Constitution saving throw at the
Armor Class 15 (natural armor) end of that turn or regurgitate the swallowed creature or
Hit Points 95 (10d10 + 40) chunk of terrain and is no longer bloated. If it is a
Speed 30 ft., swim 30 ft. creature, it falls prone in a space within 10 feet of the
tetranadon. If the tetranadon dies, a swallowed creature
is no longer restrained by it and can escape from the
STR DEX CON INT WIS CHA corpse using 10 feet of movement, exiting prone.
16 (+3) 8 (-1) 18 (+4) 4 (-3) 8 (-1) 6 (-2) Stomp (Bloated Only). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 19 (3d10 + 3) bludgeoning
Damage Resistances necrotic damage and the ground in a 10-foot-squared area
Damage Immunities acid adjacent to the tetranadon in the direction of the target
Senses passive Perception 9 becomes difficult terrain.
Languages —
Boulder Toss (Bloated Only). Ranged Weapon Attack: +6
Challenge 6 (2,300 XP) Proficiency +3
to hit, range 30/120 ft., one target. Hit: 12 (2d8 + 3)
bludgeoning damage.
Amphibious. The tetranadon can breathe air and water.
Water Bolt (When not bloated Only). Ranged Weapon
Bloated. When the tetranadon swallows a creature or Attack: +6 to hit, range 30/120 ft., one target. Hit: 7
misses its bite attack, its size increases. While bloated, (2d6) acid damage and the creature must succeed on a
the tetranadon is Huge and makes Strength checks and DC 15 Constitution saving throw or be afflicted with
Strength saving throws with advantage. If the tetranadon waterblight for 1 minute. A creature can repeat the
lacks the room to become Huge, it attains the maximum saving throw at the end of each of its turns, ending the
size possible in the space available. effect on itself on a success.
If the tetranadon regurgitates a creature or terrain after
failing its Constitution saving throw, it is pushed back 10 Deadly Leap. If the tetranadon jumps at least 15 feet as
feet, knocked prone, and incapacitated until the end of part of its movement, it can then use this action to land
its next turn. on its feet in a space that contains one or more other
creatures. Each of those creatures must succeed on a DC
Standing Leap. The tetranadon's long jump is up to 20 15 Strength or Dexterity saving throw (target's choice)
feet and its high jump is up to 15 feet, without a running or be knocked prone and take 17 (4d6 + 3) bludgeoning
start. In addition, the tetranadon does not incur damage On a successful save, the creature takes only
opportunity attacks while moving with a jump. half the damage, isn't knocked prone, and is pushed 5
Sumo Strike. Whenever the tetranadon makes a palm feet out of the tetranadon's space into an unoccupied
strike attack, it can move 5 feet as part of the attack. If space of the creature's choice. If no unoccupied space is
the tetranadon is not bloated, it makes the movement within range, the creature instead falls prone in the
without provoking opportunity attacks. tetranadon's space.

Actions Legendary Actions


Multiattack. The tetranadon makes two Palm Strike The tetranadon can take 1 legendary action, choosing
attacks. While enlarged, it makes four Palm Strike from the options below. Only one legendary action
attacks. It can replace any one of these attacks with a option can be used at a time and only at the end of
Water Bolt attack. another creature's turn. The tetranadon regains spent
legendary actions at the start of its turn.
Palm Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage. Stand. If the tetranadon is prone, it stands up.
Bite (When not bloated Only). Melee Weapon Attack: +6 Stunning Strike. The tetranadon chooses a creature within
to hit, reach 5 ft., one target. Miss: The tetranadon 5 feet of it. That creature must succeed on a DC 14
swallows a chunk of terrain and becomes bloated. Constitution saving throw or be stunned until the end of
Hit: 17 (4d6 + 3) bludgeoning damage and the target the tetranadon's next turn.
is swallowed if it is a Medium or smaller creature. A Muck Blast. The tetranadon exhales gravel and water in a
swallowed creature is blinded and restrained, has total 15-foot cone in front of it. Each creature in that area
cover against attacks and other effects outside the must make a DC 15 Dexterity saving throw, taking 4
tetranadon, and takes 10 (3d6) acid damage at the start (1d8) bludgeoning damage plus 4 (1d8) acid damage
of each of the tetranadon's turns. and be afflicted with waterblight for 1 minute on a failed
The tetranadon's gullet can hold one creature or chunk save, or half as much damage and isn't afflicted with
of terrain at a time. While the tetranadon isn't waterblight on a successful one. A creature can make a
incapacitated, it can regurgitate the creature at any time DC 15 Constitution saving throw at the end of each of
{no action required) in a space within 5 feet of it, and is its turns, ending the waterblight on itself on a success.
no longer bloated. The creature exits prone.

2
Tetranadon Aqua Sac
Challenge Rating 6 Carves/Capture 3 You can cast the water breathing spell once per long rest,
while attuned to this weapon.
Carve Chance Capture Chance Material Slots
1-2 1-2 Med Monster Bone (O) Tetranadon Disc (Ranged Weapon Only)
Aim Booster. Before you make an attack with this weapon,
3-6 3-5 Tetranadon Hide (A,W) you can use your bonus action to grant yourself advantage
on the attack roll. You can use this property a number of
7-11 6-10 Tetranadon Carapace (A,W)
times equal to 1/2 your proficiency modifier, regaining all
12-13 11-12 Tetranadon Beak (A,W) expended uses when you finish a long rest.
14-15 13 Shiny Nacre (O)
OTHER MATERIAL EFFECTS
16-19 14-19 Aqua Sac (A,W) Shiny Nacre
Orb formed within the body of a Tetranadon; possibly
20 20 Tetranadon Disc (A,W)
made of soul. When you break the orb a soul escapes
allowing you to ask one question as if by the speak with
ARMOR MATERIAL EFFECTS dead spell.
Tetranadon Hide Med Monster Bone
While you are wearing this armor, you can use your Rare armor upgrade material.
reaction or bonus action to gain resistance to acid damage
until the end of your next turn. Once you use this property,
you cannot use it again until you finish a long rest.
Tetsucabra
Tetsucabra is a large Amphibian with a striking orange and indigo
Tetranadon Carapace coloration. Its lower jaw harbors large tusks along with a large set
Moss grows on the shoulders of your armor where a of molars that are capable of crushing prey with ease. Tetsucabra
urinamako (sea cucumber) magically appears to feed on it. also has a spiky stubby tail that swells up when angered.
No matter what you do, the urinamako always reappears The scales of a Tetsucabra is used mainly for camouflage inside
on your shoulder as soon as you lose sight of it. It provides caves and on them is a special oil that holds heat. Despite the look
no benefit, other than looking kind of cute. of the scales, its skin is actually flexible yet hard somewhat
Tetranadon Beak resembling an actual toad's skin. A Tetsucabra's skull is robust and
Speed Eating. While you are attuned to this armor, you can durable enough to take a lot of damage from threats of all sorts.
use any consumable, such as a potion or food, as a bonus Though the Tetsucabra has two large tusks, these are not used for
action; so long as you are the one consuming it. hunting. The primary function of these tusks is for defense and as
Aqua Sac means to manipulate the environment. The tusks themselves are
You can hold breath underwater for twice as long as capable weapons, but the Tetsucabra is also capable of hefting up
normal while you wear this armor. heavy boulders. The Tetsucabra flings these

Tetranadon Disc
Evade Extender (S). You have a +1 bonus to Dexterity
saving throws while you wear this armor.

WEAPON MATERIAL EFFECTS


Tetranadon Hide (Monk Only)
While you are attuned to this weapon, you may spend one
minute contemplating the patterns etched on this
weapon's surface and regain a number of expended ki
points equal to half your proficiency modifier. Once you
use this property, you cannot use it again until you finish a
long rest.
Tetranadon Carapace (Bowgun Only)
Your normal ammo deals an extra 2 piercing damage.
Tetranadon Beak
When you make an unarmed strike while attuned to this
weapon, and roll a 20 for the attack roll, the target is
pushed 5 feet away from you.

3
boulders out of the way of its path but it can also use this as a Tetsucabra are highly aggressive, territorial monsters though its
method of attack to injure predator and prey alike. It uses these ecology is much like a frog. The amphibians are well-known for
boulders as a shield against predators and hunters to prevent attacking and eating anything that moves in its line of sight and
attacks. It also uses this to enclose small, tight areas, making it leaping from ponds in order to grab potential prey. Despite being
harder to maneuver. Another fact about the Tetsucabra is its ability found in ponds, they spend most of its time on land, which could
to spit a glob of fluid at prey items. This sticky material acts as a suggest that they patrol its territory on land, much like Zamtrios.
powerful adhesive, sticking to the body and ground like glue. Even During the breeding season male Tetsucabra will create large holes
for a hunter, the adhesive quality of this material is not very strong, to impress females so that they'll lay its eggs in them. When the
but it makes every movement a labor and greatly weakens the prey, female lays her eggs in the pit the male will quickly fertilize them.
leading to a reduction in stamina. When the Tetsucabra exerts itself, After fertilizing the eggs the male will then carry them in his mouth
its tail inflates, possibly to help it balance itself as it picks up large and he will not eat anything until the offspring are fully developed.
boulders and rocks. The legs of a Tetsucabra help it perform
powerful leaps, lunges, and jumps in the air to help it either Tetsucabra
ambush prey or to reach steep slopes out of its reach. A Challenge Rating 4 Carves/Capture 3
Tetsucabra's claws are powerful enough to break rock with ease
and can destroy powerful armor. Carve Chance Capture Chance Material Slots
1 1-4 Jumbo Bone (O)
2-6 5-6 Tetsucabra Scale (A,W)
Tetsucabra 7-9 7-9 Tetsucabra Shell (A)
Large beast (amphibian), unaligned
10-11 10-13 Tetsucabra Claw (A,W)

Armor Class 14 (natural armor) 12-13 14-16 Dignified Skull (A,W)


Hit Points 110 (13d10 + 39) 14-17 17-20 Paddock Oil (O)
Speed 30 ft., burrow 20 ft., swim 30 ft.
18-20 — Tetsucabra Tusks (A,W)

STR DEX CON INT WIS CHA


ARMOR MATERIAL EFFECTS
18 (+4) 14 (+2) 16 (+3) 2 (-4) 6 (-2) 6 (-2) Tetsucabra Scale
While you are wearing this armor, you can use your
Damage Immunities fire reaction or bonus action to gain resistance to fire damage
Senses passive Perception 8 until the end of your next turn. Once you use this property,
Languages — you cannot use it again until you finish a long rest.
Challenge 4 (1,100 XP) Proficiency +2
Tetsucabra Shell
Amphibious. The tetsucabra can breathe air and water. Whenever you must succeed on a saving throw or be
knocked prone, you do so with a +2 bonus.
Standing Leap. The tetsucabra's long jump is up to 20 Tetsucabra Claw
feet and its high jump is up to 10 feet, without a Expert Fisherman. When you catch fish, you instead catch
running start. In addition, the tetsucabra does not incur two.
opportunity attacks while moving with a jump.
Dignified Skull
Actions Well Rested. When you finish a long rest, you gain 5
temporary hit points for 24 hours while attuned to this
Multiattack. The tetsucabra makes one Gore attack and
one Stomp attack. armor.
Tetsucabra Tusks
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one You gain a burrowing speed of 10 feet while you wear this
target. Hit: 13 (2d8 + 4) piercing damage. armor.
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 15 (2d10 + 4) bludgeoning damage. WEAPON MATERIAL EFFECTS
Tetsucabra Scale
Boulder Toss (Requires Boulder). Ranged Weapon
While attuned to this weapon, you can use an action to
Attack: +6 to hit, range 30/120 ft., one target. Hit: 13
conjure an ethereal pickaxe at will. When using this
(2d8 + 4) bludgeoning damage.
pickaxe to mine, you have advantage on Strength (Athletic)
Bonus Actions checks.

Dig. The tetsucabra unearths a boulder and gains a +3 Tetsucabra Claw


bonus to its AC until it uses its Boulder Toss attack, or While attuned this weapon, you can cast the mold earth
the boulder is destroyed. The boulder can be attacked cantrip at will.
(AC 10, 5 hit points; immunity to poison and psychic Dignified Skull (Ranged Weapon Only)
damage). Destroying the boulder deals no damage to Deadeye. Your weapon's normal attack range is increased
the tetsucabra. by 20 feet.

4
Zamite
Tetsucabra Tusks (Hammer Only) Challenge Rating
Punish Draw. A creature hit for the first time by the 1/2 Carves 1
Hammers Mighty Weapon, has disadvantage on the saving
throw. Carve Chance Material Slots
1-7 Sharp Fang (W)
OTHER MATERIAL EFFECTS
Paddock Oil 8-14 Meaty Hide (O)
When this oil is applied to the skin, the target gains 15-18 Monster Guts (O)
tremorsense out to 30 feet for 1 hour.
19-20 Sharqskin Scale (A)
Jumbo Bone
Uncommon armor upgrade material.
ARMOR MATERIAL EFFECTS
Sharqskin Scale
Zamite While wearing this armor, you have a swimming speed
It is a small, shark-like creature whose relatively large mouth equal to your walking speed.
houses many rows of teeth made for attacking prey and hunters.
Zamite have been sighted in a number of different stages of WEAPON MATERIAL EFFECTS
development, with some having fully developed legs, while others Sharp Fang
slide on its bellies. During battle, Zamite can grow larger when it Your slashing weapon deals an extra 1 slashing damage.
ingests bodily fluids. These fluids also allow Zamites to grow legs
if they are ingested by the individuals without limbs. Zamite OTHER MATERIAL EFFECTS
behave just like Giggi in the manner of aggressively attacking any Meaty Hide
possible food source and draining them of its vital fluids. This material can be cooked for 2 days of rations
Monster Guts
Monster innards. A prized delicacy worth 50 gp.
Zamite
Medium beast (amphibian), unaligned

Armor Class 13 (natural armor)


Hit Points 22 (5d8)
Speed 20 ft., burrow 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 11 (+0) 1 (-5) 11 (+0) 4 (-3)

Skills Stealth +3,


Damage Resistances cold
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10
Languages —
Challenge 1/2 (100 XP) Proficiency +2

Amphibious. The zamite can breathe air and water.


Pack Tactics. The zamite has advantage on an attack roll
against a creature if at least one of the zamite's allies is
within 5 feet of the creature and the ally isn't
incapacitated.

Actions
Multiattack. The zamite makes two Bite attacks.
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.

5
Zamtrios
Zamtrios is a large, quadrupedal monster with grey-blue skin and
yellow fins. It is superficially shark-like in appearance, with a long,
Zamtrios
Huge beast (amphibian), unaligned
pointed snout and a mouth filled with multiple rows of sharp teeth.
As the adult form of Zamite, its limbs are powerful and fully-
developed. Its skin is extremely elastic in order to accommodate its Armor Class 15 (natural armor)
inflation abilities. Hit Points 136 (13d12 + 52)
Zamtrios is a powerful predator, but these Fanged Beasts mostly
Speed 40 ft., burrow 40 ft., swim 40 ft.
feed on plants, nuts, and mushrooms though they will sometimes
eat meat. From the size of the Lagombi, it's very possible Zamtrios
STR DEX CON INT WIS CHA
would try to hunt them. Though Zamtrios prefer to feed on smaller
helpless prey, they are still quite dangerous in its own right. 17 (+3) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 5 (-2)
Zamtrios have even been found to feed on Plesioth in tropical
waters. The massive and aggressive Gammoth can seriously injure, Skills Perception +3, Stealth +4
if not outright kill the Amphibian if confronted. Damage Immunities: acid, cold
Zamtrios is a very strange Amphibian with many bizarre Senses darkvision 60 ft., tremorsense 60 ft., passive
adaptations. Zamtrios now lacks the sharp spike its juvenile form Perception 13
has but now is able to produce a type of "armor". It is able to Languages —
produce this armor by secreting a special fluid from its skin that Challenge 5 (1,800 XP) Proficiency +3
eventually freezes around it forming this icy armor. This armor acts
as a secondary protection against threats and also acts as a weapon. Amphibious. The zamtrios can breathe air and water.
When it forms this armor, it will also produce a long, rigid spike
made of ice on top of its head, replacing the spike it once had, and Actions
spike on its tail as another weapon. When it's not using its icy Multiattack. The zamtrios makes two Bite attacks.
armor it will use freezing water to attack threats or prey from a
distance and will spit balls of snow at them to stop its movement. Bite. Melee Weapon Attack. +6 to hit, reach 10 ft., one
Zamtrios have an under layer of skin directly under its skin used to target. Hit: 16 (3d8 + 3) piercing damage.
replace previous old one. Its teeth, like saws, cut up prey just by Ice Armor. While the zamtrios is Huge, it can coat its
rubbing against them. body in ice, increasing its AC by 5 but reducing its
When Zamtrios is heavily damaged while it has its icy armor, it movement speed by 10 feet for 1 minute.
will go through one of the most dramatic changes in nature. It will
Ice Drill. If the zamtrios ice armor is active and the
expand its body and inflate itself to several times its original body
zamtrios is underground it can then use this action to
size. It goes through this change to
unburrow in a space occupied by another creature. The
intimidate an attacker and is able to do this from gas that it
creature is pushed 5 feet out of the zamtrios space and
produces from inside its body. must succeed on a DC 14 Dexterity throw or be
Zamtrios primarily spend most of its time in the water or under knocked prone and take 13 (3d6+3) slashing damage
ice, constantly roaming around its territory and searching for prey. plus 13 (3d6+3) piercing damage. On a successful
Like the Zamites, Zamtrios have huge appetites and have a single save, the creature takes only half the damage, and isn't
mind set on finding prey and to kill or eat any intruders in its knocked prone.
territory. If Zamtrios have an enemy in its sight, they may actually
Water Torrent (Recharge 5-6). The zamtrios fires a high-
chase them for miles upon miles of ice. During the breeding season
pressure beam of water across a 30-foot cone. Each
Zamtrios will come together and mate. When female Zamtrios have
creature in that area must make a DC 14 Dexterity
mated they will then lay its eggs within the ice.
saving throw, taking 24 (7d6) acid damage on a failed
save, or half as much damage on a successful one.

Bonus Action
Expand (2/day). The zamtrios greatly expands its belly
for 1 minute. While expanded, the zamtrios is
Gargantuan, has resistance to bludgeoning damage,
and its ice armor is destroyed. If the zamtrios lacks the
room to become Gargantuan, it attains the maximum
size possible in the space available. The zamtrios can
repeat this bonus action to revert back to its original
size.

6
Zamtrios
Challenge Rating 5 Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-4 1-2 2x Paddock Oil (O)
5-10 3-6 Zamtrios Hide (A)
11-13 7-9 Zamtrios Scale (A,W)
14-16 10-12 Freezer Sac (A,W)
17-18 13-14 Zamtrios Fin (W)
19 15-17 Zamtrios Sawtooth (W)
20 18-20 Zamtrios Tailblade (A)

ARMOR MATERIAL EFFECTS


Zamtrios Hide
While wearing this armor, you can move across and climb
icy surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow
doesn't cost it extra moment.
Zamtrios Scale
Meat Lover. Consuming meat, cooked or otherwise, counts
as 1 days ration. After consuming it you temporarily ignore
one level of exhaustion for an hour.
Freezer Sac (Spellcaster Only)
This armor has two runes that it regains daily at dawn. As
an action you can expend one of these runes to coat your
armor in magical ice, gaining 5 temporary hit points. If a
creature hits you with a melee attack while you have these
hit points, the creature takes 5 cold damage.
Zamtrios Tailblade
While you wear this armor, you have a swimming speed
equal to your walking speed, you can breathe underwater,
and you suffer no harm in water as cold as -20 degrees
Fahrenheit.

WEAPON MATERIAL EFFECTS


Zamtrios Scale (Bladed Weapon Only)
You can place your weapon in the water and 1d4 sushifish
will impale themselves onto it. Once used, this property
can't be used again until then next dawn.
Freezer Sac (Light Bowgun Only)
When you hit a creature with your water ammo it must
make a DC 14 Constitution saving throw or have its
movement speed reduced to 0 until the end of its next
turn on a failed save. On a successful save, the creature's
movement speed is reduced by 10 feet.
Zamtrios Fin (Druid, Sorcerer, & Wizard Only)
While attuned to this weapon you know the ice knife spell.
If you have to prepare spells, you always have it prepared,
and it doesn't count against the number of spells you can
prepare each day.
Zamtrios Sawtooth
Your weapon deals an extra 1d4 acid damage.

OTHER MATERIAL EFFECTS


Paddock Oil
When applied to the skin, the target gains tremorsense out
to 30 feet for 1 hour.

7
Bird Wyverns
Bird Wyverns are, as their name implies, bird-like in nature, with slender delicate bodies. Despite their comparatively small stature, Bird
Wyverns often use their agility to their advantage to neutralize attacks and prey alike. Flying Bird Wyverns exhibit similar characteristics to
True Wyverns, with a bipedal stance along with developed and functional wings. Many of these possess a hard, sharp beak which can be used
to peck at attackers, and generally behave in a bird-like manner.

Aknosom
Large wyvern (bird), unaligned

Armor Class 16 (natural armor)


Hit Points 136 (16d10 + 48)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 16 (+3) 9 (-1) 14 (+2) 6 (-2)

Skills Acrobatics +6, Intimidation +1, Perception +5


Damage Resistances fire, necrotic Aknosom
Senses passive Perception 15 Aknosom is crane-like in appearance. It has a large red and gold
Languages — parasol-like collar around its head, and this same coloration can be
Challenge 6 (2,300 XP) Proficiency +3 found on its wings and on its eye-like head-crest, which can be
used for intimidation. It has a long beak and yellow eyes. Its
Pirouette. When the aknosom makes a wing attack, it feathers are white, and it has long narrow legs. Its tail also ends in a
has advantage on Dexterity (Acrobatic) skill checks and peculiar hook-like shape. Aknosom is capable of standing on one
Dexterity saving throws until the start of its next turn. leg.
Aknosom is said to be very territorial, and will try to scare any
Actions intruders away by displaying its crest.
Multiattack. The aknosom makes one Peck attack and
one Kick attack, or it makes two Wing attacks. Aknosom
Challenge Rating 6 Carves/Capture 3
Kick. Melee Weapon Attack. +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage. Carve Chance Capture Chance Material Slots
Peck. Melee Weapon Attack. +6 to hit, reach 5 ft., one 1-5 1-5 Aknosom Scale (A)
target. Hit: 12 (2d8 + 3) piercing damage.
6-11 6-12 Aknosom Feather (A,W)
Ram. Melee Weapon Attack. +6 to hit, reach 5 ft., one
target. Hit: 16 (2d12 + 3) bludgeoning damage. If the 12-13 13-14 Aknosom Beak (A,W)
aknosom moved at least 20 feet straight toward the
14-18 15-19 Flame Sac (A,W)
target immediately before the hit, the target takes an
extra 6 (1d12) bludgeoning damage. If the target is a 19-20 — Med Monster Bone (O)
creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone. — 20 Aknosom Crest (A,W)

Wings. Melee Weapon Attack. +6 to hit, reach 5 ft., one


target. Hit: 14 (2d10 + 3) slashing damage. ARMOR MATERIAL EFFECTS
Aknosom Scale
Fireball Barrage (Recharge 5-6). The aknosom chooses
While you wear this armor your movements are always
up to five creatures within 30 feet of it and spits a
fluid and graceful, like a ballerina on stage.
small fireball at each of them. Each creature must make
a DC 14 Dexterity saving throw, taking 5 (1d10) fire Aknosom Feather
damage and catch fire on a failed save or half as much While you are wearing this armor, you can use your
damage and doesn't catch fire on a successful one. reaction or bonus action to gain resistance to fire until the
Until a creature takes an action to douse the fire, the end of your next turn. Once you use this property, you
target takes 5 (1d10) fire damage at the start of each cannot use it again until you finish a long rest.
of its turns.
Aknosom Beak
Recovery Speed. Whenever you roll a Hit Die to regain hit
points, double the number of hit points it restores.

8
Flame Sac
While you are attuned to this armor, you can use a bonus
action to speak its command word and exhale fire at a
target within 15 feet of you. The target must make a DC Gypceros
15 Dexterity saving throw, taking 3d6 fire damage on a Large wyvern (bird), unaligned
failed save, or half as much damage on a successful one.
You can use this property a number of times equal to half Armor Class 16 (natural armor)
your proficiency bonus, regaining all expended uses when Hit Points 157 (15d10 + 75)
you finish a long rest. Speed 30 ft., fly 60 ft.
Aknosom Crest
While you are wearing this armor and an attacker that you STR DEX CON INT WIS CHA
can see hits you with an attack, you can use your reaction
to halve the attack’s damage against you. You can use this 18 (+4) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 14 (+2)
property a number of times equal to 1/2 your proficiency
bonus (rounded down), regaining all expended uses when Saving Throws Con +8, Int +3, Wis +4
you finish a long rest. Skills Deception +5, Performance +8
Damage Resistances lightning, thunder
WEAPON MATERIAL EFFECTS Condition Immunities blinded
Aknosom Feather Senses passive Perception 11
Quick Sheath. While attuned to this weapon, you can Languages —
always sheath it as a free action even if you have already Challenge 8 (3,900 XP) Proficiency +3
drawn a weapon as part of your move action.
Aknosom Beak Actions
Your weapon deals an extra 1d4 fire damage. Multiattack. The gypceros makes one Tail attack and
Flame Sac two Peck attacks.
When you cast a spell that deals fire damage, it deals an Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., one
extra 1d4 fire damage. target. Hit: 13 (2d8 + 4) piercing damage plus 10
Aknosom Crest (Druid, Sorcerer, & Wizard Only) (3d6) poison damage.
While attuned to this weapon you know the flaming sphere Tail. Melee Weapon Attack. +7 to hit, reach 10 ft., one
spell. If you have to prepare spells, you always have it target. Hit: 13 (2d8 + 4) bludgeoning damage.
prepared, and it doesn't count against the number of spells
you can prepare each day. Once used, this property cannot Flash. (Recharge 5-6). The gypceros's lamp-like crest on
be used again until you finish a long rest. top of its head creates a blinding flash of white light in
a 45-foot radius around it. Each creature in that area
OTHER MATERIAL EFFECTS must succeed on a DC 16 Constitution saving throw or
Med Monster Bone be blinded for 1 minute. The target can repeat the
Rare armor upgrade material. saving throw at the end of each of its turns, ending the
effect on itself on a success.
Gypceros Thrash. If the gypceros is playing dead, it can then use
Gypceros is among the largest and heaviest known Bird Wyverns. this action to strike each creature in a 5-foot radius
Its most notable features are the lamp-like crest on top of its head around it. Each creature in that area must make a DC
and a rubbery, shock-resistant hide. It has a long pink tail with a 15 Dexterity saving throw, taking 35 (10d6) and be
bulbous tip, and is a uniform blue-grey across most of its body. It knocked prone on a failed save, or half as much
possesses a poison sac which allows it to produce toxic fluids for damage on a successful one and isn't knocked prone.
use against attackers.
Gypceros can use its luminous crest to produce dizzying flashes Reactions
and temporarily disorient foes. Its elastic tail can extend and be Play Dead (Below Half of its Maximum Hit Points; 3/day).
used as a whip, and it can spit large globules of poison to intoxicate When the gypceros takes damage from any source, it
attackers. Due to its shock-resistant hide and flashing crest, it is plays dead for up to 1 hour. While playing dead, the
resistant to lightning attacks and to effects that would blind it. gypceros is blinded, prone, and appears dead to all
Gypceros is a naturally timid wyvern. However, it is rather nonmagical outward inspections unless a creature
intelligent and crafty, as evidenced by its willingness to feign death succeeds on a DC 18 Intelligence (Investigation)
in order to draw a foe in for a surprise attack. Gypceros is usually check.
found in swamps and marshlands, although it can occasionally be
seen in jungles and open grasslands.

9
Gypceros Gypceros Head
While attuned to this weapon, you can conjure a hooded
Challenge Rating 8 Carves/Capture 3
lantern as an action. The lantern hovers 10 feet off the
Carve Capture ground and stays within 5 feet of you. While lit, this
Chance Chance Material Slots hooded lantern burns for 6 hours on 1 pint of oil, shedding
bright light in a 30-foot radius and dim light for an
1-10 1-3 Rubbery Hide (A,W) additional 30 feet. Invisible creatures and objects are
11-13 4-9 Dash Extract (O) visible as long as they are in the lantern's bright light. You
can use an action to lower the hood, reducing the light to
14-15 10-13 Gypceros Poison Sac (A,W,O) dim light in a 5-foot radius.
16-17 — Lightcrystal (A,W)
OTHER MATERIAL EFFECTS
18-19 14-19 Gypceros Webbing (A,W) Dash Extract
20 20 Gypceros Head (A,W) Crafting material for mega dash juice.
Gypceros Poison Sac
You can make a DC 14 Wisdom check using a Poisoner's
ARMOR MATERIAL EFFECTS
Kit and this material as its ingredient plus two vials. On a
Rubbery Hide success you create two vials of serpent venom (DMG p.
While you are wearing this armor, you can use your
258). On a fail, the material is destroyed.
reaction or bonus action to gain resistance to lightning
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long Hypnocatrice
rest. Hypnocatrice is a large-sized Bird Wyvern covered in bright,
colourful feathers. It has extremely powerful legs with large feet to
Gypceros Poison Sac deliver powerful kicks, and a hard, sharp beak. It is equipped with
Whenever you make a saving throw against the poisoned
a sleeping sac that can put adventurers and other monsters to sleep
condition, you do so with a +2 bonus.
and its small size and lightweight allow it to move with speed and
Lightcrystal agility during battle. Despite its feathered appearance,
While wearing this armor, you can use a bonus action to Hypnocatrice flies using bat-like, membraned wings, leaving its
speak its command word to ignite the magic within it, feather arrangements strictly for display purposes. Hypnocatrice is
causing it to flare brilliantly. Any creature within a 10-foot not particularly aggressive or territorial, but will stand its ground if
radius of you must use its reaction to shield its eyes or be threatened. They are typically found in lush environments such as
blinded until the end of its next turn. You can use this the forest or jungle, but have also been encountered in desolate
property twice, regaining all expended uses when you environments such as the desert.
finish a long rest.
Gypceros Webbing
Marathon Runner. While wearing this armor, your walking
speed increases by 5 feet.
Hypnocatrice
Large wyvern (bird), unaligned
Gypceros Head
While you are attuned to this armor, you can use your
Armor Class 14 (natural armor)
reaction, immediately after you are hit by an attack, to
feign death for up to 1 hour. A creature can determine you Hit Points 105 (14d10 + 28)
are alive by making an Intelligence (Investigation) check Speed 30 ft., fly 40 ft.
against your Charisma (Performance) check. Once you use
this property, you cannot use it again until you finish a STR DEX CON INT WIS CHA
long rest.
16 (+3) 12 (+1) 15 (+2) 9 (-1) 10 (+0) 7 (-2)
WEAPON MATERIAL EFFECTS
Rubbery Hide Skills Athletics +5
While holding your weapon, you can speak a command Condition Immunities incapacitated, unconscious
word and transform it into a fishing pole with a hook, a Senses passive Perception 10
line, and a reel. Speaking the command word again Languages —
changes the fishing pole back into the weapon. Challenge 4 (1,100 XP) Proficiency +2
Gypceros Poison Sac
Your weapon deals an extra 1d4 poison damage. Actions
Lightcrystal Multiattack. The hypnocatrice makes two Talon attacks
While holding this weapon in darkness, it sheds moonlight, and one Peck attack.
creating bright light in a 15-foot radius and dim light for
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
an additional 15 feet.
target. Hit: 10 (2d6 + 3) slashing damage.
Gypceros Webbing (Spellcaster Only)
Peck. Melee Weapon Attack. +5 to hit, reach 5 ft., one
While attuned to this weapon you can cast the protection
target. Hit: 12 (2d8 + 3) piercing damage.
from energy (lightning) spell once a day, without
expending a spell slot.
10
Hypno Bezoar
Sleep Gas (Recharge 5-6). The hypnocatrice spits out a When you hit a creature with this weapon, it must make a
bubble of sleeping gas at a location within 30 feet of it. DC 12 Wisdom saving throw. If it fails the save it becomes
Upon impact, the bubble bursts releasing sleep gas in a charmed by you for 1 minute or until you or your
5-foot radius around it. Each creature in that area must companions do anything harmful to it. Once you use this
make a DC 12 Constitution saving throw or fall property once, you can't use it again until you finish a short
unconscious for 1 minute, until the sleeper takes or long rest.
damage, or until someone uses an action to shake or
slap the sleeper awake. Hypno Fang
This weapon has 3 runes. When you hit a creature with this
Wing Attack (3/day). The hypnocatrice beats its wings. weapon, you can expend 1 of its runes to have the target
Each creature within 10 feet of the hypnocatrice must make a DC 11 Constitution saving throw. On a failed save
succeed on a DC 13 Dexterity saving throw or take 10 it falls unconscious for 1 minute, until the sleeper takes
(2d6 + 3) bludgeoning damage and be knocked prone. damage, or until someone uses an action to shake or slap
The hypnocatrice can then fly up to half its flying the sleeper awake. A creature that wakes up or succeeds
speed. on its saving throw is immune to the hypno fang's effect
for 24 hours. This weapon regains 1 expended rune daily
at dawn.

Hypnocatrice Rainbow Tail Feather


You can produce an illusory document from your bag. The
Challenge Rating 4 Carves/Capture 3 document is real only so long as you hold it, after which it
Carve Chance Capture Chance Material Slots dissipates in a puff of smoke. A creature can also
determine the document is fake with a Wisdom (insight)
1-5 1-5 Orange Hypno Pelt (A,W) check against your spell save DC. If you do not have a spell
6-8 6-7 Hypno Claw (A,W) save DC, the creature must succeed on a DC 11 Wisdom
(Insight) check.
9-10 8-9 Hypno Bezoar (A,W)
Hypno Beak (Bard, Sorcerer, & Wizard Only)
11-13 10-12 Hypno Sac (A,O) While attuned to this weapon, you can use an action to
cast the sleep spell from it once a day, without expending
14-18 13-16 Hypno Fang (W) a spell slot.
— 17-20 Rainbow Tail Feather (A,W)
OTHER MATERIAL EFFECTS
19-20 — Hypno Beak (W) Hypno Sac
A Material that replaces the sleep herb when crafting tranq
bombs or tranq ammo.
ARMOR MATERIAL EFFECTS
Orange Hypno Pelt
You have a +2 bonus to Animal Handling checks while you
wear this armor.
Hypno Claw
Entomologist. When you capture an insect with a bug net,
you instead catch two.
Hypno Bezoar
You can read books you are touching while sleeping.
Hypno Sac
Whenever you make a saving throw against the
unconscious condition or other sleep-like effects, you do
so with a +1 bonus.
Rainbow Tail Feather
You gain the benefits of a long rest after 4 hours instead
of 8 while you are attuned to this armor.

WEAPON MATERIAL EFFECTS


Orange Hypno Pelt
While you are attuned to this weapon you can conjure a
gold-rimmed glass monocle. While wearing this monocle
in a library, you have advantage on Intelligence
(Investigation) checks to find relevant books and
information.
Hypno Claw
Taunt. When a creature you can see attacks a target other
than you that is within 5 feet of you, you can use your
reaction to redirect the attack to you.
11
Malfestio
Large wyvern (bird), unaligned

Armor Class 17 (natural armor)


Hit Points 153 (18d10 + 54)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA


Malfestio
Malfestio superficially resembles an owl. Its body is covered in
17 (+3) 20 (+5) 16 (+3) 12 (+1) 16 (+3) 14 (+2) blue plumage with a grayish belly, a yellow collar, and a white face
with a small beak and red eyes. On its head are long tufts that point
Skills Perception +7, Stealth +9 back and are tipped with yellow. There are hints of yellow on its
Senses darkvision 120 ft., passive Perception 17 legs that end in scaly feet that have two talons and one small
Languages Giant Owl, understands Common, Elvish, vestigial toe. Its wings have bright blue membranes. Along its
and Sylvan but can't speak them wings are long blade-like claws. Its flattened tail ends in a three-
Challenge 9 (5,000 XP) Proficiency +4 pointed shape.
Malfestio is a nocturnal predator that uses its talons and wing
Flyby. The malfestio doesn't provoke opportunity claws to attack prey. Like Nargacuga, it sleeps in trees to avoid
attacks when it flies out of an enemy's reach. terrestrial predators. It can produce an ultrasound beam that can
Keen Hearing and Sight. The malfestio has advantage on easily put prey to sleep. The claws along its wings are usually
Wisdom (Perception) checks that rely on hearing or hidden but are revealed once the malfestio feels threatened.
sight.
Magic Resistance. The malfestio has advantage on Malfestio
saving throws against spells and other magical effects. Challenge Rating 9 Carves/Capture 3
Actions Carve Chance Capture Chance Material Slots
Multiattack. The malfestio makes two Talon attacks and 1-5 1-2 Azurefeather (A,W)
two Wing attacks.
6-8 3-6 Coma Sac (O)
Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one
9-10 7-9 Malfestio Wingtalon (A,W)
target. Hit: 14 (2d8 + 5) slashing damage.
Wings. Melee Weapon Attack. +9 to hit, reach 5 ft., one — 10-11 Malfestio Ear (A,W)
target. Hit: 16 (2d10 + 5) slashing damage. 11-12 12-16 Malfestio Wing (A,W)
Sonic Wave (Recharge 5-6). The malfestio releases a 13-18 17-18 Malfestio Tailfeather (A,W)
sonic wave in a 30-foot cone. Each creature in that area
must succeed a DC 15 Wisdom saving throw or be 19 — Malfestio Webbing (A,W)
confused for 1 minute. 20 19-20 Malfestio Goldfeather (W)
While confused, the creature can't take reactions
until the start of its next turn and rolls a d8 to
determine what it does during that turn. On a 1 to 4, ARMOR MATERIAL EFFECTS
the creature does nothing. On a 5 or 6, the creature Azurefeather
takes no action but uses all its movement to move in a You have a +2 bonus to Insight checks while you wear this
random direction. On a 7 or 8, the creature makes one armor.
melee attack against a random creature, or it does
nothing if no creature is within reach. A creature can Malfestio Wingtalon
repeat the saving throw at the end of each of its turns, Whenever you make a saving throw against the
ending the effect on itself on a success. unconscious condition or other sleep-like effects, you do
If the saving throw fails by 5 or more, the creature so with a +3 bonus.
instead falls unconscious for 1 minute, until the Malfestio Ear
sleeper takes damage, or until someone uses an action Detect+. You gain a +2 bonus to your passive Perception
to shake or slap the sleeper awake. When a creature while you wear this armor.
wakes up it is still confused until it succeeds on its
saving throw or 1 minute has passed since it first fell Malfestio Wing
asleep. You have advantage on Wisdom (Perception) checks that
rely on sight while you wear this armor. In conditions of
clear visibility, you can make out details of even extremely
distant creatures and objects as small as 2 feet across.

12
Malfestio Tailfeather
While wearing this armor, you have darkvision out to a Qurupeco
range of 60 feet. If you already have darkvision, your sight The qurupeco resembles a large bird with pterosaur-like features,
range increases by 60 feet. such as a fanged beak and leathery wings. It is mainly green
colored with some scales being tinted yellow, it also has a clump of
Malfestio Webbing
iridescent purple feathers on its back between its shoulders. It uses
Your armor becomes light and flexible. If it is medium or
light armor it can be worn under normal clothes. If the its masterful vocal mimicry abilities to call for aid from various
armor normally imposes disadvantage on Dexterity monsters, as well as healing them and boosting their abilities. The
(Stealth) checks or has a Strength requirement, it no longer qurupeco's soft crest stretches over the top of its head and when
does. calling opens out into the shape of a megaphone, amplifying its
calls. Its most notable feature however is its bright red vocal sac
WEAPON MATERIAL EFFECTS which inflates when calling. The qurupeco also has a pair of thick,
Azurefeather bulky growths on its wings which produce sparks when struck
While you are attuned to this weapon, you can speak its against each other, much like flints. Its tail is shaped like a fan and
command word and swing it in a horizonal fashion to can unfold revealing brightly colored skin, most likely as a warning
release a sonic wave in a 30-foot cone. Each creature in for any would-be attacker.
that area must make a DC 14 Constitution saving throw or,
be incapacitated for 1 minute. If the save fails by 5 or
more, the creature instead fall unconscious for 1 minute,
until the sleeper takes damage, or until someone uses an
Qurupeco
action to shake or slap the sleeper awake. Once you use Large wyvern (bird), unaligned
this property, you cannot use it again until you finish a
long rest. Armor Class 17 (natural armor)
Hit Points 135 (18d10 + 36)
Malfestio Wingtalon Speed 30 ft., fly 30 ft., swim 40 ft.
Your weapon deals an extra 1d4 thunder damage.
Malfestio Ear STR DEX CON INT WIS CHA
Hunter. While attuned to this weapon you gain one extra
ration from whatever you hunt. 14 (+2) 16 (+3) 15 (+2) 7 (-2) 14 (+2) 16 (+3)
Malfestio Wing
Your weapon has 3 runes. While holding it, you can use an Saving Throws Con +5, Cha +6
action to expend 1 of its runes, and if a secret door or trap Skills Performance +6
is within 30 feet of you, the weapon pulses and points at Damage Resistances: necrotic
the one nearest to you. This weapon regains 1d3 expended Senses passive Perception 12
runes daily at dawn. Languages —
Challenge 6 (2,300 XP) Proficiency +2
Malfestio Tailfeather (Ranger Only)
While attuned to this weapon you can cast the zephyr Sensitive Ears. If the qurupeco takes thunder damage, or
strike (XG 171) spell once a day, without expending a spell a spell or effect that emits a loud noise (per the
slot. description of the effect) is used within 60 feet of it, it
Malfestio Webbing must succeed on a DC 15 Constitution saving throw or
Weakness Exploit. When you have advantage on an attack be stunned until the start of its next turn.
roll with this weapon and you hit the target, you can have
your weapon deal its maximum damage if the lower of the
Actions
two d20 rolls would also hit the target (all extra damage Multiattack. The qurupeco makes three attacks: one
dice must still be rolled). You can use this property a with its flint and two with its peck.
number of times equal to your Strength or Dexterity
modifier (your choice), regaining all expended uses when Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one
you finish a long rest. target. Hit: 12 (2d8 + 3) piercing damage.
Malfestio Goldfeather Flint. If the qurupeco jumps at least 5 feet towards a
While you are holding this weapon, you can use an action creature as part of its movement, it can then use this
to speak its command word to summon a giant owl for up action to strike its flint-like wingtips together, creating
to 8 hours. The owl can telepathically communicate with a small explosion in that creature's space. That creature
you at any range if you and it are on the same plane of must make a DC 14 Dexterity saving throw, taking 11
existence. Once this property has been used, it can't be (2d10) fire damage on a failed save or half as much
used again until 2 days have passed. damage on a successful one.
Spellcasting. The qurupeco's casts one of the following
OTHER MATERIAL EFFECTS spells, requiring no spell components and using
Coma Sac Charisma as the spellcasting ability (spell save DC 14):
A Material that replaces the sleep herb when crafting sleep
At Will: blade ward, cure wounds, vicious mockery
coating or sleep ammo (100 uses before it is destroyed).
Call for Aid (1/day). The qurupeco calls out for
assistance, roll a d6; If 1-2, 1d4 jaggi appear; if 3-4, a
great jaggi appears; if 5-6 a royal ludroth appears.
13
Flintstone
Your armor is decorated with bird carvings. It has 10 runes.
Crimson Qurupeco While wearing it, you can use an action to expend 1 rune
from the armor and cause it to create one of the following
Unlike the normal variety, this subspecies is red sounds out to a range of 60 feet: a finch's chirp, a raven's
and blue in color. The electric flints are unique to caw, a duck's quack, a chicken's cluck, a goose's honk, a
this subspecies. It also call upon aid from much loon's call, a turkey's gobble, a seagull's cry, an owl's hoot,
stronger monsters. A Crimson Qurupeco uses the or an eagle's shriek.
same stats as a normal Qurupeco, except for the
changes listed below: This armor regains 1d6 + 4 expended runes daily at dawn.
If you expend the last rune, roll a d20. On a 1, the runes
Flint damage is changed to lightning damage. cannot recharge for a week.
Call for Aid (1/day). The qurupeco calls out for
assistance, roll a d6; If 1-2, a Royal Ludroth WEAPON MATERIAL EFFECTS
appears; if 3-4, a Rathian appears; if 5, a Qurupeco Scale
Nargacuga appears; if 6, a Deviljho appears. You gain proficiency with the horn musical instruments. If
you are already proficient, you double your proficiency
The threat from this variant is increased due to
the allies it can summon to its aid. It is not bonus when using it.
recommended to use this variant until the players Qurupeco Feather
are able survive a CR 11 deadly encounter. While holding this weapon, you can use an action to
summon a jaggi to your aid for 1 hour. It will act on your
turn in the initiative and will flee if you or your allies
Qurupeco attempt to harm it. Once you use this property, you cannot
use it again for one week.
Challenge Rating 6 Carves/Capture 3
Vivid Feather
Carve Chance Capture Chance Material Slots While you are attuned to this weapon, you can use this
1-7 1-3 Qurupeco Scale (A,W) weapon as your spellcasting focus.
Alluring Beak
8-12 4-8 Qurupeco Feather (A,W)
When you hit a creature with this weapon it must make a
13-16 9-12 Screamer Sac x2 (O) DC 12 Wisdom saving throw. On a failed save, the target
becomes charmed by you until the end of its next turn. On
17-18 13-14 Vivid Feather (A,W)
a successful save, the target becomes immune to this
— 15-16 Med Monster Bone (O) effect for 24 hours.
19 17 Alluring Beak (A,W) Flintstone
When you cast a spell that deals fire damage, you gain a +1
20 18-20 Flintstone (A,W) bonus to its spell attack roll.

ARMOR MATERIAL EFFECTS OTHER MATERIAL EFFECTS


Qurupeco Scale Screamer Sac
While you are wearing this armor, you can use your A crafting material used to make sonic bombs.
reaction or bonus action to gain resistance to fire damage Med Monster Bone
until the end of your next turn. Once you use this property, Rare armor upgrade material.
you cannot use it again until you finish a long rest.
Qurupeco Feather
Whenever you finish a long rest you can attempt a DC 15
Charisma (Performance) check using an instrument you
are proficient with. On a success, you gain inspiration if
you do not already have it.
Vivid Feather
You have a +2 bonus to Performance checks while you
wear this armor.
Alluring Beak
Recovery Speed. Whenever you roll a Hit Die to regain hit
points, double the number of hit points it restores.

14
Pukei-Pukei
Pukei-Pukei Pukei-Pukei slightly resembles a chameleon, and its eyes are
similar to frogs. It has a pair of wings and is covered in green
Large wyvern (bird), unaligned
scales that vary in color throughout its body excluding its
underbelly. Its underbelly is covered in white osteoderm-like
Armor Class 12 (natural armor) protrusions. Despite being reptilian in nature, Pukei-Pukei has
Hit Points 97 (13d10 + 26) vibrant feathers around its neck and wings.
Speed 30 ft., fly 30 ft. Pukei-Pukei is known to store the properties of its food within its
mouth and tail before combining them with its own poison. By
doing so, it can spew poison from its mouth and tail for protection.
STR DEX CON INT WIS CHA
This poison varies depending on its previous meal. Pukei-Pukei is
17 (+3) 15 (+2) 15 (+2) 3 (-4) 11 (+0) 10 (+0) known to bully smaller monsters, but will flee from larger ones.

Saving Throws Con +4, Wis +2, Cha +2


Damage Immunities poison
Senses passive Perception 10
Languages —
Challenge 4 (1,100 XP) Proficiency +2

Diet. A creature that is poisoned by the pukei-pukei


suffers from an extra condition based on what the
pukei-pukei has eaten. To determine what condition,
Roll 1d4: On a 1, stunned; On a 2, deafened; On a 3,
paralyzed; On a 4, blinded.

Actions
Multiattack. The pukei-pukei makes two Tongue attacks
and one Tail attack. It can replace any one of these with
its Poison Spit attack.
Tongue. Melee Weapon Attack. +5 to hit, reach 10 ft.,
one target. Hit: 14 (2d10 + 3) bludgeoning damage.
Tail. Melee Weapon Attack. +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) bludgeoning damage.
Poison Spit. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 10 (3d6) poison damage
and the target must succeed on a DC 12 Constitution
saving throw, or be poisoned for 1 minute. A creature
can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Poison Spray (Recharge 5-6). The pukei-pukei sprays
poisonous gas from its tail in a 30-foot cone. Each
creature in that area must make a DC 12 Constitution
saving throw, taking 27 (6d8) poison damage and be
poisoned for 1 minute on a failed save, or half as much
damage and isn't poisoned on a successful one. A
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.

15
Pukei-Pukei Pukei-Pukei Quill
While you are attuned to this weapon, you can use this
Challenge Rating 4 Carves/Capture 3
weapon as your spellcasting focus.
Carve Chance Capture Chance Material Slots
Pukei-Poison Sac
1-4 1-4 Pukei-Pukei Shell (A,W) When you cast a spell that deals poison damage, add 1/2
of your proficiency bonus to that damage.
5-9 5-7 Pukei-Pukei Scale (A,W)
Pukei-Pukei Sac
10-12 8-9 Pukei-Pukei Quill (A,W) This weapon has 3 runes. When you hit a creature with this
— 10-11 Pukei-Poison Sac (A,W,O) weapon, you can expend 1 of its runes to have the target
make a DC 14 Constitution saving throw or become
13-15 12-13 Pukei-Pukei Sac (A,W) poisoned for 1 minute. A creature can repeat its saving
16-17 14-17 Jumbo Bone (O) throw at the end of its turn, ending the effecting on a
success. This weapon regains 1 expended rune daily at
18-20 18-20 Pukei-Pukei Wing (A,W) dawn.
Pukei-Pukei Wing
ARMOR MATERIAL EFFECTS When you cast a spell that deals poison damage, you gain a
Pukei-Pukei Shell +1 bonus to its spell attack roll or increase its spell save
You have a +2 bonus to Deception checks while you wear DC by 1.
this armor.
OTHER MATERIAL EFFECTS
Pukei-Pukei Scale Pukei-Poison Sac
Botanist. When you successfully gather a plant resource, You can make a DC 10 Wisdom (Poisoner's Kit) check
you instead gather 2. using this material as its ingredient plus two vials. On a
Pukei-Pukei Quill success you create two vials of basic poison (PHB p. 153).
While you are wearing this armor, you can use your On a fail, the material is destroyed.
reaction or bonus action to gain resistance to poison Jumbo Bone
damage until the end of your next turn. Once you use this Uncommon armor upgrade material.
property, you cannot use it again until you finish a long
rest.
Coral Pukei-Pukei
Pukei-Poison Sac
Coral Pukei-Pukei retains most of its characteristics from Pukei-
Whenever you make a saving throw against the poisoned
Pukei. However, Coral Pukei-Pukei sports bright orange coloring
condition, you do so with a +2 bonus.
on its face, feet, and front wing claws. These turn red when it
Pukei-Pukei Sac becomes enraged. The rest of its body has a pinkish-red tint to it
Item Prolonger. Whenever you use a consumable item that while its underbelly and tail tip are violet.
has a duration, its duration is increased by an additional 6 While the Pukei-Pukei utilizes poison, the Coral Pukei-Pukei
seconds. uses water as its main element of attack. Coral Pukei-Pukei is able
Pukei-Pukei Wing to store high concentrations of water in its tail by drinking the
While wearing this armor, you can conjure 1 of 4 types of sponge-like plants that lie in the Coral Highlands. By doing this, it
nut into the palm of your hand and consume it as an is then able to shoot out jets of high pressurized water beams at
action. Choose one creature that you can see within 60 hunters. It is also capable of doing this from its mouth by eating
feet of you. Both you and the target must succeed on a DC various plants. In addition to this, it can also throw out globs of
14 Constitution saving throw or suffer the effects of the water balls at hunters from its mouth.
nut for 1 minute. Roll a d4 to determine the effect of the Unlike Pukei-Pukei, Coral Pukei-Pukei is more aggressive with
nut; its attacks. It is also shown to be able to use its tail far more
On a 1, stunned; On a 2, deafened; On a 3, paralyzed; On a effectively than Pukei-Pukei when attacking hunters.
4, blinded. Both creatures can repeat this saving throw at
the end of their turn, ending the effecting on a success.
You can use this property a number of times equal to your
Constitution Modifier, regaining all expended uses when
Coral Pukei-Pukei
you finish a long rest. Large wyvern (bird), unaligned

WEAPON MATERIAL EFFECTS Armor Class 16 (natural armor)


Pukei-Pukei Shell Hit Points 144 (17d10 + 51)
You have proficiency with the herbalism kit while attuned Speed 30 ft., fly 30 ft.
to this weapon. If you are already proficient you double
your proficiency bonus when using it.
STR DEX CON INT WIS CHA
Pukei-Pukei Scale
18 (+4) 16 (+3) 16 (+3) 6 (-2) 11 (+0) 10 (+0)
While touching this weapon, you can use an action to
determine which way is north. This property functions only
on the Material Plane. Saving Throws Con +7, Wis +4, Cha +4
Damage Immunities acid

16
Senses passive Perception 10
Languages —
Challenge 10 (5,900 XP) Proficiency +4

Actions
Multiattack. The pukei-pukei makes one Tongue attack
and one Tail attack. It can replace any one of these with
its Water Glob attack.
Tongue. Melee Weapon Attack. +8 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Tail. Melee Weapon Attack. +8 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Water Glob. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 10 (3d6) acid damage and
the target must succeed on a DC 15 Constitution
saving throw, or be afflicted with waterblight for 1
minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Water Jet - Spiral (Recharge 6). The pukei-pukei flies 10
feet into the air and discharges a beam of high-
pressure water from its tail that spirals out from below
it out to a 45-foot radius. Each creature in that area 10-12 8-9 Coral Pukei-Pukei Lash (A,W)
must make a DC 15 Constitution saving throw, taking
27 (6d8) acid damage and be afflicted with waterblight — 10-11 Flood Sac (A,W)
for 1 minute on a failed save, or half as much damage 13-15 12-13 Large Coral Pukei-Pukei Sac (A,W)
and is not afflicted on a successful one.
16-17 14-17 Lg Monster Bone (O)
Legendary Actions 18-20 18-20 Coral Pukei-Pukei Fellwing (A,W)
The pukei-pukei can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of ARMOR MATERIAL EFFECTS
another creature's turn. The pukei-pukei regains spent Coral Pukei-Pukei Cortex
legendary actions at the start of its turn. While wearing this armor, you can cast the create or
destroy water spell from it as an action once per day.
Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage. Coral Pukei-Pukei Lash
Item Prolonger+. Whenever you use a consumable item
Water Jet - Arc (Costs 2 Actions). The pukei-pukei that has a duration, its duration is increased by an
discharges a beam of high-pressure water from its additional 12 seconds.
mouth or tail in a 30-foot cone. Each creature in that
area must make a DC 15 Dexterity saving throw, taking Flood Sac
21 (6d6) acid damage on a failed save, or half as much While wearing this armor, you have a swimming speed
damage on a successful one. equal to your walking speed and you can hold breath
underwater for twice as long as normal.
Water Jet - Line (Costs 2 Actions). The pukei-pukei
discharges a beam of high-pressure water from its Large Coral Pukei-Pukei Sac
mouth or tail in a 60-foot line that is 10 feet wide. You have resistance to acid damage while you wear this
Each creature in a line must make a DC 15 Dexterity armor.
saving throw, taking 21 (6d6) acid damage on a failed Coral Pukei-Pukei Fellwing
save, or half as much damage on a successful one. You have resistance to acid damage and immunity to the
waterblight condition while you wear this armor.

WEAPON MATERIAL EFFECTS


Coral Pukei-Pukei Coral Pukei-Pukei Cortex
Challenge Rating 10 Carves/Capture 3 When you place this weapon into any liquid, it will absorb
up to 1 vial of it. The weapon will hold the liquid for 24
Carve Capture hours, or until you use an action to cause the liquid to
Chance Chance Material Slots pour out from the hilt or tip of the weapon.
1-4 1-4 Coral Pukei‐Pukei Cortex (A,W) Coral Pukei-Pukei Shard
5-9 5-7 Coral Pukei-Pukei Shard (W) Partbreaker+1. You deal an extra 1d6 damage when you
critically hit with this weapon.
17
Coral Pukei-Pukei Lash

Yian Garuga
Your weapon deals an extra 1d6 acid damage.
Flood Sac Large wyvern (bird), unaligned
When you cast a spell that deals acid damage, add 1/2 of
your proficiency bonus to that damage.
Armor Class 16 (natural armor)
Large Coral Pukei-Pukei Sac Hit Points 142 (15d10 + 60)
Critical Draw+. When you take the Attack action for the Speed 30 ft., fly 30 ft.
first time in a combat encounter while wielding this
weapon, the melee weapon attacks with that action score a
critical hit on a roll of 15 or higher. STR DEX CON INT WIS CHA
Coral Pukei-Pukei Fellwing 15 (+2) 21 (+5) 18 (+4) 14 (+2) 12 (+1) 8 (-1)
While you are attuned to this weapon, you can use a bonus
action to exhale a stream of water in a 30-foot line that is Saving Throws Int +5, Cha +2
5 feet wide. Each creature in that line must make a DC 14 Skills Acrobatics +8, Perception +4
Dexterity saving throw, taking 4d6 acid damage on a failed Damage Immunities fire, lightning
save, or half as much damage on a successful one. Once Senses darkvision 120 ft., passive Perception 14
used, this property cannot be used again until you finish a Languages —
long rest. Challenge 7 (2,900 XP) Proficiency +3

OTHER MATERIAL EFFECTS Flyby. The yian garuga doesn't provoke opportunity
Lg Monster Bone attacks when it flies out of an enemy's reach.
Very rare armor upgrade material.
Sensitive Ears. If the yian garuga takes thunder damage,
or a spell or effect that emits a loud noise (per the
Yian Garuga description of the effect) is used within 60 feet of it, it
The yian garuga is a highly aggressive Bird Wyvern that has a must succeed on a DC 15 Constitution saving throw or
striking purple coloration, large defensive spikes and an extremely be stunned until the start of its next turn.
tough shell. Its beak is sharp and jagged, and it possesses a silver
mane around the edge of its face. Actions
Yian garuga is a close relative of the yian kut-ku that possesses a Multiattack. The yian garuga makes two Peck attacks
poisonous tail club and can produce ear-splitting roars to stop foes and one Tail attack.
in their tracks. It is quite crafty, and is known to rationally observe
their prey, even when angered. They are not to be taken lightly. Peck. Melee Weapon Attack. +8 to hit, reach 5 ft., one
Yian garuga hunts almost exclusively at night, using its deadly
target. Hit: 14 (2d8 + 5) piercing damage.
poison or stabbing its prey with its sharp beak to finish off its Tail. Melee Weapon Attack. +8 to hit, reach 5 ft., one
victim. When hunting another predatory species such as target. Hit: 16 (2d10 + 5) bludgeoning damage plus
velocidrome, yian garuga will let out a ear-deafening roar before 13 (3d8) poison damage.
launching an attack. Violent Roar (Recharge 5-6). The yian garuga lets out a
Very war-like in nature, yian garuga are thunderous roar, sending out shockwaves in a 10-foot
monsters that are best avoided. Yian garuga radius around it. Each creature in that area must make a
are very solitary creatures though, they have DC 15 Constitution saving throw, taking 31 (7d8)
rarely been seen in groups possibly during a thunder damage and be incapacitated until the end of
mating season, the groups consisting of more its next turn on a failed save, or half as much damage
than two have been seen on islands. After and isn't incapacitated on a successful one. If it fails
mating, a female will sometimes seek out the save by 5 or more, the creature is stunned until the
a Yian Kut-Ku nest, destroy the eggs, and end of its next turn.
then lay its own eggs in the nest for the
oblivious Kut-Ku to raise and
care for. This shows that a
female garuga can be a Brood
Parasite like a real-world cuckoo
bird. Yian garuga perform this
behavior due to their poor parental
behavior.

18
Yian Garuga
Challenge Rating 7 Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-4 1-2 Garuga Scale (A,W)
5-6 3-10 Garuga Shell (A,W)
7 11-13 Garuga Mane (A,W)
8 14-18 Garuga Wing (A,W)
9-12 — Garuga Tail (A,W,O)
13-16 19 Rejuvenated Beak (A,W)
17-20 20 Garuga Ear (A,W)

ARMOR MATERIAL EFFECTS


Garuga Scale
You have a +2 bonus to Intimidation checks while you
wear this armor. Garuga Wing
Abnormal Status Atk up (S). Whenever you inflict
Garuga Shell (Bow Only)
a condition on a creature or object that has a
Whenever you apply the close range coating to your
duration of 1 minute or longer, the maximum duration of
arrows, you can coat up to 5 more.
the condition is increased by 6 seconds.
Garuga Mane
You can use an action to speak this armor's command Garuga Tail
word and regain one expended spell slot of up to 3rd level. Your weapon deals an extra 1d4 poison damage.
Once you have used this effect, it can't be used again until Rejuvenated Beak
the next dawn. This weapon warns you of danger. While the weapon is on
Garuga Wing your person, it magically awakens you and your
Whenever you make a saving throw against the poisoned companions within a 30-foot range if any of you are
condition, you do so with a +2 bonus. sleeping naturally when combat begins.
Garuga Tail Garuga Ear
While wearing this armor, you have darkvision out to a This weapon has 4 runes. When you hit a creature with this
range of 60 feet. If you already have darkvision, your sight weapon, you can expend 1 of its runes to have the target
range increases by 60 feet. make a DC 14 Constitution saving throw. On a failed save
the target is deafened for 1 minute. This weapon regains
Rejuvenated Beak 1d4 expended runes daily at dawn.
You have advantage on initiative rolls while you wear this
armor. OTHER MATERIAL EFFECTS
Garuga Ear Garuga Tail
Earplugs. While you are attuned to this armor, you can use Rare armor upgrade material.
a bonus action to conjure two earplugs in the shape of
your choice. While using these earplugs, you are
considered deafened and you have advantage on saving Scarred Yian Garuga
throws against thunder damage. You can dispel the ear In terms of appearance, scarred yian garuga is virtually identical to
plugs as a bonus action ending the deafened effect. yian garuga. The main difference between the two is that one of
this monster's ears is missing and Scarred Yian Garuga received a
WEAPON MATERIAL EFFECTS scar across its face.
Garuga Scale The scarred yian garuga hunts almost exclusively at night, using
While attuned to this weapon you can cast the gust of its deadly poison or stabbing its prey to finish off its victim. It is
wind spell (save DC 13) once a day. just as aggressive as the yian garuga, but has adapted its attacks
over its many battles, including the ability to unleash a barrage of
Garuga Shell (Bow Only)
small fire balls whilst its in the air. If hunting another predatory
Arrows coated with the close range coating, deal an extra 1
species such as a Velocidrome, Yian Garuga will first stun the
piercing damage and it now ignores any disadvantages
when attacking creatures you can see that are within 20 creature with its roar before launching any attacks.
feet of you. Azure rathalos, pink rathian, tigrex, nargacuga, and the rare
rajang are fierce competitors of the bird wyverns and are even
Garuga Mane capable of killing them if an opportunity were to arise. However,
While you are attuned to this weapon, your walking speed being one of if not the most feared members of the bird wyvern
becomes 30 feet, unless your walking speed is higher, and class these creatures are fully capable of defending themselves
your speed isn't reduced if you are encumbered or wearing against potential threats.
heavy armor.

19
Scarred Yian Garuga
Scarred Yian Garuga Challenge Rating 16 Carves/Capture 3
Large wyvern (bird), unaligned Carve Chance Capture Chance Material Slots
1-4 1-2 Garuga Shard (A,W)
Armor Class 21 (natural armor)
Hit Points 210 (20d10 + 100) 5-6 3-10 Garuga Cortex (A,W)
Speed 30 ft., fly 60 ft. 7 11-13 Garuga Silverpelt (A,W)
8 14-18 Garuga Fellwing (A,W)
STR DEX CON INT WIS CHA 9-12 — Garuga Lash (A,W,O)
19 (+4) 22 (+6) 20 (+5) 14 (+2) 16 (+3) 8 (-1) 13-16 19 Fancy Beak (A,W)

Saving Throws Con +10, Int +7 17-20 20 Garuga Auricle (A,W)


Skills Acrobatics +9, Perception +8
Damage Resistances poison; bludgeoning, slashing, and
piercing from nonmagical attacks ARMOR MATERIAL EFFECTS
Damage Immunities fire, lightning Garuga Shard
Condition Immunities charmed, frightened While wearing this armor, you have darkvision out to a
Senses darkvision 120 ft., passive Perception 18 range of 60 feet. If you already have darkvision, your sight
Languages — range increases by 60 feet.
Challenge 16 (15,000 XP) Proficiency +5 Garuga Cortex
HG Earplugs. While you are attuned to this armor, you can
use a bonus action to conjure two earplugs in the shape of
Actions your choice. While using these earplugs, you can only hear
Multiattack. The yian garuga makes two Peck attacks creatures you choose to be able to hear and you have
and one Tail attack, or it makes three Fire Ball attacks. advantage on saving throws against thunder damage.
Fire Ball. Ranged Weapon Attack. +11 to hit, 80/320 ft., Garuga Silverpelt
one target. Hit: 22 (4d10) fire damage. You can use an action to speak this armor's command
word and regain one expended spell slot of up to 4th level.
Peck. Melee Weapon Attack. +11 to hit, reach 5 ft., one Once you have used this effect, it can't be used again until
target. Hit: 15 (2d8 + 6) piercing damage. the next dawn.
Tail. Melee Weapon Attack. +11 to hit, reach 5 ft., one Garuga Fellwing
target. Hit: 17 (2d10 + 6) bludgeoning damage plus Whenever you make a saving throw against the poisoned
22 (5d8) poison damage. condition, you do so with advantage.
Fire Barrage (Recharge 5-6). The yian garuga spews a Garuga Lash (Druid Only)
barrage of fireballs in a 60-foot cone in front of it. Each While you wear this armor, your wild shapes last a number
creature in that area must make a DC 18 Dexterity of hours equal to your druid level and you can use your
saving throw, taking 54 (12d8) fire damage on a failed wild shape one additional time.
save, or half as much damage on a successful one. Fancy Beak
You have advantage on initiative rolls while you wear this
Legendary Actions armor.
The yian garuga can take 3 legendary actions, choosing Garuga Auricle
from the options below. Only one legendary action You cannot be poisoned and you have resistance to poison
option can be used at a time and only at the end of damage while wearing this armor.
another creature's turn. The yian garuga regains spent
legendary actions at the start of its turn.
WEAPON MATERIAL EFFECTS
Flight. The yian garuga flies up to half its flying speed. Garuga Shard
If you coat this weapon with poison, the poison’s save DC
Poisoned Tail. Choose a creature within 10 feet of the is increased by 3.
yian garuga. That creature must make a DC 18
Constitution saving throw or be poisoned for 1 minute. Garuga Cortex (Bows Only)
A creature can repeat the saving throw at the end of Your poison coating now lasts for 1 minute, but the target
each of its turns, ending the effect on itself on a can repeat its saving throw at the end of its turn. ending
success. the poison on a successful save.
Garuga Silverpelt
Piercing Roar (Costs 3 Actions). The yian garuga lets out
Critical Eye. Your weapon attacks critical hit range is
an ear shattering roar. Each creature that is within 20
increased by 1.
feet of the yian garuga must succeed on a DC 18
Constitution saving throw or be incapacitated until the Garuga Fellwing
end of its next turn. If the saving throw fails by 5 or Abnormal Status Atk up (M). Whenever you inflict a
more, the target is instead stunned until the end of its condition on a creature or object that has a duration of 1
next turn. minute or longer, the maximum duration of the condition
is increased by 12 seconds.
20
Garuga Lash

Yian Kut-ku
Resentment. Until the end of your turn, you gain a +1
bonus to attack and damage rolls against any creature that
has damaged you since the end of your last turn. Large wyvern (bird), unaligned
Fancy Beak
Critical Status (poison). When you make a weapon attack Armor Class 14 (natural armor)
with this weapon, and roll a 20 for the attack roll, the Hit Points 90 (12d10 + 24)
target is poisoned until the end of its next turn. Speed 30 ft., fly 30 ft.
Garuga Auricle
Your weapon deals an extra 1d10 poison damage.
STR DEX CON INT WIS CHA
OTHER MATERIAL EFFECTS 14 (+2) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 6 (-2)
Garuga Lash
Very Rare armor upgrade material. Skills Perception +4
Damage Resistances necrotic
Senses passive Perception 14
Yian Kut-ku Languages —
The yian kut-ku is characterized by its large, fan-like ears that Challenge 3 (700 XP) Proficiency +2
unfurl when excited. They have a large, yellow beak with a pink
stripe running down its length. The lower jaw of its beak is Sensitive Ears. If the yian kut-ku takes thunder damage,
significantly bigger than the top jaw. Yian kut-ku's body is covered or a spell or effect that emits a loud noise (per the
in orange-pink plating and beige scales. Its wing membranes are description of the effect) is used within 60 feet of it, it
deep blue and its eyes are bright yellow. These wyverns are small must succeed on a DC 15 Constitution saving throw or
and relatively light, making them quick and agile. They have an be stunned until the start of its next turn.
extremely powerful sense of hearing, thanks to their large ears.
A somewhat temperamental, skittish, and inquisitive wyvern. Actions
Yian kut-ku have a tendency to want to appear bigger than they Multiattack. The yian kut-ku makes two attacks: one
really are by spreading their wings, flaring out their ears, and with its peck and one with its tail.
squawking loudly. They are generally insectivores, preying on
konchu and other Neopterons as a main part of their diet. Body Slam. Melee Weapon Attack. +4 to hit, reach 5 ft.,
Yian kut-ku are capable of flight, which is a major advantage one target. Hit: 21 (3d12 + 2) bludgeoning damage. If
when fleeing from large terrestrial predators. However, they aren't the yian kut-ku moved at least 20 feet straight toward
as adept in the air when compared to other wyverns. Due to this the target immediately before the hit, the target takes
kut-ku spend more time on land. kut-ku have very large and sturdy an extra 6 (1d12) bludgeoning damage. If the target is
beaks used to crush hard-shelled prey and fruit, as well as aid them
a creature, it must succeed on a DC 12 Strength saving
in shoveling up ground-dwelling insects and larvae. This is
throw or be knocked prone.
particularly visible when it is feeding on konchus, as it can bypass Peck. Melee Weapon Attack. +4 to hit, reach 5 ft., one
their hard shells by simply scooping the Neopterons up when they target. Hit: 11 (2d8 + 2) piercing damage.
roll into balls and swallowing them whole.
Tail. Melee Weapon Attack. +4 to hit, reach 5 ft., one
The most defining trait of yian kut-ku are their specialized large target. Hit: 13 (2d10 + 2) bludgeoning damage.
ears. These ears are very sensitive to sound and sudden loud noises
can disorient them leaving them vulnerable to attack, thus causing
hunters to often use Sonic Bombs when hunting these creatures.
Yian kut-ku are omnivorous creatures that eat a wide variety of Yian Kut-ku
different things. Kut-ku will eat lots of insects, such as konchu, Challenge Rating 3 Carves/Capture 3
nuts and honey. While they are fully capable of defending
Carve Chance Capture Chance Material Slots
themselves against smaller predators such as velocidrome and their
packs kut-ku are often preyed upon by larger predators like rathian 1-6 1-3 Kut-Ku Scale (A,W)
and najarala. Kut-ku are well known for getting into territorial
7-9 4-9 Kut-Ku Carapace (A,W)
conflicts with the extremely aggressive yian garuga.
Sometimes a garuga will take over a kut-ku's territory and even 10-11 — Kut-Ku Webbing (A)
kill the smaller bird wyvern. Female yian garuga will also destroy
12-13 10 Splendid Beak (A,W)
the eggs of a kut-ku and lay their own eggs in the nest, leaving the
kut-ku as a victim of brood parasitism. — 11-14 Jumbo Bone (O)
— 15-16 Screamer Sac (O)
14-19 — Kut-Ku Ear (A,W)
20 17-20 Kut-Ku Auricle (A,W)

ARMOR MATERIAL EFFECTS


Kut-Ku Scale
You reduce fire damage you take by 3 while you wear this
armor. 21
Kut-Ku Carapace kut-Ku are known to occasionally scare away yian Kut-Ku. When
Well Rested. When you finish a long rest, you gain 5 not being preyed upon by large predators, blue yian kut-Ku feed on
temporary hit points for 24 hours while attuned to this insects, honey, and nuts.
armor.
Blue yian kut-Ku are very cautious and wary creatures that are
Kut-Ku Webbing easily startled by sudden loud noises. When undisturbed, these
You have a +2 bonus to History checks while you wear this monsters spend their day foraging for food, but if confronted they
armor. will flare out their ears and spread their wings while making loud
Splendid Beak shrieks.
Recovery Speed. Whenever you roll a Hit Die to regain hit
points, double the number of hit points it restores.
Kut-Ku Ear
As a bonus action, you can conjure a horn in the shape of Blue Yian Kut-ku
the Kut-Ku's ear. When held up to your ear, this horn Large wyvern (bird), unaligned
suppresses the effects of the deafened condition on you,
allowing you to hear normally. Armor Class 14 (natural armor)
Kut-Ku Auricle Hit Points 90 (12d10 + 24)
When you make a skill check while wearing this armor, you Speed 30 ft., fly 30 ft.
can use your reaction to gain advantage on it. Once you
use this property, you can't use it again until you finish a
long rest. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 6 (-2)
WEAPON MATERIAL EFFECTS
Kut-Ku Scale
You can use this weapon to make pink colored marks on Saving Throws Str +6, Wis +5
any surface. The marks fade away in 24 hours. Skills Perception +5
Damage Resistances necrotic; bludgeoning, piercing,
Kut-Ku Carapace and slashing from nonmagical attacks
This weapon cannot be detected by the detect magic spell Senses passive Perception 15
unless the caster touches the weapon. Languages -
Splendid Beak Challenge 5 (1,800 xp) Proficiency +3
This weapon is so finely constructed it never needs
maintenance, cannot rust or tarnish, and gains a +1 to Flyby. The yian kut-ku doesn't provoke an opportunity
damage rolls. attack when it flies out of an enemy's reach.
Kut-Ku Ear Sensitive Ears. If the yian kut-ku takes thunder damage,
While touching this weapon you can speak its command or a spell or effect that emits a loud noise (per the
phrase: "The limits of my language are the limits of my description of the effect) is used within 60 feet of it, it
world" to gain proficiency in any language of your choice must succeed on a DC 15 Constitution saving throw or
for 24 hours. Once you use this property, you can't use it be stunned until the start of its next turn.
again until the next day.
Kut-Ku Auricle Actions
While attuned to this weapon, you can use a bonus action Multiattack. The yian kut-ku makes two Peck attacks
to exhale fire at a target within 15 feet of you. The target and one Tail attack.
must make a DC 13 Dexterity saving throw, taking 2d6 fire
damage on a failed save, or half as much damage on a Body Slam. Melee Weapon Attack. +6 to hit, reach 5 ft.,
successful one. Once used, this property cannot be used one target. Hit 22 (3d12 + 3) bludgeoning damage. If
again until you finish a long rest. the yian kut-ku moved at least 20 feet straight toward
the target immediately before the hit, the target takes
OTHER MATERIAL EFFECTS an extra 19 (3d12) bludgeoning damage. If the target
Jumbo Bone is a creature, it must succeed on a DC 14 Strength
Uncommon armor upgrade material. saving throw or be knocked prone.
Screamer Sac Peck. Melee Weapon Attack. +6 to hit, reach 5 ft., one
A crafting material used to make sonic bombs. target. Hit 12 (2d8 + 3) piercing damage.

Blue Yian Kut-ku Tail. Melee Weapon Attack. +6 to hit, reach 5 ft., one
target. Hit 14 (2d10 + 3) bludgeoning damage.
Although they are usually smaller than their pink counterparts, the
Fireball (recharge 5-6). The yian kut-ku exhales a fireball
blue yian kut-ku are stronger and more aggressive. They are
to a point within 60 feet of it. Each creature in a 10-
covered in an indigo carapace, and blue streaks can be found on its
foot radius sphere centered on that point must make a
beak and ears. Although the blue yian kut-ku are stronger than the
DC 13 Dexterity saving throw, taking 27 (6d8) fire
normal variation, they are still pretty low in the food chain. Though
damage on a failed save or half as much damage on a
still weak, blue yian
successful one.

22
Giant Beak
Blue Yian Kut-ku When you cast a spell that deals fire damage, you increase
Challenge Rating 5 Carves/Capture 3 the spell save DC by 1.

Carve Chance Capture Chance Material Slots Blue Inferno Sac


Your weapon deals an extra 1d4 fire damage.
1-6 1-3 Blue Kut-Ku Scale (A,W)
Kut-Ku Ear
7-9 4-9 Blue Kut-Ku Carapace (A,W) While touching this weapon you can speak its command
10-11 — Blue Kut-Ku Webbing (A) phrase: "The limits of my language are the limits of my
world" to gain proficiency in any language of your choice
12-13 10 Giant Beak (A,W) for 24 hours. Once you use this property, you can't use it
again until the next day.
— 11-14 Monster Bone+ (O)
Blue Kut-Ku Auricle
— 15-16 Blue Inferno Sac (A,W)
While attuned to this weapon, you can use a bonus action
14-19 — Kut-Ku Ear (A,W) to exhale fire at a target within 15 feet of you. The target
must make a DC 14 Dexterity saving throw, taking 3d6 fire
20 17-20 Blue Kut-Ku Auricle (A,W) damage on a failed save, or half as much damage on a
successful one. Once used, this property cannot be used
again until you finish a long rest.
ARMOR MATERIAL EFFECTS
Blue Kut-Ku Scale
You reduce fire damage you take by 3 while you wear this OTHER MATERIAL EFFECTS
armor. Monster Bone+
Rare weapon upgrade material
Blue Kut-Ku Carapace
While you are attuned to this armor, you and your
equipment suffer no ill effects from Strong Winds.
Blue Kut-Ku Webbing
You have a +2 bonus to History checks while you wear this
armor.
Giant Beak
Recovery Speed. Whenever you roll a Hit Die to regain hit
points, double the number of hit points it restores.
Blue Inferno Sac
While you are attuned to this armor, you can use a bonus
action to speak its command word and exhale fire at a
target within 30 feet of you. The target must make a DC
13 Dexterity saving throw, taking 2d6 fire damage on a
failed save, or half as much damage on a successful one.
You can use this property a number of times equal to half
your proficiency bonus, regaining all expended uses when
you finish a long rest.
Kut-Ku Ear
As a bonus action, you can conjure a horn in the shape of
the Kut-Ku's ear. When held up to your ear, this horn
suppresses the effects of the deafened condition on you,
allowing you to hear normally.
Blue Kut-Ku Auricle
When you make a skill check while wearing this armor, you
can use your reaction to gain a +2 bonus to the check. You
can use this property twice, regaining all expended uses
after you finish a long rest.

WEAPON MATERIAL EFFECTS


Blue Kut-Ku Scale
The bearer can use this weapon to make indigo colored
marks on any surface. The marks will fade away in 24
hours.
Blue Kut-Ku Carapace (Spellcaster Only)
While you are attuned to this weapon, you can use an
action to cast the scorching ray spell from it. Once you use
this property, you can't use it again until you finish a long
rest.

23
Brute Wyverns
Brute Wyverns are considered to be Wyverns that are adapted to complete life on land, even sometimes being called Theropods from greatly
resembling some predatory dinosaurs. These monsters are typically large, bipedal theropods, that are prone to living in areas abundant in
food sources. Brute Wyverns exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous, while others subsist
on insects or even minerals. These monsters often use their heavy, muscular bodies to charge blindly through an
environment to damage attackers or prey, and include many defensive adaptations, including tail clubs, horns, and even
hammer-like chins and fists. Brute Wyverns can be found in almost any type of environment.

Anjanath
Huge wyvern (brute), unaligned

Armor Class 14 (natural armor)


Hit Points 136 (13d12 + 52)
Speed 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)

Skills Perception +4
Damage Resistances necrotic
Damage Immunities fire
Senses passive Perception 14
Languages —
Challenge 7 (2,900 XP) Proficiency +3

Keen Smell. The anjanath has advantage on Wisdom


(Perception) checks that rely on smell.

Actions
Multiattack. The anjanath makes one Bite attack and
one Tail attack. It can't make both attacks against the
same target. Anjanath
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one Anjanath has a pink face, somewhat resembling a Vulture, along
target. Hit: 25 (3d12 + 6) piercing damage plus 5 with pink scales covering its underbelly. Its hind legs are powerful
(1d10) fire damage. If the target is a Medium or and muscular, while its front limbs are much smaller and mostly
smaller creature, it is grappled (escape DC 17). Until useless. Black proto-feathers cover Anjanath's back, front limbs,
this grapple ends, the target is restrained, and the and legs, which give it an appearance similar to the most recent
anjanath can't bite another target. depictions of some theropod dinosaurs like T-rex.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one Anjanath has powerful jaws that allow it to rip apart foes, along
target. Hit: 22 (3d10 + 6) bludgeoning damage. with a powerful nose used for smelling out prey. It also has the
ability to breath fire from its maw.
Firebreath (Recharge 5-6). The anjanath exhales fire in a
60-foot line that is 5 ft. wide. Each creature in that line Anjanath are relentless predators that will chase down anything
must make a DC 17 Dexterity saving throw, taking 27 that dares attack them. Once they've been provoked, Anjanath
(5d10) fire damage on a failed save, or half as much won't let an enemy get away easily. They are known to leave
damage on a successful one. behind a mucus-like substance in order to mark its territory.

24
Anjanath Anjanath Fang (Clerics, Druids, and Rangers Only)
You know the produce flame cantrip while attuned to this
Challenge Rating 7 Carves/Capture 3
weapon. If you already know it, you gain a +1 bonus to its
Carve Chance Capture Chance Material Slots spell attack roll.
1-5 1-5 Anjanath Pelt (A,W) Anjanath Nosebone (Bow Only)
Bow Charge Plus. While attuned to this weapon, you can
6-10 6-10 Anjanath Scale (A) use your dragonpiercer one additional time between rests
and it recharges after a Short or Long rest.
11-13 — Anjanath Fang (A,W)
Anjanath Tail (Bow Only)
14-16 11-14 Anjanath Nosebone (A,W) Special Ammo Boost. While attuned to this weapon, your
17-19 15-16 Anjanath Tail (A,W) coat arrow now coats up to 20 arrows and your
dragonpiercer an extra 1d6 piercing damage.
— 17-19 Flame Sac (A,W)
Flame Sac
20 20 Anjanath Plate (A,W) When you cast a spell that deals fire damage, it deals an
extra 1d4 fire damage.
ARMOR MATERIAL EFFECTS Anjanath Plate (Gunlance Only)
Anjanath Pelt Artillery+. While attuned to this weapon, your wyvernfire
Marathon Runner. While wearing this armor, your walking can now be used twice per long rest and you can add your
speed increases by 5 feet. Strength modifier to the damage of your shell attacks.
Anjanath Scale
While you are wearing this armor, you can use your
Fulgur Anjanath
reaction or bonus action to gain resistance to fire damage Fulgur anjanath retains many of the characteristics the ordinary
until the end of your next turn. You can use this property species is known for, having the general appearance of a predatory
twice, regaining all uses when you finish a long rest. dinosaur. However, unlike its counterpart, fulgur anjanath sports a
bright white fur on portions of its body, as well as a much brighter,
Anjanath Fang
When you are attacked by a creature within 30 feet of you light grey colored hide. Its head is a vibrant orange color. Dark
that you can see, you can use your reaction to impose grey stripes cover large portions of fulgur anjanath's body,
disadvantage on the attack roll, causing a blinding white extending from the head all the way to its tail.
flame to erupt from your mouth before the attack hits or The usually hidden 'wings' are of the same light grey color as the
misses. An attacker that can’t be blinded is immune to this rest of the body on the outside, while having a purplish-blue
property. You can use this property two times. You regain coloration on the inside, which is adorned by blue crackles of
all expended uses when you finish a long rest. electricity. The nasal crest and inside of fulgur anjanath's mouth are
Anjanath Nosebone illuminated from the inside by a bright blue light.
While you wear this armor, you can pass a Constitution Much like the ordinary species, fulgur anjanath uses its powerful
saving throw you otherwise would have failed. Once used, jaws and legs to strike down and overpower foes. Its main
this property can't be used again until you finish a long difference, however, is a unique affinity for the Thunder Element.
rest. It generates electric energy with a special organ in its body,
utilizing it in combination with its already great physical strength
Anjanath Tail (Spellcaster Only)
and its mucus is also electrified, allowing fulgur anjanath to hurl it
This armor has 2 runes, which it regains daily at dawn. You
at opponents.
can expend a rune to cast the hellish rebuke spell from it.
Flame Sac
While you are attuned to this armor, you can use a bonus
action to speak its command word and exhale fire at a
target within 15 feet of you. The target must make a DC
15 Dexterity saving throw, taking 3d6 fire damage on a
failed save, or half as much damage on a successful one.
You can use this property a number of times equal to half
your proficiency bonus, regaining all expended uses when
you finish a long rest.
Anjanath Plate
You have resistance to fire damage while you wear this
armor.

WEAPON MATERIAL EFFECTS


Anjanath Pelt
While you are holding this weapon, you can use an action
to make this weapon deal fire damage instead of its normal
damage type. This effect lasts one hour and cannot be
used again until you have finished a long rest. You can use
another action to end the effect before the duration
expires.

25
Fulgur Anjanath Legendary Actions
Huge wyvern (brute), unaligned The anjanath can take 3 legendary actions, choosing
from the options below. Only one legendary action
Armor Class 17 (natural armor) option can be used at a time and only at the end of
Hit Points 187 (15d12 + 90) another creature's turn. The anjanath regains spent
Speed 40 ft. legendary actions at the start of its turn.
Attack. The anjanath makes a Tail attack or an Electric
STR DEX CON INT WIS CHA Snot attack.

24 (+7) 10 (+0) 22 (+6) 3 (-4) 12 (+1) 9 (-1) Detect. The anjanath makes a Wisdom (Perception)
Check.
Saving Throws Dex +5, Con +11, Cha +4 Move. The anjanath moves up to its speed without
Skills Perception +6 provoking opportunity attacks.
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks.
Damage Immunities lightning
Senses passive Perception 16 Fulgur Anjanath
Languages — Challenge Rating 15 Carves/Capture 3
Challenge 15 (13,000 XP) Proficiency +5
Carve Capture
Chance Chance Material Slots
Keen Smell. The anjanath has advantage on Wisdom
(Perception) checks that rely on smell. 1-5 1-5 Fulgur Anjanath Thickfur (A,W)
Pounce. If the anjanath moves at least 15 feet. straight 6-10 6-10 Fulgur Anjanath Shard (A)
toward a creature and then hits it with a Stomp attack 11-13 — Fulgur Anjanath Hardfang (A,W)
on the same turn, that target must succeed on a DC 20
Strength saving throw or be knocked prone. If the 14-16 11-14 Heavy Fulgur Anjanath Nosebone (A,W)
target is prone, the anjanath can make one Bite attack
17-19 15-16 Fulgur Anjanath Lash (A,W)
against it as a bonus action.
— 17-19 Lightning Sac (A,W)
Actions
20 20 Fulgur Anjanath Mantle (A,W)
Multiattack. The anjanath makes one Bite attack and
one Stomp attack. It can't make both attacks against
the same target. It can replace any of these attacks with ARMOR MATERIAL EFFECTS
an Electric Snot attack. Fulgur Anjanath Thickfur
Item Prolonger+. Whenever you use a consumable item
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., that has a duration, its duration is increased by an
one target. Hit: 26 (3d12 + 7) piercing damage plus 5 additional 12 seconds.
(1d10) lightning damage. If the target is a Medium or
smaller creature, it is Grappled (escape DC 20). Until Fulgur Anjanath Shard
this grapple ends, the target is restrained, and the Resuscitate. You have advantage on Dexterity saving
anjanath can't bite another target. throws if you are suffering from a condition.
Electric Snot. Ranged Weapon Attack: +12 to hit, range Fulgur Anjanath Hardfang
20/60 ft., one target. Hit: 22 (4d10) lightning damage. You have advantage on saving throws against being
Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., stunned while you wear this armor.
one target. Hit: 20 (3d8 + 7) bludgeoning damage plus Heavy Fulgur Anjanath Nosebone
5 (1d10) lightning damage and each creature within 5 While you wear this armor, you can pass a Dexterity saving
feet of the target, must make a DC 19 Dexterity saving throw you otherwise would have failed. Once used, this
throw, taking 5 (1d10) lightning damage on a failed property can't be used again until you finish a long rest.
save, or half as much damage on a successful one.
Fulgur Anjanath Lash
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one This armor has 2 runes, that it regains daily at dawn. You
target. Hit: 23 (3d10 + 7) bludgeoning damage. can expend a rune to cast the lightning arrow spell from it.
Lightning Charge (Recharge 5-6). The anjanath moves up Lightning Sac
to its speed. During this move it can move through the You are immune to lightning damage while you wear this
spaces of other creatures without provoking armor.
opportunity attacks. Each creature the anjanath moves
through must make a DC 20 Dexterity saving throw, Fulgur Anjanath Mantle
taking 17 (3d6 + 7) bludgeoning damage plus 28 Flinch Free. While wearing this armor you cannot be
(6d8) lightning damage and be knocked prone on a knocked prone, or unwillingly moved from your current
failed save, or half as much damage on a successful location by any means.
one and is not knocked prone.
26
WEAPON MATERIAL EFFECTS Heavy Fulgur Anjanath Nosebone
Fulgur Anjanath Thickfur While attuned to this weapon you can use an action to
While you are holding this weapon, you can use an action speak its command word, causing it to expel electric snot
to make this weapon deal lightning damage instead of its at a creature within 60 feet of you. That creature must
normal damage type. This effect lasts one hour and cannot make a DC 15 Dexterity saving throw, or be covered in the
be used again until you have finished a long rest. You can snot for 1 minute or until it uses an action to wipe it away.
use another action to end the effect before the duration While covered, the creature takes 1d4 lightning damage
expires. whenever it is hit by a melee weapon attack.
You can use this property a number of times equal to
Fulgur Anjanath Hardfang your Constitution modifier, regaining all expended uses
Weakness Exploit+. When you have advantage on an attack when you finish a long rest.
roll with this weapon and you hit the target, you can have
your weapon deal its maximum damage if the lower of the Fulgur Anjanath Lash (Bow Only)
two d20 rolls would also hit the target (all extra damage Special Ammo Boost+1. Your coating now coats up to 25
dice must still be rolled). You can use this property a arrows and your dragonpiercer deals an extra 2d6 piercing
number of times equal to your Strength or Dexterity damage.
modifier (your choice), regaining all expended uses
Lightning Sac
when you finish a short or long rest.
Your weapon deals an extra 1d8 lightning damage.
Fulgur Anjanath Mantle
You gain a +1 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals
thunder or lightning damage.

27
Banbaro
Banbaro Banbaro is a large and heavy-set Brute Wyvern. Most of its body is
covered in stout white fur, with portions on its head, legs, and arms
Huge wyvern (brute), unaligned
being covered in gray scales. Its giant horns are its defining
characteristic. These stout, pinkish horns end in broad, moose-like
Armor Class 16 (natural armor) antlers. When enraged, a small horn-like projection on its snout
Hit Points 175 (13d12 + 91) folds out.
Speed 40 ft. Banbaro is normally a fairly docile herbivore, but it is territorial
and can be aggressive when provoked. In battle, Banbaro charges
opponents while digging up soil or fallen trees. Digging up soil
STR DEX CON INT WIS CHA
allows it to smash the gathered ball in a huge blast of debris that
25 (+7) 10 (+0) 24 (+7) 6 (-2) 10 (+0) 7 (-2) leaves a hindering pile behind, while digging up trees widens the
charge's hitbox and can be thrown as projectiles. Digging up
Saving Throws Str +11, Wis +4, Cha +2 volcanic rock causes it to leave trails of lava behind.
Skills Athletics +11, Perception +4
Damage Immunities acid, cold
Senses passive Perception 14
Languages —
Challenge 12 (8,400 XP) Proficiency +4

Actions
Multiattack. The banbaro makes one Horn attack and
one Hip Check attack. While holding a tree or boulder,
it uses its Throw attack in place of its Hip Check.
Hip Check. Melee Weapon Attack: +11 to hit, reach 10
ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage.
Horn. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Horn (Requires Tree Trunk). Melee Weapon Attack: +11
to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7)
bludgeoning damage. This attack can hit up to two
extra creatures within 5 feet of the original target, if it
is within the attack's reach, and the attack roll against
the original target would hit it.
Horn (Requires Boulder, Recharge 5-6). While holding a
boulder in its antlers, the banbaro moves up to its
speed. During this move it can move through the
spaces of other creatures without provoking
opportunity attacks. Each creature the banbaro moves
through must succeed on a DC 19 Dexterity saving
throw, taking 26 (3d12 + 7) bludgeoning damage and
be knocked prone on a failed save, or half as much
damage on a successful one.
Throw (Requires Tree Trunk or Boulder). Ranged Weapon
Attack: +11 to hit, range 20/60 ft., one target Hit: 10
(3d6) bludgeoning damage and the tree trunk or
boulder is destroyed.

Bonus Action
Improvised Weapon (Recharge 4-6). The banbaro digs
up a large boulder, strikes a nearby tree, or pick up a
tree trunk and hold it in its antlers.

28
Banbaro WEAPON MATERIAL EFFECTS
Challenge Rating 12 Carves/Capture 3 Banbaro Chine
Your weapon deals an extra 1d6 cold damage.
Carve Chance Capture Chance Material Slots
1-5 1-5 Banbaro Chine (A,W) Banbaro Cortex
You are proficient with improvised weapons while attuned
6-11 6-9 Banbaro Cortex (A,W) to this weapon.
— 10-12 Dash Extract (O) Banbaro Great Horn
While attuned to this weapon, you can cast the catapult
12-14 13-15 Banbaro Great Horn (A,W) spell at 2nd level from it. Once you use this property, you
13-19 16-19 Banbaro Lash (A,W) can't use it again until you finish a long rest.
20 20 Banbaro Gem (A,W) Banbaro Lash (Greatsword & Lance Only)
Offensive Guard. Whenever you use a reaction that
increases your AC, the next attack you make with that
ARMOR MATERIAL EFFECTS weapon deals extra damage equal to the bonus AC the
Banbaro Chine reaction provided.
Transporter. While you are attuned to this armor, you Banbaro Gem
count as one size larger when determining your carrying Resentment. Until the end of your turn, you gain a +1
capacity and the weight you can push, drag, or lift. bonus to attack and damage rolls against any creature that
Banbaro Cortex has damaged you since the end of your last turn.
Speed Eating. While you are attuned to this armor, you can
use any consumable, such as a potion or food, as a bonus OTHER MATERIAL EFFECTS
action; so long as you are the one consuming it. Dash Extract
Crafting material for mega dash juice.
Banbaro Great Horn
You have resistance to cold damage while you wear this
armor. Brachydios
Brachydios are easily identifiable by their glowing, green slime-
Banbaro Lash
covered horns and "fists," as well as their shiny, armored hide
Health Boost. While wearing this armor, your hit point
covered in many plates and ridges that are made of obsidian.
maximum increases by 1 for each character level you have.
Unlike other Brute Wyverns, Brachydios sports a pair of long,
Banbaro Gem highly developed forelimbs that it uses as its primary means of
Mushroomancer+. While wearing this armor you can digest defense. Brachydios' forelimbs and horn seem to secrete a
mushrooms that would otherwise be inedible and gain its mysterious slime.
advantageous effects. The more banbaro materials A Brachydios "primes" this mucus to explode with its saliva,
equipped in your armor or trinkets, the more mushrooms hence why it licks its arms, making it appear brighter green.
you can eat.
Despite initial appearances, Brachydios does possess claws on its
1 banbaro material. forearms that are tucked away underneath, and serve no apparent
purpose in battle.
Blue Mushroom, Restores a 2d4 hit points.
Toadstool, You regain 2 hit point at the start of each of The symbiotic slime-mold is easily one of the most unique and
your turns for 1 minute. defining features of the Brachydios. The theropods armored shell is
hardened to protect against the explosive blasts that the mold
2 banbaro material. creates on impact. A Brachydios skin is similar to that of a thermos
flask, giving it the ability to withstand both extreme heat and cold.
Nitroshroom, An ability score of your choice increases
Brachydios body is the only place this mold can survive without
by +2 for 1 minute (to a maximum of 20).
turning explosive. When attacking, Brachydios constantly scrapes
Parashroom, Your AC becomes 14 + your Dexterity
copious amounts of this mold off of its body, causing it to deplete.
modifier for the next 8 hours.
However, it seems that the beast's saliva acts as a powerful
3 banbaro material. stimulant, which causes the mold to almost instantly replenish
itself.
Chaos Mushroom, You are poisoned for 1 hour, and gain Brachydios are extremely aggressive creatures and will not
5 temporary hit points per character level for the next hesitate to attack if they feel threatened or challenged. Due to their
10 minutes. aggression they are commonly known to invade the territories of
Bindshroom, Your speed increases by 15 feet for 1 hour.
other large predators, usurp them, and claim the territory as their
Exciteshroom, Provides one of the other mushroom
own. They will also show no mercy to small monsters. Young
effects, roll a d6 to see which one:
Brachydios will live near their parents and their territory, yet the
adults will not show any parental care at all. The young will pick
up slime mold left behind by adults. However, this can be
1. Blue Mushroom 4. Parashroom dangerous as their hides are underdeveloped and can possibly be
2. Toadstool 5. Chaos Mushroom seriously injured or even killed by the explosions of the slime
mold.
3. Nitroshroom 6. Bindshroom

29
Brachydios
Huge wyvern (brute), unaligned

Armor Class 19 (natural armor)


Hit Points 253 (22d12 + 110)
Speed 40 ft.

STR DEX CON INT WIS CHA


24 (+7) 14 (+2) 20 (+5) 8 (-1) 9 (-1) 9 (-1)

Saving Throws Str +13, Wis +5


Damage Resistances piercing, slashing
Damage Immunities fire
Senses passive Perception 9
Languages —
Challenge 17 (18,000 XP) Proficiency +6

Actions
Multiattack. The brachydios one Horn attack and two
Fist attacks.
Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 17 (3d6 + 7) bludgeoning damage. plus 3
(1d6) fire damage.
Horn. Melee Weapon Attack: +13 to hit, reach 5 ft.,
one target. Hit: 20 (3d8 + 7) bludgeoning damage plus
3 (1d6) fire damage.
Chemical Reaction (Recharge 5-6). The brachydios slams
its horn into the ground, creating a chain of explosions
in a 60-foot line that is 10 feet wide. Each creature in
that line must make a DC 19 Dexterity saving throw,
taking 22 (5d8) fire damage plus 18 (4d8)
bludgeoning damage on a failed save, or half as much
damage on a successful one.

Legendary Actions
The brachydios can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The brachydios regains spent
legendary actions at the start of its turn.
Fist Attack. The brachydios makes a Fist attack.
Move. The brachydios moves up to its speed without
provoking opportunity attacks.
Slam (Costs 2 Actions). The brachydios makes a Horn
attack or uses Chemical Reaction.

30
Mystery Slime
Brachydios Once per turn, when you hit a creature with this weapon,
Challenge Rating 17 Carves/Capture 3 you can wound the target. At the start of each of the
wounded creature’s turns, it takes 1d4 fire damage for
Carve Chance Capture Chance Material Slots
each time you’ve wounded it, and it can then make a DC
1-5 1-3 Brach Carapace (A,W) 16 Constitution saving throw, ending the effect of all such
wounds on itself on a success. Alternatively, the wounded
6-8 4-8 Brach Ebonshell (A) creature, or a creature within 5 feet of it, can use an action
9-10 9 Mystery Slime (A,W) to make a DC 15 Wisdom (Medicine) check, ending the
effect of such wounds on it on a success.
11 10-14 Brach Scalp (A,W)
Brach Scalp
12-14 15-16 Brach Tail (A,W) While you are attuned to this weapon, whenever a creature
15 — Brach Hammer (W) attempts to break a grapple with you, you make your skill
check with advantage.
16 — Brach Marrow (A,W)
Brach Tail
17-19 17-19 Brach Pounder (W) While holding this weapon, you can use a bonus action to
cause thick, black oil to coat the weapon. The oil remains
20 20 Brach Gem (A,W)
for 1 minute or until an Attack using this weapon hits a
creature. On hit, the oil ignites and that creature must
ARMOR MATERIAL EFFECTS succeed on a DC 15 Constitution saving throw or take
Brach Carapace 2d10 fire damage and begins to burn for 1 minute. A
Handicraft+2. For 24 hours, you gain proficiency with two creature that is burning must make a DC 15 Constitution
artisan tools of your choice each dawn. saving throw at the start of each of its turns. On a failed
save, it takes 1d6 fire damage. On a successful save, the
Brach Ebonshell creature is no longer burning. You can use this property a
You have resistance to fire damage while wearing this number of times equal to your proficiency modifier,
armor. regaining all expended uses when you finish a long rest.
Mystery Slime (Requires a shield) Brach Hammer (Sorcerer & Wizard Only)
While you are attuned to this armor, you can use an action Bombardier. This weapon has 10 runes. While holding it,
to prime your shield. The next time you take damage from you can use an action to expend 1 or more of its runes to
a melee attack, fire erupts from the shield and bathes the cast one of the following Spells from it, using your spell
attacker in flames. The attacker must make a DC 15 save DC: scorching ray (2 runes), Melf's Minute Meteors (3
Dexterity saving throw or take 4d6 fire damage. On a runes), or Wall of Fire (4 runes). This weapon regains 1d6
successful save, the creature takes half of that damage. + 4 expended runes daily at dawn. If you expend the last
You can use this property twice, regaining all expended rune it can't regain any runes for one week.
uses on a short or long rest. Brach Marrow
Brach Scalp Blast Coat. This material provides one of the following
While attuned to this armor you can cast the grease spell weapon properties depending on which weapon it is
(save DC 16). You can use this property three times, placed in:
regaining all expended uses on a short or long rest. (Bow) Your blast coating deals an extra 1d6 fire damage.
Brach Tail (Dual Repeaters) When you hit a create with your
While you wear this armor, you can succeed a Constitution empowered blaze ammo, it now ignites the terrain in a
saving throw you otherwise would have failed. Once used, 5-foot line extending from you to the target. The terrain
this property can't be used again until you finish a long remains on fire until the start of your next turn. A
rest. creature that moves into the fire for the first time on a
turn or ends it turn in the flames takes 1d6 fire damage.
Brach Marrow
(Heavy Bowgun) Your cluster ammo deals an extra 2d6
Biology. You become proficient with dung bombs while
fire damage.
you are wearing this armor, and you are immune to blight
(Light Bowgun) Your flaming ammo now bypasses a
effects such as waterblight, iceblight, or the blight spell. creatures resistance to fire damage.
Brach Gem
You are immune to fire damage while you wear this armor. Brach Pounder (Light Bowgun Only)
Rapid Fire. Whenever you use the attack action on your
turn using this weapon, you can make a single attack with
WEAPON MATERIAL EFFECTS
Brach Carapace it as a bonus action.
You gain a +2 bonus to your spell attack rolls and spell Brach Gem
save DC while attuned to this weapon. This bonus Spirit. When fighting a Huge or larger creature, this
increases to +3 when the spell you are casting is a fire weapon deals 1d6 extra weapon damage and its crit range
spell. is increased by 1.

31
This forces Raging Brachydios to develop its own special
Raging Brachydios Indestructible Ebonshell, to withstand its own explosions, lest it
Theorized to have grown isolated in a special environment, Raging kill itself. This in turn provides it nigh-impenetrable protection
Brachydios is a rare special Brachydios individual that has from the natural weaponry of nearly all other living creatures.
abnormal activation of its Slime Mold.
Raging Brachydios is a predator capable of taking on and even Lair Actions
killing other large predatory monsters, just like Brachydios. In line
On initiative count 20 (losing initiative ties), the brachydios takes a
with their chosen habitat and absurd strength, Raging Brachydios lair action to cause one of the following effects; the brachydios
will encounter far more dangerous foes than regular Brachydios, can't use the same effect two rounds in a row:
but will fight them and potentially win nonetheless.
Raging Brachydios have many of the same adaptions as The brachydios explodes with rage, sending green slime out in
Brachydios, however, there is a few differences between them. all directions. Choose up to 10 points in the lair that are at least
Raging Brachydios are extremely large compared to normal 25 feet from the other points. The slime spreads out in a 15-foot
Brachydios, but are only slightly slower than them. This size square area centered on each point and explodes when the
difference stems from their advanced age. The main adaption that brachydios' slime does.
puts them apart from normal Brachydios is the large amount of The brachydios sends a chain of explosions at all entrances and
slime mold found on their body. exits, causing them to cave in with rock and fire, blocking any
This Ancient slime mold is not only more active then regular simple retreat from the area.
slime mold, but also explodes far more violently. This provides A 50-foot square area of ground within 120 feet of the
Raging Brachydios far more potent explosions that those of its brachydios becomes jagged and broken; that area is difficult
peers. terrain until initiative count 20 on the next round.

Raging Brachydios Actions


Gargantuan wyvern (brute), unaligned Multiattack. The brachydios makes one Horn attack and
two Fist attacks.
Armor Class 19 (natural armor)
Hit Points 310 (20d20 + 100) Fist. Melee Weapon Attack: +14 to hit, reach 10 ft., one
Speed 40 ft. target. Hit: 17 (3d6 + 7) bludgeoning damage. plus 7
(2d6) fire damage and green slime covers the terrain in a
5-foot radius around the target (including the target's
STR DEX CON INT WIS CHA space).
24 (+7) 14 (+2) 20 (+5) 9 (-1) 9 (-1) 9 (-1) Horn. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage plus 7
Saving Throws Str +14, Wis +6 (2d6) fire damage and green slime covers the terrain in a
Damage Resistances lightning, necrotic, piercing, slashing 10-foot radius around the target (including the target's
Damage Immunities fire space).
Condition Immunities charmed, frightened, unconscious Chemical Reaction (Recharge 5-6). The brachydios slams
Senses passive Perception 9 its horn into the ground and causes a chain of explosions
Languages — in a 60 foot line that is 10 feet wide. Each creature in
Challenge 22 (41,000 XP) Proficiency +7 that line must make a DC 19 Dexterity saving throw,
taking 22 (5d8) fire damage plus 18 (4d8) bludgeoning
Detonate. At the start of the brachydios' turn, the slime damage on a failed save, or half as much damage on a
created by it explodes. Each creature in the slimes area, successful one.
takes 7 (2d6) fire damage.
Legendary Actions
Legendary Resistance (3/Day). If the brachydios fails a
The brachydios can take 3 legendary actions, choosing
saving throw, it can choose to succeed instead.
from the options below. Only one legendary action
Raging Fury (Recharges after a Short or Long Rest). The first option can be used at a time and only at the end of
time the brachydios' hit points drop below half of its another creature's turn. The brachydios regains spent
maximum hit points, it goes into a rage for 1 minute. legendary actions at the start of its turn.
While raging, it gains a +3 bonus to its AC, has resistance
to bludgeoning damage, is vulnerable to cold damage, Fist Attack. The brachydios makes a Fist attack.
can't be paralyzed or poisoned, and its slime now Move. The brachydios moves up to its speed without
Detonates on initiative 20 (losing initiative ties) and at provoking opportunity attacks.
the start of each of its turn.
Slam (Costs 2 Actions). The brachydios makes a Horn
attack or uses Chemical Reaction.

32
Raging Brachydios two d20 rolls would also hit the target (all extra damage
dice must still be rolled). You can use this property a
Challenge Rating 22 Carves/Capture 3
number of times equal to your Strength or Dexterity
Carve Chance Material Slots modifier (your choice), regaining all expended uses when
you finish a short or long rest.
1-5 Indestructible Ebonshell (A,W)
Brach Obliterator
6-9 Flashpoint Slime (A,W) Bombardier+. The weapon has 12 runes, you can use an
10-12 Brachydios Lash (A,W) action to expend 1 or more of its runes to cast one of the
following Spells from it, using your spell save DC:
13-15 Brach Obliterator (A,W) aganazzar’s scorcher (2 runes), heat metal (2 runes),
16 Immortal Reactor (A,W) scorching ray (2 runes), melf's minute meteors (3 runes),
wall of fire (4 runes), delayed blast fireball (7 runes). The
17-18 Brach Warhead (A,W) weapon regains 1d8 + 4 expended runes daily at dawn. If
19-20 Brachydios Pallium (A,W) you expend the last rune it cannot regain any runes for one
week.
Immortal Reactor
ARMOR MATERIAL EFFECTS Brawn. While you are attuned to this weapon, it you gain
Indestructible Ebonshell the following effects:
Handicraft+3. For 24 hours, you gain proficiency with
three artisan tools of your choice each dawn. Once per turn when a creature must succeed on a
saving throw or become stunned by the effect of one of
Flashpoint Slime (Requires a shield) your weapon attacks, it makes its save with
While you are attuned to this armor, you can use an action disadvantage.
to prime your shield. The next time you take damage from Once per turn when you hit a creature with this weapon,
a melee attack, fire erupts from the shield and bathes the it must make a DC 12 Constitution saving throw or gain
attacker in flames. The attacker must make a DC 17 one level of exhaustion. A creature cannot gain more
Dexterity saving throw or take 5d6 fire damage on a failed than 2 levels of exhaustion from this weapon's property.
save, or half as much damage on a successful one. You can
use this property twice, regaining all expended uses on a Brach Warhead
short or long rest. Blast Coat. This material provides one of the following
Brachydios Lash weapon properties depending on which weapon it is
Adrenaline. The first time you drop below half of your hit placed in:
point maximum in combat, you gain a rush of adrenaline. (Bow) Your blast coating deals an extra 1d6 fire damage.
On your next turn your movement speed doubles and you (Dual Repeaters) When you hit a create with your
can take one extra action. empowered blaze ammo, it now ignites the terrain in a
Brach Obliterator (Lance & Greatsword Only) 5-foot line extending from you to the target. The terrain
Your Guard AC bonus now lasts until the start of your next remains on fire until the start of your next turn. A
turn and you cannot be knocked prone. creature that moves into the fire for the first time on a
turn or ends it turn in the flames takes 1d6 fire damage.
Immortal Reactor (Heavy Bowgun) Your cluster ammo deals an extra 2d6
Biology. You become proficient with dung bombs while fire damage.
you are wearing this armor, and you are immune to blight (Light Bowgun) Your flaming ammo now bypasses a
effects such as waterblight, iceblight, or the blight spell. creatures resistance to fire damage.
Brach Warhead
You are immune to fire damage while you wear this armor. Brachydios Pallium
Spirit+. When fighting a Huge or larger creature, this
Brachydios Pallium weapon deals 1d8 extra weapon damage and its crit range
Iron Wall+. You have a +3 bonus to your armor class while is increased by 2.
you wear this armor.

WEAPON MATERIAL EFFECTS


Indestructible Ebonshell
Speed Sharpening. You can spend 1 minute sharpening a
bladed weapon. When you hit a creature for the first time
after sharpening it, the weapon deals its maximum
piercing or slashing damage to the target.
Flashpoint Slime (Gunlance Only)
Artillery+2. While attuned to this weapon, your wyvernfire
can now be used three times per long rest and you can add
your Strength or Dexterity modifier to the damage of your
shell attacks.
Brachydios Lash
Weakness Exploit+. When you have advantage on an attack
roll with this weapon and you hit the target, you can have
your weapon deal its maximum damage if the lower of the
33
Barroth
Barroth is a large, bipedal monster characteristic of the Brute
Wyvern class. It is noted for the large crown structure atop its skull,
Barroth
Large wyvern (brute), unaligned
which houses its nostrils. Its body is covered in rigid plates of
armored hide that help protect it from the harsh desert
environment. Barroth possesses a pair of small red eyes and a Armor Class 16 (18 with Wallow)
mouthful of long, peg-shaped teeth. Hit Points 95 (10d10 + 40)
Barroth is capable of using its heavy head as a plow to smash
Speed 40 ft.
through the environment, as well as cause damage to any living
thing caught in its way. Because its nostrils are located on top of its
STR DEX CON INT WIS CHA
head, Barroth can completely submerge itself in the cool mud
during the scorching desert days. 16 (+3) 12 (+1) 18 (+4) 6 (-2) 6 (-2) 4 (-3)
It will occasionally roll in dirt and mud, possibly to cool off from
the hot desert sun. Although docile by default, Barroth becomes Skills Perception +0
extremely territorial when disturbed. It will release an initial Damage Resistances acid
warning roar. If that fails, it will continuously attack until the threat Damage Immunities lightning
is exterminated. An insectivore, it is known to attack Altaroth nests Senses passive Perception 10
in order to feast on the occupants inside. Languages —
Barroth is uniquely adapted to a desert lifestyle, and as such can Challenge 4 (1,100 XP) Proficiency +2
almost exclusively be found in such regions, although it has been
known to wander into the woods occasionally. Actions
Multiattack. The barroth makes one Headbutt attack
and one Stomp attack.
Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage.
HeadButt. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Shake. While the barroth is covered in mud it can shake
chunks of mud free from its body landing in a 10-foot
radius around it. Each creature in that area must make a
DC 14 Dexterity saving throw or become restrained by
the mud. As an action, the restrained target can make a
DC 13 Strength check, bursting from the mud on a
success. The mud can also be attacked and destroyed
(AC 10; hp 5).
Wallow. The barroth wallows in mud, covering itself in a
thick layer, granting the barroth +2 bonus to its AC for
1 minute or until it takes 15 damage from a single
attack.

34
Barroth
Challenge Rating 4 Carves/Capture 3 Baby Barroth
Carve Chance Capture Chance Material Slots Small wyvern (brute), unaligned
1-3 1-3 Fertile Mud (A,O) Armor Class 12 (14 with Wallow)
4-8 4-8 Barroth Ridge (A,W) Hit Points 31 (7d6+7)
Speed 30 ft.
9-11 9-13 Barroth Shell (A,W)
12-15 14-17 Barroth Claw (W)
STR DEX CON INT WIS CHA
16-19 18-19 Barroth Scalp (A,W) 14 (+2) 8 (-1) 12 (+1) 4 (-3) 6 (-2) 4 (-3)
20 20 Barroth Gem (A,W)
Senses passive Perception 8
Languages —
ARMOR MATERIAL EFFECTS Challenge 1/4 (50 XP) Proficiency +2
Fertile Mud
You do not suffer from difficult terrain in muddy or swamp
terrain while wearing this armor.
Actions
HeadButt. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Barroth Ridge one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Whenever you make a saving throw against the stunned
Stomp. Melee Weapon Attack: +4 to hit, reach 5 ft.,
condition, you do so with a +2 bonus.
one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Barroth Shell
Wallow. The barroth wallows in mud, covering itself in a
Geologist. When you successfully gather a mining
thick layer, which grants the barroth a +2 bonus to its
resource, you instead gather 2.
AC for 1 minute or until it takes 10 damage from a
Barroth Scalp single attack.
Marathon Runner. While wearing this armor, your walking
speed increases by 5 feet.
Barroth Gem Baby Barroth
Guard. You cannot be pushed or knocked backwards while Challenge Rating 1/4 Carves 1
you wear this armor. Carve Chance Material Slots

WEAPON MATERIAL EFFECTS 1-5 Fertile Mud (A,O)


Barroth Ridge 6-13 B.Barroth Shell (A,W)
Bow Charge Plus. While attuned to this weapon, you can
use your dragonpiercer one additional time between rests 14-19 B.Barroth Ridge (A)
and it recharges after a Short or Long rest. 20 B.Barroth Claw (W)
Barroth Shell
When you hit a creature with this weapon, it must succeed
ARMOR MATERIAL EFFECTS
on a DC 13 Constitution saving throw or become afflicted
Fertile Mud
by waterblight for 1 minute. The creature can repeat its
You do not suffer from difficult terrain in muddy or swamp
saving throw at the end of its turn, ending the effect on a
terrain while wearing this armor.
success.
B.Barroth Shell
Barroth Claw You reduce bludgeoning damage you take by 2 while you
Stamina Drain. When you hit a creature with this weapon, wear this armor.
its speed is reduced by 5 feet until the start of your next
turn. B.Barroth Ridge
Whenever you make a saving throw against the stunned
Barroth Scalp (Hammer Only) condition, you do so with a +1 bonus.
While attuned to this weapon, you can use the Hammer's
Mighty Weapon skill 1 additional time between rests.
WEAPON MATERIAL EFFECTS
Barroth Gem B.Barroth Shell
You gain +2 AC while attuned to this weapon, but your Your bludgeoning weapon deals an extra 1 bludgeoning
critical hits no longer deal extra damage. damage.
B.Barroth Claw (Hammer & Lance Only)
OTHER MATERIAL EFFECTS You gain a +1 bonus to your attack rolls if you move 20
Fertile Mud feet in a straight line towards a creature without taking
A material that increases the fertility of crops. damage.

OTHER MATERIAL EFFECTS


Fertile Mud
A material that increases the fertility of crops.
35
Deviljho
Deviljho is a bipedal Brute Wyvern characterized by its uniform
forest green colouration and muscular upper body. Its thick hide is
littered with short, jagged spines that reach a maximum height
along the back and tail. Deviljho has a narrow snout with a large
lower jaw, covered in multiple rows of teeth spreading outwards
from the mouth. It has massive, powerful hind legs, but tiny, poorly
developed forelegs that it rarely utilizes. Their eyes are small and
simple, suggesting their vision is rather poor, but their other senses
such as smell can compensate for this. Their tails are long and
powerful, but their main feature of note is its breath attack. When
provoked, deviljho back and shoulder muscles swell considerably.
During this period, areas of its skin will take on a bright red
colouration.
Deviljho is a nomadic monster, prone to wandering vast
distances in search of prey. Its status as a super-predator allows it to
overtake the territory of any monster that stands in its path.
Because of the extreme amount of energy its body consumes,
deviljho is always in search of food sources. It is known to be
cannibalistic, and is also prone to eating prey alive in order to
waste as little time as possible in replenishing its energy.

Deviljho Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
target. Hit: 21 (2d12 + 8) piercing damage.
Gargantuan wyvern (brute), unaligned
Swallow. The deviljho makes one Bite attack against a
Armor Class 19 (natural armor) Large or smaller creature that is prone. If the attack hits,
Hit Points 198 (12d20 + 72) the target takes the bite damage, the target is swallowed,
Speed 50 ft. and no longer prone. While swallowed, the creature is
blinded and restrained, it has total cover against attacks
and other effects outside the deviljho, and it takes 56
STR DEX CON INT WIS CHA (16d6) acid damage at the start of each of the deviljho
turns.
27 (+8) 18 (+4) 23 (+6) 10 (+0) 15 (+2) 8 (-1) If the deviljho takes 40 damage or more on a single
turn from a creature inside it, the deviljho must succeed
Saving Throws Str +14, Con +12, Wis +8 on a DC 20 Constitution saving throw at the end of that
Skills Athletics +14, Intimidation +5, Perception +8 turn or regurgitate all swallowed creatures, which fall
Condition Immunities charmed, frightened, stunned prone in a space within 10 feet of the deviljho. If the
Senses passive Perception 18 deviljho dies, a swallowed creature is no longer
Languages — restrained by it and can escape from the corpse by using
Challenge 18 (20,000 XP) Proficiency +6 15 feet of movement, exiting prone.
Dragons Breath (Recharge 5-6). The deviljho unleashes a
Legendary Resistance (2/Day). If the deviljho fails a saving terrible breath in a 45-foot cone. Each creature in that
throw, it can choose to succeed instead. area must make a DC 20 Dexterity saving throw, taking
31 (7d8) fire damage plus 45 (10d8) necrotic damage
Actions on a failed save, or half as much damage on a successful
Multiattack. The deviljho makes one Body Slam attack one.
and one Bite attack.
Legendary Actions
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one The deviljho can take 3 legendary actions, choosing from
target. Hit: 26 (4d8 + 8) piercing damage. the options below. Only one legendary action option can
Body Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., be used at a time and only at the end of another
one target. Hit: 30 (4d10 + 8) bludgeoning damage and creature's turn. The deviljho regains spent legendary
the target must make a DC 22 Strength saving throw or actions at the start of its turn.
be pushed 10 feet away and knocked prone. If the
deviljho moved at least 20 feet straight toward the target Detect. The deviljho makes a Wisdom (Perception)
immediately before the hit, the target takes an extra 11 Check.
(2d10) bludgeoning damage. Tail Attack. The deviljho makes a Tail attack.
Devour (Costs 2 actions). The deviljho uses Swallow.

36
Deviljho two d20 rolls would also hit the target (all extra damage
Challenge Rating 18 Carves/Capture 4 dice must still be rolled)*. You can use this property a
Carve Chance Capture Chance Material Slots number of times equal to your Strength or Dexterity
modifier (your choice), regaining all expended uses when
1-4 1-4 Deviljho Hide (A) you finish a short or long rest.
5-7 5-8 Deviljho Scale (A) Deviljho Tallfang
Partbreaker+2. You deal an extra 1d8 damage when you
8-10 9-11 Deviljho Talon (W)
critically hit with this weapon.
11-12 12-14 Deviljho Tallfang (W) Deviljho Scalp
13-14 — Deviljho Scalp (A,W) When you cast a necromancy spell, you gain a +2 bonus to
its spell attack roll or increase its spell save DC by 2.
15-17 15-18 Deviljho Saliva (A,W)
Deviljho Saliva (Sorcerer & Wizard Only)
18-19 19-20 Deviljho Tail (A,W) The weapon has 10 runes. You can use an action to
expend 1 or more of its runes to cast one of the following
20 — Deviljho Gem (A,W)
spells from it, using your spell save DC: cause fear (1
rune), ray of enfeeblement (2 runes), ray of sickness at 3rd
ARMOR MATERIAL EFFECTS level( 3 runes), contagion (4 runes), or harm (6 runes). The
Deviljho Hide weapon regains 1d6 + 4 expended runes daily at dawn. If
Carving Celebrity. While you are attuned to this armor, you you expend the last rune it can't regain any runes for one
can carve a creature of CR 13 or lower 1 extra time. week.
Deviljho Scale Deviljho Tail
Speed Eating. While you are attuned to this armor, you can Your weapon deals an extra 1d4 fire damage and an extra
use any consumable, such as a potion or food, as a bonus 1d4 necrotic damage.
action; so long as you are the one consuming it. Deviljho Gem
Deviljho Scalp While you are attuned to this weapon, you can speak its
While you wear this armor, you taste in all directions, and command word to exhale a beam of hellfire in a 60-foot
you have advantage on Wisdom (Perception) checks that line that is 5 feet wide. Each creature in that line must
rely on taste. make a DC 15 Dexterity saving throw, taking 4d6 fire
damage and 4d6 necrotic damage on a failed save, or half
Deviljho Saliva as much damage on a successful one. Once used, this
Whenever you make a saving throw against the frightened property cannot be used again until you finish a long rest.
condition, you do so with advantage.
Deviljho Tail
Savage Deviljho
While you wear this armor, you can use an action, to speak Savage Deviljho are rare special Deviljho individuals that are
the armor's command word and attempt to swallow either abnormally old with an extreme hunger. They can be found
a creature, or object, that is Medium or smaller. An practically anywhere like then normal deviljho, and easily assert
unwilling creature must make a DC 14 Dexterity saving themselves as super predators that rival elder dragons in any
throw to escape the armor's grasp. Once swallowed, the conceivable habitat they find themselves in and are challenged by
creature or object is transported to a room that exists on a little.
plane of existence found only within the armor. The room The Savage Deviljho has many of the same adaptations as a
is a 10 foot by 10 foot cube, and can hold a single, living normal Deviljho, however, has a few minor differences. Savage
creature, and up to 1,000 pounds of objects. There are Deviljho are noticeably always enraged. This due to being
two windows on one of the walls that peer out, giving extremely hungry and constantly needing to feed. Their face is
vision of the outside world. covered like a mask of dragon element, giving it a more sinister
For every hour that passes, a creature can attempt to look and the hide and the blood of savage deviljho is black in color
escape by succeeding on a DC 15 Strength saving throw. due to the effects of this element.
On a success, the creature is regurgitated, falling prone in
The savage deviljho is an even more brutal and rabid monster
a space within 10 feet of you. Also, whenever you take 40
than the ordinary variety due to its unrelenting hunger. The black
damage or more on a single turn, you must succeed on a
blood can drive the savage deviljho to such heightened aggression,
DC 16 Constitution saving throw, or regurgitate any
even causing it to become a 'rogue' killing machine.
swallowed creature and all swallowed objects, which fall
prone in a space within 10 feet of you. Speaking the With its appearance in the New World, Savage Deviljho's
armor's command word again spits out the creature or an supreme height in the food chain is finally confirmed. The
object of your choice. infamous Variant of the World Eater has been seen directly
confronting Elder Dragons like Velkhana, Namielle and Blackveil
Deviljho Gem
Vaal Hazak, resulting in violent elemental clashes that often end
You have resistance to fire and necrotic damage while you
explosively in stalemates. Perhaps even more terrifyingly, the
wear this armor.
Savage Deviljho's physical prowess has increased to the point
which it can feasibly stand against the immensely powerful Elder
WEAPON MATERIAL EFFECTS
Dragon Variant Ruiner Nergigante, one which specializes in
Deviljho Talon
unyielding physical strength.
Weakness Exploit+. When you have advantage on an attack
roll with this weapon and you hit the target, you can have
your weapon deal its maximum damage if the lower of the
37
Savage Deviljho Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
target. Hit: 21 (2d12 + 8) piercing damage.
Gargantuan wyvern (brute), unaligned
Swallow. The deviljho makes one Bite attack against a
Armor Class 19 (natural armor) Large or smaller creature that is prone. If the attack hits,
Hit Points 231 (14d20 + 84) the target takes the bite damage, the target is swallowed,
Speed 50 ft. and no longer prone. While swallowed, the creature is
blinded and restrained, it has total cover against attacks
and other effects outside the deviljho, and it takes 56
STR DEX CON INT WIS CHA (16d6) acid damage at the start of each of the deviljho
turns.
27 (+8) 18 (+4) 23 (+6) 10 (+0) 15 (+2) 8 (-1) If the deviljho takes 40 damage or more on a single
turn from a creature inside it, the deviljho must succeed
Saving Throws Str +15, Con +13, Wis +9, Cha +6 on a DC 21 Constitution saving throw at the end of that
Skills Athletics +15, Intimidation +6, Perception +9 turn or regurgitate all swallowed creatures, which fall
Damage Resistances cold; bludgeoning, slashing, and prone in a space within 10 feet of the deviljho. If the
piercing from nonmagical attacks deviljho dies, a swallowed creature is no longer
Condition Immunities charmed, frightened, stunned restrained by it and can escape from the corpse by using
Senses passive Perception 19 15 feet of movement, exiting prone.
Languages —
Dragons Breath (Recharge 5-6). The deviljho unleashes a
Challenge 22 (41,000 XP) Proficiency +7
terrible breath in a 60-foot cone. Each creature in that
area must make a DC 21 Dexterity saving throw, taking
Legendary Resistance (3/Day). If the deviljho fails a saving 31 (7d8) fire damage plus 49 (11d8) necrotic damage
throw, it can choose to succeed instead. and is afflicted with dragonblight for 1 minute on a failed
Magic Resistance. The deviljho has advantage on saving save, or half as much damage and isn't afflicted with
throws against spells and other magical effects. dragonblight on a successful one. The afflicted target can
repeat the saving throw on each of its turns, ending the
Actions effect on itself on a success.
Multiattack. The deviljho makes one Body Slam attack Legendary Actions
and one Bite attack.
The deviljho can take 3 legendary actions, choosing from
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one the options below. Only one legendary action option can
target. Hit: 26 (4d8 + 8) piercing damage. If the target is be used at a time and only at the end of another
wearing any nonmagical metal armor it takes a creature's turn. The deviljho regains spent legendary
permanent and cumulative -1 penalty to the AC it offers. actions at the start of its turn.
Armor reduced to an AC of 10 is destroyed.
Move. The deviljho moves up to half its speed.
Body Slam. Melee Weapon Attack: +15 to hit, reach 5 ft.,
one target. Hit: 30 (4d10 + 8) bludgeoning damage and Tail Attack. The deviljho makes a Tail attack.
the target must make a DC 23 Strength saving throw or Chomp (Costs 2 actions). The deviljho makes one bite
be pushed 10 feet away and knocked prone. If the attack or uses Swallow.
deviljho moved at least 20 feet straight toward the target
immediately before the hit, the target takes an extra 11
(2d10) bludgeoning damage.

Savage Deviljho ARMOR MATERIAL EFFECTS


Challenge Rating 22 Carves/Capture 6 Savage Hide
Carving Celebrity+. While you are attuned to this armor,
Carve Chance Capture Chance Material Slots you can carve a creature of CR 15 or lower 1 extra time.
1-4 1-4 Savage Hide (A)
Savage Scale
5-7 5-8 Savage Scale (A) Speed Eating. While you are attuned to this armor, you can
use any consumable, such as a potion or food, as a bonus
8-10 9-11 Savage Talon (W)
action; so long as you are the one consuming it.
11-12 12-14 Savage Tallfang (W) Savage Scalp
13-14 — Savage Scalp (A,W) While you wear this armor, you taste in all directions, and
you have advantage on Wisdom (Perception) checks that
15-17 15-18 Savage Saliva (A,W) rely on taste.
18-19 19-20 Savage Tail (A,W) Savage Saliva
20 — Savage Gem (A,W) You cannot be frightened while you wear this armor.

38
Savage Tail Savage Tallfang
While you wear this armor, you can use an action, to speak Partbreaker+3. You deal an extra 1d10 damage when you
the armor's command word and attempt to magically critically hit with this weapon.
swallow either a creature, or object, that is Medium or Savage Scalp
smaller. An unwilling creature must make a DC 14 When you cast a necromancy spell, you gain a +3 bonus to
Dexterity saving throw to escape the armor's grasp. Once its spell attack roll or increase its spell save DC by 2.
swallowed, the creature or object is transported to a room
that exists on a plane of existence found only within the Savage Saliva (Sorcerer & Wizard Only)
armor. The room is a 10 foot by 10 foot cube, and can The weapon has 10 runes. You can use an action to
hold a single, living creature, and up to 1,000 pounds of expend 1 or more of its runes to cast one of the following
objects. There are two windows on one of the walls that spells from it, using your spell save DC: cause fear (1
peer out, giving vision of the outside world. rune), ray of enfeeblement (2 runes), ray of sickness at 3rd
For every hour that passes, a creature can attempt to level( 3 runes), contagion (4 runes), or harm (6 runes). The
escape by succeeding on a DC 15 Strength saving throw. weapon regains 1d6 + 4 expended runes daily at dawn. If
On a success, the creature is regurgitated, falling prone in you expend the last rune it can't regain any runes for one
a space within 10 feet of you. Also, whenever you take 40 week.
damage or more on a single turn, you must succeed on a Savage Tail
DC 16 Constitution saving throw, or regurgitate any Your weapon deals an extra 1d6 fire damage and an extra
swallowed creature and all swallowed objects, which fall 1d6 necrotic damage.
prone in a space within 10 feet of you. Speaking the
Savage Gem
armor's command word again spits out the creature or an
While you are attuned to this weapon, you can speak its
object of your choice.
command word to exhale a beam of hellfire in a 60-foot
Savage Gem line that is 5 feet wide. Each creature in that line must
You are immune to cold damage while you wear this make a DC 15 Dexterity saving throw, taking 17 (5d6) fire
armor. damage and 17 (5d6) necrotic damage on a failed save, or
half as much damage on a successful one. Once used, you
WEAPON MATERIAL EFFECTS can't use this property again until you finish a long rest.
Savage Talon
Weakness Exploit+. When you have advantage on an attack
roll with this weapon and you hit the target, you can have
your weapon deal its maximum damage if the lower of the
two d20 rolls would also hit the target (all extra damage
dice must still be rolled). You can use this property a
number of times equal to your Strength or Dexterity
modifier (your choice), regaining all expended uses when
you finish a short or long rest.

39
Duramboros
Duramboros Duramboros is a bulky, heavyset, bovine monster with stocky,
muscular legs and a thick upper body. It features a very thick outer
Huge wyvern (brute), unaligned
hide that is riddled with heavy folds, with a row of armored plates
running along its back and tail. Duramboros' most distinctive
Armor Class 16 (natural armor) features include its massive tail club, twin brow horns, and a pair of
Hit Points 149 (13d12 + 65) energy-rich dorsal humps. Duramboros' slow lifestyle often results
Speed 40 ft. in a layer of moss and algae growing upon its hide, most noticeably
along the back.
Duramboros is a herbivore, subsisting primarily on fallen tree
STR DEX CON INT WIS CHA
trunks. Using its ram-like pair of horns, as well its hammer-like tail
24 (+7) 12 (+1) 21 (+5) 3 (-4) 10 (+0) 6 (-2) club, it is known to push or knock down weak or dead trees in
order to comfortably feed on them. Though generally docile,
Damage Resistances acid; piercing from nonmagical Duramboros has a capacity for aggression if provoked. It is known
attacks to use its tail club, horns, and overall mass to attack foes. One of its
Senses passive Perception 10 most unique tendencies is to twirl in place, using its tail club as a
Languages — counter-balance to build up momentum, allowing it to hurl itself at
Challenge 9 (5,000 XP) Proficiency +4 an attacker and crush them with its body.
Due to its diet, Duramboros is most commonly encountered in
High Jump. The duramboros high jump is up to 20 feet, highly forested areas.
without a running start. In addition, the duramboros
does not provoke opportunity attacks while jumping.
Jump Attack. When the duramboros hits a creature with
a Tail attack immediately after it lands from a jump of
20 feet or higher, it can force each creature within 5
feet of the target to make a DC 19 Dexterity saving
throw, taking the same damage as the target on a failed
save, or half as much damage on a successful one.

Actions
Multiattack. The duramboros makes one Horn attack
and one Tail attack. It can't make both attacks against
the same target.
Horn. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 23 (3d10 + 7) piercing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 26 (3d12 + 7) bludgeoning damage.

40
Duramboros face and mandibles are covered in sturdy plating, particularly
resembling a Carnotaurus ' head.
Challenge Rating 9 Carves/Capture 3
Glavenus' most striking feature is its blade-like tail. The blade-
Carve Chance Capture Chance Material Slots like tail is used in many ways by Glavenus such as keeping the
1-7 1-3 Duram Carapace (W) body balanced but its primary use is for attacking. This tail can cut
prey in two with a single slash, crack the ground easily, and even
8-12 4-9 Hard Mossplate (A,W) block some attacks. Though its tail is already a powerful weapon, it
13-14 10-13 Duramboros Hump (A) can become more dangerous once heated up. By grinding its tail on
the ground or nearby hard surfaces violently, it can ignite the tail,
15-17 14-16 Duram Tailcase (W) heating it up to high temperatures. While its tail is heated all of its
18-19 17-19 Duramboros Horn (A,W) tail-based attacks become more deadly, also allowing it to cut
through objects much more easily.
20 20 Duram Sacrum (A,W) Glavenus are relentless and aggressive predators. Glavenus
oftens drags its tail across the ground and roars at the foe. This
shows the enemy that it uses fire as a weapon in an attempt to scare
ARMOR MATERIAL EFFECTS
Hard Mossplate them off. Not only are they considered one of the strongest Brute
While you are attuned to this armor, you can use your Wyverns, they are even believed to be the smartest ones around.
reaction to grant yourself advantage on any Acrobatics Their territory is commonly marked by large gashes on the ground,
check. Once used, you can't use it again until you finish a produced when they scrape their tails along solid objects.
short or long rest.
Duramboros Hump
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to piercing Glavenus
damage until the end of your next turn. You can use this Huge wyvern (brute), unaligned
property twice, regaining all uses when you finish a long
rest. Armor Class 18 (natural armor)
Duramboros Horn Hit Points 195 (17d12 + 85)
While you are wearing this armor, you can use your Speed 50 ft.
reaction or bonus action to gain resistance to slashing
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long STR DEX CON INT WIS CHA
rest. 25 (+7) 10 (+0) 21 (+5) 16 (+3) 12 (+1) 10 (+0)
Duram Sacrum
You have resistance to acid damage while you wear this Saving Throws Str +12, Con +10, Cha +5
armor. Skills Perception +6
Damage Resistance fire
WEAPON MATERIAL EFFECTS Senses passive Perception 16
Duram Carapace Languages —
Partbreaker. You deal an extra 1d4 damage when you Challenge 13 (10,000 XP) Proficiency +5
critically hit with this weapon.
Hard Mossplate Actions
FastCharge. When you roll for initiative, your greatsword,
longsword, charge blade, or tonfas gains 1 charge, spirit, or Multiattack. The glavenus makes two Bite attacks and
phial charge. one Tail Slash attack, or it uses Sharpen and it uses
then Tail Spin.
Duram Tailcase (Hammer Only)
Blunt. While you are attuned to this weapon, your save DC Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
for your mighty weapon property is increased by 3. target. Hit: 20 (3d8 + 7) piercing damage plus 3 (1d6)
Duramboros Horn fire damage.
Shotplus. Your normal ammo deals an extra 2 damage. Tail Slash. Melee Weapon Attack: +12 to hit, reach 15
Duram Sacrum (Ranged Weapon Only) ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Deadeye+. Your weapon's normal attack range is doubled. Sharpen. The glavenus sharpens its tail. The next two
Tail Slash attacks deal an extra 13 (2d12) fire damage.
Glavenus Tail Spin (Recharge 5-6) The glavenus launches itself
Glavenus is a large Brute Wyvern with dark red scales covering its
forward, using its tail to slash at all foes in a 15-foot
radius around it. Each creature in that area must then
body. Two rows of blue, bony plates run along its back, going from
make a DC 20 Dexterity saving throw, taking 28 (8d6)
the eyes to the tail. Its underside is more of a cream color. The
slashing damage and 28 (8d6) fire damage on a failed
main feature of Glavenus's physiology is its huge, sword-like tail.
save, and half as much damage on a successful one.
The tail has originally the same color as its back plates, although it
will turn a rusty color or a fiery red during the battle. Its hind legs
are powerful and muscular, while its front legs are much smaller
and mostly useless. The

41
WEAPON MATERIAL EFFECTS
Glavenus Fang (Melee Weapon Only)
When you hit a creature with this weapon, you can use
your bonus action to cause flames to shoot forth from the
weapon in a 15-foot cone. Each creature in that area must
make a DC 14 Dexterity saving throw. A creature takes
3d6 fire damage on a failed save, or half as much damage
on a successful one.
Flaming Bursa
Your weapon deals an extra 1d6 fire damage.
Glavenus Pyroshell
This weapon has 6 runes and regains 1d6 runes daily at
Glavenus dawn. You can use a bonus action to shoot a spark out of
Challenge Rating 13 Carves/Capture 3 the weapon at a creature, up to 60 feet away. The targeted
Carve Chance Capture Chance Material Slots creature must make a DC 13 Constitution saving throw, or
become burned for 1 minute. A burned creature takes 1d6
1-5 1-4 Glavenus Scale (A) fire damage at the start of its turn.
6-7 5-6 Glavenus Fang (W) Glavenus Tailpiece (Ranged Weapon Only)
Deadeye+. Your weapon's normal attack range is doubled.
8-9 7-8 Glavenus Carapace (A)
Solar Bursa
— 9 Flaming Bursa (A,W) Crisis. While you are attuned to this weapon and suffering
from an abnormal status effect caused by a hostile
10-11 10-13 Glavenus Pyroshell (A,W)
creature or object, such as poisoned, burning, slowed,
12-14 14 Glavenus Tail (A) blinded, etc, all attacks and spells deal an extra 1d10 spell
or weapon damage.
15-16 15 Glavenus Tailpiece (W)
Glavenus Plate
17-18 16-18 Solar Bursa (A,W) Heavy Polish. This weapon's attacks bypass a creature's
19 19 Glavenus Plate (A,W) resistance to slashing damage.
Glavenus Fire Orb (Requires a shield)
20 20 Glavenus Fire Orb (A,W)
While you are attuned to this weapon, you can use an
action to prime your shield. The next time you take
ARMOR MATERIAL EFFECTS damage from a melee attack, fire erupts from the shield
Glavenus Scale and bathes the attacker in flames. The attacker must make
Handicraft. For 24 hours, you gain proficiency with one a DC 15 Dexterity saving throw or take 4d6 fire damage.
artisan tool of your choice each dawn. On a successful save, the creature takes half of that
damage. Once used, you can't use this property again until
Glavenus Carapace you finish a short or long rest.
You suffer no harm from temperatures as warm as 120
degrees Fahrenheit while you wear this armor.
Acidic Glavenus
Flaming Bursa
Acidic glavenus' body is a variety of emerald and blue shades, with
You have resistance to fire damage while you wear this
dark grey spikes and horns. Its tail is usually covered in yellow
armor.
crystals, which, when scraped off reveal a dull blue, katana-like
Glavenus Pyroshell blade. Its eyes are dark red.
While you wear this armor, any creature that hits you with Acidic Glavenus' most notable adaption that sets it apart from
a melee weapon, an unarmed strike, or a natural melee the main species is its tail. The tail is lighter and more resembles a
weapon takes 1d6 fire damage.
Long Sword, and because of this, it is able to attack quicker and
Glavenus Tail use more gracile moves reminiscent of its weapon counterpart.
While you are attuned to this armor, it glows faintly when a When the tail dulls it will grow an acidic compound that covers the
rathian, malfestio, agnaktor, or zinogre is near (240 feet or entirety of its tail. This acid will lower the toughness of whatever it
less). is fighting, and can be thrown off at opponents during some of its
Solar Bursa attacks.
Whenever you make a saving throw against an attack or While the common Glavenus inhabits forests, deserts, and
spell that deals fire damage, you do so with advantage. volcanos, Acidic Glavenus inhabits the more extreme Rotten Vale
Glavenus Plate and the Rotten region of the Guiding Lands. It is able to grow
You have advantage on (Charisma & Strength) Intimidation sulphurous crystals on its tail that create acidic mist when
checks while you wear this armor. shattered, perhaps because of its habitat choice.
Due to living in the hostile Rotten Vale, Acidic Glavenus are
Glavenus Fire Orb
very aggressive towards whatever they may come across. Oddly
While attuned to this armor you can use an action to speak
enough, there are no records of an Acidic Glavenus scavenging
the armors command word and gain truesight out to 60
feet for 1 hour. Once used, you can't use this property despite its habitat, only of it hunting other inhabitants of the Rotten
again until you finish a long rest. Vale.

42
Acidic Glavenus Glavenus Tail. The glavenus can use its bonus action to
sharpen its tail, removing the acidic crystals that cover it;
Huge wyvern (brute), unaligned
or it can use the bonus action to regrow them.

Armor Class 18 (natural armor) Legendary Resistance (3/Day). If the glavenus fails a saving
Hit Points 270 (20d12 + 140) throw, it can choose to succeed instead.
Speed 50 ft.
Actions
Multiattack. The glavenus makes two Tail attacks. If both
STR DEX CON INT WIS CHA attacks hit the same target, the target also takes 14
25 (+7) 16 (+3) 24 (+7) 16 (+3) 12 (+1) 10 (+0) (4d6) slashing damage and must succeed on a DC 21
Strength or Dexterity saving throw (target's choice) or be
knocked prone.
Saving Throws Str +13, Con +13, Cha +6
Skills Perception +7 Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one
Damage Resistances cold; bludgeoning, piercing, and target. Hit: 26 (3d12 + 7) piercing damage + 7 (2d6)
slashing from nonmagical attacks. acid damage.
Damage Immunities acid
Tail (Acid Crystals Only). Melee Weapon Attack: +13 to
Condition Immunities charmed, frightened
hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) slashing
Senses passive Perception 17
Languages — damage plus 7 (2d6) acid damage.
Challenge 19 (22,000 XP) Proficiency +6 Tail (Sharpened Only). Melee Weapon Attack: +13 to hit,
reach 15 ft., one target. Hit: 40 (6d10 + 7) slashing
Acid Burn. If a creature wearing metal armor or holding a damage.
metal weapon is dealt acid damage from one of the Tail Spin (Recharge 5-6) The glavenus uses one of the
glavenus's attacks, that creature must succeed on a DC following tail spin attacks depending on which form its
21 Dexterity saving throw. On a failed save, one of the tail is in:
following effects happen:
Acid Tail Spin. The glavenus moves up to 50 feet in a
Armor. The armor takes a cumulative -1 penalty to the straight line while spinning, without provoking
AC. Nonmagical armor reduced to an AC of 10 is opportunity attacks, while striking each creature in a
destroyed. Magical armor reduced to an AC of 10 no 15-foot radius of its path with its tail. Each creature in
longer gains the benefits of any of its properties for that area must make a DC 21 Dexterity saving throw,
one week, but its AC returns to normal after a long taking 24 (7d6) slashing and 24 (7d6) acid damage on
rest. a failed save, or half as much damage on a successful
Weapon. The weapon takes cumulative -1 penalty to one.
its attack and damage rolls. A nonmagical weapon
reduced to -5 to its attack or damage is destroyed. A Sharpened Tail Spin. The glavenus moves up to 50 feet in
magical weapon reduced to -5 no longer gains the a straight line while spinning, without provoking
benefits of any of its properties for one week, but it opportunity attacks, while striking each creature in a
becomes a +0 weapon after a long rest. 15-foot radius of its path with its tail. Each creature in
that area must then make a DC 21 Dexterity saving
throw, taking 63 (18d6) slashing damage on a failed
save, and half as much damage on a successful one.

43
Acidic Glavenus Acidic Glavenus Tailedge
You are immune to cold damage and resistance to acid
Challenge Rating 19 Carves/Capture 3
damage while you wear this armor.
Carve Capture
Chance Chance Material Slots WEAPON MATERIAL EFFECTS
1-6 1-4 Acidic Glavenus Shard (A,W) Acidic Glavenus Shard
When this material is placed into a weapon it gains the
7-11 5-8 Acidic Glavenus Cortex (A,W) finesse tag. This material cannot be placed in a weapon
that has the heavy tag.
12-14 9-11 Acidic Glavenus Hardfang (A,W)
Acidic Glavenus Cortex
15 12-14 Honed Acidcryst (A,W) Maximum Might. While your hit points are full and you are
16-19 15-18 Acidic Glavenus Spineshell (A,W) not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
20 19-20 Acidic Glavenus Tailedge (A,W)
Acidic Glavenus Hardfang
Stamina Surge+2. While attuned to this weapon, you can
ARMOR MATERIAL EFFECTS use an action to cast the haste spell from it once per day,
Acidic Glavenus Shard but can target only yourself when you do so and you gain 1
Handicraft+2. For 24 hours, you gain proficiency with two level of exhaustion when the spell ends.
artisan tools of your choice each dawn. Honed Acidcryst (Bladed Weapon Only)
Acidic Glavenus Cortex You can use a bonus action to speak this weapon's
Effluvia Resis+. While wearing this armor you are immune command word, causing acidic crystals to grow on the
to damage from Effluvia and you have resistance to acid blade. While the weapon is covered in these crystals, it
damage. deals acid damage instead of its normal weapon damage,
and it reduces the AC of any target it hits, for the first time
Acidic Glavenus Hardfang on a turn, by 1 until the start of your next turn. The acidic
You have advantage on saving throws against being crystals last until you use a bonus action to speak the
stunned while you wear this armor. command word again or until you drop or sheathe the
Honed Acidcryst weapon.
Iron Skin. While this material is in your armor, your AC Acidic Glavenus Spineshell
cannot be reduced in any way. You do not retain AC Your weapon deals an extra 1d10 acid damage.
granted to you by a shield if you drop it; or a potion, or
magical effect after it has expired. Acidic Glavenus Tailedge
Heavy Polish+. This weapon's attacks bypass a creature's
Acidic Glavenus Spineshell immunity and resistance to slashing damage.
While you wear this armor, acidic spikes grow from it.
Whenever a creature hits you with a melee weapon attack,
that creature takes 1d4 slashing damage plus 1d4 acid
damage. Additionally, your unarmed strikes deal an extra
1d4 acid damage while you wear this armor.

44
Radobaan Radobaan
Challenge Rating 10 Carves/Capture 3
The radobaan looks very similar to uragaan in many aspects but
has its own unique features. The radobaan is covered in a tar-like Carve Chance Capture Chance Material Slots
substance that sticks rows of bones onto its body. These bones vary 1-5 1-5 Radobaan Shell (A)
in size throughout the radobaan's body, but the most distinctive
ones are diablos horns on its legs. Though these bones aren't as 6-11 6-10 Radobaan Scale (A)
strong as ore, they are lighter. This lighter weight makes radobaan 12-16 11-13 Radobaan Oilshell (A)
faster than uragaan. Despite not eating ore, radobaan still has a
massive chin like uragaan. Like uragaan, radobaan can roll into a — 14-16 R.Sleep Sac (W,O)
wheel and run over enemies. It also can emit coma-inducing gas 17-19 17-19 Radobaan Marrow (A)
from its body like uragaan.
20 19-20 Radobaan Gem (A)
Radobaan can be fairly calm unless provoked by a threat, but
once provoked, they will turn violent.
ARMOR MATERIAL
Radobaan Shell
Radobaan Guard. You cannot be pushed or knocked backwards while
you wear this armor.
Huge wyvern (brute), unaligned
Radobaan Scale
Armor Class 15 (19 with bone armor) You have resistance to fire damage while you wear this
Hit Points 136 (13d12 + 52) armor.
Speed 50 ft. Radobaan Oilshell
Tremor-Proof. You cannot be knocked prone while you
wear this armor.
STR DEX CON INT WIS CHA
Radobaan Marrow
21 (+5) 14 (+2) 18 (+4) 5 (-3) 12 (+1) 6 (-2) Negate Bleeding. You are immune to wounding effects,
such as the Odogaron's bloody wound or the bearded
Skills Perception +5 devil's infernal wound while you wear this armor.
Damage Resistances see Bone Armor Radobaan Gem
Senses passive Perception 15 While you wear this armor, any creature that hits you with
Languages — a melee attack takes 1d6 slashing damage.
Challenge 10 (5,900 XP) Proficiency +4
WEAPON MATERIAL
Bone Armor. The radobaan is covered in the bones of R.Sleep Sac
fallen creatures granting it a +4 bonus to its AC and This weapon has 4 runes. When you hit a creature with this
resistance to bludgeoning, piercing, slashing damage weapon, you can expend 1 of its runes to have the target
until the AC bonus is reduced to 0. When the radobaan make a DC 12 Constitution saving throw, or it falls
takes more than 30 damage in a single turn, the bones unconscious for 1 minute, until the sleeper takes damage,
snap and break, reducing the bonus AC by 1. or until someone uses an action to shake or slap the
sleeper awake. This weapon regains 1 expended rune daily
Actions at dawn.
Multiattack. The radobaan makes one Tail attack and
two Chin Slam attacks. OTHER MATERIAL EFFECTS
R.Sleep Sac
Chin Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., A Material that replaces the sleep herb when crafting tranq
one target. Hit: 18 (3d8 + 5) bludgeoning damage. bombs or tranq ammo. (100 uses).
Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one Uragaan
target. Hit: 21 (3d10 + 5) slashing damage.
Uragaan are covered in a lustrous gold-colored hide. Its back is
Roll (Recharge 5-6). The radobaan rolls its body into a lined with hard crystals and its chin is plated with a rock-like shell,
wheel and moves up to its speed, during this move it suggesting the uragaan has evolved a tough exterior due to life in
can move through other creatures without provoking volcanic regions. Its underbelly is covered in a sticky, tar-like
opportunity attacks. Each creatures the radobaan substance which it uses to affix explosive rocks to itself.
moves through must succeed on a DC 17 Dexterity The uragaan's signature ability is to roll its body into a wheel to
saving throw or take 42 (12d6) slashing damage and increase its speed and agility. The growths on their back stable this
be knocked prone. rolling ability. It will do this often in an attempt to crush hunters.
Sleeping Gas. (2/per Long rest). The radobaan releases The uragaan creates a very effective weapon in the form of its chin
sleeping gas in a 15-foot radius around it. Each by melting minerals and attaching them with lava, which it can use
creature in that area must succeed on a DC 16 for breaking up rocks. The chin also evens its center of gravity so
Constitution saving throw or fall unconscious for 1 its legs can compensate for its heavy body. In a group of uragaan,
minute, until it takes damage, or until someone uses an the one with the largest chin has the highest status among them.
action to shake or slap it awake.

45
Uragaan is something of oddity in the food chain - it has almost no
natural predators, but is not particularly predatory itself and has no Uragaan
competitors, preferring to consume vast amounts of plants and Challenge Rating 6 Carves/Capture 3
rock. The rocks that it feeds on are surprisingly nutrient rich, and
its rock-hard lower jaw is perfectly designed to break them up, Carve Chance Capture Chance Material Slots
although it does make them awkward to swallow. 1-4 1-5 Uragaan Carapace (A,W)
5-9 6-9 Uragaan Scale (W)

Uragaan — 10-11 U.Firecell Stone (A,W)


Huge wyvern (brute), unaligned 10-14 12-15 Uragaan Scute (A,W)
— 16-18 Flame Sac (A,W)
Armor Class 15 (natural armor)
Hit Points 123 (13d12 + 39) 15-17 19-20 Uragaan Marrow (A)
Speed 40 ft. 18-19 — Uragaan Jaw (W)
20 — Uragaan Ruby (A)
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
ARMOR MATERIAL EFFECTS
Uragaan Carapace
Skills Perception +4 While you are wearing this armor, you can use your
Damage Resistance fire, lightning reaction or bonus action to gain resistance to lightning or
Senses passive Perception 14 thunder damage (your choice) until the end of your next
Languages — turn. Once you use this property, you cannot use it again
Challenge 6 (2,300 XP) Proficiency +3 until you finish a long rest.
U.Firecell Stone
Actions Shield. While you are attuned to this armor and you use a
reaction that would increase your AC, you gain an
Multiattack. The uragaan makes one Tail attack and Two additional +1 bonus to your AC until the start of your next
Chin Slam attacks. turn.
Chin Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., Uragaan Scute
one target. Hit: 17 (3d8 + 4) bludgeoning damage. Guard. You cannot be pushed or knocked backwards while
you wear this armor.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one Flame Sac
target. Hit: 20 (3d10 + 4) bludgeoning damage. While you are attuned to this armor, you can use a bonus
Roll (Recharge 5-6). The uragaan rolls its body into a action to speak its command word and exhale fire at a
wheel and moves up to its speed, during this move it target within 15 feet of you. The target must make a DC
can move through other creatures without provoking 15 Dexterity saving throw, taking 3d6 fire damage on a
opportunity attacks. Each creature the uragaan moves failed save, or half as much damage on a successful one.
through must succeed on a DC 15 Dexterity saving You can use this property a number of times equal to half
throw or take 28 (8d6) bludgeoning damage and be your proficiency bonus, regaining all expended uses when
knocked prone. you finish a long rest.
Uragaan Marrow
Emit Flames. (2/per Long rest). The uragaan releases a Negate Bleeding. You are immune to wounding effects,
wave of fire from its underside in a 10-foot radius such as the Odogaron's bloody wound or the bearded
around it. Each creature in that area must make a DC devil's infernal wound while you wear this armor.
14 Dexterity saving throw, taking 21 (6d6) fire damage Uragaan Ruby
and catches fire on a failed save or half as much Uragaan Protection. When you must make a saving throw
damage on a successful one and does not catch fire. while taking the dodge action, you can use your Armor
Until someone takes an action to douse the fire, the Class in place of making the roll. You can use this property
creature takes 3 (1d6) fire damage at the start of each three times, regaining all uses when you finish a long rest.
of its turns.
WEAPON MATERIAL EFFECTS
Uragaan Carapace
Sharpening. During a short or long rest you can spend your
time sharpening a bladed weapon. When you hit a creature
for the first time after sharpening it, the weapon deals its
maximum piercing or slashing damage to the target.
Uragaan Scale
Carver. You have advantage on your first carve attempt on
a creature while you are attuned to this weapon.

46
U.Firecell Stone Juvenile Uragaan
While you are attuned to this weapon you can use an
Challenge Rating 3 Carves/Capture 3
action to conjure a flask of alchemist's fire once a day. If
unused for 24 hours, the flask returns to whence it came, Carve Chance Capture Chance Material Slots
where that is, who knows?
1-4 1-5 J.Uragaan Carapace (A,W)
Uragaan Scute 5-9 6-11 J.Uragaan Scale (W)
Partbreaker. You deal an extra 1d4 damage when you
critically hit with this weapon. 10-14 12-17 J.Uragaan Scute (A,W)
Flame Sac 15-19 18-20 J.Uragaan Marrow (A,W)
When you cast a spell that deals fire damage, it deals an
20 — J.Uragaan Ruby (A)
extra 1d4 fire damage.
Uragaan Jaw (Bowgun Only)
Spread up. When you hit a creature with spread ammo and ARMOR MATERIAL EFFECTS
it is within half your normal bowgun range, increase the J.Uragaan Carapace
damage die size by 1. You reduce thunder and lightning damage you take by 2
while you wear this armor.
J.Uragaan Scute

Juvenile Uragaan You have a +2 bonus to Athletics checks while you wear
this armor.
Large wyvern (brute), unaligned J.Uragaan Marrow
Staunch Bleeding. You have advantage on Wisdom
Armor Class 15 (natural armor) (Medicine) checks to staunch a wound, such as the
Hit Points 97 (13d10 + 26) odogaron's blood wound or bearded devil's inferal wound.
Speed 40 ft. J.Uragaan Ruby
Uragaan Minor Protection. When you must make a saving
throw while taking the dodge action, you can use your
STR DEX CON INT WIS CHA
Armor Class in place of making the roll. Once used, you
16 (+3) 10 (+0) 14 (+2) 3 (-2) 10 (+0) 6 (-2) can't use this property again until you finish a long rest.

Skills Perception +2 WEAPON MATERIAL EFFECTS


Senses passive Perception 12 J.Uragaan Carapace
Languages — Your bludgeoning weapon deals an extra 2 bludgeoning
Challenge 3 (700 XP) Proficiency +2 damage.
J.Uragaan Scale
Actions The first time you make a Carve check on a creature, you
do so with advantage.
Multiattack. The uragaan makes one Tail attack and Chin
Slam attack. J.Uragaan Scute
When you make a weapon attack with this weapon and roll
Chin Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., a 20 for the attack roll, you can chose release a wave of
one target. Hit: 10 (2d6 + 3) bludgeoning damage. concussive force. When you do, each creature within 5
feet of you must succeed on a DC 12 Strength saving
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one throw or be knocked prone.
target. Hit: 12 (2d8 + 3) bludgeoning damage.
Uragaan Marrow
Roll (Recharge 5-6). The uragaan rolls its body into a Load Up. Your normal ammo capacity increases by 10
wheel and moves up to half its speed. During this while you are attuned to this weapon.
move it can move through other creatures without
provoking opportunity attacks. Each creature the
uragaan moves through must succeed on a DC 13
Dexterity saving throw or take 14 (4d6) bludgeoning
damage and be knocked prone.

47
Pumpkin Uragaan Pumpkin Uragaan
Huge wyvern (brute), unaligned
The pumpkin uragaan possesses a near identical body shape to the
normal uragaan, yet has a different coloration. Its back and belly
Armor Class 17 (natural armor) are a dark purple while the rest of its body is a pumpkin orange. Its
Hit Points 123 (13d12 + 39) chin is no longer plated with a rock-like shell, but instead is
Speed 40 ft. covered by a large jack-o'-lantern.
It has been said that on All Hallows' Eve, a pumpkin uragaan
STR DEX CON INT WIS CHA appears in a great pumpkin patch on the outskirts of one of the
many villages in the old world. By dawn, the village is left burning,
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2) broken, and covered in pumpkin; and the pumpkin uragaan
vanishes, until the next All Hallows' Eve.
Skills Perception +5
Senses passive Perception 15
Languages —
Challenge 10 (5,900 XP) Proficiency +4

Glowing Chin. The uragaan's Jack-o'-lantern chin glows


from its eyes and mouth, releasing bright light in a 30-
foot cone and dim light for an additional 30 feet.
Risen (1/day). When the uragaan is reduced to 0 hit
points, it resurrects on initiative count 20 (losing
initiative ties). When it resurrects, the uragaan's regains
its maximum hit points, its type is changed from
wyvern to undead, and it gains the undead fortitude
trait.
Undead Fortitude (While Undead Only). If damage
reduces the uragaan to 0 hit points, it must make a
Constitution saving throw with a DC of 5 + the damage
taken, unless the damage is radiant or from a critical
hit. On a success, the uragaan drops to 1 hit point
instead.
Actions
Multiattack. The uragaan makes one Tail attack and two
Chin Slam attacks. Or it makes three Pumpkin Toss
attacks.
Jack-o'-lantern Chin Slam. Melee Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit: 17 (3d8 + 4)
bludgeoning damage.
Pumpkin Toss. Ranged Weapon Attack: +8 to hit, range
60/240 ft., one target. Hit: 17 (3d8 + 4) bludgeoning
damage and the target is covered in pumpkin guts.
Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 20 (3d10 + 4) bludgeoning damage.
Roll (Recharge 5-6). The uragaan rolls its body into a
wheel and moves up to its speed. During this move, it
can move through other creatures without provoking
opportunity attacks. Each creature the uragaan moves
through must succeed on a DC 16 Dexterity saving
throw or take 28 (8d6) bludgeoning damage and be
knocked prone.
Emit Flames. (2/per Long rest). The uragaan releases a
wave of fire from its underside in a 10-foot radius
around it. Each creature in that area must make a DC
15 Dexterity saving throw, taking 21 (6d6) fire damage
and catches fire on a failed save or half as much on a
successful one and does not catch fire. Until someone
takes an action to douse the fire, the creature takes 3
(1d6) fire damage at the start of each of its turns.

48
Blue Mushroom, Restores a 1d4 hit points.
Pumpkin Uragaan Loot Table Toadstool, You regain 1 hit point at the start of each of
Challenge Rating 10 Carves/Capture 3 your turns for 1 minute.
Carve Chance Material Slots 2 pumpkin uragaan material.
1-4 Pumpkin.U Carapace (A,W) Nitroshroom, Your Strength score increases by +2 for 1
5-8 P.Firecell Stone (A,W) minute.
Parashroom, Your AC becomes 13 + your Dexterity
9-11 Pumpkin.U Scale (A,W) modifier for the next 8 hours.
12-14 Pumpkin.U Scute (A,W)
3 pumpkin uragaan material.
15-16 Pumpkin Flame Sac (A,W)
Chaos Mushroom, You are poisoned for 1 hour, and gain
17-18 Pumpkin.U Marrow (A) 5 temporary hit points per character level for the next
19 Pumpkin.U Jaw (A,W) 10 minutes.
Bindshroom, Your speed increases by 10 feet for 1 hour.
20 Pumpkin.U Ruby (A,W) Exciteshroom, Provides one of the other mushroom
effects, roll a d6 to see which one:

ARMOR MATERIAL EFFECTS


Pumpkin.U Carapace 1. Blue Mushroom 4. Parashroom
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are 2. Toadstool 5. Chaos Mushroom
reduced by half while you wear this armor.
3. Nitroshroom 6. Bindshroom
P.Firecell Stone
When you must succeed on a saving throw or be knocked
prone, you do so with advantage. WEAPON MATERIAL EFFECTS
Pumpkin.U Carapace
Pumpkin.U Scale This weapon acts as a focus for your spellcasting.
Entomologist+. When you capture an insect with a bug
net, you capture an extra 1d4 more. P.Firecell Stone
Your weapon deals an extra 1d6 fire damage.
Pumpkin.U Scute
Health Boost. While wearing this armor, your hit point Pumpkin.U Scale
maximum increases by 1 for each character level you have. Pumpkin Carver. While you are attuned to this armor, you
can carve a creature of CR 8 or lower 1 extra time.
Pumpkin Flame Sac
While you are attuned to this armor, you can use a bonus Pumpkin.U Scute
action to speak its command word and exhale fire at a Partbreaker+1. You deal an extra 1d6 damage when you
target within 30 feet of you. The target must make a DC critically hit with this weapon.
16 Dexterity saving throw, taking 4d6 fire damage on a Pumpkin Flame Sac
failed save, or half as much damage on a successful one. This weapon has 4 runes. While holding it, you can use an
You can use this property a number of times equal to half action to expend 1 or more of its runes to cast the flaming
your proficiency bonus, regaining all expended uses when sphere spell (save DC 13) from it. For 1 rune, you cast the
you finish a long rest. 1st-level version of the spell. You can increase the spell
Pumpkin.U Marrow slot level by one for each additional rune you expend. A
Guts+. When you are reduced to 0 hit points but not killed flaming sphere takes the form of a flaming jack-o'-lantern
outright, you can drop to 1 hit point instead. Once you use when cast in this way.
this property, you can’t use it again until you finish a long This weapon regains 1d4 expended runes daily at dawn.
rest. If you expend the weapon's last rune, roll a d20. On a 1,
the runes cannot recharge for a week.
Pumpkin.U Jaw (Fighter Only)
While attuned to this armor, you regain an extra 1d10 hit Pumpkin.U Jaw
points from your Second Wind feature. Resentment. Until the end of your turn, you gain a +1
bonus to attack and damage rolls against any creature that
Pumpkin.U Ruby has damaged you since the end of your last turn.
Mushroomancer+. While wearing this armor you can digest
mushrooms that would otherwise be inedible and gain its Pumpkin.U Ruby (Insect Glaive Only)
advantageous effects. The more pumpkin uragaan When you hit a creature with your kinsect, it leaves behind
materials equipped in your armor or trinkets, the more a fiery cloud of powder that fits in a 5-foot-cubed area in
mushrooms you can eat. the creatures space. When a creature attacks the cloud or a
target in the cloud's space, it explodes, dealing 1d6 fire
1 pumpkin uragaan material. damage to anything in its space

49
Carapaceon
Carapaceons are crustacean-like monsters that have hard shells and exoskeletons or crab-like bodies, When they're weakened by physical
damage, they show internal bleeding by the frothing of the purple bubbles from their mouths. Carapaceons are known to hide underground and
attack their prey once within range. Most of these crustaceans resemble crabs, lobsters or scorpions.

Ceanataur
Ceanataur Challenge Rating 1/2 Carves 1
Small beast (carapaceon), unaligned Carve Chance Material Slots
1-9 Sm. Ceantaur Shell (A)
Armor Class 14 (natural armor)
Hit Points 44 (8d6 + 16) 10-14 Sm Monster Bone (O)
Speed 30 ft., burrow 20 ft. 15-20 Sharp Claw (W)

STR DEX CON INT WIS CHA


ARMOR MATERIAL EFFECTS
15 (+2) 13 (+1) 14 (+2) 5 (-2) 10 (+0) 9 (-1) Sm. Ceanataur Shell
You reduce slashing damage you take by 2 while you wear
Damage Resistances acid this armor.
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 10 WEAPON MATERIAL EFFECTS
Languages — Sharp claw
Challenge 1/2 (100 XP) Proficiency +2 Your slashing weapon deals an extra 1 slashing damage.

Amphibious. The ceanataur can breathe air and water. OTHER MATERIAL EFFECTS
Sm Monster Bone
Actions Uncommon weapon upgrade material.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage. If the target is Ceanataur
a creature other than an undead or a construct, it must Similar in appearance to the hermitaur with sharper claws, leg
succeed on a DC 10 Constitution saving throw or lose stubs and a higher-edge shell. The shell on its back was actually
2 (1d4) hit points at the start of each of its turns due grown by the ceanataur itself. Only when it grows much larger into
to a bloody wound. Each time the ceanataur hits the a shogun ceanataur will it replace its shell with a larger monster
wounded target with this attack, the damage dealt by skull, like a gravios skull.
the wound increases by 2 (1d4). Any creature can take
It is able to spit a small ball of poisonous fluid at foes.
an action to stanch the wound with a successful DC 10
Sometimes, a ceanataur may wait beneath the ground for prey or a
Wisdom (Medicine) check. The wound also closes if
hunter to pass, jumping out of the ground and striking them when
the target receives magical healing.
they walk over. A ceanataur that's burrowed underground can be
Poison Spit. Ranged Weapon Attack. +4 to hit, reach spotted by the puffs of dust that it regularly spits out.
30/120 ft., one target. Hit: 5 (2d4) poison damage and Ceanataur are very aggressive towards anything that threatens.
the target must succeed on a DC 12 Constitution They are well-known for chasing adventurers down in order to
saving throw or be poisoned until cured. The target can attack them. While young, ceanataur are quite low in the food
repeat the saving throw at the end of each of its turns, chain. They are known to feed on smaller species and anything else
ending the effect on itself on a success. they can get their claws on. Ceanataur will even attempt to feed
humans.
Bonus Actions
Scuttle. The ceanataur can moves up to its half speed in Shogun Ceanataur
a straight line.
Shogun ceanataur is a carapaceon. However, they hardly resemble
their cousins, the daimyo hermitaur. Shogun ceanataur's body is
covered in a blue carapace. Its head is long and knife-shaped, and
features a pair of lengthy antennae. Its folding claws act as sickles,
fully extended, adding a significant amount of range to its reach.
Shogun Ceanataur is known to inhabit a variety of shells, among
them: A gravios skull, a snail-like shell, and a skull belonging to an
unknown wyvern.
Compared to Daimyo Hermitaur, Shogun Ceanataur has a much
slimmer shape. From the lighter shell of Shogun Ceanataur, it is
able to move faster than Daimyo Hermitaur.

50
With this lighter armor, shogun ceanataur are also able to attack
and move offensively rather than defensively. Another bizarre
defense of shogun ceanataur is its own urine. While wearing a skull
Poison Spit. Ranged Weapon Attack. +9 to hit, range
30/120 ft., one target. Hit: 17 (7d4) poison damage
and hanging on a ceiling, Shogun Ceanataur are known to spray
and the target must succeed on a DC 17 Constitution
water on their enemies from the ceiling.
saving throw or be poisoned for 1 minute. The target
Each shogun ceanataur has their own personality. Some are more can repeat the saving throw at the end of each of its
aggressive than others. When undisturbed,sShogun ceanataur are turns, ending the effect on itself on a success.
usually fairly calm, however, if threatened, they will turn
aggressive in an instant. They’ll unsheathe their claws and will Hydropump (Recharge 5-6). The ceanataur releases a
attempt to kill a foe. If the skull on shogun ceanataur's backside is high pressure stream of water from the back of its shell
broken, it'll immediately go looking for another one, so it can in a 60-foot line that is 5 feet wide. Each creature in
protect its vulnerable bottom. that line must make a DC 17 Dexterity saving throw,
Shogun ceanataur are somewhat high in the food chain. They taking 44 (8d10) acid damage on a failed save, or half
primarily feed on small creatures that live in dark environments as much damage on a successful one.
like shrimp and insects, but will also feed on carrion. Despite this,
they can more than hold their own against larger species. They are
Bonus Actions
also known to have battles with khezu and other shogun ceanataur Scuttle. The ceanataur moves up to its speed in a
in the caves of the swamp. straight line.
Legendary Actions
The ceanataur can take 3 legendary actions, choosing
Shogun Ceanataur from the options below. Only one legendary action
option can be used at a time and only at the end of
Huge beast (carapaceon), unaligned
another creature's turn. The ceanataur regains spent
legendary actions at the start of its turn.
Armor Class 17 (natural armor)
Hit Points 157 (15d12 + 60) Dig. The ceanataur burrows underground and moves up
Speed 40 ft., burrow 30 ft., climb 30 ft. to half its burrow speed.
Spit. The ceanataur makes a poison spit attack.
STR DEX CON INT WIS CHA Sweeping Strike (Costs 2 Actions). The ceanataur
sweeps its claws in a 10-foot line that is 35-feet wide.
19 (+4) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 16 (+3)
Each creature in the area must make a DC 17 Dexterity
saving throw, taking 11(2d10) slashing damage and
Saving Throws Dex +8, Con +9, Wis +7 increases the damage from a bloody wound by 3 (1d6)
Damage Resistances acid; bludgeoning, piercing, and on a failed save. On a successful one, the target takes
slashing from nonmagical attacks half damage and does not increase the bloody wounds
Damage Immunities necrotic damage.
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 12
Languages —
Challenge 13 (10,000 XP) Proficiency +5 Shogun Ceanataur
Challenge Rating 13 Carves/Capture 3
Amphibious. The ceanataur can breathe air and water.
Carve Chance Capture Chance Material Slots
Spider Climb. The ceanataur can climb difficult surfaces, 1-6 1-4 Crab Pearl (O)
including upside down on ceilings, without needing to
make an ability check. 7-10 5-9 Ceanataur Shell (A,W)

Actions 11-13 10-11 Monster Toughbone (O)

Multiattack. The ceanataur makes two Claw attacks. It 14-17 11-17 Ceanataur Leg (A,W)
replace any attack with its Poison Spit attack. 18 18-19 Black Pearl (O)
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., 19-20 20 Ceanataur Claw (A,W)
one target. Hit: 20 (3d10 + 4) slashing damage. If the
target is a creature other than an undead or a
construct, it must succeed on a DC 17 Constitution ARMOR MATERIAL EFFECTS
saving throw or lose 3 (1d6) hit points at the start of Ceanataur Shell
each of its turns due to a bloody wound. Each time the Handicraft. For 24 hours, you gain proficiency with one
ceanataur hits the wounded target with this attack, the artisan tool of your choice each dawn.
damage dealt by the wound increases by 3 (1d6). Any Ceanataur Leg
creature can take an action to stanch the wound with a You have resistance to acid damage while you wear this
successful DC 14 Wisdom (Medicine) check. The armor.
wound also closes if the target receives magical
healing. Ceanataur Claw (Greatsword Only)
While attuned to this armor, your Guard AC bonus now
lasts until the start of your next turn.
51
WEAPON MATERIAL EFFECTS
Ceanataur Shell Spider Climb. The ceanataur can climb difficult surfaces,
Ammo Saver. When you roll a 17-20 on a range attack roll including upside down on ceilings, without needing to
die, the ammunition returns to you unbroken after hitting make an ability check.
the target(s).
Ceanataur Leg Actions
Critical Eye. Your weapon attacks critical hit range is Multiattack. The ceanataur makes two claw attacks. It
increased by 1. can replace one of these attack with its Impaling Strike.
Ceanataur Claw
Once per turn, when you hit a creature with this weapon, Claws. Melee Weapon Attack: +10 to hit, reach 10 ft.,
you can wound the target. At the start of each of the one target. Hit: 20 (3d10 + 4) slashing damage. If the
target is a creature other than an undead or a
wounded creature’s turns, it takes 1d4 necrotic damage
for each time you’ve wounded it, and it can then make a construct, it must succeed on a DC 18 Constitution
saving throw or lose 7 (2d6) hit points at the start of
DC 15 Constitution saving throw, ending the effect of all
each of its turns due to a bloody wound. Each time the
such wounds on itself on a success. Alternatively, the
wounded creature, or a creature within 5 feet of it, can ceanataur hits the wounded target with this attack, the
damage dealt by the wound increases by 7 (2d6). Any
use an action to make a DC 15 Wisdom (Medicine)
check, ending the effect of such wounds on creature can take an action to stanch the wound with a
it on a success. successful DC 18 Wisdom (Medicine) check. The
wound also closes if the target receives magical
healing.
OTHER MATERIAL EFFECTS
Crab Pearl Impaling Strike. The ceantaur makes a strong downward
A jewel formed inside the body over many years valued at strike with one of its claws at a creature within 5 feet
75 gp. of it. That creature must make a DC 18 Dexterity
Monster Toughbone saving throw, taking 20 (3d10 + 4) piercing damage
Very rare weapon upgrade material. and be impaled on the ceantaur's claw on a failed save,
or half as much damage and isn't impaled on a
Black Pearl successful one. While impaled the target is grappled
A pearl with a black glow valued at 250 gp. (escape DC 14) and loses 7 (2d6) hit points each time
the ceantaur makes a Claw attack.

Bonus Actions
Tempered Shogun Scuttle. The ceanataur moves up to its speed in a
Ceanataur straight line.
Huge beast (carapaceon), unaligned Sharpened Claws (Recharge 5-6). The ceanataur hones
its claws, dealing an extra 5 (1d10) slashing damage on
Armor Class 22 (natural armor) its next Claw attack and the damage the target takes
Hit Points 231 (22d12 + 88) from its wound is doubled until the wound closes.
Speed 40 ft., burrow 60 ft., climb 30 ft.
Legendary Actions
The ceanataur can take 3 legendary actions, choosing
STR DEX CON INT WIS CHA
from the options below. Only one legendary action
19 (+4) 16 (+3) 18 (+4) 8 (-1) 16 (+3) 16 (+3) option can be used at a time and only at the end of
another creature's turn. The ceanataur regains spent
Saving Throws Dex +9, Con +10, Wis +9 legendary actions at the start of its turn.
Damage Resistances cold; bludgeoning, piercing, and Dig. The ceanataur burrows underground and moves up
slashing from nonmagical weapons to half its burrow speed.
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 13 Sweeping Strike (Costs 2 Actions). The ceanataur
Languages — sweeps its claws in a 10-foot line that is 35-feet wide.
Challenge 17 (18,000 XP) Proficiency +6 Each creature in the area must make a DC 18 Dexterity
saving throw, taking 22 (4d10) slashing damage and
Amphibious. The ceanataur can breathe air and water. increases the damage from its wound by 7 (2d6) on a
failed save. On a successful one, the target takes half
Gravios Skull. The ceanataur protects its vulnerable back damage and does not increase the bloody wounds
with the skull of a gravios (AC 22, 44 HP; immunity to damage.
poison and psychic damage, resistances to piercing,
and slashing from nonmagical weapons, vulnerable to Hydropump (Costs 3 Actions). While its shell is still
bludgeoning damage). Damaging the shell deals no intact, the ceanataur releases a high pressure stream of
damage to the ceanataur. Once destroyed, the water from its shell across a 60-foot cone. Each
ceanataur's AC is reduced by 4, it is vulnerable to creature in that area must make a DC 18 Dexterity
bludgeoning, piercing, and slashing damage if at least saving throw, taking 44 (8d10) acid damage on a failed
two hostile creatures are within 5 feet of it, and it can't save, or half as much damage on a successful one.
use its Hydropump legendary action.
52
Tempered Shogun Ceanataur
Challenge Rating 17 Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-6 1-4 Crab Pearl+ (O)
7-10 5-9 Ceanataur Cortex (A,W)
11-13 10-11 Heavy Wyvern Scalp (A,W)
14-15 12-13 Lg Monster Bone (O)
16-17 14-17 Heavy Ceanataur Leg (A,W)
18 18-19 Fine Black Pearl (O)
19-20 20 Ceanataur Hardclaw (A,W)
Lg Monster Bone
Very rare armor upgrade material.
ARMOR MATERIAL EFFECTS
Fine Black Pearl
Ceanataur Cortex Largest and most beautiful of all black pearls. Very valuable
Handicraft+2. For 24 hours, you gain proficiency with two
and hard to find. Valued at 750 gp.
artisan tools of your choice each dawn.
Heavy Wyvern Scalp (Cleric & Paladin Only)
When you regain hit points from a spell while attuned to
Hermitaur
this armor, increase the regained amount by half your Hermitaurs are hermit crab-like monsters with red carapaces and a
Cleric or paladin level. thick white shell. The shell is grown by the crab itself; only when
they grow much larger, into a daimyo hermitaur, will they replace it
Heavy Ceanataur Leg
with a monoblos skull, or into a diablos skull. Hermitaurs are
Marathon Runner+. While wearing this armor, your walking
related to the ceanataur, a blue carapaceon that lives in Volcanic
speed increases by 10 feet and you ignore difficult terrain
regions.
if it was not created by a magical effect.
When they are left undisturbed, hermitaurs are most often seen
Ceanataur Hardclaw picking through sand with their claws, presumably searching for
While wearing this armor you have resistances to cold and food. Sometimes, a hermitaur may wait beneath the ground for
necrotic damage. prey or a hunter to pass, jumping out of the ground and striking
them when they walk overhead.
WEAPON MATERIAL EFFECTS
Ceanataur Cortex
Peak Performance. When your hit points are full and you
Daimyo Hermitaur
roll a 1 or 2 on a damage die for an attack you make with a A daimyo hermitaur has a large, crab-like body. It is covered in a
melee weapon, you can reroll the die and must use the red and white carapace and wears the skull of a monoblos as a
new roll, even if the new roll is a 1 or a 2. protective shell. They have huge, thick claws capable of holding
prey as well as shielding the giant crab from most any attacks. The
Heavy Wyvern Scalp (Paladin Only) daimyo hermitaur's shell is also very tough, able to deflect the
Whenever you restore a creature's hit points with your Lay blows of most weapons. The one chink in the creature's armor is its
on Hands feature, it gains temporary hit points equal to soft hindquarters, where many of the creature's major organs are
the amount healed until the start of your next turn. stored. To fix this problem, daimyo hermitaur will wear the skulls
Heavy Ceanataur Leg of dead wyverns on their backs. Acquiring the right size shell is a
Critical Eye. Your weapon attacks critical hit range is chore though, and occasionally daimyo hermitaur can be spotted
increased by 1. with shells too large, or small for their bodies.
Ceanataur Hardclaw Almost all of daimyo hermitaur's shells come from members of
Once per turn, when you hit a creature with this weapon, the larger species like monoblos. daimyo hermitaur also possesses
you can wound it. At the start of each of the wounded surprisingly strong legs, able to move the creature with great speed
creature’s turns it loses 1d4 hit points for each time if necessary. The legs assist the creature in digging holes and they
you’ve wounded it. It then makes a DC 15 Constitution are able to launch themselves many feet into the air, causing them
saving throw, closing the wound on a success. to land vigorously on top of hunters who don't react fast enough.
Alternatively, the wounded creature or a creature within 5 Despite their size, Daimyo Hermitaur are fairly calm, when
feet of it, can use an action to make a DC 16 Wisdom undisturbed. However, Daimyo Hermitaur will turn aggressive if
(Medicine) check, ending the effect of such wounds on it they feel threatened or attacked. Most of the time, they can be seen
on a success. foraging for food as they roam around their environment.

OTHER MATERIAL EFFECTS


Crab Pearl+
A fine specimen that has been forming for a long time.
Valued at 200 gp.

53
Hermitaur
Small beast (carapaceon), unaligned

Armor Class 14 (natural armor)


Hit Points 49 (9d6 + 18)
Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA


Daimyo Hermitaur
Huge beast (carapaceon), unaligned
15 (+2) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 9 (-1)
Armor Class 19 (natural armor)
Damage Resistances acid Hit Points 168 (16d12 + 64)
Senses darkvision 60 ft., tremorsense 60 ft., passive Speed 30 ft., burrow 60 ft.
Perception 10
Languages —
Challenge 1/2 (100 XP) Proficiency +2 STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
Amphibious. The hermitaur can breathe air and water.

Actions Damage Vulnerabilities lightning


Damage Resistances acid, piercing, slashing
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one Damage Immunities necrotic
target. Hit: 5 (1d6 + 2) slashing damage. Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 12
Water Beam. Ranged Weapon Attack. +4 to hit, reach Languages —
30/120 ft., one target. Hit: 6 (1d8 + 2) acid damage
Challenge 9 (5,000 XP) Proficiency +4
and the target must make a DC 12 Constitution saving
throw or be afflicted with waterblight for 1 minute.
Amphibious. The hermitaur can breathe air and water.
Bonus Actions
Scuttle. The hermitaur can moves up to its half speed in
Actions
a straight line. Multiattack. The hermitaur makes two Claw attacks.

Reactions Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 20 (3d10 + 4) slashing damage.
Retreat. After being hit by an attack, the hermitaur can
take the Dodge action until the start of its next turn. If Water Beam. Ranged Weapon Attack. +8 to hit, reach
a creature throws a sonic bomb at the hermitaur or it is 30/120 ft., one target. Hit: 22 (4d8 + 4) acid damage.
subjected to thunder damage, its dodge ends. On a hit, the target must make a DC 16 Constitution
saving throw or be afflicted with waterblight for 1
minute.
Hermitaur Crush (Recharge 5-6). If the hermitaur jumps at least 15
Challenge Rating 1/2 Carves 1 feet as part of its movement, it can then use this action
to land on its feet in a space that contains one or more
Carve Chance Material Slots other creatures. Each of those creatures must succeed
1-8 Sm. Hermitaur Shell (A) on a DC 16 Strength or Dexterity saving throw (target's
choice) or be knocked prone and take 22 (4d8 + 4)
9-15 Carapaceon Brains (O) bludgeoning damage. On a successful save, the
16-20 Sharp Claw (W) creature takes only half the damage, isn't knocked
prone, and is pushed 5 feet out of the hermitaur's
space into an unoccupied space of the creature's
ARMOR MATERIAL EFFECTS choice. If no unoccupied space is within range, the
Sm. Hermitaur Shell creature instead falls prone in the hermitaur's space.
You reduce bludgeoning damage you take by 2 while you
wear this armor. Bonus Actions
Scuttle. The hermitaur can moves up to its half speed in
WEAPON MATERIAL EFFECTS a straight line.
Sharp claw
Your slashing weapon deals an extra 1 slashing damage.
Reactions
Retreat. After being hit by an attack, the hermitaur can
take the Dodge action until the start of its next turn. If
OTHER MATERIAL EFFECTS
a creature throws a sonic bomb at the hermitaur or it is
Carapaceon Brains
subjected to thunder damage, its dodge ends.
A delicacy, can be eaten as a ration or sold for 25 gp.
54
Daimyo Hermitaur Decayed Crimson Horn
Challenge Rating 9 Carves/Capture 3 You have resistance to acid damage while you wear this
armor.
Carve Capture
Chance Chance Material Slots
WEAPON MATERIAL EFFECTS
1-4 1-3 Crab Pearl (O) Hermitaur Shell
5-12 4-6 Hermitaur Shell (A,W) Load Up. Your normal ammo capacity increases by 10
while you are attuned to this weapon.
13-15 7-10 Monster Bone+ (O)
Hermitaur Claw
16-17 11-15 Hermitaur Claw (A,W) Your weapon deals an extra 1d4 acid damage.
18 16-19 Black Pearl (O) Decayed Crimson Horn
19-20 20 Decayed Crimson Horn (A,W) Crisis. While you are attuned to this weapon and suffering
from an abnormal status effect caused by a hostile
creature or object, such as poisoned, burning, slowed,
ARMOR MATERIAL EFFECTS blinded, etc, all attacks and spells deal an extra 1d10 spell
Hermitaur Shell or weapon damage.
Guard. You cannot be pushed or knocked backwards while
you wear this armor. OTHER MATERIAL EFFECTS
Crab Pearl
Hermitaur Claw A jewel formed inside the body over many years valued at
Well Rested+. When you finish a long rest, you gain 75 gp.
10 temporary hit points for 24 hours while attuned
to this armor. Monster Bone+
Rare weapon upgrade material.
Black Pearl
A pearl with a black glow valued at 250 gp.

55
Tempered Daimyo Burrowed Shell Strikes (Recharge 5-6). The hermitaur
burrows underground and moves up to 60 feet before
Hermitaur emerging in an unoccupied space. Once underground, it
doesn't provoke opportunity attacks and it can make
Huge beast (carapaceon), unaligned
three shell attacks, each against a different target on the
ground above it.
Armor Class 22 (natural armor)
Hit Points 189 (18d12 + 72) Bonus Actions
Speed 30 ft., burrow 60 ft.
Scuttle. The hermitaur moves up to its speed in a straight
line.
STR DEX CON INT WIS CHA Reactions
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3) Claw Guard. After being hit by an attack, the hermitaur
can take the dodge action until the start of its next turn.
Saving Throws Con +10 If a creature throws a sonic bomb at the hermitaur or it is
Damage Resistances piercing, slashing subjected to thunder damage, its dodge ends. While
Senses darkvision 60 ft., tremorsense 60 ft., passive dodging, if a creature attacks the hermitaur while within
Perception 12 5 feet of it and misses, the hermitaur can make one Claw
Languages — attack against it and the dodge ends.
Challenge 18 (13,000 XP) Proficiency +6
Legendary Actions
Amphibious. The hermitaur can breathe air and water. The hermitaur can take 3 legendary actions, choosing
from the options below. Only one legendary action
Monoblos Skull. The hermitaur protects its vulnerable option can be used at a time and only at the end of
back with the skull of a monoblos (AC 19, 50 HP; another creature's turn. The hermitaur regains spent
immunity to poison and psychic damage, resistances to legendary actions at the start of its turn.
piercing, and slashing from nonmagical weapons,
vulnerable to bludgeoning damage). Damaging the shell Claw Flick. The hermitaur makes one Claw attack, but its
deals no damage to the hermitaur. Once destroyed, the damage is reduced by half and the target must succeed
hermitaur's AC is reduced by 2 and it is vulnerable to on a DC 18 Strength saving throw or be knocked prone.
bludgeoning, piercing, and slashing damage if at least
Waterbeam (Costs 2 Actions). The hermitaur sprays a
two hostile creatures are within 5 feet of it. high-pressure beam of water in a 60-foot line that is 5
Standing Leap. The hermitaur's long jump is up to 30 feet feet wide, or a 30-foot line that is 5-feet wide. If the line
and its high jump is up to 15 feet, without a running is 30-foot long, it can move up to its speed in a straight
start. line perpendicular to the beam, striking each creature in
the beams path. Each creature in the line or a space the
Actions beam passes through must make a DC 18 Dexterity
Multiattack. The hermitaur makes two Claw attacks. saving throw, taking 18 (4d8) acid damage and be
afflicted with waterblight for 1 minute on a failed save,
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one or half as much damage and isn't afflicted with
target. Hit: 20 (3d10 + 4) slashing damage. waterblight on a successful one. A creature can repeat
the saving throw at the end of each of its turns, ending
Shell. Melee Weapon Attack: +10 to hit, reach 5 ft., one the effect on itself on a success.
target. Hit: 20 (3d10 + 4) bludgeoning damage plus 11
(2d10) piercing damage, or 9 (1d10 + 4) bludgeoning Crush (Costs 3 Actions). The hermitaur jumps into a
damage if the shell is destroyed. If the hermitaur moved space that contains one or more other creatures within
at least 20 feet straight toward the target immediately 30 feet of it. Each of those creatures must succeed on a
before the hit, the target takes an extra 16 (3d10) DC 18 Strength or Dexterity saving throw (target's
bludgeoning damage. If the target is a creature, it must choice) or be knocked prone and take 22 (4d8 + 4)
succeed on a DC 18 Strength saving throw or be bludgeoning damage. On a successful save, the creature
knocked prone. takes only half the damage, isn't knocked prone, and is
pushed 5 feet out of the hermitaur's space into an
unoccupied space of the creature's choice. If no
unoccupied space is within range, the creature instead
falls prone in the hermitaur's space.

56
Tempered Daimyo Hermitaur WEAPON MATERIAL EFFECTS
Challenge Rating 15 Carves/Capture 3 Hermitaur Cortex (Bowgun Only)
Load Up+. While attuned to this weapon, you increase the
Carve Capture maximum capacity for all your ammo by 2.
Chance Chance Material Slots
Hermitaur Leg
1-4 1-3 Crab Pearl+ x2 (O) When you hit a creature with this weapon, it must make a
5-8 4-6 Hermitaur Cortex (A,W) DC 14 Constitution saving throw or be afflicted with
waterblight until the end of its next turn.
9-12 7-10 Hermitaur Leg (A,W)
Hermitaur Hardclaw
13-15 11-14 Fine Black Pearl x2 (O) Ammo Saver+. When you make a ranged weapon attack
16-17 15-17 Monster Toughbone (O) and roll a 15 or higher on the attack die, the ammunition
returns to you unbroken after hitting the target(s).
18 18-19 Hermitaur Hardclaw (A,W)
Twisted Crimson Horn (Ranged Weapon Only)
19-20 20 Twisted Crimson Horn (A,W) Tune-Up. When this material is placed into a weapon
choose one of the following effects to gain:

ARMOR MATERIAL EFFECTS (Light Bowgun Only). If you miss an attack while hidden,
Hermitaur Cortex your location is not revealed.
Tremor-Proof. You cannot be knocked prone while you (Heavy Bowgun Only). You gain a +1 bonus to your AC
wear this armor. while wielding this weapon.
You gain a +2 bonus to your attack rolls with this
Hermitaur Leg weapon if the target is outside of your normal attack
Handicraft+2. For 24 hours, you gain proficiency with two range.
artisan tools of your choice each dawn.
Hermitaur Hardclaw (Shield Required) OTHER MATERIAL EFFECTS
Claw Guard+. When you take the Dodge action while you Crab Pearl+
are attuned to this armor, you gain a +1 bonus to your AC A fine specimen that has been forming for a long time.
until the start of your next turn. Valued at 200 gp.
Twisted Crimson Horn Monster Toughbone
Guard Up. When you fail a Dexterity or Strength saving Very rare weapon upgrade material.
throw, you can use your reaction to use your AC in place of
your roll. You can use this property a number of times Fine Black Pearl
equal to your Constitution modifier, regaining all expended Largest and most beautiful of all black pearls. Very valuable
and hard to find. Valued at 750 gp.
uses when you finish a long rest.

57
Shen Gaoren
Identifiable by their grey skin, towering legs and the gigantic armor. It's unknown how this monster is able to produce this acid
green-yellow balls of acid that they generate and hurl from the rear or even fire it out of its skull.
of their bodies. Shen Gaoren are so large they use a Lao-Shan Lung Due to shen gaoren not being seen interacting with other species,
skull for protection. Their colossal size helps them to defeat most it is unknown how it fits into the ecological niche. shen gaoren are
creatures. The diet of shen gaoren is unknown; however, it is likely relatively passive by nature. They move about without noticing
to be omnivorous, like most real-life crabs. hunters; however, when enraged, it may attempt to attack hunters
Its massive pincers are incredibly strong and sturdy, being by using
described as capable of cutting through even the toughest volcanic their huge sturdy claws or by moving their
rock. Its long legs give the shen gaoren an incredible field-of- legs and pincers wildly. It was recently discovered
vision, and if its eyesight is proficient, it should be able to spot that shen gaoren attacked villages and cities
prey from a very large distance. Like many other carapaceons, its because they are in its territory. Shen gaoren were
rear section is naturally very soft, and, if left unprotected, it's a found to attack any foe that posed any threat to them, showing that
large weak point. Fortunately, for them, shen gaoren are able to these passive giants can be aggressive
acquire the equally gigantic skull shells of the mighty lao-Shan when they feel that their life is in danger. When shen
lung, whether they are actually able to kill the massive dragon is gaoren gets old enough, or injured in
still uncertain, but improbable, which serves as incredibly efficient battle, they'll molt.
armor. It has been recently found that the gigantic skull shows
signs of containing the deadly dragon element but shen gaoren
doesn't seem to use this element. The shen gaoren is grey/blue in
color, but its legs turn red as they experience great pain.
One of shen gaoren's deadliest abilities is its ability to shoot a
gigantic ball of acid from its gigantic skull.
This acidic ball can corrode armor rather quickly and,
in some cases, it can even melt straight through the

58
Shen Gaoren Armor reduced to an AC of 10 or a shield that drops to a
+0 bonus is destroyed. If the creature has a nonmagical
Gargantuan monstrosity (carapaceon), unaligned
weapon made of metal, the weapon takes a permanent
and cumulative -1 penalty to damage rolls. If its penalty
Armor Class 25 (natural armor) drops to -5, the weapon is destroyed.
Hit Points 430 (21d20 + 210)
Speed 40 ft., burrow 30 ft., climb 30 ft. Claws. Melee Weapon Attack: +19 to hit, reach 15 ft.,
one target. Hit: 24 (4d6 + 10) slashing damage. If the
target is a creature, it is grappled (escape DC 19). Until
STR DEX CON INT WIS CHA this grapple ends, the target is restrained. The shen
gaoren can grapple up to two targets, one with each
30 (+10) 10 (+0) 30 (+10) 5 (-3) 14 (+2) 9 (-1) claw.
Legs. Melee Weapon Attack: +19 to hit, reach 10 ft.
Saving Throws Int +6, Wis +11 Cha +8
while standing or 5 ft. while prone, one target. Hit: 28
Skills Perception +11
(4d8 + 10) bludgeoning damage. If the target is a
Damage Immunities acid, poison; bludgeoning, piercing,
creature, it must make a DC 27 Strength saving throw or
and slashing from nonmagical attacks
be pushed back 10 feet and knocked prone.
Damage Resistances cold, thunder; (bludgeoning,
piercing, and slashing from magical weapons while Summon Hermitaurs. The shen gaoren summons 5
lao-shun skull is not broken) (1d10) hermitaurs that appear from underground within
Condition Immunities charmed, frightened, paralyzed, 120 feet of the shen gaoren.
poisoned
Acid Spray (Recharge 5-6). While the shen gaoren's Lao-
Senses blindsight 120 ft., passive Perception 21 Shun Skull is intact and it is prone on the ground, it can
Languages —
use this action to release a high pressure stream of
Challenge 30 (155,000 XP) Proficiency +9
poison from its shell while spinning in a circle. Each
creature on the ground in a 30-foot radius of shen
Amphibious. The shen gaoren can breathe air and water. gaoren must make a DC 27 Dexterity saving throw,
Armored Legs. The shen gaoren has four legs stretching taking 99 (18d10) acid damage on a failed save, or half
30 feet up. Each leg can be attacked (AC 16; 25 hit as much damage on a successful one.
points; immunity to poison and psychic damage,
resistances to bludgeoning, piercing, and slashing from
Reactions
nonmagical attacks). Damaging a leg deals no damage to Collapse. When all four of the shen gaoren's legs are
the shen gaoren. Reducing all four legs to 0 hit points reduced to 0 hit points it falls prone, crushing any
causes the shen gaoren to use its Collapse reaction and creature under or around it. Each creature under or
it can't stand again for 1d4 rounds, when each leg within 5 feet of the shen gaoren must succeed on a DC
regains its maximum hit points. 27 Strength or Dexterity saving throw (target's choice)
or be knocked prone and take 28 (4d8 + 10)
Lao-Shun Skull. The shen gaoren protects its vulnerable bludgeoning damage. On a successful save, the creature
back with the skull of a Lao Shun (AC 20, 200 HP; takes only half the damage, isn't knocked prone, and is
immunity to poison and psychic damage, resistances to
pushed 5 feet out of the shen gaoren's space into an
piercing, and slashing from nonmagical weapons, unoccupied space of the creature's choice. If no
vulnerable to bludgeoning damage). Damaging the shell
unoccupied space is within range, the creature instead
deals no damage to the shen gaoren. Once destroyed,
falls prone in the shen gaoren's space. Creatures do not
the shen gaoren AC is reduced by 2 and it is vulnerable gain advantage on attack rolls from the shen gaoren
to bludgeoning, piercing, and slashing from magical
being prone from its collapse.
weapons.
Legendary Resistance (3/Day). If the shen gaoren fails a Legendary Actions
saving throw, it can choose to succeed instead. The shen gaoren can take 3 legendary actions, choosing
Magic Resistance. The shen gaoren has advantage on from the options below. Only one legendary action
saving throws against spells and other magical effects. option can be used at a time and only at the end of
another creature's turn. The shen gaoren regains spent
Siege Monster. The shen gaoren deals double damage to legendary actions at the start of its turn.
objects and structures.
Attack. The shen gaoren makes one Claw or Leg attack.
Actions Move. The shen gaoren moves up to half its speed.
Multiattack. The shen gaoren can use its Summon
Shake Off (Costs 2 Actions). The shen gaoren thrashes
Hermitaurs. It then makes four Leg attacks and two Claw
around in an attempt to throw any object or creature that
attacks. If its Lao-Shun Skull is intact, it can replace any is on its body. Each creature on the shen gaoren must
of these attacks with its Acid Spit attack.
make a DC 18 Strength or Dexterity saving throw
Acid Spit (Standing Only). Ranged Weapon Attack. +19 to (creature's choice), or be thrown off the shen gaoren
hit, reach 60/240 ft., one target. Hit: 24 (7d6) acid taking 21 (6d6) bludgeoning damage and upon hitting
damage. If the creature is in either metal armor or has a the ground. If the saving throw fails by 5 or more, the
metal shield that is being worn or carried, it takes a creature also falls prone.
permanent and cumulative -1 penalty to the AC it offers. 59
Shen Gaoren spell is cast. The spell has no effect, other than to be
stored in the weapon. If the weapon can't hold the spell,
Challenge Rating 30 Carves/Capture 7
the spell is expended without effect. The level of the slot
Carve Chance Material Slots used to cast the spell determines how much space it uses.
While holding this weapon, you can cast any spell stored in
1-5 Gaoren Shell (A,W) it. The spell uses the slot level, spell save DC, spell attack
6-9 Gaoren Pincer (A,W) bonus, and spellcasting ability modifier of the original
caster, but is otherwise treated as if you cast the spell. The
10-12 Elder Dragon Bone (O) spell cast from the weapon is no longer stored in it, freeing
up space.
13-16 Gaoren Claw (W)
17-18 Gaoren Carapace (A,W) OTHER MATERIAL EFFECTS
19-20 Gaoren Spine (A,W) Elder Dragon Bone
Any rarity armor upgrade material.

ARMOR MATERIAL EFFECTS


Gaoren Shell
Tremor-Proof. You cannot be knocked prone while you
wear this armor.
Players can also carve from the Lao-Shan Skull if it is
destroyed during the fight using the loot table below
Gaoren Pincer (Lance & Greatsword Only)
Your Guard AC bonus now lasts until the start of your next
turn and you cannot be knocked prone.
Gaoren Carapace Lao-Shan Skull
Guts+2. When you are reduced to 0 hit points but not Carves 2
killed outright, you can drop to 1 hit point instead. Once
you use this property, you can’t use it again until you finish Carve Chance Material Slots
a short or long rest.
1-10 Lao-Shan Scale (A,W)
Gaoren Spine
You are immune to acid damage and resistance to cold, 11-19 Lao-Shan Shell (A,W)
thunder, and lightning damage while you wear this armor. 20 Lao-Shan Horn (A,W)

WEAPON MATERIAL EFFECTS


Gaoren Shell ARMOR MATERIAL EFFECTS
Your weapon deals an extra 1d8 acid damage. Lao-Shan Scale
Marathon Runner+. While wearing this armor, your walking
Gaoren Pincer speed increases by 10 feet and you ignore difficult terrain
Whenever you hit a creature with a melee weapon attack if it was not created by a magical effect.
with this weapon, you can restrain the creature instead of
dealing damage. You can only have one creature restrained Lao-Shan Shell
in this way at a time. Evasion+. You gain a +1 bonus to all saving throws and you
have advantage on Dexterity saving throws while you wear
Gaoren Claw this armor.
When you take the Attack action on your turn, you can
replace one of your attacks to exhale acid in a 60-foot line Lao-Shan Horn
that is 5 feet wide. Each creature in that line must make a While wearing this armor, any critical hit against you
DC 20 Dexterity saving throw, taking 8d6 acid damage on becomes a normal hit.
a failed save, or half as much damage on a successful one.
You can use this property a number of times equal to your WEAPON MATERIAL EFFECTS
proficiency bonus, regaining all expended uses when you Lao-Shan Scale
finish a long rest. Your weapon deals an extra 2d6 bludgeoning damage and
it deals double damage to objects and structures.
Gaoren Carapace
The first time you attack with this weapon on each of your Lao-Shan Shell
turns, you can transfer some or all of the weapon's bonus Quick Sheath. While attuned to this weapon, you can
to your Armor Class, instead of using the bonus on any always sheath it as a free action even if you have already
attacks that turn. The adjusted bonuses remain in effect drawn a weapon as part of your move action.
until the start of your next turn, although you must hold
the weapon to gain a bonus to AC from it. Lao-Shan Horn
Steady Hand. Your weapon attacks critical hit range is
Gaoren Spine increased by 1 and it bypasses a creatures resistance to
This weapon stores spells cast into it, holding them until slashing damage.
the wielder uses them. You must be attuned to this
weapon to use it. The weapon can store up to 7 levels
worth of spells at a time. Any creature can cast a spell of
1st through 7th level into the weapon by touching it as the

60
Elder Dragons
A very broad term, the only thing in common amongst all elder dragons is their power which seems to border the mystical as opposed to the
wyverns which are all limited to natural laws. It is said that an elder dragon is powerful enough to single handedly bring about the destruction
of an ecosystem. In ancient times, they would be mistaken for gods. Many elder dragons feature four legs and wings that are separate limbs,
unlike wyverns with two legs and winged forelimbs.
Although all are called dragons, the genus isn't limited to four-legged, winged creatures. Spanning to beasts such as Kirin and Yama
Tsukami as well as the more traditional Fatalis. Aside from these are the 'second generation' breeds that all feature a similar build, the Teostra
and Kushala Daora are members of this type with all featuring some form of barrier or aura to protect them.

Alatreon
Known as the "Blazing Black Dragon", alatreon possesses control Alatreon
over the fire, thunder, and ice elements, and is said to be Huge dragon (elder), unaligned
elementally unstable. In its scales are each of the three elements
which it constantly produces, even when it is dead. However, it is Armor Class 20 (natural armor)
unknown how its scales are able to harness the elements. On top of Hit Points 261 (18d12 + 144)
alatreon's head are two large horns, these horns seem to play some Speed 60 ft., fly 60 ft.
part in alatreon's control over the three elements, however, it is
known to scholars if they actually do.
From alatreon living isolated from all other monsters, it is hard STR DEX CON INT WIS CHA
to say where it fits in the ecological niche. Due to alatreon living in
27 (+8) 11 (+0) 26 (+8) 10 (+0) 15 (+2) 14 (+2)
the Sacred Land, it has changed the area into an inhospitable
environment. No living things, including plants, can live in the area
due to the constant weather changes that occur in the Sacred Land.
Saving Throws Dex +7, Con +15, Wis +9, Cha +9
Skills Perception +16
alatreon are monsters capable of destroying the world. Some locals
Condition Immunities charmed, frightened
even believe that the alatreon is a god or demon which is
Senses blindsight 60 ft., darkvision 120ft., passive
transformed into an Elder Dragon. Many of alatreon's abilities
Perception 26
seem to be unnatural, much like the Fatalis, but not much else is
Languages Draconic
really known about the Elder Dragon.
Challenge 21 (33,000 XP) Proficiency +7

Legendary Resistance (3/Day). If the alatreon fails a


saving throw, it can choose to succeed instead.

Actions
Multiattack. The alatreon makes two Claw attacks and
one Bite or Tail attack.
Bite. Melee Weapon Attack. +15 to hit, reach 15 ft.,
one target. Hit: 22 (3d8 + 8) piercing damage. If the
target is a large or smaller creature, it is grappled
(escape DC 17). Until this grapple ends, the alatreon
can't use its bite on another target.
Claws. Melee Weapon Attack. +15 to hit, reach 10ft.,
one target. Hit: 19 (3d6 + 8) slashing damage.
Tail. Melee Weapon Attack. +15 to hit, reach 20ft., one
target. Hit: 22 (3d8 + 8) bludgeoning damage If the
target is a creature, it must succeed on a DC 23
Strength saving throw or be knocked prone.
Ice Storm. The alatreon magically creates a hail of rock-
hard ice that pounds to the ground in a 20-foot-radius,
40-foot-high cylinder centered on a point within 150
feet. Each creature in the cylinder must make a DC 23
Dexterity saving throw. A creature takes 17 (3d10)
bludgeoning damage and 17 (3d10) slashing damage
on a failed save, or half as much damage on a
successful one.
Lightning Storm. The alatreon magically creates three
bolts of lightning, each of which can strike a target the
alatreon can see within 120 feet of it. A target must
make a DC 23 Dexterity saving throw, taking 22
(4d10) lightning damage on a failed save, or half as
much damage on a successful one.
61
Flame Strike. The alatreon magically creates a vertical Alatreon Webbing
column of fire roars down from the heavens in a Evade Extender (L). You gain a +3 bonus to Dexterity
location you specify. Each creature in a 10-foot-radius, saving throws while you wear this armor.
40-foot-high cylinder centered on a point within 40 Alatreon Plate
feet of the alatreon must make a DC 23 Dexterity While wearing this armor, any critical hit against you
saving throw, taking 41 (9d8) fire damage on a failed becomes a normal hit.
save, or half as much damage on a successful one. Skypiercer
Breath Weapons (Recharge 5-6). The alatreon uses one You have resistance to piercing damage while you wear
of the following breath weapons: this armor.
Lightning Breath. The alatreon exhales lightning in a WEAPON MATERIAL EFFECTS
120-foot line that is 10 feet wide. Each creature in Alatreon Scute
that line must make a DC 23 Dexterity saving throw, Awaken. When this material is placed in a weapon that
taking 88 (16d10) lightning damage on a failed save, does not deal cold, fire, lightning, necrotic, or thunder
or half as much damage on a successful one. damage, it rolls one additional damage die when it hits. For
Cold Breath. The alatreon exhales an icy blast in a 90- example a shortsword now rolls 2d6 and a greatsword
foot cone. Each creature in that area must make a deals 3d6.
DC 23 Constitution saving throw, taking 72 (l6d8)
cold damage on a failed save, or half as much Alatreon Talon
damage on a successful one. Critical Element. When you critically hit with a weapon or
spell that deals cold, fire, lightning, necrotic, or thunder
damage, you deal an extra 1d6 damage of that type.
Legendary Actions Additionally if a creature fails its saving throw by 5 or more
The alatreon can take 3 legendary actions, choosing against a spell that deals one of the above damage types,
from the options below. Only one legendary action you deal an extra 1d6 of that damage type to it.
option can be used at a time and only at the end of
Alatreon Webbing (Ranged Weapon Only)
another creature's turn. The alatreon regains spent Bonus Shot. When you take the attack action, you can
legendary actions at the start of its turn.
make one additional attack with this weapon as a bonus
Attack. The alatreon makes a Bite attack. action.
Storm (Costs 2 Actions). The alatreon uses its Lightning Alatreon Tail
Storm or Ice Storm. You gain +3 to spell attack rolls and you ignore half cover
when making a spell attack.
Tail Sweep(Costs 3 Actions). The alatreon sweeps its tail.
Alatreon Plate
Each creature within 30 feet of the alatreon must
Your weapon deals an extra 1d10 damage. This damage
succeed on a DC 23 Strength saving throw, taking 35
can be cold, fire, lightning, or necrotic damage (your
(5d10 + 8) bludgeoning damage and be knocked
choice).
prone on a failed save, or half as much damage and
isn't knocked prone on a successful one. The alatreon Skypiercer
can then fly 30 feet straight up into the air. Elemental Atk Up. If your weapon deals cold, fire, lightning,
or necrotic damage and you hit a creature with this
weapon; roll one additional damage die for the elemental
damage.
Alatreon Azure Dragongem (Druid, Sorcerer, Warlock, & Wizard
Challenge Rating 21 Carves 6 Only)
The weapon has 10 runes. While holding it, you can use an
Carve Chance Material Slots
action to expend 1 or more of its runes to cast one of the
1-3 Elder Dragon Blood (O) following spells from it, using your spell save DC: call
lightning (3 runes). flame strike (5 runes), or ice storm (4
4-7 Alatreon Scute (A,W) runes).
8-9 Alatreon Talon (W) The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1. the
10-11 Alatreon Webbing (A,W) weapon cannot regain any runes for one week.
12-14 Alatreon Tail (W)
OTHER MATERIAL EFFECTS
15-18 Alatreon Plate (A,W) Elder Dragon Blood
19 Skypiercer (A,W) Any rarity weapon upgrade material.

20 Azure Dragongem (W) Tempered Alatreon


Within the New World, the alatreon has taken on a unique form of
ARMOR MATERIAL EFFECTS water element alongside its four existing elements. The alatreon is
Alatreon Scute also capable of creating unique ice structures that explode when
Blightproof. While wearing this armor you are immune to struck. Finally, alatreon's mastery over the elements has been
blight spells, spell like abilities, and conditions. enhanced beyond what was previously

62
known, allowing the alatreon to take on unique active forms based on three core elements; fire state, ice state and dragon state. When
transitioning between its dragon state and either fire or ice state, alatreon will generate an immense pool of elemental energy, eventually
allowing it to execute a devastating burst of elements known as the Escaton Judgment, decimating any who are unfortunate enough to be
within the vicinity of this tremendous power.

Tempered Alatreon Legendary Limit. The alatreon can only use each legendary
action once per round.
Gargantuan dragon (elder), unaligned
Legendary Resistance (3/Day). If the alatreon fails a saving
Armor Class 24 (natural armor) throw, it can choose to succeed instead.
Hit Points 820 (39d20 + 390) Magic Resistance. The alatreon has advantage on saving
Speed 60 ft., fly 120 ft. throws against spells and other magical effects.
Magic Weapons. The alatreon's weapon attacks count as
STR DEX CON INT WIS CHA magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
30 (+10) 12 (+1) 30 (+10) 14 (+2) 23 (+6) 24 (+7)
Actions
Saving Throws Dex +10, Con +19 Multiattack. The alatreon makes two Claw attacks and one
Skills Athletics +19, Perception +15 Bite or Tail attack.
Damage Resistances lightning; bludgeoning, piercing, and
slashing from weapons that aren't adamantine Bite. Melee Weapon Attack. +19 to hit, reach 15 ft., one
Condition Immunities charmed, frightened, poisoned target. Hit: 28 (4d8 + 10) piercing damage plus 3 (1d6)
Senses blindsight 120 ft., darkvision 240 ft., passive necrotic damage and the target must make a DC 27
Perception 25 Constitution saving throw or be afflicted with
Languages Draconic dragonblight for 1 minute. A creature can repeat the
Challenge 30 (155,000 XP) Proficiency +9 saving throw at the end of each of its turns, ending the
dragonblight on itself on a success.
Active State (Mythic Trait). The alatreon has three states it Claws. Melee Weapon Attack. +19 to hit, reach 10ft., one
can take. They are the dragon state, fire state, and the ice target. Hit: 17 (2d6 + 10) slashing damage plus 3 (1d6)
state. Each state provides benefits and detriments necrotic damage and the target must make a DC 27
depending on which state it is in, as shown below: Constitution saving throw or be afflicted with
dragonblight for 1 minute. A creature can repeat the
Fire State. While in the fire state, the alatreon is saving throw at the end of each of its turns, ending the
immune to fire damage, but vulnerable to cold dragonblight on itself on a success.
damage.
Dragon State. While in the dragon state, the alatreon is Tail. Melee Weapon Attack. +19 to hit, reach 20ft., one
resistant to all damage except for necrotic, poison, target. Hit: 32 (4d10 + 10) bludgeoning damage and the
and psychic damage. target must make a DC 27 Strength saving throw or
Ice State. While in the ice state, the alatreon is knocked prone.
immune to cold damage, but vulnerable to fire Elemental Breath (Recharge 5-6). Roll a d4 each time you
damage. use this action to determine what element the alatreon
exhales. On a 1, fire damage; On a 2, cold damage; On a
The alatreon begins combat in either the fire state or 3, necrotic; On a 4, lightning. The alatreon exhales the
ice state. When it begins combat in the fire state, the rolled element in a 120-foot line that is 10 feet wide.
order of the states it changes into is: fire, dragon, ice, Each creature in that line must make a DC 27 Dexterity
dragon and then repeats. When it starts in the ice stage, saving throw or take 63 (18d6) of the rolled elemental
the order is: ice, dragon, fire, dragon and then repeats. damage on a failed save, or half as much damage on a
Whenever the alatreon hit points are reduced by 100 successful one.
in its current active state it changes its state to the next
one in the order and uses a special reaction to use its Escaton Judgement (Once during the second dragon state,
element burst. This special reaction can be used even if each time the active state order repeats). The alatreon
the alatreon has already used its reaction this round. swoops down from the sky (without provoking
opportunity attacks) if it is not already on the ground and
Elemental Overload. The alatreon gains 1 charge for every begins gathering energy until the start of its next turn.
10 elemental damage (fire, cold, lightning) it takes from While charging the alatreon is immune to the
a single attack or spell. The charges reset to 0 after the incapacitated, stunned, paralyzed, and unconscious
alatreon uses its escaton judgement. conditions.
Horns. the alatreon has two horns, each which can be On its next turn, the alatreon can use its action to
attacked and broken (AC 30; 200 hit points; resistant to release the energy it has gathered in a 600-foot-radius-
bludgeoning, piercing, slashing damage that do not deal sphere around it. All terrain above ground level in that
siege damage; immunity to poison, psychic, and the area is obliterated and each creature in that area must
damage immunity alatreon gains from its current active make a DC 30 Dexterity saving throw or take 210
state). Dealing damage to the horn deals no damage to (60d6) force damage on a failed save, or half as much
the alatreon. When a horn is broken the alatreon reverts damage on a successful one.
back to its previous active state. The number of damage dice this action deals can be 63
reduced by 10d6 for each horn broken and by an Multiattack. The alatreon uses its multiattack.
additional #d6 where # is equal to the number of Dragon Rush The alatreon moves up to half its fly
charges its elemental overload has. speed in a straight line, during this move it can move
through other creatures without provoking
Legendary Actions opportunity attacks. Each creature or object the
alatreon moves through must succeed on a DC 27
The alatreon can take 3 legendary actions, choosing from
Dexterity saving throw, taking 17 (2d6 + 10) slashing
the options below. Only one legendary action option can damage plus 10 (3d6) necrotic damage and be
be used at a time and only at the end of another
knocked prone on a failed save, or half as much
creature's turn. The alatreon regains spent legendary damage and isn't knocked prone on a successful one.
actions at the start of its turn.
Fire State. The alatreon can use the following legendary
Fly. The alatreon flies up to half its fly speed without actions while in the fire state.
provoking opportunity attacks.
Fireball. The alatreon exhales a fireball which explodes
Detect. The alatreon makes a Wisdom (Perception)
at a point within 120 feet of it. Each creature in a 15-
check. foot radius sphere centered on that point must make a
Water Breath. The alatreon fires five water globules, each DC 27 Dexterity saving throw, taking 28 (8d6) fire
at a different point within a 150-foot cone in front of it. damage on a failed save, or half as much damage on a
Each creature within a 5-foot radius of a point must successful one.
make a DC 27 Dexterity saving throw or take 14 (4d6) Fire Breath Y. The alatreon exhales fire in a 45-foot line
acid damage and be afflicted with waterblight for 1 that is 5 feet wide and then splits into a two more
minute on a failed save, or half as much damage and is lines forming a "Y" shape that are 30 feet long and
not afflicted with waterblight on a successful one. wide 5 feet. Each creature in a line must make a DC 27
A creature in the area of more than one globule, makes Dexterity saving throw, taking 35 (10d6) fire damage
its saving throw at disadvantage, but does not take any on a failed save, or half as much damage on a
additional damage. A creature can repeat the saving successful one.
throw at the end of each of its turns, ending the Scorched Earth. The alatreon rises 30 feet into the air,
waterblight on itself on a success. without provoking opportunity attacks, and exhales
flames that covers the ground in a 30-foot radius
Arc Lightning. The alatreon magically causes lightning to
centered on a point directly below it. The ground
strike, originating from a space within 120 feet of it. the
continues to burn until the start of the alatreon's next
lightning travels along a 45-foot long line, that is 5 feet
turn. Flammable objects in the area that aren't being
wide. It then causes lightning to strike along another 45-
worn or carried ignite. A creature that starts its turn in
foot long, 5-foot-wide line, but this line must begin in a
the area or enters it for the first time on a turn takes
5-foot space of the original lightning strikes or pass
10 (3d6) fire damage and ignites. Until a creature
through it at one point in the line. Each creature in a line,
takes an action to douse the fire, the burning creature
must make a DC 27 Dexterity saving throw or take 22
takes 7 (2d6) fire damage at the start of each of its
(5d8) lightning damage and be afflicted with
turns. When a creature moves into or within the area,
thunderblight for 1 minute on a failed save, or half as
it takes 7 (2d6) fire damage for every 5 feet it travels.
much damage and is not afflicted with thunderblight on
a successful one. Ice State. The alatreon can use the following legendary
A creature in the area of more than one line, makes its actions while in the ice state.
saving throw at disadvantage, but does not take any
additional damage. A creature can repeat the saving Frost Breath. The alatreon rises 30 feet into the air,
throw at the end of each of its turns, ending the without provoking opportunity attacks, and exhales
thunderblight on itself on a success. frost that covers the ground in a 30-foot radius
centered on a point directly below it. The frost remains
Lightning Storm. Numerous bolts of lightning strike the until the start of the alatreon's next turn and Each
ground around the alatreon. Choose three creatures creature that starts its turn in that area must make a
within 120 feet of the alatreon, each creature must make DC 27 Constitution saving throw or take 17 (5d6)
a DC 27 Dexterity saving throw, taking 22 (4d10) cold damage and be afflicted with iceblight for 1
lightning damage and be afflicted with thunderblight for minute on a failed save, or half as much damage and is
1 minute on a failed save, or half as much damage and is not afflicted with iceblight on a successful one. When
not afflicted with thunderblight on a successful one. A a creature moves into or within the area, it takes 7
creature can repeat the saving throw at the end of each (2d6) cold damage for every 5 feet it travels.
of its turns, ending the thunderblight on itself on a Ice Shards. The alatreon freezes the air around it
success. creating ice shards that fill a 5-foot-cube in the air
above each creature in a 90-foot radius around it,
Mythic Actions before they plummet to the ground. Each creature in
The alatreon can use the options below as legendary that area must make a DC 27 Dexterity saving throw,
actions depending on which state it is currently in, as taking 13 (3d8) cold damage plus 18 (4d8)
determined by its mythic trait: bludgeoning damage, is pushed 5 feet into an
unoccupied space, and is knocked prone on a failed
Dragon State. The alatreon can use the following save, or half as much damage, is pushed 5 feet into an
legendary actions while in the dragon state. unoccupied space, but isn't knocked prone on a
64
Skyswayer
While wearing this armor you have advantage on saving
successful one. If there are no unoccupied spaces throws against spells and other magical effects.
around the creature, it fails its saving throw and is
knocked prone under the ice chunk until it melts, is Azure Dragonsphire
destroyed, or it succeeds on a DC 20 Athletics check. You are immune to force damage and resistant to necrotic
The ice shards remain in the spaces they land in until damage while you wear this armor.
they melt at the start of the alatreon's next turn. The
ice shards can be attacked and destroyed (AC 10; 10 WEAPON MATERIAL EFFECTS
hit points; vulnerable to fire damage; immune to cold, Alatreon Mantle
poison, and psychic damage). If the ice shard takes Critical Element. When you critically hit with a weapon or
necrotic damage, it instead explodes in a 15-foot spell that deals cold, fire, lightning, necrotic, or thunder
radius dealing 4 (1d8) piercing damage to each damage, you deal an extra 1d10 damage of that type.
creature in that area. Additionally if a creature fails its saving throw by 5 or more
against a spell that deals one of the above damage types,
Reactions you deal an extra 1d10 of that damage type to it.
Alatreon Riptalon
Element Burst. When the alatreon changes active states
it can use this special reaction to release elemental Resentment. Until the end of your turn, you gain a +2
bonus to attack and damage rolls against any creature that
energy into the area around it. Each creature in a 30-
has damaged you since the end of your last turn.
foot radius-sphere around the alatreon must make a DC
27 Dexterity saving throw, taking 24 (7d6) damage on Alatreon Pallium
a failed save or half as much damage on a successful Critical Eye+2. Your weapon attacks critical hit range is
one. The damage type is determined by the active state increased by 3.
the alatreon changes into: fire damage for fire state, Alatreon Diretail
necrotic damage for dragon state, and cold damage for While you are attuned to this weapon, your cold, fire, and
ice state. lightning spells bypass a creatures resistance and
immunities.
Tempered Alatreon Alatreon Direwing
Your weapon deals an extra 1d12 damage. This damage
Challenge Rating 30 Carves 6 can be cold, fire, lightning, or necrotic damage (your
Carve Chance Material Slots choice).
Skyswayer
1-3 Elder Dragon Blood (O)
Critical Status (Blight). When you make a weapon attack
4-7 Elder Dragon Bone (O) with this weapon, and roll a 20 for the attack roll, the
target is afflicted with dragonblight, iceblight,
8-9 Alatreon Mantle (A,W) thunderblight, or waterblight (your choice) until the end of
10-11 Alatreon Riptalon (A,W) its next turn.
12-14 Alatreon Pallium (A,W) Azure Dragonsphire
Power Prolonger. Depending on which weapon this
15-16 Alatreon Diretail (A,W) material is placed into, it gains the following benefits:
17-18 Alatreon Direwing (A,W) Dual Blades. Demon/Archdemon Mode duration is
increased by 30 seconds.
19 Skyswayer (A,W)
Great Sword. Guard grants a +4 AC bonus for the
20 Azure Dragonsphire (A,W) duration of the turn it is used.
Hunting Horn. Melodies duration is increased by 1
ARMOR MATERIAL EFFECTS minute.
Alatreon Mantle Insect Glaive. Kinsects Essence duration is increased by
Blightproof. While wearing this armor you are immune to 1 minute.
blight spells, spell like abilities, and conditions. Lance. Powerguard grants a +4 AC bonus for the
duration of the turn it is used.
Alatreon Riptalon Switch Axe. You regain one extra expended charge when
Evasion+. You gain a +1 bonus to all saving throws and you you hit a creature in axe mode.
have advantage on Dexterity saving throws while you wear Tonfas. Earth Style. weapon damage die is increased to a
this armor. d10.
Alatreon Pallium
While wearing this armor you can use an action to cast the OTHER MATERIAL EFFECTS
control weather spell from it. Once used, you can't use this
Elder Dragon Blood
property again for 1 week. Any rarity weapon upgrade material.
Alatreon Diretail Elder Dragon Bone
Iron Wall+. You have a +3 bonus to your armor class while Any rarity armor upgrade material.
you wear this armor.
Alatreon Direwing
Health Boost+2. While wearing this armor, your hit point
maximum increases by 3 for each character level you have.
65
Alatreon Material Bonus
When a character has two adult alatreon materials
socketed into their equipment, they gain the
Alatreon Divinity bonus. When they have three
tempered alatreon materials socketed into their
equipment they gain the Alatreon Divinity+ bonus.
Alatreon Divinity. When you deal cold, fire, or
lightning damage, the damage die is increased by 1
size.
Alatreon Divinity+. You gain the benefits of the
first alatreon divinity and you have resistance to
cold, fire, and lightning damage.

66
Amatsumagatsuchi (Amatsu) projectiles launched at the amatsu are deflected
The Amatsumagatsuchi, Amatsu for short, have a unique body upward and automatically miss. (Magic arrows,
structure. The head itself is quite small, though it is adorned with boulders hurled by Giants or siege engines, and similar
massive golden horns, flanked by tendrils of flesh. These horns projectiles, are unaffected.) Creatures in Gaseous Form
show that nothing will attack Amatsu due to its sheer power. can't pass through the barrier.
Amatsu's body is largely pale white in color, and covered entirely Suppressed Power. The amatsu is unable to use its
in fins that stretch along all four limbs, which contribute to its Grand Vortex Beam while it is above half of its
ability to fly smoothly through the air. From its back rise more maximum hit points (90).
pointed fins, whereas its underside is grey and scaled. When
angered, red veins stand out more prominently in its wing
Actions
membranes, and when near death, its chest, horns and eyes shine Multiattack. The amatsu makes one Tail attack and one
with a faint golden luminescence. Its control over storms surpasses Bite attack. It can replace any of these attacks with a
even that of Kushala Daora, this power comes from a unique jade Water Beam attack.
colored organ called the "Storm Vesicle". Bite. Melee Weapon Attack. +12 to hit, reach 15 ft.,
This organ stores large amounts of water and is how Amatsu is one target. Hit: 19 (3d8 + 6) piercing damage.
able to produce its terrifying storms. Its most deadly form of attack Tail. Melee Weapon Attack. +12 to hit, reach 20 ft., one
is a massive beam of wind and water fired from its mouth; when target. Hit: 28 (4d10 + 6) bludgeoning damage, and
the beam hits the ground, it releases a torrent of water on anything the target must make a DC 20 Strength saving throw
nearby the point of impact. Once an Amatsu dies, the storm it made or be knocked prone.
will dissipate within seconds. Showing this unique hard jade
Water Beam. Ranged Weapon Attack. +6 to hit, reach
colored organ has great power.
150/600 ft., one target. Hit: 23 (5d8) acid damage.
Living mainly in the sky and mountain tops, the Amatsu is a
mainly passive Elder Dragon, but the frequency that it creates
Wind Vortex (Recharge 5-6). The amatsu conjures a
swirling vortex of hurricane winds centered on itself.
storms is dependent on its mood. It does not take kindly to
Each creature within 100 feet of the amatsu must
anything invading its airspace. When truly angered, it does not
make a DC 20 Strength saving throw or be pulled 30
calm down easily. It is also known to take claim of a resting ground
feet towards the amatsu. A creature that is pulled
for its territory going as far as chasing out predators as powerful as
within 30 feet of the amatsu or is already within that
groups of Zinogre if it wants their home as its own. range must make a DC 20 Strength saving throw or be
thrown 130 feet straight up into the air on a failed

Amatsumagatsuchi
save, or half as high on successful one. If a thrown
target strikes a solid surface upon landing, the target
Gargantuan dragon (elder), unaligned takes 3 (1d6) bludgeoning damage for every 10 feet it
fell.
Armor Class 17 (natural armor) Grand Vortex Beam (Recharge 6). The amatsu exhales
Hit Points 181 (11d20 + 66) three high pressure beams of water in different
Speed 0 ft., fly 60 ft. (hover) directions in front of it. Each beam is a 60-foot line
that is 5 feet wide. Each creature in a line must make a
DC 20 Dexterity saving throw, taking 82 (15d10) acid
STR DEX CON INT WIS CHA damage on a failed save, or half as much damage on a
23 (+6) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 17 (+3) successful one.
Control Weather (1/day). The amatsu can alter the
Saving Throws Dex +6, Con +12, Wis +8, Cha +9 weather in a 6-mile radius centered on it. The amatsu
Skills Acrobatics +6, Perception +8 doesn't need to be outdoors; otherwise the effect is
Damage Resistances cold, thunder identical to the control weather spell.
Damage Immunities acid, radiant
Condition Immunities charmed, exhaustion, frightened,
Legendary Actions
prone The amatsu can take 3 legendary actions, choosing
Senses blindsight 60 ft., darkvision 120 ft., passive from the options below. Only one legendary action
Perception 18 option can be used at a time and only at the end of
Languages Draconic, Primordial another creature's turn. The amatsu regains spent
Challenge 17 (18,000 XP) Proficiency +6 legendary actions at the start of its turn.
Bite Attack. The amatsu makes a bite attack.
Legendary Resistance (2/Day). If the amatsu fails a Detect. The amatsu makes a Wisdom (Perception)
saving throw, it can choose to succeed instead. Check.
Wind Barrier. A barrier of strong wind surrounds the Whirlwind (Costs 3 Actions). The amatsu chooses 3
amatsu in a 10-foot radius around it. The strong wind unoccupied 5-foot cubes within 5 feet of it. An
keeps fog, smoke, and other gases at bay. Small or elemental force that resembles a dust devil appears in
smaller flying creatures or objects can't pass through the cubes and move in a straight line 60 feet away
the barrier. Loose, lightweight materials brought into from the amatsu before dispersing. Each creature in a
the barrier fly upward. Arrows, bolts, and other ordinary lines must make a DC 20 Strength saving throw, taking
18 (4d8) thunder damage on a failed save or half as
much damage on a successful one.
67
Amatsumagatsuchi -ing spells from it, using your spell save DC: dragon's
Challenge Rating 17 Carves 6 breath (cold) (1 rune), fog cloud (1 rune), gust of wind (2
Carve Chance Material Slots runes), wind wall (3 runes) or, sleet storm (3 rune). The
weapon regains 1d4 + 1 expended runes daily at dawn. If
1-2 Elder Dragon Blood (O) you expend the last rune it cannot regain any runes for one
3-4 Elder Dragon Bone (O) week.
Storm Vesicle
5-8 Amatsu Carapace (A)
Partbreaker+2. You deal an extra 1d8 weapon damage
9-11 Amatsu Pleura (W) when you critically hit with this weapon.
12-13 Storm Vesicle (A,W) Amatsu Webbing
Elderseal. When you hit a creature that has a Recharge
14 Amatsu Webbing (A,W) ability, it has disadvantage on all recharge rolls until the
15 Amatsu Hardclaw (W) start of your next turn.
Amatsu Hardclaw
16-18 Amatsu Stormtail (A,W)
Latent Power +1. When you are reduced to a quarter of
19 Amatsu Horn (A,W) your maximum hit points for the first time in combat or at
the start of your turn on the 10th round of combat,
20 Heavenly Dragongem (A,W) whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short or
long rest before you can use this property again.
ARMOR MATERIAL EFFECTS
Amatsu Carapace Amatsu Stormtail
When a ranged weapon attack hits you while wearing this Your weapon deals an extra 1d8 radiant damage.
armor, you can use your reaction to reduce the damage by Amatsu Horn
1d10 + your Dexterity modifier, provided that you have a You gain a +2 bonus to your spell attack rolls and spell
free hand. If you reduce the damage to 0, you can catch save DC while attuned to this weapon. This bonus
the missile if it is small enough for you to hold in that increases to +3 when the spell you are casting deals
hand. thunder damage.
Storm Vesicle Heavenly Dragongem (Spellcaster Only)
While you wear this armor, you can cast the levitate spell While attuned to this weapon you can use an action to cast
from it as an action at will, but can target only yourself the control weather spell from it. Once used, you can't use
when you do so. this property again for 1 week.
Amatsu Webbing
Evasion. You have advantage on Dexterity saving throws OTHER MATERIAL EFFECTS
while you wear this armor. Elder Dragon Blood
Amatsu Stormtail Any rarity weapon upgrade material.
You have advantage on saving throws against spells while Elder Dragon Bone
you wear this armor. Any rarity armor upgrade material.
Amatsu Horn
You are immune to acid damage while you wear this armor.
Heavenly Dragongem
Wind Barrier+. While you are attuned to this armor, you
can use an action to summon a wind barrier around you for
1 minute. While the barrier is active, you have three-
quarters cover against range attacks, resistance to
nonmagical ammunition, and disperse any fog like effect in
a 10-foot radius around you. Once used, you can't use this
property again until you finish a long rest.

WEAPON MATERIAL EFFECTS


Amatsu Pleura (Druid, Sorcerer, Warlock & Wizard Only)
This weapon has 8 runes. While holding
this weapon, you can use an action to expend
1 or more of its runes to cast one of the follow-

68
Tempered Amatsu waterblight for 1 minute on a failed save, or half as much
damage and isn't afflicted on a successful one.
Gargantuan dragon (elder), unaligned
Wind Vortex (Recharge 5-6). The amatsu conjures a swirling
Armor Class 23 (natural armor) vortex of hurricane winds centered on itself. Each creature
Hit Points 429 (26d20 + 156) within 100 feet of the amatsu must make a DC 22 Strength
Speed 0 ft., fly 90 ft. (hover) saving throw or be pulled 30 feet towards the amatsu. A creature
that is pulled within 30 feet of the amatsu or is already within
that range must make a DC 22 Strength saving throw or be
STR DEX CON INT WIS CHA thrown 160 feet straight up into the air on a failed save, or half
as high on successful one. If a thrown target strikes a solid
23 (+6) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 17 (+3) surface upon landing, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it fell.
Saving Throws Dex +8, Con +14, Wis +10, Cha +11 Grand Vortex (Recharge 6). The amatsu exhales three high
Skills Acrobatics +8, Perception +10 pressure beams of water in different directions in front of it.
Damage Resistances cold, thunder Each beam is a 90-foot line that is 10 feet wide. Each creature in
Damage Immunities acid, radiant a line must make a DC 22 Dexterity saving throw, taking 82
Condition Immunities charmed, exhaustion, frightened, prone (15d10) acid damage on a failed save, or half as much damage
Senses blindsight 120 ft., darkvision 240 ft., passive Perception on a successful one. If the amatsu is in its supercharged state, it
20 fires a second beam adjacent to the original.
Languages Draconic, Primordial Calamity Storm (Storm God State Only; Recharges after a Long
Challenge 25 (75,000 XP or 150,000 XP as a mythical Rest). Lightning continuously crackles and strikes the ground
encounter) Proficiency +8 centered on a point directly below the amatsu. Each creature
that starts or ends its turn in a 300-foot-radius area centered on
Storm God State (Recharges after a Short or Long Rest). If the that point takes 31 (9d6) lightning damage. Until the start of its
amatsu would be reduced to 0 hit points, its current hit point next turn, the amatsu can't use its legendary actions and is
total instead resets to 346 (21d20 + 126) hit points, it immune to the incapacitated, stunned, paralyzed, and
recharges its Grand Vortex and Wind Vortex, and it regains any unconscious conditions.
expended uses of Legendary Resistance. Additionally, the amatsu On its next turn, the amatsu can use its action to release an
can now use Calamity Storm and the options in the "Mythic explosion of lightning around it. Each creature within 120 feet
Actions" section for 1 hour. of the amatsu must make a DC 22 Dexterity saving throw, taking
99 (22d8) lightning damage on a failed save, or half as much
Greater Wind Barrier. A barrier of strong wind surrounds the damage on a successful one.
amatsu in a 10-foot radius around it. The strong wind keeps fog,
smoke, and other gases at bay. Small or smaller flying creatures Legendary Actions
or objects can't pass through the barrier. When a Medium flying
creature starts its turn within the barrier or when it enters it for The amatsu can take 3 legendary actions, choosing from the
the first time on a turn, it must succeed on a DC 22 Strength options below. Only one legendary action option can be used at
saving throw be pushed out of the barrier and can't attempt to a time and only at the end of another creature's turn. The amatsu
pass through it until the start of its next turn. regains spent legendary actions at the start of its turn.
Loose, lightweight materials brought into the barrier fly Bite Attack. The amatsu makes a Bite attack.
upward. Arrows, bolts, and other ordinary projectiles launched at Wind Wall. The amatsu forms a barrier of wind around itself until
the amatsu are deflected upward and automatically miss. (Magic the end of its next turn, or after it uses an action or another
arrows, boulders hurled by Giants or siege engines, and similar legendary action. While the barrier is present the amatsu is
projectiles, are unaffected.) Creatures in Gaseous Form can't
heavily obscured, it’s speed is reduced to 0, it has advantage on
pass through the barrier.
its next attack roll, and creatures have disadvantage on saving
Living Storm. The amatsu is always at the center of a storm 1d6 + throws against effects created by the amatsu (except calamity
4 miles in diameter. Heavy precipitation in the form of either storm).
rain or snow falls there, causing the area to be lightly obscured.
Heavy rain also extinguishes open flames and imposes Tail Spin Costs 2 Actions). The amatsu makes one Tail attack
disadvantage on Wisdom (Perception) checks that rely on against each creature within 10 feet of it. A creature that fails its
hearing. In addition, strong winds swirl in the area covered by saving throw is also pushed up to 10 feet away.
the storm. The winds impose disadvantage on ranged attack Whirlwind (Costs 3 Actions). The amatsu chooses three
rolls. The winds extinguish open flames and disperse fog. unoccupied 5-foot cubes within 5 feet of it. An elemental force
that resembles a dust devil appears in the cubes and move in a
Legendary Resistance (3/Day). If the amatsu fails a saving throw, it straight line 60 feet away from the amatsu before dispersing.
can choose to succeed instead. Each creature in a line must make a DC 22 Strength saving
Actions throw, taking 36 (8d8) thunder damage on a failed save or half
as much damage on a successful one.
Multiattack. The amatsu makes one Tail attack and two Water
Beam attacks. Mythic Actions
Bite. Melee Weapon Attack. +14 to hit, reach 15 ft., one target. If the amatsu's Storm God State trait has activated in the last
Hit: 19 (3d8 + 6) piercing damage. hour, it can use the options below as legendary actions.
Tail. Melee Weapon Attack. +14 to hit, reach 20 ft., one target.
Hit: 28 (4d10 + 6) bludgeoning damage, and the target must Lightning Shurikens. Amatsu creates whips two wheels of
make a DC 22 Strength saving throw or be knocked prone. lightning energy at different creatuures within 60 feet of it. Each
creature must make a DC 22 Dexterity saving throw, taking 31
Water Beam. Ranged Weapon Attack. +14 to hit, reach 150/600 (9d6) lightning damage on a failed save, or half as much damage
ft., one target. Hit: 23 (5d8) acid damage. on a successful one.
Water Bubble. Amatsu expels a giant water bubble at a point
Lightning Storm (Costs 2 Actions). Amatsu calls down lightning.
within 120 feet of it. Each creature in a 20-foot radius sphere
Each creature within 30 feet of the amatsu must make a DC 22
centered on that point must make a DC 22 Dexterity saving
Dexterity saving throw or take 45 (10d8) lightning damage and
throw, taking 42 (12d6) acid damage and be afflicted with
be afflicted with thunderblight for 1 minute on a failed saved, or 69
half as much damage and isn't afflicted on a successful one.
Tempered Amatsu Storm Vesicle Clump
Challenge Rating 25 Carves 6 Partbreaker+3. You deal an extra 1d10 damage when you
Carve Chance Material Slots critically hit with this weapon.
1-2 Elder Dragon Blood x2 (O) Amatsu Membrane
Elderseal. When you hit a creature that has a Recharge
3-4 Elder Dragon Bone x2 (O) ability, it has disadvantage on all recharge rolls until the
start of your next turn.
5-8 Amatsu Cortex (A)
Amatsu Hardclaw
9-11 Amatsu Heavypleura (W) Latent Power +2. When you are reduced to a half of your
12-13 Storm Vesicle Clump (A,W) maximum hit points for the first time in combat or at the
start of your turn on the 10th round of combat, whichever
14 Amatsu Membrane (A,W) comes first, you gain the effects of the haste spell for 1
15 Amatsu Hardclaw (W) minute. Once used, you must finish a short or long rest
before you can use this property again.
16-18 T.Amatsu Stormtail (A,W)
T.Amatsu Stormtail
19 Amatsu Hardhorn (A,W) Your weapon deals an extra 1d10 radiant damage.
20 Heavenly Dragonsphire (A,W) Amatsu Hardhorn
You gain a +3 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
ARMOR MATERIAL EFFECTS increases to +4 when the spell you are casting deals acid
Amatsu Cortex or lightning damage.
When a ranged weapon attack hits you while wearing this Heavenly Dragonsphire (At least one spell is in your spell
armor, you can use your reaction to reduce the damage by list)
2d10 + your Dexterity modifier, provided that you have a This weapon has 10 runes. While holding this weapon, you
free hand. If you reduce the damage to 0, you can catch can use an action to expend 1 or more of its runes to cast
the missile if it is small enough for you to hold in that one of the following spells from it, using your spell save
hand. DC: dragon's breath (cold) (1 rune), fog cloud (1 rune),
Storm Vesicle Clump gust of wind (2 runes), wind wall (3 runes) or, sleet storm
While you wear this armor, you can cast the levitate spell (3 rune), whirlwind (7 runes), storm of vengence (9 runes).
from it as an action at will, but can target only yourself The weapon regains 1d8 + 1 expended runes daily at
when you do so. Additionally, you move up to your speed dawn. If you expend the last rune it cannot regain any
while levitating on your turn, but only horizontally when runes for one week.
you do.
Amatsu Membrane OTHER MATERIAL EFFECTS
Evasion+. You gain a +1 bonus to all saving throws and you Elder Dragon Blood
have advantage on Dexterity saving throws while you wear Any rarity weapon upgrade material.
this armor. Elder Dragon Bone
T.Amatsu Stormtail Any rarity armor upgrade material.
You have advantage on saving throws against spells while
you wear this armor.
Amatsu Hardhorn
Heaven-Sent
You are immune to acid damage and resistant to lightning Set Bonus (2): When you have two or more
damage while you wear this armor. tempered amatsu materials slotted into your
equipment you are attuned to, you gain the Divine
Heavenly Dragonsphire
Blessing +4 material effect.
Wind Barrier+. While you are attuned to this armor, you
can use an action to summon a wind barrier around you for Divine Blessing+4. When you take damage you
1 minute. While the barrier is active, you have three- are not immune or resistant to, roll a d12 and
quarters cover against range attacks, resistance to reduce the damage you take by the number
nonmagical ammunition, and disperse any fog like effect in rolled. You can use this property a number of
a 10-foot radius around you. Once used, you can't use this times equal to your proficiency bonus. You
property again until you finish a long rest. regain all expended uses when you finish a long
rest.
WEAPON MATERIAL EFFECTS Set Bonus (3): You can use Divine Blessing on
Amatsu Heavypleura (Spellcaster Only) damage you are resistant to.
While attuned to this weapon you can use an action to cast Set Bonus (4): You can use Divine Blessing a
the control weather spell from it. Once used, you can't use number of times equal to double your proficiency
this property again for 1 week. bonus and if you roll a 6 or higher, you end one
condition of your choice affecting you.

70
Behemoth
The behemoth has a proportion of size, weight and speed that can The behemoth came from the entirely different world of Eorzea
easily be described as nature-defying. The creature is almost as big and thus does not consider any habitat charted by the Guild its
as the recently discovered Xeno'jiiva, although it could move as home. The Elder's Recess of the New World is the only locale the
fast as nergigante. It also has powerful horns and claws that while monster was ever known to prowl,
seemingly have no special attribute to them, prove to be dangerous mostly because it is the site of its entry from the
weapons when paired with their very muscular build. The anomalous occurrence that brought some Eorzean
combination of these physical traits allows Behemoth to pull quick creatures into the continent.
and powerful attacks that cover a wide area in a continuous streak; In its home world, Behemoth is already
one reason why fighting the monster alone is heavily advised considered a powerful creature, often
against. requiring the effort of a dozen or more
The behemoth also has the ability to cast heroes with various unique and magical
magical attacks that is rather unnatural even compared abilities to take down.
to Elder Dragons. While fellow Elder Dragons commonly generate, When it arrived in the Elder's Recess, it
conduct or manipulate a specific substance or energy to produce easily asserted itself as an unrivaled
powerful effects, invader that could easily kill lesser
Behemoth seemingly conjure natural disasters monsters like dodogama with no effort
out of thin air: It can summon meteors, make and deter those fortunate enough to
whirlwind to appear in a specific spot, make flee. Apparently, even Elder Dragons like
lighting strikes and most infamously, summon a nergigante, teostra, and kushala daora
titanic mass of rock from the sky to easily are reluctant to be in the Elder's Recess during
destroy would be-opponents, a move called the beast's time there. Behemoth thus made
"Ecliptic Meteor". However the Ecliptic itself a threat to all life in the New World, so much
Meteor seems to be very self-destructive in fact that the Commission deemed made it a
towards behemoth itself, as they can priority target. It is almost a mandate for any
die from using it too often or in hunter not to tackle the creature alone, a degree
heavily wounded state. of caution reserved by the Guild for very few
Another unique trait of behemoth creatures.
is its ability to develop "Enmity" Either shocked for being transported into a different
towards a foe, which basically world or because of its natural mentality, behemoth has no
makes behemoth more focused tolerance towards Hunters, and will show almost
and determined in a fight. immediate aggression, possibly because the
This will be indicated with creature also bear terrible relations
the behemoth's eye turning with humanoids back in its original
red and the body gaining world. Little else is known of the
reddish hue. However, creature's behavior as there was
it is a double-edged but one case when it was
sword as in this witnessed to attack another
state, behemoth monster in Recess, and it
could not heed was left to be ambiguous if
proper attention the attack was done out of
to multiple predatory or territorial
opponent, behavior.
making it
vulnerable
to flanking
attacks.

71
Behemoth Comet (Recharge 5-6). The behemoth conjures a 10-foot
wide, 10-foot tall chunk of burning rock from the sky
Gargantuan monstrosity (elder), Chaotic Evil
that strikes a location it can see within 120 feet of it.
Each creature within a 30-foot radius of the impact must
Armor Class 22 (natural armor)
make a DC 22 Dexterity saving throw, taking 33 (6d10)
Hit Points 462 (25d20 + 200)
bludgeoning damage and 33 (6d10) fire damage on a
Speed 40 ft., burrow 30 ft.
failed save, or half as much damage on a successful one.
Upon impact the comet becomes part of the
STR DEX CON INT WIS CHA environment, any creature that was directly under the
comet's impact pushed 5 feet out of the comet's space
27 (+8) 14 (+2) 27 (+8) 16 (+3) 18 (+4) 22 (+6) into an unoccupied space of the creature's choice. If no
unoccupied space is within range, the creature instead
Saving Throws Str +16, Con +16, Wis +12, Cha +14 falls and is restrained (Escape DC 20) under the comet,
Skills Athletics +16, Investigation +11, Perception, +12 taking 11 (2d10) fire damage at the start of each of its
Damage Resistances fire, thunder; bludgeoning, piercing, turns while restrained in this way.
and slashing from nonmagical attacks Ecliptic Meteor (1/day). The behemoth summons an
Senses truesight 120 ft., passive Perception 22 enormous magic circle in the sky. From it, a massive 30-
Languages Abyssal, Deep Speech, Infernal foot wide meteor begins to fall from the sky. At the
Challenge 27 (105,000 XP) Proficiency +8 beginning of the behemoth's next turn, even if it dies,
the meteor hits the ground in the location the behemoth
Apocalypse. The behemoth can only use its Ecliptic summoned it from. Each creature, besides the
Meteor if it is below one-quarter of its maximum hit behemoth, within a 300-foot sphere of the meteor's
points (112), or if it has used Comet action three times impact point must make a DC 22 Dexterity saving throw.
in the same battle. On a failed save, the creature takes 58 (9d12) fire
Legendary Resistance (3/Day). If the behemoth fails a damage plus 65 (10d12) thunder damage and is pushed
saving throw, it can choose to succeed instead. 25 feet away from the meteor's location. On a successful
save the creature takes half damage and is not pushed.
Magic Resistance. The behemoth has advantage on saving A creature that has full cover from the meteor, takes
throws against spells and other magical effects. no damage and it is not knocked back.
Siege Monster. behemoth deals double damage to After all creatures have made their saves; all comets,
objects and structures. trees, rocks, and smaller cover are destroyed with 300
feet of the meteor's impact.
Actions
Multiattack. The behemoth uses Frightful Presence. It Bonus Actions
then makes one Claw attack, one Horn attack, and one Enmity. The behemoth marks a creature that dealt
Tail attack. damage to it since the start of its last turn, that it can
Claw. Melee Weapon Attack. +16 to hit, reach 15 ft., one see. The behemoth has advantage on attack rolls against
target. Hit: 15 (2d6 + 8) slashing damage. On a hit or the marked creature and can't mark another creature for
miss, flames erupt from the ground and the target must 1 minute, until it drops to 0 hit points, or falls
make a DC 22 Dexterity saving throw, taking 27 (5d10) unconscious. Additionally attack rolls made against the
fire damage on a failed save. behemoth by any creature other than the marked
creature have advantage.
Horns. Melee Weapon Attack: +16 to hit, reach 10 ft.,
one target. Hit: 30 (4d10 + 8) piercing damage. Legendary Actions
Tail. Melee Weapon Attack. +16 to hit, reach 20 ft., one The behemoth can take 3 legendary actions, choosing
target. Hit: 26 (4d8 + 8) bludgeoning damage. If the from the options below. Only one legendary action
target is a creature, it must succeed on a DC 24 Strength option can be used at a time and only at the end of
saving throw or be knocked prone. another creature's turn. The behemoth regains spent
Frightful Presence. Each creature of the behemoth's legendary actions at the start of its turn.
choice that is within 120 feet of the behemoth and Charybdis. The behemoth targets a creature within 120
aware of it must succeed on a DC 22 Wisdom saving feet of it. Magical winds begin to swirl around the
throw or become frightened for 1 minute. A creature can creature. At the end of the creature's next turn, a small 5
repeat the saving throw at the end of each of its turns, foot wide, 10 foot tall tornado appears in the space
ending the effect on itself on a success. If a creature's under them.
saving throw is successful or the effect ends for it, the The tornado lasts for 1 minute, heavily obscures the
creature is immune to the behemoth's Frightful Presence area it is in, and a creature that starts its turn or enters a
for the next 24 hours. space within 10 feet of the tornado must make a DC 22
Thunderbolt. The behemoth magically creates two bolts Strength saving throw or be pushed back 10 feet and
of lightning, each of which can strike a target the knocked prone.
behemoth can see within 120 feet of it. Each target Tail Attack. The behemoth makes one Tail attack.
must make a DC 22 Dexterity saving throw, taking 31
Thunderbolt (Costs 2 Actions). The behemoth uses
(9d6) lightning damage on a failed save, or half as much
damage on a successful one. thunderbolt.
72
Behemoth Behemoth Tail
When you attack a creature with a ranged spell attack and
Challenge Rating 27 Carves 8
roll a 20 on the attack roll, you can cast fireball as a bonus
Carve Chance Material Slots action using a 3rd level or higher spell slot. The spell must
be centered on the creature you hit with the ranged spell
1-5 Behemoth Bone (A,W)
attack.
6-9 Behemoth Mane (A,W) Behemoth Great Horn (Insect Glaive)
10-12 Behemoth Shearclaw (A,W) Dragon Soul. Your kinsect takes on the characteristics of a
dragon and your kinsect attacks deal an extra 1d12
13-16 Behemoth Tail (A,W) bludgeoning damage.
17-19 Behemoth Great Horn (A,W) Aetheryte Shard (Sorcerer & Wizard Only)
20 Aetheryte Shard (A,W) While attuned to this weapon you know the meteor swarm
spell. If you already know this spell, the DC of this spell
increases by 3.
ARMOR MATERIAL EFFECTS
Behemoth Bone
When you take damage while wearing this armor, at the
start of your next turn this set of armor casts the mage
armor spell on you. Once this property has been used, it
cannot be used again until the next dawn.
Behemoth Mane
This armor has 3 runes, which it regains daily at dawn.
While wearing this armor, you can
expend 1 rune as an action to call down a
10-foot tall comet (AC 15, 30 hit points) in an
unoccupied space within 30 feet of you.
Behemoth Shearclaw
You have advantage on Constitution saving throws to
maintain concentration while you wear this armor.
Behemoth Tail
You are immune to lightning damage and you cannot be
paralyzed while you wear this armor.
Behemoth Great Horn
Wind Barrier+. While you are attuned to this armor, you
can use an action to summon a wind barrier around you for
1 minute. While the barrier is active, you have three-
quarters cover against range attacks, resistance to
nonmagical ammunition, and disperse any fog like effect in
a 10-foot radius around you. Once used, you can't use this
property again until you finish a long rest.
Aetheryte Shard
As a bonus action, you can utter a vow of enmity against a
creature you can see within 10 feet of you. You gain
advantage on attack rolls against the creature and
disadvantage on attack rolls against other creatures for 1
minute, until it drops to 0 hit points, or falls unconscious.
Once used, you can't use this property again until you
finish a long rest.

WEAPON MATERIAL EFFECTS


Behemoth Bone
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
Behemoth Mane (Insect Glaive)
Soul of the Dragoon. When you make a weapon attack
against a target as part of your standing leap, you make the
attack with advantage.
Behemoth Shearclaw (Sorcerer & Wizard Only)
This weapon has 3 runes that it regains daily at dawn.
While holding it, you can expend 1 rune as an action to
cast Melf's Minute Meteors. The weapon regains all
expended runes daily at dawn.
73
Ceadeus
Ceadeus are giant sea dwelling Elder Dragons that share a common
ancestor with the jhen mohran. Older ceadeus individuals are called
goldbeard ceadeus. Ceadeus has a special relationship with an
algae, which is the reason why it has its beard. Using its beard, the
ceadus collects the algae and uses the glow from the luminous
bacteria as a form of photosynthesis.
With this algae, ceadeus can spend longer times under the depths
without having to come up for air. When it needs air, it will swim
up with a burst of speed and jump out of the water for a breath. It is
estimated a ceadeus can hold its breath for about several months.
Ceadeus has powerful fins and a tail fin designed for swimming in
the sea with both power and grace. The horns of a ceadeus never
stop growing, and at times, the Elder Dragon will grind them
against the seafloor, with enough force to produce earthquakes and
tsunamis.
It is believed that this behavior resulted in the destruction of an
island on at least one occasion. Throughout their years, ceadeus are
able to use an organ called the Luminous Organ. This organ is used
to help farm the algae it uses to breathe.
The ceadeus is known to be a rather peaceful creature until
provoked. It won't take notice of adventurers until it is greatly
damaged by them. If ceadeus is provoked, it'll try to kill its enemy
with its immense strength.

Ceadeus Bite. Melee Weapon Attack. +15 to hit, reach 10 ft., one
target. Hit: 21 (4d6 + 7) piercing damage.
Gargantuan dragon (elder), unaligned
Tail. Melee Weapon Attack. +15 to hit, reach 20ft., one
Armor Class 20 (natural armor) target. Hit: 25 (4d8 + 7) bludgeoning damage.
Hit Points 546 (28d20+252) Hydropump (Recharge 5-6). The ceadeus releases a high
Speed 0 ft., swim 60 ft. pressure stream of water in a 120-foot line that is 10
feet wide. Each creature in that line must make a DC 25
Dexterity saving throw, taking 90 (20d8) acid damage
STR DEX CON INT WIS CHA on a failed save, or half as much damage on a successful
25 (+7) 10 (+0) 28 (+9) 9 (-1) 11 (+0) 10 (+0) one.

Saving Throws Dex +8, Int +7, Wis +8, Cha +8


Bonus Actions
Damage Resistances cold, fire, poison, thunder; Bioluminescence. The ceadeus emits dim light from its
bludgeoning, piercing, and slashing from magical body in a 5-foot radius, increases the illumination to
weapons bright light in a 5- to 20-foot radius (and dim light for an
Damage Immunities acid; bludgeoning, piercing, and additional number of feet equal to the chosen radius), or
slashing from nonmagical attacks extinguishes the light.
Condition Immunities charmed, frightened, paralyzed,
poisoned, prone
Legendary Actions
Senses blindsight 120 ft., passive Perception 10 The ceadeus can take 3 legendary actions, choosing from
Languages Draconic the options below. Only one legendary action option can
Challenge 26 (90,000 XP) Proficiency +8 be used at a time and only at the end of another
creature's turn. The ceadeus regains spent legendary
Legendary Resistance (4/Day). If the ceadeus fails a saving actions at the start of its turn.
throw, it can choose to succeed instead.
Detect. The ceadeus makes a Wisdom (Perception)
Magic Resistance. The ceadeus has advantage on saving check.
throws against spells and other magical effects. Tail Attack. The ceadeus makes one Tail attack.
Siege Monster. The ceadeus deals double damage to Torpedo (Costs 2 Actions). The ceadeus swims up to its
objects and structures. swim speed, during this movement it can swim through
other creatures without provoking opportunity attacks.
Actions Each creature the ceadeus moves through must succeed
Multiattack. The ceadeus makes one Bite attack and two on a DC 17 Dexterity saving throw or take 21 (4d6 + 7)
Tail attacks. bludgeoning damage and be knocked prone.

74
Ceadeus Deep Dragongem (Druid, Sorcerer, Warlock, & Wizard
Only)
Challenge Rating 26 Carves 9
This weapon has 10 runes. While holding it, you can use an
Carve Chance Material Slots action to expend 1 or more of its runes to cast one of the
following spells from it, using your spell save DC: cone of
1-3 Ceadeus Scale (A,W)
cold (5 runes), fog cloud (1 runes), ice storm (4 runes), or
4-5 Ceadeus Hide (A,W) wall of ice (4 runes).
The weapon regains 1d6 + 4 expended runes daily at
6 Luminous Organ (A)
dawn. If you expend the last rune, roll a d20. On a 1. the
7-10 Crooked Horn (A,W) weapon cannot regain any runes for 1 week.
11-14 Ceadeus Fur (A)
15-19 Ceadeus Tail (W)
20 Deep Dragongem (A,W)

ARMOR MATERIAL EFFECTS


Ceadeus Scale
HG Earplugs. While you are attuned to this armor, you can
use a bonus action to conjure two earplugs in the shape of
your choice. While using these earplugs, you can only hear
creatures you choose to be able to hear and you have
advantage on saving throws against thunder damage.
Ceadeus Hide
Handicraft+3. For 24 hours, you gain proficiency with
three artisan tools of your choice each dawn.
Luminous Organ
When you are attacked by a creature within 30 feet of you
that you can see, you can use your reaction to impose
disadvantage on the attack roll, causing a blinding white
flash to erupt from your armor before the attack hits or
misses. An attacker that can’t be blinded is immune to this
property.
You can use this property three times. You regain all
expended uses when you finish a short rest.
Crooked Horn
While you wear this armor, you have a swimming speed of
60 feet, you can breathe underwater, you suffer no harm in
water as cold as -20 degrees Fahrenheit, and you can see
out to 120 feet even in the murkiest of waters.
Ceadeus Fur
You are immune to acid damage and have resistance to
cold damage while you wear this armor.
Deep Dragongem
Whenever you finish a long rest, you gain the benefits of
the Heroes' Feast spell.

WEAPON MATERIAL EFFECTS


Ceadeus Scale
Partbreaker +4. You deal an extra 1d12 damage when you
critically hit with this weapon.
Ceadeus Hide
Your weapon deals an extra 1d10 acid damage.
Crooked Horn
Awaken+. When this material is placed in a weapon that
does not deal cold, fire, lightning, necrotic, or thunder
damage, it rolls two extra damage die when it hits. For
example a shortsword now rolls 3d6 and a greatsword
deals 4d6.
Ceadeus Tail
H.Load Up+. While attuned to this weapon, you increase
the maximum capacity for all your ammo by 5.

75
Chameleos A Chameleos's Lair
Chameleos's body is covered by a purple and white hide, and its The Forest-Dwelling Chameleos very rarely share their territory
head ends with a protruding horn at the tip of its nose. Its eyes are with other dragons. With its ability to become invisible at will, it
similar to a real life chameleon's; large and orb-like, with the steals the treasures from anything that attempts to invade and take
ability to control eye movement individually. The long and elastic over. A chameleos lair is sometimes confused with a green dragon's
tongue can extend to grasp and steal items from a distance. Its lair due to both of them having a perpetual fog hanging in the air,
wings are a purple color with a grayish white membrane, and are the chameleos carrying a sweeter whiff of its poison mist. Tiny
used for flight and controlling the direction of its poison fog. mushrooms, known as toadstool, litter the ground releasing
Chameleos's large tail is reminiscent of a leaf and has a curled, poisonous spores at the slightest touch. Growing bigger as you
spiraling tip. deeper into the forest.
Chameleos are different from other Elder Dragons, as they are At the center of the forest, the chameleos chooses a grove
not nearly as "elegant" in their appearance as other Elder Dragon typically covered in mushrooms. The tree lining the grove is
species. Chameleos have a number of biological adaptations that sparse, allowing the chameleos to move freely in and out. A hole
make them extremely unique. Most notably is the Chameleos's has been dug out in the middle and has been filled with the
trademark camouflage mechanism. Each species of Chameleos has treasures the chameleos has gathered from lost folk, adventurers,
a different way of camouflaging itself. By generating a weak and anything else it has stolen in its travels
electric current in its skin that interacts with the mist it can breathe,
the Elder Dragon can bend light around itself, rendering it LAIR ACTIONS
effectively invisible. Some Chameleos use special ore to enable
On initiative count 20 (losing initiative ties), the chameleos takes a
their camouflage. Chameleos have independently moving eyeballs
lair action to cause one of the following effects; the dragon can't
that protrude from the sides of its head to create a wider field of
use the same effect two rounds in a row:
vision. Chameleos have several nasty defenses should it ever come
under attack. They possess an extremely strong poison, which can The Chameleos exhales a thick fog from its lungs filling the
be released from its mouth at will and often whipped into a thick area. The fog is a 60-foot-radius, 30-foot-high cylinder centered
cloud by the dragon's wings. Some Chameleos also possess an on the chameleos, spreads around corners, and its area is
extra vocal cord paralysis poison in their acid globs. Finally, it can heavily obscured. The fog lasts for 1 minute, until a wind of
exhale large amounts of mist to further hinder the vision of hunters, moderate or greater speed (at least 10 miles per hour) disperses
allowing it to either make a swift getaway or launch a surprise it, or when the chameleos dies. While the chameleos remains in
attack with ease. this fog, it can use its Invisible Passage as a free action at the
Chameleos are ambush hunters, waiting patiently for prey to end of its turn
pass by while they blend perfectly into their surroundings. Poisonous mist billows around one creature the chameleos can
Chameleos can and will eat almost anything, and can use different see within 120 feet of it. The creature must succeed on a DC 15
tactics to take down varying sizes of prey. Should its prey be a Constitution saving throw or be poisoned until initiative count
Neopteron such as a Vespoid, Altaroth, Bnahabra, or Konchu it will 20 on the next round.
simply snatch it out of the air using its long sticky tongue. If it is a Chameleos causes 8 small poisonous mushrooms to grow in
supply camp, it'll steal with each opportunity it gets. unoccupied spaces that it chooses within the lair. While the
Chameleos are very intelligent creatures. They will wait mushrooms are heavily obscured they are considered invisible.
patiently at a spot of importance such as a water source or natural A creature that enters a space that the poisonous mushrooms
crossroads, waiting for prey to pass by. Chameleos are well known occupy must make a DC 17 Constitution saving throw, taking
for stealing items from adventurers. Chameleos do this in order for 11 (3d6) poison damage and become poisoned for 1 minute on a
the adventurers to lose motivation in hunting them down. failed save, or half as much damage and are not poisoned on a
successful one. A creature can repeat the saving throw at the
end of each of its turns, ending the poison on itself on a success.

76
Chameleos a poisonous cloud appears in a 5-foot-radius, 10-foot-
high cylinder centered on the target that lasts for 24
Huge dragon (elder), unaligned
hours or until strong wind disperses the cloud. On a
miss, the cloud appears in a space adjacent to the target.
Armor Class 16 (natural armor) A creature that starts its turn in the cloud or moves
Hit Points 178 (17d12 + 68) through it for the first time on a turn must make a DC 17
Speed 40 ft., fly 80 ft. Constitution saving throw, taking 7 (2d6) poison
damage and be poisoned for 1 minute on a failed save,
or half as much damage and isn't poisoned on a
STR DEX CON INT WIS CHA successful one.
21 (+5) 14 (+2) 18 (+4) 16 (+3) 15 (+2) 14 (+2) Tongue Lash. Melee Weapon Attack. +10 to hit, reach 15
ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If
Saving Throws Dex +7, Con +9, Wis +7, Cha +7 the target has an object in at least one hand, it must
Skills Perception +7 make a DC 15 Strength saving throw or have the object
Damage Immunities cold, poison swallowed by the chameleos. If the chameleos takes 30
Condition Immunities exhaustion, poisoned damage in one turn, it regurgitates all swallowed objects
Senses blindsight 60 Ft., darkvision 120 ft., passive in a 5 foot area adjacent to it.
Perception 17
Poison Mist (Recharge 5-6). The chameleos exhales a
Languages Draconic
poisonous mist in a 60-foot cone. Each creature in that
Challenge 14 (11,500 XP) Proficiency +5
area must make a DC 17 Constitution saving throw,
taking 54 (12d8) poison damage on a failed save, or half
Chameleon Skin. The chameleos has advantage on as much damage on a successful one. The Mist lingers
Dexterity (Stealth) checks made to hide. until the start of the chameleos next turn. A creature that
Elder Sight. Magical Darkness doesn't impede the starts its turn in the mist or moves through it for the first
chameleos's darkvision. time on a turn must make a DC 17 Constitution saving
throw, taking 28(8d6) poison damage and become
Legendary Resistance (3/Day). If the chameleos fails a poisoned for 1 minute on a failed save, or half as much
saving throw, it can choose to succeed instead. damage and isn't poisoned on a successful one.
Actions Invisible Passage. The chameleos magically turns invisible
until it attacks or casts a spell, or until its concentration
Multiattack. The chameleos makes two Horn attacks and ends (as if concentrating on a spell). While invisible, the
one Tongue Lash attack. It can replace any of these chameleos leaves no physical evidence of its passage, so
attacks with its Poison Spit attack. it can be tracked only by magic.
Horn. Melee Weapon Attack. +10 to hit, reach 10 ft., one
target. Hit: 21 (3d10 + 5) piercing damage.
Bonus Action
Silent Step. While invisible, the chameleos teleports up to
Poison Spit. Ranged Weapon Attack. +10 to hit, range 30 feet to an unoccupied space.
60/240 ft., one target. Hit: 10 (3d6) poison damage and

77
Chameleos WEAPON MATERIAL EFFECTS
Challenge Rating 14 Carves 4 Chameleos Webbing
While attuned to this weapon, you know the poison spray
Carve Chance Material Slots
cantrip. If you already know the cantrip it deals one extra
1-2 Elder Dragon Bone (O) die of damage.
3-4 Elder Dragon Blood (O) Chameleos Claw
This weapon has 5 runes. When you hit a creature, you can
5-8 Chameleos Speckled Hide (A) expend 1 of its runes to have the target make a DC 15
9-11 Chameleos Webbing (A,W) Constitution saving throw. On a failed save, the creature is
poisoned for 1 minute. A creature can repeat its saving
12-13 Chameleos Claw (A,W) throw at the end of its turn, ending the effect on a success.
14 C.Deadly Poison Sac (A,W) This weapon regains 1d4+1 expended runes daily at
dawn.
15-16 Chameleos Tail (A,W)
C.Deadly Poison Sac
17-19 Chameleos Horn (A,W) Abnormal Status Atk up (M). Whenever you inflict a
condition on a creature or object that has a duration of 1
20 Chameleos Gem (A,W) minute or longer, the maximum duration of the condition
is increased by 12 seconds.
ARMOR MATERIAL EFFECTS Chameleos Tail
Chameleos Speckled Hide When you cast a spell that deals poison damage or causes
While wearing this armor all creatures have disadvantage the poisoned condition, you can increase your spell attack
on skills checks when trying to track you. roll or spell save DC by 2.
Chameleos Webbing Chameleos Horn
You have advantage on Dexterity (Stealth) checks while Critical Status (Poison). Whenever you critically hit with
you wear this armor. this weapon, the target creature must make a DC 15
Constitution saving throw. On a failed save the target is
Chameleos Claw
poisoned for 1 minute.
HG Earplugs. While you are attuned to this armor, you can
use a bonus action to conjure two earplugs in the shape of Chameleos Gem (Druid, Sorcerer, Warlock & Wizard Only)
your choice. While using these earplugs, you can only hear This weapon has 10 runes While holding this weapon, you
creatures you choose to be able to hear and you have can use an action to expend 1 or more of its runes to cast
advantage on saving throws against thunder damage. one of the following Spells from it, using your spell save
DC: dragon's breath (poison) (1 rune), fog cloud (1 rune),
C.Deadly Poison Sac
darkvision (2 runes), invisibility (2 runes) or, stinking cloud
You are immune to the poisoned condition while you wear
(3 rune). The weapon regains 1d4 + 1 expended runes
this armor.
daily at dawn. If you expend the last rune it cannot regain
Chameleos Tail any runes for one week.
You have resistance to cold damage while you wear this
armor. OTHER MATERIAL EFFECTS
Chameleos Horn C.Deadly Poison Sac
Rock Steady. While wearing this armor, you can't be You can make a DC 17 Wisdom (Poisoner's Kit) check
unwillingly knocked prone and you ignore effects like the using this material as its ingredient plus a vial. On a
kushala daora and amatsu's wind barrier. success you create a vial of midnight tears (DMG p. 258).
On a fail, the material is destroyed.
Chameleos Gem
While you are wearing this armor and you take damage, Elder Dragon Blood
you can use your reaction to magically turn invisible until Any rarity weapon upgrade material.
the start of your next turn or until you attack, make a Elder Dragon Bone
damage roll, or force someone to make a saving throw. Any rarity armor upgrade material.
Once you use this property, you can't use it again until you
finish a short or long rest.

78
Tempered Chameleos must succeed on a DC 15 Strength saving throw or have
the object swallowed by the chameleos. If the chameleos
Huge dragon (elder), unaligned
takes 50 damage in one turn, it regurgitates all
swallowed objects in a space adjacent to it.
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96) Poison Fountain (Must be in fog). The chameleos looks up
Speed 40 ft., fly 80 ft. and exhales three poison balls into the air, each of which
can strike a target within the fog cloud. A target must
succeed on a DC 20 Constitution saving throw, or be
STR DEX CON INT WIS CHA poisoned for 1 minute. While poisoned in this way, the
creature takes 17 (5d6) poison damage at the start of
21 (+5) 14 (+2) 22 (+6) 17 (+3) 16 (+3) 15 (+2) each of its turns. The target can repeat the saving throw
at the end of each of its turns, ending the effect on itself
Saving Throws Dex +8, Con +12, Wis +9, Cha +8 on a success.
Skills Perception +9, Stealth +8
Poison Ring (Recharge 5-6). The chameleos flies 15 feet
Damage Immunities cold, poison
into the air without provoking opportunity attacks and
Condition Immunities exhaustion, poisoned
exhales poisonous gas that spreads across the ground in
Senses blindsight 120 Ft., darkvision 120 ft., passive
a 30-foot radius centered directly below the chameleos.
Perception 19
Each creature in that area must make a DC 20
Languages Draconic
Constitution saving throw, taking 28 (8d6) poison
Challenge 19 (22,000 XP) Proficiency +6
damage and be poisoned for 1 minute on a failed save,
or half as much damage and isn't poisoned on a
Blinding Panic. When the chameloes is invisible and is successful one. While poisoned in this way, the creature
blinded by a flash bomb or other effect, it panics and takes 17 (5d6) poison damage at the start of each of its
loses concentration. While the chameloes is blinded, it is turns. The creature can repeat the saving throw at the
unable to use its Invisible Passage. end of each of its turns, ending the effect on itself on a
Chameleon Skin. The chameleos has advantage on success.
Dexterity (Stealth) checks made to hide. Invisible Passage. The chameleos magically turns invisible
Deadly Poison. Poison damage dealt by the chameleos, until it attacks or casts a spell, or until its concentration
including poison damage a creature takes at the start of ends (as if concentrating on a spell). While invisible, the
its turn from the poisoned condition, bypasses a chameleos leaves no physical evidence of its passage, so
creature's resistance to poison damage and deals half it can be tracked only by magic.
damage to creatures that are immune to poison damage.
Bonus Action
Elder Dragon Sight. Magical darkness doesn't impede the
Silent Step. While invisible, the chameleos teleports up to
chameleos's darkvision.
30 feet to an unoccupied space.
Innate Spellcasting. The chameleos can innately cast the
fog cloud spell at 3rd-level at will. It doesn't need to Legendary Actions
concentrate on the spell, but when recast, the previous The chameleos can take 3 legendary actions, choosing
fog cloud dissipates. from the options below. Only one legendary action
Legendary Resistance (3/Day). If the chameleos fails a option can be used at a time and only at the end of
saving throw, it can choose to succeed instead. another creature's turn. The chameleos regains spent
legendary actions at the start of her turn.
Actions Attack (2/round). The chameleos makes a Tail attack or a
Multiattack. The chameleos makes two attacks Horn Tongue attack.
attacks or two Claw attacks.
Transparent. The chameleos uses its invisible passage.
Claw. Melee Weapon Attack. +11 to hit, reach 5 ft., one Mist (Costs 2 Actions). The chameleos casts the fog
target. Hit: 15 (3d6 + 5) slashing damage. cloud spell at 3rd-level.
Horn. Melee Weapon Attack. +11 to hit, reach 10 ft., one Poison Breath (Costs 3 Actions) The chameleos exhales
target. Hit: 21 (3d10 + 5) piercing damage. poisonous gas in a 90-foot line that is 5-feet wide. Each
Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one creature in that area must make a DC 20 Constitution
target. Hit: 21 (3d10 + 5) bludgeoning damage and the saving throw, taking 14 (4d6) poison damage and be
target and each Medium or smaller creature adjacent to poisoned for 1 minute on a failed save, or half as much
the target must succeed on a DC 19 Strength saving damage and isn't poisoned on a successful one. While
throw, or be pushed 10 feet away from the chameleos poisoned in this way, the creature takes 17 (5d6) poison
and knocked prone. damage at the start of each of its turns. The creature can
repeat the saving throw at the end of each of its turns,
Tongue. Melee Weapon Attack. +11 to hit, reach 15 ft., ending the effect on itself on a success.
one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the
target has an object in at least one hand, it

79
Tempered Chameleos T.Chameleos Claw (Ranged Weapon Only)
Challenge Rating 19 Carves 4 Deadeye+. Your weapon's normal attack range is doubled.
Carve Chance Material Slots TC.Deadly Poison Sac
1-2 Elder Dragon Bone (O) (Druid, Sorcerer, Warlock & Wizard Only)
This weapon has 10 runes While holding this weapon, you
3-4 Elder Dragon Blood (O) can use an action to expend 1 or more of its runes to cast
one of the following Spells from it, using your spell save
5-8 T.Chameleos Speckled Hide (A,W)
DC: dragon's breath (poison) (1 rune), fog cloud (1 rune),
9-11 T.Chameleos Wing (A,W) darkvision (2 runes), invisibility (2 runes) or, stinking cloud
(3 rune). The weapon regains 1d4 + 1 expended runes
12-13 T.Chameleos Claw (A,W) daily at dawn. If you expend the last rune it cannot regain
14 TC.Deadly Poison Sac (A,W) any runes for one week.
15-16 T.Chameleos Tail (A,W) T.Chameleos Tail
You gain a + 2 bonus to your spell attack rolls and spell
17-19 T.Chameleos Spike (A,W) save DC while attuned to this weapon. This bonus
20 T.Chameleos Gem (A,W) increases to +4 when the spell you are casting deals
poison damage.
T.Chameleos Spike
ARMOR MATERIAL EFFECTS Critical Status (Poison). Whenever you critically hit with
T.Chameleos Speckled Hide this weapon, the target creature must make a DC 17
While wearing this armor all creatures have disadvantage Constitution saving throw. On a failed save the target is
on skills checks when trying to track you. Additionally you poisoned for 1 minute.
leave no footprints while you are invisible.
T.Chameleos Gem
T.Chameleos Wing Mind's Eye. Your attacks with this weapon bypass the
You have advantage on Dexterity (Stealth) checks while damage resistances of any creature.
you wear this armor.
T.Chameleos Claw OTHER MATERIAL EFFECTS
Evade Window. This armor has 3 runes, and it regains 1d3 TC.Deadly Poison Sac
expended runes daily at dawn. When you fail a Dexterity You can make a DC 17 Wisdom (Poisoner's Kit) check
saving throw while wearing it, you can use your reaction to using this material as its ingredient plus a vial. On a
expend 1 of its runes to succeed on that saving throw success you create a vial of midnight tears (DMG p. 258).
instead. On a failed save, the material is destroyed.
TC.Deadly Poison Sac Elder Dragon Blood
Rock Steady. While wearing this armor, you can't be Any rarity weapon upgrade material.
unwillingly knocked prone and you ignore effects like the Elder Dragon Bone
kushala daora and amatsu's wind barrier. Any rarity armor upgrade material.
T.Chameleos Tail
You are immune to cold damage while you wear this
armor.
T.Chameleos Spike
While you are wearing this armor and you take damage,
you can use your reaction to magically turn invisible until
the start of your next turn or until you attack, make a
damage roll, or force someone to make a saving throw.
You can use this property twice, regaining all expended
uses when you finish a short or long rest.
T.Chameleos Gem
You are resistant to poison damage and immune to the
poisoned condition while you wear this armor.

WEAPON MATERIAL EFFECTS


T.Chameleos Speckled Hide
This weapon is transparent while sheathed or stowed on
your body. If a creature uses its action to examine you, the
creature can see the slight shimmer of the weapon with a
successful DC 20 Wisdom (Perception).
T.Chameleos Wing
Peak Performance. When your hit points are full and you
roll a 1 or 2 on a damage die for an attack you make with a
melee weapon, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2.

80
Risen Chameleos
A risen chameleos is a chameleos has overcome
being afflicted by the qurio and has become more
powerful as a result. It has a challenge rating of 21
(33,000 XP). It has the same statistics as a
tempered chameleos except for the following
changes:
Risen State (Recharge 4-6). At the start of its turn
the chameleos enters a Risen State until the start
of its next turn, if it is available. While in the Risen
State, some of the chameleos's actions are
enhanced (as described below) and it can use its
Risen actions as an action or legendary action.
This Recharge trait, is immune to the effects of
the Elderseal material.

Enhanced Actions
Multiattack. The chameleos makes two Tongue
attacks.
Poison Fountain. The chameleos exhales two extra
poison balls into the air.
Tongue. A creature hit by this attack is pulled into
an unoccupied space within 5 feet of the
chameleos.
Risen Actions
Poisonous Retreat (Costs 1 Action if used as a
Legendary Action). The chameleos spits poison at a
creature, it can see, within 15 feet of it. That
creature must make a DC 20 Constitution saving
throw, taking 14 (4d6) poison damage and be
poisoned for 1 minute on a failed save, or half as
much damage and isn't poisoned on a successful
one. While poisoned in this way, the creature takes
17 (5d6) poison damage at the start of each of its
turns. The creature can repeat the saving throw at Dalamadur
the end of each of its turns, ending the effect on The Dalamadur has a snake-like face, with bright red eyes,
itself on a success. The chameleos then flies 15 numerous fangs, and many hook-like spikes along its body which
feet into the air without provoking opportunity start out clustered around its head and neck, and becoming more
attacks.
spread out along its long body, with a small cluster near the tip of
Poison Breath (Costs 2 Actions if used as a
its tail, which is topped with a pair of red barbs that it can rattle in a
Legendary Action). The chameleos exhales poison
manner similar to rattlesnakes. Its chest has glowing vents, which
gas in a 60-foot cone or two lines in different
huff steam. Its face and tail will also glow red when in its Raged
directions that are 60-feet long and 5 feet wide.
state.
Each creature in that area must make a DC 20
Constitution saving throw, taking 14 (4d6) poison Dalamadur are quite aggressive in nature, willing to destroy
damage and be poisoned for 1 minute on a failed adventurers at all cost. Dalamadur can easily destroy whole
save, or half as much damage and isn't poisoned mountains with their coils and cause pieces of rumble to fall from
on a successful one. While poisoned in this way, them. For unknown reasons, large numbers of Dalamadur are
the creature takes 17 (5d6) poison damage at the known to rise from underground during certain times of the year.
start of each of its turns. The creature can repeat Dalamadur makes its home at the highest peaks of Heaven's
the saving throw at the end of each of its turns, Mount, known as Speartip Crag. Occasionally, these monsters can
ending the effect on itself on a success. be seen in the Forest and Hills/Verdant Hills. When approaching
Toxic Explosion (Costs 3 Actions if used as a death, an individual will travel across the sea in the Elder Crossing
Legendary Action). The chameleos exhales poison to die in the Rotten Vale. Upon death, it will become a habitat, as
around it, before slaming its tail on the ground seen with the Rotten vale, the decomposing corpse of an old
creating a large explosion. Each creature within 15- Dalamadur, many times larger than the specimen encountered in
feet of the chameleos must succeed on a DC 20 Monster Hunter 4.
Constitution saving throw or take 45 (13d6)
poison damage.

81
Dalamadur Frightful Presence. Each creature of the dalamadur's
choice that is within 120 feet of the dalamadur and
Gargantuan dragon (elder), unaligned
aware of it must succeed on a DC 16 Wisdom saving
throw or become frightened for 1 minute. A creature can
Armor Class 18 (natural armor)
repeat the saving throw at the end of each of its turns,
Hit Points 201 (13d20 + 65)
ending the effect on itself on a success. If a creature's
Speed 60 ft., burrow 60 ft., climb 60 ft.
saving throw is successful or the effect ends for it, the
creature is immune to the dalamadur's Frightful Presence
STR DEX CON INT WIS CHA for the next 24 hours.
Rattle. Using the hypnotic sounds from the rattle on its
18 (+4) 24 (+7) 21 (+5) 18 (+4) 14 (+2) 14 (+2)
tail, the dalamadur chooses one humanoid it can see
within 30 feet of it. That creature must succeed on a DC
Saving Throws Wis +8 Cha +8 16 Wisdom saving throw or be magically charmed for 1
Skills Perception +14, Stealth +13 day. The charmed target obeys the dalamadur spoken
Damage Resistances fire, poison and telepathic commands. If the target suffers any harm
Condition Immunities charmed, frightened, paralyzed from the dalamadur or another creature or receives a
Senses truesight 120 ft., passive Perception 24 suicidal command from the dalamadur, the target can
Languages Common, Draconic, Sylvan, Telepathy 120 ft. repeat the saving throw, ending the effect on itself on a
Challenge 18 (20,000 XP) Proficiency +6 success. If a target's saving throw is successful, or if the
effect ends for it, the creature is immune to the
Legendary Resistance (3/Day). If the dalamadur fails a dalamadur's Rattle for the next 24 hours. A creature that
saving throw, it can choose to succeed instead. is Deafened is immune to this effect.
Siege Monster. The dalamadur deals double damage to Fire Breath (Recharge 5-6). The dalamadur exhales fire in a
objects and structures. 90-foot cone. Each creature in that area must make a DC
19 Dexterity saving throw, taking 59 (17d6) fire damage
Actions on a failed save, or half as much damage on a successful
Multiattack. The dalamadur can use its Frightful Presence. one.
It then makes one Bite attack and one Tail attack. It can't
make both attacks against the same target.
Legendary Actions
The dalamadur can take 3 legendary actions, choosing
Bite. Melee Weapon Attack. +13 to hit, reach 15 ft., one
from the options below. Only one legendary action
target. Hit: 29 (4d10 + 7) piercing damage, and the
option can be used at a time and only at the end of
target must make a DC 19 Constitution saving throw,
another creature's turn. The dalamadur regains spent
taking 14 (4d6) poison damage on a failed save, or half
legendary actions at the start of its turn.
as much damage on a successful one.
Squeeze. The dalamadur makes a Constrict attack.
Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one creature. Hit: 18 (4d6 + 4) bludgeoning damage, Rattle (Costs 2 Actions). The dalamadur uses Rattle.
and the target is grappled (escape DC 18). Until this Meteor (Costs 3 Actions). The dalamadur opens its mouth
grapple ends, the creature is restrained, and the and magically creates three swirling balls of blue fire,
dalamadur can't constrict another target. launching them into the sky, each of which can strike a
Tail. Melee Weapon Attack. +13 to hit, reach 25 ft., one different target the dalamadur can see within 120 feet of
target. Hit: 25 (4d8 + 7) piercing damage. it. A target must make a DC 19 Dexterity saving throw,
taking 18 (4d8) fire damage on a failed save, or half as
much damage on a successful one.

82
.

Dalamadur Dalamadur Gazer (Hunting Horn Only)


Challenge Rating 18 Carves 6 Jingle. When you miss a hostile creature with this weapon,
you can choose elicit a number of notes equal to half of
Carve Chance Material Slots your hunting horn's cord length as a bonus action.
1-2 Elder Dragon Bone (O) Dalamadur Steel
3-4 Elder Dragon Blood (O) Blast Coat. This material provides one of the following
weapon properties depending on which weapon it is
5-6 Dalamadur Glaive (A,W) placed in:
7-8 Dalamadur Gazer (A,W) (Bow) Your blast coating deals an extra 1d6 fire damage.
(Dual Repeaters) When you hit a create with your
9-10 Dalamadur Steel (A,W)
empowered blaze ammo, it now ignites the terrain in a
11 D.Vortex Bone (A,W) 5-foot line extending from you to the target. The terrain
remains on fire until the start of your next turn. A
12 Dalamadur Pectus (A,W) creature that moves into the fire for the first time on a
13 Dalamadur Talon (W) turn or ends it turn in the flames takes 1d6 fire damage.
(Heavy Bowgun) Your cluster ammo deals an extra 2d6
14-15 Dalam Tail Scale (A,W) fire damage.
16-17 Dalam Tail Shell (W) (Light Bowgun) Your flaming ammo now bypasses a
creatures resistance to fire damage.
18-19 Dalamadur Fanblade (W)
D.Vortex Bone
20 Skyblade Gem (A,W) Critical Eye. Your weapon attacks critical hit range is
increased by 1.
ARMOR MATERIAL EFFECTS Dalamadur Pectus
Dalamadur Glaive Elderseal. When you hit a creature that has a Recharge
Archaeologist+. When you successfully gather a bone ability, it has disadvantage on all recharge rolls until the
resource, you gather an extra 1d4 more. start of your next turn.
Dalamadur Gazer Dalamadur Talon (Bladed Weapon Only)
Guts+. When you are reduced to 0 hit points but not killed Honed Blade. This weapons damage die is increased by 1
outright, you can drop to 1 hit point instead. Once you use size up to a maximum of a d10. A d6 becomes a d8, and a
this property, you can’t use it again until you finish a long d8 becomes a d10.
rest. Dalam Tail Scale (Spellcaster Only)
Dalamadur Steel You know the melf's minute meteors spell while attuned to
While wearing this armor you have resistance to poison this weapon. If you already know the spell, you cast it as if
damage. You can also communicate with snakes and it was one level higher than the spell slot you use.
snake-like creatures as though you shared a language. Dalam Tail Shell
D.Vortex Bone This weapon has 3 runes which are regained daily at dawn.
While you are attuned to this armor, you can use an action Once per turn when you hit a creature with this weapon
to speak its command word to cast the polymorph spell you can expend a rune to have the target make a DC 17
from it and turn into a giant constrictor snake (MM p.324) Wisdom saving throw or become frightened of you for 1
that resembles the dalamadur. Once used, this property minute. A creature can repeat its saving throw at the end
can't be used again until the next dawn. of its turn, ending the effect on a successful save.
Dalamadur Pectus Dalamadur Fanblade
You cannot be paralyzed while you wear this armor. At the start of your turn if a creature is grappled or
restrained by you, that creature takes 1d6 bludgeoning
Dalam Tail Scale damage.
Iron Wall. You have a +2 bonus to your armor class while
you wear this armor. Skyblade Gem
This weapon has 3 runes which are regained daily at dawn.
Skyblade Gem As an action you can expend a rune to have the target
You have resistance to cold and fire damage while you make a DC 17 Charisma saving throw or become charmed
wear this armor. by you as if you cast the charm person spell.

WEAPON MATERIAL EFFECTS OTHER MATERIAL EFFECTS


Dalamadur Glaive Elder Dragon Blood
Siege. This weapon deals double damage to objects and Any rarity weapon upgrade material.
structures.
Elder Dragon Bone
Any rarity armor upgrade material.

83
Shah Dalamadur
Shah dalamadur is the undisputed apex predator of its habitat. Shah dalamadur sports a lighter, sand-colored hide with red-orange
Although its diet is unknown, it is almost certainly carnivorous, spines after molting out of their old skin. After molting, shah
and herbivorous monsters such as aptonoth, conga, and rhenoplos dalamadur have no control over their metabolism, meaning their
would be easy prey. Given its incredible size, predators such as body temperature will constantly change. When cold, a shah
tigrex, deviljho, stygian zinogre, azure rathalos, rajang and even dalamadur's hide can repel most attacks. When hot, the hide of a
the infamous shagaru magala would most likely avoid the beast at shah dalamadur is vulnerable to most attacks. From their body
all costs. temperature constantly changing, shah dalamadur are able to
Shah dalamadur are far more aggressive than any mere perform an ability never seen before by a normal dalamadur. Shah
dalamadur due to them being in a sort of defenseless state after dalamadur are able to burn the very ground with their powerful
molting. heated metabolism through just about any part of their body
that is heated. This heat can leave behind
powerful flames with just a single touch.

84
Shah Dalamadur Tail. Melee Weapon Attack. +18 to hit, reach 25 ft., one
target. Hit: 27 (4d8 + 9) piercing damage.
Gargantuan dragon (elder), unaligned
Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Armor Class 23 (natural armor) one creature. Hit: 31 (4d12 + 5) bludgeoning damage,
Hit Points 594 (29d20 + 290) and the target is grappled (escape DC 22). Until this
Speed 60 ft., burrow 60 ft., climb 60 ft. grapple ends, the creature is restrained, and the shah
dalamadur can't constrict another target.
Frightful Presence. Each creature of the shah dalamadur's
STR DEX CON INT WIS CHA choice that is within 120 feet of the shah dalamadur and
20 (+5) 28 (+9) 30 (+10) 26 (+6) 21 (+5) 20 (+5) aware of it must succeed on a DC 22 Wisdom saving
throw or become frightened for 1 minute. A creature can
Saving Throws Str +14, Wis +14 Cha +14 repeat the saving throw at the end of each of its turns,
Skills Perception +23, Stealth +18 ending the effect on itself on a success. If a creature's
Damage Resistances fire, poison saving throw is successful or the effect ends for it, the
Condition Immunities charmed, frightened, paralyzed creature is immune to the shah dalamadur's Frightful
Senses truesight 120 ft., passive Perception 33 Presence for the next 24 hours.
Languages Common, Deep Speech, Draconic, Sylvan, Rattle. Using the hypnotic sounds from the rattle on its
Telepathy 120 ft. tail, the shah dalamadur chooses one humanoid it can
Challenge 30 (155,000 XP) Proficiency +9 see within 30 feet of it must succeed on a DC 22
Wisdom saving throw or be magically charmed for 1 day.
Legendary Resistance (3/Day). If the shah dalamadur fails a The charmed target obeys the shah dalamadur spoken
saving throw, it can choose to succeed instead. and telepathic commands. If the target suffers any harm
from the dalamadur or another creature or receives a
Magic Resistance. The shah dalamadur has advantage on
suicidal command from the shah dalamadur, the target
saving throws against spells and other magical effects.
can repeat the saving throw, ending the effect on itself
Siege Monster. The shah dalamadur deals double damage on a success. If a target's saving throw is successful, or if
to objects and structures. the effect ends for it, the creature is immune to the shah
Uncontrolled Metabolism. At the start of the shah dalamadur's Rattle for the next 24 hours. A creature that
dalamadur's turn roll a d4 to determine what its is Deafened is immune to this effect.
metabolism does: Fire Breath (Recharge 5-6). The shah dalamadur exhales
1-2 Overheat. The shah dalamadur gains the following fire in a 90-foot cone. Each creature in that area must
traits and loses the Frozen Hide trait: make a DC 27 Dexterity saving throw, taking 88 (16d10)
Fire Aura. At the start of each of the shah dalamadur's fire damage on a failed save, or half as much damage on
turns, each creature within 10 feet of it takes 14 (4d6) a successful one.
fire damage, and flammable objects in the aura that Bonus Actions
aren't being worn or carried ignite. A creature that
touches the shah dalamadur or hits it with a melee Aggressive. The shah dalamadur moves up to its speed
attack while within 5 feet of it takes 14 (4d6) fire toward a hostile creature that it can see.
damage. Legendary Actions
Burn. When the shah dalamadur hits a creature with a The shah dalamadur can take 3 legendary actions,
bite attack, tail attack, or with its constrict; that choosing from the options below. Only one legendary
creature begins to burn, taking 5 (1d10) fire damage action option can be used at a time and only at the end
at the start of each of its turns until a creature takes an of another creature's turn. The shah dalamadur regains
action to douse the fire. spent legendary actions at the start of its turn.
3-4 Cooldown. The shah dalamadurgains the following Squeeze. The shah dalamadur makes a constrict attack.
trait and loses its Fire Aura and Burn traits.
Rattle (Costs 2 Actions). The shah dalamadur uses its
Frozen Hide. The shah dalamadur hide drops to almost Rattle.
freezing temperatures, repelling most attacks. It has
Meteor (Costs 3 Actions). The shah dalamadur opens its
resistance to all damage except psychic damage.
mouth and magically creates three swirling balls of blue
Actions fire, launching them into the sky, each of which can
strike a different target the shah dalamadur can see
Multiattack. The shah dalamadur can use its Frightful within 120 feet of it. A target must make a DC 22
Presence. It then makes one Bite attack and one Tail Dexterity saving throw, taking 31 (7d8) lightning
attack. It can't make both attacks against the same target. damage on a failed save, or half as much damage on a
Bite. Melee Weapon Attack. +18 to hit, reach 15 ft., one successful one.
target. Hit: 31 (4d10 + 9) piercing damage, and the
target must make a DC 27 Constitution saving throw,
taking 28 (8d6) poison damage on a failed save, or half
as much damage on a successful one.

85
Shah Dalamadur WEAPON MATERIAL EFFECTS
Challenge Rating 30 Carves 9 S.Dalamadur Glaive
Awaken+. When this material is placed in a weapon that
Carve Chance Material Slots does not deal cold, fire, lightning, necrotic, or thunder
1-2 Elder Dragon Blood x2 (O) damage, it rolls two extra damage die when it hits. For
example a shortsword now rolls 3d6 and a greatsword
3-4 Elder Dragon Bone x2 (O) deals 4d6.
5-6 S.Dalamadur Glaive (A,W) S. Dalamadur Gazer. (Ranged Weapon Only)
7-8 S.Dalamadur Gazer (A,W) Bonus Shot. When you take the attack action, you can
make one additional attack with this weapon as a bonus
9-10 S.Dalamadur Steel (A,W) action.
11 S.Vortex Bone (A,W) S.Dalamadur Steel
12 S.Dalamadur Pectus (A,W) At the start of your turn if a creature is grappled or
restrained by you, that creature takes 2d6 bludgeoning
13 S.Dalamadur Ripper (W) damage.
14-15 S.Dalam Tail Scale (A,W) S.Vortex Bone (Hammer Only)
Punish Draw+. A creatures hit by your hammer's mighty
16-17 S.Dalam Tail Shell (W) weapon make its saving throw at disadvantage.
18-19 S.Dalamadur Fanblade (W) S.Dalamadur Pectus
20 Skyblade Dragon Sapphire (A,W) Amplify. The elemental damage done by your weapon is
increased by one die size and the duration of consumables
is increased by 50%.
ARMOR MATERIAL EFFECTS S.Dalamadur Ripper (Bladed Weapon Only)
S.Dalamadur Glaive Honed Blade+. This weapons damage die is increased by 1
Pack Rat. While you are attuned to this armor, your party size up to a maximum of a d12. A d6 becomes a d8, a d8
can gather double the normal number of resources becomes a d10, a d10 becomes a d12.
available on a hunt.
S.Dalam Tail Scale (Spellcaster Only)
S.Dalamadur Gazer You know the melf's minute meteors spell while attuned to
Guts+2. When you are reduced to 0 hit points but not this weapon. If you already know the spell, you cast it as if
killed outright, you can drop to 1 hit point instead. Once it was three levels higher than the spell slot you use.
you use this property, you can’t use it again until you finish
a short or long rest. S.Dalam Tail Shell
This weapon has 3 runes which are regained daily at dawn.
S.Dalamadur Steel Once per turn when you hit a creature with this weapon
Nimbleness. You have advantage on Dexterity (Acrobatics) you can expend a rune to have the target make a DC 21
checks and Dexterity saving throws while you wear this Wisdom saving throw or become frightened of you for 1
armor. Also when you are subjected to an effect that minute. A creature can repeat its saving throw at the end
allows you to make a dexterity saving throw to take only of its turn, ending the effect on a successful save.
half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail. S.Dalamadur Fanblade
Brutality. Your weapon attacks critical hit range is
S.Vortex Bone increased by 2 and you deal an extra 1d10 damage when
While you are attuned to this armor, you can use an action you critically hit with this weapon.
to speak its command word to cast the polymorph spell
from it and turn into a giant constrictor snake (MM p.324) Skyblade Dragon Sapphire
that resembles the dalamadur. You can use this property This weapon has 3 runes which are regained daily at dawn.
twice, regaining all expended uses when you finish a long As an action you can expend a rune to have the target
rest. make a DC 21 Charisma saving throw or become charmed
by you as if you cast the charm person spell.
S.Dalamadur Pectus
Wellness. While wearing this armor, you cannot be OTHER MATERIAL EFFECTS
unwillingly put to sleep, poisoned, paralyzed, or stunned. Elder Dragon Blood
S.Dalam Tail Scale Any rarity weapon upgrade material.
Iron Wall+. You have a +3 bonus to your armor class while
Elder Dragon Bone
you wear this armor.
Any rarity armor upgrade material.
Skyblade Dragon Sapphire
You are immune to cold and fire damage while you wear
this armor.

86
Dire Miralis
Dire Miralis is a very large, semi-aquatic Elder Dragon. Its body
structure is reminiscent of Fatalis, with relatively short limbs and a
Dire Miralis
Gargantuan dragon (elder), unaligned
long tail and neck. Its body is filled with a magma-like substance
which pools at the base of the tail, the chest, and at each shoulder.
Each of these pools directs magma flow to certain parts of the Armor Class 18 (natural armor)
body. On its back are a pair of wing-like appendages. Seemingly Hit Points 155 (10d20 + 50)
useless in terms of flight, these "wings" feature cannon-like chutes Speed 30 ft., swim 30 ft.
which can extrude globules of magma, both as a means of defense
and as a way to jettison excess magma. Dire Miralis head features a
STR DEX CON INT WIS CHA
frill-like structure and an upturned snout.
Due to the hot fluids inside of Dire Miralis, an intense heat is 24 (+7) 16 (+3) 21 (+5) 12 (+1) 15 (+2) 9 (-1)
known to come from its body, boiling any sources of water around
it. This intense heat can easily wipe out all living creatures within Saving Throws Wis +6, Cha +3
Dire Miralis's range. Damage Immunities fire
Interestingly, long after a Dire Miralis dies, its heart continues to Condition Immunities frightened
beat even if removed--just as legend states. It is said that Dire Senses blindsight 120 ft., passive Perception 12
Miralis can regenerate its whole body with its heart alone, and that Languages Draconic
Dire Miralis is even immortal. Challenge 11 (7,200 XP) Proficiency +4
Dire Miralis is extremely hostile to all living things and can
destroy an entire ecosystem just from its intense heat. A Dire Legendary Resistance (2/Day). If the dire miralis fails a
Miralis actually destroyed the Tainted Sea and killed all living saving throw, it can choose to succeed instead.
things in the area, filling the water with blood, until it was driven Magma Armor. While the dire miralis is below half of its
off in ancient times. This monster is one that many hunters don't maximum hp, its body cools and it gains a +4 bonus to
live to tell about. its AC.
Siege Monster. The dire miralis deals double damage to
objects and structures.

Actions
Multiattack. The dire miralis makes two Claw attacks, or
two Magma Glob attacks.
Claw. Melee Weapon Attack. +11 to hit, reach 5 ft., one
target. Hit: 25 (4d8+7) slashing damage.
Magma Glob. Ranged Weapon Attack. +11 to hit, reach
60/240 ft., one target. Hit: 27 (5d10) fire damage and
the space it is in is covered in lava for 24 hours before
cooling. A creature that starts its turn in lava or enters
the space for the first time on a turn, takes 11 (2d10)
fire damage. On a miss, an unoccupied space within 5
feet of the target is covered in lava. The lava ignites
flammable objects in the area that aren't being worn or
carried.
Crush. The dire miralis slams its body on the ground in
a 40-foot square in front of it. Each creature in that
area must succeed on a DC 19 Strength or Dexterity
saving throw (target's choice) or be knocked prone and
take 18 (4d8) bludgeoning damage plus 18 (4d8) fire
damage. On a successful save, the creature takes only
half the damage, isn't knocked prone, and is pushed 5
feet out of the dire miralis's space into an unoccupied
space of the creature's choice. If no unoccupied space
is within range, the creature instead falls prone in the
dire miralis's space.
Greater Fireball (Recharge 5-6). The dire miralis exhales
a massive fireball which explodes at a point it can see
within 150 feet of it. Each creature in a 25-foot radius
sphere centered on that point must make a DC 17
Dexterity saving throw, taking 38 (11d6) fire damage
on a failed save, or half as much damage on a
successful one.

87
Dire Miralis Immortal Heart
Whenever you cast a spell of 1st-level or higher, lava
Challenge Rating 11 Carves 6
erupts from the ground around you. any creature within 5
Carve Chance Material Slots feet of you takes 5 points of fire damage. Also when you
cast a spell that deals fire damage, it deals extra damage
1-4 Miralis Scale (A,W) equal to 2 times the spells level as fire damage.
5-7 Miralis Fireback (A) Miralis Smelter
8-9 Miralis Fireclaw (W) This weapon has 3 runes that it regains daily at dawn.
When you hit a creature with this weapon, you can expend
10 Gushing Magma (A,W) a rune to have it make a DC 15 Wisdom saving throw. On
a failed save, the target has disadvantage on all attack rolls
11-13 Immortal Heart (A,W)
against targets other than you until the end of your next
14-15 Miralis Smelter (A,W) turn.
16-17 Miralis Hellwing (A,W) Miralis Hellwing (Spellcaster Only)
This weapon has 7 runes. While holding it, you can use an
18-19 Miralis Evil Eye (A,W) action to expend 1 or more of its runes to cast the fireball
20 Dire Dragongem (W) spell (save DC 15) from it. For 1 rune, you cast the 3rd-
level version of the spell. You can increase the spell slot
level by one for each additional rune you expend.
ARMOR MATERIAL EFFECTS This weapon regains 1d6 + 1 expended runes daily at
Miralis Scale dawn. If you expend the weapon's last rune, roll a d20. On
Current Resist. While wearing this armor you are a 1, the runes cannot recharge for a week.
unaffected by the waters current, natural or magical, unless Miralis Evil Eye
you otherwise choose to be. Elderseal. When you hit a creature that has a Recharge
Miralis Fireback ability, it has disadvantage on all recharge rolls until the
Windproof. Spells you cast such as fog cloud, can no start of your next turn.
longer be dispersed by wind, magical or otherwise while Dire Dragongem
you wear this armor. Latent Power +1. When you are reduced to a quarter of
Gushing Magma your maximum hit points for the first time in combat or at
Earplugs. While you are attuned to this armor, you can use the start of your turn on the 10th round of combat,
a bonus action to conjure two earplugs in the shape of whichever comes first, you gain the effects of the haste
your choice. While using these earplugs, you are spell for 1 minute. Once used, you must finish a short or
considered deafened and you have advantage on saving long rest before you can use this property again.
throws against thunder damage. You can dispel the ear
plugs as a bonus action ending the deafened effect.
Immortal Heart
When you are below half of your maximum hit points, you
can use your bonus action to increase your AC by 2 for 1
minute. Once you use this feature, you cannot use it again
until you complete a short or long rest.
Miralis Smelter
Geologist+. When you successfully gather a mining
resource, you gather an extra 1d4 more.
Miralis Hellwing
You have resistance to fire damage while you wear this
armor.
Miralis Evil Eye
Rock Steady. While wearing this armor, you can't be
unwillingly knocked prone and you ignore effects like the
kushala daora and amatsu's wind barrier.

WEAPON MATERIAL EFFECTS


Miralis Scale
Your fire spells deal an extra 1d6 fire damage.
Miralis Fireclaw
Your weapon deals an extra 1d6 fire damage.
Gushing Magma
Bow Charge Plus. While attuned to this weapon, you can
use your dragonpiercer one additional time between rests
and it recharges after a Short or Long rest.

88
Tempered Dire Miralis Crush. The dire miralis slams its body on the ground in
a 40-foot square in front of it. Each creature in that
Gargantuan dragon (elder), unaligned area must succeed on a DC 21 Strength or Dexterity
saving throw (target's choice) or be knocked prone and
Armor Class 18 (natural armor) take 18 (4d8) bludgeoning damage plus 22 (5d8) fire
Hit Points 214 (13d20 + 78) damage. On a successful save, the creature takes only
Speed 30 ft., swim 30 ft. half the damage, isn't knocked prone, and is pushed 5
feet out of the dire miralis's space into an unoccupied
space of the creature's choice. If no unoccupied space
STR DEX CON INT WIS CHA is within range, the creature instead falls prone in the
dire miralis's space.
24 (+7) 16 (+3) 23 (+6) 12 (+1) 15 (+2) 9 (-1)
Greater Fireball (Recharge 5-6). The dire miralis exhales
Saving Throws Con +12, Wis +8, Cha +5 a massive fireball which explodes at a point it can see
Damage Resistances bludgeoning, piercing, and within 150 feet of it. Each creature in a 25-foot radius
slashing damage from nonmagical attacks sphere centered on that point must make a DC 20
Damage Immunities fire Dexterity saving throw, taking 63 (18d6) fire damage
Condition Immunities frightened on a failed save, or half as much damage on a
Senses blindsight 120 ft., passive Perception 12 successful one.
Languages Draconic
Challenge 18 (20,000 XP) Proficiency +6 Legendary Actions
The dire miralis can take 3 legendary actions, choosing
Legendary Resistance (2/Day). If the dire miralis fails a from the options below. Only one legendary action
saving throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dire miralis regains spent
Magma Armor. While the dire miralis is below half of its legendary actions at the start of its turn.
maximum hp, its body cools and it gains a +5 bonus to
its AC. Move. The dire miralis moves up to its speed without
provoking opportunity attacks.
Siege Monster. The dire miralis deals double damage to
objects and structures. Tremor. The dire miralis stomps on the ground sending
a tremor out in a 60-foot radius around it. Each
Actions creature on the ground in that area must succeed on a
DC 21 Dexterity saving throw or be knocked prone.
Multiattack. The dire miralis makes two Claw attacks, or
two Magma Glob attacks. Magma Attack (Costs 2 Actions). The dire miralis makes
a Magma Glob attack.
Claw. Melee Weapon Attack. +13 to hit, reach 5 ft., one
target. Hit: 25 (4d8+7) slashing damage.
Magma Glob. Ranged Weapon Attack. +13 to hit, reach
60/240 ft., one target. Hit: 33 (6d10) fire damage and
the space it is in, is covered in lava for 24 hours before
cooling. On a miss, an unoccupied space within 5 feet
of the target is covered in lava. The lava ignites
flammable objects in the area that aren't being worn or
carried and creatures that starts its turn in the lava or
enters the space for the first time on a turn, takes 11
(2d10) fire damage.

89
Tempered Dire Miralis WEAPON MATERIAL EFFECTS
Challenge Rating 18 T.Miralis Scale
Carves 6 Your fire spells deals an extra 1d6 fire damage.
Carve Chance Material Slots T.Miralis Fireclaw
1-4 T.Miralis Scale (A,W) Your weapon deals an extra 1d8 fire damage.
T.Gushing Magma
5-7 T.Miralis Fireback (A)
Bow Charge Plus+. While attuned to this weapon, you can
8-9 T.Miralis Fireclaw (W) use your dragonpiercer two additional times between rests
and it recharges after a Short or Long rest.
10 T.Gushing Magma (A,W)
T.Immortal Heart
11-13 T.Immortal Heart (A,W) Whenever you cast a spell of 1st-level or higher, lava
14-15 T.Miralis Smelter (A,W) erupts from the ground around you. any creature within 5
feet of you takes 9 (2d8) points of fire damage. Also when
16-17 T.Miralis Hellwing (A,W) you cast a spell that deals fire damage, it deals extra
18-19 T.Miralis Evil Eye (A,W) damage equal to 2 times the spells level as fire damage.

20 T.Dire Dragongem (W) T.Miralis Smelter


This weapon has 4 runes that it regains daily at dawn.
When you hit a creature with this weapon, you can expend
ARMOR MATERIAL EFFECTS a rune to have it make a DC 16 Wisdom saving throw. On
T.Miralis Scale a failed save, the target has disadvantage on all attack rolls
Current Resist. While wearing this armor you are against targets other than you until the end of your next
unaffected by the waters current, natural or magical, unless turn.
you otherwise choose to be. T.Miralis Hellwing (Spellcaster Only)
This weapon has 7 runes. While holding it, you can use an
T.Miralis Fireback
action to expend 1 or more of its runes to cast the fireball
Windproof. Spells you cast such as fog cloud, can no
spell (save DC 16) from it. For 1 rune, you cast the 3rd-
longer be dispersed by wind, magical or otherwise while
you wear this armor. level version of the spell. You can increase the spell slot
level by one for each additional rune you expend. This
T.Gushing Magma weapon regains 1d6 + 1 expended runes daily at dawn. If
HG Earplugs. While you are attuned to this armor, you can you expend the weapon's last rune, roll a d20. On a 1, the
use a bonus action to conjure two earplugs in the shape of runes cannot recharge for a week.
your choice. While using these earplugs, you can only hear
T.Miralis Evil Eye
creatures you choose to be able to hear and you have
Elderseal. When you hit a creature that has a Recharge
advantage on saving throws against thunder damage.
ability, it has disadvantage on all recharge rolls until the
T.Immortal Heart start of your next turn.
When you are below half of your maximum hit points, you
T.Dire Dragongem
can use your bonus action to increase your AC by 3 for 1
Latent Power +2. When you are reduced to a half of your
minute. Once you use this feature, you cannot use it again
maximum hit points for the first time in combat or at the
until you complete a short or long rest.
start of your turn on the 10th round of combat, whichever
T.Miralis Smelter comes first, you gain the effects of the
Geologist+. When you successfully gather a mining haste spell for 1 minute. Once used, you
resource, you gather an extra 1d4 more. must finish a short or long rest before
T.Miralis Hellwing you can use this property again.
You are immune to fire damage while you wear this armor.
T.Miralis Evil Eye
Rock Steady. While wearing this armor, you can't be
unwillingly knocked prone and you ignore effects like the
kushala daora and amatsu's wind barrier.

90
Archtempered Dire cooling. On a miss, an unoccupied space within 5 feet of
the target is covered in lava. The lava ignites flammable
Miralis objects in the area that aren't being worn or carried and
creatures that starts its turn in the lava or enters the
Gargantuan dragon (elder), unaligned
space for the first time on a turn, takes 11 (2d10) fire
damage.
Armor Class 20 (natural armor)
Hit Points 437 (25d20 + 175) Crush. The dire miralis slams its body on the ground in a
Speed 30 ft., swim 30 ft. 40-foot square in front of it. Each creature in that area
must succeed on a DC 23 Strength or Dexterity saving
throw (target's choice) or be knocked prone and take 18
STR DEX CON INT WIS CHA (4d8) bludgeoning damage plus 31 (7d8) fire damage.
On a successful save, the creature takes only half the
24 (+7) 16 (+3) 25 (+7) 12 (+1) 15 (+2) 9 (-1) damage, isn't knocked prone, and is pushed 5 feet out of
the dire miralis's space into an unoccupied space of the
Saving Throws Con +15, Int +9, Wis +10, Cha +7 creature's choice. If no unoccupied space is within range,
Damage Resistances bludgeoning, piercing, and slashing the creature instead falls prone in the dire miralis's
damage from nonmagical attacks space.
Damage Immunities fire
Greater Fireball (Recharge 5-6). The dire miralis exhales a
Condition Immunities charmed, frightened
massive fireball which explodes at a point it can see
Senses blindsight 120 ft., passive Perception 12
within 150 feet of it. Each creature in a 25-foot radius
Languages Draconic
sphere centered on that point must make a DC 23
Challenge 26 (90,000 XP) Proficiency +8
Dexterity saving throw, taking 77 (22d6) fire damage on
a failed save, or half as much damage on a successful
Legendary Resistance (4/Day). If the dire miralis fails a one.
saving throw, it can choose to succeed instead.
Magic Resistance. The dire miralis has advantage on
Legendary Actions
saving throws against spells and other magical effects. The dire miralis can take 3 legendary actions, choosing
from the options below. Only one legendary action
Magma Armor. While the dire miralis is below half of its
option can be used at a time and only at the end of
maximum hp, its body cools and it gains a +6 bonus to
another creature's turn. The dire miralis regains spent
its AC.
legendary actions at the start of its turn.
Siege Monster. The dire miralis deals double damage to
objects and structures. Move. The dire miralis moves up to its speed without
provoking opportunity attacks.
Actions Tremor. The dire miralis stomps on the ground sending a
Multiattack. The dire miralis makes two claw attacks. Or it tremor out in a 60-foot radius around it. Each creature in
makes two magma glob attacks. that area must succeed on a DC 23 Dexterity saving
throw or be knocked prone.
Claw. Melee Weapon Attack. +15 to hit, reach 15 ft., one
target. Hit: 25 (4d8+7) slashing damage. Magma Attack (Costs 2 Actions). The dire miralis makes a
magma glob attack.
Magma Glob. Ranged Weapon Attack. +15 to hit, reach
60/240 ft., one target. Hit: 38 (7d10) fire damage and
the space it is in, is covered in lava for 24 hours before

91
Archtempered Dire Miralis AT.Miralis Evil Eye
Challenge Rating 26 Carves 6 Rock Steady. While wearing this armor, you can't be
unwillingly knocked prone and you ignore effects like the
Carve Chance Material Slots
kushala daora and amatsu's wind barrier.
1-4 AT.Miralis Scale (A,W)
5-7 AT.Miralis Fireback (A) WEAPON MATERIAL EFFECTS
AT.Miralis Scale
8-9 AT.Miralis Fireclaw (W) Your fire spells deals an extra 1d8 fire damage.
10 AT.Gushing Magma (A) AT.Miralis Fireclaw
11-13 AT.Immortal Heart (A,W) Your weapon deals an extra 2d6 fire damage.
14-15 AT.Miralis Smelter (A,W) AT.Gushing Magma
Bow Charge Plus++. While attuned to this weapon, you can
16-17 AT.Miralis Hellwing (A,W) use your dragonpiercer three additional times between
18-19 AT.Miralis Evil Eye (A,W) rests and it recharges after a Short or Long rest.

20 AT.Dire Dragongem (W) AT.Immortal Heart


Whenever you cast a spell of 1st-level or higher, lava
erupts from the ground around you. any creature within 10
ARMOR MATERIAL EFFECTS feet of you takes 9 (2d8) points of fire damage. Also when
AT.Miralis Scale you cast a spell that deals fire damage, it deals extra
Current Resist. While wearing this armor you are damage equal to 2 times the spells level as fire damage.
unaffected by the waters current, natural or magical, unless AT.Miralis Smelter
you otherwise choose to be. This weapon has 5 runes that it regains daily at dawn.
When you hit a creature with this weapon, you can expend
AT.Miralis Fireback
a rune to have it make a DC 17 Wisdom saving throw. On
Windproof. Spells you cast such as fog cloud, can no a failed save, the target has disadvantage on all attack rolls
longer be dispersed by wind, magical or otherwise while
against targets other than you until the end of your next
you wear this armor. turn.
AT.Gushing Magma
AT.Miralis Hellwing (Spellcaster Only)
HG Earplugs. While you are attuned to this armor, you can
This weapon has 8 runes. While holding it, you can use an
use a bonus action to conjure two earplugs in the shape of action to expend 1 or more of its runes to cast the fireball
your choice. While using these earplugs, you can only hear
spell (save DC 17) from it. For 1 rune, you cast the 3rd-
creatures you choose to be able to hear and you have
level version of the spell. You can increase the spell slot
advantage on saving throws against thunder damage. level by one for each additional rune you expend. This
AT.Immortal Heart weapon regains 1d6 + 2 expended runes daily at dawn. If
When you are below half of your maximum hit points, you you expend the weapon's last rune, roll a d20. On a 1, the
can use your bonus action to increase your AC by 4 for 1 runes cannot recharge for a week.
minute. Once you use this feature, you cannot use it again
AT.Miralis Evil Eye
until you complete a short or long rest. Elderseal. When you hit a creature that has a Recharge
AT.Miralis Smelter ability, it has disadvantage on all recharge rolls until the
Geologist+. When you successfully gather a mining start of your next turn.
resource, you gather an extra 1d4 more. AT.Dire Dragongem
AT.Miralis Hellwing Latent Power +2. When you are reduced to a half of your
You are immune to fire damage while you wear this armor. maximum hit points for the first time in combat or at the
start of your turn on the 10th round of combat, whichever
comes first, you gain the effects of the haste spell for 1
minute. Once used, you must finish a short or long rest
before you can use this property again.

92
A creepy light coming from its eyes invites those it stares at into its
Fatalis dark depths. The fluids are said to have no exact weight. Its shell is
In legend, it is said that all living things fear Fatalis, including impervious to strikes from weapons and has terrifying power inside
other Elder Dragons, such as Teostra and Lao-Shan Lung. All of it, which could be unleashed at any time. The scariest part about
monsters are said to try to avoid Fatalis at all costs, leading to some this legend is that not only is its strength far beyond the ones from
leaving areas altogether simply to avoid it. the other legends, but its body shows signs of possible regenerative
The Fatalis is a powerful, unnatural beast. The Fatalis scales are powers. This means that this Fatalis may be able to regenerate after
extremely thick, while its shell is very durable. This is due to taking large amounts of damage, just like Dire Miralis can
Fatalis melting the armor of its fallen prey on its shell, increasing regenerate from its still beating heart. Thankfully, this legend hasn't
its protection against some attacks. Fatalis doesn't seem to have been proven as of yet so the Guild has nothing to worry about.
very good eyesight, though this may be partially be due to what its One thing that all the legends share about Fatalis is its
eyes are made of. Creepily, a Fatalis's eyes are made out of equipment. This equipment is much more than what it appears to
crystals. How is unknown. Fatalis's wing membrane is flexible, but be. When adventurers wear this monster's armor, they are known to
as hard as metal. From this, Fatalis's wings don't break very easily, disappear mysteriously without a trace or even die if the armor is
allowing it to fly at high speeds and support itself as it becomes worn for too long. Some who have worn the Fatalis's armor report
airborne. Even on the ground, Fatalis is able to walk on all fours having terrible nightmares, unsettling strength, and a feeling as if
and rush prey at shocking speeds with sheer power behind its bulk. they were being possessed by something. They also report feeling a
The most powerful feature is its powerful fiery breath. This fire is familiar pulse coming from the armor, a feeling as if their legs were
some of the strongest fire breath out of all monsters and can kill taken from them. With some adventurers wearing the armor of the
most enemies almost instantly. Recent encounters have revealed Black Flame, they report feeling as if their body was taken over
that Fatalis possess control over fire on par with Teostra and while they were unconscious. It is said that this equipment might
Lunastra. Its fire breath extends well beyond the length and height be alive, meaning that Fatalis might not truly be dead. In Pokke
of the already large dragon. Village, a giant black blade embedded in the ice is known to
In some legends about the Fatalis, there is a legend known by regenerate days after being mined once, which supports this claim
some as the shifting scales of fate. This legend claims that the that Fatalis is still alive. Other Fatalis weapons also seem to
Second Coming of Fatalis is infinite. The Fatalis in this legend is suggest that Fatalis is still alive in some form. Some weapons
quite different from the Fatalis seen in the other legends. This despair eat at the user's hands while other weapons, when held,
Fatalis is described to have six horns, a glowing blue chest, a short have hideous abyssal screams coming from them. Some weapons
mane in between its spikes, bizarre fluids flowing throughout its even have a thirst for blood. From this, it is said that it's best to not
body, and the ability to shift its scales from black, red, or white. use any equipment from Fatalis in any form at all.
Each set of scales is said to grant the fatalis different abilities and Fatalis is extremely hostile to all living things. It threatens the
protection. The most well known of these skills are the Black very existence of not only the Castle Schrade, but the very world
Flame and Crimson Demons breath that are said to combine the around it. In legend, it is said Fatalis could scorch the whole world
elements Fire and Death together, Despite both being combined with its flames in a few days, burning all lands to a crisp. Due to
together with the same elements, Each breath has a different this, the Guild will secretly send adventurers to hunt it down to
element that seems to overtake this Fatalis's body, allowing it to do prevent public panic. However, most adventurers never return. Due
things not seen in other legends. This Fatalis is said to be able to to many incidents surrounding Schrade Kingdom and Fatalis, the
send monsters running with a single flap of its wings. Adventurer's Guild has classified everything about both away from
the public. Fatalis's armor and quest are only allowed to those that
have proven they are quite credible.

93
Fatalis White Scales
Gargantuan dragon (elder), chaotic evil Emperor's Roar (Recharge 5-6). The fatalis calls down
a giant bolt of red lightning enveloping the area
Armor Class 22 (natural armor) around the fatalis with a bright red glow. Each creature
Hit Points 536 (29d20 + 232) in a 20-foot-radius, 100-foot-high cylinder centered
Speed 40 ft., fly 80 ft. on the ground below the fatalis must make a DC 24
Dexterity saving throw, taking 56 (16d6) lighting
damage plus 22 (5d8) fire on a failed save, or half as
STR DEX CON INT WIS CHA much damage on a successful one.
Claw. attack deals an additional 7 (2d6) lightning
28 (+9) 10 (+0) 26 (+8) 19 (+4) 17 (+3) 20 (+5) damage (not included in the attack action).
Damage Immunities. lightning, piercing
Saving Throws Dex +8, Con +16, Wis +11, Cha +13
Skills Insight +11, Intimidation +13, Perception +11 Actions
Damage Immunities determined by Shifting Scales
Senses blindsight 60 ft., darkvision 120 ft., passive Multiattack. The fatalis can use its Frightful Presence. It
Perception 21 then makes one Bite attack and two Claw attacks.
Languages Common, Draconic Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one
Challenge 28 (120,000 XP) Proficiency +8 target. Hit: 25 (3d10 + 9) piercing damage.

Legendary Resistance (3/Day). If the fatalis fails a saving Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
throw, it can choose to succeed instead. target. Hit: 19 (3d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, 20 ft., one target.
Magic Resistance. The fatalis has advantage on saving Hit: 27 (4d8 + 9) bludgeoning damage.
throws against spells and other magical effects.
Frightful Presence. Each creature of the fatalis's choice
Shifting Scales. The fatalis has three forms; black, that is within 120 feet of the fatalis and aware of it must
crimson, and white. At the start of the fatalis turn its succeed on a DC 21 Wisdom saving throw or become
scales shift, black to crimson, crimson to white, or white frightened for 1 minute. A creature can repeat the saving
to black. The Fatalis loses its breath weapon, damage throw at the end of each of its turns, ending the effect
immunities, and elemental damage from its bite or claw on itself on a success. If a creature's saving throw is
attacks and gain the benefits below of its new scale successful or the effect ends for it, the creature is
color. Breath attacks all share the same recharge. immune to the fatalis's Frightful Presence for the next
Black Scales 24 hours.
Black Fire (Recharge 5-6). The fatalis exhales a black Fireball. The fatalis exhales a fireball which explodes at a
flame in a 90-foot cone. Each creature in that area point it can see within 120 feet of it. Each creature in a
must make a DC 24 Dexterity saving throw, taking 55 25-foot radius sphere centered on that point must make
(10d10) necrotic damage plus 28 (8d6) fire on a a DC 24 Dexterity saving throw, taking 31 (9d6) fire
failed save, or half as much damage on a successful damage on a failed save, or half as much damage on a
one. successful one.
Bite. attacks deal an additional 11 (2d10) necrotic
damage (not included in the attack action). Legendary Actions
Damage Immunities. necrotic, bludgeoning The fatalis can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Crimson Scales
be used at a time and only at the end of another
Crimson Demons Breath (Recharge 5-6). The fatalis creature's turn. The fatalis regains spent legendary
exhales flames mixed with necrotic energy in a 90- actions at the start of its turn.
foot line that is 10 feet wide. Each creature in that area
Detect. The fatalis makes a Wisdom (Perception) check.
must make a DC 24 Dexterity saving throw, taking 54
(12d8) fire damage plus 28 (8d6) necrotic on a failed Tail Attack. The fatalis makes a Tail attack.
save, or half as much damage on a successful one.
Wing Attack (Costs 2 Actions). The fatalis beats its wings.
Bite. attacks deal an additional 11 (2d10) fire damage
Each creature within 15 feet of the fatalis must succeed
(not included in the attack action).
on a DC 25 Dexterity saving throw or take 19 (3d6 + 9)
Damage Immunities. fire, slashing
bludgeoning damage and be knocked prone. The fatalis
can then fly up to half its flying speed.

94
Fatalis At the start of each of your turns, you take 10 (1d20)
necrotic damage. This damage bypasses resistances and
Challenge Rating 28 Carves 9
immunities, and can't be reduced or avoided by any
Carve Chance Material Slots means.
While possessed, you cannot be grappled, stunned, or
1-2 Dark Stone (O) restrained.
3-4 Fatalis B.Scale (A,W) You gain a +2 bonus to AC and you have advantage on
all saving throws.
5-6 Fatalis R.Scale (A,W) You cannot be healed by normal or magical means.
7-8 Fatalis W.Scale (A,W) When you are reduced to 0 hit points again, you
9-10 Fatalis Shell (A,W) automatically fail 2 death saving throws and the
possession ends.
11-12 Fatalis Webbing (A,W)
13-14 Fatalis Fellwing (A,W) WEAPON MATERIAL EFFECTS
Fatalis B.Scale (Melee Weapon Only)
15-16 Fatalis Cortex (A,W)
When you attack a creature with this weapon and roll a 20
17-18 Fatalis Horn (A,W) on the attack roll, that target takes an extra 4d6 acid
damage. Then roll another d20. If you roll a 20, one of the
19-20 Fatalis Eye (A,W) target's limbs dissolves, with the effect of such loss
determined by the GM. If the creature has no limb to
dissolve, you dissolve a portion of its body instead.
ARMOR MATERIAL EFFECTS
Fatalis B.Scale Fatalis R.Scale
You have resistance to poison damage and immunity to While holding this weapon, you can use an action to speak
acid damage while you wear this armor. the weapon's command word and summon a fire
elemental and 1d4 magma mephits as if you had cast the
Fatalis R.Scale
conjure elemental spell for each creature.
You are immune to fire damage and you are immune to the
poisoned condition while you wear this armor. Fatalis W.Scale
This weapon has 5 runes that it regains daily at dawn.
Fatalis W.Scale
When you hit a creature with this weapon you can expend
You are immune to cold damage and you cannot be
1 rune to have the creature make a DC 21 Constitution
paralyzed while you wear this armor.
saving throw. On a failed save, the target is chilled to the
Fatalis Shell bone for 1 minute. While chilled it has disadvantage on all
Evade Window+. This armor has 5 runes, and it regains attack rolls and ability checks, and its speed is reduced by
1d5 expended runes daily at dawn. When you fail a 10 feet. A creature can repeat its saving throw at the end
Dexterity saving throw while wearing it, you can use your of each of its turns, ending the effect on a success.
reaction to expend 1 of its runes to succeed on that saving
Fatalis Shell
throw instead.
Rapid Reload. You can reload as a free action while you are
Fatalis Webbing attuned to this weapon. Additionally, when you make a
Your Constitution score is 24 while you wear this armor. It ranged weapon attack roll and roll a 20 for the attack roll,
has no effect on you if your Constitution is already 24 or you can make one additional attack as a free action.
higher.
Fatalis Webbing
Fatalis Fellwing (Paladin & Cleric Only) Critical Eye+2. Your weapon attacks critical hit range is
You can use your channel divinity feature one additional increased by 3.
time between rests.
Fatalis Fellwing
Fatalis Cortex This weapon acts as an arcane focus for your spellcasting.
Stellar Hunter. You have advantage on Dexterity (Stealth), While holding this weapon you can cast a spell of 4th level
Intelligence (Investigation), Strength (Athletics), Wisdom or lower that would normally take an action, as a bonus
(Insight), and Wisdom (Survival) checks. action.
Fatalis Horn Fatalis Cortex
Wellness. While wearing this armor, you cannot be While holding this weapon, it creates an aura in a 10-foot
unwillingly put to sleep, poisoned, paralyzed, or stunned. radius around you. You and all creatures friendly to you in
Fatalis Eye the aura have advantage on saving throws against spells
and other magical effects. If you have 17 or more levels in
Dark Finale. When you are reduced to 0 hit points but not
killed outright, you can use your reaction to become the paladin class, the radius of the aura increases to 30
possessed by the Fatalis' evil energies and the following feet.
occurs: Fatalis Horn
You heal to your maximum hit points. Blazing Majesty. As a bonus action you can activate this
weapons property known as Blazing Grace for 1 minute.
Your eyes glow red, and an aura of black wisps
While blazing grace is active, you gain the following
encompasses your body.
benefits:

95
You are immune to fire damage. CONSEQUENCES.
You can use an action to cast Melf's Minute Meteors
(DC 19) from the weapon at will, requiring no material The dark spirit in the trinket you were using escapes,
components. manifesting in the world. Cross off the Shadow Magic
Your weapons deal an extra 2d6 fire damage. option that was just used until the spirit is forced or
You can use the hammer's Mighty Weapon property convinced back into the trinket.
once with any weapon. Your eyes turn jet black. You have truesight out to 120
feet in dim light and darkness, but you see no color and
Once you use this property, you cannot use it again until are blinded by sunlight.
the next dawn. Your skin turns deathly pale or coal black (your choice)
and chill to the touch. You are immune to cold damage,
Fatalis Eye but you have disadvantage on all social interaction
Mind's Eye+. Your attacks with this weapon bypass the checks. Additionally, the sun burns your skin, you take
damage resistances and immunities of any creature. 1d4 fire damage for every 10 minutes you are in the
sunlight.
OTHER MATERIAL EFFECTS You begin to suffer from dark and troubling dreams.
Dark Stone (Trinket Only) When you take a long rest make a DC 10 Wisdom saving
When inserted into a trinket you begin to hear hushed throw. On a failed save you do not gain the benefits of a
voices coming from it. When you spend a few hours long rest and you suffer from nightmares that can reveal
staring into the trinket and listening to its whispers, name a useful secret.
someone you know but on whom you have never used this The spirits in the trinket take purchase in your soul.
power on before. Then, roll 2d6+2. Once a day the spirits can compel you to action as if by
the command spell. When they do, you must succeed
On a 10+, The trinket reveals a secret about them. on a DC 15 Wisdom saving throw. On a failed save, you
On a 7-9, As 10+, but you must first reveal a secret to the follow the spirits command. If you fail your saving throw
trinket about your hopes, fears, regrets, or desires. by 5 or more, you fall unconscious and spirits take
On a 6-, the trinket pries a secret from your mind. control of your body for 1d4 hours. When you wake up,
Each time the trinket reveals a secret, mark a box. you have no memory of what you did.
[ ][ ][ ][ ][ ]
When you mark the last box, you unlock the trinkets’
mysteries and can use Shadow Magic Cursed. This material is cursed. Attuning to it curses you
until you are targeted by the greater restoration or wish
spell. As long as you remain cursed, you are unwilling to
SHADOW MAGIC part with the trinket, keeping it on your person at all times.
When you hold the trinket and call on the shadows within, Once the curse is broken, you are no longer attuned to
choose one of the following as an action and roll 2d6+2: the trinket, you no longer suffer from any consequences,
and you can no longer attune to the trinket.
On a 10+, The magic is cast successfully.
On a 7-9, As a 10+, but you suffer one of the
consequences below of the GM choice, if they choose to
pick one.
On a 6-, The trinket ceases to function until it is caressed
by a dying breath.

ACTIONS.
You cloak yourself in shadows and silence for 1 minute,
as if by the invisibility and silence spells. Moving unseen
and unnoticed as long as you draw no attention to
yourself and avoid the sun or sacred light.
Name someone you know or to whom you have an
arcane link (hair, piece of clothing, etc.). For the next 24
hours you can see them, hear them, and whisper to
them as if from a nearby shadow.
Choose a creature you can see within 60 feet of you.
That creature must succeed on a DC 17 Strength saving
throw or be grappled by ensnaring shadows around
them. A creature grappled by the shadows can use its
action to make a contested Strength check against your
Intelligence (Athletics) check. On a success, it frees
itself.

96
Fatalis's Lair
Fatalis makes its lair in the courtyard of the ruins of Castle Schrade Fatalis rises onto its hindlegs and comes crashing down,
that was built during ancient times, a shadow of its former glory. causing a tremor in a 60-foot radius around it. Each creature
The area features blood red skies that have dark hues, and swirls of other than Fatalis on the ground in that area must succeed on a
purple clouds. DC 20 Dexterity saving throw or be knocked prone.
The ground in a 20-foot-cubed area within 120 feet of fatalis
Regional Effects explodes with hellfire and debris from below. Each creature in
that area must succeed a DC 20 Dexterity saving throw or take
The region containing Fatalis’s lair is warped by the dragon’s or take 10 (3d6) fire damage plus 10 (3d6) bludgeoning
magic, which creates one or more of the following effects: damage.
Smoke blots out the sun within 6 miles of the lair.
Endemic life is exceedingly rare or not present within 1 mile of
the lair. Tempered Fatalis Loot Table
Small earthquakes and forest fires are common within 6 miles Tempered Fatalis uses the same loot table as the
of Fatalis's lair. original Fatalis.
If Fatalis dies, the smoke abate within 1d10 hours. Any forest fires
remain where they are until they die out.

Lair Actions
On initiative count 20 (losing initiative ties), Fatalis takes a lair
action to cause one of the following effects; Fatalis can't use the
same effect two rounds in a row:

Fatalis scorches the ground with its breath creating an explosion


in a 5-foot-wide line between two locations on the ground that
Fatalis can see. They must be within 120 feet of fatalis and 40
feet of each other. Each creature in that line must succeed on a
DC 20 Dexterity saving throw or take 10 (3d6) fire damage plus
10 (3d6) bludgeoning damage.

Tempered Fatalis
Gargantuan dragon (elder), chaotic evil

Armor Class 25 (natural armor)


Hit Points 697 (34d20 + 340)
Speed 60 ft., fly 120 ft.

STR DEX CON INT WIS CHA


30 (+10) 10 (+0) 30 (+10) 22 (+6) 25 (+7) 24 (+7)

Saving Throws Str +19, Dex +9, Wis +16, Cha +16
Skills Insight +16, Intimidation +16, Perception +16
Damage Resistances cold, lightning, poison, thunder
Damage Immunities bludgeoning, piercing, and slashing
from nonmagical attacks
Condition Immunities charmed, frightened, petrified,
stunned
Senses blindsight 120 ft., darkvision 240 ft., passive
Perception 26
Languages Common, Draconic
Challenge 30 (155,000 XP or 310,000 XP as a mythic
encounter) Proficiency +9

97
point must make a DC 27 Dexterity saving throw, taking
Hellfire. Fire damage dealt by Fatalis bypasses fire 31 (9d6) fire damage on a failed save, or half as much
resistance and deals half damage to creatures that are damage on a successful one. A creature that is hit by
immune to fire damage. more than one fireball takes no additional damage, but
makes its saving throw at disadvantage.
Legendary Resistance (3/Day). If Fatalis fails a saving
throw, it can choose to succeed instead. Hellfire Breath (Recharge 6). The Fatalis exhales hellfire in
a 120-foot cone in front of it. Each creature in that area
Magic Resistance. Fatalis has advantage on saving throws must make a DC 27 Dexterity saving throw, taking 91
against spells and other magical effects. (26d6) fire damage on a failed save, or half as much
Mythic Creature. Fatalis counts as a number of creatures damage on a successful one.
equal to it's mythic multiplier (2) for the purposes of
determining combat encounters. The XP value for Fatalis Legendary Actions
is multiplied by it's mythic multiplier. The fatalis can take 3 legendary actions, choosing from
World Ender (Mythic Trait; Recharges after a Short or Long the options below. Only one legendary action option can
Rest). When Fatalis is reduced to 0 hit points, it doesn't be used at a time and only at the end of another
die or fall unconscious. Instead, Fatalis regains 700 hit creature's turn. The fatalis regains spent legendary
points and gains 200 temporary hit points. In addition it actions at the start of its turn.
gains the following benefits and changes: Detect. Fatalis makes a Wisdom (Perception) check.
Its Hellfire trait now bypasses a creature immunity and Tail Attack. Fatalis makes a Tail attack.
resistance to fire damage.
It regains up to two expended legendary resistances Trample (Costs 2 Actions). Fatalis moves up to its speed.
uses. During this move it can move through the spaces of
Creature's are no longer immune to Fatalis's Frightful other creatures without provoking opportunity attacks.
Presence, until it succeeds on the saving throw or the Each creature Fatalis moves through must succeed on a
effect ends again. Its Frightful Presence save DC is DC 27 Dexterity saving throw or take 32 (4d10 + 10)
increased by 2. bludgeoning damage and be knocked prone.
When a creature makes a melee weapon attack against Large Fireball (Costs 3 Actions). The fatalis exhales a
Fatalis and misses by 5 or more, that creature monstrous sized fireball which explodes at a point it can
becomes stuck to the Fatalis's chest. While stuck in see within within 120 feet of its location. Each creature
this way the creature is restrained (Escape DC 19). On in a 20-foot-radius sphere centered on that point must
Fatalis's turn, if a creature is stuck to it, Fatalis can use make a DC 27 Dexterity saving throw, taking 45 (13d6)
a bonus action to make a bite attack against the fire damage on a failed save, or half as much damage on
creature and throw it 15 feet away into an unoccupied a successful one.
space.
Mythic Trait
Actions When the Fatalis' mythic trait is activated, it takes flight,
Multiattack. The fatalis can use its Frightful Presence. It without provoking opportunity attacks, and hovers 600
then makes one Bite attack and two Claw attacks. feet above the ground before releasing a gout of hellfire
in a 600-foot line that is 10 feet wide. When the hellfire
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one hit a creature or object it spreads out in a 150-foot
target. Hit: 26 (3d10 + 10) piercing damage. radius. A creature that starts its turn in the flames must
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one make a DC 27 Dexterity saving throw, taking 22 (4d10)
target. Hit: 20 (3d6 + 10) slashing damage. fire damage on a failed saved or half as much damage on
a successful one.
Tail. Melee Weapon Attack: +19 to hit, 20 ft., one target.
On subsequent turns, while the Fatalis's temporary hit
Hit: 28 (4d8 + 10) bludgeoning damage and the target points are above 0, Fatalis can't move from the space it
must succeed on a DC 27 Strength saving throw or be
is in and must use its action to maintain the gout of
knocked prone.
flames. As part of the same action Fatalis can change the
Frightful Presence. Each creature of the fatalis's choice direction of the hellfire. When Fatalis's temporary hit
that is within 120 feet of the fatalis and aware of it must points are reduced to 0, it flinches and the gout of
succeed on a DC 24 Wisdom saving throw or become hellfire ends.
frightened for 1 minute. A creature can repeat the saving On the Fatalis's 5th turn, if it is still exhaling hellfire, it
throw at the end of each of its turns, ending the effect must use its action to release one final empowered gout
on itself on a success. If a creature's saving throw is of flames. Each creature in the flames area must make a
successful or the effect ends for it, the creature is DC 27 Dexterity saving throw, taking 196 (56d6) fire
immune to the fatalis's Frightful Presence for the next damage on a failed save, or half as much damage on a
24 hours. successful one. The final gout of flames ignite flammable
objects in that area that aren't being worn or carried, and
Fireballs. The fatalis exhales three fireballs which explode
it begins to melt all cover and parts of structures in the
at different points it can see within within 120 feet of it.
flames area.
Each creature in a 10-foot radius Sphere centered on a

98
Gaismagorm
Gaismagorm is a massive Elder Dragon similar in size and Gaismagorm can further use the energy gained by the Qurio to
structure to Gogmazios, though seemingly with a more launch explosive fireball attacks from its mouth or any of the vents
pseudowyvern-like gait. Its back legs appear to be vestigial, as they lining its arms, propel itself forwards in a similar fashion to
drag along as it crawls along using its front legs and massive Magnamalo, fire beams that infuse into the ground to make
forearms, which appear to have been adapted from its wings like aftershocks, imbue its physical attacks with explosive aftershocks,
those of Gore Magala and Shagaru Magala. These forearms are and finally shoot it up into the air to cause a field wide effect where
incredibly dexterous, allowing it to easily climb vertical surfaces chunks of explosive red crystal drop from the sky.
and even grip and toss objects at opponents. Gaismagorm is also durable enough that even when impaled by
Gaismagorm has a stout, angular head compared to its body with three Dragonators, which the last one being explosive, it can still
two horns and a mouth that functions as a unique sort of "split fight the hunter(s) with no sign of injury at all, and can even take
mouth" with four folding segments that come out from the jaw. The two more during that fight.
bottom two of which, possess two hooks that assist it when Much of its time is spent dormant in a nest it creates
scooping up large amounts of matter that it either scoops out of the underground to rest. After around 50 years has passed, it then
ground, or forces towards its mouth. creates a giant hole from its lair to the surface for the Qurio to
In addition, Gaismagorm has a barbed tongue, thick ridged emerge from so they can feed on the local monster populations.
plating covering its body with large central spikes around the Gaismagorm then waits underground until the Qurio return with
shoulder region, and vents lining the surface of the body that it uses life energy from the surface in order to absorb it. Once it has
to expel energy absorbed from the Qurio, seen as "flames" which it enough energy, however, it will surface from its nest. It is known to
uses to enhance its attacks and propel itself forwards. The Qurio be bitter rivals with Malzeno, the latter of which has kept it
themselves are violently protective of their host and swarm around underground for decades, if not centuries by preventing it from
it at all times. obtaining enough energy to surface through the use of hijacking the
Gaismagorm is the true host of the Qurio, and much like Qurio it uses to feed. Gaismagorm is an aggressive and gluttonous
Malzeno, it shares a symbiotic relationship with them, and feeds on Elder Dragon that desires to consume all forms of life in order to
the life force they steal from their vctims for energy. It can become stronger. This demonic looking monster was responsible
manipulate the Qurio into doing a variety of attack and skills, such for the near destruction of the Kingdom in the past.
as creating crystal armor for defense and beam attacks. It has a
vacuum breath which allows it to draw in foes before hitting them
or absorb more Qurio to power itself up.

99
Gaismagorm Vacuum Explosive Clap (Normal State Only; Recharge 5-6).
The gaismagorm jumps up to 30 feet into an unoccupied
Gargantaun dragon (elder), unaligned
space and takes a deep breath. Each creature in a 300-
Armor Class 25 (natural armor) foot cone must succeed on a DC 26 Strength saving
Hit Points 492 (24d20 + 240) throw or take 55 (10d10) thunder damage and be pulled
Speed 50 ft., climb 50 ft. into an unoccupied space near the cone's origin. The
gaismagorm must use its Explosive Clap at the end of the
next creature's next turn.
STR DEX CON INT WIS CHA Meteor Rain (Archdemon Mode Only; Recharge 6). The
gaismagorm fires a fireball into the sky causing a swirling
29 (+9) 14 (+2) 30 (+10) 12 (+1) 20 (+5) 18 (+4) orange vortex above it. Blazing orbs of fire plummet to
the ground at four different points within 300-feet of the
Saving Throws Str +17, Con +18, Wis +13, Cha +12 gaismagorm. Each creature in a 40-foot-radius sphere
Damage Immunities cold; bludgeoning, piercing, and centered on each point must make a DC 26 Dexterity
slashing damage from nonmagical weapons saving throw, taking 70 (20d6) fire damage plus 70
Condition Immunities charmed, exhaustion, frightened, (20d6) bludgeoning damage on a failed save, or half as
paralyzed, petrified, poisoned, stunned, unconscious much damage on a successful one. The sphere spreads
Senses darkvision 240 ft., passive Perception 15 around corners. A creature in the area of more than one
Languages Draconic fiery burst is affected only once.
Challenge 28 (120,000 XP or 240,000 XP as a mythic
encounter) Proficiency +8
Legendary Actions
The gaismagorm can take 3 legendary actions, choosing
Archdemon Mode (Mythic Trait; Recharges after a Short or from the options below. Only one legendary action
Long Rest). If the gaismagorm would be reduced to 0 hit option can be used at a time and only at the end of
points, its current hit point total instead resets to 307 another creature's turn. The gaismagorm regains spent
(15d20 + 150) hit points, and it regains any expended legendary actions at the start of its turn.
uses of Legendary Resistance. Additionally, the Attack. The gaismagorm makes one Bite or Tail attack.
gaismagorm can now use its Meteor Rain and the Explosive Clap (Normal State Only; Costs 2 Actions). The
options in the "Mythic Actions" section for 1 hour. gaismagorm spits out an explosive ball, charging it up
Gargantuan Monster. When the gaismagorm moves, it can before detonating it. Each creature in a 30-foot cube
move through and end its turn in a Medium or smaller originating from the gaismagorm must make a DC 25
creature space. When it does, that creature must succeed Dexterity saving throw, taking 38 (11d6) fire damage and
on a DC 25 Strength or Dexterity saving throw or take 10 be pushed 10 feet away on a failed save, or half as much
(3d6) bludgeoning damage, be pushed 10 feet away and damage and isn't pushed on a successful one.
knocked prone. Wingarm Sweep (Costs 2 Actions). The gaismagorm
Legendary Resistance (3/Day). If the gaismagorm fails a swipes its arm across a 15-foot long line that is 35-feet
saving throw, it can choose to succeed instead. wide. Each creature in that area must make a DC 25
Standing Leap. The gaismagorm's long jump is up to 30 Dexterity saving throw or take 23 (4d6 + 9) bludgeoning
feet and its high jump is up to 15 feet, without a running damage plus 14 (4d6) fire damage, be pushed 10 feet
start. away, and knocked prone on a failed save, or half as much
damage, is still pushed 10 feet away, but isn't knocked
Actions prone.
Multiattack. The gaismagorm makes one Bite attack and Mythic Actions
two Wingarm attacks.
If the gaismagorm's Archdemon Mode trait has activated
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one in the last hour, it can use the options below as
target. Hit: 36 (6d8 + 9) piercing damage. legendary actions.
Boulder. Range Weapon Attack: +17 to hit, reach 90/360 Backblast. The gaismagorm charges up an explosive ball
ft., one target. Hit: 45 (8d8 + 9) bludgeoning damage. before firing it downwards. Each creature in a 15-foot
Wingarm. Melee Weapon Attack. +17 to hit, reach 15 ft., cube originating from the gaismagorm must make a DC
one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 26 Dexterity saving throw, taking 17 (5d6) fire damage
14 (4d6) fire damage. If the gaismagorn jumped at least and be pushed 10 feet away on a failed save, or half as
10 feet straight toward the target immediately before the much damage and isn't pushed on a successful one. The
hit, it creates a pillar of rock from underneath the target, gaismagorm then uses the explosion's momentum to
filling a 5-foot-square that is 10-feet tall and the target jump 15 feet away from the blast.
must succeed on a DC 25 Strength or Dexterity saving Qurio Breath (Costs 2 Actions). The gaismagorm fires a
throw or take 14 (4d6) bludgeoning damage, be pushed qurio powered beam across a 300-foot cone. Each
10 feet away and knocked prone. creature in that area must make a DC 26 Dexterity saving
Tail. Melee Weapon Attack. +17 to hit, reach 20 ft., one throw, taking 52 (15d6) necrotic damage on a failed
target. Hit: 31 (4d10 + 9) bludgeoning damage. If the save, or half as much damage on a successful one.
target is a creature, it must succeed on a DC 25 Strength Rampage (Costs 3 Actions). The gaismagorm makes three
saving throw or be pushed up to 10 feet away and Wingarm attacks. If it hits with all three, the third attack's
knocked prone. damage is doubled.
100
Gaismagorm Archdemon Backshell
Challenge Rating 28 Carves 4 (or 8 as a mythic While you are attuned to this weapon, you can use this
encounter) weapon as your spellcasting focus, and your fire spells
bypass a creature resistance and immunities.
Carve Chance Material Slots
1-2 Abyssal Dragonscale (A,W) Archdemon Piercetalon
Your weapon deals an extra 2d6 fire damage
3-5 Archdemon Backshell (A,W)
Consumption Parasite (Dual Blades Only).
6-8 Archdemon Piercetalon (A,W) Your Archdemon Mode is always active when you are
holding both blades and the damage die of your
9-10 Consumption Parasite (A,W) archdemon mode increases by 1.
11-14 Archdemon Wingtalon (A,W) Archdemon Wingtalon
15-16 Archdemon Tailhook (A,W) Chain Crit. Every consecutive hit on a creature increases
your crit range by 1 until you score a critical hit, miss an
17-19 Archdemon Doomhorn (A,W) attack, or hit a different creature.
20 Abyssal Dragonsphire (A,W) Archdemon Tailhook
Resentment+. Until the end of your turn, you gain a +2
bonus to attack and damage rolls against any creature that
ARMOR MATERIAL EFFECTS has damaged you since the end of your last turn.
Abyssal Dragonscale
Your armor is covered in crystals formed by the energy Archdemon Doomhorn
from qurios. When you are reduced to half of your hit Dereliction. While you are attuned to this weapon you can
point maximum or less, the crystals shatter creating use your bonus action to roll a d20. Your hit point
maroon flames in their place for 1 hour. The crystals maximum is reduced by the roll and the next attack you hit
reform on your armor when you finish a short or long rest. with before the start of your next turn, deals extra damage
equal to double the roll. The reduction lasts until you finish
Archdemon Backshell a long rest. You die if this effect reduces your hit point
While wearing this armor, you gain a bonus to your AC maximum to 0.
equal to your Constitution modifier (max 3) in addition to
the armor’s normal AC. Abyssal Dragonsphire (Sorcerer & Wizard Only)
While attuned to this weapon you know the meteor swarm
Archdemon Piercetalon
spell. If you already know this spell, the DC of this spell
You can see normally in darkness, both magical and
increases by 3.
nonmagical, to a distance of 120 feet and you have
advantage on Wisdom (Perception) checks that rely on
sight while you wear this armor. Gogmazios
Consumption Parasite Gogmazios is a massive Elder Dragon with a body structure similar
Recovery Up+. You regain the maximum number of hit in nature to that of Gore Magala and Shagaru Magala. It has a
points possible from potions or plants that you consume. large, heavy head with red eyes and rows of sharp teeth. Its
wingarms feature membranes that almost completely retract when
Archdemon Wingtalon
not in use, and its body is covered in thick, powerful scales,
Wellness. While wearing this armor, you cannot be
unwillingly put to sleep, poisoned, paralyzed, or stunned. carapaces, and spines of an indigo coloration. Perhaps the most
notable features of Gogmazios body are the ever-present covering
Archdemon Tailhook of a sticky, tar-like substance which it uses to incapacitate prey. It
You are immune to cold damage and have resistance to is unknown where Gogmazios exactly lives but it is theorized by
fire damage while you wear this armor. scholars that it comes from swamps along with some mountainous
Archdemon Doomhorn habitats.
While wearing this armor you have advantage on saving Despite Gogmazios habitat being unknown, Gogmazios are
throws against spells and other magical effects. known to feed sulfur, which can be found in gunpowder and
Abyssal Dragonsphire explosives. This was discovered after one raided Dundroma's
While attuned to this armor, you have a climbing speed of Weapon Warehouse for many years and was seen feeding on the
50 feet, your walking speed increases by 10 feet, and you explosives. From this it can be assumed that Gogmazios may also
ignore difficult terrain if it was not created by a magical feed on ore though Gogmazios hasn't been seen interacting with
effect. other monsters so this is just a hypothesis by scholars. Gogmazios
are known to hibernate underground for a very long period of time,
WEAPON MATERIAL EFFECTS spanning to a few years or even several decades, when it has
Abyssal Dragonscale obtained enough food, but waking up to feed again when food is
Weakness Exploit+. When you have advantage on an attack needed.
roll with this weapon and you hit the target, you can have Unlike most other Elder Dragons, Gogmazios has an extra pair
your weapon deal its maximum damage if the lower of the of limbs that allow it to walk better and allow it to walk upright.
two d20 rolls would also hit the target (all extra damage These extra pairs of limbs even allow Gogmazios to fly with its
dice must still be rolled). You can use this property a powerful wings. The wings of Gogmazios aren't tattered. The oil on
number of times equal to your Strength or Dexterity its body has actually stuck the wings to its
modifier (your choice), regaining all expended uses when
you finish a short or long rest.

101
arms due to it hardening. When greatly angered, the heat will cause
the oil to evaporate from its wings and Gogmazios forces itself in
the air to fly. Gogmazios don't fly easily and rarely ever fly. Frightful Presence. Each creature of the gogmazios's
choice that is within 120 feet of the gogmazios and
Gogmazios has oil circulating throughout its body, while some
aware of it must succeed on a DC 16 Wisdom saving
of the oil pours out of its body. The oil coming out of a Gogmazios
throw or become frightened for 1 minute. A creature
has impurities, such as waste or sweat, from its skin due to its diet.
can repeat the saving throw at the end of each of its
This oil is very sticky, attaching to anything that it touches. Inside
turns, ending the effect on itself on a success. If a
some of the oil are objects that were picked up by Gogmazios
creature's saving throw is successful or the effect ends
accidentally. These objects can be weapons, artifacts, arrows, and for it, the creature is immune to the gogmazios's
living organisms. Some of the oil has hardened on Gogmazios Frightful Presence for the next 24 hours.
body, increasing the strength of its scales and shell, giving it better
defense against potential threats. Also, found inside of its body and
Breath Weapons (Recharge 5-6). The gogmazios uses
inside its extra limbs are special organs that allow it to produce
one of the following breath weapons:
heated fire. Gogmazios uses this fire as a tool to ignite the oil and Fire Breath. The gogmazios exhales fire in a 90-foot
to make its attacks deadlier than before. When greatly enraged, line that is 5-feet wide. Each creature in that area
Gogmazios's body temperature will increase greatly, making the oil must make a DC 20 Dexterity saving throw, taking
it produces ignite faster and heat up faster without much warning. 55 (10d10) fire damage on a failed save, or half as
much damage on a successful one.
Oil Breath. The gogmazios spews tar in a 90-foot

Gogmazios
cone. That area becomes tarred for one hour. Each
creature in that enters the area for the first time on a
Gargantuan dragon (elder), unaligned turn or starts its turn in that area must make a DC 20
Strength saving throw, or be tarred.
Armor Class 20 (natural armor) Legendary Actions
Hit Points 264 (16d20 + 96)
Speed 40 ft., fly 80 ft. The gogmazios can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
STR DEX CON INT WIS CHA another creature's turn. The gogmazios regains spent
legendary actions at the start of its turn.
23 (+6) 10 (+0) 22 (+6) 10 (+0) 16 (+3) 14 (+2)
Detect. The gogmazios makes a Wisdom (Perception)
Saving Throws Dex +6, Wis +9, Cha +8 check.
Damage Resistances acid, cold Tail Attack. The gogmazios makes a Tail attack.
Senses darkvision 120 ft., passive Perception 13 Wing Attack (Costs 2 Actions). The gogmazios beats its
Languages Draconic wings. Each creature within 15 feet of the gogmazios
Challenge 19 (22,000 XP) Proficiency +6 must succeed on a DC 21 Dexterity saving throw or
take 20 (4d6 + 6) bludgeoning damage and be
Legendary Resistance (2/Day). If the gogmazios fails a knocked prone. The gogmazios can then fly up to half
saving throw, it can choose to succeed instead. its flying speed.
Pitch. The gogmazios secretes tar from its body like
sweat. Every 10 feet the gogmazios moves, it leaves tar
in an unoccupied 5-foot area. Each creature in that
enters the area or starts its turn in that area must make Condition: Tarred
a DC 19 Strength saving throw, or become tarred. A creature, object, or area who is tarred is covered
Combustible. When a tarred creature is subjected to in a dark brown or black viscous liquid. This liquid
fire damage, it takes an extra 11 (2d10) fire damage if sticks to anything it touches and is highly
the tarred condition was caused by the gogmazios. flammable.
A creature who is tarred is restrained, immune
Actions to being disarmed, and cannot use an object or
Multiattack. The gogmazios can use its Frightful weapon not already in hand.
Presence. It then makes one Tail attack and two Claw A tarred Object cannot be moved or used.
attacks. It can't make a Tail attack against the same An area that is tarred is considered difficult
target it used a Claw attack on. terrain.
Claw. Melee Weapon Attack. +12 to hit, reach 10 ft., The condition ends if a creature, object, or area
one target. Hit: 13 (2d6 + 6) slashing damage plus 5 that has this condition is subjected to fire
(1d10) fire damage. damage, causing it to ignite. Until a creature
takes an action to douse the fire, the target
Tail. Melee Weapon Attack. +12 to hit, reach 15 ft., one takes 5 (1d10) fire damage at the start of each
target. Hit: 24 (4d8 + 6) bludgeoning damage. and the of its turns.
target is tarred (escape DC 20). When an area ignites, any object or creature in
that area also ignites.
An area that ignites in this way burns for 1
minute.

102
Gogmazios
Challenge Rating 19 Carves 6 Gogmazios Gasher
This weapon has 3 runes that it regains daily at dawn.
Carve Chance Material Slots When you hit a creature with this weapon, you can expend
a rune to have it make a DC 17 Dexterity saving throw. On
1-5 Gogmazios Battlement (A,W) a failed save, the target is tarred until it escapes (DC 17) or
6-9 Gogmazios Fortress (A,W) until it take fire damage.
10-11 Gogmazios Offenders (A,W) Wartorn Dragonsphire
This material acts as a Rune material. When you hit a
12 Gogmazios Fiberwing (A,W)
creature with this weapon, roll 5d8. If the creature's
13 Heavy Drakesbone Oil (O) remaining hit points are below the number rolled, that
creature falls unconscious for 1 minute, until the creature
14-16 Gogmazios Briartail (A,W) takes damage, or until someone uses an action to shake or
17-19 Gogmazios Gasher (W) slap the creature awake. Once the creature wakes up, it is
immune to this weapons effect for 24 hours.
20 Wartorn Dragonsphire (A,W)
OTHER MATERIAL EFFECTS
ARMOR MATERIAL EFFECTS Heavy Drakesbone Oil
Gogmazios Battlement This dark, thick, flammable oil. The oil can coat one
Handicraft+2. For 24 hours, you gain proficiency with two slashing or piercing weapon or up to 5 pieces of slashing
artisan tools of your choice each dawn. or piercing Ammunition. Applying the oil takes 1 minute.
For 1 hour, the coated item is magical and it deals an extra
Gogmazios Fortress 2d6 fire damage to any target it hits.
Bounty Hunter. Whenever you carve a creature of CR 5 or
higher, you can carve it two extra times. This property does Jhen Mohran
not stack with any other carve effect equipped by your or
Jhen Mohran is a giant Elder Dragon that swims within the sand.
others.
itfeeds very much like a baleen whale. It swallows large amounts
Gogmazios Offenders of sand to filter in any type of nutrients found within the sands.
Evasion. You have advantage on Dexterity saving throws Jhen Mohran's main adaptation is its huge size. Jhen Mohran is
while you wear this armor. up to 11161.9 cm, twenty percent of this length is its tusks. Its body
Gogmazios Fiberwing is streamlined and equipped with immensely powerful limbs,
You have resistance to cold damage while you wear this which allows it to travel through the sand at great speeds. It uses
armor. the front limbs and tusks to push aside sand. Though Jhen Mohran
feeds on the nutrients found within the sand, it will expel the
Gogmazios Briartail
unnecessary materials outside of its body with the help of multiple
Evade Extender (L). You have a +3 bonus to Dexterity
blowholes. The expelled sand alone can cause a change in flow to
saving throws while you wear this armor.
the quicksand in the Great Desert. Occasionally, seasonal winds
Wartorn Dragonsphire can catch the expelled sands and blow the sands in the direction of
You are immune to acid damage while you wear this armor. settlements, causing massive sandstorms.
Jhen Mohran has powerful lungs that help it hold its breath for
WEAPON MATERIAL EFFECTS long periods of time. Some older Jhen Mohran can even use their
Gogmazios Battlement lungs to fire a destructive beam of sand at foes. If sand wasn't
Speed Sharpening. You can spend 1 minute sharpening a covering Jhen Mohran then it would be a beautiful blue color. By
bladed weapon. When you hit a creature for the first time spending long periods in the sand, the ore has formed from being
after sharpening it, the weapon deals its maximum polished by the sands.
piercing or slashing damage to the target. Jhen Mohran is a relatively calm creature, but has been known to
Gogmazios Fortress retaliate against Desert/Dragon Ships if attacked as they see them
Elderseal. When you hit a creature that has a Recharge as potential rivals. It takes little notice of hunters climbing on its
ability, it has disadvantage on all recharge rolls until the back, and will only occasionally try to fling them off.
start of your next turn.
Gogmazios Offenders
Enlightened Blade. You have advantage on Intelligence
(Arcana) checks and you increase any elemental damage
die your weapon deals by one size. IE: a d6 becomes a d8.
Gogmazios Fiberwing
Your weapon deals an extra 1d8 fire damage.
Gogmazios Briartail
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.

103
Jhen Mohran the jhen mohran moved at least 10 feet straight toward
the target immediately before the hit, the target takes an
Gargantuan dragon (elder), unaligned
extra 26 (4d12) bludgeoning damage. If the target is a
creature, it must succeed on a DC 24 Strength saving
Armor Class 20 (natural armor) throw or be pushed up to 10 feet away and knocked
Hit Points 553 (27d20 + 270) prone.
Speed 20 ft., swim 60 ft.
Tusks. Melee Weapon Attack. +16 to hit, reach 30 ft.,
one target. Hit: 30 (4d10 + 8) piercing damage.
STR DEX CON INT WIS CHA Rock Toss. Ranged Weapon Attack. +16 to hit, reach
60/240 ft., one target. Hit: 24 (7d6) bludgeoning
27 (+8) 10 (+0) 30 (+10) 9 (-1) 11 (+0) 10 (+0)
damage.
Saving Throws Dex +8, Int +7, Wis +8 Cha +8 Tusk Sweep (Recharge 5-6). The jhen mohran sweeps its
Damage Resistances acid, lightning, poison, thunder; tusks across an area that is 30-feet long and 40 feet wide
bludgeoning, piercing, and slashing from magical in front of it. Each creature in that area must make a DC
weapons 24 Dexterity saving throw, taking 52 (8d10 + 8)
Damage Immunities fire; bludgeoning, piercing, and bludgeoning damage and be knocked prone on a failed
slashing from nonmagical attacks save or half as much damage on a successful one and
Condition Immunities charmed, frightened, paralyzed isn't knocked prone.
Senses blindsight 120 ft., tremorsense 120 ft., passive Legendary Actions
Perception 10
Languages Draconic The jhen mohran can take 3 legendary actions, choosing
Challenge 26 (90,000 XP) Proficiency +8 from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The jhen mohran regains spent
Legendary Resistance (3/Day). If the jhen mohran fails a
legendary actions at the start of its turn.
saving throw, it can choose to succeed instead.
Rock Toss. The jhen mohran makes one Rock Toss attack.
Magic Resistance. The jhen mohran has advantage on
Summon Delex. Two delex emerge from underground to
saving throws against spells and other magical effects.
assist the jhen mohran.
Sand Surfing. The jhen mohran can swim through desert Shake Off (Costs 2 Actions). The jhen mohran thrashes
terrain as if it was water.
around in an attempt to throw any object or creature that
Siege Monster. The jhen mohran deals double damage to is on its body. Each creature on the jhen mohran must
objects and structures. make a DC 24 Strength or Dexterity saving throw
Siege Vulnerability. Siege weapons ignore jhen mohran (creature's choice), or be thrown, up to 40 feet, off the
immunities and resistances. jhen mohran. If a thrown target strikes a solid surface
upon landing, the target takes 3 (1d6) bludgeoning
Actions damage for every 10 feet it was thrown.
Body Slam. Melee Weapon Attack. +16 to hit, reach 5 ft.,
one target. Hit: 34 (4d12 + 8) bludgeoning damage. If

104
Jhen Mohran Sturdy Fang
Challenge Rating 26 Carves 9 Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
Carve Chance Material Slots
1-2 Elder Dragon Blood x2 (O) Mohran Brace (Hammer Only)
Punish Draw+. A creatures hit by your hammer's mighty
3-4 Elder Dragon Bone x2 (O) weapon make its saving throw at disadvantage.
5-8 Mohran Scale (A,W) Earth Dragongem
Mind's Eye. Your attacks with this weapon bypass the
9-11 Mohran Carapace (A,W) damage resistances of any creature.
12 Pelagicite Ore (O)
OTHER MATERIAL EFFECTS
13-15 Mohran Rockskin (A,W)
Elder Dragon Blood
16 Sturdy Fang (A,W) Any rarity weapon upgrade material.
17 Bathycite Ore (O) Elder Dragon Bone
18-19 Mohran Brace (A,W) Any rarity armor upgrade material.
Pelagicite Ore
20 Earth Dragongem (A,W)
Any rarity weapon upgrade material.
Bathycite Ore
ARMOR MATERIAL EFFECTS Any rarity armor upgrade material.
Mohran Scale
Sand Surfing. While wearing this armor you're able to swim
through desert terrain as if it was water.
Mohran Carapace VARIANT: Dah'ren Mohran
Divine Blessing+4. When you take damage you are not A dah'ren mohran has a challenge rating of 27
immune or resistant to, roll a d12 and reduce the damage (105,000 XP). It has the same statistics as a jhen
you take by the number rolled. You can use this property a mohran except that it adds +2 to its Armor Class
number of times equal to your proficiency bonus. You (AC 22); its strength score increases to 28,
regain all expended uses when you finish a long rest. increasing its +to hit to +17 on all attacks and its
save DC on Shake Off to 25; it loses its resistance
Mohran Rockskin
to lightning but gains resistance to cold, and
Handicraft+3. For 24 hours, you gain proficiency with
replaces its Tusks and Horn Sweep actions with the
three artisan tools of your choice each dawn.
following:
Sturdy Fang Horn. Melee Weapon Attack. +17 to hit, reach
You are immune to fire damage while you wear this armor. 30 ft., one target. Hit: 30 (4d10 + 8) piercing
damage.
Mohran Brace
Horn Drill (Recharge 5-6). The dah'ren mohran
Rock Steady. While wearing this armor, you can't be
moves up to its swim speed while rotating at high
unwillingly knocked prone and you ignore effects like the
speed. During this move it can swim through other
kushala daora and amatsu's wind barrier.
creatures without provoking opportunity attacks.
Earth Dragongem Each creature the dah'ren mohran moves through
Iron Wall+. You have a +3 bonus to your armor class while must make a DC 25 Dexterity saving throw, taking
you wear this armor. 61 (8d12 + 9) piercing damage and be knocked
prone on a failed save or half as much damage on a
WEAPON MATERIAL EFFECTS successful one and isn't knocked prone.
Mohran Scale
Speed Sharpening. You can spend 1 minute sharpening a
bladed weapon. When you hit a creature for the first time
after sharpening it, the weapon deals its maximum
piercing or slashing damage to the target.
Dah'ren Mohran Loot Table
Mohran Carapace Dah'ren Mohran uses the same loot table as the
FastCharge+. When you roll for initiative, your greatsword, Jhen Mohran.
longsword, charge blade, or tonfas gains 2 charge, spirit, or
phial charge.
Mohran Rockskin
You gain a +3 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals
lightning or thunder damage.

105
Kirin
Kirin resembles a unicorn, though a closer look reveals that it is
covered in scales rather than a coat. Its majestic white mane and
hair stand on end, as if charged with static. The monster often
crackles with stray electricity.
Kirin have white fur used for picking up electricity. When
enough electrical currents are picked up in the fur, Kirin will glow
brightly and its hide will deflect most attacks. From this, the
Adventurer's Guild believes that Kirin's high metabolism helps it
pick up electricity as well. A Kirin's most vital feature is its
longhorn. This horn is used to summon lightning from the sky,
even when there isn't a storm cloud in sight, to strike any foes that
threaten it. However, even if this horn is destroyed, Kirin can still
summon lightning bolts with little effort.
Some of the more rare, older, or just stronger individuals are
known for having unusually strong electrical powers that are yet to
be fully understood. Some of the larger, more stronger muscles are
located in its legs, capable of delivering deadly kicks. Equipped
with such powerful legs, all Kirin possess the ability to run at
speeds so unexpectedly fast they appear to teleport, leaving behind
a trail of blue electricity.
Kirin are a highly unpredictable species. Sometimes Kirin are
calm, other times they are aggressive. In one legend, it was said
that a Kirin actually destroyed a whole village with its electrical
powers.

Kirin Actions
Large celestial (elder), unaligned Multiattack. The kirin makes one Horn attack and two
Hooves attacks.
Armor Class 17 (natural armor)
Hit Points 127 (15d10 + 45) Electrified Touch. Melee Spell Attack. +9 to hit, reach 5
Speed 60 ft. ft., one target. Hit: 18 (4d8) lightning damage and the
target can't take reactions until the start of its next turn.
Hooves. Melee Weapon Attack. +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 10 (2d4 + 5) bludgeoning damage.
21 (+5) 16 (+3) 16 (+3) 19 (+4) 20 (+5) 20 (+5) Horn. Melee Weapon Attack. +9 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage.
Skills Insight +9, Perception +9, Religion +8
Damage Resistances necrotic Spellcasting. The kirin casts one of the following spells,
requiring no material components and using Wisdom as
Damage Immunities lightning
the spellcasting ability (spell save DC 17):
Condition Immunities paralyzed
Senses blindsight 30 ft., darkvision 120 ft., passive At will: control weather, expeditious retreat, gust of
Perception 19 wind, light, see invisibility, thaumaturgy, thunderclap
Languages all, telepathy 120 ft. 4/day at 5th-level: call lightning, destructive wave,
Challenge 12 (8,400 XP) Proficiency +4 elemental bane (lightning), lightning bolt, storm sphere,
thunder step, thunderwave
Control Lightning. The kirin can choose any location
within 30 feet of it as the starting location of the Legendary Actions
lightning bolt spell. The kirin can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Legendary Resistance (3/Day). If the kirin fails a saving
be used at a time and only at the end of another
throw, it can choose to succeed instead.
creature's turn. The kirin regains spent legendary actions
Magic Resistance. The kirin has advantage on saving at the start of its turn.
throws against spells and other magical effects.
Detect. The kirin makes a Wisdom (Perception) Check.
Magic Weapons. The kirin's weapon attacks are magical.
Move. The kirin moves up to its half speed without
provoking opportunity attacks.
Smite. The kirin makes a Hoof attack or casts
thunderclap.

107
Kirin Azure Horn
Kirin You have resistance to lightning damage while you wear
Challenge Rating 12 Carves 4 this armor.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1-4 Kirin Hide (A,W) Kirin Hide
5-7 Kirin Mane (A,W) Your weapon deals an extra 1d6 lightning damage.

8-10 Kirin Tail (A,W) Kirin Mane


This weapon has 3 runes which are regained every day at
11-13 Kirin Thunderhorn (A,W) dawn. When you hit a creature with this weapon, you can
14-15 Elder Dragon Blood (O) expend a rune to have the target make a DC 14
Constitution saving throw. On a fail, the creature is
16-18 Elder Dragon Bone (O) incapacitated and has its movement speed is reduced to 0
19-20 Kirin Azure Horn (A,W) for 1 minute. The creature can repeat its saving throw at
the end of its turn, ending the effect on a success.
Kirin Tail
ARMOR MATERIAL EFFECTS Critical Element (lightning). When you critically hit with a
Kirin Hide weapon or spell that deals lightning damage, you deal an
Marathon Runner+. While wearing this armor, your walking extra 1d6 lightning damage. Additionally if a creature fails
speed increases by 10 feet and you ignore difficult terrain its saving throw by 5 or more against a spell that deals
if it was not created by a magical effect. lightning damage, you deal an extra 1d6 lightning damage
to it.
Kirin Mane
Control Lightning. Whenever you cast a cone or line spell Kirin Thunderhorn
that deals lightning damage, you can choose any location When you cast a spell that deals lightning damage, you
within 30 feet of you as the starting location. gain a +2 bonus to its spell attack roll or you increase the
spell save DC by 2.
Kirin Tail
Divine Blessing+. When you take damage you are not Kirin Azure Horn (Spellcaster Only)
immune or resistant to, roll a d6 and reduce the damage While you are holding this weapon, you can use an action
you take by the number rolled. You can use this property a to cast the call lightning spell from it. Once used, you can't
number of times equal to your proficiency bonus. You use this property again until the next dawn.
regain all expended uses when you finish a long rest.
Kirin Thunderhorn OTHER MATERIAL EFFECTS
You can't be paralyzed while you wear this armor. Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.

Kirin Material Bonus


When a character has three kirin materials
socketed into their equipment, they gain the Kirin
Favor bonus.
Kirin Favor. Whenever you make a carve check, you
make the check with advantage.

108
Tempered Kirin Spellcasting. The kirin casts one of the following spells,
requiring no material components and using Wisdom
Large celestial (elder), unaligned as the spellcasting ability (spell save DC 20):
At will: control weather, expeditious retreat, gust of
Armor Class 23 (natural armor) wind, jump, light, see invisibility, thaumaturgy,
Hit Points 171 (18d10 + 72) thunderclap thunder step, thunder wave at 5th-level
Speed 60 ft. 4/day at 5th-level: call lightning, destructive wave,
elemental bane (lightning), lightning bolt, storm sphere
2/day: chain lightning
STR DEX CON INT WIS CHA
1/day: storm of vengeance
23 (+6) 16 (+3) 18 (+4) 19 (+4) 22 (+6) 22 (+6)
Legendary Actions
Saving Throw Dex +9, Con +10, Int +10, Wis +12 The kirin can take 3 legendary actions, choosing from
Skills Perception +12, Insight +12, Religion +10 the options below. Only one legendary action option
Damage Resistances necrotic can be used at a time and only at the end of another
Damage Immunities lightning creature's turn. The kirin regains spent legendary
Condition Immunities paralyzed actions at the start of its turn.
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 22 Detect. The kirin makes a Wisdom (Perception) Check.
Languages all, telepathy 120 ft. Move. The kirin moves up to its half speed without
Challenge 19 (22,000 XP) Proficiency +6 provoking opportunity attacks.

Control Lightning. The kirin can choose any location Smite. The kirin makes a hoof attack or casts
within 30 feet of it as the starting location of the thunderclap.
lightning bolt spell. Cast a Spell (Costs 2 Actions). The kirin casts a spell
from its list of known spells, using a spell slot as
Elder Seal Susceptibility. When the kirin is hit by a normal.
weapon that has the elder seal material, its AC is
reduced by 3 until the start of its next turn.
Fulgurmancer The kirin has advantage on Concentration
checks to maintain concentration on a spell. Tempered Kirin
Additionally, when a creature fails its saving throw Challenge Rating 19 Carves 4
against a spell that deals lightning damage on a turn,
that creature is afflicted with thunderblight for 1 Carve Chance Material Slots
minute. A creature can repeat the saving throw at the 1-4 Elder Dragon Blood (O)
end of each of its turns, ending the effect on itself on a
success. 5-7 Elder Dragon Bone (O)
Legendary Resistance (3/Day). If the kirin fails a saving 8-10 T.Kirin Hide (A,W)
throw, it can choose to succeed instead. 11-13 T.Kirin Mane (A,W)
Magic Resistance. The kirin has advantage on saving
14-15 T.Kirin Tail (A,W)
throws against spells and other magical effects.
16-18 T.Kirin Thunderhorn A,W)
Magic Weapons. The kirin's weapon attacks are magical.
19-20 T.Kirin Azure Horn (A,W)
Actions
Multiattack. The kirin makes one Horn attack and two
Hooves attacks. ARMOR MATERIAL EFFECTS
T.Kirin Hide
Electrified Touch. Melee Spell Attack. +12 to hit, reach Marathon Runner+. While wearing this armor, your walking
5 ft., one target. Hit: 27 (6d8) lightning damage and speed increases by 10 feet and you ignore difficult terrain
the target can't take reactions until the start of its next if it was not created by a magical effect.
turn.
T.Kirin Mane
Hooves. Melee Weapon Attack. +12 to hit, reach 5 ft., Control Lightning. Whenever you cast a cone or line spell
one target. Hit: 11 (2d4 + 6) bludgeoning damage. that deals lightning or thunder damage, you can choose
Horn. Melee Weapon Attack. +12 to hit, reach 5 ft., one any location within 30 feet of you as the starting location.
target. Hit: 15 (2d8 + 6) piercing damage. T.Kirin Tail
Divine Blessing+2. When you take damage you are not
immune or resistant to, roll a d8 and reduce the damage
you take by the number rolled. You can use this property a
number of times equal to your proficiency bonus. You
regain all expended uses when you finish a long rest.

109
T.Kirin Thunderhorn
You have resistance to thunder damage and can't be Kulve Taroth
paralyzed while you wear this armor. Kulve Taroth is an Elder Dragon that has a metallic coat that shines
golden but is made up of a variety of metals and minerals that it
T.Kirin Azure Horn
uses to protect itself. It appears every so often to the surface and
You are immune to lightning damage while you wear this
must be hunted quickly before it disappears into the depths of the
armor.
earth again.
Kulve Taroth is unique among Elder Dragons in that it does not
WEAPON MATERIAL EFFECTS
interact with any monsters of any kind apart from the Gajalaka's
T.Kirin Hide
Your weapon deals an extra 1d8 lightning damage. that reside in the caves who mostly take pieces of her fallen metal
coat for their own purposes. However considering her size, power,
T.Kirin Mane and speed it would be safe to assume she would be at the top of the
This weapon has 3 runes which are regained every day at food chain along with most elder dragons. Curiously she seems to
dawn. When you hit a creature with this weapon, you can be utterly safe from the rabid hunger of the infamous Nergigante.
expend a rune to have the target make a DC 16 Even amongst Elder Dragons Kulve Taroth is a very passive
Constitution saving throw. On a fail, the creature is aggressive monster, it will not attack until excessively provoked
incapacitated and has its movement speed is reduced to 0 and once provoked it will not stop till it's aggressors are eliminated.
for 1 minute. The creature can repeat its saving throw at Kulve Taroth once spotted will do all it can to escape conflict
the end of its turn, ending the effect on a success. forcing hunters to track it down again. Kulve Taroth has some
T.Kirin Tail displays of intelligence particularly when driven to a corner when
Critical Status (thunderblight). When you hit a creature she uses her breath to heat the ceiling of caves to off-balance
with a weapon or spell that deals lightning or thunder hunters.
damage, and roll a 20 for the attack roll, the creature is The most striking trait of the Kulve is the metal coat which it
afflicted with thunderblight for 1 minute. A creature can wears like a royal robe fit for a queen. Kulve's body is covered by
make a DC 15 Constitution saving throw at the end of the same materials that make up it's coat, which all shine a bright
each of its turns, ending the effect on itself on a success. golden glow but is not gold itself. Another striking trait is Kulve's
T.Kirin Thunderhorn size, she is massive far larger than most elder dragons and is strong
When you cast a spell that deals lightning damage, you enough to carry her massive metal coat. When removed from the
gain a +3 bonus to its spell attack roll or you increase the coating the Kulve Taroth is a dazzling color of sapphire and
spell save DC by 3. emeralds. Kulve uses both her massive body and her coat as both a
means of defense and attack, often diving down to ram her body
T.Kirin Azure Horn (Spellcaster Only)
against hunters while her coat allows her to attack in ranges she
This weapon has 7 runes. While holding it, you can use an
wouldn't normally be able to attack.
action to expend 1 or more of its runes to cast the call
lightning spell (save DC 16) from it. For 1 rune, you cast It's not until one removes her metal coat that we see the Kulve
the 3rd-level version of the spell. You can increase the Taroth's true prowess, not only does she move much more nimbly
spell slot level by one for each additional rune you expend. but also more aggressively as well, using her horned head to ram
This weapon regains 1d6 + 1 expended runes daily at and smash hunters with extreme aggression.
dawn. If you expend the weapon's last rune, roll a d20. On
a 1, the runes cannot recharge for a week.

OTHER MATERIAL EFFECTS


Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.

T.Kirin Material Bonus


When a character has three T.kirin materials
socketed into their equipment, they gain the
Tempered Kirin Favor bonus.
Kirin Favor. You have have advantage on carve
checks. Additionally when you roll on a creature's
loot table, you can choose to reroll it and take the
new roll. Once you use this bonus, you can't use it
again until you finish a long rest.

110
Kulve Taroth Dexterity saving throw, taking 45 (7d10+7) bludgeoning
damage and be knocked prone on a failed save, or half as
Gargantuan dragon (Elder), unaligned
much damage isn't knocked prone on a successful one.

Armor Class 19 (22 with gold mantle) Molten Gold Breath (Recharge 5-6). The kulve taroth
Hit Points 292/292/292 (15d20 + 135) releases a gout of molten gold across the ground in a 90
Speed 60 ft. (40 ft with gold mantle) foot cone in front of it. Each creature on the ground in
that area must make a DC 24 Dexterity saving throw
taking 67 (15d8) fire damage and catches fire on a failed
STR DEX CON INT WIS CHA save, or half as much damage and does not catch fire.
Until a creature takes an action to douse the fire, the
27 (+8) 10 (+0) 29 (+9) 20 (+5) 21 (+5) 21 (+5) creature takes 6 (1d12) fire damage at the start of each
of its turns.
Saving Throws Str +15, Dex +7, Con +16, Wis +12
Skills Perception + 12 Paragon Trait
Damage Resistances lightning; bludgeoning, piercing, and Paragon Fortitude. The kulve taroth has multiple pools of
slashing from nonmagical attacks hit points, each which is tracked separately. Damage and
Damage Immunities fire healing only applies to the current hit point pool. When a
Condition Immunities charmed, frightened, paralyzed, pool is depleted of all hit points, it becomes inactive.
poisoned, stunned When this happens, the kulve taroth immediately saves
Senses darkvision 120 ft., passive Perception 22 against all ongoing conditions and effects. If all hit point
Languages Draconic pools are inactive, the kulve taroth dies. When it takes a
Challenge 21 (33,000 XP) Proficiency +7 long rest, the kulve taroth heals all hit points in the
current pool and fully heals one depleted hit point pool.
Gold Mantle. The Kulve Taroth is covered in a gold plating
While it remains intact, its AC is increased by 3 and its Paragon Fury. The kulve taroth rolls initiative with
speed is reduced by 20 feet. advantage. The kulve taroth starts with 0 paragon
actions. If a hit point pool is depleted, the kulve taroth
Legendary Resistance (3/Day). If the kulve taroth fails a gains one additional paragon action. The kulve taroth can
saving throw, it can choose to succeed instead. use a paragon action after any other creature takes a turn.
Magic Resistance. The kulve taroth has advantage on If the kulve taroth does so, it regains its reaction. A
saving throws against spells and other magical effects. paragon action is a complete turn. They have an action,
bonus action and can move up to its speed. The paragon
Paragon Creature. The kulve taroth counts as a number of actions refresh at the start of the kulve taroth's turn and
creatures equal to it's paragon multiplier (3) for the any remaining actions from the previous turn are lost.
purposes of determining combat encounters. The XP
value for a kulve taroth is multiplied by its paragon Paragon Transformation. When the kulve taroth has only
multiplier. one hit point pool remaining, its golden mantle breaks
and falls off it, and gains the following actions:
Actions Fire Lane. The kulve taroth rears up on her hind legs and
Multiattack. The kulve taroth makes three attacks: one releases an explosion of lava in a 120-foot line that is
with its ram, one with its claw, and one with its tail. 10 feet wide. Each creature in that line must make a
DC 24 Dexterity saving throw, taking 44 (8d10) fire
Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one damage and begin to burn on a failed save, or half as
target. Hit: 25 (4d8 + 7) slashing damage. much damage on a successful one and does not burn.
Ram. Melee Weapon Attack: +15 to hit, reach 10 ft., one A creature that is burning takes 6 (1d12) fire damage
target. Hit: 33 (4d12 + 7) bludgeoning damage. at the start of its turn. A creature can use its action on
its turn to douse the flames.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage and the Consecutive Molten Pools (Recharge 6). The kulve taroth
target must make a DC 23 Strength saving throw or be rears up slightly, fires an orb of molten gold at two
knocked prone. creatures within 60 feet of it. The orb impacts the
ground at the feet of the targets creating a pool of
Fireball. The kulve taroth exhales a fireball which molten gold that spreads out in a 20-foot radius. That
explodes at a point within 120 feet of it. Each creature in area becomes difficult terrain for the duration. When a
a 20-foot radius sphere centered on that point must creature moves into or within the area, it takes 6
make a DC 24 Dexterity saving throw, taking 38 (11d6) (1d12) fire damage for every 5 feet it travels.
fire damage on a failed save, or half as much damage on At the start of the kulve taroth's next turn, the pool
a successful one. of molten gold begins to cool and harden.
Roll Over. The kulve taroth moves up to half its At the start of its 2nd turn after using this action,
movement speed, without provoking opportunity the molten gold hardens and restrains (escape 20)
attacks, by rolling over and crushing anything in its path. each creature still standing within it.
Each creature in that area must make a DC 23

111
Kulve Taroth Golden Spiralhorn
Peak Performance. When your hit points are full and you
Challenge Rating 21 Carves 9
roll a 1 or 2 on a damage die for an attack you make with a
Carve Chance Material Slots melee weapon, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2.
1-2 Elder Dragon Bone (O)
Golden Scale
3-4 Elder Dragon Blood (O) You gain a +3 bonus to your spell attack rolls and spell
5-7 Golden Shell (A,W) save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals fire
8-10 Golden Spiralhorn (A,W) damage.
11-13 Golden Scale (A,W) Golden Tailshell (Melee Weapon Only)
14-16 Golden Tailshell (A,W) Whenever you hit a creature with this weapon, it ignites in
flames. At the start of each of its turns, the creature must
17-19 Golden Nugget (O) make a DC 17 Constitution saving throw. On a failed save,
it takes 1d8 fire damage. On a successful save, the flames
20 Golden Glimstone (A,W)
are smothered. If the target or a creature within 5 feet of it
uses an action to put out the flames, or if some other
ARMOR MATERIAL EFFECTS effect douses the flames (such as the target being
Golden Shell submerged in water), the effect ends and the creature is
Handicraft+3. For 24 hours, you gain proficiency with immune to this weapon effect for the next 24 hours.
three artisan tools of your choice each dawn. Golden Glimstone
Power Prolonger. Depending on which weapon this
Golden Spiralhorn material is placed into, it gains the following benefits:
You can't be stunned while you wear this armor.
Dual Blades. Demon/Archdemon Mode duration is
Golden Scale increased by 30 seconds.
You have resistance to lightning and thunder damage while Great Sword Guard grants a +4 AC bonus for the
you wear this armor.
duration of the turn it is used.
Golden Tailshell Hunting Horn. Melodies duration is increased by 1
Wide-Range+. When you eat or drink an Uncommon or minute.
lower consumable item (except potions of resistance), Insect Glaive. Kinsects Essence duration is increased by
each creature within 20 feet of you also gain its effect. 1 minute.
Lance Powerguard grants a +4 AC bonus for the duration
Golden Glimstone
of the turn it is used.
You are immune to fire damage while you wear this armor.
Switch Axe. You regain one extra expended charge when
you hit a creature in axe mode.
WEAPON MATERIAL EFFECTS Tonfas. Earth Style. weapon damage die is increased to a
Golden Shell d10.
Your weapon deals an extra 1d8 fire damage.
OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
Golden Nugget
A glittering white gold nugget from Kulve Taroth valued at
8,000 gp.

112
It uses a special organ to produce its famous wind based-attacks
Kushala Daora and abilities. When hit with poison, its organ will be weak and its
Kushala Daora is a four legged Elder Dragon with a pair of widely shield will disappear for a short period of time while fighting the
spreading wings. Its skin is plated with metal that makes weapons toxins. Kushala Daora have tough, metal filled skin, but suffer from
bounce off without enough sharpness. Kushala Daora has a severe weakness to poison, which can easily enter the
numerous horns lining its head and sharp claws on each of its legs. bloodstream through cracks created in the skin. Kushala Daora
Kushala Daora have the ability to manipulate strong winds, must infrequently shed their trademark skin as they grow. This can
creating a wind barrier that surrounds itself. The wind barrier can easily be spotted as the once shining silver scales will rust over due
knock an adventurer back, making the adventurer vulnerable to to oxidation with air. The most well-known ability about Kushala
Kushala Daora's attacks. The wind barrier also makes it difficult for Daora is the storms it summons. These storms can easily destroy
the adventurer to attack its body. whole regions, varying from region to region. Kushala Daora can
Kushala Daora are rare top predators, and fear almost nothing. cause sandstorms, hurricanes, and snowstorms though it is
However, it is occasionally threatened by the large, fast and unknown how.
aggressive Tigrex and the rare powerful Rajang. They can compete Some extra rare individuals have increased storm and wind-
with other elder dragons, especially Chameleos in the Jungle. There creating abilities. Such as creating multiple free-roaming tornadoes
are reports of Kushala Daora eating mineral deposits, this may and wind tunnels under multiple targets all at once using its wings
show how they manage to have a metal rust-able skin. Kushala to control the wind flow, they are able to blow a breath that is both
Daora possesses some of the largest wings of any monster. It uses extremely strong and cold to the point of freezing the ground and
these to sail effortlessly in the air. It can hover off the ground and water it has breathed on.
blast hunters with wind.

113
Kushala Daora Tornado (Recharges after a short or long rest). The kushala
conjures a tornado that lasts for 1 minute. The tornado is
Huge dragon (elder), unaligned
a 20-foot-radius, 60-foot-high spiraling cylinder of wind
centered on a location within 100 feet of the kushala.
Armor Class 19 (natural armor) This cylinder becomes difficult terrain for the duration.
Hit Points 189 (18d12+72) Unattended objects in this cylinder that are Large or
Speed 40 ft., fly 80 ft. smaller are pulled towards the center. When a creature
enters the tornado's area for the first time on a turn or
starts its turn there, it is struck by debris the tornado has
STR DEX CON INT WIS CHA picked up, and it must make a DC 17 Strength saving
23 (+6) 18 (+4) 19 (+4) 18 (+4) 15 (+2) 12 (+1) throw, taking 14 (4d6) bludgeoning damage plus 14
(4d6) slashing damage, be pulled to the center of the
cylinder, and is restrained (escape DC 17) on a failed
Saving Throws Str +11, Dex +9, Wis +7, Cha +6
save. On a successful save the creature takes half as
Skills Perception +7, Stealth +9
Damage Vulnerabilities poison much damage and is not pulled into the center or
restrained.
Damage Immunities cold
On each of the kushala's turns, it must use its bonus
Senses blindsight 60 Ft., darkvision 120 ft., passive
action to move the tornado 30 feet in any direction.
Perception 17
Languages Draconic Wind Tunnel (Recharge 5-6). The kushala exhales a blast
Challenge 15 (13,000 XP) Proficiency +5 of strong wind in a 90-foot line that is 10 feet wide. Each
creature in the line must succeed on a DC 17 Strength
Flyby. The kushala doesn't provoke opportunity attacks saving throw, taking 49 (11d8) thunder damage and is
when it flies out of an enemy's reach. pushed 15 feet away in a direction following the line on
a failed save or half as much damage on a successful one
Poison susceptibility. While poisoned, the kushala's Wind and is still pushed away. The wind tunnel disperses gas
Barrier is deactivated, it must land on its next turn, and is or vapor, and it extinguishes candles, torches, and similar
unable to fly until the poisoned is removed. Once the unprotected flames in the area. It causes protected
poisoned condition is removed, the kushala's Wind flames, such as those of lanterns, to dance wildly and has
Barrier once again takes effect. a 50 percent chance to extinguish them.
Wind Barrier. A barrier of strong wind surrounds the
kushala in a 5-foot radius around it. The strong wind Legendary Actions
keeps fog, smoke, and other gases at bay. Small or The kushala can take 3 legendary actions, choosing from
smaller flying creatures or Objects can't pass through the options below. Only one legendary action option can
the barrier. Loose, lightweight materials brought into the be used at a time and only at the end of another
barrier fly upward. Arrows, bolts, and other ordinary creature's turn. The kushala regains spent legendary
projectiles launched at the kushala are deflected upward actions at the start of its turn.
and automatically miss. (Boulders hurled by Giants or
siege engines, and similar projectiles, are unaffected.) Bite Attack. The kushala makes a Bite attack.
Creatures in Gaseous Form can't pass through the Move. The kushala can move all dust devils up to 30 feet
barrier. in any direction.
When a Medium or smaller creature enters the wind
barrier's area for the first time on a turn or starts its turn Dust Devils (Costs 2 Actions). The kushala chooses 3
there, it must make a DC 17 Strength saving throw or be unoccupied 5-foot cube within 60 feet of it. An
pushed back 10 feet. If the saving throw fails by 5 or elemental force that resembles a dust devil appears in
more, the target is also knocked prone. the cube and lasts for 1 minute. Each creature that starts
its turn within 5 feet of the dust devil must make a DC
Actions 17 Strength saving throw, taking 9 (2d8) bludgeoning
damage and is pushed 10 feet away from the dust devil
Multiattack. The kushala makes two Bite attacks. on a failed save, or half as much damage and isn’t
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one pushed on a successful one.
target. Hit: 22 (3d10 + 6) piercing damage. If the dust devil moves over sand, dust, loose dirt, or
small gravel, it sucks up the material and forms a 10-
Barrage. The kushala rains the debris down to the ground foot-radius cloud of debris around itself that lasts until
in a 10-foot-radius, 20-foot-high cylinder centered on a the start of the kushala's next turn. The cloud heavily
point within 150 feet. Each creature in the cylinder must obscures the area it is in.
make a DC 17 Dexterity saving throw, taking 16 (3d10)
bludgeoning damage and 16 (3d10) slashing damage on
a failed save, or half as much damage on a successful
one.

114
Risen Kushala Daora
A risen kushala daora is a kushala daora that has
overcome being afflicted by the qurio and has
become more powerful as a result. It has a
challenge rating of 17 (18,000 XP). It has the same
statistics as a kushala daora except for the
following changes:
Risen State (Recharge 4-6). At the start of its turn
(winning all ties) the kushala enters a Risen State
until the start of its next turn, if available. While in
the Risen State, the kushala's can use its Risen
actions as an action or legendary action.
This Recharge trait, is immune to the effects of
the Elderseal material.

Risen Actions
Multiattack (Cannot be used as a Legendary Action).
The kushala makes two Claw attacks.
Claw (Costs 1 Action if used as a Legendary
Action). Melee Weapon Attack. +11 to hit, reach 10
ft., one target. Hit: 13 (2d6 + 6) piercing damage
plus 14 (4d6) thunder damage and each creature
in a 30-foot line that is 5 feet wide behind the
target must succeed on a DC 19 Dexterity saving
throw or be dealt the same damage as the target.
Aerial Dragon Slam (Costs 2 Actions if used as a
Legendary Action). While flying, the kushala daora
moves up to its fly speed into a space on the
ground that contains one or more other creatures.
Each of those creatures must succeed on a DC 19
Strength or Dexterity saving throw (target's choice)
or be knocked prone, afflicted with dragonblight
for 1 minute, and take 24 (4d8 + 6) bludgeoning
damage plus 7 (2d6) necrotic damage. On a
successful save, the creature takes only half the
damage, isn't knocked prone or afflicted with
dragonblight, and is pushed 5 feet out of the
kushala's space into an unoccupied space of the
creature's choice. If no unoccupied space is within
range, the creature instead falls prone in the
kushala's space.
Eye of the Storm (1/Round; Costs 3 Actions if used
as a Legendary Action). The kushala spins 20 feet
into the air without provoking opportunity attacks
and each creature within 60-feet of the kushala is
pulled 30 feet towards it, as the kushala forms a
massive vortex. Each creature in a 30-foot radius,
40-foot-high cylinder centered on the kushala's
original location must make a DC 17 Dexterity
saving throw, taking 63 (14d8) thunder damage,
and be knocked prone on a failed save, or half as
much damage and isn't knocked prone on a
successful one.
Vortex Burst (Costs 2 Actions if used as a
Legendary Action). The kushala takes a deep breath
before exhaling a giant swirling ball of wind at a
point within 120-feet of it. Each creature in a 10-
foot radius sphere centered on that point must
make a DC 17 Dexterity saving throw, taking 45
(13d6) thunder damage on a failed save, or half as
much damage on a successful one.

115
Kushala Daora Daora Carapace
FastCharge+. When you roll for initiative, your greatsword,
Challenge Rating 15 Carves 4
longsword, charge blade, or tonfas gains 2 charge, spirit, or
Carve Chance Material Slots phial charge.
1-2 Elder Dragon Bone (O) Daora Claw
Your weapon deals an extra 1d8 thunder damage.
3-4 Elder Dragon Blood (O)
Daora Tail
5-8 Daora Dragon Scale (A,W) Critical Element (cold). When you critically hit with a
9-11 Daora Carapace (A,W) weapon or spell that deals cold damage, you deal an extra
1d6 cold damage. Additionally if a creature fails its saving
12-14 Daora Claw (A,W) throw by 5 or more against a spell that deals cold damage,
15 Daora Tail (W) you deal an extra 1d6 cold damage to it.
Daora Webbing
16-17 Daora Webbing (A,W) Elderseal. When you hit a creature that has a Recharge
18-19 Daora Horn (A,W) ability, it has disadvantage on all recharge rolls until the
start of your next turn.
20 Daora Gem (A,W)
Daora Horn
When you take the Attack action on your turn, you can
ARMOR MATERIAL EFFECTS replace one of your attacks to release a blast of strong
Daora Dragon Scale wind in a 45-foot line that is 5 feet wide. Each creature in
Handicraft+2. For 24 hours, you gain proficiency with two the line must succeed on a DC 17 Strength saving throw,
artisan tools of your choice each dawn. taking 5d6 thunder damage and is pushed 15-feet back on
a failed save or half as much damage on a successful one
Daora Carapace and is not pushed back. You can use this property a
Heat Guard. While wearing this armor you are immune to number of times equal to your proficiency bonus,
damage from lava and you are unaffected by extreme heat. regaining all expended uses when you finish a long rest.
Daora Claw Daora Gem (Druid, Sorcerer, & Wizard Only)
Evade Extender (M). You gain a +2 bonus to Dexterity This weapon has 6 runes. While holding it, you can use an
saving throws while you wear this armor. action to expend 1 or more of its runes to cast the dust
Daora Webbing devil spell from it. For 1 rune, you cast the 2nd-level
Evade Window. This armor has 3 runes, and it regains 1d3 version of the spell. You can increase the spell slot level by
expended runes daily at dawn. When you fail a Dexterity one for each additional rune you expend.
saving throw while wearing it, you can use your reaction to
The weapon regains 1d6 + 1 expended runes daily at
expend 1 of its runes to succeed on that saving throw
dawn. If you expend the weapon's last rune, roll a d20. On
instead.
a 1, you can't regain any runes on this weapon for 1 week.
Daora Horn
Wind Barrier. While you are attuned to this armor, you can OTHER MATERIAL EFFECTS
use an action to summon a wind barrier around you for 1 Elder Dragon Blood
minute. While the barrier is active, you have half cover Any rarity weapon upgrade material.
against range attacks, resistance to nonmagical
ammunition, and disperse any fog like effect in a 5-foot Elder Dragon Bone
radius around you. Once used, you can't use this property Any rarity armor upgrade material.
again until you finish a long rest.
Daora Gem
You are immune to cold damage while you wear this
armor.

WEAPON MATERIAL EFFECTS


Daora Dragon Scale
While attuned to this weapon, you know the gust cantrip.
If you already know the cantrip you can cast it as a bonus
action instead.

116
Lao-Shan Lung Siege Monster. The lao-shan lung deals double damage
An Elder Dragon, albeit a gigantic specimen. Lao-Shan Lung was to objects and structures.
once considered the largest monster in the world until recently. Siege Vulnerability. Siege weapons ignore lao-shan lungs
Lao-Shan Lung specializes in feeding on different types of ore and immunities and resistances.
minerals, no matter what region it goes to. Though its size
Walking Disaster. The lao-shan lung can enter a Large or
surpasses most other species, it has one natural predator that is
smaller creature's space. The first time it enters a
considered a myth. That predator is Fatalis.
creature's space on a turn, or begins its turn adjacent
Huge. One of the largest dragons ever documented, rivaled only to or on a creatures space, it can make a Stomp attack
by colossi such as Ceadeus, Dalamadur, Laviente, Jhen Mohran against the creature.
and Zorah Magdaros. Lao-Shan Lungs are very well armored.
Their shells only thicken as the time passes by. A Lao-Shan Lung Actions
shell coloration is determined by the kind of mineral particles that Body Slam. Melee Weapon Attack. +19 to hit, reach 5
float in the atmosphere and get attached to its body as the dragon ft., one target. Hit: 36 (4d12 + 10) bludgeoning
ages: the ones who dwell in the mountains are colored red because damage.
of the abundance of iron particles, while the ones that live near the
Headbutt. Melee Weapon Attack. +19 to hit, reach 5 ft.,
Volcanic Belt are mostly grey due to ash. Because of their size,
one target. Hit: 32 (4d10 + 10) bludgeoning damage.
getting stepped on or whipped by the tail is very damaging or
possibly fatal. Stomp. Melee Weapon Attack: +19 to hit, reach 10 ft.,
Extremely docile even when facing multiple foes. They appear one target. Hit: 23 (2d12 + 10) bludgeoning damage.
to care little about adventurers, as they mainly ignore them on their If the target is a creature, it must make a DC 27
travels. Despite their low aggression, their immense size poses a Strength saving throw or be pushed back 10 feet and
tremendous risk to adventurers in their general vicinity. knocked prone.
Legendary Actions
The lao-shan lung can take 3 legendary actions,
Lao-Shan Lung choosing from the options below. Only one legendary
Gargantuan dragon (elder), unaligned action option can be used at a time and only at the end
of another creature's turn. The lao-shan lung regains
Armor Class 28 (natural armor) spent legendary actions at the start of its turn.
Hit Points 615 (30d20 + 300) Move. The lao-shan lung moves up to half its speed.
Speed 30 ft.
Stomp Attack. The lao-shan lung makes one Stomp
attack.
STR DEX CON INT WIS CHA Shake Off (Costs 2 Actions). The lao-shan lung thrashes
around in an attempt to throw any object or creature
30 (+10) 10 (+0) 30 (+10) 9 (-1) 11 (+0) 10 (+0)
that is on its body. Each creature on the lao-shan lung
must make a DC 27 Strength or Dexterity saving throw
Saving Throws Dex +9, Int +8, Wis +9 Cha +9 (creature's choice), or be thrown off the lao-shan lung
Damage Resistances acid, cold, poison, thunder; taking 14 (4d6) fall damage upon hitting the ground.
bludgeoning, piercing, and slashing from magical
weapons
Damage Immunities bludgeoning, piercing, and slashing Lao-Shan Lung
from nonmagical attacks Challenge Rating 30 Carves 9
Condition Immunities charmed, frightened, paralyzed,
poisoned Carve Chance Material Slots
Senses blindsight 120 ft., passive Perception 10
1 Elder Dragon Blood x2 (O)
Languages Draconic
Challenge 30 (155,000 XP) Proficiency +9 2 Elder Dragon Bone x2 (O)
3-5 Lao-Shan Scale (A,W)
Casual Stroll. the lao-shan lung cannot take the dash
action, unless it is fleeing. 6-7 Lao-Shan Shell (A,W)
Legendary Resistance (4/Day). If the lao-shan lung fails a 8 Lao-Shan Horn (A,W)
saving throw, it can choose to succeed instead.
9-11 Lao-Shan Shard (A,W)
Magic Resistance. The lao-shan lung has advantage on
saving throws against spells and other magical effects. 12-13 Lao-Shan Cortex (A,W)
Natural Instinct. lao-shan Lung ignores medium size or 14 Lao-Shan Mantle (A,W)
smaller creatures and attempts to flee when it reaches
one-quarter of its maximum hit points (153). While 15-16 Dragon Healing Crystal (A,W,O)
fleeing, the lao-shan Lung speed increases to 50 feet 17 Lao-Shan Hardhorn (A,W)
and it can only use its action to dash.
18-19 Lao-Shan Megaclaw (A,W)
20 Pure Dragon Blood (A,O)

117
Lao-Shan Horn
ARMOR MATERIAL EFFECTS FastCharge+. When you roll for initiative, your greatsword,
Lao-Shan Scale longsword, charge blade, or tonfas gains 2 charge, spirit, or
Marathon Runner+. While wearing this armor, your walking phial charge.
speed increases by 10 feet and you ignore difficult terrain
if it was not created by a magical effect. Lao-Shan Shard
Steady Hand. Your weapon attacks critical hit range is
Lao-Shan Shell increased by 1 and it bypasses a creatures resistance to
Evasion+. You gain a +1 bonus to all saving throws and you slashing damage.
have advantage on Dexterity saving throws while you wear
this armor. Lao-Shan Cortex
Furor. When you are below one-tenth of your maximum hit
Lao-Shan Horn points, your melee weapon attacks with this weapon deal
While wearing this armor, any critical hit against you maximum damage.
becomes a normal hit.
Lao-Shan Mantle
Lao-Shan Shard Your Strength score is 29 while you are attuned to this
Adrenaline+. The first time you drop below half of your hit weapon. It has no effect on you if your Strength is already
point maximum in combat, you gain a rush of adrenaline. 29 or higher.
Until the end of your next turn you have advantage on
Dexterity and Strength saving throws and skill checks. Dragon Healing Crystal
Additionally on your next turn, your movement speed The first time you attack with this weapon on each of your
doubles and you can take one extra action. turns, you can transfer some or all of the weapon's bonus
to your armor class, instead of using the bonus on any
Lao-Shan Cortex attacks that turn. For example you could reduce the bonus
You cannot be charmed or frightened while you wear this to your attack and damage rolls by 2 to gain a +2 bonus to
armor. AC. The adjusted bonuses remain in effect until the start of
Lao-Shan Mantle your next turn, although you must hold the weapon to gain
Covert. While wearing this armor you have advantage on a bonus to AC from it.
Dexterity (Stealth) checks to move silently and you have Lao-Shan Hardhorn
advantage on any ability check made with an Alchemist This weapon has 3 runes. While holding it, you can use an
supplies. Also your bow, light bowgun, and heavy bowgun action and expend 1 rune to release a wave of terror. Each
ammunition capacity doubles for all ammunition. creature of your choice in a 30-foot radius extending from
Dragon Healing Crystal you must succeed on a DC 19 Wisdom saving throw or
Your Constitution score is 24 while you wear this armor. It become frightened of you for 1 minute. While it is
has no effect on you if your Constitution is already 24 or frightened in this way, a creature must spend its turns
higher. trying to move as far away from you as it can, and it can't
Lao-Shan Hardhorn willingly move to a space within 30 feet of you. It also
While wearing this armor you have advantage on saving can't take reactions. For its action it can use only the dash
action or try to escape from an effect that prevents it from
throws against spells and other magical effects.
moving. If it has nowhere it can move, the creature can use
Lao-Shan Megaclaw the dodge action. At the end of each of its turns, a creature
You have resistance to nonmagical damage while you wear can repeat the saving throw, ending the effect on itself on
this armor. Additionally, you can use an action to make a success.
yourself immune to nonmagical damage for 10 minutes or The weapon regains 1d3 expended runes daily at dawn.
until you are no longer wearing the armor. Once this
Lao-Shan Megaclaw
special action is used, it can't be used again until the next
dawn. While holding this weapon, you gain a +4 bonus to spell
attack rolls. In addition, you ignore half cover when making
Pure Dragon Blood. a spell attack.
You gain the following benefits while wearing this armor
Your armor's Armor Class is now 15 + your Dexterity OTHER MATERIAL EFFECTS
modifier, unless it is already higher than the new Armor Dragon Healing Crystal
Class. This hard crystal made from dragon scales is highly valued
You have advantage on saving throws against spells and and worth 25,000 gp. As an action, you can crush this
other magical effects. crystal over a creature or speak its name to cast the true
Your spell save DC and spell attack bonus each increase resurrection spell on them.
by 2. Elder Dragon Blood
Any rarity weapon upgrade material.
WEAPON MATERIAL EFFECTS Elder Dragon Bone
Lao-Shan Scale Any rarity armor upgrade material.
Your weapon attack deals an extra 2d6 bludgeoning
damage and it deals double damage to objects and Pure Dragon Bone
structures. Upgrades a weapon or armor to its next rarity when
applied to it. Must be used within a week of killing the lao-
Lao-Shan Shell shan lung or it becomes normal elder dragon blood.
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
118
Lunastra
Lunastra is colored blue as opposed to Teostra who is red. Her Actions
horns are flatter and wider, making a sort of crown structure. They
are known to breathe concentrated streams of fire, as well as cloak
Multiattack. The lunastra makes two Claw attacks and
one Bite or Tail attack.
themselves in a scalding aura. Lunastra are high in the food chain,
feeding on both coal, to fuel her fire abilities, and live prey like Bite. Melee Weapon Attack. +9 to hit, reach 10 ft., one
Apceros. target. Hit: 18 (3d8 + 5) piercing damage. If the
Lunastra, naturally have expert control over fire. They can use lunastra moved at least 20 feet straight toward the
this ability when hunting to ensure quick and devastating kills. target immediately before the hit, the target takes an
Despite her large size, she is quick on foot and can easily chase extra 13 (3d8) piercing damage.
down fast moving prey. Lunastra can also generate a fire aura
Claw. Melee Weapon Attack. +9 to hit, reach 5 ft., one
around their bodies from their horns, which helps prevent brazen target. Hit: 15 (3d6 + 5) slashing damage.
monsters like Tigrex from dealing serious damage to them. These
adaptations enable Lunastra to become a formidable apex predator Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one
wherever she is. Their wings are covered in a powder that can be target. Hit: 18 (3d8 + 5) bludgeoning damage and the
released and, at will, set a flame burning in the air resulting in target must succeed on a DC 17 Strength saving throw
explosions. This explosive powder is actually the Lunastra's old or be knocked prone.
skin. Fire Breath (Recharge 5-6). The lunastra exhales fire in a
Lunastra are brutal female elder dragons, quick to attack at the 60-foot cone. Each creature in that area must make a
first sign of trouble, though not as much as Teostra. In the ruins of DC 18 Dexterity saving throw, taking 36 (8d8) fire
the old Towers, Lunastra are commonly found in their nest together damage on a failed save, or half as much damage on a
with Teostra. successful one.
This suggests that both actually stay in the nest together and
guard their young. Though both haven't been seen in the nest Legendary Actions
together, both of their footprints can be found in the old nests and The lunastra can take 3 legendary actions, choosing
the active nests together. from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The lunastra regains spent
Lunastra legendary actions at the start of her turn.
Huge dragon (elder), unaligned
Attack. The lunastra makes a Bite attack.
Armor Class 16 (natural armor) Move. The lunastra moves up to her speed without
Hit Points 150 (12d12 + 72) provoking opportunity attacks.
Speed 50 ft., fly 40 ft.
Devil's Powder (Costs 2 Actions). The lunastra beats her
wings, releasing an explosive powder and creating a
STR DEX CON INT WIS CHA spark with her teeth. Each creature within 20 feet of
the lunastra must succeed on a DC 18 Dexterity saving
21 (+5) 17 (+3) 22 (+6) 12 (+1) 18 (+2) 10 (+0) throw or take 11 (2d10) fire damage plus 11 (2d10)
thunder damage and be knocked prone.
Saving Throws Str +9, Wis +6, Cha +4
Skills Perception +6
Damage Resistance acid
Damage Immunities fire Lunastra
Condition Immunities charmed, frightened Challenge Rating 12 Carves 4
Senses blindsight 60 Ft., darkvision 120 ft., passive
Perception 16 Carve Chance Material Slots
Languages Draconic 1-2 Elder Dragon Blood (O)
Challenge 12 (8,400 XP) Proficiency +4
3-4 Elder Dragon Bone (O)
Fire Aura. At the start of each of the lunastra's turns, 5-8 Lunastra Scale (A,W)
each creature within 5 feet of it takes 3 (1d6) fire
damage, and flammable objects in the aura that aren't 9-11 Lunastra Carapace (A,W)
being worn or carried ignite. A creature that touches 12-14 Lunastra Tail (A,W)
the lunastra or hits her with a melee attack while within
5 feet of it takes 3 (1d6) fire damage. 15-16 Lunastra Wing (A,W)
Poison susceptibility. While poisoned, the lunastra's Fire 17-18 Lunastra Mane (A,W)
Aura is deactivated, she must land on her next turn,
and is unable to fly until the poison is removed. Once 19 Lunastra Horn (A,W)
the poisoned condition is removed, the lunastra's Fire 20 Lunastra Gem (A,W)
Aura once again takes effect.

119
Lunastra Tail
ARMOR MATERIAL EFFECTS Your weapon deals an extra 1d6 fire damage.
Lunastra Scale
Tool Specialist. While wearing this armor your proficiency Lunastra Wing
bonus is double for any ability check made with a tool you When you hit a creature with a melee weapon attack using
are proficient with. this weapon, you can engulf the target in flames. At the
start of each of the engulfed creature’s turns, it takes 1d4
Lunastra Carapace fire damage and it can then make a DC 15 Dexterity saving
While you wear this armor, any creature that touches you throw, putting out the flames on a successful save.
or hits you with a melee weapon attack takes 1d6 fire Alternatively, the engulfed creature, or a creature within 5
damage. feet of it, can use an action to smother the flames ending
Lunastra Tail the effect. Once used, this property can't be used again
You have resistance to fire damage while you wear this until you finish a short or long rest.
armor. Lunastra Mane
Lunastra Wing Elderseal. When you hit a creature that has a Recharge
Evade Window. This armor has 3 runes, and it regains 1d3 ability, it has disadvantage on all recharge rolls until the
expended runes daily at dawn. When you fail a Dexterity start of your next turn.
saving throw while wearing it, you can use your reaction to Lunastra Horn
expend 1 of its runes to succeed on that saving throw Peak Performance. When your hit points are full and you
instead. roll a 1 or 2 on a damage die for an attack you make with a
Lunastra Mane melee weapon, you can reroll the die and must use the
Geologist+. When you successfully gather a mining new roll, even if the new roll is a 1 or a 2.
resource, you gather an extra 1d4 more. Lunastra Gem
Lunastra Horn Mind's Eye. Your attacks with this weapon bypass the
Wide-Range. When you eat or drink an Uncommon or damage resistances of any creature.
lower consumable item (except potions of resistance),
each creature within 10 feet of you also gain its effect. OTHER MATERIAL EFFECTS
Elder Dragon Blood
Lunastra Gem
Any rarity weapon upgrade material.
Health Boost. While wearing this armor, your hit point
maximum increases by 1 for each character level you have. Elder Dragon Bone
Any rarity armor upgrade material.
WEAPON MATERIAL EFFECTS
Lunastra Scale
Guard. You cannot be pushed or knocked backwards while
you wield this weapon.
Lunastra Carapace
Critical Eye. Your weapon attacks critical hit range is
increased by 1.

120
Tempered Lunastra Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage and the
Huge dragon (elder), unaligned
target must make a DC 19 Strength saving throw or be
knocked prone.
Armor Class 18 (natural armor)
Hit Points 187 (15d12 + 90) Blue Flame Breath (Recharge 5-6). The lunastra exhales
Speed 50 ft., fly 40 ft. blue flames in a 60-foot cone. Each creature in that area
must make a DC 20 Dexterity saving throw, taking 45
(10d8) fire damage on a failed save, or half as much
STR DEX CON INT WIS CHA damage on a successful one.
21 (+5) 17 (+3) 22 (+6) 12 (+1) 15 (+2) 10 (+0) Deadly Leap. If the lunastra jumps at least 10 feet as part
of its movement, she can then use this action to land on
her feet in a space that contains one or more other
Saving Throws Str +11, Dex +9, Wis +8, Cha +6
creatures. Each of those creatures must succeed on a DC
Skills Perception +8
19 Strength or Dexterity saving throw (target's choice)
Damage Resistance acid, lightning
or be knocked prone and take 19 (4d6 + 5) bludgeoning
Damage Immunities fire
damage plus 19 (4d6 + 5) fire damage. On a successful
Condition Immunities charmed, frightened
save, the creature takes only half the damage, isn't
Senses blindsight 60 Ft., darkvision 120 ft., passive
knocked prone, and is pushed 5 feet out of the lunastra's
Perception 18
space into an unoccupied space of the creature's choice.
Languages Draconic
If no unoccupied space is within range, the creature
Challenge 19 (22,000 XP) Proficiency +6
instead falls prone in the lunastra's space.
Fire Aura. At the start of each of the lunastra's turns, each Supernova Pulse (1/day). The lunastra beats her wings,
creature within 5 feet of it takes 7 (2d6) fire damage, rising 20 feet into the air, while releasing a large burst of
and flammable objects in the aura that aren't being worn blue flames all around her. Each creature within 45 feet
or carried ignite. A creature that touches the lunastra or of the lunastra must succeed on a DC 20 Dexterity
hits her with a melee attack while within 5 feet of it saving throw or take 45 (10d8) fire damage.
takes 7 (2d6) fire damage. For the next 3 rounds, at the start of the lunastra's
turn, the blue flames pulse around her in a 30-foot
Goddess of the Blue Flame. Fire damage dealt by the radius. Each creature in that area must make a DC 20
lunastra bypasses fire resistance. Dexterity saving throw, taking 13 (3d8) fire damage on a
Legendary Resistance (3/Day). If the lunastra fails a saving failed save, or half as much damage on a successful one.
throw, it can choose to succeed instead.
Legendary Actions
Actions The lunastra can take 3 legendary actions, choosing from
Multiattack. The lunastra makes two Claw attacks and one the options below. Only one legendary action option can
Bite or Tail attack. be used at a time and only at the end of another
creature's turn. The lunastra regains spent legendary
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one actions at the start of her turn.
target. Hit: 18 (3d8 + 5) piercing damage plus 7 (2d6)
fire damage. If the lunastra moved at least 20 feet Move. The lunastra moves up to her speed without
straight toward the target immediately before the hit, the provoking opportunity attacks.
target takes an extra 13 (3d8) piercing damage. Attack. The lunastra makes a bite attack.
Claw. Melee Weapon Attack. +11 to hit, reach 5 ft., one Devil's Powder (Costs 2 Actions). The lunastra beats her
target. Hit: 15 (3d6 + 5) slashing damage. wings releasing an explosive powder and creating a spark
with her teeth. Each creature within 20 feet of the
lunastra must succeed on a DC 20 Dexterity saving
throw or take 16 (3d10) fire damage plus 16 (3d10)
thunder damage and be knocked prone. 121
Tempered Lunastra feet of it, can use an action to smother the flames ending
Challenge Rating 19 Carves 4 the effect. Once used, this property can't be used again
until you finish a short or long rest.
Carve Chance Material Slots
1-2 Elder Dragon Blood (O) T.Lunastra Mane
Elderseal. When you hit a creature that has a Recharge
3-4 Elder Dragon Bone (O) ability, it has disadvantage on all recharge rolls until the
start of your next turn.
5-8 T.Lunastra Scale (A,W)
T.Lunastra Horn
9-11 T.Lunastra Carapace (A,W) Awaken. When this material is placed in a weapon that
12-14 T.Lunastra Tail (A,W) does not deal cold, fire, lightning, necrotic, or thunder
damage, it rolls one additional damage die when it hits. For
15-16 T.Lunastra Wing (A,W) example a shortsword now rolls 2d6 and a greatsword
17-18 T.Lunastra Mane (W) deals 3d6.
19 T.Lunastra Horn (A,W) T.Lunastra Gem
While holding this weapon your spell attack rolls and spell
20 T.Lunastra Gem (A,W) save DC increase by +2. If the spell deals fire damage, the
bonus is increased to +3.
ARMOR MATERIAL EFFECTS
OTHER MATERIAL EFFECTS
T.Lunastra Scale
Elder Dragon Blood
Tool Specialist. While wearing this armor your proficiency Any rarity weapon upgrade material.
bonus is double for any ability check made with a tool you
are proficient with. Elder Dragon Bone
Any rarity armor upgrade material.
T.Lunastra Carapace
While you wear this armor, any creature that touches you
or hits you with a melee weapon attack takes 1d8 fire Malzeno
damage. Malzeno has a body shape reminiscent of a European dragon,
T.Lunastra Tail similar to Velkhana, with dark scales covering its body along with
You are immune to fire damage while you wear this armor. swarms of small, flying leech-like creatures called Qurio on its
neck, chest, and front legs. Its wings, while being dull grey when
T.Lunastra Wing looked at from above, have a red underside. The wing membrane
Wide-Range+. When you eat or drink an Uncommon or connects "separately" to the wing fingers, and each wing possesses
lower consumable item (except potions of resistance), a single, giant talon. There is also a pair of smaller fins, similar in
each creature within 20 feet of you also gain its effect. coloration to the wings at the base of its tail. Three of the fingers on
T.Lunastra Horn its front legs end in a curved, giant claw. It has two large, golden
Health Boost+. Your hit point maximum increases by 2 for horns, as well as frills extending from both sides of its neck that
each character level you have while wearing this armor. resemble a cowl. Its tail ends in three large, movable prongs that
can be used to grab small prey. It can cover its body with its wings
T.Lunastra Gem
like a cape.
Fiery Protection. While wearing this armor You are immune
to poison damage and the poisoned condition. Also when It can command the Qurio that constantly follow it to syphon life
you would gain a level of exhaustion, you can choose to force from enemies and prey, which it uses to strengthen itself
ignore it. Once you use this property you can't use it until further. Like the malzeno, these creatures can inflict bloodblight.
the next dawn. The malzeno is bitter enemies with the elder dragon gaismagorm.
Malzeno ensures there is not enough life force around the Yawning
WEAPON MATERIAL EFFECTS Abyss for it to absorb and by seizing control of the qurio and
T.Lunastra Scale forcing them to provide it with stolen life force meant for
Guard. You cannot be pushed or knocked backwards while gaismagorm.
you wield this weapon. Despite their lithe appearances, they are incredibly physically
adept. In a base state, they rely primarily on fast and powerful
T.Lunastra Carapace physical blows with their limbs, especially their dexterous, claw-
Critical Eye+. Your weapon attacks critical hit range is like tail and wings. Furthermore, their brute force is very easy to
increased by 2. underestimate. Their physical attacks, while resemble those of
T.Lunastra Tail other elder dragons (such as kushala daora and teostra), seem to
Your weapon deals an extra 1d8 fire damage. have incredible force, as they commonly shatter the ground and
send shockwaves, especially ones with the wings. They can also
T.Lunastra Wing
breath dragon energy into the ground, causing explosions, which
When you hit a creature with a melee weapon attack using
this weapon, you can engulf the target in flames. At the also inflicts Dragonblight, while its tail stab attacks inflict
start of each of the engulfed creature’s turns, it takes 1d6 Bloodblight on their targets. This energy also seems to transfer the
fire damage and it can then make a DC 17 Dexterity saving targets' life-force to Malzeno, as landing enough of these allows it
throw, putting out the flames on a successful save. to change form.
Alternatively, the engulfed creature, or a creature within 5

122
Malzeno 1-2: Pierce. The malzeno makes tail attack against each
creature in a 10-foot line that is 5 feet wide behind
Huge Undead (elder), unaligned
the target.
Armor Class 20 (natural armor) 3-4: Sweep. Each creature in a 15-foot-square centered
Hit Points 297 (22d12 + 154) on a space adjacent to the target must succeed on a
Speed 40 ft., fly 80 ft. DC 21 Strength saving throw or be knocked prone.
Explosive Breath (Recharge 5-6). The malzeno fires its
draconic energy into the ground causing multiple
STR DEX CON INT WIS CHA
explosions in a 60-foot line that is 15 feet wide. Each
24 (+7) 24 (+7) 25 (+7) 16 (+3) 15 (+2) 19 (+4) creature in that line must make a DC 21 Dexterity saving
throw, taking 42 (12d6) necrotic damage and afflicted
Saving Throws Dex +13, Con +13, Wis +8, Cha 10 with dragonblight for 1 minute on a failed save, or half as
Skills Perception +8, Stealth +13 much damage and isn't afflicted with dragonblight on a
Damage Resistances cold; bludgeoning, piercing, and successful one.
slashing from nonmagical attacks Crimson Ire (Empowered Only). While on the ground, the
Damage Immunities lightning, poison malzeno flies 30 feet straight into the air without
Condition Immunities charmed, frightened, poisoned provoking opportunity attacks before firing a huge
Senses darkvision 120 ft., passive Perception 18 crimson orb at a point below it. Each creature in a 30-
Languages Draconic foot-radius sphere centered on that point must make a
Challenge 20 (25,000 XP or 50,000 XP as a mythic DC 21 Dexterity saving throw, taking 49 (9d10) necrotic
encounter) Proficiency +6 damage and be afflicted with blood-blight for 1 minute
on a failed save, or half as much damage and isn't
Empowered (Mythic Trait; Recharges after a Short or Long afflicted with bloodblight. A creature can make a DC 21
Rest). If the malzeno would be reduced to 0 hit points, Constitution saving throw at the end of each of its turns,
its current hit point total instead resets to 216 (16d12 + ending the effect on itself on a success.
112) hit points, it recharges its Explosive Breath, it Bonus Actions
regains all expended legendary resistances and it enters a
Bloodmist Blink (Empowered Only). The malzeno
empowered state for 1 minute, or until it uses Crimson magically teleports, along with any equipment it is
Ire. While in this state, the malzeno can use its wearing or carrying, up to 120 feet to an unoccupied
Bloodmist Blink and many of its actions are enhanced space it can see.
(included in the actions).
Legendary Resistance (3/Day). If the malzeno fails a saving Legendary Actions
throw, it can choose to succeed instead. The malzeno can take 3 legendary actions, choosing
Turn Resistance. The malzeno has advantage on saving from the options below. Only one legendary action
throws against any effect that turns undead. option can be used at a time and only at the end of
another creature's turn. The malzeno regains spent
Actions legendary actions at the start of her turn.
Multiattack. The malzeno makes one Claws attack and Attack. The malzeno makes one Tail attack. While
one Bite attack. Or it makes three Qurio Swarm attacks. empowered, it can use Bloodmist Blink before making
Bite. Melee Weapon Attack. +13 to hit, reach 5 ft., one the attack.
target. Hit: 20 (3d8 + 7) piercing damage plus 10 (3d6) Wind Blast (Cost 2 Actions). While on the ground, the
necrotic damage. The target's hit point maximum is malzeno swings its wing creating a burst of ground-
reduced by an amount equal to the necrotic damage shattering air pressure in a 60-foot line that is 5 feet
taken, and the malzeno regains hit points equal to that wide, or a 60-foot cone while empowered. While flying
amount. The reduction lasts until the target finishes a no more than 30 feet above the ground, the burst hits a
long rest. The target dies if this effect reduces its hit 15-foot cube originating from a space below it.
point maximum to 0. Each creature in that line or area must make a DC 21
Claws. Melee Weapon Attack. +13 to hit, reach 10 ft., one Dexterity saving throw, taking 18 (4d8) thunder damage
target. Hit: 21 (4d6 + 7) piercing damage. or 27 (6d8) thunder damage while empowered, be
Qurio Swarm. Ranged Weapon Attack: +13 to hit, range pushed up to 10 feet away, and knocked prone on a
80/320 ft., one target. Hit: 14 (4d6) necrotic damage failed save, or half as much damage, isn't pushed away or
and the target must succeed on a DC 21 Constitution knocked prone on a successful one.
saving throw or be afflicted with bloodblight for 1 Corkscrew (Costs 2 Actions). The malzeno moves up to
minute. A creature can repeat the saving throw at the end half its fly speed in a straight line while spinning. During
of each of its turns, ending the effect on itself on a this move it can move through the spaces of other
success. creatures without provoking opportunity attacks. While
Tail. Melee Weapon Attack. +13 to hit, reach 15 ft., one empowered, the malzeno can use its Bloodmist Blink
target. Hit: 18 (2d10 + 7) bludgeoning damage and the before it moves.
target must succeed on a DC 21 Constitution saving Each creature the malzeno moves through must make
throw or be afflicted with bloodblight for 1 minute. A a DC 21 Dexterity saving throw, taking 16 (2d8 + 7)
creature can repeat the saving throw at the end of each bludgeoning damage and be knocked prone on a failed
of its turns, ending the effect on itself on a success. save, or half as much damage and is pushed 5-feet into
Once per turn while empowered, the malzeno can an unoccupied space out of the way of the malzeno's
cause one of the following additional effects (choose one path (PC choice). If there are no unoccupied spaces
123
or roll a d4): available, the creature automatically fails its saving throw.
Malzeno Bloodstone

Bloodblight
You are immune to necrotic damage while you wear this
armor and your hit point maximum can't be reduced by the
A creature who is afflicted with bloodblight bleeds effects from a hostile creature.
profusely.
While afflicted, a creature loses 1d10 hit points at WEAPON MATERIAL EFFECTS
the end of each of its turns if it hasn't attacked or Malzeno Cortex
dealt damage to a hostile creature since the start of Your weapon deals an extra 1d8 necrotic damage.
its turn. Malzeno Shard
When it would regain hit points, it regains only half Partbreaker+2. You deal an extra 1d8 damage when you
as many. critically hit with this weapon.
Bloody Parasite
Critical Status (Bloodblight). Whenever you critically hit
Malzeno with this weapon, the target creature must make a DC 17
Challenge Rating 20 Carves 4 (or 8 as a mythic Constitution saving throw. On a failed save the target is
encounter) afflicted with bloodblight for 1 minute.
Carve Chance Material Slots Malzeno Hardfang
Weakness Exploit+. When you have advantage on an attack
1-2 Elder Dragon Bone (O) roll with this weapon and you hit the target, you can have
3-4 Elder Dragon Blood (O) your weapon deal its maximum damage if the lower of the
two d20 rolls would also hit the target (all extra damage
5-8 Malzeno Cortex (A,W) dice must still be rolled). You can use this property a
9-11 Malzeno Shard (A,W) number of times equal to your Strength or Dexterity
modifier (your choice), regaining all expended uses
12-13 Bloody Parasite (A,W) when you finish a short or long rest.
14 Malzeno Hardfang (A,W) Malzeno Fellwing
15-16 Malzeno Fellwing (A,W) You gain a + 2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
17-19 Malzeno Tail (A,W) increases to +4 when the spell you are casting deals
necrotic damage.
20 Malzeno Bloodstone (A,W)
Malzeno Tail
Bloodrite. When you attack a creature with this weapon
ARMOR MATERIAL EFFECTS and roll a 20 on the attack roll, that target takes an extra
Malzeno Cortex 10 necrotic damage if it isn't a construct or an undead.
While wearing this armor you have no reflection and your You also gain 10 temporary hit points.
armor or clothing takes on a gothic appearance.
Malzeno Bloodstone
Malzeno Shard This weapon has 4 runes. While holding it, you can use an
Blightproof. While wearing this armor you are immune to action to expend 1 or more of its runes to cast the
blight spells, spell like abilities, and conditions. vampiric touch spell (+11 to hit) from it. For 1 rune, you
cast the 3rd-level version of the spell. You can increase the
Bloody Parasite spell slot level by one for each additional rune you expend.
You are immune to the bloodblight condition while you
wear this armor.
OTHER MATERIAL EFFECTS
Malzeno Hardfang Elder Dragon Blood
Recovery Up. Whenever you regain hit points from any Any rarity weapon upgrade material.
potion or plant, the first die is maximized.
Elder Dragon Bone
Malzeno Fellwing Any rarity armor upgrade
While attuned to this weapon, you can use a bonus action material.
to cast the misty step spell from it. You can use this
property three time, regaining all expended uses when you
finish a long rest.
Malzeno Tail
This armor has three runes. As a bonus action you can
expend 1 or more runes to lose 1d8 hit points for each
rune expended and heal another creature you can see
within 30 feet of you for double the amount of hit points
you lost. If this damage reduces you to 0 hit points, you're
stable but unconscious. This armor regains 1 expended
rune when you reduce a Medium or larger creature to 0 hit
points.

124
Primordial Malzeno Each creature the malzeno moves through must succeed on a
DC 23 Dexterity saving throw or take 28 (6d6 + 7) bludgeoning
Huge Dragon (elder), lawful neutral
damage and be knocked prone.
Armor Class 22 (natural armor) Primordial Breath (Recharge 5-6; Infested Only). The malzeno fires
Hit Points 418 (31d12 + 217) its draconic energy into the ground causing multiple explosions
Speed 40 ft., fly 80 ft. in a 60-foot cone or fires lasers in a 90-foot line that is 15-feet
wide. Each creature in that area or line must make a DC 23
Dexterity saving throw, taking 42 (12d6) necrotic damage and
STR DEX CON INT WIS CHA afflicted with dragonblight for 1 minute on a failed save, or half
24 (+7) 24 (+7) 25 (+7) 16 (+3) 15 (+2) 19 (+4) as much damage and isn't afflicted with dragonblight on a
successful one.
Primordial Supernova (1/Day; Infested Only). While the malzeno is
Saving Throws Dex +15, Con +15, Wis +10, Cha +12
between 20 and 60 feet off the ground and not in the Berserk
Skills Perception +10, Stealth +15
State, it can use this action to unleashes countless qurio swarms.
Damage Resistances cold; bludgeoning, piercing, and slashing Make one attack Qurio Swarm attack against each creature
from nonmagical attacks within 120 feet of the malzeno. Until the start of the malzeno's
Damage Immunities lightning, poison next round, it can only use its legendary actions (Costs 1 Action)
Condition Immunities charmed, frightened, paralyzed, poisoned, to repeat its Qurio Swarm attack against each creature still
stunned, unconscious within 120 feet of it.
Senses darkvision 120 ft., passive Perception 20 On its subsequent turn before it moves, the malzeno can use
Languages Draconic its action to teleport 10 feet above one creature within 120 feet
Challenge 25 (75,000 XP or 150,000 XP as a mythic of it, or a space 120 feet from is current location if no creatures
encounter) Proficiency +8 remain within 120 feet of it. Immediately after it teleports, the
Berserker State (Infested Only; Recharge 4-6; Must Recharge Before malzeno releases an explosion of energy. Each creature within
First Use). At the start of its turn (winning all ties) the malzeno 60 feet of the malzeno must make a DC 23 Dexterity saving
enters a Berserker State until the start of its next turn, if throw, taking 49 (11d8) necrotic damage on a failed save, or half
available. When the malzeno enters the Berserker State, it gains as much damage on a successful one.
one additional turn before the start of its next turn. Roll initiative Bonus Actions
again to determine when this second turn takes place.
Additionally while in the Berserker State, the malzeno can use Blink (Infested Only). The malzeno magically teleports, along with
Blink as a part of any Action or Legendary Action. any equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see.
Qurio Infested (Mythic Trait; Recharges after a Short or Long Rest).
If the malzeno would be reduced to 0 hit points, its current hit
point total instead resets to 310 (23d12 + 161) hit points, it
Reactions
regains all expended legendary resistances and it enters a Parry. The malzeno adds 8 to its AC against one melee attack
infected state for 1 hour. While in this state, the malzeno can that would hit it. To do so, the malzeno must see the attacker.
use its Blink, Qurio Swarm attack, Primordial Breath, Primordial Protection. Malzeno imposes disadvantage on an attack roll
Supernova actions, and Omnidirection Qurio Swarm legendary against a creature within 10 feet of it, that isn't the malzeno.
action.
Legendary Actions
Legendary Resistance (3/Day). If the malzeno fails a saving throw,
it can choose to succeed instead. The malzeno can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Actions a time and only at the end of another creature's turn. The
Multiattack. The malzeno makes two Lance Wingarm Attacks or it malzeno regains spent legendary actions at the start of her turn.
uses Wingarm Shield and then makes one Tail (Sweep) attack. If Attack. The malzeno makes one Lance Wingarm attack.
the malzeno's Infested trait activated in the last hour, it can Crosswing Chop (Cost 2 Actions). While on the ground, the
make three Qurio Swarm attacks instead. malzeno briefly rises 5 feet into the air before slamming its
Lance Wingarm. Melee Weapon Attack. +15 to hit, reach 20 ft., wings on the ground in front of it as it lands. Each creature in a
one target. Hit: 28 (6d6 + 7) piercing damage. 15-foot-cube originating from the malzeno must make a DC 23
Tail. Melee Weapon Attack. +15 to hit, reach 15 ft., one target. Dexterity saving throw, taking 42 (12d6) bludgeoning damage
Hit: 18 (2d10 + 7) bludgeoning damage and the target must and be pushed up to 10 feet away and knocked prone on a failed
succeed on a DC 23 Constitution saving throw or be afflicted save, or half as much damage and isn't pushed away or knocked
with bloodblight for 1 minute. A creature can repeat the saving prone on a successful one.
throw at the end of each of its turns, ending the effect on itself Corkscrew (Costs 2 Actions). The malzeno moves up to half its fly
on a success. Once per turn while empowered, the malzeno can speed in a straight line while spinning. During this move it can
cause one of the following additional effects (choose one or roll move through the spaces of other creatures without provoking
a d4): opportunity attacks. Each creature the malzeno moves through
1-2: Pierce. The malzeno makes a Tail attack against each must make a DC 23 Dexterity saving throw, taking 34 (6d8 + 7)
creature in a 10-foot line that is 5 feet wide originating from bludgeoning damage and be knocked prone on a failed save, or
half as much damage and is pushed 5-feet into an unoccupied
the target.
space out of the way of the malzeno's path (PC choice). If there
3-4: Sweep. Each creature in a 15-foot-square centered on a
are no unoccupied spaces available, the creature automatically
space adjacent to the target must succeed on a DC 23
fails its saving throw.
Strength saving throw or be knocked prone.
Qurio Swarm (Infested Only). Ranged Weapon Attack: +15 to hit, Omnidirectional Qurio Swarms (Infested Only; Costs 2 Actions).
range 80/320 ft., one target. Hit: 14 (4d6) necrotic damage and The malzeno releases qurio swarms that travel away from it
before dispersing. Each creature within 30 feet of the malzeno
the target must succeed on a DC 23 Constitution saving throw
must succeed on a DC 23 Dexterity saving throw or take 40
or be afflicted with bloodblight for 1 minute. A creature can
(9d8) necrotic damage and be afflicted with bloodblight for 1
repeat the saving throw at the end of each of its turns, ending
minute. A creature can repeat the saving throw at the end of
the effect on itself on a success.
each of its turns, ending the effect on itself on a success.
Wingarm Shield. The malzeno moves up to 20 feet using its
wingarm as a shield. During this move it can move through the 125
spaces of other creatures without provoking opportunity attacks.
Primordial Malzeno Primordial Bloodstone
Challenge Rating 25 Carves 4 (or 8 as a mythic Iron Wall+. You have a +3 bonus to your armor class while
encounter) you wear this armor.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1-2 Elder Dragon Bone (O) Malzeno Pureplate
3-4 Elder Dragon Blood (O) Partbreaker+3. You deal an extra 1d10 damage when you
critically hit with this weapon.
5-8 Malzeno Pureplate (A,W)
Primordial Scale (Requires a Shield)
9-11 Primordial Scale (A,W) Evade & Counter. When a creature misses you with a
12-13 Madness Parasite (A,W) melee attack while you are wielding your shield, you can
make one melee weapon attack against the attacker as a
14 Malzeno Beautifang (A,W) reaction.
15-16 Shining Shieldwing (A,W) Madness Parasite
17-19 Primordial Tail (A,W) Critical Status (Bloodblight). Whenever you critically hit
with this weapon, the target creature must make a DC 18
20 Primordial Bloodstone (A,W) Constitution saving throw. On a failed save the target is
afflicted with bloodblight for 1 minute.
ARMOR MATERIAL EFFECTS Malzeno Beautifang
Malzeno Pureplate Blood Awakening. When you regain hit points from dealing
While attuned to this armor, your armor or clothing takes damage with a Weapon or Spell attack while attuned to
on a gothic appearance or the appearance of an elegant this weapon, your next attack deals an extra 10 damage.
warrior of light. You can change your armor's appearance Shining Shieldwing
whenever you finish a long rest. Shield Upgrade. Depending on which weapon this material
is placed into, it gains the following benefits:
Primordial Scale
Survivor+. When an ally, that you can see, is reduced to 0 Charge Blade. When you use your Elemental Guard, you
hit points you can use your reaction to gain +2 AC, +2 increase your AC by half your proficiency bonus until the
damage, and +2 to attack rolls for 1 minute. Once used, start of your next turn
this property can't be used again until the next dawn. Gunlance. The Guard Reload weapon property now
reloads all expended shells.
Madness Parasite
Lance. The first time you use your Powerguard in a
While attuned to this armor you can't be charmed or
round, it does not use up your reaction.
frightened. Additionally, you are immune to the effects of Sword & Shield. When a creature adjacent makes a
Short Term, Long Term, and Indefinite Madness.
Dexterity saving throw, you can use your reaction to
Malzeno Beautifang grant that creature a bonus to its save equal to your
White Knight. Your Charisma score is 19 while you wear shield's AC.
this armor. It has no effect on you if your Charisma is Primordial Tail
already 20 or higher. Additionally, you have advantage on Bloodrite. When you attack a creature with this weapon
Charisma skill checks when interacting with nobles while and roll a 20 on the attack roll, that target takes an extra
you wear this armor. 10 necrotic damage if it isn't a construct or an undead.
Shining Shieldwing You also gain 10 temporary hit points.
Shield+. While you are attuned to this armor and you use a Primordial Bloodstone
reaction that would increase your AC, you gain an Chain Crit. Every consecutive hit on a creature increases
additional +2 bonus to your AC until the start of your next your crit range by 1 until you score a critical hit, miss an
turn. attack, or hit a different creature.
Primordial Tail
Defense Boost (Necrotic). While wearing this armor, you OTHER MATERIAL EFFECTS
gain a +1 bonus to AC, you are immune to necrotic Elder Dragon Blood
damage. Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.

126
Nakarkos
Nakarkos are massive cephalopod-like monsters. They have Nakarkos is able to produce an eerie, blue mucus from its body.
glowing yellow eyes, and massive, sharp beaks. They have blue This mucus is sticky, allowing it to capture prey and even shoot
skin with spots of turquoise bioluminescence. The most unique prey items out of the air. Though this mucus is used for capturing
feature of a Nakarkos body is its self-made covering of bones prey, Nakarkos has another use for the mucus. This mucus is used
which it uses to protect and camouflage itself. Under normal to help prevent bones from corroding, sticking bones together, and
circumstances, the Nakarkos face cannot be seen. Its two primary to prevent the bones from collapsing. With this mucus, it can make
tentacles are covered in vertebrae and tipped with skulls, creating protective bone armor to protect its whole body from attacks and
the appearance of a two-headed skeletal dragon. Nakarkos have even use some bones as weapons. Like a cuttlefish, it has sticky
been reported in many different regions by eyewitnesses, though tentacles used to drag prey back to its lair. These tentacles are
Nakarkos are known to make huge bone-covered lairs in caves. usually covered in bones for protection, ending with a huge skull.
These lairs are known as Wyvern's End. Nakarkos are also known But this isn't just limited to skulls. Nakarkos has been seen using
to be found in the sea. various monster parts to attack foes or to kill prey with. Some of
these parts are hard to identify due to Nakarkos altering their
Nakarkos easily assert themselves as top predators, no matter
shapes in order for it to use them. Some parts that it has been seen
what the environment is. These Elder Dragons have been identified
using is a fused together Glavenus jaw and tail, a Lagiacrus shell
feeding on the armored prey, such as Uragaan and Diablos, and
shockers, a Brachydios pounders, and a Uragaan's chin.
even top predators like Glavenus, Brachydios, and Agnaktor. Even
monster species capable of flight aren't safe from this monster. The These various parts give the appearance that it has "two heads"
most shocking creatures these Elder Dragons have been found to but Nakarkos's true head is hidden away underground most of the
take down are Shen Gaoren and Ceadeus pups. Other prey includes time. When it feels its life is truly in danger, it will eventually
Hermitaur and Daimyo Hermitaur. The only real likely things that reveal its true face. Its true face is cephalopod-like, resembling a
could potentially threaten a Nakarkos are other Elder Dragons like cuttlefish. By revealing its face, it can use its bone-crunching beak.
older Ceadeus, their only known predator. So to make it easier for itself to use the Fire Beam, it will fire the
element from its tentacles and build it up in its mouth before firing
Nakarkos are gluttons that can eat a whole ecosystem if left
a massive beam. To move quickly, Nakarkos has jet propulsion like
unchecked. Due to Nakarkos having huge appetites, they can easily
wipe out all life in surrounding areas. Nakarkos have even been squids. It uses this to return to its nest at a quicker rate, so it can
avoid getting eaten itself.
reported shooting down airships for food. Though Nakarkos can
destroy an ecosystem, it doesn't actually want to do that. It prefers
to leave its nest in search of prey, so it still has plenty of food in the
environment it is living within. If the adventurer's Guild finds a
Nakarkos' lair, they will immediately send the adventurer to repel it
before it can bring further damage to that ecosystem. However, it is
said that Nakarkos will eventually return to said area in order to
feed themselves further.

127
Nakarkos
Huge aberration (elder), Chaotic Evil
Actions
Armor Class 22 (Dragon Bone) Multiattack. The nakarkos makes two Tentacle attacks. It
Hit Points 232 (16d12 + 128) can replace either of these attacks with a Sticky Mucus
Speed 40 ft., burrow 30 ft., swim 60 ft. attack.
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target. Hit: 29 (4d10 + 7) piercing damage.
Tentacles. The nakarkos uses one of the following
24 (+7) 14 (+2) 27 (+8) 12 (+1) 18 (+4) 16 (+3)
tentacle attacks depending on which bones it is using:
Saving Throws Dex +8, Wis +10, Cha +9 Broken Tentacle. Melee Weapon Attack. +13 to hit, reach
Damage Resistances lightning, thunder; bludgeoning, 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning
piercing, and slashing damage from nonmagical damage.
attacks Lagiacrus Tentacle. Melee Weapon Attack. +13 to hit,
Damage Immunities acid, cold reach 10 ft., one target. Hit: 21 (4d6 + 7) piercing
Senses blindsight 60 ft., darkvision 120 ft., tremorsense damage plus 5 (1d10) lightning damage.
120 ft., passive Perception 14
Languages Draconic Glavenus Tentacle. Melee Weapon Attack. +13 to hit,
Challenge 20 (25,000 XP) Proficiency +6 reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing
damage plus 5 (1d10) fire damage.
Amphibious. The nakarkos can breathe air and water. Uragaan Tentacle. Melee Weapon Attack. +13 to hit, reach
10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning
Bone Tentacles. The nakarkos has two tentacles (Size: damage.
Large, AC 22, HP 30). Damaging a bone tentacle deals
no damage to the nakarkos. When a bone tentacle Brachydios Tentacle. Melee Weapon Attack. +13 to hit,
reaches 0 hit points, it becomes a Broken Tentacle. As a reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning
bonus action, the nakarkos can retract the tentacles damage and each creature within 5 feet of the target,
underground and have it reappear in an unoccupied including the target, must make a DC 22 Dexterity
space within 15 feet of its body. saving throw, taking 7 (2d6) fire damage on a failed
save, or half as much damage on a successful one.
Broken Tentacles. A broken tentacle has had the bones
protecting it destroyed reducing its AC by 2. (Size: Large, Sticky Mucus. Ranged Weapon Attack. +13 to hit, range
AC 20). Damaging a broken tentacle deals damage to the 60/240 ft. from tentacles location, one target. Hit: 17
nakarkos. At the end of the nakarkos turn, a broken (5d6) poison damage and the target is grappled by the
tentacle retracts into the ground. It reappears at the start mucus (escape DC 22).
of the nakarkos next turn with the bones of a new Fire Beam (Recharge 5-6). The nakarkos tentacles release
creature (choose one or roll a d4). On a 1, Lagiacrus two beams of fire, one from each tentacle. Each beam
Tentacle; On a 2, Glavenus Tentacle; On a 3, Uragaan fires in a 45-foot line that is 5-feet wide. Each creature in
Tentacle; On a 4, Brachydios Tentacle. either line must make a DC 22 Dexterity saving throw,
Legendary Resistance (3/Day). If the nakarkos fails a saving taking 44 (8d10) fire damage on a failed save, or half as
throw, it can choose to succeed instead. much damage on a successful one.
Poison Aura. At the start of each of the nakarkos's turns, Legendary Actions
each creature within 5 feet of its body takes 11 (3d6)
The nakarkos can take 3 legendary actions, choosing
poison damage. A creature that touches the nakarkos
from the options below. Only one legendary action
body or hits it with a melee attack while within 5 feet of
option can be used at a time and only at the end of
it takes 7 (2d6) poison damage.
another creature's turn. The nakarkos regains spent
True Face. The Nakarkos is sunken into the ground, legendary actions at the start of its turn.
revealing only its body parts that are covered in dragon
Mucus Ball. The nakarkos launches a ball of mucus from
bone giving the appearance that it has "two heads" but
its back at a target. The target must make a DC 21
nakarkos’ true head is hidden away underground. When
Dexterity saving throw or become restrained by the
the nakarkos is below half of its maximum hit points
mucus (escape 22).
(131), it will reveal its unprotected true face reducing its
AC by 2 and replacing its multiattack and fire beam with: Tentacle Attack (Costs 2 Actions). The nakarkos makes a
tentacle attack.
Multiattack. The nakarkos makes two tentacle attacks
and one beak attack. It can replace its tentacle attack Trample (Costs 2 Actions). The nakarkos moves up to its
with a sticky mucus attack. speed. During this move it can move through the spaces
Fire Beam (Recharge 5-6). The nakarkos exhales a beam of other creatures without provoking opportunity
of fire in a 90-foot line that is 10-feet wide. Each attacks. Each creature the nakarkos moves through must
creature in that line must make a DC 22 Dexterity succeed on a DC 21 Dexterity saving throw or take 16
saving throw, taking 49 (9d10) fire damage on a failed (2d8 + 7) bludgeoning damage and be knocked prone.
save, or half as much damage on a successful one.
128
Nakarkos Namielle
Challenge Rating 20 Carves 6 Namielle is an Elder Dragon that has aspects of manta rays, deep
Carve Chance Material Slots sea fish, and jellyfish. Its massive wings are colored black on top
and a light blue on the underside, with rainbow luminescence that
1-6 Nakarkos Hide (A,W) pulses constantly. Its head is red and blue with the same pulsing
7-11 Nakarkos Arm Brace (A,W) luminescence but when drained of its water and dried out, it has a
milky tan coloring that affects both its body and the underside of its
12-15 Radiant Mucus (W) wings. It also
16-17 Nakarkos Cuttlebone (A,W) has multiple long whiskers on the lower jaw.
As with most Elder Dragons, most monsters flee from its mere
18-19 Nakarkos Fang (W) presence. It asserts itself as the top of the food chain. What it
20 Nakarkos Soul Orb (A,W) consumes, however, is a mystery. Based on its needle-like dental
structure, it can be assumed it preys on fish and possibly piscine
wyverns. Only other Elder Dragons and the recently discovered
ARMOR MATERIAL EFFECTS Savage Deviljho, of which the Brute Wyvern is capable of equaling
Nakarkos Hide its strength, seem to be willing to challenge it.
You have advantage on Wisdom (Insight) checks while you Namielle is a very unique Elder Dragon; its body carries
wear this armor. semblance of various creatures found in the ocean. Its wings
Nakarkos Arm Brace resemble that of a manta ray's, while the tips can discharge
Adrenaline. The first time you drop below half of your hit electricity like an electric eel. The membrane of its wings and parts
point maximum in combat, you gain a rush of adrenaline. of its face glows with a bioluminescent light that pulses with the
On your next turn your movement speed doubles and you color of the rainbow and it has large, needle-shaped teeth like deep-
can take one extra action. sea fish. There are also combs on its wings like a comb jelly, giving
Nakarkos Cuttlebone it further bioluminescence. Its most notable feature, however, is its
Survivor+. When an ally, that you can see, is reduced to 0 ability to produce, control and absorb water.
hit points you can use your reaction to gain +2 AC, +2 However, said water doesn't appear to be pure water but a mix of
damage, and +2 to attack rolls for 1 minute. Once used, its internal saliva and water mixed together to create a slime like
this property can't be used again until the next dawn. water that adheres and stays moist for extended periods of time.
This water is shot out of its mouth and can be absorbed back in
Nakarkos Soul Orb (Sorcerer, Warlock, and Wizard Only)
freely and with a wave of its wings or front claws it can make
This armor has two runes that it regains daily at dawn. As
hunters standing on this water slide back and forth at will. It can
an action you can expend one of these runes to coat your
armor in magical ice, gaining 25 temporary hit points. If a also shoot this water at the ground causing a tidal wave to surge up.
creature hits you with a melee attack while you have these Even more interesting is that Namielle can actually produce
hit points, the creature takes 25 piercing damage. electricity and use the lightning to cause its water patches to
electrify then explode violently into steam.
WEAPON MATERIAL EFFECTS Something rather unique to Namielle is that it can fly even when
Nakarkos Hide barely flapping its wings and glides through the air as a manta ray
Elderseal. When you hit a creature that has a Recharge does in water. Namielle also seems to have the ability to blot out
ability, it has disadvantage on all recharge rolls until the the sun with its body, which causes instant darkness. However, it
start of your next turn. should be noted that this ability was only demonstrated upon
Nakarkos Arm Brace initially finding it.
Furor. When you are below one-tenth of your maximum hit
points, your melee weapon attacks with this weapon deal
maximum damage.
Radiant Mucus
While holding this weapon, you can use your bonus action
to transform the weapon into a tentacle rod (DMG 208) or
back to its original form. Each tentacle on the rod has a
different damage type: tentacle one, fire; tentacle two,
lightning; tentacle three, bludgeoning.
Nakarkos Cuttlebone
Crisis+. While suffering from an abnormal status effect
caused by a hostile creature or object, such as poisoned,
burning, slowed, blinded, etc, all attacks and spells deal an
extra 1d12 spell or weapon damage.
Nakarkos Fang
Trump Card. You have advantage on attack rolls against
creatures that are grappled.
Nakarkos Soul Orb
Amplify. The elemental damage done by your weapon is
increased by one die size and the duration of consumables
is increased by 50%.
129
Namielle Tidal Wave. The namielle conjures up a wave of water that
crashes down on an area in front of it. The area can be up
Huge dragon (elder), Chaotic Evil
to 30 feet long, up to 10 feet wide, and up to 10 feet
tall. Each creature in that area must make a DC 18
Armor Class 17 (natural armor)
Dexterity saving throw, taking 21 (6d6) bludgeoning
Hit Points 168 (16d12 + 64)
damage and is knocked prone on a failed save, or half as
Speed 40 ft., fly 60 ft. (hover), swim 60 ft.
much damage and isn’t knocked prone on a successful
one. The water then spreads out 15 feet across the
STR DEX CON INT WIS CHA ground in all directions, flooding the area.
Electric Divebomb (Recharge 5-6). The namielle releases a
19 (+4) 14 (+2) 18 (+4) 20 (+5) 14 (+2) 13 (+1)
torrent of water from its body, flooding the ground in a
30-foot radius around it. It then rises into the sky while
Saving Throws Dex +7, Con +9, Cha +6 gathering electricity before it comes crashing down at its
Skills Athletics +9, Perception +7 same location causing a massive eruption of water and a
Damage Immunities acid, lightning shockwave of steam. Each creature within 30 feet of the
Condition Immunities paralyzed, stunned namielle must make a DC 17 Dexterity saving throw,
Senses darkvision 120 ft., passive Perception 17 taking 22 (4d10) fire damage on a failed save, or half as
Languages Aquan, Draconic much damage on a successful one. If the creature is
Challenge 14 (11,500 XP) Proficiency +5 within 10 feet of the namielle, it takes an extra 11
(2d10) lightning damage.
Amphibious. The namielle can breathe air and water.
Spellcasting. The namielle casts one of the following
Flooded. Any space that has been flooded by one of spells, requiring no material components and using
namielle's actions is filled with two to three feet of Intelligence as the spellcasting ability (spell save DC 18):
water, and it is difficult terrain for any creature without
an innate or magical swimming speed. The flooded areas At will: create or destroy water, control water
remain flooded for 24 hours, until the namielle absorbs Legendary Actions
the water, or until it is turned to steam.
The namielle can take 3 legendary actions, choosing
Actions from the options below. Only one legendary action
option can be used at a time and only at the end of
Multiattack. The namielle makes one Bite attack and one another creature's turn. The namielle regains spent
Claw attack, or it makes two Water Globule attacks. legendary actions at the start of its turn.
Bite. Melee Weapon Attack: +9 to hit, Reach 5 ft., one Attack. The namielle makes one Bite attack or one Water
target. Hit 17 (3d8 + 4) piercing damage. Globule attack.
Claw. Melee Weapon Attack: +9 to hit, Reach 5 ft., one Water Beam (Costs 2 Actions). The namielle exhales a
target. Hit 14 (3d6 + 4) slashing damage. torrent of water in a 60-foot cone, flooding the area.
Water Globule. Ranged Weapon Attack: +9 to hit, range Each creature in that area must make a DC 17 Dexterity
60/240 ft., one target. Hit: 10 (3d6) acid damage and saving throw, taking 17 (5d6) acid damage and be
the target must succeed on a DC 17 Constitution saving afflicted with waterblight on a failed save, or half as
throw or become afflicted with waterblight for 1 minute. much damage and not afflicted with waterblight on a
A creature can repeat the saving throw at the end of each successful one. The water then spreads out 15 feet
of its turns, ending the effect on itself on a success. On a across the ground in all directions, flooding the area.
hit or miss, a 5-foot space below the target is flooded. Electric Current (Costs 3 Actions). The namielle touches
Maelstrom. The water in a 30-foot radius around the the tip of its wing to a flooded space within 10 feet of it,
namielle is pulled towards it and absorbed into its body, sending an electric current coursing through it. This
increasing the namielle's AC by 2 until the end of its next current travels through each connected flooded space
turn. Each creature in flooded terrain must make a DC 18 creating an explosion of steam in each space. Each
Strength saving throw, taking 21 (6d6) bludgeoning creature in those spaces must make a DC 17 Dexterity
damage and be pulled 10 feet toward the namielle on a saving throw, taking 14 (4d6) fire damage plus 10 (3d6)
failed save, or half as much damage on a successful one lightning damage on a failed save, or half as much
and is not pulled. damage on a successful one. Spaces affected by this
ability then lose the flooded status.

130
Namielle Namielle Lash (Spellcaster Only)
This weapon has 10 runes. While holding it, you can use an
Challenge Rating 14 Carves 4
action to expend 1 or more of its runes to cast one of the
Carve Chance Material Slots following spells from it, using your spell save DC: shape
water (1 rune), create or destroy water (1 rune), fog cloud
1-2 Elder Dragon Blood (O) (1 rune), call lightning (3 runes) or control water (4 runes).
3-4 Elder Dragon Bone (O) The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune it cannot regain any
5-8 Namielle Finehide (A,W) runes for one week.
9-12 Namielle Hardclaw (A,W) Namielle Mantle
You gain a + 1 bonus to your spell attack rolls and spell
13-14 Namielle Whisker (A,W)
save DC while attuned to this weapon. This bonus
15-17 Namielle Fellwing (A,W) increases to +2 when the spell you are casting deals cold
or lightning damage.
18-19 Namielle Lash (A,W)
20 Namielle Mantle (A,W) OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
ARMOR MATERIAL EFFECTS
Namielle Finehide Elder Dragon Bone
Tool Specialist. While wearing this armor your proficiency Any rarity armor upgrade material.
bonus is double for any ability check made with a tool you
are proficient with.
Namielle Hardclaw
Blightproof. While wearing this armor you are immune to
Tempered Namielle
Huge dragon (elder), Chaotic Evil
blight spells, spell like abilities, and conditions.
Namielle Whisker
Armor Class 18 (natural armor)
Constitution. The duration from slowing effects, such as
Hit Points 207 (18d12 + 90)
the slow spell or a copper dragon's breath attack, are
Speed 40 ft., fly 60 ft. (hover), swim 60 ft.
reduced by half while you wear this armor.
Namielle Fellwing
Stamina Surge+2. While wearing this armor, you can use an STR DEX CON INT WIS CHA
action to cast the haste spell from it once per day, but can 21 (+5) 16 (+3) 20 (+5) 22 (+6) 16 (+3) 15 (+2)
target only yourself when you do so and you gain 1 level of
exhaustion when the spell ends.
Saving Throws Dex +9, Con +11, Cha +8
Namielle Lash Skills Athletics +11, Perception +9
While wearing this armor you have resistances to lightning Damage Resistances cold
damage. Damage Immunities acid, lightning; bludgeoning,
Namielle Mantle piercing, and slashing from nonmagical attacks
You are immune to acid damage while you wear this armor. Condition Immunities charmed, frightened, paralyzed,
stunned
Senses darkvision 120 ft., passive Perception 19
WEAPON MATERIAL EFFECTS
Languages Aquan, Draconic
Namielle Finehide
Challenge 19 (22,000 XP) Proficiency +6
While attuned to this weapon, you can use an action to
cast the levitate spell on yourself at will.
Amphibious. The namielle can breathe air and water.
Namielle Hardclaw
While you are attuned to this weapon you can use a bonus Flooded. Any space that has been flooded by one of
action to cast the dancing lights spell at will. namielle's actions is filled with three to four feet of
water, and it is difficult terrain for any creature without
Namielle Whisker an innate or magical swimming speed. The flooded
When you critically hit with this weapon, the target can’t areas remain flooded for 24 hours, until the namielle
take reactions until the start of its next turn. absorbs the water, or until it is turned to steam.
Namielle Fellwing Legendary Resistance (3/Day). If the namielle fails a
When you finish a short or long rest you choose a damage saving throw, it can choose to succeed instead.
type. This damage type can be either cold or lightning
damage. A creature hit by this weapon takes an extra 1d8 Actions
of the chosen damage type.
Multiattack. The namielle makes one Bite attack and
one Claw attack, or it makes two Water Globule
attacks.
Bite. Melee Weapon Attack: +11 to hit, Reach 5 ft., one
target. Hit 18 (3d8 + 5) piercing damage.
131
Claw. Melee Weapon Attack: +11 to hit, Reach 5 ft., one Spellcasting. The namielle casts one of the following
target. Hit 15 (3d6 + 5) slashing damage. spells, requiring no material components and using
Intelligence as the spellcasting ability (spell save DC 20):
Water Globule. Ranged Weapon Attack: +11 to hit, range
60/240 ft., one target. Hit: 14 (4d6) acid damage and At will: create or destroy water, control water, wall of
the target must succeed on a DC 19 Constitution saving water
throw or become afflicted with waterblight for 1 minute.
A creature can repeat the saving throw at the end of each
Legendary Actions
of its turns, ending the effect on itself on a success. On a The namielle can take 3 legendary actions, choosing
hit or miss, the 5 foot area below the target is flooded. from the options below. Only one legendary action
option can be used at a time and only at the end of
Maelstrom. The water in a 40-foot radius around the
another creature's turn. The namielle regains spent
namielle is pulled towards it and absorbed into its body,
legendary actions at the start of its turn.
increasing the namielle's AC by 3 until the end of its next
turn. Each creature in flooded terrain must make a DC 20 Attack. The namielle makes one Bite attack or one Water
Strength saving throw or take 24 (7d6) bludgeoning Globule attack.
damage and be pulled 10 feet toward the namielle on a
failed save, or half as much damage on a successful one Water Beam (Costs 2 Actions). The namielle exhales a
and is not pulled. torrent of water in a 90-foot cone, flooding the area.
Each creature in that area must make a DC 19 Dexterity
Tidal Wave. The namielle conjures up a wave of water that saving throw, taking 17 (5d6) acid damage and be
crashes down on an area in front of it. The area can be up afflicted with waterblight on a failed save, or half as
to 40 feet long, up to 10 feet wide, and up to 10 feet much damage and not afflicted with waterblight on a
tall. Each creature in that area must make a DC 20 successful one. The water then spreads out 15 feet
Dexterity saving throw, taking 24 (7d6) bludgeoning across the ground in all directions, flooding the area.
damage and is knocked prone on a failed save, or half as
much damage and isn’t knocked prone on a successful Electric Current (Costs 3 Actions). The namielle touches
one. The water then spreads out 15 feet across the the tip of its wing to a flooded space within 10 feet of it,
ground in all directions, flooding the area. sending an electric current coursing through it. This
current travels through each connected flooded space
Electric Divebomb (Recharge 5-6). The namielle releases a creating an explosion of steam in each space. Each
torrent of water from its body, flooding the ground in a creature in those spaces must make a DC 19 Dexterity
35-foot radius around it. It then rises into the sky while saving throw, taking 14 (4d6) fire damage plus 14 (4d6)
gathering electricity and comes crashing down at its lightning damage on a failed save, or half as much
same location causing a massive eruption of water and a damage on a successful one. Spaces affected by this
shockwave of steam. Each creature within 40 feet of the ability then lose the flooded status.
namielle must make a DC 19 Dexterity saving throw,
taking 27 (5d10) fire damage on a failed save, or half as
much damage on a successful one. If the creature is
within 15 feet of the namielle, it takes an extra 16
(3d10) lightning damage.

T.Namielle Hardclaw
Tempered Namielle Biology. You become proficient with dung bombs while
Challenge Rating 19 Carves 4 you are wearing this armor, and you are immune to blight
Carve Chance Material Slots effects such as waterblight, iceblight, or the blight spell.
T.Namielle Whisker
1-2 Elder Dragon Blood (O)
Constitution. The duration from slowing effects, such as
3-4 Elder Dragon Bone (O) the slow spell or a copper dragon's breath attack, are
reduced by half while you wear this armor.
5-8 T.Namielle Finehide (A,W)
T.Namielle Fellwing
9-12 T.Namielle Hardclaw (A,W) Stamina Surge+2. While wearing this armor, you can use an
13-14 T.Namielle Whisker (A,W) action to cast the haste spell from it once per day, but can
target only yourself when you do so and you gain 1 level of
15-17 T.Namielle Fellwing (A,W) exhaustion when the spell ends.
18-19 T.Namielle Lash (A,W) T.Namielle Lash
This armor has 3 runes, and it regains 1d3 expended runes
20 T.Namielle Mantle (A,W)
daily at dawn. While you wear it, you can use an action and
expend 1 rune to cause the armor to display a shifting
ARMOR MATERIAL EFFECTS pattern of dazzling hues until the end of your next turn.
T.Namielle Finehide During this time, the armor sheds bright light in a 30-foot
radius and dim light for an additional 30 feet. Creatures
Tool Specialist. While wearing this armor your proficiency
bonus is double for any ability check made with a tool you that can see you have disadvantage on attack rolls against
are proficient with. you. In addition, any creature in the bright light that can
see you when the armor's power is activated must succeed
132
on a DC 15 Wisdom saving throw or become stunned until
the effect ends.
Senses darkvision 120 ft., passive Perception 20
T.Namielle Mantle Languages Aquan, Draconic
While wearing this armor you have resistance to acid Challenge 24 (62,000 XP) Proficiency +7
damage and lightning damage.

WEAPON MATERIAL EFFECTS Amphibious. The namielle can breathe air and water.
T.Namielle Finehide Flooded. Any space that has been flooded by one of
While attuned to this weapon, you can use an action to namielle's actions is filled with four to five feet of
cast the levitate spell on yourself at will. water, and it is difficult terrain for any creature without
T.Namielle Hardclaw an innate or magical swimming speed. The flooded
While you are attuned to this weapon you can use a bonus areas remain flooded for 24 hours, until the namielle
action to cast the dancing lights cantrip at will. absorbs the water, or until it is turned to steam.
T.Namielle Whisker Legendary Resistance (3/Day). If the namielle fails a
When you critically hit with this weapon, the target can’t saving throw, it can choose to succeed instead.
take reactions until the start of its next turn. Magic Resistance. The namielle has advantage on saving
T.Namielle Fellwing throws against spells and other magical effects.
When you finish a short or long rest you choose a damage
type. This damage type can be either cold or lightning Actions
damage. A creature hit by this weapon takes an extra 1d8 Multiattack. The namielle makes one Bite attack and
of the chosen damage type. two Claw attacks, or it makes three Water Globule
T.Namielle Lash (Spellcaster Only) attacks.
This weapon has 10 runes. While holding it, you can use an Bite. Melee Weapon Attack: +14 to hit, Reach 5 ft., one
action to expend 1 or more of its runes to cast one of the target. Hit 20 (3d8 + 7) piercing damage.
following spells from it, using your spell save DC: shape
water (1 rune), create or destroy water (1 rune), fog cloud Claw. Melee Weapon Attack: +14 to hit, Reach 5 ft.,
(1 rune), call lightning (3 runes), tidal wave (3 runes) or one target. Hit 17 (3d6 + 7) slashing damage.
control water (4 runes). The weapon regains 1d6 + 4 Water Globule. Ranged Weapon Attack: +14 to hit,
expended runes daily at dawn. If you expend the last rune range 60/240 ft., one target. Hit: 17 (5d6) acid
it cannot regain any runes for one week. damage and the target must succeed on a DC 21
T.Namielle Mantle Constitution saving throw or become afflicted with
You gain a + 2 bonus to your spell attack rolls and spell waterblight for 1 minute. A creature can repeat the
save DC while attuned to this weapon. This bonus saving throw at the end of each of its turns, ending the
increases to +3 when the spell you are casting deals cold effect on itself on a success. On a hit or miss, the 5
or lightning damage. foot area below the target is flooded.
Maelstrom. The water in a 45-foot radius around the
OTHER MATERIAL EFFECTS namielle is pulled towards it and absorbed into its
Elder Dragon Blood body, increasing the namielle's AC by 4 until the end of
Any rarity weapon upgrade material. its next turn. Each creature in flooded terrain must
Elder Dragon Bone make a DC 22 Strength saving throw or take 31 (9d6)
Any rarity armor upgrade material. bludgeoning damage and be pulled 15 feet toward the
namielle on a failed save, or half as much damage on a
successful one and is not pulled.
Tidal Wave. The namielle conjures up a wave of water
Archtempered Namielle that crashes down on an area in front of it. The area can
be up to 45 feet long, up to 15 feet wide, and up to 10
Huge dragon (elder), Chaotic Evil
feet tall. Each creature in that area must make a DC 22
Armor Class 19 (natural armor) Dexterity saving throw, taking 31 (9d6) bludgeoning
Hit Points 325 (26d12 + 156) damage and is knocked prone on a failed save, or half
Speed 40 ft., fly 60 ft. (hover), swim 60 ft. as much damage and isn’t knocked prone on a
successful one. The water then spreads out 15 feet
across the ground in all directions, flooding the area.
STR DEX CON INT WIS CHA Electric Divebomb (Recharge 5-6). The namielle releases
24 (+7) 18 (+4) 22 (+6) 24 (+7) 16 (+3) 15 (+2) a torrent of water from its body, flooding the ground in
a 40-foot radius around it. It then rises into the sky
while gathering electricity and comes crashing down at
Saving Throws Dex +11, Con +13, Cha +9 its same location causing a massive eruption of water
Skills Athletics +14, Perception +10 and a shockwave of steam. Each creature within 40
Damage Resistances cold feet of the namielle must make a DC 21 Dexterity
Damage Immunities acid, lightning; bludgeoning, saving throw, taking 38 (7d10) fire damage on a failed
piercing, and slashing from nonmagical attacks save, or half as much damage on a successful one. If
Condition Immunities charmed, frightened, paralyzed, the creature is within 20 feet of the namielle, it takes
stunned, unconscious an extra 22 (4d10) lightning damage.
133
AT.Namielle Whisker
Spellcasting. The namielle casts one of the following Constitution. The duration from slowing effects, such as
spells, requiring no material components and using the slow spell or a copper dragon's breath attack, are
Intelligence as the spellcasting ability (spell save DC reduced by half while you wear this armor.
22): AT.Namielle Fellwing
Stamina Surge+3. While wearing this armor, you can use an
At will: create or destroy water, control water, wall of action to cast the haste spell from it once per day, but can
water target only yourself when you do so.
Legendary Actions AT.Namielle Lash
This armor has 3 runes, and it regains 1d3 expended runes
The namielle can take 3 legendary actions, choosing daily at dawn. While you wear it, you can use an action and
from the options below. Only one legendary action
expend 1 rune to cause the armor to display a shifting
option can be used at a time and only at the end of pattern of dazzling hues until the end of your next turn.
another creature's turn. The namielle regains spent
During this time, the robe sheds bright light in a 30-foot
legendary actions at the start of its turn.
radius and dim light for an additional 30 feet. Creatures
Attack. The namielle makes one Bite attack or one that can see you have disadvantage on attack rolls against
Water Globule attack. you. In addition, any creature in the bright light that can
Water Beam (Costs 2 Actions). The namielle exhales a see you when the armor's power is activated must succeed
torrent of water in a 90-foot cone, flooding the area. on a DC 15 Wisdom saving throw or become stunned until
Each creature in that area must make a DC 21 the effect ends.
Dexterity saving throw, taking 35 (10d6) acid damage AT.Namielle Mantle
and be afflicted with waterblight on a failed save, or While wearing this armor You are immune to acid damage
half as much damage and not afflicted with waterblight and resistance lightning damage.
on a successful one. The water then spreads out 15
feet across the ground in all directions, flooding the WEAPON MATERIAL EFFECTS
area. AT.Namielle Finehide
Electric Current (Costs 3 Actions). The namielle touches While attuned to this weapon, you can use an action to
the tip of its wing to a flooded space within 10 feet of cast the levitate spell on yourself or a bonus action to cast
it, sending an electric current coursing through it. This the dancing lights cantrip at will.
current travels through each connected flooded space AT.Namielle Hardclaw
creating an explosion of steam in each space. Each When you critically hit with this weapon, the target can’t
creature in those spaces must make a DC 21 Dexterity take reactions until the start of its next turn.
saving throw, taking 21 (6d6) fire damage plus 21
AT.Namielle Whisker
(6d6) lightning damage on a failed save, or half as
While you are attuned to this weapon, your cold and
much damage on a successful one. Spaces affected by
lightning spells bypass a creature's damage resistance.
this ability then lose the flooded status.
AT.Namielle Fellwing
When you finish a short or long rest you choose a damage
Archtempered Namielle type. This damage type can be either cold or lightning
damage. A creature hit by this weapon takes an extra 1d10
Challenge Rating 24 Carves 4
of the chosen damage type.
Carve Chance Material Slots
AT.Namielle Lash (Spellcaster Only)
1-2 Elder Dragon Blood X2 (O) This weapon has 12 runes. While holding it, you can use an
action to expend 1 or more of its runes to cast one of the
3-4 Elder Dragon Bone X2 (O) following spells from it, using your spell save DC: shape
5-8 AT.Namielle Finehide (A,W) water (1 rune), create or destroy water (1 rune), fog cloud
(1 rune), call lightning (3 runes), tidal wave (3 runes),
9-12 AT.Namielle Hardclaw (A,W) control water (4 runes), or chain lightning (6 runes). The
13-14 AT.Namielle Whisker (A,W) weapon regains 1d8 + 4 expended runes daily at dawn. If
you expend the last rune it cannot regain any runes for one
15-17 AT.Namielle Fellwing (A,W) week.
18-19 AT.Namielle Lash (A,W) AT.Namielle Mantle
You gain a +2 bonus to your spell attack rolls and spell
20 AT.Namielle Mantle (A,W) save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals cold
or lightning damage.
ARMOR MATERIAL EFFECTS
AT.Namielle Finehide
Tool Specialist. While wearing this armor your proficiency OTHER MATERIAL EFFECTS
bonus is double for any ability check made with a tool you Elder Dragon Blood
are proficient with. Any rarity weapon upgrade material.
AT.Namielle Hardclaw Elder Dragon Bone
Biology. You become proficient with dung bombs while Any rarity armor upgrade material.
you are wearing this armor, and you are immune to blight
effects such as waterblight, iceblight, or the blight spell.
134
Nergigante
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
Like most other Elder Dragons, Nergigante possesses six limbs;
target. Hit: 25 (4d8 + 7) piercing damage.
four legs and two wings. On its head are two large horns
resembling a bull. Though it is classified as an Elder Dragon, the Claw. Melee Weapon Attack. +14 to hit, reach 10 ft.,
Nergigante isn't known to cause any natural disasters, but its one target. Hit: 14 (2d6 + 7) slashing damage.
sudden appearance is enough to scare off other species, which can Horn. Melee Weapon Attack. +14 to hit, reach 10 ft.,
cause them to invade other areas. one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Covering Nergigante's head, arms, tail, and wings are small Wing. Melee Weapon Attack. +14 to hit, reach 10 ft.,
spikes. These spikes are believed to be made of a material similar one target. Hit: 29 (4d10 + 7) piercing damage.
to enamel and can break in a number of ways, though they mostly
break from the sheer force of Nergigante's attacks. Unlike other
Dragon Eater. The nergigante feeds on the corpse of a
dragon. A large or smaller dragon is consumed whole,
Elder Dragons, Nergigante uses brute strength to take on its prey.
while the nergigante can feed on a Huge or bigger
Nergigante also have extreme regenerative abilities that allow it
dragon for up to 30 seconds. Each round the
to regrow lost spikes in mere seconds. Researchers theorize that
Nergigante feeds on a dragon, it regains a number of
this regenerative process starts when its spikes have taken a certain
hit points equal to the dragon's Challenge Rating.
amount of damage, and it is said that it can regrow them an infinite
number of times. It also seems to have the ability to sense highly Frightful Presence. Each creature of the nergigante's
pure bioenergy. choice that is within 120 feet of the nergigante and
aware of it must succeed on a DC 18 Wisdom saving
Nergigante doesn't have a gender and reproduces asexually. It
throw or become frightened for 1 minute. A creature
needs large quantities of bioenergy to propagate. When Nergigante
can repeat the saving throw at the end of each of its
regenerates its spikes, some of them may gain the bioenergy it has
turns, ending the effect on itself on a success. If a
used and begin to produce germ cells, allowing Nergigante to
creature's saving throw is successful or the effect ends
produce another of its kind without the need of a mate. Since for it, the creature is immune to the nergigante's
Nergigante needs more bioenergy than usual to produce the next Frightful Presence for the next 24 hours.
generation, it needs to find a food source with incredible strength.
Interestingly, the offspring are genetically identical to their parent. Meteor Crash (Recharge 5-6). The nergigante leaps into
the air using its wings to hover briefly before it comes
crashing down in a 15-foot square area within 60 feet
of it. Each creature in that area must make a DC 22
Nergigante Dexterity saving throw, taking 59 (17d6) bludgeoning
Huge dragon (elder), Chaotic Evil damage on a failed save, or half as much damage on a
successful one.
Armor Class 21 (natural armor)
Hit Points 262 (21d12 + 126) Reactions
Speed 40 ft., fly 80 ft. Spiked Explosion. While the nergigante has spikes
covering its body, it can use this special reaction
immediately after it uses an action or legendary action,
STR DEX CON INT WIS CHA causing the spikes on its body to burst outward,
25 (+7) 14 (+2) 23 (+6) 12 (+1) 18 (+4) 16 (+3) removing the AC bonus it receives from its Spiked
Regrowth. Each creature within 30 feet of the
nergigante must make a DC 22 Dexterity saving throw,
Saving Throws Str +14, Dex +9, Wis +11 taking 10 (3d6) piercing damage on a failed save or
Damage Resistances acid, cold, fire, necrotic; half as much damage on a successful one. Using this
bludgeoning, piercing, and slashing damage from reaction, does not consume the nergigante's reaction
nonmagical attacks for this round.
Condition Immunities charmed, exhaustion, frightened,
petrified Legendary Actions
Senses darkvision 120 ft., passive Perception 14
Languages Draconic The nergigante can take 3 legendary actions, choosing
Challenge 23 (50,000 XP) Proficiency +7 from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The nergigante regains spent
Legendary Resistance (3/Day). If the nergigante fails a
legendary actions at the start of its turn.
saving throw, it can choose to succeed instead.
Move. The nergigante moves up to its speed without
Magic Resistance. The nergigante has advantage on
provoking opportunity attacks.
saving throws against spells and other magical effects.
Wing Attack. The nergigante makes a Wing attack.
Spiked Regrowth. The nergigante has spikes covering its
body, granting it +2 bonus to its AC. These spikes Trample (Costs 2 Actions). The nergigante moves up to
regrow at the start of the nergigante's turn. its speed. During this move it can move through the
spaces of other creatures without provoking
Actions opportunity attacks. Each creature the nergigante
Multiattack. The nergigante can use its frightful moves through must succeed on a DC 22 Dexterity
presence. It then makes one Bite attack, one Horn saving throw or take 29 (4d10 + 7) bludgeoning
attack, and two Claw attacks. damage and be knocked prone.

135
Nergigante WEAPON MATERIAL EFFECTS
Nergigante Regrowth Plate
Challenge Rating 23 Carves 6
Maximum Might. While your hit points are full and you are
Carve Chance Material Slots not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
1-3 Elder Dragon Bone (O)
Nergigante Carapace (Bow Only)
4-5 Elder Dragon Blood (O) As a bonus action you can grow a black spike from the
6-9 Nergigante Regrowth Plate (A,W) palm of your hand and nock it to your bow. A creature hit
by this spike suffers normal weapon damage and the spike
10-12 Nergigante Carapace (A,W) lodges itself into the creature. A creature's speed is
13-15 Nergigante Talon (A,W) reduced by 5 feet for every spike impaled into it. If the
target or a creature within 5 feet of it uses an action to pull
16-17 Nergigante Tail (A,W) out the spikes, or if some other effect removes them, the
18-19 Immortal Dragonscale (A,W) creature's movement speed returns to normal.
You are able to grow up to 10 black spikes. You are unable
20 Nergigante Gem (A,W)
to grow anymore until you finish a long rest.
Nergigante Talon
ARMOR MATERIAL EFFECTS Your weapon deals an extra 1d10 force damage.
Nergigante Regrowth Plate
While wearing this armor, you regain 1d6 Hit Points every Nergigante Tail
10 minutes, provided that you have at least 1 hit point. If When you attack a creature with this weapon and roll a 20
you lose a body part, the armor causes the missing part to on the attack roll, that target takes an extra 3d6 necrotic
regrow and return to full functionality after 1d6 + 1 days if damage, provided that the target isn’t a construct or an
you have at least 1 hit point the whole time. Undead. You gain temporary hit points equal to the extra
damage dealt.
Nergigante Carapace Immortal Dragonscale
Stamina Surge+3. While wearing this armor, you can use an Your weapon deals an extra 2d6 force damage.
action to cast the haste spell from it once per day, but can
target only yourself when you do so. Nergigante Gem
The first time you attack with this weapon on each of your
Nergigante Talon turns, you can transfer some or all of the weapon's bonus
When a creature within 5 feet of you hits you with a melee to your armor class, instead of using the bonus on any
attack, you can use your reaction to deal 2d4 piercing attacks that turn. For example you could reduce the bonus
damage to them. This damage bypasses resistance and to your attack and damage rolls by 2 to gain a +2 bonus to
immunity, and can't be reduced or avoided by any means. AC. The adjusted bonuses remain in effect until the start of
Nergigante Tail your next turn, although you must hold the weapon to gain
While wearing this armor, any critical hit against you a bonus to AC from it.
becomes a normal hit.
Immortal Dragonscale OTHER MATERIAL EFFECTS
You have resistance to fire and cold damage while you Elder Dragon Blood
wear this armor. Any rarity weapon upgrade material.

Nergigante Gem Elder Dragon Bone


While wearing this armor, you have advantage on saving Any rarity armor upgrade material.
throws against spells and other magical effects, and spell
attacks have disadvantage against you.

136
Ruiner Nergigante
Ruiner Nergigante is built similarly to Nergigante, albeit with darker scale and carapace. The variant's defining feature are the metallic spikes
that grow in between their regular bone spikes on its forelimbs, nape, and wings. These spikes are much tougher and make deadlier weapons
compared to the normal ones, increasing its spike explosion radius and causing a bleeding effect.

Ruiner Nergigante Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one
target. Hit: 25 (4d8 + 7) piercing damage.
Huge dragon (elder), Chaotic Evil
Claw. Melee Weapon Attack. +16 to hit, reach 10 ft., one
Armor Class 23 (natural armor) target. Hit: 14 (2d6 + 7) slashing damage.
Hit Points 462 (28d12 + 280) Horn. Melee Weapon Attack. +16 to hit, reach 10 ft., one
Speed 40 ft., fly 80 ft. target. Hit: 29 (4d10 + 7) bludgeoning damage.
Wing. Melee Weapon Attack. +16 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target. Hit: 29 (4d10 + 7) piercing damage.

25 (+7) 14 (+2) 30 (+10) 12 (+1) 18 (+4) 16 (+3) Dragon Eater. The nergigante feeds on the corpse of a
dragon. A large or smaller dragon is consumed whole,
while the nergigante can feed on a Huge or bigger
Saving Throws Str +16, Dex +11, Wis +13, Cha +12
dragon for up to 30 seconds. Each round the Nergigante
Damage Resistances lightning
feeds on a dragon, it regains a number of hit points equal
Damage Immunities acid, cold, fire; bludgeoning, to the dragon's Challenge Rating.
piercing, and slashing damage from nonmagical
attacks Frightful Presence. Each creature of the nergigante's
Condition Immunities charmed, exhaustion, frightened, choice that is within 120 feet of the nergigante and
petrified, stunned aware of it must succeed on a DC 20 Wisdom saving
Senses darkvision 120 ft., passive Perception 14 throw or become frightened for 1 minute. A creature can
Languages Draconic repeat the saving throw at the end of each of its turns,
Challenge 30 (155,000 XP) Proficiency +9 ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the
Legendary Resistance (4/Day). If the nergigante fails a creature is immune to the nergigante's Frightful
saving throw, it can choose to succeed instead. Presence for the next 24 hours.
Meteor Crash (Recharge 5-6). The nergigante leaps into
Magic Resistance. The nergigante has advantage on
the air using its wings to hover briefly before it comes
saving throws against spells and other magical effects.
crashing down in a 15-foot square area within 90 feet of
Spiked Explosion. Immediately after the nergigante uses it. Each creature in that area must make a DC 24
an action or legendary action, it causes the spikes on its Dexterity saving throw, taking 80 (23d6) bludgeoning
body to explode outward. Each creature within 40 feet of damage on a failed save, or half as much damage on a
the nergigante must make a DC 24 Dexterity saving successful one.
throw, taking 10 (3d6) piercing damage and begin to
bleed from a vicious wound on a failed save or half as Legendary Actions
much damage and do not bleed on a successful one. The nergigante can take 3 legendary actions, choosing
A creature suffering from a vicious wound loses 4 from the options below. Only one legendary action
(1d8) hit points at the start of each of its turns. Each option can be used at a time and only at the end of
time the creature suffers from another vicious wound, another creature's turn. The nergigante regains spent
the damage dealt by the wound increases by 4 (1d8). legendary actions at the start of its turn.
Any creature can take an action to stanch the wound
with a successful DC 18 Wisdom (Medicine) check. The Hunger. The nergigante uses its dragon eater, but only
wound also closes if the target receives magical healing. heals for half the amount it normally would.
Spiked Regrowth. The nergigante has spikes covering its Wing Attack. The nergigante makes a wing attack.
body. When used, broken, or removed in any way the
spikes regrow instantly. Trample (Costs 2 Actions). The nergigante moves up to its
speed. During this move it can move through the spaces
Actions of other creatures without provoking opportunity
attacks. Each creature the nergigante moves through
Multiattack. The nergigante can use its frightful presence. must succeed on a DC 24 Dexterity saving throw or take
It then makes one Bite attack, one Horn attack, and two 32 (4d10 + 7) bludgeoning damage and be knocked
Claw attacks. prone.

137
Ruiner Nergigante WEAPON MATERIAL EFFECTS
Challenge Rating 30 Carves 6 Eternal Regrowth Plate
Maximum Might. While your hit points are full and you are
Carve Chance Material Slots
not suffering from any levels of exhaustion, you deal
1-3 Elder Dragon Bone x2 (O) maximum weapon damage with your attacks.
4-5 Elder Dragon Blood x2 (O) Nergigante Cortex (Bow Only)
As a bonus action you can grow a black spike from the
6-9 Eternal Regrowth Plate (A,W)
palm of your hand and nock it to your bow. A creature hit
10-12 Nergigante Cortex (A,W) by this spike suffers normal weapon damage and the spike
lodges itself into the creature. A creature's speed is
13-15 Nergigante Hardclaw (A,W) reduced by 10 feet for every spike impaled into it. If the
16-17 Nergigante Flail (A,W) target or a creature within 5 feet of it uses an action to pull
out the spikes, or if some other effect removes them, the
18-19 Immortal Shard (A,W) creature's movement speed returns to normal.
20 Annihilating Greathorn (A,W) You are able to grow up to 10 black spikes. You are unable
to grow anymore until you finish a long rest.
ARMOR MATERIAL EFFECTS Nergigante Hardclaw
Eternal Regrowth Plate Your weapon deals an extra 2d6 force damage.
While wearing this armor, you regain 1d6 Hit Points every Nergigante Flail
10 minutes, provided that you have at least 1 hit point. If When you attack a creature with this weapon and roll a 20
you lose a body part, the armor causes the missing part to on the attack roll, that target also has the dispel magic
regrow and return to full functionality after 1d6 + 1 days if spell cast on them at 5th level.
you have at least 1 hit point the whole time.
Immortal Shard
Nergigante Cortex Your weapon deals an extra 2d8 force damage.
Stamina Surge+3. While wearing this armor, you can use an
Annihilating Greathorn
action to cast the haste spell from it once per day, but can
target only yourself when you do so. While you are attuned to this weapon, your strength score
changes to 29. If your Strength is already equal to or
Nergigante Hardclaw greater than the weapon's score, the item has no effect on
When a creature within 5 feet of you hits you with a melee you.
attack, you can use your reaction to deal 3d4 piercing
damage to them. This damage bypasses resistance and OTHER MATERIAL EFFECTS
immunity, and can't be reduced or avoided by any means. Elder Dragon Blood
Nergigante Flail Any rarity weapon upgrade material.
While wearing this armor, any critical hit against you
Elder Dragon Bone
becomes a normal hit.
Any rarity armor upgrade material.
Immortal Shard
You have resistance to nonmagical damage while you wear
this armor. Additionally, you can use an action to make
yourself immune to nonmagical damage for 10 minutes or
until you are no longer wearing the armor. Once this
property is used, it can't be used again until the next dawn.
Annihilating Greathorn
While wearing this armor, you gain a +3 bonus to AC, you
are immune to fire damage, and you can understand and
speak Draconic. In addition, you can stand on and walk
across molten rock as if it were solid ground.

138
Safi'jiiva Siphon Energy. While on the ground, the safi'jiiva siphons
the energy from the earth, regaining 70 hit points.
Gargantuan dragon (elder), unaligned
Cone of Flames (Recharge 5-6). The safi'jiiva exhales a
Armor Class 24 (natural armor) beam of blue flames that arcs across a 90-foot cone.
Hit Points 451 (22d20 + 220) Each creature in that area must make a DC 27 Dexterity
Speed 40 ft., fly 80 ft. saving throw, taking 71 (13d10) fire damage on a failed
save, or half as much damage on a successful one.
Sapphire Star (1/day). The safi'jiiva rises 40 feet into the
STR DEX CON INT WIS CHA air, without provoking opportunity attacks, before
27 (+8) 12 (+1) 30 (+10) 18 (+4) 24 (+7) 16 (+3) releasing a gout of blue flames below it until the start of
its next turn. The flames cover the ground in a 45-foot
radius around the safi'jiiva. Each creature that starts its
Saving Throws Dex +10, Int +13, Wis +16, Cha +12
turn in the flames or enters them for the first time on a
Skills Perception +16
turn must make a DC 27 Dexterity saving throw, taking
Damage Resistances cold, fire, lightning; bludgeoning,
31 (9d6) fire damage on a failed save or half as much
piercing, and slashing from nonmagical attacks
damage on a successful one.
Damage Immunities force
On the safi'jiiva's next turn but before it moves, it can
Condition Immunities charmed, frightened, paralyzed,
use its action to release a bead of concentrated magical
stunned
force that slowly falls to the ground to a point directly
Senses truesight 120 ft., passive Perception 26
below it. Upon impact at the end of the safi'jiiva's turn,
Languages —
the bead explodes and each creature in a 60-radius of
Challenge 29 (135,000 XP) Proficiency +9
that point must make a DC 27 Dexterity saving throw,
taking 56 (16d6) fire damage plus 56 (16d6) force
Legendary Resistance (3/Day). If the safi'jiiva fails a saving damage on a failed save, or half as much damage on a
throw, it can choose to succeed instead. successful one.
Magic Resistance. The safi'jiiva has advantage on saving
throws against spells and other magical effects.
Legendary Actions
The safi'jiiva can take 3 legendary actions, choosing from
Suppressed Power. The safi'jiiva is unable to use its
the options below. Only one legendary action option can
sapphire star while it is above half of its maximum hit
be used at a time and only at the end of another
points (225).
creature's turn. The safi'jiiva regains spent legendary
Actions actions at the start of its turn.

Multiattack. The safi'jiiva can use its Frightful Presence. It Detect. The safi'jiiva makes a Wisdom (Perception)
then makes three Bite attacks and two Claw attacks. check.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one Tail Attack. The safi'jiiva makes a Tail attack.
target. Hit: 26 (4d8 + 8) piercing damage. If the target is Blue Flame Breath (Costs 2 Actions). The safi'jiiva exhales
a creature, it is grappled (escape DC 18) . Until this a burst of blue flames in a 120-foot line that is 10 feet
grapple ends, the target is restrained, and the safi'jiiva wide. Each creature in a line must make a DC 27
can't bite another target. Dexterity saving throw, taking 38 (11d6) fire damage on
Claw. Melee Weapon Attack. +17 to hit, reach 10 ft., one a failed save, or half as much damage on a successful
target. Hit: 18 (3d6 + 8) slashing damage. one. A creature grappled by the safi'jiiva's Bite attack
automatically fails its saving throw and is pushed 30 feet
Tail. Melee Weapon Attack. +17 to hit, reach 15 ft., one away and knocked prone.
target. Hit: 30 (4d10 + 8) bludgeoning damage.
Frightful Presence. Each creature of the safi'jiiva's choice
that is within 120 feet of the safi'jiiva and aware of it
must succeed on a DC 20 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature
is immune to the safi'jiiva's Frightful Presence for the
next 24 hours.

139
You can cast the regenerate spell from it, but only target
Safi'jiiva yourself. Once you use this property, you can't use it
Challenge Rating 29 Carves 9 again until the next dawn.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1-2 Elder Dragon Bone (O) Safi'jiiva Shard
3-4 Elder Dragon Blood (O) Maximum Might. While your hit points are full and you are
not suffering from any levels of exhaustion, you deal
5-8 Safi'jiiva Shard (A,W) maximum weapon damage with your attacks.
9-11 Safi'jiiva Cortex (A,W)
Safi'jiiva Cortex
12-13 Safi'jiiva Hardclaw (W) Critical Boost+. You can roll two additional weapon
damage dice when determining the extra damage for a
14-15 Safi'jiiva HardHorn (A,W) critical hit with a weapon attack.
16 Safi'jiiva Lash (A,W) Safi'jiiva Hardclaw
17-18 Safi'jiiva Fellwing (A,W) Your weapon and other material effects in it ignore
resistance to fire damage.
19 Pulsing Dragonshell (A,W)
Safi'jiiva HardHorn
20 Zionium Crystal (A,W) Your weapon deals an extra 2d6 fire damage.
Safi'jiiva Lash
ARMOR MATERIAL EFFECTS Elderseal. When you hit a creature that has a Recharge
Safi'jiiva Shard ability, it has disadvantage on all recharge rolls until the
Biology. You become proficient with dung bombs while start of your next turn.
you are wearing this armor, and you are immune to blight Safi'jiiva Fellwing
effects such as waterblight, iceblight, or the blight spell. While you are attuned to this weapon you add a d8 to your
initiative at the start of every combat. Additionally this
Safi'jiiva Cortex
weapon has one rune. You can expend this rune at the start
Evade Window+. This armor has 5 runes, and it regains
of combat to become first in the initiative order, no matter
1d5 expended runes daily at dawn. When you fail a
your roll. You regain the rune after 24 hours, but once
Dexterity saving throw while wearing it, you can use your
before you regain the use of this feature, at the start of
reaction to expend 1 of its runes to succeed on that saving another combat, the DM can make you last in the initiative
throw instead.
order.
Safi'jiiva HardHorn
Pulsing Dragonshell
While wearing this armor you have advantage on saving
Dragonvein Awakening. This material cannot be placed in a
throws against spells and other magical effects.
trinket. When placed in a weapon it gains the following
Safi'jiiva Lash benefits:
While you wear this armor it casts bright light in a 20-foot
Your weapon deals an extra 1d6 fire damage
radius and dim light for an additional 20 feet. Additionally
When a creature must make a saving throw against a
you and friendly creatures standing within this bright light spell, weapon effect, or other abilities that inflicts a
have advantage on saving throws to resist becoming
condition, the save DC is increased by 2.
charmed or frightened.
Your weapon attacks critical hit range is increased by 1.
Safi'jiiva Fellwing
While you're wearing this armor, you can speak its
command word as an action to gain the effect of the Zionium Crystal
etherealness spell, which lasts for 10 minutes or until you True Dragonvein Awakening. This material cannot be
remove the armor or use an action to speak the command placed in a trinket. When placed in a weapon it gains the
word again. This property of the armor can't be used again following benefits:
until the next dawn.
Your weapon deals an extra 1d8 fire damage
Pulsing Dragonshell When a creature must make a saving throw against a
You are immune to fire damage, and resistance to cold and spell, weapon effect, or other abilities that inflict a
lightning damage while you wear this armor. condition, it does so at disadvantage.
Your weapon attacks critical hit range is increased by 2.
Zionium Crystal
While you are wearing this armor you gain the following
benefits: OTHER MATERIAL EFFECTS
Elder Dragon Blood
You regain consciousness on a roll of 19 or 20 on death Any rarity weapon upgrade material.
saving throws.
Elder Dragon Bone
Any rarity armor upgrade material.

140
Shara Ishvalda Lair Actions
On initiative count 20 (losing initiative ties), the shara ishvalda
Shara Ishvalda is a large dragon which can found in two different
takes a lair action to cause one of the following effects:
forms. It will initially take on an appearance covered in rocks,
sand, and other minerals. This gives it a very bulky shape, and the The shara ishvalda sends vibrations through the ground creating
form of its head is impossible to make out. Most distinctively, quicksand pits (DMG p.110) at five points it can see within
instead of wings, it has adapted its appendages into a four-fingered 120 feet of it. Each quicksand pit covers a 10-foot-square area
hand-like structure. and is 10 feet deep and lasts for 1 minute or until the shara
In its true form, exposed from underneath the shell, it is a lithe ishvalda uses this lair action again. When it ends, the area then
and athletic creature, and boasts a variety of bright colors, mainly becomes difficult terrain and any creature in the sand no longer
yellows, purples, and white. Its face bears two large, forward- sinks, but is still restrained by the sand.
facing eyes, and crests around its head make the shape of a crown. A cloud of sand swirls about in a 20-foot-radius sphere centered
The distinct arms are well-muscled, and the fingers are shown to be on a point the shara ishvalda can see within 120 feet of it. The
spindly and misshapen, bearing specialized tips for sound cloud spreads around corners. Each creature in it must succeed
production. Spikes, markings, plates and indentations run along its on a DC 15 Constitution saving throw or be blinded for 1
neck, back, sides, and limbs, some invoking skeletal structures minute. A creature can repeat the saving throw at the end of
such as a ribcage. The tail ends in a entwining series of snaking each of its turns, ending the effect on itself on a success.
structures, failing to form any one tip. A tremor shakes the lair in a 60-foot radius around the shara
Shara Ishvalda can manipulate the earth using its innate ability to ishvalda. Each creature other than the shara ishvalda on the
control vibration. Using vibrations from its wingtips, it can break ground in that area must succeed on a DC 15 Dexterity saving
down and reshape solid ground around it, forming quicksands throw or be knocked prone.
which hunters will struggle to move in, but allows it to move
around without issue. It can also direct these vibrations as direct Regional Effects
attacks against hunters, combining their energy into powerful The region containing a shara ishvalda's lair is warped by the it's
aimed rays. For its most powerful attack, it digs underground, magic, which creates one or more of the following effects:
churning up all the land around it, before reappearing, kicking up
all the sand, and combining its vibration-energy into a large sphere Small earthquakes are common within 6 miles of the shara
which it then sends down, creating a huge explosion. Beyond the ishvalda's lair.
vibrations, it will use its wingtips to swat at the hunter directly. In As the shara ishvalda moves through the area, a song that plays
its initial, rock-covered state, it will burrow partially into the through the ground can be heard within 1 mile of it. Beasts and
ground and attack the hunter while sending out waves of energy. dragons that hear this song become extremely aggressive.
Shara Ishvalda prefers to rest underground until disturbed. When The shara ishvalda creates a disturbance in the ecosystem
awakened, it will attempt to ward off its aggressor while in a within its region. Because of this, creatures appear in the area
heavily defended, rock-covered state, performing less aggressive that are not commonly seen (elder dragons, fiends,
attacks to fend off foes. If this outer hide is destroyed, it instantly monstrosities, powerful beasts, etc).
becomes hyper-aggressive. In this state, Shara Ishvalda will focus
its full power towards destroying direct threats. It does not give up
a fight easily, choosing to try and attack one last time after being
nearly killed as opposed to retreating back underground.

Shara Ishvalda (Shell)

141
Shara Ishvalda (Shell) Wing. Melee Weapon Attack. +16 to hit, reach 20 ft., one
target. Hit: 26 (4d8 + 8) bludgeoning damage and the
Gargantuan dragon (elder), unaligned
target is pulled to an unoccupied space within 5 feet of
the shara ishvalda.
Armor Class 25 (natural armor)
Hit Points 388 (21d20 + 168) Crush. The shara ishvalda jumps 20 feet straight up into
Speed 30 ft., burrow 30 ft. the air as part of its movement. While in the air it spreads
its wings out, each covering a 20-foot-square area. The
shara ishvalda then comes crashing down to the ground,
STR DEX CON INT WIS CHA landing prone. Each creature in the shara ishvalda's space
(including its the area the wings covered) or within 5
27 (+8) 8 (-1) 26 (+8) 19 (+4) 15 (+2) 18 (+4) feet of it must make a DC 24 Strength or Dexterity
saving throw (target's choice) or be knocked prone and
Saving Throws Str + 16, Dex +7, Con +16 takes 49 (9d10) bludgeoning damage on a failed save.
Skills Perception +10 On a successful save, the creature takes only half the
Damage Resistances fire, necrotic, piercing, slashing, damage, isn't knocked prone, and is pushed 5 feet out of
thunder the shara ishvalda's space into an unoccupied space of
Damage Immunities lightning the creature's choice. If no unoccupied space is within
Condition Immunities charmed, frightened, restrained, range, the creature instead falls prone in the shara
unconscious ishvalda's space.
Senses tremorsense 60 ft., truesight 120 ft., passive
Frightful Presence. Each creature of the shara ishvalda
Perception 20
choice that is within 120 feet of the shara ishvalda and
Languages Draconic, Terran
aware of it must succeed on a DC 20 Wisdom saving
Challenge 25 (75,000 XP) Proficiency +8
throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
Breakaway. When the shara ishvalda (shell) reaches 0 hit ending the effect on itself on a success. If a creature's
points it breaks away revealing the shara ishvalda (true saving throw is successful or the effect ends for it, the
form). creature is immune to the shara ishvalda's Frightful
Immutable Form. The shara ishvalda is immune to any Presence for the next 24 hours.
spell or effect that would alter its form.
Legendary Actions
Legendary Resistance (3/Day). If the shara ishvalda fails a
The shara ishvalda can take 3 legendary actions,
saving throw, it can choose to succeed instead.
choosing from the options below. Only one legendary
Magic Resistance. The shara ishvalda has advantage on action option can be used at a time and only at the end
saving throws against spells and other magical effects. of another creature's turn. The shara ishvalda regains
spent legendary actions at the start of its turn.
Soft Rock. The shara ishvalda is vulnerable to
bludgeoning while it is prone. Attack. The shara ishvalda makes a Wing attack.
Sturdy. The shara ishvalda has advantage on saving Bulldoze (Costs 2 Actions). The shara ishvalda digs the tip
throws against being paralyzed or stunned. of its wings into the ground, creating a 20-foot tall, 60-
foot wide wall with its body and wings. It then moves up
Actions to its speed without provoking opportunity attacks. Each
Multiattack. The shara ishvalda can use its frightful creature the shara ishvalda moves through must succeed
presence. It then makes two attacks one Stomp attack on a DC 24 Strength or Dexterity saving throw (target's
and one Wing attack. choice) or take 26 (4d8 + 8) bludgeoning damage and
be knocked prone.
Stomp. Melee Weapon Attack: +16 to hit, reach 10 ft.,
one target. Hit: 22 (4d6 + 8) bludgeoning damage. Piercing Roar (Costs 3 Actions). The shara ishvalda lets out
an ear shattering roar. Each creature that is within 20
Tail. Melee Weapon Attack. +16 to hit, reach 15 ft., one feet of the shara ishvalda must succeed on a DC 24
target. Hit: 30 (4d10 + 8) bludgeoning damage. Constitution saving throw or be incapacitated until the
end of its next turn. If the saving throw fails by 5 or
more, the target is instead stunned until the end of its
next turn.

142
Shara Ishvalda Frightful Presence. Each creature of the shara ishvalda
choice that is within 120 feet of the shara ishvalda and
(True Form) aware of it must succeed on a DC 20 Wisdom saving
throw or become frightened for 1 minute. A creature can
Gargantuan dragon (elder), unaligned
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's
Armor Class 20 (natural armor) saving throw is successful or the effect ends for it, the
Hit Points 455 (26d20 + 182) creature is immune to the shara ishvalda's Frightful
Speed 40 ft., burrow 30 ft. Presence for the next 24 hours.
Sonic Blast (Recharge 5-6). The shara ishvalda focuses its
STR DEX CON INT WIS CHA wingtips into a single point, then fires a sonic blast in a
120-foot line that is 15 feet wide and 15 feet high. The
27 (+8) 14 (+2) 24 (+7) 19 (+4) 15 (+2) 18 (+4) shara ishvalda is pushed back 15 feet and each creature
in the line must succeed on a DC 23 Dexterity saving
Saving Throws Str + 16, Dex +10, Con +16 throw, taking 54 (12d8) thunder damage on a failed save
Skills Perception +10 or half as much damage on a successful one. The ground
Damage Resistances fire, necrotic; bludgeoning, piercing, in the line becomes difficult terrain.
and slashing from nonmagical attacks
Resonance Bomb (1/day). The shara ishvalda raises its
Damage Immunities lightning, thunder
wings above its head. Using the vibration from its
Condition Immunities charmed, frightened, restrained,
wingtips, it creates a massive bomb of swirling sonic
unconscious
waves. The shara ishvalda then throws the bomb, which
Senses tremorsense 60 ft., truesight 120 ft., passive
explodes at a point within 120 feet of it. Each creature in
Perception 20
a 60-foot-radius sphere centered on that point must
Languages Draconic, Terran
make a DC 23 Constitution saving throw, taking 76
Challenge 26 (90,000 XP) Proficiency +8
(17d8) thunder damage and be deafened for 1 minute
on a failed save, or half as much damage and isn't
Legendary Resistance (3/Day). If the shara ishvalda fails a deafened on a successful one. A creature that is 40 feet
saving throw, it can choose to succeed instead. or further away from the point of impact makes its save
Magic Resistance. The shara ishvalda has advantage on with advantage. A creature that is within 20 feet of the
saving throws against spells and other magical effects. point of impact makes its save with disadvantage.

Sturdy. The shara ishvalda has advantage on saving Legendary Actions


throws against being paralyzed or stunned.
The shara ishvalda can take 3 legendary actions,
Suppressed Power. The shara ishvalda is unable to use its choosing from the options below. Only one legendary
Resonance Bomb while it is above half of its maximum action option can be used at a time and only at the end
hit points (225). of another creature's turn. The shara ishvalda regains
spent legendary actions at the start of its turn.
Actions
Attack. The shara ishvalda makes a Wing attack.
Multiattack. The shara ishvalda can use its frightful
presence. It then makes three attacks one Bite attack, Detect. The shara ishvalda makes a Wisdom (Perception)
one Claw attack, and one Tail attack. check.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one Wide-Range Sonic Blast (Costs 3 Actions). The shara
target. Hit: 18 (3d6 + 8) piercing damage. ishvalda fires sonic blasts from its wingtips, of which
three hit the ground at a point within 120 feet of it,
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one causing the ground to become difficult terrain in a 5-foot
target. Hit: 18 (3d6 + 8) slashing damage. radius centered on that point. The other five can strike a
Tail. Melee Weapon Attack. +16 to hit, reach 15 ft., one target the shara ishvalda can see within 120 feet of it. A
target. Hit: 24 (3d10 + 8) bludgeoning damage. target must make a DC 23 Dexterity saving throw, taking
13 (3d8) thunder damage on a failed save, or half as
Wing. Melee Weapon Attack. +16 to hit, reach 20 ft., one much damage on a successful one.
target. Hit: 21 (3d8 + 8) bludgeoning damage and the
target is pulled to an unoccupied space within 5 feet of
the shara ishvalda.

143
Shara Ishvalda Shara Ishvalda Petalstone
While you are attuned to this weapon you can use an
Challenge Rating 26 Carves 6
action and point your finger at a target to cast the finger of
Carve Chance Material Slots death spell, but the spell deals thunder damage instead of
force. Once you use this property, you can't use it again
1-2 Elder Dragon Bone x2 (O) until the next dawn.
3-4 Elder Dragon Blood x2 (O) Shara Ishvalda Tenderclaw
5-8 Shara Ishvalda Tenderscale (A,W) Coalescence. Whenever you succeed on a saving throw to
end a condition, you gain a +1 bonus to your attack rolls
9-11 Shara Ishvalda Boulderplate (A,W) and spell save DC, and your weapon or spell attacks deal an
extra 1d4 cold, fire, or lightning damage (your choice)
12-15 Shara Ishvalda Petalstone (A,W)
until the end of your next turn.
16-18 Shara Ishvalda Tenderclaw (A,W) Shara Ishvalda Tenderplate
19 Shara Ishvalda Tenderplate (A,W) Your weapon deals an extra 2d6 thunder damage.
20 Shara Ishvalda Gem (A,W) Shara Ishvalda Gem (Spellcaster Only)
This weapon has 10 runes. While holding it, you can use an
action to expend 1 or more of its runes to cast one of the
ARMOR MATERIAL EFFECTS following spells from it, using your spell save DC: thunder
Shara Ishvalda Tenderscale wave (1 rune), shatter (2 runes), meld into stone (3 runes),
You have resistance to fire damage while you wear this thunder step (3 runes), stone shape (4 runes).
armor. The weapon regains 1d6 + 4 expended runes daily at
Shara Ishvalda Boulderplate dawn. If you expend the last rune, roll a d20. On a 1. the
Health Boost+. While wearing this armor, your hit point weapon cannot regain any runes for 1 week.
maximum increases by 2 for each character level you have.
OTHER MATERIAL EFFECTS
Shara Ishvalda Petalstone Elder Dragon Blood
Recovery Up+. You regain the maximum number of hit Any rarity weapon upgrade material.
points possible from potions or plants that you consume.
Shara Ishvalda Tenderclaw Elder Dragon Bone
While you are wearing this armor, you can use an action to Any rarity armor upgrade material.
speak its command word to cast the stoneskin spell, but
only target yourself. Once you use this property, you can't
use it again until the next dawn.
Shara Ishvalda Tenderplate
Defense Boost (Lightning). While wearing this armor, you
gain a +1 bonus to AC, you are immune to lightning
damage.
Shara Ishvalda Gem
Shara Divinity. For each shara ishvalda material you have in
your armor, trinkets, and weapons that you are attuned to,
including this material, you gain the following armor
properties from the list below:
# of materials Name Material with the Effect
1+ Wind Proof Miralis Fireback
2+ Earplugs Najarala Hide
3+ Tremor-Proof Radobaan Oilshell
4+ Flinch Free Xeno'jiiva Shell

WEAPON MATERIAL EFFECTS


Shara Ishvalda Tenderscale
Partbreaker+3. You deal an extra 1d10 damage when you
critically hit with this weapon.
Shara Ishvalda Boulderplate
Critical Boost+. You can roll two additional weapon
damage dice when determining the extra damage for a
critical hit with a weapon attack.

144
Teostra
Teostra is a dragon with leonine features and a fiery coloration. It A teostra encountered in its lair has a challenge rating of 14 (11,500
has a grand mane, large fangs, and a pair of horns that curve XP). A tempered teostra's challenge rating remains the same.
backward. Its wings are covered in fur. Teostra is the male
counterpart to Lunastra. Being predatory, Elder Dragons Teostra LAIR ACTIONS
are powerful top predators and are easily capable of killing weaker
On initiative count 20 (losing initiative ties), the teostra takes a lair
animals such as Aptonoth, Conga, Bulldrome, Iodrome, Apceros,
action to cause one of the following effects; the teostra can't use the
and Cephadrome. Armed with razor sharp claws and flesh ripping
same effect two rounds in a row:
teeth these Elder Dragons make short work of prey and smaller
predators. A tremor causes the ground to crack and magma to bubble up in
Possessing mastery over flame, there are few creatures that can a 60-foot radius centered on the teostra. That area becomes
hope to last against Teostra for long. To defend itself, the Teostra difficult terrain, and each creature there must succeed on a DC
also utilizes a heat shield which damages enemies that get too 15 Strength saving throw or be knocked prone.
close. To keep its flame powers going, they consume coal in Magma erupts from a point on the ground within 120 feet of the
volcanic environments. It also has detachable wing scales or teostra, The magma erupts in a 120-foot long, a 20-foot-high, 5-
powder that explode when ignited from a spark made when Teostra foot-wide line. Each creature in that line must make a DC 15
bites. It uses these to defend itself from attackers, although they Dexterity saving throw, taking 11 (3d6) fire damage on a failed
give little protection against enemies with resilience to extreme save, or half as much damage on a successful one. Flammable
heat such as Akantor or Lavasioth. objects in the line that aren't being worn or carried ignite.
Teostra can even use the powder for many close range attacks Volcanic gases form a cloud in a 20-foot-radius sphere centered
but more skilled Teostra have learnt to use the powder at long on a point the teostra can see within 120 feet of it. The sphere
range. When Teostra is angry, it will fly into the air and ignite the spreads around corners, and its area is lightly obscured. It lasts
powder all at once. When the powder is all ignited, Teostra will be until initiative count 20 on the next round. Each creature that
covered in a large burst of fire, that is sometimes referred to as the starts its turn in the cloud must succeed on a DC 13
Supernova. Constitution saving throw or be poisoned until the end of its
Some extremely rare individuals have more control over their turn. While poisoned in this way, a creature is incapacitated.
flaming powers than most. They have a different appearance also
including more yellow wing webbing, a more reddish mane, red
claws, orange tail end and golden eyes. New flame techniques
include leaving pockets of explosive powder across the area in the
air as it fights and setting them all a flame at will.
Teostra are a very aggressive monster. It will show dominance to
anything that it encounters. Compared to Lunastra, who give
warnings to get out of its territory, Teostra will ruthlessly attack
intruders until they are dead. As one of the most aggressive Elder
Dragons, Teostra are highly
feared. It is not advised to go out into the Desert, Volcano, Swamp,
or Tower when pairing with Lunastra, as the prospect of fighting
both Lunastra and Teostra together is often considered suicidal.

A Teostra's Lair
Teostra's lair in high mountains or volcanoes, dwelling in caverns
underground in the desert, or within the deep halls of abandoned
mines and dwarven strongholds. Caves with volcanic or
geothermal activity are the most highly prized teostra's lair,
creating hazards that hinder intruders and letting searing heat and
volcanic gases wash over a teostra as it sleeps. On rare occasions
they can be seen living in more temperate areas such as a swamp or
ancient forest, changing the area around it to suit its needs.
A teostra's lair is sometimes confused with a red dragon's lair
due to both of them mainly preferring areas with intense heat. On
many occasions a teostra will attempt to take a red dragon's lair for
its own, either by killing the red dragon or causing it to flee while
gravely injured, leaving its horde of treasure behind. The teostra
will guard this horde, mainly because it now belongs to him, but
will typically not add to its treasure, being more concerned with
intruders than riches.

145
Teostra Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage and the
Huge dragon (elder), unaligned
target must make a DC 19 Strength saving throw or be
knocked prone.
Armor Class 16 (natural armor)
Hit Points 148 (11d12 + 77) Deadly Leap. If the teostra jumps at least 15 feet as part
Speed 50 ft., fly 40 ft. of its movement, it can then use this action to land on its
feet in a space that contains one or more other
creatures. Each of those creatures must succeed on a DC
STR DEX CON INT WIS CHA 19 Strength or Dexterity saving throw (target's choice)
or be knocked prone and take 33 (6d8 + 6) bludgeoning
23 (+6) 17 (+3) 24 (+7) 14 (+2) 15 (+2) 10 (+0) damage. On a successful save, the creature takes only
half the damage, isn't knocked prone, and is pushed 5
Saving Throws Str +11, Wis +7, Cha +5 feet out of the teostra's space into an unoccupied space
Skills Perception +7 of the creature's choice. If no unoccupied space is within
Damage Resistances lightning range, the creature instead falls prone in the teostra's
Damage Immunities fire space.
Condition Immunities charmed, frightened, poisoned
Fire Breath (Recharge 5-6). The teostra exhales fire in a
Senses blindsight 60 Ft., darkvision 120 ft., passive
60-foot cone. Each creature in that area must make a DC
Perception 17
19 Dexterity saving throw, taking 31 (9d6) fire damage
Languages Draconic
on a failed save, or half as much damage on a successful
Challenge 13 (10,000 XP) Proficiency +5
one.
Explosive Cloud. At the start of the teostra's turn, it beats Supernova (1/day). The teostra beats its wings rising 20
its wings and four clouds of explosive powder appear in feet into the air and releases a large burst of fire all
unoccupied 5-foot cubes of air within 60 feet of the around it. Each creature within a 25-foot-radius sphere of
teostra. Additionally every 15 feet the teostra moves, it the teostra must succeed on a DC 20 Dexterity saving
leaves a cloud of explosive powder in a 5-foot cube. The throw, taking 45 (10d8) fire damage and are pushed
clouds disperse after detonation, until a wind of back 10 feet on a failed save, or half as much damage on
moderate or greater speed (at least 10 miles per hour) a successful one and not pushed back.
disperses it, or when the teostra dies.
Bonus Actions
Fire Aura. At the start of each of the teostra's turns, each Move Dust Cloud. The teostra moves up to two explosive
creature within 5 feet of it takes 3 (1d6) fire damage,
clouds 10 feet in any direction.
and flammable objects in the aura that aren't being worn
or carried ignite. A creature that touches the teostra or Legendary Actions
hits it with a melee attack while within 5 feet of it takes
The teostra can take 2 legendary actions, choosing from
3 (1d6) fire damage.
the options below. Only one legendary action option can
Standing Leap. The teostra's long jump is up to 30 feet be used at a time and only at the end of another
and its high jump is up to 15 feet, with or without a creature's turn. The teostra regains spent legendary
running start. actions at the start of its turn.
Actions Move. The teostra moves up to its speed without
provoking opportunity attacks.
Multiattack. The teostra makes two Claw attacks and one
Bite or Tail attack. Attack. The teostra makes a Bite attack.
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one Detonate (Costs 2 Actions). All Explosive Clouds detonate
target. Hit: 19 (3d8 + 6) piercing damage. and burst into flames. Each creature within 10-feet of an
explosive cloud must make a DC 20 Dexterity saving
Claws. Melee Weapon Attack. +11 to hit, reach 5 ft., one throw, taking 22 (4d10) fire damage on a failed save or
target. Hit: 16 (3d6 + 6) slashing damage. half as much damage on a successful one. If a creature is
within range of more than one explosive cloud, it takes
an additional 22 (4d10) fire damage for each additional
cloud.

146
Teostra Teostra Carapace (Bow Only)
Special Ammo Boost+1. Your coating now coats up to
Challenge Rating 13 Carves 4
25 arrows and your dragonpiercer deals an extra 2d6
Carve Chance Material Slots piercing damage.
1-2 Elder Dragon Bone (O) Teostra Claw
Your weapon deals an extra 1d6 fire damage.
3-4 Elder Dragon Blood (O)
Teostra Webbing
5-7 Fire Dragon Scale (A,W) Weakness Exploit. When you have advantage on an attack
8-10 Teostra Carapace (A,W) roll with this weapon and you hit the target, you can have
your weapon deal its maximum damage if the lower of the
11-12 Teostra Claw A,W) two d20 rolls would also hit the target (all extra damage
13-14 Teostra Webbing (A,W) dice must still be rolled). You can use this property a
number of times equal to your Strength or
15-16 Teostra Tail (A,W) Dexterity modifier (your choice), regaining all expended
uses when you finish a long rest.
17-18 Teostra Mane (A,W)
Teostra Tail
19 Teostra Horn (A,W) Once per turn, when you hit a creature with a melee
20 Teostra Gem (A,W) weapon attack using this Weapon, you can engulf the
target in flames. At the start of each of the engulfed
creature’s turns, it takes 1d4 fire damage and it can then
ARMOR MATERIAL EFFECTS make a DC 15 Dexterity saving throw, putting out the
Fire Dragon Scale flames on a successful save. Alternatively, the engulfed
Biology. You become proficient with dung bombs while creature, or a creature within 5 feet of it, can use an action
you are wearing this armor, and you are immune to blight to smother the flames ending the effect.
effects such as waterblight, iceblight, or the blight spell. Teostra Mane
Teostra Carapace Critical Eye. Your weapon attacks critical hit range is
While wearing this armor you can use an action to cast the increased by 1.
protection from energy(fire) spell from it. This property Teostra Horn
can be used twice, regaining all expended uses daily at Reckless Abandon. When you make your first attack on
dawn. your turn with this weapon, you can choose to without
Teostra Claw care or regard for consequences. Doing so gives you
Archaeologist+. When you successfully gather a bone advantage on melee weapon attack rolls using Strength
resource, you gather an extra 1d4 more. during this turn, but disadvantage on all saving throws and
all attack rolls against you have advantage until the start of
Teostra Webbing your next turn.
While wearing this armor you have resistance to fire
damage. Teostra Gem
Latent Power +1. When you are reduced to a quarter of
Teostra Tail (Wizard Only) your maximum hit points for the first time in combat or at
While attuned to this armor, you can recover spell slots the start of your turn on the 10th round of combat,
with your arcane recovery that have a combined level that whichever comes first, you gain the effects of the haste
is equal to or less than half your Wizard level (rounded up) spell for 1 minute. Once used, you must finish a short or
+1. long rest before you can use this property again.
Teostra Mane (Paladin Only)
You can use an action to speak this armor's command OTHER MATERIAL EFFECTS
word to extend your aura by 5 feet for 1 minute. Once you Elder Dragon Blood
use this property, you can't use it again until you finish a Any rarity weapon upgrade material.
long rest. Elder Dragon Bone
Teostra Horn Any rarity armor upgrade material.
Wide-Range. When you eat or drink an Uncommon or
lower consumable item (except potions of resistance),
each creature within 10 feet of you also gain its effect.
Teostra Gem (Spellcaster Only)
While wearing this armor you can use an action to cast the
fire shield (warm shield) spell from it. Once used, you can't
use this property again until the next dawn.

WEAPON MATERIAL EFFECTS


Fire Dragon Scale
Quick Load. You can reload as a free action while you are
attuned to this weapon.

147
Tempered Teostra Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage and the
Huge dragon (elder), unaligned
target must make a DC 21 Strength saving throw or be
knocked prone.
Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 126) Deadly Leap. If the teostra jumps at least 15 feet as part
Speed 50 ft., fly 60 ft. of its movement, it can then use this action to land on its
feet in a space that contains one or more other
creatures. Each of those creatures must succeed on a DC
STR DEX CON INT WIS CHA 21 Strength or Dexterity saving throw (target's choice)
or be knocked prone and take 33 (6d8 + 6) bludgeoning
25 (+7) 17 (+3) 24 (+7) 16 (+3) 15 (+2) 10 (+0) damage. On a successful save, the creature takes only
half the damage, isn't knocked prone, and is pushed 5
Saving Throws Str +13, Con +13, Wis +8, Cha +6 feet out of the teostra's space into an unoccupied space
Skills Perception +8 of the creature's choice. If no unoccupied space is within
Damage Resistances lightning, necrotic; bludgeoning, range, the creature instead falls prone in the teostra's
piercing, and slashing damage from nonmagical space.
attacks
Fire Breath (Recharge 5-6). The teostra exhales fire in a
Damage Immunities fire
90-foot cone. Each creature in that area must make a DC
Condition Immunities charmed, frightened, poisoned
21 Dexterity saving throw, taking 38 (11d6) fire damage
Senses blindsight 60 Ft., darkvision 120 ft., passive
on a failed save, or half as much damage on a successful
Perception 18
one.
Languages Draconic
Challenge 20 (25,000 XP) Proficiency +6 Supernova (1/day). The teostra beats its wings rising 20
feet into the air and releases a large burst of fire all
Explosive Cloud. At the start of the teostra's turn, it beats around it. Each creature within a 40-foot-radius sphere of
its wings and four clouds of explosive powder appear in the teostra must succeed on a DC 21 Dexterity saving
unoccupied 5-foot cubes of air within 60 feet of the throw, taking 63 (14d8) fire damage and are pushed
teostra. Additionally every 15 feet the teostra moves, it back 10 feet on a failed save, or half as much damage on
leaves a cloud of explosive powder in a 5-foot cube. The a successful one and not pushed back.
clouds remain until detonation, until a wind of moderate
or greater speed (at least 10 miles per hour) disperses it, Bonus Actions
or when the teostra dies. Move Dust Cloud. The teostra moves up to two explosive
clouds 10 feet in any direction.
Fire Aura. At the start of each of the teostra's turns, each
creature within 5 feet of it takes 7 (2d6) fire damage, Legendary Actions
and flammable objects in the aura that aren't being worn
The teostra can take 2 legendary actions, choosing from
or carried ignite. A creature that touches the teostra or
the options below. Only one legendary action option can
hits it with a melee attack while within 5 feet of it takes
7 (2d6) fire damage. be used at a time and only at the end of another
creature's turn. The teostra regains spent legendary
Legendary Resistance (3/Day). If the teostra fails a saving actions at the start of its turn.
throw, it can choose to succeed instead.
Move. The teostra moves up to its speed without
Standing Leap. The teostra's long jump is up to 30 feet provoking opportunity attacks.
and its high jump is up to 15 feet, with or without a
running start. Attack. The teostra makes a bite attack.
Detonate (Costs 2 Actions). All Explosive Clouds detonate
Actions and burst into flames. Each creature within 10-feet of an
Multiattack. The teostra makes three attacks: two with its explosive cloud must make a DC 21 Dexterity saving
claw and one with its bite or tail. throw, taking 22 (4d10) fire damage on a failed save or
half as much damage on a successful one. If a creature is
Bite. Melee Weapon Attack. +13 to hit, reach 10 ft., one within range of more than one explosive cloud, it takes
target. Hit: 20 (3d8 + 7) piercing damage. an additional 22 (4d10) fire damage for each additional
Claws. Melee Weapon Attack. +13 to hit, reach 5 ft., one cloud.
target. Hit: 17 (3d6 + 7) slashing damage.

148
Tempered Teostra T.Teostra Carapace (Bow Only)
Special Ammo Boost +2. Your coating now coats up to 30
Challenge Rating 20 Carves 4
arrows and your dragonpiercer deals an extra 3d6 piercing
Carve Chance Material Slots damage.
1-2 Elder Dragon Bone (O) T.Teostra Claw
Your weapon deals an extra 1d10 fire damage.
3-4 Elder Dragon Blood (O)
T.Teostra Webbing
5-7 T.Fire Dragon Scale (A,W) While attuned to this weapon, your fire spells bypass a
8-10 T.Teostra Carapace (A,W) creatures resistance and deal half damage to a creature
that is immune to fire damage.
11-12 T.Teostra Claw (A,W)
T.Teostra Tail
13-14 T.Teostra Webbing (A,W) Once per turn, when you hit a creature with a melee
15-16 T.Teostra Tail (A,W) weapon attack using this Weapon, you can engulf the
target in flames. At the start of each of the engulfed
17-18 T.Teostra Mane (A,W) creature’s turns, it takes 1d6 fire damage and it can then
make a DC 15 Dexterity saving throw, putting out the
19 T.Teostra Horn (A,W)
flames on a successful save. Alternatively, the engulfed
20 T.Teostra Gem (A,W) creature, or a creature within 5 feet of it, can use an action
to smother the flames ending the effect.
T.Teostra Mane
ARMOR MATERIAL EFFECTS
Critical Eye+. Your weapon attacks critical hit range is
T.Fire Dragon Scale
increased by 2.
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to blight T.Teostra Horn
effects such as waterblight, iceblight, or the blight spell. Reckless Abandon. When you make your first attack on
your turn with this weapon, you can choose to without
T.Teostra Carapace care or regard for consequences. Doing so gives you
While wearing this armor you can use an action to cast the advantage on melee weapon attack rolls using Strength
protection from energy(fire) spell from it. This property during this turn, but you have disadvantage on all saving
can be used three times, regaining all expended uses daily throws and all attack rolls against you have advantage until
at dawn. the start of your next turn.
T.Teostra Claw T.Teostra Gem
Archaeologist+. When you successfully gather a bone Latent Power +2. When you are reduced to a half of your
resource, you gather an extra 1d4 more. maximum hit points for the first time in combat or at the
T.Teostra Webbing start of your turn on the 10th round of combat, whichever
While wearing this armor You are immune to fire damage. comes first, you gain the effects of the haste spell for 1
minute. Once used, you must finish a short or long rest
T.Teostra Tail (Wizard Only) before you can use this property again.
While attuned to this armor, you can recover spell slots
with your arcane recovery that have a combined level that
OTHER MATERIAL EFFECTS
is equal to or less than half your Wizard level (rounded up)
Elder Dragon Blood
+2.
Any rarity weapon upgrade material.
T.Teostra Mane (Paladin Only)
You can use an action to speak this armor's command Elder Dragon Bone
word to extend your aura by 10 feet for 1 minute. Once Any rarity armor upgrade material.
you use this property, you can't use it again until you finish
a long rest.
T.Teostra Horn
Wide-Range+. When you eat or drink an Uncommon or
lower consumable item (except potions of resistance),
each creature within 20 feet of you also gain its effect.
T.Teostra Gem (Spellcaster Only)
While wearing this armor you can use an action to cast
the fire shield (warm shield) spell from it. This property
can be used twice, regaining all expended uses daily
at dawn.

WEAPON MATERIAL EFFECTS


T.Fire Dragon Scale
Quick Load. You can reload as a free action while you are
attuned to this weapon.

149
Risen Teostra
A risen teostra is a teostra that has overcome being
afflicted by the qurio and has become more
powerful as a result. It has a challenge rating of 22
(41,000 XP). It has the same statistics as a
tempered teostra except for the following changes:
Risen State (Recharge 4-6). At the start of its turn
(winning all ties) the teostra enters a Risen State
until the start of its next turn, if available. While in
the Risen State, some of the teostra's actions and
traits are enhanced (as described below) and it can
use its Risen actions as an action or legendary
action.
This Recharge trait, is immune to the effects of
the Elderseal material.

Enhanced Traits
Explosive Cloud. All explosive clouds detonate (as if
by the Detonate legendary action) when the teostra
enters the Risen State and immediately after it
appears while it remains in the Risen State.
Fire Aura. The teostra's fire aura damage is
increased by 2d6.
Enhanced Actions
Supernova. This action now is a Recharge 5-6
instead of a 1/day, but you can only roll the
recharge while in the Risen State. Its save DC
increases by 2 (DC 23) while in the Risen State.
Risen Actions
Flame Thrower (Costs 1 Actions if used as a
Legendary Action). The teostra uses its Fire
Breath
Ignition (Costs 2 Actions if used as a Legendary
Action). The teostra recharges its Fire Breath, if
available.
Ground Explosion (Costs 2 Actions if used as a
Legendary Action). The teostra releases a gout of
flames in a 15-foot-squared area originating
from it. Each creature in that area must make a
DC 21 Dexterity saving throw, taking 38
(11d6) fire damage on a failed save, or half as
much damage on a successful one.

150
Thunder Serpent Narwa by 5-foot deep area. If there are large objects made of
Narwa are the female of an elder dragon species that consists of metal, like ballistas or pockets of ore, those areas
itself and the Wind Serpent Ibushi. Similar to Amatsu, this species targeted first by this trait.
has a long and leviathan-like body with short and stubby hind legs Resonance. The first time an elf, wyverian, creature who
and a long tail (though in the Serpent's case the legs are more can deal psychic damage, or has psionic abilities enters
paddle or fin-like). This species also exhibits double jaws, with the a location 1 mile of the narwa, it must succeed on a DC
lower outer jaw and both inner jaws being able to split. 25 Intelligence or Wisdom saving throw (target's
Being the female of the species, Narwa have several traits that choice). A creature with psionic abilities makes its save
set itself apart from Ibushi, notably the numerous golden and with advantage.
orange tendrils that extends from the back of the head all the way On a successful save, the target resonates with the
to the tail. It has two large, backward-facing horns on the head. The narwa. When the resonating creature is within 1 mile of
mouth has multiple smaller teeth. Between the hind legs is a the narwa, its eyes glow a yellow color, it can hear the
gigantic golden sac, in which Ibushi lacks, and on Narwa's head, narwa's thoughts. The creature can also sense the
chest, back, forelegs, and tail tips are purple electrical organs that narwa's presence and may speak the narwa's thoughts
produce electromagnetic force that lifts the serpent airborne. out loud when it is within 600 feet of it. On a failed
Not much is known about Narwa prior to its discovery. With the
save, the creature does not resonate with the narwa
and is immune to the narwa's Resonance forever.
help of Minoto's resonation with the Thunder Serpent, the guild
was able to determine Narwa's whereabouts while she was waiting Siege Monster. The narwa deals double damage to
for her "king". Every fifty years, Narwa, as well as the Wind objects and structures.
Serpent Ibushi, will emerge to mate with each other, while Ibushi
wanders around various locales, Narwa seems to wait in a location
Actions
she prefers until Ibushi is able to locate her. However, the Multiattack. The narwa uses her Lightning Coil. She then
disturbance caused by her presence and electromagnetic abilities makes one Bite attack and one Tail attack.
tend to drive other monsters berserk, leading to a Rampage event Bite. Melee Weapon Attack. +11 to hit, reach 10 ft.,
that regularly hits Kamura Village during the Serpent's mating one target. Hit: 15 (3d6 + 5) piercing damage. If the
process. target is a Large or smaller creature, it must succeed on
a DC 19 Strength saving throw or be pushed 10 feet
away from the narwa.
Thunder Serpent Narwa Homing Bolts. Ranged Weapon Attack. automatic hit,
range 60 ft., one target. Hit: 21 (6d4 + 6) lightning
Gargantuan dragon (elder), chaotic evil
damage.
Armor Class 18 (natural armor) Tail. Melee Weapon Attack. +11 to hit, reach 20 ft., one
Hit Points 201 (13d20 + 65) target. Hit: 18 (3d8 + 5) bludgeoning damage.
Speed 0 ft., fly 80 ft. (hover) Lightning Coil. The narwa uses one of the following
coils:
STR DEX CON INT WIS CHA Coil Burst. The narwa unleashes a number of
lightning coils in a 60-foot cone in front of her. Each
21 (+5) 10 (+0) 20 (+5) 16 (+3) 15 (+2) 17 (+3)
creature in that area must make a DC 19 Dexterity
saving throw, taking 14 (4d6) lightning damage on a
Saving Throws Dex +6, Con +11, Wis +8, Cha +9 failed save, or half as much damage on a successful
Skills Acrobatics +6, Perception +8 one.
Damage Resistances cold, fire; bludgeoning, piercing, Imploding Coil. The narwa releases an already
and slashing from nonmagical attacks expanded lightning coil that slowly shrinks until it
Damage Immunities lightning explodes at a point within 120-feet of him. Each
Condition Immunities charmed, exhaustion, frightened, creature within 5 feet of that point must succeed on
prone a DC 19 Dexterity saving throw, taking 14 (4d6)
Senses darkvision 120 ft., passive Perception 18 lightning damage on a failed save, or half as much
Languages Draconic, telepathy 1 mile (see resonance) damage on a successful one.
Challenge 19 (22,000 XP) Proficiency +6 Triple Coil Slam. The narwa summons three lightning
coils that come crashing down in a 15-foot radius
Legendary Resistance (3/Day). If the narwa fails a saving around her. Each creature in that area must succeed
throw, she can choose to succeed instead. on a DC 19 Constitution saving throw, taking 14
Magic Resistance. The narwa has advantage on saving (4d6) lightning damage on a failed save, or half as
throws against spells and other magical effects. much damage on a successful one.
Magnetism (1/round). The first time the narwa uses an Divine Ire (1/day). The narwa rises up to 90 feet into the
action, legendary action, or effect that deals lightning air without provoking opportunity attacks before
damage on a turn, she causes four chunks of terrain exhaling lightning in a 30-foot-radius, 90-foot-high
within 60 feet of it to rise into the air until the start of cylinder centered directly below her. Each creature in
its next turn. The raised terrain fills a 10-foot squared that area must succeed on a DC 19 Dexterity saving
throw, taking 35 (10d6) lightning damage on a failed
save, or half as much damage on a successful one.
Terrain created by its magnetism due to this action
151
remains until the end of its next turn. Thunder Serpent Narwa
On her subsequent turn, if the narwa flies towards Challenge Rating 19 Carves 4
the ground as part of its movement, she can use her
action to release a lightning bomb that explodes in a Carve Chance Material Slots
60-foot radius centered on the ground directly below
1 Elder Dragon Blood (O)
her. Each creature in that area must succeed on a DC
19 Dexterity saving throw, taking 49 (14d6) lightning 2 Elder Dragon Bone (O)
damage on a failed save, or half as much damage on a
3-7 Narwa Carapace (A,W)
successful one.
8-11 Narwa Hide (A,W)
Legendary Actions
12 Narwa Horn (A,W)
The narwa can take 2 legendary actions, choosing from
the options below. Only one legendary action option 13-14 Narwa Sparksac (A,W)
can be used at a time and only at the end of another
15-16 Narwa Tentacle (A,W)
creature's turn. The narwa regains spent legendary
actions at the start of her turn. 17-19 Narwa Claw (A,W)
Divine Light Show (1/round). The narwa unleashes eight 20 Thunder Serpent Orb (A,W)
5-foot wide, 40-foot tall lightning spires each
appearing in a space adjacent to the narwa. The spires
travel 60 feet in a straight line directly away from ARMOR MATERIAL EFFECTS
narwa. Additionally two 5-foot tall lightning coils (one Narwa Carapace
5 feet above the ground and another 15 feet above the Constitution. The duration from slowing effects, such as
ground) expand outward from the narwa in a 30-foot the slow spell or a copper dragon's breath attack, are
radius. Each creature in the spires line, or coils area reduced by half while you wear this armor.
must succeed on a DC 19 Dexterity saving throw,
taking 28 (8d6) lightning damage on a failed save, or Narwa Hide
half as much damage on a successful one. A creature Evade Window. This armor has 3 runes, and it regains 1d3
on raised terrain from the narwa's magnetism expended runes daily at dawn. When you fail a Dexterity
automatically succeeds on its saving throw. saving throw while wearing it, you can use your reaction to
expend 1 of its runes to succeed on that saving throw
Dragon's Corkscrew (1/round). The narwa moves up to
instead.
her fly speed in a straight line while spinning. During
this move she can move through the spaces of other Narwa Horn
creatures without provoking opportunity attacks. Each While attuned to this armor you can cast the levitate spell
creature the narwa moves through must make a DC 19 at will, but you can only target metallic objects that aren't
Dexterity saving throw, taking 18 (3d8 + 5) being worn or carried.
bludgeoning damage and be knocked prone on a failed Narwa Sparksac
save, or half as much damage and is pushed 5-feet into You have a flying speed of 60 feet while you wear this
an unoccupied space out of the way of the narwa's armor.
path (PC choice). If there are no unoccupied spaces
available, the creature automatically fails its saving Narwa Tentacle (Lance & Greatsword Only)
throw. Your Guard AC bonus now lasts until the start of your next
turn and you cannot be knocked prone.
Thundersac Beam (1/round). The narwa releases beams
of lightning from her belly in a 60-foot cone. Each Narwa Claw
creature in that area must succeed on a DC 19 Marathon Runner+. While wearing this armor, your walking
Dexterity saving throw or take 22 (4d10) lightning speed increases by 10 feet and you ignore difficult terrain
damage and be afflicted by thunderblight for 1 minute if it was not created by a magical effect.
on a failed save, or half as much damage and isn't
Thunder Serpent Orb
afflicted with thunderblight on a successful one.
Resonance. When you attune to this armor for the first
Lightning Cannon (Costs 2 Actions). The narwa exhales time, choose one willing creature which you are familiar
lightning in a 90-foot line that is 5-feet wide. Each with. While attuned to this armor, you and the willing
creature in that line must succeed on a DC 19 creature are linked as if by the telepathy spell. You cannot
Dexterity saving throw or take 49 (14d6) lightning link to a new creature until the willing creature dies. The
damage and be afflicted by thunderblight for 1 minute link is also lost if the material is removed from the armor
on a failed save, or half as much damage and isn't or trinket.
afflicted with thunderblight on a successful one.
Spark Blast (Costs 2 Actions). The narwa electrifies the WEAPON MATERIAL EFFECTS
air in a 40-foot long, 20-foot wide area that combusts Narwa Carapace
in a cascade of lightning blasts. Each creature in that Artillery+2. While attuned to this weapon, your wyvernfire
area must succeed on a DC 19 Constitution saving can now be used three times per long rest and you can add
throw, taking 45 (10d8) lightning damage and be your Strength or Dexterity modifier to the damage of your
stunned until the end of its next turn on a failed save, shell attacks.
or half as much damage on a successful one and isn't
stunned.
152
Narwa Hide (Greatsword & Lance Only)
Offensive Guard. Whenever you use a reaction that
increases your AC, the next attack you make with that Narwa Material Bonus*
weapon deals extra damage equal to the bonus AC the
When a character has 2+ narwa materials socketed
reaction provided.
into their equipment, they gain each of the
Narwa Horn Charge Blade & Switchaxe Only) following the Thunder Alignment bonuses.
Rapid Morph. While attuned to this weapon, you can
Thunder Alignment (2 materials). You have
switch its modes as a free action.
resistance to lightning damage while you wear this
Narwa Sparksac armor.
While you are attuned to this weapon, your lightning spells
bypass a creature's resistance. Thunder Alignment (3 materials). You are immune to
lightning damage while you wear this armor.
Narwa Tentacle
Partbreaker+2. You deal an extra 1d8 damage when you Thunder Alignment (4 materials). This armor has
critically hit with this weapon. three lucky points. It regains all expended points
Narwa Claw (Magnet Spike Only) daily at dawn. When you roll on a creature's loot
While you are attuned to this weapon your magnet spike table you can expend one lucky point, to reroll it
properties gain the following benefits: and take the new roll.
You can affix one additional magnetic sphere to another *The Thunder Alignment bonuses ignore the
creature. Each sphere can be recalled separately as a standard armor rules
bonus action.
The maximum range of your magnetic field assault
increases by 10 feet.
Its magnetic force evade pulls you an additional 5 feet
away from the attacker.
The save DC of its magnetic bind is increased by 2.
Thunder Serpent Orb
Critical Draw++. When you take the Attack action for the
first time in a combat encounter while wielding this
weapon, the melee weapon attacks with that action score a
critical hit on a roll of 13 or higher.

OTHER MATERIAL EFFECTS


Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.

153
Legendary Resistance (3/Day). If the vaal hazak fails a
saving throw, it can choose to succeed instead.
Magic Resistance. The vaal hazak has advantage on
saving throws against spells and other magical effects.
Regeneration. The vaal hazak regains 30 hit points at
the start of its turn if it has at least 1 hit point. If the
vaal hazak takes radiant damage or damage from holy
water, this trait doesn't function at the start of the vaal
hazak's next turn.

Vaal Hazak Actions


Multiattack. The vaal hazak makes two Bite attacks and
Vaal Hazak is a dragon that appears to have long sickle-like claws
two Claw attacks.
on each finger. Its face has long, sinewy features that look like
decaying tissue. When it flaps its wings, it appears to stir up toxic Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
clouds, possibly exuding the Effluvium bacteria found in the one target. Hit: 24 (4d8 + 6) piercing damage.
Rotten Vale. It is shown to have a mottled maroon hide with a Claw. Melee Weapon Attack. +13 to hit, reach 5 ft., one
rather dull greenish-gray underbelly. Its wings are also sinewy — target. Hit: 20 (4d6 + 6) slashing damage.
looking like spider webs when outstretched. Tail. Melee Weapon Attack. +13 to hit, reach 15 ft., one
Vaal Hazak appears to consume the life force of other wildlife target. Hit: 28 (4d10 + 6) bludgeoning damage, and
nearby in the form of a grayish ash-like fog that trails from the the target must make a DC 21 Strength saving throw
victim back to patches on Vaal Hazak’s body. It has also or be knocked prone.
demonstrated necromancer-like abilities, bringing Girros corpses
Effluvium Breath (Recharge 5-6). The vaal hazak exhales
back to life as allies. The ash-fog it exudes limits the maximum life
a cloud of effluvium bacteria in a 90-foot cone. Each
of Hunters in contact with it.
creature in that area must make a DC 20 Constitution
Another interesting adaptation of the monster is the unnerving saving throw, taking 70 (20d6) necrotic damage and
structure of its head, which sports two jaws. The larger outer jaw is are cursed as if by the bestow curse spell for 1 minute
used as a means of clamping down its prey whilst the inner is used on a failed save, or half as much damage on a
to force the prey into its throat where the monster can use the successful one and isn't cursed.
effluvium to breakdown the prey as it consumes it. Vaal Hazak is
aggressive the instant it feels threatened and will attempted to use Bonus Actions
its power over the effluvium to defeat its opponent. Return from the Dead (3/day). The vaal hazak raises a
recently deceased CR 6 or lower creature from the
dead to fight by its side. A creature raised in this way is
considered undead, heals to its hit point maximum and
Vaal Hazak gains the undead fortitude trait.
Huge undead (elder), Chaotic Evil Legendary Actions
The vaal hazak can take 3 legendary actions, choosing
Armor Class 19 (natural armor) from the options below. Only one legendary action
Hit Points 345 (30d12 + 150) option can be used at a time and only at the end of
Speed 40 ft., fly 80 ft. another creature's turn. The vaal hazak regains spent
legendary actions at the start of its turn.
STR DEX CON INT WIS CHA Tail Attack. The vaal hazak makes a Tail attack.
23 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 14 (+2) Frightening Gaze (Costs 2 Actions). The vaal hazak fixes
its gaze on one creature it can see within 10 feet of it.
Saving Throws Dex +7, Con +12, Int +10, Cha +9 The target must succeed on a DC 19 Wisdom saving
Damage Resistances poison throw against this magic or become frightened for 1
minute. The frightened target can repeat the saving
Damage Immunities necrotic
Condition Immunities charmed, frightened, petrified throw at the end of each of its turns,the effect ending
Senses darkvision 120 ft., passive Perception 14 on itself on a success. If a target's saving throw is
successful or the effect ends for it, the target is
Languages Draconic
Challenge 24 (62,000 XP) Proficiency +7 immune to the vaal hazak's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each living creature
Effluvium Aura. At the start of each of the vaal hazak's within 20 feet of the vaal hazak must make a DC 20
turns, each creature within 5 feet of it takes 10 (3d6) Constitution saving throw against this magic, taking 38
necrotic damage. A creature that touches the vaal (11d6) necrotic damage on a failed save, or half as
hazak or hits it with a melee attack while within 5 feet much damage on a successful one.
of it takes 10 (3d6) necrotic damage.

154
Vaal Hazak Fang
Vaal Hazak This weapon has 3 runes which are regained daily at dawn.
Challenge Rating 24 Carves 6 Once per turn when you hit a creature with this weapon
Carve Chance Material Slots you can expend a rune to have the target make a DC 19
Wisdom saving throw or become frightened of you for 1
1-2 Elder Dragon Blood (O) minute. A creature can repeat its saving throw at the end
3-4 Elder Dragon Bone (O) of its turn, ending the effect on a successful save.
Vaal Hazak Wing
5-7 Vaal Hazak Carapace (A,W)
You gain a +3 bonus to your spell attack rolls and spell
8-11 Deceased Scale (A,W) save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals
12-13 Vaal Hazak Talon (W) necrotic damage.
14-15 Vaal Hazak Fang (W) Vaal Hazak Membrane (Bow Only & Requires 3 sockets)
16-17 Vaal Hazak Wing (A,W) When you nock an arrow on this bow, it whispers in Elvish,
"Return to that which spawned you" When you use this
18 Vaal Hazak Membrane (A,W) weapon to make a ranged attack, you can, as a command
19 Vaal Hazak Tail (A,W) phrase, say "To one with life" The target of your attack
becomes your sworn enemy until it dies or until dawn
20 Vaal Hazak Gem (A,W) seven days later. You can have only one such sworn enemy
at a time. When your sworn enemy dies, you can choose a
new one after the next dawn.
ARMOR MATERIAL EFFECTS When you make a ranged attack roll with this weapon
Vaal Hazak Carapace against your sworn enemy, you have advantage on the roll.
Effluvia Resis+. While wearing this armor you are immune In addition, your target gains no benefit from cover, other
to damage from Effluvia and you have resistance to acid than total cover, and you suffer no disadvantage due to
damage. long range. If the attack hits, your sworn enemy takes an
Deceased Scale extra 3d6 piercing damage.
While wearing this armor, you regain 1d6 Hit Points every While your sworn enemy lives, you have disadvantage on
10 minutes, provided that you have at least 1 hit point. If attack rolls with all other weapons.
you lose a body part, the armor causes the missing part to Vaal Hazak Tail (Bow Only)
regrow and return to full functionality after 1d6 + 1 days if Bow Charge Plus++. While attuned to this weapon, you can
you have at least 1 hit point the whole time. use your dragonpiercer three additional times between
Vaal Hazak Wing rests and it recharges after a Short or Long rest.
Recovery Up+. You regain the maximum number of hit Vaal Hazak Gem (Cleric Only)
points possible from potions or plants that you consume. The weapon has 10 runes. While holding it, you can use an
Vaal Hazak Membrane action to expend 1 or more of its runes to cast one of the
While wearing this armor you can speak its command following spells from it, using your spell save DC: animate
word to release effluvium gas in a 5-foot radius around you dead (3 runes), bestow curse (3 runes), contagion (5
for 1 minute. At the start of each of your turns, each runes), or raise dead (10 runes).
creature within 5 feet of you takes 7 (2d6) necrotic The weapon regains 1d6 + 4 expended runes daily at
damage. Once you use this feature, you cannot use it again dawn. If you expend the last runes, roll a d20. On a 1. the
until you complete a long rest. weapon cannot regain any runes for one week.
Vaal Hazak Tail
You have resistance to acid damage while you wear this OTHER MATERIAL EFFECTS
armor. Elder Dragon Blood
Any rarity weapon upgrade material.
Vaal Hazak Gem
Poison Absorption. Whenever you are subjected to poison Elder Dragon Bone
damage, you take no damage and instead regain a number Any rarity armor upgrade material.
of hit points equal to the half of the poison damage dealt. Blackveil Vaal Hazak
WEAPON MATERIAL EFFECTS Blackveil Vaal Hazak is similar to its counterpart in terms of
Vaal Hazak Carapace general appearance. The main difference is that it's covered in
Elderseal. When you hit a creature that has a Recharge strange moss-like pustules that emit Effluvium constantly. These
ability, it has disadvantage on all recharge rolls until the pustules even go as far to cover its head, rendering it blind. Should
start of your next turn. they be removed/broken however, it is able to see again.
Contrasting regular Vaal Hazak's dark red and silver coloring,
Deceased Scale
Blackveil is a green and milky-white coloring.
Peak Performance. When your hit points are full and you
roll a 1 or 2 on a damage die for an attack you make with a Blackveil Vaal Hazak is a passive monster that only attacks
melee weapon, you can reroll the die and must use the when provoked. Like its counterpart, it mainly uses its Effluvium
new roll, even if the new roll is a 1 or a 2. as a form of attack, but also as a form of finding prey and infecting
other monsters. The moss that grows on its body can be spread
Vaal Hazak Talon about to infect not just monsters but its surrounding area as well,
Your weapon deals an extra 1d10 necrotic damage. transforming the environment into its ideal area of if a Blackveil
operation.
155
Blackveil Vaal Hazak Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 24 (4d8 + 6) piercing damage.
Huge undead (elder), Chaotic Evil
Claw. Melee Weapon Attack. +14 to hit, reach 5 ft., one
Armor Class 20 (natural armor) target. Hit: 20 (4d6 + 6) slashing damage.
Hit Points 356 (31d12 + 155) Tail. Melee Weapon Attack. +14 to hit, reach 15 ft., one
Speed 40 ft., fly 80 ft. target. Hit: 28 (4d10 + 6) bludgeoning damage, and the
target must make a DC 22 Strength saving throw or be
knocked prone.
STR DEX CON INT WIS CHA
Effluvium Burst (Recharge 6). The vaal hazak lets out an
23 (+6) 10 (+0) 20 (+5) 16 (+3) 20 (+5) 14 (+2) ear shattering roar causing effluvium spores to erupt
from its body in a 300-foot radius around that remains
Saving Throws Dex +8, Con +13, Int +11, Cha +10 until the start of the vaal hazak's next turn. Each creature
Damage Resistances lightning, poison that starts its turn in that area, or enters it for the first
Damage Immunities necrotic time must make a DC 21 Constitution saving throw or
Condition Immunities charmed, frightened, petrified become cursed for 1 minute. A creature that succeeds
Senses blindsight 60 ft., darkvision 120 ft., passive on its saving throw, is immune to this effect for 24
Perception 15 hours.
Languages Draconic While cursed in this way, the target must make a DC
Challenge 26 (90,000 XP) Proficiency +8 21 Wisdom saving throw at the start of each of its turns.
On a failed save, it is incapacitated until the start of its
Effluvium Spores. The vaal hazak's body is covered with next turn
four white spore pods. Whenever a creature touches or When the effluvium disperses at the start of the vaal
hits the vaal hazak with an attack or spell, or when the hazak's next turn, all destroyed spore pods regrow on the
vaal hazak uses its effluvium breath, it releases two spore vaal hazak and ten spore clouds remain in the area that
clouds that fall to the ground in adjacent spaces next to are at least 20 feet apart from each other.
the vaal hazak.
The clouds fill a 10-foot square cube, spreads around Legendary Actions
corners, and its area is lightly obscured. It lasts for the 10 The vaal hazak can take 3 legendary actions, choosing
minutes or until a wind of moderate or greater speed (at from the options below. Only one legendary action
least 10 miles per hour) disperses it. option can be used at a time and only at the end of
A creature that starts its turn in one of these clouds another creature's turn. The vaal hazak regains spent
takes 11 (3d6) necrotic damage and must succeed on a legendary actions at the start of its turn.
DC 21 Constitution saving throw, or be cursed. While
cursed in this way, the vaal hazak's attacks deal an extra Tail Attack. The vaal hazak makes a Tail attack.
1d8 necrotic damage to the cursed creature. Siphon Curse (Costs 2 Actions). Each cursed creature
The white spore pods on the vaal hazak can be within 60 feet of the vaal hazak must make a DC 21
attacked and destroyed (AC 15; hp 30; vulnerability to Constitution saving throw, taking 21 (6d6) necrotic
fire damage; immunity to acid, poison, and psychic damage on a failed save, or half as much damage on a
damage). successful one. The cursed creatures's hit point
Legendary Resistance (3/Day). If the vaal hazak fails a maximum is reduced by an amount equal to the necrotic
saving throw, it can choose to succeed instead. damage taken. The reduction lasts until the creature
finishes a Long Rest.
Magic Resistance. The vaal hazak has advantage on saving
throws against spells and other magical effects. Effluvium Fog Breath (Costs 3 Actions). The vaal hazak
exhales a cloud of effluvium bacteria in a 90-foot cone.
Regeneration. The vaal hazak regains 30 hit points at the Each creature in that area must make a DC 21
start of its turn if it has at least 1 hit point. If the vaal Constitution saving throw, taking 70 (20d6) necrotic
hazak takes radiant damage or damage from holy water, damage and be cursed 1 minute on a failed save, or half
this trait doesn't function at the start of the vaal hazak's as much damage on a successful one and are not cursed.
next turn. If a creature's saving throw is successful, the creature is
immune to this curse for the next 24 hours.
Actions While cursed in this way, the creature has
Multiattack. The vaal hazak makes two Bite attacks and disadvantage on attack rolls against the vaal hazak.
two Claw attacks.

156
Blackveil Vaal Hazak Deceased Shard
Challenge Rating 26 Carves 6 Peak Performance. When your hit points are full and you
roll a 1 or 2 on a damage die for an attack you make with a
Carve Chance Material Slots
melee weapon, you can reroll the die and must use the
1-2 Elder Dragon Blood (O) new roll, even if the new roll is a 1 or a 2.
3-4 Elder Dragon Bone (O) Vaal Hazak Hardclaw
Your weapon deals an extra 2d6 necrotic damage.
5-7 Vaal Hazak Cortex (A,W)
Shadowpierce Fang
8-11 Deceased Shard (A,W) This weapon has 3 runes. When you hit a creature with this
weapon, you can expend 1 of its runes to have the target
12-13 Vaal Hazak Hardclaw (A,W) make a DC 16 Constitution saving throw. On a failed save,
14-15 Shadowpierce Fang (A,W) the target is diseased. At the end of each of the diseased
target’s turns, the target must make a DC 16 Constitution
16-17 Vaal Hazak Fellwing (A,W) saving throw. If the target succeeds on three of these
18 Deathweaver Membrane (A,W) saves, it is no longer diseased. If the target fails three of
these saves, it remains diseased for 7 days.
19 Vaal Hazak Flail (A) Since this induces a natural disease in its target, any
20 Vaal Hazak Mantle (A,W) effect that removes a disease or otherwise ameliorates a
disease’s effects apply to it.
While afflicted with this disease, the target has difficulty
ARMOR MATERIAL EFFECTS breathing due to the spores growing in its throat, reducing
Vaal Hazak Cortex its movement speed and the time it can hold its breath by
Effluvia Resis+. While wearing this armor you are immune half. At dawn of the second day and each day after, the
to damage from Effluvia and you have resistance to acid target must make a Constitution saving throw, gaining one
damage. level of exhaustion on a failed save. The save DC starts as a
DC 10 and increases by 1 each day and the target does not
Deceased Shard recover a level of exhaustion from finishing a long rest
While wearing this armor, you regain 1d6 Hit Points every
while afflicted with this disease.
10 minutes, provided that you have at least 1 hit point. If
you lose a body part, the armor causes the missing part to Vaal Hazak Fellwing
regrow and return to full functionality after 1d6 + 1 days if You gain a +3 bonus to your spell attack rolls and spell
you have at least 1 hit point the whole time. save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals
Vaal Hazak Hardclaw necrotic damage.
You are immune to poison and disease while you wear this
armor. Deathweaver Membrane
When you attack a creature with this weapon and roll a 20
Shadowpierce Fang
on the attack roll, that target must make a DC 17
While you are wearing this armor you have darkvision out Constitution saving throw or be poisoned as if by the
to 60 feet. If you already have darkvision, its range extends
contagion spell.
by an additional 60 feet.
Vaal Hazak Mantle (Cleric Only)
Vaal Hazak Fellwing
The weapon has 10 runes. While holding it, you can use an
Recovery Up+. You regain the maximum number of hit action to expend 1 or more of its runes to cast one of the
points possible from potions or plants that you consume.
following spells from it, using your spell save DC: Animate
Deathweaver Membrane Dead (3 runes). bestow curse (3 runes), contagion (5
While wearing this armor you can speak its command runes), or raise dead (10 runes).
word to release effluvium gas in a 10-foot radius around
you for 1 minute. At the start of each of your turns, each The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1. the
creature within 5 feet of you takes 7 (2d6) necrotic
weapon cannot regain any runes for one week.
damage. Once you use this feature, you cannot use it again
until you complete a long rest.
OTHER MATERIAL EFFECTS
Vaal Hazak Flail Elder Dragon Blood
You are immune to acid damage while you wear this armor. Any rarity weapon upgrade material.
Vaal Hazak Mantle Elder Dragon Bone
Poison Absorption. Whenever you are subjected to poison Any rarity armor upgrade material.
damage, you take no damage and instead regain a number
of hit points equal to the half of the poison damage dealt.

WEAPON MATERIAL EFFECTS


Vaal Hazak Cortex
Elderseal. When you hit a creature that has a Recharge
ability, it has disadvantage on all recharge rolls until the
start of your next turn.

157
Valstrax
Valstrax is a slender Elder Dragon covered in gleaming silver making it the fastest flying monster known today. When flying at
scales. Its most notable feature is its wings, which have fused into a high speeds, it looks like a "red comet" in the sky, showing that at
trident-like structure. Its back is lined with fin-like projections. Its its highest speed no one can identify it easily.
head has a small crest and its eyes are blue. Valstrax can also flip its wings in two different directions:
Valstrax is covered in reflective silver scales that give this Backwards; for flying at high speeds, and Forward; attacking foes
monster its slim appearance. Like most other Elder Dragons, from a distance by using the energy as projectiles. valstrax's
valstrax has six limbs: four legs and a pair of wings. Unique to breathing methods are nearly identical to birds in a sense. The
valstrax are its trident shaped wings. The wings of the valstrax are special organ in its chest is constantly glowing red and occasionally
versatile and flexible being able to stretch the arm appendages to pulses whenever valstrax decides to use it for certain actions,
hit far-reaching targets, expanding its wings resembling a three- such as flying.
fingered claw for wider Valstrax are quite calm when not disturbed, but will turn
area of attack or closing the wings to make extremely aggressive if they feel threatened in any way. No
use of the blade-like tip on the frontal end matter the foe, valstrax have a variety of ways of fighting off
of the wings that is commonly used with threats. This is the reason why it is sometimes called the Silver
the stretching appendages as "jabs" Wing of the Evil Star or Sky Comet Dragon.
akin to that of a spear for accurate Though valstrax are quite calm in the sky, they
attacks. On the ends of both of the occasionally will mistakenly crash into
wings are three openings that fire objects in the air from their shocking
off energy produced via a special flying speeds. These objects can be
organ in its chest that sucks in the about the size of an Airship
air before releasing it out through or even a Flying Wyvern.
the wings as a form exhaust. This
allows it to fly at outrageous speeds,

Valstrax Dragonbolt. Ranged Weapon Attack. +8 to hit, reach


80/320 ft., one target. Hit: 14 (4d6) necrotic damage.
Huge dragon (elder), unaligned
Wing. Melee Weapon Attack. +9 to hit, reach 15 ft., one
Armor Class 17 (natural armor) target. Hit: 22 (4d8 + 4) piercing damage.
Hit Points 189 (18d12 + 72) Ignition (Recharge 5-6). The valstrax spreads its wings out
Speed 40 ft., fly 90 ft. around itself and ignites them. Fire spreads out from the
wings in a 20-foot radius around the valstrax and each
creature in that area must make a DC 17 Dexterity saving
STR DEX CON INT WIS CHA throw, taking 41 (9d8) necrotic damage on a failed save
19 (+4) 16 (+3) 18 (+4) 12 (+1) 10 (+0) 10 (+0) or half as much damage on a successful one.
Legendary Actions
Skills Acrobatics +8, Perception +10
Damage Immunities necrotic The valstrax can take 3 legendary actions, choosing from
Condition Immunities charmed, frightened the options below. Only one legendary action option can
Senses passive Perception 20 be used at a time and only at the end of another
Languages Draconic creature's turn. The valstrax regains spent legendary
Challenge 16 (15,000 XP) Proficiency +5 actions at the start of its turn.
Attack. The valstrax makes a Dragonbolt attack.
Legendary Resistance (2/Day). If the valstrax fails a saving Detect. The valstrax makes a Wisdom (Perception)
throw, it can choose to succeed instead. Check.
The Red Comet. The valstrax doesn't provoke opportunity Dragon Rush (Costs 2 Actions). The valstrax moves up to
attacks when it takes the Dash action. half its fly speed in a straight line. During this move it
can move through other creatures without provoking
Actions opportunity attacks. Each creature the valstrax moves
Multiattack. The valstrax makes one Bite attack, two Claw through must make a DC 17 Dexterity saving throw,
attacks, and two Wing attacks. taking 22 (4d8+4) slashing damage plus 10 (3d6)
Bite. Melee Weapon Attack. +9 to hit, reach 10 ft., one necrotic damage and be knocked prone on a failed save,
target. Hit: 13 (2d8 + 4) piercing damage. or half as much damage and isn't knocked prone on a
successful one.
Claw. Melee Weapon Attack. +9 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.

158
Valstrax Shimmering Dragonfluid
While wearing this armor you can use an action to speak
Challenge Rating 16 Carves 4
its command word. This causes a pair of metallic dragon
Carve Chance Material Slots wings to appear on your back for 1 hour or until you repeat
the command word as an action. The wings give you a
1-2 Elder Dragon Blood (O) flying speed of 60 feet. When they disappear, you can't use
3-4 Elder Dragon Bone (O) them again for 1d12 hours.

5-8 Valstrax Shard (A,W) Valstrax Helixtail


You are immune to necrotic damage while you wear this
9-10 Valstrax Hardclaw (A,W) armor.
11-13 Valstrax Cortex (A,W) Ruby Dragon Mindstone
14-16 Shimmering Dragonfluid (A,W) Dragonheart. When you fall below half of your maximum
hit points you gain the dragonblight condition for 1
17-19 Valstrax Helixtail (A,W) minute. While affected by dragonblight, you have
resistance to cold, fire, lightning, and necrotic damage.
20 Ruby Dragon Mindstone (A,W)
WEAPON MATERIAL EFFECTS
ARMOR MATERIAL EFFECTS Valstrax Shard (Spellcaster Only)
Valstrax Shard You know the fire bolt cantrip while attuned to this
Marathon Runner+. While wearing this armor, your walking weapon. If you already know it, you gain a +1 bonus to its
speed increases by 10 feet and you ignore difficult terrain spell attack roll.
if it was not created by a magical effect.
Valstrax Hardclaw
Valstrax Hardclaw Your weapon deals an extra 1d6 necrotic damage.
While you wear this armor, you can use a bonus action and Valstrax Cortex
click the armor’s boots' heels together. If you do, your Elderseal. When you hit a creature that has a Recharge
walking speed doubles, and any creature that makes an ability, it has disadvantage on all recharge rolls until the
opportunity attack against you has disadvantage on the start of your next turn.
attack roll. If you click your heels together again, you end
the effect. Shimmering Dragonfluid
When the armors' property has been used for a total of Crisis+. While you are attuned to this weapon and suffering
10 minutes, the magic ceases to function until you finish a from an abnormal status effect caused by a hostile
long rest. creature or object, such as poisoned, burning, slowed,
blinded, etc, all attacks and spells deal an extra 1d10 spell
Valstrax Cortex or weapon damage.
While wearing this armor, difficult terrain doesn't cost you
extra movement. In addition, magic can neither reduce Valstrax Helixtail
your speed nor cause you to be paralyzed or restrained. This weapon has 3 runes which are regained daily at dawn.
Once per turn when you hit a creature with this weapon
you can expend a rune to have the target make a DC 17
Wisdom saving throw or become frightened of you for 1
minute. A creature can repeat its saving throw at the end
of its turn, ending the effect on a successful save.
Ruby Dragon Mindstone
Your weapon deals an extra 1d8 necrotic damage.

OTHER MATERIAL EFFECTS


Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.

159
Crimson Glow Valstrax
Due to the rampant dragon energy, Crimson Glow Valstrax has Due to the rampant dragon energy, Crimson Glow Valstrax has
permanent glowing red marks connecting from the chest to the permanent glowing red marks connecting from the chest to the
wings, showing up on the sides and wing-arms. The wings have a wings, showing up on the sides and wing-arms. The wings have a
different design than a normal Valstrax's wings, looking more like different design than a normal Valstrax's wings, looking more like
exhaust vents, and are covered in glowing red color similar to a exhaust vents, and are covered in glowing red color similar to a
normal enraged Valstrax. When inhaling air, the wings will glow a normal enraged Valstrax. When inhaling air, the wings will glow a
bright red and start spewing out dragon energy. When angered bright red and start spewing out dragon energy. When angered
significantly, the energy starts to burst out in the form of large significantly, the energy starts to burst out in the form of large
energy spikes on its head, and the whole torso glows red in color, energy spikes on its head, and the whole torso glows red in color,
with large amounts of dragon flame coming out of the chest and with large amounts of dragon flame coming out of the chest and
sides. sides.

Crimson Glow Valstrax failed save or half as much damage and isn't afflicted
with dragonblight on a successful one. If the creature
Huge dragon (elder), unaligned
was on the ground, the energy remains in a 15-foot
squared area centered on a point where the target was
Armor Class 20 (natural armor)
standing when the attack was made. At the start of the
Hit Points 264 (23d12 + 115)
valstrax next turn each creature in that area takes 9 (2d8)
Speed 40 ft., fly 180 ft.
necrotic damage. A creature can make a DC 20
Constitution saving throw at the end of its turn, ending
STR DEX CON INT WIS CHA the dragonblight on a success.
Crimson Beam (Recharge 5-6). The valstrax positions its
22 (+6) 16 (+3) 21 (+5) 16 (+3) 10 (+0) 10 (+0)
wings in front of it to release accumulated draconic
energy in a 120-foot line that is 10-feet wide. Each
Saving Throws Dex +10, Con +12, Cha +7 creature in that line must make a DC 20 Dexterity saving
Skills Acrobatics +10, Perception +14 throw, taking 70 (20d6) necrotic damage and be
Damage Immunities necrotic afflicted with dragonblight for 1 minute on a failed save
Condition Immunities charmed, frightened or half as much damage and isn't afflicted with
Senses passive Perception 24 dragonblight on a successful one. A creature can make a
Languages Draconic DC 20 Constitution saving throw at the end of its turn,
Challenge 22 (41,000 XP) Proficiency +7 ending the dragonblight on a success.

Blight Resistance. The valstrax has advantage on saving Legendary Actions


throws against blight effects such as fireblight, The valstrax can take 3 legendary actions, choosing from
waterblight, or the blight spell. the options below. Only one legendary action option can
Dive Attack. If the valstrax is flying and dives at least 120 be used at a time and only at the end of another
feet straight toward a target and then hits it with a melee creature's turn. The valstrax regains spent legendary
weapon attack, the attack deals an extra 36 (8d8) actions at the start of its turn.
necrotic damage to the target. Attack. The valstrax makes a Wing attack.
Legendary Resistance (3/Day). If the valstrax fails a saving Detect. The valstrax makes a Wisdom (Perception)
throw, it can choose to succeed instead. Check.
The Red Comet. The valstrax doesn't provoke opportunity Rocket Dash (Costs 2 Actions). The valstrax moves up to
attacks when it takes the Dash action. half its fly speed in a straight line. During this move it
can move through other creatures without provoking
Actions attacks of opportunity. Each creature the valstrax moves
Multiattack. The valstrax makes two Bite attacks. through must succeed on a DC 21 Dexterity saving
throw or take 24 (4d8 + 6) slashing damage plus 9 (2d8)
Bite. Melee Weapon Attack. +13 to hit, reach 10 ft., one
necrotic damage and are knocked prone on a failed save.
target. Hit: 15 (2d8 + 6) piercing damage.
On a successful save, the target takes half damage and is
Wing. Melee Weapon Attack. +13 to hit, reach 15 ft., one not knocked prone.
target. Hit: 24 (4d8 + 6) piercing damage plus 9 (2d8)
Ground Zero Burst.(Costs 2 Actions). The valstrax releases
necrotic damage. If the target is a creature, it must
draconic energy in a 15-foot radius around it. Each
succeed on a DC 20 Constitution saving throw or be
creature in that area must make a DC 20 Dexterity saving
afflicted with dragonblight for 1 minute. A creature can
throw, taking 31 (7d8) necrotic damage and be afflicted
repeat its saving throw at the end of its turn, ending the
with dragonblight for 1 minute on a failed save or half as
dragonblight on a success.
much damage and isn't afflicted with dragonblight on a
Crimson Salvo. The valstrax fires six draconic energy balls successful one. A creature can make a DC 20
at a target within 60 feet of it. That target must make a Constitution saving throw at the end of its turn, ending
DC 20 Dexterity saving throw, taking 27 (6d8) necrotic the dragonblight on a success.
and be afflicted with dragonblight for 1 minute on a
160
Crimson Glow Valstrax Shimmering Scale
Resentment. Until the end of your turn, you gain a +1
Challenge Rating 22 Carves 4
bonus to attack and damage rolls against any creature that
Carve Chance Material Slots has damaged you since the end of your last turn.
1-2 Elder Dragon Blood (O) CG.Valstrax Claw
Elderseal. When you hit a creature that has a Recharge
3-4 Elder Dragon Bone (O) ability, it has disadvantage on all recharge rolls until the
5-7 Gleaming Shell (A,W) start of your next turn.
8-9 Shimmering Scale (A,W) Rouge Spikewing
Weakness Exploit+. When you have advantage on an attack
10-12 CG.Valstrax Claw (A,W) roll with this weapon and you hit the target, you can have
13-15 Rouge Spikewing (A,W) your weapon deal its maximum damage if the lower of the
two d20 rolls would also hit the target (all extra damage
16-17 Crimson Liquid (A,W) dice must still be rolled). You can use this property a
number of times equal to your Strength or Dexterity
18-19 Valstrax Spineshell (A,W)
modifier (your choice), regaining all expended uses when
20 Red Serpent Orb (A,W) you finish a short or long rest.
Crimson Liquid
ARMOR MATERIAL EFFECTS Your weapon deals an extra 1d10 necrotic damage.
Gleaming Shell Valstrax Spineshell (Ranged Weapon Only)
Resuscitate. You have advantage on Dexterity saving Rapid Reload. You can reload as a free action while you are
throws if you are suffering from a condition. attuned to this weapon. Additionally, when you make a
ranged weapon attack roll and roll a 20 for the attack roll,
Shimmering Scale you can make one additional attack as a free action.
Survivor+. When an ally, that you can see, is reduced to 0
hit points you can use your reaction to gain +2 AC, +2 Red Serpent Orb (Spellcaster Only)
damage, and +2 to attack rolls for 1 minute. Once used, While attuned to this weapon, you can cast the
this property can't be used again until the next dawn. disintegrate spell from it, using your spell save DC. Once
you use this property, you can't use it again until you finish
CG.Valstrax Claw a long rest.
While wearing this armor, difficult terrain doesn't cost you
extra movement. In addition, magic can neither reduce
OTHER MATERIAL EFFECTS
your speed nor cause you to be paralyzed or restrained.
Elder Dragon Blood
Rouge Spikewing Any rarity weapon upgrade material.
While wearing this armor you can use an action to speak
its command word. This causes a pair of metallic dragon Elder Dragon Bone
wings to appear on your back for 1 hour or until you repeat Any rarity armor upgrade material.
the command word as an action. The wings give you a
flying speed of 90 feet. When they disappear, you can't use
them again for 1d12 hours.
Crimson Liquid
Blightproof. While wearing this armor you are immune to
blight spells, spell like abilities, and conditions.
Valstrax Spineshell
Dragonheart. When you fall below half of your maximum
hit points you gain the dragonblight condition for 1
minute. While affected by dragonblight, you have
resistance to cold, fire, lightning, and necrotic damage.
Red Serpent Orb
Defense Boost (Necrotic). While wearing this armor, you
gain a +1 bonus to your AC, and you are immune to
necrotic damage.

WEAPON MATERIAL EFFECTS


Gleaming Shell (Spellcaster Only)
This weapon has 7 runes, regaining 1d6 + 1 expended
runes when you finish a long rest. While holding it, you can
use an action to expend 1 or more of its runes to cast the
scorching ray spell from it using your spell attack bonus,
and it deals necrotic damage instead of fire. For 1 rune,
you cast the 2nd-level version of the spell. You can
increase the spell slot level by one for each additional rune
you expend.
161
Velkhana
Velkhana is a traditional dragon with the slim, upright body structure of elder Dragons like kushala kaora. Its scales and shell are a unique
crystalline blue. Its head has a tiara-like crown of small horns. It summons ice to cover its wings, limbs, and tail. Its thin, lance-like tail is
highly flexible and can jab at enemies.
Velkhana freely controls ice and cold wind, and can cover wide areas in ice in an instant. It breathes beams of supercooled fluid that can
instantly freeze monsters. When covered in its ice armor, ice crystals form nearby, and when struck by Velkhana's ice breath they form large
spires that soon explode. Small ice platforms sometimes form, which can be jumped off of. Occasionally, spikes of ice rain from clouds close
to the ground when it is enraged.

162
ART BY: @_ZeldaHuntr
Velkhana Bonus Actions
Huge dragon (elder), unaligned Ice Armor (2/day). The velkhana coats its body in ice,
granting it a +2 bonus to its AC for 1 minute, or until it
Armor Class 17 (natural armor) takes 50 points of damage from a single creature on a
Hit Points 216 (16d12 + 112) turn.
Speed 40 ft., fly 80 ft.
Legendary Actions
The velkhana can take 3 legendary actions, choosing
STR DEX CON INT WIS CHA from the options below. Only one legendary action
20 (+5) 12 (+1) 24 (+7) 10 (+0) 16 (+3) 20 (+5) option can be used at a time and only at the end of
another creature's turn. The velkhana regains spent
Saving Throws Dex +7, Con+13, Wis +9, Cha +11 legendary actions at the start of its turn.
Skills Perception +9 Bite. Melee Weapon Attack. +11 to hit, reach 15 ft.,
Damage Resistances acid one target. Hit: 15 (3d6 + 5) piercing damage.
Damage Immunities cold Wing Attack (costs 2 Actions). The velkhana beats its
Senses darkvision 120 ft., passive Perception 19 wings, covering the ground in a 15-foot radius in rime
Languages Draconic for 1 minute. Each creature within 15 feet of it must
Challenge 17 (18,000 XP) Proficiency +6 succeed on a DC 19 Dexterity saving throw or take 12
(2d6+5) bludgeoning damage and be knocked prone.
Magic Resistance. The velkhana has advantage on saving The velkhana can then fly up to half its flying speed.
throws against spells and other magical effects.
Hail Storm (Costs 3 Actions). The velkhana forms four
Rime. An area covered in rime is difficult terrain. boulder-sized chunks of ice from the water in the air
Additionally any creature that ends its turn while that plummet to the ground at different points within
touching a frost covered area takes 3 (1d6) cold 60 feet of it. Each creature in a 5-foot-radius sphere
damage and is grappled by the frost (Escape 21). centered on each point that it chooses must make a
DC 19 Dexterity saving throw. A creature takes 9 (2d8)
Actions cold damage and 9 (2d8) bludgeoning damage on a
Multiattack. The velkhana makes three Tail attacks. failed save, or half as much damage on a successful
Tail. Melee Weapon Attack. +11 to hit, reach 15 ft., one one. A creature in the area of more than one ice chunk
target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) is affected only once.
cold damage.
Breath Weapons (Recharge 5-6). The velkhana uses one
of the following breath weapons. Velkhana
Cold Breath. The velkhana exhales an icy blast in a 90- Challenge Rating 17 Carves 4
foot line that is 5 feet wide. That area is covered in
rime for 1 minute and each creature in that line must Carve Chance Material Slots
make a DC 21 Dexterity saving throw, taking 66 1 Elder Dragon Bone (O)
(12d10) cold damage on a failed save, or half as
much damage on a successful one. 2 Elder Dragon Blood (O)
Hoarfrost Breath. The velkhana exhales an icy blast of 3-7 Crystal Shard (A,W)
hoarfrost in a 60-foot cone. The area is covered in
rime for 1 minute and each creature in that area 8-11 Velkhana Cortex (A,W)
must make a DC 21 Constitution saving throw, 12-14 Velkhana Lash (A,W)
taking 28 (8d6) cold damage on a failed save, or half
as much damage on a successful one. 15-17 Velkhana Hardclaw (A,W)
Additionally, three 1 foot thick, 10-foot-square 18-19 Velkhana Crownhorn (A,W)
walls of ice form within the area and last for 10
minutes. If the wall is formed on a creature's space, 20 Velkhana Crystal (A,W)
the creature is pushed to one side of the wall and
must make a DC 21 Dexterity saving throw, taking
28 (8d6) cold damage on a failed save, or half as ARMOR MATERIAL EFFECTS
much damage on a successful one. Crystal Shard
Each 10-foot section of the wall has 12 AC and 30 Flinch Free. While wearing this armor you cannot be
hit points, and is vulnerable to fire damage. If knocked prone, or unwillingly moved from your current
damaged to 0 hit points, it leaves a hole filled with location by any means.
freezing air. The first time a creature moves through
the air on a turn, it makes a DC 21 Constitution save, Velkhana Cortex
taking 17 (5d6) cold damage on a failed save or half Divine Blessing+2. When you take damage you are not
as much damage on a successful one. immune or resistant to, roll a d8 and reduce the damage
you take by the number rolled. You can use this property a
number of times equal to your proficiency bonus. You
regain all expended uses when you finish a long rest.
163
Velkhana Lash
While you wear this armor you are immune to the iceblight
disease. Velkhana Divinity
Velkhana Hardclaw Set bonus (2): When you critically hit with a
When a creature that touches or hits you with a melee weapon or spell that deals cold damage, you deal
weapon attack while within 5 feet of you, you can use your an extra 1d6 cold damage.
reaction to have it make a DC 15 Constitution saving Set bonus (4): An aura of frost builds when your
throw. On a failed save, the creature is afflicted with weapon is sheathed for at least 1 minute. When
iceblight for 1 minute. A creature can repeat its saving you draw this weapon, it deals an extra 1d6 cold
throw at the end of its turn, ending the effect on a success. damage for the next 4 rounds.
You can use this property a number of times equal to your
Constitution modifier (minimum of 1), regaining all
expended uses when you finish a long rest.

Tempered Velkhana
Velkhana Crownhorn (Sorcerer, Warlock, & Wizard Only)
This armor has two runes that it regains daily at dawn. As
an action you can expend one of these runes to coat your Huge dragon (elder), unaligned
armor in magical ice, gaining 20 temporary hit points. If a
creature hits you with a melee attack while you have these Armor Class 18 (natural armor)
hit points, the creature takes 20 cold damage. Hit Points 275 (19d12 + 152)
Velkhana Crystal Speed 40 ft., fly 80 ft.
You are immune to cold damage while you wear this
armor.
STR DEX CON INT WIS CHA
WEAPON MATERIAL EFFECTS 22 (+6) 12 (+1) 26 (+8) 14 (+2) 16 (+3) 21 (+5)
Crystal Shard
Quick Sheath. While attuned to this weapon, you can Saving Throws Dex +8, Con+15, Wis +10, Cha +12
always sheath it as a free action even if you have already Skills Perception +10
drawn a weapon as part of your move action. Damage Resistances acid; bludgeoning, piercing,
Velkhana Cortex slashing damage from nonmagical attacks
While attuned to this weapon you can use an action to cast Damage Immunities cold
the wall of ice spell from it, but it deals no damage and the Senses darkvision 120 ft., passive Perception 20
wall is only 3 feet high. Languages Draconic
Challenge 22 (41,000 XP) Proficiency +7
Velkhana Lash
While you are attuned to this weapon, you can use a bonus
action to speak its command word and exhale ice in a 30- Legendary Resistance (3/Day). If the velkhana fails a
foot line that is 5 feet wide. Each creature in that line must saving throw, it can choose to succeed instead.
make a DC 15 Dexterity saving throw, taking 5d6 cold Magic Resistance. The velkhana has advantage on saving
damage on a failed save, or half as much damage on a throws against spells and other magical effects.
successful one. Rime. An area covered in rime is difficult terrain.
You can use this property twice, regaining all expended Additionally any creature that ends its turn while
uses when you finish a long rest. touching a frost covered area takes 7 (2d6) cold
Velkhana Hardclaw damage and is grappled by the frost (Escape 23).
Your cold spells bypass a creature's resistance to cold
damage while you are attuned to this weapon. Actions
Velkhana Crownhorn Multiattack. The velkhana makes three attacks with its
Critical Draw+. When you take the Attack action for the tail.
first time in a combat encounter while wielding this Tail. Melee Weapon Attack. +13 to hit, reach 15 ft., one
weapon, the melee weapon attacks with that action score a target. Hit: 15 (2d8 + 6) piercing damage plus 10
critical hit on a roll of 15 or higher. (3d6) cold damage.
Velkhana Crystal Breath Weapons (Recharge 5-6). The velkhana uses one
Coalescence. Whenever you succeed on a saving throw to of the following breath weapons.
end a condition, you gain a +1 bonus to your attack rolls
and spell save DC, and your weapon or spell attacks deal an Cold Breath. The velkhana exhales an icy blast in a 90-
extra 1d4 cold, fire, or lightning damage (your choice) foot line that is 5 feet wide. That area is covered in
until the end of your next turn. rime for 1 minute and each creature in that line must
make a DC 23 Dexterity saving throw, taking 66
(12d10) cold damage on a failed save, or half as
OTHER MATERIAL EFFECTS
Elder Dragon Blood much damage on a successful one.
Any rarity weapon upgrade material. Hoarfrost Breath. The velkhana exhales an icy blast of
Elder Dragon Bone hoarfrost in a 60-foot cone. The area is covered in
Any rarity armor upgrade material. rime for 1 minute and each creature in that area
must make a DC 23 Constitution saving throw,
taking 28 (8d6) cold damage on a failed save, or half
as much damage on a successful one.
164
Additionally, four 1 foot thick, 10-foot-square walls ARMOR MATERIAL EFFECTS
of ice form within the area and last for 10 minutes. If T.Crystal Shard
the wall is formed on a creature's space, the creature Flinch Free. While wearing this armor you cannot be
is pushed to one side of the wall and must make a knocked prone, or unwillingly moved from your current
DC 23 Dexterity saving throw, taking 28 (8d6) cold location by any means.
damage on a failed save, or half as much damage on T.Velkhana Cortex
a successful one. Divine Blessing+3. When you take damage you are not
Each 10-foot section of the wall has 12 AC and 30 immune or resistant to, roll a d10 and reduce the damage
hit points, and is vulnerable to fire damage. If you take by the number rolled. You can use this property a
damaged to 0 hit points, it leaves a hole filled with number of times equal to your proficiency bonus. You
freezing air. The first time a creature moves through regain all expended uses when you finish a long rest.
the air on a turn, it makes a DC 23 Constitution save,
taking 17 (5d6) cold damage on a failed save or half T.Velkhana Lash
as much damage on a successful one. While you wear this armor you are resistant to cold
damage and immune to the iceblight disease.
Bonus Actions T.Velkhana Hardclaw
Ice Armor (2/day). The velkhana coats its body in ice, When a creature that touches or hits you with a melee
granting it a +2 bonus to its AC for 1 minute, or until it weapon attack while within 5 feet of you, you can use your
takes 55 points of damage from a single creature on a reaction to have it make a DC 16 Constitution saving
turn. throw. On a failed save, the creature is afflicted with
iceblight for 1 minute. A creature can repeat its saving
Legendary Actions throw at the end of its turn, ending the effect on a success.
The velkhana can take 3 legendary actions, choosing You can use this property a number of times equal to 1 +
from the options below. Only one legendary action your Constitution modifier (minimum of 1), regaining all
option can be used at a time and only at the end of expended uses when you finish a long rest.
another creature's turn. The velkhana regains spent T.Velkhana Crownhorn (Sorcerer, Warlock, and Wizard Only)
legendary actions at the start of its turn. This armor has two runes that it regains daily at dawn. As
Bite. Melee Weapon Attack. +13 to hit, reach 15 ft., an action you can expend one of these runes to coat your
one target. Hit: 16 (3d6 + 6) piercing damage. armor in magical ice, gaining 25 temporary hit points. If a
Wing Attack (costs 2 Actions). The velkhana beats its creature hits you with a melee attack while you have these
wings, covering the ground in a 15-foot radius in rime hit points, the creature takes 25 cold damage.
for 1 minute. Each creature within 15 feet of it must T.Velkhana Crystal
succeed on a DC 20 Dexterity saving throw or take 13 You are immune to cold damage while you wear this
(2d6+6) bludgeoning damage and be knocked prone. armor.
The velkhana can then fly up to half its flying speed.
Hail Storm (Costs 3 Actions). The velkhana forms five WEAPON MATERIAL EFFECTS
boulder-sized chunks of ice from the water in the air T.Crystal Shard
that plummet to the ground at different points within Quick Sheath. While attuned to this weapon, you can
90 feet of it. Each creature in a 5-foot-radius sphere always sheath it as a free action even if you have already
centered on each point that it chooses must make a drawn a weapon as part of your move action.
DC 20 Dexterity saving throw. A creature takes 9 (2d8)
cold damage and 9 (2d8) bludgeoning damage on a T.Velkhana Cortex
failed save, or half as much damage on a successful While attuned to this weapon you can use an action to cast
one. A creature in the area of more than one ice chunk the wall of ice (save DC 17) spell from it, but it deals only
is affected only once. 5d6 cold damage and the wall is only 5 feet high. Once
you use this property, new walls deal no damage and are
only 3 feet tall until you finish along rest.
T.Velkhana Lash
Tempered Velkhana While you are attuned to this weapon, you can use a bonus
Challenge Rating 22 Carves 4 action to speak its command word and exhale ice in a 30-
foot line that is 5 feet wide. Each creature in that line must
Carve Chance Material Slots make a DC 16 Dexterity saving throw, taking 6d6 cold
1 Elder Dragon Bone (O) damage on a failed save, or half as much damage on a
successful one.
2 Elder Dragon Blood (O)
You can use this property twice, regaining all expended
3-7 T.Crystal Shard (A,W) uses when you finish a long rest
8-11 T.Velkhana Cortex (A,W) T.Velkhana Hardclaw
Your cold spells bypass a creatures resistance to cold
12-14 T.Velkhana Lash (A,W)
damage while you are attuned to this weapon.
15-17 T.Velkhana Hardclaw (A,W) T.Velkhana Crownhorn
18-19 T.Velkhana Crownhorn (A,W) Critical Draw++. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 13 or
20 T.Velkhana Crystal (A,W) higher.
165
T.Velkhana Crystal
Coalescence+. Whenever you succeed on a saving throw
to end a condition, you gain a +2 bonus to your attack rolls T.Velkhana Divinity
and spell save DC, and your weapon or spell attacks deal an Set bonus (2): When you critically hit with a
extra 1d6 cold, fire, or lightning damage (your choice) weapon or spell that deals cold damage, you deal
until the end of your next turn. an extra 1d8 cold damage.
Set bonus (4): An aura of frost builds when your
weapon is sheathed for at least 1 minute. When
OTHER MATERIAL EFFECTS
you draw this weapon, it deals an extra 1d8 cold
Elder Dragon Blood damage for the next 4 rounds.
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.

Archtempered Velkhana rime for 1 minute and each creature in that area must
make a DC 25 Constitution saving throw, taking 35
Huge dragon (elder), unaligned
(10d6) cold damage on a failed save, or half as much
damage on a successful one.
Armor Class 19 (natural armor)
Additionally, five 1 foot thick, 10-foot-square walls
Hit Points 341 (22d12 + 198)
of ice form within the area and last for 10 minutes. If
Speed 40 ft., fly 80 ft.
the wall is formed on a creature's space, the creature
is pushed to one side of the wall and must make a DC
STR DEX CON INT WIS CHA 25 Dexterity saving throw, taking 35 (10d6) cold
damage on a failed save, or half as much damage on a
26 (+8) 14 (+2) 28 (+9) 10 (+0) 18 (+4) 22 (+6) successful one.
Each 10-foot section of the wall has 15 AC and 50
Saving Throws Str +16, Dex +10, Con+17, Wis +12, Cha hit points, and is vulnerable to fire damage. If damaged
+14 to 0 hit points, it leaves a hole filled with freezing air.
Skills Perception +12 The first time a creature moves through the air on a
Damage Resistances acid; bludgeoning, piercing, slashing turn, it makes a DC 25 Constitution save, taking 17
damage from nonmagical attacks (5d6) cold damage on a failed save or half as much
Damage Immunities cold damage on a successful one.
Senses darkvision 120 ft., passive Perception 22
Languages Draconic Bonus Actions
Challenge 27 (105,000 XP) Proficiency +8 Hoarfrost Armor (2/day). The velkhana coats its body in
ice, granting it a +2 bonus to its AC and resistance to
Legendary Resistance (4/Day). If the velkhana fails a saving bludgeoning, piercing, slashing damage for 1 minute, or
throw, it can choose to succeed instead. until it takes 60 points of damage from a single creature
on a turn.
Magic Resistance. The velkhana has advantage on saving
throws against spells and other magical effects. Legendary Actions
Rime. An area covered in rime is difficult terrain. The velkhana can take 3 legendary actions, choosing
Additionally any creature that ends its turn while from the options below. Only one legendary action
touching a frost covered area takes 10 (3d6) cold option can be used at a time and only at the end of
damage and is grappled by the frost (Escape 25). another creature's turn. The velkhana regains spent
Actions legendary actions at the start of its turn.
Bite. The velkhana makes one Bite attack.
Multiattack. The velkhana one Bite attack and three Tail
attacks. Wing Attack (costs 2 Actions). The velkhana beats its
wings, covering the ground in a 15-foot radius in rime
Bite. Melee Weapon Attack. +16 to hit, reach 15 ft., one
for 1 minute. Each creature within 15 feet of it must
target. Hit: 18 (3d6 + 8) piercing damage.
succeed on a DC 24 Dexterity saving throw or take 15
Tail. Melee Weapon Attack. +16 to hit, reach 15 ft., one (2d6+8) bludgeoning damage and be knocked prone.
target. Hit: 17 (2d8 + 8) piercing damage plus 14 (4d6) The velkhana can then fly up to half its flying speed.
cold damage.
Hail Storm (Costs 3 Actions). The velkhana forms six
Breath Weapons (Recharge 5-6). The velkhana uses one of boulder-sized chunks of ice from the water in the air that
the following breath weapons. plummet to the ground at different points within 120
Cold Breath. The velkhana exhales an icy blast in a 90- feet of it. Each creature in a 5-foot-radius sphere
foot line that is 5 feet wide. That area is covered in centered on each point that it chooses must make a DC
rime for 1 minute and each creature in that line must 22 Dexterity saving throw. A creature takes 13 (3d8)
make a DC 25 Dexterity saving throw, taking 88 cold damage and 13 (3d8) bludgeoning damage on a
(16d10) cold damage on a failed save, or half as much failed save, or half as much damage on a successful one.
damage on a successful one. A creature in the area of more than one ice chunk is
affected only once.
Hoarfrost Breath. The velkhana exhales an icy blast of
166 hoarfrost in a 60-foot cone. The area is covered in
AT.Velkhana Crystal
Archtempered Velkhana You are immune to cold damage and resistance to radiant
Challenge Rating 27 Carves 4 damage while you wear this armor.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1 Elder Dragon Bone (O) AT.Crystal Shard
2 Elder Dragon Blood (O) Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
3-7 AT.Crystal Shard (A,W) drawn a weapon as part of your move action.
8-11 AT.Velkhana Cortex (A,W) AT.Velkhana Cortex
12-14 AT.Velkhana Lash (A,W) While attuned to this weapon you can use an action to cast
the wall of ice (save DC 19) spell from it. Once you use
15-17 AT.Velkhana Hardclaw (A,W) this property, new walls deal no damage and are only 3 feet
18-19 AT.Velkhana Crownhorn (A,W) tall until you finish along rest.
AT.Velkhana Lash
20 AT.Velkhana Crystal (A,W)
While you are attuned to this weapon, you can use a bonus
action to speak its command word and exhale ice in a 30-
ARMOR MATERIAL EFFECTS foot line that is 5 feet wide. Each creature in that line must
AT.Crystal Shard make a DC 17 Dexterity saving throw, taking 7d6 cold
Flinch Free. While wearing this armor you cannot be damage on a failed save, or half as much damage on a
knocked prone, or unwillingly moved from your current successful one.
location by any means. You can use this property twice, regaining all expended
uses when you finish a long rest
AT.Velkhana Cortex
Divine Blessing+4. When you take damage you are not AT.Velkhana Hardclaw
immune or resistant to, roll a d12 and reduce the damage While you are attuned to this weapon, your cold spells deal
you take by the number rolled. You can use this property a full damage to a creature that has resistance to cold
number of times equal to your proficiency bonus. You damage and half damage to a creature that has immunity
regain all expended uses when you finish a long rest. to cold damage.
AT.Velkhana Lash AT.Velkhana Crownhorn
While you wear this armor you are resistant to cold Critical Draw++. During the first round of combat your
damage and immune to the iceblight disease. melee weapon attacks score a critical hit on a roll of 13 or
higher.
AT.Velkhana Hardclaw
When a creature that touches or hits you with a melee AT.Velkhana Crystal
weapon attack while within 5 feet of you, you can use your Coalescence+2. Whenever you succeed on a saving throw
reaction to have it make a DC 16 Constitution saving to end a condition, you gain a +3 bonus to your attack rolls
throw. On a failed save, the creature is afflicted with and spell save DC, and your weapon or spell attacks deal an
iceblight for 1 minute. A creature can repeat its saving extra 1d8 cold, fire, or lightning damage (your choice)
throw at the end of its turn, ending the effect on a success. until the end of your next turn.
You can use this property a number of times equal to 1 +
your Constitution modifier (minimum of 1), regaining all OTHER MATERIAL EFFECTS
expended uses when you finish a long rest. Elder Dragon Blood
Any rarity weapon upgrade material.
AT.Velkhana Crownhorn (Sorcerer, Warlock, and Wizard
Only) Elder Dragon Bone
This armor has two runes that it regains daily at dawn. As Any rarity armor upgrade material.
an action you can expend one of these runes to coat your
armor in magical ice, gaining 30 temporary hit points. If a
creature hits you with a melee attack while you have these
hit points, the creature takes 30 cold damage.

AT.Velkhana Divinity
Set bonus (2): When you critically hit with a
weapon or spell that deals cold damage, you deal
an extra 1d10 cold damage.
Set bonus (4): An aura of frost builds when your
weapon is sheathed for at least 1 minute. When
you draw this weapon, it deals an extra 1d10 cold
damage for the next 4 rounds.

167
Wind Serpent Ibushi
Ibushi is the male of an elder dragon species that
consists of itself and the Thunder Serpent Narwa. Similar to
Amatsu, this species has a long and leviathan-like body with short
hind legs and a long tail (though in the case of the Serpents, their
legs are more paddle or fin-like). This species also has two sets of
jaws, with the lower outer jaw and both inner jaws being split jaws.
Being the male of the species, Ibushi have several traits that sets
themselves apart from Narwa. Ibushi have spiky, light blue shells
that adorn their light blue body. On their head are several narrow
horns that point upward, with somes angled forward. The most
prominent trait, which gives the males their title, are wind sacs
which Ibushi use to float around. These wind sacs are located on
the forelegs, back, chest, and tail tips, marked by the presence of
glowing tendrils on Ibushi's body. The wind sacs are capable of
inflating to a degree and produce a special gas that Ibushi can
freely control, which is then primarily used for it's own propulsion.
Not much is known about Ibushi prior to its discovery. However,
what is known is that Ibushi wanders around in the sky in search of
its "queen", as referred to by Hinoa during their resonation. Every
fifty years, Ibushi, as well as the Thunder Serpent Narwa, will
emerge to mate with each other; in order to do so, Ibushi will
wander the land to seek out Narwa. Ibushi is also known to cause
destructive storms by sending dragon energy into the ground. This
turbulence is strong enough to uproot trees and wipe out the
landscape. This causes nearby monsters to become terrified and
flee directly into Kamura Village, and is thus the primary cause of
the Rampage.
Ibushi is said to exhibit inexplicable behaviors such as floating
upside down in the air. It
can send out orbs of dragon
energy from its tail, as well
as causing air explosions
from the wind sacs on
its arms. The
dragon energy
Ibushi releases
can cause updrafts to
appear, which are
strong enough to send a
hunter into the air. Ibushi
can also breathe a
beam of energy from
its mouth.

168
Wind Serpent Ibushi by the updraft. If the creature has a fly speed, it can use
his reaction to recover 30 feet above the ground. A
Gargantuan dragon (elder), chaotic evil
creature that doesn't have a fly speed falls prone on the
ground, taking 3 (1d6) bludgeoning damage for every 10
Armor Class 18 (natural armor) feet it travels.
Hit Points 201 (13d20 + 65)
Speed 0 ft., fly 80 ft. (hover) Boulder Smash (1/day). The ibushi curls up into a ball,
gathering five large chunks of the terrain that hover
around him. The chunks of terrain can be attacked and
STR DEX CON INT WIS CHA destroyed (AC 10; hp 30). While at least 2 chunks
remain around the ibushi, he has half-cover. As a bonus
21 (+5) 10 (+0) 20 (+5) 16 (+3) 15 (+2) 17 (+3) action, the ibushi can fling a chunk of terrain at a point
within 120 feet of it. Each creature in a 20-foot-radius
Saving Throws Dex +6, Con +11, Wis +8, Cha +9 sphere centered on that point must make a DC 19
Skills Acrobatics +6, Perception +8 Dexterity saving throw, taking 14 (4d6) bludgeoning
Damage Resistances cold, lightning, thunder; damage on a failed save, or half as much damage on a
bludgeoning, piercing, and slashing from nonmagical successful one.
attacks
Condition Immunities charmed, exhaustion, frightened, Legendary Actions
prone The ibushi can take 2 legendary actions, choosing from
Senses darkvision 120 ft., passive Perception 18 the options below. Only one legendary action option can
Languages Draconic, telepathy 1 mile (see resonance) be used at a time and only at the end of another
Challenge 19 (22,000 XP) Proficiency +6 creature's turn. The ibushi regains spent legendary
actions at the start of his turn.
Legendary Resistance (3/Day). If the ibushi fails a saving
throw, he can choose to succeed instead. Charged Dragon Cannon (1/round). The ibushi spins in a
circle while releasing a beam of energy from his mouth
Magic Resistance. The ibushi has advantage on saving in a 30-foot radius around it. Each creature in that area
throws against spells and other magical effects. must succeed on a DC 19 Dexterity saving throw, taking
Resonance. The first time an elf, wyverian, creature who 22 (4d10) necrotic damage and be afflicted with
can deal psychic damage, or has psionic abilities enters a dragonblight for 1 minute on a failed save, or half as
location 1 mile of the ibushi, it must succeed on a DC much damage and isn't afflicted with dragonblight on a
25 Intelligence or Wisdom saving throw (target's successful one. A creature can repeat its saving throw at
choice). A creature with psionic abilities makes its save the end of its turn, ending the dragonblight on a success.
with advantage. Dragon Burst (1/round). The ibushi gathers energy in one
On a successful save, the target resonates with the of his arms before unleashing a giant ball of draconic
ibushi. When the resonating creature is within 1 mile of energy at a creature within 60 feet of him. That creature
the ibushi, its eyes glow a light blue color, it can hear the must make a DC 19 Dexterity saving throw, taking 28
ibushi's thoughts. The creature can also sense the (8d6) necrotic damage, be afflicted with dragonblight for
ibushi's presence and may speak the ibushi's thoughts 1 minute, and launched 20 feet into the air on a failed
out loud when it is within 600 feet of him. On a failed save, or half as much damage, isn't afflicted with
save, the creature does not resonate with the ibushi and dragonblight, and isn't launched into the air on a
is immune to the ibushi's Resonance forever. successful one. A creature can repeat its saving throw at
Siege Monster. The ibushi deals double damage to the end of its turn, ending the dragonblight on a success.
objects and structures. Dragon's Corkscrew (1/round). The ibushi moves up to his
fly speed in a straight line while spinning. During this
Actions move he can move through the spaces of other
Multiattack. The ibushi uses his Updraft. He then makes creatures without provoking opportunity attacks. Each
two Bite attacks or one Tail attack. creature the ibushi moves through must make a DC 19
Dexterity saving throw, taking 18 (3d8 + 5) bludgeoning
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one damage and be knocked prone on a failed save, or half as
target. Hit: 15 (3d6 + 5) piercing damage. much damage and is pushed 5-feet into an unoccupied
Tail. Melee Weapon Attack. +11 to hit, reach 20 ft., one space out of the way of the ibushi's path (PC choice). A
target. Hit: 18 (3d8 + 5) bludgeoning damage plus 10 creature that has no place to move to, automatically fails
(3d6) necrotic damage. its saving throw.
Updraft. The ibushi sends his energy into the ground, Wind Burst Wave (1/round). The ibushi fires a cascade of
unleashing torrential winds at three different points wind in a 90-foot line that is 5-feet wide. Each creature
within 120 feet of him that last until the start of his next in that line must succeed on a DC 19 Dexterity saving
turn. The winds cover a 10-foot-radius, 40-foot high throw or take 28 (8d6) thunder damage on a failed save,
cylinder centered on each point. When the winds appear, or half as much damage on a successful one.
or when a creature enters the winds space for the first
time on its turn, it must succeed on a DC 19 Strength
saving throw or be launched 40 feet into the air
169
Wind Serpent Ibushi use an action to cast the haste spell from it once per day,
Challenge Rating 19 Carves 4 but can target only yourself when you do so and you gain 1
Carve Chance Material Slots level of exhaustion when the spell ends.
1 Elder Dragon Bone (O) Ibushi Windsac
While you are attuned to this weapon, your thunder spells
2 Elder Dragon Blood (O) bypass a creature's resistance.
3-7 Ibushi Carapace (A,W) Ibushi Bluespike
Wind Slash. This weapon has 10 runes that it regains daily
8-11 Ibushi Hide (A,W) at dawn. Before you make your first attack on your turn
12 Ibushi Horn (A,W) with this weapon, you can expend one or more runes to
extend its reach by 10 feet for each rune expended until
13-14 Ibushi Windsac (A,W) the end of your turn. This weapon deals thunder damage
15-16 Ibushi Bluespike (A,W) instead of its normal weapon damage when you hit a target
outside of its normal reach and the target takes an extra
17-19 Ibushi Claw (A,W) 1d6 thunder damage.
20 Wind Serpent Orb (A,W) Ibushi Claw
While you are holding your weapon, you gain +2 bonus to
spell attack rolls and you ignore half cover when making a
ARMOR MATERIAL EFFECTS spell attack.
Ibushi Carapace
Wind Serpent Orb
Flinch Free. While wearing this armor you cannot be
knocked prone, or unwillingly moved from your current Power Prolonger. Depending on which weapon this
material is placed into, it gains the following benefits:
location by any means.
Ibushi Hide Dual Blades. Demon/Archdemon Mode duration is
Evade Window. This armor has 3 runes, and it regains 1d3 increased by 30 seconds.
expended runes daily at dawn. When you fail a Dexterity Great Sword. Guard grants a +4 AC bonus for the
saving throw while wearing it, you can use your reaction to duration of the turn it is used.
expend 1 of its runes to succeed on that saving throw Hunting Horn. Melodies duration is increased by 1
instead. minute.
Insect Glaive. Kinsects Essence duration is increased by
Ibushi Horn 1 minute.
You are immune to thunder damage while you wear this Lance. Powerguard grants a +4 AC bonus for the
armor. duration of the turn it is used.
Ibushi Windsac Switch Axe. You regain one extra expended charge when
You have a flying speed of 60 feet while you wear this you hit a creature in axe mode.
armor. Tonfas. Earth Style. weapon damage die is increased to a
d10.
Ibushi Bluespike (Lance & Greatsword Only)
Your Guard AC bonus now lasts until the start of your next
turn and you cannot be knocked prone. OTHER MATERIAL EFFECTS
Ibushi Claw Elder Dragon Blood
Evade Extender (L). You have a +3 bonus to Dexterity Any rarity weapon upgrade material.
saving throws while you wear this armor. Elder Dragon Bone
Any rarity armor upgrade material.
Wind Serpent Orb
Resonance. When you attune to this armor for the first
time, choose one willing creature which you are familiar Wind Serpent Ibushi Material Bonus*
with. While attuned to this armor, you and the willing When a character has 2+ ibushi materials socketed into their
creature are linked as if by the telepathy spell. You cannot equipment, they gain each of the following the Wind Alignment
link to a new creature until the willing creature dies. The bonuses.
link is also lost if the material is removed from the armor
or trinket. Wind Alignment (2 materials). You have resistance to necrotic
damage while you wear this armor.
WEAPON MATERIAL EFFECTS
Ibushi Carapace
Wind Alignment (3 materials). You are immune to necrotic
damage while you wear this armor.
FastCharge+. When you roll for initiative, your greatsword,
longsword, charge blade, or tonfas gains 2 charges, spirit,
or phial charges.
Wind Alignment (4 materials). This armor has three lucky
points. It regains all expended points daily at dawn. When you roll
Ibushi Hide (Hammer Only) on a creature's loot table you can expend one lucky point, to reroll
Slugger. While attuned to this weapon, you can use the it and take the new roll.
Hammer's Mighty Weapon skill two additional times
between rests. *The Wind Alignment bonuses ignore the standard armor
Ibushi Horn rules
Stamina Surge+2. While attuned to this weapon, you can

170
Xeno'jiiva
Xeno'jiiva is a large dragon with an otherworldly appearance. It has like its other parts, Xeno'jiiva can breathe powerful beams that
two eyes and six orange glowing spots running up the length of its burn just about anything that comes in contact with them, including
horns. Parts of its body glow ethereal blue, making its skin appear the ground. By firing those beams out of its mouth, it is able to
crystalline and translucent. Its wings are frayed at the edge of the maintain the amount of energy inside of its body.
membrane and are grayish-blue in color. If its heat organ is left to produce large amounts of energy, and
Little is known about Xeno'jiiva since it is an entirely new the build-up of it reaches a certain level, an explosion of energy
species of Elder Dragon unknown to the Guild. The Third Fleet will engulf Xeno'jiiva's body. In this state, portions of Xeno'jiiva's
Master proposes that Xeno'jiiva might be a creature that needs to body are covered in blue flames, and its strength, as well as the
consume the energies of other lifeforms to grow. Although she amount of energy it uses, is increased. Xeno'jiiva becomes unstable
admits that it might've been a coincidence that Xeno'jiiva wounded when it builds up too much energy inside of its body, affecting its
up thriving in the Elder's Recess, she doesn't believe in mass, so it needs to release as much as possible. Xeno'jiiva is
coincidence. known to become exhausted for a long period of time after
It is unknown whether Xeno'jiiva is the cause of the Elder releasing so much energy.
Crossing, or if the New World was already a graveyard for dragons Although Xeno'jiiva is already an adult, it's believed that it'll
and Xeno'jiiva was merely exploiting the resident energies of the further change as it grows. Scholars in the commission theorize
land. Either way, it incubated in the bioenergy and craved more, that Xeno'jiiva will lose its transparent skin as it further grows and
using some sort of pheromone to draw more Elders across the sea. that it'll be able to generate energy infinitely in its body via its heat
From its wings being folded up tightly in its cocoon, they aren't organ, meaning it won't ever need to feed on other creatures for
yet fully functional, meaning Xeno'jiiva can't immediately fly upon subsistence. They also think that Xeno'jiiva could learn to maintain
emergence. Once energy has flowed into its wings, it's capable of a high energy state permanently over time. Since much about
flight. It has five fingers on its hands and four toes on its feet, both Xeno'jiiva is still a mystery, it's up in the air whether it could
ending in razor-sharp claws. It uses its hands to attack enemies, become stronger in the future or not.
cleaving flesh right off the bone, while it can stand upright for short Xeno'jiiva can attract other Elder Dragons to its location with its
periods by using its rear legs. Xeno'jiiva is often called the "Dark immense energy pulses or special pheromones, causing the Elder
Light Dragon" from a red glowing organ inside of its chest. This Crossing to happen every ten years instead of every hundred. This
heat organ distributes large amounts of energy to Xeno'jiiva's arms, also causes the geography of an area, the New World, in this case,
tail, and head to amplify its strength. By concentrating its energy in to change constantly from all the natural phenomena, which is
those parts of its body, Xeno'jiiva can release mounds of it all at caused by other Elder Dragons, going off at once. From it feeding
once when it attacks. Its energy is most concentrated in its head. on the bioenergy of dead Elder Dragons for decades, it has gained
Instead of destructive explosions enough power to be considered the Emperor of Elder Dragons and
could bring mass destruction to whole ecosystems if one was ever
allowed to leave its nest.
Xeno'jiiva is immediately hostile the moment it emerges from its
cocoon, making it dangerous to other species. Although it had just
awakened, its powers are already considered to be great compared
to most Elder Dragons, but it can't control all of its energy. It's
believed that if Xeno'jiiva was left alone to master its powers it
would've been a greater threat.

171
Xeno'jiiva must succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Gargantuan dragon (elder), unaligned
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
Armor Class 18 (natural armor) throw is successful or the effect ends for it, the creature
Hit Points 425 (23d20 + 184) is immune to the xeno'jiiva's Frightful Presence for the
Speed 40 ft., fly 80 ft. next 24 hours.
Swallow. The xeno'jiiva makes one bite attack against a
STR DEX CON INT WIS CHA Large or smaller creature it is grappling. If the attack hits,
the target takes the bite damage, the target is swallowed,
24 (+7) 10 (+0) 27 (+8) 3 (-4) 20 (+5) 14 (+2) and the grapple ends. While swallowed, the creature is
blinded and restrained, it has total cover against attacks
Saving Throws Int +4, Wis +13, Cha +10 and other effects outside the xeno'jiiva, and it takes 38
Skills Perception +13 (11d6) acid damage at the start of each of the
Damage Resistances acid, cold, lightning, thunder; xeno'jiiva's turns. If the xeno'jiiva takes 50 damage or
bludgeoning, piercing, and slashing damage from more on a single turn from a creature inside it, the
nonmagical attacks xeno'jiiva must succeed on a DC 20 Constitution saving
Condition Immunities charmed, frightened, paralyzed, throw at the end of that turn or regurgitate all swallowed
poisoned creatures, which fall prone in a space within 10 feet of
Senses truesight 120 ft., passive Perception 23 the xeno'jiiva. If the xeno'jiiva dies, a swallowed creature
Languages — is no longer restrained by it and can escape from the
Challenge 25 (75,000 XP) Proficiency +8 corpse by using 30 feet of movement, exiting prone.
Fire breath (Recharge 5-6). The xeno'jiiva exhales a beam
Legendary Resistance (3/Day). If the xeno'jiiva fails a of blue fire in a 120-foot line that is 10-feet wide. Each
saving throw, it can choose to succeed instead. creature in that line must make a DC 24 Dexterity saving
Magic Resistance. The xeno'jiiva has advantage on saving throw, taking 77 (14d10) fire damage on a failed save, or
throws against spells and other magical effects. half as much damage on a successful one.

Actions Legendary Actions


Multiattack. The xeno'jiiva can use its frightful presence. The xeno'jiiva can take 3 legendary actions, choosing
It then makes three Bite attacks and two Claw attacks. Or from the options below. Only one legendary action
it makes three Blue Flame attacks. option can be used at a time and only at the end of
another creature's turn. The xeno'jiiva regains spent
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one legendary actions at the start of its turn.
target. Hit: 25 (4d8 + 7) piercing damage. If the target is
a creature, it is grappled (escape DC 17). Until this Detect. The xeno'jiiva makes a Wisdom (Perception)
grapple ends, the target is restrained, and the xeno'jiiva check.
can't bite another target. Tail Attack. The xeno'jiiva makes a Tail attack.
Blue Flames. Ranged Weapon Attack. +8 to hit, range Chomp (Costs 2 Actions). The xeno'jiiva makes one bite
80/320 ft., one target. Hit: 36 (8d8) fire damage. attack or uses its Swallow.
Claw. Melee Weapon Attack. +15 to hit, reach 5 ft., one Wing Attack (Costs 2 Actions). The xeno'jiiva beats its
target. Hit: 17 (3d6 + 7) slashing damage. wings. Each creature within 15 feet of the xeno'jiiva
Tail. Melee Weapon Attack. +15 to hit, reach 15 ft., one must succeed on a DC 23 Dexterity saving throw or take
target. Hit: 29 (4d10 + 7) bludgeoning damage. 25 (4d8 + 7) bludgeoning damage and be knocked
prone. The xeno'jiiva can then fly up to half its flying
Frightful Presence. Each creature of the xeno'jiiva choice speed.
that is within 120 feet of the xeno'jiiva and aware of it

172
Xeno'jiiva Soulscale
Xeno'jiiva Partbreaker +4. You deal an extra 1d12 damage when you
Challenge Rating 25 critically hit with this weapon.
Carves 8
Xeno'jiiva Claw
Carve Chance Material Slots Your weapon deals an extra 1d10 force damage.
1-2 Elder Dragon Bone (O) Xeno'jiiva Horn
This weapon has 3 runes. As an action, you can speak the
3-4 Elder Dragon Blood (O) weapons's command word and expend 1 rune. For the
5-8 Xeno'jiiva Shell (A,W) next 10 minutes, you have truesight out to 120 feet.
9-11 Xeno'jiiva Soulscale (A,W) The weapon regains 1d3 expended runes daily at dawn.

12-13 Xeno'jiiva Claw (A,W) Xeno'jiiva Wing


Elderseal. When you hit a creature that has a Recharge
14-15 Xeno'jiiva Horn (A,W) ability, it has disadvantage on all recharge rolls until the
16-17 Xeno'jiiva Wing (A,W) start of your next turn.
Xeno'jiiva Veil
18-19 Xeno'jiiva Veil (A,W)
Power Prolonger. Depending on which weapon this
20 Xeno'jiiva Gem (A,W) material is placed into, it gains the following benefits:
Dual Blades. Demon/Archdemon Mode duration is
ARMOR MATERIAL EFFECTS increased by 30 seconds.
Xeno'jiiva Shell Great Sword. Guard grants a +4 AC bonus for the
duration of the turn it is used.
Flinch Free. While wearing this armor you cannot be
knocked prone, or unwillingly moved from your current Hunting Horn. Melodies duration is increased by 1
location by any means. minute.
Insect Glaive. Kinsects Essence duration is increased by
Xeno'jiiva Soulscale 1 minute.
Your Constitution score is 19 while you wear this armor. It Lance. Powerguard grants a +4 AC bonus for the
has no effect on you if your Constitution is already 19 or duration of the turn it is used.
higher. Switch Axe. You regain one extra expended charge when
you hit a creature in axe mode.
Xeno'jiiva Claw Tonfas. Earth Style. weapon damage die is increased to a
Archaeologist+. When you successfully gather a bone d10.
resource, you gather an extra 1d4 more.
Xeno'jiiva Gem
Xeno'jiiva Horn Xeno'jiiva Divinity. This material cannot be placed in a
While wearing this armor you have advantage on saving trinket. When placed in a specific weapon it gains one of
throws against spells and other magical effects. the following benefits:
Xeno'jiiva Wing
(Melee Weapon except the Magus Staff) When you expend
You have a flying speed of 60 feet while you wear this
a rune for a weapon material effect, there is a 50 % chance
armor.
to not expend the rune.
Xeno'jiiva Veil
(Range Weapon) Attacks with a bow or bowgun has a 50%
While you're wearing this armor, you can speak its
chance to not expend coatings or ammo.
command word as an action to gain the effect of the
etherealness spell, which lasts for 10 minutes or until you (Magus Staff ) When you cast a 6th-level or lower spell
remove the armor or use an action to speak the command there is a 10% chance the spell slot is not used.
word again. This property of the armor can't be used again
until the next dawn. OTHER MATERIAL EFFECTS
Xeno'jiiva Gem Elder Dragon Blood
You have resistance to cold, fire, and lightning damage Any rarity weapon upgrade material.
while you wear this armor. Elder Dragon Bone
Any rarity armor upgrade material.
WEAPON MATERIAL EFFECTS
Xeno'jiiva Shell (Bow Only)
Special Ammo Boost +2. Your coating now coats up to 30
arrows and your dragonpiercer deals an extra 3d6 piercing
damage.

173
Yama Tsukami
Yama Tsukami is an unusual Elder Dragon with an octopus-like These tentacles are light yet very slimy It could use these to snare
body. It is covered in moss, algae, and other plant life, and boasts a prey, uproot plants, or anchor itself to landmasses or trees. At the
set of four thick tentacles. In addition, it possesses two large end of these tentacles, there seem to be claws. It also uses them like
whiskers and an oddly human-like set of teeth and gums. It whips when defending itself, crushing anything that tries to
produces gas within its body in order to keep itself afloat. challenge it.
Yama Tsukami are constantly traveling through different areas in Yama Tsukami also has a pair of large whiskers, which it uses as
order to find suitable fertile land for them to feed on, even traveling tentacles as well. Yama Tsukami has the parasitic Dragonwood and
over vast seas. Yama Tsukami is a dangerous monster that can the mysterious Dragonmoss growing from its back along with trees
potentially swallow a whole village or town. However it is believed and many different plants. The exact cause of this is its feeding on
that the winds in environments can send Yama Tsukami forest and on lakes along with its blood which is the nutrients for
unintentionally into some areas so it might not intentionally be many different species of plants. Due to this, Yama Tsukami have
heading to attack towns. Though, most heavily forested areas are become a "special" environment for some living things such as the
most at risk of getting eaten by a Yama Tsukami. Strangely around Great Thunderbug. Sometimes as it eats whole forests and lakes,
parts of a Great Forest, Yama Tsukami of different colors and sizes Yama Tsukami will also suck up or eat Great Thunderbugs that are
have been seen. It's theorized that they are either adults and caught in its mouth. From the Yama Tsukami being a "special"
juveniles, subspecies, or just environmental conditions. Most environment for them, they become quite different from the normal
believe that it is due to environmental conditions that there are Great Thunderbugs and develop differently compared to them.
many different Yama Tsukami. They even seem to develop a bond with Yama Tsukami and will
Yama Tsukami's most notable adoption is its ability to float with defend it from any potential threats. Yama Tsukami have incredibly
no obvious method of propulsion. From the large amounts of dirt long lifespans numbering in the thousands of years.
and rotting flesh that a Yama Tsukami has swallowed, it all
produces a gas inside its body that allows it to float in the air

Yama Tsukami
without wings. It is able to control the amount of gas it uses and
able to use it as a rudder as it floats in the air.
It can even use the gas as a weapon and as a defensive shield. Gargantuan monstrosity (Elder), unaligned
Despite being able to control it, Yama Tsukami can be knocked out
of the air and even by crashing into the ground randomly. The Armor Class 17 (natural armor)
creature has four large tentacles that may serve as multipurpose Hit Points 264 (16d20+96)
appendages. Speed 10 ft., fly 60ft. (hover)

STR DEX CON INT WIS CHA


27 (+8) 10 (+0) 23 (+6) 15 (+2) 16 (+3) 10 (+0)

Saving Throws Str +14, Dex +6, Con, +12, Wis +9


Damage Resistances acid, cold, fire, thunder
Condition Immunities charmed, frightened, paralysis,
prone
Senses truesight 120 Ft., passive Perception 13
Languages Primordial but can't speak, telepathy 120 ft.
Challenge 18 (10,000 XP) Proficiency +6

Freedom of Movement. The yama tsukami ignores


difficult terrain, and magical effects can't reduce its
speed or cause it to be Restrained. It can spend 5 feet
of Movement to escape from nonmagical restraints or
being Grappled.
Siege Monster. The yama tsukami deals double damage
to Objects and structures.
Actions
Multiattack. The yama tsukami makes three Tentacle
attacks, each of which it can replace with one use of
Fling.
Bite. Melee Weapon Attack. +14 to hit, reach 5 ft., one
target. Hit: 21 (3d8 + 8) piercing damage. If the target
is a Large or smaller creature grappled by the yama
tsukami, that creature is swallowed, and the grapple
ends. While swallowed, the creature is blinded and
restrained, it has total cover against attacks and other

174
effects outside the yama tsukami, and it takes 42 Yama Tsukami
(12d6) acid damage at the start of each of the yama Challenge Rating 18 Carves 6
tsukami's turns. If the yama tsukami takes 40 damage
or more on a single turn from a creature inside it, the Carve Chance Material Slots
yama tsukami must succeed on a DC 20 Constitution
1-2 Elder Dragon Blood (O)
saving throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space within 3-4 Tsukami Fluid (A,W)
10 feet of the yama tsukami. If the yama tsukami dies,
5-9 Tsukami Hide (A,W)
a swallowed creature is no longer Restrained by it and
can escape from the corpse using 15 feet of 10-14 Dragonwood (A,O)
Movement, exiting prone.
15-16 Dragonmoss (A,W)
Tentacle. Melee Weapon Attack. +14 to hit, reach 20ft.,
one target. Hit: 18 (3d6 + 8) bludgeoning damage, and 17-20 Tsukami Fillet (A,W)
the target is grappled (escape DC 18). Until this
grapple ends, the target is Restrained. The yama
tsukami has six tentacles, each of which can grapple ARMOR MATERIAL EFFECTS
one target. Tsukami Fluid
You have advantage on saving throws against paralysis
Fling. One Large or smaller object held or creature while you wear this armor.
Grappled by the yama tsukami is thrown up to 60 feet
in a random direction and knocked prone. If a thrown Tsukami Hide
target strikes a solid surface, the target takes 3 (1d6) Speed Eating. While you are attuned to this armor, you can
bludgeoning damage for every 10 feet it was thrown. If use any consumable, such as a potion or food, as a bonus
the target is thrown at another creature, that creature action; so long as you are the one consuming it.
must succeed on a DC 22 Dexterity saving throw or
Dragonwood
take the same damage and be knocked prone.
Forager+. When you harvest mushrooms, you harvest an
Fire Plume (Recharge 5-6). The yama tsukami releases a extra 1d4 more.
plume of fire from its underside in a 30-foot radius
around it. Each creature in that area must make a DC Dragonmoss
20 Dexterity saving throw, taking 28 (8d6) fire damage While attuned to this armor, your Strength score changes
on a failed save or half as much damage on a to 25. If your Strength is already equal to or greater than
successful one. 25, the material has no effect on you.
Summon Great Thunderbugs (Recharge 6). The yama Tsukami Fillet
tsukami releases 5 (1d10) great thunderbugs from its All Resist. You have resistances to fire, cold, and lightning
mouth that occupy a space within 20 feet of the yama damage while you wear this armor.
tsukami.
When a great thunderbug summoned by the yama WEAPON MATERIAL EFFECTS
tsukami dies, it explodes in a burst of lightning. Each Tsukami Fluid
creature within 10 feet of it must make a DC 13 Load Up+. While attuned to this weapon, you increase the
Dexterity saving throw, taking 7 (2d6) lightning maximum capacity for all your ammo by 2.
damage on a failed save, or half as much damage on a
successful one. Tsukami Hide
While you are attuned to this weapon, you can make one
Legendary Actions attack with it as a bonus action on each of your turns.
The yama tsukami can take 3 legendary actions, Dragonmoss
choosing from the options below. Only one legendary Mind's Eye. Your attacks with this weapon bypass the
action option can be used at a time and only at the end damage resistances of any creature.
of another creature's turn. The yama tsukami regains Tsukami Fillet (Bow Only)
spent legendary actions at the start of its turn. Paralysis Coating Up. When a creature must succeed on a
Summon Great Thunderbugs or Fire Plume. The yama saving throw after being hit by an arrow coated with the
tsukami uses its Summon Great Thunderbugs or Fire paralysis coating, or when it repeats its saving throw in an
Plume. attempt to end the effect, it does so at disadvantage.
Tentacle Attack or Fling. The yama tsukami makes a
tentacle Attack or uses its Fling. OTHER MATERIAL EFFECTS
Elder Dragon Blood
Whirlwind (Costs 2 Actions). The yama tsukami extends Any rarity weapon upgrade material.
out all of its tentacles and spins in circles. Each
creature within a 20 foot radius of the yama tsukami Dragonwood
must succeed on a DC 22 Dexterity saving throw, Any rarity armor or weapon upgrade material.
taking 22 (4d10) bludgeoning damage and are
knocked prone on a failed save.

175
Fanged Beasts
Once known as Pelagus, Fanged Beasts are mammalian creatures with no wings. They are often much faster than other larger threats, but not
all of them are aggressive. Many of these beasts will ignore adventurers unless they make themselves known or startle the beast. While other
Fanged Beasts attack on site, using the environment and speed to their advantage.
Fanged Beasts exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous, while others subsist on insects. Most of
them have unique attributes for survival, such as powerful forelimbs or large tusks, and are well evolved for the environment they live in.
Others form packs, with the strongest of them as the Alpha.

Arzuros
Arzuros is noted for its turquoise colored fur and ursine body
structure. It has a ridge of erect hair aligned with its nose. Its back
Arzuros
Large beast (fanged), unaligned
is made of a tough hide, somewhat characteristic of a carapace.
Hair runs from its cheeks, connecting to its back, where it forms a
trim along the sides of the back. The claws of an Arzuros have Armor Class 14 (natural armor)
elongated, red nails. Each claw has a tough brace encasing and Hit Points 90 (12d10 + 24)
protecting the wrist and forearm. Arzuros has large, bulky legs Speed 35 ft., climb 30 ft.
connected to much smaller feet and a short, wide tail.
Arzuros is armed with two vicious claws which it uses for most STR DEX CON INT WIS CHA
of its attacks. It can use its large body and surprising agility for
charge attacks and pinning down prey. 18 (+4) 12 (+1) 14 (+2) 8 (-1) 8 (-1) 8 (-1)
Arzuros are omnivorous creatures that enjoy feasting on fish and
honey. When eating honey, Arzuros pays little to no attention to its Damage Resistances acid
surroundings. When threatened by other large monsters, Arzuros Damage Immunities necrotic
will try to use its size and claws to frighten the monster, or will use Senses passive Perception 9
its agility to escape. Arzuros often hangs its tongue out of its Languages —
mouth. Challenge 4 (1,100 XP) Proficiency +2

Young Arzuros Keen Smell. The arzuros has advantage on Wisdom


(Perception) checks that rely on smell.
Female arzuros give birth to 1-6 black furred arzuros cubs at a
time. The cubs grow very quickly, evident by their fur changing to Actions
blue and yellow, and arm braces hardening. They weigh about 80
pounds by the time they are one year old. Arzuros between the ages Multiattack. The arzuros makes one Bite attack, one
of one and two are known as young arzuros. Body Slam attack, and one Claw attack.
Arzuros cubs and young arzuros stay with their mothers until Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
about one and a half years. During that time, their mother defends target. Hit: 13 (2d8 + 4) piercing damage.
them, warms them, and nurses them. Foraging mothers come
immediately when their cubs cry. Once the two years pass they
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
leave in search of their own territory to live in.
target. Hit: 11 (2d6 + 4) slashing damage.
Body Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Bonus Actions
Aggressive. The arzuros moves up to its speed toward a
hostile creature that it can see.

176
Arzuros
Challenge Rating 4 Carves/Capture 3 Arzuros Cub
Carve Chance Capture Chance Material Slots Small beast (fanged), unaligned
1-6 1-5 Honey x2 (O)
Armor Class 11 (natural armor)
7-14 6-7 Arzuros Pelt (A,W) Hit Points 9 (2d6 + 2)
Speed 30 ft., climb 20 ft.
15-17 8-13 Arzuros Shell (A)
18 14-17 Azure Jumbo Bone (A,W,O)
STR DEX CON INT WIS CHA
19-20 18-20 Arzuros Brace (A,W)
14 (+2) 10 (+0) 12 (+1) 2 (-4) 8 (-1) 7 (-2)

ARMOR MATERIAL EFFECTS Damage Resistances necrotic


Arzuros Pelt Senses passive Perception 9
Botanist. When you successfully gather a plant resource, Languages —
you instead gather 2. Challenge 1/8 (25 XP) Proficiency +2
Arzuros Shell
You have a +1 bonus to Athletics checks while you wear Keen Smell. The arzuros has advantage on Wisdom
this armor. (Perception) checks that rely on smell.

Azure Jumbo Bone Actions


Archaeologist. When you successfully gather a bone
resource, you instead gather 2. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Arzuros Brace
While you are wearing this armor, you can use your Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
reaction or bonus action to gain resistance to bludgeoning target. Hit: 4 (1d4 + 2) slashing damage.
damage until the end of your next turn. Once you use this
property, you cannot use it again until you finish a long
rest.
Arzuros Cub
WEAPON MATERIAL EFFECTS
Challenge Rating 1/8 Carves 1
Arzuros Pelt
While you are attuned to this weapon, you can use this Carve Chance Material Slots
weapon as your spellcasting focus.
1-10 Honey (O)
Azure Jumbo Bone
Your bludgeoning weapon deals an extra 2 bludgeoning 11-19 Arzuros Cub Shell (A)
damage. 20 Arzuros Cub Pelt (A,O)
Arzuros Brace
You are proficient in unarmed strikes while you are attuned
to this weapon. Additionally, your unarmed strikes deal ARMOR MATERIAL EFFECTS
slashing damage instead of bludgeoning damage and you Arzuros Cub Shell
You have a +1 bonus to Investigation checks while you
can use a d6 in place of the normal weapon damage dice
with unarmed strikes. wear this armor.
Arzuros Cub Pelt
OTHER MATERIAL EFFECTS Botanist. When you successfully gather a plant resource,
Honey you instead gather 2.
Item found in (AGtMH p.74)
Azure Jumbo Bone OTHER MATERIAL EFFECTS
Arzuros Cub Pelt
Uncommon armor upgrade material.
When this material is placed into a trinket, that trinket
becomes a magical 8oz jar that fills with honey once every
7 days.
Honey
Young Arzuros Item found in (AGtMH p.74)
For a young arzuros use the Brown Bear stat block
(Monster Manual p.319), but its Wisdom ability
score is 8. Use the arzuros cub for its loot table.

177
Bloodsoaked Arzuros Actions
Large beast (fanged), unaligned Multiattack. The arzuros makes one Bite attack, one Body
Slam attack, and one Claw attack.
Armor Class 14 (natural armor)
Hit Points 150 (20d10 + 40) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Speed 35 ft. target. Hit: 13 (2d8 + 4) piercing damage plus 5 (2d4)
necrotic damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 11 (2d6 + 4) slashing damage.
18 (+4) 12 (+1) 14 (+2) 8 (-1) 8 (-1) 8 (-1) Body Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Saving Throws Con +6, Wis +3
Skills Athletics +8, Perception +3 Bonus Actions
Senses passive Perception 13 Aggressive. The arzuros moves up to its speed toward a
Languages — hostile creature that it can see.
Challenge 11 (7,200 XP) Proficiency +4
Legendary Actions
Blood Armor. Whenever the arzuros deals damage to a The arzuros can take 3 legendary actions, choosing from
creature that isn't an undead or a construct, it gains a +2 the options below. Only one legendary action option can
bonus to its AC until the end of its next turn. be used at a time and only at the end of another
Blood Frenzy. The arzuros has advantage on melee attack creature's turn. The arzuros regains spent legendary
rolls against any creature that doesn't have all its hit actions at the start of its turn.
points. Claw. The arzuros makes one Claw attack.
Keen Smell. The arzuros has advantage on Wisdom Move. The arzuros moves up to its speed without
(Perception) checks that rely on smell. provoking opportunity attacks.
Seeing Red. The arzuros has resistance to bludgeoning, Roar (Costs 2 Actions). The arzuros roars at the top of its
piercing, and slashing damage when it can see a creature lungs. Each creature within 10 feet of the arzuros must
that doesn't have all its hit points, isn't an undead or a succeed on a DC 14 Constitution saving throw or be
construct, and is still conscious. pushed 5 feet away from the arzuros and knocked prone.
If the saving throw fails by 5 or more, the target is also
incapacitated until the end of its next turn.

minute. Once you use this property, you cannot use it


Bloodsoaked Arzuros again until you finish a long rest.
Challenge Rating 11 Carves/Capture 3
Carve Capture WEAPON MATERIAL EFFECTS
Chance Chance Material Slots Bloodsoaked Pelt
While you are attuned to this weapon, you can use this
1-6 1-5 Blood Honey x2 (O) weapon as your spellcasting focus.
7-14 6-7 Bloodsoaked Pelt (A,W) Bloodsoaked Jumbo Bone
15-17 8-13 Bloodsoaked Shell (A) Your bludgeoning weapon deals an extra 1d6 necrotic
damage.
18 14-17 Bloodsoaked Jumbo Bone (W,O) Bloodsoaked Allbrace
19-20 18-20 Bloodsoaked Allbrace (A,W) You are proficient in unarmed strikes while you are attuned
to this weapon. Additionally, your unarmed strikes deal
slashing damage instead of bludgeoning damage and you
ARMOR MATERIAL EFFECTS can use a d8 in place of the normal weapon damage dice
Bloodsoaked Pelt with unarmed strikes.
Honey Hunter+. When you use an herbalist kit to gather
plants, you gather 1 honey with it. The honey has a 50% OTHER MATERIAL EFFECTS
chance to be blood honey. Blood Honey
Bloodsoaked Shell You can add this to a potion, increasing the amount it
While wearing this armor, you have advantage on Wisdom heals by 2d4 and curing one disease afflicting the drinker.
(Perception) checks that rely on smell. (Alchemy DC 12) You cannot add more than one blood
honey to a potion.
Bloodsoaked Allbrace
While you are wearing this armor, you can use your action Bloodsoaked Jumbo Bone
to gain resistance to bludgeoning damage for 1 Very rare armor or weapon upgrade material.
178
Bishaten
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
The bishaten is a fanged beast with an odd body shape. Its body is
target. Hit: 13 (2d8 + 4) bludgeoning damage.
covered mainly in cream-colored fur, while its arms and legs are
covered in blue fur. Similar to the kecha wacha, bishaten has Fruit Toss (Recharge 5-6). The bishaten throws 3 (1d6)
patagia on its arms, supported by a single wing finger and covered of the following fruits at random (reroll duplicates) at
by cyan-colored feathers, effectively forming wings that it can different hostile targets within range (repeating targets
glide around with. The most peculiar feature of bishaten is its "fifth if no other targets are available).
limb". The bishaten has a very strong tail that can support its own 1. Blue Fruit Ranged Weapon Attack: +8 to hit, range
weight, similar to great maccao and somnacanth. Its tail also ends 30/120 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
in a hand. On the belly is a pouch that the bishaten uses to store damage and the target is restrained in place by sticky
large amounts of fruits of various kinds. blue goo. As an action, the restrained target can
The bishaten is omnivorous, but it has a preference for fruits. It make a DC 15 Strength check, bursting the blue goo
tends to keep large amounts of various fruits within its belly pouch on a success. The blue goo can also be attacked and
to eat or throw as a means to attack its adversaries. The bishaten is destroyed (AC 10; hp 5).
a very curious monster, and often enjoys playing pranks and tricks 2. Green Fruit Ranged Weapon Attack: +7 to hit,
on people or prey alike. Bishaten is incredibly acrobatic, capable of range 30/120 ft., one target. Hit: 7 (1d6 + 4)
performing several moves involving spinning its whole body. It is
bludgeoning damage and the target must succeed
capable of standing on its tail for a very long time and uses its tail
on a DC 15 Constitution saving throw or be
paralyzed until the end of its next turn.
to attack or throw a fruit at its enemies.
3. Orange Fruit Ranged Weapon Attack: +7 to hit,
range 30/120 ft., one target. Hit: 7 (1d6 + 4)
bludgeoning damage and the target regains 7 (2d4 +

Bishaten 2) hit points.


4. Purple Fruit Ranged Weapon Attack: +7 to hit,
Large beast (fanged), unaligned range 30/120 ft., one target. Hit: 7 (1d6 + 4)
bludgeoning damage and the target must succeed
Armor Class 15 (natural armor) on a DC 15 Constitution saving throw or be
Hit Points 123 (13d10 + 52) poisoned for 1 minute. A poisoned creature can
Speed 40 ft. repeat the saving throw at the end of each of its
turns, ending the poison on itself on a success.
5. Red Fruit Ranged Weapon Attack: +7 to hit, range
STR DEX CON INT WIS CHA 30/120 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
19 (+4) 14 (+2) 18 (+4) 7 (-2) 14 (+2) 7 (-2) damage and the target must succeed on a DC 15
Constitution saving throw or be incapacitated until
the end of its next turn.
Saving Throws Dex +5, Con +7 6. Yellow Fruit The bishaten throws a flashing yellow
Skills Acrobatics +5, Perception +5 fruit at the target creature within 120 feet of it
Damage Immunities necrotic, poison before it explodes in a blinding flash. The target and
Senses passive Perception 15 each creature within 10 feet of it must succeed on a
Languages — DC 15 Constitution saving throw or be blinded for 1
Challenge 7 (2,900 XP) Proficiency +3 minute. A blinded creature can repeat the saving
throw at the end of each of its turns, ending the
Belly Pouch. The bishaten has a large pouch that blindness on itself on a success.
contains 20 random types of fruit. It can collect new
fruit to replace any missing fruit when it finishes a long Legendary Actions
rest.
The bishaten can take 3 legendary actions, choosing
When the bishaten is knocked prone, it must
from the options below. Only one legendary action
succeed on a DC 12 Dexterity saving throw or have 2
option can be used at a time and only at the end of
(1d4) fruits fall out of its pouch and land in a random
another creature's turn. The bishaten regains spent
space within 10 feet of it. A creature can pick up this
legendary actions at the start of its turn.
fruit and eat it or throw it (using the same range,
damage, and effect as the bishaten's fruit throw) as an Attack. The bishaten makes one Claw attack.
improvised weapon. Eat Fruit (Costs 2 Actions). The bishaten eats an orange
Glide. When the bishaten falls and isn't incapacitated, it fruit, regaining 7 (2d4 + 2) hit points.
can subtract up to 100 feet from the fall when Corkscrew (Costs 3 Actions). The bishaten moves up to
calculating falling damage, and it can move up to 2 feet its speed in a straight line, While doing so, it can enter
horizontally for every 1 foot it descends. Large or smaller creatures' spaces without provoking
opportunity attacks. The first time the bishaten enters
Actions a creature's space, the creature must make a DC 14
Multiattack. The bishaten makes three Tail attacks. Dexterity saving throw or take 11 (2d6 + 4)
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one bludgeoning damage and is knocked prone, or half as
target. Hit: 7 (1d6 + 4) slashing damage. much damage on and can choose to be pushed 5 feet
to the side of the bishaten on a successful one.

179
Bishaten
Challenge Rating 7 Carves/Capture 3
Carve Chance Capture Chance Material Slots
1 1 Random Fruit (O)
2-5 2-5 Bishaten Fur (A,W)
6-10 6-11 Bishaten Feather (A,W)
11-14 12-15 Bishaten Talon (A,W)
15-16 16-17 Brute Bone (W,O)
17-19 18 Bishaten Tailcase (A,W)
20 19-20 Bishaten Horn (A,W)

ARMOR MATERIAL EFFECTS


Bishaten Fur
You have a +2 bonus to Sleight of Hand checks while you
wear this armor.
Bishaten Feather
Whenever you must succeed on a saving throw or be
stunned, you do so with a +2 bonus.
Bishaten Talon
Item Prolonger. Whenever you use a consumable item that
has a duration, its duration is increased by an additional 6
seconds.
Bishaten Tailcase
While wearing this armor, you grow a monkey-like tail with
a fist at the end of it. You can use the tail to hold an object,
or stow or retrieve an item from your bags. The tail can't
attack, activate magic items, or carry more than 10
pounds.
Bishaten Horn
Wide-Range. When you eat or drink an Uncommon or
lower consumable item (except potions of resistance),
each creature within 10 feet of you also gain its effect.

WEAPON MATERIAL EFFECTS


Bishaten Fur
Abnormal Status Atk up (S). Whenever you inflict a
condition on a creature or object that has a duration of 1
minute or longer, the maximum duration of the condition
is increased by 6 seconds. Bishaten Horn
When you make a weapon attack with this weapon, and roll
Bishaten Feather a 20 for the attack roll a random fruit magically appears in
When you hit a creature with this weapon, it must succeed an empty space within 10 feet of you. Consult the random
on a DC 10 Constitution saving throw or be poisoned until fruit material to determine which colored fruit appears.
the end of its next turn.
Bishaten Talon (Druid & Ranger Only) OTHER MATERIAL EFFECTS
You know the goodberry spell while you are attuned to this Brute Bone
weapon, but the berries are random colors and are the size Rare armor upgrade material.
of your hand. If you already know the goodberry spell, then
a creature can eat 5 berries to neutralize the poison Random Fruit
afflicting it. If more than one poison afflicts the creature, it You obtain one of three random fruits. Roll a 1d3. On a 1,
neutralizes one at random. Purple Fruit. On a 2, Yellow Fruit. On a 3, Orange Fruit. The
fruit can be eaten or thrown. Consult the bishaten's fruit
Brute Bone throw for damage, range, and/or any additional effects the
Your weapon deals an extra 1d4 bludgeoning damage. fruit may cause. If eaten, the orange fruit heals for 2d4+2
Bishaten Tailcase (Ranged Weapon Only) hit points; the purple fruit poisons the creature for 1
Ammo Saver. When you roll a 17-20 on a range attack roll minute if it fails a DC 15 Constitution saving throw, and
die, it does not consume the ammo or arrow. the yellow fruit tastes bitter, but causes no other effects.

180
Blood Orange Bishaten
Fire Breath (Recharge 5-6). The bishaten exhales fire in a
Blood orange bishaten is similar in appearance to a standard
60-foot line that is 5 feet wide. Each creature in that
bishaten; however, the primary colors of its feathers are orange and
line must make a DC 16 Dexterity saving throw, taking
black instead of the standard bishaten's blue and white. The tips of
45 (13d6) fire damage on a failed save, or half as much
its wings are yellow, and various parts of its body (namely its face,
damage on a successful one.
legs, and tail) are white.
The main difference between blood orange bishaten and the Bonus Action
normal bishaten is the blood orange bishaten's ability to breathe
fire. Another key difference is that instead of throwing Grasp (Recharge 6). The bishaten grabs a pinecone with
persimmons, blood orange bishaten throws highly explosive its tail and holds onto it until it makes an attack with its
pinecones in which it can ignite with its fire breath or through tail.
impact force. They are able to masterfully spin these pinecones Legendary Actions
around itself like a top, or be stuck to the ground like mines that
can be later set off. The bishaten can take 3 legendary actions, choosing
Blood orange bishaten is an aggressive monster that retains the
from the options below. Only one legendary action
option can be used at a time and only at the end of
cleverness of the normal bishaten. If provoked, it retaliates back
another creature's turn. The bishaten regains spent
with fire moves. It is even willing to attack other bishaten and
legendary actions at the start of its turn.
throw explosive pinecones at them for its amusement. Unlike its
counterpart, Blood orange bishaten is strong enough to fight Attack. The bishaten makes one Claw attack.
Almudron into a stalemate. However, it must deal with competition
Pinecone Mines. The bishaten throw three unlit
like the rathalos.
firecones that land in a random unoccupied space
within a 30-foot cone in front of it. When the pinecone
takes at least 1 fire damage it explodes dealing 7 (2d6)

Blood Orange Bishaten fire damage to each creature in a 5-foot radius around
it.
Large beast (fanged), unaligned
Firecone Slam (Costs 2 Actions). The bishaten smashes a
fiery pinecone into the ground creating multiple
Armor Class 17 (natural armor) explosions along a 30-foot line that is 5 feet wide.
Hit Points 152 (16d10 + 64)
Each creature in that line must make a DC 17 Dexterity
Speed 40 ft.
saving throw, taking 14 (4d6) fire damage on a failed
save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA Corkscrew (Costs 3 Actions). The bishaten moves up to
20 (+5) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 7 (-2) its glide speed in a straight line, While doing so, it can
enter Large or smaller creatures' spaces without
provoking opportunity attacks. The first time the
Saving Throws Dex +7, Con +8 bishaten enters a creature's space, the creature
Skills Acrobatics +7, Perception +6 must make a DC 17 Dexterity saving throw or
Damage Resistances fire take 15 (3d6 + 5) bludgeoning damage and
Senses passive Perception 16 is knocked prone, or half as much damage
Languages — on and can choose to be pushed 5 feet to
Challenge 12 (8,400 XP) Proficiency +4 the side of the bishaten on a successful one.
Glide. When the bishaten falls and isn't incapacitated, it
can subtract up to 100 feet from the fall when
calculating falling damage, and it can move up to 2 feet
horizontally for every 1 foot it descends.

Actions
Multiattack. The bishaten makes three Tail attacks or
two Firecone attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage. If it is
holding a pinecone in its tail, each creature in a 15-foot
cone behind the target must make a DC 17 Dexterity
saving throw, taking 14 (4d6) fire damage on a failed
save, or half as much damage on a successful one.
Firecone. Ranged Weapon Attack: +9 to hit, range
20/60 ft., one target. Hit: 12 (2d6 + 5) fire damage.

181
Blood Orange Bishaten Orangaten Tailcase
Your unarmed strikes deal an extra 1d6 fire damage and
Challenge Rating 12 Carves/Capture 3
your weapon has 3 runes that recharge at dawn. When you
Carve Chance Capture Chance Material Slots hit a creature with a melee weapon attack you can expend
a rune to generate an explosion on impact. You can only
1 1 1d6 Firecones (O) expend one rune per round. The target and all creatures
2-5 2-5 Orangaten Fur (A,W) other than yourself within 5 feet of the target must make a
DC 16 Constitution saving throw, taking 2d6 fire damage
6-10 6-11 Orangaten Feather (A,W) on a failed save or half as much damage on a successful
one.
11-14 12-15 Orangaten Talon (A,W)
15-16 16-17 Lg Monster Bone (O) Orangaten Horn
Latent Power +1. When you are reduced to a quarter of
17-19 18 Orangaten Tailcase (A,W) your maximum hit points for the first time in combat or at
20 19-20 Orangaten Horn (A,W) the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short or
ARMOR MATERIAL EFFECTS long rest before you can use this property again.
Orangaten Fur
Handicraft. For 24 hours, you gain proficiency with one OTHER MATERIAL EFFECTS
artisan tool of your choice each dawn. Lg Monster Bone
Very Rare armor upgrade material.
Orangaten Feather
When you place this material into your armor it gains a Firecone
gliding membrane, which extends from your forearms to As an action you can light this firecone and throw at a
your hindlegs. As an action or reaction, you can extend point within 40 feet of you. Each creature within 5 feet of
your arms to reduce your fall speed to 10 feet per round that point must make a DC 14 Dexterity saving throw,
while traveling in a forward motion until you reach the taking 4d6 fire damage on a failed save, or half as much
ground, you are grappled, or you use your action to end damage on a successful one.
the effect early. If you are falling straight down, you may
choose the direction you travel when you begin your glide. The Blango & Blangonga
You can use this property a number of times equal to your
White-furred, ape-like creature with a bright red face. The skin
proficiency bonus, regaining all expended uses when you
beneath its coat is a dull purple color. The Blango can burrow
finish a short or long rest.
underneath the snow in wait for prey or stalk the rock and ice
Orangaten Talon above. Blangos frequently hunt in packs. Although weak when
Recovery Speed. Whenever you roll a Hit Die to regain hit fighting alone, Blango will fight ferociously when led by a
points, double the number of hit points it restores. Blangonga.
Orangaten Tailcase As the alpha-male of the pack, the Blangonga is twice as large as
While wearing this armor, you grow a monkey-like tail with the average Blango and recognized by its giant fangs, whiskers,
a fist at the end of it. You can use the tail to hold an object, head-crown, and with a much more aggressive temperament. Its
or stow or retrieve an item from your bags. The tail can't strong, muscled limbs allow it to run and leap at a startling speed.
attack, activate magic items, or carry more than 20 Blangongas are incredibly aggressive creatures. They will
pounds. ruthlessly attack adventurers and prey, yet shy away from anything
Orangaten Horn larger than themselves. Blangonga live almost exclusively in the
You have resistance to fire damage while you wear this snowy climates. Their thick coat keeps them warm and serves as
armor. the perfect camouflage
By calling out to its pack, the Blangonga can summon Blangos
WEAPON MATERIAL EFFECTS to fight beside it in battle. Its deadly speed can bewilder the novice
Orangaten Fur adventurer, as they can perform a
Quick Sheath. While attuned to this weapon, you can charge that can send them rolling into their foes
always sheath it as a free action even if you have already and deal out massive damage. Blangongas can
drawn a weapon as part of your move action. break ice at
their feet
Orangaten Feather and hurl it
Spread up. When you hit a creature with spread ammo and at hunters,
they are within half your normal bowgun range, increase or spray ice
the damage die size by 1. shrapnel
Orangaten Talon that can
Protective Polish. This weapon is so finely constructed it tear
never needs maintenance, cannot rust or tarnish, and deals foes
an extra 1d6 weapon damage. apart.

182
Blango Blangonga
Medium beast (fanged), unaligned Large beast (fanged), unaligned

Armor Class 12 (natural armor) Armor Class 18 (natural armor)


Hit Points 39 (6d8 + 12) Hit Points 161 (17d10 + 68)
Speed 30 ft., burrow 30 ft. Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2) 19 (+4) 17 (+3) 18 (+4) 13 (+1) 8 (-1) 10 (+0)

Skills Athletics +4, Perception +3 Saving Throws Str +8, Dex +7, Wis +3
Senses passive Perception 13 Skills Athletics +8, Perception +3
Languages — Damage Immunities cold, necrotic
Challenge 1/2 (100 XP) Proficiency +2 Senses tremorsense 60 ft., passive Perception 13
Languages —
Challenge 9 (5,000 XP) Proficiency +4
Actions
Multiattack. The blango makes two Fist attacks. Actions
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The blangonga makes three Fist attacks. It
target. Hit: 5 (1d6 + 2) bludgeoning damage. can use its Ice Boulder in place of any melee attack.
Ice Chunk. Ranged Weapon Attack: +4 to hit, reach Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one
20/60 ft., one target. Hit: 4 (1d4 +2) bludgeoning target. Hit: 13 (2d8 + 4) bludgeoning damage. If the
damage plus 2 (1d4) cold damage. blangonga moves at least 20 feet straight toward a
target immediately before the hit, the target takes an
extra 9 (2d8) bludgeoning damage. If the target is a
creature, it must succeed on a DC 16 Strength saving
Blango throw or be knocked prone.
Challenge Rating 1 Carves 1/2 Ice Boulder. Ranged Weapon Attack: +8 to hit, reach
30/120 ft., one target. Hit: 8 (1d8 +4) bludgeoning
Carve Chance Material Slots damage plus 4 (1d8) cold damage.
1-10 Blango Pelt (A) Ice Spray (Recharge 5-6). The blangonga exhales a spray
11-16 Sharp Claw (W) of ice shards in a 30 foot cone. Each creature in that
area must make a DC 16 Dexterity saving throw, taking
17-20 Jumbo Bone (O) 42 (12d6) cold damage on a fail or half damage on a
success.
ARMOR MATERIAL EFFECTS Reactions
Blango Pelt Retreat. When the blangonga is hit by a >melee attack,
You suffer no harm in temperature as cold as -20 degrees it can use its reaction to >leap 20 feet away from the
Fahrenheit while you wear this armor. attacker without provoking opportunity attacks.

WEAPON MATERIAL EFFECTS


Sharp Claw
Your slashing weapon deals an extra 1 slashing damage.

OTHER MATERIAL EFFECTS


Jumbo Bone
Uncommon armor upgrade material.

183
Blangonga ARMOR MATERIAL EFFECTS
Blangonga Pelt
Challenge Rating 9 Carves/Capture 3
Well Rested+. When you finish a long rest, you gain 10
Carve Chance Capture Chance Material Slot temporary hit points for 24 hours while attuned to this
armor.
1-5 1-7 Blangonga Pelt (A,W)
Blangonga Whisker
6-11 8 Territorial Dung (O) While you are attuned to this armor, you can use a bonus
12-13 9-15 Blangonga Whisker (A,W) action to speak its command word to exhale ice and snow
at a target within 30 feet of you. The target must make a
14-18 16-17 Blangonga Tail (A,W) DC 15 Dexterity saving throw, taking 4d6 cold damage on
19 18-20 Brute Bone (W,O) a failed save, or half as much damage on a successful one.
You can use this property a number of times equal to half
20 — Blangonga Fang (A,W) your proficiency bonus, regaining all expended uses when
you finish a long rest.
Blangonga Tail
You ignore difficult terrain created by ice or snow while
you wear this armor.
Blangonga Fang
You have resistance to cold damage while you wear this
armor.

WEAPON MATERIAL EFFECTS


Blangonga Pelt
When you are in freezing temperatures, this weapon sheds
bright light in a 10-foot radius and dim light for an
additional 10 feet.
Blangonga Whisker
Your weapon deals an extra 1d4 cold damage.
Blangonga Tail
While you are attuned to this weapon you can draw it, to
extinguish all nonmagical flames within 30 feet of you.
This property can be used no more than once per hour.
Brute Bone
Your weapon deals an extra 1d4 bludgeoning damage.
Blangonga Fang
Your weapon deals an extra 1d6 cold damage.

OTHER MATERIAL EFFECTS


Territorial Dung
A material that replaces dung for crafting dung bombs.
When used in this way, it becomes a territorial dung bomb
that blinds a creature for 1 minute on hit.
Brute Bone
Rare armor upgrade material.

184
Bullfango & Bulldrome
Although veteran adventurers can generally take a bullfango out Bullfango
easily, they can be dangerous for beginners and may even pose a Medium beast (fanged), unaligned
threat to more experienced adventurers when several attack at once.
Bulldromes on the other hand have larger tusks than Bullfango, and Armor Class 11 (natural armor)
a layer of white fur, as opposed to Bullfango's black fur. Hit Points 11 (2d8 + 2)
Bulldromes are more agile when running and proficient at finding Speed 40 ft.
and locking onto their victims. These Fanged Beasts are sometimes
found in packs and will charge at all intruders once noticed. They
are very territorial, and can be a considerable nuisance. STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

Bullfango Shoat Senses passive Perception 9


Languages —
Small beast (fanged), unaligned Challenge 1/4 (50 XP) Proficiency +2

Armor Class 9 Actions


Hit Points 7 (2d6)
Speed 20 ft. Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage. If the
bullfango moved at least 20 feet straight toward the
STR DEX CON INT WIS CHA target immediately before the hit, the target takes an
extra 3 (1d6) slashing damage. If the target is a
8(-1) 8 (-1) 10 (+0) 1 (-5) 9 (-1) 10 (+0) creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.
Senses passive Perception 9
Languages — Bonus Actions
Challenge 0 (10 XP) Proficiency +2 Aggressive. The bullfango moves up to its speed toward
a hostile creature that it can see.
Actions
Headbutt. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 1 (1d4 - 1) bludgeoning damage. Bullfango
Challenge Rating 1/4 Carves 1
Carve Chance Material Slots
Bullfango Shoat
Challenge Rating 0 Carves 1 1-8 Raw Meat (O)
Carve Chance Material Slots 9-13 Bullfango Pelt (A)
1-8 Raw Meat (O) 14-18 Sm Monster Bone (O)
9-13 Shoat Pelt (A) 19-20 Bullfango Head (A,W)
14-18 Shoat Head (O)
19-20 Sm Monster Bone (W) ARMOR MATERIAL EFFECTS
Bullfango Pelt
You have a +1 bonus to Intimidation checks while you
ARMOR MATERIAL EFFECTS wear this armor.
Shoat Pelt Bullfango Head
You have a +1 bonus to Persuasion checks while you wear Forager. When you harvest mushrooms, you instead gather
this armor. two.

WEAPON MATERIAL EFFECTS WEAPON MATERIAL EFFECTS


Shoat Head Bullfango Head
Forager. When you harvest mushrooms, you instead gather Your slashing weapon deals an extra 1 slashing damage.
two.
OTHER MATERIAL EFFECTS
OTHER MATERIAL EFFECTS Raw Meat
Raw Meat Provides 2 days rations when cooked.
Provides 2 days rations when cooked.
Sm Monster Bone
Sm Monster Bone Uncommon weapon upgrade material.
Uncommon weapon upgrade material.

185
WEAPON MATERIAL EFFECTS
Bulldrome Stout Bone
Your bludgeoning weapon deals an extra 2 bludgeoning
Large beast (fanged), unaligned
damage.
Armor Class 12 (natural armor) Bulldrome Tusk
Hit Points 59 (7d10 + 21) Your slashing weapon deals an extra 2 slashing damage.
Speed 40 ft. Bulldrome Head (Hammer & Lance Only)
You gain a +1 bonus to your attack rolls if you move 20
feet in a straight line towards a creature without taking
STR DEX CON INT WIS CHA damage.
17 (+3) 11 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)
OTHER MATERIAL EFFECTS
Raw Meat
Senses passive Perception 8
Provides 2 days rations when cooked.
Languages —
Challenge 2 (450 XP) Proficiency +2 Bulldrome Jumbo Bone
Uncommon armor upgrade material.
Actions
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one
The Conga & Congalala
target. Hit: 10 (2d6 + 3) slashing damage. If the They resemble pink gorillas with a face of a hippopotamus, black
bulldrome moved at least 20 feet straight toward the underbellies. The Conga have a blonde patch of hair on top of their
target immediately before the hit, the target takes an head while the Congalala spike on its head is actually hair that the
extra 7 (2d6) slashing damage. If the target is a Congalala has smoothed into shape to signify that they are the pack
creature, it must succeed on a DC 13 Strength saving leader. Congalalas are surprisingly intelligent beasts.
throw or be knocked prone. Despite their apparently adorable appearance, the Conga &
Congalala should never be underestimated. While they are for the
Thrash (Recharge 5-6). The bulldrome thrashes about
most part very docile, they react well to the presence of herbivores,
striking all creatures within 5-foot radius of it. Each
so long as they give a wide berth. They can quickly become
creature in the area must make a DC 13 Dexterity
saving throw, taking 7 (2d6) slashing damage on a fail aggressive to anything that disrupts feeding or startles them, for
or half as much damage on a successful save. example, if they see Adventurers.
Congas are known for their ability to charge at hunters, like
Bonus Actions Bullfangos (but slower), and travel in packs. The Conga's most
notable adaptation for its life is its ability to produce strong farts.
Aggressive. The bulldrome moves up to its speed
This fart causes a creature's throat to itch, making it hard for
toward a hostile creature that it can see.
species to eat properly. The pink fur is used as a warning to
potential predators.
Bulldrome A Congalala's most noteworthy adaptation is its long sharp claws
on its fore-arms. These claws aren't really used for holding on to
Challenge Rating 2 Carves/Capture 3
objects, rather they are used for attacking foes. Some Congalala are
Carve Capture known to use their claws for climbing and swing off trees, when
Chance Chance Material Slots given the chance. Though Congalala doesn't use its claws for
1 — Raw Meat (O) grasping objects, it is well known to use its tail to hold on and
grasp food. This prehensile tail allows it to hold onto objects, while
2-7 1-13 Bulldrome Hide (A) fighting off foes. The most intriguing feature about Congalala is its
8-12 14-17 Bulldrome Jumbo Bone (O) stomach. This organ contains special enzymes that decompose the
mushrooms, allowing it to use
13-16 — Stout Bone (A,W) whatever toxins were contained in them into
17-19 18 Bulldrome Tusk (W) a breath attack. Though it is able to use the
poisons to its advantage in battle, Congalala
20 19-20 Bulldrome Head (A,W) isn't immune to them.

ARMOR MATERIAL EFFECTS


Bulldrome Hide
You have a +1 bonus to Survival checks while you wear
this armor.
Stout Bone
Whenever you must succeed on a saving throw or be
knocked prone, you do so with a +2 bonus.
Bulldrome Head
Botanist. When you successfully gather a plant resource,
you instead gather 2.
186
Conga
Medium beast (fanged), unaligned

Armor Class 12 (natural armor)


Hit Points 19 (3d8 + 6)
Speed 30 ft., Climb 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)

Skills Acrobatics +4, Perception +3 Congalala


Senses passive Perception 13 Large beast (fanged), unaligned
Languages —
Challenge 1/2 (100 XP) Proficiency +2 Armor Class 13 (natural armor)
Hit Points 142 (15d10 + 60)
Actions Speed 40 ft., Climb 40 ft.
Multiattack. The conga makes two Fist attacks.
STR DEX CON INT WIS CHA
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage. 21 (+5) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 7 (-2)
Fart. The conga release a noxious odor from its behind
at a target within 5 feet of it. The target must make a Skills Acrobatics +5, Perception +5
DC 12 Constitution saving throw or have disadvantage Damage Immunities necrotic
on Constitution saving throws to maintain Senses passive Perception 15
concentration for 1 minute. Languages —
Challenge 6 (2,300 XP) Proficiency +3

Mushroom Eater. All congalala love to eat mushrooms,


so much so that it always carries one around in its tail.
Conga Roll a 1d6 to determine the element of the mushroom
Challenge Rating 1/2 it is carrying. On a 1, fire; On a 2, poison; On a 3,
Carves 1 lightning; On a 4, cold; On a 5, acid; On a 6, necrotic.
Carve Chance Material Slots
Actions
1-10 Conga Pelt (A,W)
Multiattack. The congalala makes two Fist attacks.
11-16 Sharp Claw (W)
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one
17-20 Jumbo Bone (O) target. Hit: 14 (2d8 + 5) bludgeoning damage.
Belly Thrust. Melee Weapon Attack: +8 to hit, reach 5
ARMOR MATERIAL EFFECTS ft., one target. Hit: 16 (2d10 +5) bludgeoning damage.
Conga Pelt Chow Down (Recharge 6). The congalala eats part of its
While wearing this armor you have a +1 bonus to mushroom then breaths a noxious gas at its prey in a-
Constitution saving throws to maintain concentration. 15 foot cone. Each creature in that area must make a
DC 15 Dexterity saving throw, taking 28 (8d6) damage
WEAPON MATERIAL EFFECTS of the mushroom's type on a failed save or half as
Conga Pelt much damage on a successful one.
Forager. When you harvest mushrooms, you instead gather
two. Reactions
Belly Thrust. When the congalala is hit by a melee
Sharp Claw attack, it can use its reaction to make a belly thrust
Your slashing weapon deals an extra 1 slashing damage. attack against the creature.

OTHER MATERIAL EFFECTS Fart. When the congalala is hit by a melee weapon
Jumbo Bone attack, it can use its reaction to release a noxious fart
Uncommon armor upgrade material. at the attacker. If the attacker is concentrating on a
spell or spell-like ability, it must succeed on a DC 15
Constitution saving throw, to maintain concentration
on it.

187
Congalala Gammoth
Challenge Rating 6 Carves/Capture 3
"Found in the most frigid regions of the world, Gammoths are
Carve Chance Capture Chance Material Slots behemoths with massive tusks. Though they are herbivores,
1-4 1-4 Congalala Pelt (A,W)
when provoked they will leverage their enormous weight and
trunks to crush a threat. They can also shatter the snow
5-10 — Congalala Claw (A,W) covering their legs to damage nearby foes."
Gammoth resembles a woolly mammoth. It is by far the largest
11-12 5-8 Congalala Fang (W)
Fanged Beast known to date. The fur covering its huge body is
13 9-10 Brute Bone (W,O) mostly bluish, although it's also white and red on its trunk, legs,
back and underside. It has brown plating covering most of its head
14-18 11-16 Territorial Dung (O)
and feet, as well as two tusks seemingly made of the same material.
19-20 17-20 Vibrant Pelt (A,W) This plating is said to be extremely resistant to damage. Its trunk is
strong and used for picking up objects like certain foods. However,
Gammoth have been seen violently grabbing smaller monsters and
ARMOR MATERIAL EFFECTS slamming them down on the ground if they threatened it. Its trunk
Congalala Pelt is estimated to be strong enough to lift up large Flying Wyverns.
When you attune to this armor, you gain proficiency with The trunk is also used to protect itself or even to coat its legs.
either alchemist's supplies or tinker's tools. You can
Gammoth are a highly territorial species. If a Gammoth finds a
change which tool you are proficient with daily at dawn.
predator in its territory, it is known to kill the predator instantly
Congalala Claw with one powerful blow. Though adult Gammoth are giants with no
Whenever you must succeed on a saving throw or be major predators, young Gammoth are potential prey for many
knocked prone, you do so with a +2 bonus. predators. From this young Gammoth are snowy white in color,
allowing them to camouflage themselves in snowy environments.
Vibrant Pelt
Capture Novice. While attuned to this armor, tranq bombs When Gammoth have young with them, they are known to live
and tranq ammo roll an extra 2d8 when it hits a creature. in harmony with herds of Popo until their young are large enough
to protect themselves. While in the herd of Popo, Gammoth act as
guards for not just their young but for the whole Popo herd against
WEAPON MATERIAL EFFECTS
Congalala Pelt (Monk Only) predators. While young, Tigrex is the most major predator for
While you are attuned to this weapon, you can spend one Gammoth, and the one that they most fear, but as the young
minute contemplating the patterns etched on this Gammoth reaches adulthood, that fear is replaced with aggression
weapon's surface and regain a number of expended ki and rage towards Tigrex. A Gammoth is territorial and a mother
points equal to half your proficiency modifier. Once you Gammoth is protective, while a starving Gammoth is extremely
use this property, you cannot use it again until you finish a violent. A starving Gammoth is known to attack just about
long rest. anything, even going as far as eating wood off homes to satisfy its
own hunger.
Congalala Claw
When you hit a creature with this weapon, it must make a
DC 12 Constitution saving throw. On a failed save the
creature has disadvantage on Constitution saving throws Gammoth
to maintain concentration for 1 minute. You can use this Gargantuan beast (fanged), unaligned
property three times, regaining all expended uses when
you finish a long rest. Armor Class 18 (natural armor)
Hit Points 198 (12d20 + 72)
Congalala Fang
Load Up. Your normal ammo capacity increases by 10 Speed 40 ft.
while you are attuned to this weapon.
Brute Bone STR DEX CON INT WIS CHA
Your weapon deals an extra 1d4 bludgeoning damage.
22 (+6) 10 (+0) 23 (+6) 8 (-1) 12 (+1) 6 (-2)
Vibrant Pelt (Sorcerer & Wizard Only)
While attuned to this weapon you can cast the chromatic Saving Throws Str +12, Con +12, Wis +7, Cha +4
orb spell once a day, without the required the material Damage Resistances acid, fire; bludgeoning, piercing,
components and without expending a spell slot. slashing from magical attacks
Damage Immunities cold, necrotic; bludgeoning,
OTHER MATERIAL EFFECTS piercing, and slashing from nonmagical attacks
Brute Bone Senses passive Perception 11
Rare armor upgrade material. Languages —
Challenge 17 (18,000 XP) Proficiency +6
Territorial Dung
A material that replaces dung for crafting dung bombs.
When used in this way, it becomes a territorial dung bomb
that blinds a creature for 1 minute on hit.

188
Ice Walk. The gammoth can move across and climb icy ARMOR MATERIAL EFFECTS
surfaces without needing to make an ability check. Gammoth Pelt
Additionally, difficult terrain composed of ice or snow While you wear this armor, you can tolerate temperatures
doesn't cost it extra movement. as low as -50 degrees Fahrenheit without any additional
protection. If you wear heavy clothes, you can tolerate
Trampling Charge. If the gammoth moved at least 20 temperatures as low as -100 degrees Fahrenheit.
feet straight toward the target immediately before the
hit, the target must succeed on a DC 19 Strength Gammoth Shell
saving throw or be knocked prone. If the target is You ignore difficult terrain created by ice or snow while
prone, the gammoth can make one stomp attack you wear this armor.
against it as a bonus action. Gammoth Redfur
You have resistance to cold damage while you wear this
Actions armor.
Multiattack. The gammoth makes one Tusk attack and Trunkspine
one Trunk attack. Botanist+. When you successfully gather a plant resource,
Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., you gather an extra 1d4 more.
one target. Hit: 24 (4d8 + 6) bludgeoning damage. Gammoth Fang
Trunk. Melee Weapon Attack: +12 to hit, reach 15 ft., While you are attuned to this armor, you can make
one target. Hit: 15 (2d8 + 6) bludgeoning damage and Intelligence (History) checks as a bonus action.
the target is grappled (escape 19). Gammoth Scalp
Tusk. Melee Weapon Attack: +12 to hit, reach 10 ft., You are immune to cold damage while you wear this
one target. Hit: 13 (2d6 + 6) piercing damage. armor.
Fling. One Large or smaller object held or creature
WEAPON MATERIAL EFFECTS
grappled by the gammoth is thrown up to 60 feet in a
Gammoth Pelt
random direction and knocked prone. If a thrown target
While you are attuned to this weapon you can speak its
strikes a solid surface, the target takes 3 (1d6)
command word to shroud it in ice. When touched to an
bludgeoning damage for every 10 feet it was thrown. If
object it will slowly cover it in a thin sheet of ice. A
the target is thrown at another creature, that creature
creature takes 1 cold damage every minute this weapon is
must succeed on a DC 19 Dexterity saving throw or
touching its skin.
take the same damage and be knocked prone.
Gammoth Shell
Cold Breath (Recharge 5-6). The gammoth exhales an
Your weapon deals an extra 1d6 cold damage.
icy blast in a 60-foot cone. Each creature in that area
must make a DC 19 Constitution saving throw, taking Gammoth Redfur
41 (9d8) cold damage on a failed save, or half as much When you cast a spell that deals cold damage, you gain a
damage on a successful one. +3 bonus to its spell attack roll and you ignore half cover
when making a spell attack.
Legendary Actions
Trunkspine
The gammoth can take 3 legendary actions, choosing While attuned to this weapon you can use an action to
from the options below. Only one legendary action speak its command word to exhale shards of ice in a 30-
option can be used at a time and only at the end of foot cone. Each creature in that area must make a DC 17
another creature's turn. The gammoth regains spent Dexterity saving throw, taking 5d6 cold damage on a failed
legendary actions at the start of its turn. save, or half as much damage on a successful one.
Detect. The gammoth makes a Wisdom (Perception) Once used, this property cannot be used again until you
Check. finish a long rest.
Crush. The gammoth makes a Stomp attack. Gammoth Fang (Druid, Sorcerer, Warlock, & Wizard Only)
Fling (Costs 2 Actions). The gammoth uses Fling. This weapon has 10 runes. While holding it, you can use an
action to expend 1 or more of its runes to cast one of the
following spells from it, using your spell save DC: Cone of
Cold (5 runes), Fog Cloud (1 runes), Ice Storm (4 runes), or
Gammoth Wall of Ice (4 runes).
Challenge Rating 17 Carves/Capture 3 This weapon regains 1d6 + 4 expended runes daily at
Carve Chance Capture Chance Material Slots dawn. If you expend the weapon's last rune, roll a d20. On
a 1, the runes cannot recharge for a week.
1-6 1-3 Gammoth Pelt (A,W)
Gammoth Scalp
7-11 4-10 Gammoth Shell (A,W) Your weapon deals an extra 1d8 cold
damage.
12-14 11-15 Gammoth Redfur (A,W)
15-17 — Trunkspine (A,W)
18-19 16-18 Gammoth Fang (A,W)
20 19-20 Gammoth Scalp (A,W)

189
Y.Trunkspine
While attuned to this weapon you can use an action to
Young Gammoth speak its command word to exhale shards of ice in a 30-
foot cone. Each creature in that area must make a DC 12
Unlike the adult gammoth, a young gammoth is Dexterity saving throw, taking 3d6 cold damage on a failed
snowy white in color, allowing them to camouflage save, or half as much damage on a successful one.
themselves in snowy environments. A young
gammoth uses the same stats as a Mammoth Once used, this property cannot be used again until you
(SRD), except for the following change: finish a long rest.
Snow Camouflage. The young gammoth has Y.Gammoth Fang (Spellcaster Only)
advantage on Dexterity (Stealth) checks made to This weapon has 5 runes. While holding it, you can use an
hide in snowy or tundra terrain. action to expend 1 or more of its runes to cast one of the
following Spells from it, using your spell save DC: fog
cloud (1 rune) ice knife (1 rune) snilloc’s snowball swarm
Young Gammoth (2 runes). This weapon regains 1d4 + 1 expended runes
daily at dawn. If you expend the last rune it cannot regain
Challenge Rating 6 Carves/Capture 3 any runes for one week.
Carve Chance Capture Chance Material Slots
Garangolm
1-6 1-3 Gammoth Pelt (A,W) Garangolm is a gigantic fanged beast similar in appearance to a
7-11 4-10 Y.Gammoth Shell (A,W) gorilla. The dorsal side is covered in thick, rigid green and brown
thick shell, and its head is protected by the same shell, forming a
12-14 11-16 Y.Gammoth Redfur (A,W) giant crown and chin plate. Curiously, grangolm have a thick, long
15-17 — Y.Trunkspine (A,W) tail that ends in prongs.
Aside from its incredible strength and hard body, garangolm
18-20 17-20 Y.Gammoth Fang (A,W)
emits a sap-like fluid from its body that promotes plant growth.
This causes various plants to grow all over its body. It can also use
ARMOR MATERIAL EFFECTS the sap it emits to harden its body or the soil around it. When
Gammoth Pelt enraged, Garangolm will thrust its arms into the earth to form
While you wear this armor, you can tolerate temperatures gauntlet-like masses, semi-molten rock on it's right arm whilst its
as low as -50 degrees Fahrenheit without any additional left will be covered in mossy growths that drip water, dealing
protection. If you wear heavy clothes, you can tolerate Fireblight and Waterblight respectively. The explosion from the
temperatures as low as -100 degrees Fahrenheit. right arm can send Garangolm high into the air, and sometimes also
leave behind Blast clouds. When threatened it will cover both arms
Y.Gammoth Shell
with larger quantities of molten rock and moss, while also getting
You ignore difficult terrain created by ice or snow while
you wear this armor. some on its face.
Garangolm are rather peaceful and docile creatures that are
Y.Gammoth Redfur usually seen sleeping or traveling around its territory. However, it
While you are wearing this armor, you can use your
will turn hostile the moment it gets attacked or provoked. The more
reaction or bonus action to gain resistance to cold damage
angry a garangolm gets, the stronger it becomes. It won't stop until
until the end of your next turn. Once you use this property,
the foe is dead or its rage is settled. Often, a garangolm will have to
you cannot use it again until you finish a long rest.
deal with powerful monsters like lunagaron for territories, often
Y.Trunkspine resulting in turf wars.
Botanist. When you successfully gather a plant resource,
you instead gather 2.
Y.Gammoth Fang
While you are attuned to this armor, you can make
Intelligence (Nature) checks as a bonus action.

WEAPON MATERIAL EFFECTS


Gammoth Pelt
While you are attuned to this weapon you can speak its
command word to shroud it in ice. When touched to an
object it will slowly cover it in a thin sheet of ice. A
creature takes 1 cold damage every minute this weapon is
touching its skin.
Y.Gammoth Shell
Your weapon deals an extra 1d4 cold damage.
Y.Gammoth Redfur
When you cast a spell that deals cold damage, you gain a
+1 bonus to its spell attack roll and you ignore half cover
when making a spell attack.

190
Garangolm (2d6) fire damage on a failed save. On a successful save,
the flames are doused. If the target or a creature within 5
Huge beast (fanged), unaligned
feet of it uses an action to put out the flames, or if some
other effect douses the flames (such as the target being
Armor Class 21 (natural armor) submerged in water), the effect ends.
Hit Points 202 (15d12 + 105)
Speed 40 ft. Mossy Fist (Enraged Only). Melee Weapon Attack: +13 to
hit, reach 5 ft., one target. Hit: 14 (2d8 + 8) bludgeoning
damage plus 7 (2d6) cold damage and the target must
STR DEX CON INT WIS CHA succeed on a DC 20 Constitution saving throw or be
afflicted with waterblight for 1 minute. The target can
26 (+8) 15 (+2) 25 (+7) 14 (+2) 16 (+3) 16 (+3) repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Saving Throws Str +13, Con +12, Wis +8
Elemental Slam (Recharge 5-6; Enrage Only). The
Skills Athletics +13, Perception +8
garangolm pulls a large chunk of heated earth from the
Damage Resistances bludgeoning, piercing, slashing from
ground and smashes it with both fists, creating an
nonmagical attacks
explosion in a 30-foot radius around it. Each creature in
Condition Immunities frightened
that area must make a DC 21 Dexterity saving throw,
Senses passive Perception 18
taking 24 (7d6) cold damage plus 24 (7d6) fire damage
Languages —
and be afflicted with waterblight for 1 minute on a failed
Challenge 16 (15,000 XP) Proficiency +5
save, or half as much damage and isn't afflicted with
waterblight on a successful one. The target can repeat
Enrage (Recharges after a Short or Long Rest). When the the saving throw at the end of each of its turns, ending
garangolm is reduced to half of its maximum hit points, the effect on itself on a success.
it goes into a rage for 10 minutes and it immediately
saves against all ongoing conditions and effects, then Legendary Actions
thrusts its arms into the earth to form gauntlet-like
masses, semi-molten rock on its right arm whilst its left The garangolm can take 3 legendary actions, choosing
is covered in mossy growths that drips water. from the options below. Only one legendary action
option can be used at a time and only at the end of
Standing Leap (Enraged Only). The garangolm's long jump another creature's turn. The garangolm regains spent
is up to 40 feet and its high jump is up to 25 feet, legendary actions at the start of its turn.
without a running start.
Attack. The garangolm makes one Fist attack. If it is
Actions enraged, it can instead make one Molten Fist attack or
one Mossy Fist attack.
Multiattack. The garangolm makes two Fist attacks. While
enraged it can make one Molten Fist attack and one Bellyflop. The garangolm falls prone in a space within 10
Mossy Fist attack. feet of it that contains one or more other creatures. Each
of those creatures must succeed on a DC 21 Strength or
Boulders. Range Weapon Attack: +13 to hit, reach Dexterity saving throw (target's choice) or be knocked
60/240 ft., Up to three targets in a 240-cone. Hit: 14 prone and take 17 (4d6 + 8) bludgeoning damage. On a
(2d8 + 8) bludgeoning damage. successful save, the creature takes only half the damage,
Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one isn't knocked prone, and is pushed 5 feet out of the
target. Hit: 17 (2d8 + 8) bludgeoning damage. garangolm's space into an unoccupied space of the
creature's choice. If no unoccupied space is within range,
Headbutt. Melee Weapon Attack: +13 to hit, reach 5 ft., the creature instead falls prone in the garangolm's space.
one target. Hit: 24 (3d10 + 8) bludgeoning damage. If The garangolm can then expend an extra legendary
the garangolm moved at least 20 feet straight toward the action to stand up.
target immediately before the hit, the target takes an
extra 16 (3d10) bludgeoning damage. If the target is a Rocket Jump (Costs 2 Actions; Enraged Only). The
creature, it must succeed on a DC 21 Strength saving garangolm uses its molten fist to jump up to 80 feet
throw or be pushed up to 10 feet away and knocked away into an unoccupied space without provoking
prone. opportunity attacks. It then makes one Mossy Fist attack.

Molten Fist (Enraged Only). Melee Weapon Attack: +13 to Violent Roar (Costs 3 Actions). The garangolm releases a
hit, reach 5 ft., one target. Hit: 14 (2d8 + 8) bludgeoning guttural roar. Each creature that is within 20 feet of the
damage plus 7 (2d6) fire damage and the target ignites garangolm must succeed on a DC 20 Constitution saving
in flames. At the start of each of its turns, the target throw or be incapacitated until the end of its next turn. If
must make a DC 18 Constitution saving throw or take 7 the saving throw fails by 5 or more, the target is instead
stunned until the end of its next turn.

191
Garangolm main hand and offhand, instead of choosing a damage type
your main hand deals cold damage and your offhand deals
Challenge Rating 16 Carves/Capture 3
fire damage.
Carve Chance Capture Chance Material Slots Garangolm Shard
1-2 1-2 Garangolm Cortex (A,w) Critical Status (waterblight & fireblight). When you hit a
creature with a weapon or spell that deals cold or fire
3-6 3-5 Garangolm Shard (A,W) damage and roll a 20 for the attack roll, one of the
following effects happens depending on the damage type:
7-11 6-10 Garangolm Hardfang (A,W)
If the damage is cold, the creature is afflicted with
12-13 11-12 Golm Thick Juice (A,W) waterblight for 1 minute. A creature can make a DC 15
14-15 13-16 Garangolm Fist (A,W) Constitution saving throw at the end of each of its turns,
ending the effect on itself on a success.
16-19 17-19 Golm Ploughtail (A,W) If the damage is fire, the target is set ablaze. Until a
20 20 Garangolm Mantle (A,W) creature uses an action to douse the fire, the target
takes 1d6 fire damage at the start of each of its turns.
Garangolm Hardfang
ARMOR MATERIAL EFFECTS FastCharge+. When you roll for initiative, your greatsword,
Garangolm Cortex longsword, charge blade, or tonfas gains 2 charges, spirit,
When you place this material into your armor, choose one or phial charges.
of the options below:
Golm Thick Juice
Your armor looks like its made of rocks and natural Maximum Might. While your hit points are full and you are
materials but also has the appearance of being far not suffering from any levels of exhaustion, you deal
heavier than it actually is. maximum weapon damage with your attacks.
Your armor has water flowing over it with embers
orbiting your arms. There is a slight aura of steam Garangolm Fist (Hammer Only)
coming off of you. Slugger. While attuned to this weapon, you may use the
Hammer's Mighty Weapon skill two additional times
Garangolm Shard between rests.
Flinch Free. While wearing this armor you cannot be
knocked prone, or unwillingly moved from your current Garangolm Ploughtail
location by any means. Stamina Thief. Once per turn when you hit a creature with
this weapon, it must make a DC 10 Constitution saving
Garangolm Hardfang throw or gain one level of exhaustion. A creature cannot
Botanist+. When you successfully gather a plant resource, gain more than 2 levels of exhaustion from this weapon's
you gather an extra 1d4 more. property.
Golm Thick Juice Garangolm Mantle
While attuned to this armor water flows through it, Rocket Jump. If you have not moved on this turn you can
keeping you cool. While wearing it, you suffer no harm use your action to jump up to 60 feet into an unoccupied
from temperatures as warm as 120 degrees Fahrenheit. space without provoking opportunity attacks. You can then
Additionally, when you take fire damage you use your make one melee weapon or spell attack. You can use this
reaction to superheat the water inside of the armor and property a number of times equal to your Constitution
halve the fire damage you take. The superheated water is modifier, regaining all expended uses when you finish a
released as dense cloud of steam centered on a point long rest.
adjacent to you, heavily obscuring the area in a 15-foot
radius sphere that spreads around corners. The cloud does Goss Harag
not move with you and lasts for 1 minute or until a wind of The goss harag is a fanged beast with both bear and demon-like
moderate or greater speed (at least 10 miles per hour) features. The majority of its body is covered in a coat of shaggy
disperses it. Once you use this property, you can't use it white and brown fur, whilst its face and legs are covered in thick,
again until you finish a long rest. somewhat scaly armor. This armor is normally a pale blue, but may
Garangolm Fist turn red if goss harag is riled up. Its head features two small eyes
Fortitude. You have advantage on survival skill checks to that burn a bright yellow colour, have tiny horizontal pupils. It also
track, forage, or travel while you are attuned to this armor. has a pair of small round ears, and a snout that protrudes upwards
Garangolm Ploughtail and has a vaguely leaf-like shape, and on top of its head are four
You are immune to cold damage while you wear this short, blunted. ice-like horns.
armor. The goss harag is a strong monster, capable of leaping a
considerable distances and creating shockwaves through the frozen
Garangolm Mantle
tundra by smashing its fists on the ground. In addition to its
Iron Wall. You have a +2 bonus to your armor class while
you wear this armor. strength, the goss harag is capable of inhaling cold air from its
surroundings in order to freeze its own bodily fluids. It can then
WEAPON MATERIAL EFFECTS spit this freezing liquid onto its arms to create blades of ice which
Garangolm Cortex it wields to deadly effect, or expelling these fluids from its maw at
When you finish a short or long rest you choose a damage foes in an icy blast. By exerting force after planting the blade into
type. This damage type can be either cold or fire damage. A the ground, it can shatter it from its arm and sending it flying
creature hit by this weapon takes an extra 1d8 of the toward enemies.
chosen damage type. If you are using a weapon with a
192
Cold Breath (Recharge 5-6). The goss harag exhales
frigid air in a 60-foot line that is 5 feet wide followed
by another blast of frigid air in a 30-foot cone,
centered on the line. Each creature in that area must
make a DC 20 Constitution saving throw, taking 58
(13d8) cold damage on a failed save, or half as much
damage on a successful one.
Uppercut (3/long rest). The goss harag makes one fist
attack against a creature. If the attack hits, the creature
takes an extra 36 (8d8) bludgeoning damage. If the
target is a Medium or smaller creature, it is launched
20 feet into the air before it falls prone in a space 10
feet away from the goss harag, taking 7 (2d6)
bludgeoning damage from the fall.
Goss Harag Bonus Actions
Huge beast (fanged), unaligned
Create Ice Sword. Immediately after the goss harag uses
Armor Class 19 (natural armor) its cold breath, it can create a blade made of ice on one
Hit Points 250 (20d12 + 120) or both of its fists. An ice sword be attacked and
Speed 40 ft., climb 30 ft. broken (AC 15; hp 30; vulnerability to fire and
bludgeoning damage; immunity to cold, poison, and
psychic damage). Breaking a sword deals no damage to
STR DEX CON INT WIS CHA the goss harag, and becomes a broken sword.
A broken sword deals half as much damage as an ice
23 (+6) 10 (+0) 22 (+6) 8 (-1) 14 (+2) 8 (-1)
sword (included in the attack). It can be attacked and
destroyed (AC 15; hp 15; vulnerability to fire and
Saving Throws Con +12, Wis +8 bludgeoning damage; immunity to cold, poison, and
Damage Resistances acid, necrotic psychic damage). Destroying a sword deals no damage
Damage Immunities cold to the goss harag.
Conditions Immunities charmed, frightened
Senses passive Perception 12 Reaction
Languages —
Crushing Blow. When the goss harag hits a creature
Challenge 18 (20,000 XP) Proficiency +6
with its uppercut, it can use its reaction to prepare a
massive blow. Until the start of its next turn, its
Ice Walk. The goss harag can move across and climb icy movement is reduced to 0 and it can't use its jump
surfaces without needing to make an ability check. legendary action. At the start of its next turn, if the
Additionally, difficult terrain composed of ice or snow target of the uppercut is still within 10 feet of the goss
doesn't cost it extra movement. harag, the goss harag makes one Fist or Ice Sword
Standing Leap. The goss harag's long jump is up to 30 attack against the target. On a hit, the creature takes an
feet and its high jump is up to 15 feet, without a extra 13 (3d8) weapon damage and the area in a 10-
running start. In addition, the goss harag does not incur foot radius around the target becomes difficult terrain.
opportunity attacks while moving with a jump.
Legendary Actions
Actions The goss harag can take 3 legendary actions, choosing
Multiattack. The goss harag makes two weapon attacks. from the options below. Only one legendary action
Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one option can be used at a time and only at the end of
target. Hit: 15 (2d8 + 6) bludgeoning damage. another creature's turn. The goss harag regains spent
legendary actions at the start of its turn.
Ice Sword (Requires Sword). Melee Weapon Attack: +12
Attack. The goss harag makes one Fist attack or one Ice
to hit, reach 10 ft. (or 5 ft. when broken), one target.
Hit: 19 (3d8 + 6) slashing damage plus 14 (4d6) cold Sword attack.
damage or 15 (2d8 + 6) slashing damage plus 7 (2d6) Jump. The goss harag jumps up to 30 feet away.
cold damage when the sword is broken. Ground Smash (Costs 2 Actions). The goss harag
Throw Sword (Requires Sword). Ranged Weapon Attack: smashes its fist on the ground, creating difficult terrain
+12 to hit, range 60/240 ft., one target. Hit: or 19 in a 30-foot line that is 5 feet wide. Each creature in
(3d8 + 6) slashing damage plus 14 (4d6) cold damage line must make a DC 20 Dexterity saving throw, taking
or 11 (2d8 + 6) slashing damage plus 7 (2d6) cold 33 (6d10) bludgeoning damage on a failed save, or
damage when the sword is broken. The sword is half as much damage on a successful one.
destroyed on a hit or miss.

193
Block of Ice
Goss Harag Your cold spells deal an extra 1d6 cold damage while you
Challenge Rating 18 Carves/Capture 3 are attuned to this weapon.
Goss Harag Hide
Carve Capture
Critical Draw+. When you take the Attack action for the
Chance Chance Material Slots first time in a combat encounter while wielding this
1-5 1-2 Goss Harag Fur (A,W) weapon, the melee weapon attacks with that action score a
critical hit on a roll of 15 or higher.
6-7 3-4 Block of Ice (A,W,O)
Goss Harag Brace (Hammer Only)
8-10 5-7 Goss Harag Hide (A,W) Punish Draw. A creature hit for the first time by the
11-12 8-10 Goss Harag Brace (A,W) Hammers Mighty Weapon, has disadvantage on the saving
throw.
13-14 11 Harag Frost Sac (A,W)
Harag Frost Sac
15-16 — Monster Toughbone (O) You gain a +2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
— 12-15 Goss Harag Claw (A,W) increases to +3 when the spell you are casting deals cold
17-19 16-19 Goss Harag Horn (A,W) damage, such as the ice knife or snilloc's snowball swarm
spell.
20 20 Harag Gem (A,W)
Goss Harag Claw
(Artificer, Druid, Sorcerer, warlock, Wizard Only)
ARMOR MATERIAL EFFECTS This weapon has two runes that it regains daily at dawn. As
Goss Harag Fur an action you can expend one of these runes to cast the
While you are attuned to this armor your veins and armor cone of cold spell (Spell save DC 17).
turn bright red when you are angry and a frosty blue when Goss Harag Horn
you are calm. While attuned to this weapon you can use an action to
Block of Ice coat it in a frosty bile for 1 minute. While coated in this
You have resistance to cold damage while you wear this way, your weapon's reach is increased by 5 ft and once on
armor. each of your turns you can deal extra cold damage when
you hit it with this weapon. The extra cold damage is equal
Goss Harag Hide
to your proficiency modifier. While coated, you can use an
While you wear this armor, you ignore difficult terrain
action to cast the ice knife spell at 3rd-level using your
created by ice or snow and you can tolerate temperatures
melee weapon attack bonus as its spell attack bonus (spell
as low as -50 degrees Fahrenheit without any additional
save DC 15). Using the spell ends this material's effect
protection. If you wear heavy clothes, you can tolerate
early. Once used, you can't use this property again until
temperatures as low as -100 degrees Fahrenheit.
you finish a long rest.
Goss Harag Brace
Harag Gem
Airborne. While wearing this armor, you can cast the jump
Agitator. Your weapon attacks critical hit range is increased
spell from it as a bonus action at will, but can target only
by 1 and your weapon deals an extra 1d6 weapon damage.
yourself when you do so.
(This material counts as both a critical eye material and a
Harag Frost Sac "your weapon deals an extra damage material")
You are immune to cold damage while you wear this
armor. OTHER MATERIAL EFFECTS
Goss Harag Claw Block of Ice
Health Boost+. Your hit point maximum increases by 2 for When placed in a trinket it transforms into three perfectly
each character level you have while wearing this armor. shaped ice cubes that never melt. When placed in a drink,
it instantly cools to the temperature you want it to be.
Goss Harag Horn
Adrenaline. The first time you drop below half of your hit Monster Toughbone
point maximum in combat, you gain a rush of adrenaline. Very rare weapon upgrade material.
On your next turn your movement speed doubles and you
can take one extra action. Kecha Wacha
Harag Gem Kecha Wacha is a lemur-like monster with long arms and hook-like
Iron Wall. You have a +2 bonus to your armor class while fingers and claws. It has bright yellow fur and blue skin. It can fold
you wear this armor. its spiked ears over its face, forming a "mask" that is likely used to
intimidate would-be attackers. It also sports a tube-like trunk and
WEAPON MATERIAL EFFECTS large, forward-facing eyes.
Goss Harag Fur (Monk Only) It is capable of attacking from a distance by shooting globs of
When you attack a creature with an unarmed strike or mucus from its trunk-like nose which causes Waterblight. Kecha
monk weapon and roll a 20 on the attack roll, you can roll Wacha is able to glide using a membrane between its arms, legs,
one of the weapon’s damage dice one additional time and and tail, in a manner similar to a flying squirrel. This makes the
add it to the extra damage of the critical hit and the Kecha Wacha the only Fanged Beast able to "fly".
ground under the target and in a 5-foot radius around it
Kecha Wachas thrive in areas where they can climb and swing
becomes difficult terrain.
around freely. These creatures have a varied diet as

194
they are omnivores. Kecha Wacha will feed on vegetation, fruits,
seeds, along with insects such as Altaroth, Konchu, grubs, or
Bnahabra.
Poison: Waterblight
Curious in nature Kecha Wacha will investigate anything in their
environment that is new to them. As relatively peaceful monsters A creature afflicted by waterblight has its stamina
these creatures would rather flee than fight, yet if fleeing is not an
drained
option they can be surprisingly aggressive and will readily use their On the creatures turn, it can use either an
long, sharp, and hooked claws, trunk-like nose and mask-like ears Action or a Bonus Action, not both.
to defend themselves.

Kecha Wacha
Kecha Wacha Challenge Rating 6 Carves/Capture 3
Large beast (fanged), unaligned Carve Chance Capture Chance Material Slot
1-7 — Kecha Pelt (A)
Armor Class 13 (natural armor)
Hit Points 104 (11d10 + 44) 8-12 1-7 Kecha Longbone (A,W)
Speed 30 ft., climb 30 ft.
13-14 8-10 Kecha Tail (A,W)
15-16 11-13 Brute Bone (W,O)
STR DEX CON INT WIS CHA
17 14-15 Kecha Ear (A,W)
21 (+5) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)
18-20 16-20 Kecha Talon (A,W)
Skills Athletics +8, Perception +4
Damage Resistances cold, lightning
ARMOR MATERIAL EFFECTS
Damage Immunities acid, necrotic Kecha Pelt
Senses passive Perception 14
You have a +2 bonus to Animal Handling checks while you
Languages —
wear this armor.
Challenge 6 (2,300 XP) Proficiency +3
Kecha Longbone
Glide. When the kecha wacha falls and isn't Well Rested. When you finish a long rest, you gain 5
incapacitated, it can subtract up to 100 feet from the temporary hit points for 24 hours while attuned to this
fall when calculating falling damage, and it can move armor.
up to 2 feet horizontally for every 1 foot it descends.
Kecha Tail
Spider Climb. The kecha wacha can climb difficult While wearing this armor, you grow a monkey-like tail. You
surfaces, including upside down on ceilings, without can use the tail to hold an object, or stow or retrieve an
needing to make an ability check. item from your bags. The tail can't attack, activate magic
items, or carry more than 10 pounds.
Actions Kecha Ear
Multiattack. The kecha wacha three Claw attacks. It can Recovery Speed. Whenever you roll a Hit Die to regain hit
replace any attack with its Mucus attack. points, double the number of hit points it restores.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one Kecha Talon
target. Hit: 14 (2d8 + 5) slashing damage. While wearing this armor, you can move up, down, and
across vertical surfaces and upside down along ceilings,
Mucus. Ranged Weapon Attack: +8 to hit, range while leaving your hands free. You have a climbing speed
30/120 ft., one target. Hit: 10 (3d6) acid damage and equal to your walking speed. However the armor doesn't
the target is afflicted with waterblight for 1 minute. A allow you to move this way on a slippery surface, such as
creature can make a DC 15 Constitution saving throw one covered by ice or oil.
at the end of each of its turns, ending the effect on
itself on a success. WEAPON MATERIAL EFFECTS
Tantrum (Recharge 5-6). The kecha wacha flails its fist Kecha Longbone
around it in anger. Each creature within 10-feet of the When you cast a spell that deals cold damage, you gain a
kecha wacha must make a DC 16 Strength saving +1 bonus to its spell attack roll.
throw, taking 28 (8d6) bludgeoning damage on a failed
save or half as much damage on a successful one. Kecha Tail
When you hit a creature with this weapon, it must make a
Reactions DC 12 Constitution saving throw or be afflicted with
waterblight until the end of its next turn.
Earmuffs. When the kecha wacha is targeted by a spell
or attack it can use its reaction to fold its ears down Brute Bone
over its face until the start of its next turn. While its Your weapon deals an extra 1d4 bludgeoning damage.
ears are covering its face, it gains +1 bonus to its AC
and is deafened.

195
Kecha Ear
While holding this weapon, you can use an action to speak
15-16 9-13 Jumbo Bone (O)
its command word, to conjure a pair of kecha wacha ears
that cover your weapon. While your weapon is covered it 17 14-15 Y.Kecha Ear (A)
acts as a shield and cannot be used to attack, but retains all
its abilities. You can speak the command word again, as a 18-20 16-20 Y.Kecha Talon (A,W)
bonus action, to cause the weapon to revert to its normal
form.
ARMOR MATERIAL EFFECTS
Kecha Talon Y.Kecha Pelt
Spirit's Whim. The first time you mine or gather on an You have a +1 bonus to Animal Handling checks while you
expedition, you gain double the amount of minerals or wear this armor.
plants you would normally receive. (This material stacks
Y.Kecha Ear.
with other material effects that increase the number of
While wearing this armor you have a +1 bonus to
resources you can obtain.)
Constitution saving throws to maintain concentration.
OTHER MATERIAL EFFECTS Y.Kecha Talon
Brute Bone While wearing this armor, you can use an action to cast the
Rare armor upgrade material. spider climb spell from it. Once used, this property can't
be used again until the next dawn.

WEAPON MATERIAL EFFECTS


Young Kecha Wacha Y.Kecha Pelt
When you cast a spell that deals bludgeoning, piercing, or
Medium beast (fanged), unaligned
slashing damage, add 1/2 of your proficiency bonus to that
damage.
Armor Class 12 (natural armor)
Hit Points 52 (8d8 + 16) Y.Kecha Tail (Druid, Sorcerer, Warlock, or Wizard)
Speed 25 ft., climb 25 ft. While attuned to this weapon you know the frostbite
cantrip. If you already know the spell, the spells save DC is
increased by 1.
STR DEX CON INT WIS CHA
Y.Kecha Talon
16 (+3) 12 (+1) 14 (+2) 3 (-4) 10 (+0) 9 (-1) Whim. The first time you mine or gather on an expedition,
you gain 1 extra minerals or plants than you would
Damage Resistances acid, necrotic normally receive. (This material stacks with other material
Senses passive Perception 10 effects that increase the number of resources you can
Languages — obtain.)
Challenge 1 (200 XP) Proficiency +2
OTHER MATERIAL EFFECTS
Pack Tactics. The kecha wacha has advantage on an Jumbo Bone
attack roll against a creature if at least one of the kecha Uncommon armor upgrade material.
wacha's allies is within 5 feet of the creature and the
ally isn't incapacitated. Lagombi
Spider Climb. The kecha wacha can climb difficult A large, wombat-like Fanged Beast. Its ears are long and highly
surfaces, including upside down on ceilings, without sensitive, and its face features a beak-like mouth along with small
needing to make an ability check. red eyes. A Lagombi's belly is made of a low-friction material and
is shaped so that it can slide upon the ice like a sled. It is covered in
Actions a thick fur coat to keep it warm in its sub-zero homeland.
Multiattack. The kecha wacha makes two Claw attacks Lagombi have a warm pelt that helps them survive the cold.
or two Mucus attacks. These creatures have a plastron-like shell on their stomachs,
allowing them to slide across the ice with ease, possibly for
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one escaping from larger monsters. This can also be used to easily
target. Hit: 6 (1d6 + 3) slashing damage. surprise intruding hunters. Their ears are highly sensitive, allowing
Mucus. Ranged Weapon Attack: +5 to hit, range them to notice predators like Barioth and Tigrex even when they
30/120 ft., one target. Hit: 3 (1d6) acid damage. are far away, giving them plenty of time to escape. Lagombi claws
are able to tear through flesh easily and even freeze over the
wounds left over on prey.
Lagombi are a mildly aggressive in nature. Though they don't
Young Kecha Wacha attack unless angered, Lagombi can be considered dangerous for
Challenge Rating 1 Carves/Capture 1 novice hunters. Primarily looking for food to either store or gather
Lagombi are known to have food hidden underground across their
Carve Chance Capture Chance Material Slot territory.
1-7 — Y.Kecha Pelt (A,W)
8-14 1-8 Y.Kecha Tail (W)
196
Lagombi Lagombi Kit
Large beast (fanged), unaligned Small beast (fanged), unaligned

Armor Class 14 (natural armor) Armor Class 13 (natural armor)


Hit Points 68 (8d10 + 24) Hit Points 31 (7d6 + 7)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 2 (-4) 7 (-2) 5 (-3) 14 (+2) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 5 (-3)

Skills Acrobatics +3, Perception +0 Skills Acrobatics +2


Damage Immunities acid, cold, necrotic Damage Resistances acid, cold, necrotic
Senses passive Perception 10 Senses passive Perception 8
Languages — Languages —
Challenge 3 (700 XP) Proficiency +2 Challenge 1/2 (100 XP) Proficiency +2

Ice Walker. The lagombi is accustomed to moving Ice Walker. The lagombi is accustomed to moving
through the frozen tundras, as such it ignores difficult through the frozen tundras, as such it ignores difficult
terrain for snow, ice, and other cold weather effects. terrain for snow, ice, and other cold weather effects.
Keen Hearing. The lagombi has advantage on Wisdom Keen Hearing. The lagombi has advantage on Wisdom
(Perception) checks that rely on hearing. (Perception) checks that rely on hearing.
Slide. The lagombi’s reflexes and agility allow it to Actions
move with a burst of speed. When it moves on its turn
in combat, it can double its speed while traveling in a Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
straight line. If the lacombi runs into a creature after target. Hit: 6 (1d8 + 2) slashing damage.
moving at least 20 feet the creature must make a DC
13 Strength saving throw or be knocked prone. The
Bonus Actions
lagombi cannot use this trait again until it moves 0 feet Slide. The lagombi takes the dash action.
on one of its turns.

Actions
Multiattack. The lagombi makes two Claw attacks. It can
replace one of these attacks with its Giant Snowball
attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) slashing damage.
Giant Snowball. Ranged Weapon Attack: +3 to hit, reach
60/180 ft., one target. Hit: 6 (1d10 + 1) bludgeoning
damage plus 5 (1d10) cold damage.

197
Lagombi Lagombi Kit
Challenge Rating 3 Carves/Capture 3 Challenge Rating 1/2 Carves 1
Carve Capture Carve Chance Material Slots
Chance Chance Material Slots
1-7 Lagombi Kit Pelt (A)
1-7 1-3 Lagombi Pelt (A)
8-15 Lagombi Kit Claw (A,W)
8-11 4-10 Lagombi Plastron (A,W)
16-20 Lagombi Kit Ear (A,W)
12-13 11-15 Lagombi Iceclaw (A,W)
14-15 16-18 Lagombi Jumbo Bone (A,W,O) ARMOR MATERIAL EFFECTS
16-20 19-20 Lagombi Ear (A,W) Lagombi Kit Pelt
You have a +1 bonus to Acrobatics checks while you wear
this armor.
ARMOR MATERIAL EFFECTS
Lagombi Pelt Lagombi Kit Claw
You have a +1 bonus to Acrobatics checks while you wear Forager. When you harvest mushrooms, you instead gather
this armor. two.
Lagombi Kit Ear
Lagombi Plastron You ignore difficult terrain created by ice or snow while
You ignore difficult terrain created by ice or snow while you wear this armor.
you wear this armor.
Lagombi Iceclaw WEAPON MATERIAL EFFECTS
You reduce cold damage you take by 3 while you wear this Lagombi Kit Claw
armor. When you cast a spell that deals cold damage, add 1/2 of
Lagombi Jumbo Bone your proficiency bonus to that damage.
Archaeologist. When you successfully gather a bone Lagombi Kit Ear (Sorcerer & Wizard Only)
resource, you instead gather 2. While attuned to this weapon you know the ray of frost
Lagombi Ear cantrip.
Whenever you make a saving throw against the blinded
condition, you do so with a +1 bonus.

WEAPON MATERIAL EFFECTS


Lagombi Plastron
This weapon has a reservoir of ice magic that can freeze
the ground for up to 30 seconds. While holding this
weapon, you can use an action to plant this weapon in the
ground and release the ice magic within. While planted and
undepleted, the ground in a 10-foot radius of this weapon
becomes difficult terrain. This weapon recharges 1d6
seconds of energy to the weapon's reservoir daily at dawn.
Lagombi Iceclaw
When you cast a spell that deals cold damage, add 1/2 of
your proficiency bonus to that damage.
Lagombi Jumbo Bone
Your bludgeoning weapon deals an extra 2 bludgeoning
damage.
Lagombi Ear (Sorcerer & Wizard Only)
While attuned to this weapon you know the ray of frost
cantrip.

OTHER MATERIAL EFFECTS


Lagombi Jumbo Bone
Uncommon armor upgrade material.

198
Rajang
The rajang is a ultra-aggressive creature that is
rarely sighted and seldom survived. Widely
regarded as the pinnacle in unparalleled
physical prowess The rajang is said to be a loner. This is due to the
rajang's near-permanent nomadic lifestyle, it's not entirely certain
where the rajang is capable of living, though it's not far-fetched to
assume that it can live just about anywhere.
The Rajang strongly resembles the blangonga in its appearance
and movement, even borrowing some of its attacks. However,
notable differences include rajang's broader muscles, large horns,
hairy tail tip and its ability to use electricity-based attacks. The
rajang's most notable attack is its ability to shoot electricity from its
mouth, either as a blast or a beam. They are hated by many
adventurers, due to their combination of speed, aggression and
power.
Rajang are at best described as being ultra aggressive. Willing to
attack and kill anything that threatens them, brutally at that. In the
New World it's shown to be willing to challenge monsters
sometimes two or three times it's own size, and even managing to
overpower or tie against such monsters in Turf Wars.

Rajang Lighting Breath (Recharge 5-6). The rajang exhales


lightning in a 90-foot line that is 5 feet wide. Each
Huge beast (fanged), unaligned
creature in that line must make a DC 19 Dexterity saving
throw, taking 45 (10d8) lightning damage on a failed
Armor Class 17 (natural armor)
save, or half as much damage on a successful one.
Hit Points 175 (14d12 + 84)
Speed 40 ft., climb 40 ft. Meteor (Recharge 6). If the rajang jumps at least 15 feet
as part of its movement, it can then use this action to
roll into a ball and come crashing down in a space that
STR DEX CON INT WIS CHA contains one or more creatures within 40 feet of it. Each
of those creatures must succeed on a DC 19 Strength or
23 (+6) 12 (+1) 23 (+6) 12 (+1) 16 (+3) 10 (+0)
Dexterity saving throw (target's choice) or take 16 (3d6
+ 6) bludgeoning damage plus 14 (4d6) lightning
Saving Throws Str +11, Dex +6, Wis +8 damage and be knocked prone. On a successful save, the
Skills Athletics +11, Perception +8 creature takes only half the damage, isn't knocked prone,
Damage Resistances poison and is pushed 5 feet out of the rajang's space into an
Damage Immunities fire, lightning, necrotic unoccupied space of the creature's choice. If no
Senses passive Perception 18 unoccupied space is within range, the creature instead
Languages — falls prone in the rajang's space.
Challenge 15 (13,000 XP) Proficiency +5
Legendary Actions
Standing Leap. The rajang's long jump is up to 30 feet The rajang can take 3 legendary actions, choosing from
and its high jump is up to 15 feet, with or without a the options below. Only one legendary action option can
running start. be used at a time and only at the end of another
creature's turn. The rajang regains spent legendary
Actions actions at the start of its turn.
Multiattack. The rajang makes two Fist attacks. Kick. The rajang makes one Kick attack.
Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one Move. The rajang moves up to its speed without
target. Hit: 19 (3d8 + 6) bludgeoning damage. If the provoking opportunity attacks.
rajang moved at least 20 feet straight toward the target
immediately before the hit, the target takes an extra 13 Quake (Costs 2 Actions). The rajang reaches for the sky
(3d8) bludgeoning damage. If the target is a creature, it and slams its body onto the ground. Each creature within
must succeed on a DC 19 Strength saving throw or be 30 feet of the rajang must succeed on a DC 19 Strength
knocked prone. saving throw or be knocked prone. If the saving throw
fails by 5 or more, the target is also stunned until the end
Kick. Melee Weapon Attack: +11 to hit, reach 10 ft., one of its next turn.
target. Hit: 13 (2d6 + 6) bludgeoning damage.

199
Rajang Rajang Claw
Critical Eye. Your weapon attacks critical hit range is
Challenge Rating 15 Carves/Capture 3
increased by 1.
Carve Chance Capture Chance Material Slots
Rajang Horn
1-8 1-5 Rajang Fang (A,W) Your weapon gains the following properties. When one of
these properties is used, it can't be used again until the
9-13 6-13 Rajang Blackfur (A,W) next dawn.
— 14-15 Rajang Tail (A,W) Lightning. When you hit with a melee attack using the
14-17 16-18 Rajang Claw (A,W) weapon, you can cause the target to take an extra 2d6
lightning damage.
18 — Rajang Horn (A,W) Thunder. When you hit with a melee attack using the
19-20 19-20 Gold Rajang Pelt (A,W) weapon, you can cause the weapon to emit a crack of
thunder, audible out to 300 feet. The target you hit
must succeed on a DC 17 Constitution saving throw or
ARMOR MATERIAL EFFECTS become stunned until the end of your next turn.
Rajang Fang Lightning Strike. You can use an action to cause a bolt of
You have advantage on Insight checks while you wear this lightning to leap from the weapon's tip in a line that is 5
armor. feet wide and 120 feet long. Each creature in that line
must make a DC 17 Dexterity saving throw, taking 9d6
Rajang Blackfur lightning damage on a failed save, or half as much
You suffer no harm in temperature as cold as -20 degrees damage on a successful one.
Fahrenheit while you wear this armor. Thunderclap. You can use an action to cause the weapon
Rajang Tail to issue a deafening thunderclap, audible out to 600
Imperial Wrath. You have advantage on intimidation feet. Each creature within 60 feet of you (not including
checks when interacting with nobles while you wear this you) must make a DC 17 Constitution saving throw. On
armor. a failed save, a creature takes 2d6 thunder damage and
Rajang Claw becomes deafened for 1 minute. On a successful save, a
When you must succeed on a saving throw or be knocked creature takes half damage and isn't deafened.
prone, you do so with advantage. Thunder and Lightning. You can use an action to use the
Lightning Strike and Thunderclap properties at the same
Rajang Horn time. Doing so doesn't expend the daily use of those
You have resistance to thunder damage while you wear properties, only the use of this one.
this armor.
Gold Rajang Pelt
Gold Rajang Pelt Your weapon deals an extra 1d8 lightning damage.
You are immune to thunder damage while you wear this
armor.
Furious Rajang
WEAPON MATERIAL EFFECTS Considered to be a near myth, the furious rajang is a rare special
Rajang Fang (Insect Glaive Only) rajang individual that is constantly enraged for unknown reasons.
When you take the Attack action on your turn, you can Its theorized by the guild that the furious rajang's power is unstable
replace one of your attacks to hurl this weapon and speak due to the lost of its tail and that its power potentially comes from
this weapon's command word, it transforms into a bolt of
its heart along with its nerves.
lightning, forming a line 5 feet wide that extends out from
Furious rajang has the same biological adaptations as a normal
you to a target within 120 feet. Each creature in the line
rajang but with some minor differences. Unlike normal rajang, their
excluding you and the target must make a DC 16 Dexterity
saving throw, taking 4d6 lightning damage on a failed save, hair is always a golden in color. When enraged, furious rajang are
and half as much damage on a successful one. The surrounded by an aura of golden lightning. They are ultra
lightning bolt turns back into a javelin when it reaches the aggressive just like rajang though are noticeably stronger,
target. Make a ranged weapon attack against the target. On faster, and a lot more aggressive than rajang.
a hit, the target takes damage from the javelin plus 4d6 Many hunters who hunt them never
lightning damage. You can use this property a number of return.
times equal to your proficiency bonus, regaining all
expended uses when you finish a long rest.
Rajang Blackfur
Your weapon deals an extra 1d6 lightning damage.
Rajang Tail (Spellcaster Only)
This weapon has 7 runes. While holding it, you can use an
action to expend 1 or more of its runes to cast the
lightning bolt spell (save DC 15) from it. For 1 rune, you
cast the 3rd-level version of the spell. You can increase the
spell slot level by one for each additional rune you expend.
This weapon regains 1d6 + 1 expended runes daily at
dawn. If you expend the weapon's last rune, roll a d20. On
a 1, the runes cannot recharge for a week.
200
Furious Rajang save. On a successful save, the creature takes half as
much damage, isn't knocked prone, and is pushed 5
Huge beast (fanged), unaligned feet out of the rajang's space into an unoccupied space
of the creature's choice. If no unoccupied space is
Armor Class 22 (natural armor) within range, the creature instead falls prone in the
Hit Points 270 (20d12 + 140) rajang's space.
Speed 50 ft., climb 50 ft.
Legendary Actions
The rajang can take 3 legendary actions, choosing from
STR DEX CON INT WIS CHA the options below. Only one legendary action option
23 (+6) 13 (+1) 25 (+7) 12 (+1) 18 (+4) 10 (+0) can be used at a time and only at the end of another
creature's turn. The rajang regains spent legendary
Saving Throws Str +13, Dex +8, Wis +11 actions at the start of its turn.
Skills Athletics +13, Perception +11 Kick. The rajang makes one Kick attack.
Damage Resistances poison Move. The rajang moves up to its speed without
Damage Immunities fire, lightning, necrotic provoking opportunity attacks.
Condition Immunities charmed, frightened
Senses passive Perception 21 Quake (Costs 2 Actions). The rajang reaches for the sky
Languages — and slams its body onto the ground. Each creature
Challenge 21 (33,000 XP) Proficiency +7 within 30 feet of the rajang must succeed on a DC 21
Strength saving throw or be knocked prone. If the
saving throw fails by 5 or more, the target is also
Hypermetabolism. The rajang has advantage on saving
throws against being paralyzed, poisoned, put to sleep, stunned until the end of its next turn.
or stunned. Volley (Costs 2 Actions). The rajang makes one Electric
Volley attack.
Legendary Resistance (2/Day). If the rajang fails a saving
throw, it can choose to succeed instead.
Standing Leap. The rajang's long jump is up to 30 feet
and its high jump is up to 15 feet, with or without a Furious Rajang
running start. Challenge Rating 21 Carves/Capture 3
Actions Carve Chance Capture Chance Material Slots
Multiattack. The rajang makes three Fist attacks. 1-8 1-5 Rajang Apoplexy (A,W)
Electric Volley. Ranged Weapon Attack: +13 to hit, 9-13 6-13 Furious Rajang Pelt (A,W)
range 20/60 ft., one target. Hit: 14 (4d6) lightning
damage and each creature within 15 feet of the target — 14-15 Rajang Hardhorn (A,W)
(excluding the target) must make a DC 22 Dexterity 14-17 16-19 Rajang Hardclaw (A,W)
saving throw, taking 14 (4d6) lightning damage on a
failed save, or half as much damage on a successful 18-19 — Rajang Heart (A,W)
one. 20 20 Ghoulish Gold Gorer (A,W)
Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage. If the
rajang moved at least 20 feet straight toward the target ARMOR MATERIAL EFFECTS
immediately before the hit, the target takes an extra 13 Rajang Apoplexy
(3d8) bludgeoning damage. If the target is a creature, it HG Earplugs. While you are attuned to this armor, you can
must succeed on a DC 21 Strength saving throw or be use a bonus action to conjure two earplugs in the shape of
knocked prone. your choice. While using these earplugs, you can only hear
creatures you choose to be able to hear and you have
Kick. Melee Weapon Attack: +13 to hit, reach 10 ft.,
advantage on saving throws against thunder damage.
one target. Hit: 13 (2d6 + 6) bludgeoning damage.
Furious Rajang Pelt
Lighting Breath (Recharge 5-6). The rajang exhales
You have resistance to lightning and thunder damage while
lightning in a 120-foot line that is 10 feet wide. Each
you wear this armor.
creature in that line must make a DC 22 Dexterity
saving throw, taking 58 (13d8) lightning damage on a Rajang Hardhorn
failed save, or half as much damage on a successful Nimbleness. You have advantage on Dexterity (Acrobatics)
one. checks and Dexterity saving throws while you wear this
armor. Also when you are subjected to an effect that
Meteor (Recharge 6). The rajang jumps at least 15 feet
allows you to make a dexterity saving throw to take only
as part of its movement, it can then use this action to half damage, you instead take no damage if you succeed
roll into a ball and come crashing down in a space that
on the saving throw, and only half damage if you fail.
contains one or more creatures within 40 feet of it.
Each of those creatures must succeed on a DC 21 Rajang Hardclaw
Strength or Dexterity saving throw (target's choice) or Health Boost+. While wearing this armor, your hit point
take 16 (3d6 + 6) bludgeoning damage plus 31 (9d6) maximum increases by 2 for each character level you have.
lightning damage and be knocked prone on a failed
201
Rajang Heart
Stamina Surge+3. While wearing this armor, you can use an
action to cast the haste spell from it once per day, but can Actions
target only yourself when you do so. Multiattack. The rajang makes two Fist attacks.
Ghoulish Gold Gorer Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Iron Wall+. You have a +3 bonus to your armor class while target. Hit: 14 (2d8 + 5) bludgeoning damage. If the
you wear this armor. rajang moved at least 20 feet straight toward the target
immediately before the hit, the target takes an extra 9
WEAPON MATERIAL EFFECTS (2d8) bludgeoning damage. If the target is a creature, it
Rajang Apoplexy must succeed on a DC 16 Strength saving throw or be
Maximum Might. While your hit points are full and you are knocked prone.
not suffering from any levels of exhaustion, you deal
Kick. Melee Weapon Attack: +8 to hit, reach 10 ft., one
maximum weapon damage with your attacks. target. Hit: 8 (1d6 + 5) bludgeoning damage.
Furious Rajang Pelt
Lighting Breath (Recharge 5-6). The rajang exhales
Your weapon deals an extra 1d8 lightning damage.
lightning in a 60-foot line that is 5 feet wide. Each
Rajang Hardhorn (Spellcaster Only) creature in that line must make a DC 16 Dexterity
This weapon has 8 runes. While holding it, you can use an saving throw, taking 22 (5d8) lightning damage on a
action to expend 1 or more of its runes to cast the failed save, or half as much damage on a successful
lightning bolt spell (save DC 17) from it. For 1 rune, you one.
cast the 3rd-level version of the spell. You can increase the
Meteor (Recharge 6). If the rajang jumps at least 15 feet
spell slot level by one for each additional rune you expend. as part of its movement, it can then use this action to
This weapon regains 1d6 + 1 expended runes daily at roll into a ball and come crashing down in a space that
dawn. If you expend the weapon's last rune, roll a d20. On contains one or more creatures within 40 feet of it.
a 1, the runes cannot recharge for a week. Each of those creatures must succeed on a DC 16
Rajang Hardclaw Strength or Dexterity saving throw (target's choice) or
Heroics. While below 25% of your maximum hit points take 12 (2d6 + 5) bludgeoning damage plus 10 (3d6)
your weapon attacks deal 1d4 extra damage and you have lightning damage and be knocked prone. On a
resistance to all damage except psychic damage. successful save, the creature takes only half the
damage, isn't knocked prone, and is pushed 5 feet out
Rajang Heart of the rajang's space into an unoccupied space of the
Your weapon deals an extra 2d6 lightning damage. creature's choice. If no unoccupied space is within
Ghoulish Gold Gorer range, the creature instead falls prone in the rajang's
Rajang Will. While attuned to this weapon you gain the space.
benefits of both the Rajang Apoplexy and Rajang Hardclaw Legendary Actions
weapon material effects.
The rajang can take 3 legendary actions, choosing from
the options below. Only one legendary action option
can be used at a time and only at the end of another
Adolescent Rajang creature's turn. The rajang regains spent legendary
actions at the start of its turn.
Large beast (fanged), unaligned
Kick. The rajang makes one Kick attack.
Armor Class 16 (natural armor) Move. The rajang moves up to its speed without
Hit Points 152 (16d10 + 64) provoking opportunity attacks.
Speed 40 ft., climb 40 ft. Quake (Costs 2 Actions). The rajang reaches for the sky
and slams its body onto the ground. Each creature
within 30 feet of the rajang must succeed on a DC 16
STR DEX CON INT WIS CHA
Strength saving throw or be knocked prone. If the
20 (+5) 12 (+1) 19 (+4) 12 (+1) 16 (+3) 10 (+0) saving throw fails by 5 or more, the target is also
stunned until the end of its next turn.
Saving Throws Str +8, Dex +4, Wis +6
Skills Athletics +8, Perception +6
Damage Resistances fire, lightning
Senses passive Perception 16
Languages —
Challenge 8 (3,900 XP) Proficiency +3

Standing Leap. The rajang's long jump is up to 30 feet


and its high jump is up to 15 feet, with or without a
running start.

202
Adolescent Rajang recharge for a week.
Challenge Rating 8 Carves/Capture 3
Rajang Claw
Carve Chance Capture Chance Material Slots
Critical Eye. Your weapon attacks critical hit range is
1-8 1-5 A.Rajang Fang (A,W) increased by 1.
9-13 6-13 Rajang Blackfur (A,W) A.Rajang Horn
While attuned to this weapon, you gain a +1 bonus to your
— 14-15 A.Rajang Tail (A,W) spell save DC when casting spells that deal lightning or
14-17 16-18 Rajang Claw (A,W) thunder damage.
A.Gold Rajang Pelt
18 — A.Rajang Horn (A,W)
While holding this weapon, you gain a +1 bonus to spell
19-20 19-20 A.Gold Rajang Pelt (A,W) attack rolls and you ignore half cover when making a spell
attack.

ARMOR MATERIAL EFFECTS


A.Rajang Fang
You gain a +2 bonus on Insight checks while you wear this
armor.
Rajang Blackfur
You suffer no harm in temperature as cold as -20 degrees
Fahrenheit while you wear this armor.
A.Rajang Tail
Sovereign Wrath. You gain a +2 bonus on intimidation
checks when interacting with nobles while you wear this
armor.
Rajang Claw
When you must succeed on a saving throw or be knocked
prone, you do so with advantage.
A.Rajang Horn
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to lightning
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
rest.
A.Gold Rajang Pelt
You have resistance to lightning damage while you wear
this armor.

WEAPON MATERIAL EFFECTS


A.Rajang Fang (Insect Glaive Only) Volvidon
When you take the Attack action on your turn, you can Volvidon have a special armor on their backs, protecting them from
replace one of your attacks to hurl this weapon and speak attacks while also being very flexible. It possesses an extremely
this weapon's command word, it transforms into a bolt of
long, chameleon-like tongue which is covered in sticky saliva.
lightning, forming a line 5 feet wide that extends out from
Being a Fanged Beast, the Volvidon uses attacks similar to those of
you to a target within 120 feet. Each creature in the line
Arzuros and Lagombi. It is known to pull prey and foes toward its
excluding you and the target must make a DC 13 Dexterity
mouth using its long tongue. In addition to aiding transportation, its
saving throw, taking 3d6 lightning damage on a failed save,
and half as much damage on a successful one. The ability to roll up into a ball allows it to crush foes during combat. It
lightning bolt turns back into a insect glaive when it will typically avoid trouble, but if cornered, Volvidon can be
reaches the target. Make a ranged weapon attack against surprisingly aggressive.
the target. On a hit, the target takes damage from the Since it feeds mainly on Bnahabra and Altaroth, it is able to
javelin plus 3d6 lightning damage. You can use this convert the paralyzing toxins the insects naturally produce in to its
property a number of times equal to your proficiency own system due to a specialized organ located in its mouth along
bonus, regaining all expended uses when you finish a long with a smelly gas. This being done, now its own saliva has the
rest. same paralytic qualities, aiding it in its defense against predators.
Rajang Blackfur Volvidon are relatively calm, unless disturbed by predators. At
Your weapon deals an extra 1d6 lightning damage. the first sight of trouble the large Fanged Beast will roll up and if
possible quickly roll away, but if cornered Volvidon can be
A.Rajang Tail (Spellcaster Only) surprisingly aggressive. These creatures should not be
This weapon has 4 runes. While holding it, you can use an
underestimated by hunters as they can send any inexperienced or
action to expend 1 or more of its runes to cast the
arrogant hunter to an early grave.
lightning bolt spell (save DC 13) from it. This weapon
regains 1d4 expended runes daily at dawn. If you expend
the weapon's last rune, roll a d20. On a 1, the runes cannot
203
Volvidon
Challenge Rating 5 Carves/Capture 3
Volvidon Carve Capture
Large beast (fanged), unaligned
Chance Chance Material Slots

Armor Class 16 (natural armor) — 1-2 Sharpened Fang+ (A,W)


Hit Points 112 (15d10 + 30) 1-6 3-10 Volvi Carapace (A,W)
Speed 30 ft.
7-10 11-12 Volvidon Talon (A,W)
11-16 13-18 Volvidon Paralysis Sac (A,W)
STR DEX CON INT WIS CHA
17-20 19-20 Volvi Rickrack (A,W)
14 (+2) 16 (+3) 14 (+2) 5 (-3) 10 (+0) 3 (-4)

Damage Immunities fire, necrotic ARMOR MATERIAL EFFECTS


Senses passive Perception 10 Sharpened Fang+
Languages — While you are wearing this armor, you can use your
Challenge 5 (1,800 XP) Proficiency +3 reaction or bonus action to gain resistance to slashing
damage until the end of your next turn. Once you use this
Actions property, you cannot use it again until you finish a long
rest.
Multiattack. The volvidon makes one Tongue attack and
two Claw attacks. Volvi Carapace
Whenever you make a saving throw against waterblight
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one condition, you do so with a +1 bonus.
target. Hit: 10 (2d6 + 3) slashing damage.
Volvidon Talon
Tongue. Melee Weapon Attack: +6 to hit, reach 15 ft., You have a +1 bonus to Acrobatic checks while you wear
one target. Hit: 14 (2d10 + 3) bludgeoning damage this armor.
and a Large or smaller target is grappled (escape DC
12). Until this grapple ends, the target is restrained, Volvidon Paralysis Sac
and the volvidon can't make a make a Tongue attack You can cast the light cantrip once per day, while you are
against another target. wearing this armor.

Rollout (Recharge 5-6). The volvidon curls up into a ball, Volvi Rickrack
releasing any grappled creature, and moves up to Whenever you must succeed on a saving throw or be
double its speed in a straight line. During this move, it knocked prone, you do so with a +2 bonus.
can move through other creatures without provoking
opportunity attacks. Each creature the volvidon moves WEAPON MATERIAL EFFECTS
through must make a DC 13 Dexterity saving throw, Sharpened Fang+
taking 21 (6d6) bludgeoning damage and be knocked Your weapon deals an extra 1d4 slashing damage.
prone on a failed save, or half as much damage and
Volvi Carapace
isn't knocked prone on a successful one.
As an action you transform into a 5-foot sphere that
Bonus Actions resembles the color and shape of a volvidon's shell. While
in this form your speed increases to 40 feet, you can speak
Pull in. The volvidon pulls a grappled target 10 feet but it sounds muffled, you can only use your action to
towards it. transform back into your normal form, and you can only
use your bonus action to try and shove a creature within 5
feet of you or to take the Dash action.
Volvidon Talon
FastCharge. When you roll for initiative, your greatsword,
longsword, charge blade, or tonfas gains 1 charge, spirit, or
phial charge.
Volvidon Paralysis Sac
When you cast a spell that deals lightning damage, you
gain a +1 bonus to its spell attack roll.
Volvi Rickrack (Melee Weapon Only)
When you hit a creature with this weapon you can attempt
to grapple the creature as a bonus action.

204
Volvi Pup Talon

Volvidon Pup
Botanist. When you successfully gather a plant resource,
you instead gather 2.
Small beast (fanged), unaligned
Volvi Pup Rickrack
While you wear this armor, you can choose to leave
Armor Class 13 (natural armor) volvidon tracks instead of your own.
Hit Points 36 (8d6 + 8)
Speed 30 ft.
WEAPON MATERIAL EFFECTS
Sharpened Fang
STR DEX CON INT WIS CHA Your slashing weapon deals an extra 1 slashing damage.

10 (+0) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 5 (-3) Volvi Pup Rickrack


While you are attuned to this weapon, your tongue can
Damage Resistance fire extend out to 10 feet and you can grapple creatures with
it. While a creature is grappled by your tongue, you are
Senses passive Perception 10
Languages — unable to speak coherently.
Challenge 1/2 (100 XP) Proficiency +2
Wulg
Wulgs greatly resemble a cross between a wolf and a badger,
Actions possessing a thick black and white striped pelt, a lithe frame and a
Multiattack. The volvidon makes one Tongue attack and long bushy tail. Their faces are long and tapering, and covered in
one Claw attack. black fur. Wulgs have been known to attack hunters if they come
across them, but won't directly hunt them. They are capable of
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
lunging and biting at foes, as well as performing an acrobatic
target. Hit: 5 (1d6 + 2) slashing damage.
grapple attack that requires hunters to move quickly lest they be
Tongue. Melee Weapon Attack: +4 to hit, reach 10 ft., stripped of their health.
one target. Hit: 6 (1d8 + 2) bludgeoning damage and a
Medium or smaller target is grappled (escape DC 10).
Until this grapple ends, the target is restrained, and the
volvidon can't make a make a Tongue attack against Wulg
another target. Medium beast (fanged), unaligned

Bonus Actions Armor Class 13 (natural armor)


Pull in. The volvidon pulls a grappled target 10 feet Hit Points 19 (3d8 + 6)
towards it. Speed 30 ft.

Reactions
STR DEX CON INT WIS CHA
Tumble. When a creature hits the volvidon with a melee
weapon or spell attack, the volvidon can use its 14 (+2) 13 (+1) 15 (+2) 3 (-4) 12 (+1) 6 (-2)
reaction to roll 5 feet backwards into an unoccupied
space, without provoking opportunity attacks, and Skills Perception +3
reduce the damage it takes from the attack by half. Damage Immunity cold
Senses passive Perception 13
Languages —
Volvidon Pup Challenge 1 (200 xp) Proficiency +2
Challenge Rating 1/2 Carves/Capture 1
Pack Tactics. The wulg has advantage on an attack roll
Carve Chance Capture Chance Material Slots against a creature if at least one of the wulg's allies is
1-5 1-3 Sharpened Fang (A,W) within 5 feet of the creature and the ally isn't
incapacitated.
6-11 4-10 Volvi Pup Carapace (A)
12-16 11-17 Volvi Pup Talon (A)
Actions
Bite. Melee Weapon Attack: +4 hit, Reach 5 ft., one
17-20 18-20 Volvi Pup Rickrack (A,W) target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 hit, Reach 5 ft., one
ARMOR MATERIAL EFFECTS target. Hit: 7 (2d4 + 2) slashing damage. If the wulg
Sharpened Fang moved at least 20 feet straight toward a Medium or
You reduce slashing damage you take by 2 while you wear larger creature immediately before the hit, that target
this armor. must succeed on a DC 12 Strength saving throw or the
wulg attaches itself to the target (escape DC 12).
Volvi Pup Carapace
While wearing this armor you have a +1 bonus to Bonus Actions
Constitution saving throws to maintain concentration. Crunch. While attached to a creature, the wulg makes
one Bite attack against it.
205
Wulg
Challenge Rating 1 Carves 1
Carve Chance Material Slots
1-14 Raw Meat (O)
15-20 Wulg Thickfur (A,W)

ARMOR MATERIAL EFFECTS


Wulg Thickfur
You reduce cold damage you take by 3 while you wear this
armor.

WEAPON MATERIAL EFFECTS


Wulg Thickfur
Master Mounter. You have advantage on Strength
(Athletic) checks when attempting to Climb Onto a Bigger
Creature (DMG p.271) while you are attuned to this
weapon.

OTHER MATERIAL EFFECTS


Raw Meat
Provides 2 days rations when cooked.

Wulg Pup
Small beast (fanged), unaligned
Wulg Pup
Armor Class 13 (natural armor) Challenge Rating 1/8 Carves 1
Hit Points 10 (3d6) Carve Chance Material Slots
Speed 30 ft.
1-14 Raw Meat (O)

STR DEX CON INT WIS CHA 15-20 Wulg Pup Fur (A,W)

10 (+0) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 8 (-1)


ARMOR MATERIAL EFFECTS
Damage Immunity cold Wulg Pup Fur
Senses passive Perception 9 You reduce cold damage you take by 2 while you wear this
Languages — armor.
Challenge 1/8 (25 xp) Proficiency +2
WEAPON MATERIAL EFFECTS
Actions Wulg Pup Fur
You have a +2 bonus on Stealth checks made to hide ice
Bite. Melee Weapon Attack: +2 hit, Reach 5 ft., one or snowy terrain while are attuned to this weapon.
target. Hit: 3 (1d6) piercing damage.
Claw. Melee Weapon Attack: +2 hit, Reach 5 ft., one OTHER MATERIAL EFFECTS
target. Hit: 5 (2d4) slashing damage. If the wulg moved Raw Meat
at least 20 feet straight toward a Small or larger Provides 2 days rations when cooked.
creature immediately before the hit, that target must
succeed on a DC 10 Strength saving throw or the wulg
attaches itself to the target (escape DC 10).

Bonus Actions
Crunch. While attached to a creature, the wulg makes
one Bite attack against it.

206
Fanged Wyvern
Fanged Wyverns are known for being Fanged Beast-like Wyvern monsters that have highly developed limbs. Typically ignored by towns and
cities due to their preferred territories being far away from civilization. Up until recently scholars only classified the Zinogre as the only
known species of these wyverns. New species have been discovered in far off regions, although they are more reptilian in nature when
compared to their kin.

Dodogama
Challenge Rating 7 Carves/Capture 3
Dodogama Carve Chance Capture Chance Material Slots
Large wyvern (fanged), unaligned
1-3 1-3 Monster Bone+ (O)
Armor Class 16 (natural armor) 4-6 4-7 Dodogama Hide (A,W)
Hit Points 152 (16d10 + 64)
Speed 40 ft. 7-9 8-9 Dodogama Jaw (W)
— 10-12 Nourishing Extract (O)
STR DEX CON INT WIS CHA 10-14 13-17 Dodogama Scale (A)
20 (+5) 9 (-1) 18 (+4) 3 (-4) 14 (+2) 10 (+0) 15-17 — Dodogama Tail (A,W)
18-20 18-20 Dodogama Talon (A,W)
Saving Throws Con +7, Cha +3
Damage Immunities fire
Senses passive Perception 12 ARMOR MATERIAL EFFECTS
Languages — Dodogama Hide
Challenge 7 (2,900 XP) Proficiency +3 While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to fire damage
Actions until the end of your next turn. You can use this property
twice, regaining all uses when you finish a long rest.
Multiattack. The dodogama makes two Bite attacks.
Dodogama Scale
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one You have a +2 bonus to Animal Handling checks while you
target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) wear this armor.
fire damage. If the dodogama moved at least 20 feet
straight toward a creature immediately before the hit, Dodogama Tail
the target takes an extra 9 (2d8) damage. If the target Whenever you make a saving throw against an attack or
is a creature, it must succeed on a DC 15 Strength spell that deals fire damage, you do so with a +2 bonus.
saving throw or be knocked prone. Dodogama Talon (Charge Blade & Gunlance Only)
Molten Rock. Ranged Weapon Attack: +8 to hit, range Capacity Boost. This material provides one of the following
30/120 ft., one target. Hit: 12 (2d6 + 5) bludgeoning armor properties depending on which weapon it is placed
damage plus 7 (2d6) fire damage. in:
(Charge Blade) Your phial charge maximum is increased
by 1.
(Gunlance) Your gunlance can hold one extra shell.
Dodogama
Dodogama has blue scales with orange stripes covering its body. It WEAPON MATERIAL EFFECTS
has a massive bottom jaw used for storing rocks in its mouth, Dodogama Hide
which will turn orange when they become volatile. Dodogama is While attuned to this weapon, you gain a +1 bonus to your
known to eat rocks for defense. When these rocks are combined spell attack rolls when casting fire spells.
with its saliva, they become
explosive in nature, becoming a powerful Dodogama Jaw (Sorcerer & Wizard Only)
projectile that it can spit at predators. You know the fire bolt cantrip while attuned to this
weapon.
Dodogama Tail (Sorcerer & Wizard Only)
Mini-Bombardier. This weapon has 5 runes. While holding
it, you can use an action to expend 1 or more of its runes
to cast one of the following Spells from it, using your spell
save DC: burning hands (1 rune) scorching ray (2 runes),
aganazzar's scorcher (2 runes), or flaming sphere (2
runes). This weapon regains 1d4 + 1 expended runes daily
at dawn. If you expend the last rune it cannot regain any
runes for one week.

207
Dodogama Talon (Gunlance Only) J.Dodogama Jaw
Artillery+. While attuned to this weapon, your wyvernfire Geologist. When you successfully gather a mining
can now be used twice per long rest and you can add your resource, you instead gather 2.
Strength modifier to the damage of your shell attacks. J.Dodogama Scale
You have a +1 bonus to Animal Handling checks while you
OTHER MATERIAL EFFECTS wear this armor.
Monster Bone+ J.Dodogama Tail
Rare weapon upgrade material. Botanist. When you successfully gather a plant resource,
Nourishing Extract you instead gather 2.
A material that replaces the catalyst for crafting J.Dodogama Talon
demondrug or armorskin potions. It can also be used in Guts. When you are reduced to 0 hit points but not killed
place of mega nutrients when crafting max potions or outright, you can drop to 1 hit point instead. Once you use
ancient potions. this property, you can’t use it again for 2 days.

WEAPON MATERIAL EFFECTS


J.Dodogama Hide
Juvenile Dodogama When you cast a spell that deals fire damage, add 1/2 of
Medium wyvern (fanged), unaligned your proficiency bonus to that damage.
J.Dodogama Jaw (Druid, Sorcerer & Wizard Only)
Armor Class 15 (natural armor) You know the control flames cantrip while wearing this
Hit Points 52 (7d8 + 21) armor.
Speed 30 ft.
J.Dodogama Tail
Spirit's Whim. The first time you mine or gather on an
STR DEX CON INT WIS CHA expedition, you gain double the amount of minerals or
plants you would normally receive.
15 (+2) 8 (-1) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
J.Dodogama Talon (Gunlance Only)
Artillery. While attuned to this weapon, your wyvernfire can
Saving Throws Con +5, Cha +0 now be used twice per long rest.
Damage Immunities fire
Senses passive Perception 10 OTHER MATERIAL EFFECTS
Languages — Jumbo Bone
Challenge 1 (200 XP) Proficiency +2 Uncommon armor upgrade material.

Actions
Multiattack. The dodogama makes two Bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage plus 1 fire
damage.
Molten Rock. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage plus 2 (1d4) fire damage.

Juvenile Dodogama
Challenge Rating 1 Carves/Capture 1 Girros
Carve Chance Capture Chance Material Slots Girros are snake-like Fanged Wyverns with a head and hood
similar to a cobra. They have black onyx scales with yellow stripes
1-3 1-3 Jumbo Bone (O)
on their neck. Girros also have red gill-like organs on the side of
4-6 4-8 J.Dodogama Hide (A,W) their neck. Girros have a paralyzing venom in their fangs used to
incapacitate their prey.
7-9 9-12 J.Dodogama Jaw (A,W)
10-14 13-17 J.Dodogama Scale (A) Great Girros
15-17 — J.Dodogama Tail (A,W) Great Girros greatly resembles a cobra in appearance though walks
18-20 18-20 J.Dodogama Talon (A,W) on all fours like a monitor. It is covered in black onyx scales and
has yellow stripes running down the back of its neck. On the side
of its neck is a hood with red gill-like organs. Great Girros has
ARMOR MATERIAL EFFECTS large fangs filled with a paralyzing venom. It just takes a single bite
J.Dodogama Hide from these fangs to paralyze prey as big as fangs to paralyze prey
You reduce fire damage you take by 2 while you wear this as big as Radobaan. It
armor.
208
can also spit a yellow fluid from its mouth that can paralyze prey.
Great Girros also possess the ability to call Girros during a fight to
swarm it's prey with a barrage of paralyzing bites.
Great Girros is an active scavenger that is constantly looking for
Girros
Small wyvern (fanged), unaligned
new corpses to feed on. Great Girros is also surprisingly aggressive
as it will attack even Odogaron who is the Apex Monster of the
Rotten Vale. Great Girros will fight any monster it can swarm with Armor Class 14 (natural armor)
regular Girros. Hit Points 27 (5d6 + 10)
Speed 40 ft.

Girros Pup STR DEX CON INT


15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
WIS CHA

Small wyvern (fanged), unaligned

Skills Perception +3
Armor Class 12 (natural armor)
Damage Resistance acid
Hit Points 21 (6d6)
Condition Immunities paralyzed
Speed 30 ft.
Senses darkvision 60 ft., passive Perception 13
Languages —
STR DEX CON INT WIS CHA Challenge 1 (200 XP) Proficiency +2

10 (+0) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 8 (-1) Pack Tactics. The girros has advantage on an attack roll
against a creature if at least one of the girros's allies is
Damage Resistance acid within 5 feet of the creature and the ally isn't
Condition Immunities paralyzed incapacitated.
Senses darkvision 60 ft., passive Perception 9
Languages — Actions
Challenge 1/8 (25 XP) Proficiency +2
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. If the target is
Pack Tactics. The girros has advantage on an attack roll
a creature, it must make a DC 11 Constitution saving
against a creature if at least one of the girros's allies is
throw, taking 9 (2d8) poison damage on a failed save,
within 5 feet of the creature and the ally isn't
or half as much damage on a successful one. If the
incapacitated.
poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after
Actions regaining hit points, and is paralyzed while poisoned in
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one this way.
target. Hit: 2 (1d4) piercing damage. If the target is a
creature, it must succeed on a DC 10 Constitution
saving throw or be poisoned until the end of its next Girros
turn.
Challenge Rating 1 Carves 1
Carve Chance Material Slots
Girros Pup 1-8 Girros Hide (A)
Challenge Rating 1/8 Carves 1
9-15 Girros Scale (A)
Carve Chance Material Slots
16-20 Girros Fang (W)
1-9 Raw Meat (O)
10-14 Girror Pup Scale (W) ARMOR MATERIAL EFFECTS
15-20 Girros Meat (O) Girros Hide
You have a +1 bonus to Stealth checks while you wear this
armor.
WEAPON MATERIAL EFFECTS
Girror Pup Scale Girros Scale
You know the poison spray cantrip while attuned to this Your eyes look like snake eyes while you wear this armor,
weapon. granting you blindsight out to 10 feet.

WEAPON MATERIAL EFFECTS


OTHER MATERIAL EFFECTS Girros Fang
Girros Meat A creature hit by this weapon must succeed a DC 8
A material that replaces the parashroom when crafting. Constitution saving throw or become incapacitated and
Raw Meat has its movement speed is reduced to 0 until the start of
Provides 2 days rations when cooked. its next turn.

209
17-18 14-16 Great Girros Fang (W)

Great Girros 19-20 17-20 Girros Paralysis Sac (W)

Large wyvern (fanged), unaligned


ARMOR MATERIAL EFFECTS
Armor Class 15 (natural armor) Great Girros Hide
Hit Points 123 (13d10 + 52) Palico Rally. NPC allies within 10 feet of you gain +1 AC
Speed 40 ft. and +1 to attack rolls while you are attuned to this
weapon.
Great Girros Hood
STR DEX CON INT WIS CHA Effluvia Resis. You are immune to damage from Effluvia
19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0) and you reduce acid damage you take by 2 while you wear
this armor.
Saving Throws Con +7 Great Girros Scale
Skills Perception +5 Whenever you make a saving throw against the paralyzed
Damage Resistances necrotic condition, you do so with a +3 bonus.
Damage Immunities lightning
Condition Immunities paralyzed WEAPON MATERIAL EFFECTS
Senses darkvision 60 ft., passive Perception 15 Great Girros Hood
Languages — While attuned to this weapon, you have darkvision out to a
Challenge 6 (2,300 XP) Proficiency +3 range of 60 feet.
Great Girros Tail (Hunting Horn Only)
Actions Horn Maestro. While attuned to this weapon, your melody
lasts an extra 30 seconds longer than normal.
Multiattack. The great girros makes three Bite attacks.
Great Girros Fang
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one A creature hit by this weapon must succeed a DC 9
target. Hit: 11 (2d6 + 4) piercing damage. If the target
Constitution saving throw, or be incapacitated and has its
is a creature, it must make a DC 15 Constitution saving movement speed is reduced to 0 until the end of its next
throw, taking 7 (2d6) poison damage on a failed save, turn.
or half as much damage on a successful one. If the
poison damage reduces the target to 0 hit points, the Girros Paralysis Sac (Bard, Cleric, Druid, Sorcerer, Warlock,
target is stable but poisoned for 1 hour, even after & Wizard Only)
regaining hit points, and is paralyzed while poisoned in While attuned to this weapon you can cast the hold person
this way. spell at 2nd level once per day, without expending a spell
If the great girros moved at least 20 feet straight slot.
toward a creature immediately before the hit, the target
takes an extra 7 (2d6) damage. If the target is a OTHER MATERIAL EFFECTS
creature, it must succeed on a DC 15 Strength saving Monster Bone+
throw or be knocked prone. Rare weapon upgrade material.
Paralyzing Spit. Ranged Weapon Attack: +7 to hit, range
30/120 ft., one creature. Hit: The creature is poisoned
Jagras
for 1 minute. While poisoned in this way the target is Jagras are small and slim compared to Great Jagras. Their body
paralyzed. A creature can make a DC 15 Constitution shape is very wolf-like in nature, allowing them to move quickly
saving throw at the end of each of its turns, ending the and stand up right for short periods of time. Jagras have light green
effect on itself on a success. scales with blue and reddish stripes covering their body, as well as
Alpha Call (1/day). The great girros looses a shriek, a blue-colored underbelly.
calling 2 (1d4) girros to its aid. The creatures arrive on Jagras will swarm potential prey in an instant, whether it be
initiative 20 (losing initiative ties), acting as allies of carrion or raw meat dropped by a hunter. Jagras packs have even
the great girros and obeying its hissed commands. been seen attacking injured Anjanath. Though they are bold, Jagras
will flee to the trees if they encounter a larger monster.
Jagras packs contain both males and females, but the males leave
their pack when they reach a certain age and will live on their own
Great Girros as they mature.Most of them won't survive on their own, but those
Challenge Rating 6 Carves/Capture 3 that do will grow up and become a Great Jagras. Once fully grown,
they'll return to their place of origin and battle other Great Jagras
Carve Chance Capture Chance Material Slots for their packs.
1-2 1-3 Monster Bone+ (O)
Great Jagras
3-5 4-7 Great Girros Hide (A)
Great Jagras greatly resembles an Iguana. It has yellow scales with
6-8 8-9 Great Girros Hood (A,W) orange accents and a bluish underside. It also has a distinct mane of
hairs that resemble dreadlocks. The
9-13 10-13 Great Girros Scale (A)
14-16 — Great Girros Tail (W)

210
monster has incredible stomach capacity and often swallows prey
whole, greatly distending its belly. They are typically passive
toward adventurers until attacked.
Jagras Pup
Small wyvern (fanged), unaligned

Armor Class 11 (natural armor)


Hit Points 10 (3d6)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 8 (-1)

Damage Resistance poison


Senses passive Perception 9
Languages —
Challenge 1/8 (25 XP) Proficiency +2

Jagras Pack Tactics. The jagras has advantage on an attack roll


Medium wyvern (fanged), unaligned against a creature if at least one of the jagras' allies is
within 5 feet of the creature and the ally isn't
Armor Class 11 (natural armor) incapacitated.
Hit Points 19 (3d8 + 6)
Speed 40 ft. Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
Jagras Pup
Skills Perception +3 Challenge Rating 1/8 Carves 1
Damage Resistance poison
Senses passive Perception 13 Carve Chance Material Slots
Languages — 1-10 Raw Meat (O)
Challenge 1/2 (100 XP) Proficiency +2
11-20 Jagras Scale (A)

Actions
Multiattack. The jagras makes two Bite attacks. ARMOR MATERIAL EFFECTS
Jagras Scale
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one You grow snake-like fangs while you are attuned to this
target. Hit: 5 (1d6 + 2) piercing damage. armor.

OTHER MATERIAL EFFECTS


Jagras Raw Meat
Provides 2 days rations when cooked.
Challenge Rating 1/2 Carves 1
Carve Chance Material Slots
1-8 Jagras Hide (A)
9-15 Jagras Scale (A)
16-20 Sharp Claw (W)

ARMOR MATERIAL EFFECTS


Jagras Hide
You have a +1 bonus to Nature checks while you wear this
armor.
Jagras Scale
You grow snake-like fangs while you are attuned to this
armor.

WEAPON MATERIAL EFFECTS


Sharp Claw
Your slashing weapon deals an extra 1 slashing damage.
211
Great Jagras Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (3d4 + 3) slashing damage or 13 (4d4 +
Large wyvern (fanged), unaligned
3) piercing damage if its belly is expanded.
Armor Class 14 (natural armor) Swallow. The great jagras makes one Bite attack against a
Hit Points 85 (10d10 + 30) Medium or smaller target it is grappling. If the attack
Speed 40 ft. hits, the target is swallowed, and the grapple ends. The
swallowed target is blinded and restrained, it has total
cover against attacks and other effects outside the great
STR DEX CON INT WIS CHA jagras, and it takes 10 (3d6) acid damage at the start of
each of the great jagras's turns.
16 (+3) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 7 (-2)
The great jagras can have only one target swallowed at
a time. If the great jagras takes 15 damage or more on a
Skills Perception +3 single turn from the swallowed target, the great jagras
Damage Resistances cold, necrotic must succeed on a DC 15 Constitution saving throw at
Damage Immunities poison the end of that turn or regurgitate the target, which falls
Senses passive Perception 13 prone in a space within 5 feet of the great jagras and is
Languages — no longer blinded or restrained by it.
Challenge 4 (1,100 XP) Proficiency +2 While the great jagras isn't incapacitated, it can
regurgitate the target at any time (no action required) in
Full Belly. Immediately after the great jagras swallows a a space within 5 feet of it. If it is a creature, it exits
creature or object, its belly expands for 1 hour or until it prone. If the great jagras dies, it likewise regurgitates a
regurgitates the creature or object. While its belly is swallowed target.
expanded, its movement speed is reduced by 10 feet
Rollover (Full Belly Only, Recharge 5-6). The great jagras
and it deals one extra die of damage on Strength-based
moves up to half its speed while rolling over. During this
weapon attacks (included in the attacks).
move, it can move through other creatures without
Actions provoking opportunity attacks. Each creature the great
jagras moves through must make a DC 13 Dexterity
Multiattack. The great jagras makes one Bite attack and saving throw, taking 17 (4d6 + 3) bludgeoning damage
one Claw attack. and be knocked prone on a failed save, or half as much
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one damage, isn't knocked prone, and is pushed 5 feet out of
target. Hit: 10 (2d6 + 3) piercing damage or 13 (3d6 + the great jagras's space into an unoccupied space of the
3) piercing damage if its belly is expanded, and the target creature's choice on a successful save. If no unoccupied
is grappled (escape DC 13). Until this grapple ends, the space is within range, the creature instead falls prone in
target is restrained, and the great jagras can't bite the great jagras's space.
another target.

Great Jagras Great Jagras Claw


Full Belly. As an action, you can eat up to two days worth
Challenge Rating 4 Carves/Capture 2
of rations causing your belly to expand for 1 minute or
Carve Chance Capture Chance Material Slots until you regurgitate the rations as a bonus action. For
1-6 1-4 Great Jagras Scale (A,W) each ration you eat in this way, you gain a +1 bonus to
your AC, but your movement speed is reduced by 10 feet.
7-11 5-10 Great Jagras Hide (A,W)
WEAPON MATERIAL EFFECTS
12-15 11-14 Great Jagras Mane (A)
Great Jagras Scale (1-Handed or Versatile Weapons Only)
16-20 15-16 Great Jagras Claw (A,W) While attuned to this weapon, you can safely swallow it
instead of sheathing it, and you can draw the weapon the
— 17-20 Monster Bone+ (O) same as any other.
Great Jagras Hide
ARMOR MATERIAL EFFECTS While attuned to this weapon, you know the purify food
Great Jagras Scale and drink spell.
You have a +2 bonus to Intimidation checks while you Great Jagras Claw
wear this armor. Palico Rally. NPC allies within 10 feet of you gain +1 AC
Great Jagras Hide and +1 to attack rolls while you are attuned to this
Speed Eating. While you are attuned to this armor, you can weapon.
use any consumable, such as a potion or food, as a bonus
action; so long as you are the one consuming it. OTHER MATERIAL EFFECTS
Great Jagras Mane Monster Bone+
Free Meal. While attuned to this armor, you no longer need Rare weapon upgrade material.
to eat or drink.

212
Lunagaron
Lunagaron is a large, wolf-like fanged wyvern similar in
appearance to new World fanged wyverns such as odogaron and
tobi-kadachi. Its body is covered in cobalt scales with white edges,
with several ridges running down its back.
Like other fanged wyverns, it is very agile and can easily climb
up and jump off walls and large rocks. It is agile enough to perform
several attacks in a row using its front legs, as well as acrobatic
movements. Although normally quadrupedal, lunagaron have a
"true-form" in which it takes a bipedal stance. Additionally,
lunagaron can chill the air it inhales with a special organ, which
then circulates throughout its body as a unique form of
thermoregulation. It can also use this ability to form ice armor on
itself during combat and breath mist of frost.
Born hunter, Lunagaron feeds on smaller monsters, including
some smaller size large monsters like Aknosom. It often competes
with other dangerous monsters like Zinogre, Garangolm and
Malzeno, often in Turf Wars around various locales, such as the
Citadel.
Lunagaron is first encountered in the Shrine Ruins of Kamura;
however, its main domain is the ice caverns of Elgado's Citadel.
Due to its special thermoregulation skill, lunagaron has been seen
living in non-cold areas such as the jungle.

213
Lunagaron Furious Swipes (Recharge 5-6). The lunagaron makes
three Claw attacks that deal an extra 7 (2d6) slashing
Large wyvern (fanged), unaligned
damage against the same target.
Armor Class 17 (19 with Ice Cloak or Werewolf active)
Hit Points 52 (5d10 + 25) (242 hp with mythic traits)
Reactions
Speed 50 ft., climb 30 ft. Uncanny Dodge. The lunagaron halves the damage that it
takes from an attack that hits it. The lunagaron must be
able to see the attacker.
STR DEX CON INT WIS CHA
Legendary Actions
23 (+6) 16 (+3) 20 (+5) 8 (-1) 15 (+2) 10 (+0)
The lunagaron can take 3 legendary actions, choosing
from the options below. Only one legendary action
Saving Throws Dex +9, Con +11, Wis +8 option can be used at a time and only at the end of
Skills Acrobatics +9, Athletics +12, Perception +8 another creature's turn. The lunagaron regains spent
Damage Resistances bludgeoning, piercing, and slashing
legendary actions at the start of its turn.
from nonmagical attacks
Damage Immunities cold Attack. The lunagaron makes one Tail attack.
Senses darkvision 120 ft., passive Perception 18 Flash Freeze. The lunagaron freezes the air in a 5-foot
Languages — radius around it. Each creature in that area must succeed
Challenge 19 (22,000 XP) Proficiency +6 on a DC 19 Constitution saving throw or be diseased
with iceblight until the start of the lunagaron's next turn.
Ice Cloak (Mythic Trait; Recharges after a Short or Long If the saving throw fails by 9 or more, the target is
Rest). If the lunagaron is reduced to 0 hit points while in instead diseased with iceblight for 1 minute. A creature
its normal form, it doesn't die or fall unconscious. can repeat the saving throw at the end of each of its
Instead, its current hit point total instead resets to 84 turns, ending the effect on itself on a success.
(8d10 + 40 hit points, it regains one expended use of Pounce (Costs 2 Actions). The lunagaron moves up to its
Legendary Resistance, and it coats its limbs and tail with speed, then makes one Bite attack. If the attack hit, the
ice for 1 minute. Additionally, the lunagaron can now use target must succeed on a DC 20 Strength saving throw,
the ice cloak options in the "Mythic Actions" section for or be knocked prone.
1 minute. Mythic Actions
Keen Hearing and Smell. The lunagaron has advantage on
Wisdom (Perception) checks that rely on hearing or If the lunagaron's Ice Cloak trait has activated in the last
smell. minute, it can use the options below as legendary
actions.
Legendary Resistance (2/Day). If the lunagaron fails a
saving throw, it can choose to succeed instead. Cold Breath (Costs 2 Actions). The lunagaron exhales an
icy blast in a 30-foot line that is 10 feet wide. Each
Werewolf (Mythic Trait; Recharges after a Short or Long creature in that line must make a DC 19 Constitution
Rest). If the lunagaron is reduced to 0 hit points while ice saving throw, taking 31 (9d6) cold damage and be
cloak is active or needs to be recharged, it doesn't die or diseased with iceblight for 1 minute on a failed save, or
fall unconscious. Instead, its current hit point total half as much damage and isn't diseased with iceblight on
instead resets to 105 (10d10 + 50) hit points, it regains a successful one. A creature can repeat the saving throw
one expended use of Legendary Resistance, and it stands at the end of each of its turns, ending the effect on itself
on its two hind legs, infusing ice around its claws and on a success.
creates huge spikes on its back for 1 minute.
Additionally, the lunagaron can now use the werewolf Trample (Costs 2 Actions). The lunagaron moves up to its
options in the "Mythic Actions" section for 1 minute. speed, during this move it can move through other
creatures without provoking opportunity attacks. Each
Actions creature the lunagaron moves through must succeed on
a DC 20 Dexterity saving throw or take 28 (4d10 + 6)
Multiattack. The lunagaron makes one Bite attack and two
bludgeoning damage and and be knocked prone and
Claw attacks.
diseased with iceblight until the start of lunagaron's next
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one turn.
target. Hit: 15 (2d8 + 6) piercing damage.
If the lunagaron's Werewolf trait has activated in the last
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one minute, it can use the options below as legendary
target. Hit 9 (1d6 + 6) slashing damage, or 9 (1d6 + 6) actions.
plus 7 (2d6) cold damage while ice cloak or werewolf is
Tail Flip. The lunagaron makes one Tail attack then leaps
active. If the target is a creature and ice cloak or
10 feet backwards away from the target. Opportunity
werewolf is active, the target must succeed on a DC 19
attacks against the lunagaron have disadvantage when it
Constitution saving throw or be diseased with iceblight
leaps away.
until the start of lunagaron's next turn.
Leaping Wolf Slash (Costs 3 Actions; Recharge 4-6). The
Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., one
lunagaron lunges up to 15 feet and swipes with both
target. Hit 15 (2d8 + 6) bludgeoning damage, or 15
claws at a creature within 5 feet of it. That creature must
(2d8 + 6) plus 7 (2d6) cold damage while ice cloak or
make a DC 20 Dexterity saving throw, taking 48 (12d6 +
werewolf is active. If the target is a creature and ice cloak
6) slashing damage on a failed save, or half as much
or werewolf is active, the target must succeed on a DC
damage on a successful one.
214 19 Constitution saving throw or be diseased with
iceblight until the start of lunagaron's next turn.
Lunagaron Luna Vermilion Hardclaw
While you are holding this weapon, you can use an action
Challenge Rating 19 Carves/Capture 3
to speak its command word to summon a winter wolf for
Carve Capture up to 8 hours. The wolf acts as your ally, and can
Chance Chance Material Slots telepathically communicate with you at any range if you
and it are on the same plane of existence. Once this
1-4 1-4 Lunagaron Shard (A,W)
property has been used, it can't be used again until 2 days
5-9 5-9 Lunagaron Cortex (A,W) have passed.
10-14 10-12 Luna Vermilion Hardclaw (A,W) Lunagaron Lash Shell
Critical Eye+. Your weapon attacks critical hit range is
— 13-15 Lunagaron Lash Shell (A,W) increased by 2.
15-18 — Frostborn Hardfang (A,W) Frostborn Hardfang
19 16-18 Lunagaron Bluecore (A) Latent Power +2. When you are reduced to a half of your
maximum hit points for the first time in combat or at the
20 19-20 Lunagaron Frost Jewel (A,W) start of your turn on the 10th round of combat, whichever
comes first, you gain the effects of the haste spell for 1
minute. Once used, you must finish a short or long rest
ARMOR MATERIAL EFFECTS before you can use this property again.
Lunagaron Shard (Druid Only)
While wearing this armor you can use your wild shape Lunagaron Frost Jewel
feature to transform into a winter wolf or a werewolf with Agitator. Your weapon attacks critical hit range is increased
white fur, but your bite doesn't pass on the curse. by 1 and your weapon deals an extra 1d6 weapon damage.
(This material counts as both a critical eye material and a
Lunagaron Cortex "your weapon deals an extra damage material")
You have advantage on Wisdom (Perception) checks that
rely on hearing or smell. Magnamalo
Luna Vermilion Hardclaw The magnamalo is a hulking fanged wyvern that bears some
You have a climbing speed equal to your walking speed resemblance to a tiger. It is primarily clad in purple and yellow
while you wear this armor. Your climb speed increases by plates of armor, with a red underbelly. The head has a short, tigrine
an extra 10 feet for every lunagaron materials you have in snout, holds two foldable tusks under its cheeks, and sports a large
your weapon, armor, or trinkets. pair of jagged yellow horns resembling a samurai helmet. Both the
forelegs and hindlegs end in four-clawed digits, and each foreleg is
Lunagaron Lash Shell (Spellcaster Only)
armed with a single large serrated blade, which is kept folded back,
This armor has two runes that it regains daily at dawn. As
parallel with the leg. Magnamalo's tail ends in a spear-like tip
an action you can expend one of these runes to coat your
armor in magical ice, gaining 20 temporary hit points. If a composed of three spikes that can flex outwards to form a trident
creature hits you with a melee attack while you have these shape.
hit points, the creature takes 20 cold damage. The magnamalo is a cunning beast that attacks with relentless
assault. It is known to perform attacks back to back, striking before
Frostborn Hardfang other attacks have followed through, leaving little chance for its
Evasion. You have advantage on Dexterity saving throws adversaries to react. It is capable of creating mysterious purple
while you wear this armor.
flames from its mouth, tail, back, and forelegs known as "Hellfire".
Lunagaron Bluecore Despite its size, it is capable of leaping an astonishing distance.
You are immune to cold damage while you wear this Magnamalo is belligerent, and is extremely hostile towards
armor. monsters and hunters alike. In one instance, during a clash with a
Lunagaron Frost Jewel rathalos, when the flying wyvern tried to flee, the magnamalo
Redirection. When you are the target of a melee attack, you quickly pounced onto its back. After some struggling, Magnamalo
can use your reaction to swap your position with another forced the both of them into a dive, sending itself and rathalos
creature within 5 feet of you that is the same size or crashing into the present hunter in a fiery explosion. The battered
smaller than you. If the creature is unwilling, you must rathalos was
succeed on a Strength (Athletics) or Dexterity (Acrobatics) blasted aside, with the magnamalo seemingly
check contested by its Strength (Athletics) or Dexterity unharmed. The Magnamalo is powerful
(Acrobatics) check or remain in your space. You can use enough to go toe to
this property a number of times equal to half of your toe with elder
proficiency bonus, regaining all expended uses when you dragons such
finish a long rest. as the teostra.

WEAPON MATERIAL EFFECTS


Lunagaron Shard
Your weapon deals an extra 1d8 cold damage.
Lunagaron Cortex
While you are attuned to this weapon, your cold spells
bypass a creature's damage resistance.

215
Magnamalo At the start of the magnamalo's next turn the hellfire
dust explodes. Each creature within 5 feet of the dust
Huge wyvern (fanged), chaotic evil
must succeed on a DC 19 Dexterity saving throw or take
9 (2d8) fire damage on a failed save, or half as much
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90) damage on a successful one.
Speed 50 ft. Apex Predator. The magnamalo feeds on the corpse of a
creature that has a challenge rating equal of 8 or lower. A
Medium or smaller creature is consumed whole, while the
STR DEX CON INT WIS CHA magnamalo can feed on a Large or bigger creature for up
21 (+5) 14 (+2) 21 (+5) 8 (-1) 18 (+4) 16 (+3) to 30 seconds. Each round the magnamalo feeds on a
creature, it heals for an amount equal to the creature's
challenge rating.
Saving Throws Str +11, Dex +8
Damage Resistances All, except poison and psychic damage Frightful Presence. Each creature of the magnamalo's
when none of the body parts are enhanced choice that is within 120 feet of the magnamalo and
Damage Immunities fire, necrotic aware of it must succeed on a DC 17 Wisdom saving
Condition Immunities charmed, frightened, petrified throw or become frightened for 1 minute. A creature can
Senses darkvision 120 ft., passive Perception 14 repeat the saving throw at the end of each of its turns,
Languages — ending the effect on itself on a success. If a creature's
Challenge 17 (18,000 XP) Proficiency +6 saving throw is successful or the effect ends for it, the
creature is immune to the magnamalo's Frightful
Hellfire. Fire damage dealt by the magnamalo bypasses fire Presence for the next 24 hours.
resistance and deals half damage to creatures that are Hellfire Vortex (Recharge 5-6). The magnamalo releases a
immune to fire damage. vortex of purple hellfire in a 90-foot line that is 5 feet
Hellfire Dust. At the start of each of the magnamalo's wide. Each creature in that line must make a DC 19
turns, each creature within 5 feet of it takes 9 (2d8) fire Dexterity saving throw, taking 66 (12d10) fire damage on
damage, and flammable objects in the aura that aren't a failed save, or half as much damage on a successful one.
being worn or carried ignite. Bonus Actions
Hellfire State. At the start of the magnamalo's turn choose Hellfire Jump. The magnamalo jumps up to 120 feet into
one body part: claws, tail, back, or mouth. That body part the air. It does this by jumping in 40-foot high increments
is enhanced with hellfire granting additional effects for in a zigzag pattern, using its hellfire to temporarily hover
the bite, claw, tail, hellfire divebomb actions (included in between jumps. During this jump, the magnamalo's
the action). horizontal movement can't exceed its speed and it takes
The parts remain enhanced until the magnamalo is no fall damage when it lands.
knocked prone, it hasn't attacked a creature for 1 minute,
or ends the hellfire on all body parts as a bonus action. Legendary Actions
When all four body parts are enhanced, the The magnamalo can take 3 legendary actions, choosing
magnamalo's hellfire turns a magenta color, increasing its from the options below. Only one legendary action option
movement speed by 10 feet, it gains a +2 bonus to AC, can be used at a time and only at the end of another
and it has advantage on Dexterity saving throws. creature's turn. The magnamalo regains spent legendary
Magic Resistance. The magnamalo has advantage on saving actions at the start of its turn.
throws against spells and other magical effects. Bite Attack. The magnamalo makes one Bite attack.
Actions Move. The magnamalo moves up to its speed without
provoking opportunity attacks.
Multiattack. The magnamalo can use its Frightful Presence.
It then makes two Claw attack, two Tail attacks, or two Detonate (Costs 2 Actions). The magnamalo's hellfire dust
Hellfire Orb attacks. explodes (see tail attack).
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one Hellfire Divebomb (Costs 3 Actions). The magnamalo leaps
target. Hit: 14 (2d6 + 5) piercing damage. If the mouth is into the air, without provoking opportunity attacks. It then
enhanced by hellfire, the target takes an extra 3 (1d6) fire uses its hellfire to propel itself at a space within 60 feet of
damage. it containing one or more other creatures. Each of those
Claw. Melee Weapon Attack. +11 to hit, reach 5 ft., one creatures must succeed on a DC 19 Dexterity saving
throw, taking 22 (5d8) bludgeoning damage and be
target. Hit: 12 (2d6 + 5) slashing damage. If the claws are
knocked prone on a failed save, or half as much damage,
enhanced by hellfire, each creature within 5 feet of the
target (including the target) must succeed on a DC 19 isn't knocked prone, and is pushed 5 feet out of the
magnamalo's space into an unoccupied space of the
Dexterity saving throw or take 9 (2d8) fire damage.
creature's choice on a successful one. If no unoccupied
Hellfire Orbs. Ranged Weapon Attack. +11 to hit, range space is within range, the creature instead falls prone in
30/120 ft., up to three targets. Hit: 9 (2d8) fire damage. the magnamalo's space.
Tail. Melee Weapon Attack. +11 to hit, reach 15 ft., one If the back is enhanced by the hellfire, the dust on its
target. Hit: 23 (4d8 + 5) piercing damage. If the tail is body scatters and explodes in a 15-foot radius around the
enhanced by hellfire, chose two 5-foot cubed areas location it crashes into. Each creature within 15 feet of
adjacent to the magnamalo or the target. Hellfire dust fills the magnamalo must make a DC 19 Dexterity saving
each space. throw, taking 22 (5d8) fire damage on a failed save, or
half as much damage on a successful one.
216
Magnamalo rune per round. The target and all creatures other than
yourself within 5 feet of the target must make a DC 16
Challenge Rating 17 Carves/Capture 3
Constitution saving throw, taking 4d6 fire damage on a
Carve Chance Capture Chance Material Slots failed save or half as much damage on a successful one.
1-5 1-3 Magnamalo Scale (A,W)
WEAPON MATERIAL EFFECTS
6-8 4-9 Magnamalo Shell (A,W) Magnamalo Scale
While attuned to this weapon you can use an action to
9-11 — Magnamalo Blade (A,W)
speak its command word, causing magenta flames to
— 10-12 Magnamalo Scute (A,W) envelope it. The flames shed bright magenta-colored light
in a 5- to 20-foot radius and dim light for an additional
12-14 13-14 Magnamalo Tail (A,W) number of feet equal to the chosen radius. You can alter
15-18 — Magna Ghostprism (A,W) the radius as a bonus action. Speaking the command word
again snuffs out the flames.
19 15-18 Magnamalo Horn (A,W)
Magnamalo Shell
20 19-20 Magnamalo Plate (A,W) Your weapon deals an extra 1d8 fire damage.
Magnamalo Blade (Bow Only)
ARMOR MATERIAL EFFECTS While attuned to this weapon, blades appear on the limbs
Magnamalo Scale of the bow. Additionally you can make a special melee
Handicraft+2. For 24 hours, you gain proficiency with two weapon attack with it using your Strength or Dexterity
artisan tools of your choice each dawn. modifier. If you hit with this attack, you deal slashing
damage equal to 1d8 + your modifier used to make the
Magnamalo Shell attack.
When you jump while wearing this armor, you can use your
bonus action to hover in the air. On subsequent turns you Magnamalo Scute (Light Bowgun Only)
can use an action to remain hovering or jump again and When you hit a target with your demon ammo, its duration
hover in the new location. and effect is doubled.
Magnamalo Blade Magnamalo Tail
Speed Eating. While you are attuned to this armor, you can Hellfire Orbs. While attuned to this weapon, you can use
use any consumable, such as a potion or food, as a bonus an action to cast the chromatic orb spell (+9 to hit) three
action; so long as you are the one consuming it. times. Each chromatic orb must target a different creature,
and deals fire damage. Once you use this property, you
Magnamalo Scute can't use it again until you finish a short or long rest.
Wide-Range. When you eat or drink an Uncommon or
lower consumable item (except potions of resistance), Magna Ghostprism
each creature within 10 feet of you also gain its effect. You gain a +2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
Magnamalo Tail increases to +3 when the spell you are casting deals fire
When you are attuned to this armor, you can speak the damage.
armor's command word to conjure a samurai mask
resembling the face of the magnamalo. While wearing the Magnamalo Horn
mask you have advantage on Charisma (Intimidation) Resentment. Until the end of your turn, you gain a +1
checks. Additionally, this mask has 3 runes. You can use an bonus to attack and damage rolls against any creature that
action to expend 1 rune to release an aura of misery. Each has damaged you since the end of your last turn.
creature within 30 feet of you that can see the mask must Magnamalo Plate
succeed on a DC 17 Wisdom saving throw or be Hellfire. While you are attuned to this weapon, your fire
incapacitated until the end of your next turn. A creature damage bypasses a creature resistance and deals half
that succeeds on its saving throw or is no longer damage to a creature that is immune to fire damage.
incapacitated due to this masks effect is immune to the
effect of this mask for 24 hours. This mask regains 1d3
expended runes daily at dawn. Scorned Magnamalo
Magna Ghostprism Scorned Magnamalo's main visual differences from a standard
Flinch Free. While wearing this armor you cannot be Magnamalo are its elongated, oddly jagged arm-blades and fangs.
knocked prone, or unwillingly moved from your current Its body is now a dark purple with red scars all over its body,
location by any means. similar to the appearance of the apex monsters found in Kamura.
Its body is shrouded in hellfire at all times.
Magnamalo Horn
You are immune to fire damage while you wear this armor. Scorned Magnamalo are much more aggressive than their
standard counterpart, and have a greater mastery over hellfire: they
Magnamalo Plate have been seen focusing and swinging it like a blade. It can now
(This material must also follow weapon rules) also shoot condensed hellfire beams from its tail very rapidly that
Hellfire Cloak. You have resistance to fire damage while covers a large area. Its hellfire also reaches a even higher state,
you are wearing this armor. Additionally your armor has 3
normal Hellfire is pink in color instead of purple, and can
runes that recharge daily at dawn. When you hit a creature
sometimes turn into red color and inflict dragonblight.
with an melee weapon attack you can expend a rune to
generate an explosion on impact. You can only expend one

217
Scorned Magnamalo a creature, it heals for an amount equal to the creature's
challenge rating.
Huge wyvern (fanged), chaotic evil
Frightful Presence. Each creature of the magnamalo's
Armor Class 21 (natural armor) choice that is within 120 feet of the magnamalo and
Hit Points 264 (23d12 + 115) aware of it must succeed on a DC 18 Wisdom saving
Speed 60 ft. throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's
STR DEX CON INT WIS CHA saving throw is successful or the effect ends for it, the
creature is immune to the magnamalo's Frightful
21 (+5) 14 (+2) 21 (+5) 8 (-1) 18 (+4) 16 (+3)
Presence for the next 24 hours.
Saving Throws Str +12, Dex +9, Con +12 Hellfire Wave (Recharge 5-6). The magnamalo releases a
Damage Resistances bludgeoning, piercing, slashing from swirling wave of purple hellfire in a 90-foot line that is 5
nonmagical attacks feet wide. Each creature in that line must make a DC 20
Damage Immunities fire, necrotic Dexterity saving throw, taking 66 (12d10) fire damage
Condition Immunities charmed, frightened, petrified on a failed save, or half as much damage on a successful
Senses darkvision 120 ft., passive Perception 14 one.
Languages — Red Hellfire Explosion (Recharges after a Short or Long
Challenge 21 (33,000 XP) Proficiency +7 Rest). While below half of its maximum hit points, the
magnamalo roars as it covers itself in red hellfire before
Hellfire. Fire damage dealt by the magnamalo bypasses creating a massive explosion in a 15-foot-radius sphere
fire resistance and deals half damage to creatures that centered on it. Each creature in that area must make a
are immune to fire damage. DC 20 Dexterity saving throw, taking 49 (9d10) fire
damage on a failed save, or half as much on a successful
Hellfire Dust. At the start of each of the magnamalo's
one. A creature is vulnerable to this actions damage if it
turns, each creature within 5 feet of it takes 13 (3d8) fire
does not have resistance or immunity to fire damage.
damage, and flammable objects in the aura that aren't
being worn or carried ignite. Bonus Actions
Magic Resistance. The magnamalo has advantage on Hellfire Jump. The magnamalo can jump up to 120 feet
saving throws against spells and other magical effects. into the air by jumping in 40-foot high increments in a
zigzag pattern, using its hellfire to temporarily hover
Actions between jumps. During this jump, the magnamalo's
Multiattack. The magnamalo can use its Frightful horizontal movement can't exceed its speed and it takes
Presence. It then makes two Claw attacks, three Tail no fall damage when it lands.
attack, or four Hellfire Orb attacks. It can replace one
Claw attack with a use of Hellfire Wave if available. Legendary Actions
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one The magnamalo can take 3 legendary actions, choosing
target. Hit: 14 (2d6 + 5) piercing damage plus 7 (2d6) from the options below. Only one legendary action
fire damage. option can be used at a time and only at the end of
another creature's turn. The magnamalo regains spent
Claw. Melee Weapon Attack. +12 to hit, reach 10 ft., one legendary actions at the start of its turn.
target. Hit: 12 (2d6 + 5) slashing damage and each
creature within 5 feet of the target (including the target) Bite. The magnamalo makes a Bite attack.
must succeed on a DC 20 Dexterity saving throw or take Hellfire Drill (Costs 2 Actions). The magnamalo launches
9 (2d8) fire damage. itself forward in a drill-like motion, moving up to half its
Hellfire Orbs. Ranged Weapon Attack. +12 to hit, range speed. During this move, it can move through other
30/120 ft., up to three targets. Hit: 18 (4d8) fire creatures without provoking opportunity attacks. Each
damage. creature the magnamalo moves through or within 5 feet
of the magnamalo when it stops moving must succeed
Tail. Melee Weapon Attack. +12 to hit, reach 15 ft., one on a DC 20 Dexterity saving throw or take 32 (3d10 + 5)
target. Hit: 23 (4d8 + 5) piercing damage and chose bludgeoning damage plus 9 (2d8) fire damage and be
three 5-foot cubed areas adjacent to the magnamalo or knocked prone.
the target. Hellfire dust fills those spaces.
At the start of the magnamalo's next turn the hellfire Hellfire Barrage (Costs 3 Actions). The magnamalo makes
dust explodes. Each creature within 5 feet of the dust a Hellfire Orb attack against each creature in a 120-foot
must succeed on a DC 20 Dexterity saving throw or take cone.
9 (2d8) fire damage on a failed save, or half as much Hellfire Divebomb (Costs 3 Actions). The magnamalo
damage on a successful one. leaps into the air, without provoking opportunity attacks,
Apex Predator. The magnamalo feeds on the corpse of a and uses its hellfire to propel it forward at highspeeds,
creature that has a challenge rating equal to 1/2 or less until it comes crashing down at a point within 60 feet of
than the magnamalo's challenge rating. A Medium or it. Each creature in a 30-foot-radius sphere centered on
smaller creature is consumed whole, while the that point must make a DC 20 Dexterity saving throw,
magnamalo can feed on a Large or bigger creature for up taking 22 (5d8) bludgeoning damage plus 22 (5d8) fire
to 30 seconds. For each round the magnamalo feeds on damage on a failed save, or half as much damage on a
218 successful one.
Scorned Magnamalo Magna Glare Eye
Challenge Rating 21 Carves/Capture 3 (This material must also follow weapon rules)
Carve Capture Hellfire Cloak. You have resistance to fire damage while
Chance Chance Material Slots you are wearing this armor. Additionally your armor has 3
runes that recharge daily at dawn. When you hit a creature
1-5 1-3 Begrudged Rancorscale (A,W) with an melee weapon attack you can expend a rune to
6-8 4-9 Magna Armored Cortex (A,W) generate an explosion on impact. You can only expend one
rune per round. The target and all creatures other than
9-11 — Surging Armblade (A,W) yourself within 5 feet of the target must make a DC 17
Constitution saving throw, taking 5d6 fire damage on a
— 10-12 Moaning Bladeshell (A,W)
failed save or half as much damage on a successful one.
12-14 13-15 Magnamalo Tail+ (A,W)
WEAPON MATERIAL EFFECTS
15-18 — Magna Barrierprism (A,W) Begrudged Rancorscale
19 16-19 Horn of Malice (A,W) While attuned to this weapon you can use an action to
speak its command word, causing magenta flames to
20 20 Magna Glare Eye (A,W) envelope it. The flames shed bright magenta-colored light
in a 5- to 20-foot radius and dim light for an additional
number of feet equal to the chosen radius. You can alter
ARMOR MATERIAL EFFECTS
the radius as a bonus action. Speaking the command word
Begrudged Rancorscale
again snuffs out the flames.
Handicraft+3. For 24 hours, you gain proficiency with
three artisan tools of your choice each dawn. Magna Armored Cortex
Your weapon deals an extra 1d10 fire damage.
Magna Armored Cortex
When you jump while wearing this armor, you can use your Surging Armblade
bonus action to hover in the air. On subsequent turns you Coalescence+. Whenever you succeed on a saving throw
can use an action to remain hovering or jump again and to end a condition, you gain a +2 bonus to your attack rolls
hover in the new location. and spell save DC, and your weapon or spell attacks deal an
extra 1d6 cold, fire, or lightning damage (your choice)
Surging Armblade
until the end of your next turn.
Speed Eating. While you are attuned to this armor, you can
use any consumable, such as a potion or food, as a bonus Moaning Bladeshell
action; so long as you are the one consuming it. Hellfire Orbs. While attuned to this weapon, you can use
an action to cast the chromatic orb spell (+11 to hit) three
Moaning Bladeshell
times. Each chromatic orb must target a different creature,
Wide-Range+. When you eat or drink an Uncommon or and deals fire damage. Once you use this property, you
lower consumable item (except potions of resistance),
can't use it again until you finish a short or long rest.
each creature within 20 feet of you also gain its effect.
Magnamalo Tail+
Magnamalo Tail+
You gain a +2 bonus to your spell attack rolls and spell
When you are attuned to this armor, you can speak the save DC while attuned to this weapon. This bonus
armor's command word to conjure a samurai mask
increases to +4 when the spell you are casting deals fire
resembling the face of the magnamalo. While wearing the
damage.
mask you have advantage on Charisma (Intimidation)
checks. Additionally, this mask has 3 runes. You can use an Magna Barrierprism
action to expend 1 rune to release an aura of misery. Each Hellfire. While you are attuned to this weapon, your fire
creature within 30 feet of you that can see the mask must damage bypasses a creature resistance and deals half
succeed on a DC 18 Wisdom saving throw or be damage to a creature that is immune to fire damage.
incapacitated until the end of your next turn. A creature Horn of Malice
that succeeds on its saving throw or is no longer Resentment+. Until the end of your turn, you gain a +2
incapacitated due to this masks effect is immune to the bonus to attack and damage rolls against any creature that
effect of this mask for 24 hours. This mask regains 1d3 has damaged you since the end of your last turn.
expended runes daily at dawn.
Magna Glare Eye
Magna Barrierprism Mail of Hellfire. When you make your first attack on your
Redirection+. When a creature you can see attacks or casts turn, you can decide to attack recklessly. Doing so gives
a spell at a target other than you, you can use your reaction you advantage on attack rolls during this turn, but attack
to redirect it to you, provided you are within the attack or rolls against you have advantage until your next turn. You
spell's range. You can use this property a number of times can use this property a number of times equal to your
equal to your proficiency bonus, regaining all expended Constitution modifier, regaining expended uses when you
uses when you finish a long rest. finish a long rest.
Horn of Malice
You are immune to fire damage while you wear this armor. Odogaron
Odogaron resembles a gruesome feral dog. It is covered in red
scales and bony protrusions that resemble muscle tissue and bone.
Its tail is particularly bony and can be used as a club. The monster
has piercing blue eyes. Odogaron's most distinctive feature is its
double row of claws, which it uses to
219
inflict deep wounds in its prey, causing them to bleed to death.
Despite its size, Odogaron is quite an agile monster. Odogaron
14-15 13-14 Odogaron Tail (W)
makes its home in the Underdark, where it can be seen dragging
back the carcasses of its prey. However, it will venture up to the — 15-17 Nourishing Extract (O)
surface above in search of prey.
16-18 — Odogaron Fang (W)
19 18 Odogaron Plate (A)

Odogaron 20 19-20 Odogaron Gem (W)


Large wyvern (fanged), unaligned
ARMOR MATERIAL EFFECTS
Armor Class 16 (natural armor) Odogaron Sinew
Hit Points 161 (17d10 + 68) You have a +2 bonus to Intimidation checks while you
Speed 50 ft., climb 30 ft. wear this armor.
Odogaron Scale
STR DEX CON INT WIS CHA While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to necrotic
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2) damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long
Saving Throws Con +7, Wis +4, Cha +5 rest.
Skills Acrobatics +5, Athletics +7, Perception +4 Odogaron Claw
Damage Resistances fire Marathon Sprinter. While wearing this armor, you can take
Damage Immunties necrotic the dash action as a bonus action. You can use this
Senses darkvision 120 ft., passive Perception 14 property a number of times equal to your Dexterity
Languages — modifier, regaining all expended uses when you finish a
Challenge 8 (3,900 XP) Proficiency +3 long rest.
Odogaron Plate
Actions Negate Bleeding. You are immune to wounding effects,
such as the Odogaron's bloody wound or the bearded
Multiattack. The odogaron makes one with Bite attack devil's infernal wound while you wear this armor.
and two Claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one WEAPON MATERIAL EFFECTS
target. Hit: 13 (2d8 + 4) piercing damage and the Odogaron Sinew
target is grappled (escape DC 14). Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit 11 (2d6 + 4) slashing damage. If the target drawn a weapon as part of your move action.
is a creature other than an undead or a construct, it Odogaron Claw
must succeed on a DC 15 Constitution saving throw or Your weapon deals an extra 1d4 necrotic damage.
lose 5 (1d10) hit points at the start of each of its turns Odogaron Tail (Light Bowgun Only)
due to a bloody wound. Each time the odogaron hits When you hit a target with your demon ammo, its effect is
the wounded target with this attack, the damage dealt doubled.
by the wound increases by 5 (1d10). Any creature can Odogaron Fang
take an action to stanch the wound with a successful Critical Eye. Your weapon attacks critical hit range is
DC 15 Wisdom (Medicine) check. The wound also increased by 1.
closes if the target receives magical healing.
Odogaron Gem
Bonus Actions When you hit a creature with this weapon, you can wound
the target. At the start of each of the wounded creature’s
Rampage. After the odogaron reduces a creature to 0
hit points with a melee attack on its turn, the odogaron turns, it takes 1d4 necrotic damage for each time you’ve
wounded it, and it can then make a DC 13 Constitution
moves up to half its speed and makes a Bite attack.
saving throw, ending the effect of all such wounds on itself
Reactions on a success. Alternatively, the wounded creature, or a
creature within 5 feet of it, can use an action to make a DC
Uncanny Dodge. The odogaron halves the damage that 15 Wisdom (Medicine) check, ending the effect of such
it takes from an attack that hits it. The odogaron must wounds on it on a success.
be able to see the attacker.
OTHER MATERIAL EFFECTS
Odogaron Nourishing Extract
A material that replaces the catalyst for crafting
Challenge Rating 8 Carves/Capture 3 demondrug or armorskin potions. It can also be used in
Carve Chance Capture Chance Material Slots place of mega nutrients when crafting max potions or
ancient potions.
1-4 1-4 Odogaron Sinew (A,W)
Odogaron Scale
5-9 5-9 Odogaron Scale (A,O) A material that when combined with a vial creates Oil of
Sharpness (DC 15 Alchemist Tools).
10-13 10-12 Odogaron Claw (A,W)
220
Young Odogaron
Young Odogaron Challenge Rating 4 Carves/Capture 2
Medium wyvern (fanged), unaligned
Carve Chance Capture Chance Material Slots
Armor Class 14 (natural armor) 1-7 1-9 Y.Odogaron Scale (A,W)
Hit Points 97 (15d8 + 30) 8-13 10-16 Y.Odogaron Claw (A,W)
Speed 50 ft., climb 30 ft.
14-18 — Y.Odogaron Fang (A,W)

STR DEX CON INT WIS CHA 19 17 Nourishing Extract (O)

16 (+3) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0) 20 18-20 Y.Odogaron Plate (A,W)

Saving Throws Con +4, Wis +2, Cha +2 ARMOR MATERIAL EFFECTS
Skills Acrobatics +3, Athletics +5 Y.Odogaron Scale
Damage Resistances fire, necrotic While you are wearing this armor, you can use your
Senses darkvision 60 ft., passive Perception 10 reaction or bonus action to gain resistance to necrotic
Languages — damage until the end of your next turn. You can use this
Challenge 4 (1,100 XP) Proficiency +2 property once, regaining all uses when you finish a long
rest.
Actions Y.Odogaron Claw
Multiattack. The odogaron makes one with Bite attack Wall Runner. You have a climbing speed equal to your
and two Claw attacks. walking speed while you wear this armor.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Y.Odogaron Fang
target. Hit: 7 (1d8 + 3) piercing damage. Sprinter. While wearing this armor, you can take the dash
action as a bonus action. You can use this property a
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one number of times equal to half of your Dexterity modifier
target. Hit 6 (1d6 + 3) slashing damage. If the target is (minimum of 1), regaining all expended uses when you
a creature other than an undead or a construct, it must finish a long rest.
succeed on a DC 13 Constitution saving throw or lose
2 (1d4) hit points at the start of each of its turns due Y.Odogaron Plate
to a bloody wound. Each time the odogaron hits the Hypercoagulation. While you wear this armor, you have
wounded target with this attack, the damage dealt by advantage on Constitution saving throws against wounding
the wound increases by 2 (1d4). Any creature can take effects, such as the Odogaron's bloody wound or the
an action to stanch the wound with a successful DC 13 bearded devil's infernal wound.
Wisdom (Medicine) check. The wound also closes if
the target receives magical healing. WEAPON MATERIAL EFFECTS
Y.Odogaron Scale
Reactions While you are attuned to this weapon, you can use this
Uncanny Dodge. The odogaron halves the damage that weapon as your spellcasting focus.
it takes from an attack that hits it. The odogaron must Y.Odogaron Claw
be able to see the attacker. When you cast a spell that deals necrotic damage, add 1/2
of your proficiency bonus to that damage.
Y.Odogaron Fang
Your weapon deals an extra 1d4 necrotic damage.
Ebony Odogaron Y.Odogaron Plate
The ebony odogaron shares the same stat block as Speed Sharpening. You can spend 1 minute sharpening a
the regular odogaron. Their diet is what determines bladed weapon. When you hit a creature for the first time
if they become an ebony odogaron or a regular so after sharpening it, the weapon deals its maximum
it makes sense to make the young the same stat piercing or slashing damage to the target.
block. Narratively they could look different, but stat
wise they are the same. OTHER MATERIAL EFFECTS
Nourishing Extract
A material that replaces the catalyst for crafting
demondrug or armorskin potions. It can also be used in
place of mega nutrients when crafting max potions or
ancient potions.

221
Ebony Odogaron
The Ebony Odogaron sports scales and bone like protrusions which Reactions
resemble muscle tissues that cover its entire body. These scales and
protrusions have a dark blue and jet black coloration to them, hence
Uncanny Dodge. The odogaron halves the damage that
it takes from an attack that hits it. The odogaron must
its Ebony name. Its claws are serrated and have a more blood red
be able to see the attacker.
coloration. Unlike the standard Odogaron, the Ebony Odogaron has
glowing red eyes and its mouth emits a black smoke, not unlike Legendary Actions
Savage Deviljho, which has dragon element properties.
The odogaron can take 3 legendary actions, choosing
The Ebony Odogaron is an aggressive creature, willing to attack
from the options below. Only one legendary action
even its standard counterpart, and is always on the hunt for its next
option can be used at a time and only at the end of
meal. It carries its latest kill in its mouth as a means of sustenance another creature's turn. The odogaron regains spent
to improve its abilities. legendary actions at the start of its turn.
Move. The odogaron moves up to its speed without
provoking opportunity attacks.
Ebony Odogaron Spit. Ranged Weapon Attack: +7 to hit, range 20/60 ft.,
Large wyvern (fanged), unaligned one target. Hit: 4 (1d8) bludgeoning damage plus 4
(1d8) necrotic damage. If the target is a creature it
Armor Class 16 (natural armor) must make a DC 16 Constitution saving throw or
Hit Points 171 (18d10 + 72) become afflicted with dragonblight for 1 minute.
Speed 50 ft., climb 30 ft. Scavenge (Costs 3 Actions). The odogaron consumes
the corpse of a Small creature, or part of a Medium or
bigger creature's corpse that is within 5 feet of it,
STR DEX CON INT WIS CHA regaining 10 hit points. Additionally, at the start of its
19 (+4) 16 (+3) 18 (+4) 11 (+0) 12 (+1) 14 (+2) next turn, the odogaron has advantage on all melee
weapon attack rolls it makes during that turn, but
attack rolls against it have advantage until the start of
Saving Throws Con +8, Wis +5, Cha +6
its next turn.
Skills Acrobatics +7, Athletics +8, Perception +5
Damage Resistances necrotic; bludgeoning, slashing,
and piercing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 15
Languages —
Challenge 12 (8,400 XP) Proficiency +4 Dragonblight
While afflicted with dragonblight, the target
Actions can't deal cold, fire, lightning, necrotic, or
thunder damage with its spells and attacks, and
Multiattack. The odogaron makes one with Bite attack it can't impose any of the following conditions
and two Claw attacks. on other creatures: blinded, charmed, paralyzed,
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one poisoned, and petrified.
target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) Dragonblight can be cured early with the lesser
necrotic damage and the target must make a DC 16 restoration spell or similar magic."
Constitution saving throw or become afflicted with
dragonblight for 1 minute.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit 11 (2d6 + 4) slashing damage. If the target
is a creature other than an undead or a construct, it
must succeed on a DC 16 Constitution saving throw or
lose 5 (1d10) hit points at the start of each of its turns
due to an bloody wound. Each time the odogaron hits
the wounded target with this attack, the damage dealt
by the wound increases by 5 (1d10). Any creature can
take an action to stanch the wound with a successful
DC 16 Wisdom (Medicine) check. The wound also
closes if the target receives magical healing.

Bonus Actions
Rampage. After the odogaron reduces a creature to 0
hit points with a melee attack on its turn, the odogaron
moves up to half its speed and makes a Bite attack.

222
Ebony Odogaron Ebony Odogaron Gem
While attuned to this weapon, you can use a bonus action
Challenge Rating 12 Carves/Capture 3
to move up to half your movement speed towards an
Carve Capture enemy creature.
Chance Chance Material Slots
Ebony Odogaron Mantle
1-4 1-4 Hard Ebony Odogaron Sinew (A,W) Latent Power +1. When you are reduced to a quarter of
your maximum hit points for the first time in combat or at
5-9 5-9 Ebony Odogaron Shard (A,W) the start of your turn on the 10th round of combat,
10-13 10-12 Ebony Odogaron Hardclaw (A,W) whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short or
14-15 13-14 Ebony Odogaron Lash (W) long rest before you can use this property again.
— 15-17 Nourishing Extract (O)
OTHER MATERIAL EFFECTS
16-18 — Ebony Odogaron Hardfang (A,W) Nourishing Extract
19 18 Ebony Odogaron Gem (A,W) A material that replaces the catalyst for crafting
demondrug or armorskin potions. It can also be used in
20 19-20 Ebony Odogaron Mantle (W) place of mega nutrients when crafting max potions or
ancient potions.
ARMOR MATERIAL EFFECTS
Hard Ebony Odogaron Sinew
Shamos
Tool Specialist. While wearing this armor your proficiency Shamos has a wolf-like body shape with huge orange eyes. Though
bonus is double for any ability check made with a tool you its body shape is akin to a wolf, Shamos' appearance is very similar
are proficient with. to fish. Its face is covered in red scales while the rest of its body is
Ebony Odogaron Shard covered in grayish-white splotches. Its limbs are navy blue in color.
Negate Bleeding. You are immune to wounding effects, Shamos also has a small fin on its back like a fish. Shamos has
such as the Odogaron's bloody wound or the bearded unusually large eyes that allow it to see in pure darkness. Shamos
devil's infernal wound while you wear this armor. are aggressive hunters that will attack in small packs. They will
often group together in order to scare off potential predators such
Ebony Odogaron Hardclaw
as Tzitzi-Ya-Ku.
While you wear this armor you have advantage on
Charisma (Intimidation) and Dexterity (Acrobatic) checks.
Ebony Odogaron Hardfang
You have resistance to necrotic damage while you wear
this armor.
Shamos
Small wyvern (fanged), unaligned
Ebony Odogaron Gem
When you make a melee attack against a creature while
wearing this armor, you don't provoke opportunity attacks Armor Class 14 (natural armor)
Hit Points 45 (10d6 + 10)
from that creature for the rest of the turn, whether you hit
or not. Speed 30 ft.

WEAPON MATERIAL EFFECTS STR DEX CON INT WIS CHA


Hard Ebony Odogaron Sinew
Quick Sheath. While attuned to this weapon, you can 16 (+3) 12 (+1) 13 (+1) 3 (-4) 9 (-1) 7 (-2)
always sheath it as a free action even if you have already
drawn a weapon as part of your move action. Senses darkvision 60 ft., passive Perception 9
Ebony Odogaron Shard Languages —
You gain a + 1 bonus to your spell attack rolls and spell Challenge 1 (200 XP) Proficiency +2
save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals Pack Tactics. The shamos has advantage on an attack
necrotic damage, such as the inflict wounds or vampiric roll against a creature if at least one of the shamos's
touch spell. allies is within 5 feet of the creature and the ally isn't
incapacitated.
Ebony Odogaron Hardclaw
While attuned to this weapon, your eyes glow red, your
mouth emits a black smoke, and your weapon deals an Actions
extra 1d6 necrotic damage. Multiattack. The shamos makes two Bite attacks.
Ebony Odogaron Lash Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Critical Eye. Your weapon attacks critical hit range is target. Hit: 6 (1d6 + 3) piercing damage.
increased by 1.
Ebony Odogaron Hardfang
Critical Status (dragonblight). When you make a weapon
attack with this weapon, and roll a 20 for the attack roll,
the target is afflicted with dragonblight until the end of its
next turn.
223
Shamos Tobi-Kadachi are normally quite reclusive, preferring to skulk in
the darker, more tangled regions of the Ancient Forest. If angered
Challenge Rating 1 Carves 1
however, they can become quite dangerous, and caution is advised
Carve Chance Material Slots when dealing with them.

1-8 Sharp Claw (W)


9-15 Shamos Scale (A)
16-20 Shamos Hide (A) Tobi-Kadachi
Large wyvern (fanged), unaligned

ARMOR MATERIAL EFFECTS Armor Class 14 (natural armor)


Shamos Hide Hit Points 123 (13d10 + 52)
Geologist. When you successfully gather a mining Speed 30 ft., climb 30 ft.
resource, you instead gather 2.
Shamos Scale STR DEX CON INT WIS CHA
Detect. You gain a +1 bonus to your passive Perception
18 (+4) 12 (+1) 19 (+4) 3 (-4) 14 (+2) 10 (+0)
while you wear this armor.

WEAPON MATERIAL EFFECTS Saving Throws Dex +4


Sharp Claw Damage Resistances necrotic
Your slashing weapon deals an extra 1 slashing damage. Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 6 (2,300 XP) Proficiency +3
Shamos Pup
Tiny wyvern (fanged), unaligned Glide. When the tobi-kadachi falls and isn't
incapacitated, it can subtract up to 100 feet from the
Armor Class 10 fall when calculating falling damage, and it can move
Hit Points 10 (4d4) up to 2 feet horizontally for every 1 foot it descends.
Speed 30 ft. Standing Leap. The tobi-kadachi's long jump is up to 20
feet and its high jump is up to 10 feet, with or without
a running start.
STR DEX CON INT WIS CHA
Wounded Fury. While it has 62 hit points or fewer, the
12 (+1) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 7 (-2) tobi-kadachi has advantage on attack rolls. In addition,
it deals an extra 7 (2d6) lightning damage to any target
Senses darkvision 30 ft., passive Perception 9 it hits with a melee attack.
Languages —
Challenge 0 (10 XP) Proficiency +2 Actions
Multiattack. The tobi-kadachi makes two Bite attacks,
Actions and one Tail attack.
Multiattack. The shamos makes two Bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage. Tail. Melee Weapon Attack: +7 to hit, range 10 ft., one
target. Hit: 15 (2d10 + 4) bludgeoning damage.

Tobi-Kadachi
Tobi-Kadachi's face resembles a colubrid in appearance with
grayish blue scales covering its slim squirrel-like shape. On its
back are patches of white fur as well as a bushy tail covered in
rows of spikes. Its front limbs also have a few spikes.
As Tobi-Kadachi fights, it picks up static electricity in its fur by
brushing against trees and the ground. Tobi-Kadachi uses this static
electricity to increase the strength of its attacks. Like a flying
squirrel, Tobi-Kadachi has a membrane between its limbs that
allow it to glide for long distances.
Tobi-Kadachis are arboreal predators that use their mobility and
static electricity to pursue and pounce on prey such as mosswines,
vespoids, both forest and woodland pteryxs, and rarely, jagras.
Tobi-Kadachis compete with other large monsters, such as
Rathalos and Anjanath, for both prey and territory, with the Fanged
Wyverns often being overpowered by the aforementioned species.
224
Tobi-Kadachi Kadachi Gem
Entomologist+. When you capture an insect with a bug
Challenge Rating 6 Carves/Capture 3
net, you instead gather 1d4.
Carve Capture
Chance Chance Material Slots OTHER MATERIAL EFFECTS
1-3 1-3 Med Monster Bone (O) Med Monster Bone
Rare armor upgrade material.
4-7 4-7 Tobi-Kadachi Pelt (A,W)
8-12 8-11 Tobi-Kadachi Scale (A)
13-15 12-14 Tobi-Kadachi Membrane (A) Tobi-Kitachi
16-19 15-16 Tobi-Kadachi Claw (A,W) Small wyvern (fanged), unaligned

— 17-19 Tobi Electro Sac (A,W)


Armor Class 14 (natural armor)
20 20 Kadachi Gem (A,W) Hit Points 77 (14d6 + 28)
Speed 30 ft., climb 30 ft.

ARMOR MATERIAL EFFECTS


Tobi-Kadachi Pelt STR DEX CON INT WIS CHA
You can don or doff your armor as an action, while you are 14 (+2) 12 (+1) 15 (+2) 3 (-4) 12 (+1) 11 (+0)
attuned to this armor.
Tobi-Kadachi Scale Saving Throws Dex +3
You have a +3 bonus to Acrobatics checks while you wear Damage Immunities lightning
this armor. Senses darkvision 60 ft., passive Perception 11
Languages —
Tobi-Kadachi Membrane Challenge 2 (450 XP) Proficiency +2
When you place this material into your armor it gains a
gliding membrane, which extends from your forearms to
your hindlegs. As an action or reaction, you can extend Glide. When the tobi-kitachi falls and isn't
your arms to reduce your fall speed to 10 feet per round incapacitated, it can subtract up to 100 feet from the
while traveling in a forward motion until you reach the fall when calculating falling damage, and it can move
ground, you are grappled, or you use your action to end up to 2 feet horizontally for every 1 foot it descends.
the effect early. If you are falling straight down, you can Standing Leap. The tobi-kitachi's long jump is up to 20
choose the direction you travel when you begin your glide. feet and its high jump is up to 10 feet, with or without
Once used, you can't use this property again until you a running start.
finish a short or long rest.
Tobi-Kadachi Claw Actions
Jump Master+. While wearing this armor, you can cast the Multiattack. The tobi-kitachi makes two Bite attacks,
jump spell from it as a bonus action at will, but can target and one Tail attack.
only yourself when you do so.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Tobi Electro Sac target. Hit: 5 (1d6 + 2) piercing damage.
While wearing this armor, your walking speed becomes 30
feet, unless your walking speed is higher, and your speed Tail. Melee Weapon Attack: +4 to hit, range 5 ft., one
isn't reduced if you are encumbered or wearing heavy target. Hit: 6 (1d8 + 2) bludgeoning damage.
armor. In addition, you can jump three times the normal
distance, though you can't jump farther than your
remaining movement would allow.
Tobi-Kitachi
Kadachi Gem
Challenge Rating 2 Carves/Capture 3
Evade Extender (S). You have a +1 bonus to Dexterity
saving throws while you wear this armor. Carve Chance Capture Chance Material Slots

WEAPON MATERIAL EFFECTS 1-3 1-3 Sm Monster Bone (O)


Tobi-Kadachi Pelt 4-9 4-9 Tobi-Kit Pelt (A,W)
While attuned to this weapon, you can use a bonus action
to have this weapon to return to your hand so long as it is 10-14 10-13 Tobi-Kit Scale (A,W)
within 200 feet of you. 15 14-16 Tobi-Kit Membrane (A,W)
Tobi-Kadachi Claw 16-20 17-20 Tobi-Kit Claw (A)
Your lightning spells deal an extra 1d4 lightning damage.
Tobi Electro Sac
ARMOR MATERIAL EFFECTS
Your weapon deals an extra 1d4 lightning damage.
Tobi-Kit Pelt
You have a +1 bonus to Acrobatics checks while you wear
this armor.
225
Tobi-Kit Scale
During a short or long rest you can spend your time nargacuga's bleeding-inflicting tail spikes. While it cannot use
crafting a bug zapper. When you fail a check to capture an thunder-based attacks, the Viper Tobi-Kadachi can still paralyze its
insect, you can use the bug zapper to succeed instead. opponents much like its standard counterpart, giving it a deadly
combination of powerful poison and the ability to immobilise
Tobi-Kit Membrane opponents. Viper Tobi-Kadachi also retains the membranes
When you place this material into your armor it gains a between its limbs which allow it to glide around its opponents
gliding membrane, which extends from your forearms to much like its standard counterpart.
your hindlegs. As an action or reaction, you can extend
your arms to slow your descent to 30 feet until the end of
the round. If you land before the round ends, you take no
falling damage and land on your feet. Once used, you can't
use this property again until you finish a short or long rest. Viper Tobi-Kadachi
Large wyvern (fanged), unaligned
Tobi-Kit Claw
Jump Master. While wearing this armor, you can use an
action to double your jump distance. You can use this Armor Class 16 (natural armor)
property twice, regaining all expended uses on a short or Hit Points 178 (17d10 + 85)
long rest. Speed 30 ft., climb 30 ft.

WEAPON MATERIAL EFFECTS STR DEX CON INT WIS CHA


Tobi-Kit Pelt
While attuned to this weapon, you can use a bonus action 20 (+5) 12 (+1) 20 (+5) 3 (-4) 14 (+2) 10 (+0)
to have this weapon to return to your hand so long as it is
within 60 feet of you. Saving Throws Dex +5, Wis +6, Cha +4
Damage Immunities acid, poison
Tobi-Kit Scale Condition Immunities paralyzed, poisoned
When you cast a spell that deals lightning damage, add 1/2
Senses darkvision 60 ft., passive Perception 12
of your proficiency bonus to that damage. Languages —
Tobi-Kit Membrane Challenge 9 (5,000 XP) Proficiency +4
When you touch this weapon to a liquid, you know if it is
poisonous or if there is poison in it. If it is poison you also Glide. When the viper tobi-kadachi falls and isn't
identify the name of the poison (if it has one) and its incapacitated, it can subtract up to 100 feet from the
effects. You can use this property a number of times equal fall when calculating falling damage, and it can move
to your Constitution modifier, regaining all expended uses up to 2 feet horizontally for every 1 foot it descends.
when you finish a long rest.
Standing Leap. The viper tobi-kadachi's long jump is up
OTHER MATERIAL EFFECTS to 20 feet and its high jump is up to 10 feet, with or
Sm Monster Bone without a running start.
Uncommon armor upgrade material.
Actions
Multiattack. The viper tobi-kadachi makes one Bite
Viper Tobi-Kadachi attack and one Tail attack.
Much like its standard counterpart, the Viper Tobi-Kadachi's face
resembles that of a colubrid with its body retaining several of the
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) piercing damage and the
standard Tobi-Kadachi's characteristics such as the slim, squirrel-
creature must succeed on a DC 17 Constitution saving
like body, the fur patches which trail across its back as well as the
throw or become paralyzed until the end of its next
large, bushy tail armed with spikes.
turn.
Its main difference compared to the regular species is obviously
the vastly different color scheme consisting of several shades of Tail. Melee Weapon Attack: +9 to hit, range 10 ft., one
brown, bronze and burnt orange. Additionally, its belly and target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7
underside fade from a more yellowish hue to a pale blue. The eyes (2d6) poison damage.
of the Viper Tobi-Kadachi are also different in that they have a Poison Spikes (Recharge 5-6). The viper tobi-kadachi
more golden yellow coloration in comparison to the red eyes of its spins in a circle at a rapid pace, releasing poisoned
standard counterpart. spikes in a 60-foot cone in front of it. Each creature in
Viper Tobi-Kadachi has an arsenal consisting of powerful status that area must succeed on a DC 17 Constitution saving
effects. It uses a strong poison in order to attack its opponents throw or be poisoned for 1 minute. While poisoned in
which it can generate and utilize via its fangs or the extra spikes on this way, the creature takes 21 (6d6) poison damage at
its tail. It can use these spikes as projectiles, allowing the Viper the start of each of its turns. A poisoned creature can
Tobi-Kadachi to poison several opponents at once within a certain repeat the saving throw at the end of each of its turns,
range, much like the ending the effect on itself on a success.

226
Viper Tobi-Kadachi WEAPON MATERIAL EFFECTS
Challenge Rating 9 Carves/Capture 3 V.Tobi-Kadachi Thickfur
Carve Capture Quick Sheath. While attuned to this weapon, you can
Chance Chance Material Slots always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
1-4 1-3 V.Tobi-Kadachi Thickfur (A,W)
V.Tobi-Kadachi Shard
5-9 4-7 V.Tobi-Kadachi Shard (A,W) While attuned to this weapon, your spell save DC is
increased by 2 when casting spells that paralyzes or
— 8-10 V.Deadly Poison Sac (A,W,O)
poisons a creature.
10-13 11-13 V.Tobi-Kadachi Membrane (A) V.Deadly Poison Sac
14-16 14-17 V.Tobi-Kadachi Hardclaw (A) Your poison spells and attacks with this weapon deal an
extra 1d4 poison damage.
17-19 — V.Tobi-Kadachi Thorn (A)
Ultraplegia Sac (Bard, Cleric, Druid, Sorcerer, Warlock, &
— 18-19 V.Ultraplegia Sac (A,W) Wizard Only)
While attuned to this weapon you can cast the hold person
20 20 V.Kadachi Gem (A,W)
spell from it, without expending a spell slot. You can use
this property twice, regaining all expended uses when you
ARMOR MATERIAL EFFECTS finish a long rest.
V.Tobi-Kadachi Thickfur V.Kadachi Gem
You can don or doff your armor as an action, while you are When you attack a creature with this weapon and roll a 20
attuned to this armor. on the attack roll, that target must make a DC 14
V.Tobi-Kadachi Shard Constitution saving throw or be poisoned for 1 minute.
You have advantage on Acrobatics checks while you wear
this armor. OTHER MATERIAL EFFECTS
V. Deadly Poison Sac
V.Deadly Poison Sac You can make a DC 15 Wisdom (Poisoner's Kit) check
You have advantage on saving throws against the poisoned using this material as its ingredient plus a vial. On a
condition while you wear this armor. success you create a vial of wyvern poison
V.Tobi-Kadachi Membrane (DMG p. 258). On a fail, the material
Constitution. The duration from slowing effects, such as is destroyed. If you fail the save by
the slow spell or a copper dragon's breath attack, are 5 or more, you must make a
reduced by half while you wear this armor. saving throw against
V.Tobi-Kadachi Hardclaw the wyvern poison.
Airborne. While wearing this armor, you can cast the jump
spell from it as a bonus action at will, but can target only
yourself when you do so.
V.Tobi-Kadachi Thorn
You are resistant to acid damage while you wear
this armor.
V.Ultraplegia Sac
Whenever you make a saving throw
against the paralyzed condition, you
do so with advantage.
V.Kadachi Gem
Evade Extender (M). You have a +2 bonus to Dexterity
saving throws while you wear this armor.

227
ARMOR MATERIAL EFFECTS
Viper Tobi-Kitachi V.Tobi-Kit Fur
You reduce acid damage you take by 3 while you wear this
Small wyvern (fanged), unaligned
armor.
Armor Class 14 (natural armor) V.Poison Sac
Hit Points 84 (13d6 + 39) Whenever you make a saving throw against the poisoned
Speed 30 ft., climb 30 ft. condition, you do so with a +2 bonus.
V.Tobi-Kit Membrane
When you place this material into your armor it gains a
STR DEX CON INT WIS CHA gliding membrane, which extends from your forearms to
15 (+2) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 11 (+0) your hindlegs. As an action or reaction, you can extend
your arms to slow your descent to 30 feet until the end of
the round. If you land before the round ends, you take no
Saving Throws Dex +3, Cha +2 falling damage and land on your feet. Once used, you can't
Damage Immunities poison use this property again until you finish a short or long rest.
Condition Immunities poisoned, paralyzed
Senses darkvision 60 ft., passive Perception 11 V.Tobi-Kit Claw
Languages — Jump Master. While wearing this armor, you can use an
Challenge 3 (700 XP) Proficiency +2 action to double your jump distance. You can use this
property twice, regaining all expended uses on a short or
Glide. When the viper tobi-kitachi falls and isn't long rest.
incapacitated, it can subtract up to 100 feet from the V.Tobi-Kit Thorn
fall when calculating falling damage, and it can move Marathon Runner. While wearing this armor, your walking
up to 2 feet horizontally for every 1 foot it descends. speed increases by 5 feet.
Standing Leap. The viper tobi-kitachi's long jump is up WEAPON MATERIAL EFFECTS
to 20 feet and its high jump is up to 10 feet, with or V.Tobi-Kit Fur
without a running start. A purple hue emanates off your weapon. As an action you
can extend the hue so that it encompasses your body for 1
Actions minute. It provides no actual benefit, but it does look cool
Multiattack. The viper tobi-kitachi makes two Bite (at least you think so).
attacks and one Tail attack. V.Poison Sac
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one When you cast a spell that deals poison damage, add 1/2
target. Hit: 5 (1d6 + 2) piercing damage. of your proficiency bonus to that damage.
Tail. Melee Weapon Attack: +4 to hit, range 10 ft., one V.Tobi-Kit Claw
target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 Quick Sheath. While attuned to this weapon, you can
(1d6) poison damage. always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
Poison Spikes (Recharge 5-6). The viper tobi-kitachi
V.Tobi-Kit Thorn
spins in a circle at a rapid pace, releasing poisoned
While attuned to this weapon, your spell save DC is
spikes in a 15-foot cone in front of it. Each creature in
increased by 1 when casting spells that paralyzes or
that area must succeed on a DC 13 Constitution saving
poisons a creature.
throw or be poisoned for 1 minute. While poisoned in
this way, the creature takes 3 (1d6) poison damage at
the start of each of its turns. A creature can repeat its Zinogre
saving throw at the end of its turn, ending the poison Zinogre is a quadrupedal monster that is very wolf-like if one looks
on a success. at its face, and has a very muscular set of forelimbs - very
comparable to those of big cats. It has surprising agility for such a
large monster, similar to nargacuga. It has sharp claws attached to
strong muscular fore-limbs, which are used to deliver a fatal blow
Viper Tobi-Kitachi to prey and hunters. It also helps them to climb mountains and
Challenge Rating 3 Carves/Capture 3 rocky terrain. The spikes on its body mostly lie flat, but when it has
built up an electric charge they stick out vertically into the air.
Carve Chance Capture Chance Material Slots
The Zinogre can also harness the power of electricity, much like
1-7 1-6 V.Tobi-Kit Fur (A,W) a lagiacrus, using it to take down larger prey and to defend itself
— 7-10 V.Poison Sac (A,W) and its territory. Thunderbugs are seen gathering around zinogre
when it is "charging" electricity; they may act as a source of
8-13 11-15 V.Tobi-Kit Membrane (A) energy. As Zinogre preys on Gargwa, Thunderbugs become safe,
14-17 16-20 V.Tobi-Kit Claw (A,W) simply by flying around in close proximity to a Zinogre. Zinogre
can exploit this by absorbing the energy emitted by the bugs during
18-20 — V.Tobi-Kit Thorn (A,W) battle, granting it special abilities. Thunderbugs might glow blue

228
instead of their normal colour to indicate that they have allied with
a Zinogre.If you look close at a Zinogre, you can see an energy
field around it. Juvenile Zinogre have more hair on their bodies
compared to adults and is white in color. It is believed that the
increased hair protects the juvenile's shell and helps speed up the
storage of electricity. This fur will shed as the juvenile Zinogre
matures into adulthood.
Zinogre are somewhat similar to real wolves, they even howl
like them. But they do not form packs, quite the contrary, they are
solitary hunters. This is no surprise, since they are extremely
powerful and agile monsters, not needing teamwork to take down
prey. According to eyewitnesses, adult Zinogre make herds and
raise their young. During this period of time it is ill-advised to go
hunting Zinogre as the adults will aggressively attack any intruders
getting too close to their offspring.

Zinogre
Huge wyvern (fanged), unaligned
Zinogre
Armor Class 18 (natural armor) Challenge Rating 10 Carves/Capture 3
Hit Points 189 (18d12 + 72)
Speed 40 ft. Carve Chance Capture Chance Material Slots
1-5 1-5 Zinogre Carapace (A)
STR DEX CON INT WIS CHA 6-8 6-9 Zinogre Electrofur (A,W)
21 (+5) 15 (+2) 18 (+4) 8 (-1) 14 (+2) 9 (-1) 9-10 10-12 Zinogre Claw (W)
11-12 13-15 Zinogre Shocker (W)
Skills Perception +6, Survival +6
Damage Resistances necrotic 13 — Zinogre Shell (A)
Damage Immunities lightning 14 16-17 Fulgurbug (A)
Senses darkvision 60 ft., passive Perception 16
Languages — 15-19 — Zinogre Tail (A)
Challenge 10 (5,900 XP) Proficiency +4 20 18 Zinogre Jasper (A,W)
— 19-20 Zinogre Plate (A,W)
Actions
Multiattack. The zingore makes two Claw attacks and
one Tail attack. ARMOR MATERIAL EFFECTS
Zinogre Carapace
Claws. Melee Weapon Attack. +9 to hit, reach 5 ft., one
Stam Recov. When you take a long rest, you reduce your
target. Hit: 18 (3d8 + 5) piercing damage plus 3 (1d6)
exhaustion by 2 levels instead of 1.
lightning damage.
Zinogre Electrofur
Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one
While you are not wearing light, medium, or heavy armor
target. Hit: 24 (3d12 + 5) bludgeoning damage plus 3
and not holding a shield, your Armor Class equals 10 +
(1d6) lightning damage.
your Dexterity modifier + your Charisma modifier.
Charge State (Recharge 6). Electricty swells around the
Zinogre Shell
zingore before exploding in a flash of lightning. Each
When you take lightning or thunder damage while wearing
creature in within 10 feet of the zinogre must make a
this armor, your walking speed increases by 20 feet until
DC 16 Dexterity saving throw, taking 38 (11d6)
the end of your next turn.
lightning damage, and be pushed back 10 feet on a
failed saving throw or half as much damage and isn't Fulgurbug
pushed back on a successful one. While attuned to this armor, a thunderbug (AC 10; 1 hit
point) travels with you. As an action, it will take flight (fly
Bonus Actions 20 ft.), until you use a bonus action to call it back to you.
While in flight it sheds bright light in a 5-foot radius and
Lightning Aura. Immediately after the zinogre uses
Charge State, it can surround itself in an aura of dim light for an additional 15 feet. If the thunderbug is
killed, a new one appears on your shoulder when you finish
lightning for 1 minute. While the aura is active, a
a short or long rest.
creature takes 7 (2d6) lightning damage when it ends
it turns within 5 feet of the zinogre. Zinogre Tail (Barbarian Only)
When you rage, you shroud yourself in an aura of lightning
until your rage ends. Any creature that ends its turn within
5 feet of you takes 1d4 lightning damage.
229
Zinogre Jasper
You have resistance to lightning damage while you wear Claw. Melee Weapon Attack. +5 to hit, reach 5 ft., one
this armor. target. Hit: 6 (1d6 + 3) piercing damage plus 2 (1d4)
Zinogre Plate lightning damage.
Whenever you make a saving throw against the paralyzed Tail. Melee Weapon Attack. +5 to hit, reach 10 ft., one
condition, you do so with advantage. target. Hit: 14 (2d10 + 3) bludgeoning damage plus 2
(1d4) lightning damage.
WEAPON MATERIAL EFFECTS
Zinogre Electrofur
While you are attuned to this weapon, you can use its
command word to give a weather prediction for the next Juvenile Zinogre
day, as detailed in the druidcraft cantrip. Once used, you Challenge Rating 3 Carves/Capture 3
can't use this property again until the next dawn.
Carve Chance Capture Chance Material Slots
Zinogre Claw
Your weapon deals an extra 1d6 lightning damage. 1-5 1-5 Juv.Zinogre Shell (A)
Zinogre Shocker 6-8 6-9 Juv.Zinogre Electrofur (A,W)
Critical Element (lightning). When you critically hit with a
9-13 10-14 Juv.Zinogre Claw (A,W)
weapon or spell that deals lightning damage, you deal an
extra 1d6 lightning damage. Additionally if a creature fails 14-18 15-19 Fulgurbug (A)
its saving throw by 5 or more against a spell that deals
lightning damage, you deal an extra 1d6 lightning damage 17-20 20 Juv.Zinogre Tail (A,W)
to it.
Zinogre Jasper ARMOR MATERIAL EFFECTS
When a creature must succeed on a saving throw due to Juv.Zinogre Shell
the effect of your weapon attack, increase the save DC by You reduce lightning damage you take by 3 while you wear
1. this armor.
Zinogre Plate
Juv.Zinogre Electrofur
Chain Crit. Every consecutive hit on a creature increases
While you wear this armor insects are attracted to you. You
your crit range by 1 until you score a critical hit, miss an
have advantage on Investigation check to find insects.
attack, or hit a different creature.
Juv.Zinogre Claw
Entomologist. When you capture an insect with a bug net,
you instead catch two.
Juvenile Zinogre Fulgurbug
Large wyvern (fanged), unaligned While attuned to this armor, a thunderbug (AC 10; 1 hit
point) travels with you. As an action, it will take flight (fly
Armor Class 16 (natural armor) 20 ft.), until you use a bonus action to call it back to you.
Hit Points 82 (11d10 + 22) While in flight it sheds bright light in a 5-foot radius and
Speed 30 ft. dim light for an additional 15 feet. If the thunderbug is
killed, a new one appears on your shoulder when you finish
a short or long rest.
STR DEX CON INT WIS CHA
Juv.Zinogre Tail
16 (+3) 12 (+1) 15 (+2) 4 (-3) 10 (+0) 8 (-1) Whenever you make a saving throw against the paralyzed
condition, you do so with a +1 bonus.
Skills Perception +2, Survival +2
Damage Immunities lightning WEAPON MATERIAL EFFECTS
Senses darkvision 60 ft., passive Perception 12 Juv.Zinogre Electrofur (Melee Weapon Only)
Languages — You can use a bonus action to speak this magic sword's
Challenge 3 (5,900 XP) Proficiency +2 command word, causing lightning to arc across the
weapon. This lightning sheds bright light in a 20-foot
Lightning Aura. At the start of each of the zingore's radius and dem light for an additional 20 feet. The
turns, each creature within 5 feet of it takes 2 (1d4) lightning last until you use a bonus action to speak the
lightning damage. A creature that touches the zingore command word again or until you drop or put away the
or hits it with a melee attack while within 5 feet of it weapon.
takes 2 (1d4) lightning damage. Juv.Zinogre Claw
When you cast a spell that deals lightning damage, add 1/2
Actions of your proficiency bonus to that damage.
Multiattack. The zingore makes one Claw attack and Juv.Zinogre Tail (Spellcaster Only)
one Tail attack. While attuned to this weapon you know the thunderwave
spell. If you already know it, the spells save DC is increased
by 1 and when a creature fails the saving throw, they are
pushed back an additional 10 feet.
230
Flying Wyverns
Flying Wyverns are typically large, bipedal monsters capable of flight, having developed wings. Some, due to their sheer size and weight are
able to hover in the air for a brief time. that have two wings. These Wyverns are known as "True Wyverns". However, there are some Wyverns
that are quadrupedal, operating their wingarms as forearms instead like Tigrex and Nargacuga. These monsters have been dubbed by
academics as "Pseudo Wyverns" (Pseudo meaning "False" or "Mimic"), due to these species only displaying partial Wyvern traits. Some are
flightless despite their classification as Flying Wyverns, like the Akantor and Ukanlos. These wyverns show their Wyvern ancestry by the small
forewings on their two front limbs. Flying wyverns have evolved over time and live in nearly every known area, encompassing many elements
and types.

231
Akantor
A wyvern truly wrapped in mystery. Known to some as the black Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
god and to others as the tyrant of fire, this large and brutal creature one target. Hit: 30 (4d10 + 8) piercing damage. If the
is known to most as Akantor. It has strong forelimbs, thick spikes, a target is a creature, it is grappled (escape DC 18). Until
clawed tail and large tusks. The Akantor bears a strong this grapple ends, the target is restrained, and the
resemblance to Tigrex, the differences being that Akantor has only akantor can't bite another target.
the barest nubs of forewings left, making it incapable of flight, and Claw. Melee Weapon Attack: +14 to hit, reach 15 ft.,
its immense size, which dramatically slows down its movements. one target. Hit: 14 (2d6 + 8) slashing damage.
Akantor are nomadic in nature, meaning they can be found just
about anywhere though Akantor have primarily been found in areas Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
within volcanoes.
target. Hit: 26 (4d8 + 8) bludgeoning damage.
Akantors are so powerful, they can have extremely negative Crush. The akantor can expend 40 feet of its
effects on the environment they reside in. Predator and prey flee movement to rise up on its hind legs, before slamming
from Akantors and only the largest wyverns and Elder Dragons its body down in an area within 20 feet of its location,
even dare challenge them. An Akantor's fangs are equally effective that contains one or more other creatures. Each of
at burrowing into dense lava as they are at killing an armored those creatures must succeed on a DC 22 Strength or
monster. Produced inside Akantor's mouth is a deadly acid used to Dexterity saving throw (target's choice) or be knocked
digest prey more easily. It doesn't have an organ that produces prone and take 22 (4d6 + 8) bludgeoning damage plus
breath-based attacks, but it is also able to produce a powerful sonic
22 (4d6 + 8) fire damage. On a successful save, the
blast. This blast is used to attack prey and to destroy obstacles from
creature takes half as much damage, isn't knocked
prone, and is pushed 5 feet out of the akantor's space
long distances.
into an unoccupied space of the creature's choice. If
Akantors are highly aggressive and predatory. They will attack
no unoccupied space is within range, the creature
and kill almost anything on sight, often letting out a deafening roar instead falls prone in the akantor's space.
before charging head-on. When not actively hunting or in combat,
Akantor still appear aggressive, destroying whatever bothers them Swallow. The akantor makes one Bite attack against a
as they travel to their destination. Its own name in some villages Large or smaller creature it is grappling. If the attack
means Disaster. Some of the extremes it has been seen with include
hits, the target takes the bite damage, the target is
swallowed, and the grapple ends. While swallowed, the
droughts and heavy thunderstorms.
creature is blinded and restrained, it has total cover
against attacks and other effects outside the akantor,
and it takes 21 (6d6) acid damage at the start of each
Akantor of the akantor's turns.
If the akantor takes 50 damage or more on a single
Gargantuan wyvern (flying), unaligned
turn from a creature inside it, the akantor must
Armor Class 18 (natural armor) succeed on a DC 22 Constitution saving throw at the
Hit Points 245 (14d20 + 98) end of that turn or regurgitate all swallowed creatures,
Speed 40 ft., burrow 30 ft. which fall prone in a space within 10 feet of the
akantor. If the akantor dies, a swallowed creature is no
longer restrained by it and can escape from the corpse
STR DEX CON INT WIS CHA by using 30 feet of movement, exiting prone.
27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4) Sonic Blast (Recharge 5-6). The akantor exhales a blast
of air in a 120-foot line that is 10 feet wide. The blast
destroys all terrain and structures, magic or otherwise,
Saving Throws Dex +6, Con +13, Wis +8
within its path. Each creature in that line must make a
Skills Perception +8
DC 21 Dexterity saving throw, taking 45 (13d6) force
Damage Immunities cold, fire; bludgeoning, piercing,
damage on a failed save, or half as much damage on a
slashing damage from nonmagical attacks
successful one.
Condition Immunities charmed, frightened, paralyzed
Senses darkvision 120 ft., tremorsense 120 ft., passive Legendary Actions
Perception 18
Languages — The akantor can take 3 legendary actions, choosing
Challenge 20 (25,000 XP) Proficiency +6 from the options below. Only one legendary action
option can be used at a time and only at the end of
Legendary Resistance (3/Day). If the akantor fails a another creature's turn. The akantor regains spent
legendary actions at the start of its turn.
saving throw, it can choose to succeed instead.
Magic Resistance. The akantor has advantage on saving Detect. The akantor makes a Wisdom (Perception)
throws against spells and other magical effects. Check.
Dig. The akantor burrows underground and moves up
Actions to its burrow speed.
Multiattack. The akantor makes one Bite attack, one Chomp (Costs 2 Actions). The akantor makes one Bite
Claw attack, and one Tail attack. attack or uses Swallow.

232
Akantor
Challenge Rating 20 Carves 6 Akantor Gem
You are immune to fire damage while you wear this armor.
Carve Chance Material Slots
1-7 Akantor Scale (A,W) WEAPON MATERIAL EFFECTS
Akantor Scale
8-12 Akantor Carapace (A,W) While holding this weapon, you can use a bonus action to
13-14 Akantor Hardclaw (A,W) speak this weapons command word, causing flames to
erupt from it. These flames shed bright light in a 40-foot
15-16 A.Firecell Stone (A,W) radius and dim light for an additional 40 feet.
17 Akantor Tallfang (A,W)
Akantor Carapace
18 Akantor Tail (A,W) Your weapon deals an extra 1d8 fire damage.
19 Akantor Spike (A,W) Akantor Hardclaw (Melee Weapon Only)
When you hit a creature with this weapon, it must make a
20 Akantor Gem (A,W) DC 17 Constitution saving throw. On a failed save the
creature becomes burned for 1 minute. A burned creature
takes 2d4 fire damage at the start of its turn. A creature
ARMOR MATERIAL EFFECTS can use its action to put out the flames early.
Akantor Scale
While you are wearing this armor, you can cast the A.Firecell Stone
dimension door spell as an action. Once you use this While you are attuned to this weapon, you can use an
property, you can't use it again until the next dawn. action to gain the same benefits as a potion of fire giants
When you disappear, you leave behind a cloud of smoke, strength for 1 hour. Once you use this property, you
and you appear in a similar cloud of smoke at your cannot use it again for 3 days.
destination. The smoke lightly obscures the space you left Akantor Tallfang
and the space you appear in, and it dissipates at the end of While you are holding this weapon, you can use an action
your next turn. A light or stronger wind disperses the to let out a cacophonous roar. Each creature in a 15-foot
smoke. radius that considers you an enemy, must make a DC 16
Akantor Carapace Wisdom saving throw. On a failed save, the creature
While you are attuned to this armor, you ignore the effects becomes frightened of you for 1 minute. A creature can
of the first 2 levels of exhaustion unless your exhaustion repeat the saving throw at the end of each of its turns,
level is 3 or higher. ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the
Akantor Hardclaw creature is immune to this effect for 24 hours.
You gain a +1 bonus to saving throws while you wear this
armor. You can use an action to enter the Elemental Plane Akantor Tail
of fire along with everything you are wearing and carrying. Your unarmed strikes deal an extra 1d6 fire damage and
You remain there until you use an action to return to the your weapon has 3 runes that recharge at dawn. When you
plane you were on. You reappear in the last space you hit a creature with a melee weapon attack you can expend
occupied, or if that space is occupied, the nearest a rune to generate an explosion on impact. You can only
unoccupied space. Once you use this property, you can't expend one rune per round. The target and all creatures
use it again until the next dawn. other than yourself within 5 feet of the target must make a
DC 16 Constitution saving throw, taking 4d6 fire damage
A.Firecell Stone on a failed save or half as much damage on a successful
Shield+. While you are attuned to this armor and you use a one.
reaction that would increase your AC, you gain an
additional +2 bonus to your AC until the start of your next Akantor Spike
turn. Your weapon deals an extra 1d10 fire damage.
Akantor Tallfang Akantor Gem
You have advantage on Charisma (Intimidation) checks Critical Eye+. Your weapon attacks critical hit range is
while you wear this armor. increased by 2.
Akantor Tail
You have resistance to cold damage while you wear this Astalos
armor. Known as the "Thunder Wyvern." Astalos body is almost entirely
Akantor Spike covered in sharp, dark green plating, although it has a more bright
You have advantage on saving throws against spells while colored underside. Unlike any other Flying Wyvern, Astalos' wings
you wear this armor. resemble those of an insect, most precisely a glasswing butterfly's
wings. Its thin legs have three toes. Its tail is long, making up
almost half of the monster's length, and it has two pairs of earwig-
like pincers at the tip. It has a relatively small head, with a big horn
on top of it. Its eyes are red.

233
Astalos are high up in the food chain. They are known to be
predators and have been found to feed on herbivores like Mosswine
and Aptonoth. Astalos have also been observed eating Neopteron
like Vespoid and lesser predators like Velocidrome. Despite being
Astalos
Huge wyvern (flying), unaligned
top predators, Astalos have to compete with other large predatory
monsters like Rathalos, Najarala, Seregios, and Seltas Queen.
Astalos's whole body is an electrical organ. Astalos uses Armor Class 16 (natural armor)
Piezoelectricity — as an Astalos fights and becomes more active, Hit Points 147 (14d12 + 56)
Its tail, wings, and crest will begin to charge up with electricity. Speed 40 ft., fly 80 ft.
This can easily be seen by looking for green surges of electricity on
those parts of its body. Astalos's flying abilities are comparable to a
STR DEX CON INT WIS CHA
Rathalos with the help of its powerful wings. Its wings are tough,
covered in spikes, and are even used as weapons on the ground. 21 (+5) 15 (+2) 19 (+4) 11 (+0) 13 (+1) 16 (+3)
The wings can also produce a special electrical charge used for
capturing prey. Its pincer-like tail is used for capturing and Saving Throws Dex +6, Con +8, Wis +5, Cha +7
paralyzing prey. Damage Immunities lightning
They've been seen attacking large Flying Wyverns, like Senses darkvision 60 Ft., passive Perception 11
Rathalos, even if those monsters are not interested in the Languages —
Astalos's presence. Even if the enemy is losing the Challenge 9 (5,000 XP) Proficiency +4
fight, Astalos will fight them relentlessly, even if they are
trying to escape. If the enemy is killed, the Astalos may Dive Attack. If the astalos is flying and dives at least 30
feed on the enemy's corpse, as it is sometimes known to feet straight toward a target and then hits it with a
do. Astalos will even sometimes cannibalize their own melee weapon attack, the attack deals an extra 4 (1d8)
young by accident. This is due to the adults mistaking lightning damage to the target.
the young for Neopteron like Vespoid occasionally.
To prevent this, Astalos guard their nest up Actions
until the eggs are ready to hatch before Multiattack. The astalos makes one Horn attack, one
leaving the young to fend for themselves. Tail attack, and one Wing attack.
Even while young, Astalos don't
hesitate about anything, Horn. Melee Weapon Attack. +9 to hit, reach 5 ft., one
including cannibalism, and target. Hit: 18 (3d8 + 5) piercing damage plus 4 (1d8)
can be quite violent. When a lightning damage.
town gets reports of this Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one
monster, they are known to target. Hit: 18 (3d8 + 5) piercing damage plus 4 (1d8)
send adventurers immediately lightning damage. If the target is a creature, it must
to hunt it down. This is due make a DC 14 Constitution saving throw or become
to Astalos actually paralyzed for 1 minute. The target can repeat the
disrupting the saving throw at the end of each of its turns, ending the
ecological paralysis on itself on a success.
balance in an
Wing. Melee Weapon Attack. +9 to hit, reach 5 ft., one
area. target. Hit: 15 (3d6 + 5) piercing damage plus 4 (1d8)
lightning damage.
Lightning Pillar (Recharge 5-6). A vertical column of
lightning roars down from the sky in a location within
60 feet of the astalos. Each creature in a 10-foot-
radius, 40-foot-high cylinder centered on that location
must make a DC 16 Dexterity saving throw, taking 45
(13d6) lightning damage on a failed save, or half as
much damage on a successful one.

234
Astalos Astalos Shell
When you raise your weapon to the sky, you can speak its
Challenge Rating 9 Carves/Capture 3
command word to call down a bolt of lightning directly
Carve Chance Capture Chance Material Slots behind you. You have advantage on intimidation checks for
1 minute against any creature who witnessed it.
1-5 1-3 Astalos Scale (A,W)
Astalos Membrane
6-8 4-7 Astalos Shell (A,W) When you cast a spell that deals lightning or thunder
9-10 8-12 Astalos Membrane (A,W) damage, you gain a +1 bonus to its spell attack roll.
11-14 13-15 Astalos Scissortail (A,W) Astalos Scissortail (Cleric & Paladin Only)
While you are attuned to this weapon, whenever you use a
15-17 16-17 Astalos Wingtalon (A,W) spell of 1st-level or higher to restore hit points to a
18-19 18-19 Electroscale (A,W) creature, the creature regains additional hit points equal to
the spell’s level.
20 20 Astalos Plate (A,W)
Astalos Wingtalon (Druids Only)
While attuned to this weapon, you can use an action to
ARMOR MATERIAL EFFECTS cast the Call Lightning spell from it once a day, without
Astalos Scale expending a spell slot.
While you are wearing this armor, you can use your Electroscale
reaction or bonus action to gain resistance to necrotic Your weapon deals an extra 1d6 lightning damage.
damage until the end of your next turn. You can use this Astalos Plate
property twice, regaining all uses when you finish a long Chain Crit. Every consecutive hit on a creature increases
rest. your crit range by 1 until you score a critical hit, miss an
Astalos Shell attack, or hit a different creature.
You have a +3 bonus to Acrobatic checks while you wear
this armor.
Astalos Membrane
Marathon Runner. While wearing this armor, your walking
speed increases by 5 feet.
Astalos Scissortail
While you are attuned to this armor, lightning arcs across
it, creating bright light in a 10-foot radius and dim light for
an additional 5 feet.
Astalos Wingtalon
Stam Recov. When you take a long rest, you reduce your
exhaustion by 2 levels instead of 1.
Electroscale
You have resistance to lightning damage, while you wear
this armor.
Astalos Plate
You have advantage on saving throws against being
stunned while you wear this armor.

WEAPON MATERIAL EFFECTS


Astalos Scale
While holding this weapon, you can use an action to
shoot a harmless spark of lightning into the air. In the
open, this flare is visible for up to 1 mile.

235
Tempered Astalos much damage and isn't afflicted with thunderblight on a
successful one. A creature can repeat the saving throw at
Huge wyvern (flying), unaligned
the end of each of its turns, ending the effect on itself on
a success.
Armor Class 18 (natural armor)
Hit Points 189 (14d12 + 98) Lightning Pulse (Charged State Only; Recharges after a
Speed 40 ft., fly 80 ft. Short or Long Rest). If the astalos flies at least 20 feet as
part of its movement before landing, it can then use this
action to create a burst of lightning in a 30-foot-radius
STR DEX CON INT WIS CHA sphere around it and ending its Charged State. Each
creature in that area must make a DC 20 Dexterity saving
21 (+5) 15 (+2) 24 (+7) 11 (+0) 14 (+2) 16 (+3)
throw, taking 49 (9d10) lightning damage and be
afflicted with thunderblight for 1 minute on a failed save,
Saving Throws Dex +7, Con +12, Wis +7, Cha +8 or half as much damage and isn't afflicted on a
Damage Immunities lightning successful one. A creature can repeat the saving throw at
Condition Immunities charmed, frightened, paralyzed the end of each of its turns, ending the effect on itself on
Senses darkvision 120 Ft., passive Perception 12 a success.
Languages —
Challenge 16 (15,000 XP or 30,000 XP as a mythic Legendary Actions
encounter) Proficiency +5 The astalos can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Charged State (Mythic Trait; Recharges after a Short or Long be used at a time and only at the end of another
Rest). If the astalos would be reduced to 0 hit points, its creature's turn. The astalos regains spent legendary
current hit point total instead resets to 135 (10d12 + actions at the start of its turn.
70) hit points, it recharges its Lightning Bolt, it regains
Attack. The astalos makes one Winged Arm attack.
one expended legendary resistance and it enters a
charged state for 1 minute, or until it uses Lightning Lightning Blade. A blade of electricity extends out from
Pulse. While in this state, the astalos' movement speed the astalos' horn before striking the ground in a 30-foot
increases by 10 feet, it has advantage on Dexterity saving line that is 5 feet wide. Each creature in that line must
throws, and many of its actions are enhanced (included make a DC 18 Dexterity saving throw, taking 16 (3d10)
in the actions). lightning damage or 22 (4d10) lightning damage if the
astalos' Charged State has activated in the last minute,
Legendary Resistance (2/Day). If the astalos fails a saving
and be afflicted with thunderblight for 1 minute on a
throw, it can choose to succeed instead.
failed save, or half as much damage and isn't afflicted
Actions with thunderblight on a successful one. A creature can
repeat the saving throw at the end of each of its turns,
Multiattack. The astalos makes one Horn attack and one ending the effect on itself on a success.
Tail attack. It can replace its Tail attack with a use of
Lightning Bolt if available. When Charged State is active, Dash (Costs 2 Actions). The astalos moves up to its
it can make two Winged Arm attacks. speed. During this move it can move through the spaces
of other creatures without provoking opportunity
Horn. Melee Weapon Attack. +10 to hit, reach 5 ft., one attacks. Each creature the astalos moves through must
target. Hit: 12 (2d6 + 5) slashing damage plus 5 (1d10) succeed on a DC 18 Dexterity saving throw or take 16
lightning damage. (3d6 + 5) bludgeoning damage plus 11 (2d10) lightning
Winged Arm. Melee Weapon Attack. +10 to hit, reach 10 damage and be knocked prone.
ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage Lightning Stake (Costs 2 Actions). The astalos stabs its tail
plus 5 (1d10) lightning damage, or 18 (3d8 + 5) into the ground causing lightning to strike in a 5-foot
bludgeoning damage plus 11 (2d10) lightning damage if radius around it. Each creature in that area must make a
its Charged State has been activated in the last minute. DC 20 Dexterity saving throw, taking 22 (5d8) lightning
Tail. Melee Weapon Attack. +10 to hit, reach 10 ft., one damage or 36 (8d8) if the astalos' Charged State has
target. Hit: 15 (3d6 + 5) piercing damage plus 5 (1d10) activated in the last minute, and be afflicted with
lightning damage, or 15 (3d6 + 5) piercing damage plus thunderblight for 1 minute on a failed save, or half as
16 (3d10) lightning damage if its Charged State has much damage and isn't afflicted with thunderblight on a
been activated in the last minute. If the target is afflicted successful one. A creature can repeat the saving throw at
with thunderblight, it must make a DC 20 Constitution the end of each of its turns, ending the effect on itself on
saving throw or become paralyzed for 1 minute. The a success.
target can repeat the saving throw at the end of each of Lightning Storm (Costs 3 Actions). The astalos summons
its turns, ending the paralysis on itself on a success. 15-foot high pillars of lightning that zigzag across a 45-
Lightning Bolt (Recharge 5-6 or Recharge 4-6 while foot cone. Each creature in that area must succeed on a
Charged State is Active). The astalos releases a bolt of DC 20 Dexterity saving throw, taking 38 (11d6)
lightning from its tail in a 60-foot line that is 5 feet wide. lightning damage or 56 (16d6) lightning damage if the
Each creature in that line must make a DC 20 Dexterity astalos' Charged State has activated in the last minute,
saving throw, taking 21 (6d6) lightning damage or 28 and be afflicted with thunderblight for 1 minute. A
(8d6) lightning damage if the astalos' Charged State has creature can repeat the saving throw at the end of each
activated in the last minute, and be afflicted with of its turns, ending the effect on itself on a success.
236 thunderblight for 1 minute on a failed save, or half as
Tempered Astalos Astalos Wingmembrane
You gain a +2 bonus to your spell attack rolls and spell
Challenge Rating 16 Carves/Capture 3
save DC while attuned to this weapon. This bonus
Carve Capture increases to +4 when the spell you are casting deals
Chance Chance Material Slots lightning or thunder damage, such as lightning bolt or
thunderwave spells.
1-5 1-3 Astalos Shard (A,W)
Astalos Scissortailblade
6-8 4-7 Heavy Astalos Shell (A,W) Offensive Guard. Whenever you use a reaction that
9-10 8-11 Astalos Wingmembrane (A,W) increases your AC, the next attack you make deals extra
damage equal to the bonus AC the reaction provided.
11-12 12-13 Astalos Scissortailblade (A,W)
Heavy Astalos Crest+ (Ranged Weapon Only)
13-14 14-15 Heavy Astalos Crest+ (A,W) Bonus Shot. When you take the attack action, you can
15-17 16-17 Astalos Wingripper (A,W) make one additional attack with this weapon as a bonus
action.
18-19 18-19 Boltscale (A,W)
Astalos Wingripper (Bladed Weapon Only)
20 20 Astalos Mantle (A,W) Razor Sharp. Once per turn, when you hit a creature with
this weapon, anytime it would regain hit points before the
end of its next turn, it regains half as many. Additionally, if
ARMOR MATERIAL EFFECTS the creature is afflicted with a wound, such as the
Astalos Shard odogaron's bloody wound, it can only be closed by magical
While you are attuned to this armor, lightning arcs across healing for 1 minute.
it, creating bright light in a 10-foot radius and dim light for Boltscale
an additional 5 feet. While you are attuned to this weapon, your lightning spells
Heavy Astalos Shell bypass a creature's resistance.
You have advantage on Acrobatic checks while you wear Astalos Mantle
this armor. Chain Crit. Every consecutive hit on a creature increases
Astalos Wingmembrane your crit range by 1 until you score a critical hit, miss an
Marathon Runner+. While wearing this armor, your walking attack, or hit a different creature.
speed increases by 10 feet and you ignore difficult terrain
if it was not created by a magical effect. Barioth
Astalos Scissortailblade Barioth is a quadrupedal Flying Wyvern, with various cat-like
Stam Recov+. When you take a long rest, you reduce your features. Its body is mostly covered with icy white plates and
exhaustion by 3 levels instead of 1. spikes along its neck, spine, and tail. Its face features two massive,
Heavy Astalos Crest+ curved tusks of an amber coloration. Its forelegs are longer and
Stamina Surge+2. While wearing this armor, you can use an more powerful than its back legs, with deadly spikes along its
action to cast the haste spell from it once per day, but can wings, as well as two large claws.
target only yourself when you do so and you gain 1 level of Barioth moves quickly and attacks wildly, presenting a challenge
exhaustion when the spell ends. even to experienced adventurers. Barioth uses its fangs and claws
Astalos Wingripper to slide around on the ice making it hard to keep up with. It is able
Adrenaline. The first time you drop below half of your hit to slide its tail to its side and wield it in a club-like fashion. It is
point maximum in combat, you gain a rush of adrenaline. capable of producing a wind blast; Barioth will spit out an icy ball
On your next turn your movement speed doubles and you that will create a powerful tornado.
can take one extra action. Barioth is highly aggressive and territorial. It will attack any
Boltscale hunter that enters its domain. It will eat Popo or Anteka when
You cannot be stunned while you wear this armor. fatigued.
Barioth inhabits icy areas
Astalos Mantle
You are immune to lightning damage while you wear this such as the Tundra or the
armor. Snowy Mountains, where
the roaming herbivores on
WEAPON MATERIAL EFFECTS which it preys are
Astalos Shard large and plentiful.
Your weapon looks to be made of lightning and sheds dim
light in a 5-foot radius around you. When placed in a
sword, the blade has the appearance of lightning. For
hammers and others, its the head.
Heavy Astalos Shell (Druids Only)
While attuned to this weapon, you can use an action to
cast the Call Lightning spell from it twice per long rest,
without expending a spell slot.

237
Barioth
Barioth Challenge Rating 15 Carves/Capture 3
Huge wyvern (flying), unaligned Carve Chance Capture Chance Material Slots
1-4 — Barioth Cortex (A,W)
Armor Class 16
Hit Points 195 (17d12 + 85) 5-6 1-6 Barioth Fur (A,W)
Speed 50 ft., fly 40 ft. 7-10 7-9 Barioth Talon (A,W)
11-13 10-13 Cryo Sac (A,W)
STR DEX CON INT WIS CHA 14 14-17 Barioth Spike (A,W)
15 (+2) 23 (+6) 20 (+5) 10 (+0) 14 (+2) 8 (-1) 15-19 — Barioth Tail (A,W)

Saving Throws Dex +11, Wis +7, Cha +4 20 18-20 Amber Tusks (A,W)
Damage Resistances acid, necrotic; bludgeoning,
piercing, slashing damage from nonmagical attacks
Damage Immunities cold ARMOR MATERIAL EFFECTS
Senses darkvision 60 ft., passive Perception 12 Barioth Cortex
Languages — While you wear this armor, you ignore difficult terrain
Challenge 15 (13,000 XP) Proficiency +5 created by ice or snow and you can tolerate temperatures
as low as -50 degrees Fahrenheit without any additional
protection. If you wear heavy clothes, you can tolerate
Actions temperatures as low as -100 degrees Fahrenheit.
Multiattack. The barioth makes one Bite attack and two Barioth Fur
Claw attacks. Evasion. You have advantage on Dexterity saving throws
while you wear this armor.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 19 (3d8 + 6) piercing damage. Barioth Talon
If you are not wearing light, medium, or heavy armor and
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one using no shield you gain a +2 bonus to AC.
target. Hit: 13 (2d6 + 6) slashing damage.
Cryo Sac
Tail Swipe. Melee Weapon Attack: +11 to hit, reach 10 You have resistance to cold damage while you wear this
ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage armor.
and the target and each creature adjacent to it must Barioth Spike
make a DC 15 Strength saving throw, or be pushed 10
Increase your Dexterity score by 1, to a maximum of 20
feet away, and be knocked prone on a failed save. On a while you wear this armor.
successful save, it still pushed back but isn't knocked
prone. Barioth Tail
You are immune to cold damage while you wear this
Vortex (Recharge 5-6) The barioth creates a vortex of armor.
ice and snow at a point within 60 feet of it. Each
creature in a 15-foot-radius, 40-foot-high cylinder Amber Tusks
centered on a point must make a DC 18 Dexterity When you are attuned to this armor, you can speak the
saving throw, taking 22 (5d8) bludgeoning damage armor's command word to conjure a mask made from the
plus 7(2d6) cold damage on a failed save, or half as scales and tusks of a barioth. While wearing the mask you
much damage on a successful save. have advantage on Charisma (Intimidation) checks.
Additionally, this mask has 3 runes. You can use an action
Legendary Actions to expend 1 rune to give the mask a horrifying visage. Each
creature within 30 feet of you that can see the mask must
The barioth can take 3 legendary actions, choosing succeed on a DC 17 Wisdom saving throw or become
from the options below. Only one legendary action frightened of you for 1 minute. If you wish, all creatures in
option can be used at a time and only at the end of the area that aren't hostile toward you automatically
another creature's turn. The barioth regains spent succeed on the saving throw. A creature that fails the
legendary actions at the start of its turn. saving throw can repeat it at the end of each of its turns,
Detect. The barioth makes a Wisdom (Perception) ending the effect on itself on a success. A creature that
Check. succeeds on its saving throw is immune to the effect of
this mask for 24 hours. This mask regains 1d3 expended
Tail Swipe. The barioth makes a Tail Swipe attack. runes daily at dawn.
Ice Slide (Costs 2 Actions). The barioth moves up to its
speed. During this move it can move through the WEAPON MATERIAL EFFECTS
spaces of other creatures without provoking Barioth Cortex
opportunity attacks. Each creature the barioth moves In freezing temperatures, this weapon sheds bright light in
through must succeed on a DC 19 Dexterity saving a 10-foot radius and dim light for an additional 10 feet.
throw or takes 20 (3d8 + 6) slashing damage and be When you draw this weapon, you can extinguish all
knocked prone. nonmagical flames within 30 feet of you. This property can
be used no more than once per hour.
238
Barioth Fur Alternatively, you can expend 1 to 3 of the weapon's runes
While you are attuned to this weapon and you cast a spell as an action to try to break an object you can see within 60
that is a water or ice themed, it is cast as if it was one spell feet of you that isn't being worn or carried. You make a
level higher. A spell cannot be increased beyond level 6 Strength check with a +5 bonus for each rune you spend.
with this effect. Amber Tusks
Barioth Talon Your weapon deals an extra 1d8 cold damage.
Your Strength score is 19 while attuned to this weapon. It
has no effect on you if your Strength is already 19 or Frostfang Barioth
higher.
One of frostfang barioth's most defining features is the tusks, which
Cryo Sac have taken on a dark hue, which is contrasted by the icy white
Your weapon deals an extra 1d6 cold damage. coloration at the front, giving the monster's overall tusks a more
Barioth Spike chilling appearance. The frostfang barioth also sports thicker fur
When you hit a creature with this weapon it must make a across its forelimbs and face, sporting an aged look compared to
DC 14 Constitution saving throw or become diseased with the standard individual. Finally, much of the frostfang barioth's
Iceblight until the end of its next turn. body is covered with a form of frost to reflect upon its amplified
Barioth Tail abilities to use its sub-zero breath.
This weapon has 3 runes, and it regains 1d3 expended The frostfang barioth has a sub-zero breath attack, very similar
runes daily at dawn. While attuned to this weapon, you can to that of velkhana's, that leaves a trail of frost on the ground that
use an action to expend 1 to 3 of its runes to attack one lingers for a few seconds. These frost trails will cause the creatures
creature you can see within 60 feet of you. The ring that touches them to be covered in frost. The frostfang barioth also
produces a spectral ram's head and makes its attack roll maintains much of its physical prowess similar to the original
with a +7 bonus. On a hit, for each rune you spend, the monster, allowing it to deal heavy damage to anyone who is
target takes 2d10 force damage and is pushed 5 feet away unfortunate enough to get caught by the debilitating effects of its
from you. icy breath. However, the frostfang barioth tends to use its
breath attack more and jumps around less often.

239
Frostfang Barioth On a successful save, the creature takes only half the
damage, isn't knocked prone, and is pushed 5 feet out
Huge wyvern (flying), unaligned of the barioth's space into an unoccupied space of the
creature's choice. If no unoccupied space is within
Armor Class 16 (natural armor) range, the creature instead falls prone in the barioth's
Hit Points 250 (20d12 + 120) space.
Speed 50 ft., climb 50 ft., fly 40 ft. If the barioth jumps onto a space that is covered in
rime, the rime is destroyed under it and in a 5-foot
radius around it.
STR DEX CON INT WIS CHA
Ice Chunk (Recharge 5-6). The barioth forms a large
17 (+4) 23 (+6) 22 (+6) 10 (+0) 14 (+2) 8 (-1) chunk of ice with its breath before launching it at a
point within 120 feet of it. The rime in the area is
Saving Throws Dex +12, Con +12, Wis +8, Cha +5 destroyed and each creature in a 20-foot-radius sphere
Damage Resistances acid, necrotic; bludgeoning, centered on that point must make a DC 20 Dexterity
piercing, slashing damage from nonmagical attacks saving throw, taking 70 (20d6) cold damage on a failed
Damage Immunities cold save, or half as much damage on a successful one.
Senses darkvision 60 ft., passive Perception 12
Languages —
Bonus Actions
Challenge 20 (25,000 XP) Proficiency +6 Crush. When a creature is standing on or restrained by
rime, the barioth can use its deadly leap centered on
Legendary Resistance (3/Day). If the barioth fails a that creature.
saving throw, it can choose to succeed instead.
Legendary Actions
Rime. An area covered in rime is difficult terrain.
Additionally a creature, except the barioth, that ends its The barioth can take 3 legendary actions, choosing
turn while touching a rime covered area takes 3 (1d6) from the options below. Only one legendary action
cold damage and is restrained by the rime (Escape 20). option can be used at a time and only at the end of
The rime remains for 24 hours or until fire damage is another creature's turn. The barioth regains spent
dealt to the area and melts it, such as dropping a torch, legendary actions at the start of its turn.
attacking the ground with a weapon that deals fire Frost Breath. The barioth exhales hoarfrost in a 30-foot
damage, or casting the fireball or fire bolt spell melts cone in front of it. The ground in that area is covered in
the rime in the targeted area. rime and each creature in that area must make a DC 20
Standing Leap. The barioth's long jump is up to 20 feet Constitution saving throw, taking 10 (3d6) cold
and its high jump is up to 10 feet, without a running damage on a failed save, or half as much damage on a
start. In addition, the barioth does not incur successful one.
opportunity attacks while moving with a jump. Tail Swipe. The barioth makes a Tail Swipe attack.
Actions Lunge (Costs 2 Actions). The barioth moves up to its fly
speed without provoking opportunity attacks and
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., makes one Claw attack.
one target. Hit: 19 (3d8 + 6) piercing damage.
Sub-Zero Breath (Costs 3 Actions). The barioth exhales
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one an icy blast of hoarfrost in a 90-foot line that is 5 feet
target. Hit: 13 (2d6 + 6) slashing damage. wide. The ground in that area is covered in rime and
Hip Check. Melee Weapon Attack: +12 to hit, reach 5 each creature in that area must make a DC 20
ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Constitution saving throw, taking 33 (6d10) cold
damage on a failed save, or half as much damage on a
Icicle. Ranged Weapon Attack: +12 to hit, range successful one.
80/320 ft., one target. Hit: 16 (3d10) cold damage.
On a hit or miss, the area around the target in a 10-
foot radius is covered in rime.
Tail Swipe. Melee Weapon Attack: +12 to hit, reach 10
ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage
Frostfang Barioth
and the target and each creature adjacent to it must Challenge Rating 20 Carves/Capture 3
make a DC 18 Strength saving throw, or be pushed
Carve Chance Capture Chance Material Slots
back 10 feet from the barioth and knocked prone on a
failed save. On a successful save, it is still pushed back 1-4 — Silversnow Pelt (A,W)
but isn't knocked prone.
5-6 1-6 Bergcrusher Claw (A,W)
Deadly Leap. If the barioth jumps at least 10 feet as part
of its movement, it can then use this action to land on 7-10 7-9 Barioth Lash (A,W)
its feet in a space that contains one or more other 11-13 10-13 Cryo Sac (A,W)
creatures. Each of those creatures must succeed on a
DC 18 Strength or Dexterity saving throw (target's 14-19 14-17 Silverwhite Frostfang (A,W)
choice) or be knocked prone and take 20 (4d6 + 6)
20 18-20 Silversnow Gem (A,W)
bludgeoning damage plus 20 (4d6 + 6) cold damage.

240
ARMOR MATERIAL EFFECTS
Silversnow Pelt Frostfang Material Bonus
While you wear this armor, you ignore difficult terrain When a character has three frostfang materials
created by ice or snow and you can tolerate temperatures socketed into their equipment, they gain the
as low as -50 degrees Fahrenheit without any additional Frostfang Absolute Art bonus.
protection. If you wear heavy clothes, you can tolerate
temperatures as low as -100 degrees Fahrenheit. Frostfang Absolute Art. (Hammer Only)
Punishing Draw. During the first round of combat
Bergcrusher Claw you can use the hammer's mighty weapon property
While you are wearing this armor you have advantage on without expending a use.
Charisma (Intimidation) checks, but your demeanor is
cold-hearted. Kind words come out as uncaring or hurtful,
your generosity comes off as self-serving, etc.
Barioth Lash
Basarios
While wearing this armor, you can move up, down, and Basarios is a smaller, rocky wyvern. It is the juvenile form of
across vertical surfaces and upside down along ceilings, Gravios. It's hard, stone-like shell can be used for protection
while leaving your hands free. You have a climbing speed against other large wyverns, doubling up as effective camouflage
equal to your walking speed. However the armor doesn't when Basarios partially buries itself in the ground.
allow you to move this way on a slippery surface, such as It is able to release either sleeping or poisonous gas from its
one covered by oil, but it does work on ice and snow. underside and, on extremely rare occasions, a fire plume. Although
Cryo Sac it prefers to charge towards adversaries. When resting, it burrows
You have resistance to cold damage while you wear this underground, exposing only its back, giving it the appearance of a
armor. large gray rock. Being very heavy, it is a slow mover, and although
it has wings, it rarely uses them to fly. Even when it does, its
Silverwhite Frostfang weight allows it to fly only for a short time.
This armor has two runes that it regains daily at dawn. As
Despite its ability to hide, in most areas it is visible. This is
an action you can expend one of these runes to coat your
because the rocks on its back are a slightly lighter color than other
armor in magical ice, gaining 25 temporary hit points. If a
rocks, or because it has burrowed into plain view in the middle of
creature hits you with a melee attack while you have these
hit points, the creature takes 25 cold damage. the area.

Silversnow Gem
You are immune to cold damage while you wear this
armor.

WEAPON MATERIAL EFFECTS


Silversnow Pelt
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
Bergcrusher Claw
Hitter. When a creature must succeed on a saving throw or
be stunned by the effect of a weapon attack, increase the
save DC by 2.
Barioth Lash
Critical Draw+. When you take the Attack action for the
first time in a combat encounter while wielding this
weapon, the melee weapon attacks with that action score a
critical hit on a roll of 15 or higher.
Cryo Sac
Your weapon deals an extra 1d6 cold damage.
Silverwhite Frostfang
While you are attuned to this weapon, your cold spells
bypasses a creature's resistance to cold damage and deals
half damage to a creature that has immunity to cold
damage.
Silversnow Gem
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.

241
Basarios
Basarios Challenge Rating 6 Carves/Capture 3
Huge wyvern (flying), unaligned
Carve Chance Capture Chance Material Slots
Armor Class 18 (natural armor) 1-9 1-5 Basarios Shell (A,W)
Hit Points 136 (13d12 + 52)
Speed 40 ft., burrow 30 ft. 10-13 6-11 B.Poison Sac (A,W,O)
14-18 12-18 Machalite Ore (O)
STR DEX CON INT WIS CHA 19 19 Basarios Wing (A,W)
24 (+7) 9 (-1) 19 (+4) 3 (-4) 11 (+0) 6 (-2) 20 20 Basarios Carapace (A,W)

Senses passive Perception 10


Languages — ARMOR MATERIAL EFFECTS
Challenge 6 (2,300 XP) Proficiency +3 Basarios Shell
You have advantage on stealth checks made to hide in
False Appearance. While the basarios remains partially rocky terrain while you wear this armor.
submerged in the ground and motionless, it is
B.Poison Sac
indistinguishable from a normal boulder. While you are wearing this armor, you can use your
Trampling Charge. If the basarios moves at least 20 feet reaction or bonus action to gain resistance to poison
straight toward a creature and then hits it with a Ram damage until the end of your next turn. Once you use this
attack on the same turn, that target must succeed on a property, you cannot use it again until you finish a long
DC 18 Strength saving throw or be knocked prone. If rest.
the target is prone, the basarios can make one Body
Basarios Wing
Slam attack against it as a bonus action.
Whenever you make a saving throw against the
Actions unconscious condition or other sleep-like effects, you do
so with a +2 bonus.
Body Slam. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Basarios Carapace
Guts. When you are reduced to 0 hit points but not killed
Ram. Melee Weapon Attack. +10 to hit, reach 5 ft., one outright, you can drop to 1 hit point instead. Once you use
target. Hit: 25 (4d8 + 7) bludgeoning damage. this property, you can’t use it again for 2 days.
Sleep Gas. (Recharge 5-6). The basarios releases
sleeping gas in a 15-foot radius around it. Each WEAPON MATERIAL EFFECTS
creature in that area must succeed on a DC 15 Basarios Shell
Constitution saving throw or fall unconscious for 1 Stamina Drain. When you hit a creature with this weapon,
minute, until the sleeper takes damage, or until its speed is reduced by 5 feet until the start of your next
someone uses an action to shake or slap the sleeper turn.
awake.
B.Poison Sac
When you cast a spell that deals poison damage, add 1/2
of your proficiency bonus to that damage.
Variant Basarios Basarios Wing
The basarios is known to have other types of This weapon has 3 runes and regains all expended runes
effects besides sleep gas. A basarios can have a daily at dawn. Once per turn, when you hit a creature with
poisonous gas or in extremely rare cases it creates this weapon, you can expend a rune to gain +2 AC until the
a fire plume. The CR does not change when end of your next turn.
replacing the sleep gas with one of these effects: Basarios Carapace
Poisonous Gas. The basarios releases a Your weapon deals an extra 1d4 fire damage.
poisonous gas from its underside in a 15-foot
radius around it. Each creature in that area must OTHER MATERIAL EFFECTS
make a DC 15 Constitution saving throw or, B.Poison Sac
become poisoned for 1 minute. A creature can You can make a DC 14 Wisdom (Poisoner's Kit) check
repeat the saving throw at the end of each of its using this material as its ingredient plus a vial. On a
turns, ending the effect on itself on a success. success you create a vial of serpent venom (DMG p. 258).
Fire Plume. The basarios releases a plume of fire On a fail, the material is destroyed.
from its underside in a 15-foot radius around it.
Each creature in that area must make a DC 15 Machalite Ore
Dexterity saving throw or, take 18 (5d6) fire Item found in (AGtMH p.69)
damage on a failed save or half as much
damage on a successful one.

242
Baby Basarios
Challenge Rating 1 Carves/Capture 1
Baby Basarios Carve Chance Capture Chance Material Slots
Medium wyvern (flying), unaligned
1-9 1-5 B.Basarios Shell (A,W)
Armor Class 16 (natural armor) 10-15 6-13 Earth Crystal (O)
Hit Points 65 (10d8 + 20)
Speed 25 ft., burrow 20 ft. 16-19 14-19 B.Basarios Wing (A,W)
20 20 B.Basarios Carapace (A,W)
STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 14 (+2) 2 (-4) 11 (+0) 6 (-2) ARMOR MATERIAL EFFECTS
B.Basarios Shell
Senses passive Perception 10 You reduce cold damage you take by 3 while you wear this
Languages — armor.
Challenge 1 (200 XP) Proficiency +2 B.Basarios Wing
You have a +2 bonus to stealth checks made to hide in
False Appearance. While the basarios remains partially rocky terrain while you wear this armor.
submerged in the ground and motionless, it is
indistinguishable from a normal boulder. B.Basarios Carapace (Spellcaster Only)
You know the shield spell while you wear this armor. If you
prepare spells, you always have it prepared, and it doesn't
Actions count against the number of spells you can prepare each
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one day. If this spell is not on your class list, the spell is
target. Hit: 6 (1d6 + 3) bludgeoning damage. nonetheless a class spell for you.
Ram. Melee Weapon Attack. +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage. WEAPON MATERIAL EFFECTS
B.Basarios Shell
Geologist. When you successfully gather a mining
resource, you instead gather 2.
B.Basarios Wing
Hitter. When a creature must succeed on a saving throw or
be stunned by the effect of a weapon attack, increase the
save DC by 2.
B.Basarios Carapace
When you hit a creature with this weapon, you can speak
this weapon's command word to gain a +2 bonus to your
AC until the end of your next turn. Once used, you can't
use this property again until you finish a long rest.

OTHER MATERIAL EFFECTS


Earth Crystal
Item found in (AGtMH p.75)

243
Bazelgeuse
Bazelgeuse is a large Flying Wyvern covered in thick, heavy scales
with a bronzy sheen. It has a bulky upper body and a large
wingspan. Its underside is lined with protruding scales which are
easily shed. The monster occasionally enters a "superheated" state,
causing the gaps between its scales to glow red hot.
The Bazelgeuse's most distinctive trait is its ability to shed
explosive scales. These special scales are created by solidifying its
body fluids. Once dislodged, these scales explode after a time,
acting as a sort of timed mine.
However, when the monster enters its "superheated"
state, the scales detonate almost immediately. It uses
its enormous body to overwhelm other monsters and
the power of its scales to soften them up. Bazelgeuse
will shed their explosive scales over a wide area in
a sort of carpet bombing so they can prey on
whatever gets caught in the blast.
They are nomadic predators and can be found
all across the continent. Bazelgeuse easily assert
themselves as apex monsters in whatever
environment they pass through, disrupting the
local food chain, it will readily fight other large
monsters. They will even dive into fights that
doesn't even involve them and can be seen as
having a lust for combat. They will attack
monsters regardless of their standing but
seem to gravitate more towards other apex
monsters.

Bazelgeuse Shed. Whenever the bazelgeuse makes a melee weapon


attack it dislodges an explosive scale which lands in an
Huge wyvern (flying), unaligned
unoccupied space with 5 feet of the bazelgeuse.
Armor Class 20 (natural armor) Wounded Fury. While the bazelgeuse has 56 hit points or
Hit Points 276 (24d12 + 120) fewer, it enters a "superheated" state gaining advantage
Speed 40 ft., fly 80 ft. on attack rolls. In addition, Explosive Scales detonate at
the end of the bazelgeuse's turn.

STR DEX CON INT WIS CHA Actions


23 (+6) 10 (+0) 21 (+5) 10 (+0) 13 (+1) 12 (+1) Multiattack. The bazelgeuse makes one Headbutt attack,
one Tail attack, and one Wing attack.
Saving Throws Dex +6, Con +11, Wis +7, Cha +7 Headbutt. Melee Weapon Attack. +12 to hit, reach 5 ft.,
Damage Resistances poison; bludgeoning, piercing, and one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the
slashing from nonmagical attacks bazelgeuse is flying and dives at least 30 feet straight
Damage Immunities fire toward a target immediately before the hit, the target
Senses passive Perception 11 takes an extra 4 (1d8) blugeoning damage.
Languages — Tail. Melee Weapon Attack. +12 to hit, reach 10 ft., one
Challenge 17 (18,000 XP) Proficiency +6 target. Hit: 16 (3d6 + 6) bludgeoning damage.
Wing. Melee Weapon Attack. +12 to hit, reach 5 ft., one
Carpet Bomb. For every 20 feet the bazelgeuse flies, it
target. Hit: 22 (3d10 + 6) bludgeoning damage.
dislodges an explosive scale which lands in an
unoccupied space directly below it. Fire Breath (Recharge 5-6). The bazelgeuse exhales fire in
a 45-foot cone. Each creature in that area must make a
Explosive Scales. The bazelgeuse scales, when dislodged DC 21 Dexterity saving throw, taking 46 (7d12) fire
from its body, act as a time bomb. On initiative count 20
damage on a failed save, or half as much damage on a
(losing all initiative ties) all scales explode dealing 10
successful one.
(3d6) fire damage to each creature in a 5-foot radius of
them.

244
Bazelgeuse 17 Dexterity saving throw, taking 5d6 fire damage on a
failed save, or half as much damage on a successful one.
Challenge Rating 17 Carves/Capture 3
Once used, this property cannot be used again until you
Carve Chance Capture Chance Material Slots finish a long rest.
1-5 1-4 Bazelgeuse Scale (A,W) Bazelgeuse Fuse (Sorcerer & Wizard Only)
Bombardier. The weapon has 10 runes, you can use an
6-9 5-9 Bazelgeuse Carapace (A,W) action to expend 1 or more of its runes to cast one of the
10-13 10-12 Bazelgeuse Fuse (A,W) following spells from it, using your spell save DC:
scorching ray (2 runes), melf's minute meteors (3 runes),
14-16 13-16 Bazelgeuse Talon (A,W) or wall of fire (4 runes). The weapon regains 1d6 + 4
17-19 17-18 Bazelgeuse Wing (A,W) expended runes daily at dawn. If you expend the last rune
it cannot regain any runes for one week.
— 19-20 Bazelgeuse Tail (A,W)
Bazelgeuse Talon
20 — Bazelgeuse Gem (A,W) Your weapon deals an extra 1d8 fire damage.
Bazelgeuse Wing
Critical Draw+. When you take the Attack action for the
ARMOR MATERIAL EFFECTS
first time in a combat encounter while wielding this
Bazelgeuse Scale
weapon, the melee weapon attacks with that action score a
Your armor has 10 explosive scales that regrow at dawn.
critical hit on a roll of 15 or higher.
When a creature hits you with a melee attack, you can use
a reaction to cause one of these scales to explode dealing Bazelgeuse Tail
2d4 fire damage to the attacker. You gain a +2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
Bazelgeuse Carapace
increases to +3 when the spell you are casting deals fire
You have an emblem of a burning brazier on your armor.
damage.
You can use an action to speak the brazier's command
word and summon a fire elemental, as if you had cast the Bazelgeuse Gem
conjure elemental spell. Once you use this property, you While attuned to this weapon, your Strength score
can't use it again until you finish a long rest. changes to 25. If your Strength is already equal to or
greater than 25, the material has no effect on you.
Bazelgeuse Fuse
Earplugs. While you are attuned to this armor, you can use Seething Bazelgeuse
a bonus action to conjure two earplugs in the shape of The seething bazelgeuse is a dominant predator like their regular
your choice. While using these earplugs, you are
cousins, if not much more so. The Variant species could easily
considered deafened and you have advantage on saving
defend its turf even with the recent ecological intrusion that
throws against thunder damage. You can dispel the ear
brought the likes of glavenus, brachydios and tigrex into the
plugs as a bonus action ending the deafened effect.
Recess. Said monsters would rather not fight Seething Bazelgeuse
Bazelgeuse Talon (Greatsword Only) unless they really had to, as a confrontation with the wyvern
While attuned to this armor, your Guard AC bonus now warrants a harrowing battle and serious injury.
lasts until the start of your next turn and you cannot be Like their respective regular species, seething bazelguese are
knocked prone.
huge competition for savage deviljho in the ecosystem, in which
Bazelgeuse Wing they mutually have few contenders. Fights between the two
You have a flying speed of 30 feet while you wear this creatures are among the most destructive clashes in the natural
armor. world, with both having tremendous power of their own. Aside
Bazelgeuse Tail from monsters mentioned above, seething bazelgeuse have to keep
Guts+. When you are reduced to 0 hit points but not killed their guard up for Elder Dragons which are not uncommon in the
outright, you can drop to 1 hit point instead. Once you use Recess.
this property, you can’t use it again until you finish a long While most of their trait remains similar, seething bazelguese are
rest. much more dangerous than their regular cousin due to their
Bazelgeuse Gem advanced explosive scales. This adaptation is credited to a
You are immune to fire damage while you wear this armor. substance the Commission dubbed "Distilled Blast Fluid", which
are naturally produced within a seething bazelgeuse body.
WEAPON MATERIAL EFFECTS The fluid reacts to seething bazelgeuse's state of being, either
Bazelgeuse Scale (Melee Weapon Only) reacting to adrenaline or through other biochemical processes and
When you hit a creature with this weapon, it must succeed would progressively make bazelgeuse bomb scales more
on a DC 17 Constitution saving throw. On a failed save, combustive the longer the creature is in aggravated state.
the creature becomes burned for 1 minute. A burned This enhancement peaks when the monster's explosive scales
creature takes 1d4 fire damage at the start of its turn. A emit a fiery purple glow and produce explosions roughly twice the
creature can use its action to put out the flames early. size and power of normal scales. The scales also gain a sticky
Bazelgeuse Carapace property to them in this enhanced state, allowing them to latch to
While you are attuned to this weapon, you can use a bonus surfaces before inevitably exploding.
action to speak its command word and exhale fire at a
target within 30 feet of you. The target must make a DC

245
There's a limit to this mechanism however, as seething
bazelgeuse periodically have to "reset" themselves after generating
supercharged scales for some time. The process can also be
sabotaged through powerful enough blows to bazelgeuse's scale-
making organ.
There are no significant differences in behavior between
seething bazelgeuse and the regular species. The variant however
seems to be more accustomed to direct combat on the ground
instead of relying on carpet bombing and dive-bombs, which
makes them tougher foes for hunters and other monsters alike.
The variant have also shown a degree of improved tactical
thinking and creativity, often throwing their scales some distance
around themselves and up-close opponents. This limits the safe
zone their enemy could evade to, making it much more difficult to
maneuver around bazelgeuse's wide-reaching physical attacks. The
far-flung scales could also work nicely as a weapon or deterrent
against enemies that attack from distance, which the normal species
were very weak against.

Seething Bazelgeuse
Huge wyvern (flying), unaligned

Armor Class 20 (natural armor)


Hit Points 324 (24d12 + 168)
Speed 40 ft., fly 80 ft.
Headbutt. Melee Weapon Attack. +13 to hit, reach 5 ft.,
one target. Hit: 19 (3d8 + 6) bludgeoning damage. If
STR DEX CON INT WIS CHA the bazelgeuse is flying and dives at least 30 feet
straight toward a target immediately before the hit, the
23 (+6) 10 (+0) 24 (+7) 10 (+0) 13 (+1) 12 (+1) target takes an extra 4 (1d8) bludgeoning damage.
Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
Saving Throws Dex +7, Con +14, Wis +8, Cha +8
target. Hit: 16 (3d6 + 6) bludgeoning damage.
Skills Athletics +13, Perception +8
Damage Resistances necrotic, poison; bludgeoning, Wing. Melee Weapon Attack. +13 to hit, reach 5 ft.,
piercing, and slashing from nonmagical attacks one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Damage Immunities fire No Man's Landing (Recharge 6). The bazelgeuse soars
Senses passive Perception 18 30 feet into the sky while scattering 15 explosive
Languages — scales in a 60-foot radius around it, in a space that isat
Challenge 21 (33,000 XP) Proficiency +7 least 15 feet apart from another scale. It then comes
crashing back down to the ground in a space within 60
Carpet Bomb. For every 20 feet the bazelgeuse flies, it feet of it, causing an explosion in a 20-foot radius
dislodges an explosive scale which lands in an around it. Each scale in the explosions area is
unoccupied space directly below it. destroyed, and each creature in that area must make a
Explosive Scales. The bazelgeuse scales, when DC 22 Dexterity saving throw, taking 63 (14d8) fire
dislodged from its body, act as a time bomb. On damage on a failed save, or half as much damage on a
initiative count 20 (losing all initiative ties) all scales successful one.
explode dealing 14 (4d6) fire damage to all creatures
in a 10-foot radius of them.
Legendary Actions
The bazelgeuse can take 3 legendary actions, choosing
Shed. Whenever the bazelgeuse makes a melee weapon
attack it dislodges an explosive scale which lands in an from the options below. Only one legendary action
unoccupied space with 5 feet of its location. option can be used at a time and only at the end of
another creature's turn. The bazelgeuse regains spent
Wounded Fury. While the bazelgeuse has 100 hit legendary actions at the start of its turn.
points or fewer, it enters a "superheated" state gaining
advantage on attack rolls. In addition, Explosive Scales Fling. The bazelgeuse dislodges 3 explosive scales and
grow, increasing its explosion radius by 5 feet and deal sends them flying with its tail. Choose a location within
60 feet of the bazelgeuse, each scale lands in an
an extra 1d6 fire damage.
unoccupied space within 15 feet of that location.
Actions Fire Breath (Costs 3 Actions). The bazelgeuse exhales
Multiattack. The bazelgeuse makes one Headbutt fire in a 60-foot cone. Each creature in that area must
attack, one Tail attack, and one Wing attack. make a DC 22 Dexterity saving throw, taking 46
(7d12) fire damage on a failed save, or half as much
damage on a successful one.

246
Seething Bazelgeuse Bazelgeuse Hardclaw
Your weapon deals an extra 1d10 fire damage.
Challenge Rating 21 Carves/Capture 3
Distilled Blast Fluid (Sorcerer & Wizard Only)
Carve Chance Capture Chance Material Slots
Bombardier+. The weapon has 12 runes, you can use an
1-5 1-4 Bazelgeuse Shard (A,W) action to expend 1 or more of its runes to cast one of the
following Spells from it, using your spell save DC:
6-9 5-9 Flickering Silvershell (A,W) aganazzar’s scorcher (2 runes), heat metal (2 runes),
10-13 10-12 Bazelgeuse Hardclaw (A,W) scorching ray (2 runes), melf's minute meteors (3 runes),
wall of fire (4 runes), delayed blast fireball (7 runes). The
14-16 13-16 Distilled Blast Fluid (A,W) weapon regains 1d8 + 4 expended runes daily at dawn. If
17-19 17-18 Scorching Silverwing (A,W) you expend the last rune it cannot regain any runes for one
week.
— 19-20 Bazelgeuse Flail (A,W)
Scorching Silverwing
20 — Seething Gem (A,W) When you make a weapon attack with this weapon, and roll
a 20 for the attack roll, the target and each creature within
5 feet of it, excluding you, must make a DC 15 Dexterity
ARMOR MATERIAL EFFECTS saving throw taking 3d6 fire damage on a failed save, or
Bazelgeuse Shard half as much damage on a successful one.
Your armor has 10 explosive scales that regrown at dawn.
When a creature hits you with a melee attack, you can use Bazelgeuse Flail
a reaction to cause one of these scales to explode dealing You gain a +2 bonus to your spell attack rolls and spell
3d4 fire damage to the attacker. save DC while attuned to this weapon. This bonus
increases to +3 when the spell you are casting deals fire
Flickering Silvershell damage.
Airborne. While wearing this armor, you can cast the jump
Seething Gem
spell from it as a bonus action at will, but can target only
While attuned to this weapon, your Strength score
yourself when you do so.
changes to 25. If your Strength is already equal to or
Bazelgeuse Hardclaw greater than 25, the material has no effect on you.
HG Earplugs. While you are attuned to this armor, you can
use a bonus action to conjure two earplugs in the shape of Diablos
your choice. While using these earplugs, you can only hear
creatures you choose to be able to hear and you have Diablos are large, bipedal wyverns with powerful armor plating
advantage on saving throws against thunder damage. covering much of their body. Their most noteworthy feature is a
pair of massive, solid horns above their eyes. Diablos also possess
Distilled Blast Fluid a pair of tusk-like fangs and a large, spiny neck frill. Their tail ends
You are immune to fire damage while you wear this armor. with a heavy, studded club that can be used to ward off attackers.
Scorching Silverwing (Lance & Greatsword Only) Diablos stand on a pair of stocky, wide-set legs and possess a broad
Your Guard AC bonus now lasts until the start of your next upper body complete with thick, muscular wings.
turn and you cannot be knocked prone. Diablos have the ability to burrow into the earth and travel
underground, employing this tactic to surprise unsuspecting targets
Bazelgeuse Flail
or slip away from a dangerous encounter. In addition, they are
You have an emblem of a burning brazier on your armor.
You can use an action to speak the armor's command capable of producing a powerful roar that will stun most
word and summon a fire elemental, as if you had cast the aggressors. Using their powerful legs in tandem with their heavy
conjure elemental spell. Once you use this property, you upper body and head, Diablos can run at high speeds to charge
can't use it again until you finish a short or long rest. attackers with their horns, using the powerful momentum to
maximize the potential for damage.
Seething Gem
Diablos are herbivores, known to feed on the plentiful cacti of
Guts+2. When you are reduced to 0 hit points but not
the desert. Despite this however, they are wildly aggressive and
killed outright, you can drop to 1 hit point instead. Once
will pursue anything which enters their territory. Diablos are
you use this property, you can’t use it again until you finish
known to use their horns as weapons against attackers, but will also
a short or long rest.
use them in bouts against other Diablos in battles for territory or
mating rights. Diablos typically avoid flight for the purpose of
WEAPON MATERIAL EFFECTS
transportation, as a disproportionately high mass prevents them
Bazelgeuse Shard (Melee Weapon Only)
from effectively flying for long periods of time. Instead, Diablos
When you hit a creature with this weapon, it must succeed
will use their wings to free themselves when trapped in the sand.
on a DC 17 Constitution saving throw. On a failed save,
the creature becomes burned for 1 minute. A burned Diablos are commonly found in dry, arid desert environments.
creature takes 2d4 fire damage at the start of its turn. a The soft, loose earth allows for digging and the water-rich cacti
creature can use its action to put out the flames early. provide them with both nutrition and hydration.

Flickering Silvershell
Critical Draw+. When you take the Attack action for the
first time in a combat encounter while wielding this
weapon, the melee weapon attacks with that action score a
critical hit on a roll of 15 or higher.

247
Diablos Violent Roar (Recharge 5-6). The diablos roars loudly. Each
creature within 15 feet of the diablos must make a DC
Huge wyvern (flying), unaligned
20 Constitution saving throw, taking 45 (10d8) thunder
damage and be deafened for 1 minute on a failed save, or
Armor Class 20 (natural armor) half as much damage and isn't deafened on a successful
Hit Points 200 (16d12 + 96) one.
Speed 40 ft., burrow 30 ft.
Bonus Actions
STR DEX CON INT WIS CHA Underground Charge. The diablos makes one Horn attack
against a creature if it moved at least 20 feet straight
25 (+7) 13 (+1) 23 (+6) 6 (-2) 14 (+2) 9 (-1) toward it, while underground.

Saving Throws Wis +8


Legendary Actions
Damage Immunities fire The diablos can take 3 legendary actions, choosing from
Condition Immunities frightened the options below. Only one legendary action option can
Senses darkvision 60 ft., tremorsense 60 ft., passive be used at a time and only at the end of another
Perception 12 creature's turn. The diablos regains spent legendary
Languages — actions at the start of its turn.
Challenge 18 (20,000 XP) Proficiency +6
Attack. The diablos makes one Horn or Tail attack.
Legendary Resistance (2/Day). If the diablos fails a saving Dig. The diablos burrows underground and moves up to
throw, it can choose to succeed instead. half its burrow speed.
Quake (Costs 2 Actions). The diablos strikes the ground
Actions with its maul like tail, triggering a tremor. Each creature
Multiattack. The diablos makes one Horn attack and one on the ground within 60 feet of the diablos must
Tail attack. succeed on a DC 21 Strength saving throw or be
knocked prone.
Horn. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 29 (4d10 + 7) piercing damage.
Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
target. Hit: 25 (4d8 + 7) bludgeoning damage.

248
Diablos Fang (Greatsword & Lance Only)
Diablos Offensive Guard. Whenever you use a reaction that
Challenge Rating 18 Carves/Capture 4 increases your AC, the next attack you make with that
weapon deals extra damage equal to the bonus AC the
Carve Chance Capture Chance Material Slots reaction provided.
1-6 1-3 Diablos Carapace (A,W) Diablos Shell
7-9 4-5 Diablos Fang (A,W) While attuned to this weapon, you can use an action to say
its command and let out a violent roar. Each creature in a
10 6-11 Diablos Shell (A,W) 15-foot radius around you must make a DC 17
11 12-13 Diablos Ridge (A,W) Constitution saving throw. On a fail the creature takes 5d6
thunder damage and is deafened for 1 minute. On a
12-15 14-16 Diablos Tailcase (A,W) successful save, the creature takes half damage and is not
deafened. Once you use this property, you can't use it
16 17-18 Diablos Marrow (A,W)
again until you finish a long rest.
— 19 Blos Medulla (A,W) Diablos Ridge
17-18 — Twisted Horn (A,W) KO. Once per turn when a creature must succeed on a
saving throw or become stunned by the effect of one of
19 — Majestic Horn (A,W) your weapon attacks, it makes its save with disadvantage.
20 20 Diablos Stone (O) Diablos Tailcase
Quick Load. You can reload as a free action while you are
attuned to this weapon.
ARMOR MATERIAL EFFECTS
Diablos Marrow
Diablos Carapace
Tremor-Proof. You cannot be knocked prone while you Stamina Thief. Once per turn when you hit a creature with
this weapon, it must make a DC 10 Constitution saving
wear this armor.
throw or gain one level of exhaustion. A creature cannot
Diablos Fang gain more than 2 levels of exhaustion from this weapon's
While you wear this armor, if an effect moves you against property.
your will along the ground, you can use your reaction to
Blos Medulla
reduce the distance you are moved by up to 10 feet.
Charger. When you use your action to Dash, you can use a
Diablos Shell bonus action to shove a creature.
You gain a burrowing speed of 20 feet while you wear this
armor. Twisted Horn
Critical Draw+. When you take the Attack action for the
Diablos Ridge first time in a combat encounter while wielding this
Wind Resistance. You have resistance to thunder damage weapon, the melee weapon attacks with that action score a
and you suffer no ill effects from strong winds (DMG critical hit on a roll of 15 or higher.
p.110) while you wear this armor.
Majestic Horn
Diablos Tailcase (Shield required) Your weapon deals an extra 1d10 thunder damage.
While holding a shield, you have resistance to damage
from ranged weapon attacks. Whenever a ranged weapon OTHER MATERIAL EFFECTS
attack is made against a target within 10 feet of you, you Diablos Stone
become the target instead. Legendary armor or weapon upgrade material.
Diablos Marrow Espinas
You are immune to fire damage, but you are vulnerable to
cold damage while you wear this armor. Espinas are physically similar to rathians, but alongside scales its
body is covered in hot pink spikes full of venom and rough green
Blos Medulla
armor plating. A long, pink, venom-filled horn protrudes from the
Alert. You can’t be surprised while you are conscious.
front of its head, in a similar fashion to monoblos. Venomous
Twisted Horn thorns also protrude from its body, wings, tail, feet, and head. Its
You have resistance to piercing and slashing damage from body, tail, and feet are bigger and more muscular than those of
nonmagical attacks while you wear this armor. other flying wyverns. It has four pink claws upon its feet. Red-
Majestic Horn orange veins will appear when it is in its enraged state, similar to
Heroics. While below 25% of your maximum hit points tigrex.
your weapon attacks deal 1d4 extra damage and you have Espinas is an unusually passive flying wyvern. In the wild, it can
resistance to all damage except psychic damage. almost always be found sleeping. Even when disturbed and woken
up, it still responds disinterestedly to any attacks, casually walking
WEAPON MATERIAL EFFECTS back and forth whilst relying on its thick hide to protect itself.
Diablos Carapace However, if injured, it will become enraged. When this occurs, it
Earplugs. While you are attuned to this weapon, you can becomes much faster and more brutal, charging aggressors down,
use a bonus action to conjure two earplugs in the shape of ramming them with its horn, and shooting toxic fireballs.
your choice. While using these earplugs, you are Espinas can usually be fought in flora filled places like the great
considered deafened and you have advantage on saving forest, although there have been much rarer sightings in areas like
throws against thunder damage. You can dispel the ear
fortress ruins, as well as swamps.
plugs as a bonus action ending the deafened effect.

249
Espinas 16 (3d10) fire damage plus 10 (3d6) poison damage,
be poisoned for 1 minute, and ignites on a failed save,
Huge wyvern (flying), unaligned
or half as much damage, doesn't burst into flames and
isn't poisoned on a successful one.
Armor Class 20 (natural armor)
If the saving throw fails by 5 or more, the target is
Hit Points 172 (15d12 + 75)
paralyzed while poisoned in this way. Until a creature
Speed 40 ft., fly 80 ft.
takes an action to douse the fire, the target takes 5
(1d10) fire damage at the start of each of its turns. A
STR DEX CON INT WIS CHA poisoned creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on
21 (+5) 12 (+1) 21 (+5) 10 (+0) 13 (+1) 19 (+4) a success.

Saving Throws Con +9 Triple Fireball. The expinas spews out three blighted
Skills Perception +5 fireballs in a 20-foot line that is 60-feet wide and 20-
Damage Resistances lightning feet tall. Each creature in that area must make a DC 17
Damage Immunities fire, poison Dexterity or Constitution saving throw, taking 11
Condition Immunities charmed, frightened, paralyzed, (2d10) fire damage plus 7 (2d6) poison damage, be
poisoned poisoned for 1 minute, and ignites on a failed save, or
Senses passive Perception 15 half as much damage, doesn't burst into flames and
Languages — isn't poisoned on a successful one. A creature in the
Challenge 12 (8,400 XP) Proficiency +4 radius of more than one fireball, makes its saving
throw at disadvantage, but does not take any
additional damage.
Barbed Hide. At the start of each of its turns, the espinas
If the saving throw fails by 5 or more, the target is
deals 11 (2d10) poison damage to any creature
paralyzed while poisoned in this way. Until a creature
grappling it. takes an action to douse the fire, the target takes 5
Enrage (Recharges After a Short or Long Rest). When the (1d10) fire damage at the start of each of its turns. A
espinas hit points drop below half of its maximum, it poisoned creature can repeat the saving throw at the
enrages for 1 minute. While enraged, the espinas AC is end of each of its turns, ending the effect on itself on
reduced by 2, its movement is increased by 10 feet, and a success.
it has advantage on melee attack rolls.
Legendary Actions
Heavy Sleeper. The espinas gains a +5 bonus to its AC,
while it is unconscious. Additionally, if the espinas is The espinas can take 3 legendary actions, choosing from
subjected to an effect that allows it to make a Strength the options below. Only one legendary action option can
or Dexterity saving throw to take only half damage, the be used at a time and only at the end of another
espinas instead makes a Constitution saving throw and creature's turn. The espinas regains spent legendary
takes no damage if it succeeds on the saving throw and actions at the start of its turn.
only half damage if it fails, provided the espinas is Body Slam. The espinas leaps up and slams its body onto
unconscious. the ground. Each creature in a 5-foot radius around it
must succeed on a DC 17 Strength saving throw or
Actions saving throw or be pushed 5 feet away and knocked
Multiattack. The espinas makes one Tail attack and one prone.
Bite attack. Swerving Chomp. The espinas moves up to 10 feet in a
Bite. Melee Weapon Attack. +9 to hit, reach 5 ft., one straight line. It can then makes one Bite attack.
target. Hit: 15 (3d6 + 5) piercing damage. Tackle (Costs 2 Actions). The espinas moves up to its
Horn. Melee Weapon Attack. +9 to hit, reach 5 ft., one speed. During this move it can move through the spaces
target. Hit: 15 (3d6 + 5) piercing damage. If the espinas of other creatures without provoking opportunity
moved at least 20 feet straight toward the target attacks. Each creature the espinas moves through must
immediately before the hit, the target takes an extra 21 succeed on a DC 17 Dexterity saving throw or take 15
(6d6) piercing damage. If the target is a creature, it must (3d6 + 5) bludgeoning damage and be knocked prone.
succeed on a DC 17 Strength saving throw or be pushed Flying Blight Breath (Costs 2 Actions). The espinas spews a
up to 10 feet away and knocked prone. fireball at a point within 10-feet of it. Each creature in a
Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one 5-foot-radius sphere centered on that point must make a
target. Hit: 20 (3d10 + 5) piercing damage. If the target DC 17 Dexterity saving throw, taking 11 (2d10) fire
is a creature, it must succeed on a DC 17 Strength damage plus 7 (2d6) poison damage. The espinas can
saving throw or be knocked prone. then fly up to half its flying speed.
If the saving throw fails by 5 or more, the target is
Blight Breath (Recharge 5-6). The expinas use one of the
poisoned for 1 minute and ignites. Until a creature takes
following breaths attacks:
an action to douse the fire, the target takes 5 (1d10) fire
Giant Fireball. The espinas spews a large blighted fireball damage at the start of each of its turns. A poisoned
at a point within 120 feet of it. Each creature in a 20- creature can repeat the saving throw at the end of each
foot-radius sphere centered on that point must make a of its turns, ending the effect on itself on a success.
DC 17 Dexterity or Constitution saving throw, taking
250
Espinas repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. Once used, this
Challenge Rating 12 Carves/Capture 3
property cannot be used again until you finish a long rest.
Carve Chance Capture Chance Material Slots
Espinas Hardhorn
1-3 1-4 Espinas Shard (A,W) Partbreaker+1. You deal an extra 1d6 damage when you
critically hit with this weapon.
4-5 5-7 Espinas Cortex (A,W)
Espinas Toxic Blood
— 8-13 Espinas Hardhorn (A,W) When you inflict the poisoned condition on a creature that
6-9 14-15 Espinas Toxic Blood (A,W) has a duration of 1 minute or more, it must succeed on
their Constitution saving throw one additional time to end
10-14 16-19 Espinas Lash (A,W) the effect.
15-18 — Espinas Surspike (A,W) Espinas Lash
19-20 20 Espinas Mantle (A,W) This weapon has 6 runes and regains 1d6 runes daily at
dawn. You can use a bonus action to shoot a spark out of
the weapon at a creature, up to 60 feet away. The targeted
ARMOR MATERIAL EFFECTS creature must make a DC 13 Constitution saving throw, or
Espinas Shard become burned for 1 minute. A burned creature takes 1d6
While attuned to this armor, it grows numerous dull tip fire damage at the start of their turn.
spines which rise and move when agitated or in danger. Espinas Surspike
When a creature fails its saving throw against being
Espinas Cortex
poisoned by you by 5 or more it is also incapacitated and
Heavy Sleeper. While attuned to this armor, you don't its movement speed is reduced to 0 until the end of its
suffer any ill effects from sleeping in your armor.
next turn. When the effect ends for it, the creature is
Additionally, when you are subjected to an effect that
immune to this property for the next 24 hours.
allows you to make a Strength or Dexterity saving throw to
take only half damage, you can choose to make a Espinas Mantle
Constitution saving throw and takes no damage if you Foray. If the target is afflicted with a blight, is poisoned,
succeed on the saving throw and only half damage if you or paralyzed your critical hit range is increased by 1 and
fail, provided you are unconscious. you deal an extra 1d6 poison damage.
Espinas Hardhorn
While wearing this armor you have resistance to fire
damage.
Espinas Toxic Blood
You have advantage on saving throws against being
paralyzed and poisoned while you wear this armor.
Espinas Lash
Stamina Surge+2. While wearing this armor, you can use an
action to cast the haste spell from it once per day, but can
target only yourself when you do so and you gain 1 level of
exhaustion when the spell ends.
Espinas Surspike
While you wear this armor, any creature that hits you with
a melee attack takes 1d6 poison damage.
Espinas Mantle
While wearing this armor you have resistance to poison
damage and you cannot be poisoned.

WEAPON MATERIAL EFFECTS


Espinas Shard
Protective Polish. This weapon is so finely constructed it
never needs maintenance, cannot rust or tarnish, and deals
an extra 1d6 weapon damage.
Espinas Cortex
While you are attuned to this weapon, you can use a bonus
action to speak its command word and exhale a blighted
fireball at a point within 30 feet of you. Each creature in a
5-foot-radius sphere of that point must make a DC 14
Dexterity saving throw, taking 3d6 fire damage and be
poisoned for 1 minute on a failed save, or half as much
damage and isn't poisoned on a successful one. If the
creature rolled a 1 on the saving throw, it is also paralyzed
until the end of its next turn. A poisoned creature can
251
Tempered Espinas foot-radius sphere centered on that point must make a
DC 22 Dexterity or Constitution saving throw, taking
Huge wyvern (flying), unaligned
27 (5d10) fire damage plus 14 (4d6) poison damage,
be poisoned for 1 minute, and ignites on a failed save,
Armor Class 22 (natural armor)
or half as much damage, doesn't burst into flames and
Hit Points 203 (14d12 + 112)
isn't poisoned on a successful one.
Speed 40 ft., fly 80 ft.
If the saving throw fails by 5 or more, the target is
paralyzed while poisoned in this way. Until a creature
STR DEX CON INT WIS CHA takes an action to douse the fire, the target takes 5
(1d10) fire damage at the start of each of its turns. A
23 (+6) 12 (+1) 27 (+8) 10 (+0) 16 (+3) 19 (+4) poisoned creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on
Saving Throws Dex +7, Con +14, Cha +10 a success.
Skills Perception +9
Damage Resistances lightning Triple Fireball. The expinas spews out three blighted
Damage Immunities fire, poison fireballs in a 20-foot line that is 60-feet wide and 20-
Condition Immunities charmed, frightened, paralyzed, feet tall. Each creature in that area must make a DC 22
poisoned Dexterity or Constitution saving throw, taking 16
Senses passive Perception 19 (3d10) fire damage plus 10 (3d6) poison damage, be
Languages — poisoned for 1 minute, and ignites on a failed save, or
Challenge 18 (20,000 XP) Proficiency +6 half as much damage, doesn't burst into flames and
isn't poisoned on a successful one. A creature in the
radius of more than one fireball, makes its saving
Barbed Hide. At the start of each of its turns, the espinas
throw at disadvantage, but does not take any
deals 16 (3d10) poison damage to any creature
additional damage.
grappling it. If the saving throw fails by 5 or more, the target is
Enrage (Recharges After a Short or Long Rest). When the paralyzed while poisoned in this way. Until a creature
espinas hit points drop below half of its maximum, it takes an action to douse the fire, the target takes 5
enrages for 1 minute. While enraged, the espinas AC is (1d10) fire damage at the start of each of its turns. A
reduced by 2, its movement is increased by 10 feet, and poisoned creature can repeat the saving throw at the
it has advantage on melee attack rolls. end of each of its turns, ending the effect on itself on
Heavy Sleeper+. The espinas gains a +5 bonus to its AC, a success.
while it is unconscious. Additionally, if the espinas is Legendary Actions
subjected to an effect that allows it to make a Strength
or Dexterity saving throw to take only half damage, the The espinas can take 3 legendary actions, choosing from
espinas instead makes a Constitution saving throw and the options below. Only one legendary action option can
takes no damage if it succeeds on the saving throw and be used at a time and only at the end of another
only half damage if it fails, provided the espinas is creature's turn. The espinas regains spent legendary
unconscious or it is the round immediately after it woke actions at the start of its turn.
up. Body Slam. The espinas leaps up and slams its body onto
Legendary Resistance (2/Day). If the espinas fails a saving the ground. Each creature in a 5-foot radius around it
throw, it can choose to succeed instead. must succeed on a DC 20 Strength saving throw or
saving throw or be pushed 5 feet away and knocked
Actions prone.
Multiattack. The espinas makes one Tail attack and one Swerving Chomp. The espinas moves up to 10 feet in a
Bite attack. straight line. It can then makes one Bite attack.
Bite. Melee Weapon Attack. +12 to hit, reach 5 ft., one Tackle (Costs 2 Actions). The espinas moves up to its
target. Hit: 16 (3d6 + 6) piercing damage. speed. During this move it can move through the spaces
of other creatures without provoking opportunity
Horn. Melee Weapon Attack. +12 to hit, reach 5 ft., one
attacks. Each creature the espinas moves through must
target. Hit: 16 (3d6 + 6) piercing damage. If the espinas
succeed on a DC 20 Dexterity saving throw or take 20
moved at least 20 feet straight toward the target
(4d6 + 6) bludgeoning damage and be knocked prone.
immediately before the hit, the target takes an extra 28
(8d6) piercing damage. If the target is a creature, it must Flying Blight Breath (Costs 2 Actions). The espinas spews a
succeed on a DC 20 Strength saving throw or be pushed fireball at a point within 10-feet of it. Each creature in a
up to 10 feet away and knocked prone. 5-foot-radius sphere centered on that point must make a
DC 22 Dexterity saving throw, taking 16 (3d10) fire
Tail. Melee Weapon Attack. +12 to hit, reach 10 ft., one damage plus 10 (3d6) poison damage. The espinas can
target. Hit: 21 (3d10 + 6) piercing damage. If the target
then fly up to half its flying speed.
is a creature, it must succeed on a DC 20 Strength
If the saving throw fails by 5 or more, the target is
saving throw or be knocked prone.
poisoned for 1 minute and ignites. Until a creature takes
Blight Breath (Recharge 5-6). The expinas use one of the an action to douse the fire, the target takes 5 (1d10) fire
following breaths attacks: damage at the start of each of its turns. A poisoned
Giant Fireball. The espinas spews a large blighted fireball creature can repeat the saving throw at the end of each
252 at a point within 150 feet of it. Each creature in a 20- of its turns, ending the effect on itself on a success.
Tempered Espinas T.Espinas Cortex
While you are attuned to this weapon, you can use a bonus
Challenge Rating 18 Carves/Capture 3
action to speak its command word and exhale a blighted
Carve Chance Capture Chance Material Slots fireball at a point within 30 feet of you. Each creature in a
5-foot-radius sphere of that point must make a DC 16
1-3 1-4 T.Espinas Shard (A,W) Dexterity saving throw, taking 4d6 fire damage and be
4-5 5-7 T.Espinas Cortex (A,W) poisoned for 1 minute on a failed save, or half as much
damage and isn't poisoned on a successful one. If the
— 8-13 T.Espinas Hardhorn (A,W) creature rolled a 1 on the saving throw, it is also paralyzed
until the end of its next turn. A poisoned creature can
6-9 14-15 T.Espinas Toxic Blood (A,W)
repeat the saving throw at the end of each of its turns,
10-14 16-19 T.Espinas Lash (A,W) ending the effect on itself on a success. Once used, this
property cannot be used again until you finish a long rest.
15-18 — T.Espinas Surspike (A,W)
T.Espinas Hardhorn (Ranged Weapon Only)
19-20 20 T.Espinas Mantle (A,W) Bonus Shot. When you take the attack action, you can
make one additional attack with this weapon as a bonus
action.
ARMOR MATERIAL EFFECTS
T.Espinas Shard T.Espinas Toxic Blood
While attuned to this armor, it grows numerous dull tip When you inflict the poisoned condition on a creature that
spines which rise and move when agitated or in danger. has a duration of 1 minute or more, it must succeed on
their Constitution saving throw one additional time to end
T.Espinas Cortex the effect.
Heavy Sleeper+. While attuned to this armor, you don't
suffer any ill effects from sleeping in your armor. T.Espinas Lash
Additionally, when you are subjected to an effect that Agitator. Your weapon attacks critical hit range is increased
allows you to make a Strength or Dexterity saving throw to by 1 and your weapon deals an extra 1d6 weapon damage.
take only half damage, you can choose to make a (This material counts as both a critical eye material and a
Constitution saving throw and takes no damage if you "your weapon deals an extra damage material")
succeed on the saving throw and only half damage if you T.Espinas Surspike
fail, provided you are unconscious or it is the round When a creature fails its saving throw against being
immediately after you woke up. poisoned by you by 5 or more it is paralyzed until the end
T.Espinas Hardhorn of its next turn. When the effect ends for it, the creature is
While wearing this armor you are immune to fire damage. immune to this property for the next 24 hours.
T.Espinas Toxic Blood T.Espinas Mantle
Wellness. While wearing this armor, you cannot be Foray+. If the target is afflicted with a blight, is poisoned,
unwillingly put to sleep, poisoned, paralyzed, or stunned. or paralyzed your critical hit range is increased by 1 and
you deal an extra 2d6 poison damage.
T.Espinas Lash
Adrenaline. The first time you drop below half of your hit
point maximum in combat, you gain a rush of adrenaline.
Flaming Espinas
On your next turn your movement speed doubles and you The flaming espinas has all the adaptations of its green counterpart,
can take one extra action. though a few key differences. It gets the title, Brown Thorn
Wyvern, from its color. Unlike its cousin's poisons, the poison
T.Espinas Surspike
produced by flaming espinas is much deadlier from its acidic
While you wear this armor, any creature that hits you with
nature, thanks to the sulfur found in its body mixed into the poison.
a melee attack takes 1d8 poison damage.
The acid that flaming espinas produces is said to corrode armor in a
T.Espinas Mantle single touch. The thorns on it, wither all plants it touches. Two
While wearing this armor you are immune to poison sticks from these thorns and prey will never wake up again! This
damage and you cannot be poisoned. poison can kill up to a thousand velociprey in near minutes! Or so I
have heard. The biggest difference that flaming espinas has is its
WEAPON MATERIAL EFFECTS ability to charge up its attacks. By charging up its attacks, it is able
T.Espinas Shard to kill prey with a single powerful blow.
Protective Polish+. This weapon is so finely constructed it Similarly to the common espinas, it is a docile and passive
never needs maintenance, cannot rust or tarnish, and deals wyvern which will only attack when provoked. It sleeps for much
an extra 1d8 weapon damage. of the day, and is usually encountered in this state. The flaming
espinas is known to inhabit the Tower and Forlorn Arena, where it
resides in solitude at the very top. In addition, it can be found in
gorges, ancient ruins, and in great forests.

253
Flaming Espinas If the saving throw fails by 5 or more, creatures
have advantage on attack rolls against the target while
Huge wyvern (flying), unaligned
poisoned in this way. Until a creature takes an action
to douse the fire, the target takes 5 (1d10) fire
Armor Class 21 (natural armor)
damage at the start of each of its turns. A poisoned
Hit Points 184 (16d12 + 80)
creature can repeat the saving throw at the end of
Speed 40 ft., fly 80 ft.
each of its turns, ending the effect on itself on a
success.
STR DEX CON INT WIS CHA Triple Fireball. The expinas spews out three blighted
21 (+5) 12 (+1) 21 (+5) 10 (+0) 13 (+1) 19 (+4) fireballs in a 20-foot line that is 60-feet wide and 20-
feet tall. Each creature in that area must make a DC 18
Saving Throws Dex +6, Con +10 Dexterity or Constitution saving throw, taking 11
Skills Perception +6 (2d10) fire damage plus 7 (2d6) acid damage, be
Damage Resistances cold poisoned for 1 minute, and ignites on a failed save, or
Damage Immunities fire, poison half as much damage, doesn't burst into flames and
Condition Immunities charmed, frightened, paralyzed, isn't poisoned on a successful one. A creature in the
poisoned radius of more than one fireball, makes its saving
Senses passive Perception 16 throw at disadvantage, but does not take any
Languages — additional damage.
Challenge 15 (13,000 XP) Proficiency +5 If the saving throw fails by 5 or more, creatures have
advantage on attack rolls against the target while
poisoned in this way. Until a creature takes an action
Barbed Hide. At the start of each of its turns, the espinas
to douse the fire, the target takes 5 (1d10) fire
deals 11 (2d10) acid damage to any creature grappling
damage at the start of each of its turns. A poisoned
it. creature can repeat the saving throw at the end of
Heavy Sleeper+. The espinas gains a +5 bonus to its AC, each of its turns, ending the effect on itself on a
while it is unconscious. Additionally, if the espinas is success.
subjected to an effect that allows it to make a Strength
Fiery Finale (Recharge 6). If the espinas used Waddle since
or Dexterity saving throw to take only half damage, the
the end of its last turn, it can use this action to create a
espinas instead makes a Constitution saving throw and
massive explosion around it. Each creature within 20-
takes no damage if it succeeds on the saving throw and
feet of the espinas must make a DC 18 Dexterity saving
only half damage if it fails, provided the espinas is
throw, taking taking 44 (8d10) fire damage plus 17
unconscious or it is the round immediately after it woke
(5d6) acid damage, be poisoned for 1 minute, and
up.
ignites on a failed save, or half as much damage, doesn't
Actions burst into flames and isn't poisoned on a successful one.
If the saving throw fails by 5 or more, creatures have
Multiattack. The espinas makes one Tail attack and one advantage on attack rolls against the target while
Bite attack. poisoned in this way. Until a creature takes an action to
Bite. Melee Weapon Attack. +10 to hit, reach 5 ft., one douse the fire, the target takes 5 (1d10) fire damage at
target. Hit: 15 (3d6 + 5) piercing damage. the start of each of its turns. A poisoned creature can
repeat the saving throw at the end of each of its turns,
Horn. Melee Weapon Attack. +10 to hit, reach 5 ft., one
ending the effect on itself on a success.
target. Hit: 15 (3d6 + 5) piercing damage. If the espinas
moved at least 20 feet straight toward the target Legendary Actions
immediately before the hit, the target takes an extra 28
The espinas can take 3 legendary actions, choosing from
(8d6) piercing damage. If the target is a creature, it must
the options below. Only one legendary action option can
succeed on a DC 18 Strength saving throw or be pushed
be used at a time and only at the end of another
up to 10 feet away and knocked prone.
creature's turn. The espinas regains spent legendary
Tail. Melee Weapon Attack. +10 to hit, reach 10 ft., one actions at the start of its turn.
target. Hit: 20 (3d10 + 5) piercing damage. If the target
Body Slam. The espinas leaps up and slams its body onto
is a creature, it must succeed on a DC 18 Strength
the ground. Each creature in a 5-foot radius around it
saving throw or be knocked prone.
must succeed on a DC 18 Strength saving throw or
Blight Breath (Recharge 5-6). The expinas use one of the saving throw or be pushed 5 feet away and knocked
following breaths attacks: prone.
Giant Fireball. The espinas spews a large blighted fireball Swerving Chomp. The espinas moves up to 10 feet in a
at a point within 150 feet of it. Each creature in a 20- straight line. It can then makes one Bite attack.
foot-radius sphere centered on that point must make a
Waddle (Costs 3 Actions). The Espinas moves up to half
DC 18 Dexterity or Constitution saving throw, taking
its movement speed while charging up its fiery breath. It
16 (3d10) fire damage plus 10 (3d6) acid damage be
can only use this legendary action immediately after the
poisoned for 1 minute, and ignites on a failed save, or
creature's turn that goes after it in the initiative order.
half as much damage, doesn't burst into flames and
isn't poisoned on a successful one.

254
Flaming Espinas Mantle
Flaming Espinas Intrepid Heart. When you score a critical hit against a
Challenge Rating 15 Carves/Capture 3 creature, you have resistance against the next attack that
hits you, and the attacker takes 1d10 fire damage if it is
Carve Capture
within 5 feet of you.
Chance Chance Material Slots
1-3 1-4 Flaming Espinas Shard (A,W) WEAPON MATERIAL EFFECTS
Flaming Espinas Shard
4-5 5-7 Flaming Espinas Cortex (A,W)
Protective Polish. This weapon is so finely constructed it
— 8-13 Flaming Espinas Hardhorn (A,W) never needs maintenance, cannot rust or tarnish, and deals
an extra 1d6 weapon damage.
6-9 14-15 Flaming Espinas Sulfur (A,W)
Flaming Espinas Cortex
10-14 16-19 Flaming Espinas Lash (A,W) FastCharge+. When you roll for initiative, your greatsword,
15-18 — Flaming Espinas Surspike (A,W) longsword, charge blade, or tonfas gains 2 charges, spirit,
or phial charges.
19-20 20 Flaming Espinas Mantle (A,W)
Flaming Espinas Hardhorn
Partbreaker+1. You deal an extra 1d6 damage when you
ARMOR MATERIAL EFFECTS critically hit with this weapon.
Flaming Espinas Shard Flaming Espinas Sulfur
While attuned to this armor, it grows numerous dull tip Ammo Saver+. When you make a ranged weapon attack
spines which rise and move when agitated or in danger. and roll a 15 or higher on the attack die, the ammunition
Flaming Espinas Cortex returns to you unbroken after hitting the target(s).
Heavy Sleeper. While attuned to this armor, you don't Flaming Espinas Lash
suffer any ill effects from sleeping in your armor. This weapon has 6 runes and regains 1d6 runes daily at
Additionally, when you are subjected to an effect that dawn. You can use a bonus action to shoot a spark out of
allows you to make a Strength or Dexterity saving throw to the weapon at a creature, up to 60 feet away. The targeted
take only half damage, you can choose to make a creature must make a DC 13 Constitution saving throw, or
Constitution saving throw and takes no damage if you become burned for 1 minute. A burned creature takes 1d6
succeed on the saving throw and only half damage if you fire damage at the start of their turn.
fail, provided you are unconscious. Flaming Espinas Surspike (Bladed Weapon Only)
Flaming Espinas Hardhorn Razor Sharp+. Once per turn, when you hit a creature with
You have resistance to cold damage while you wear this this weapon, anytime it would regain hit points before the
armor. end of its next turn, it regains half as many. If this attack is
Flaming Espinas Sulfur a critical hit, the target can't regain hit points until the end
Marathon Runner+. While wearing this armor, your walking of its next turn. Additionally, if the creature is afflicted with
speed increases by 10 feet and you ignore difficult terrain a wound, such as the odogaron's bloody wound, it can only
if it was not created by a magical effect. be closed by magical healing for 1 minute.
Flaming Espinas Lash Flaming spinas Mantle
You are immune to fire damage while you wear this armor. Chain Crit. Every consecutive hit on a creature increases
your crit range by 1 until you score a critical hit, miss an
Flaming Espinas Surspike attack, or hit a different creature.
While you wear this armor, any creature that hits you with
a melee attack takes 1d6 acid damage.
255
Giggi Giggi
Challenge Rating 1/2 Carves 1
The larvae form of Gigginox, Giggi are a Flying Wyvern related to
the Khezu. Spawning from large, organic globules (Giggi Sacs) in Carve Chance Material Slots
dark caves, they exhibit unique behavior. When the torch is drawn,
1-13 Giggi Stinger (A,W)
they retreat in fear; however, when the torch is extinguished, they
slowly follow adventurers and latch onto them, constantly draining 14-17 Velvety Hide (A)
"blood". and must be "shaken" off.
18-20 Monster Fluid (O)
Giggi are very low in the food chain while they're still young.
Giggi feed on the blood of other large species in order to survive
but are preyed upon by some smaller predators. In the Tundra, they ARMOR MATERIAL EFFECTS
are hunted by Baggi packs. However, when a Giggi fully matures Giggi Stinger
into a Gigginox, the tables are turned, and the hunters soon become Entomologist. When you capture an insect with a bug net,
the hunted. When they make it to a certain size, they will cocoon you instead catch two.
themselves by using a thread from their mouth to make a cocoon.
These cocoons can rarely be seen in caves. Velvety Hide
Giggi aren't very aggressive though they are quite gluttonous. You can set pitfall traps or shock traps as a bonus action
Once they see a potential prey item, they'll chase it down and
while you wear this armor.
attempt to attach themselves to the creature.
WEAPON MATERIAL EFFECTS
Giggi Stinger
When you hit a creature with this weapon, it must succeed
Giggi on a DC 10 Constitution saving throw or become
poisoned until the end of its next turn.
Tiny wyvern (flying), unaligned
OTHER MATERIAL EFFECTS
Armor Class 8 (natural armor) Monster Fluid
Hit Points 32 (5d4 + 20) Uncommon or rare upgrade material that can be used for
Speed 20 ft. weapons or armor.

STR DEX CON INT WIS CHA


14 (+2) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 2 (-4)

Skills Stealth +0
Damage Vulnerabilities fire
Senses blindsight 60 Ft., passive Perception 8
Languages —
Challenge 1/2 (100 XP) Proficiency +2

Actions
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage plus 2 (1d4)
necrotic damage. The target's hit point maximum is
reduced by an amount equal to the necrotic damage
taken, and the giggi regains hit points equal to that Gigginox
amount. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit The Gigginox is a Flying Wyvern that is the adult form of the
point maximum to 0. Giggi. Gigginox's closest relative is Khezu. They are blind, cave-
dwelling Wyverns. However, they do not sense prey by smell;
Poison Spit. Ranged Weapon Attack. +4 to hit, range instead, Gigginox have a special organ that can detect the body
20/60 ft., one target. Hit: 3 (1d6) poison damage. heat of their prey. Also similar to the Khezu is the Gigginox's
elastic neck and tail, which can stretch out to twice their length in
Bonus Actions an attempt to attack the hunter. Their top skin is grey-white, and
Leech. Immediately after the giggi hits a target with its their under-skin is dark red. Gigginox have a circular, leech-like
Bite attack, it can attach itself to a creature (escape DC maw, which contains many sharp teeth. They can spit poison or
10). At the start of the giggi's turn, the creature it is release it as a form of gas from pores under their body. Gigginox
attached to loses 5 (2d4) hit points and the giggi can lay gelatinous globs, called Giggi Sacs, that spawn young
regains hit points equal to that amount. Giggi.
The Gigginox is highly territorial, staking out a cavern or other
such area to lay its eggs. During the day, they sleep much longer
than most other monsters in the area but at night they become truly
active.

256
They will spend some time awake during the day but if they
instantly sense potential prey in the area, they will actively stalk the Gigginox
creature in the caves. Despite a Gigginox's looks, they are Challenge Rating 10 Carves/Capture 3
considered to be quite intelligent compared to some other Flying
Wyverns. Gigginox even save food in their caves. Carve Chance Capture Chance Material Slots
1-7 1-3 Gigginox Hide (A,W)

Gigginox 8-11
12-13
4-10
11-15
Uncanny Hide
Gigginox Talon
(A,W)
(A,W)
Large wyvern (flying), unaligned
14-15 16-18 Fearsome Maw (A,W)
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75) 16-20 19-20 Foul Venom Gland (A,W)
Speed 30 ft., fly 20 ft., climb 30 ft.
ARMOR MATERIAL EFFECTS
STR DEX CON INT WIS CHA Gigginox Hide (Cleric, Druid, Paladin, & Ranger Only)
While attuned to this armor, you can cast the protection
19 (+4) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 13 (+1) from poison spell once a day, without expending a spell
slot or having it prepared.
Skills Perception +5
Damage Immunities cold, lightning Uncanny Hide
Condition Immunities blinded, charmed, poisoned You have advantage on saving throws against poison and
Senses blindsight 60 ft., passive Perception 15 the poisoned condition while you wear this armor.
Languages — Gigginox Talon
Challenge 10 (5,900 XP) Proficiency +4 Wall Runner. You have a climbing speed equal to your
walking speed while you wear this armor.
Keen Sight. The gigginox has advantage on Wisdom
Fearsome Maw
(Perception) checks that rely on sight.
While wearing this armor, you can breathe normally in any
Standing Leap. The gigginox's long jump is up to 30 Environment, and you have advantage on saving throws
feet and its high jump is up to 15 feet, with or without made against harmful gases and vapors (such as cloudkill
a running start. and stinking cloud effects, inhaled poisons, and the breath
weapons of some dragons).
Actions
Foul Venom Gland
Multiattack. The gigginox makes two Bite attacks and You have resistance to poison damage while you wear this
two Tail attacks. armor.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one
target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) WEAPON MATERIAL EFFECTS
poison damage. Gigginox Hide
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one Abnormal Status Atk up (S). Whenever you inflict a
target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 condition on a creature or object that has a duration of 1
(2d6) poison damage. minute or longer, the maximum duration of the condition
is increased by 6 seconds.
Poison Gas. (Recharge 5-6). The gigginox releases a
poisonous gas in a 10-foot radius around it. Each Uncanny Hide
creature in that area must make a DC 17 Constitution While you hold this weapon, you can move up, down, and
saving throw, taking 44 (8d10) poison damage and be across vertical surfaces and upside down along ceilings,
poisoned for 1 minute on a failed save, or half as much while leaving your hands free.
damage and isn't poisoned on a successful one.
Gigginox Talon
Lay Eggs (3/day). The gigginox lays a gelatinous glob Your poison spell deal an extra 1d4 poison damage.
that spawns 2 (1d4) giggi at the start of its turn. The
giggi's initiative is right after the gigginox. The egg sac Fearsome Maw
can be attacked and destroyed (AC 12; hp 20; You can use an action to speak the command word and
immunity to bludgeoning, cold, lightning, and psychic regain one expended spell slot of up to 3rd level. Once
damage). you have used this effect, it can't be used again until the
next dawn.
Reactions Foul Venom Gland
Poisonous Retreat. Immediately after being hit by a Your weapon deals an extra 1d6 poison damage.
melee attack, the gigginox leaps 15 feet backwards and
spraying poisonous spores at the attacker. The attacker
must make a DC 17 Constitution saving throw or be
poisoned until the end of its next turn.

257
Chaotic Gigginox
The chaotic gigginox is created when a regular gigginox's Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one
metamorphosis into a baleful gigginox is interrupted, creating a target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7
hybrid between the two. The chaotic gigginox is a CR 14 version of (2d6) poison damage.
the CR 10 gigginox and has the both poison and lightning
Poison Gas (Recharge 5-6). The gigginox releases a
elements. Its appearance is much the same as both gigginox, but its
poisonous gas from its underside. Each creatures with
head and most of its back are a golden yellow, while its tail and
10 feet of the gigginox must make a DC 19
wings still maintain most of the gigginox's original color. It is an
Constitution saving throw, taking 44 (8d10) poison
unstable, yet powerful monster, whose life span is only a few short
damage and be poisoned for 1 minute on a failed save,
years due to the complications on how it is created. or half as much damage and isn't poisoned on a
successful one. If the saving throw fails by 5 or more,
the target is also paralyzed while poisoned in this way.
The poisoned target can repeat the saving throw on
Chaotic Gigginox each of its turns, ending the effect on itself on a
Large wyvern (flying), unaligned success.

Reactions
Armor Class 18 (natural armor)
Hit Points 230 (20d10 + 120) Poisonous Retreat. Immediately after being hit by a
Speed 30 ft., fly 30 ft., climb 30 ft. melee attack, the gigginox leaps 15 feet backwards and
spraying poisonous spores at the attacker. The attacker
must make a DC 19 Constitution saving throw or be
STR DEX CON INT WIS CHA poisoned until the end of its next turn. If the saving
throw fails by 5 or more, the target is also paralyzed
19 (+4) 16 (+3) 23 (+6) 16 (+3) 13 (+1) 13 (+1) while poisoned in this way.
Saving Throws Dex +8, Con +11, Int +8 Legendary Actions
Skills Perception +6 The gigginox can take 3 legendary actions, choosing
Damage Resistances lightning from the options below. Only one legendary action
Damage Immunities poison option can be used at a time, and only at the end of
Condition Immunities blinded, charmed, paralyzed, another creature's turn. The gigginox regains spent
poisoned legendary actions at the start of its turn.
Senses blindsight 60 ft., passive Perception 16
Languages — Detect. The gigginox makes a Wisdom (Perception)
Challenge 14 (11,500 XP) Proficiency +5 Check.
Jump. The gigginox jumps 15 feet away from a creature
Keen Sight. The gigginox has advantage on Wisdom that is within 15 feet of it without provoking
(Perception) checks that rely on sight. opportunity attacks.
Lightning Aura. At the start of each of the gigginox's Attack (Costs 2 Actions). The gigginox makes one attack
turns, each creature within 5 feet of it takes 7 (2d6) with its Bite, Tail, or Lightning Orb.
lightning damage. A creature that touches the gigginox
or hits it with a melee attack while within 5 feet of it Lay Egg (Costs 2 Actions). The gigginox lays a gelatinous
takes 7 (2d6) lightning damage. glob that spawns 2 (1d4) giggi at the start of its turn.
The giggi's initiative is immediately after the gigginox.
Standing Leap. The gigginox's long jump is up to 30 The egg sac can be attacked and destroyed (AC 12; hp
feet and its high jump is up to 15 feet, with or without 20; immunity to bludgeoning, poison, psychic and
a running start. lightning damage).
A creature that has a giggi attached to it that was
Actions hatched from this egg sac must make a DC 12
Multiattack. The gigginox makes three melee weapon Constitution saving throw at the start of each of its
attacks. It can replace up to one of these attacks with turns. On a failed save, the creature is paralyzed until
its Lightning Orb attack. the start of its next turn.
Proximity Mine (Costs 2 Actions). The gigginox vomits
Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one
target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) up a gelatinous glob that has a similar appearance to
the eggs it lays. The mine can be attacked and
lightning damage.
destroyed (AC 12; hp 20; immunity to bludgeoning,
Lightning Orb. Ranged Weapon Attack. +9 to hit, reach poison, psychic, and lightning damage). When it is
60/240 ft., one target. Hit: 14 (4d6) lightning damage destroyed, or when a creature that isn't a giggi or
and the target must make a DC 19 Constitution saving gigginox enters a space within 5 feet of it explodes.
throw or become paralyzed until the end of its next Each creature and object in a 10-foot area around the
turn. mine must make a DC 19 Dexterity saving throw,
taking 10 (3d6) lightning damage on a failed save, or
half as much damage on a successful one.

258
Shocking Maw
Chaotic Gigginox This weapon has 4 runes. When you hit a creature with this
Challenge Rating 14 Carves/Capture 3 weapon, you can expend 1 of its runes to have the target
make a DC 16 Constitution saving throw or be
Carve Capture incapacitated and has its movement speed is reduced to 0
Chance Chance Material Slots for 1 minute. The creature can repeat its saving throw at
the end of its turns, ending the effect on a success. The
1-7 1-3 C.Gigginox Hide (A,W)
weapon regains 1d4 expended runes daily at dawn.
8-11 4-10 Chaotic Hide (A,W)
Noxious Venom Gland
12-13 11-15 C.Gigginox Hardtalon (A,W) When you inflict the poisoned condition on a creature that
14-15 16-18 Shocking Maw (A,W) has a duration of 1 minute or more, it must succeed on its
Constitution saving throw one additional time to end the
16-20 19-20 Noxious Venom Gland (A,W) effect.

ARMOR MATERIAL EFFECTS


C.Gigginox Hide (Cleric, Druid, Paladin, & Ranger Only)
While attuned to this armor, you can cast the protection
from poison spell once a day, without expending a spell
slot or having it prepared. Additionally when you cast this
spell on a creature, it has advantage on saving throws
against being paralyzed and it has resistance to lightning
damage.
Chaotic Hide
You have advantage on saving throws against being
paralyzed or poisoned while you wear this armor.
C.Gigginox Hardtalon
While wearing this armor, you can breathe normally in any
Environment, and you have advantage on saving throws
made against harmful gases and vapors (such as cloudkill
and stinking cloud effects, inhaled poisons, and the breath
weapons of some dragons).
Shocking Maw
You have resistance to poison and lightning damage while
you wear this armor.
Noxious Venom Gland
When you are hit by a melee weapon attack, you can use
your reaction to leap 15 feet in a straight line away from
the attacker without provoking opportunity attacks. During
this leap you spray poisonous gas at the attacker who must
succeed on a DC 15 Constitution saving throw or be
poisoned until the end of its next turn. You can use this
property a number of times equal to your Constitution
modifier, regaining all expended uses when you finish a
long rest.

WEAPON MATERIAL EFFECTS


C.Gigginox Hide
Abnormal Status Atk up (M). Whenever you inflict a
condition on a creature or object that has a duration of 1
minute or longer, the maximum duration of the condition
is increased by 12 seconds.
Chaotic Hide
When you cast a spell that deals poison or lightning
damage, you can increase your spell attack roll or spell
save DC by 2.
C.Gigginox Hardtalon
Your weapon deals an extra 1d8 poison damage.

259
Gravios
Gravios is covered in a dense, stone-like armored shell which
protects its body from physical damage. It is very large in size,
towering over most other wyverns and measuring several dozen
feet in length. Because of its size and incredible weight, it is only
capable of limited flight, despite having large and seemingly-
developed wings. It
has a thick tail with a mace-like club at the end.
Gaps in the Gravios underside expel a
knockout gas potent enough to put many monsters
to sleep. It seems to have lost its poisoning ability.
This gas is produced inside the Gravios body.
Furthermore, these defense mechanisms may
be used to deter would-be predators, although
there would be few monsters able to penetrate
the Gravios shell. Gravios can also expel
flammable gas as a waste product of its 'heat
beam', and of its diet.
Gravios is relatively docile until provoked.
Like most wyverns, it is fiercely territorial. The Gravios inhabit
large areas of the Volcano, where it is sufficiently large enough to
incubate and raise its juvenile Basarios.
Gravios can be found in the Volcano and Swamp. It can easily
withstand the heat of molten lava, and traverse it at will. Gravios
eat rocks and minerals for nutrients.

Gravios Ram. Melee Weapon Attack. +13 to hit, reach 5 ft., one
target. Hit: 26 (4d8 + 8) bludgeoning damage.
Gargantuan wyvern (flying), unaligned
Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
Armor Class 22 (natural armor) target. Hit: 17 (2d8 + 8) bludgeoning damage.
Hit Points 175 (10d20 + 70) Heat Beam (Recharge 5-6). The gravios exhales fire in a
Speed 40 ft., burrow 30 ft. 90-foot line that is 10 feet wide. Each creature in that
line must make a DC 20 Dexterity saving throw, taking
35 (10d6) fire damage on a failed save, or half as much
STR DEX CON INT WIS CHA damage on a successful one.
26 (+8) 11 (+0) 24 (+7) 11 (0) 12 (+1) 9 (-1) Sleep Gas (3/day). The gravios releases a sleeping gas
from its underside. Each creature within 15 feet of the
Saving Throws Con +12, Wis +6 gravios must make a DC 20 Constitution saving throw or
Damage Resistances cold, lightning; piercing and slashing fall unconscious for 1 minute, until the sleeper takes
from magical attacks; bludgeoning from nonmagical damage, or until someone uses an action to shake or slap
attacks the sleeper awake.
Damage Immunities fire; piercing and slashing from
nonmagical attacks Legendary Actions
Senses passive Perception 11 The gravios can take 3 legendary actions, choosing from
Languages — the options below. Only one legendary action option can
Challenge 15 (13,000 XP) Proficiency +5 be used at a time and only at the end of another
creature's turn. The gravios regains spent legendary
Trampling Charge. If the gravios moves at least 20 feet actions at the start of its turn.
straight toward a creature and then hits it with a Ram
attack on the same turn, that target must succeed on a Move. The gravios moves up to half its speed.
DC 21 Strength saving throw or be knocked prone. If the Tail. The gravios makes a Tail attack.
target is prone, the gravios can make one Body Slam
attack against it as a bonus action. Quake (Costs 2 Actions). The gravios flies 15 feet into the
air without provoking opportunity attacks before
Actions crashing back to the ground. Each creature on the
ground within 30 feet of the gravios must succeed on a
Body Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., DC 21 Strength saving throw or be knocked prone.
one target. Hit: 30 (4d10 + 8) bludgeoning damage.

260
Gravios Gravios Shell (Barbarian Only)
After you make a weapon attack while attacking recklessly
Challenge Rating 15 Carves/Capture 4
with this weapon, you can make another attack with the
Carve Chance Capture Chance Material Slots same weapon against a different creature that is within 5
feet of the original target that is within range of this
1-6 1-4 Gravios Carapace (A,W) weapon. You can use this property once per turn.
7-8 5-8 Gravios Shell (A,W) Inferno Sac
Your weapon deals an extra 1d8 fire damage.
9 9-12 Inferno Sac (A,W)
G.Sleep Sac
10 13-14 G.Sleep Sac (A,W,O) When you cast the sleep spell while holding this weapon,
11 15-18 Gravios Scalp (A,W) you double the amount of dice rolled.
12-17 19 Gravios Wing (A,W) Gravios Scalp (Paladin Only)
Whenever you restore a creature's hit points with your Lay
18 — Gravios Medulla (A,W) on Hands feature, it gains temporary hit points equal to
the amount healed until the start of your next turn.
19 — Gravios Gem (A,W)
Gravios Wing
20 20 Firecell Stone (A,W) When you hit a Huge or smaller creature with this weapon,
it must succeed on a DC 15 Strength check or be pushed
ARMOR MATERIAL EFFECTS back 5 feet.
Gravios Carapace Gravios Medulla (Bow Only)
Fortitude. You have advantage on survival skill checks to Bow Charge Plus+. While attuned to this weapon, you can
track, forage, or travel while you are attuned to this armor. use your dragonpiercer two additional times between rests
Gravios Shell and it recharges after a Short or Long rest.
While you are attuned to this armor, you can use an action Gravios Gem
to speak its command word and summon a campfire with Load Up+. While attuned to this weapon, you increase the
blue flames. The fire burns for 24 hours, until it is maximum capacity for all your ammo by 2.
extinguished, or until you summon another fire in this way.
Firecell Stone
Inferno Sac (Cleric, Druid, Ranger, Sorcerer, & Wizard) While you are attuned to this weapon, you can use an
While attuned to this weapon you can use an action to cast action to gain the same benefits as a potion of fire giants
the protection from energy (fire only) spell from it three strength for 10 minutes. Once you use this property, you
times per day, without expending a spell slot. cannot use it again for 1 week.
G.Sleep Sac
While you wear this armor, you can use an action to OTHER MATERIAL EFFECTS
release sleeping gas in a 10-foot radius around you. Each G.Sleep Sac
creature in that area must make a DC 13 Constitution A Material that replaces the sleep herb when crafting tranq
saving throw or it falls unconscious for 1 minute, until the bombs or tranq ammo. (100 uses).
sleeper takes damage, or until someone uses an action to
shake or slap the sleeper awake. Once you use this Khezu
property, you cannot use it again until you finish a long
Khezu are large, pale wyverns with a flabby, rubbery hide which
rest.
they constantly keep damp, similar to that of an amphibian. Many
Gravios Scalp (Cleric & paladin Only) of their blood vessels and veins can be seen through their pale skin.
When you regain hit points from a spell while attuned to Their tail features a specialized orifice which bonds to the ground
this armor, increase the regained amount by half your during electrical attacks and helps them cling onto cave ceilings.
Cleric or paladin level. Their mouth features rows of sharp teeth. khezu feet lack claws,
Gravios Wing and instead have suction pad-like toes to assist them in climbing
While you're wearing this armor, any critical hit against you and hanging from cave walls and ceilings. Spending most of their
becomes a normal hit. lives in the dark, their eyes have regressed greatly, though they
Gravios Medulla make up for this with a superb sense of smell. A layer of fat helps
You have resistance to fire damage while you wear this to keep them warm and prolong the time they can spend hunting
armor. for food. khezu have an extendable neck which allows them to
grasp and ambush prey from afar, such as from a cave ceiling.
Gravios Gem
khezu are hermaphrodites, which means an individual is both male
You have a +1 bonus to your AC while you wear this armor.
and female. To reproduce they paralyze a creature and inject their
Firecell Stone young, known as Whelps. The Whelps grow inside their victim
Shield+. While you are attuned to this armor and you use a until it dies, or when they are strong enough to leave.
reaction that would increase your AC, you gain an Although Khezu are cave dwellers, they go out when they
additional +2 bonus to your AC until the start of your next please, or when food inside grows too scarce. While khezu outside
turn.
a cave are vulnerable to larger wyverns like tigrex,
WEAPON MATERIAL EFFECTS
Gravios Carapace
Partbreaker+1. You deal an extra 1d6 damage when you
critically hit with this weapon.
261
inside caves khezu have the advantage. In addition to being
unhampered by the dark, they can cling to the ceiling and attack
from above.
A Khezu's habitat is often located near active sources of water;
Khezu
Large wyvern (flying), unaligned
some sources claim this is because the water is excellent for
conducting electricity into their prey, while others speculate that
Armor Class 17 (natural armor)
Khezu may need the dampness for their moist skin. Such areas
Hit Points 136 (13d10 + 65)
include swamps and oceanside caves.
Speed 30 ft., fly 20 ft., climb 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 9 (-1) 21 (+5) 5 (-3) 11 (+0) 1 (-5)

Skills Perception +4
Damage Resistances acid, cold, fire, necrotic, thunder
Damage Immunities lightning
Condition Immunities blind, charmed, paralyzed
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 14
Languages —
Challenge 10 (5,900 XP) Proficiency +4

Blind Senses. The khezu can't use its blindsight while


deafened and unable to smell. If it can't use one of
them, its blindsight is reduced by 60 feet.
Electric Barrier. The khezu shrouds its body in
electricity. Each creature that ends its turn within 5
feet of the khezu takes 16 (3d10) lightning damage.
Keen Hearing and Smell. The khezu has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Standing Leap. The khezu'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 khezu makes three Lightning Ball
attacks or it uses Electric Current then makes two Bite
attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Lightning ball. Ranged Weapon Attack. +10 to hit, reach
60/100 ft., one target. Hit: 14 (4d6) lightning damage
and the target must make a DC 17 Constitution saving
throw or become paralyzed until the end of its next
turn.
Deadly Leap. If the khezu jumps at least 15 feet as part
of its movement, it can then use this action to land on
its feet in a space that contains one or more other
creatures. Each of those creatures must succeed on a
DC 18 Strength or Dexterity saving throw (target's
choice) or be knocked prone and take 11 (2d6 + 4)
bludgeoning damage plus 11 (2d6 + 4) lightning
damage. On a successful save, the creature takes only
half the damage, isn't knocked prone, and is pushed 5
feet out of the khezu's space into an unoccupied space
of the creature's choice. If no unoccupied space is
within range, the creature instead falls prone in the
khezu's space.
Electric Current. The khezu releases a jolt of electricity
all around it. Each creature within 5 feet of it must
make a DC 17 Constitution saving throw or be
paralyzed until the end of its next turn.
262
Khezu DC 15 Constitution saving throw, or be stunned until the
end of its next turn. On a successful save, the creature is
Challenge Rating 10 Carves/Capture 3
deafened until the end of its next turn. Once you use this
Carve Chance Capture Chance Material Slots property, you cannot use it again until you finish a long
rest.
1-9 1-6 Flabby Hide (A,W)
10-16 7-14 Pale Extract (A,W,O) OTHER MATERIAL EFFECTS
Pale Extract
17-19 15-18 Electro Sac (A,W)
A material used for crafting Mega Demondrug & Mega
20 19-20 Pale Bone (A,W) Armorskin.

Legiana
ARMOR MATERIAL EFFECTS
Flabby Hide Legiana is a slim, primarily beige-coloured Flying Wyvern
While you wear this armor, you gain 2 additional hit points characterised by its leaf-like wingtips and striped skin patterns.
whenever you regain hit points by magical or non-magical Legiana's head is topped with a pair of antenna-like fins which are
means, except when spending hit dice. attached via a thin membrane to the back of its neck. It has bright
yellow eyes and powerful legs ending in piercing talons. Its face,
Pale Extract
tail, feet, and wingtips are a dark navy blue, and its body is covered
Recovery Level. Whenever you suffer an effect that deals
in striped patterns of the same colour. The ends of its wings are
damage to you at the start of your turn your armor flashes
separated into four distinct flaps which overlap each other when
white and ends the effect. This could include such effects
as a bleeding wound, acid or poison that continues to folded. Legiana has star-like shapes on the back of its wings. Its
damage you over time, being set on fire, etc. This armor back is also dark blue.
has no effect on environmental effects, damage that you Legiana is able to emit a chilling wind from its body, which dulls
take from being in a given location or spell's area of effect its prey's ability to escape. It flies with extreme precision and
or similar damage sources. agility, using its talons to grab its prey straight out of the air. Its
legs are strong enough to throw even medium-sized monsters such
Electro Sac
as Paolumu considerable distances once they are in its grasp.
While wearing this armor, your walking speed becomes 30
feet, unless your walking speed is higher, and your speed
isn't reduced if you are encumbered or wearing heavy
armor. In addition, you can jump three times the normal Disease: Iceblight
distance, though you can't jump farther than your
remaining movement would allow. A creature who is afflicted with iceblight is chilled
to the bone.
Pale Bone
You have resistance to lightning damage while you wear The creature can't use reactions.
this armor. Its speed is halved.
It can't make more than one attack on its turn.
WEAPON MATERIAL EFFECTS
Flabby Hide
As an action you shroud your body in electricity for 1
minute. Any creature that ends its turn within 5 feet of you
takes 1d4 lightning damage. Once you use this property
you can't use it again until you finish a short or long rest.
Pale Extract
While you are holding this weapon, you can use an action
to release a jolt of electricity in a 5-foot radius around you.
Each creature in that area must succeed on a DC 13
Constitution saving throw or be incapacitated and has its
movement speed is reduced to 0 until the end of its next
turn. You can use this property a number of times equal to
1/2 your Constitution modifier (minimum of 1), regaining
all expended uses when you finish a long rest.
Electro Sac
Your weapon deals an extra 1d6 lightning damage.
Pale Bone
While you are attuned to this weapon you can use an
action to create a thunderous sound in a 20-foot cone in
front of you. Each creature in that area must succeed on a

263
Legiana
Challenge Rating 13 Carves/Capture 3
Legiana Carve Chance Capture Chance Material Slots
Huge wyvern (flying), unaligned
1-4 1-5 Legiana Hide (A,W)
Armor Class 17 (natural armor) 5-8 6-9 Legiana Scale (A,W)
Hit Points 187 (15d12 + 90) 9-12 10-12 Legiana Claw (W)
Speed 40 ft., fly 80 ft.
13-15 13-14 Legiana Wing (A,W)

STR DEX CON INT WIS CHA 16-18 15-17 Frost Sac (A,W)
22 (+6) 12 (+1) 22 (+6) 8 (-1) 12 (+1) 12 (+1) 19 18-19 Legiana Plate (A,W)
20 20 Legiana Gem (A)
Saving Throws Dex +6, Con+11, Wis +6, Cha +6
Skills Acrobatics +11, Perception +11
Damage Resistances acid ARMOR MATERIAL EFFECTS
Damage Immunities cold Legiana Hide
Senses darkvision 60 ft., passive Perception 21 Airborne. While wearing this armor, you can cast the jump
Languages — spell from it as a bonus action at will, but can target only
Challenge 13 (10,000 XP) Proficiency +5 yourself when you do so.
Legiana Scale (Druid, Sorcerer, Warlock, & Wizard Only)
Flyby. The legiana doesn't provoke an opportunity While attuned to this armor you can cast the wall of ice
attack when it flies out of an enemy's reach. spell three times per day, without expending a spell slot.
Frost. A creature that starts its turn or moves into an Legiana Wing
area covered in frost must make a DC 19 Constitution Wind Resist. You and your equipment suffer no ill effects
saving throw or be diseased with iceblight for 1 from Strong Winds (DMG p.110) while you wear this
minute. armor.
Legendary Resistance (3/Day). If the legiana fails a saving Frost Sac
throw, it can choose to succeed instead. You have resistance to cold damage while you wear this
armor.
Actions Legiana Plate
Multiattack. The legiana makes one bite attack, one Evade Window. This armor has 3 runes, and it regains 1d3
talons attack, and one tail attack. expended runes daily at dawn. When you fail a Dexterity
saving throw while wearing it, you can use your reaction to
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., expend 1 of its runes to succeed on that saving throw
one target. Hit: 16 (3d6 + 6) piercing damage. instead.
Tail. Melee Weapon Attack. +11 to hit, reach 15 ft., one Legiana Gem
target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7 Good Luck. While you are attuned to this armor, you have
(2d6) cold damage and the legiana leaves a layer of one luck point that you regain daily at dawn. You can use
frost in an area that is 10 feet long and 15 feet wide this point as if you had the Lucky feat.
centered on the target or 30 feet long and 5 feet wide
originating from the legiana. The frost remains until the WEAPON MATERIAL EFFECTS
start of the legiana's next turn. Legiana Hide
This weapon has a reservoir of ice magic that can freeze
Talons. Melee Weapon Attack. +11 to hit, reach 10 ft.,
the ground for up to 1 minute. While holding this weapon,
one target. Hit: 16 (3d6 + 6) piercing damage and the
you can use an action to plant this weapon in the ground
target is grappled (Escape DC 16).
and release the ice magic within. While planted and
Corkscrew (Recharge 5-6). The legiana moves up to half undepleted, the ground in a 10-foot radius of this weapon
of its fly speed in a straight line, covering the ground becomes difficult terrain. This weapon recharges 3d6
below it in frost for 1 minute. During this move, it can seconds of energy to the weapon's reservoir daily at dawn.
move through the spaces of other creatures without Legiana Scale
provoking opportunity attacks. Each creature the While holding this weapon, you can use an action to cause
legiana moves through must make a DC 19 Dexterity thick, opaque poison to coat the blade of a melee weapon
saving throw, taking 28 (8d6) bludgeoning damage that deals slashing or piercing damage. The poison remains
plus 10 (3d6) cold damage and be knocked prone on a for 1 minute or until an attack using this weapon hits a
failed save, or half as much damage, isn't knocked creature. That creature must succeed on a DC 15
prone, and is pushed 5 feet out of the legiana's space Constitution saving throw or take 2d10 cold damage and
into an unoccupied space of the creature's choice. If become poisoned with iceblight for 1 minute. This effect
no unoccupied space is within range, the creature can't be used this way again until the next dawn.
instead falls prone in the legiana's space.
Legiana Claw
Your weapon deals an extra 1d6 cold damage.

264
Legiana Wing
Critical Draw+. When you take the Attack action for the
first time in a combat encounter while wielding this
weapon, the melee weapon attacks with that action score a
critical hit on a roll of 15 or higher.
Frost Sac
You gain a + 1 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals cold
damage, such as the ice knife or snilloc's snowball swarm
spell.
Legiana Plate
Your weapon deals an extra 1d8 cold damage.

Bite. Melee Weapon Attack. +12 to hit, reach 10 ft.,


Shrieking Legiana one target. Hit: 16 (3d6 + 6) piercing damage.
Shrieking legiana are structurally the same as their regular Tail. Melee Weapon Attack. +12 to hit, reach 15 ft., one
counterparts, but have black coloration instead of blue and their target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7
chest, tail, and wing patterns are encrusted with spiky ice. (2d6) cold damage and the legiana leaves a layer of
Shrieking legiana's manipulation of ice improved further as a frost in an area that is 10 feet long and 15 feet wide
result of adapting to the Hoarfrost Reach. For defensive purposes, centered on the target or 30 feet long and 5 feet wide
it has the ability to coat itself in a layer of ice while remaining as originating from the legiana. The frost remains until the
agile as its coral highlands cousin. Offensively, It specializes in start of the legiana's next turn.
freezing prey with the powerful chill it emits, swooping down to Talons. Melee Weapon Attack. +12 to hit, reach 10 ft.,
strike them from overhead and many of their attacks cover large one target. Hit: 16 (3d6 + 6) piercing damage plus 7
areas with ice spikes or frost. (2d6) cold damage and the target is grappled (Escape
As with their cousins, the shrieking legiana are intensely DC 16).
territorial and will attack whatever ventures into their territory.
Corkscrew (Recharge 5-6). The legiana moves up to half
of its fly speed in a straight line, covering the ground
below it in frost for 1 minute. During this move, it can
Shrieking Legiana move through the spaces of other creatures without
provoking opportunity attacks. Each creature the
Huge wyvern (flying), unaligned
legiana moves through must make a DC 20 Dexterity
saving throw, taking 28 (8d6) bludgeoning damage
Armor Class 17 (natural armor)
Hit Points 212 (17d12 + 102) plus 10 (3d6) cold damage and be knocked prone on a
Speed 40 ft., fly 80 ft. failed save, or half as much damage, isn't knocked
prone, and is pushed 5 feet out of the legiana's space
into an unoccupied space of the creature's choice. If
STR DEX CON INT WIS CHA no unoccupied space is within range, the creature
instead falls prone in the legiana's space.
22 (+6) 12 (+1) 22 (+6) 8 (-1) 12 (+1) 12 (+1)
Legendary Actions
Saving Throws Dex +7, Con+12, Wis +7, Cha +7 The legiana can take 3 legendary actions, choosing
Skills Acrobatics +13, Perception +13 from the options below. Only one legendary action
Damage Resistances acid option can be used at a time and only at the end of
Damage Immunities cold another creature's turn. The legiana regains spent
Senses darkvision 60 ft., passive Perception 23 legendary actions at the start of its turn.
Languages —
Challenge 17 (18,000 XP) Proficiency +6 Wing Buffet. The legiana flaps its wings; creating a
strong wind and covering the ground in frost, in a 60-
foot line that is 10 feet wide in front of it. Each
Flyby. The legiana doesn't provoke an opportunity
creature in this line must make a DC 20 Strength
attack when it flies out of an enemy's reach. saving throw or be pushed back 15 feet.
Frost. A creature that starts its turn or moves into an Attack (Costs 2 Actions). The legiana makes a Talon
area covered in frost must make a DC 20 Constitution attack.
saving throw or be diseased with iceblight for 1
minute. Frost Armor (Costs 3 Actions). The legiana coats itself in
a layer of frost and ice for 1 minute, until it takes 30
Legendary Resistance (3/Day). If the legiana fails a saving fire damage from a spell or until takes 40 damage from
throw, it can choose to succeed instead. any other single attack. While covered in frost, the
Actions legiana gains a +2 bonus to its AC and the actions that
cover an area in frost, instead deals 7 (2d6) cold
Multiattack. The legiana makes one bite attack, one damage to each creature in the area.
talons attack, and one tail attack.

265
Shrieking Legiana Obsidian Icetalon
Critical Draw+. When you take the Attack action for the
Challenge Rating 17 Carves/Capture 3
first time in a combat encounter while wielding this
Carve Chance Capture Chance Material Slots weapon, the melee weapon attacks with that action score a
critical hit on a roll of 15 or higher.
1-4 1-5 Rime Hide (A,W)
Stark Wing
5-8 6-9 Legiana Shard (A,W) Your weapon deals an extra 2d4 cold damage.
9-12 10-12 Obsidian Icetalon (A,W) L.Cryo Sac
13-15 13-14 Stark Wing (A,W) You gain a +2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
16-18 15-17 L.Cryo Sac (A,W) increases to +3 when the spell you are casting deals cold
19 18-19 Legiana Tail Webbing (A,W) damage, such as the ice knife or snilloc's snowball swarm
spell.
20 20 S.Legiana Gem (A,W) Legiana Tail Webbing
Your weapon deals an extra 1d8 cold damage.
ARMOR MATERIAL EFFECTS S.Legiana Gem
Rime Hide While attuned to this weapon, you can use an action to
Free Meal. While attuned to this armor, you no longer need speak its command word causing ice to coat the weapon
to eat or drink. for 1 minute or up to 10 pieces of ammunition. A creature
hit by the coated weapon or ammunition takes 1d6 extra
Legiana Shard
damage and has its movement speed reduced by 10 feet
Marathon Runner+. While wearing this armor, your walking
until the end of its next turn. Once used, this property
speed increases by 10 feet and you ignore difficult terrain
can't be used again until you finish a long rest.
if it was not created by a magical effect.
Obsidian Icetalon Monoblos
Geologist+. When you successfully gather a mining A monoceros desert-dwelling wyvern, they have a brown, rock-
resource, you instead gather 1d4. hard texture to their shell. While Monoblos have no breath attack,
Stark Wing their roar is considered a lethal weapon itself. They are also very
While flying you can take the Dodge action as a bonus physically capable, able to fight off adventurers with horn-thrusts
action. You can use this property a number of times equal and tail-swings. Being able to tunnel beneath the sands of the
to your Constitution modifier, regaining all expended uses Desert also means they can sneak up on any potential
when you finish a long rest. threats.Monoblos are aggressive, and will attack adventurers on
sight. They are quick to anger, causing their crown to become
L.Cryo Sac
inflamed with red streaks.
You are immune to cold damage while you wear this
armor.
Legiana Tail Webbing
Evade Extender (M). You gain a +2 bonus to Dexterity
saving throws while you wear this armor.
S.Legiana Gem
Good Luck. While you are attuned to this armor, you have
one luck point that you regain daily at dawn. You can use
this point as if you had the Lucky feat.

WEAPON MATERIAL EFFECTS


Rime Hide
FastCharge+. When you roll for initiative, your greatsword,
longsword, charge blade, or tonfas gains 2 charge, spirit, or
phial charge.
Legiana Shard (Bow Only)
Your dragonpiercer can be used one extra time per long
rest and deals an extra 2d6 piercing damage.

266
Monoblos
Monoblos Challenge Rating 12 Carves/Capture 4
Huge wyvern (flying), unaligned Carve Chance Capture Chance Material Slots
1-8 1-7 Monoblos Carapace (A,W)
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85) 9-11 8-11 Monoblos Thoracic (A,W)
Speed 40 ft., burrow 30 ft.
12-16 12-17 Scarlet Finehorn (A,W)
17-18 18-19 Blos Medulla (A,W)
STR DEX CON INT WIS CHA
19 — Blos Gem (A,W)
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)
20 20 Monoblos Heart (A,W)
Saving Throws Wis +4
Damage Immunities acid, necrotic ARMOR MATERIAL EFFECTS
Senses darkvision 60 ft., tremorsense 60 ft., passive Monoblos Carapace
Perception 10 Botanist+. When you successfully gather a plant resource,
Languages — you gather an extra 1d4 more.
Challenge 12 (8,400 XP) Proficiency +4
Monoblos Thoracic
Relentless (Recharges after a Short or Long Rest). If the You have resistance to cold damage while you wear this
monoblos takes 30 damage or less that would reduce armor.
it to 0 hit points, it is reduced to 1 hit point instead. Scarlet Finehorn
While you're wearing this armor, any critical hit against you
Actions becomes a normal hit.
Multiattack. The monoblos makes one Horn attack and Blos Medulla
one Tail attack. Alert. You can’t be surprised while you are conscious.
Horn. Melee Weapon Attack: +11 to hit, reach 5 ft., Blos Gem
one target. Hit: 29 (4d10 + 7) piercing damage. You have a +1 bonus to your AC while you wear this armor.
Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one Monoblos Heart
target. Hit: 25 (4d8 + 7) bludgeoning damage. Adrenaline. The first time you drop below half of your hit
Violent Roar (Recharge 5-6). The monoblos lets out a point maximum in combat, you gain a rush of adrenaline.
thunderous roar. Each creature within 10 feet of the On your next turn your movement speed doubles and you
monoblos must make a DC 17 Constitution saving can take one extra action.
throw, taking 35 (10d6) thunder damage and be
deafened for 1 minute on a failed saving throw, or half WEAPON MATERIAL EFFECTS
as much damage and is not deafened on a successful Monoblos Carapace
one. While you are attuned to this weapon, you can perform the
somatic components of spells even when you have
Bonus Actions weapons or a shield in one or both hands.
Underground Charge. The monoblos makes one horn Monoblos Thoracic
attack against a creature if it moved at least 20 feet Whenever you have advantage on a melee attack roll with
straight toward it while underground. this weapon and hit, you can knock the target prone if the
lower of the two d20 rolls would also hit the target.
Scarlet Finehorn
Your weapon deals an extra 1d6 thunder damage.
Blos Medulla
Charger. When you use your action to Dash, you can use a
bonus action to shove a creature.
Blos Gem
Load Up+. While attuned to this weapon, you increase the
maximum capacity for all your ammo by 2.
Monoblos Heart
Critical Eye. Your weapon attacks critical hit range is
increased by 1.

267
Nargacuga
Nargacuga It has black scales, black fur and nightmarish red eyes, giving it the
look and style of a predatory black panther. Its dark, feral
Huge wyvern (flying), unaligned
appearance suggests that it may mainly be a nocturnal predator.
When it's enraged, its eyes glow bright red and leave a trail of
Armor Class 16 (natural armor) reddish lines when Nargacuga moves. Nargacuga has the ability to
Hit Points 231 (22d12 + 88) attack with almost every part of its body, mainly its bladed wings
Speed 50 ft., fly 30 ft. and its spiked tail. Its tail erects large spikes which can be flung
and linked up with its attacks for devastating hits. Their vertebrae
and tail muscles are extremely flexible, making the tail of
STR DEX CON INT WIS CHA
Nargacuga also prehensile. Its tail is also its most powerful
22 (+6) 17 (+3) 18 (+4) 7 (-2) 14 (+2) 6 (-2) weapon. The scales at the end of the tail can also be shaken to
produce rattling sounds similar to that of a rattlesnake.
Skills Perception, +6, Stealth +7 Nargacuga is a careful and cautious monster. It is very easy for it
Damage Resistances cold, poison to sneak up to a hunter. Nargacuga lives in dark places that it has
Senses darkvision 120 ft., passive Perception 16 adapted to. It rests on high trees that are hard to reach, or maybe
Languages — can't be reached, so hunters can't catch it by surprise for capturing
Challenge 11 (7,200 XP) Proficiency +4 it. Nargacuga will wake up when hunters are right in
front of the tree due to its natural senses.
Actions Nargacuga are normally and mainly
found in the great forests. Although
Multiattack. The nargacuga makes one Bite attack, one occasionally, Nargacuga can be
Bladed Wings attack, and one Tail Swipe attack; or it
found in swamps, jungles and,
makes two Tail Spike attacks.
very rarely in the mountain
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one ranges or the plains.
target. Hit: 19 (3d8 + 6) piercing damage.
Bladed Wings. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Tail Spikes. Ranged Weapon Attack: +10 to hit, reach
30/120 ft., one target. Hit: 22 (3d10 + 6) piercing
damage.
Tail Swipe. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage.
Feral Pounce (Recharge 5-6). If the nargacuga jumps at
least 10 feet as part of its movement, it can then use
this action to strike a creature within 5 feet of where it
lands. That creature must make a DC 18 Dexterity
saving throw, taking 44 (8d10) slashing damage and
be knocked prone on a failed save, or half as much
damage and is not knocked prone on a successful one.
Additionally, if the target is prone or knocked prone,
the nargacuga can make one Bite attack against it as a
bonus action.

Bonus Actions
Shadow Stealth. While in dim light or darkness, the
nargacuga takes the Hide action. Its stealth bonus is
also improved to +11.

268
Nargacuga Nargacuga Tailspike
Challenge Rating 11 Carves/Capture 3 Evade Window. This armor has 3 runes, and it regains 1d3
expended runes daily at dawn. When you fail a Dexterity
Carve Chance Capture Chance Material Slots
saving throw while wearing it, you can use your reaction to
1-7 1-4 Nargacuga Scale (A,W) expend 1 of its runes to succeed on that saving throw
instead.
8-11 5-11 Nargacuga Pelt (A,W)
12-13 12-15 Nargacuga Fang (A,W) WEAPON MATERIAL EFFECTS
14-15 — Nargacuga Razor (A,W) Nargacuga Scale
Partbreaker+1. You deal an extra 1d6 damage when you
16 16-17 Narga Medulla (A,W) critically hit with this weapon.
17-19 18-20 Nargacuga Tail (A,W) Nargacuga Pelt (Bow Only)
20 — Nargacuga Tailspike (A,W) Bow Charge Plus+. While attuned to this weapon, you can
use your dragonpiercer two additional times between rests
and it recharges after a Short or Long rest.
ARMOR MATERIAL EFFECTS Nargacuga Fang
Nargacuga Scale While you are attuned to this weapon, your ammo pouch
While in dim light or darkness, you can take the hide can hold double the amount of pierce ammo and cluster
action as a bonus action. ammo it can normally hold.
Nargacuga Pelt Nargacuga Razor
While you wear this armor, your eye's glow red at night, Abnormal Status Atk up (M). Whenever you inflict a
much like the nargacuga's. You gain darkvision out to 60 condition on a creature or object that has a duration of 1
feet. if you already have darkvision, it is increased by an minute or longer, the maximum duration of the condition
additional 60 feet. is increased by 12 seconds.
Nargacuga Fang Narga Medulla
Forager+. When you harvest mushrooms, you instead Quick Load. You can reload as a free action while you are
gather 1d4. attuned to this weapon.
Nargacuga Razor Nargacuga Tail
While you wear this armor, being in a lightly obscured area Status Pursuit+. You have advantage on opportunity
doesn’t impose disadvantage on your Wisdom attacks and creatures within your reach provoke
(Perception) checks if you can both see and hear. opportunity attacks even if it took the Disengage action, if
Narga Medulla the creature is afflicted with a Condition.
You have advantage on Dexterity (Stealth) checks while Nargacuga Tailspike
you wear this armor. Critical Eye. Your weapon attacks critical hit range is
Nargacuga Tail increased by 1.
While you wear this armor, your walking speed becomes
30 feet, unless your walking speed is higher, and your
speed isn't reduced if you are encumbered or wearing
heavy armor. In addition, you can jump three times the
normal distance, though you can't jump farther than your
remaining movement would allow.

269
Baby Nargacuga Young Nargacuga
Medium wyvern (flying), unaligned Large wyvern (flying), unaligned

Armor Class 12 Armor Class 15 (natural armor)


Hit Points 18 (4d8) Hit Points 127 (17d10 + 34)
Speed 25 ft., fly 5 ft. Speed 50 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 8 (-1) 7 (-2) 17 (+3) 16 (+3) 14 (+2) 6 (-2) 13 (+1) 6 (-2)

Skills Perception, +1, Stealth +4 Skills Perception, +4, Stealth +6


Damage Resistances cold, poison Damage Resistances cold, poison
Senses darkvision 30 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 14
Languages — Languages —
Challenge 1/4 (50 XP) Proficiency +2 Challenge 5 (1,800 XP) Proficiency +3

Pounce. If the nargacuga moves at least 20 feet straight Pounce. If the nargacuga moves at least 20 feet straight
toward a creature and then hits it with a claw attack on toward a creature and then hits it with a bladed wings
the same turn, that target must succeed on a DC 12 attack on the same turn, that target must succeed on a
Strength saving throw or be knocked prone. If the DC 15 Strength saving throw or be knocked prone. If
target is prone, the nargacuga can make one bite attack the target is prone, the nargacuga can make one bite
against it as a bonus action. attack against it as a bonus action.
Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The nargacuga makes two attacks: one with
target. Hit: 5 (1d6 + 2) piercing damage. its bladed wings and one with its tail.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage. target. Hit: 10 (2d6 + 3) piercing damage.
Bladed Wings. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Baby Nargacuga Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Challenge Rating 1/4 Carves 1 target. Hit: 14 (2d10 + 3) bludgeoning damage.
Carve Chance Material Slots Bonus Actions
1-7 B.Nargacuga Scale (A) Shadow Stealth. While in dim light or darkness, the
nargacuga takes the Hide action.
8-14 B.Nargacuga Fang (W)
15-20 B.Nargacuga Pelt (A)
Young Nargacuga
Challenge Rating 5 Carves/Capture 3
ARMOR MATERIAL EFFECTS
B.Nargacuga Scale Carve Chance Capture Chance Material Slots
You have a +1 bonus to Stealth checks while you wear this 1-7 1-4 Y.Narga Scale (A,W)
armor.
8-11 5-11 Y.Narga Pelt (A)
B.Nargacuga Pelt
While you wear this armor, your eye's glow red at night, 12-13 12-16 Y.Narga Fang (W)
much like the nargacuga's.
14-17 — Y.Narga Razor (A,W)
WEAPON MATERIAL EFFECTS 18-20 17-20 Y.Narga Tail (A,W)
B.Nargacuga Fang
Your slashing weapon deals an extra 1 slashing damage.
ARMOR MATERIAL EFFECTS
Y.Narga Scale
You have a +2 bonus to Stealth checks while you wear this
armor.
Y.Narga Pelt
While you wear this armor, your eye's glow red at night,
much like the nargacuga's. You gain darkvision out to 60
feet. if you already have darkvision, it is increased by an
additional 60 feet.
270
Y.Narga Razor
While you wear this armor, you can jump three times the
normal distance, though you can't jump farther than your
remaining movement would allow. Silverwind Nargacuga
Huge wyvern (flying), unaligned
Y.Narga Tail
While you wear this armor, being in a lightly obscured area
doesn’t impose disadvantage on your Wisdom Armor Class 17 (natural armor)
(Perception) checks if you can both see and hear. Hit Points 264 (23d12+115)
Speed 50 ft., fly 30 ft.
WEAPON MATERIAL EFFECTS
Y.Narga Scale
STR DEX CON INT WIS CHA
Your weapon deals an extra 1d4 poison damage.
Y.Narga Fang 17 (+3) 22 (+6) 20 (+5) 12 (+1) 16 (+3) 8 (-1)
While you are attuned to this weapon, your ammo pouch
can hold 20 more pierce ammo and cluster ammo than it Saving Throws Dex +12, Con +11, Wis +9, Cha +5
can normally hold. Skills Acrobatics +12, Perception +9, Stealth +12
Damage Resistances cold, poison
Y.Narga Razor
Condition Immunities charmed, frightened
Abnormal Status Atk up (S). Whenever you inflict a
condition on a creature or object that has a duration of 1 Senses darkvision 120 ft., passive Perception 19
Languages -
minute or longer, the maximum duration of the condition
Challenge 19 (22,000 xp) Proficiency +6
is increased by 6 seconds.
Y.Narga Tail Razor Wind. When the nargacuga makes Tail Swipe or
Status Pursuit. You have a +2 bonus to hit on opportunity Tail Slam attack, it releases a 60-foot long by 5-foot
attacks. Additionally, creatures within your reach provoke wide line of razor sharp wind. This wind originates from
opportunity attacks even if it took the Disengage action, if the target position. Each creature in that line, must
the creature is afflicted with a Condition. make DC 17 Constitution saving throw or lose 5
(1d10) hit points at the start of each of its turns due to
Silverwind Nargacuga an bloody wound. The damage dealt by the wound
increases by 5 (1d10) each time a creature is hit by the
The Nargacuga is an incredibly powerful and highly adapted razor wind and fails the Constitution saving throw. Any
monster. There is almost no doubt that Nargacuga is the top creature can take an action to stanch the wound with a
predator in its most famed environment the Great Forest and a successful DC 13 Wisdom (Medicine) check. The
dangerous force to be reckoned within its other environments like wound also closes if the target receives magical
Swamps and Jungles because of its night-time camouflage, coupled healing.
with its phenomenal speed.
Silverwind nargacuga have many of the same adaptations as Actions
nargacuga, however, there are a few differences between them. The
Multiattack. The nargacuga makes one Bite attack, one
silverwind nargacuga has white hairs and scales though only on Bladed Wings attack, and one Tail Swipe attack; or it
portions of its body. Its white hairs and scales are light in weight, makes two Tail Spike attacks.
allowing it to move freely more easily. Its tail spikes are covered in
both and have a unique trait that puts it apart from normal Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
individuals. The silverwind nargacuga is able to generate blades of target. Hit 19 (3d8 + 6) piercing damage.
air by swinging its cutwings or slamming its tail, attacking prey Bladed Wings. Melee Weapon Attack: +12 to hit, reach
from a distance. The waves of wind are powerful enough 5 ft., one target. Hit 16 (3d6 + 6) slashing damage.
to cut up prey, making a creature bleed,
and weakening the foe. This new Tail Spikes. Ranged Weapon Attack: +12 to hit, reach
found trait truly makes silverwind 60/180 ft., one target. Hit 25 (3d12 + 6) piercing
nargacuga a quick killer. Due to damage.
the lighter weight of the hairs Tail Swipe. Melee Weapon Attack: +12 to hit, reach 10
and scales, it is able to ft., one target. Hit 25 (3d12 + 6) bludgeoning damage.
evade and jump much
Feral Pounce (recharge 5-6). If the nargacuga jumps at
more than a typical
least 10 feet as part of its movement, it can then use
nargacuga.
this action to strike a creature within 5 feet of where it
lands. That creature must make a DC 20 Dexterity
saving throw, taking 66 (12d10) slashing damage and
be knocked prone on a failed save, or half as much
damage and is not knocked prone on a successful one.
Additionally, if the target is prone or knocked prone,
the nargacuga can make one Bite attack against it as a
bonus action.
Tail Slam. The nargacuga extends its tail to its
maximum length (40-foot long line that is 5 feet wide)
and slams it onto the ground. Each creature in that line
is the originator for razor wind and must make a DC 20 271
Dexterity saving throw, taking 14 (4d6) piercing Silverwind Tail
damage plus 14 (4d6) bludgeoning damage on a failed While wearing this armor you are shrouded in shadows
save, or half as much damage on a successful save. causing any creature to have disadvantage on attack rolls
against you. If you take damage, the property ceases to
function until the start of your next turn. This property is
Bonus Actions suppressed while you are incapacitated, restrained, or
Shadow Stealth. While in dim light or darkness, the otherwise unable to move.
nargacuga takes the Hide action. Its stealth bonus is
also improved to +18. Silverwind Tailspike
Silverwind X. While wearing this armor, you have
Legendary Actions advantage on Dexterity saving throws and Dexterity
The nargacuga can take 3 legendary actions, choosing (Stealth) checks made to hide.
from the options below. Only one legendary action
option can be used at a time and only at the end of WEAPON MATERIAL EFFECTS
another creature's turn. The nargacuga regains spent Silverwind Scale
legendary actions at the start of its turn. Your weapon deals an extra 1d6 thunder damage.

Attack. The nargacuga makes a Bite attack. Silverwind Fang (Spellcaster Only)
While you are attuned to this weapon, you can use an
Detect. The nargacuga makes a Wisdom (Perception) action to cast the melf's minute meteors spell at 4th level,
Check. but the meteors take the form or nargacuga spikes and
Tail Slam (Costs 3 Actions). The nargacuga uses Tail deal piercing damage instead of fire. Once you use this
Slam. property, you can't use it again until you finish a long rest.
Silverwind Razor
Reactions Your weapon deals an extra 1d8 thunder damage.
Prowler Stance. When hit by a spell or weapon attack,
the nargacuga can leap up to 25 feet in any direction Silverwind Medulla
While you hold your weapon, you gain +2 bonus to spell
without provoking opportunity attacks.
attack rolls and you ignore half cover when making a spell
attack.

Silverwind Nargacuga Silverwind Tail


Critical Eye+. Your weapon attacks critical hit range is
Challenge Rating 19 Carves/Captures 3 increased by 2.
Carve Chance Capture Chance Material Slots
Silverwind Tailspike
1-7 1-4 Silverwind Scale (A,W) Critical Boost. You roll one additional weapon damage die
when determining the extra damage for a critical hit with a
8-11 5-11 Silverwind Blackfur (A) weapon attack.
12-13 12-15 Silverwind Fang (W)
14-15 — Silverwind Razor (A,W)
Lucent Nargacuga
Known as the Moon Swift Wyvern, this species of nargacuga is
16 16-17 Silverwind Medulla (A,W) capable of rendering itself completely invisible. This unusual
17-19 18-20 Silverwind Tail (A,W) adaptation is caused by its dapples, which reflect the light around
itself. Although usable at anytime, this powerful ability is at its
20 — Silverwind Tailspike (A,W)
strongest when the moon is at its brightest. This adaptation can
greatly assist these nargacuga in hunting their prey and avoid being
ARMOR MATERIAL EFFECTS seen by rival predators such as silver rathalos from above. This
Silverwind Scale may also have contributed to them not being discovered until
While you are wearing this armor you have darkvision out recently.
to 60 feet. If you already have darkvision, its range extends Another adaptation that separates this nargacuga from its
by an additional 60 feet. relatives are its tail spikes, which contain a powerful toxin capable
of making a rathalos woozy and killing a hunter in a matter of
Silverwind Blackfur
moments. Interestingly, the wyverns appear to produce these toxins
While you are attuned to this armor, you have proficiency
in their tail but how is a mystery. The jaws of the Lucent
in stealth, if you are already proficient then you gain
expertise in stealth. While in dim light or Darkness, you Nargacuga are the strongest of the three nargacuga species and are
can take the Hide action as a Bonus Action. capable of biting through the toughest of armors. Its razors (the
blades on its arms) are as well much tougher and, unsurprisingly
Silverwind Razor sharper than its counterparts.
Evasion. You have advantage on Dexterity saving throws Lucent nargacuga are territorial and highly aggressive towards
while you wear this armor.
both rival predators and hunters. Their toxic tail spikes and
Silverwind Medulla invisibility during the night make these creatures deadly opponents
While you are attuned to this armor, Wisdom (Perception) and should not be underestimated by even experienced hunters.
checks made to see you have disadvantage and you have
advantage on Dexterity (Stealth) checks made to hide.

272
Lucent Nargacuga While invisible, the nargacuga leaves no physical
evidence of its passage, so it can be tracked only by
Huge wyvern (flying), unaligned
magic.

Armor Class 22 (natural armor) Tail Slam (Recharge 5-6). The nargacuga uses one of the
Hit Points 250 (20d12+120) following tail slams:
Speed 50 ft., fly 30 ft. Double. The nargacuga slams its tail down in two
different 40-foot lines that are 5 feet wide. Each
creature in that line must make a DC 22 Dexterity
STR DEX CON INT WIS CHA saving throw, taking 28 (8d6) bludgeoning damage
18 (+4) 25 (+7) 22 (+6) 12 (+1) 16 (+3) 10 (+0) plus 17 (5d6) piercing damage, be pushed 5 feet in a
random direction and knocked prone on a failed save,
or half as much damage and isn't pushed or knocked
Saving Throws Dex +14, Con +11, Wis +10
prone on a successful save.
Skills Acrobatics +14, Perception +10, Stealth +14
Damage Immunities fire, lightning Heavy. The nargacuga jumps up to 20 feet in a straight
Condition Immunities charmed, frightened, poisoned line before performing a somersault and slamming its
Senses darkvision 120 ft., passive Perception 20 tail down in a 40-foot line that is 5 feet wide. Each
Languages — creature in that line must make a DC 22 Dexterity
Challenge 21 (33,000 xp) Proficiency +7 saving throw, taking 31 (9d6) bludgeoning damage
plus 21 (6d6) piercing damage, be pushed 5 feet in a
Legendary Resistance (2/Day). If the nargacuga fails a random direction and knocked prone on a failed save,
saving throw, it can choose to succeed instead. or half as much damage, isn't pushed or knocked
prone on a successful save. If the saving throw fails by
Pounce. If the nargacuga moves at least 20 feet straight 5 or more, the creature is also stunned until the end of
toward a creature and then hits it with a Bladed Wing its next turn.
attack on the same turn, that target must succeed on a
DC 22 Strength saving throw or be knocked prone. If the Legendary Actions
target is prone, the nargacuga can make one Bladed
The nargacuga can take 3 legendary actions, choosing
Wing attack against it as a bonus action. from the options below. Only one legendary action
Surprise Attack. When the nargacuga uses an action or option can be used at a time and only at the end of
legendary action, while invisible, that forces a creature to another creature's turn. The nargacuga regains spent
make a Dexterity saving throw, that creature makes the legendary actions at the start of its turn.
saving throw with disadvantage.
Attack. The nargacuga makes one Bite attack.
Actions Reflect Moonlight. The nargacuga uses Invisible Passage.
Multiattack. The nargacuga makes one Bladed Wing Poison Rain (Costs 2 Actions). The nargacuga launches
attack and one Tail Swipe attack, two Tail Swipe attacks, toxic spikes into the air that fall over a 30-foot line that
or three Poisoned Tail Spike attacks. is 5 feet wide, originating from a space within 15 feet of
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one the nargacuga. Each creature in that line must make a DC
target. Hit 25 (4d8 + 7) piercing damage. 21 Constitution saving throw, taking 32 (6d10) poison
damage and be poisoned for 1 minute on a failed save,
Bladed Wing. Melee Weapon Attack: +14 to hit, reach 5 or half as much damage and isn't poisoned on a
ft., one target. Hit 20 (3d8 + 7) slashing damage. successful one. A creature can repeat its saving throw at
Poisoned Tail Spike. Range Weapon Attack: +14 to hit, the end of its turn, ending the effecting on a success.
reach 60/180 ft., one target. Hit 14 (2d6 + 7) piercing The nargacuga can expend one additional legendary
damage plus 7 (2d6) poison damage and the target must action to change the area from a line to a 15-foot radius
succeed on a DC 21 Constitution saving throw or be around it.
poisoned for 1 minute. A creature can repeat its saving Tornado Tackle Costs 2 Actions). The nargacuga moves up
throw at the end of its turn, ending the effecting on a to its speed in a straight line while quickly spinning its
success. body. During this move it can move through the spaces
Tail Swipe. Melee Weapon Attack: +14 to hit, reach 10 ft., of other creatures without provoking opportunity
one target. Hit 26 (3d12 + 7) bludgeoning damage. attacks. Each creature the nargacuga moves through
must succeed on a DC 22 Dexterity saving throw or take
Invisible Passage. While under the light of the moon the 20 (3d8 + 7) bludgeoning damage and be knocked
nargacuga magically turns invisible until it attacks or until prone.
its concentration ends (as if concentrating on a spell).

273
Cloudy Moonshard
This armor has 8 runes. While holding it, you can use an
action to expend 1 or more of its runes to cast one of the
following Spells from it, using your spell save DC: blur (2
runes), moonbeam at 4th-level (4 runes), or invisibility (2
Lucent Nargacuga runes), greater invisibility (4 runes). This weapon regains
Challenge Rating 21 Carves/Captures 3 1d6+2 expended runes daily at dawn. If you expend the
Carve Capture last rune it can't regain any runes for one week.
Chance Chance Material Slots
WEAPON MATERIAL EFFECTS
1-7 1-4 Lucent Narga Shard (A,W)
Lucent Narga Shard (Ranged Weapon Only)
8-11 5-11 Nargacuga Lash (A,W) Ammo Up. Your bowgun's normal ammo capacity doubles
while you are attuned to this weapon. Additionally when
12-13 12-15 Lucent Narga Tailspear (A,W) coating, you can coat up to 10 additional arrows.
14-15 — Lucent Narga Dapple (A,W)
Nargacuga Lash
16 16-17 Lucent Narga Hardfang (A,W) Adrenaline. The first time you drop below half of your hit
point maximum in combat, you gain a rush of adrenaline.
17-19 18-20 Lucent Narga Razor (A,W)
On your next turn your movement speed doubles and you
20 — Cloudy Moonshard (A,W) can take one extra action.
Lucent Narga Tailspear (Bowgun Only)
Spread up+. When you hit a creature with spread ammo
ARMOR MATERIAL EFFECTS
and they are within half your normal bowgun range,
Lucent Narga Shard
increase the damage die size by 1. Additionally instead of
Handicraft+3. For 24 hours, you gain proficiency with
splitting the damage, the target takes full damage from the
three artisan tools of your choice each dawn.
spread ammo and each adjacent creature must succeed on
Nargacuga Lash a Dexterity saving throw equal to your ammo save DC. On
While you are attuned to this armor, you have proficiency a failed save, the target is dealt the same damage as the
in stealth, if you are already proficient then you gain target. On a successful save, the target takes half as much
expertise in stealth. While in dim light or Darkness, you damage as the target.
can take the Hide action as a Bonus Action.
Lucent Narga Dapple
Lucent Narga Tailspear Critical Element (poison+). When you critically hit with a
Evade Window. This armor has 3 runes, and it regains 1d3 weapon or spell that deals poison damage, you deal an
expended runes daily at dawn. When you fail a Dexterity extra 1d8 poison damage. Additionally if a creature fails its
saving throw while wearing it, you can use your reaction to saving throw by 5 or more against a spell that deals poison
expend 1 of its runes to succeed on that saving throw damage, you deal an extra 1d8 poison damage to it.
instead.
Lucent Narga Hardfang
Lucent Narga Dapple Agitator. Your weapon attacks critical hit range is increased
You are immune to radiant damage while you are attuned by 1 and your weapon deals an extra 1d6 weapon damage.
to this armor. (This material counts as both a critical eye material and a
Lucent Narga Hardfang "your weapon deals an extra damage material")
While you are wearing this armor and you take damage, Lucent Narga Razor
you can use your reaction to magically turn invisible until Critical Boost+. You can roll two additional weapon
the start of your next turn or until you attack, make a damage dice when determining the extra damage for a
damage roll, or force someone to make a saving throw. critical hit with a weapon attack.
You can use this property twice, regaining all expended
uses when you finish a short or long rest. Cloudy Moonshard
Sneak Attack. When you force a creature to make a
Lucent Narga Razor Dexterity saving throw while you are hidden or when an
Evade Extender (L). You gain a +3 bonus to Dexterity ally is within 5 feet of the creature, that creature has
saving throws while you wear this armor. disadvantage on the save.
274
Paolumu
Dive Bomb. If the paolumu is flying, enlarged, and dives
Paolumu is a bat-like wyvern that slightly resembles the Honduran
at least 10 feet straight toward a target it can then use
white bat. Like said bat species, Paolumu is covered in white fur
this action to slam its body in a space that contains
and has a pink face. Though it is covered in fur, Paolumu also has
one or more other creatures. Each of those creatures
some brown scales covering its back, underbelly, and tail. The
must succeed on a DC 15 Strength or Dexterity saving
Paolumu has rodent-like buck teeth because its diet consists of the throw (target's choice) or be knocked prone and take
eggs that come off the coral which it sucks in using its incredible 31 (7d8) bludgeoning damage. On a successful save,
breathing power. the creature takes only half the damage, isn't knocked
Inside of Paolumu's neck is a special air sac that inflates once it prone, and is pushed 5 feet out of the paolumu's space
has sucked in enough air. Once its air sac has inflated, Paolumu is into an unoccupied space of the creature's choice. If
able to float in the air like a balloon and able to attack foes from no unoccupied space is within range, the creature
above. While floating, Paolumu will use its hardtail to batter foes at instead falls prone in the paolumu's space.
close range. Paolumu is also able to breathe wind at foes, it can
Enlarge (Recharges after a Short or Long Rest). For 1
also use its inhaling powers to draw in hunters closer or to make minute, the paolumu magically increases in size, along
them stagger. with anything it is wearing or carrying. While enlarged,
Paolumu are fairly calm unless provoked by a threat. Once the paolumu is Huge, it can hover, roll one additional
provoked, they will become aggressive. weapon damage die on Strength-based weapon attacks
(included in the attacks), and makes Strength checks
and Strength saving throws with advantage. If the
paolumu lacks the room to become Huge, it attains the
Paolumu maximum size possible in the space available.
Large wyvern (flying), unaligned Wind Burst (Recharge 5-6). The paolumu exhales a blast
of strong wind in a 60-foot line that is 5 feet wide.
Armor Class 16 (natural armor) Each creature in that line must make a DC 15 Strength
Hit Points 142 (15d10 + 60) saving throw, taking 38 (11d6) thunder damage and be
Speed 30 ft., fly 60 ft. knocked prone on a failed save or half as much damage
and isn't knocked prone on a successful one. The burst
of wind disperses gas or vapor, and it extinguishes
STR DEX CON INT WIS CHA candles, torches, and similar unprotected flames in the
18 (+4) 12 (+1) 18 (+4) 3 (-4) 10 (+0) 3 (-4) area. It causes protected flames, such as those of
lanterns, to dance wildly and has a 50 percent chance
to extinguish them.
Skills Acrobatics +4
Damage Resistances poison
Senses passive Perception 10
Languages — Paolumu
Challenge 7 (2,900 XP) Proficiency +3 Challenge Rating 7 Carves/Capture 3
Carve Chance Capture Chance Material Slots
Blind Panic. If the paolumu is blinded while flying, its
Enlarge ends and it falls prone. 1-5 1-5 Paolumu Scale (A,W)
Actions 6-8 6-8 Paolumu Shell (A,W)
Multiattack. The paolumu makes one Bite attack and 9-11 9-12 Nourishing Extract (O)
one Tail attack. 12-15 13-16 Paolumu Pelt (A,W)
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage, or 17 (3d8 16-19 17-19 Paolumu Webbing (A,W)
+ 4) piercing damage while enlarged. 20 20 Lumu Gem (A,W)
Tail. Melee Weapon Attack. +7 to hit, reach 10 ft., one
target. Hit: 15 (2d10 + 4) bludgeoning damage, or 20
ARMOR MATERIAL EFFECTS
(3d10 + 4) bludgeoning damage while enlarged.
Paolumu Scale
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to acid damage
until the end of your next turn. You can use this property
twice, regaining all uses when you finish a long rest.
Paolumu Shell
You have a +2 bonus to Acrobatic checks while you wear
this armor.
Paolumu Pelt
Stamina Surge+1. While wearing this armor, you can use an
action to cast the haste spell from it once per day, but can
target only yourself when you do so and you gain 2 levels
of exhaustion when the spell ends.
275
Paolumu Webbing
Windproof. Spells you cast such as fog cloud, can no
longer be dispersed by wind, magical or otherwise while Actions
you wear this armor.
Multiattack. The paolumu makes one Bite attack and
Lumu Gem one Tail attack.
While you are attuned to this armor, you can cast the
enlarge spell from it. Once you use this property, you can't Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
use it again until you finish a long rest. target. Hit: 7 (2d4 + 2) piercing damage, or 9 (3d4 +
2) piercing damage while enlarged.
WEAPON MATERIAL EFFECTS Tail. Melee Weapon Attack. +4 to hit, reach 5 ft., one
Paolumu Scale target. Hit: 4 (1d4 + 2) bludgeoning damage, or 7 (2d4
You gain a +1 bonus to Dexterity saving throws while + 2) bludgeoning damage while enlarged.
attuned to this weapon.
Enlarge (Recharges after a Short or Long Rest). For 1
Paolumu Shell minute, the paolumu magically increases in size, along
While you are attuned to this weapon, you can use an with anything it is wearing or carrying. While enlarged,
action to speak its command word and exhale a blast of the paolumu is Medium, it can hover, roll one
strong wind in a 45-foot line that is 5 feet wide. Each additional weapon damage die on Strength-based
creature in that line must succeed on a DC 14 Dexterity weapon attacks (included in the attacks), and makes
saving throw, taking 3d6 thunder damage and be knocked Strength checks and Strength saving throws with
prone on a failed save or half as much damage on a advantage. If the paolumu lacks the room to become
successful one and is not knocked prone. Medium, it attains the maximum size possible in the
Once used, this property cannot be used again until you space available.
finish a long rest. Wind Burst (Recharge 5-6). The paolumu exhales a blast
Paolumu Pelt of strong wind in a 30-foot line that is 5 feet wide.
While flying, you can take the dodge action as a bonus Each creature in that line must make a DC 12 Strength
action while you hold this weapon. saving throw, taking 14 (4d6) thunder damage and be
knocked prone on a failed save or half as much damage
Paolumu Webbing and isn't knocked prone on a successful one. The burst
Master Mounter. You have advantage on Strength of wind disperses gas or vapor, and it extinguishes
(Athletic) checks when attempting to Climb Onto a Bigger candles, torches, and similar unprotected flames in the
Creature (DMG p.271) while you are attuned to this area. It causes protected flames, such as those of
weapon. lanterns, to dance wildly and has a 50 percent chance
Lumu Gem (Gunlance Only) to extinguish them.
Artillery+. While attuned to this weapon, your wyvernfire
can now be used twice per long rest and you can add your
Strength modifier to the damage of your shell attacks.
Paolumu Pup
OTHER MATERIAL EFFECTS Challenge Rating 2 Carves/Capture 2
Nourishing Extract Carve Chance Material Slots
A material that replaces the catalyst for crafting
demondrug or armorskin potions. It can also be used in 1-7 Paolumu Pup Scale (A,W)
place of mega nutrients when crafting max potions or 8-13 Paolumu Pup Shell (A,W)
ancient potions.
14-20 Paolumu Pup Pelt (A,W)

Paolumu Pup ARMOR MATERIAL EFFECTS


Small wyvern (flying), unaligned Paolumu Pup Scale
You reduce acid damage you take by 3 while you wear this
Armor Class 14 (natural armor) armor.
Hit Points 76 (17d6 + 17)
Speed 20 ft., fly 40 ft. Paolumu Pup Shell
You have a +1 bonus to Acrobatic checks while you wear
this armor.
STR DEX CON INT WIS CHA Paolumu Pup Pelt
14 (+2) 12 (+1) 13 (+1) 1 (-5) 8 (-1) 3 (-4) While you wear this armor a ruff (also known as a millstone
collar) appears as part of your attire. You do not gain any
benefit from the ruff, except that it makes you look more
Skills Acrobatics +3 regal.
Senses passive Perception 10
Languages —
WEAPON MATERIAL EFFECTS
Challenge 2 (450 XP) Proficiency +2
Paolumu Pup Scale
While you are attuned to this weapon, you can use an
Blind Panic. If the paolumu is blinded while flying, its action to speak its command word and exhale a blast of
Enlarge ends and it falls prone. strong wind in a 45-foot line that is 5 feet wide. Each
276
creature in that line must succeed on a DC 12 Dexterity

Nightshade Paolumu
saving throw, taking 2d6 thunder damage and be knocked
prone on a failed save or half as much damage on a
successful one and is not knocked prone. Large wyvern (flying), unaligned
Once used, this property cannot be used again until you Armor Class 16 (natural armor)
finish a long rest. Hit Points 180 (19d10 + 76)
Paolumu Pup Shell Speed 30 ft., fly 80 ft.
When you cast a spell that deals thunder damage, add 1/2
of your proficiency bonus to that damage.
STR DEX CON INT WIS CHA
Paolumu Pup Pelt
Artillery. While attuned to this weapon, your wyvernfire can 18 (+4) 12 (+1) 18 (+4) 3 (-4) 10 (+0) 3 (-4)
now be used twice per long rest.
Saving Throws Dex +5, Wis +4, Cha +0
Nightshade Paolumu Skills Acrobatics +5, Perception +4
The Nightshade Paolumu body is covered in soft fur that is Damage Resistances necrotic
primarily black or dark purple, contrasting with its standard Condition Immunities incapacitated, unconscious
counterpart's white-and-pink coloration. Its tail is also darkly Senses passive Perception 14
colored, matching the color of its fur. Its face is pale white, while Languages —
on its neck are two brightly colored patches resembling the patterns Challenge 12 (8,400 XP) Proficiency +4
on the tail feathers of a peacock. When it is deflated, these patches
are more difficult to see. Its wings contain faint hints of green on Blind Panic. If the paolumu is blinded while flying, its
the webbing. Enlarge ends and it falls prone.
Nightshade Paolumu is far more aggressive and proficient in Actions
aerial combat than Paolumu. Whereas Paolumu requires several
attempts to suck enough air into its throat sac to get airborne, Multiattack. The paolumu makes one Bite attack and
Nightshade Paolumu is able to inflate itself with a single one Tail attack.
inhalation. Once airborne, it is capable of flying at high speeds and Bite. Melee Weapon Attack. +8 to hit, reach 5 ft., one
in unpredictable patterns by releasing its stored air, often dealing target. Hit: 13 (2d8 + 4) piercing damage, or 17 (3d8
damage to hunters that are hit. + 4) piercing damage while enlarged.
Its most distinctive ability is a pale blue-green gas it expels from Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one
its mouth while inflated, which acts as a powerful narcotic that puts target. Hit: 15 (2d10 + 4) bludgeoning damage, or 20
to sleep hunters that are exposed. It's able to produce small clouds (3d10 + 4) bludgeoning damage while enlarged.
or exhale a single, massive cloud, which remains on the battlefield
Deep Breath. The paolumu takes a deep breath, pulling
for a short duration. It can inhale without inflating itself in order to
all creatures and objects within a 60-foot radius of it
draw in patches of its gas, and it can spread them out using the
20 feet towards it. An unwilling creature that can see
wind currents it stirs up with its tail. the paolumu can make a DC 16 Strength saving throw.
On a successful save, the creature is not pulled
towards the paolumu. A creature or object behind
cover, automatically succeeds on the saving throw.
Additionally, all sleep clouds within range are inhaled
by the paolumu. These clouds travel across the ground
until directly below the paolumu before vanishing. If a
sleep cloud passes through a creature's space, it must
make a DC 16 Constitution saving throw, at
disadvantage if more than one cloud passes through its
space. On a failed save, the creature is incapacitated
until the start of its next turn. If the saving throw fails
by 5 or more, the creature falls unconscious for 1
minute, or until it takes damage or another creature
uses an action to shake it awake.
Dive Bomb. If the paolumu is flying, and dives at least
10 feet straight toward a target it can then use this
action to slam its body in a space that contains one or
more creatures. Each of those creatures must succeed
on a DC 16 Strength or Dexterity saving throw (target's
choice), or take 31 (7d8) bludgeoning damage and be
knocked prone. On a successful save, the creature
takes only half the damage, isn't knocked prone, and is
pushed 5 feet out of the paolumu's space into an
unoccupied space of the creature's choice. If no
unoccupied space is within range, the creature instead
falls prone in the paolumu's space.

277
ARMOR MATERIAL EFFECTS
Nightshade Paolumu Thickfur
Sleep Cloud. The paolumu exhales a narcotic gas at a While in dim light or darkness, you can take the Hide
location within 60 feet of it. This pale blue-green gas action as a bonus action.
fills a 5-foot radius sphere centered on that location for
10 minutes or until a wind of moderate or greater Nightshade Paolumu Shard
speed (at least 10 miles per hour) disperses it. You have a +3 bonus to Acrobatic checks while you wear
A creature that starts its turn in this gas or enters it this armor.
for the first time on its turn must make a DC 16 Torpor Sac
Constitution saving throw. On a failed save, the Whenever you make a saving throw against the
creature is incapacitated until the start of its next turn. unconscious condition or other sleep-like effects, you do
If the saving throw fails by 5 or more, the creature falls so with advantage.
unconscious until the creature takes damage, or until Paolumu Cortex
someone uses an action to shake or slap the creature You have resistance to thunder damage while you wear
awake. this armor.
Sleep Gas (1/day). The paolumu fills its lungs with as
Nightshade Paolumu Fellwing
much air as possible before releasing a torrent of sleep Wide-Range. When you eat or drink an Uncommon or
gas. Each creature within 30 feet of the paolumu must lower consumable item (except potions of resistance),
succeed on a DC 16 Constitution saving throw or be each creature within 10 feet of you also gain its effect.
incapacitated for 1 minute. A creature can repeat its
saving throw at the end of its turn, ending the effect on Nightshade Gem
a success. If the creature fails the throw by 5 or more, While you are attuned to this armor, you can cast the
it falls unconscious instead until someone until the enlarge spell from it. You can use this property twice,
creature takes damage, or until someone uses an regaining all expended uses when you finish a long rest.
action to shake or slap the creature awake.
WEAPON MATERIAL EFFECTS
Legendary Actions Nightshade Paolumu Thickfur
The paolumu can take 3 legendary actions, choosing You can read books you are touching while sleeping.
from the options below. Only one legendary action Nightshade Paolumu Shard
option can be used at a time and only at the end of Critical Status (Incapacitate). When you make a weapon
another creature's turn. The paolumu regains spent attack with this weapon, and roll a 20 for the attack roll,
legendary actions at the start of its turn. the target is incapacitated until the end of its next turn.
Attack. The paolumu makes one Tail attack. Torpor Sac (Spellcaster Only)
Breathe. The paolumu moves up to two sleep clouds You know the sleep spell while you wear this armor. If you
10 feet away from it or 10 feet towards it. prepare spells, you always have it prepared, and it doesn't
count against the number of spells you can prepare each
Enlarge. For 1 minute or until the paolumu uses its day. If this spell is not on your class list, the spell is
sleep cloud or sleep gas, the paolumu magically nonetheless a class spell for you.
increases in size, along with anything it is wearing or
carrying. While enlarged, the paolumu is Huge, it can Paolumu Cortex
hover, roll one additional weapon damage die on This weapon warns you of danger. While the weapon is on
Strength-based weapon attacks (included in the your person, it magically awakens you and your
attacks), and makes Strength checks and Strength companions within a 30-foot range if any of you are
saving throws with advantage. If the paolumu lacks the sleeping naturally when combat begins.
room to become Large, it attains the maximum size Nightshade Paolumu Fellwing
possible in the space available. Weakness Exploit. When you have advantage on an attack
roll with this weapon and you hit the target, you can have
Sleep (Costs 2 Actions). The paolumu uses Sleep Cloud.
your weapon deal its maximum damage if the lower of the
two d20 rolls would also hit the target (all extra damage
dice must still be rolled). You can use this property a
Nightshade Paolumu number of times equal to your Strength or Dexterity
modifier (your choice), regaining all expended uses when
Challenge Rating 12 Carves/Capture 3 you finish a long rest.
Carve Capture Nightshade Gem
Chance Chance Material Slots
Maximum Might. While your hit points are full and you are
1-5 1-4 Nightshade Paolumu Thickfur (A,W) not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
6-11 5-8 Nightshade Paolumu Shard (A,W)
Rathalos
— 9-12 Torpor Sac (A,W)
Rathalos are large, bipedal wyverns with a spiny, armored hide
12-15 13-16 Paolumu Cortex (A,W) covering their body. Their outer shell features much brighter and
Nightshade Paolumu more vibrant colors than that of their female counterpart, the
16-19 17-19 (A,W) Rathian. It is primarily bright red, with black markings throughout.
Fellwing
Like the Rathian, Rathalos possess a flame sac which is used to
20 20 Nightshade Gem (A,W) produce deadly flaming projectiles

278
from the mouth. The talons upon their feet are highly poisonous Rathalos are highly territorial monsters, and as such, are
and are known to to inflict toxic mortal wounds on larger prey. In aggressive towards intruders. They will chase away or attempt to
addition, their long, thick tail features a heavy spiked club at the kill any monster which may pose a threat to their land. While
end. Rathalos' wing membranes feature ornate patterns which are hunting, Rathalos will stalk prey from the air before swooping in
likely used to attract potential mates. for the kill. Once they have successfully brought down their prey,
Rathalos are expert flyers, and as such are prone to hunting from they will carry it away to eat in private, safe from scavengers or
the skies. As a master of flight, they will travel far and wide, other large monsters which might attempt to steal the kill.
searching for prey from the skies By launching a surprise aerial
attack, they can inflict poisonous wounds with their talons or burn Rathalos
prey with flaming projectiles. Challenge Rating 10 Carves/Capture 3
On the ground, Rathalos remain formidable opponents. Using
their powerful legs, they can chase down prey from a distance. At a Carve Chance Capture Chance Material Slots
close enough range, they are known to use their sharp teeth to bite 1-4 1-4 Rathalos Scale (A)
at foes as well. Some Rathalos are capable of staying in the air and
launching a fireball before landing back to the ground. 5-6 — R.Inferno Sac (A,W)
. 7-10 5-10 Rathalos Carapace (A)
— 11-13 Rathalos Webbing (A)
Rathalos 11 14-15 Rathalos Marrow (A,W)
Huge wyvern (flying), unaligned
12-16 16-17 Rathalos Tail (A,W,O)
Armor Class 19 (natural armor) 17-18 — Rathalos Wing (A)
Hit Points 149 (13d12 + 65) 19 18-19 Rathalos Plate (A,W)
Speed 40 ft., fly 80 ft.
20 20 Rathalos Ruby (A,W)

STR DEX CON INT WIS CHA


ARMOR MATERIAL EFFECTS
21 (+5) 10 (+0) 21 (+5) 8 (-1) 13 (+1) 10 (+0) Rathalos Scale
Detect+. You gain a +2 bonus to your passive Perception
Skills Athletics +9, Perception +5 while you wear this armor.
Damage Resistances poison
Damage Immunities fire R.Inferno Sac
Condition Immunities charmed, frightened While you are attuned to this armor, you can use a bonus
Senses darkvision 60 Ft. passive Perception 15 action to speak its command word and exhale fire at a
Languages — target within 30 feet of you. The target must make a DC
Challenge 10 (5,900 XP) Proficiency +4 16 Dexterity saving throw, taking 4d6 fire damage on a
failed save, or half as much damage on a successful one.
You can use this property a number of times equal to half
Actions your proficiency bonus, regaining all expended uses when
Multiattack. The rathalos makes one Bite attack and one you finish a long rest.
Talons attack. While flying, it one Wing attack in place Rathalos Carapace
of its Bite attack. You have a +1 bonus to your AC while you wear this armor.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one Rathalos Webbing
target. Hit: 18 (3d8 + 5) piercing damage. When you must succeed on a saving throw or be knocked
Talons. Melee Weapon Attack: +9 to hit, 10 ft., one prone, you do so with advantage.
target. Hit: 15 (3d6+5) slashing damage and the target Rathalos Marrow
must make a DC 17 Constitution saving throw, taking You suffer no harm from temperatures as warm as 120
24 (7d6) poison damage on a failed save, or half as degrees Fahrenheit while you wear this armor.
much damage on a successful one.
Rathalos Tail
Wings. Melee Weapon Attack: +9 to hit, reach 5 ft., one Archaeologist+. When you successfully gather a bone
target. Hit: 15 (3d6 + 5) bludgeoning damage. resource, you instead gather 1d4.
Fireball (Recharge 5-6). The rathalos exhales a fireball at Rathalos Wing
a point within 100 feet of it. Each creature in a 10-foot While you are attuned to this armor you can cast the fly
radius sphere centered on that point must make a DC spell. Once you use this property, you can't use it again
17 Dexterity saving throw, taking 45 (13d6) fire until the next dawn.
damage on a failed save, or half as much damage on a
successful one. Rathalos Plate
You have resistance to fire damage while you wear this
armor.
Rathalos Ruby
You are immune to fire damage while you wear this armor.

279
WEAPON MATERIAL EFFECTS
R. Inferno Sac
Your weapon deals an extra 1d6 fire damage.
Rathalos Marrow
You can use a bonus action to speak this weapon's
command word, causing flames to erupt from the weapon.
These flames shed bright light in a 40-foot radius and dim
light for an additional 40 feet.
Rathalos Tail
When you hit a creature with this weapon, it must make a
DC 12 Wisdom saving throw or be frightened of you for 1
minute. The frightened creature can repeat the save at the
end of each of its turns, ending the effect on a success. On
a successful save, the target is immune to this effect for
24 hours.
Rathalos Plate
Critical Eye. Your weapon attacks critical hit range is
increased by 1
Rathalos Ruby
Your weapon deals an extra 1d8 fire damage.

OTHER MATERIAL EFFECTS


Rathalos Tail
Very rare armor or weapon upgrade material.

280
Rathian
Rathian is a true flying wyvern similar in looks to Rathian
her male counterpart, rathalos. Her hide is a dull, Huge wyvern (flying), unaligned
muted green in contrast to the Rathalos's
deep red, and her lower mandible features Armor Class 17 (natural armor)
a long, protruding chin spike. Her upper back Hit Points 133 (14d12 + 42)
and wingtips are covered in a moss-like fur not Speed 40 ft., fly 80 ft.
seen on the rathalos, and while her clubbed tail
lacks bony spikes, it makes up for
this with its ability to poison foes upon STR DEX CON INT WIS CHA
contact. 19 (+4) 12 (+1) 16 (+3) 5 (-3) 13 (+1) 6 (-2)
Rathian, like her mate, can generate flaming
projectiles from her mouth. She can use the poisonous Skills Acrobatics +4, Perception +4
barbs on her tail club to inflict blunt-force, toxic wounds Damage Resistances fire
on foes, even if her tail was cut off, suggesting that the poison- Damage Immunities poison
producing organ is near the base of the tail or near the flame organ. Condition Immunities charmed, frightened, poisoned
Her powerful legs allow her to run at high speeds, making her Senses darkvision 60 Ft., passive Perception 15
easily capable of chasing down most prey. Like the rathalos, her Languages —
vision is very keen, so Flash Bombs are useful in combat. Challenge 8 (3,900 XP) Proficiency +3
Rathian are high-ranking predators in the food chain. She is the
female land-dwelling counterpart to the male
rathalos who patrols the skies. Both will work
Actions
together to capture prey and ensure the safety Multiattack. The rathian makes one Bite attack and one
of their nest from predators. rathian often Stinger attack. While flying, it makes one Talon attack
target smaller monsters such as kelbi, in place of its Bite attack.
velociprey and velocidrome that
Bite. Melee Weapon Attack. +7 to hit, reach 10 ft., one
she can easily carry back to her
target. Hit: 17 (3d8 + 4) piercing damage.
nest, while the stronger
rathalos captures more larger Stinger. Melee Weapon Attack. +7 to hit, reach 10 ft.,
herbivores and lesser one target. Hit: 14 (3d6+4) piercing damage. The
wyverns instead. Rathian target must make a DC 14 Constitution saving throw,
sits in a position directly taking 17 (5d6) poison damage on a failed save, or half
below her male as much damage on a successful one.
counterpart and is Talons. Melee Weapon Attack. +7 to hit, reach 5 ft., one
more likely to be target. Hit: 14 (3d6 + 4) slashing damage.
challenged by monsters
Fireball (Recharge 5-6). The rathian exhales a fireball at a
such as anjanath,
point within 100 feet of it. Each creature in a 10-foot
jyuratodus and plesioth.
radius sphere centered on that point must make a DC
Yet the female fire wyvern 14 Dexterity saving throw, taking 42 (12d6) fire
is also ready to engage in damage on a failed save, or half as much damage on a
precarious fights, especially successful one.
when it concerns the safety of her nest.
Her wrath can only be truly overwhelmed

by apex predators such as tigrex,


nargacuga, zinogre and the aggresive
diablos. In particular, glavenus are serious
competitors of rathian, and gruelling scars
found on rathian can often be attributed to
an attack from glavenus. Invasive monsters
and elder dragons can also prove serious
threats to rathian and her nest.
Rathians can survive in almost any territory, but
prefers areas with average temperature for nesting.
As a result, she is known to be encountered in a large
variety of areas such as jungles, sandy plains, and forests.
Rathian is very territorial, choosing to patrol from ground while
her Rathalos mate patrols from the sky. She will become very
aggressive to potential threats, especially when in close proximity
to her nest and young.

281
Rathian Plate
Rathian You are immune to the poisoned condition while you wear
Challenge Rating 8 Carves/Capture 3 this armor.
Carve Chance Capture Chance Material Slots Rathian Ruby
You have resistance to poison damage while you wear this
1-4 1-4 Rathian Scale (A,W) armor.
5 5-7 Flame Sac (A,W)
WEAPON MATERIAL EFFECTS
6-8 8-13 Rathian Carapace (A,W)
Rathian Scale
9 14-15 Rathian Webbing (A,W) If you coat this weapon with poison, the poison’s save DC
is increased by 2.
10 — Rathian Spike (A,W)
11 16-17 Rathian Tail (A,W,O) Flame Sac
When you cast a spell that deals fire damage, it deals an
12-18 18 Rath Wingtalon (A,W) extra 1d4 fire damage.
19 19 Rathian Plate (A,W) Rathian Carapace
Entomologist. When you capture an insect with a bug net,
20 20 Rathian Ruby (A,W) you instead catch two.
Rathian Webbing (Bow Only)
ARMOR MATERIAL EFFECTS Bow Charge Plus. While attuned to this weapon, you can
Rathian Scale use your dragonpiercer one additional time between rests
While you are wearing this armor, you can use your and it recharges after a Short or Long rest.
reaction or bonus action to gain resistance to poison
Rathian Spike
damage until the end of your next turn. You can use this
When you take the Attack action on your turn, you can
property twice, regaining all uses when you finish a long
replace one of your attacks to cause thick, black poison to
rest.
coat it. The poison remains for 1 minute or until an attack
Flame Sac using this weapon hits a creature. That creature must
While you are attuned to this armor, you can use a bonus succeed on a DC 15 Constitution saving throw or take
action to speak its command word and exhale fire at a 2d10 poison damage and become poisoned for 1 minute.
target within 15 feet of you. The target must make a DC You can use this property a number of times equal to half
15 Dexterity saving throw, taking 3d6 fire damage on a your proficiency bonus, regaining all expended uses when
failed save, or half as much damage on a successful one. you finish a long rest.
You can use this property a number of times equal to half Rathian Tail
your proficiency bonus, regaining all expended uses when Your weapon deals an extra 1d4 poison damage.
you finish a long rest.
Rath Wingtalon
Rathian Carapace When you attune to this weapon, a ring manifests on one
You have advantage on checks when attempting to identify of your fingers. While you wear it, you can use an action to
poisons while attuned to this armor. fire a slender wooden dart from the ring at a target within
Rathian Webbing 20 feet of you. Make a ranged weapon attack; you have
You have advantage on saving throws against the poisoned proficiency in the ring. On a hit, the target takes 1 point of
condition while you wear this armor. piercing damage, and must succeed on a DC 13
Constitution save or be poisoned for 24 hours. It can
Rathian Spike repeat the save every 4 hours; if it succeeds three times,
When you cast a spell that deals acid or poison damage, the effect ends, but if it fails three times, it dies. Once
you gain a +1 bonus to its spell attack roll. used, you cannot use this property again until the next
Rathian Tail dawn.
While you wear this armor, you gain 2 additional hit points Rathian Plate
whenever you regain hit points by magical or non-magical When you cast a spell that deals poison damage, you
means, except when spending hit dice. increase its spell save DC by 1.
Rath Wingtalon Rathian Ruby
Stamina Surge+1. While wearing this armor, you can use an While holding this weapon, you gain a +1 bonus to spell
action to cast the haste spell from it once per day, but can attack rolls and you ignore half cover when making a spell
target only yourself when you do so and you gain 2 levels attack.
of exhaustion when the spell ends.
OTHER MATERIAL EFFECTS
Rathian Tail
Rare armor or weapon upgrade material.

282
Seregios
Bladed Scales Regrowth. The seregios has forty-eight
Seregios are powerful, territorial and highly aggressive predators.
bladed scales. Used scales regrow when the seregios
With their razor sharp weapons a Seregios can make short work of
finishes a long rest.
their unfortunate victims. Larger Seregios have been seen flying
with smaller Flying Wyverns clutched in their talons, including Open Wound. When a creature is hit by the seregios
other Seregios. Reports like this confirm that the wyverns will attacks, it must succeed on a DC 14 Constitution
cannibalize each other. Due to their capability of living in a number saving throw or lose 2 (1d4) hit points at the start of
of different environments, Seregios compete with a large number each of its turns due to an open wound. Each time the
of other large predators. Seregios have also been witnessed seregios hits the wounded target with an attack, the
aggressively attacking Rathalos and Rathian (including their
damage dealt by the wound increases by 2 (1d4). Any
creature can take an action to stanch the wound with a
subspecies) and are said to be serious rivals toward them.
successful DC 12 Wisdom (Medicine) check. The
The Seregios is covered in extremely sharp Blade Scales. These
wound also closes if the target receives magical
scales are capable of cutting through the armor of certain prey and
healing.
flinging them at a distance with good aim. On impact the scales
will embed themselves in the victim like shrapnel and can leave Actions
complicated gouges in prey and even rocks. The wounds the scales
Multiattack. The seregios makes one Tail attack and two
leave behind are extremely painful for the victim and said pain can
Talon attacks, or three Bladed Scale attacks.
last for long periods of time, possibly causing infections as well.
The most defining trait of this species is that they have Bladed Scale. Ranged Weapon Attack. +7 to hit, range
Zygodactyly feet like roadrunners and other birds. Seregios are the 60/240 ft., one target. Hit: 13 (2d8 + 4) piercing
only species in the Flying Wyvern class that possess them. The feet damage.
of these creatures can be used as devastating weapons against prey Tail. Melee Weapon Attack. +7 to hit, 10 ft., one target.
and enemies alike. A hunting Seregios use their feet to grasp their Hit: 13 (2d8 + 4) piercing damage.
prey in a vice-like grip giving their victims little hope for escape. Talon. Melee Weapon Attack. +7 to hit, reach 5 ft., one
When in flight the claws on their wings are utilized for control and target. Hit: 11 (2d6 + 4) slashing damage. If the target
to allow them to shift their weight more easily. A Seregios is one of is a Large or smaller creature, it is grappled (escape DC
a few wyverns whose flight mobility and control is comparable to a 14). Until this grapple ends, the target is restrained.
Rathalos. Seregios will also utilize the thick, sturdy blade-like The seregios can grapple one large creature, or two
horns on their heads along with their blade-scaled covered tails in medium creatures at a time.
combat.
Seregios are hostile usurpers of the land. They are violent
fighters and will battle other monsters in order to kick them out of
their territory and claim it as their own, this includes their own kind Seregios
in their land. In most cases, the monster they are fighting will end Challenge Rating 7 Carves/Capture 3
up dead after the battle and while some live on. The bigger the Carve Chance Capture Chance Material Slots
Seregios, the larger amount of territory it needs. Once a territory is
gained by a Seregios, it will mark its territory with its own Blade 1-6 1-2 Seregios Slavescale (A,W)
Scales. 7-10 3-8 Seregios Airblade (A,W)
11-12 9-12 Seregios Carver (A,W)
13-17 13-14 Seregios Impaler (A,W)
Seregios 18-19 15-19 Seregios Scraper (A,W)
Large wyvern (flying), unaligned
20 20 Seregios Dissenter (W)
Armor Class 14 (natural armor)
Hit Points 147 (16d10 + 48)
Speed 40 ft., fly 80 ft. ARMOR MATERIAL EFFECTS
Seregios Slavescale
While you are attuned to this armor, you can conjure a
STR DEX CON INT WIS CHA magical comb as an action. Running this comb through
your hair allows you to change the length, color, curliness,
19 (+4) 11 (+0) 16 (+3) 7 (-2) 12 (+1) 15 (+2)
and style of your hair. After running the comb through your
hair, your hair is also cleaned and has a pleasant fragrance.
Saving Throws Dex +3, Wis +4, Cha +5
Skills Acrobatics +3, Perception +4 Seregios Airblade
Damage Immunities fire While you are attuned to this armor, you can cast the blade
Senses darkvision 60 Ft., passive Perception 14 ward spell from it as a bonus action. Once you use this
Languages — property, you can't use it again until you finish a long rest.
Challenge 7 (2,900 XP) Proficiency +3 Seregios Carver (Requires a shield)
While attuned to this armor, the front of your shield is
shaped in the likeness of a face. While bearing the shield,
you can use a bonus action to alter the face's expression.

283
Seregios Impaler
While you wear this armor, any creature that hits you with
a melee weapon, an unarmed strike, or a natural melee
weapon takes 1d4 piercing damage.
Seregios Scraper
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
reduced by half while you wear this armor.

WEAPON MATERIAL EFFECTS


Seregios Slavescale
As an action, you can try to cast a cantrip that you don't
know from the warlock spell list. When you do, you must Actions
succeed on a DC 10 Intelligence (Arcana) check. On a
successful check, you cast the cantrip. Once you use this Multiattack. The seregios makes two Talon attacks, or
property, you can't use this property again until you finish three with its Bladescale attacks.
a long rest. Talon. Melee Weapon Attack. +10 to hit, reach 5 ft.,
Seregios Airblade one target. Hit: 18 (3d8 + 5) slashing damage. If the
While attuned to this weapon, you can conjure a finely seregios is flying and dives at least 30 feet straight
crafted halfling dagger, this dagger can whittle one small toward a target toward the target immediately before
object once per day without the use of it’s master. the hit, the target takes an extra 13 (3d8) slashing
Seregios Carver damage. If the target is a creature, it must succeed on a
While attuned to this weapon, you can use an action to DC 18 Strength saving throw or be pushed up to 10
conjure a coin from thin air, this bronze coin always lands feet away and knocked prone.
on tails. Tail. Melee Weapon Attack. +10 to hit, 10 ft., one
Seregios Impaler target. Hit: 16 (2d10 + 5) bludgeoning damage plus 4
When you hit a creature with this weapon, it must succeed (1d8) piercing damage.
on a DC 12 Constitution saving throw or lose 1d4 hit Bladescale. Range Weapon Attack. +10 to hit, range
points at the start of each of its turns due to an open 60/240 ft., one target. Hit: 14 (2d8 + 5) piercing
wound. Any creature can take an action to stanch the damage and it must succeed on a DC 18 Constitution
wound with a successful DC 12 Wisdom (Medicine) saving throw or lose 5 (2d4) hit points at the start of
check. The wound also closes if the target receives magical each of its turns due to an open wound. Each time the
healing. seregios hits the wounded target with an attack, the
Seregios Scraper damage dealt by the wound increases by 5 (2d4). Any
Your weapon deals an extra 1d4 necrotic damage. creature can take an action to stanch the wound with a
successful DC 15 Wisdom (Medicine) check. The
Seregios Dissenter wound also closes if the target receives magical
Critical Draw. During the first round of combat your melee healing.
weapon attacks score a critical hit on a roll of 17 or higher.
Bladescale Barrage (Recharge 5-6). If the seregios flies at
least 30 feet as part of its movement, it can then use
this action make one Talon attack against a creature. It
Tempered Seregios then flies up to 20 feet away, or to its remaining fly
speed (whichever is lower) before releasing a hailstorm
Huge wyvern (flying), unaligned of bladescales centered the target of the talon attack.
Each creature in a 15-foot radius of the target
Armor Class 18 (natural armor) (including the target) must make a DC 18 Dexterity
Hit Points 189 (18d12 + 72) saving throw, taking 40 (9d8) piercing damage and
Speed 40 ft., fly 80 ft. suffer from an open wound as if by the seregios's
Bladescale attack on a failed save, or half as much
damage and doesn't suffer from an open wound on a
STR DEX CON INT WIS CHA successful one.
21 (+5) 20 (+5) 18 (+4) 8 (-1) 12 (+1) 15 (+2) Legendary Actions
Saving Throws Dex +10, Wis +6, Cha +7 The seregios can take 3 legendary actions, choosing
Skills Acrobatics +10, Perception +6 from the options below. Only one legendary action
Damage Resistances necrotic option can be used at a time and only at the end of
another creature's turn. The seregios regains spent
Damage Immunities fire
Senses darkvision 60 Ft., passive Perception 16 legendary actions at the start of its turn.
Languages — Attack. The seregios makes one Tail attack or one
Challenge 15 (13,000 XP) Proficiency +5 Bladescale attack.

Flyby. The seregios doesn't provoke opportunity attacks Fly (Costs 2 Actions). The seregios flies up to half its
when it flies out of an enemy's reach. flying speed.

284
Tempered Seregios Seregios Scraper+
Your weapon deals an extra 1d8 slashing damage.
Challenge Rating 15 Carves/Capture 3
Seregios Impaler+
Carve Chance Capture Chance Material Slots
When you hit a creature with this weapon, it must succeed
1-6 1-2 Seregios Slavescale+ (A,W) on a DC 16 Constitution saving throw or lose 1d4 hit
points at the start of each of its turns due to an open
7-10 3-9 Seregios Airblade+ (A,W) wound. Any creature can take an action to stanch the
11 10-11 Seregios Carver+ (A,W) wound with a successful DC 12 Wisdom (Medicine)
check. The wound also closes if the target receives magical
12-13 12-14 Seregios Breacher+ (A,W) healing.
14-17 15-17 Seregios Scraper+ (W) Seregios Lens
18-19 18-19 Seregios Impaler+ (A,W) Bladescale Hone. When you take the Dodge action and a
creature misses you before the start of your next turn or
20 20 Seregios Lens (W) when you succeed on a Dexterity saving throw to take only
half damage, the next attack roll you make before the end
of your next turn has advantage.
ARMOR MATERIAL EFFECTS
Seregios Slavescale+
Handicraft+2. For 24 hours, you gain proficiency
with two artisan tools of your choice each dawn.
Seregios Airblade+
Wall Runner. You have a climbing speed equal to
your walking speed while you wear this armor.
Seregios Carver+
Constitution. The duration from slowing effects, such
as the slow spell or a copper dragon's breath attack,
are reduced by half while you wear this armor.
Seregios Breacher+
Evade Window. This armor has 3 runes, and it regains 1d3
expended runes daily at dawn. When you fail a Dexterity
saving throw while wearing it, you can use your reaction to
Young Seregios
expend 1 of its runes to succeed on that saving throw Medium wyvern (flying), unaligned
instead.
Armor Class 14 (natural armor)
Seregios Impaler+ Hit Points 76 (14d8 + 16)
While you wear this armor, any creature that hits you with Speed 30 ft., fly 60 ft.
a melee attack takes 1d6 slashing damage.

WEAPON MATERIAL EFFECTS STR DEX CON INT WIS CHA


Seregios Slavescale+ 16 (+3) 10 (+0) 12 (+1) 8 (-1) 10 (+0) 8 (-1)
When you jump or fly 20 feet towards a creature in a
straight line without taking damage, your first attack
against it deals an extra 1d6 damage. Skills Acrobatics +2, Perception +2
Damage Immunities fire
Seregios Airblade+ Senses darkvision 60 Ft., passive Perception 12
Carver. You have advantage on your first carve attempt on Languages —
a creature while you are attuned to this weapon. Challenge 2 (450 XP) Proficiency +2
Seregios Carver+
Blunt Scale Regrowth. The seregios has forty-eight
While you are attuned to this armor, you can cast
blunted scales. Used scales regrow when the seregios
the blade barrier spell from it. Once you use this
property, you can't use it again until you finish a finishes a long rest.
long rest. Actions
Seregios Breacher+ (Ranged Weapon Only) Multiattack. The seregios makes one Tail attack and two
While you are attuned to this weapon you can speak its Talon attacks.
command word as a bonus action causing bladescales to
magically appear and circle around the Blunt Scales. Ranged Weapon Attack. +5 to hit, range
weapon. The next time you hit a creature 30/120 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
with a ranged weapon attack in the next damage.
minute, the target of the attack and each Tail. Melee Weapon Attack. +5 to hit, 5 ft., one target.
creature within 5 feet of it must make a DC 16 Dexterity Hit: 7 (1d8 + 3) piercing damage.
saving throw, taking 3d10 piercing damage on a failed
Talon. Melee Weapon Attack. +5 to hit, reach 5 ft., one
save, or half as much damage on a successful one. You can
target. Hit: 6 (1d6 + 3) piercing damage.
use this property twice, regaining all expended uses when
you finish a long rest.
285
Young Seregios
Challenge Rating 2 Carves 1
Carve Chance Material Slots Tigrex
Huge wyvern (flying), unaligned
1-8 Seregios Blunt Scale (A,W)
9-15 Seregios Talon (A,W) Armor Class 18 (natural armor)
Hit Points 189 (18d12 + 72)
16-20 Y.Seregios Scraper (A,W) Speed 50 ft., fly 40 ft.

ARMOR MATERIAL EFFECTS STR DEX CON INT WIS CHA


Seregios Blunt Scale
23 (+6) 16 (+3) 19 (+4) 8 (-1) 12 (+1) 10 (+0)
You reduce slashing damage you take by 3 while you wear
this armor.
Saving Throws Dex +8 Wis +6
Seregios Talon
Skills Athletics +11, Perception +6
Gourmand. While attuned to this armor, you double the Damage Resistances cold, fire
amount of days you can go without food or water before Senses darkvision 60 ft., passive Perception 16
suffering a level of exhaustion.
Languages —
Y.Seregios Scraper Challenge 16 (15,000 XP) Proficiency +5
Jump Master. While wearing this armor, you can use an
action to double your jump distance. You can use this Enrage (Recharges After a Short or Long Rest).
property twice, regaining all expended uses on a short or Immediately after the tigrex's hit points drops below
long rest. half of its maximum, it enrages for 1 minute. While
enraged, the tigrex's melee attacks deal an extra 5
WEAPON MATERIAL EFFECTS damage (included in the attacks) and its movement is
Seregios Blunt Scale increased by 10 feet.
Hunter. While attuned to this weapon you gain one extra Legendary Resistance (2/Day). If the tigrex fails a saving
ration from whatever you hunt. throw, it can choose to succeed instead.
Seregios Talon (Ranger Only) Actions
You know the hail of thorns spell while attuned to this
weapon. If you prepare spells, you always have it prepared, Multiattack. The tigrex makes one Bite attack and two
and it doesn't count against the number of spells you can Claw attacks.
prepare each day. If this spell is not on your class list, the Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
spell is nonetheless a class spell for you. target. Hit: 19 (3d8 + 6) piercing damage, or 24 (3d8
+ 11) piercing damage while enraged.
Y.Seregios Scraper
FastCharge. When you roll for initiative, your greatsword, Claw. Melee Weapon Attack: +11 to hit, reach 10 ft.,
longsword, or charge blade gains 1 charge, spirit, or phial one target. Hit: 13 (2d6 + 6) slashing damage, or 18
charge. (2d6 + 11) slashing damage while enraged.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
Tigrex target. Hit: 22 (3d10 + 6) bludgeoning damage, or 27
(3d10 + 11) bludgeoning damage while enraged.
Tigrex is a large, quadrupedal wyvern characterized by its massive
head and jaws, powerful limbs and striking yellow/blue striped Concussive Roar (Recharge 5-6). The tigrex roars loudly.
coloration. The top of its head is tipped with a pair of horn-like Each creature within 15-feet of the tigrex is deafened
ears, and its segmented tail ends with a spiny protrusion. for 1 minute and must make a DC 17 Constitution
saving throw, taking 49 (9d10) thunder damage on a
As a quadrupedal wyvern, its wings have evolved into forelegs,
failed saving throw or half as much damage on a
which allows it to run at very fast speeds. Though it possesses a
successful one.
pair of adequately-developed wings, it is rarely seen flying in a
traditional sense. It is in fact more prone to gliding from location to Legendary Actions
location. It has a powerful set of lungs which gives it the ability to The tigrex can take 3 legendary actions, choosing from
produce extremely loud, concussive roars which can physically the options below. Only one legendary action option
damage nearby objects. The tigrex relies on its sheer brute strength can be used at a time and only at the end of another
to bring down opponents. creature's turn. The tigrex regains spent legendary
When idle, the tigrex will assume a bipedal gait, standing only actions at the start of its turn.
upon its hind legs while holding its forelimbs at its side. When Detect. The tigrex makes a Wisdom (Perception)
threatened or engaging prey, however, it will stand upon all fours Check.
and ready itself for combat. It will usually attempt to intimidate Tail Attack. The tigrex makes a Tail attack.
would-be attackers with an ear-splitting roar.
Trample (Costs 2 Actions). The tigrex moves up to its
The Tigrex can be found in many different environments. Like
speed. During this move it can move through the
many wyverns, it will travel far and wide in search of prey.
spaces of other creatures without provoking
opportunity attacks. Each creature the tigrex moves
through must succeed on a DC 16 Dexterity saving
throw or take 16 (3d6 + 6) bludgeoning damage and
be knocked prone.
286
Tigrex Tigrex Scalp
Challenge Rating 16 Carves/Capture 3 Partbreaker+3. You deal an extra 1d10 damage when you
critically hit with this weapon.
Carve Chance Capture Chance Material Slots
1-5 1-4 Tigrex Scale (A,W)
Curse. All of the tigrex material's are cursed.
6-10 5 Tigrex Claw (A,W) Becoming attuned to the armor or weapon the
11-13 6-12 Tigrex Carapace (A,W) material is inserted into extends the curse to you.
As long as you remain cursed, you are under the
14-15 13-17 Tigrex Tail (A,W) following effects:
16-19 18-19 Tigrex Fang (A,W) You are unwilling to part with the weapon or
20 20 Tigrex Scalp (A,W) armor, keeping it within reach at all times.
You have disadvantage on attack rolls with
weapons other than this one, unless no foe is
ARMOR MATERIAL EFFECTS within 60 feet of you that you can see or hear.
Tigrex Scale At your GM's discretion, whenever a hostile
You have advantage on survival checks when tracking a creature damage you, the GM can have you
creature while you wear this armor. make a DC 15 Wisdom saving throw. On a
failed save, you go berserk. The DC increases by
Tigrex Claw 1 for each additional tigrex material inserted
Speed Eating. While you are attuned to this armor, you can into your armor or weapon. While berserk, you
use any consumable, such as a potion or food, as a bonus must use your action each round to attack the
action; so long as you are the one consuming it. creature nearest to you with your weapon. If
Tigrex Carapace you can make extra attacks as part of the Attack
Marathon Runner+. While wearing this armor, your walking action, you use those extra attacks, moving to
speed increases by 10 feet and you ignore difficult terrain attack the next nearest creature after you fell
if it was not created by a magical effect. your current target. If you have multiple
Tigrex Tail possible targets, you attack one at random. You
You have resistance to cold damage while you wear this are berserk until you start your turn with no
armor. creatures within 60 feet of you that you can see
or hear.
Tigrex Fang
Tranquilizing Guru. While you wear this armor, you are able
to detect when a monster is weakened enough to be
captured.
Tigrex Scalp
You are immune to fire damage while you wear this armor.

WEAPON MATERIAL EFFECTS


Tigrex Scale
Peak Performance. When your hit points are full and you
roll a 1 or 2 on a damage die for an attack you make with a
melee weapon, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2.
Tigrex Claw
You have advantage on death saving throws
while you are attuned to this weapon.
Tigrex Carapace
Earplugs. While you are attuned to this weapon, you can
use a bonus action to conjure two earplugs in the shape of
your choice. While using these earplugs, you are
considered deafened and you have advantage on saving
throws against thunder damage. You can dispel the ear
plugs as a bonus action ending the deafened effect.
Tigrex Tail
Strong Attack. When you hit a creature with this weapon
you can use your bonus action to push the creature back
10 feet.
Tigrex Fang
Mind's Eye. Your attacks with this weapon bypass the
damage resistances of any creature.

287
Brute Tigrex Actions
Brute tigrex features a darker, more muted color palette of various
Multiattack. The tigrex makes one Bite attack and one
shades of grey, brown, and beige. It apparently possesses a more
Claw attack; it then uses Brutal Roar.
robust set of lungs than the common species, as evidenced by its
increased roaring capacity. It has a more powerful set of forelimbs, Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
and has adapted to live in harsher environments than any other target. Hit: 19 (3d8 + 6) piercing damage.
variety of tigrex.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Just as tigrex has coloration suited to both sandy deserts and
target. Hit: 13 (2d6 + 6) slashing damage.
freezing snowy landscapes, the brute tigrex has just the right
coloration to blend in with the volcano's cliffs and crevices. It is Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., one
confirmed that this altered coloration is the result of extreme heat target. Hit: 22 (3d10 + 6) bludgeoning damage.
causing volcanic ash, and other such impurities, fusing to this Brutal Roar. The tigrex lets out a deafening roar. Each
tigrex's shell. These impurities have made brute tigrex's hide creature within 15 feet of the tigrex is deafened until
stronger, while also giving it better resistance to fire. Due to living the end of its next turn and must make a DC 21
in the harsher volcano, brute tigrex's roar has become stronger Constitution saving throw, taking 16 (3d10) thunder
compared to a normal tigrex. This is due to the Brute tigrex's roar damage on a failed saving throw or half as much
not easily being heard in the harsher volcanic environments. damage on a successful one. A creature wearing
Brute tigrex appear much more aggressive and more maniacal in earplugs, makes its saving throw with advantage.
attacking in comparison to tigrex. Brute tigrex has been found to
Wind Tunnel (Recharge 6). The tigrex exhales a torrent
have a high metabolism, which could explain its aggressive nature. of strong wind in a 120-foot line that is 10 feet wide.
Each creature in the line must succeed on a DC 21
Strength saving throw, taking 49 (11d8) thunder
damage and be knocked prone on a failed save, or half
Brute Tigrex as much damage and is not knocked prone on a
Huge wyvern (flying), unaligned successful one.

Armor Class 18 (natural armor)


Legendary Actions
Hit Points 283 (21d12 + 147) The tigrex can take 3 legendary actions, choosing from
Speed 50 ft., fly 40 ft. the options below. Only one legendary action option
can be used at a time and only at the end of another
creature's turn. The tigrex regains spent legendary
STR DEX CON INT WIS CHA actions at the start of its turn.
23 (+6) 16 (+3) 24 (+7) 8 (-1) 12 (+1) 10 (+0) Detect. The tigrex makes a Wisdom (Perception)
Check.
Saving Throws Str +12, Dex +9, Wis +7 Tail Attack. The tigrex makes a Tail attack.
Skills Athletics +12, Intimidation +6, Perception +7
Damage Resistances fire; bludgeoning, piercing, and Trample (Costs 2 Actions). The tigrex moves up to its
slashing from nonmagical attacks speed. During this move, it can move through the
Condition Immunities charmed, deafened, frightened spaces of other creatures without provoking
Senses darkvision 60 ft., passive Perception 17 opportunity attacks. Each creature the tigrex moves
Languages — through must succeed on a DC 16 Dexterity saving
Challenge 20 (25,000 XP) Proficiency +6 throw or take 16 (3d6 + 6) bludgeoning damage and
be knocked prone.
Enrage (1/day). Immediately after the tigrex drops
below half of its maximum hit points, it enrages for 10
minutes and gains the following benefits:
Brute Tigrex
The tigrex's movement is increased by 10 feet. Challenge Rating 20 Carves/Capture 3
It's wind tunnel now recharges when you roll a 5-6
and a creature is also pushed back 10 feet on a failed Carve Capture
save. Chance Chance Material Slots
A creature is knocked prone by its roar if it fails its 1-5 1-4 Brute Tigrex Shard (A,W)
save by 5 or more.
Legendary Resistance (3/Day). If the tigrex fails a saving 6-10 5 Brute Tigrex Hardclaw (A,W)
throw, it can choose to succeed instead. 11-13 6-12 Brute Tigrex Cortex (A,W)
14-15 13-17 Brute Tigrex Lash (A,W)
16-19 18-19 Brute Tigrex Hardfang (A,W)
20 20 Tigrex Mantle (A,W)

288
ARMOR MATERIAL EFFECTS Brute Tigrex Lash
Brute Tigrex Shard While attuned to this weapon, your movement speed is
You have advantage on survival and athletics checks when doubled whenever you use your movement to close the
tracking a creature while you wear this armor. distance between you and the last creature you hit.
Brute Tigrex Hardclaw Brute Tigrex Hardfang
Free meal & Speed Eating. While you are attuned to this Critical Status (prone). When you critically hit with this
armor, you no longer need to eat or drink. Additionally, you weapon, the target must succeed on a DC 15 Strength
can use any consumable, such as a potion or food, as a saving throw or be knocked prone. A Huge or larger
bonus action; so long as you are the one consuming it. creature makes its save with advantage.
Brute Tigrex Cortex Tigrex Mantle
Recovery Up. Whenever you regain hit points from any Agitator. Your weapon attacks critical hit range is increased
potion or plant, the first die is maximized. by 1 and your weapon deals an extra 1d6 weapon damage.
Brute Tigrex Lash (This material counts as both a critical eye material and a
You have resistance to cold damage while you wear this "your weapon deals an extra damage material")
armor.
Brute Tigrex Hardfang Curse. All of the tigrex material's are cursed.
Health Boost+. While wearing this armor, your hit point Becoming attuned to the armor or weapon the
maximum increases by 2 for each character level you have. material is inserted into extends the curse to you.
Tigrex Mantle As long as you remain cursed, you are under the
You are immune to fire damage while you wear this armor. following effect:
You are unwilling to part with the weapon or
WEAPON MATERIAL EFFECTS armor, keeping it within reach at all times.
Brute Tigrex Shard You have disadvantage on attack rolls with
Strong Attack. When you hit a creature with this weapon weapons other than this one, unless no foe is
you can use your bonus action to push the creature back within 60 feet of you that you can see or hear.
10 feet. Whenever a hostile creature damages, you must
Brute Tigrex Hardclaw succeed on a DC 15 Wisdom saving throw or
HG Earplugs. While you are attuned to this weapon, you go berserk. The DC increases by 1 for each
can use a bonus action to conjure two earplugs in the additional tigrex material inserted into your
shape of your choice. While using these earplugs, you can armor or weapon. While berserk, you must use
only hear creatures you choose to be able to hear and you your action each round to attack the creature
have advantage on saving throws against thunder damage. nearest to you with your weapon. If you can
Brute Tigrex Cortex make extra attacks as part of the Attack action,
Weakness Exploit+. When you have advantage on an attack you use those extra attacks, moving to attack
roll with this weapon and you hit the target, you can have the next nearest creature after you fell your
your weapon deal its maximum damage if the lower of the current target. If you have multiple possible
two d20 rolls would also hit the target (all extra damage targets, you attack one at random. You are
dice must still be rolled). You can use this property berserk until you start your turn with no
a number of times equal to your Strength or creatures within 60 feet of
Dexterity modifier (your choice), regaining all you that you can see or
expended uses when you finish a short or long rest. hear.

289
Ukanlos
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
The Ukanlos can produce an ice beam from its mouth to attack
one target. Hit: 29 (4d10 + 7) piercing damage. If the
anything foolish enough to attempt to harm it, and is known to use
target is a creature, it is grappled (escape DC 17). Until
its heavy body weight to crush opponents and its jaws are capable
this grapple ends, the target is restrained, and the
of crushing ice and rock alike. Despite its great size and weight,
ukanlos can't bite another target.
Ukanlos is known to be able to leap significant distances. In order
to survive the weather this creature may have a large layer of fat Claw. Melee Weapon Attack: +13 to hit, reach 15 ft.,
underneath its hard shell. This layer of flesh is visible underneath one target. Hit: 13 (2d6 + 7) slashing damage.
its forearms, showing a light-blue underflesh. This beast also Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one
hibernates for vast periods of time to survive after feeding. target. Hit: 25 (4d8 + 7) bludgeoning damage.
It's body shape is highly similar to those of Akantor. It's large Crush. If the ukanlos uses all of its movement to rise up
shovel-like jaw allows it to dig through the ice with ease. Ukanlos on its hind legs. It can then use its action to slam its
has grown an extremely tough and streamlined carapace to "swim" body in an area within 20 feet of its location that
though the ice. Ukanlos will also eat the ice and absorb minerals, contains one or more other creatures. Each of those
however this beast is rather large so the amount of ice it would creatures must succeed on a DC 21 Strength or
have to eat would be huge. Also, this creature may be capable of Dexterity saving throw (target's choice) or be knocked
swimming as seen when it moves though the ice. It is also capable prone and take 21 (4d6 + 7) bludgeoning damage plus
of expelling ice to attack anything foolish enough to attempt to 21 (4d6 + 7) cold damage. On a successful save, the
harm it. In order to survive the weather this creature may have a creature takes only half the damage, isn't knocked
large layer of fat underneath its hard shell. This layer of flesh is prone, and is pushed 5 feet out of the ukanlos's space
visible underneath its forearms, showing a light-blue underflesh. into an unoccupied space of the creature's choice. If
no unoccupied space is within range, the creature
instead falls prone in the ukanlos's space.
Launch. The Ukanlos digs its shovel-like jaw into the
Ukanlos ground under a creature or object. If it is a creature, it
must make a DC 21 Dexterity saving throw or be
Gargantuan wyvern (flying), unaligned tossed 30 feet up in the air and 15 feet away from the
Ukanlos taking 10 (3d6) upon landing. If there is a
Armor Class 20 (natural armor) creature in the location the target lands, it must make
Hit Points 277 (15d20 + 120) the same saving throw or take the same damage.
Speed 40 ft., burrow 30 ft.
Ice Beam (Recharge 5-6). The ukanlos exhales a stream
of ice in a 120-foot line that is 10 feet wide. Each
STR DEX CON INT WIS CHA creature in that line must make a DC 22 Dexterity
saving throw, taking 45 (13d6) cold damage and is
24 (+7) 14 (+2) 26 (+8) 10 (+0) 13 (+1) 10 (+0) restrained (escape DC 18) by the ice on a failed save,
or half as much damage on a successful one and is not
Saving Throws Dex +8, Con + 14, Wis +7 restrained.
Skills Perception +7 The ice can be attacked and destroyed (AC 12; 30
Damage Resistances acid hit points resistance to slashing and piercing damage;
Damage Immunities cold; bludgeoning, piercing, immunity to poison and psychic damage; and
slashing damage from nonmagical attacks vulnerability to fire damage). When the ice is
Condition Immunities charmed, frightened, paralyzed destroyed, the creature is no longer restrained.
Senses darkvision 120 ft., tremorsense 120 ft., passive
Perception 17 Legendary Actions
Languages — The ukanlos can take 3 legendary actions, choosing
Challenge 20 (25,000 XP) Proficiency +6 from the options below. Only one legendary action
option can be used at a time and only at the end of
Ice Walk. The ukanlos can move across and climb icy another creature's turn. The ukanlos regains spent
surfaces without needing to make an ability check. legendary actions at the start of its turn.
Additionally, difficult terrain composed of ice or snow
Detect. The ukanlos makes a Wisdom (Perception)
doesn't cost it extra moment.
Check.
Legendary Resistance (3/Day). If the ukanlos fails a
Toss. The ukanlos uses Launch.
saving throw, it can choose to succeed instead.
Swim (Costs 2 Actions). The ukanlos digs partially under
Magic Resistance. The ukanlos has advantage on saving
the ground, exposing its razor sharp back, and moves
throws against spells and other magical effects.
up to its burrow speed. During this move it can move
Actions through the spaces of other creatures. Each creature
the ukanlos moves through must succeed on a DC 17
Multiattack. The ukanlos makes one Bite attack, one Dexterity saving throw or take 17 (3d6 + 7) slashing
Claw attack, and one Tail attack. damage and be knocked prone.

290
Ukanlos Underscale
Ukanlos Your cold spells ignore a creature's resistance to cold
Challenge Rating 20 damage while you are attuned to this weapon.
Carves 6
Ukanlos Digger (Bow Only)
Carve Chance Material Slots Whenever you apply a coating to your arrows, you can coat
up to 5 more.
1-7 Ukanlos Carapace (A,W)
Ukanlos Fin
8-12 Ukanlos Underscale (A,W) While you are holding this weapon, you can use an action
13-14 Ukanlos Digger (A,W) to let out a cacophonous roar. Each creature in a 15-foot
radius that considers you an enemy, must make a DC 16
15-16 Ukanlos Fin (A,W) Wisdom saving throw. On a failed save, the creature
becomes frightened of you for 1 minute. A creature can
17-18 Ukanlos Tail (A,W)
repeat the saving throw at the end of each of its turns,
19 Ukanlos Shoveljaw (A,W) ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the
20 Ukanlos Gem (A,W) creature is immune to this effect for 24 hours.
Ukanlos Tail
ARMOR MATERIAL EFFECTS You gain a + 2 bonus to your spell attack rolls and spell
Ukanlos Carapace save DC while attuned to this weapon. This bonus
You can conjure a Decanter of Endless Water (DMG 161) increases to +4 when the spell you are casting deals cold
at will while you are attuned to this armor, but if it leaves damage, such as ice knife or snilloc's snowball swarm
your hands, it vanishes into thin air. spells.
Ukanlos Underscale Ukanlos Shoveljaw (Sorcerer & Wizard Only)
Tremor-Proof. You cannot be knocked prone while you This weapon has 10 runes. While holding it, you can use an
wear this armor. action to expend 1 or more of its runes to cast one of the
following spells from it, using your spell save DC: ice knife
Ukanlos Digger (1 rune), ice storm (4 runes), or wall of ice (4 runes). The
While you are attuned to this armor, you can cast the move weapon regains 1d6 + 4 expended runes daily at dawn. If
earth spell. Once you use this property, you cannot use it you expend the last rune it cannot regain any runes for one
again until you finish a long rest. week.
Ukanlos Fin Ukanlos Gem
You have darkvision out to a range of 120 feet and you While you are attuned to this weapon, your cold spells deal
have advantage on Wisdom (Perception) checks that rely full damage to a creature that has resistance to cold
on sight while you wear this armor. damage and half damage to a creature that has immunity
Ukanlos Tail to cold damage.
You can stand on and move across any liquid surface as if
it were solid ground while you wear this armor.
Ukanlos Shoveljaw
You have an emblem of water pouring out of a bowl on
your armor. You can use an action to speak the armor's
command word and summon a water elemental, as if you
had cast the conjure elemental spell. Once you use this
property, you cannot use it again until you finish a long
rest.
Ukanlos Gem
You are immune to cold damage while you wear this
armor.

WEAPON MATERIAL EFFECTS


Ukanlos Carapace
Quick Load. You can reload as a free action while you are
attuned to this weapon.

291
Leviathans
The Leviathan monster species are identified by their similar appearance to crocodiles. They are also known to survive in underwater
conditions, while others throughout magma in volcanoes. Fighting one almost always involves underwater combat; a leviathan is always
guaranteed at some point to retreat to the depths of the oceans or lakes. They are almost always more adept at fighting underwater, while most
adventurers are hindered by the liquids. Fighting one requires at least a modest proficiency in underwater fighting, and, barring any skill in
that, a measure of luck to coax the Leviathan on land.

Almudron
Almudron is a massive Leviathan found in bogged areas. Both the Almudron is said to normally live deep in mountains. However,
dorsal side of its body and its legs are covered by a gray-colored maybe due to the influence of the Rampage, it has been
shell with some darker highlights. The shell forms two ridges on its approaching human settlements and attacking hunters as of late.
neck reminiscent of Lagiacrus's hood. Four more of these ridges It is capable of using mud to attack, creating a massive mud
adorn the body, running right to the tip of its tail. Almudron has wave from swiping its tail. It is also capable of digging into the
scaly skin ranging in color from gray to creamy yellow to pinkish muddy soil and bursting out, reaching great heights as it does so.
red. Its underbelly is covered in wide, pinkish scales. Almudron's Almudron can also create massive mud walls and mud piles, which
head features some mammalian-like traits, sporting a short snout, a it can use to trap or block off prey and foes alike. Such a feat is
pair of red eyes, and several whisker-like tendrils. Similar to achievable due to the golden fluid it secretes from the tail, which
Mizutsune, it has massive, curved claws on its front legs, which dissolve soil into a muddy mire. Any hunters who get stuck in the
have five digits, while the claws on the hind legs are smaller. The golden mud will have their health drained.
most prominent trait of Almudron is its massive tail that spans
about half of the Leviathan's entire length. At the end of the tail are
several feather-like appendages that it can utilize for attacking foes
with mud.

292
Almudron Tail. Melee Weapon Attack. +10 to hit, reach 15 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage or 32
Gargantuan leviathan, unaligned
(6d8 + 5) bludgeoning damage while holding the giant
mudball.
Armor Class 17 (natural armor)
Hit Points 186 (12d20 + 60) Tail Slap. Melee Weapon Attack. +10 to hit, reach 15 ft.,
Speed 30 ft., burrow 60 ft., swim 60 ft. two targets within 10 feet of each other. Hit: 14 (2d8 +
5) bludgeoning damage or 23 (4d8 + 5) bludgeoning
damage while holding the giant mudball.
STR DEX CON INT WIS CHA Mud Artillery. The almudron launches three mud globules
20 (+5) 12 (+1) 20 (+5) 8 (-1) 16 (+3) 13 (+1) into the air. Choose up to three creatures that are at least
10 feet away from it, but no further than 120 feet from
Saving Throws Dex +6, Wis +8 it. Each creature must make a DC 18 Dexterity saving
Damage Resistances cold, necrotic throw, taking 7 (2d6) bludgeoning damage and be
Damage Immunities acid restrained by the mud on a failed save or half as much
Senses blindsight 60 ft., darkvision 60 ft., passive damage, and is pushed 5 feet into an unoccupied space
Perception 13 of the creature's choice on a successful one. If no
Languages — unoccupied space is within range, the creature
Challenge 15 (13,000 XP) Proficiency +5 automatically fails its saving throw. If three creatures are
not chosen, the remaining globules land in unoccupied
spaces.
Acidic Mud. A creature that starts its turn in mud created
by the almudron takes 7 (2d6) acid damage. Mold Giant Mudball (Recharges after a Short or Long Rest).
The almudron molds a gigantic mudball that it holds in
Create Mud (1/round). When the almudron makes a
its tail 15 feet above the ground. The mudball can be
weapon attack with its tail, it causes one of the following
attacked and destroyed AC 10; hp 40; vulnerability to
effects based on the attack used:
fire damage; immunity to acid, poison, and psychic
Tail. Mud travels across the ground in a 30-foot cone damage). While holding the mudball, the almudron
behind the target. Each creature on the ground must doubles its damage dice on Strength-based tail attacks
succeed on a DC 18 Strength saving throw or be (included in the attacks), and creatures hit by its tail slam
pulled to the end of the cone, sink into the mud and attack must succeed on a DC 18 Constitution saving
be restrained. throw or be stunned until the end of its next turn. If the
Tail Slam. Mud fills each space in a 5-foot radius almduron lacks the mud to form the ball, it is able to
around the target. The radius is increased to 10-feet melt the ground with its acid to create the mud needed.
when it makes the attack while holding the giant
mudball.
Reactions
Tail Slap. Mud fills each space across the ground in a Mud Pillars (Recharges after a Long Rest). When the
60-foot line that is 5-feet wide behind one of the almudron is reduced below half of its maximum hit
targets. Each creature on the ground must succeed on points, it can move up to its burrow speed away from its
a DC 18 Strength saving throw or sink into the mud location without provoking opportunity attacks. It then
and be restrained. causes twelve mud pillars to rise up from the ground in a
Muddy. The almudron can create mud with many of its 40-foot radius around it. Each pillar lasts for 1 minute
attacks. The area affected by its mud is muddy enough and fills a 10-foot-square that is 20-feet tall and must be
that creatures can sink into it. Each foot that a creature placed at least 5 feet away from another pillar and the
moves through the mud costs 4 feet of movement. A almudron. Creatures in the pillar's space when it rises up
creature that starts its turn, or moves into the area for remain a top of them. When a creature ends its turn on a
the first time on a turn must make a DC 18 Strength mud pillar, it sinks 1d4 feet into it.
saving throw or sink into the mud and be restrained. A Legendary Actions
restrained creature can use an action to end the
restrained condition on itself by pulling itself free of the The almudron can take 3 legendary actions, choosing
mud. The mud remains in the spaces it fills for 1 hour, or from the options below. Only one legendary action
until a creature leaves the space filled with mud. option can be used at a time and only at the end of
another creature's turn. The almudron regains spent
Standing Leap. The almudron's long jump is up to 40 feet legendary actions at the start of its turn.
and its high jump is up to 20 feet, without a running
start. In addition, the almudron does not incur Jump. The almudron jumps up to 40 feet away.
opportunity attacks while moving with a jump. Tail Slam (Costs 2 Actions). Melee Weapon Attack. +10 to
hit, reach 15 ft., one target. Hit: 23 (4d8 + 5)
Actions bludgeoning damage or 41 (8d8 + 5) bludgeoning
Multiattack. The almudron uses Mud Artillery; then it damage while holding the giant mudball.
makes one Tail attack or two Claw attacks. Wallow (Costs 3 Actions). The almudron spins in a circle
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one causing mud to fill the area in a 15-foot radius around it.
target. Hit: 15 (2d6 + 5) slashing damage.

293
Almudron WEAPON MATERIAL EFFECTS
Challenge Rating 15 Carves/Capture 3 Almudron Scale
This weapon is so finely constructed it never needs
Carve Capture
maintenance, cannot rust or tarnish.
Chance Chance Material Slots
1-5 1-3 Almudron Scale (A,W) Almudron Shell
While attuned this weapon, you can cast the mold earth
6-9 4-7 Almudron Shell (A,W) cantrip at will.
10-13 — Almudron Fin (A,W) Almudron Fin
This weapon has 5 runes that it regains daily at dawn.
14-15 — Almudron Whisker (A,W) When you hit a creature or object with this weapon, you
— 8-9 Almudron Tail (A,W) can expend a rune to cause the ground in a 20-foot radius
around the target to become muddy for 1 minute. The
16-18 10-11 Golden Muck (A,W) muddy area is difficult terrain.
— 12-18 Almudron Claw (A,W) Almudron Whisker (Charge Blade & Switchaxe Only)
19 19 Almudron Plate (A,W) Rapid Morph. While attuned to this weapon, you can
switch its modes as a free action.
20 20 Golden Almudron Orb (A,W)
Almudron Tail
When you make a weapon attack with this weapon and roll
ARMOR MATERIAL EFFECTS a 20 for the attack roll, the ground below the creature
Almudron Scale turns to mud and the creature must succeed on a DC 15
While wearing this armor, you are always dirty. You leave Strength saving throw or sink into it. The muddy area is
muddy footprints, your hands are always dirty, and shaking difficult terrain. While in the mud, the creatures burrow,
out your hair causes a small pile of dirt to form on the climbing, flying, and swimming speed is reduced to 0.
ground. Golden Muck (Druid, Wizard, artificer Only)
You know the transmute rock spell. If you have to prepare
Almudron Shell
spells, you always have it prepared, and it doesn't count
While wearing this armor you ignore difficult terrain
created by muddy terrain, swamps, or other water sources against the number of spells you can prepare each day.
that are waist deep. Almudron Claw
Your weapon deals an extra 1d8 acid damage.
Almudron Fin
You have resistance to acid damage while you wear this Almudron Plate
armor. When you hit a creature with a range weapon attack, you
can use a bonus action to pull the creature 10 feet towards
Almudron Whisker
you.
Evade Window. This armor has 3 runes, and it regains 1d3
expended runes daily at dawn. When you fail a Dexterity Golden Almudron Orb
saving throw while wearing it, you can use your reaction to While you are attuned to this weapon you can speak its
expend 1 of its runes to succeed on that saving throw command word as an action, to cause a pillar of mud to
instead. erupt from the ground at a point of your choosing within
40 feet of you. The pillar remains for 1 minute and fits in a
Almudron Tail
10-foot square and is 20 feet tall. Creatures in the pillar's
Tool Specialist. While wearing this armor your proficiency
space when it rises up remain on top of them. A creature,
bonus is double for any ability check made with a tool you
besides you, takes 1d8 acid damage when it touches the
are proficient with.
pillar for the first time on a turn, or ends its turn on the
Golden Muck mud pillar.
Your armor is caked in a mud like substance increasing
your AC by 3. Each time you are hit, some of the mud Magma Almudron
breaks off reducing the bonus by 1. The mud reforms on
your armor when you finish a long rest. Magma Almudron are bluish gray and crimson in color, with a red
glow that can be seen through the seams between its shell. It is
Almudron Claw noticeably smaller than a normal Almudron.
Pack Rat. While you are attuned to this armor, your party Magma Almudron skillfully uses its tail to spread magma along
can gather double the normal number of resources the ground. Magma Almudron can secrete a special liquid which
available on a hunt.
allows it to melt the the ground itself. This allow it to dig into the
Almudron Plate hot volcanic ground, and by doing so, causes some of its body parts
You gain a burrowing speed of 20 feet while you wear this to heat up and soften. It can creates pillars of magma to stand on
armor. before it eventually explodes. It can also hold a magma-mud ball
Golden Almudron Orb with its tail like how the normal Almudron holds a mud ball. It can
You are immune to lightning damage while you wear this use the magma bad like a bludgeon to hit its foes before it explodes
armor. the moment it hits the ground

294
Magma Almudron damage on a successful one. Additionally, if the
almudron was holding a magmaball, it is destroyed.
Gargantuan leviathan, unaligned
Magma Drive (Recharges after a Short or Long Rest). The
Armor Class 19 (natural armor) almudron moves up to doubles its burrow speed along
Hit Points 214 (13d20 + 78) the surface, leaving a magma boulder in a space
Speed 30 ft., burrow 60 ft., swim 60 ft. adjacent to it for every 10 feet it moves. On initiative
20 (losing all ties), the magma boulders explode as
described in the Magma Boulder trait.
STR DEX CON INT WIS CHA
Legendary Actions
20 (+5) 12 (+1) 22 (+6) 8 (-1) 16 (+3) 13 (+1)
The almudron can take 3 legendary actions, choosing
from the options below. Only one legendary action
Saving Throws Dex +7, Con, +12, Wis +9 option can be used at a time and only at the end of
Damage Immunities acid, fire, necrotic another creature's turn. The almudron regains spent
Senses blindsight 60 ft., darkvision 60 ft., passive legendary actions at the start of its turn.
Perception 13
Languages — Attack. The almudron makes one Claw attack.
Challenge 17 (18,000 XP) Proficiency +6
Jump. The almudron jumps up to 40 feet away.
Standing Leap. The almudron's long jump is up to 40 Tail Swipe (Costs 2 Actions). Each creature in a 10-foot
feet and its high jump is up to 20 feet, without a long line that is 15-feet wide adjacent to the almudron
running start. In addition, the almudron does not incur must make a DC 18 Strength saving throw, taking 18
opportunity attacks while moving with a jump. (3d8 + 5) bludgeoning damage and be knocked prone
Softened Body. When the almudron emerges from on a failed save, or half as much on a successful one.
underground, while in volcanic terrain, its AC is Mold Magma Ball (Costs 3 Actions). The almudron
reduced by 2 until the end of its next turn. molds a large magmaball that it holds in its tail. The
Magma Boulder. When the almudron emerges from the magmaball can be attacked and destroyed AC 15; hp
ground roll a d6. On a 4-6, three magma boulders 40; vulnerability to cold damage; immunity to fire,
appear in random spaces within 20 feet of the poison, and psychic damage). While holding the
almudron. On initiative count 20 (losing all ties) the magmaball, the almudron doubles its damage dice on
rocks explode and each creature in a 10-foot radius its Tail attack (included in the attack). If the almduron
around a rock must succeed on a DC 19 Dexterity lacks the magma to form the ball, it is able to super
saving throw or take 10 (3d6) fire damage on a failed heat thee ground with its body to create the magma
save, or half as much damage on a successful one. needed.
Actions
Multiattack. The almudron two Claw attacks. Magma Almudron
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one Challenge Rating 17 Carves/Capture 3
target. Hit: 15 (2d6 + 5) slashing damage.
Carve Capture
Tail. Melee Weapon Attack. +11 to hit, reach 15 ft., one Chance Chance Material Slots
target. Hit: 18 (3d8 + 5) bludgeoning damage or 32
(6d8 + 5) bludgeoning plus 14 (4d6) fire damage 1-5 1-3 Magmadron Shard (A,W)
while holding the magmaball. Once per turn, the
6-9 4-8 Magmadron Cortex (A,W)
almudron can cause one of the following additional
effects (choose one or roll a d4): 10-13 — Large Magmadron Fin (A,W)
1-2: Knockdown. If the target is a creature it must 14-15 9-11 Magmadron Hardwhisker (A,W)
succeed on a DC 19 Strength saving throw or be
pushed 10 feet away and knocked prone. — 12-16 Magmadron Tail (A,W)
3-4: Magmawave. Magma pools form behind the target 16-19 17-18 Inferno Lava Mud (A,W)
and flow across a 30-foot cone. Each creature in that
area must make a DC 19 Dexterity saving throw, 20 19-20 Magmadron Mantle (A,W)
taking 14 (4d6) fire damage on a failed save, or half
as much damage on a successful one.
ARMOR MATERIAL EFFECTS
Magma Tail Explosion (Recharge 5-6). While Magmadron Shard
underground the almudron moves up to its burrow While wearing this armor, veins of flowing lava cover your
speed and emerges from the ground and slams its tail armor. When you take the armor off, the lava hardens into
creating an explosion under it. Each creature in a 15- obsidian.
foot-radius sphere of the almudron must make a DC
19 Dexterity saving throw, taking 38 (7d10) fire Magmadron Cortex
damage or 55 (10d10) fire damage if the almudron is While wearing this armor you ignore difficult terrain
holding a magmaball on a failed save, or half as much created volcanic terrain and you have a swim speed equal
to your walking speed while in lava.
295
Large Magmadron Fin
You have resistance to fire damage while you wear this
armor.
Magmadron Hardwhisker
Pack Rat. While you are attuned to this armor, your party
can gather double the normal number of resources
available on a hunt.
Magmadron Tail
Resuscitate. You have advantage on Dexterity saving
throws if you are suffering from a condition.
Inferno Lava Muck
Heroics. While below 25% of your maximum hit points
your weapon attacks deal 1d4 extra damage and you have
resistance to all damage except psychic damage.
Magmadron Mantle
Guard Up. When you fail a Dexterity or Strength saving
throw, you can use your reaction to use your AC in place of
your roll. You can use this property a number of times
equal to your Constitution modifier, regaining all expended
uses when you finish a long rest.

WEAPON MATERIAL EFFECTS


Magmadron Shard
Geologist+. When you successfully gather a mining
resource, you instead gather 1d4.
Magmadron Cortex
While attuned this weapon, you can cast the mold earth
cantrip at will.
Large Magmadron Fin
Blast Coat. This material provides one of the following
weapon properties depending on which weapon it is
placed in:
(Bow) Your blast coating deals an extra 1d6 fire damage.
(Dual Repeaters) When you hit a create with your
empowered blaze ammo, it now ignites the terrain in a
5-foot line extending from you to the target. The terrain
remains on fire until the start of your next turn. A
creature that moves into the fire for the first time on a
turn or ends it turn in the flames takes 1d6 fire damage.
(Heavy Bowgun) Your cluster ammo deals an extra 2d6
fire damage.
(Light Bowgun) Your flaming ammo now bypasses a
creatures resistance to fire damage.
Magmadron Hardwhisker
Your weapon deals an extra 1d8 fire damage.
Magmadron Tail
Crisis. While suffering from an abnormal status effect, such
as poisoned, burning, slowed, blinded, etc, all attacks and
spells deal an extra 1d10 spell or weapon damage.
Inferno Lava Muck (Spellcaster Only)
Whenever you cast a spell of 1st-level or higher, lava
erupts from the ground around you. any creature within 5
feet of you takes 9 (2d8) points of fire damage. Also when
you cast a spell that deals fire damage, it deals extra
damage equal to 2 times the spells level as fire damage.
Magmadron Mantle
Resentment. Until the end of your turn, you gain a +1
bonus to attack and damage rolls against any creature that
has damaged you since the end of your last turn.

296
Gobul
Gobul is a uniquely evolved Leviathan reminiscent of angler and Gobul isn't particularly aggressive, preferring to hide in the
puffer fish. Its body is covered in purple scales, and a bright, sediment at the bottom of the river. However, when drawn from its
bioluminescent lure dangles from its forehead. It possesses a hiding place by hunger or agitated, it shows a surprising ability to
gargantuan mouth filled with equally formidable teeth. Its back fend off foes, outmaneuvering them in the water and sucking them
features an array of retractable spines, and its tail is tipped with into its mouth. It will even attempt to fight predators on land,
quills containing powerful neurotoxins, which can paralyze both where it is at a disadvantage, before retreating back to the water. It
predator and prey. The Gobul doesn't produce these toxins, but seems to be enemies with Royal Ludroth, for hunters have seen the
receives them through its food. The neurotoxin exists in the two attack each other for territory and/or food.
ecosystem in small quantities and gets concentrated to the top of Despite the Guild knowing about young Gobuls, they know very
the food chain. Gobul uses this toxin mainly for self-defense, but little about the adults. Gobul found at sea have been found to have
they will sometimes use it to paralyze its prey during mimicry. developed eggs within their body, and it is believed that they swim
Gobul's massive mouth and throat mean that it can swallow prey out to sea to breed. However, it is only a theory as no fully
almost as large as itself completely whole. Its lure can violently developed adults have been discovered. It is believed that the
emit blinding flashes of light to disorient prey to make for an easy adults are either hidden mimicking the sea bottom or have a
meal. Bioluminescent microorganisms are cultured in Gobul's completely different appearance.
lantern sphere, and are stimulated by shaking. It could be said that
the microbial organisms that are emitting the intense light have a Gobling
symbiotic relationship with the Gobul. Another theory suggests that
A young gobul is known as a gobling. They are roughly the size of
by shaking its lantern, Gobul secretes a substance that causes a
a young arzuros with hard shells to protect them. As they grow the
chemical reaction with the microbes to cause the flash.
hardshell softens allowing the gobul to expand like its adult
It is capable of puffing out its body like a balloon to appear more counterpart.
imposing.
Gobul has a display of whiskers on its chin, mimicking air
weeds. It leaves these whiskers to flow in the water to
both hide itself and draw prey in. This natural
camouflage ability is enhanced further by
Gobul's ability to change the color of its
skin, like a chameleon allowing it to
blend into the river floor and remain
undetected by prey.

297
Gobul Swallow. The gobul makes one Bite attack against a
Medium or smaller creature that is paralyzed or
Large leviathan, unaligned charmed. If the attack hits, the target takes the bite's
damage and the target is swallowed. While swallowed,
Armor Class 14 (natural armor) the creature is blinded and restrained, it has total cover
Hit Points 133 (14d10 + 56) against attacks and other effects outside the gobul, and
Speed 30 ft., swim 40 ft. it takes 10 (3d6) acid damage at the start of each of
the gobul's turns. The gobul can swallow three
creatures while enlarged, or two when not enlarged.
STR DEX CON INT WIS CHA If the gobul takes 19 damage or more on a single
19 (+4) 15 (+2) 18 (+4) 7 (-2) 12 (+1) 14 (+2) turn from a creature inside it, the gobul must succeed
on a DC 17 Constitution saving throw at the end of
that turn or regurgitate all swallowed creatures, which
Skills Perception +4, Stealth +5 fall prone in a space within 10 feet of the gobul. If the
Damage Immunities acid, necrotic gobul dies, a swallowed creature is no longer restrained
Condition Immunities paralyzed, poisoned by it and can escape from the corpse by using 10 feet
Senses darkvision 60 ft., passive Perception 14 of movement, exiting prone.
Languages —
Challenge 7 (2,900 XP) Proficiency +3 Vortex (Recharge 5-6). While underwater, the gobul
opens its mouth swallowing everything in a 30-foot
Amphibious. The gobul can breathe air and water. cone. Each creature in that area must succeed on a DC
15 Strength saving throw or be swallowed by the gobul
Lure. While hidden, the gobul can use the lure on its without it making a Bite attack, even if the creature is
head to create a mesmerizing flash of lights. Any not paralyzed or charmed. If the gobul cannot swallow
creature that can see the lure, must make a DC 13 all the creatures, it swallows the closest creature first
Wisdom saving throw or be charmed for 1 minute by and can use its bonus action to bite one additional
the gobul or until the gobul does something harmful to creature that failed the saving throw.
the creature. While charmed in this way, the creature
can only use its turn to move towards the lure. Legendary Actions
Natural Camouflage. While the gobul remains The gobul can take 1 legendary action, choosing from
motionless on river bed, lake bottom, or sea floor, it is the options below. The legendary action option can be
indistinguishable from common water plants. used at the end of another creature's turn. The gobul
regains the spent legendary action at the start of its
Actions turn.
Multiattack. The gobul makes one Bite attack and one Blind. The gobul uses Blinding Flash.
Tail attack. It can't make both attacks against the same
target. Devour. The gobul makes a Bite attack or uses Swallow
on a paralyzed or charmed creature.
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage, or 17 (3d8 Roll (Must be Enlarged). The gobul extends its
+ 4) piercing damage while enlarged. retractable spines on its back, before rolling over and
moving up to half its movement speed. During this
Tail. Melee Weapon Attack. +7 to hit, reach 10 ft., one move, it can move through the spaces of other
target. Hit: 15 (2d10 + 4) piercing damage, or 20 creatures without provoking opportunity attacks. Each
(3d10 + 4) piercing damage while enlarged. If the creature the gobul moves through must make a DC 15
target is a creature, it must make a DC 15 Constitution Dexterity saving throw, taking 11 (2d6 + 4) piercing
saving throw or become poisoned for 1 minute. While damage and be paralyzed for 1 minute on a failed save,
poisoned in this way, the target is paralyzed. The target or half as much damage and isn't paralyzed on a
can repeat the saving throw at the end of each of its successful one. A creature can make a DC 15
turns, ending the effect on itself on a success. Constitution saving throw at the end of each of its
Blinding Flash The gobuls bioluminescent lure emits turns, ending the effect on itself on a success.
blinding flashes of light in a 30-foot radius. Each
creature in the area, must make a DC 15 Constitution
saving throw or be blinded until the end of its next Gobul
turn. Challenge Rating 7 Carves/Capture 3
Enlarge (Recharges after a Short or Long Rest). For 1
minute, the gobul magically increases in size, along Carve Chance Capture Chance Material Slots
with anything it is wearing or carrying. While enlarged, 1-7 1-7 Gobul Hide (A)
the gobul is Huge, rolls one additional weapon damage
die on Strength-based weapon attacks (included in the 8-12 8-12 Gobul Spike (A,W)
attacks), and makes Strength checks and Strength 13-15 13-16 Gobul Paralysis Sac (W)
saving throws with advantage. If the gobul lacks the
room to become Large, it attains the maximum size 16-17 — Gobul Fin (A,W)
possible in the space available. 18-19 17-19 Gobul Whisker (A,W)
20 20 Gobul Lantern (A,W)
298
ARMOR MATERIAL EFFECTS
Gobul Hide
While you are wearing this armor, you can use your
DM Note: Gobul Spike
reaction or bonus action to gain resistance to acid damage While using these loot tables in a Monster Hunting
until the end of your next turn. You can use this property setting (which you most likely are), the gobul spike
twice, regaining all uses when you finish a long rest. material will also work on Leviathans, Amphibians,
Carapaceons and Piscine Wyverns in the Monster
Gobul Spike Hunter Monster Manual that has an innate swim
Whenever you make a saving throw against the paralyzed speed.
condition, you do so with a +2 bonus.
Gobul Fin
You have a swimming speed of 40 feet while you wear this
armor.
Gobul Whisker Gobling
Speed Eating. While you are attuned to this armor, you can Medium leviathan, unaligned
use any consumable, such as a potion or food, as a bonus
action; so long as you are the one consuming it. Armor Class 16 (natural armor)
Gobul Lantern Hit Points 77 (14d8 + 14)
While attuned to this armor, you can use an action to Speed 20 ft., swim 30 ft.
conjure a globe of thick glass in your hand. You can speak
its command word to cause it to emanate the light or
STR DEX CON INT WIS CHA
daylight spell. Once used, the daylight effect can't be used
again until the next dawn. 16 (+3) 12 (+1) 12 (+1) 4 (-3) 10 (+0) 10 (+0)
You can speak another command word as an action to
make the illuminated globe rise into the air and float no Skills Perception +2, Stealth +3
more than 5 feet off the ground. The globe hovers in this Damage Resistances acid
way until you or another creature grasps it. If you move Condition Immunities paralyzed, poisoned
more than 60 feet from the hovering globe, it follows you Senses darkvision 60 ft., passive Perception 12
until it is within 60 feet of you. It takes the shortest route Languages —
to do so. If prevented from moving, the globe light winks Challenge 3 (700 XP) Proficiency +2
out, it sinks gently to the ground and vanishes.
Amphibious. The gobling can breathe air and water.
When you place the globe into your hand, you can use an
action to cause it to vanish in a puff of smoke. Lure. While hidden, the gobling can use the lure on its
head to create a mesmerizing flash of lights. Each
WEAPON MATERIAL EFFECTS creature that can see the lure, must make a DC 10
Gobul Spike Wisdom saving throw or be charmed for 1 minute by
This weapon has 3 runes. While you carry it, you can use an the gobling or until the gobling does something
action and expend 1 rune to cast the dominate beast (save harmful to the creature. While charmed in this way, the
DC 15) spell from it, on a beast that has an innate creature can only use its turn to move towards the lure.
swimming speed. This weapon regains 1d3 expended Natural Camouflage. While the gobling remains
runes daily at dawn. motionless on river bed, lake bottom, or sea floor, it is
indistinguishable from common water plants.
Gobul Paralysis Sac
This weapon has 3 runes which are regained every day at Actions
dawn. When you hit a creature with this weapon, you can
expend a rune to have the target make a DC 13 Multiattack. The gobling makes one Bite attack and one
Constitution saving throw. On a fail the creature is Tail attack. It can't make both attacks against the same
incapacitated and has its movement speed is reduced to 0 target.
for 1 minute. The creature can repeat its saving throw at Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one
the end of its turn, ending the effect on a success. target. Hit: 10 (2d6 + 3) piercing damage, and the
target is grappled (escape DC 13). Until this grapple
Gobul Fin
ends, the target is restrained, and the gobling can't bite
Archaeologist. When you successfully gather a bone
another target.
resource, you instead gather 2.
Tail. Melee Weapon Attack. +5 to hit, reach 5 ft., one
Gobul Whisker target. Hit: 8 (1d10 + 3) piercing damage.
Critical Eye. Your weapon attacks critical hit range is
increased by 1. Swallow. The gobling makes one bite attack against a
Small or smaller target it is grappling. If the attack hits,
Gobul Lantern (Bard, Cleric, Druid, Sorcerer, Warlock, & the target is swallowed, and the grapple ends. The
Wizard Only) swallowed target is blinded and restrained, it has total
While attuned to this weapon, you can use an action to cover against attacks and other effects outside the
cast the hold person spell at 2nd level from it, without gobling, and it takes 5 (2d4) acid damage at the start
expending a spell slot. Once used, this property can't be of each of the gobling's turns. The gobling can have
used again until the next dawn. only one target swallowed at a time. If the gobling dies,
299
Lagiacrus
a swallowed creature is no longer restrained by it and
The Lagiacrus is one of the most famous and feared Leviathan. A
can escape from the corpse using 5 ft. of movement,
large water monster It sits comfortably at the top of the oceanic
exiting prone.
food chain. It is the top predator of its habitat, and even predators
such as Rathalos and Rathian prefer to keep out of its way. Of
Bonus Actions course being the Lagiacrus' only real competition besides each
Blinding Flash (recharge 6). The gobling's lure emits other, the Fire Wyverns would be considered a threat to a
blinding flashes of light in a 15-foot cone. Each Lagiacrus, as would a Lagiacrus to a Fire Wyvern. Lagiacrus's
creature in the area is blinded until the start of the control of Thunder Element makes it a dangerous adversary in the
gobling's next turn, unless it uses its reaction to avert aquatic habitat it resides, even for the well defended Gobul. Even
its eyes. Plesioth that migrate to tropical islands and flooded forests would
be wary of the large and powerful leviathan as its powerful
electrical attacks can easily cripple or even kill the Piscine Wyvern.
Gobling This would cause Plesioth to avoid Lagiacrus at all costs. Lagiacrus
are known to feed on fish, lobsters, Kelbi, Aptonoth, and Epioth.
Challenge Rating 3 Carves/Capture 3
Lagiacrus are highly aggressive Leviathans that are the "Lord of
Carve Chance Capture Chance Material Slots the Sea". To hunt down and capture prey, Lagiacrus will swim in a
circle to form a whirlpool. These whirlpools are used to suck up
1-9 1-7 Gobling Hide (A,W) fish and other prey so Lagiacrus can shock them to death before
10-14 8-12 Gobling Fin (A,W) feeding on their quarry. These whirlpools are occasionally used to
sink boats and ships.
15-19 13-18 Gobling Whisker (A,W)
Lagiacrus is a large, blue aquatic leviathan , adapted to life in
20 19-20 Gobling Lantern (O) tropical waters. When a Lagiacrus is fully sunbathed, it turns a dry
grayish-blue color and its dermal spikes turn a pale red. When it
returns to the water, Lagiacrus regains a striking deep blue color
ARMOR MATERIAL EFFECTS and its spikes return to their original color of a very light beige.
Gobling Hide Its hood-like structure allows it to swim through the water much
You reduce acid damage you take by 3 while you wear this quicker along with the help of its tail and limbs. Lagiacrus are able
armor. to stay submerged underwater for up to half a day without coming
Gobling Fin out for air. The large dorsal spikes on its back are used to release its
Whenever you make a saving throw against the paralyzed electric attacks alongside a possible electro sac below each spike.
condition, you do so with a +1 bonus. It's able to release this electricity by contracting its cells at high
speeds inside its muscles. When it does this some of the electricity
Gobling Whisker actually combines with some of the mucus in its mouth, allowing it
While wearing this armor, you can use a bonus action to to spit out lightning projectiles from its mouth. In other regions, the
speak its command word to ignite the magic within it, Lagiacrus is able to bend the lightning it creates around it, how it
causing it to flare brilliantly. Any creature within a 10-foot
does this is still unknown. It is known to come ashore to regain its
radius of you must use its reaction to shield its eyes or be
strength after discharging or to rest when it's tired.
blinded until the end of its next turn. Once used, you can't
use this property again until you finish a long rest.

WEAPON MATERIAL EFFECTS


Gobling Hide
While holding your weapon, you can speak a command
word and transform it into a fishing pole with a hook, a
line, and a reel. Speaking the command word again
changes the fishing pole back into the weapon.
Gobling Fin
This weapon has 3 runes. While you carry it, you can use an
action and expend 1 rune to cast the dominate beast (save
DC 11) spell from it, on a beast that has an innate
swimming speed. This weapon regains 1d3 expended
runes daily at dawn.
Gobling Whisker (Ranged Weapon Only)
While underwater, your weapon's normal attack range is
doubled.

OTHER MATERIAL EFFECTS


Gobling Lantern
When placed into a trinket, that trinket becomes a
driftglobe (DMG p.166) while you are attuned to it.

300
Lagiacrus
Huge leviathan, unaligned

Armor Class 18 (natural armor)


Hit Points 204 (24d12 + 48)
Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA


16 (+3) 17 (+3) 14 (+2) 10 (+0) 11 (+0) 7 (-1)

Saving Throws Wis +5, Cha +4


Skills Perception +5
Damage Immunities acid, lightning
Senses darkvision 120 ft., passive Perception 15
Languages —
Challenge 14 (11,500 XP) Proficiency +5

Hold Breath. The lagiacrus can hold its breath for 12


hours.
Legendary Resistance (2/Day). If the lagiacrus fails a
saving throw, it can choose to succeed instead.
Lightning Aura. Lightning sparks off of the lagiacrus into
the surrounding area. Each creature that ends its turn
within 5 feet of the lagiacrus takes 3 (1d6) lightning
damage.
Actions
Multiattack. The lagiacrus makes one Bite attack and
one Claw attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one Lagiacrus
target. Hit: 16 (3d8 + 3) piercing damage + 3 (1d6) Challenge Rating 14 Carves/Capture 3
lightning damage.
Carve Chance Capture Chance Material Slots
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 13 (3d6 + 3) slashing damage. 1-5 1-5 Lagiacrus Hide (A,W)
Lightning ball (Recharge 5-6). The lagiacrus exhales a 6-8 — Lagiacrus Scale (A,W)
ball of lightning which explodes at a point it can see
9-11 6 Lagiacrus Claw (A,W)
within 60 feet of it. Each creature in a 10-foot-radius
sphere centered on that point must make a DC 15 — 7-9 Lg Monster bone (O)
Dexterity saving throw, taking 60 (11d10) lightning
damage on a failed save, or half as much damage on a 12-13 — Lagiacrus Tail (A,W)
successful one. 14-16 10-12 Wyvern Claw (W)
Legendary Actions 17-18 13-14 Lagiacrus Horn (A,W)
The lagiacrus can take 3 legendary actions, choosing 19 15-19 Shell Shocker (W)
from the options below. Only one legendary action
option can be used at a time and only at the end of 20 20 Lagiacrus Plate (A,W)
another creature's turn. The lagiacrus regains spent
legendary actions at the start of its turn.
ARMOR MATERIAL EFFECTS
Claw Attack. The lagiacrus makes a Claw attack. Lagiacrus Hide
Detect. The lagiacrus makes a Wisdom (Perception) Olympic Swimmer. You have a swimming speed of 40 feet
Check. while wearing this armor and your swim speed increases
by an additional 10 feet for every lagiacrus material you
Lightning Charge (Costs 2 Actions). The lagiacrus moves
up to its speed. During this move, it can move through have in your weapon, armor, or trinket.
the spaces of other creatures without provoking Lagiacrus Scale
opportunity attacks. Each creature the lagiacrus moves While outside, as an action, you can strike a pose to call
through must succeed on a DC 15 Dexterity saving down a bolt of lighting from the sky that strikes in the
throw or take 13 (3d6 + 3) lightning damage and be distance behind to help create an intimidating scene. Each
paralyzed until the end of its next turn. creature must make a DC 17 Charisma saving throw or

301
be intimidated by you for 1 minute. A creature that is
intimidated by you, will do what it takes to appease you or
get rid of you.
Young Lagiacrus
Lagiacrus Claw Large leviathan, unaligned
Pro Fisherman. When you catch fish, you instead catch
1d4. Armor Class 16 (natural armor)
Lagiacrus Tail Hit Points 180 (24d10 + 48)
When a creature hits you with a melee weapon attack Speed 30 ft., swim 40 ft.
while you wear this armor, you can use your reaction to
use the shove action and push the attacker away from you.
STR DEX CON INT WIS CHA
Lagiacrus Horn
You have resistance to lighting damage while you wear this 16 (+3) 17 (+3) 14 (+2) 8 (-1) 11 (+0) 7 (-1)
armor.
Lagiacrus Plate Saving Throws Wis +3, Cha +2
You have resistance to lightning and thunder damage while Skills Perception +3
Damage Immunities acid, lightning
you wear this armor.
Senses darkvision 60 ft., passive Perception 13
Languages —
WEAPON MATERIAL EFFECTS Challenge 8 (3,900 XP) Proficiency +3
Lagiacrus Hide (Bow Only)
Bow Charge Plus. While attuned to this weapon, you can
Hold Breath. The lagiacrus can hold its breath for 12
use your dragonpiercer one additional time between rests
hours.
and it recharges after a Short or Long rest.
Legendary Resistance (1/Day). If the lagiacrus fails a
Lagiacrus Scale
saving throw, it can choose to succeed instead.
While holding this weapon, you can use an action to cast
the spider climb spell from it. Once used, this property Lightning aura. Lightning sparks off of the lagiacrus into
can't be used again until the next dawn. the surrounding area. Any creature that ends its turn
Lagiacrus Claw within 5 feet of the lagiacrus takes 3 (1d6) lightning
damage.
Your weapon deals an extra 1d6 lightning damage.
Lagiacrus Tail. Actions
Abnormal Status Atk up (M). Whenever you inflict a Multiattack. The lagiacrus makes one Bite attack and
condition on a creature or object that has a duration of 1 one Claw attack.
minute or longer, the maximum duration of the condition
is increased by 12 seconds. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Wyvern Claw target. Hit: 12 (2d8 + 3) piercing damage + 2 (1d4)
Your weapon deals an extra 1d8 lightning damage. lightning damage.

Lagiacrus Horn Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
This weapon has 4 runes. When you hit a creature with this target. Hit: 10 (2d6 + 3) slashing damage.
weapon, you can expend 1 of its runes to have the target Lightning ball (Recharge 5-6). The lagiacrus exhales a
make a DC 16 Constitution saving throw or be ball of lightning which explodes at a point it can see
incapacitated and has its movement speed is reduced to 0 within 60 feet of it. Each creature in a 10-foot radius
for 1 minute. The creature can repeat its saving throw at sphere centered on that point must make a DC 13
the end of its turns, ending the effect on a success. The Dexterity saving throw, taking 27 (5d10) lightning
weapon regains 1d4 expended runes daily at dawn. damage on a failed save or half as much damage on a
Shell Shocker successful one.
Awaken. When this material is placed in a weapon that
does not deal cold, fire, lightning, necrotic, or thunder
damage, it rolls one extra damage die when it hits. For
example a shortsword now rolls 2d6 and a greatsword
Young Lagiacrus
deals 3d6. Challenge Rating 8 Carves/Capture 3
Lagiacrus Plate (Light Bowgun Only) Carve Chance Capture Chance Material Slots
Rapid Fire. Whenever you use the attack action on your
1-6 1-7 Y.Lagiacrus Hide (A)
turn using this weapon, you can make a single attack with
it as a bonus action. 7-11 8-15 Y.Lagiacrus Scale (A,W)
12-15 16 Y.Lagiacrus Claw (W)
OTHER MATERIAL EFFECTS
Lg Monster bone — 17-19 Med Monster Bone (O)
Very rare armor upgrade material.
16-19 — Y.Lagiacrus Tail (A,W)
20 20 Y.Lagiacrus Horn (A,W)

302
ARMOR MATERIAL EFFECTS
Y.Lagiacrus Hide
Guard. You cannot be pushed or knocked backwards while
you wear this armor. Ludroth
Medium leviathan, unaligned
Y.Lagiacrus Scale
While outside, as an action, you can strike a pose to call
Armor Class 12 (natural armor)
down a bolt of lighting from the sky that strikes in the
Hit Points 38 (7d8 + 7)
distance behind to help create an intimidating scene. Each Speed 30 ft., swim 30 ft.
creature must make a DC 13 Charisma saving throw or
become intimidated by you for 1 minute. A creature that is
intimidated by you, will do what it takes to appease you or STR DEX CON INT WIS CHA
get rid of you.
16 (+3) 12 (+1) 13(+1) 8 (-1) 10 (+0) 7 (-2)
Y.Lagiacrus Tail
Champion Swimmer. You have a swimming speed of 30
feet while wearing this armor and your swim speed Senses darkvision 60 ft., passive Perception 10
increases by an additional 10 feet for every young lagiacrus Languages —
or lagiacrus material you have in your weapon, armor, or Challenge 1 (200 XP) Proficiency +2
trinket.
Amphibious. The ludroth can breathe air and water.
Y.Lagiacrus Horn
You have resistance to lighting damage while you wear this Actions
armor.
Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft.,
WEAPON MATERIAL EFFECTS one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the
Y.Lagiacrus Scale (Spellcaster Only) ludroth moved at least 20 feet straight toward the
While attuned to this weapon, you know the lightning lure target immediately before the hit, the target takes an
cantrip. If you already know it, you gain a +1 bonus to its extra 4 (1d8) bludgeoning damage. If the target is a
spell save DC. creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone.
Y.Lagiacrus Claw
Your weapon deals an extra 1d6 lightning damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage. The target
Y.Lagiacrus Tail. must make a DC 11 Constitution saving throw or be
Abnormal Status Atk up (S). Whenever you inflict a afflicted with waterblight for 1 minute on a failed save,
condition on a creature or object that has a duration of 1 or half as much damage and is not afflicted on a
minute or longer, the maximum duration of the condition successful save. The target can repeat the saving throw
is increased by 6 seconds. at the end of each of its turns, end the effect on a
Y.Lagiacrus Horn successful save.
Critical Status (Incapacitate). When you make a weapon
attack with this weapon, and roll a 20 for the attack roll,
the target is incapacitated until the end of its next turn. Ludroth
Challenge Rating 1 Carves 1
OTHER MATERIAL EFFECTS
Med Monster bone Carve Chance Material Slots
Rare armor upgrade material. 1-10 Hydro Hide (A,W)
11-16 Immature Sponge (W)
Ludroth
17-20 Sm Monster Bone (O)
Ludroth are mostly yellow-green in coloration, with long, sinewy
bodies that enable swift and sweeping underwater movements to
confuse their prey. Their claws are stubby, but effective, and their ARMOR MATERIAL EFFECTS
strong tails end in reinforced bony segments. Powerful jaws allow Hydro Hide
for moderately strong biting attacks. The majority of Ludroth are While wearing this armor, you have a swimming speed
female, and form harems around the male Royal Ludroth. equal to your walking speed.

WEAPON MATERIAL EFFECTS


Hydro Hide
Expert Fisherman. When you catch fish, you instead catch
two.
Immature Sponge
You have advantage on checks to find a fishing spot and to
catch any fish while attuned to this weapon.

OTHER MATERIAL EFFECTS


Sm Monster Bone
Uncommon weapon upgrade material.
303
Baby Ludroth
Small leviathan, unaligned

Armor Class 10
Hit Points 21 (6d6)
Speed 25 ft., swim 25 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 10(+0) 3 (-5) 10 (+0) 4 (-4)

Skills Stealth +2
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/8 (25 XP) Proficiency +2

Amphibious. The ludroth can breathe air and water.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage.

Royal Ludroth
Baby Ludroth Large leviathan, unaligned
Challenge Rating 1/8 Carves 1
Armor Class 15 (natural armor)
Carve Chance Material Slots Hit Points 135 (18d10 + 36)
1-10 Immature Sponge (W) Speed 30 ft., swim 40 ft.
11-20 Ludroth Hide (A)
STR DEX CON INT WIS CHA

ARMOR MATERIAL EFFECTS 18 (+4) 14 (+2) 15 (+2) 8 (-1) 13 (+1) 7 (-2)


Ludroth Hide
You have a swimming speed of 20 feet while you wear this Damage Immunities acid, necrotic
armor. Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 5 (1,800 XP) Proficiency +3
WEAPON MATERIAL EFFECTS
Immature Sponge
You have advantage on checks to find a fishing spot and to Amphibious. The royal ludroth can breathe air and
catch any fish while you wear this armor. water.

Royal Ludroth Actions


Multiattack. The royal ludroth makes two Claw attacks.
The royal ludroth has a crown-like crest composed of several
finger-like appendages tipped with black spikes as well as a large, Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
spongy yellow mane. It has a long, serpentine body with four squat target. Hit: 11 (2d6 + 4) slashing damage. If the target
limbs. Its hind pair of legs are shaped like paddles for swimming, is a creature, it must make a DC 14 Constitution saving
and its foremost pair are more muscular, tipped with developed throw or be afflicted with waterblight for 1 minute. The
digits ending in long black claws. target can repeat the saving throw at the end of each of
Like great jaggi, the males of the ludroth species increase in size its turns, end the effect on a successful save.
and develop physical changes that set them apart from younger Mucus Spit (Recharge 5-6). The royal ludroth spits a
males and the opposite gender, in this case a large, spongy mane. glob of mucus at point within 60 feet of it. Each
This mane absorbs water like a sponge, allowing the royal ludroth creature in a 5-foot radius of that point must make a
to survive out of water for some time. DC 15 Dexterity saving throw, taking 17 (5d6) acid
Royal ludroth are rather calm in nature when not disturbed but, damage and be afflicted with waterblight for 1 minute
can be provoked easily. A harem of ludroth are lead by only one on a failed save, or half as much damage and isn't
royal ludroth and the harem usually has only about ten females in afflicted with waterblight on a successful save. The
it. Most harems aren't very big. target can repeat the saving throw at the end of each of
its turns, ending the effect on a successful save.

304
Royal Ludroth
Challenge Rating 5 Carves/Captures 3 WEAPON MATERIAL EFFECTS
R.Ludroth Claw
Carve Chance Capture Chance Material Slots
This weapon deals maximum weapon damage to a creature
1-4 1-2 Spongy Hide (A) that has an innate swimming speed.
5-9 3-4 R.Ludroth Scale (A) Royal Aqua Sac
You can cast the water breathing spell once per long rest,
10-12 5-7 R.Ludroth Claw (A,W) while attuned to this weapon.
13-14 8-12 Dash Extract (O) R.Ludroth Tail
When you hit a creature with this weapon, it must make a
15-16 13-16 Royal Aqua Sac (A,W) DC 10 Constitution saving throw or become afflicted with
17-19 17-19 R.Ludroth Tail (A,W) waterblight until the end of its next turn.
20 20 R.Ludroth Crest (A,W) R.Ludroth Crest
Your weapon deals an extra 1d4 acid damage.

ARMOR MATERIAL EFFECTS OTHER MATERIAL EFFECTS


Spongy Hide Dash Extract
While you are wearing this armor, you can use your Crafting material for mega dash juice.
reaction or bonus action to gain resistance to acid damage
until the end of your next turn. Once you use this property,
you cannot use it again until you finish a long rest.
R.Ludroth Scale
While wearing this armor, you gain +2 AC while
completely submerged in water.
R.Ludroth Claw
Expert Fisherman. When you catch fish,
you instead catch two.
Royal Aqua Sac
You can hold your breath under-
water for twice as long as normal.
R.Ludroth Tail
Divine Blessing. When you take
damage you are not immune or
resistant to, roll a d4 and reduce
the damage you take by the
number rolled. You can use this
property a number of times equal
to your proficiency bonus. You
regain all expended uses when
you finish a long rest.
R.Ludroth Crest
Constitution. The duration from slowing effects, such
as the slow spell or a copper dragon's breath attack,
are reduced by half while you wear this armor.

305
Mizutsune
Like most other Leviathans, Mizutsune has a long, slender body. Mizutsune are rather calm in nature until provoked. They prefer to
However, it is one of the few Leviathans to actually have fur on its be left alone resting near large bodies of water, while covered in
body. This fur covers its chest, underbelly, legs and tail. Its scales their special secretions. They prefer to avoid confrontations,
are light colored and resemble those of a fish. Its head has a long however, will defend themselves if need be. Once a threat has left,
snout and is beautifully adorned by many fin-like appendages. Mizutsune won't chase after the threat but will instead let it go.
These fins are pink with yellow markings, and they can also be Though Mizutsune are usually calm, they are known to turn
seen on its back and tail. Its feet are said to be quite different from aggressive during Breeding Season. Mizutsune become aggressive
other Leviathans and allow Mizutsune to move swiftly on land. or even berserk during their Breeding Season. In this season, it is
Mizutsune's most unique adaptation is its ability to produce not a good idea to go fishing since they are known to injure people
bubbles. It is able to produce the bubbles by using special fluid due to their blind rage. Male Mizutsune have large fins and are able
secretions, produced from its own body along with water, and to flash their fins red to show emotion to the female Mizutsune, in
rubbing its hairs in the secretions. These stiff yet soft purple hairs order to attract them.
are found on its chest, tail, legs, and sides. The hairs are used for
sliding on the fluids it produces, spreading the fluids, and even
using the fluids to produce more bubbles. Mizutsune can also Condition: Slick
breath these bubbly fluids from its mouth. It is known to use the
bubbles it produces both offensively and defensively in battle. It A creature who is slick is covered in a slippery or
uses the bubbles to help it move faster and to make it more flexible
slimy liquid. This liquid coats the body making it
in battle, while simultaneously impeding the movement of any
difficult to move or avoid attacks without slipping.
foes. In order to stop itself quickly while moving, Mizutsune has A creature who is slick has disadvantage on
special hook-like claws that allow it to stop sliding quickly to face Dexterity saving throws.
threats and not leave itself open. Despite Mizutsune's strange a creature can only move up to half its speed
appearance, the fins it has actually act as receptors for detecting the while under this effect.
presence of predators and prey coming through vibrations in the A creature has disadvantage when attempting
secretions. Like a snake, Mizutsune's teeth are recurved to prevent to grapple a creature, but advantage when
prey from escaping easily. Its jaws are even designed like a snake attempting to escape a grapple when using
to an extent, even being able to open its mouth wide and swallow acrobatics.
some large prey. It can also fire pressurized jets of water from its
mouth, much like Plesioth. A creature can use its action on itself or another
adjacent creature to wipe off the liquid, removing
the effect.

306
Mizutsune
Mizutsune Challenge Rating 11 Carves/Capture 3
Huge leviathan, unaligned Carve Capture
Chance Chance Material Slots
Armor Class 17 (natural armor) 1-6 1 Mizutsune Scale (A)
Hit Points 184 (16d12 + 80)
Speed 50 ft., swim 40 ft. 7-9 2-4 Mizutsune Claw (W)
10-11 5-6 Bubble Fluid (A,W)
STR DEX CON INT WIS CHA 12-13 7-11 Mizutsune Pelt (A)
17 (+3) 23 (+6) 21 (+5) 12 (+1) 15 (+2) 10 (+0) 14-16 12-15 Mizutsune Tail (W)
17-18 16-17 Mizutsune Fin (W)
Saving Throws Dex +10, Wis +6
Skills Acrobatics +10, Perception +6 — 18 Mizutsune Purplefur (A)
Damage Resistances fire
Damage Immunities acid 19 19 Mizutsune Plate (A,W)
Condition Immunities slick 20 20 Mizutsune Water Gem (A,W)
Senses darkvision 60 ft. passive Perception 16
Languages —
Challenge 11 (7,200 XP) Proficiency +4 ARMOR MATERIAL EFFECTS
Mizutsune Scale
Oiled Body. The mizutsune has advantage on Dexterity Gourmand. While attuned to this armor, you double the
(acrobatic) checks. amount of days you can go without food or water before
suffering a level of exhaustion.
Actions Bubble Fluid
Multiattack. The mizutsune makes one Bite attack and While you are attuned to this armor, you can cast the
two Tail attacks. Otiluke's Resilient Sphere spell once per day.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one Mizutsune Pelt
target. Hit: 19 (3d8 + 6) piercing damage. If the target While wearing this armor, you ignore difficult terrain from
is a Large or smaller creature, it is grappled (escape DC spells like grease or other environmental effects that cause
13). Until this grapple ends, the mizutsune can't use its the ground to become slippery. Additionally, you have
bite on another target. advantage on saving throws against the slick condition.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one Mizutsune Purplefur
target. Hit: 25 (3d12 + 6) bludgeoning damage and You have resistance to acid damage while you wear this
the target is slick until a creature uses an action to armor.
wipe the liquid off. Mizutsune Plate
Bubble Prison. Ranged Weapon Attack: +10 to hit, While attuned to this armor, your steps make no sound,
range 80/320 ft., one Large or smaller creature. Hit: regardless of the surface you are moving across. You also
The creature is slick and enclosed in a bubble of have advantage on Dexterity (Stealth) checks that rely on
shimmering force for 1 minute or until the bubble is moving silently.
destroyed. Nothing, not physical objects, energy, or
Mizutsune Water Gem
other spell effects, can pass through the bubble, in or Bubbly+. While attuned to this armor, you have advantage
out, though a creature in the sphere can breathe. A on Dexterity saving throws. Also the durations from
creature inside of the bubble has disadvantage on slowing effects, such as the slow spell or a copper
attacks due to its slippery nature. The bubble can be dragon's breath attack, are reduced by half.
attacked and destroyed (AC 15; hp 30; resistance to
bludgeoning damage; immunity to poison and psychic
WEAPON MATERIAL EFFECTS
damage; vulnerability to piercing damage). At the end
Mizutsune Claw
of the mizutsune's turn all bubbles rise 10 feet higher
While holding this weapon, you gain a +1 bonus to spell
into the air.
attack rolls and you ignore half cover when making a spell
Hydropump (Recharge 5-6). The mizutsune releases a attack.
high pressure stream of water in a 60-foot line that is 5
Bubble Fluid
feet wide. Each creature in that line must make a DC
When you hit a creature with this weapon, the creature
17 Dexterity saving throw, taking 55 (10d10) acid
must succeed a DC 13 Dexterity saving throw or become
damage on a failed save, or half as much damage on a
slick. A creature can use its action on itself or another
successful one.
adjacent creature to wipe off the liquid, removing the
Reactions effect.
Tail Sweep. When a creature is slick and starts its turn Mizutsune Tail
within 10 feet of the mizutsune, it must succeed on a This weapon has 5 runes. While holding it, you can use an
DC 15 Dexterity saving throw or be knocked prone. action and expend 1 rune to speak its command word. For
the next minute, you know the direction of the nearest
307
creature hostile to you within 60 feet, but not its distance
from you. The weapon can sense the presence of hostile
creatures that are ethereal, Invisible, disguised, or hidden, destroyed. Nothing, not physical objects, energy, or
as well as those in plain sight. The effect ends if you stop other spell effects, can pass through the bubble, in or
holding the weapon. This weapon regains 1d4 + 1 out, though a creature in the sphere can breathe there.
expended runes daily at dawn. A creature inside of the bubble has disadvantage on
attacks due to its slippery nature. The bubble can be
Mizutsune Fin (Hunting Horn Only) attacked and destroyed (AC 15; hp 15; resistance to
Your maximum cord length is increased by 1 when holding bludgeoning damage; immunity to poison and psychic
this weapon. damage; vulnerability to piercing damage). At the end
Mizutsune Plate of the mizutsune's turn all bubbles rise 10 feet higher
Crisis. While you are attuned to this weapon and suffering into the air.
from an abnormal status effect caused by a hostile Bubbles (Recharge 6). The mizutsune uses its Bubble
creature or object, such as poisoned, burning, slowed, Prison up to three times.
blinded, etc, all attacks and spells deal an extra 1d10 spell
or weapon damage. Reactions
Mizutsune Water Gem (Spellcaster Only) Tail Sweep. When a creature is slick and starts its turn
While attuned to this weapon, you know the watery sphere within 5 feet of the mizutsune, it must succeed on a
spell. If you prepare spells, you always have it prepared, and DC 13 Dexterity saving throw or be knocked prone.
it doesn't count against the number of spells you can
prepare each day. If this spell is not on your class list, the
spell is nonetheless a class spell for you. Young Mizutsune
Challenge Rating 5 Carves/Capture 3
Carve Chance Capture Chance Material Slots
Young Mizutsune 1-6 1-2 Y.Mizutsune Scale (A)
Large leviathan, unaligned 7-9 3-7 Y.Mizutsune Claw (W)
Armor Class 16 (natural armor) 10-11 8-11 Bubble Foam (W)
Hit Points 123 (13d10 + 52) 12-17 12-15 Y.Mizutsune Pelt (A,W)
Speed 40 ft., swim 30 ft.
18-19 16-19 Y.Mizutsune Tail (A,W)

STR DEX CON INT WIS CHA 20 20 Y.Mizutsune Fin (A,W)

15 (+2) 18 (+4) 19 (+4) 10 (+0) 13 (+1) 10 (+0) ARMOR MATERIAL EFFECTS


Y.Mizutsune Scale
Saving Throws Dex +7, Wis +4 While you are wearing this armor, you can use your
Skills Acrobatics +7, Perception +4 reaction or bonus action to gain resistance to acid damage
Damage Immunities acid until the end of your next turn. Once you use this property,
Condition Immunities slick you cannot use it again until you finish a long rest.
Senses darkvision 60 ft. passive Perception 14
Y.Mizutsune Pelt
Languages —
You have a +2 bonus to Stealth checks while you wear this
Challenge 5 (1,800 XP) Proficiency +3
armor.
Oiled Body. The mizutsune has advantage on Dexterity Y.Mizutsune Tail
(acrobatic) checks. You have advantage on saving throws against the slick
condition.
Actions Y.Mizutsune Fin
Multiattack. The mizutsune makes one Bite attack and Bubbly. While attuned to this armor, you have a +1 bonus
two Tail attacks. to Dexterity saving throws. Also the durations from
slowing effects, such as the slow spell or a copper
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
dragon's breath attack, are reduced by one-fourth.
target. Hit: 13 (2d8 + 4) piercing damage. If the target
is a Medium or smaller creature, it is grappled (escape
WEAPON MATERIAL EFFECTS
DC 12). Until this grapple ends, the mizutsune can't
Bite another target. Y.Mizutsune Claw
While attuned to this weapon, you gain a +1 bonus to your
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one spell attack rolls when casting cold spells.
target. Hit: 17 (2d12 + 4) bludgeoning damage and
Bubble Foam
the target is slick until a creature uses an action to
wipe the liquid off. When you hit a creature with this weapon, the creature
must succeed a DC 10 Dexterity saving throw or become
Bubble Prison. Ranged Weapon Attack: +7 to hit, range slick. A creature can use its action on itself or another
80/320 ft., one Large or smaller creature. Hit: The adjacent creature to wipe off the liquid, removing the
creature is slick and enclosed in a bubble of effect.
shimmering force for 1 minute or until the bubble is

308
Y.Mizutsune Pelt On top of the graceful agility of mizutsune, sliding around the
Your cold spells deal extra 1d4 acid damage. battlefield with its secretion, the violet mizutsune's body produces a
type of secretion, with properties akin to oil, that it leaves on the
Y.Mizutsune Tail battlefield and utilizes in the same manner as the bubblefoam.
Minor Crisis. While suffering from an abnormal status
Additionally, it can also wrap itself in flames, bathing the
effect caused by a hostile creature or object, such as
surrounding in a beautiful but deadly white-hot inferno.
poisoned, burning, slowed, blinded, etc, all attacks and
By temporarily increases the secretion rate of this gas to perform
spells deal an extra 1d6 spell or weapon damage.
a powerful and explosive claw slam. The violet mizutsune will
Y.Mizutsune Fin (Spellcaster Only) create a massive bubble that will float above it and it will then
While attuned to this weapon you can cast the watery perform a dance drawing hunters towards it before the bubble falls
sphere spell once per day, but you must expend a number to the ground creating a massive explosion. However if the violet
a spell slots that total 4 or more spell slot levels, such as mizutsune is interupted before the bubble falls, the bubble will turn
two 2nd-level spell slots. orange and douse the flames in the nearby area. Its bubbles, once
time has passed after being releases will home onto a hunter.
Violet Mizutsune Like its counterpart, the violet mizutsune likes to sleep when not
fighting and will react with violence should an intruder appear. It
Violet mizutsune has whitish-lilac scales with light streaks of
can easily defeat monsters like the tigrex with ease. However it
indigo running down its body, as well as indigo fins and black fur.
must contend with dangerous monsters such as apex monsters,
During its empowered state, its fur glows faint-blue. Like many
equally powerful rare species, and elder dragons for territory.
rare species, the violet mizutsune is slightly larger than a regular
mizutsune.

309
Violet Mizutsune failed save, or half as much damage and doesn't burst
into flames on a successful one. Until a creature takes an
Huge leviathan, unaligned
action to douse the fire, the target takes 5 (1d10) fire
damage at the start of each of its turns.
Armor Class 17 (natural armor)
Hit Points 195 (17d12 + 85) Scaling Stream (Recharge 5-6). The mizutsune releases a
Speed 50 ft., swim 40 ft. high pressure stream of water in a 90-foot line that is 5
feet wide or in a 60-foot cone. Each creature in that area
must make a DC 18 Dexterity saving throw, taking 55
STR DEX CON INT WIS CHA (10d10) fire damage on a failed save, or half as much
damage and doesn't burst into flames on a successful
17 (+3) 23 (+6) 21 (+5) 12 (+1) 15 (+2) 10 (+0) one. Until a creature takes an action to douse the fire, the
target takes 5 (1d10) fire damage at the start of each of
Saving Throws Dex +11, Con +10, Wis +7 its turns.
Skills Acrobatics +11, Perception +7
Bath Bomb (Recharges after a Short or Long Rest). The
Damage Resistances necrotic
mizutsune forms a Huge bubble that hovers 30-feet
Damage Immunities fire
above it, and moves with it. On its subsequent turn, the
Senses darkvision 60 ft. passive Perception 17
mizutsune an use an action to perform a dance, that
Languages —
creates a vortex around, before the bubble impacts the
Challenge 15 (13,000 XP) Proficiency +5
ground and explodes. Each creature in a 60-foot-radius,
60-foot-high cyclinder centered on the bubble must
Oiled Body. The mizutsune has advantage on Dexterity succeed on a DC 18 Strength saving throw or be pulled
(acrobatic) checks and Dexterity saving throws. 30 feet towards the bubble and automatically fails its
saving throw against the explosion. Each creature within
Actions 30 feet of the bubble when it explodes must make a DC
Multiattack. The mizutsune makes one Bite attack and 18 Dexterity saving throw, taking 90 (20d8) fire damage
two Tail attacks. on a failed save, or half as much damage and doesn't
burst into flames on a successful one. Until a creature
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one takes an action to douse the fire, the target takes 5
target. Hit: 19 (3d8 + 6) piercing damage. If the target is (1d10) fire damage at the start of each of its turns.
a Large or smaller creature, it is grappled (escape DC 13). The mizutsune must concentrate on the bubble (as if
Until this grapple ends, the mizutsune can't use its bite concentrating on a spell) while it remains in the air above
on another target. it. If it fails its Constitution saving throw to maintain
Bubble Prison. Ranged Weapon Attack: +11 to hit, range concentration on the bubble, it explodes, dousing any
80/320 ft., one Large or smaller creature. Hit: The flames within 60 feet of the bubble.
creature is slick and enclosed in a bubble of shimmering
force for 1 minute or until the bubble is destroyed.
Legendary Actions
Nothing, not physical objects, energy, or other spell The mizutsune can take 3 legendary actions, choosing
effects, can pass through the bubble, in or out, though a from the options below. Only one legendary action
creature in the sphere can breathe. A creature inside of option can be used at a time and only at the end of
the bubble has disadvantage on attacks due to its another creature's turn. The mizutsune regains spent
slippery nature and takes 5 (1d10) fire damage at the legendary actions at the start of its turn.
start of each of its turns. The bubble can be attacked and
destroyed (AC 15; hp 40; resistance to bludgeoning Attack. The mizutsune makes a Bite attack.
damage; immunity to poison and psychic damage; Encapsulate. The mizutsune uses Bubble Prison.
vulnerability to piercing damage). At the end of the
mizutsune's turn all bubbles rise 15 feet higher into the Bubbles (Costs 2 Actions). The mizutsune uses Bubble
air. Barrage.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one Slide (Costs 2 Actions). The mizutsune moves up to its
target. Hit: 22 (3d10 + 6) bludgeoning damage. If the speed, during this move it can move through other
mizutsune moved at least 10 feet straight toward the creatures without provoking opportunity attacks. Each
target immediately before the hit, the target takes an creature the mizutsune moves through must succeed on
extra 16 (3d10) bludgeoning damage. If the target is a a DC 19 Dexterity saving throw or take 20 (4d6 + 6)
creature, it must succeed on a DC 19 Strength saving bludgeoning damage, be pushed up to 10 feet away and
throw or be knocked prone. knocked prone.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one Spray Burst (Costs 2 Actions). The mizutsune spurts out
target. Hit: 25 (3d12 + 6) bludgeoning damage. liquid that instantly explodes. Each creature in a 15-foot
square originating from the mizutsune must make a DC
Bubble Barrage. The mizutsune creates five bubbles 18 Dexterity saving throw, taking 16 (3d10) fire damage
around it. When it uses this action, and as a bonus action on a failed save, or half as much damage and doesn't
on subsequent turns, the mizutsune can hurl one bubble burst into flames on a successful one. Until a creature
at a point within 120 feet of it. Each creature within 5 takes an action to douse the fire, the target takes 5
feet of the point must make a DC 18 Dexterity saving (1d10) fire damage at the start of each of its turns.
throw, taking 11 (2d10) fire damage and ignites on a
310
Violet Mizu Mantle
Violet Mizutsune Embolden. You have a +1 bonus to your AC and you can't
Challenge Rating 15 Carves/Capture 3 be knocked prone while you wear this armor. In addition,
Carve Chance Capture Chance Material Slots when you take the Dodge action, you gain a +2 bonus to
Dexterity saving throws.
1-6 1 Violet Mizu Shard (A,W)
7-9 2-4 Violet Mizu Hardclaw (A,W) WEAPON MATERIAL EFFECTS
Violet Mizu Shard
10-11 5-8 White Synovial Fluid (A,W) Your weapon is constantly covered in a thin liquid with a
12-15 9-13 Violet Mizu Whitefell (A,W) rainbow sheen. When the weapon is subjected to fire, it
ignites for 1 hour or until it is sheathed. While lit, it
16-17 14-18 Violet Mizu Tail (A,W) provides bright light in a 20-foot radius and dim light for
18-19 19 Violet Mizu Fin (A,W) an additional 20 feet.
20 20 Violet Mizu Mantle (A,W) Violet Mizu Hardclaw
While holding this weapon, you gain a +1 bonus to spell
attack rolls and you ignore half cover when making a spell
ARMOR MATERIAL EFFECTS attack.
Violet Mizu Shard White Synovial Fluid
While attuned to this armor, you have little bits of violet While attuned to this weapon you can use an action to
fire streaking through it, and harmless fiery bubbles speak its command word to create five fiery bubbles. The
emerge from your armor and pop creating small sparks bubbles float in the air and orbit you for the 1 minute.
around you. These effects are suppressed when near When you use this action—and as a bonus action on each
anything flammable or when sneaking. of your turns thereafter you can expend one bubble, and
Violet Mizu Hardclaw make one ranged spell attack against a target within 60
Flinch Free. While wearing this armor you cannot be feet of you (+9 to hit or your own spell attack bonus). On a
knocked prone, or unwillingly moved from your current hit, the target takes 2d6 fire damage. Once you use this
location by any means. property, you can't use it again until you finish a long rest.

White Synovial Fluid Violet Mizu Whitefell


Diversion. While attuned to this armor you can use an Adrenaline. The first time you drop below half of your hit
action to speak this armor's command word, causing a point maximum in combat, you gain a rush of adrenaline.
large red X to appear across your chest for 1 minute. When On your next turn your movement speed doubles and you
a hostile creature attempts to attack a target within 15 feet can take one extra action.
of you while this X is visible, it must succeed on a DC 15 Violet Mizu Tail
Wisdom saving throw or redirect its attack towards you. If Offensive Guard. Whenever you use a reaction that
the attacker's is unable to reach you with its remaining increases your AC, the next attack you make deals extra
movement it succeeds on its saving throw, but has damage equal to the bonus AC the reaction provided.
disadvantage on attack rolls against other target other than
Violet Mizu Fin
you, until the end of the turn. Once you use this property,
Weakness Exploit+. When you have advantage on an attack
you can't use it again until you finish a long rest.
roll with this weapon and you hit the target, you can have
Violet Mizu Whitefell your weapon deal its maximum damage if the lower of the
You have resistance to fire damage while you wear this two d20 rolls would also hit the target (all extra damage
armor. dice must still be rolled). You can use this property a
Violet Mizu Tail number of times equal to your Strength or Dexterity
Stamina Surge+2. While wearing this armor, you can use an modifier (your choice), regaining all expended uses when
action to cast the haste spell from it once per day, but can you finish a short or long rest.
target only yourself when you do so and you gain 1 level of Violet Mizu Mantle
exhaustion when the spell ends. Agitator. Your weapon attacks critical hit range is increased
Violet Mizu Fin by 1 and your weapon deals an extra 1d6 weapon damage.
Evade Extender (M). You gain a +2 bonus to Dexterity (This material counts as both a critical eye material and a
"your weapon deals an extra damage material")
saving throws while you wear this armor.

311
Nibelsnarf
The nibelsnarf is a leviathan that has adapted to live in sandy areas.
They burrow through sand and locate prey aurally, then suck both
Nibelsnarf
Huge leviathan, unaligned
the target and any surrounding sand into their maws. It has the
remarkable ability to swim in sand, shared only with a few
Armor Class 17 (natural armor)
monsters, and its streamlined body helps it move through it at great
Hit Points 152 (16d12 + 48)
speeds. They are capable of burrowing into the sand and of Speed 30 ft., burrow 30 ft.
disguising themselves as sand dunes to ambush prey.
It has a huge mouth for eating its prey such as rhenoplos in one
bite, like the gobul. It locates its prey with hearing. It shares this STR DEX CON INT WIS CHA
trait with the agnaktor, which is also a land dwelling leviathan. It is
18 (+4) 15 (+2) 17 (+3) 13 (+1) 12 (+1) 14 (+2)
possible that the two developed this ability because they spend
most of their time underground. It spits sand at predators that try to
attack it. Its eyes are on top of its head, so it can see its prey easier Saving Throws Dex +5, Con +6, Wis +4
when lurking in the sand; however, their placement also makes it Damage Resistances necrotic
Damage Immunities fire
difficult for it to see anything directly in front of it.
Senses tremorsense 60 ft., passive Perception 11
The nibelsnarf also have salamander-like "gills" which it uses to
Languages —
filter out sand and absorb minerals in the sand. It uses this clearing
Challenge 8 (3,900 XP) Proficiency +3
of the sand as an attack, as the sand shoots from the gills at a high
enough speed to hurt individuals caught in the blast. Nibelsnarf
Desert Camouflage. The nibelsnarf has advantage on
seem to have very strong stomachs, capable of withstanding a
Dexterity (Stealth) checks made to hide in desert
bomb exploding in it. Inside the massive mouth of this predator is
terrain while burrowed.
an enlarged uvula that stores nutrients. This organ is essential to the
leviathan's survival within the arid deserts of the world. Actions
Niblesnarfs are gluttons that will attempt to eat anything. These
Multiattack. The nibelsnarf makes three Bite attacks.
monsters have been known to accidentally eat barrel bombs that are
placed by hunters and even an entire merchant cart. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 17 (3d8 + 4) piercing damage.
Wind Tunnel (Recharge 5-6). The nibelsnarf exhales
sand and debris in a 30-foot cone. Each creature in the
area must make a DC 14 Dexterity saving throw, taking
31 (9d6) bludgeoning damage on a failed save, or half
as much damage on a successful one.
Reactions
Sand Cloud. When a creature attacks the nibelsnarf, it
can expel a large sand cloud from the gills on the back
of its head. The cloud fills a 25-foot square centered in
a nibelsnarf's space that is closest to the attacker. Each
creature in that area must succeed on a DC 14
Strength saving throw or be knocked prone. If the
saving throw fails by 5 or more, the target is also
pushed 10 feet away from the nibelsnarf.

Nibelsnarf
Challenge Rating 8 Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-8 1-10 Nibelsnarf Hide (A)
9-13 — Nibel Carapace (A)
14-16 11-14 Nibelsnarf Claw (W)
17-19 15-19 Brilliant Fluid (A,W)
20 20 Nibelsnarf Scalp (A,W)

ARMOR MATERIAL EFFECTS


Nibelsnarf Hide
Gourmand. While attuned to this armor, you double the
amount of days you can go without food or water before
suffering a level of exhaustion.
312
Nibel Carapace
Speed Eating. While you are attuned to this armor, you can
use any consumable, such as a potion or food, as a bonus Reactions
action; so long as you are the one consuming it.
Sand Cloud. When a creature attacks the nibelsnarf, it
Brilliant Fluid can expel a large sand cloud from the gills on the back
While you wear this armor, you can use a bonus action to
of its head. The cloud fills a 15-foot square centered in
exhale sand and debris in a 15-foot cone. Each creature in
a nibelsnarf's space that is closest to the attacker. Each
that area must make a DC 13 Dexterity saving throw, creature in that area must succeed on a DC 12
taking 3d6 bludgeoning damage on a failed save, or half as
Strength saving throw or be knocked prone. If the
much damage on a successful one.
saving throw fails by 5 or more, the target is also
Once used, this property cannot be used again until you pushed 10 feet away from the nibelsnarf.
finish a long rest.
Nibelsnarf Scalp
While you wear this armor, you have advantage on Young Nibelsnarf
Dexterity (Stealth) checks made to hide in desert terrain. Challenge Rating 4 Carves/Capture 3
Carve Chance Capture Chance Material Slots
WEAPON MATERIAL EFFECTS
Nibelsnarf Claw (Ranged Weapon Only) 1-8 1-10 Y.Nibelsnarf Hide (A)
Pellet Shot. When you roll a 15 or higher on your attack
roll with this weapon while using normal ammo, you can 9-13 — Y.Nibel Shell (A)
make an attack against an additional creature within 5 feet 14-16 11-14 Y.Nibelsnarf Claw (A,W)
of your original target.
17-19 15-19 Gleaming Fluid (A,W)
Brilliant Fluid (Druid, Sorcerer, & Wizard Only)
While attuned to this weapon you can cast the Earth 20 20 Y.Nibelsnarf Scalp (A,W)
Tremor and the Dust Devil spell at 2nd level once per day,
without expending a spell slot. ARMOR MATERIAL EFFECTS
Nibelsnarf Scalp (Melee Weapon Only) Y.Nibelsnarf Hide
When you hit a creature with this weapon, it must make a You can hold your breath underground for twice as long as
DC 13 Dexterity saving throw or be blinded until the start normal.
of its next turn. Y.Nibel Shell
While you wear this armor, you have a +2 bonus on

Young Nibelsnarf
Dexterity (Stealth) checks made to hide in desert terrain.
Y.Nibelsnarf Claw
Large leviathan, unaligned Speed Eating. While you are attuned to this armor, you can
use any consumable, such as a potion or food, as a bonus
Armor Class 16 (natural armor) action; so long as you are the one consuming it.
Hit Points 97 (13d10 + 26)
Speed 30 ft., burrow 30 ft. Gleaming Fluid
While you wear this armor, you can use a bonus action to
exhale sand and debris in a 15-foot cone. Each creature in
STR DEX CON INT WIS CHA that area must make a DC 11 Dexterity saving throw,
taking 2d6 bludgeoning damage on a failed save, or half as
16 (+3) 13 (+1) 15 (+2) 8 (-1) 10 (+0) 8 (-1) much damage on a successful one. Once used, this
property can't be used again until you finish a long rest.
Saving Throws Dex +3, Con +4, Wis +2 Y.Nibelsnarf Scalp
Damage Immunities fire While wearing this armor, you are always covered in dust.
Senses tremorsense 30 ft., passive Perception 11 Whenever a creature makes an attack against the you, you
Languages — can use your reaction to expel a small sand cloud from
Challenge 4 (3,900 XP) Proficiency +2 your body, lightly obscuring the area in a 5-foot radius
sphere around you until the start of your next turn.
Desert Camouflage. The nibelsnarf has advantage on
Dexterity (Stealth) checks made to hide in desert WEAPON MATERIAL EFFECTS
terrain while burrowed. Y.Nibelsnarf Claw
Horn Maestro. While attuned to this weapon, your melody
Actions lasts an extra 30 seconds longer than normal.
Multiattack. The nibelsnarf makes two Bite attacks.
Gleaming Fluid (Bard, Druid, Sorcerer, & Wizard Only)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one While attuned to this weapon you can cast the Earth
target. Hit: 12 (2d8 + 3) piercing damage. Tremor spell once per long rest, without expending a spell
Wind Tunnel (Recharge 6). The nibelsnarf exhales sand slot.
and debris in a 30-foot cone. Each creature in the area Y.Nibelsnarf Scalp (Hammer Only)
must make a DC 12 Dexterity saving throw, taking 21 Punish Draw. A creature hit for the first time by the
(6d6) bludgeoning damage on a failed save, or half as Hammers Mighty Weapon, has disadvantage on the saving
much damage on a successful save. throw.
313
Somnacanth Bonus Actions
Huge leviathan, unaligned Rude Awakening. When a creature is unconscious, the
somnacanth can use its Deadly Leap centered on that
Armor Class 16 (natural armor) creature.
Hit Points 114 (12d12 + 36)
Speed 15 ft., swim 60 ft. Legendary Actions
The somnacanth can take 3 legendary actions, choosing
from the options below. Only one legendary action
STR DEX CON INT WIS CHA option can be used at a time and only at the end of
20 (+5) 16 (+3) 17 (+3) 7 (-2) 10 (+0) 20 (+5) another creature's turn. The somnacanth regains spent
legendary actions at the start of its turn.
Saving Throws Dex +7, Con +7 Move. The somnacanth moves up to its speed without
Damage Immunities cold, necrotic provoking opportunity attacks. If its sleep breath is
Condition Immunities unconscious (can still be captured) recharged, it can place a cloud of knockout gas in each
Senses darkvision 60 ft., passive Perception 10 space it moves through and its sleep breath cannot be
Languages — used until it recharges once more.
Challenge 10 (5,900 XP) Proficiency +4 The knockout gas remains in the spaces for one round
before dispersing. A creature that starts its turn or enters
Hold Breath. The somnacanth can hold its breath for 12 the space filled with knockout gas must succeed on a DC
hours. 15 Constitution saving throw or fall unconscious for 1
minute, until the sleeper takes damage, or until someone
Shallow Swimmer. The somnacanth can swim in water uses an action to shake or slap the sleeper awake.
that is 3 feet deep or deeper.
Break Shell. The somnacanth breaks a shell it is carrying
Standing Leap. The somnacanth's long jump is up to 40 on its belly. Consult the table below to determine what
feet and its high jump is up to 20 feet, without a running happens.
start. In addition, the somnacanth does not incur
opportunity attacks while moving with a jump. Find Shell (Costs 2 Actions). The somnacanth finds a
random shell. Roll a d3 and consult the table below.
Actions d3 Shell Effect Caused by Shell Breaking
Multiattack. The somnacanth makes two Claw attacks or
Each creature in a 15-foot radius around the
five Frill Quill attacks.
somnacanth must succeed on a DC 16
Blast
Headbutt. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 Dexterity saving throw, taking 16 (3d10)
Shell
two targets. Hit: 18 (3d8 + 5) bludgeoning damage. fire damage on a failed save, or half as much
damage on a successful one.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage. Each creature in a 60-foot cone in front of
the somnacanth must succeed on a DC 16
Frill Quill. Ranged Weapon Attack: +9 to hit, reach Flash Constitution saving throw or be blinded for
60/240 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 2
Shell 1 minute. A creature can repeat its saving
Deadly Leap. If the somnacanth jumps at least 10 feet as throw at the end of its turn, ending the
part of its movement, it can then use this action to land blindness on a success.
on its feet in a space that contains one or more other
Healing The somnacanth and each creature within 5
creatures. Each of those creatures must succeed on a DC 3
Shell feet of it regains 21 (6d6) hit points.
17 Strength or Dexterity saving throw (target's choice)
or be knocked prone and take 22 (5d6 + 5) bludgeoning
damage. On a successful save, the creature takes only
half the damage, isn't knocked prone, and is pushed 5 Siren Song (Costs 3 Actions). When its sleep breath is
feet out of the somnacanth's space into an unoccupied recharged, the somnacanth can use this legendary action
space of the creature's choice. If no unoccupied space is to extend its body high into the air. It then begins
within range, the creature instead falls prone in the singing a soothing song. On initiative 20 or after three
somnacanth's space. turns (Whichever takes longer), the somnacanth releases
knockout gas that spreads out in a 60-foot radius around
Sleep Breath (Recharge 5-6). The somnacanth exhales a it. Each creature in that area must succeed on a DC 15
knockout gas in a 90-foot cone. Each creature in that Constitution saving throw or fall unconscious for 1
area must make a DC 15 Constitution saving throw, be minute, until the sleeper takes damage, or until someone
incapacitated until the end of its next turn. If a creature uses an action to shake or slap the sleeper awake. When
fails the save by 5 or more, it instead falls unconscious this legendary action is used, the somnacanth can't use
for 1 minute, until the sleeper takes damage, or until its sleep breath until it recharges again.
someone uses an action to shake or slap the sleeper
awake.

314
Somnacanth
The somnacanth is a leviathan with a very unique physiology.
Covering its body are large yellowish scales, transitioning to white
on the underside. Its front feet have three digits, each one ending in
a long, curved black claw. Its back feet have four digits that end in
shorter claws. It has a short face with a disturbingly humanoid
appearance. Above its eyes are a pair of large purple horns, with a
pair of smaller knob-like protrusions in front of them. Adorning the
side of its head are three pairs of small purple fins, with a massive
crest-like fin on the top. These purple fins also appear along the top
of its tail and form a crescent shape at the tip. It has a hard pad on
its belly with a taiko drum-like pattern that it uses to crack open
shells.
The somnacanth is capable of producing a sleep-inducing
powder in its throat and spraying it through the mouth. Similar to
other monsters that can put creatures to sleep, it will use this
opportunity to strike at its prey or adversary. It can breathe this
powder out as a long ranged, sweeping cone or as a large cloud that
covers the whole area. It is capable of jumping high into the air and
slamming down on its target.

Somnacanth Gem
Somnacanth While you are attuned to this armor you can speak its
Challenge Rating 10 Carves/Capture 3 command word as an action to cause water to pour onto
Carve Chance Capture Chance Material Slots the ground from it filling the space in a 15-foot radius
around you for 1 minute. The area moves with you and is
1-7 1-3 Somnacanth Scale (A) difficult terrain for any creature, other than you, that
8-12 4-9 Somnacanth Shell (A,W) doesn't have an innate swim speed. Speaking the
command word again causes the water to stop flowing
— 10-11 Lg Monster Bone (O) from you. You can use this property a number of times
13-14 — Somnacanth Fin (A,W) equal to half of your proficiency bonus (rounded down),
regaining expended uses when you finish a long rest.
15-17 12-15 Somnacanth Dust (A,W)
18-19 16-19 Somnacanth Talon (A,W) WEAPON MATERIAL EFFECTS
Somnacanth Shell (Bow Only)
20 20 Somnacanth Gem (A,W) You can use the sleep coating with a rare bow, but your
coating save DC for it is reduced by 2.
ARMOR MATERIAL EFFECTS Somnacanth Fin
Somnacanth Scale Capture Expert. While attuned to this weapon tranq bombs
and tranq ammo roll an extra 3d8 when they hits a
When you are outdoors, harmless creatures such as
squirrels and birds flock to you when you sing songs for a creature.
minute or longer. If you sing for over 2 minutes, the Somnacanth Dust (Sorcerer & Wizard Only)
creatures fall asleep and remain asleep until you stop Mini-Bombardier. This weapon has 5 runes. While holding
singing. it, you can use an action to expend 1 or more of its runes
Somnacanth Shell to cast one of the following Spells from it, using your spell
While wearing this armor you ignore difficult terrain save DC: burning hands (1 rune) scorching ray (2 runes),
created by muddy terrain, swamps, or other water sources aganazzar's scorcher (2 runes), or flaming sphere (2
that are waist deep. runes). This weapon regains 1d4 + 1 expended runes daily
at dawn. If you expend the last rune it cannot regain any
Somnacanth Fin runes for one week.
Item Prolonger+. Whenever you use a consumable item
that has a duration, its duration is increased by an Somnacanth Talon
additional 12 seconds. Your acid and cold spell deals an extra 1d6 damage.
Somnacanth Dust Somnacanth Gem
Divine Blessing+. When you take damage you are not Critical Status (Incapacitate). Whenever you critically hit
immune or resistant to, roll a d6 and reduce the damage with this weapon, the target creature must make a DC 14
you take by the number rolled. You can use this property a Constitution saving throw. On a failed save the target is
incapacitated until the end of its next turn.
number of times equal to your proficiency bonus. You
regain all expended uses when you finish a long rest.
OTHER MATERIAL EFFECTS
Somnacanth Talon Lg Monster Bone
You have resistance to cold damage while you wear this Very rare armor upgrade material.
armor.

315
Aurora Somnacanth 18 Strength or Dexterity saving throw (target's choice)
or be knocked prone and take 22 (5d6 + 5) bludgeoning
Huge leviathan, unaligned
damage plus 14 (4d6) cold damage. On a successful
save, the creature takes only half the damage, isn't
Armor Class 16 (natural armor) knocked prone, and is pushed 5 feet out of the
Hit Points 184 (16d12 + 80) somnacanth's space into an unoccupied space of the
Speed 60 ft. creature's choice. If no unoccupied space is within range,
the creature instead falls prone in the somnacanth's
space.
STR DEX CON INT WIS CHA
Icy Wasteland (Recharges after a Short or Long Rest). If the
20 (+5) 16 (+3) 20 (+5) 7 (-2) 10 (+0) 20 (+5) somnacanth is below half of its maximum hit points, it
can use this action to cause a freezing chill to emanate in
Saving Throws Dex +8, Con +8 a 60-foot radius from a point 60 feet away from it. For 1
Damage Immunities cold, necrotic minute, that area is icy and becomes difficult terrain.
Senses darkvision 60 ft., passive Perception 10 It then extends its body and screams, creating
Languages — multiple icy explosions in a 60-foot cone. Each creature
Challenge 14 (11,500 XP) Proficiency +5 in that area must make a DC 18 Constitution saving
throw, taking 42 (12d6) cold damage and be diseased
Hold Breath. The somnacanth can hold its breath for 12 with iceblight for 1 minute on a failed save, or half as
hours. much damage and isn't diseased with iceblight on a
successful one. A creature can repeat its saving throw at
Ice Walk. The somnacanth can move across and climb icy the end of its turn, ending the effecting on a success.
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow Legendary Actions
doesn't cost it extra moment.
The somnacanth can take 3 legendary actions, choosing
Standing Leap. The somnacanth's long jump is up to 40 from the options below. Only one legendary action
feet and its high jump is up to 20 feet, without a running option can be used at a time and only at the end of
start. In addition, the somnacanth does not incur another creature's turn. The somnacanth regains spent
opportunity attacks while moving with a jump. legendary actions at the start of its turn.

Actions Attack. The somnacanth makes one Tail attack.


Multiattack. The somnacanth makes five Frill Quill Frozen Mist. The somnacanth releases freezing mist in a
attacks. 5-foot radius around it. Each creature in that area must
succeed on a DC 18 Constitution saving throw or be
Frill Quill. Range Weapon Attack: +10 to hit, reach diseased with iceblight for 1 minute on a failed save. A
60/240 ft., one target. Hit: 8 (1d6 + 5) piercing damage. creature can repeat its saving throw at the end of its turn,
If the quill misses, it stabs into the ground in an ending the effecting on a success.
unoccupied space within 5 feet of the target. When a
creature enters the quill's space, it takes 3 (1d6) piercing Aurora Breath (Costs 2 Actions). The somnacanth exhales
damage and the quill is destroyed. ice in 60-foot long line that is 5 feet wide, that sweeps
across a 180 degree area in front of it. Each creature in
Headbutt. Melee Weapon Attack: +10 to hit, reach 10 ft., that area must make a DC 18 Constitution saving throw,
two targets. Hit: 18 (3d8 + 5) bludgeoning damage plus taking 28 (8d6) cold damage and be diseased with
7 (2d6) cold damage. iceblight for 1 minute on a failed save, or half as much
Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one damage and isn't diseased with iceblight on a successful
target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 one. A creature can repeat its saving throw at the end of
(4d6) cold damage. its turn, ending the effecting on a success.
Deadly Leap. If the somnacanth jumps at least 10 feet as Writher (Costs 2 Actions). The somnacanth moves up to
part of its movement, it can then use this action to land half its speed without provoking opportunity attacks and
on its feet in a space that contains one or more other then makes one Headbutt attack.
316 creatures. Each of those creatures must succeed on a DC
Aurora Somnacanth
The aurora somnacanth is similar in appearance to somnacanth,
however, its body is pale yellow, while its fins are ice-blue with
some dark purple gradient. The bioluminescence is white instead of
light blue, and frost can be seen forming on its head-crest and tail.
Instead of sleep mist, the aurora somnacanth uses powerful ice
attacks in combat. These include an ice beam and a cry that can
cause several frost explosions. Aurora somnacanth spend more WEAPON MATERIAL EFFECTS
time on land than its counterpart. Auroracanth Icescale
It is an aggressive monster that attack anyone who invades its
This weapon has a reservoir of ice magic that can freeze
territory. It uses its siren like voice to lure prey in before freezing
the ground. While holding it, you can use a bonus action to
plant the weapon in the ground, releasing the ice magic
them to death. It will then drag away its prey to eat in a hidden
within, causing the ground in a 15-foot radius around the
location. It preys on small monsters like izuchi.
weapon to become icy and difficult terrain for the
duration, or until you remove from the ground as a bonus
Aurora Somnacanth action. You can use this property for up to 1 minute, all at
once or in several shorter uses, each one using a minimum
Challenge Rating 14 Carves/Capture 3
of 6 seconds from the duration. This weapon recharges 6
Carve Capture seconds of energy to the weapon's reservoir for every 12
Chance Chance Material Slots hours it isn't used.
1-7 1-3 Auroracanth Icescale (A,W) Auroracanth Icecortex
8-12 4-9 Auroracanth Icecortex (A,W) When you roll a 20 on an attack roll with this weapon, the
ground in the direction of the target in either a 15-foot
— 10-11 Lg Monster Bone (O) cone or line 30 feet long and 5 feet wide (your choice) is
13-14 — Auroracanth Fin (A,W) covered in a layer of slick ice for 1 minute, making it
difficult terrain.
15-17 12-15 Cryo Sac (A,W)
Auroracanth Fin
18-19 16-19 Auroracanth Iceclaw (A,W) Depending on which weapon this material is placed into, it
gains the following benefits:
20 20 Aurora Gem (W)
Bow. When you hit a creature with a poison coated
arrow, you can inflict iceblight instead of the poisoned
ARMOR MATERIAL EFFECTS condition.
Auroracanth Icescale Dual Repeaters. Your cryo ammo now inflicts iceblight
While you wear this armor, you ignore difficult terrain instead of waterblight when empowered.
created by ice or snow and you can tolerate temperatures Heavy Bowgun. When you hit a creature with your
as low as -50 degrees Fahrenheit without any additional poison ammo, you can inflict waterblight instead of the
protection. If you wear heavy clothes, you can tolerate poisoned condition.
temperatures as low as -100 degrees Fahrenheit. Light Bowgun. When you hit a creature with water
Auroracanth Icecortex ammo, its movement speed is reduced by 5 feet until
Divine Blessing+. When you take damage you are not the end of its next turn.
immune or resistant to, roll a d6 and reduce the damage Cryo Sac
you take by the number rolled. You can use this property a Your weapon deals an extra 1d6 cold damage.
number of times equal to your proficiency bonus. You Auroracanth Iceclaw
regain all expended uses when you finish a long rest. Critical Element (cold+). When you critically hit with a
Auroracanth Fin weapon or spell that deals cold damage, you deal an extra
Item Prolonger+. Whenever you use a consumable item 1d8 cold damage. Additionally if a creature fails its saving
that has a duration, its duration is increased by an throw by 5 or more against a spell that deals cold damage,
additional 12 seconds. you deal an extra 1d8 cold damage to it.
Cryo Sac Aurora Gem
You have resistance to cold damage while you wear this Agitator. Your weapon attacks critical hit range is increased
armor. by 1 and your weapon deals an extra 1d6 weapon damage.
Auroracanth Iceclaw (This material counts as both a critical eye material and a
Evade Extender (M). You gain a +2 bonus to Dexterity "your weapon deals an extra damage material")
saving throws while you wear this armor.
OTHER MATERIAL EFFECTS
Aurora Gem Lg Monster Bone
You are immune to cold damage while you wear this Very rare armor upgrade material.
armor.

317
Uroktor Uroktor
Challenge Rating 1/2 Carves 1
Leviathans that inhabit volcanoes. Noted for swarming around
larger monsters' kills in order to feed. Uroktor rarely hunt for Carve Chance Material Slots
themselves, but are known for being highly aggressive. Just like
1-2 Dragonfell Berry (O)
their adult form, the Agnaktor, they have the remarkable ability to
tunnel through solid volcanic rock. Uroktor are distinguished by 3-14 Uroktor Scale (A,W)
their reddish-purple skin, which protects them from both the
15-20 Jumbo Bone (O)
sweltering heat and volcanic predators. Uroktor will defend
themselves from other monsters and adventurers alike, but will flee
if it feel overwhelmed. ARMOR MATERIAL EFFECTS
Uroktor Scale
Wisps of harmless, odorless smoke rise from this armor
while it is worn.

WEAPON MATERIAL EFFECTS


Uroktor Scale
As a bonus action, you can speak this weapon's command
word, causing it to shed bright light in a 20 foot radius and
dim light for an additional 20 feet.

OTHER MATERIAL EFFECTS


Jumbo Bone
Uncommon armor upgrade material.
Dragonfell Berry
Can be eaten as a ration.

Agnaktor
Also known as Fire-Pike Wyverns, Agnaktor has developed the
remarkable ability to swim through lava, meaning it can both sneak
up on prey and escape from a more powerful enemy. It has a very
strong beak, which it uses to burrow straight through hard volcanic
Uroktor rock at incredible speeds. While swimming it swallows some of the
lava and stores it in its body so that it can produce its powerful lava
Medium leviathan, unaligned
beam. Produced between Agnaktor's scales is a non-flammable
substance that never burns. This substance allows Agnaktor to coat
Armor Class 13 (natural armor) its hide with lava and swim in lava. The molten rock on its body
Hit Points 33 (6d8 + 6) will eventually harden into a thick armor of rock, but when the
Speed 30 ft., burrow 30 ft.
Agnaktor touches lava, its coating becomes soft again.
Agnaktor sits at the top of the food chain in the Volcanic regions
STR DEX CON INT WIS CHA they reside in. Herbivores and weaker monsters such as ioprey,
iodrome and volvidon make up most of their diet. They will also
14 (+2) 10 (+0) 12(+1) 3 (-4) 8 (-1) 7 (-2) feed on carcasses if given the opportunity. However, they still have
to compete with other predators such as rathalos, tetsucabra,
Damage Immunities fire, necrotic glavenus and the nomadic deviljho.
Senses tremorsense 60 ft., passive Perception 9 Despite Agnaktor being powerful predators, they are known to
Languages — leave their habitat when a powerful monster appears or during a
Challenge 1/2 (100 XP) Proficiency +2 volcanic eruption. During the Breeding Season, both males and
females will swim to the summit of an active volcano to mate, this
Actions is also where most Agnaktor learn to dig through the ceiling
technique. The female will then make a nest somewhere near the
Multiattack. The uroktor makes two Bite attacks or two
top and then give live birth to 2-30 individuals at a time.
Fire Spit attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Fire Spit. Melee Weapon Attack: +4 to hit, range
40/120 ft., one target. Hit: 5 (2d4) fire damage.

318
ARMOR MATERIAL EFFECTS

Agnaktor
Agnaktor Shell
While you are wearing this armor, you can use your
Huge leviathan, unaligned reaction or bonus action to gain resistance to fire damage
until the end of your next turn. Once you use this property,
Armor Class 16 (natural armor) you cannot use it again until you finish a long rest.
Hit Points 152 (16d12 + 48) Agnaktor Hide
Speed 30 ft., burrow 40 ft., swim 40 ft. You suffer no harm from temperatures as warm as 120
degrees Fahrenheit while you wear this armor.
Agnaktor Claw
STR DEX CON INT WIS CHA
Geologist. When you successfully gather a mining
17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 7 (-2) resource, you instead gather 2.
Agnaktor Scale
Damage Resistances lightning, necrotic You have a +2 bonus to Athletics checks while you wear
Senses passive Perception 10 this armor.
Languages —
Challenge 6 (2,300 XP) Proficiency +3 Agnaktor Beak
This armor has 3 runes, it regains all expended runes daily
at dawn. While wearing this armor, you can use an action
Lava Armor. The agnaktor’s body is covered in a lava-
to expend 1 or more of its runes to reduce your
like armor which hardens when cooled and softens movement speed by 10 feet, but increase your AC bonus
when heated. At the start of its turn, if agnaktor is
by 1 for each rune expended. This effect lasts for 1 minute,
above ground, it gains a +1 bonus to its AC and its expending an additional rune does not extend its duration.
movement speed is reduced by 5 feet (maximum of +4
AC and -20 feet of movement). If the agnaktor takes
WEAPON MATERIAL EFFECTS
fire damage, the bonus AC from this skill is reduced by
Agnaktor Shell
1 and movement is increased by 5 feet. The agnaktor
While holding this weapon, you can use an action to cast
can reset this effect by staying submerged in lava or
the light cantrip from it. Once used, this property can't be
underground for one round.
used again until the next dawn.
Volcanic Swimmer. The agnaktor is immune to damage Agnaktor Claw
from lava and can swim in lava as if it was water. When you cast a spell that deals fire damage, you gain a +1
bonus to its spell attack roll.
Actions
Firestone
Multiattack. The agnaktor makes two Bite attacks. When you roll a 20 on your attack roll with this weapon,
the target creature catches fire. Until someone takes an
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
action to douse the flames, the creature takes 1d4 fire
target. Hit: 13 (3d6 + 3) piercing damage.
damage at the start of each of its turns.
Magma Beam (Recharge 5-6). The agnaktor exhales Agnaktor Tail
magma in a 60-foot line that is 5 feet wide. Each Your fire spells deal an extra 1d4 fire damage.
creature in that line must make a DC 14 Dexterity
saving throw, taking 31 (9d6) fire damage on a failed Agnaktor Fin (Greatsword & Lance Only)
save, or half as much damage on a successful one. You gain an extra +1 bonus to your AC until the end of
your next turn, whenever you use a reaction that would
increase your AC.
Agnaktor Beak
Agnaktor Precision. While attuned to this weapon, you gain +1
Challenge Rating 6 Carves/Capture 3 bonus to ranged attack rolls with this weapon if the target
did not move on its last turn.
Carve Chance Capture Chance Material Slots
1-5 — Agnaktor Shell (A,W) OTHER MATERIAL EFFECTS
Monster Bone+
6-8 1-6 Agnaktor Hide (A) Rare armor upgrade material.
9 7-9 Agnaktor Claw (A,W)
10-11 10-13 Agnaktor Scale (A)
12 14-15 Firestone (W)
13-14 — Agnaktor Tail (W)
15-17 16-19 Agnaktor Fin (W)
18 — Monster Bone+ (O)
19-20 20 Agnaktor Beak (A,W)

319
Neopterons
Neopterons are insectoid monsters known for their rigid carapaces. These monsters can range in size from tiny to enormous, and some species
can fly, while others cannot. Neopterons are situated in large groups rather than individually. Most carry poisonous stingers that can paralyze
prey, and their bodies are made up of acidic substances. Their weak outer-shell structures means that they are easily damaged, making it
difficult to obtain adequate materials from their remains. Their materials are often used to make very sharp weapons.

Ahtal-Ka
"In some places, there have been legends about this
Walking Treasure that wanders from place to
place. This treasure is said to raid fortresses,
leaving behind mass destruction, and defeat
whole armies in a matter of minutes. It is even capable of taking
over a whole fortress if it wants to. Though
dangerous, inside this giant monster is a treasure that very few are
lucky enough to see." Ahtal-Ka is a legendary Mantis-like
Neopteron that has been running wild for a few decades now.
Ahtal-Ka is a legendary Mantis-like Neopteron
that has been running wild for a few decades now.
Ahtal-Ka are predators, though it is unknown what
their common prey is. However, female Ahtal-Ka are well-known
for feeding on males, showing that this species is cannibalistic in
nature.
It somewhat resembles a devil's flower mantis in appearance and
the color scheme is similar to that
of a classical Egyptian Pharaoh. The majority of
the body is golden. Its has a large headpiece that has alternating
gold and blue lines like those on a
Pharaoh's crown. It has a pair of purple eyes, each
with a minuscule black pupil (much like a mantis).
It has six limbs, each of which are yellow with a
set of purple triangles beneath them. There are
four "legs" and two "claws"; at the end of the "legs"
are small claws/talons while the "claws" have elaborate
wing like extensions at the base and have a pair of large
hooks at the ends. Though these claws are weapons,
they are mostly used as tools in manipulating the
goldensilk that Ahtal-Ka produces. This
beautiful silk is sticky and
strong, allowing for Ahtal-Ka Its "walking fortress'", the Ahtal-Neset, is a towering war
to pull and hold objects machine crudely assembled from scrap metal, debris
together with little ease. from ruins, and the Ahtal-Ka's own silk.
This silk is also strong enough It is quadrupedal in
to hold a whole fortress structure, with a "head"
together. Ahtal-Ka mostly vaguely reminiscent of
uses the golden silk to a wyvern's and a tail
weave together debris it tipped with metal
has stolen from spikes. The Ahtal-Ka's
fortresses. It uses silk is visible through
this debris to construct gaps in the joints and
something truly armor plating, and
monstrous, a "giant allows the Ahtal-Ka
walking puppet" to control the
for itself called movement of its crea-
Ahtal-Neset. -tion like a marionette.
When controlling the
Ahtal-Neset, the
Ahtal-Ka itself is
covered in a silken
cocoon hidden its
chest.

320
Ahtal-Ka Rusted Beam. Melee Weapon Attack: +16 to hit, reach 20
ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.
Huge beast (neopteron), chaotic evil
Spiderweb Burst. Ranged Weapon Attack: +16 to hit,
Armor Class 22 (natural armor) reach 90/360 ft., one target. Hit: The target is restrained
Hit Points 310 (20d12 + 180) by golden webbing. As an action, the Restrained target
Speed 40 ft. can make a DC 19 Strength check, bursting the webbing
on a success. The webbing can also be attacked and
destroyed (AC 20; hp 40; vulnerability to fire damage;
STR DEX CON INT WIS CHA immunity to bludgeoning, poison, and psychic damage).
29 (+9) 14 (+2) 28 (+9) 16 (+3) 17 (+3) 21 (+5) Dragonator Lance. The ahtal-ka pulls a 20-foot long by 5-
foot wide dragonator lance from the ground within 15
Saving Throws Dex +9, Con +16, Wis +10, Cha +12 feet of it. It then throws it along a 120-foot line. Each
Skills Perception + 17, Acrobatics +9 creature along the line must make a DC 24 Dexterity
Damage Resistances cold, fire, necrotic; bludgeoning, saving throw, taking 22 (4d10) piercing damage on a
piercing, and slashing from nonmagical attacks failed save, or half as much damage on a successful one.
Condition Immunities charmed, frightened, stunned Throw (Recharge 5-6). The ahtal-ka uses its claws to pull
Senses darkvision 120 ft., passive Perception 27 its webbing attached to the rusted beam sending it
Languages — crashing down in a 10-foot cube within 60 feet of it.
Challenge 23 (50,000 XP) Proficiency +7 Each creature within in that area must make a DC 24
Dexterity saving throw, taking 40 (9d8) bludgeoning
Ambusher. The ahtal-ka has advantage on initiative rolls. damage and be knocked prone on a failed save, or half as
much damage on a successful one and isn't knocked
Golden Silk. When a creature makes a melee weapon prone.
attack against the ahtal-ka's webbing and misses, the
weapon becomes stuck to it, requiring an action and a Scatter Webs (Recharge 6). The ahtal-ka releases ten 120-
successful DC 19 Strength check to pull free. foot long 5-foot wide strands of golden webbing from its
abdomen. Each strand goes in a different direction. If it
Golden Cocoon (Recharges after a Short or Long Rest). impacts a hard surface, such as a wall, it immediately
When the ahtal-ka is reduced to 0 hit points, it stops creating a line of webbing. Each creature that starts
immediately saves against all ongoing conditions and its turn in one of these lines or moves into one for the
effects, and wraps itself in a cocoon while pulling its first time on a turn must make a DC 24 Dexterity saving
collection of scrap metal, debris, and silk forming a throw or be restrained by the webbing. As an action, the
"walking fortress" around it, using the Ahtal-Neset stat restrained target can make a DC 19 Strength check,
block. Its initiative count doesn't change. bursting the webbing on a success. The webbing can
Legendary Resistance (3/Day). If the ahtal-ka fails a saving also be attacked and destroyed (AC 20; hp 40;
throw, it can choose to succeed instead. vulnerability to fire damage; immunity to bludgeoning,
poison, and psychic damage).
Magic Resistance. The ahtal-ka has advantage on saving
throws against spells and other magical effects. Bonus Actions
Actions Reel in. The ahtal-ka pulls the rusted beam it threw back
to itself. Each creature in the path of the beam as it is
Multiattack. The ahtal-ka uses its Dragonator Lance. It pulled in must make a DC 24 Dexterity saving throw,
then makes one Claw Swipe attack, two Rusted Beam taking 40 (9d8) bludgeoning damage on a failed save, or
attacks, and one Spiderweb Burst attack. half as much damage on a successful one.
Claw Swipe. Melee Weapon Attack: +16 to hit, reach 10
ft., one target. Hit: 19 (3d6 + 9) slashing damage. If
there is a creature within 5 feet of the target, that
creature must make a DC 24 Dexterity saving throw,
taking 19 (3d6+9) slashing damage on a failed save.

321
Ahtal-Neset Golden Silk. When a creature makes a melee weapon
attack against the ahtal-neset's webbing and misses, the
Gargantuan Construct, unaligned
weapon becomes stuck to it, requiring an action and a
successful DC 19 Strength check to pull free.
Armor Class 23 (natural armor)
Hit Points 259 (14d20 + 112) Immutable Form. The ahtal-neset is immune to any spell
Speed 40 ft. or effect that would alter its form.
Siege Monster. The ahtal-neset deals double damage to
objects and structures.
STR DEX CON INT WIS CHA
Walking Fortress. The ahtal-neset is a walking fortress,
26 (+8) 12 (+1) 26 (+8) 16 (+3) 17 (+3) 21 (+5) with four 20-foot tall climbable legs (Climb DC 20). Its
back has two 20-foot long by 5-foot wide walkways
Skills Perception + 17 adjacent to its legs.
Damage Resistances thunder; bludgeoning, piercing, and At the start of the ahtal-neset's turn, each creature on
slashing from nonmagical attacks it that cannot fly, or has not attached itself to the ahtal-
Damage Immunities poison neset in some way, must succeed on a DC 20 Strength
Condition Immunities charmed, frightened, paralyzed, (Athletics) or Dexterity (Acrobatics) check or fall off the
poisoned, unconscious ahtal-neset.
Senses darkvision 120 ft., passive Perception 27
Languages — Actions
Challenge 23 (50,000 XP) Proficiency +7 Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft.,
one target. Hit: 34 (4d12 + 8) bludgeoning damage.
Axiomatic Mind. The ahtal-neset can't be compelled to
act in a manner contrary to its nature or its instructions Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
from the ahtal-ka. Large or smaller target on its body. Hit: The target is
thrown 60 feet in the direction of the ahtal-neset's
Cocoon. At the heart of the ahtal-neset, a ahtal-ka resides choosing. If a thrown target strikes a solid surface, the
within a golden cocoon. This cocoon acts as a if it was a target takes 3 (1d6) bludgeoning damage for every 10
resilient sphere meant for a huge sized creature. While in feet it was thrown. If the target is thrown at another
the cocoon, the ahtal-ka controls the ahtal-neset's creature that is not on the ahtal-ka, that creature must
actions and movement. When the ahtal-neset reaches 0 succeed on a DC 23 Dexterity saving throw or take the
hit points, it falls apart and the ahtal-ka reappears in the same damage and be knocked prone.
neset's space using the Enraged Ahtal-Ka stat block.
Golden Orb. The ahtal-neset has three golden orbs made Legendary Actions
up of webbing. Each orb fits in a 5-foot cube, on its The ahtal-neset can take 2 legendary actions, choosing
body; two are on either side of the back between its from the options below. Only one legendary action
front and hind leg, the other is located 15 feet above its option can be used at a time and only at the end of
back on its neck. The orbs can be attacked and destroyed another creature's turn. The ahtal-neset regains spent
(AC 20; hp 50). Destroying an orb deals no damage to legendary actions at the start of its turn.
the ahtal-neset, but reduces the hit points it regains from
its Golden Regeneration by 30. Detect. The ahtal-neset makes one Wisdom (Perception)
check.
Golden Regeneration. The ahtal-neset regenerates 90 hit
points at the start of its turn if it has at least 1 hit point. Tail. The ahtal-neset makes a Tail attack.
The number of hit points it regains is reduced by 30
each time a Golden Orb is destroyed.

Ahtal-Neset
The Ahtal-Neset does not have it's own loot table.
If you choose to use the Ahtal-Neset as its own
monster, use the ahtal-ka's loot table
322
Enraged Ahtal-Ka Claw Swipe. Melee Weapon Attack: +16 to hit, reach 10
ft., one target. Hit: 19 (3d6 + 9) slashing damage. If
Huge beast (neopteron), chaotic evil
there is a creature within 5 feet of the target, that
creature must make a DC 24 Dexterity saving throw,
Armor Class 22 (natural armor)
taking 19 (3d6+9) slashing damage on a failed save.
Hit Points 310 (20d12 + 180)
Speed 40 ft. Rusted Wheel. Melee Weapon Attack: +16 to hit, reach
20 ft., one target. Hit: 27 (4d8 + 9) bludgeoning
damage.
STR DEX CON INT WIS CHA Spiderweb Burst. Ranged Weapon Attack: +16 to hit,
29 (+9) 14 (+2) 28 (+9) 16 (+3) 17 (+3) 21 (+5) reach 90/360 ft., one target. Hit: The target is restrained
by golden webbing. As an action, the Restrained target
Saving Throws Dex +9, Con +16, Wis +10, Cha +12 can make a DC 19 Strength check, bursting the webbing
Skills Perception + 17, Acrobatics +9 on a success. The webbing can also be attacked and
Damage Resistances cold, fire, necrotic; bludgeoning, destroyed (AC 20; hp 40; vulnerability to fire damage;
piercing, and slashing from nonmagical attacks immunity to bludgeoning, poison, and psychic damage).
Condition Immunities charmed, frightened, stunned Dragonator Lance. The ahtal-ka pulls a 20-foot long by 5-
Senses darkvision 120 ft., passive Perception 27 foot wide dragonator lance from the ground within 15
Languages — feet of it. It then throws it along a 120-foot line. Each
Challenge 23 (50,000 XP) Proficiency +7 creature along the line must make a DC 24 Dexterity
saving throw, taking 22 (4d10) piercing damage on a
Dragonator Barrier. Four dragonators constantly spin failed save, or half as much damage on a successful one.
around the ahtal-ka with the point of the lance cutting Dragonator Swarm. The ahtal-ka pulls six dragonators
into the ground. When a creature starts its turn within 10 from the ground that are attached to it by golden
feet of the ahtal-ka or enters a space within 10 feet of threads. When it uses this action, and as a bonus action
the ahtal-ka for the first time on a turn, it takes 14 (4d6) on subsequent turns, the ahtal-ka can hurl up to two
slashing damage. dragonators to a location within 120 feet of it. Each
Enraged (Start of the Ahtal-Ka's First Turn). When the creature within 5 feet of the location must make a DC
Enraged Ahtal-Ka emerges from its cocoon it 24 Dexterity saving throw, taking 22 (4d10) piercing
immediately saves against all ongoing conditions and damage on a failed save, or half as much damage on a
effects and gains one extra turn in the initiative order successful one.
(roll initiative again to determine when its second turn Throw (Recharge 5-6). The ahtal-ka throws the 20-foot
occurs). Award a party an additional 50,000 XP tall, 5-foot wide rusted wheel on its back. The rusted
(100,000 XP total) for defeating the Enraged Ahtal-Ka if wheel travels along the ground for 120 feet in any
this trait is used. direction. The ahtal-ka travels with the wheel without
Freedom of Movement. The ahtal-ka ignores difficult provoking opportunity attacks, pulling it onto its back
terrain, and magical effects can't reduce its speed or when the wheel stops. If the rusted wheel enters a
cause it to be restrained. It can spend 5 feet of creature's space during its travel, that creature must
movement to escape from nonmagical restraints or make a DC 24 Dexterity saving throw. On a failed save
being grappled. the creature is knocked prone and takes 81 (18d8)
bludgeoning damage. On a successful save the creature
Golden Silk. When a creature makes a melee weapon
takes half as much damage and isn't knocked prone.
attack against the ahtal-ka's webbing and misses, the
weapon becomes stuck to it, requiring an action and a Scatter Webs (Recharge 6). The ahtal-ka releases ten 120-
successful DC 19 Strength check to pull free. foot long 5-foot wide strands of golden webbing from its
abdomen. Each strand goes in a different direction. If it
Legendary Resistance (3/Day). If the ahtal-ka fails a saving
impacts a hard surface, such as a wall, it immediately
throw, it can choose to succeed instead.
stops creating a line of webbing. Each creature that starts
Magic Resistance. The ahtal-ka has advantage on saving its turn in one of these lines or moves into one for the
throws against spells and other magical effects. first time on a turn must make a DC 24 Dexterity saving
throw or be restrained by the webbing. As an action, the
Actions restrained target can make a DC 19 Strength check,
Multiattack. The ahtal-ka uses its Dragonator Lance. It bursting the webbing on a success. The webbing can
then makes one Claw Swipe attack, two Rusted Wheel also be attacked and destroyed (AC 20; hp 40;
attacks, and two Spiderweb Burst attack. vulnerability to fire damage; immunity to bludgeoning,
poison, and psychic damage).

323
Ahtal-Ka Alluring Gem
Ahtal-Ka Latent Power +2. When you are reduced to a half of your
Challenge Rating 23 Carves 6 maximum hit points for the first time in combat or at the
start of your turn on the 10th round of combat, whichever
Carve Chance Material Slots comes first, you gain the effects of the haste spell for 1
minute. Once used, you must finish a short or long rest
1-2 Iridescent Carapace (A,W)
before you can use this property again.
3-6 Ahtal-Ka Gold Cocoon (A,W)
7-8 Queen Substance (O) OTHER MATERIAL EFFECTS
Queen Substance
9-11 Ahtal-Ka Purple Cocoon (A,W) A potent pheromone sometimes released by the Ahtal-Ka.
12-13 Ahtal-Ka Pheromone (A) It is highly valued by nobles (sell value 8000gp).
14-15 Royal Pyroxene (O) Royal Pyroxene
An upgrade material that can be used to upgrade your
16-17 Ahtal-Ka Foreblade (W) weapons or armor to legendary.
18-19 Ahtal-Ka Fine Silk (A,W)
20 Ahtal-Ka Alluring Gem (A,W)
Altaroth
Insects that widely inhabit many areas. Noted for absorbing fruit,
mushrooms and honey, then carrying them back to their nest.
ARMOR MATERIAL EFFECTS Materials can thus be collected from their swollen abdomens,
Iridescent Carapace whose color is related to what is being carried. Altaroth have large
Secret Arts. Whenever you make a skill check with a skill mandibles used for absorbing their favorite foods. To help them
you are proficient in, you gain a +3 bonus to the roll. feed, special enzymes are used to digest these foods. The foods are
changed before they're held in Altaroth's abdomen and brought
Ahtal-Ka Gold Cocoon
back to the colony. Altaroth are quite fragile in nature.
Talisman Boost. While wearing this armor, you double the
effect of the material in your trinket.
Ahtal-Ka Purple Cocoon
You have advantage on Wisdom (Insight) checks while you
wear this armor.
Altaroth
Small monstrosity (neopteron), unaligned
Ahtal-Ka Pheromone
You have resistance to necrotic damage while you wear Armor Class 12 (natural armor)
this armor. Hit Points 4 (1d6 + 1)
Ahtal-Ka Fine Silk Speed 20 ft.
If you aren't wearing light, medium, or heavy armor; your
base Armor Class is 14 + your Dexterity modifier.
STR DEX CON INT WIS CHA
Ahtal-Ka Alluring Gem
You are immune to fire damage while you wear this armor. 8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

WEAPON MATERIAL EFFECTS Senses passive Perception 8


Iridescent Carapace Languages —
Partbreaker+3. You deal an extra 1d10 damage when you Challenge 0 (10 XP) Proficiency +2
critically hit with this weapon.
Ahtal-Ka Gold Cocoon
Actions
Whenever you hit a creature with a range weapon attack, Corrosive Spit. Ranged Weapon Attack. +2 to hit, range
you can use a bonus action to pull the creature 10 feet 20/40 ft., one target. Hit: 2 (1d4) acid damage. If the
towards you. creature is in either metal armor or has a metal shield
being worn or carried, it takes a temporary -1 penalty
Ahtal-Ka Purple Cocoon to the AC it offers for 24 hours.
While holding this weapon, you gain a +3 bonus to spell
attack rolls. In addition, you ignore half cover when making
a spell attack.
A altaroth is a nocturnal creature that can absorb mushrooms,
Ahtal-Ka Foreblade berries, and other resources into the sacs on their backs. Alchemists
Your weapon deals an extra 1d8 radiant damage. and adventurers prize these creatures, for an altaroth sac contains a
Ahtal-Ka Fine Silk liquid said to cure any natural poison or disease. Though the sac is
This weapon has 3 runes that are regained daily at dawn. said to only hold its potency for ld6 days after the neopteron dies.
Once per turn when you hit a creature with this weapon Altaroth are most commonly found in forests and in mushroom
you can expend a rune to have the target make a DC 19 groves.
Wisdom saving throw or become frightened of you for 1
minute. A creature can repeat its saving throw at the end
of its turn, ending the effect on a successful save.

324
Bnahabra
Small monstrosity (neopteron), unaligned

Armor Class 12
Hit Points 5 (1d6 + 2)
Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA


5 (-3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 6 (-2)

Senses passive Perception 11


Languages —
Challenge 1/4 (50 XP) Proficiency +2

Flyby. The bnahabra doesn't provoke opportunity


attacks when it flies out of an enemy's reach.

Actions
Altaroth Corrosive Spray. Ranged Weapon Attack. +4 to hit,
Challenge Rating 0 Carves 1 range 20/40 ft., one target. Hit: 2 (1d4) acid damage.
Once per turn, the bnahabra can cause the target to be
Carve Chance Material Slots vulnerable to one of the following damage types for 1
1-4 Altaroth Stomach (A) hour (choose one, or roll a d6): 1. fire; 2. poison; 3.
lightning; 4. cold; 5. acid; 6. necrotic.
5-10 Quality Sac (O)
Sting. Melee Weapon Attack. +4 to hit, reach 5 ft., one
11-13 Altaroth Jaw (W) target. Hit: 1 piercing damage plus 7 (3d4) poison
14-20 Monster Fluid (O) damage.

ARMOR MATERIAL EFFECTS


Altaroth Stomach Bnahabra
Transporter. While you are attuned to this armor, you Challenge Rating 1/4 Carves 1
count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift. Carve Chance Material Slots
1-8 Bnahabra Shell (A)
WEAPON MATERIAL EFFECTS
Altaroth Jaw 9-16 Bnahabra Wing (W)
Forager. When you harvest mushrooms, you instead gather 17-20 Monster Fluid (O)
two.

OTHER MATERIAL EFFECTS ARMOR MATERIAL EFFECTS


Monster Fluid Bnahabra Shell
Uncommon or rare upgrade material that can be used for You reduce necrotic damage you take by 2 while you wear
weapons or armor. this armor.
Quality Sac
When placed into a trinket, that trinket becomes a bag of WEAPON MATERIAL EFFECTS
holding and does not count against your number of Bnahabra Wing
trinkets you can bring on a hunt. Your slashing weapon deals an extra 1 slashing damage.

Bnahabra OTHER MATERIAL EFFECTS


Monster Fluid
Bnahabra are similar to the Vespoid. Bnahabra fly in a similar
Uncommon or rare upgrade material
fashion, but there are various subspecies of the Bnahabra which
that can be used for weapons or
vary between the regions, each with distinctly colored wings. armor.
Bnahabra are often seen attached to the sides of the walls
seemingly lifeless, until an adventurer is close enough - then they
fly away or attack. Unlike the Vespoid, Bnahabra can shoot a
corrosive liquid which will reduce an adventurer's elemental
resistance.

325
Great Thunderbug Great Thunderbug
Great Thunderbug are Thunderbug that have been living in a Challenge Rating 1/4 Carves 1
special environment, in most cases an Elder Dragon. From being in
a special environment for so long, this Thunderbug has become Carve Chance Material Slots
giant, making it larger and brighter than other Thunderbugs. A 1-10 Thunderbug —
Great Thunderbug's extracts still conduct electricity, even after
dying. 11-16 Shocking Extract (W)
Great Thunderbug can be seen most commonly and widespread 17-20 Monster Fluid (O)
in any location that is very warm and humid, and are known to feed
on the electrical organs of other species, once the creature is dead.
Great Thunderbug are calm until threatened by a predator. In WEAPON MATERIAL EFFECTS
reality, there is only one Great Thunderbug in a swarm. Around this Shocking Extract
individual are smaller, normal Thunderbugs that are attracted to its While attuned to this weapon you know the shocking
glow. Due to the Great Thunderbug's glow, it becomes the leader of grasp cantrip. If you already know this cantrip, you gain a
the Thunderbug swarm. By being together in a swarm, the +1 bonus to its spell attack roll.
Thunderbugs, along with their leader, the Great Thunderbug, are
able to release powerful shocks that can actually paralysis threats OTHER MATERIAL EFFECTS
quite easily. By swarming around a Great Thunderbug, the smaller Monster Fluid
Thunderbugs are able to generate a more powerful shock that is Uncommon or rare upgrade material that can be used for
stronger than a regular Thunderbug's shock. The Great Thunderbug weapons or armor.
is always in the center of the swarm and if killed the other
Thunderbugs will go their separate ways.
Hornetaur
Hornetaurs sport a large horn for their size that may be used for
defense. Their legs are strong, much like a Grasshopper's, so they
Great Thunderbug can jump great distances. Their wings are sharp enough to cut
human skin just by brushing against them. Hornetaurs will
Small monstrosity (neopteron), unaligned
frequently attack the adventurer in groups, making it irksome to
fight other monsters in the area. Hornetaur are ravenous eaters that
Armor Class 13 (natural armor) can eat away whole fields in a day's time. They will pretty much
Hit Points 10 (3d6) eat everything in an area like a locust, causing major amounts of
Speed 0 ft., fly 30 ft. damage while doing so.

STR DEX CON INT WIS CHA


6 (-2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3) Hornetaur
Tiny monstrosity (neopteron), unaligned
Skills Perception +4
Senses passive Perception 14
Languages — Armor Class 12 (natural armor)
Challenge 1/4 (50 XP) Proficiency +2 Hit Points 4 (2d4 - 1)
Speed 20 ft.

Actions
STR DEX CON INT WIS CHA
Shock. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 1 piercing damage plus 5 (2d4) lightning 7 (-2) 13 (+1) 9 (-1) 3 (-4) 5 (-3) 3 (-4)
damage and the target must succeed on a DC 10
Constitution saving throw or be paralyzed for 1 minute. Skills Stealth +3
The target can repeat the saving throw at the end of Senses passive Perception 7
each of its turns, ending the paralysis on a success. Languages —
Challenge 1/4 (50 XP) Proficiency +2

Pack Tactics. The hornetaur has advantage on an attack


roll against a creature if at least one of the hornetaur's
allies is within 5 feet of the creature and the ally isn't
incapacitated.

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

326
in an attempt to tackle them. Oddly enough, some hunters have
witnessed Konchu crawling on to the bodies of larger monsters and
remaining there. This strange phenomenon seems to act as a natural
form of armor for the large monsters on which the Konchu place
themselves, making it difficult for hunters to damage the monster
while it is covered in Konchu and their strong shells. It is uncertain
whether this behavior is a sign of some sort of symbiotic
relationship between Konchu and other monsters or not.

Hornetaur
Challenge Rating 1/4 Carves 1
Carve Chance Material Slots
1-6 Hornetaur Shell (A)
7-12 Hornetaur Wing (A)
13-17 Monster Fluid (O)
18-20 Hornetaur Head (W)

ARMOR MATERIAL EFFECTS


Hornetaur Shell
You reduce necrotic damage you take by 2 while you wear
this armor.
Hornetaur Wing
While you wear this armor, you can use an action, to
magically clean yourself, your outfit, and your armor itself Konchu
of dirt, grime, sweat, and so forth. Small monstrosity (neopteron), unaligned

WEAPON MATERIAL EFFECTS Armor Class 11 (natural armor)


Hornetaur Head Hit Points 9 (2d6 + 2)
Your weapon deals an extra 1 necrotic damage. Speed 40 ft.

OTHER MATERIAL EFFECTS


Monster Fluid STR DEX CON INT WIS CHA
Uncommon or rare upgrade material that can be used for 13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
weapons or armor.
Skills Stealth +4
Konchu Senses passive Perception 9
Languages —
Konchu are highly adaptable and can be found in just about every
Challenge 1/4 (50 XP) Proficiency +2
type of environment. Interestingly. Konchu has a hard shell used
for protection against threats. Konchu can curl themselves up into
small balls, allowing them to roll around at high speeds. This Actions
adaptation can be used as both a means of escape and a form of Claw. Melee Weapon Attack. +3 to hit, reach 5 ft., one
attack. Konchu also possess powerful jaws used for grasping on to target. Hit: 5 (1d8 + 1) slashing damage.
food. Variations of Konchu can have different colors depending on
their environment, which they use as a form of camouflage to Roll. Melee Weapon Attack. +3 to hit, reach 5 ft., one
protect themselves from possible predators. target. Hit: 4 (1d6 + 1) bludgeoning damage. If the
Konchu mostly stay hidden until they are threatened or smell konchu moves at least 20 feet straight toward a target
food. Konchu will swarm around kills but they will wait until the immediately before the hit, the target takes an extra 3
predator is finished with that kill before feeding on the leftovers. (1d6) bludgeoning damage. If the target is a creature, it
When threatened, Konchu will attempt to frighten their attacker must succeed on a DC 11 Strength saving throw or be
away by raising themselves onto their back feet and waving their knocked prone.
fan-like pincers. If this does not work, they will proceed to launch
themselves at their attacker

327
Konchu
Challenge Rating 1/4 Carves 1
Carve Chance Material Slots
Seltas
Medium monstrosity (neopteron), unaligned
1-12 Konchu Shell (A)
13-17 Sharp Fang (W) Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
18-19 Armor Sphere (O) Speed 20 ft., fly 30 ft.
20 Monster Fluid (O)
STR DEX CON INT WIS CHA
ARMOR MATERIAL EFFECTS 14 (+2) 16 (+3) 15 (+2) 4 (-3) 9 (-1) 3 (-4)
Konchu Shell
While you are attuned to this armor, you can doff or don it Damage Immunities necrotic
as an action. Senses passive Perception 9
Languages —
WEAPON MATERIAL EFFECTS Challenge 3 (700 XP) Proficiency +2
Sharp Fang
Your slashing weapon deals an extra 1 slashing damage.
Actions
OTHER MATERIAL EFFECTS Multiattack. The seltas makes two Claw attacks and one
Armor Sphere Horn attack.
Uncommon armor upgrade material Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one
Monster Fluid target. Hit: 6 (1d6 + 3) slashing damage.
Uncommon or rare upgrade material that can be used for Horn. Melee Weapon Attack. +5 to hit, reach 5 ft., one
weapons or armor. target. Hit: 8 (1d8 + 3) piercing damage.
Tail. Ranged Weapon Attack. +5 to hit, range 30/120
Seltas ft., one target. Hit: 9 (2d8) acid damage and the target
must make a DC 12 Constitution saving throw or have
Seltas is a large, mantis-like insectoid with a brightly-colored,
its movement speed reduced by 10 feet and suffer
highly resistant exoskeleton, which is covered in spines and knobs.
from 1 level of exhaustion for 1 minute. If it fails the
He has six legs, the foremost pair are armored and weaponized for saving throw by 5 or more, the duration is increased to
combat, and a pair of collapsible wings. His head is hidden beneath 1 hour. Each time a creature fails this saving throw
a large, armored canopy that extends far beyond the rest of his after the first, the duration is reset, but it does not
upper body. He has a pair of compound eyes and powerful slicing suffer from any extra levels of exhaustion.
mandibles. Seltas is the male counterpart to the Seltas Queen.
Seltas is predatory in nature, both large and powerful enough to
prey on both hunters and small monsters alike. He is known to
attack from the skies and use his weaponized forelimbs to attack. In
addition, he is commonly known to attach himself to his massive
female partner and transport her with his powerful wings.
When he is forced to merge with Seltas Queen, he will struggle
at first to escape. But when the merge has been completed, he will
fight alongside Seltas Queen without question as if hypnotized. He
won't even fight back when being eaten by his mate, indicating that
Seltas Queen has full control of Seltas.
Seltas possess an organ within their body that produces a
disgusting liquid. This liquid can be used as a weapon, and as a
means of feeding, as the liquid is highly corrosive by itself. Seltas
have a long, armored canopy that can be used to pierce through
predators and prey alike, which is also able to pierce through rock
with their powerful speed. The main weapon of the Seltas, his
claws, are used as weapons and as tools to hold down and subdue
prey.

328
Seltas Seltas Queen
Challenge Rating 3 Carves/Capture 2
The Seltas Queen is a very large, beetle-like Neopteron with an
Carve Chance Capture Chance Material Slots armor-like exoskeleton covering its body. She is primarily a
lustrous green color, but also features beige stripes and orange
1-8 1-3 Seltas Shell (A)
spines. She has six limbs, four of which make contact with the
9 4 Aqua Sac (A,W) ground, the other two being used for digging and grasping prey. In
addition, she has a long, segmented tail with a large pincer-like
10-12 5-9 Seltas Wing (A,W)
structure at the end. Seltas Queen is the female counterpart to
13-15 10-13 Drone Substance (W,O) Seltas, although she is physically very different.
These creatures are so heavy that whenever they walk the ground
16-18 14-17 Monster Fluid (O)
will shake. Seltas Queen have massive and powerful legs that end
19-20 18-20 Seltas Horn (A,W) with two claws. These powerful limbs not only enable the giant
insect to climb up rocky, uneven terrain, but greatly make the task
of burrowing easy. The large pincers on the tail are mainly used for
ARMOR MATERIAL EFFECTS defense but can also be used as another limb for both grabbing
Seltas Shell objects and prey alike. In its tail, there are specialized organs that
You reduce cold and necrotic damage you take by 2 while produce pheromones that'll send a Seltas flying to a female's exact
you wear this armor.
location. When the male is within range, the female will quickly
Aqua Sac grab it and inject a special pheromone-like substance that causes
You can hold breath underwater for twice as long as the male to cease struggling. The male is then under the female's
normal while you wear this armor. complete control and will do whatever she requires of him. If in
battle, both the male and female will fight as one, this makes
Seltas Wing
fighting the deadly Seltas Queen even deadlier as the two
While wearing this armor you can use an action to cast the
neopterons will fight as one. A seltas queen is also capable of
feather fall spell from it. Once used, you can't use this
spitting balls of high-pressured watery mucus from its mandibles to
property again until the next dawn.
slow down and injure prey.
Seltas Horn Leading a mainly solitary lifestyle, Seltas Queen will only seek
Archaeologist. When you successfully gather a bone out the company of a Seltas if needed. Whether it be for food,
resource, you instead gather 2. mating, transportation, or added protection a Seltas Queen won't
hesitate in releasing her specialized pheromones to bend a male to
WEAPON MATERIAL EFFECTS her will. Amazingly if in battle and in dire need of sustenance a
Aqua Sac Seltas Queen will not hesitate in violently killing and then eating
You can cast the water breathing spell once per long rest, her male counterpart to survive.
while attuned to this weapon.
Seltas Wing (Gunlance Only)
Artillery. While attuned to this weapon, your wyvernfire can
now be used twice per long rest.
Drone Substance
Capture Novice. While attuned to this weapon, tranq
bombs and tranq ammo roll an extra 2d8 when it hits a
creature.
Seltas Horn
Load Up. Your normal ammo capacity increases by 10
while you are attuned to this weapon.

OTHER MATERIAL EFFECTS


Drone Substance
This oily like substance can be applied to the skin of a
medium or smaller creature. Applying the substance takes
1 minute. The affected creature then has advantage on
Charisma (persuasion) checks for 1 hour. During this time
if it attempt to charm a creature with spells or spell like
abilities, the targeted creature has disadvantage on its
saving throw.
Cursed. When applied to a creature, there is a 10%
chance to attract nearby seltas while in urban areas. While
in the wilds, there is a 50% chance to attract nearby seltas.
Monster Fluid
Uncommon or rare upgrade material that can be used for
weapons or armor.

329
Seltas Queen around corners and remains until the end of the seltas
queen next turn. Each creature in the sphere, except
Huge monstrosity (neopteron), unaligned for the seltas queen and other seltas, has disadvantage
on Constitution saving throws to maintain
Armor Class 18 (natural armor) concentration. If a seltas is charmed in the area, it is no
Hit Points 142 (15d12 + 45) longer charmed.
Speed 40 ft., burrow 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA Seltas Queen


15 (+2) 18 (+4) 17 (+3) 10 (+0) 12 (+1) 6 (-2) Challenge Rating 11 Carves/Capture 3
Carve Chance Capture Chance Material Slots
Damage Immunities acid, necrotic 1-8 1-4 S.Queen Shell (A,W)
Senses passive Perception 11
Languages — 9 5-6 Drone Substance (W,O)
Challenge 11 (7,200 XP) Proficiency +4 10-15 7-13 S.Queen Pectus (A,W)
16-17 14-16 S.Queen Claw (A,W)
Actions
18-19 17-19 Torrent Sac (A,W)
Multiattack. The seltas queen makes one Claw attack
and one Tail attack; or it makes three Water Orb 20 20 S.Queen Extract (O)
attacks.
Claws. Melee Weapon Attack. +8 to hit, reach 5 ft., one ARMOR MATERIAL EFFECTS
target. Hit: 17 (3d8 + 4) piercing damage. S.Queen Shell
Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one While wearing this armor you can summon a baby seltas
target. Hit: 23 (3d12 + 4) piercing damage. If the for 1 hour. During this time, it clings to your back and
target is Large or smaller, it is grappled (escape DC 14). grants you a flying speed of 10 feet. Once used, you can't
Until this grapple ends, the creature is restrained, and use this property again until the next dawn.
the seltas queen can't make Tail attacks against another S.Queen Pectus
target. Hero Shield. You are immune to bludgeoning, piercing, and
slashing damage from CR 2 or lower creatures while you
Water Orb. Ranged Weapon Attack. +8 to hit, reach
30/120 ft., one target. Hit: 10 (3d6) acid damage. wear this armor.
S.Queen Claw
Call for Aid (1/day). The seltas queen releases You have resistance to acid damage while you wear this
pheromones, calling 2 (1d4) seltas to its aid. The
armor.
creatures arrive on initiative 20 (losing initiative ties),
acting as allies of the seltas queen, obeying its Torrent Sac
commands. While you are attuned to this armor, you can use a bonus
action to exhale an icy blast in a 15-foot cone. Each
Bonus Actions creature in that area must make a DC 15 Dexterity saving
throw, taking 4d6 acid damage on a failed save, or half as
Drone Slave. The seltas queen takes a seltas as a drone
much damage on a successful one. You can use this
slave, by grabbing one within 10 feet of it. The seltas
property a number of times equal to half your proficiency
and the queen take up the same spaces (though they
bonus, regaining all expended uses when you finish a long
can be targeted separately) and the seltas queen gains a
rest.
flying speed of 60 feet. The seltas must use its action
every turn to hold onto the seltas queen.
WEAPON MATERIAL EFFECTS
Legendary Actions S.Queen Shell (Gunlance Only)
Artillery+. While attuned to this weapon, your wyvernfire
The seltas queen can take 3 legendary actions,
choosing from the options below. Only one legendary can now be used twice per long rest and you can add your
Strength modifier to the damage of your shell attacks.
action option can be used at a time and only at the end
of another creature's turn. The seltas queen regains Drone Substance
spent legendary actions at the start of its turn. Capture Expert. While attuned to this weapon tranq bombs
and tranq ammo roll an extra 2d8 when it hits a creature.
Attack. The seltas queen makes a Water Orb attack.
S.Queen Pectus
Devour. The seltas queen eats a seltas that is within 10 Load Up+. While attuned to this weapon, you increase the
feet of her, regaining a number of hit points equal to maximum capacity for all your ammo by 2.
the seltas' current hit points.
S.Queen Claw
Release Pheromones (Costs 2 Actions). The seltas queen Ammo Saver+. When you make a ranged weapon attack
releases a 100-foot-radius sphere cloud of and roll a 15 or higher on the attack die, the ammunition
pheromones centered on her. The sphere spreads returns to you unbroken after hitting the target(s).

330
Torrent Sac (Spellcaster Only)
This weapon has 5 runes. While holding this weapon, you
can use an action to expend 1 or more of its runes to cast Vespoid
one of the following Spells from it, using your spell save Tiny monstrosity (neopteron), unaligned
DC: charm person (1 rune), feather fall (1 rune), ray of
frost (1 rune), enhance ability (2 runes), or enthrall (2 Armor Class 12
runes). The weapon regains 1d4 + 1 expended runes daily Hit Points 5 (2d4)
at dawn. If you expend the last rune it cannot regain any Speed 0 ft., fly 30 ft.
runes for one week.

STR DEX CON INT WIS CHA


OTHER MATERIAL EFFECTS
S.Queen Extract 6 (-2) 14 (+2) 11 (+0) 2 (-4) 12 (+1) 6 (-2)
An upgrade material that can be used to upgrade your
weapons or armor to rare or very rare. Senses passive Perception 11
Drone Substance Languages —
This oily like substance can be applied to the skin of a Challenge 1/4 (50 XP) Proficiency +2
medium or smaller creature. Applying the substance takes
1 minute. The affected creature then has advantage on Flyby. The vespoid doesn't provoke opportunity attacks
Charisma (persuasion) checks for 1 hour. During this time when it flies out of an enemy's reach.
if it attempts to charm a creature with spells or spell like
abilities, the targeted creature has disadvantage on its Actions
saving throw. Sting. Melee Weapon Attack. +4 to hit, reach 5 ft., one
Cursed. When applied to a creature, there is a 10% target. Hit: 1 piercing damage plus 7 (3d4) poison
chance to attract nearby seltas while in urban areas. While damage and the target must succeed on a DC 10
in the wilds, there is a 50% chance to attract nearby seltas. Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of
Vespoid each of its turns, ending the effect on itself on a
success.
Vespoids are wasp-like insects roughly the size of a housecat. They
have barbed stingers at the end of their abdomens, and fly using
three pairs of wings. They are known to be a nuisance for
adventurers, due to their stingers loaded with a neurotoxin that can Vespoid
paralyze foes. Vespoid are simple workers to a single large Vespoid Challenge Rating 1/4 Carves 1
Queen. They come in two varieties. The small worker Vespoid is
charged with gathering food, maintaining the hive, and caretaking
Carve Chance Material Slots
the queen and her eggs. The large, sturdier soldier vespoids exist 1-10 Vespoid Shell (A,W)
for the sole purpose of defending the queen. They will frequently
11-17 Vespoid Wing (W)
attack any intruders, no matter how large or small. Their stingers
don't penetrate the thick shells of most wyverns, but pose a 18-20 Monster Fluid (O)
significant deterrent to humans and Fanged Beasts alike.

ARMOR MATERIAL EFFECTS


Vespoid Shell
Honey Hunter. Once per day, when you use an herbalist kit
to gather plants, you gather 1 honey with it.

WEAPON MATERIAL EFFECTS


Vespoid Shell
While attuned to this weapon your save DC for condition
causing effects, such as the sleep spell, or a material
effect, is increased by 1.
Vespoid Wing
This weapon has 2 runes, that it regains daily at dawn.
When you hit a creature with this weapon you can expend
a rune to have the target make a DC 10 Constitution
saving throw. On a failed save the target is incapacitated
and has its movement speed is reduced to 0 for 1 minute.
A creature can repeat this saving throw at the end of its
turn, ending the effect on a success.

OTHER MATERIAL EFFECTS


Monster Fluid
Uncommon or rare upgrade material that can be used for
weapons or armor.
331
Vespoid Princess
Vespoid Princess When a vespoid queen is near death, it gives birth to a new queen,
Small monstrosity (neopteron), unaligned commonly known as a vespoid princess until it fully matures.
These princesses looks almost exactly like a normal vespoid, only
Armor Class 13 (natural armor) much larger with the same rainbow wings as a vespoid queen.
Hit Points 20 (3d4 + 3) While the vespoid queen may spend most of its life in the hive,
Speed 0 ft., fly 30 ft. the vespoid princess finds opportunities to venture out and hunt,
taking command of the vespoids that it brings with. The vespoid
princesses are known to be more aggressive than their late queens,
STR DEX CON INT WIS CHA
often testing its strength against tougher opponents, costing the
9 (-1) 15 (+2) 13 (+1) 4 (-3) 12 (+1) 8 (-1) vespoid princess its life more often than not.
Due to this, it is not unheard of for a vespoid queen nearing
Senses passive Perception 10 death to give birth to multiple princesses at the same time. Should
Languages — more than one survive by the time the queen passes, the princesses
Challenge 1/2 (100 XP) Proficiency +2 fight to the death, to determine who rules the hive.

Flyby. The vespoid doesn't provoke opportunity attacks


when it flies out of an enemy's reach. Vespoid Princess
Challenge Rating 1/2 Carves 1
Actions Carve Chance Material Slots
Sting. Melee Weapon Attack. +4 to hit, reach 5 ft., one
1-9 PrincessVespoidShl (A)
target. Hit: 1 piercing damage plus 7 (3d4) poison
damage and the target must succeed on a DC 11 10-16 VespoidPr'sCrown (W)
Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of 17-20 Monster Fluid (O)
each of its turns, ending the effect on itself on a
success.
ARMOR MATERIAL EFFECTS
Corrosive Spray. The vespoid sprays corrosive acid at a PrincessVespoidShl
creature within 15 feet of it. That creature must make a Entomologist. When you capture an insect with a bug net,
DC 12 Dexterity saving throw, taking 3 (1d6) acid you instead catch two.
damage on a failed save or half as much damage on a
successful one. If the target has a nonmagical weapon WEAPON MATERIAL EFFECTS
made of metal, the weapon takes a permanent and VespoidPr'sCrown
cumulative -1 penalty to damage rolls. If its penalty You know the acid splash cantrip while attuned to this
drops to -5, the weapon is destroyed. weapon.
Bonus Actions
OTHER MATERIAL EFFECTS
Aggressive. The vespoid moves up to its speed toward Monster Fluid
a hostile creature that it can see. Uncommon or rare upgrade material that can be used for
weapons or armor.

332
Vespoid Queen
The Vespoid Queen looks similar to the average Vespoid but is
several times larger, with a more pronounced abdomen and giant,
rainbow coloured wings. She has a rigid exoskeleton covering her
soft innards and she has a crown-like structure atop her head.
Vespoid Queen rarely leave their nests as they send out workers
to forage for food. They feed on smaller insects, birds, small
mammals, lizards, and some vegetation. Whenever the queen does
leave the nest she puts herself in serious danger as she can be
preyed upon by creatures such as Gypceros, Yian Kut-Ku,
Hypnocatrice, and Plesioth.
The Vespoid Queen rarely does battle; when it does, it essentially
performs the same attacks as Vespoids with more power; however,
it does possess an additional attack: it sprays body fluid at hunters
that halves defense. It also produces a beating sound in order to
command the swarm of Vespoid in battle. The queen spends a vast
majority of her time staying within the nest and laying eggs.

Vespoid Queen
Medium monstrosity (neopteron), unaligned
Vespoid Queen
Armor Class 14 Challenge Rating 1 Carves 2
Hit Points 27 (5d8 + 5)
Speed 0 ft., fly 30 ft. Carve Chance Material Slots
1-4 Vespoid Abdomen (A,W)
STR DEX CON INT WIS CHA 5-12 QueenVespoidShl (A)
9 (-1) 18 (+4) 13 (+1) 6 (-2) 12 (+1) 9 (-1) 13-17 Monster Fluid (O)

Senses passive Perception 11 18-20 VespoidQn'sCrown (W)


Languages —
Challenge 1 (200 XP) Proficiency +2
ARMOR MATERIAL EFFECTS
Vespoid Abdomen
Flyby. The vespoid queen doesn't provoke opportunity While you wear this armor, the maximum number of
attacks when it flies out of an enemy's reach. resources your party can gather on a hunt is increased by
1.
Actions
Sting. Melee Weapon Attack. +6 to hit, reach 5 ft., one QueenVespoidShl
target. Hit: 1 piercing damage plus 10 (4d4) poison Entomologist. When you capture an insect with a bug net,
damage and the target must succeed on a DC 11 you instead catch two.
Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of WEAPON MATERIAL EFFECTS
each of its turns, ending the effect on itself on a Vespoid Abdomen (Spellcaster Only)
success. You know the poison spray cantrip while attuned to this
weapon. If you already know it, the DC of the spell
Corrosive Gas (Recharge 5-6). The vespoid queen increases by 1.
releases a corrosive gas from her stinger in a 30-foot
cone. Each creature in that area must make a DC 14 VespoidQn'sCrown
Dexterity saving throw, taking 7 (2d6) acid damage on When you hit a creature with this weapon and it is
a failed save or half as much damage on a successful suffering from a condition, it takes an extra 2 damage of
one. If a creature in that area has a nonmagical weapon the same type dealt.
made of metal, the weapon takes a permanent and
cumulative -1 penalty to damage rolls. If its penalty OTHER MATERIAL EFFECTS
drops to -5, the weapon is destroyed. Monster Fluid
Uncommon or rare upgrade material that can be used for
weapons or armor.

333
Piscine Wyverns
The term 'Piscine' is applied to creatures that are known to swim or glide in preference to walking on solid ground. The body structure of a
Piscine usually resembles that of a fish, with lesser evolved legs in comparison to most other monster species. Piscines include the sand-
dwelling creatures, which can be found throughout the desert. Monsters found commonly in the waters and one which dwells in magma, and
can be found in the volcanic areas. Piscines are also known as Wyverns, due to their similar structure and ability of flight. All Piscines have
two Limbs that enable them to walk on land, and a selection of Fins to help them swim through their chosen habitat. Many of their "wings"
have evolved into fins.

Beotodus
Beotodus has the same body structure as the other New World's Beotodus swims through ice and deep snow as if it were water, not
piscine wyverns -- stocky body and short fins -- but has a unlike zamtrios. This allows it to easily sneak up on and
differently shaped head. Its head is slim with intense green eyes. overwhelm prey hindered by the snow, though they are vulnerable
Also unlike the others is a large black horn-like fin that projects far to sonic bombs. It can also be forced to surface if the protective
from its head. beotodus's scales are black with yellow on the snow it covers itself in is broken off and sufficient damage is dealt
underbelly and head. Beotodus has a single shark-like dorsal fin to its body. Beotodus is significantly more vulnerable until it can
and two small ear-like fins on its head. Like jyuratodus, it covers replace its snow covering. When weakened or unable to reach a
its head, body, and tail in snow. creature the beotodus will fling snow and ice at them.

334
Beotodus Horn. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 14 (3d6 + 4) piercing damage.
Huge wyvern (piscine), unaligned
Ice Chunk. Ranged Weapon Attack: +8 to hit, reach
Armor Class 15 (natural armor) 20/60 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
Hit Points 149 (13d12 + 65) damage plus 4 (1d8) cold damage.
Speed 30 ft., burrow 40 ft., swim 40 ft. Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one
target. Hit: 17 (3d8 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA Deadly Leap (Must be Partially Submerged). If the
beotodus jumps at least 15 feet as part of its movement,
19 (+4) 17 (+3) 20 (+5) 8 (-1) 14 (+2) 8 (-1) it can then use this action to land partially submerged in
a space that contains one or more other creatures. Each
Damage Immunities cold, necrotic of those creatures must succeed on a DC 16 Strength or
Senses darkvision 60 ft., tremorsense 60 ft., passive Dexterity saving throw (target's choice) taking 11 (2d6 +
Perception 12 4) bludgeoning damage plus 10 (3d6) cold damage and
Languages — be knocked prone. On a successful save, the creature
Challenge 12 (8,400 XP) Proficiency +4 takes only half the damage, isn't knocked prone, and is
pushed 5 feet out of the beotodus's space into an
Frostblight. Whenever a creature takes cold damage from unoccupied space of the creature's choice. If no
one of the beotodus attacks or is within 5 feet of the unoccupied space is within range, the creature instead
beotodus when it moves for the first time on its turn, it falls prone in the beotodus' space.
must succeed on a DC 17 Constitution saving throw or Slip 'n' Slide (Recharge 5-6). The beotodus moves up to
become afflicted with iceblight for 1 minute on a failed its speed, while spinning at an incredible speed. During
save. A creature that is resistant or immune to cold this move, it can move through the spaces of other
damage automatically succeeds on its saving throw. creatures without provoking opportunity attacks. Each
Sensitive Ears. If the beotodus is is underground or creature the beotodus moves through must succeed on
partially submerged and takes thunder damage, or a spell a DC 16 Dexterity saving throw or take 17 (3d8 + 4)
or effect that emits a loud noise (per the description of bludgeoning damage plus 13 (3d8) cold damage and be
the effect) is used within 60 feet of it, it must succeed knocked prone.
on a DC 15 Constitution saving throw. On a failed save,
the beotodus must immediately use its reaction to move
Bonus Actions
toward the surface and fully emerged if it has the Snow Armor (3/day). While in snowy terrain, the beotodus
movement speed to do so. The beotodus automatically can cover itself in a thick layer of snow. While covered
fails this saving throw if a sonic bomb is used within snow, it gains a +2 bonus to its AC and it has resistance
range of it. to bludgeoning damage. Additionally when a creature
touches the beotodus or hits it with a melee attack while
Standing Leap. The beotodus' long jump is up to 30 feet within 5 feet of it it must make a DC 17 Constitution
and its high jump is up to 15 feet, with or without a saving throw or be afflicted with iceblight until the end
running start.
of its next turn.
Wade. The beotodus can partially submerge itself in Whenever the beotodus is subjected to fire damage
snowy or icy terrain. While partially submerged, it has there is a 50% chance that the snow armor melts,
three-quarters cover (+5 bonus to AC and Dexterity reducing its AC bonus by 1. Once its bonus AC from this
saving throws) and can only use the following actions: effect is reduced to 0, the effect ends.
Deadly Leap, Horn, and Slip 'n' Slide.
Legendary Actions
Actions The beotodus can take 3 legendary actions, choosing
Multiattack. While above ground, the beotodus makes from the options below. Only one legendary action
one Horn attack, one Tail attack, and one Hip Check. It option can be used at a time and only at the end of
can replace any attack with a Ice Chunk attack. While another creature's turn. The beotodus regains spent
partially submerged, it uses Deadly Leap and makes one legendary actions at the start of its turn.
Horn attack.
Detect. The beotodus makes a Wisdom (Perception)
Hip Check. Melee Weapon Attack: +8 to hit, reach 10 ft., Check.
one target. Hit: 23 (3d12 + 4) bludgeoning damage. Attack (Costs 2 Actions). The beotodus makes one Tail
attack while on land, or one Horn attack while partially
submerged.

335
creature's saving throw is successful or the effect ends for
Beotodus it, the creature is immune to this weapons trait for 24
Challenge Rating 12 Carves/Capture 3 hours.
Carve Chance Capture Chance Material Slots Beotodus Gem
When you cast a spell that deals cold damage, you gain a
1-4 1-4 Beotodus Shard (A,W) +2 bonus to its spell attack roll and you ignore half cover
5-8 5-8 Beotodus Cortex (A) when making a spell attack.

9-12 9-12 Cryo Sac (A,W) Cephadrome


13-15 13-15 Beotodus Hardhorn (A,W) Cephadrome have yellow eyes, yellow or pink fins and blue or
purple scale covered skin. This skin appears brownish black due to
16-19 16-18 Beotodus Grandfin (A,W)
sand covering their body. They have a flat, diamond-shaped head
20 19-20 Beotodus Gem (A,W) (much like a hammerhead shark or a Diplocaulus, an extinct
prehistoric amphibian), fins, and tail, which helps propel them
through the sand.
ARMOR MATERIAL EFFECTS Cephadrome are very aggressive, however, it will assume
Beotodus Shard evasive maneuvers if it senses that the threat is too dangerous.
While you are wearing this armor, you can use your Cephadrome swims in sand to avoid danger, then attacks
reaction or bonus action to gain resistance to necrotic
unexpectedly to startle its foe. It also uses a sand "spray" to attack
damage until the end of your next turn. You can use this
from a distance. A leader's role may be as a main attacker. A
property twice, regaining all uses when you finish a long
Cephadrome is also very protective of the Cephalos in its pack.
rest.
They will attack larger predators or even the aggressive Diablos to
Beotodus Cortex distract the foe away from its pack.
Aquatic/Polar Mobility. You ignore difficult terrain created Interestingly, the life of these creatures begins in water. The
by ice or snow and you have a swimming speed equal to females will lay their eggs in an oasis and those eggs will hatch
your walking speed while you wear this armor. during the dry season. After the offspring hatch they will swim in
Cryo Sac the mud and as it dries it will become much tougher for the
You have resistance to cold damage while you wear this hatchlings to swim in. When the mud begins to turn into sand the
armor. hatchlings will slowly learn to swim through the sands of the desert
Beotodus Hardhorn and it is very important that they do so.
Stamina Surge+2. While wearing this armor, you can use an
action to cast the haste spell from it once per day, but can Cephalos
target only yourself when you do so and you gain 1 level of Cephalos' body shapes are streamlined and flat, to help them swim
exhaustion when the spell ends. through the sand. They have a vaguely hammer-shaped head, with
Beotodus Grandfin (Sorcerer, Warlock, & Wizard Only) eyes that face upwards. Their brown and beige coloration helps
This armor has two runes that it regains daily at dawn. As them camouflage themselves among the desert sands. These
an action you can expend one of these runes to coat your monsters are surprisingly social, swimming through the loose sand
armor in magical ice, gaining 15 temporary hit points. If a and hunting in packs. They are predatory, and can work together to
creature hits you with a melee attack while you have these defeat creatures many times their size.
hit points, the creature takes 15 cold damage. From spending large amounts of time swimming in the sand,
Beotodus Gem their eyesight has become very poor and now they are nearly blind.
Health Boost. While wearing this armor, your hit point Instead Cephalos listens not only for the footsteps of prey but, also
maximum increases by 1 for each character level you have. for the breathing of prey. If the sounds are extremely loud, they
will be shocked out of the ground and stunned by the loud noise.
WEAPON MATERIAL EFFECTS To stay cool in the heat of the desert, its scales hold large amounts
Beotodus Shard (Druid, Sorcerer, & Wizard Only) of moisture in its body, allowing for more activity in its
While attuned to this weapon you know the ice knife spell. environment. They can't breath in the sand so they have to
If you have to prepare spells, you always have it prepared, occasionally jump out the sand in order to breathe air. While
and it doesn't count against the number of spells you can swimming, however, they will swallow some of the sand as they
prepare each day. swim. The swallowed sand is stored in a special organ in their
Cryo Sac body, that combines sand with its mucus, and saves this sand as a
Your weapon deals an extra 1d6 cold damage. weapon to injure prey.
The true color of a Cephalos is blue, or rarely purple, but over
Beotodus Hardhorn
time sand sticks to their bodies covering the blue coloration. Mildly
While attuned to this weapon, you can use an action to
aggressive, Cephalos are known for gathering in packs and hunting
cast the snilloc’s snowball swarm spell from it. This
alongside their leaders, Cephadrome. They are also known for
property can be used twice, regaining all expended uses
daily at dawn. migrating to different parts of the desert when food sources are
drained.
Beotodus Grandfin
When you hit a creature with this weapon it must make a
DC 13 Constitution saving throw. On a failed saving throw,
the creature is afflicted with iceblight for 1 minute. A
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. If a
336
Cephalos Fang
You suffer no harm from temperatures as warm as 120
Cephadrome degrees Fahrenheit while you wear this armor. Coral
Cephalos Scale
Huge wyvern (piscine), unaligned Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
Armor Class 16 (natural armor) reduced by half while you wear this armor.
Hit Points 175 (14d12 + 84)
Speed 30 ft., burrow 40 ft. WEAPON MATERIAL EFFECTS
Cephalos Fang
Your cold spells deal extra 1d4 cold damage.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 23 (+6) 9 (-1) 10 (+0) 7 (-2) Coral Cephalos Scale (Ranged Weapon Only)
Deadeye. Your weapon's normal attack range is increased
by 20 feet.
Skills Perception +3
Damage Resistances fire, necrotic
Senses passive Perception 13 OTHER MATERIAL EFFECTS
Languages — Med Monster Bone
Rare armor upgrade material.
Challenge 7 (2,900 XP) Proficiency +3
Piscine Liver
Keen Hearing. The cephadrome has advantage on After it is cooked (DC 11), it can be eaten to cure any
Wisdom (Perception) checks that rely on hearing. disease or poison.
Sensitive Ears. The cephadrome must succeed on a DC
15 Constitution saving throw if it is underground and
takes thunder damage, or a spell or effect that emits a
loud noise (per the description of the effect) is used
within 60 feet of it. On a failed save, the cephadrome
Cephalos
Large wyvern (piscine), unaligned
must immediately use its reaction to move toward the
surface. If it reaches the surface while still having
movement left, it launches into the air and lands prone Armor Class 11 (natural armor)
on the ground. The cephadrome automatically fails this Hit Points 52 (7d10 + 14)
saving throw if a sonic bomb is used within range of it. Speed 20 ft., burrow 30 ft.

Actions
STR DEX CON INT WIS CHA
Multiattack. The cephadrome makes one Hip Check
attack and one Tail attack; or two Sand Blast attacks. 18 (+4) 12 (+1) 15 (+2) 7 (-2) 9 (-1) 5 (-3)

Hip Check. Melee Weapon Attack: +8 to hit, reach 5 ft., Skills Perception +1
one target. Hit: 18 (3d8 + 5) bludgeoning damage. Senses passive Perception 11
Sand Blast. Ranged Weapon Attack. +8 to hit, reach Languages —
30/120 ft., one target. Hit: 15 (3d6 + 5) bludgeoning Challenge 2 (450 XP) Proficiency +2
damage.
Keen Hearing. The cephalos has advantage on Wisdom
Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one
(Perception) checks that rely on hearing.
target. Hit: 21 (3d10 + 5) bludgeoning damage.
Sensitive Ears. The cephalos must succeed on a DC 15
Constitution saving throw if it is underground and
takes thunder damage, or a spell or effect that emits a
Cephadrome loud noise (per the description of the effect) is used
Challenge Rating 7 Carves/Capture 3 within 60 feet of it. On a failed save, the cephalos must
immediately use its reaction to move toward the
Carve Chance Capture Chance Material Slots surface. If it reaches the surface while still having
1-3 1-2 Piscine Liver (O) movement left, it launches into the air and lands prone
on the ground. The cephalos automatically fails this
4-7 3-10 Cephalos Fin (A) saving throw if a sonic bomb is used within range of it.
8-13 11-14 Cephalos Fang (A,W)
Actions
14-19 15-19 Med Monster Bone (O)
Hip Check. Melee Weapon Attack: +6 to hit, reach 5 ft.,
20 20 Coral Cephalos Scale (A,W) one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Sand Blast. Ranged Weapon Attack. +6 to hit, reach
ARMOR MATERIAL EFFECTS 30/120 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
Cephalos Fin damage.
You have advantage Wisdom (Medicine) checks while you Tail. Melee Weapon Attack. +6 to hit, reach 10 ft., one
wear this armor. target. Hit: 15 (2d10 + 4) bludgeoning damage.
337
Cephalos
Challenge Rating 2 Carves 1
Carve Chance Material Slots
Delex
Small wyvern (piscine), unaligned
1-10 Piscine Liver (O)
11-15 Cephalos Scale (W) Armor Class 11
Hit Points 22 (5d6 + 5)
16-19 Piscine Fang (A,W) Speed 40 ft., burrow 40 ft.
20 Cephalos Fin (A)
STR DEX CON INT WIS CHA
ARMOR MATERIAL EFFECTS 11 (+0) 13 (+1) 12 (+1) 1 (-5) 8 (-1) 10 (+0)
Cephalos Fin
You have advantage Wisdom (Medicine) checks while you Damage Immunities cold, fire, necrotic
wear this armor. Senses tremorsense 60 ft., passive Perception 9
Piscine Fang Languages —
Archaeologist. When you successfully gather a bone Challenge 1/8 (25 XP) Proficiency +2
resource, you instead gather 2.
Tunnel. The delex doesn't provoke an opportunity
WEAPON MATERIAL EFFECTS attack when it burrows out of an enemy's reach.
Cephalos Scale
Load Up. Your normal ammo capacity increases by 10 Actions
while you are attuned to this weapon. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) piercing damage.
Piscine Fang
Your weapon deals an extra 1 slashing damage. Sand Blast. Ranged Weapon Attack. +3 to hit, reach
30/120 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
OTHER MATERIAL EFFECTS damage.
Piscine Liver
After it is cooked (DC 11), it can be eaten to cure any
disease or poison.
Delex
Delex Challenge Rating 1/8 Carves 1

Delex have the ability to "swim" through sand, like the cephalos, Carve Chance Material Slots
and even expel small sand blasts from their mouth at attackers. Due 1-8 Monster Guts (O)
to their nimbleness they are difficult to hit. Several appear in the
fights with Jhen Mohran and Dah'ren Mohran, jumping onto the 9-15 Quality Fin (A,W)
boat and attacking Hunters that get in their way. Delex hunt in 16-20 Sharpened Fang (A,W)
small groups of six or seven individuals and likely prey upon small
animals. They also scavenge off the remains left by larger desert-
dwelling monsters. ARMOR MATERIAL EFFECTS
Quality Fin
While wearing this armor, your swimming speed is
increased by 5 feet.
Sharpened Fang
You reduce slashing damage you take by 2 while you wear
this armor.

WEAPON MATERIAL EFFECTS


Quality Fin
Current Resist. While holding this weapon you are
unaffected by the waters current, natural or magical, unless
you otherwise choose to be.
Sharpened Fang
Your slashing weapon deals an extra 1 slashing damage.

OTHER MATERIAL EFFECTS


Monster Guts
Monster innards. A prized delicacy worth 50 gp.

338
Jyuratodus
Jyuratodus is related to Lavasioth, and as such resembles a bipedal
coelacanth fish. Jyuratodus's scales are vulnerable to extreme heat,
becoming brittle and weak when left to dry. If jyratodus becomes
too hot, it'll have a hard time breathing through its skin as well. To
stay moist and keep cool, jyuraydous is always covering its body in
mud to protect itself from the harsh sun, which is the main reason
Gajau why it lives in swampy environments. Adorning its body are many
Gajau have greenish scales with orange dorsal fins. They resemble fins that are primarily used for balance. Although these appendages
catfish in appearance. Gajau are vicious predatory fish that will assist it as it swims, jyuratodus will turn and adjust them while
attack anything. Gajau will even jump out of the water to capture walking on land, aiding it as it moves over the uneven ground.
prey. Inside of its mouth are bone-crunching teeth used for crushing and
tearing into prey. Once it has slain its victim, it'll feed the internal
organs of its quarry. While swimming, jyuratodus will swallow
Gajau some mud and combine it with water from its water sac, making
thick globs of mud that restrict the movements of predators and
Small wyvern (piscine), unaligned
prey alike.
Jyuratodus are highly territorial, attacking all monsters that
Armor Class 11
invade its turf. It spends most of its time hidden away in its swamp,
Hit Points 27 (6d6 + 6)
soaking in mud to stay moist, before hunting later in the day. While
Speed 0 ft., swim 30 ft.
in its territory, it'll leave behind tracks in the water and on rocks as
a warning to intruders, as well as kick up mud to scare off rivals.
STR DEX CON INT WIS CHA Barroth will unintentionally destroy these perimeters as it moves
through the marsh, causing jyuratodus to attack the Brute Wyvern
14 (+2) 13 (+1) 12 (+1) 1 (-5) 10 (+0) 8 (-1) because it sees that as a challenge for its turf.
Jyuratodus only ever breed during the wet season in the
Senses darkvision 60 ft., passive Perception 10 Wildspire Waste. Males and females will gather together in the
Languages — swamps to spawn, but only a handful of their eggs will hatch. By
Challenge 1 (200 XP) Proficiency +2 the time the wet season is over, most of the water will have
evaporated in the swamp, drying out the eggs. Once the young
Blood Frenzy. The gajau has advantage on melee attack hatch, they'll search for a large monster and enter into the body of
rolls against any creature that doesn't have all its hit the organism by swimming into an opening (Wound, nostrils,
points. mouth, etc.) before attaching their spine-like gills to its insides. The
Water Breathing. The gajau can breathe only young jyuratodus will sneak into the bodies of larger creatures and
underwater. feed on their insides until they get older.

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

Gajau
Challenge Rating 1 Carves 1
Carve Chance Material Slots
1-9 Gajau Skin (A)
10-16 Gajau Scale (A)
17-20 Gajau Whisker (W)

ARMOR MATERIAL EFFECTS


Gajau Skin
You reduce acid damage you take by 2 while you
wear this armor.
Gajau Scale
While wearing this armor, your swimming speed
is increased by 5 feet.

WEAPON MATERIAL EFFECTS


Gajau Whisker
Your weapon deals an extra 1 acid damage.

339
Jyuratodus
Jyuratodus Challenge Rating 11 Carves/Capture 3
Huge wyvern (piscine), unaligned Carve Chance Capture Chance Material Slots
1-5 1-4 Jyuratodus Scale (A,W)
Armor Class 16 (natural armor)
Hit Points 142 (15d12 + 45) 6-9 5-8 Jyuratodus Shell (A)
Speed 30 ft., swim 30 ft.
10-12 9-11 Lg Monster Bone (O)
13-15 12-14 Jyuratodus Fang (A,W)
STR DEX CON INT WIS CHA
— 15-17 Aqua Sac+ (W)
20 (+5) 18 (+4) 16 (+3) 8 (-1) 12 (+1) 13 (+1)
16-19 18-19 Jyuratodus Fin (A,W)
Damage Immunities acid; bludgeoning, piercing, and 20 20 Jyuratodus Gem (A,W)
slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 11
Languages — ARMOR MATERIAL EFFECTS
Challenge 11 (7,200 XP) Proficiency +4 Jyuratodus Scale
While wearing this armor you ignore difficult terrain
Limited Amphibiousness. The jyuratodus can breathe air created by muddy terrain, swamps, or other water sources
and water, but it needs to be submerged at least once that are waist deep.
every 4 hours to avoid suffocating.
Jyuratodus Shell
While wearing this armor, you have a swimming speed
Actions equal to your walking speed.
Multiattack. The jyuratodus makes two Mud Ball Jyuratodus Fang
attacks; or one Bite attack and one Tail attack. It can Forager+. When you harvest mushrooms, you harvest an
replace one of the melee weapon attacks with a Hip
extra 1d4 more.
Check attack while on land.
Jyuratodus Fin
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one You have resistance to cold damage while you wear this
target. Hit: 15 (3d6 + 5) piercing damage. armor.
Hip Check. Melee Weapon Attack: +9 to hit, reach 5 ft., Jyuratodus Gem
one target. Hit: 24 (3d12 + 5) bludgeoning damage. Your armor is caked in a mud like substance increasing
Mud Ball. Ranged Weapon Attack: +9 to hit, reach your AC by 3. Each time you are hit, some of the mud
60/240 ft., one target. Hit: 15 (3d6 + 5) bludgeoning breaks off reducing the bonus by 1. The mud reforms on
damage. your armor when you finish a long rest.
Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one WEAPON MATERIAL EFFECTS
target. Hit: 18 (3d8 + 5) bludgeoning damage. Jyuratodus Scale
Constricting Ambush (Recharge 5-6). The jyuratodus FastCharge. When you roll for initiative, your greatsword,
dives underwater before emerging underneath a target longsword, charge blade, or tonfas gains 1 charge, spirit, or
within 60 feet of it. That target must make a DC 17 phial charge.
Dexterity saving throw, taking 49 (9d10) bludgeoning
damage on a failed save, or half as much damage on a Jyuratodus Fang
successful one. If the target is Large or smaller, it is Your weapon deals an extra 1d6 cold damage.
grappled (escape DC 15) Until this grapple ends, the Aqua Sac+
target is restrained, takes 3 (1d6) bludgeoning damage While you are attuned to this weapon, you can use an
at the start of each of the jyuratodus's turns, and the action to cast the water breathing spell from it at will.
jyuratodus can't use its Constricting Ambush against
another target. Jyuratodus Fin
This weapon has 5 runes that it regains daily at dawn.
Bonus Actions When you hit a creature or object, you can expend a rune
to cause the ground in a 20-foot radius around the target
Wallow (3/day). The jyuratodus wallows in mud, to become muddy for 1 minute. The muddy area is difficult
covering itself in a thick layer, granting it a +3 bonus to terrain.
its AC for 1 minute or until it takes 25 damage in a
single turn. Jyuratodus Gem
Your cold spell deals an extra 1d6 cold damage.

OTHER MATERIAL EFFECTS


Lg Monster Bone
Very rare armor upgrade material.

340
Lavasioth Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 15 (3d6 + 5) piercing damage.
Huge wyvern (piscine), unaligned
Hip Check. Melee Weapon Attack: +10 to hit, reach 10
Armor Class 15 (natural armor) ft., one target. Hit: 24 (3d12 + 5) bludgeoning damage.
Hit Points 149 (13d12 + 65) Magma Rock. Ranged Weapon Attack: +9 to hit, reach
Speed 30 ft., swim 40 ft. 80/320 ft., one target. Hit: 15 (3d6 + 4) bludgeoning
damage plus 3 (1d6) fire damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack. +10 to hit, reach 10 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage.
21 (+5) 18 (+4) 20 (+5) 16 (+3) 14 (+2) 12 (+1)
Slither (Recharge 5-6). The lavasioth up to its speed on its
belly. During this move, it can move through the spaces
Damage Immunities fire; bludgeoning, piercing, and
of other creatures without provoking opportunity
slashing from nonmagical attacks attacks. Each creature the beotodus moves through must
Senses darkvision 60 ft., passive Perception 12
succeed on a DC 18 Dexterity saving throw or take 18
Languages —
(3d8 + 5) bludgeoning damage plus 13 (3d8) fire
Challenge 13 (10,000 XP) Proficiency +5 damage and be knocked prone.
Lava Armor. The lavasioth body is covered in a lava-like Legendary Actions
armor which hardens when cooled and softens when
heated. If lavasioth is above ground at the start of its The lavasioth can take 3 legendary actions, choosing
turn, it gains a +1 bonus to its AC and its movement from the options below. Only one legendary action
speed is reduced by 5 feet (maximum of +4 AC and -20 option can be used at a time and only at the end of
feet of movement). If the lavasioth takes fire damage, the another creature's turn. The lavasioth regains spent
bonus AC from this trait is reduced by 1 and its legendary actions at the start of its turn.
movement speed is increased by 5 feet. The lavasioth Detect. The lavasioth makes a Wisdom (Perception)
can reset this effect by staying submerged in lava for one Check.
round.
Check (Costs 2 Actions). The lavasioth makes a Hip Check
Actions attack.
Multiattack. The lavasioth makes one Bite attack, one Tail
attack, and one Hip Check attack. It can replace any
attack with a Magma Rock attack.

Lavasioth
Lavasioth is a bipedal Piscine Wyvern that resides in lava rather
than water. Its body is covered with hardened magma, forming a
tough outer shell. Its head is fish-like in nature, with rounded
features and large, circular eyes. Its mouth is filled with sharp,
needle-like fangs. Its legs are large with hard rock scales and end in
fins rather than claws. Unlike other Piscine Wyverns, Lavasioth
lacks wing-like fins. Instead, it has only a pair of medium-length
pectoral fins. It has a long, thick tail to assist in when swimming
through the thick magma it resides in.
Lavasioth are very well adapted to live in their habitat. Having a
layer of hardened lava, coal, and ore on its skin makes it very
durable. They also have the ability to spit lava, which is used to
attack prey, or any other monsters that may pose a threat. Lavasioth
are powerful swimmers in lava and their speed in swimming
through the volcanic rock is matched only by the magma-dwelling
Leviathan known as Agnaktor. During the mating season, female
Lavasioth will cover themselves in rare volcanic ores in order to
attract a mate, giving them a reddish-crimson color.
Lavasioth are extremely territorial and will attack any monster or
human that enters its area with ferocity, excluding one of its own
kind.

341
Lavasioth Plesioth do not possess gills for breathing underwater, so they have
to come up for air every so often to fill their lungs with air. In
Challenge Rating 13 Carves/Capture 3
addition to having lungs these creatures can also breath through
Carve Chance Capture Chance Material Slots their skin like an amphibian or sea snake.
1-6 1-6 Lavasioth Scale (A,W) The fins of Plesioth allow it to swim fast enough to pass a
galloping horse. Covering a Plesioth's body is these shiny black
7-10 7-11 Lavasioth Carapace (A) scales used to hold in moisture. A scale from older Plesioth can
11-15 12-15 Lavasioth Fang (A,W) fend off claw and fang attacks. Plesioth have powerful jaws that
can crush the shell of Carapaceon, and other armored species,
16-19 16-18 Lavasioth Fin (A,W) making preying on those species easier. One of its most well-
20 19-20 Lavasioth Gem (A,W) known features is its ability to breath high-pressurized water at its
foes. The water that it uses is swallowed while swimming before
Plesioth actually uses it as a weapon.
ARMOR MATERIAL EFFECTS Plesioth can fire highly pressurized jets of water at foes, and can
Lavasioth Scale use their massive size and weight to crush and batter attackers.
Heat Guard. While wearing this armor you are immune to They are highly adept at swimming and are both agile and deadly
damage from lava and you are unaffected by extreme heat. in the water. Plesioth are ambush predators, adapted to stalking
Lavasioth Carapace prey from the water and attacking by surprise. They can
You have resistance to fire damage while you wear this occasionally be seen on land. Plesioth are commonly found in large
armor. bodies of water in a wide variety of environments, such as the
Lavasioth Fang jungle, flooded forests, great lakes and the coastal ocean waters.
Pro Fisherman. When you catch fish, you catch an extra
1d4 more.
Lavasioth Fin
Wide-Range. When you eat or drink an Uncommon or
lower consumable item (except potions of resistance),
each creature within 10 feet of you also gain its effect.
Lavasioth Gem
Recovery Up. Whenever you regain hit points from any
potion or plant, the first die is maximized.

WEAPON MATERIAL EFFECTS


Lavasioth Scale
Your weapon deals an extra 1d6 fire damage.
Lavasioth Fang (Ranged Weapon Only)
Spread/Power Up. While you are attuned to this weapon,
your spread ammo deals an extra 1d4 piercing damage and
your power coating gains +1 to attack rolls.
Lavasioth Fin
You gain a +1 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals fire
damage.
Lavasioth Gem (Spellcaster Only)
This weapon has 7 runes. While holding it, you can use an
action to expend 1 or more of its runes to cast the fireball
spell (save DC 15) from it. For 1 rune, you cast the 3rd-
level version of the spell. You can increase the spell slot
level by one for each additional rune you expend.
This weapon regains 1d6 + 1 expended runes daily at
dawn. If you expend the last runes, roll a d20. On a 1, the
weapon can't regain any runes for 1 week.

Plesioth
Plesioth are bipedal monsters with a wyvern-esque body structure.
They have webbed feet and a paddle-like tail, and are covered in
shiny, fish-like scales. Their mouth is filled with shark-like teeth,
and their eyes glow a bright yellow. Their head and back feature
large fins which can fold in and out at will.

342
Plesioth
Plesioth Challenge Rating 9 Carves/Capture 3
Huge wyvern (piscine), unaligned Carve Chance Capture Chance Material Slots
1-4 — Plesioth Fang (A,W)
Armor Class 14 (natural armor)
Hit Points 136 (13d12 + 52) 5-15 1-7 Plesioth Scale (A)
Speed 30 ft., swim 40 ft.
16-18 8-12 Plesioth Fin (A,W)
— 13-16 Plesioth Webbing (A,W)
STR DEX CON INT WIS CHA
19 17-19 Plesioth Head (A,W)
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
20 20 Wyvern Stone (A,W)
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical attacks ARMOR MATERIAL EFFECTS
Damage Immunities acid Plesioth Scale
Senses darkvision 60 ft., passive Perception 12 Airborne. While wearing this armor, you can cast the jump
Languages — spell from it as a bonus action at will, but can target only
Challenge 9 (5,000 XP) Proficiency +4 yourself when you do so.
Hold Breath. The plesioth can hold its breath for 10 Plesioth Fin
minutes. Speed Eating. While you are attuned to this armor, you can
use any consumable, such as a potion or food, as a bonus
Actions action; so long as you are the one consuming it.
Multiattack. The plesioth makes one Hip Check attack Plesioth Webbing
and one Tail attack. Master Mounter. You have advantage on Strength
(Athletic) checks when attempting to Climb Onto a Bigger
Hip Check. Melee Weapon Attack: +8 to hit, reach 10 Creature (DMG p.271) while you are attuned to this armor.
ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage.
Plesioth Head
Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one Survivor. When an ally, that you can see, is reduced to 0 hit
target. Hit: 17 (3d8 + 4) bludgeoning damage. points you can use your reaction to gain +1 AC, +1
Slither. The plesioth moves up to its speed on its belly. damage, and +1 to attack rolls for 1 minute. Once this
During this move, it can move through the spaces of property has been used, it cannot be used again until the
other creatures without provoking opportunity attacks. next dawn.
Each creature the plesioth moves through must Wyvern Stone
succeed on a DC 15 Dexterity saving throw or take 17 Wide-Range. When you eat or drink an Uncommon or
(3d8 + 4) bludgeoning damage and be knocked prone lower consumable item (except potions of resistance),
on a failed save, or half as much damage, but is still each creature within 10 feet of you also gain its effect.
knocked prone on a successful one.
Water Jet (Recharge 5-6). The plesioth releases a high WEAPON MATERIAL EFFECTS
pressure stream of water in a 60-foot line that is 5 feet Plesioth Fang
wide or across a 30-foot cone. Each creature in that Abnormal Status Atk up (S). Whenever you inflict a
area must make a DC 16 Dexterity saving throw, taking condition on a creature or object that has a duration of 1
36 (8d8) acid damage on a failed save, or half as much minute or longer, the maximum duration of the condition
damage on a successful one. is increased by 6 seconds.
Bonus Actions Plesioth Scale
Load Up. Your normal ammo capacity increases by 10
Countershading. While in water, the plesioth takes the
while you are attuned to this weapon.
Hide action.
Plesioth Fin
FastCharge. When you roll for initiative, your greatsword,
longsword, charge blade, or tonfas gains 1 charge, spirit, or
phial charge.
Plesioth Webbing
Pro Fisherman. When you catch fish, you catch an extra
1d4 more.
Plesioth Head
Capturer. When you capture a creature, you gain one extra
material from it.
Wyvern Stone
Quick Load. You can reload as a free action while you are
attuned to this weapon.

343
Snake Wyverns
Snake Wyverns are a class of monsters known for their serpentine features, such as long, coiling bodies and forked tongues. They can range
dramatically in both size and overall body structure, with some members being large, serpentine land-dwellers, while others are smaller and
more reminiscent of Flying Wyverns.

Najarala
Najarala is a large Snake Wyvern with bright green skin adorned
with large orange-yellow plates on its back and tail. It has a long
serpentine body with small though fully functional fore- and
hindlimbs that aid it in moving around on uneven ground. Najarala
are stealthy hunters that ruthlessly ambush their targets. It has a
large beak-like mouth similar to that of a parrot. This beak is used
to rip chunks of flesh from its prey and then swallow said chunks
whole. While feeding on prey, it will use its arms to hold on to its
prey while ripping off chunks of flesh.
The length of a Najarala surpasses some of the largest leviathans
such as Agnaktor or Lagiacrus. As many would notice these
creatures have short, yet powerful arms and legs. At first glance
these limbs appear to be useless but in reality they enable the
creatures to support itself when rearing up. Another fascinating
feature is that the creature has a specialized organ on its back that is
vibrated by air and creates unique sound waves. This auditory
organ has a biological effect in the surrounding area. Najarala have
beautiful plates on both its neck and tail that will rattle when upset,
giving unwelcome creatures an early warning. The plates on its tail
can be thrown at its enemies and will explode creating a loud burst
of sound like a sonic bomb. This will stun both prey and enemies
alike.

Actions
Multiattack. The najarala makes one Beak attack and
Najarala one Tail attack. It can't make both attacks against the
Gargantuan wyvern (snake), unaligned same target. Or it makes two Sonic Scale attacks.
Beak. Melee Weapon Attack. +9 to hit, reach 10 ft., one
Armor Class 16 (natural armor) target. Hit: 23 (4d8 + 5) piercing damage, and the
Hit Points 159 (11d20 + 44) target must make a DC 16 Constitution saving throw,
Speed 50 ft., burrow 50 ft., climb 50 ft. or be paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
STR DEX CON INT WIS CHA
Constrict. Melee Weapon Attack: +7 to hit, reach 0 ft.,
14 (+2) 20 (+5) 19 (+4) 10 (+0) 14 (+2) 9 (-1) one creature. Hit: 20 (4d8 + 2) bludgeoning damage,
and the target is grappled (escape DC 16). Until this
Saving Throws Wis +6 Cha +3 grapple ends, the creature is restrained, and the
Skills Perception +10, Stealth +9 najarala can't constrict another target.
Damage Resistances fire, thunder Sonic Scale. Ranged Weapon Attack. +9 to hit, range
Senses blindsight 60 ft., darkvision 120 ft., passive 80/320 ft., one target. Hit: 19 (4d6 + 5) thunder
Perception 20 damage and the target must make a DC 14
Languages — Constitution saving throw or be deafened for 1 minute.
Challenge 9 (5,000 XP) Proficiency +4
Tail. Melee Weapon Attack. +9 to hit, reach 15 ft., one
Magic Resistance. The najarala has advantage on saving target. Hit: 27 (4d10 + 5) bludgeoning damage.
throws against spells and other magical effects. Sonic Blast (Recharge 5-6). The najarala exhales a blast
Surround. The najarala can enter a large or smaller of force in a 90-line. Each creature in the line must
creature's space and stop there, surrounding it. While make a DC 16 Dexterity saving throw, taking 39
surrounded, the creature can't leave the najarala's (11d6) thunder damage on a failed save, or half as
space, except by flying, burrowing, or succeeding on a much damage on a successful one.
DC 17 Strength (Athletics) check or Dexterity
(Acrobatics) check.
Bonus Actions
Squeeze. The najarala makes one Constrict attack
against a grappled creature or one surrounded by it.

344
Najarala
Challenge Rating 9 Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-7 1-4 Najarala Shell (A,W)
8-11 5-9 Najarala Fang (W)
12-14 10-12 Najarala Hide (A)
15-18 13-15 Najarala Sounder (W)
— 16-17 N.Paralysis Sac (A,W)
19 18-19 Najarala Marrow (W)
20 20 Chilling Beak (A,W)

ARMOR MATERIAL EFFECTS


Najarala Shell
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to fire damage
until the end of your next turn. You can use this property
Remobra
twice, regaining all uses when you finish a long rest. Remobra are classified as Flying Wyverns in the Old World but
have recently been reclassified as Snake Wyverns. The Remobra
Najarala Hide have evolved wings, which are fairly large in comparison to their
Earplugs. While you are attuned to this armor, you can use body size in the Old World. Despite their wings being large, their
a bonus action to conjure two earplugs in the shape of legs are relatively weak and they can barely stand up with their
your choice. While using these earplugs, you are legs. To avoid standing up, they spend their time in the air flying. It
considered deafened and you have advantage on saving preys upon weakened animals, by using their poison to finish off
throws against thunder damage. You can dispel the ear their victim and letting it bleed to death.
plugs as a bonus action ending the deafened effect.
N.Paralysis Sac
You cannot be paralyzed while you wear this armor.
Chilling Beak Remobra
You have resistance to necrotic damage while you wear Medium wyvern (snake), unaligned
this armor.
Armor Class 13
WEAPON MATERIAL EFFECTS Hit Points 33 (6d8+6)
Najarala Shell Speed 10 ft., fly 40 ft.
Capturer. When you capture a creature, you gain one
additional material from it.
STR DEX CON INT WIS CHA
Najarala Fang
Your weapon deals an extra 1d4 thunder damage. 14 (+2) 11 (+0) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
Najarala Sounder
Damage Resistances lightning
Your weapon deals an extra 1d6 thunder damage.
Senses passive Perception 11
N.Paralysis Sac Languages —
This weapon has 3 runes which are regained every day at Challenge 1/2 (100 XP) Proficiency +2
dawn. When you hit a creature with this weapon, you can
expend a rune to have the target make a DC 14
Constitution saving throw. On a fail the creature is
Actions
incapacitated and has its movement speed is reduced to 0 Multiattack. The remobra makes two Tail attacks.
for 1 minute. The creature can repeat its saving throw at
the end of its turn, ending the effect on a success. Poison Spit. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 9 (2d8) poison damage.
Najarala Marrow
Capture Expert. Tranq bombs & ammo roll an extra 3d8 Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one
when it hits a creature. target. Hit: 5 (1d6 + 2) bludgeoning damage.
Chilling Beak (Melee Weapon Only)
When you hit a creature with this weapon, you can choose
to reduce the damage you deal by half to grapple the
target.

345
Remobra
Challenge Rating 1/2 Carves 1
Carve Chance Material Slots
Wingdrake
Medium wyvern (snake), unaligned
1-10 Remobra Hide (A)
11-18 Striped Skin (A) Armor Class 10
Hit Points 6 (1d8+2)
19-20 Remobra Head (A) Speed 10 ft., fly 40 ft.

ARMOR MATERIAL EFFECTS STR DEX CON INT WIS CHA


Remobra Hide
You reduce necrotic damage you take by 2 while you wear 14 (+2) 11 (+0) 12 (+1) 3 (-4) 8 (-1) 6 (-2)
this armor.
Senses passive Perception 9
Striped Skin Languages —
Luck. Roll a d20 at the end of a successful hunt. On a 18- Challenge 1/8 (25 XP) Proficiency +2
20, you get one additional material from the creature.
Remobra Head Beast of Burden. The wingdrake has the same carrying
ill Omen. Your Charisma score increases by 1 while you capacity as a mule (480 lbs) when the cargo is tied to
wear this armor, but you have disadvantage on persuasion it by a rope or vine.
and deception checks due to an overwhelming feeling of
disaster to those around you. Flyby. The wingdrake doesn't provoke an opportunity
attack when it flies out of an enemy's reach.

Wingdrake Actions
Wingdrakes that somewhat resemble certain species based on their Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
environment. Wingdrakes from forests resemble certain species of target. Hit: 5 (1d6 + 2) piercing damage.
rhamphorhynchoid pterosaur. They have parrot-like beaks, blue
skin, and a long yellow-tipped tail. While wingdrakes of the desert
resemble vultures in addition to pterosaurs. They have a large beak, Wingdrake
a waddle hanging from their neck, light-brown skin, and a long tail. Challenge Rating 1/8 Carves 1
Others in a coral landscape resemble parrots or tapejarid
pterosaurs. They have a light pink skin and wings with ribbon-like Carve Chance Material Slots
appendages hanging from them. In most other environments they
1-10 Raw Meat (O)
resemble retro-style pterosaurs. They have pointed beaks filled
with teeth and large draconic wings. 11-16 Screamer Sac (O)
They are typically peaceful towards adventurers, and roam the 17-20 Wingdrake Hide (A)
skies landing only to rest. They live in small flocks, and if one
individual goes somewhere, the others will follow. They are
commonly used as beasts-of-burden by adventurers for traveling ARMOR MATERIAL EFFECTS
quickly. Wingdrake Hide
Jump Master. While wearing this armor, you can use an
action to double your jump distance. You can use this
property twice, regaining all expended uses on a short or
long rest.

OTHER MATERIAL EFFECTS


Raw Meat
Provides 2 days rations when cooked.
Screamer Sac
A crafting material used to make sonic bombs.

346
Temnoceran
Temnoceran, are a class of monster characterized by its arachnoid characteristics, such as the ability to produce silk, though they have six
limbs similar to Neopterons or Carapaceons.

Nerscylla
Web Walker. The nerscylla ignores movement
Nerscylla physically resembles a real life Arachnid, but is much
restrictions caused by webbing.
larger in size. Nerscylla is armed with four powerful legs and two
claws, each one tipped with a formidable barbed hook, used for Actions
holding prey as well as keeping its grip while scaling walls. In
addition, it possesses a massive pair of retractable jaws which can
Multiattack. The nerscylla makes one Poisonous Maw
attack and two Claw attacks.
inflict a poisonous bite. It can produce a strong, sticky webbing
that it uses to trap prey and build nests. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
These large Temnocerans are ambush predators that will readily target. Hit: 10 (2d6 + 3) slashing damage and the
attack from behind, below, and above. When making a web they'll target is grappled (escape DC 13).
wisely construct it in an area where potential prey is most likely to Poisonous Maw. Melee Weapon Attack: +6 to hit, reach
appear. They are most commonly seen to construct their webs near 10 ft., one target. Hit: 8 (2d4 + 3) piercing damage
farming settlements where they will attack and kill any livestock plus 13 (3d8) poison damage.
that wander into the vicinity of their web for food. Occasionally, Stinger. The nerscylla impales a webbed creature within
they will even snatch away any unwary villagers/farmers that 5 feet of it with its stinger. That creature must make a
wander into their territory. As stated earlier Gypceros are the DC 14 Constitution saving throw, taking 28 (8d6)
favorite prey of the Nerscylla but the food isn't the only reason why poison damage on a failed save, or half as much
the Bird Wyvern is targeted. When killing a Gypceros the large damage on a successful one. If the saving throw fails by
arachnid not only eats it but disturbingly rips the skin off the avian 5 or more, the target falls unconscious for 1 hour, or
Wyvern's body and wears it's skin as a cloak. This shocking until it takes damage or another creature uses an action
behavior is both horrifying and intriguing to naturalists. The reason to shake it awake.
why Nerscylla do this is to increase their strength, use it as If the poison damage reduces the target to 0 hit
camouflage, and for protection. points, the target is stable but poisoned for 1 hour,
even after regaining hit points, and is paralyzed while
poisoned in this way.
Nerscylla Webbing Shot (Recharge 5-6). Ranged Weapon Attack:
+6 to hit, range 60/120 ft., one Large or smaller
Huge monstrosity (temnoceran), unaligned
creature. Hit: The creature is restrained by webbing. As
an action, the restrained creature can make a DC 14
Armor Class 15 (natural armor)
Strength check, escaping from the webbing on a
Hit Points 142 (15d12 + 45)
success. The creature is no longer restrained if the
Speed 30 ft., climb 30 ft.
webbing is destroyed. The webbing has AC 12, 10 hit
points, resistance to bludgeoning damage, and
STR DEX CON INT WIS CHA immunity to poison and psychic damage.

17 (+3) 17 (+3) 16 (+3) 6 (-2) 12 (+1) 6 (-2) Bonus Actions


Reel in. The nerscylla pulls a webbed target up to 15
Skills Perception +4, Stealth +6 feet towards it. If the webbed creature is pulled within
Damage Immunities poison 5 feet of the nerscylla, it can make a Stinger attack
Condition Immunities poisoned against it.
Senses passive Perception 14
Languages — Web Swing. The nerscylla fires a string of webbing as
Challenge 6 (2,300 XP) Proficiency +3 thick as a rope towards an object or terrain that is
above it and is within 60 feet of it. It can then use the
webbing to pull itself up to 30 feet in the
Spider Climb. The nerscylla can climb difficult surfaces,
direction of the object or terrain.
including upside down on ceilings, without needing to
make an ability check.
Standing Leap. The nerscylla's long jump is up to 30
feet and its high jump is up to 15 feet, with or without
a running start.
Web Sense. While in contact with a web, the nerscylla
knows the exact location of any other creature in
contact with the same web.

347
Nerscylla Nerscylla Shell (Bow Only)
Special Ammo Boost. While attuned to this weapon, your
Challenge Rating 6 Carves/Capture 3
coat arrow now coats up to 20 arrows and your
Carve Chance Capture Chance Material Slots dragonpiercer an extra 1d6 piercing damage.
1-3 1-3 Rubbery Hide (A,W) Nerscylla Chelicera
When you hit a creature with this weapon it must make a
4-8 4-5 Nerscylla Shell (A,W)
DC 13 Constitution saving throw or be poisoned until the
9-10 6-8 Nerscylla Chelicera (A,W) end of its next turn.
11-13 9-11 Drone Substance (W,O) Drone Substance
Capture Novice. While attuned to this weapon tranq bombs
14-15 12 Monster Fluid (O)
and tranq ammo roll an extra 2d8 when it hits a creature.
16-17 13-14 N.Sleep Sac (A,W,O)
N.Sleep Sac
18-19 15-17 Nerscylla Claw (A,W) When you poison a creature and it fail the saving throw by
5 or more, the creature falls unconscious until it takes
20 18-20 Nerscylla Spike (A,W)
damage, are shaken awake, or the poison is removed.
Nerscylla Claw
ARMOR MATERIAL EFFECTS When you cast a spell that deals poison damage, you gain a
Rubbery Hide +1 bonus to its spell attack roll.
While you are wearing this armor, you can use your
Nerscylla Spike
reaction or bonus action to gain resistance to lightning
When you hit a creature or object that is within 60 feet of
damage until the end of your next turn. Once you use this you with a ranged weapon attack, you can use your bonus
property, you cannot use it again until you finish a long
action to pull the target 10 feet towards you.
rest.
Nerscylla Shell OTHER MATERIAL EFFECTS
Perceptive. You are proficient with perception checks while Drone Substance
wearing this armor. This oily like substance can be applied to the skin of a
medium or smaller creature. Applying the substance takes
Nerscylla Chelicera
1 minute. The affected creature then has advantage on
Trap Master. While you wear this armor, you can set pitfall Charisma (persuasion) checks for 1 hour. During this time
traps or shock traps as a bonus action and you can use an
if it attempts to charm a creature with spells or spell like
action to cast the snare spell from it. Once used, the snare abilities, the targeted creature has disadvantage on its
effect can't be used again until the next dawn. saving throw.
N.Sleep Sac Cursed. When applied to a creature, there is a 10%
Negate Sleep. You cannot unwillingly be put to sleep by any chance to attract nearby seltas while in urban areas. While
means while wearing this armor. in the wilds, there is a 50% chance to attract nearby seltas.
Nerscylla Claw Monster Fluid
Spider Climb. While you wear this armor, you can move up, Uncommon or rare upgrade material that can be used for
down, and across vertical surfaces and upside down along weapons or armor.
ceilings, while leaving your hands free. You have a climbing
speed equal to your walking speed. However, the armor N.Sleep Sac
doesn't allow you to move this way on a slippery surface, A Material that replaces the sleep herb when crafting tranq
such as one covered by ice or oil. bombs or tranq ammo (10 uses).
Nerscylla Spike
You have resistance to poison damage while you wear this
armor.

WEAPON MATERIAL EFFECTS


Rubbery Hide
While holding your weapon, you can speak a command
word and transform it into a fishing pole with a hook, a
line, and a reel. Speaking the command word again
changes the fishing pole back into the weapon.

348
Fey Nerscylla Stinger. The nerscylla impales a webbed creature within 5
feet of it with its stinger. That creature must make a DC
Large fey (temnoceran), unaligned
15 Constitution saving throw, taking 28 (8d6) poison
damage on a failed save, or half as much damage on a
Armor Class 18 (natural armor) successful one. If the saving throw fails by 5 or more, the
Hit Points 180 (19d12 + 57) target falls unconscious for 1 hour, or until it takes
Speed 30 ft., climb 30 ft. damage or another creature uses an action to shake it
awake.
If the poison damage reduces the target to 0 hit points,
STR DEX CON INT WIS CHA the target is stable but poisoned for 1 hour, even after
17 (+3) 17 (+3) 16 (+3) 6 (-2) 12 (+1) 6 (-2) regaining hit points, and is paralyzed while poisoned in
this way.
Saving Throws Dex +7, Int +2, Cha +2 Webbing Shot (Recharge 5-6). Ranged Weapon Attack: +7
Skills Perception +5, Stealth +7 to hit, range 30/120 ft. , one Large or smaller creature.
Damage Immunities poison Hit: The creature is restrained by webbing. As an action,
Condition Immunities poisoned the restrained creature can make a DC 15 Strength
Senses passive Perception 15 check, escaping from the webbing on a success. The
Languages — creature is no longer restrained if the webbing is
Challenge 9 (5,000 XP) Proficiency +4 destroyed. The webbing has AC 12, 10 hit points,
resistance to bludgeoning damage, and immunity to
Magic Resistance. The nerscylla has advantage on saving poison and psychic damage.
throws against spells and other magical effects.
Bonus Actions
Spider Climb. The nerscylla can climb difficult surfaces,
Reel in. Tthe nerscylla pulls a webbed target up to 15 feet
including upside down on ceilings, without needing to
towards it. If the webbed creature is pulled within 5 feet
make an ability check.
of the nerscylla, it can make a Stinger attack against it.
Standing Leap. The nerscylla's long jump is up to 30 feet
and its high jump is up to 15 feet, with or without a Web Swing. The nerscylla fires a string of webbing as
running start. thick as a rope towards an object or terrain that is above
it and is within 60 feet of it. It can then use the webbing
Web Sense. While in contact with a web, the nerscylla to pull itself up to 30 feet in the direction of the object
knows the exact location of any other creature in contact or terrain.
with the same web.
Web Walker. The nerscylla ignores movement restrictions Legendary Actions
caused by webbing. The nerscylla can take 1 legendary action, choosing from
the options below. Only one legendary action option can
Actions be used at a time and only at the end of another
Multiattack. The nerscylla makes one Poisonous Maw creature's turn. The nerscylla regains the spent legendary
attack and two Claw attacks. actions at the start of its turn.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one Attack. The nerscylla makes a Poisonous Maw attack.
target. Hit: 10 (2d6 + 3) slashing damage and the target Web Cartridge. Roll a d6, on a 5 or 6 the nerscylla's
is grappled (escape DC 13). Webbing Shot recharges.
Poisonous Maw. Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus
13 (3d8) poison damage.

349
Fey Nerscylla WEAPON MATERIAL EFFECTS
Challenge Rating 9 Carves/Capture 3 Fey Nerscylla Hide
Well Rested+. When you finish a long rest, you gain 10
Carve Capture temporary hit points for 24 hours while attuned to this
Chance Chance Material Slots armor.
1-3 1-3 Fey Nerscylla Hide (A,W) Fey Nerscylla Shell
4-8 4-5 Fey Nerscylla Shell (A,W) While you are attuned to this armor, you can use an action
to speak its command word to cast the web spell (spell
9-10 6-8 Fey Nerscylla Chelicera (A,W) save DC 14). Once you use this property, you can't use it
11-13 9-11 Drone Substance (W,O) again until you finish a long rest.

14-15 12 Monster Fluid (O) Fey Nerscylla Chelicera


When you hit a creature with this weapon it must make a
16-17 13-14 N.Sleep Sac (A,W,O) DC 14 Constitution saving throw or be poisoned until the
end of its next turn.
18-19 15-17 Fey Nerscylla Claw (A,W)
Drone Substance
20 18-20 Fey Nerscylla Spike (A,W)
Capture Novice. While attuned to this weapon tranq
bombs and tranq ammo roll an extra 2d8 when it hits a
ARMOR MATERIAL EFFECTS creature.
Fey Nerscylla Hide N.Sleep Sac
While in contact with a web, you know the exact location When you poison a creature and it fail the saving throw by
of any other creature in contact with the same web. 5 or more, the creature falls unconscious until it takes
damage, are shaken awake, or the poison is removed.
Fey Nerscylla Shell
Perceptive. You are proficient with perception checks Fey Nerscylla Claw
while wearing this armor. When you cast a spell that deals poison damage, you
increase its spell save DC by 1.
Fey Nerscylla Chelicera
Trap Master+. While you wear this armor, you can set Fey Nerscylla Spike
pitfall traps or shock traps as a bonus action and its save When you hit a creature or object that is within 60 feet of
DC is increased by 2. Additionally, you can use an action to you with a ranged weapon attack, you can use your bonus
cast the snare spell from it. Once used, the snare effect action to pull the target 15 feet towards you.
can't be used again until the next dawn.
OTHER MATERIAL EFFECTS
N.Sleep Sac
Drone Substance
Negate Sleep. You cannot unwillingly be put to sleep by
This oily like substance can be applied to the skin of a
any means while wearing this armor.
medium or smaller creature. Applying the substance takes
Fey Nerscylla Claw 1 minute. The affected creature then has advantage on
While you attuned to this armor you can use an action to Charisma (persuasion) checks for 1 hour. During this time
fire a string of webbing as thick as a rope towards an if it attempts to charm a creature with spells or spell like
object or terrain that is above you and is within 60 feet of abilities, the targeted creature has disadvantage on its
you. You can then use the webbing to pull yourself up to saving throw.
30 feet in the direction of the object or terrain. The Cursed. When applied to a creature, there is a 10%
webbing remains in the location for 1 hour before chance to attract nearby seltas while in urban areas. While
dissolving. You can use this property a number of times in the wilds, there is a 50% chance to attract nearby seltas.
equal to your Constitution modifier, regaining all expended
uses when you finish a long rest. Monster Fluid
Uncommon or rare upgrade material that can be used for
Fey Nerscylla Spike weapons or armor.
While you are wearing this armor, you have resistance to
poison damage and you have a +2 bonus to saving throws N.Sleep Sac
against being poisoned. A Material that replaces the sleep herb when crafting tranq
bombs or tranq ammo (10 uses).

350
Rachnoid
Challenge Rating 1 Carves 1
Carve Chance Material Slots
1-7 Sharp claw (W)
8-15 Rachnoid Silk (A,O)
16-20 Monster Fluid (A)

Rachnoid ARMOR MATERIAL EFFECTS


Rachnoid Silk
The infant form of Rakna-Kadaki. At this stage in their life cycle, While you are grappling a target you can use an action to
they cling to their mother's abdomen, feeding on scraps of her speak this armor's command word, causing rachnoid silk
regurgitated prey. From birth, they are instantly able to spit webs covering your armor to wrap around the grappled target.
that are just as strong as their mother's, which they use to bind prey Until you or the creature takes fire damage, or until it
or swiftly move about at her command. breaks free of your grapple, it has disadvantage on
Strength (Athletics) and Dexterity (Acrobatics) checks.
Once you use this property, you can't use it again until you
finish a long rest.
Rachnoid WEAPON MATERIAL EFFECTS
Small monstrosity (temnoceran), unaligned
Sharp claw
Armor Class 15 (natural armor) Your slashing weapon deals an extra 1 slashing damage.
Hit Points 27 (5d6 + 10)
Speed 20 ft., burrow 10 ft., climb 20 ft. OTHER MATERIAL EFFECTS
Rachnoid Silk
Can be used to craft pitfall trap (AGtMH p.63) by
STR DEX CON INT WIS CHA combining it with a trap tool using smithing tools (DC 15).
14 (+2) 16 (+3) 15 (+2) 2 (-4) 11 (+0) 4 (-3) Monster Fluid
Uncommon or rare upgrade material that can be used for
weapons or armor.
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages — Rakna-Kadaki
Challenge 1 (200 XP) Proficiency +2 Rakna-Kadaki are Temnocerans bristling with sharp curving
spikes. Their body is covered in a purple carapace with several
Spider Climb. The spider can climb difficult surfaces, large spikes on the legs and the abdomen, which are used to hang
including upside down on ceilings, without needing to their web. Unlike Nerscylla, Rakna-Kadaki have six legs, the first
make an ability check. two pairs are walking legs and the last pair is held above the
Web Sense. While in contact with a web, the spider ground carrying the abdomen, and a pair of purplish-red, blunt
knows the exact location of any other creature in pedipalps that can extend to over three times their length. The most
contact with the same web. peculiar trait of Rakna-Kadaki however is its "neck". Similar to
pelican spiders, it has a long, extendable neck that can be
Web Walker. The spider ignores movement restrictions
"retracted" back on top of the thorax. Its head sports eight yellow
caused by webbing.
eyes, as well as two pairs of chelicerae on its jaw.
Actions Unlike most spiders, as well as Nerscylla, Rakna-Kadaki are
capable of spitting silk from their mouth, and can spit several
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one
strands at the same time. They use this silk to bind their prey in
target. Hit: 7 (2d4 + 2) bludgeoning damage.
web before finishing them off. They also capable spewing a stream
Web (2/long rest). Ranged Weapon Attack: +5 to hit, of burning gas from its mouth, as well as expelling the same gas
reach 30/60 ft., one creature. The target is restrained from the body.
by webbing As an action, the restrained target can Rakna-Kadaki are normally seen wearing their silk on the body,
make a DC 12 Strength check, bursting the webbing creating the appearance of a white gown. They also carry their
on a success. The webbing can also be attacked and
babies around at all times, and can send them out to for coordinated
destroyed (AC 10; hp 5; vulnerability to slashing
attacks, such as spitting out globs of silk or pulling in their mother
damage; immunity to bludgeoning, fire, poison, and
using their own silk.
psychic damage).
Fire Breath (Recharge 5-6). The rachnoid exhales fire in a
15-foot line that is 5-feet wide. Each creature in that
line must make a DC l2 Dexterity saving throw, taking
7 (2d6) fire damage on a failed save, or half as much
damage on a successful one.

351
Rakna-Kadaki rachnoid then uses its Fire Breath before being pulled
back onto the rakna's abdomen.
Huge monstrosity (temnoceran), unaligned
Move. The rakna launches three rachnoids up to 30 feet
Armor Class 19 (natural armor) away and pulls itself to that location.
Hit Points 136 (13d12 + 52)
Speed 30 ft., climb 30 ft. Web. Up to three rachnoids use Web.
Recharge Attack (Recharge 5–6). The rakna uses one of
the following actions.
STR DEX CON INT WIS CHA
Fire Breath. The rakna spins in a circle and releases a gout
15 (+2) 20 (+5) 18 (+4) 8 (-1) 15 (+2) 10 (+0) of flame in a 30-foot radius around it. Each creature in
that area must make a DC 18 Dexterity saving throw,
Saving Throws Con +10, Wis +8 taking 45 (10d8) fire damage on a failed save, or half
Skills Perception +8 as much damage on a successful one. If the rakna is on
Damage Resistance acid the ceiling of the area, the gout of flames is released in
Damage Immunities fire, lightning, necrotic a 30-foot-radius, 40-foot-high cylinder centered on a
Condition Immunities charmed, frightened point up to 30 feet directly below the rakna.
Senses darkvision 60 ft., passive Perception 18 Web Spray. The rakna exhales webbing in a 60-foot cone
Languages — in front of it. Each creature in that area must succeed
Challenge 17 (18,000 XP) Proficiency +6 on a DC 18 Dexterity saving throw or be restrained by
the webbing. As an action, the restrained target can
Damage Transfer (Requires silk gown). While the rakna's make a DC 18 Strength check, bursting the webbing
body is covered by its silk gown, it takes only half the on a success. The webbing can be attacked and
damage dealt to it, and the silk gown takes the other half. destroyed (AC 10; hp 30; vulnerability to slashing
Rachnoids. (Requires silk gown). While its body is covered damage; immunity to bludgeoning, fire, poison, and
by its silk gown, the rakna always has five rachnoids on psychic damage).
its abdomen. When the silk gown is destroyed, the
rachnoids fall off the rakna and use its reactions to flee
Bonus Actions
by burrowing underground. Silk Gown (After the gown is destroyed; Recharge 6). The
rakna covers its body in a silk webbing. The webbing can
Spider Climb. The rakna can climb difficult surfaces,
be attacked and destroyed (AC 19; hp 64; immunity to
including upside down on ceilings, without needing to
bludgeoning, fire, poison, and psychic damage). When a
make an ability check.
creature makes a melee weapon attack that fails to hit
Standing Leap. The rakna's long jump is up to 30 feet and the rakna or silk gown by 5 or less its weapon becomes
its high jump is up to 15 feet, with or without a running stuck to it, requiring an action and a successful DC 18
start. Strength check to pull free. If the attack is with a natural
Web Sense. While in contact with a web, the rakna knows weapon, the creature is also grappled. Until this grapple
the exact location of any other creature in contact with ends, the creature is restrained.
the same web. Legendary Actions
Web Walker. The rakna ignores movement restrictions The rakna can take 3 legendary actions, choosing from
caused by webbing. the options below. Only one legendary action option can
Actions be used at a time and only at the end of another
creature's turn. The rakna regains spent legendary actions
Multiattack. The rakna uses Command Rachnoid, if at the start of its turn.
available. It then makes two Claw attacks and one
Command. The rakna uses its command rachnoids action.
Abdomen attack.
Flamethrower. The rakna moves up to half its speed in a
Abdomen. Melee Weapon Attack: +11 to hit, reach 10 ft.,
straight line while releasing a gout of flame in a 15-foot
one target. Hit: 32 (6d8 + 5) bludgeoning damage or 18
(3d8 + 5) bludgeoning damage when covered by its silk line that is 10 feet wide in front of it. During this
movement it can pass through a Medium or smaller
gown.
creature's space. Each creature in fire's path must
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., succeed on a DC 18 Dexterity saving throw, taking 10
one target. Hit: 15 (3d6 + 5) slashing damage. (3d6) fire damage on a failed save, or half as much
Command Rachnoids (Requires silk gown). The rakna uses damage on a successful one.
one of the following actions: Web Landmine (Costs 2 Actions). The rakna slams its
Defend. The rachnoids on the rakna's body attempt to abdomen on the ground sending three blobs of webbing
shove a creature off the rakna. Roll a contested into unoccupied spaces within 15 feet of it. When a
Strength (Athletics) check using the rachnoids creature that starts or enters a webbed area for the first
strength modifier. The rachnoid gains a +4 bonus to time on a turn it is restrained by the webbing. As an
its check. action, the restrained target can make a DC 18 Strength
check, bursting the webbing on a success. The webbing
Fire Breath. The rakna launches all five rachnoids off its can be attacked and destroyed (AC 18; hp 100;
abdomen, each landing at least 5 feet apart from each vulnerability to slashing damage; immunity to
352 other and in a space within 20 feet of the rakna. Each bludgeoning, fire, poison, and psychic damage).
Rakna-Kadaki Rakna‑Kadaki Carapace
Quick Load. You can reload as a free action while you are
Challenge Rating 17 Carves/Capture 3
attuned to this weapon.
Carve Capture
Rakna-Kadaki Silk
Chance Chance Material Slots
While attuned to this weapon you can use a bonus action
1 1 Drone Substance (W,O) to fire a strand of webbing at a creature, object, or terrain
within 30 feet of you and pull yourself to the closest
2-6 2-5 Rakna‑Kadaki Carapace (A,W) adjacent space to the target. If the target is a creature, it
7-8 6-8 Rakna-Kadaki Silk (A,W,O) can make a DC 15 Dexterity saving throw. On a successful
save, the creature avoids the webbing and you are unable
9-11 9-11 Kadaki Queen Substance (A,O) to pull yourself to it. You can use this property a number of
12-13 — Rakna-Kadaki Glowgut (A,W) times equal to your proficiency modifier, regaining all
expended uses when you finish a long rest.
14-16 12-16 Rakna‑Kadaki Sharpclaw (A,W)
Rakna-Kadaki Glowgut
17-18 17-19 Rakna-Kadaki Spike (A,W) Stamina Surge+2. While attuned to this weapon, you can
use an action to cast the haste spell from it once per day,
19-20 20 Monster Broth (O)
but can target only yourself when you do so and you gain 1
level of exhaustion when the spell ends.
ARMOR MATERIAL EFFECTS Rakna-Kadaki Sharpclaw
Rakna‑Kadaki Carapace Your weapon deals an extra 1d8 fire damage.
Constitution. The duration from slowing effects, such as Rakna-Kadaki Spike (Bowgun Only)
the slow spell or a copper dragon's breath attack, are Spread up+. When you hit a creature with spread ammo
reduced by half while you wear this armor. and it is within half your normal bowgun range, increase
Rakna-Kadaki Silk the damage die size by 1. Additionally instead of splitting
While you are grappling a target you can use an action to the damage, the target takes full damage from the spread
speak this armor's command word, causing rachnoid silk ammo and each adjacent creature must succeed on a
covering your armor to wrap around the grappled target. Dexterity saving throw equal to your ammo save DC. On a
Until you or the creature takes fire damage, or until it failed save, the target is dealt the same damage as the
breaks free of your grapple, it has disadvantage on target. On a successful save, the target takes half as much
Strength (Athletics) and Dexterity (Acrobatics) checks. You damage as the target.
can use this property a number of times equal to your
proficiency modifier, regaining all expended use when you OTHER MATERIAL EFFECTS
finish a long rest. Drone Substance
Kadaki Queen Substance This oily like substance can be applied to the skin of a
While you wear this armor small spiders emerge from it, medium or smaller creature. Applying the substance takes
like hatching from an egg sac. The spiders are friendly to 1 minute. The affected creature then has advantage on
you and crawl around your armor, but provide no other Charisma (persuasion) checks for 1 hour. During this time
noticeable benefit. if it attempts to charm a creature with spells or spell-like
abilities, the targeted creature has disadvantage on its
Rakna-Kadaki Glowgut saving throw.
This armor has 3 runes. It regains 1d3 runes daily at dawn. Cursed. When applied to a creature, there is a 10%
As an action you can expend one or more runes to cast the chance to attract nearby seltas while in urban areas. While
web spell (spell save DC 16). For 1 rune, you cast the spell in the wilds, there is a 50% chance to attract nearby seltas.
as normal. You can increase the size of the cubed area by 5
feet for each additional rune you expend. Rakna-Kadaki Silk
Can be used to craft pitfall trap+ (AGtMH p.63) by
Rakna-Kadaki Sharpclaw combining it with a trap tool using smithing tools (DC 17).
Spider Climb. While you wear this armor, you can move up, (4 Uses).
down, and across vertical surfaces and upside down along
ceilings, while leaving your hands free. You have a climbing Kadaki Queen Substance
speed equal to your walking speed. However, the armor A potent pheromone sometimes released by the rakna-
doesn't allow you to move this way on a slippery surface, kadaki. It is highly valued by nobles (sell value 4,000 gp).
such as one covered by ice or oil. Monster Broth
Rakna-Kadaki Spike Material used to upgrade your Armor or Weapon to
You have resistance to fire and necrotic damage while you Legendary
wear this armor.

WEAPON MATERIAL EFFECTS


Drone Substance
Capture Novice. While attuned to this weapon tranq
bombs and tranq ammo roll an extra 2d8 when it hits a
creature.

353
Pyre Rakna-Kadaki Spread Rachnoids. The rakna launches all ten rachnoids
off its abdomen, each landing at least 5 feet apart from
Huge monstrosity (temnoceran), unaligned
each other and in a space within 20 feet of the rakna.
Armor Class 20 (natural armor) Five of the rachnoid use its Fire Breath and the five
Hit Points 162 (13d12 + 78) other rachnoid use its Web, before being pulled back
Speed 30 ft., climb 30 ft. onto the rakna's abdomen.
Recharge Attack (Recharge 5–6). The rakna uses one of
the following actions.
STR DEX CON INT WIS CHA
Fire Breath. The rakna exhales fire in a 60-foot cone or
15 (+2) 22 (+6) 22 (+6) 8 (-1) 15 (+2) 10 (+0) spins in a circle and releases a gout of flame in a 30-
foot radius around it. Each creature in that area must
Saving Throws Con +10, Wis +8 make a DC 20 Dexterity saving throw, taking 72
Skills Perception +8 (16d8) fire damage on a failed save, or half as much
Damage Immunities fire, lightning, necrotic damage on a successful one. If the rakna is on the
Condition Immunities charmed, frightened, poisoned ceiling of the area, the gout of flames is released in a
Senses darkvision 60 ft., passive Perception 18 30-foot-radius, 40-foot-high cylinder centered on a
Languages — point up to 30 feet directly below the rakna.
Challenge 19 (22,000 XP) Proficiency +6 Web Spray. The rakna exhales webbing in a 60-foot cone
in front of it. Each creature in that area must succeed
Damage Transfer (Requires Silk Gown). While the rakna's on a DC 20 Dexterity saving throw or be restrained by
body is covered by its silk gown, it takes only half the the webbing. As an action, the restrained target can
damage dealt to it, and the silk gown takes the other half. make a DC 20 Strength check, bursting the webbing
Pyrantulas. (Requires Silk Gown). While its body is covered on a success. The webbing can be attacked and
by its silk gown, the rakna always has ten fiery rachnoids destroyed (AC 10; hp 35; vulnerability to slashing
on its abdomen. These rachnoids deal an extra 7 (2d6) damage; immunity to bludgeoning, fire, poison, and
fire damage with its Fire Breath, and gain a +3 bonus to psychic damage).
hit with its Web attack. When the silk gown is destroyed,
the rachnoids fall off the rakna and use their reactions to Bonus Actions
flee by burrowing underground. Blackened Silk Gown (Recharge 6, After the Gown is
Spider Climb. The rakna can climb difficult surfaces, Destroyed ). The rakna covers its body in a silk webbing.
including upside down on ceilings, without needing to The webbing can be attacked and destroyed (AC 19; hp
make an ability check. 80; immunity to bludgeoning, fire, poison, and psychic
Standing Leap. The rakna's long jump is up to 30 feet and damage). When a creature makes a melee weapon attack
its high jump is up to 15 feet, with or without a running that fails to hit the rakna or silk gown by 5 or less its
start. weapon becomes stuck to it, requiring an action and a
Web Sense. While in contact with a web, the rakna knows successful DC 18 Strength check to pull free. If the
the exact location of any other creature in contact with attack is with a natural weapon, the creature is also
the same web. grappled. Until this grapple ends, the creature is
restrained.
Web Walker. The rakna ignores movement restrictions
caused by webbing. Legendary Actions
Actions The rakna can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Multiattack. The rakna uses its command rachnoid (if be used at a time and only at the end of another
able). It then makes three attacks; two with its claws, and creature's turn. The rakna regains spent legendary actions
one with its abdomen. at the start of its turn.
Abdomen. Melee Weapon Attack: +12 to hit, reach 10 ft., Command. The rakna uses its command rachnoids action.
one target. Hit: 33 (6d8 + 6) bludgeoning damage plus
14 (4d6) fire damage or 19 (3d8 + 6) bludgeoning Flamethrower. The rakna moves up to half its speed in a
damage when covered by its silk gown. straight line while releasing a gout of flame in a 15-foot
line that is 10 feet wide in front of it. During this
Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., movement it can pass through a Medium or smaller
one target. Hit: 16 (3d6 + 6) slashing damage. creature's space. Each creature in fire's path must
Command Rachnoids (Requires Silk Gown). The rakna uses succeed on a DC 18 Dexterity saving throw, taking 14
one of the following actions: (4d6) fire damage on a failed save, or half as much
Move. The rakna launches three rachnoids up to 30 feet damage on a successful one.
away and pulls itself to that location. Two of the the Explosive Slam (Costs 2 Actions). The rakna slams its
rachnoids use its Fire Breath in the direction the rakna claws down creating a fiery explosion in a 15-foot-square
is moving. area originating from it. Each creature in that area must
make a DC 20 Dexterity saving throw, taking 28 (8d6)
Defend. The rachnoids on the rakna's body attempt to fire damage, be pushed 10 feet away and knocked prone
shove a creature off the rakna. Roll a contested on a failed save, or half as much damage, isn't pushed
Strength (Athletics) check using the rachnoids away or knocked prone on a successful one
strength modifier. The rachnoid gains a +4 bonus to
354
its check.
Pyre‑Kadaki Carapace
Pyre Rakna-Kadaki Peak Performance. When your hit points are full and you
Challenge Rating 19 Carves/Capture 3 roll a 1 or 2 on a damage die for an attack you make with a
Carve Capture melee weapon, you can reroll the die and must use the
Chance Chance Material Slots new roll, even if the new roll is a 1 or a 2.
1 1 Drone Substance (W,O) Pyre-Kadaki Silk
While attuned to this weapon you can use a bonus action
2-6 2-5 Pyre‑Kadaki Carapace (A,W) to fire a strand of webbing at a creature, object, or terrain
7-8 6-8 Pyre-Kadaki Silk (A,W,O) within 30 feet of you and pull yourself to the closest
adjacent space to the target. If the target is a creature, they
9-11 9-11 Kadaki Queen Substance (A,O) can make a DC 16 Dexterity saving throw. On a successful
save, the creature avoids the webbing and you are unable
12-13 — Pyre‑Kadaki Dull Glowgut (A,W)
to pull yourself to it. You can use this property a number of
14-16 12-16 Pyre‑Kadaki Hardclaw (A,W) times equal to your proficiency modifier, regaining all
expended uses when you finish a long rest.
17-18 17-19 Pyre-Kadaki Spike (A,W)
Pyre-Kadaki Dull Glowgut
19-20 20 Monster Broth (O) Maximum Might. While your hit points are full and you are
not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
ARMOR MATERIAL EFFECTS
Pyre‑Kadaki Carapace Pyre-Kadaki Hardclaw
Constitution. The duration from slowing effects, such as You gain a +2 bonus to your spell attack rolls and spell
the slow spell or a copper dragon's breath attack, are save DC while attuned to this weapon. This bonus
reduced by half while you wear this armor. increases to +3 when the spell you are casting is a fire
spell.
Pyre-Kadaki Silk
Spider Climb. While you wear this armor, you can move up, Pyre-Kadaki Spike (Ranged Weapon Only)
down, and across vertical surfaces and upside down along Tune-Up. When this material is placed into a weapon
ceilings, while leaving your hands free. You have a climbing choose one of the following effects to gain:
speed equal to your walking speed. However, the armor (Light Bowgun Only). If you miss an attack while hidden,
doesn't allow you to move this way on a slippery surface, your location is not revealed.
such as one covered by ice or oil. (Heavy Bowgun Only). You gain a +1 bonus to your AC
Kadaki Queen Substance while wielding this weapon.
While you wear this armor small spiders emerge from it, You gain a +2 bonus to your attack rolls with this
like hatching from an egg sac. The spiders are friendly to weapon if the target is outside of your normal attack
you and crawl around your armor, but provide no other range.
noticeable benefit.
Pyre-Kadaki Dull Glowgut OTHER MATERIAL EFFECTS
This armor has 4 runes. It regains 1d3+1 runes daily at Drone Substance
dawn. As an action you can expend one or more runes to This oily like substance can be applied to the skin of a
cast the web spell (spell save DC 16). For 1 rune, you cast medium or smaller creature. Applying the substance takes
the spell as normal. You can increase the size of the cubed 1 minute. The affected creature then has advantage on
area by 5 feet for each additional rune you expend. Charisma (persuasion) checks for 1 hour. During this time
if they attempt to charm a creature with spells or spell-like
Pyre-Kadaki Hardclaw
abilities, the targeted creature has disadvantage on its
Entomologist+. When you capture an insect with a bug
saving throw.
net, you instead gather 1d4.
Cursed. When applied to a creature, there is a 10%
Pyre-Kadaki Spike chance to attract nearby seltas while in urban areas. While
You have resistance to fire and lightning damage while you in the wilds, there is a 50% chance to attract nearby seltas.
wear this armor. Rakna-Kadaki Silk
Can be used to craft pitfall trap+ (AGtMH p.63) by
WEAPON MATERIAL EFFECTS combining it with a trap tool using smithing tools (DC 17).
Drone Substance (4 Uses).
Capture Novice. While attuned to this weapon tranq
bombs and tranq ammo roll an extra 2d8 when they hit a Kadaki Queen Substance
creature. A potent pheromone sometimes released by the rakna-
kadaki. It is highly valued by nobles (sell value 4,000 gp).
Monster Broth
Material used to upgrade your Armor or Weapon to
Legendary

355
Theropods
Theropods are reminiscent of Brute Wyverns; flightless, bipedal creatures with long tails and powerful legs. Unlike Brute Wyverns however,
these monsters are generally quite small. Furthermore, Theropods almost always live under a social hierarchy, with young individuals, females
and beta males led by a strong, dominant alpha male, which can command and control his subjects during combat.

Baggi Baggi
Baggi behave the same way as Jaggi and Jaggia. Unlike Jaggi, Challenge Rating 1 Carves 1
however, they can be either male or female. They have the ability
to put other creatures to sleep due to its special liquid spit when it Carve Chance Material Slots
bites, that only lasts a few seconds. Baggi have the same attacks as 1-7 Bird Wyvern Fang (W)
the creatures they resemble, the Jaggi, but attack more without
delay. They will spend much less time hissing and will rush at 8-12 Baggi Hide (A,W)
Adventurers without warning. Like their relatives, the Jaggi, Baggi 13-16 Baggi Scale (A)
will attack other large monsters in the same area, excluding the
Great Baggi. 17-18 Sm Monster Bone (O)
19-20 Bird Wyvern Bone (O)

Baggi ARMOR MATERIAL EFFECTS


Baggi Hide
Medium beast (theropod), unaligned
Geologist. When you successfully gather a mining
resource, you instead gather 2.
Armor Class 11
Hit Points 26 (4d8 + 8) Baggi Scale
Speed 30 ft. You have a +1 bonus to Athletics checks while you wear
this armor.

STR DEX CON INT WIS CHA WEAPON MATERIAL EFFECTS


15 (+2) 13 (+1) 14 (+2) 2 (-4) 8 (-1) 6 (-2) Bird Wyvern Fang
Your piercing weapon deals an extra 1 piercing damage.
Senses passive Perception 9 Baggi Hide
Languages — Whenever the bearer of this weapon takes a help action in
Challenge 1 (200 XP) Proficiency +2 combat, the aided ally can treat its weapon as a +1 magic
weapon until the end of its next turn.
Pack Tactics. The Baggi has advantage on attack rolls
against a creature if at least one of the Baggi's allies is OTHER MATERIAL EFFECTS
within 5 feet of the creature and the ally isn't Sm Monster Bone
incapacitated. Uncommon weapon upgrade material.

Actions Bird Wyvern Bone


Uncommon armor upgrade material.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage. If the target
is a creature, it must succeed on a DC 12 Constitution Great Baggi
saving throw or be incapacitated until the end of its
The Great Baggi's eyes will glow yellow in the dark. Great Baggi
next turn, or until it takes damage.
are matured male Baggi that have taken over a pack of their own.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Great Baggi is also slightly larger than the Great Jaggi. Located on
target. Hit: 9 (3d4 + 2) slashing damage. its head is a crest that is highly prized by merchants for its use in
armor and weapon crafting. It has developed its own unique ability;
it can spit a tranquilizing liquid that inflicts sleep on its prey or
hunters. It also has developed the ability to command Baggi to
surround prey or hunters and spit tranquilizing liquid at them with
a roar.

356
Great Baggi
Challenge Rating 2 Carves/Capture 2
Great Baggi Carve Chance Capture Chance Material Slots
Large beast (theropod), unaligned
1-2 — Baggi Scale (A)
Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21) 3-5 1-5 B.Sleep Sac x2 (O)
Speed 30 ft. 6-12 6-7 Great Baggi Hide (A,W)
13-17 8-10 Great Baggi Claw (A,W)
STR DEX CON INT WIS CHA — 11-18 B.King's Crest (A,W)
18 (+4) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2) 18-19 19 Great Baggi Piel (A,W)

Skills Athletics +6 20 20 Imperial Crest (A)


Damage Immunities cold
Senses passive Perception 10
Languages — ARMOR MATERIAL EFFECTS
Challenge 2 (450 XP) Proficiency +2 Baggi Scale
You have a +1 bonus to Athletics checks while you wear
this armor.
Pounce. If the great baggi moves at least 20 feet
straight toward a creature and then hits it with a Claw Great Baggi Hide
attack on the same turn, that target must succeed on a You reduce cold damage you take by 3 while you wear this
DC 14 Strength saving throw or be knocked prone. If armor.
the target is prone, the great baggi can make one Bite
attack against it as a bonus action. Great Baggi Claw
Geologist. When you successfully gather a mining
Actions resource, you instead gather 2.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one B.King's Crest
target. Hit: 17 (3d8 + 4) piercing damage. If the target Whenever you make a saving throw against the
is a creature, it must succeed on a DC 13 Constitution unconscious condition or other sleep-like effects, you do
saving throw or be incapacitated until the end of its so with a +1 bonus.
next turn, or until it takes damage. Great Baggi Piel
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one You can read books you are touching while sleeping.
target. Hit: 14 (4d4 + 4) Slashing damage.
Imperial Crest
Sleep Spit. The great baggi spits a sleepy concoction at Capture Novice. While attuned to this armor, tranq bombs
a location within 60 feet of it. Each creature within a 5- and tranq ammo roll an extra 2d8 when it hits a creature.
foot radius of that location must succeed on a DC 13
Constitution saving throw or be incapacitated until the WEAPON MATERIAL EFFECTS
end of its next turn, or until it takes damage. If the Great Baggi Hide
saving throw fails by 5 or more, the target is instead When you hit a creature with this weapon, it must succeed
knocked unconscious. The target wakes up if it takes on a DC 10 Constitution saving throw or become
damage or if another creature takes an action to shake Incapacitated for 1d4 turns or until it takes damage. Once
it awake. you use this property, you cannot use it again until you
Alpha Call (1/day). The great baggi looses a guttural finish a long rest.
howl, calling 2 (1d4) baggi to its aid. The creatures
arrive on initiative 20 (losing initiative ties), acting as Great Baggi Claw
allies of the great baggi and obeying its commands. Your slashing weapon deals an extra 1 slashing damage.
B.King's Crest
FastCharge. When you roll for initiative, your greatsword,
longsword, charge blade, or tonfas gains 1 charge, spirit, or
phial charge.
Great Baggi Piel
Your weapon deals an extra 1 weapon damage if it uses
ammunition.

OTHER MATERIAL EFFECTS


B.Sleep Sac
A Material that replaces the sleep herb when crafting tranq
bombs or tranq ammo.

357
Boggi Boggi
Boggi has a body structure similar to like of wroggi or baggi, with Challenge Rating 1 Carves 1
a scaly yellow hide and brown markings. Its head quite resembles a
hyena, with large ears, oversized lower canines, and a patch of dark Carve Chance Material Slots
hair on its shoulders, back, and along the tail. Its tongue is 1-7 Bird Wyvern Fang (W)
normally seen hanging out of its mouth.
Boggi work together in packs in order to hunt down prey. Boggi
8-12 Boggi Thickhide (A)
are known to use their speed to wear down potential prey. They use 13-16 Boggi Scale (A)
their claws in battle, so one must be wary of them. Due to be low
on the food chain they must avoid dangerous predators such as
17-18 Sm Monster Bone (O)
garangolm, goss harag, and gore magala. 19-20 Bird Wyvern Bone (O)
Boggi are cunning and cauclating monsters that patiently wait
for openings to strike. However, they will flee when there is
danger. ARMOR MATERIAL EFFECTS
Boggi Thickhide
While attuned to this armor you can take the Disengage or
Hide action as a bonus action. Once you use this property
Boggi you can't use it again until you finish a long rest.
Medium beast (theropod), unaligned Boggi Scale
You have a +1 bonus to Survival checks while you wear
Armor Class 11 this armor.
Hit Points 19 (3d8 + 6)
Speed 30 ft., swim 30 ft. WEAPON MATERIAL EFFECTS
Bird Wyvern Fang
Your piercing weapon deals an extra 1 piercing damage.
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2) OTHER MATERIAL EFFECTS
Sm Monster Bone
Senses passive Perception 10 Uncommon weapon upgrade material.
Languages — Bird Wyvern Bone
Challenge 1 (200 XP) Proficiency +2 Uncommon armor upgrade material.

Pack Tactics. The boggi has advantage on attack rolls


against a creature if at least one of the boggi's allies is
within 5 feet of the creature and the ally isn't
incapacitated.

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

Bonus Action
Nimble Escape. The boggi takes the Disengage or Hide
action.

358
Genprey Genprey
Challenge Rating 1/2 Carves 1
Genprey bodies are covered in a colorful yellow and green hide,
with a pair of yellow crests over their eyes. They are mid-level Carve Chance Material Slots
hunters. They prey on Aptonoth and Apceros. Genprey are pack
1-8 Genprey Fang (W)
hunters, and often rely on plans formulated by their pack leader, the
Gendrome. 9-13 Genprey Hide (A)
Genprey are covered in scales used for both camouflage in the
14-18 Genprey Scale (A)
harsh deserts and repel the fangs of other creatures. If the other
creatures have a type of paralyzing toxin, skin under the scales can 19-20 Sm Monster Bone (O)
neutralize the paralyzing venom. In their fangs, is a deadly venom
that can paralyze prey ten times their own size. It's estimated that it
takes near seconds for the venom to paralyze prey no matter what ARMOR MATERIAL EFFECTS
size. Genprey Hide
You reduce lightning damage you take by 2 while you wear
this armor.
Genprey Scale
Genprey You have a +1 bonus to Arcana checks while you wear this
Medium beast (theropod), unaligned armor.

Armor Class 10 WEAPON MATERIAL EFFECTS


Hit Points 31 (7d8) Genprey Fang
Speed 30 ft. When you cast a spell that deals lightning damage, add 1/2
of your proficiency bonus to that damage.

STR DEX CON INT WIS CHA OTHER MATERIAL EFFECTS


13 (+1) 10 (+0) 11 (+0) 2 (-4) 8 (-1) 6 (-2) Sm Monster Bone
Uncommon weapon upgrade material.
Senses passive Perception 9 Gendrome
Languages — Adventurers can easily identify a Gendrome by their big crest and
Challenge 1/2 (100 XP) Proficiency +2 slightly larger size compared to a Genprey. The crest signifies
leadership over the pack. With a pack to protect them and
Actions paralyzing fangs, they are a force to be reckoned with. Quick
attacks and high speed allow them to attack with surprising power.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage and the target Gendrome are aggressive leaders that can repel some Flying
must make a DC 10 Constitution saving throw or be Wyverns. Gendrome are well-known for occasionally living alone
paralyzed for 1 minute. A creature can repeat the separate from a pack. In most cases, these are Gendrome searching
saving throw at the end of each of its turns, ending the for a pack to rule over, even if it means that they have to challenge
effect on itself on a success. that pack's current leader.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one


target. Hit: 6 (2d4 + 1) slashing damage.
Gendrome
Bonus Actions Large beast (theropod), unaligned
Aggressive. The genprey moves up to its speed toward
an enemy that it can see. Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft.

STR DEX CON INT WIS CHA


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

Skills Athletics +5
Senses passive Perception 11
Languages —
Challenge 2 (450 XP) Proficiency +2

Standing Leap. The gendrome's long jump is up to 30


feet and its high jump is up to 15 feet, with or without
a running start.

359
WEAPON MATERIAL EFFECTS
Gendrome Tail
Actions While attuned to this weapon, you can use an action to
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one cast minor illusion (save DC 11) from it at will. You can
target. Hit: 12 (2d8 + 3) piercing damage and the only use the spell to create a sound, not an image, and the
target must succeed on a DC 13 Constitution saving sound must emanate from the weapon.
throw or be paralyzed for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, Paralysis Sac
ending the effect on itself on a success. When you cast a spell that deals lightning damage, you
gain a +1 bonus to its spell attack roll.
Deadly Leap. If the gendrome jumps at least 15 feet as Gendrome Skull
part of its movement, it can then use this action to The first time you make a Carve check on a creature, you
land on its feet in a space that contains one or more do so with advantage.
other creatures. Each of those creatures must succeed
on a DC 13 Strength or Dexterity saving throw (target's Gendrome Shard
choice) or be knocked prone and take 6 (1d6 + 3) While holding this weapon, you can use your action and
bludgeoning damage. On a successful save, the point your weapon at a target within 30 feet of you,
creature takes only half the damage, isn't knocked causing a bright light to flare before them. That creature
prone, and is pushed 5 feet out of the gendrome's must succeed on a DC 11 Constitution saving throw or
space into an unoccupied space of the creature's become blinded for 1 minute. Once you use this property,
choice. If no unoccupied space is within range, the you cannot use it again until you finish a short or long rest.
creature instead falls prone in the gendrome's space.
Giaprey
Alpha Call (1/day). The gendrome looses a guttural
howl, calling 2 (1d4) genprey to its aid. The creatures have crystal blue scales with sky blue stripes. As to the other
arrive on initiative 20 (losing initiative ties), acting as relatives of the Giaprey it is able to take high amounts of cold. This
allies of the gendrome and obeying its commands. is because of the skin being warmer than its blood and is able to
repel high amounts of the cold in the Snowy Mountains.
Bonus Actions Giapreys live in packs and obey their leader the Giadrome in
Aggressive. The gendrome moves up to its speed what it dictates to the pack. Though they are small they are very
toward an enemy that it can see. aggressive if someone enters their territory.

Giadrome
Gendrome It is physically very similar to the Velocidrome, the only key
Challenge Rating 2 Carves/Capture 2 difference being the pale blue colouration and the presence of a
frost sac. From the scales of Giadrome being white and blue, they
Carve Chance Capture Chance Material Slots are able to blend into the snow. This allows it to hunt better in the
1-3 — Genprey Scale (A) cold. Unlike the other species of Velociprey, Giadrome can spit a
freezing cold liquid at prey, freezing them in their tracks. Their
4-13 — Gendrome Tail (W) fangs are very cold and sharp to the touch.
— 1-7 Paralysis Sac (W) Giadrome are quite social compared to their cousins. Unlike
most other Velociprey species, Giadrome and Giaprey are quite
14-18 8-18 Gendrome Hide (A) social. They are known to be made up of more than one pack. Both
— 19 Gendrome Skull (A,W) Giadrome will live together and even control each other's pack
while together. By being together, their packs are much deadlier
20 20 Gendrome Shard (A,W) and larger than before.

ARMOR MATERIAL EFFECTS


Genprey Scale
You have a +1 bonus to Arcana checks while you wear this
armor.
Gendrome Hide
You reduce lightning damage you take by 3 while you wear
this armor.
Gendrome Skull
Whenever you make a saving throw against the paralyzed
condition, you do so with a +2 bonus.
Gendrome Shard
While wearing this armor, you can use an action to cast the
thunderwave (save DC 12) spell from it. Once used, you
can't use this property again until the next dawn.

360
Giaprey Giadrome
Medium beast (theropod), unaligned Large beast (theropod), unaligned

Armor Class 10 Armor Class 14 (natural armor)


Hit Points 21 (4d8 + 3) Hit Points 45 (6d10 + 12)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 12 (+1) 2 (-4) 8 (-1) 6 (-2) 16 (+3) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 6 (-2)

Damage Resistances cold Skills Athletics +5


Senses passive Perception 9 Damage Resistances cold
Languages — Senses passive Perception 10
Challenge 1/2 (100 XP) Proficiency +2 Languages —
Challenge 2 (450 XP) Proficiency +2
Ice Walk. The giaprey can move across and climb icy
surfaces without needing to make an ability check. Ice Walk. The giadrome can move across and climb icy
Additionally, difficult terrain composed of ice or snow surfaces without needing to make an ability check.
doesn't cost it extra movement. Additionally, difficult terrain composed of ice or snow
doesn't cost it extra moment.
Actions Standing Leap. The giadrome's long jump is up to 30
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one feet and its high jump is up to 15 feet, with or without
target. Hit: 4 (1d6 + 1) piercing damage plus 2 (1d4) a running start.
cold damage.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) slashing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6)
Bonus Actions cold damage.
Aggressive. The giaprey moves up to its speed toward Ice Spit (Recharge 5-6}. Ranged Weapon Attack: +3 to
an enemy that it can see. hit, range 30/60 ft., one creature. Hit: The target is
restrained by ice. As an action, the restrained target can
make a DC 12 Strength check, bursting the ice on a
Giaprey success. The ice can also be attacked and destroyed
Challenge Rating 1/2 Carves 1 (AC 10; hp 5; vulnerability to fire and bludgeoning
damage; immunity to slashing, poison, and psychic
Carve Chance Material Slots damage).
1-10 Giaprey Hide (W) Alpha Call (1/day). The giadrome looses a guttural howl,
11-16 Giaprey Scale (A) calling 2 (1d4) giaprey to its aid. The creatures arrive
on initiative 20 (losing initiative ties), acting as allies of
17-20 Sm Monster Bone (O) the giadrome and obeying its commands

Bonus Actions
ARMOR MATERIAL EFFECTS
Giaprey Scale Aggressive. The giadrome moves up to its speed
You have a +1 bonus to Insight checks while you wear this toward an enemy that it can see.
armor.
Giadrome
WEAPON MATERIAL EFFECTS
Challenge Rating 2 Carves/Capture 2
Giaprey Hide
This weapon has a reservoir of ice magic that can freeze Carve Chance Capture Chance Material Slots
the ground for up to 30 seconds. While holding this
weapon, you can use an action to plant this weapon in the 1-3 — Giaprey Scale (A)
ground and release the ice magic within. While planted and 4-13 — Giadrome Claw (W)
undepleted, the ground in a 10-foot radius of this weapon
becomes difficult terrain. This weapon recharges 1d6 — 1-7 Screamer Sac x2 (O)
seconds of energy to the weapon's reservoir daily at dawn.
14-18 8-18 Giadrome Hide (A,W)
OTHER MATERIAL EFFECTS 19 19 Giadrome Skull (A,W)
Sm Monster Bone
20 20 Giadrome Shard (A,W)
Uncommon weapon upgrade material.
361
ARMOR MATERIAL EFFECTS

Ioprey
Giaprey Scale
You have a +1 bonus to Insight checks while you wear this
armor. Medium beast (theropod), unaligned
Giadrome Hide
You reduce cold damage you take by 3 while you wear this Armor Class 11 (natural armor)
armor. Hit Points 22 (4d8 + 4)
Giadrome Skull Speed 30 ft.
The air around you is always unnaturally cold while you
wear this armor. Your breath becomes visible, and frost
STR DEX CON INT WIS CHA
continually forms on the surface of your hair, weapons, and
armor. Additionally, you suffer no ill effect from being in 14 (+2) 11 (+0) 12 (+1) 2 (-4) 8 (-1) 6 (-2)
extremely cold environments.
Giadrome Shard Senses passive Perception 9
Detect. You gain a +1 bonus to your passive Perception Languages —
while you wear this armor. Challenge 1/2 (100 XP) Proficiency +2

WEAPON MATERIAL EFFECTS Actions


Giadrome Claw
When you cast a spell that deals cold damage, add 1/2 of Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
your proficiency bonus to that damage. target. Hit: 5 (1d6 + 2) piercing damage. If the target is
a creature, it must succeed on a DC 11 Constitution
Giadrome Hide saving throw or be poisoned for 1 minute. A creature
Icy wind and snowflakes bluster around this weapon, even
can repeat the saving throw at the end of each of its
in warm environments. While touching it, you can walk on
turns, ending the effect on itself on a success.
the surface of the lightest snow, leaving no footprints.
Giadrome Skull Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
The first time you make a Carve check on a creature, you target. Hit: 7 (2d4 + 2) slashing damage.
do so with advantage.
Bonus Actions
Giadrome Shard (Druid, Sorcerer, Warlock, or Wizard)
While attuned to this weapon you know the frostbite Aggressive. The ioprey moves up to its speed toward an
cantrip. enemy that it can see.

OTHER MATERIAL EFFECTS


Screamer Sac Ioprey
A crafting material used to make sonic bombs. Challenge Rating 1/2 Carves 1
Ioprey Carve Chance Material Slots
Ioprey have lithe, raptor-esque bodies. They have vivid red skin, 1-8 Ioprey Fang (W)
with some black markings and purplish lavender colouration by the
limbs. 9-13 Ioprey Hide (A)
Living in very unlikely places, such as the volcano. Poison sacs 14-18 Ioprey Scale (A)
are located in its mouth below its crest, which are used to spit
19-20 Sm Monster Bone (O)
poison at foes, in order to kill it faster. Unlike its fellow raptors, the
Ioprey does not possess the large claw, long fangs, or sharp claws
on its forelimbs and back legs. Instead, the Ioprey relies solely on ARMOR MATERIAL EFFECTS
its poison, strength, and poison-filled fangs. Ioprey have poison- Ioprey Hide
filled scales on their body that make many predators think twice You reduce fire damage you take by 2 while you wear this
before attacking them. armor.
Iodrome Ioprey Scale
It is significantly larger than normal Ioprey and possesses a larger You have a +1 bonus to Religion checks while you wear
crest. Unlike other pack leaders, Iodrome has a more amphibian this armor.
look, with salamander-like skin that seems to glisten with moisture,
and a frog-like throat sac. WEAPON MATERIAL EFFECTS
Iodrome have a poison sac inside their throat that allows them to Ioprey Fang
spit toxic poison at prey. This has also made their small fangs When you cast a spell that deals poison damage, add 1/2
poisonous when biting into prey. Even their scales and bones are of your proficiency bonus to that damage.
filled with poison for defense against predators. The Iodrome is
typically known as deadly trouble for miners as it loves tunnels. It OTHER MATERIAL EFFECTS
will attack any threats on sight, however, they will back off if the Sm Monster Bone
threat is too big for them to handle. Uncommon weapon upgrade material.

362
Iodrome
Iodrome Challenge Rating 1 Carves/Capture 2
Large beast (theropod), unaligned Carve Capture
Chance Chance Material Slots
Armor Class 15 (natural armor) 1-3 — Ioprey Scale (A)
Hit Points 53 (7d10 + 14)
Speed 40 ft. 4-10 1-7 Iodrome Poison Sac (A,W,O)
11-17 8-18 Iodrome Hide (A,W)
STR DEX CON INT WIS CHA 18-19 19 Iodrome Skull (A,W)
17 (+3) 13 (+1) 15 (+2) 4 (-3) 10 (+0) 6 (-2) 20 20 Iodrome Violet Scale (A,W)

Skills Athletics +5
Senses passive Perception 10 ARMOR MATERIAL EFFECTS
Languages — Ioprey Scale
Challenge 1 (200 XP) Proficiency +2 You have a +1 bonus to Religion checks while you wear
this armor.
Standing Leap. The iodrome's long jump is up to 30 Iodrome Poison Sac
feet and its high jump is up to 15 feet, with or without While you are wearing this armor, you can use your action
a running start.
to cause a random creature within 60 feet of you to
become poisoned for 1d4 hours.
Actions
Iodrome Hide
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one You always know the direction to the nearest tavern in a
target. Hit: 12 (2d8 + 3) piercing damage. If the target 60 mile radius while you wear this armor.
is a creature, it must succeed on a DC 12 Constitution
saving throw or be poisoned for 1 minute. A creature Iodrome Skull
can repeat the saving throw at the end of each of its Whenever you make a saving throw against the poisoned
turns, ending the effect on itself on a success. condition, you do so with a +1 bonus.

Poison Spit. The iodrome spits a poisonous concoction Iodrome Violet Scale
at a 5 foot area within 60 feet. All creatures within a 5 Well Rested. When you finish a long rest, you gain 5
foot radius of the area must pass a DC 12 Constitution temporary hit points for 24 hours while attuned to this
armor.
saving throw, taking 7 (2d6) poison damage and be
poisoned for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the WEAPON MATERIAL EFFECTS
effect on itself on a success. Iodrome Poison Sac
When you cast a spell that deals poison damage, you gain a
Alpha Call (1/day). The iodrome looses a guttural howl, +1 bonus to its spell attack roll.
calling 2 (1d4) ioprey to its aid. The creatures arrive on
initiative 20 (losing initiative ties), acting as allies of Iodrome Hide
the iodrome and obeying its commands. Archaeologist. When you successfully gather a bone
resource, you instead gather 2.
Bonus Actions Iodrome Skull
Aggressive. The ioprey moves up to its speed toward an The first time you make a Carve check on a creature, you
enemy that it can see. do so with advantage.
Iodrome Violet Scale
While you are holding this weapon, you can use an action
to have your weapon produce 1/2 an ounce of basic
poison (PHB 153) that drips from the end of the weapon.
Once the weapon starts producing the poison, it can't
produce more once it has reached its maximum, until the
next dawn.

OTHER MATERIAL EFFECTS


Iodrome Poison Sac
You can make a DC 10 Wisdom (Poisoner's Kit) check
using this material as its ingredient plus a vial. On a
success you create a vial of basic poison (PHB p. 153). On
a fail, the material is destroyed.

363
Izuchi Izuchi
Challenge Rating 1 Carves 1
An omnivorous bird wyvern that has a characteristic scythe-shaped
tail. It uses this tail to attack, but also to climb trees and chop down Carve Chance Material Slots
fruit. Most Izuchi fall into a herd led by a Great Izuchi; in each 1-7 Sharp Claw (W)
herd, the two best fighters are selected by the leader to help it hunt
prey. 8-13 Izuchi Hide (A)
14-17 Izuchi Tail (A,W)
18-20 Bird Wyvern Bone (O)
Izuchi
Medium beast (theropod), unaligned ARMOR MATERIAL EFFECTS
Izuchi Hide
Armor Class 12 (natural armor) When you successfully gather from a bonepile resource,
Hit Points 45 (6d8 + 18) you roll twice on the resource table.
Speed 30 ft.
Izuchi Tail
Geologist. When you successfully gather a mining
STR DEX CON INT WIS CHA resource, you instead gather 2.

16 (+3) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2) WEAPON MATERIAL EFFECTS


Sharp claw
Senses passive Perception 10 Your slashing weapon deals an extra 1 slashing damage.
Languages — Izuchi Tail
Challenge 1 (200 XP) Proficiency +2 Hunter. While attuned to this weapon you gain one extra
ration from whatever you hunt.
Pack Tactics. The izuchi has advantage on attack rolls
against a creature if at least one of the izuchi's allies OTHER MATERIAL EFFECTS
is within 5 feet of the creature and the ally isn't Bird Wyvern Bone
incapacitated. Uncommon armor upgrade material.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.

364
Great Izuchi Great Izuchi
Great Izuchi is covered in short orange fur throughout the body Challenge Rating 3 Carves/Capture 2
with some patches of white fur on the head, base of the neck, back,
and tail. Under the fur are cream-colored scales that become dark Carve Chance Capture Chance Material Slots
indigo toward the arms and legs. It has a long and slender snout, 1-5 1-5 Great Izuchi Hide (A,W)
with cobra-like fangs on the top and bottom jaw, and orange eyes
with very narrow pupils. Its underbelly is clad in large gray plating 6-8 6-8 Screamer Sac x2 (O)
with smaller plating lining the back. The arms have three digits 9-15 9-16 Great Izuchi Pelt (A,W)
with the middle finger elongated, becoming hook-like. The most
distinctive feature is its tail, which ends in a bony, scythe-like blade 16-17 — Sm Monster Bone (O)
that it uses primarily for attacking. The scythe is very sharp, 18-19 17-19 Great Izuchi Tail (A,W)
capable of slicing through several bamboo stalks in a single strike.
20 20 Izu Gem (A,W)

Great Izuchi ARMOR MATERIAL EFFECTS


Great Izuchi Hide
Large beast (theropod), unaligned You have a +1 bonus to Acrobatic checks while you wear
this armor.
Armor Class 14 (natural armor)
Hit Points 93 (11d10 + 33) Great Izuchi Pelt
Speed 30 ft., climb 30 ft. You reduce fire damage you take by 3 while you wear this
armor.
Great Izuchi Tail
STR DEX CON INT WIS CHA Palamute Rally. NPC allies within 10 feet of you gain a +1
16 (+3) 14 (+2) 16 (+3) 7 (-2) 10 (+0) 6 (-2) bonus to their AC and attack rolls while you are attuned to
this armor.
Skills Acrobatics +4 Izu Gem
Senses passive Perception 10 Recovery Speed. Whenever you roll a Hit Die to regain hit
Languages — points, double the number of hit points it restores.
Challenge 3 (700 XP) Proficiency +2
WEAPON MATERIAL EFFECTS
Leader of the Pack. Whenever an izuchi makes an attack Great Izuchi Hide
roll or saving throw within 30 feet of the great izuchi, While holding your weapon, you can speak a command
the creature can add a d4 to its roll provided it can see word and transform it into a set of cooking knives that
the great izuchi. provide a +1 bonus to skill checks when cooking a meal.
Speaking the command word again changes the cooking
Actions knives back into the weapon.
Multiattack. The great izuchi makes three Claw attacks.
Great Izuchi Pelt
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one Your slashing weapon deals an extra 2 slashing damage.
target. Hit: 6 (1d6 + 3) slashing damage.
Great Izuchi Tail (Spellcaster Only)
Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., You know the friends cantrip. If you already know the
one target. Hit: 10 (2d6 + 3) bludgeoning damage. friends cantrip, the creature doesn't realize that you used
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one magic to influence its mood until 10 minutes after the
target. Hit: 17 (4d6 + 3) slashing damage. spell ends.
Rapid Spin (Recharge 5-6). The great izuchi moves up to Izu Gem
its speed while spinning rapidly. During this move it When you hit a creature with this weapon, you choose a
can move through the spaces of other creatures friendly creature who can see or hear you. That creature
without provoking opportunity attacks. Each creature can use its reaction to move up to half its speed without
the great izuchi moves through must succeed on a DC provoking opportunity attacks from the target of your
13 Dexterity saving throw or take 16 (4d6 + 2) attack. Once you use this property you can't use it again
slashing damage and be knocked prone on a failed until you finish a short or long rest.
save, or half as much damage and isn't knocked prone
on a successful one. OTHER MATERIAL EFFECTS
Alpha Call (1/day). The great izuchi looses a guttural Screamer Sac
howl, calling 2 (1d4) izuchi to its aid. The creatures A crafting material used to make sonic bombs.
arrive on initiative 20 (losing initiative ties), acting as
allies of the great izuchi and obeying its commands. Sm Monster Bone
Uncommon weapon upgrade material.
Izuchi summoned in this way gain 10 temporary hit
points.

365
Jaggi
Jaggi are mostly pink, with purple foreclaws, back-stripe, and
head-frills, and with cream-colored underbellies. Their tails are
Jaggi
Medium beast (theropod), unaligned
barbed along the length of the appendage, and they sport sizable
frills sprouting from behind their jaws, possibly for making
themselves look bigger to other monsters. Armor Class 11
Though Jaggi and their kind display a higher functioning level of Hit Points 26 (4d8 + 8)
cooperation than other Raptors, Jaggi are often easily dealt with,
Speed 30 ft.
even for novice Adventurers. This is due, in part, to their boisterous
nature; Jaggi will often spend just as much time vocalizing bark-
STR DEX CON INT WIS CHA
like warnings against intruders as they will attacking them.
15 (+2) 13 (+1) 14 (+2) 2 (-4) 8 (-1) 6 (-2)
Jaggia
Senses passive Perception 9
Jaggia are the females of the Jaggi species. They are noticeably
Languages —
larger and bulkier than the immature males, and are mostly a blue-
Challenge 1/2 (100 XP) Proficiency +2
purple in hue, the exceptions being orange areas along their limbs
and the sides of their necks and cream-colored underbellies. Their
Pack Tactics. The jaggi has advantage on attack rolls
tails, unlike males of the species, have no barbs, and instead have a
against a creature if at least one of the jaggi's allies is
soft feather-like hanging accent near their ends. Their frills, located
within 5 feet of the creature and the ally isn't
behind their jaws, are also more subdued than in other Jaggi incapacitated.
variations, and hang limply.
Jaggia and their kin display a higher functioning level of Actions
cooperation than other small Bird Wyverns, and are more of a
challenge than the smaller Jaggi due to their greater resilience and Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
larger size. It is also notable that, unlike most other bird wyverns, target. Hit: 5 (1d6 + 2) piercing damage.
Jaggia are sometimes found sleeping or lying down. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage.

Jaggi
Challenge Rating 1/2 Carves 1
Carve Chance Material Slots
1-7 Bird Wyvern Fang (W)
8-12 Jaggi Hide (A)
13-16 Jaggi Scale (A)
17-18 Sm Monster Bone (O)
19-20 Bird Wyvern Bone (O)

ARMOR MATERIAL EFFECTS


Jaggi Hide
This armor magically mends itself to counteract daily wear
and tear.
Jaggi Scale
You have a +1 bonus to Survival checks while you wear
this armor.

WEAPON MATERIAL EFFECTS


Bird Wyvern Fang
Your piercing weapon deals an extra 1 piercing damage.

OTHER MATERIAL EFFECTS


Sm Monster Bone
Uncommon weapon upgrade material.
Bird Wyvern Bone
Uncommon armor upgrade material.

366
Great Jaggi
Jaggia Great Jaggi's distinctive feature is its frill and the lavender scales
with the crimson and tangerine overrides on the frills and the
Medium beast (theropod), unaligned
abdomen part, but also the furs that grow on its neck and along the
back down to the middle tip of the tail. Great Jaggi's muzzle are
Armor Class 12 (natural armor)
particularly thinner and much more wrinkly than the other Bird
Hit Points 37 (5d8 + 15)
Speed 30 ft. Wyverns. While the tail has some barbs on each side, they are
notably blunt and definable even used for its tail whip attacks.
Great Jaggi, along with the Great Baggi, may attack other
STR DEX CON INT WIS CHA monsters instead of focusing solely on the Adventurer, indicating a
highly competitive and intelligent demeanor. It can also call its
16 (+3) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
pack of Jaggi to its aid at any time with a loud, resonating roar.

Senses passive Perception 10


Languages —
Challenge 1 (200 XP) Proficiency +2
Great Jaggi
Pack Tactics. The jaggia has advantage on attack rolls Large beast (theropod), unaligned
against a creature if at least one of the jaggia's allies is
within 5 feet of the creature and the ally isn't Armor Class 13 (natural armor)
incapacitated. Hit Points 59 (7d10 + 21)
Speed 30 ft.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one STR DEX CON INT WIS CHA
target. Hit: 12 (2d8 + 3) piercing damage.
17 (+3) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2)
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the
target is a creature, it must succeed on a DC 11 Skills Athletics +5
Strength saving throw or be knocked prone. Senses passive Perception 10
Languages —
Challenge 2 (450 XP) Proficiency +2

Jaggia Pack Leader. Unless the great jaggi is incapacitated, all


Challenge Rating 1 Carves 1 jaggi and jaggia within 15 feet of it have advantage on
saving throws against being charmed or frightened.
Carve Chance Material Slots
Pounce. If the great jaggi moves at least 20 feet.
1-7 Bird Wyvern Fang (W) straight toward a creature and then hits it with a Slam
8-12 Jaggi Hide (A) attack on the same turn, that target must succeed on a
DC 13 Strength saving throw or be knocked prone. If
13-16 Jaggi Scale (A) the target is prone, the great jaggi can make one Bite
attack against it as a bonus action.
17-18 Sm Monster Bone (O)
19-20 Bird Wyvern Bone (O) Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 16 (3d8 + 3) piercing damage.
ARMOR MATERIAL EFFECTS
Jaggi Hide Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
This armor magically mends itself to counteract daily wear target. Hit: 13 (3d6 + 3) bludgeoning damage. If the
and tear. target is a creature, it must succeed on a DC 13
Strength saving throw or be knocked prone.
Jaggi Scale Alpha Call (1/day). The great jaggi looses a gutteral
You have a +1 bonus to Survival checks while you wear howl, calling 2 (1d4) jaggi and 1 (1d2) jaggia to its aid.
this armor. The creatures arrive on initiative 20 (losing initiative
ties), acting as allies of the great jaggi and obeying its
WEAPON MATERIAL EFFECTS commands.
Bird Wyvern Fang
Your piercing weapon deals an extra 1 piercing damage.

OTHER MATERIAL EFFECTS


Sm Monster Bone
Uncommon weapon upgrade material.
Bird Wyvern Bone
Uncommon armor upgrade material.
367
Great Jaggi Kulu-Ya-Ku
Challenge Rating 2 Carves/Capture 2
Kulu-Ya-Ku has a body shape similar to other raptorial Bird
Carve Chance Capture Chance Material Slots Wyverns, such as Velocidrome. This monster is covered in light
1-2 — Jaggi Scale (A) brown scales and has a face that greatly resembles a Dodo. Though
it is mostly covered in scales, it also has feathers on its head and
3-5 1-5 Screamer Sac x2 (O) arms.
6-12 6-7 Great Jaggi Hide (A) Kulu-Ya-Ku are exclusively ovivores, meaning they only eat
eggs. They primarily feed on the eggs of Herbivores and Flying
13-17 8-10 Great Jaggi Claw (W) Wyverns, but have been observed eating ones from various species,
— 11-18 King's Frill (W) including other Kulu-Ya-Ku. Daily a Kulu-Ya-Ku needs to feed on
three to four eggs to survive but has to risk encountering large
18-19 19 Great Jaggi Head (A)
monsters to do so.
20 20 Imperial Frill (A) Despite its size, Kulu-Ya-Ku can pick up and lift 300kg boulders
before bashing them against threats. It can pick up such
large objects due to it having well-developed pectoral
ARMOR MATERIAL EFFECTS muscles. Although its ability to pick up and
Jaggi Scale use objects is impressive, its greatest
You have a +1 bonus to Survival checks while you wear strength is likely its sensitive
this armor. beak. With this beak, Kulu-Ya-Ku
Great Jaggi Hide can detect slight changes in the
You reduce necrotic damage you take by 3 while you wear environment and find the exact
this armor. location of a hidden object.
Great Jaggi Claw It also has two rows of spikes on its
Forager. When you harvest mushrooms, you instead gather tongue to prevent egg yolk from
two. escaping its mouth.
Great Jaggi Head
Item Prolonger. Whenever you use a consumable item that
has a duration, its duration is increased by an additional 6
seconds.
Imperial Frill
Gourmand. While attuned to this armor, you double the
amount of days you can go without food or water before
suffering a level of exhaustion.

WEAPON MATERIAL EFFECTS


Great Jaggi Claw
Your slashing weapon deals an extra 1 slashing damage.
King's Frill
Hitter. When a creature must succeed on a saving throw or
be stunned by the effect of a weapon attack, increase the
save DC by 2.

OTHER MATERIAL EFFECTS


Screamer Sac
A crafting material used to make sonic bombs.

368
12-14 13-16 Kulu-Ya-Ku Plume (A,W)
Kulu-Ya-Ku 15-19 17-19 Kulu-Ya-Ku Beak (A,W)
Large beast (theropod), unaligned
20 20 Kulu Gem (A,W)
Armor Class 13 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 40 ft. ARMOR MATERIAL EFFECTS
Kulu-Ya-Ku Scale
You can use an action to speak this armor's command
STR DEX CON INT WIS CHA word, causing it to emit soothing music and cast the calm
emotions spell (save DC 14) centered on you. Once you
17 (+3) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 9 (-1) use this property, you cannot use it again until you finish a
long rest.
Saving Throws Dex +4, Con +5, Cha +1
Kulu-Ya-Ku Hide
Skills Investigation +1, Perception +2
While wearing this armor you can use a bonus action to
Senses passive Perception 12
gain advantage on Wisdom (Medicine) checks for the rest
Languages —
of the turn.
Challenge 4 (1,100 XP) Proficiency +2
Kulu-Ya-Ku Plume
Pounce. If the kulu-ya-ku moves at least 20 feet straight Item Prolonger. Whenever you use a consumable item that
toward a creature and then hits it with a peck attack on has a duration, its duration is increased by an additional 6
the same turn, that target must succeed on a DC 14 seconds.
Strength saving throw or be knocked prone. If the
Kulu-Ya-Ku Beak
target is prone, the kulu-ya-ku can make one claw
Stamina Surge. While wearing this armor, you can use an
attack against it as a bonus action.
action to cast the haste spell from it once per day, but can
Sensitive Beak. The kulu-ya-ku has advantage on target only yourself when you do so and you gain 3 levels
Intelligence (Investigation) and Wisdom (Perception) of exhaustion when the spell ends.
checks when attempting to locate anything buried in
Kulu Gem
the ground.
When you take the Attack action on your turn, you can
Standing Leap. The kulu-ya-ku's long jump is up to 20 replace one of your attacks to form a boulder in your hand,
feet and its high jump is up to 10 feet, with or without from dust and debris on the ground, and hurl it at a
a running start. creature within 60 feet of you. That creature must make a
DC 14 Dexterity saving throw, taking 2d10 bludgeoning
Actions damage on a failed save, or half as much damage on a
Multiattack. The kulu-ya-ku makes one Peck attack and successful one. You can use this property a number of
one Claw attack. times equal to your proficiency bonus, regaining all
expended uses when you finish a long rest.
Boulder Toss (requires Boulder). Ranged Weapon Attack:
+5 to hit, range 20/60 ft., one target. Hit: 16 (3d8 + 3)
bludgeoning damage. WEAPON MATERIAL EFFECTS
Kulu-Ya-Ku Scale
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one Every minute, a beautifully colored feather falls from your
target. Hit: 10 (2d6 + 3) slashing damage or 12 (2d8 + weapon and floats to the ground.
3) bludgeoning damage while it has a boulder.
Kulu-Ya-Ku Hide
Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one When you are outdoors, harmless creatures such as
target. Hit: 10 (2d6 + 3) piercing damage. squirrels and birds flock to you when you sing songs for a
Dig (Recharge 6). The kulu-ya-ku digs into the ground, minute or longer.
pulling out a small sized boulder that it wields in its Kulu-Ya-Ku Plume
claws. It will carry around the boulder until it takes You have a +2 bonus to Persuasion checks while you are
thunder damage; is blinded, stunned, or paralyzed; or attuned to this weapon.
uses its boulder toss attack.
Kulu-Ya-Ku Beak
Reactions You can use a bonus action to shroud your weapon in
Parry. The kulu-ya-ku adds 3 to its AC against one magical feathers for 1 minute. The next time you hit a
melee attack that would hit it. To do so, the kulu-ya-ku creature with a melee weapon attack while your weapon is
must see the attacker and be wielding a boulder. still shrouded in feathers, it must make a DC 11
Constitution saving throw. On a failed save, the target falls
unconscious until the end of its next turn, until the sleeper
takes damage, or until someone uses an action to shake or
Kulu-Ya-Ku slap the sleeper awake. Once you use this property, you
Challenge Rating Carves/Capture 3 can't use it again until you finish a long rest.
Carve Chance Capture Chance Material Slots Kulu Gem
1-6 1-5 Kulu-Ya-Ku Scale (A,W) Critical Eye. Your weapon attacks critical hit range is
increased by 1.
7-11 6-12 Kulu-Ya-Ku Hide (A,W)
369
Tempered Kulu-Ya-Ku
Challenge Rating 7 Carves/Capture 3
Tempered Kulu-Ya-Ku Carve Chance Capture Chance Material Slots
Large beast (theropod), unaligned
1-6 1-5 T.Kulu-Ya-Ku Scale (A,W)
Armor Class 14 (natural armor) 7-11 6-12 T.Kulu-Ya-Ku Hide (A,W)
Hit Points 133 (14d10 + 56)
Speed 40 ft. 12-14 13-16 T.Kulu-Ya-Ku Plume (A,W)
15-19 17-19 Kulu-Ya-Ku Beak (A,W)
STR DEX CON INT WIS CHA 20 20 T.Kulu Gem (A,W)
19 (+4) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 11 (+0)
ARMOR MATERIAL EFFECTS
Saving Throws Dex +6, Con +7, Cha +3 T.Kulu-Ya-Ku Scale
Skills Investigation +3, Perception +4 You can use an action to speak this armor's command
Senses passive Perception 14 word, causing it to emit soothing music and cast the calm
Languages — emotions spell (save DC 15) centered on you. Once you
Challenge 7 (2,900 XP) Proficiency +3 use this property, you cannot use it again until you finish a
long rest.
Pounce. If the kulu-ya-ku moves at least 20 feet straight
toward a creature and then hits it with a peck attack on T.Kulu-Ya-Ku Hide
the same turn, that target must succeed on a DC 15 While wearing this armor you have advantage on
Strength saving throw or be knocked prone. If the Intelligence (Investigation) and Wisdom (Perception)
target is prone, the kulu-ya-ku can make one claw checks when attempting to locate anything buried in the
attack against it as a bonus action. ground.
T.Kulu-Ya-Ku Plume
Sensitive Beak. The kulu-ya-ku has advantage on
Airborne. While wearing this armor, you can cast the jump
Intelligence (Investigation) and Wisdom (Perception)
spell from it as a bonus action at will, but can target only
checks when attempting to locate anything buried in
yourself when you do so.
the ground.
Kulu-Ya-Ku Beak
Standing Leap. The kulu-ya-ku's long jump is up to 20
Stamina Surge. While wearing this armor, you can use an
feet and its high jump is up to 10 feet, with or without
action to cast the haste spell from it once per day, but can
a running start.
target only yourself when you do so and you gain 3 levels
Actions of exhaustion when the spell ends.
Multiattack. The kulu-ya-ku makes one Peck attack, and T.Kulu Gem
one Claw attack. When you take the Attack action on your turn, you can
replace one of your attacks to form a boulder in your hand,
Boulder Toss (requires Boulder). Ranged Weapon Attack: from dust and debris on the ground, and hurl it at a
+5 to hit, range 20/60 ft., one target. Hit: 17 (3d8 + 4) creature within 60 feet of you. That creature must make a
bludgeoning damage. DC 15 Dexterity saving throw, taking 2d10 bludgeoning
damage on a failed save, or half as much damage on a
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
successful one. You can use this property a number of
target. Hit: 11 (2d6 + 4) slashing damage or 13 (2d8 + times equal to your proficiency bonus, regaining all
4) bludgeoning damage while it has a boulder.
expended uses when you finish a long rest.
Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage. WEAPON MATERIAL EFFECTS
T.Kulu-Ya-Ku Scale
Bonus Actions While attuned to this weapon you can cast the
Dig (Recharge 5-6). The kulu-ya-ku digs into the ground, prestidigitation cantrip twice a day.
pulling out a small sized boulder that it wields in its
claws. It will carry around the boulder until it takes T.Kulu-Ya-Ku Hide
While holding this weapon you can speak its command
thunder damage; is blinded, stunned, or paralyzed; or
word to gain proficiency with improvised ranged weapons
uses its boulder toss attack.
for 1 minute. Once used you can't use this property again
Reactions until you finish a long rest.
Parry. The kulu-ya-ku adds 3 to its AC against one T.Kulu-Ya-Ku Plume
melee attack that would hit it. To do so, the kulu-ya-ku You have a +2 bonus to Deception checks while you are
must see the attacker and be wielding a boulder. attuned to this weapon.
Kulu-Ya-Ku Beak
You can use a bonus action to shroud your weapon in
magical feathers for 1 minute. The next time you hit a
creature with a melee weapon attack while your weapon is

370
still shrouded in feathers, it must make a DC 11

Maccao
Constitution saving throw. On a failed save, the target falls
unconscious until the end of its next turn, until the sleeper
takes damage, or until someone uses an action to shake or Medium beast (theropod), unaligned
slap the sleeper awake. Once you use this property, you
can't use it again until you finish a long rest. Armor Class 11
T.Kulu Gem Hit Points 22 (4d8 + 4)
While holding this weapon, you gain a +1 bonus to spell Speed 30 ft.
attack rolls and you ignore half cover when making a spell
attack.
STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 3 (-4) 8 (-1) 6 (-2)
Maccao & Great Maccao
The Great Maccao feathered crest sets them apart from its Maccao Senses passive Perception 9
pack. Although superficially similar to its younger brethren, a Languages —
Great Maccao is bigger and bulkier, with more brightly-colored Challenge 1/4 (50 XP) Proficiency +2
plumage. It also has powerful legs it uses to kick threats and to
move with great speed, and its spiked tail allows it to propel itself
forward and jump with tremendous force.
Actions
Only male Maccaos or Great Maccaos have feathers on their Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
head. A Maccao's tail is similar to a kangaroo's tail. Its tail allows it target. Hit: 4 (1d6 + 1) piercing damage.
to propel itself forward and jump with tremendous force. The
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Maccao has the ability to stand on its tail without any support from
target. Hit: 5 (1d8 + 1) bludgeoning damage.
its legs, allowing it to balance itself on its tail with its legs in the
air. While standing on its tail, its bright, red underbelly is revealed. Bonus Actions
The red underbelly acts as a warning sign, and is used to intimidate
predators. Aggressive. The maccao moves up to its speed toward
an enemy that it can see.
Maccao are scavengers that feed on corpses and eggs belonging
to larger predators. Though primarily scavengers, Great Maccao
will also feed on smaller monster species.
Great Maccao are shy monsters that prefer to stay away from Maccao
most threats. Despite Great Maccao being the leader of its Maccao Challenge Rating 1/4 Carves 1
pack, it barely has any control over its lesser counterparts, unlike
other Bird Wyverns such as the Great Jaggi. A Great Maccao's pack
Carve Chance Material Slots
will rarely assist it if it is in danger. Great Maccao would rather run 1-9 Bird Wyvern Fang (W)
than fight, much like its smaller counterparts.
10-13 Maccao Hide (A)
14-17 Maccao Scale (A,W)
18-20 Sm Monster Bone (O)

ARMOR MATERIAL EFFECTS


Maccao Hide
You and all of your possessions are completely odorless
while you wear this armor.
Maccao Scale
You have a +1 bonus to Performance checks while you
wear this armor.

WEAPON MATERIAL EFFECTS


Bird Wyvern Fang
Your piercing weapon deals an extra 1 piercing damage.
Maccao Scale
Expert Fisherman. When you catch fish, you instead catch
two.

OTHER MATERIAL EFFECTS


Sm Monster Bone
Uncommon weapon upgrade material.

371
Great Maccao Scale
You reduce fire damage you take by 3 while you wear this
Great Maccao armor.
Large beast (theropod), unaligned Great Maccao Hide
You can use your reaction to reduce fall damage by 1d6
Armor Class 14 (natural armor) until the end of turn. Once you use this property you
Hit Points 52 (7d10 + 14) cannot use it again until you finish a long rest.
Speed 40 ft. Champion's Crest
Whenever you are casting a spell as a ritual, you have
advantage on Constitution saving throws to maintain
STR DEX CON INT WIS CHA concentration.
16 (+3) 13 (+1) 14 (+2) 5 (-3) 11 (+0) 6 (-2) Maccao Gem
Jump Master+. While wearing this armor, you can cast the
Senses passive Perception 10 jump spell twice per short or long rest, but can target only
Languages — yourself when you do so.
Challenge 2 (450 XP) Proficiency +2
WEAPON MATERIAL EFFECTS
Standing Leap. The great maccao's long jump is up to Maccao Scale
40 feet and its high jump is up to 20 feet, with or Expert Fisherman. When you catch fish, you instead catch
without a running start. two.

Actions Maccao Tailspike


Hitter. When a creature must succeed on a saving throw or
Multiattack. The great maccao makes two Kick attacks. become stunned by the effect of a weapon attack, increase
the save DC by 2.
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage. Great Maccao Hide
Whenever you break a grapple, you can choose to push the
Deadly Leap. If the great maccao jumps at least 15 feet grappler up to 10 feet away from you as a bonus action.
as part of its movement, it can then use this action to
land on its feet in a space that contains one or more Champion's Crest
other creatures. Each of those creatures must succeed When you make a weapon attack with this weapon and roll
on a DC 13 Strength or Dexterity saving throw (target's a 20 for the attack roll, you can chose release a wave of
choice) or be knocked prone and take 12 (2d8 + 3) concussive force. When you do, each creature within 5
bludgeoning damage On a successful save, the feet of you must succeed on a DC 12 Strength saving
creature takes only half the damage, isn't knocked throw or be knocked prone.
prone, and is pushed 5 feet out of the great maccao's Maccao Gem (Druid, Sorcerer, Warlock, or Wizard)
space into an unoccupied space of the creature's While attuned to this weapon you can cast the jump spell
choice. If no unoccupied space is within range, the at will, without expending a spell slot.
creature instead falls prone in the great maccao's
space.
OTHER MATERIAL EFFECTS
Great Maccao Scale
Uncommon armor upgrade material.
Great Maccao
Challenge Rating 2 Carves/Capture 2 Tzitzi-Ya-Ku
Carve Chance Capture Chance Material Slots Tzitzi-Ya-Ku is a theropod of a navy blue coloration. It has long,
powerful back legs, and muscular forelegs complete with three
1-3 — Maccao Scale (A,W) claws for grasping prey. Perhaps its most unique feature is the pair
4-5 1-4 Maccao Tailspike (W) of retractable frills that line either side of its head, which are bright
and vividly colorful in appearance. Its back is lined with a row of
6-12 5-8 Great Maccao Scale (A,O) short spines, and it has wide, sturdy feet.
13-17 9-16 Great Maccao Hide (A,W) Tzitzi-Ya-Ku is able to emit bright flashes of light from the fins
on the sides of its head. This can be used to disorient attackers and
18-19 17-19 Champion's Crest (A,W) prey alike, allowing the monster to gain the upper hand in combat.
20 20 Maccao Gem (A,W) Its powerful hind legs can be used to deliver potent kicks during
battle.
This monster is comparatively low on the food chain, so it uses
ARMOR MATERIAL EFFECTS the dark colouration of its body to blend in and stalk its prey
Maccao Scale amongst the shadowy undergrowth of the Coral Highlands, far
You have a +1 bonus to Performance checks while you below the jurisdiction of the powerful Wyverns that rule the local
wear this armor. ecosystem.

372
Tzitzi-Ya-Ku
Large beast (theropod), unaligned

Armor Class 15 (natural armor)


Hit Points 127 (15d10 + 45)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 9 (-1)

Saving Throws Dex +5, Int +2, Cha +2


Senses passive Perception 10
Languages —
Challenge 6 (2,300 XP) Proficiency +3

Pounce. If the tzitzi-ya-ku moves at least 20 feet


straight toward a creature and then hits it with a bite
attack on the same turn, that target must succeed on a
DC 15 Strength saving throw or be knocked prone. If
the target is prone, the tzitzi-ya-ku can make one talon
attack against it as a bonus action.
Standing Leap. The tzitzi-ya-ku's long jump is up to 20
feet and its high jump is up to 10 feet, with or without
a running start.

Actions
Multiattack. The tzitzi-ya-ku makes one Bite attack and
one Tail attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Flash (Recharge 5-6). The tzitzi-ya-ku emits a bright
flash of light from the fins on its head in a 60-foot
cone. Each creature in that area must succeed on a DC
14 Constitution saving throw or be blinded for 1
minute. A creature that fails the roll by 5 or more is
also stunned until the end of its next turn. The blinded
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.

Legendary Actions
The tzitzi-ya-ku can take 2 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The tzitzi-ya-ku regains spent
legendary actions at the start of its turn.
Move. The tzitzi-ya-ku moves up to its speed without
provoking opportunity attacks.
Talon. The tzitzi-ya-ku makes a Talon attack.

373
Tzitzi-Ya-Ku OTHER MATERIAL EFFECTS
Challenge Rating 6 Carves/Capture 3 Med Monster Bone
Carve Capture Rare armor upgrade material.
Chance Chance Material Slots Dash Extract
1-6 1-4 Tzitzi-Ya-Ku Scale (A,W) Crafting material for mega dash juice.

7-11 5-8 Tzitzi-Ya-Ku Hide (A,W) Velociprey


Velociprey have blue scales with black stripes, and a dull red crest
12-14 9-11 Tzitzi-Ya-Ku Claw (A,W)
on their heads. These carnivorous monsters travel in packs and
15-19 12-13 Tzitzi-Ya-Ku Photophore (A,W) inhabit many different environments.
Velociprey have highly developed brains, and can come up with
— 14-16 Med Monster Bone (O)
a hunting plan quite quickly. The Velociprey will use a range of
— 17-19 Dash Extract (O) calls to talk to each other in order to cooperate properly. They
usually surround prey, giving it little ways to escape, and attack by
20 20 Tzitzi-Ya-Ku Gem (A,W)
using their foot claws and hand claws. If there is a large pack, they
can take down prey bigger than young Aptonoth. Inside of a
ARMOR MATERIAL EFFECTS Velociprey's beak are a number of sharp, thin teeth. Though the
Tzitzi-Ya-Ku Scale teeth look delicate, they are surprisingly hard to break. Even bombs
This armor is 10% lighter than normal armor of this type. can't break a Velociprey's teeth. Velociprey have powerful legs for
If it has a Strength requirement to use, it is reduced by 1. running at high speeds after prey with claws used to injure prey.
Velociprey packs are known to raid villages for food if it is scarce.
Tzitzi-Ya-Ku Hide
You have a +2 bonus to Sleight of Hand checks while you
wear this armor. Velocidrome
Tzitzi-Ya-Ku Claw The Velocidrome has a large, bright red crest over its blue hide
You cannot become intoxicated while you wear this armor. signifies to other Velociprey that it is fit to be their leader. It is
heavily set in its pack mentality and will rarely fight alone. To try
Tzitzi-Ya-Ku Photophore
Whenever you make a saving throw against the stunned to scare away potential predators, Velocidrome have colorful scales
condition, unconscious condition, or other sleep-like that act as warning colors. Velocidrome gives orders to the
effects; you do so with a +2 bonus. Velociprey while it constantly patrols its territory in search of
intruders that have entered it. If an intruder is spotted, the
Tzitzi-Ya-Ku Gem Velocidrome will call for its pack before attacking the threat.
While wearing this armor, you have advantage on Wisdom
(Perception) checks that rely on sight. In conditions of
clear visibility, you can make out details of even extremely
distant creatures and objects as small as 2 feet across. Velociprey
Medium beast (theropod), unaligned
WEAPON MATERIAL EFFECTS
Tzitzi-Ya-Ku Scale Armor Class 11
Your eyes glow red while you are touching your weapon. Hit Points 26 (4d8 + 8)
Tzitzi-Ya-Ku Hide Speed 30 ft.
While you hold this weapon, you can use an action to
speak this weapon's command word to ignite the magic in
it, causing it to flare brilliantly. Each creature within a 10- STR DEX CON INT WIS CHA
foot radius of you that can see you, must use its reaction 12 (+1) 13 (+1) 14 (+2) 10 (+0) 8 (-1) 6 (-2)
to shield its eyes or be blinded until the end of its next
turn. Senses passive Perception 9
Tzitzi-Ya-Ku Claw Languages —
When you cast a spell that deals lightning damage, add 1/2 Challenge 1/4 (50 XP) Proficiency +2
of your proficiency bonus to that damage.
Tzitzi-Ya-Ku Photophore Actions
This weapon has 3 runes. When you hit a creature, you can
expend 1 of its runes to have the target make a DC 14 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Constitution saving throw. On a failed save, the target is target. Hit: 4 (1d6 + 1) piercing damage.
blinded for 1 minute. This weapon regains 1 expended Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
rune daily at dawn. target. Hit: 6 (2d4 + 1) slashing damage.
Tzitzi-Ya-Ku Gem (Druid, Sorcerer, & Wizard Only)
While attuned to this weapon, you can use an action to
Bonus Actions
cast the color spray from it spell once per day, without Aggressive. The velociprey moves up to its speed
expending a spell slot. toward a hostile creature that it can see.

374
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage.
Deadly Leap. If the velocidrome jumps at least 15 feet
as part of its movement, it can then use this action to
land on its feet in a space that contains one or more
other creatures. Each of those creatures must succeed
on a DC 13 Strength or Dexterity saving throw (target's
Velociprey choice) or be knocked prone and take 6 (1d6 + 3)
bludgeoning damage On a successful save, the
Challenge Rating 1/4 Carves 1 creature takes only half the damage, isn't knocked
Carve Chance Material Slots prone, and is pushed 5 feet out of the velocidrome's
space into an unoccupied space of the creature's
1-8 Velociprey Fang (W) choice. If no unoccupied space is within range, the
creature instead falls prone in the velocidrome's space.
9-13 Velociprey Hide (A)
Alpha Call (1/day). The velocidrome looses a gutteral
14-18 Velociprey Scale (A)
howl, calling 2 (1d4) velociprey to its aid. The
19-20 Sm Monster Bone (O) creatures arrive on initiative 20 (losing initiative ties),
acting as allies of the velocidrome and obeying its
commands.
ARMOR MATERIAL EFFECTS
Velociprey Hide Bonus Actions
You reduce fire, cold, lightning, and necrotic damage you Aggressive. The velocidrome moves up to its speed
take by 1 while you wear this armor. toward a hostile creature that it can see.
Velociprey Scale
You have a +1 bonus to Medicine checks while you wear
this armor. Velocidrome
Challenge Rating 1 Carves/Capture 2
WEAPON MATERIAL EFFECTS Carve Chance Capture Chance Material Slots
Velociprey Fang
When you cast a spell that deals bludgeoning, piercing, or 1-3 — Velociprey Scale (A)
slashing damage, add 1/2 of your proficiency bonus to that
4-13 — Velocidrome Claw (W,O)
damage.
— 1-7 Screamer Sac x2 (O)
OTHER MATERIAL EFFECTS 14-19 8-18 Velocidrome Hide (A,W)
Sm Monster Bone
Uncommon weapon upgrade material. — 19 Velocidrome Head (A,W)
20 20 Velocidrome Shard (A,W)

Velocidrome ARMOR MATERIAL EFFECTS


Large beast (theropod), unaligned Velociprey Scale
You have a +1 bonus to Medicine checks while you wear
this armor.
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24) Velocidrome Hide
Speed 40 ft. While wearing your armor it plays appropriate music for
whatever situation you're in. Blaring horn sections and
drums during combat, that sort of thing.
STR DEX CON INT WIS CHA
Velocidrome Head
17 (+3) 13 (+1) 16 (+3) 6 (-2) 10 (+0) 6 (-2) Whenever you make a saving throw against the
unconscious condition or other sleep-like effects, you do
Skills Athletics +5 so with a +1 bonus.
Senses passive Perception 10
Languages — Velocidrome Shard
Challenge 1 (200 XP) Proficiency +2 While wearing this armor, you can use an action to cast the
long strider spell from it. Once used, you can't use this
property again until the next dawn.
Standing Leap. The velocidrome's long jump is up to 30
feet and its high jump is up to 15 feet, with or without
a running start.

375
WEAPON MATERIAL EFFECTS
Velocidrome Claw Wroggi
You can use a bonus action to speak this weapon's Wroggi are similar in body structure to Jaggi and Baggi, and are
command word, and transform your weapon into a walking covered in a slick, water-resistant hide of an orange colouration.
cane or back to its original form. They have a pair of poison sacs on either side of their heads. Their
movements and body structure are similar to that of Jaggia. Wroggi
Velocidrome Hide
When you cast a spell that deals thunder damage, add 1/2 are poisonous, but are not as strong or as resistant to poison as their
of your proficiency bonus to that damage. leader.

Velocidrome Head
The first time you make a Carve check on a creature, you
Great Wroggi
do so with advantage. The Great Wroggi has a slick salamander-like skin and, like its
close relatives the Great Jaggi and Great Baggi, Great Wroggi are
Velocidrome Shard
usually accompanied by a group of their smaller kin. Strangely
As an action you can make this weapon shed bright light in
enough, Wroggi seem to possess two, light blue poison sacs on
a 15-foot radius and dim light in another 15 feet. You can
either side of their heads, while the Great Wroggi possesses only a
use another action to make the weapon stop shedding
single, much larger, purple poison sac under its throat. It is believed
light.
that the poison sacs grow as the male Wroggi matures until the two
poison sacs join together to become one poison sac.
OTHER MATERIAL EFFECTS
Velocidrome Claw
This material can be crafted into a 6 six-sided die (DC 10
tinker's tool check). When you roll it, you can control
which number it rolls.
Great Wroggi
Large beast (theropod), unaligned
Screamer Sac
A crafting material used to make sonic bombs. Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 30 ft., swim 30 ft.

Wroggi STR DEX CON INT WIS CHA


Medium beast (theropod), unaligned 18 (+4) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2)

Armor Class 11 Skills Athletics +6


Hit Points 26 (4d8 + 8) Damage Resistances lightning
Speed 30 ft., swim 30 ft. Senses passive Perception 10
Languages —
Challenge 2 (450 XP) Proficiency +2
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 2 (-4) 8 (-1) 6 (-2) Pounce. If the great wroggi moves at least 20 feet
straight toward a creature and then hits it with a Claw
Attack on the same turn, that target must succeed on a
Senses passive Perception 9 DC 14 Strength saving throw or be knocked prone. If
Languages — the target is prone, the great wroggi can make one Bite
Challenge 1 (200 XP) Proficiency +2
attack against it as a bonus action.
Pack Tactics. The Wroggi has advantage on attack rolls Actions
against a creature if at least one of the Wroggi's allies is
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
within 5 feet of the creature and the ally isn't
target. Hit: 17 (3d8 + 4) piercing damage. If the target
incapacitated.
is a creature, it must succeed on a DC 13 Constitution
saving throw or be poisoned until the end of its next
Actions turn.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage. If the target target. Hit: 14 (4d4 + 4) slashing damage.
is a creature, it must succeed on a DC 12 Constitution
saving throw or be poisoned until the end of its next Poison Spit. The great wroggi spits a poisonous
turn. concoction at a location within 60 feet of it. Each
creature within a 5-foot radius of that location must
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one succeed a DC 13 Constitution saving throw or or be
target. Hit: 9 (3d4 + 2) slashing damage. poisoned until the end of its next turn.
Alpha Call (1/day). The great wroggi looses a gutteral
howl, calling 2 (1d4) wroggi to its aid. The creatures
arrive on initiative 20 (losing initiative ties), acting as
allies of the great wroggi and obeying its commands.

376
Wroggi Great Wroggi
Challenge Rating 1 Carves 1 Challenge Rating 2 Carves/Capture 2
Carve Chance Material Slots Carve Chance Capture Chance Material Slots
1-7 Bird Wyvern Fang (W) 1-2 — Wroggi Scale (A)
8-12 Wroggi Hide (A) 3-5 1-5 Wroggi Poison Sac (W,O)
13-16 Wroggi Scale (A) 6-12 6-7 Great Wroggi Hide (A)
17-18 Sm Monster Bone (O) 13-17 8-10 Great Wroggi Claw (A,W)
19-20 Bird Wyvern Bone (O) — 11-18 W.King's Crest (A,W)
18-19 19 Great Wroggi Piel (A)
ARMOR MATERIAL EFFECTS 20 20 King's Beak (A)
Wroggi Hide
You reduce poison damage you take by 2 while you wear
this armor. ARMOR MATERIAL EFFECTS
Wroggi Scale
Wroggi Scale You have a +1 bonus to Nature checks while you wear this
You have a +1 bonus to Nature checks while you wear this armor.
armor.
Great Wroggi Hide
WEAPON MATERIAL EFFECTS You reduce poison damage you take by 3 while you wear
Bird Wyvern Fang this armor.
Your piercing weapon deals an extra 1 piercing damage. Great Wroggi Claw
Forager. When you harvest mushrooms, you instead gather
OTHER MATERIAL EFFECTS two.
Sm Monster Bone
W.King's Crest
Uncommon weapon upgrade material.
Whenever you make a saving throw against the poisoned
Bird Wyvern Bone condition, you do so with a +2 bonus.
Uncommon armor upgrade material. Great Wroggi Piel
You have a +1 bonus to Charisma saving throws while
wearing this armor.
King's Beak
Team player. You can use the help action as a bonus action
twice per long rest.

WEAPON MATERIAL EFFECTS


Wroggi Poison Sac
When you hit a creature with this weapon, it must succeed
on a DC 12 Constitution saving throw or become
poisoned for 1d4 turns or until it takes damage. Once you
use this property, you cannot use it again until you finish a
short or long rest.
Great Wroggi Claw
Your slashing weapon deals an extra 1 slashing damage.
W.King's Crest (Bowgun Only)
Your normal ammo deals an extra 2 piercing damage.

OTHER MATERIAL EFFECTS


Wroggi Poison Sac
You can make a DC 10 Wisdom (Poisoner's Kit) check
using this material as its ingredient plus a vial. On a
success you create a vial of basic poison (PHB p. 153). On
a fail, the material is destroyed.

377
Unknown
Unknown, are a class of monsters that has been identified by scholars, but not yet given a proper classification.

Gore Magala's most infamous feature is the Frenzy Virus . This


Gore Magala virus is spread from Gore Magala's scales and hairs while its breath
Gore Magala is unlike anything anyone has ever seen before. In has similar properties to them. When in its Frenzy State, Gore
light of the discovery that it is the juvenile form of the Shagaru Magala is able to make explosions in the area by combining the
Magala, some scholars have proposed that it be classified as an hairs in the atmosphere around it with a spark from its mouth. The
Elder Dragon , but until a consensus is reached it has been given Frenzy Virus causes some abnormalities in the nervous system,
the placeholder classification of Unknown. increased physical strength, and a decrease in the body's resistance.
Gore Magala is a very unique wyvern, sharing traits and This virus makes all monsters extremely violent and eventually
similarities to that of the Elder Dragons, possessing six limbs, kills most of them. Some may overcome the effects of the Frenzy
including the clawed wings on its back. Though, its overall Virus and actually develop a relationship with it, becoming
appearance and stance resembles a quadrupedal wyvern like the physically stronger from the virus while also spreading the virus
Nargacuga. Its body is covered in dark exoskeleton plates, with like Gore Magala in order to get rid of competition from their own
notable features including the hidden feelers that are folded species. These rare individuals are known as Apex Monsters.
alongside its face, the lack of visible eyes and fanged jaws that are Gore Magala's are highly aggressive, elusive monsters. These
actually parts of its external armor plates. The other unique part is monsters show great amounts of aggression and have shown great
its wings, which are covered in jet-black fur that resemble a amounts of intelligence. Some have even been shown to play dead
tattered and ragged cape. The claws on its wings are extremely before slipping away when given an opportunity too. Despite
prehensile, and even seem to possess opposable thumbs. They are competing with other powerful predators, Gore Magalas have
used for grabbing, helping with running and maintaining stability. rarely been seen with any wounds or scars on their body. Though
When not engaged in combat, Gore Magala tends to cloak its body these monsters are aggressive, they are more aggressive when it's
with its wings by latching them onto its back. time for them to return to Heaven's Mount and go to the Sanctuary.
Gore Magala has an unusually high metabolism but rarely feeds The reason for this is for the Gore Magala to molt into a legendary
on much prey. Due to this metabolism, its hairs on its wings are Shagaru Magala that once nearly wiped out every living thing in
constantly left behind and flying in the air. These hairs are used to the mountains.
understand their environment and leave behind a trail that Gore Interestingly, Gore Magala have been known to attack seafaring
Magala uses to see both predators and prey by heat. Once it smells ships during their voyages across the great seas.
something in the area, it will begin to spread its hairs around the
area in order to find the target and these hairs will attach onto the Shagaru Magala
target, allowing the Gore Magala to see them with heat. As Gore
Shagaru Magala is the "adult" form of Gore Magala, which
Magala's senses increase and become better from these hairs, its
transforms by shedding its black skin. Following the skin-shedding,
color under its wings will slowly change and get brighter. When its
its body is now covered in glittering golden scales, as well as its
senses are at their highest peak, two antennae will appear from its
horns, claws and other spiky protrusions, which changed colors
head and it will release large amounts of hairs into the air. The
from crimson red / purple to dark brown. The once hidden eyes
hairs in the sky will darken the sky as if an eclipse was in the area
underneath the horns are also now fully opened. Its ragged-tattered
and it will begin to walk on all six. This is its Frenzy State. When it
wings also became golden scaly sheets that when fully expanded,
enters this state, it will begin to use its wing claws to allow it to
resembles a star shape (more specifically, when both wings are
walk and attack better using them. These claws can leave deep
expanded.)
gouges in prey that are said to never heal.
Having reached adulthood, Shagaru Magala's physical abilities
are greatly enhanced; they are much stronger, more agile, and most
of all, more ferocious. Apart from more aggressive melee attacks
like the clawed wings-pounce and a grab attack that involves
crushing and then hurling hunters around like a ragdoll, their virus
breath attacks are also enhanced; with the range of the explosion
being larger and dealing more damage.

378
Like its "juvenile" form these drakes have highly specialized
wings ending with four large talons at the end that can act as an
Frenzy Virus
extra pair of arms. This is very useful when climbing up cliff faces The Frenzy Virus is an infectious disease caused by the attacks
or gripping struggling prey. When exposed to bright sunlight its and breath weapons of Gore Magala and Shagaru Magala, affecting
wings will also refract light into multicolored rays. In their juvenile both sentient races and monsters alike.
form as a Gore Magala it lacks eyes, but upon metamorphosing it
loses its heat sensors and gains usable eyes. Unlike a Gore Magala Signs and Symptoms
it lacks the virus carrying hairs on its wings and instead uses a In large creatures, the Frenzy Virus causes a notable discoloration
currently unknown mechanism to spread the Frenzy Virus. of the skin, fur, feathers, or hide, resulting in a dark purple hue all
A Shagaru Magala is capable of making the Frenzy Virus over the body. In addition, the monster's eyes will become a bright
cover a much greater range than that of its "juvenile" form red and it will begin to huff a dark purple smoke from its mouth as
and has the potential of killing every animal in a single area. it exhales. The Frenzy Virus causes massively heightened
aggression, speed, and strength in monsters, making them
The virus strain also seems to be more intense, easily
dangerously short-tempered and ferocious. The Frenzy Virus also
corrupting a mighty beast like Zinogre and turning pack-
seems to affect a monster's vocal cords, rendering all vocalizations
monsters like the Great Baggi and Baggi against each other. shrill and harsh.
The dark virus aura that envelops a Shagaru Magala is so In sentient races, the Frenzy Virus effects are significantly
intense that it's said to dissipate only once the progenitor different. Once infected, a person will experience a
monster is dead. nullification of their natural healing abilities, making it
These dragons are highly aggressive and territorial impossible to recover health without the aid of magic. They
predators that won't hesitate in attacking hunters if spotted. additionally receive more damage from a frenzied monster's
Like elder dragons, Shagaru Magala are very rare and are attacks and lose any absorption, immunity, or resistance they
considered myths in some lands. Part of this due to the fact may have. They do gain some benefits while under the
that it takes years for a Gore Magala to molt. Many believe effects of the frenzied virus, their ferocity increases making
that when the molting process is about to begin said creature it more likely to deal critical damage to a creature in addition
will travel to Heaven's Mount to complete the process. In to increasing the damage they would normally cause.
legend Shagaru Magala is known as "The Punishing God of
the Mountains" due to its role of nearly wiping out all life in
the mountains. The reason for this is to claim territory for
themselves, prevent rivals from molting properly, and to
release the next generation of Gore Magala into their
territory. Their infected mist not only contains a stronger
version of the Frenzy Virus but also their parasitic offspring.
Their offspring live in an infected host, whether it is dead or
alive, and their host acts as a nursery for the young. They get
their nutrition and everything they need from their host
before eventually bursting out of their host's body. Once
Shagaru Magala is finished breeding in a territory, it'll leave
the area for its next generation and begin to ;wander around
the world randomly. They don't reproduce again for quite
awhile due to trying to prevent future monster generations
from gaining a resistance against their virus while
reproducing. Thus far, only three Shagaru Magala have been
sighted, two of which have been killed. Many people believe
that the Shagaru Magala and Gore Magala represent light
and darkness.

379
Impaired Healing. The creature cannot regain Hit Points except
Prognosis by magical means. Potions of healing are not considered magical
In sentient races, the virus is not known to be fatal, despite its for this effect.
harmful effects; once the infection has begun, its effects generally Suppressed Immunities. The creature no longer benefits
last for several minutes before vanishing. Most monsters, on the from any resistance, absorption, or immunity for conditions or
other hand, die from the Frenzy Virus within a matter of days if damage.
they are not killed by hunters first. Vulnerability If the sentient creature gains a frenzy charge
while already infected with the Frenzy Virus , the creature takes
The Apex State an additional 3 (1d6) necrotic damage from the attack.
When monsters manage to overcome the Frenzy Virus they will be
able to suppress the Virus' fatal afflictions while retaining its Frenzy Virus Template
benefits; and even use the virus itself and weaponize it for their
A frenzied monster is any non-sentient creature that has succumbed
own use, turning them into a completely new threat entirely. This is
to the frenzy virus. A frenzied monster appearance varies
referred to as the Apex State.
depending on its type. Typically its eyes will become bright red and
Similarly to the Frenzy Virus, monsters affected by the Apex
will huff a dark purple smoke from its mouth as it exhales.
State will have a dark purple hue over their bodies with the
addition of some reddish shades. Their eyes will also be red, and
Infected Monster
they will exhale a dark mist from their mouths. The main aesthetic
difference from Frenzy Virus is that Apex monsters will be When a creature contracts the frenzy virus, it retains its statistics
surrounded by a dark smoke-like aura at all times. A monster's roar except as described below.
will also be greatly distorted when affected by the Apex State. Abilities Scores. The Infected Monster Strength and Dexterity
abilities scores are increased by 4.
In full control of the Frenzy Virus with no ill effect, the monster
under the Apex state is far more brutal, durable and relentless than Speed. The infected monster normal, climbing, flying, and
they would be under the regular effects of the Virus. In addition to swim speed is increased by 10 feet.
infecting unfortunate victims, some of the Apex monster's attacks
may also be enhanced in this state with various upgrades such as The Apex State
longer range or increased damage. While under the Apex state, When an infected creature overcomes the frenzy virus they are able
their skin is far more rigid and harder to damage, They gain to suppress the virus fatal afflictions while retaining its benefits; it
resistance to cold, fire, lightning, and thunder damage in addition retains its statistics except as described below.
to immunity to bludgeoning, piercing, and slashing damage from Infected. The apex creature gains all the same benefits as an
nonmagical attacks. Infected Monster.
Viral Attack. One attack of the GM choice applies a frenzy
Infection of the Frenzy Virus charge on a hit.
The most common method of infection is a claw or bite attack by
Damage Resistance. The apex creature has resistance to cold,
fire, lightning, and thunder damage.
an infected creature, but it is also possible to contract by spores
from a breath attack. When a creature infected with the virus hit a
Damage Immunity. The apex creature has immunity to
creature with one of these abilities they gain a Frenzy Charge .
bludgeoning, piercing, and slashing damage from nonmagical
attacks.
When a creature gains 3 charges, they must make a Constitution
saving throw, with a DC of 8 + the infected creature's proficiency Increased Range. All Melee Attacks reach increases by an
bonus + the infected creature's Constitution modifier. On a failure, additional 5 foot, Range Attacks are increased by 30 feet.
the creature is infected with the Frenzy Virus. A sentient creature
can repeat this saving throw each day at Dawn to destroy the virus
and recover from its effects. The virus can also be cured by a
Greater Restoration spell.
A monster can repeat this saving throw each day at Dawn. After
succeeding on three of these saving throws, the creature's immune
system suppresses the fatal afflictions but retains its benefits. After
failing three of these saving throws, the creature dies.

Sentient Races
When a sentient creature contracts the frenzy virus, it gains the
following effects.
Improved Critical. The sentient creature weapon attacks score
a critical hit on a roll of 19 or 20.
Improved Damage. All spells and attacks deal an additional
1d4 damage.

380
Gore Magala Frenzy Dash (Costs 2 Actions). The gore magala moves
up to its speed. During this move it can move through
Huge monstrosity (unknown), chaotic evil other creatures, without provoking opportunity attacks.
Each creature the gore magala moves through must
Armor Class 20 (natural armor) succeed on a DC 23 Dexterity saving throw or take 18
Hit Points 243 (18d12 + 126) (3d6 + 8) bludgeoning damage and be knocked prone.
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA Gore Magala


Challenge Rating 21 Carves/Capture 6
27 (+8) 18 (+4) 25 (+7) 12 (+1) 15 (+2) 19 (+4)
Carve Capture
Chance Chance Material Slots
Saving Throws Str +15, Wis +9, Cha +11
Skills Perception +9, Stealth +11 1-3 1-5 Gore Magala Carapace (A,W)
Damage Resistance cold
Damage Immunities poison; bludgeoning, piercing, and 4-5 6-7 Gore Magala Ripclaw (A,W)
slashing from nonmagical attacks 6 8-10 Gore Magala Wing (A,W)
Condition Immunities blind, charmed, frenzy virus,
frightened, stunned 7-10 — Gore Magala Tail (A,W)
Senses blindsight 120 ft., passive Perception 19 11-13 11-13 Frenzy Crystal (O)
Languages —
Challenge 21 (33,000 XP) Proficiency +7 14-15 14-15 Gore Magala Feeler (A,W)
16-17 16-18 Defiled Scale (A,W)
Frenzy. When a creature gains its third frenzy charge, it
must succeed on a DC 22 Constitution saving throw or 18-19 19 Gore Magala Plate (A,W)
be diseased with the frenzy virus until dispelled by a 20 20 Gore Magala Nyctgem (A,W)
greater restoration or wish spell. On a successful save,
its frenzy charges reset to zero.
Legendary Resistance (3/Day). If the gore magala fails a ARMOR MATERIAL EFFECTS
saving throw, it can choose to succeed instead. Gore Magala Carapace
Frenzy Res. Whenever you make a saving throw against the
Actions frenzy virus, you do so with advantage.
Multiattack. The gore magala makes one Bite attack and Gore Magala Ripclaw
two Claw attacks, or it makes two Viral Discharge Evasion. You have advantage on Dexterity saving throws
attacks. while you wear this armor.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., Gore Magala Wing
one target. Hit: 21 (3d8 + 8) piercing damage and the Biology. You become proficient with dung bombs while
target gains 1 frenzy charge. you are wearing this armor, and you are immune to blight
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one effects such as waterblight, iceblight, or the blight spell.
target. Hit: 15 (2d6 + 8) slashing damage. Gore Magala Tail
Viral Discharge. Ranged Weapon Attack: +11 to hit, Your passive Perception increases by 5 and you have
reach 80/320 ft., one target. Hit: 14 (4d6) necrotic advantage on Dexterity (Stealth) checks made to hide
damage and the target gains 1 frenzy charge. while you wear this armor.
Virus Wave (Recharge 5-6). The gore magala unleashes a Gore Magala Feeler
necrotic pulse in a 30-foot radius around it. Each You have resistance to cold damage while you wear this
creature in that area must make a DC 22 Dexterity armor.
saving throw, taking 63 (14d8) necrotic damage and Defiled Scale
gain 1 frenzy charge on a failed save, or half as much While you wear this armor, it projects an illusion that
damage and doesn't gain a frenzy charge on a makes you appear to be standing in a place near your
successful one. actual location, causing any creature to have disadvantage
on attack rolls against you. If you take damage, the
Legendary Actions property ceases to function until the start of your next
The gore magala can take 3 legendary actions, turn. This property is suppressed while you are
choosing from the options below. Only one legendary incapacitated, restrained, or otherwise unable to move.
action option can be used at a time and only at the end
Gore Magala Plate
of another creature's turn. The gore magala regains
You are immune to acid damage while you wear this armor.
spent legendary actions at the start of its turn.
Gore Magala Nyctgem
Bad Breath. The gore magala makes a Viral Discharge
If you aren't wearing light, medium, or heavy armor; your
attack.
base Armor Class is 15 + your Dexterity modifier.
Detect. The gore magala makes a Wisdom (Perception)
check.
381
WEAPON MATERIAL EFFECTS can't take reactions. For its action it can use only the dash
Gore Magala Carapace action or try to escape from an effect that prevents it from
When held, this weapon draws in light, snuffing all moving. If it has nowhere it can move, the creature can use
nonmagical flames within 30 feet out. It turns dim light the dodge action. At the end of each of its turns, a creature
into darkness and bright light into dim light. can repeat the saving throw, ending the effect on itself on
Gore Magala Ripclaw (Melee Weapon Only) a success.
When you attack a creature with this weapon and roll a 20 The weapon regains 1d3 expended Runes daily at dawn.
on the attack roll, that target takes an extra 4d6 weapon Defiled Scale
damage. Then roll another d20. If you roll a 20, you Your weapon deals an extra 1d10 necrotic damage.
remove one of the target’s limbs, with the effect of such Gore Magala Plate
loss determined by the GM. If the creature has no limb to You gain a +3 bonus to your spell attack rolls and spell
sever, you lop off a portion of its body instead. save DC while attuned to this weapon.
Gore Magala Wing Gore Magala Nyctgem (Cleric & Druid Only)
Spirit. When fighting a Huge or larger creature, your This weapon has 10 runes. While holding it, you can use an
weapon deals 1d6 extra damage and its crit range is action to expend 1 or more of its runes to cast one of the
increased by 1. following Spells from it, using your spell save DC: inflict
Gore Magala Tail wounds (3rd level, 3 runes), blindness/deafness (2 runes),
Your weapon deals an extra 1d8 necrotic damage. bestow curse (3 runes), blight (4 runes), or circle of death
Gore Magala Feeler (Melee Weapon Only) (6 runes) eyebite(sickened) (6 runes). This weapon regains
This Weapon has 3 Runes. While holding it, you can use an 1d6 + 4 expended runes daily at dawn. If you expend the
action and expend 1 rune to release a wave of terror. Each last rune it cannot regain any runes for one week.
creature of your choice in a 30-foot radius extending from
you must succeed on a DC 15 Wisdom saving throw or OTHER MATERIAL EFFECTS
become frightened of you for 1 minute. While it is Frenzy Crystal
frightened in this way, a creature must spend its turns A legendary research material (up to your DM how this
trying to move as far away from you as it can, and it can't might be useful in your game) and quite valuable.
willingly move to a space within 30 feet of you. It also

382
Tempered Gore Magala Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 21 (3d10 + 8) bludgeoning damage.
Huge monstrosity (unknown), chaotic evil
Winged Arm (Frenzied State Only). Melee Weapon Attack:
Armor Class 20 (22 in Frenized State) +15 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8)
Hit Points 270 (20d12 + 140) bludgeoning damage.
Speed 40 ft., fly 120 ft. Frenzy Breath (Recharge 5-6). The gore magala exhales
projectiles of concentrated frenzy virus in a 90-foot
cone. Each creature in that area must make a DC 22
STR DEX CON INT WIS CHA Dexterity saving throw, taking 63 (14d8) necrotic
27 (+8) 18 (+4) 25 (+7) 12 (+1) 15 (+2) 19 (+4) damage and gain 1 frenzy charge on a failed save. On a
successful save, a target takes half as much damage, and
Saving Throws Str +15, Wis +9, Cha +11 does not gain a frenzy charge.
If the gore magala's frenzied state has activated in the
Skills Perception +9, Stealth +11
Damage Immunities poison; bludgeoning, piercing, and last hour, it deals an extra 18 (4d8) necrotic damage and
slashing from nonmagical attacks a creature gains two frenzy charges on a failed save.
Condition Immunities blind, charmed, frenzy virus, Bonus Action
frightened, stunned
Frenzy Pool. Immediately after the gore magala makes a
Senses blindsight 120 ft., passive Perception 19
tail attack, a pool of purple mist fills the area in a 5-foot
Languages —
radius underneath the gore magala until the start of its
Challenge 21 (33,000 XP, or 66,000 XP as a mythic
next turn. A creature that enters the mist for the first
encounter) Proficiency +7
time on a turn or ends its turn in the mist takes 17 (5d6)
Frenzied State (Recharges after a Short or Long Rest). If the necrotic damage and gains 1 frenzy charge.
gore magala would be reduced to 0 hit points, its current Legendary Actions
hit point total instead resets to 202 (15d12 + 105) hit
points, it gains a +2 bonus to its AC, it recharges its The gore magala can take 3 legendary actions, choosing
Breath Weapon, and it regains any expended uses of from the options below. Only one legendary action
Legendary Resistance. Additionally, the gore magala can option can be used at a time and only at the end of
now use the options in the "Mythic Actions" section for another creature's turn. The gore magala regains spent
1 hour. legendary actions at the start of its turn.
Frenzy. When a creature gains its third frenzy charge, it Detect. The gore magala makes a Wisdom (Perception)
must make a DC 22 Constitution saving throw or be check.
diseased with the frenzy virus until dispelled by a greater Viral Discharge. Ranged Weapon Attack: +11 to hit, range
restoration or wish spell on a failed save, or isn't 80/320 ft., one target. Hit: 17 (5d6) necrotic damage or
diseased and its frenzy charges reset to zero on a 24 (7d6) if the gore magala's Frenzied State has
successful one. activated in the last hour, and the target gains 1 frenzy
Legendary Resistance (3/Day). If the gore magala fails a charge.
saving throw, it can choose to succeed instead. Close Range Frenzy Burst (Costs 2 Actions). The gore
magala releases three explosions of the frenzy virus in a
Actions 5-foot long line that is 15-feet wide centered on a point
Multiattack. The gore magala makes one Bite attack and in front of it. Each creature in that area must make a DC
one Tail attack. 22 Dexterity saving throw, taking 17 (5d6) necrotic
It can use Frenzy Pool after its Tail attack. damage and gain one frenzy charge on a failed save, or
half as much damage and doesn't gain a frenzy charge on
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one
a successful one.
target. Hit: 21 (3d8 + 8) piercing damage and the target If the gore magala's frenzied state has activated in the
gains one frenzy charge.
last hour, it instead creates five explosions in a 5-foot
Body Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., long line that is 25-feet wide centered on a point in front
one target. Hit: 24 (3d10 + 8) bludgeoning damage. If of it.
the gore magala moved at least 10 feet straight toward
the target immediately before the hit, the target takes an Mythic Actions
extra 16 (3d10) bludgeoning damage. If the target is a If the gore magala's Frenzied State trait has activated in
creature, it must succeed on a DC 23 Strength saving the last hour, it can use the options below as legendary
throw or be pushed up to 10 feet away and knocked actions.
prone. Winged Arms. The gore magala makes two Winged Arm
Frenzy Burst. Range Weapon Attack: +11 to hit, range attacks.
80/320 ft., one target. Hit: 17 (5d6) necrotic damage Ground Slam (Costs 2 Actions). The gore magala rises up
and the target gains 1 frenzy charge. and slams its winged arms down on the ground beneath
If the gore magala's frenzied state has activated in the it. Each creature in a 15-foot square originating from the
last hour, it instead creates multiple frenzy explosions in gore magala must make a DC 23 Dexterity saving throw,
a 25-foot line that is 5 feet wide centered on the target taking 30 (4d10 + 8) bludgeoning damage and be
and perpendicular to the gore magala. Each creature in pushed up to 10 feet away and knocked prone on a
that line, takes 24 (7d6) necrotic damage and gain one failed save, or half as much damage, isn't pushed away,
frenzy charge. or knocked prone on a successful one. 383
Chaotic Gore Magala
The chaotic gore magala is a rare special gore magala individual One of the most disturbing traits is its "eye". This eye doesn't
that has failed to molt properly into a shagaru magala and has only seem to have developed completely, meaning the eye could be
molted half way on one side of its body. This failure to molt has to useless to it. When in its Frenzy State, this eye can be seen glowing
do with molting in the vicinity of a shagaru magala's territory and red though very rarely. Due to only one side partially developing,
effects from the shagaru magala's virus prevent the gore magala its strength is far greater than a normal individual.
from molting properly. Just like gore magala, chaotic gore magala The chaotic gore magala is a lot more aggressive and a lot more
is in the unknown class. violent than normal gore magala. This is due to their failed molting
Chaotic gore magala, like normal gore magala and shagaru causing them constant pain. This has also changed their habits
magala, are a predator high in the food chain, though chaotic gore compared to a normal gore magala. It has even been found that the
magalas rarely feed on prey. Despite their deadly strength and chaotic gore magala are slowly dying from the virus after failing to
weaponry, these beasts must compete with other large predators. molt properly.
Even with this competition, chaotic gore magalas don't show any
scars or injuries
on their bodies and this is due to most predators
tending to avoid these monsters at all costs. Those
who encounter chaotic gore magala are killed on
sight by it, showing how high it is in the food chain.
The chaotic gore magala has many of the same
adaptions as gore magala, however, has a few
minor differences. On one side of its body, it
has some traits from shagaru magala.
It has partially developed scales on its \
wing, neck, and head that come
from its adult form. The horn on
its head isn't fully developed
and has really no
use, unlike a
  gore magala's
antennae.

384
Chaotic Gore Magala originating in the target's space. Each creature in that
line must make a DC 20 Dexterity saving throw, taking
Huge monstrosity (unknown), chaotic evil
21 (6d6) necrotic damage and gain 1 frenzy charge on a
failed save, or half as much damage and doesn't gain a
Armor Class 21 (natural armor) charge on a successful one.
Hit Points 333 (29d12 + 145) Frenzy Breath (Recharge 5-6). The magala exhales three
Speed 40 ft., fly 80 ft. orbs of concentrated frenzy virus that zigzag across a
90-foot cone. Each creature in that area must make a DC
20 Dexterity saving throw, taking 63 (14d8) necrotic
STR DEX CON INT WIS CHA
damage and gain 1 frenzy charge on a failed save. On a
30 (+10) 20 (+5) 20 (+5) 12 (+1) 9 (-1) 19 (+4) successful save, a target takes half as much damage, and
does not gain a frenzy charge.
Saving Throws Str +17, Wis +6, Cha +11 If the magala's frenzied state has activated in the last
Skills Perception +6 hour, it deals an extra 18 (4d8) necrotic damage and a
Damage Resistances cold creature gains two frenzy charges on a failed save.
Damage Immunities acid bludgeoning, piercing, and Super Frenzy Explosion (Frenzied State Only; Recharges
slashing from nonmagical attacks after a Short or Long Rest). The magala expels a blast of
Condition Immunities blind, charmed, frightened frenzy clouds at a point within 120 feet of it. Each
Senses blindsight 120 ft., passive Perception 16 creature in a 30-foot-radius sphere centered on that
Languages — point must make a DC 20 Dexterity or Constitution
Challenge 24 (62,000 XP or 124,000 XP as a mythic saving throw (target's choice), taking 99 (22d8) necrotic
encounter) Proficiency +7 damage and gains two frenzy charge on a failed save, or
half as much damage and doesn't gain charges on a
Frenzied State (Recharges after a Short or Long Rest). If the successful one.
magala would be reduced to 0 hit points, its current hit
point total instead resets to 241 (21d12 + 105) hit Legendary Actions
points, it gains a +2 bonus to its AC, it recharges its The magala can take 3 legendary actions, choosing from
Breath Weapon, and it regains any expended uses of
the options below. Only one legendary action option can
Legendary Resistance. Additionally, the magala can now
be used at a time and only at the end of another
use its Super Frenzy Explosion during the next hour and creature's turn. The magala regains spent legendary
some of its actions gain additional effects for the same
actions at the start of its turn.
duration.
Detect. The magala makes a Wisdom (Perception) check.
Frenzy. When a creature gains its third frenzy charge, it
must make a DC 23 Constitution saving throw or be Viral Discharge. Ranged Weapon Attack: +17 to hit, range
diseased with the frenzy virus until dispelled by a greater 60/240 ft., one target. Hit: 21 (6d6) necrotic damage or
restoration or wish spell on a failed save or isn't diseased 28 (8d6) if the magala's Frenzied State has activated in
and its frenzy charges reset to zero on a successful one. the last hour, and the target gains 1 frenzy charge.
Frenzy Dust. Every 15 feet the magala moves, it leaves a Aerial Lunge (Costs 2 Actions). While flying, the magala
purple cloud filled with the frenzy virus in a 10-foot cube moves up to half its fly speed straight towards a target
in a space adjacent to it. The clouds disperse after 1 and makes on Winged Arm attack against it.
hour, or until a wind of moderate or greater speed (at Close Range Frenzy Burst (Costs 2 Actions). The magala
least 10 miles per hour) disperses it. When a creature releases three explosions of the frenzy virus in a 5-foot
starts its turn in a cloud or enters it for the first time on a long line that is 15-feet wide centered on a point in front
turn, it gains 1 frenzy charge. of it. Each creature in that area must make a DC 20
Legendary Resistance (3/Day). If the magala fails a saving Dexterity saving throw, taking 28 (8d6) necrotic damage
throw, it can choose to succeed instead. and gain 1 frenzy charge on a failed save, or half as much
damage and doesn't gain a frenzy charge on a successful
Actions one.
If the magala's frenzied state has activated in the last
Multiattack. The magala makes one Horn attack and two hour, it instead creates five explosions in a 5-foot long
Winged Arm attacks.
line that is 25-feet wide centered on a point in front of it.
Horns. Melee Weapon Attack: +17 to hit, reach 10 ft., Ground Slam (Costs 2 Actions). The magala rises up and
one target. Hit: 23 (3d8 + 10) bludgeoning damage and slams its winged arms down on the ground beneath it.
the target gains 2 frenzy charges. Each creature in a 15-foot square originating from the
Winged Arm. Melee Weapon Attack: +17 to hit, reach 15 magala must make a DC 25 Dexterity saving throw,
ft., one target. Hit: 24 (4d6 + 10) bludgeoning. If the taking 24 (4d6 + 10) bludgeoning damage and be
target is Huge or smaller, it is grappled (escape DC 20). pushed up to 10 feet away and knocked prone on a
If the magala's Frenzied State has activated in the last failed save, or half as much damage, isn't pushed away,
hour, it also creates explosions of the frenzy virus (on a or knocked prone on a successful one.
hit or miss) in a 20-foot-long line that is 5-feet wide

385
Chaotic Gore Magala WEAPON MATERIAL EFFECTS
Challenge Rating 24 Carves/Capture 4 (or 8 as a mythic Gore Magala Carapace
encounter) When held, this weapon draws in light, snuffing all
nonmagical flames within 30 feet out. It turns dim light
Carve Capture into darkness and bright light into dim light.
Chance Chance Material Slots
S.Magala Cortex
1-3 1 Gore Magala Carapace (A,W) Quick Load. You can reload as a free action while you are
4-5 2-3 S. Magala Cortex (A,W) attuned to this weapon.
6-7 4-5 Antinomic Wing (A,W) Antinomic Wing
Spirit+. When fighting a Huge or larger creature, this
8-9 — Gore Magala Tail (A,W) weapon deals 1d8 extra weapon damage and its crit range
10-11 6-7 Chaos Scale (A,W) is increased by 2.

12-13 8-10 S.Magala Hardhorn (W) Gore Magala Tail


Your weapon deals an extra 1d8 necrotic damage.
14-15 11-13 Gore Magala Shredder (A,W)
Chaos Scale
16-17 14-18 Diametrical Horn (A,W) Resentment+. Until the end of your turn, you gain a +2
bonus to attack and damage rolls against any creature that
18-19 19 Contrary Scale (A,W) has damaged you since the end of your last turn.
20 20 C. Magala Mantle (A,W) S.Magala Hardhorn
Your weapon deals an extra 1d10 radiant damage.
ARMOR MATERIAL EFFECTS Gore Magala Shredder
Gore Magala Carapace Coalescence+2. Whenever you succeed on a saving throw
Frenzy Res. Whenever you make a saving throw against the to end a condition, you gain a +3 bonus to your attack rolls
frenzy virus, you do so with advantage. and spell save DC, and your weapon or spell attacks deal an
extra 1d8 cold, fire, or lightning damage (your choice)
S.Magala Cortex
Gourmand. While attuned to this armor, you double the until the end of your next turn.
amount of days you can go without food or water before Diametrical Horn
suffering a level of exhaustion. You gain a +3 bonus to your spell attack rolls and spell
Antinomic Wing save DC while attuned to this weapon.
Airborne. While wearing this armor, you can cast the jump Contrary Scale (Cleric & Druid Only)
spell from it as a bonus action at will, but can target only This weapon has 10 runes. While holding it, you can use an
yourself when you do so. action to expend 1 or more of its runes to cast one of the
following Spells from it, using your spell save DC: inflict
Gore Magala Tail
Your passive Perception increases by 5 and you have wounds (3rd level, 3 runes), blindness/deafness (2 runes),
advantage on Dexterity (Stealth) checks made to hide bestow curse (3 runes), blight (4 runes), or circle of death
(6 runes) eyebite(sickened) (6 runes). This weapon regains
while you wear this armor.
1d6 + 4 expended runes daily at dawn. If you expend the
Chaos Scale last rune it cannot regain any runes for one week.
Evasion. You have advantage on Dexterity saving throws
C. Magala Mantle
while you wear this armor.
Bloodlust. While you are attuned to this weapon and fall
Gore Magala Shredder below half of your maximum hit points you are infected
Stamina Recovery. When you take a long rest, you reduce with the frenzy virus (even if you are normally immune to
your exhaustion by 5 levels instead of 1. disease for 1 minute. Once you use this property, you can't
Diametrical Horn use it again until you finish a long rest.
You are immune to cold damage while you wear this In addition, whenever you are infected with the frenzy
armor. virus, you ignore the negative effects of the frenzy virus
(Impaired Healing, Suppressed Immunities, Vulnerability),
Contrary Scale but you lose 1d6 hit points at the end of each of your
If you aren't wearing light, medium, or heavy armor; your turns, if you did not attack a creature since the end of your
base Armor Class is 15 + your Dexterity Modifier. last turn.
C. Magala Mantle
Berserker. While you are attuned to this armor you can use
an action to reduce your maximum hit points to 1 and
convert your current hit points into temporary hit points
until you finish a long rest. While these temporary hit
points remain, they can't be replaced, you have resistance
to all damage except psychic, you are immune to all
conditions, and your maximum hit points can't be reduced
below 1.

386
Shagaru Magala Legendary Actions
Huge monstrosity (elder), chaotic evil The shagaru magala can take 3 legendary actions,
choosing from the options below. Only one legendary
Armor Class 21 (natural armor) action option can be used at a time and only at the end
Hit Points 377 (26d12 + 208) of another creature's turn. The shagaru magala regains
Speed 40 ft., fly 80 ft. spent legendary actions at the start of its turn.
Bad Breath. The shagaru magala makes a Viral Cischarge
STR DEX CON INT WIS CHA attack.

29 (+9) 20 (+5) 27 (+8) 15 (+2) 15 (+2) 20 (+5) Detect. The shagaru magala makes a Wisdom
(Perception) check.
Saving Throws Str +17, Wis +10, Cha +13 Wing Attack (Costs 2 Actions). The shagaru magala
Skills Perception +10 beats its wings. Each creature within 15 feet of the
Damage Resistance cold shagaru magala must succeed on a DC 24 Dexterity
Damage Immunities poison; bludgeoning, piercing, and saving throw or take 22 (3d8 + 9) bludgeoning
slashing from nonmagical attacks damage and be knocked prone. The shagaru magala can
Condition Immunities charmed, frenzy virus, frightened, then fly up to half its flying speed.
prone, stunned
Senses truesight 120 ft., passive Perception 20
Languages —
Challenge 25 (75,000 XP) Proficiency +8 Shagaru Magala
Challenge Rating 25 Carves 4
Frenzy. When a creature gains its third frenzy charge, it Carve Chance Material Slots
must succeed on a DC 24 Constitution saving throw or
be diseased with the frenzy virus until dispelled by a 1-3 S.Magala Shard (A,W)
greater restoration or wish spell. On a successful save, 4-5 S.Magala Cortex (A,W)
its frenzy charges reset to zero.
6 S.Magala Purifier (A,W)
Legendary Resistance (3/Day). If the shagaru magala fails
a saving throw, it can choose to succeed instead. 7 S.Magala Lightwing (A,W)
8-9 S.Magala Lash (A)
Actions
10-11 S.Magala Hardhorn (W)
Multiattack. The shagaru magala makes two Bite attacks
and two Claw attacks, or it makes two Viral Discharge 12 S.Magala Prismwing (A,W)
attacks.
13-14 Pure Scale (A,W)
Claws. Melee Weapon Attack: +17 to hit, reach 5 ft., 15 S.Magala Phosgem (A,W)
one target. Hit: 19 (3d6 + 9) slashing damage.
16 S.Magala Mantle (A,W)
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft.,
one target. Hit: 22 (3d8 + 9) piercing damage and the 17-18 Pure Frenzy Crystal (O)
target gains 1 frenzy charge.
19-20 Vile Frenzy Crystal (O)
Viral Discharge. Ranged Weapon Attack: +13 to hit,
reach 80/320 ft., one target. Hit: 22 (4d10) necrotic
damage and the target gains 1 frenzy charge. ARMOR MATERIAL EFFECTS
S.Magala Shard
Virus Geysers (Recharge 5-6). The shagaru magala Handicraft+3. For 24 hours, you gain proficiency with
spreads spores in a large vortex around itself. It then three artisan tools of your choice each dawn.
launches itself 60 feet in the air, without provoking
opportunity attacks, creating numerous 5-foot wide S.Magala Cortex
spore geysers in a 60-foot radius around it. The Gourmand. While attuned to this armor, you double the
shagaru magala can choose up to 3 creatures in the amount of days you can go without food or water before
area that must make a DC 21 Dexterity saving throw, suffering a level of exhaustion.
taking 63 (14d8) necrotic damage and gain 2 frenzy S.Magala Purifier (Lance Only)
charge on a failed save, or half as much damage and While you are wearing this armor, you cannot be knocked
does not gain frenzy charges on a successful one. prone. Also, your AC bonus from its guard property now
lasts until the start of your next turn.
Bonus Actions
S.Magala Lightwing
Aggressive. The shagaru magala moves up to its speed While wearing this armor, you can use an action to speak
toward an enemy that it can see. its command word to grow wings that look like the
Shagaru Magala's. You gain a flying speed of 60 feet for 24
hours or until you end the effect as an action. Once used,
this property can't be used again for 3 days.
387
S.Magala Lash
You have resistance to cold damage while you wear this S.Magala Mantle
armor. This weapon has 2 runes that recharge daily at dawn. You
can expend a rune to cause three 60-foot tall spore
S.Magala Prismwing geysers, that are 5 feet wide, to erupt from the ground.
You have advantage on saving throws against spells while These geysers must appear within a 60 foot radius around
you wear this armor. you. A creature within a geysers area, must make a DC 17
Pure Scale Constitution saving throw, or take 6d8 necrotic damage on
You are immune to acid damage while you wear this armor. a failed save, or half as much damage on a successful one.
S.Magala Phosgem
OTHER MATERIAL EFFECTS
This armor has 5 runes. It regains 1d4 + 1 runes daily at
Pure Frenzy Crystal
dawn. When you roll a Dexterity saving throw or you roll
A crystal so pure it hardly belongs in this world. Sows
for initiative, you can expend 1 rune to gain advantage on
destructive impulses.
that roll before you make it. When you are hit by an attack,
you can use your reaction to expend 2 runes and halve the Vile Frenzy Crystal
damage you take from that attack, unless the damage is A sanity-robbing crystal. The Guild demands these be
necrotic. turned in immediately.
S.Magala Mantle
While attuned to this armor, you have truesight out to a
range of 60 feet.

WEAPON MATERIAL EFFECTS


S.Magala Shard
Peak Performance. When your hit points are full and you
roll a 1 or 2 on a damage die for an attack you make with a
melee weapon, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2.
S.Magala Cortex
Quick Load. You can reload as a
free action while you are attuned
to this weapon.
S.Magala Purifier
Your weapon deals an extra 1d8
radiant damage.
S.Magala Lightwing (Spellcaster Only)
This weapon has 3 runes that it regains
daily at dawn. When you hit a creature,
you can expend 1 rune to cast the faerie
fire spell using your save DC centered on
the target. If you are in the area, you autom-
-atically succeed on the save.
S.Magala Hardhorn
Your weapon deals an extra 1d10 radiant damage.
S.Magala Prismwing
Latent Power +2. When you are reduced to a half of
your maximum hit points for the first time in
combat or at the start of your turn on the 10th
round of combat, whichever comes first, you
gain the effects of the haste spell for 1
minute. Once used, you must finish a short
or long rest before you can use this
property again.
Pure Scale
Trump Card. You have advantage on
attack rolls vs creatures that are grappled.
S.Magala Phosgem
Elderseal. When you hit a creature that has a Recharge
ability, it has disadvantage on all recharge rolls until
the start of your next turn.

388
Tempered Shagaru Magala originating in the target's space. Each creature in that line
must make a DC 25 Dexterity saving throw, taking 21
Huge monstrosity (elder), chaotic evil
(6d6) necrotic damage and gain one frenzy charge on a
Armor Class 25 (natural armor) failed save, or half as much damage and doesn't gain a
Hit Points 580 (40d12 + 320) charge on a successful one.
Speed 40 ft., fly 120 ft. Frenzy Burst. The magala's fires an orb of concentrated
frenzy virus at a space within 320 feet of it. Each creature
in a 25-foot line that is 5 feet wide centered on the space
STR DEX CON INT WIS CHA and perpendicular to the magala must make a DC 25
29 (+9) 20 (+5) 27 (+8) 15 (+2) 16 (+3) 20 (+5) Dexterity saving throw, taking 42 (12d6) necrotic
damage and gain one frenzy charge on a failed save, or
Saving Throws Str +18, Con +14, Wis +12, Cha +14 half as much damage and doesn't gain a charge on a
Skills Perception +12 successful one.
Damage Immunities poison; bludgeoning, piercing, and Breath Weapon (Recharge 5-6). The magala uses one of
slashing from nonmagical attacks the following breath weapons that is available to it:
Condition Immunities charmed, frenzy virus, frightened, Cone (Ultra Frenzied State Only). The magala fires a
prone, stunned frenzied beam across a 45-foot cone. Each creature in
Senses truesight 120 ft., passive Perception 22 that area must make a DC 25 Constitution saving
Languages — throw, taking 110 (17d12) necrotic damage on a failed
Challenge 30 (155,000 XP, or 310,000 XP as a mythic save, or half as much damage on a successful one.
encounter) Proficiency +9 Line. The magala fires a frenzied beam in a 120-foot line
that is 10 feet wide. Each creature in that line must
Ultra Frenzied State (Recharges after a Short or Long Rest). make a DC 25 Dexterity saving throw, taking 84
If the magala would be reduced to 0 hit points, its (13d12) necrotic damage on a failed save, or half as
current hit point total instead resets to 348 (24d12 + much damage on a successful one.
192) hit points, it recharges its Breath Weapon, it regains Projectile. The magala fires orbs of concentrated frenzy
any expended uses of Legendary Resistance, and flies 60 virus at up to three creatures in a 120-foot cone,
feet straight up into the air without provoking forming a line 5 feet wide that extends out from the
opportunity attacks. magala to a target. Each creature in a line must make a
Frenzy. When a creature gains its third frenzy charge, it DC 25 Dexterity saving throw, taking 39 (6d12)
must succeed on a DC 25 Constitution saving throw or necrotic damage and gain two frenzy charges on a
be diseased with the frenzy virus until dispelled by a failed save. On a successful save, a target takes half as
greater restoration or wish spell. On a successful save, its much damage, and does not gain a frenzy charge.
frenzy charges reset to zero. Legendary Actions
Frenzy Geysers (Ultra Frenzied State Only). At the start of The magala can take 3 legendary actions, choosing from
each of the magala's turns, choose three creatures within the options below. Only one legendary action option can
300-feet of it. Each creature must succeed on a DC 25 be used at a time and only at the end of another
Dexterity saving throw or take 42 (12d6) necrotic creature's turn. The magala regains spent legendary
damage and gain one frenzy charge on a failed save, or actions at the start of its turn.
half as much damage and doesn't gain a charge on a
successful one. Attack. The magala makes one Bite attack.
Legendary Resistance (3/Day). If the magala fails a saving Fling. One Large or smaller object held, or creature
throw, it can choose to succeed instead. grappled by the magala is thrown up to 60 feet in a
random direction and knocked prone. If a thrown target
Actions strikes a solid surface, the target takes 3 (1d6)
Multiattack. The magala makes four Winged Arm attacks. bludgeoning damage for every 10 feet it was thrown. If
the target is thrown at another creature, that creature
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one
must succeed on a DC 26 Dexterity saving throw or take
target. Hit: 36 (6d8 + 9) piercing damage and the target
the same damage and be knocked prone.
gains 1 frenzy charge.
Aerial Charge (Costs 2 Actions). While flying, the magala
Body Slam. Melee Weapon Attack: +18 to hit, reach 5 ft.,
flies up to half its speed. During this move it can move
one target. Hit: 42 (6d10 + 9) bludgeoning damage. If
through a creature's space without provoking
the magala moved at least 10 feet straight toward the
opportunity attacks. Each creature the magala moves
target immediately before the hit, the target takes an
through must succeed on a DC 26 Dexterity saving
extra 16 (3d10) bludgeoning damage. If the target is a
throw or take 42 (6d10 + 9) bludgeoning damage and be
creature, it must succeed on a DC 26 Strength saving
knocked prone.
throw or be pushed up to 10 feet away and knocked
prone. Ground Slam (Costs 2 Actions). The magala rises up and
slams its winged arms down on the ground beneath it.
Winged Arm. Melee Weapon Attack: +18 to hit, reach 15
Each creature in a 15-foot square originating from the
ft., one target. Hit: 23 (4d6 + 9) bludgeoning. If the
magala must make a DC 26 Dexterity saving throw,
target is Huge or smaller, it is grappled (escape DC 19). If
taking 23 (4d6 + 9) bludgeoning damage and be pushed
the magala's Ultra Frenzied State has activated in the last
up to 10 feet away and knocked prone on a failed save, or
hour, it also creates explosions of the frenzy virus (on a
half as much damage, isn't pushed away, or knocked
hit or miss) in a 20-foot long line that is 5-feet wide
prone on a successful one.
389
Tempered Shagaru Magala
Challenge Rating 30 Carves 4 (or 8 as a mythic WEAPON MATERIAL EFFECTS
encounter) S.Magala Shard
Razor Sharp. Once per turn, when you hit a creature with
Carve Chance Material Slots this weapon, anytime it would regain hit points before the
end of its next turn, it regains half as many. Additionally, if
1 Vile Frenzy Crystal (O)
the creature is afflicted with a wound, such as the
2 Pure Frenzy Crystal (O) odogaron's bloody wound, it can only be closed by magical
healing for 1 minute.
3-4 S.Magala Shard (A,W)
5-6 S.Magala Cortex (A,W) S.Magala Cortex
Ammo Saver+. When you make a ranged weapon attack
7-9 S.Magala Purifier (A,W) and roll a 15 or higher on the attack die, the ammunition
returns to you unbroken after hitting the target(s).
10-13 S.Magala Lightwing (A,W)
S.Magala Purifier
14-16 S.Magala Lash (A,W) Critical Element. When you critically hit with a weapon or
17-19 S.Magala Hardhorn (A,W) spell that deals cold, fire, lightning, necrotic, or thunder
damage, you deal an extra 1d10 damage of that type.
20 S.Magala Mantle (A,W)
S.Magala Lightwing
Coalescence. Whenever you succeed on a saving throw to
ARMOR MATERIAL EFFECTS end a condition, you gain a +1 bonus to your attack rolls
S.Magala Shard and spell save DC, and your weapon or spell attacks deal an
You can't be charmed or frightened while attuned to this extra 1d4 cold, fire, or lightning damage (your choice)
armor. until the end of your next turn.
S.Magala Cortex S.Magala Lash (Bow Only)
Resuscitate+. You have advantage on Dexterity and Bow Charge Plus++. While attuned to this weapon, you can
Constitution saving throws if you are suffering from a use your dragonpiercer three additional times between
condition. rests and it recharges after a Short or Long rest.
S.Magala Purifier S.Magala Hardhorn
While you are wearing this armor, you cannot be knocked Your weapon deals an extra 2d6 radiant damage.
prone. In addition, when your AC would increase from the S.Magala Mantle
effect of a reaction, it lasts until the end of your next turn. Bloodlust. While you are attuned to this weapon and fall
If the reaction would normally last until the end of your below half of your maximum hit points you are infected
next turn, it instead lasts for one additional round. with the frenzy virus (even if you are normally immune to
S.Magala Lightwing disease for 1 minute. Once you use this property, you can't
While wearing this armor, you can use an action to speak use it again until you finish a long rest.
its command word to grow wings that look like the In addition whenever you are infected with the frenzy
Shagaru Magala's. You gain a flying speed of 80 feet for 24 virus, you ignore the negative effects of the frenzy virus
hours or until you end the effect as an action. Once used, (Impaired Healing, Suppressed Immunities, Vulnerability),
this property can't be used for three days. but you lose 1d6 hit points at the end of each of your
turns, if you did not attack a creature since the end of your
S.Magala Lash last turn.
You are immune to cold damage and have resistance to
lightning damage while you wear this armor. OTHER MATERIAL EFFECTS
S.Magala Hardhorn Pure Frenzy Crystal
Stellar Hunter. You have advantage on Dexterity (Stealth), A crystal so pure it hardly belongs in this world. Sows
Intelligence (Investigation), Strength (Athletics), Wisdom destructive impulses.
(Insight), and Wisdom (Survival) checks.
Vile Frenzy Crystal
S.Magala Mantle A sanity-robbing crystal. The Guild demands these be
While attuned to this armor, you have truesight out to a turned in immediately.
range of 60 feet.

390
Risen Shagaru Magala
A risen shagaru magala is a tempered shagaru
magala that has overcome being afflicted by the
qurio and has become more powerful as a result. It
has a challenge rating of 30 (155,000 XP). It has
the same statistics as a tempered shagaru magala
except for the following changes:
Risen State (Recharge 4-6). At the start of its turn
(winning all ties) the magala enters a Risen State
until the start of its next turn, if available. While in
the Risen State, some of the magala's actions are
enhanced (as described below) and it can use its
Risen actions as an action or legendary action.
This Recharge trait, is immune to the effects of
the Elderseal material.

Enhanced Actions
Winged Arm. If the magala is on the ground, it can
move up to 5 feet towards a target before making
its attack roll.
Risen Actions
Winged Arm Slams (Costs 1 Action if used as a
Legendary Action). While on the ground, the magala
makes two Winged Arm attacks.
Risen Frenzy Breath (Costs 2 Action if used as a
Legendary Action). The magala scatters exploding
frenzy energy that homes in on two creatures in a
120-foot cone in front of it. Each creature must
make a DC 25 Dexterity saving throw, taking 42
(12d6) necrotic damage and gain one frenzy
charge on a failed save, or half as much damage
and doesn't gain a charge on a successful one.
Rising Pillar Burst (Costs 3 Action if used as a
Legendary Action). If the magala is on the ground it
flies 30 feet into the air without provoking
opportunity attacks before summoning pillars of
frenzy in a 120-foot radius around it. Each creature
within 30 feet of the ground in that area must
make a DC 25 Dexterity saving throw. On a failed
save, a creature takes 110 (17d12) necrotic
damage and is pulled into an unoccupied space on
the ground below the magala. On a successful
save, a creature takes half as much damage and
isn't pulled.

391
Leshen
Huge monstrosity (unknown), unaligned

Armor Class 17 (natural armor)


Hit Points 157 (15d12 + 60)
Speed 25 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 18 (+4) 16 (+3) 14 (+2) 12 (+1)

Saving Throws Str +8, Con +8, Cha +5


Skills Animal handling +6, Nature +6, Perception +6
Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed,
stunned, unconscious
Senses darkvision 60 ft., passive Perception 16
Languages —
Challenge 12 (8,400 XP) Proficiency +4

Aura of Crows. At the start of each of the leshen's turns,


each creature within 5 feet of it takes 3 (1d6) piercing
damage. A creature that touches the leshen or hits it
with a melee attack while within 5 feet of it takes 3
The Leshen (1d6) piercing damage.
Leshen's body structure or biology is completely alien to the
Crows. The leshen has an infinite number of crows
known world. The creature stands upright on two limbs that
(using the Raven stat block). Should any die, the leshen
support an eerily humanoid body made of what appears to be
conjures more at the start of its turn.
wood, which it covers with ragged clothing; branches grow out of Fire Susceptibility. If the leshen takes fire damage, it
its shoulders, which may have the remains of its most recent suffers several effects until the end of its next turn: it
victims hanging upon them. The Leshen's head is an animal's skull, cannot teleport, it can't use its Multiattack, and it only
topped by a pair of antlers unlike anything seen in the Old or New regains 2 legendary actions at the start of its turn.
World. The Leshen seemingly lacks any functioning eyes, mouth or Magic Weapons. The leshen's weapon attacks are
any features expected from the head of a living monster. Indeed, in magical and its ranged weapon attacks ignore cover.
its own world it is thought to be a nature spirit rather than any kind
of living creature. Actions
The only features of Leshens that would make sense are its long Multiattack. The leshen uses Root Strike and then
pair of arms, which end in razor-sharp claws. While Leshens aren't makes two Claw attacks. It can replace one of its Claw
nearly as fast or ferocious in close-quarter combat as many attacks with a Murder of Crows attack.
creatures of the known world, the Leshen's cunning mind and Claws. Melee Weapon Attack. +8 to hit, reach 10 ft.,
magic allows it to make effective use of its claws, often pulling one target. Hit: 17 (3d8 + 4) slashing damage.
deceptively slow maneuvers or using its teleportation to cut down
unwary opponents from behind. Murder of Crows. Ranged Weapon Attack. +8 to hit,
reach 60/240 ft., one target. Hit: 13 (2d8 + 4) piercing
Geralt of Rivia, the Witcher who came from the same world as
damage. If the creature is grappled or restrained, the
the Leshen noted that the creature has made itself more powerful
crows continue to circle the target.
than its average brethren in their home world by absorbing the rich
While they circle, the creature takes 3 (1d6) piercing
nutrients of the New World.
damage at the start of each of its turns. The crows stop
Leshens are very territorial and will attack anything that they can circling once the creature is no longer grappled or
not (or do not wish to) influence with their magic. It is said that restrained.
they are closely attuned to the forests in which they live, and will
Entangling Roots. The leshen chooses a creature on the
slay anyone who fails to treat the forests with respect. For this
ground that it can see within 120 feet of it. That
reason, legends in its homeworld claim that Leshens despise
creature must succeed on a DC 16 Dexterity saving
humans for destroying woodlands as they expand their settlements.
throw or be restrained by entangling roots. A creature
Leshens can summon and control strangling roots from the
restrained by the root⁠s can use its action to make a DC
ground and take control of the minds of lesser creatures. So far, 18 Strength check, freeing itself on a success.
Jagras, Gajalaka and Revolture are the only creatures that have
proven vulnerable to a Leshen's mind control. They have also been Root Strike. The leshen targets a creature that it can see
observed to teleport, dissolving into a cloud of smoke which within 90 feet of it. That creature must make a DC 16
reforms elsewhere. Dexterity or Strength saving throw, taking 14 (4d6)
piercing damage, be pushed 10 feet away and knocked
prone on a failed save, or half as much damage, isn't
392
knocked prone, but still pushed 10 feet away.
Leshen Resin
Gnarled Growth (Recharge 5-6). The leshen releases a Health Boost. While wearing this armor, your hit point
pulse of energy through the ground causing gnarled maximum increases by 1 for each character level you have.
roots to explode outward in a 20-foot radius around it. Leshen Skull
Each creature in that area must make a DC 16 While wearing this armor, you can cast the misty step spell
Dexterity saving throw, taking 35 (10d6) piercing from it as a bonus action. You can use this property twice,
damage on a failed save, or half as much damage on a regaining all expended uses daily at dawn. The mist takes
successful one. the form of a murder of crows.
Reactions Leshen Antlers
Super Recovery. Whenever you would gain temporary hit
Conjure Roots (Recharge 6). At the end of a hostile
points, you can instead increase your hit point maximum
creature's turn the leshen creates a wall of roots from
and current hit points by that amount for 24 hours. You
the ground around it. The wall forms in a circle that has
can only increase your maximum hit points by 20 with this
a 15-foot diameter and is up to 20 feet high and 5 feet
effect, any additional temporary hit points gained beyond
thick. The wall provides three-quarters cover.
that are lost. Once used, this property can't be used again
When the wall appears, each creature within its area
for 24 hours.
is pushed 5 feet away from the leshen. A creature
cannot pass through the wall, but each 5 foot section
WEAPON MATERIAL EFFECTS
of the wall can be attacked and destroyed. (AC 10; hp
30; vulnerability to fire damage; immunity to Leshen Claw
bludgeoning, poison, and psychic damage). Your weapon deals an extra 1d6 psychic damage.
Cursed Bone
Legendary Actions Weakness Exploit. When you have advantage on an attack
The leshen can take 3 legendary actions, choosing roll with this weapon and you hit the target, you can have
from the options below. Only one legendary action your weapon deal its maximum damage if the lower of the
option can be used at a time and only at the end of two d20 rolls would also hit the target (all extra damage
another creature's turn. The leshen regains spent dice must still be rolled). You can use this property a
legendary actions at the start of its turn. number of times equal to your Strength or Dexterity
modifier (your choice), regaining all expended uses when
Attack. The leshen makes a Claw or Murder of Crows
you finish a long rest.
attack.
Leshen Resin
Teleport. The leshen body, along with any equipment it While holding this weapon, you can use an action to
is wearing or carrying, scatters into a few dozen crows
summon a shamos to your aid for 1 hour. it will act on
and then reforms up to 60 feet to an unoccupied
your turn in the initiative and will flee if you or your allies
space it can see. attempt to harm it. One you use this property, you cannot
Imprison (Costs 2 Actions). The leshen uses Entangling use it again for 3 days.
Roots.
Leshen Skull
Summon Jagras (Costs 3 Actions). The leshen magically Critical Eye. Your weapon attacks critical hit range is
calls 3 (1d6) jagras to its aid. The creatures arrive on increased by 1.
initiative 20 (losing initiative ties), acting as allies of Leshen Antlers
the leshen and obeying its commands.
This weapon has 5 runes. While holding it, you can use an
action to expend 1 or more of its runes to cast the burning
hands spell (save DC 14) from it. For 1 rune, you cast the
Leshen 1st-level version of the spell. You can increase the spell
slot level by one for each additional rune you expend.
Challenge Rating 12 Carves 3
This weapon regains 1d4 + 1 expended runes daily at
Carve Chance Material Slots
dawn. If you expend the last runes, roll a d20. On a 1. The
1-5 Leshen Claw (A,W) weapon can't regain any runes for 1 week.
6-10 Cursed Bone (A,W)
11-13 Leshen Resin (A,W)
14-18 Leshen Skull (A,W)
19-20 Leshen Antlers (A,W)

ARMOR MATERIAL EFFECTS


Leshen Claw
Marathon Runner+. While wearing this armor, your walking
speed increases by 10 feet and you ignore difficult terrain
if it was not created by a magical effect.
Cursed Bone
Recovery Speed. Whenever you roll a Hit Die to regain hit
points, double the number of hit points it restores.
393
Ancient Leshen Entangling Roots. The leshen chooses a creature on the
ground that it can see within 120 feet of it. That creature
Huge monstrosity (unknown), unaligned
must succeed on a DC 20 Dexterity saving throw or be
restrained by entangling roots. A creature restrained by
Armor Class 20 (natural armor) the root⁠s can use its action to make a DC 20 Strength
Hit Points 230 (20d12 + 100) check, freeing itself on a success.
Speed 25 ft.
Root Strike. The leshen targets two creatures that it can
see within 90 feet of it. Each creature must make a DC
STR DEX CON INT WIS CHA 20 Dexterity or Strength saving throw, taking 14 (4d6)
piercing damage, be pushed 10 feet away and knocked
21 (+5) 10 (+0) 20 (+5) 19 (+4) 16 (+3) 12 (+1) prone on a failed save, or half as much damage, isn't
knocked prone, but still pushed 10 feet away.
Saving Throws Str +12, Con +12, Wis +10, Cha +8
Gnarled Growth (Recharge 5-6). The leshen releases a
Skills Animal handling +10, Insight +10, Nature +10,
pulse of energy through the ground causing gnarled
Perception +10
roots to explode outward in a 20-foot radius around it.
Damage Resistances bludgeoning, cold
Each creature in that area must make a DC 20 Dexterity
Damage Immunities poison
saving throw, taking 63 (18d6) piercing damage on a
Condition Immunities charmed, frightened, paralyzed,
failed saving throw, or half as much damage on a
stunned, unconscious
successful saving throw.
Senses darkvision 60 ft., passive Perception 20
Languages — Scatter (3/day). The leshen's body scatters into hundreds
Challenge 21 (33,000 XP) Proficiency +7 of crows in all directions. The leshen then makes a
Murder of Crows attack against each creature within 80
Aura of Crows. At the start of each of the leshen's turns, feet of it. The leshen then reappears in an unoccupied
each creature within 10 feet of it takes 7 (2d6) piercing location within 60 feet of its original location.
damage. A creature that touches the leshen or hits it
with a melee attack while within 10 feet of it takes 7 Reactions
(2d6) piercing damage. Conjure Roots (Recharge 6). At the end of a hostile
creature's turn the leshen creates a wall of roots from the
Crows. The leshen has an infinite number of crows (using ground around it. The wall forms in a circle that has a 15-
the Raven stat block). Should any die, the leshen
foot diameter and is up to 20 feet high and 5 feet thick.
conjures more at the start of its turn. The wall provides three-quarters cover.
Legendary Resistance (3/Day). If the leshen fails a saving When the wall appears, each creature within its area is
throw, it can choose to succeed instead. pushed 5 feet away from the leshen. A creature cannot
pass through the wall, but each 5 foot section of the wall
Magic Resistance. The leshen has advantage on saving
can be attacked and destroyed. (AC 15; hp 40;
throws against spells and other magical effects.
vulnerability to fire damage; immunity to bludgeoning,
Magic Weapons. The leshen's weapon attacks are magical poison, and psychic damage).
and its ranged weapon attacks ignore cover.
Legendary Actions
Actions The leshen can take 3 legendary actions, choosing from
Multiattack. The leshen uses Root Strike and then makes the options below. Only one legendary action option can
two Claw attacks. It can replace one of its Claw attacks be used at a time and only at the end of another
with a Murder of Crows attack. creature's turn. The leshen regains spent legendary
actions at the start of its turn.
Claws. Melee Weapon Attack. +12 to hit, reach 10 ft.,
one target. Hit: 18 (3d8 + 5) slashing damage. If the Attack. The leshen makes a Claw or Murder of Crows
target is a creature other than an undead or a construct, attack.
it must succeed on a DC 20 Constitution saving throw or Teleport. The leshen's body, along with any equipment it
lose 5 (1d10) hit points at the start of each of its turns is wearing or carrying, scatters into a few dozen crows
due to a bloody wound. Each time the leshen hits the and then reforms up to 60 feet to an unoccupied space
wounded target with this attack, the damage dealt by the it can see.
wound increases by 5 (1d10). Any creature can take an
action to stanch the wound with a successful DC 15 Imprison (Costs 2 Actions). The leshen uses Entangling
Wisdom (Medicine) check. The wound also closes if the Roots.
target receives magical healing. Summon Shamos (Costs 3 Actions). The leshen magically
Murder of Crows. Ranged Weapon Attack. +12 to hit, calls 3 (1d6) shamos to its aid. The creatures arrive on
reach 60/240 ft., one target. Hit: 14 (2d8 + 5) piercing initiative 20 (losing initiative ties), acting as allies of the
damage. If the creature is grappled or restrained, the leshen and obeying its commands.
crows continue to circle the target.
While they circle, the creature takes 7 (2d6) piercing
damage at the start of its turn. The crows stop circling
once the creature is no longer grappled or restrained.
394
Ancient Leshen Ancient Leshen Skull
Critical Eye+. Your weapon attacks critical hit range is
Challenge Rating 21 Carves 3
increased by 2.
Carve Chance Material Slots
Ancient Leshen Antlers (Sorcerer and Wizard Only)
1-5 Ancient Leshen Claw (A,W) Bombardier. The weapon has 10 runes, you can use an
action to expend 1 or more of its runes to cast one of the
6-10 Ancient Cursed Bone (A,W) following Spells from it, using your spell save DC:
11-13 Ancient Leshen Resin (A,W) scorching ray (2 runes), melf's minute meteors (3 runes),
or wall of fire (4 runes). The weapon regains 1d6 + 4
14-18 Ancient Leshen Skull (A,W) expended runes daily at dawn. If you expend the last rune
19-20 Ancient Leshen Antlers (A,W) it cannot regain any runes for one week.

ARMOR MATERIAL EFFECTS


Ancient Leshen Claw
Marathon Runner+. While wearing this armor, your walking
speed increases by 10 feet and you ignore difficult terrain
if it was not created by a magical effect.
Ancient Cursed Bone
Recovery Speed+. Whenever you roll a Hit Die to regain hit
points, double the number of hit points it restores.
Additionally, you regain all expended hit die when you
finish a long rest.
Ancient Leshen Resin
Health Boost+. While wearing this armor, your hit point
maximum increases by 2 for each character level you have.
Ancient Leshen Skull
This armor has 3 runes, which it regains daily at dawn. You
can expend a rune to cast the misty step spell as a bonus
action or the entangle spell as an action.
Ancient Leshen Antlers
Super Recovery+. While wearing this armor, you regain
1d6 hit points every 10 minutes provided that you have at
least 1 hit point. Also, whenever you would gain temporary
hit points, you can instead increase your hit point
maximum and current hit points by that amount for 24
hours. You can only increase your maximum hit points by
20 with this effect, any additional temporary hit points
gained beyond that are lost. Once used, this property can't
be used again for 24 hours.

WEAPON MATERIAL EFFECTS


Ancient Leshen Claw
Your weapon deals an extra 1d8 psychic damage.
Ancient Cursed Bone (Spellcaster Only)
While you are attuned to this weapon, you can use a bonus
action to summon a murder of crows to your aid for 1
minute. As part of the same bonus action, you can make a
range spell attack against a creature within 80 feet of you.
On a hit, the target takes piercing damage equal to 1d6 +
your spellcasting ability modifier.
As a bonus action on your turn, you repeat the attack
against a creature within 60 feet of you.
Once used, this property can't be used again until the
next dawn.
Ancient Leshen Resin
While holding this weapon, you can use an action to
summon 1d4 shamos to your aid for 1 hour. They will
act on your turn in the initiative and will flee if
you or your allies attempt to harm either of them.
One you use this property, you cannot use it again for 3
days.
395
Qurio
The qurio is a parasitic creature that appears about the size of a
small bird. It has a short tubular red body, with wings and a tail
Qurio Swarm
Medium swarm of tiny monstrosities, unaligned
similar to a ryukin goldfish's tail. It has a round, sucking, radial
mouth filled with rows of teeth around the interior, similar to that
of a lamprey. There appear to be no eyes. Armor Class 12
Hit Points 31 (7d8)
Speed 10 ft., fly 60 ft.

Qurio STR DEX CON INT WIS CHA


Tiny monstrosity, unaligned
10 (+0) 14 (+2) 10 (+0) 3 (-4) 12 (+1) 10 (+0)
Armor Class 12
Skills Perception +5
Hit Points 10 (4d4)
Damage Resistances bludgeoning, piercing, slashing
Speed 10 ft., fly 60 ft.
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
STR DEX CON INT WIS CHA Senses darkvision 60 Ft. passive Perception 15
Languages —
10 (+0) 14 (+2) 10 (+0) 2 (-4) 12 (+1) 10 (+0) Challenge 2 (450 XP) Proficiency +2

Skills Perception +3 Blood Sac. The swarm can store up to a maximum of


Senses darkvision 60 Ft. passive Perception 13 64 hit points in its blood sac. This maximum is
Languages — reduced by 2 for every 1 hit point the swarm loses. The
Challenge 1/8 (25 XP) Proficiency +2 reduction lasts until the swarm finishes a short or long
rest.
Blood Sac. The qurio can store up to a maximum of 10
hit points in its blood sac. This maximum is reduced by Swarm. The swarm can occupy another creature's space
1 for every 1 hit point the qurio loses. The reduction and vice versa, and the swarm can move through any
lasts until the qurio finishes a short or long rest. opening large enough for a Small moth. The swarm
can't regain hit points or gain temporary hit points.
Tiny Critter. The qurio can occupy another creature's
space and vice versa, and the qurio can move through Actions
any opening large enough for a Small moth. Multiattack. The swarm makes two Bite attacks.
Actions Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one
Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) necrotic
target in the qurio's space. Hit: 2 (1d4) necrotic damage, or 5 (2d4) necrotic damage if the swarm has
damage, or 1 necrotic damage if the qurio has half of half of its hit points or fewer. If the target is a creature
its hit points or fewer. If the target is a creature it must it must succeed on a DC 10 Constitution saving throw
succeed on a DC 10 Constitution saving throw or be or be afflicted with bloodblight for 1 minute. A
afflicted with bloodblight for 1 minute. A creature can creature can repeat the saving throw at the end of each
repeat the saving throw at the end of each of its turns, of its turns, ending the effect on itself on a success.
ending the effect on itself on a success. The target's hit point maximum is reduced by an
The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the
amount equal to the necrotic damage taken, and the swarm stores hit points equal to that amount in its
qurio stores hit points equal to that amount in its blood sac. The reduction lasts until the target finishes a
blood sac. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit
long rest. The target dies if this effect reduces its hit point maximum to 0.
point maximum to 0.
Bonus Actions
Bonus Actions Attach. The swarm attaches itself to a willing creature
Attach. The qurio attaches itself to a willing creature or or when it hits a creature with a bite attack (escape DC
when it hits a creature with a bite attack (escape DC 10). While attached, the swarm does one of the
10). While attached, the qurio does one of the following at the start of each of its turns:
following at the start of each of its turns: • It deals 5 (2d4) necrotic damage to the creature it is
• It deals 2 (1d4) necrotic damage to the creature it is attached to and stores an amount of hit points equal to
attached to and stores an amount of hit points equal to the necrotic damage done in its blood sac.
the necrotic damage done in its blood sac. • It expends up to 10 hit points in its blood sac and
• It expends up to 5 hit points in its blood sac and restores the same number of hit points to the creature
restores the same number of hit points to the creature it is attached to.
it is attached to.

396
Herbivore
Herbivores are minor creatures that eat vegetation. While there are herbivorous creatures in other classes, such as Diablos and Duramboros,
monsters in the Herbivore class are usually docile, reside at the bottom of the food chain, and therefore pose little threat to an adventurer.

Apceros Aptonoth
Apceros are herbivorous reptiles that frequent desert and volcanic Aptonoth are cow-like creatures with leathery gray skin. They have
areas. They have a body structure similar to Aptonoth, their black stripes along their backs and a head reminiscent of a
evolutionary cousins. They have many characteristics of tortoises, Hadrosaur. They have a large, two-pronged crest protruding from
such as head shape and protective shell. Their tails have a their heads and a flat, spiked tail.
developed mace-like structure on the end that is covered with sharp These docile creatures are hunted for their meat by humans and
spikes. other monsters. They always travel in groups. When one Aptonoth
Apceros are territorial monsters and will attack any intruder on is threatened, others will run away for safety, but sometimes the
sight. They will not give up fighting until the enemy has fallen or alpha male of the Aptonoth will attempt to fight back before fleeing
they are dead. Curiously, they work in small herds to take out any himself. Aptonoth are known to flee across rivers when being
threats. They appear not to care if a large monster is in the area. attacked by smaller creatures such as velociprey.

Apceros Aptonoth
Large beast, unaligned Large beast, unaligned

Armor Class 13 (natural armor) Armor Class 12 (natural armor)


Hit Points 19 (3d10 + 3) Hit Points 26 (4d10 + 4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) 12 (+1) 10 (+0) 13 (+1) 1 (-5) 8 (-1) 5 (-3)

Senses passive Perception 9 Senses passive Perception 8


Languages — Languages —
Challenge 1/4 (25 XP) Proficiency +2 Challenge 1/8 (25 XP) Proficiency +2

Actions Actions
Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage. one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage. target. Hit: 5 (1d8 + 1) slashing damage.

Apceros Aptonoth
Challenge Rating 1/4 Carves 1 Challenge Rating 1/8 Carves 1
Carve Chance Material Slots Carve Chance Material Slots
1-15 Raw Meat (O) 1-15 Raw Meat (O)
16-20 Sm Monster Bone (O) 16-20 Sm Monster Bone (O)

OTHER MATERIAL EFFECTS OTHER MATERIAL EFFECTS


Raw Meat Raw Meat
Provides 2 days rations when cooked. Provides 2 days rations when cooked.
Sm Monster Bone Sm Monster Bone
Uncommon weapon upgrade material. Uncommon weapon upgrade material.

397
Anteka Anteka
Anteka are greatly adapted for life in the cold. They have long legs Challenge Rating 1/8 Carves 1
with thick, cloven hooves, excellent for bursts of speed as well as
keeping the creature from sinking in the snow. Anteka also have Carve Chance Material Slots
thick, wooly fur that shields it from the frigid mountain air. Anteka 1-4 Raw Meat (O)
are known for their large horns. They are present in both genders.
5-6 White Liver (O)
7-11 Anteka Pelt (A)
12-20 Anteka Antler (A)

ARMOR MATERIAL EFFECTS


Anteka Pelt
You reduce cold damage you take by 2 while you wear this
armor.
Anteka Antler
Botanist. When you successfully gather a plant resource,
you instead gather 2.

OTHER MATERIAL EFFECTS


Raw Meat
Provides 2 days rations when cooked.
White Liver
A white-colored liver, popular for its juicy texture. Sells for
100 gp.

Anteka Bombadgy
Medium beast, unaligned An omnivorous small monster with a distinct round shape. Its
whole body courses with flammable gas, which it expels in defense
Armor Class 11 when threatened. Once expelled, this gas has explosive properties.
Hit Points 5 (1d8 + 1) This trait has led to Bombadgy being used in combat by many
Speed 30 ft. crafty hunters throughout history.
Bombadgy has an appearance of a very fat badger or raccoon or
tanuki with gray flabby skins and long tendril-like eyebrows. Along
STR DEX CON INT WIS CHA
its back are three rows of small spikes, with another row on each
13 (+1) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3) side of its body. Its legs are scaled and end in five digits with long
claws.
Damage Immunities cold
Senses passive Perception 10
Languages —
Challenge 1/8 (25 XP) Proficiency +2

Ice Walk. The anteka can move across and climb icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or snow
doesn't cost it extra moment.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) bludgeoning damage. If the
anteka moves at least 20 feet straight toward a target
immediately before the hit, the target takes an extra 2
(1d4) bludgeoning damage. If the target is a creature, it
must succeed on a DC 10 Strength saving throw or be
knocked prone.

398
-ant hiding places. They are relatively docile when an adventurer is
around, but they will defend themselves when an adventurer
Bombadgy attacks. Occasionally, Epioth are known to sunbath on land.

Small beast (fanged), unaligned

Armor Class 11 (natural armor)


Hit Points 27 (5d6 + 10)
Speed 25 ft.

STR DEX CON INT WIS CHA


10 (+0) 7 (-2) 14 (+2) 2 (-4) 6 (-2) 7 (-2)

Senses passive Perception 9


Languages —
Challenge 1/8 (25 XP) Proficiency +2

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) piercing damage.
Reaction
Explode (Recharge 5-6). When the bombadgy takes
damage by an attack or other effect, it can cause the
flammable gas in its body to explode. Each creature in
a 5-foot radius of the bombadgy's original location
must succeed on a DC 12 Dexterity saving throw,
taking 4 (1d8) fire damage on a failed save or half as Epioth
much damage on a successful one. Then the Large beast, unaligned
bombadgy is thrown 15-feet in a random direction. If
the bombadgy is thrown at another creature, that
creature must succeed on a DC 12 Dexterity saving Armor Class 11
Hit Points 5 (1d10)
throw or take 4 (1d8) bludgeoning damage.
Speed 0 ft., swim 30 ft.

Bombadgy STR DEX CON INT WIS CHA


Challenge Rating 1/8 Carves 1 12 (+1) 13 (+1) 11 (+0) 2 (-4) 12 (+1) 5 (-3)
Carve Chance Material Slots
1-10 Raw Meat (O) Senses passive Perception 11
Languages —
11-20 Bombadgy Igniter (O) Challenge 1/8 (25 XP) Proficiency +2

Amphibious. The epioth can breathe air and water.


OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Bombadgy Igniter
target. Hit: 3 (1d4 + 1) bludgeoning damage. If the
A material that when combined with a vial creates
Alchemist's Fire (PHB p.148) (DC 10 Alchemist Tools). epioth moves at least 20 feet straight toward a target
immediately before the hit, the target takes an extra 2
(1d4) bludgeoning damage. If the target is a creature, it
Epioth must succeed on a DC 11 Strength saving throw or be
knocked prone.
The Epioth is described as a marine version of the land dwelling
Aptonoth, as both are very low in the food chain. They feed mainly Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
on weeds, water grasses, and algae. They have specialized hides target. Hit: 4 (1d6 + 1) bludgeoning damage.
used for their aquatic home, making them perfectly adapted to an
aquatic environment. Epioth have finned feet and a fin on their tail,
which allows them to swim through water gracefully. When
frightened, Epioth can swim at breakneck speeds. Unlike the
Aptonoth, Epioth live in small groups rather than large herds. The
reason for this is that the water, whether in the sea or jungle river,
has abund-
399
Epioth
Challenge Rating 1/8 Carves 1 Gargwa
Carve Chance Material Slots Large beast, unaligned
1-3 Raw Meat (O)
Armor Class 12 (natural armor)
4-10 Monster Guts (O) Hit Points 26 (4d10 + 4)
Speed 30 ft.
11-16 Sm Monster Bone (O)
17-20 Hydro Hide (A,W)
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
ARMOR MATERIAL EFFECTS
Hydro Hide
While wearing this armor, you have a swimming speed Senses passive Perception 10
equal to your walking speed. Languages —
Challenge 1/4 (50 XP) Proficiency +2
WEAPON MATERIAL EFFECTS
Hydro Hide Actions
Expert Fisherman. When you catch fish, you instead catch Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
two. target. Hit: 6 (1d8 + 2) piercing damage.

OTHER MATERIAL EFFECTS


Raw Meat Gargwa
Provides 2 days rations when cooked.
Challenge Rating 1/4 Carves 1
Monster Guts
Carve Chance Material Slots
Monster innards. A prized delicacy worth 50 gp.
Sm Monster Bone 1-10 Raw Meat (O)
Uncommon weapon upgrade material. 11-15 Gargwa Feather (A)
16-19 Sm Monster Bone (O)
Gargwa 20 Gargwa Egg (A,O)
Gargwa have very small, likely vestigial wings. Like most species
of Herbivore, they're normally docile creatures, but will attack and
flee when they're threatened and when they flee will usually leave ARMOR MATERIAL EFFECTS
an egg or guano. They coexist with the people as livestock, but Gargwa Feather
they have been known to attack Adventurers from time to time. Detect. You gain a +1 bonus to your passive Perception
while you wear this armor.
Gargwa Egg
Archaeologist. When you successfully gather a bone
resource, you instead gather 2.

OTHER MATERIAL EFFECTS


Raw Meat
Provides 2 days rations when cooked.
Sm Monster Bone
Uncommon weapon upgrade material.
Gargwa Egg
An egg laid by a Gargwa. Common in food, yet still very
costly. Can be sold for 100 gp.

Gastodon
Gastodon resembles a cross between a theropod and a bison. It is
covered in scales but has a large furry mane and horns reminiscent
of a bison. When angered, it will glow red. They are very
aggressive towards adventurers, and are willing to attack larger
monsters as a herd.

400
Gowngoat
Gastodon Gowngoats have a body structure similar to slagtoth, with brown
furry patches around their neck and extending from their back. A
Medium beast, unaligned
large patch of fur runs from their lower backs to their tail, which
are incredibly long and fluffy. They have long ear-like tuffs on their
Armor Class 13 (natural armor)
ears that droop below their head and a crest on their forehead with
Hit Points 26 (4d8 + 8)
Speed 40 ft. two short horns extending from it. The center of their back and
forelegs are hairless and covered in scales. They have cloven
hooves.
STR DEX CON INT WIS CHA Gowngoats are docile herbivores that live in a herd and spend
most of their time grazing or sleeping. Their long fluffy tail is
16 (+3) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 6 (-2)
theorized to either allow these creatures to curl into balls to mimic
the appearance of rocks to fool predators or to hide and protect
Senses passive Perception 10 their young. If they sense danger, they will flee to safety rather than
Languages — fight.
Challenge 1 (200 XP) Proficiency +2

Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one Gowngoat
target. Hit: 8 (2d4 + 3) bludgeoning damage. If the Large beast, unaligned
gastodon moves at least 20 feet straight toward a
target immediately before the hit, the target takes an Armor Class 12 (natural armor)
extra 5 (2d4) damage. If the target is a creature, it must Hit Points 6 (1d10+1)
succeed on a DC 13 Strength saving throw or be Speed 30 ft.
knocked prone.

STR DEX CON INT WIS CHA

Gastodon 13 (+1) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3)


Challenge Rating 1 Carves 1
Senses passive Perception 10
Carve Chance Material Slots Languages —
1-5 Raw Meat (O) Challenge 1/8 (25 XP) Proficiency +2

6-13 Gastodon Carapace (A) Fluffy Tail. A Medium or smaller creature can hide
14-20 Gastodon Horn (A) underneath the gowngoat's tail. While underneath the
tail, the creature is heavily obscured, can only see the
ground beneath the gowngoat unless it uses an action
ARMOR MATERIAL EFFECTS to peer through the tail's fur, and a Medium creature's
Gastodon Carapace movement speed is halved. If the gowngoat moves
You reduce fire damage you take by 2 while you wear this while a creature is underneath its tail, that creature can
armor. use its reaction to move up to its speed until the end
of the turn, to remain underneath the gowngoat's tail.
Gastodon Horn
Whenever you must succeed on a saving throw or be Rocky Camouflage. The gowngoat has advantage on
knocked prone, you do so with a +2 bonus. Dexterity (Stealth) checks made to hide in rocky
terrain.
OTHER MATERIAL EFFECTS
Raw Meat Actions
Provides 2 days rations when cooked. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Tail. The gowngoat creates a small blast of wind in a
15-foot cone that is capable of moving one object that
is neither held nor carried and that weighs no more
than 5 pounds. The object is pushed up to 10 feet
away from it. It isn’t pushed with enough force to
cause damage. The gust disperses gas or vapor, and it
extinguishes candles, torches, and similar unprotected
flames in the area. It causes protected flames, such as
those of lanterns, to dance wildly and has a 50 percent
chance to extinguish them.

401
Kelbi
Kelbi are very fleet of foot. They can travel at great speeds over
long distances, due in part to their light frame. Kelbi have a
green/brown spotted coat that serves as camouflage in their forest
homes. Kelbi's most notable feature is its horn, prized by hunters
for its ability to create powerful herbal medicines and potions.
Gowngoat Male Kelbi are larger than females and have bigger horns, as well
as being more brightly colored with a greenish coat. Males will
Challenge Rating 1/8 Carves 1 also grow a beard. Female Kelbi are smaller, possess smaller horns
Carve Chance Material Slots and have a darker, slightly blue, coat.

1-2 Raw Meat (O)

Kelbi
3-10 Gowngoat Thickfur (A)
11-16 Large Herbivore Bone (A,O)
Medium beast, unaligned
17-20 Gowngoat Fleeceball (A,O)
Armor Class 10
Hit Points 4 (1d8)
ARMOR MATERIAL EFFECTS Speed 30 ft.
Gowngoat Thickfur
You reduce slashing damage you take by 2 while you wear
this armor. STR DEX CON INT WIS CHA
Large Herbivore Bone 11 (+0) 10 (+0) 10 (+0) 2 (-4) 10 (+0) 5 (-3)
Botanist. When you successfully gather a plant resource,
you instead gather 2. Senses passive Perception 10
Gowngoat Fleeceball Languages —
Entomologist. When you capture an insect with a bug net, Challenge 0 (10 XP) Proficiency +2
you instead catch two.
Sure-Footed. The kelbi has advantage on Strength and
Dexterity saving throws made against effects that
OTHER MATERIAL EFFECTS
Raw Meat would knock it prone.
Provides 2 days rations when cooked. Actions
Gowngoat Fleeceball Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one
When placed into a trinket, it transforms into a cotton target. Hit: 2 (1d4) bludgeoning damage.
sheet or a fluffy pillow. When you spend at least 6 hours
sleeping with this pillow or sheet while taking a long rest,
you regain a number of expended hit die equal to your
proficiency bonus (in addition to the ones you normally Kelbi
regain) when you finish it. Challenge Rating 0 Carves 1
Large Herbivore Bone Carve Chance Material Slots
Uncommon armor upgrade material.
1-4 Raw Meat (O)
5-6 White Liver (O)
7-11 Warm Pelt (A)
12-20 Kelbi Horn (O)

ARMOR MATERIAL EFFECTS


Warm Pelt
You reduce thunder damage you take by 2 while you wear
this armor.

OTHER MATERIAL EFFECTS


Kelbi Horn
A crafting material that is ground up and combined with
mega nutrients to create ancient potions.

402
Raw Meat Kestodon
Provides 2 days rations when cooked. Challenge Rating 1/4 Carves 1
White Liver Carve Chance Material Slots
A white-colored liver, popular for its juicy texture. Sells for
100 gp. 1-5 Raw Meat (O)
6-13 Kestodon Shell (A)
Kestodon 14-20 Kestodon Scalp (W)
Kestodon has an appearance similar to a Pachycephalosaurus. The
male Kestodon are bright orange in color and have a large head
ARMOR MATERIAL EFFECTS
crest, which is used for headbutting rivals. Female Kestodon are
Kestodon Shell
bronze in color though lack the head crest found in males.
You reduce fire damage you take by 2 while you wear this
Kestodon are a calm species that will turn aggressive once attacked
armor.
by a threat.

WEAPON MATERIAL EFFECTS


Kestodon Scalp
Kestodon While you are attuned to this weapon, you can use this
weapon as your spellcasting focus.
Medium beast, unaligned
OTHER MATERIAL EFFECTS
Armor Class 14 Raw Meat
Hit Points 19 (3d8 + 6) Provides 2 days rations when cooked.
Speed 40 ft.

Larinoth
STR DEX CON INT WIS CHA
Larinoth are quite huge monsters, compared to other herbivores
15 (+2) 11 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3) and even many large monsters. It possesses a great height, which is
mostly attributed to its extremely lengthy neck. The tail of a
Saving throws Str +4 Larinoth is rounded and club-like, with spiked plating that runs
Senses passive Perception 11 along the back and up to the crest on its head. Said plating is nearly
Languages — entirely green, and the Larinoth's underbelly is a cream color.
Challenge 1/4 (50 XP) Proficiency +2

Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Larinoth
Huge beast, unaligned
target. Hit: 4 (1d4 + 2) bludgeoning damage. If the
gastodon moves at least 20 feet straight toward a
target immediately before the hit, the target takes an Armor Class 14 (natural armor)
extra 5 (2d4) damage. If the target is a creature, it must Hit Points 19 (3d12)
succeed on a DC 12 Strength saving throw or be Speed 30 ft.
knocked prone.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

Senses passive Perception 10


Languages —
Challenge 1/4 (50 XP) Proficiency +2

Actions
Stomp. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 8 (3d4 + 1) bludgeoning damage.
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) bludgeoning damage.

403
Larinoth Mosswine
Challenge Rating 1/4 Carves 1
Mosswine are small, moss-covered pigs. They have a gray, spiky
Carve Chance Material Slots head plate. Mosswine are known to have a great appetite for
mushrooms. Hunters and marketers commonly observe them to
1-10 Raw Meat (O)
identify an area of Special Mushrooms. Mosswine are docile by
11-20 Larinoth Hide (A,W) nature, but will attack if provoked. They are mostly hunted for their
mushroom-tracking abilities and their meat.

ARMOR MATERIAL EFFECTS


Larinoth Hide
Detect. You gain a +1 bonus to your passive Perception
while you wear this armor.
Mosswine
Medium beast, unaligned
WEAPON MATERIAL EFFECTS
Larinoth Hide Armor Class 10
Botanist. When you successfully gather a plant resource, Hit Points 5 (1d8 + 1)
you instead gather 2. Speed 30 ft.

OTHER MATERIAL EFFECTS STR DEX CON INT WIS CHA


Raw Meat
Provides 2 days rations when cooked. 11 (+0) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

Senses passive Perception 9


Languages —
Challenge 0 (10 XP) Proficiency +2

Mushroom Hunter. The mosswine advantage on any


Wisdom (Perception) checks that rely on smell when
hunting mushrooms.

Actions
Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage.

404
Mosswine
Challenge Rating 0 Carves 1
Carve Chance Material Slots
1-5 Raw Meat (O)
6-15 Blue Mushroom (O)
16-20 Mosswine Hide (A)

Moofah
ARMOR MATERIAL EFFECTS Moofah are docile alpaca-like creatures known for their long
Mosswine Hide shaggy fur. Males have longer horns than females. Domesticated
Mushroomancer. While wearing this armor you can digest Moofah have lighter-colored fur than their wild counterparts, and
mushrooms that would otherwise be inedible and gain its
wear colored bows and bells.
advantageous effects. The more mosswine hide materials
equipped in your armor or trinkets, the more mushrooms
you can eat.
1 Mosswine Hide.
Moofah
Blue Mushroom, Restores a 1d4 hit points. Small beast, unaligned
Toadstool, You regain 1 hit point at the start of each of
your turns for 1 minute. Armor Class 10
Hit Points 3 (1d6)
2 Mosswine Hides.
Speed 30 ft.
Nitroshroom, Your Strength score increases by +2 for 1
minute (to a maximum of 20).
STR DEX CON INT WIS CHA
Parashroom, Your AC becomes 13 + your Dexterity
modifier for the next 8 hours. 10 (+0) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)
3 Mosswine Hides.
Senses passive Perception 10
Chaos Mushroom, You are poisoned for 1 hour, and gain Languages —
5 temporary hit points per character level for the next Challenge 0 (10 XP) Proficiency +2
10 minutes.
Bindshroom, Your speed increases by 10 feet for 1 hour. Sure-Footed. The moofah has advantage on Strength
Exciteshroom, Provides one of the other mushroom and Dexterity saving throws made against effects that
effects, roll a d6 to see which one: would knock it prone.
Actions
1. Blue Mushroom 4. Parashroom
Headbutt. Melee Weapon Attack: +2 to hit, reach 5 ft.,
2. Toadstool 5. Chaos Mushroom one target. Hit: 2 (1d4) bludgeoning damage.
3. Nitroshroom 6. Bindshroom

Moofa
OTHER MATERIAL EFFECTS Challenge Rating 0 Carves 1
Raw Meat
Provides 2 days rations when cooked. Carve Chance Material Slots
Blue Mushroom 1-5 Raw Meat (O)
Item found in (AGtMH p.70) 6-13 Moofah Fur (A)
14-20 Moofah Horn (W)

ARMOR MATERIAL EFFECTS


Moofah Fur
You reduce cold damage you take by 2 while you wear this
armor.

WEAPON MATERIAL EFFECTS


Moofah Horn
Your weapon attacks deal an extra 1 lightning damage.

OTHER MATERIAL EFFECTS


Raw Meat
Provides 2 days rations when cooked.

405
Palamute Sidekick
As of right now, the palamute stat block has been
built with the idea of using it as a sidekick using
Tasha's Cauldron for Everything rules (p.142).
Since many of the rules on armor and weapon
proficiencies require the creature to be humanoid.
We will instead just ignore that rule and the
palamutes gain the same proficiencies as if they
were humanoid, except for ranged weapons,
palamutes can't use those (thrown weapons are
ok).
So what do we do about costs for gear and
rarity? Well for the sake of it all until I get around to
making proper sidekick classes for palamutes and
palicos. You can use the standard barding rules
found in the DMG for cost of armor (4x normal
amount I believe), or allow them to be bought for
normal cost since palamutes and palicos are pretty
common in monster hunter. It is up to your DM.
Rarity doesn't necessarily matter for this gear as I
don't plan on letting the palamutes or palicos gain
weapon properties from rarities. Instead I'll
eventually make more of their abilities into uses
based on armor or weapon rarity I believe.
For now I am considering allowing 1 armor and 1
weapon material allowed in the palamutes and
palico's gear, but this is a test and I am not really
sure how good or bad this may be. It is up to your
DM if they choose to allow it also.

Palamute Scent (Recharges after a Long Rest). When the palamute


finds the sign of a creature, it can spend 1 minute
Medium beast, any alignment
memorizing that creature's scent. For the next 24 hours,
the palamute has advantage on Wisdom (Survival)
Armor Class 12 checks to track the creature.
Hit Points 33 (6d6 + 12)
Speed 40 ft. Actions
Multiattack The palamute makes two Bite attacks.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
15 (+2) 14 (+2) 15 (+2) 9 (-1) 14 (+2) 10 (+0) target. Hit: 5 (1d6 + 2) piercing damage.
Maul (Recharges after a Short or Long Rest). The palamute
Skills Athletics +4, Survival +4 leaps onto a Large or bigger creature's face and makes
Senses passive Perception 12 one Bite attack against it. On a hit, the creature is
Languages Understands Common, but can't speak it blinded until the end of its next turn. On a hit or miss,
Challenge 1/2 (100 XP) Proficiency +2 the palamute remains on the creature and has advantage
on melee attack rolls while it remains on it.
Canine Mount. A Medium or smaller humanoid creature At the start of the palamute's turn, it must make an
can ride on the palamute's back if it allows it. In such a contested Strength (Athletics) check against the
situation, the palamute acts as a controlled mount. While creature's Strength (Athletics) or Dexterity (Acrobatics)
on it, the rider can use its bonus action to use the check. On a failed check, the palamute is thrown off the
palamute's trackers trait. creature and lands in a space adjacent to it. If the
palamute fails the check by 5 or more, it lands prone.
Keen Hearing and Smell. The palamute has advantage on
Wisdom (Perception) checks that rely on hearing or Bonus Actions
smell.
Tracker. The palamute moves up to its speed towards the
creature it has the scent of, or if it is following its scent
trail.
406
Popo
A large grazing herbivore, Popo is somewhat easy prey for
anything larger than itself. Its size and tusks only work to deter
smaller predators. Popo are very docile creatures and will run when
one of their members in a group is under attack or when a threat
enters their area. They will also group together when a large
monster is near, like the Aptonoth in more temperate climates.

Popo
Large beast, unaligned

Armor Class 11 (natural armor)


Hit Points 6 (1d10 + 1)
Speed 20 ft.
Rhenoplos
Rhenoplos is a quadrupedal, Ceratopsian-like monster with an
STR DEX CON INT WIS CHA armored body. Its face features a small nose horn and is surrounded
13 (+1) 8 (-1) 12 (+1) 3 (-4) 11 (+0) 6 (-2) by a frill. While the eyes of Rhenoplos are not particularly
proficient, their hearing is. Rhenoplos charge blindly at whatever
Senses passive Perception 10 sound startles them, including large monsters. However, this makes
Languages — them easy to dodge and easy prey for predators placing them near
Challenge 1/4 (50 XP) Proficiency +2 the bottom of the food chain with most other herbivores. These
creatures live in small groups, spending most of their days
Trampling Charge. If the popo moves at least 20 feet traversing the hot environments while foraging for shrubs and other
straight toward a creature and then hits it with a Gore plant matter.
attack on the same turn, that target must succeed on a
DC 10 Strength saving throw or be knocked prone. If
the target is prone, the popo can make one Stomp
attack against it as a bonus action. Rhenoplos
Medium beast, unaligned
Actions
Multiattack. The popo makes one Gore attack and one Armor Class 14 (natural armor)
Stomp attack. Hit Points 45 (7d8 + 14)
Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one Speed 40 ft.
target. Hit: 4 (1d6 + 1) piercing damage.
Stomp. Melee Weapon Attack: +3 to hit, reach 5 ft., STR DEX CON INT WIS CHA
one target. Hit: 3 (1d4 + 1) bludgeoning damage.
19 (+4) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 5 (-3)

Senses passive Perception 11


Popo Languages —
Challenge Rating 1/4 Carves 1 Challenge 2 (450 XP) Proficiency +2
Carve Chance Material Slots
Keen Hearing. The rhenoplos has advantage on Wisdom
1-10 Raw Meat (O) (Perception) checks that rely on hearing.
11-15 Popo Tongue (O)
16-20 Jumbo Bone (O)
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage. If the
OTHER MATERIAL EFFECTS rhenoplos moves at least 20 feet straight toward a
Popo Tongue target immediately before the hit, the target takes an
Can be cooked (DC 10). A creature who consumes the extra 9 (2d8) bludgeoning damage. If the target is a
cooked tongue can choose any one language. It can read, creature, it must succeed on a DC 14 Strength saving
write, and speak that language for 1 hour. throw or be knocked prone.
Raw Meat
Provides 2 days rations when cooked.
Jumbo Bone
Uncommon armor upgrade material.

407
Rhenoplos Slagtoth
Challenge Rating 2 Carves 1
Slagtoth have green, saggy hides covering most of their body, most
Carve Chance Material Slots notably drooping near the sides of the head and along their flanks.
They are extremely territorial; the males will attack both
1-8 Raw Meat (O)
Adventurers and creatures. They attack Hunters by ramming with
9-13 Rhenoplos Shell (A) the bone lump on their snouts and body-slamming. When
unprovoked however, these docile creatures have often been
14-18 Jumbo Bone (O)
observed to rest in the waters probably because their floppy, frog-
19-20 Rhenoplos Scalp (W) like hides require moisture.

Slagtoth
ARMOR MATERIAL EFFECTS Challenge Rating 1/8 Carves 1
Rhenoplos Shell
You reduce fire damage you take by 3 while you wear this Carve Chance Material Slots
armor.
1-4 Raw Meat (O)
WEAPON MATERIAL EFFECTS 5-13 Slagtoth Oil (O)
Rhenoplos Scalp (Gunlance Only) 14-18 Slagtoth Hide (A,W)
Artillery Novice. While attuned to this weapon, you can
add your Strength modifier to the damage of your shell 19-20 Jumbo Bone (O)
attacks.
ARMOR MATERIAL EFFECTS
OTHER MATERIAL EFFECTS Slagtoth Hide
Raw Meat You reduce acid damage you take by 2 while you wear this
Provides 2 days rations when cooked. armor.
Jumbo Bone
Uncommon armor upgrade material. WEAPON MATERIAL EFFECTS
Slagtoth Hide
Expert Fisherman. When you catch fish, you instead catch
two.
Slagtoth OTHER MATERIAL EFFECTS
Large beast, unaligned
Raw Meat
Provides 2 days rations when cooked.
Armor Class 12 (natural armor)
Hit Points 11 (2d10) Jumbo Bone
Speed 30 ft. Uncommon armor upgrade material.
Slagtoth Oil
Oil extracted from a Slagtoth's skin. The oil can coat one
STR DEX CON INT WIS CHA
bludgeoning, piercing, or slashing weapon or up to 5
12 (+1) 8 (-1) 10 (+0) 2 (-4) 11 (+0) 6 (-2) pieces of slashing or piercing Ammunition. Applying the
oil takes 1 minute. For 1 hour, the coated item is magical
Senses passive Perception 10 and deals an extra 1d4 acid damage.
Languages —
Challenge 1/8 (50 XP) Proficiency +2

Trampling Charge. If the slagtoth moves at least 20 feet


straight toward a creature and then hits it with a Body
Slam attack on the same turn, that target must succeed
on a DC 11 Strength saving throw or be knocked
prone. If the target is prone, the slagtoth can make one
Headbutt attack against it as a bonus action.

Actions
Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Body Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning damage.

408
Lynians
Lynians are sapient monsters, and are typically short of stature. There are currently two distinct groups of Lynian: the cat-like Melynx, Felyne,
and Grimalkyne, and the humanoid Shakalaka and Gajalaka. Lynians are intelligent, have complex societies, and speak their own languages.
Whereas the Shakalaka and Gajalaka are more primitive and tribal, the feline species tend to lead peaceful lives and often coexist with human
society.

To determine which color the tusks are and which


spear the boaboa uses Roll 1d4, On a 1, the tusks are
blue and it uses a stone spear; On a 2, the tusks are
yellow and it uses a paralysis spear; On a 3, the tusks
are purple and it uses a poison spear; and on a 4, the
tusks are black and it uses a blind spear

Actions
Stone Spear. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d6 + 2) piercing damage or 6 (1d8 + 2) piercing
damage if used with two hands to make a melee attack
and the target must make a DC 10 Constitution saving
throw or become petrified for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

Boaboa Blind Spear. Melee or Ranged Weapon Attack: +4 to hit,


reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
The Boaboa have the basic shape of a Grimalkyne, but exhibit 2) piercing damage or 6 (1d8 + 2) piercing damage if
much thicker, white fur and a bulkier frame. They wear crude used with two hands to make a melee attack and the
imitations of Popo heads as masks, with the tusk's tips painted in target must make a DC 10 Constitution saving throw
colours that correspond to the status ailment each individual or become blinded for 1 minute. A creature can repeat
Boaboa uses in combat. the saving throw at the end of each of its turns, ending
The Boaboa are capable of using many different status ailments the effect on itself on a success.
to damage their foes. They feed on Popo, but also show reverence
Paralysis Spear. Melee or Ranged Weapon Attack: +4 to
to the creatures, dressing up to look like them and travelling with
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
the herds through the Hoarfrost Reach. Young Boaboa can undergo
(1d6 + 2) piercing damage or 6 (1d8 + 2) piercing
a sort of rite of passage where they hunt a Beotodus. If they damage if used with two hands to make a melee attack
survive, they are seen as heroes in the tribe. and the target must make a DC 10 Constitution saving
throw or become paralyzed for 1 minute. A creature
can repeat the saving throw at the end of each of its
Boaboa turns, ending the effect on itself on a success.
Small humanoid (lynian), neutral Sleep Spear. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
Armor Class 13 (hide) 2) piercing damage or 6 (1d8 + 2) piercing damage if
Hit Points 21 (6d6) used with two hands to make a melee attack and the
Speed 25 ft. target must make a DC 10 Constitution saving throw,
or fall unconscious for 1 minute, until the sleeper takes
damage, or someone uses an action to shake or slap
STR DEX CON INT WIS CHA the sleeper awake.
14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 7 (-2)

Damage Resistances cold


Senses passive Perception 10
Languages Common, Lynian, Shakalaka
Challenge 1/4 (50 XP) Proficiency +2 Looting Lynians
Lynians, much like other humanoid creatures are
Popo Mask The boaboa wear crude imitations of popo not carved. Instead, when a hunter searches the
heads as masks, with the tusk's tips painted in colors body they have a 50% chance to have something
that correspond to the spear it uses. The color on the type of item. You or the hunter can roll the
tusks range from blue to yellow to purple to black. . percentile dice. If they have an item, roll on the
tables below to determine what the item is.

409
Boaboa Loot Table
The Boaboa uses the gajalaka loot table, but
Felyne
Small humanoid (lynian), chaotic good
instead of knives, they use javelins that break on
impact and the DC is increased to 11.
Armor Class 15 (chain shirt)
Hit Points 36 (8d6 + 8)
Speed 25 ft., burrow 10 ft.
Felyne
Felynes resemble bipedal cats capable of human language. They STR DEX CON INT WIS CHA
typically have light fur, but can come in a variety of colors and
patterns. 14 (+2) 12 (+1) 13 (+1) 9 (-1) 10 (+0) 14 (+2)
Felyne are a lot more agile and smarter than an average cat. The
Felyne are able to walk upright, like a human, and even build tools Senses passive Perception 10
with both hands. Felyne are looked at as their own culture due to Languages Common, Lynian
their intelligence, lifestyle, and groups. They can make equipment Challenge 1 (200 XP) Proficiency +2
such as pickaxes, axes, and bombs. Felyne are known to form
villages in secluded areas, where most monsters wouldn't dare to Actions
venture to. Felyne villages are known to have tribal exchanges with
other Felyne and other cultures. With enough time and practice,
Multiattack The wild felyne makes two Bone Pick
attacks.
Felyne can learn how to talk in the same languages as other
cultures, including the human language. However, they often retain Bone Pick. Melee Weapon Attack: +4 to hit, reach 5 ft.,
a degree of an accent in the form of meowing and cat puns one target. Hit: 5 (1d6 + 2) slashing damage.
interspersed throughout their speech.
Every Felyne is different in their own way. Some are aggressive, Bonus Actions
while some are calm. If attacked, however, they'll attack with just Feline Inspiration (2/per Short or Long rest). The felyne
about anything in their hand, even going as far as to run at a foe sounds its horn, inspiring a target within 30 feet of it.
with a live bomb for protection. If the battle starts looking bad, The target gains an Inspiration die, a d4. Once within
they'll dig a hole and travel somewhere safe. Commonly, Felyne the next 10 minutes, the creature can roll the die and
are seen working in all sorts of human establishments or add the number rolled to one ability check, attack roll,
settlements. They've been seen being farmers, traders, adventurers, or saving throw it makes.
etc. Some Felyne, known as Palicoes, are known to assist hunters-
and quite a few are independent "Meownster Hunters" in their own
right.
Felyne
Challenge Rating 1 Loot 1
Loot Chance Item
1-7 Felvine
8-14 Herb
15-17 Round Acorn
18-19 Coins
20 Flash Bomb

ITEM EFFECTS
Felvine
Item found in (AGtMH p.76)
Herb
Item found in (AGtMH p.76)
Round Acorn
A perfectly round acorn. It's a Felyne's beloved treasure.
Can be sold for 10 gp.
Coins
The felyne has 2d6 gold pieces on them.
Flash bomb
Item found in (AGtMH p.62)

410
Gajalaka
Small humanoid (lynian), neutral

Armor Class 12 (tribal armor)


Hit Points 5 (2d6 - 2)
Speed 25 ft.

STR DEX CON INT WIS CHA


15 (+2) 7 (-2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)

Senses passive Perception 8


Languages Common, Lynian, Shakalaka
Challenge 1/8 (25 XP) Proficiency +2

Tribal Mask The gajalaka wears a red mask. These red


Gajalaka
masks have different color accents, ranging from blue Like many Lynians, Gajalaka are short humanoids. They resemble
to yellow to purple to black, to represent what Shakalaka more than Felynes or Grimalkynes, lacking any fur and
condition its weapons afflict. Roll 1d4, On a 1 blue wearing large tribal masks which leave only their bright yellow
represents stone knife; On a 2 yellow represents eyes visible. These red masks have different color accents, ranging
paralysis knife; On a 3 purple represents poison knife; from blue to yellow to purple, to represent what status ailment their
and on a 4 black represents blind knife. weapons afflict. The Gajalaka are aggressive towards large
monsters and hunters, and will throw projectiles at both.
Actions The Gajalaka are aggressive towards large monsters and
Stone knife. Melee or Ranged Weapon Attack: +4 to hit, adventurers, and will attack with status-afflicting weapons if
reach 5 ft. or range 20/40 ft., one target. Hit: 4 (1d4 + threatened. The Gajalaka are capable of dealing Sleep, Paralysis,
2) piercing damage and the target must make a DC 10 and Poison to both large monsters and players alike. You can tell
Constitution saving throw or become petrified for 1 these apart by the color of their mask's accents; blue represents
minute. A creature can repeat the saving throw at the sleep, yellow represents paralysis, and purple represents poison.
end of each of its turns, ending the effect on itself on a Gakalaka can accidentally poison each other if they get crossed up
success. in skirmishes.

Blind knife. Melee or Ranged Weapon Attack: +4 to hit, Gajalaka


reach 5 ft. or range 20/40 ft., one target. Hit: 4 (1d4 +
Challenge Rating 1/8 Loot 1
2) piercing damage and the target must make a DC 10
Constitution saving throw or become blinded for 1 Loot Chance Item
minute. A creature can repeat the saving throw at the 1 Ration (1 day)
end of each of its turns, ending the effect on itself on a
success. 2-5 Stone knife
Paralysis knife. Melee or Ranged Weapon Attack: +4 to 6-10 Blind knife
hit, reach 5 ft. or range 20/40 ft., one target. Hit: 4
11-15 Paralysis knife
(1d4 + 2) piercing damage and the target must make a
DC 10 Constitution saving throw or become paralyzed 16-19 Sleep knife
for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself 20 Potion of healing
on a success.
Sleep knife. Melee or Ranged Weapon Attack: +4 to hit, OTHER MATERIAL EFFECTS
reach 5 ft. or range 20/40 ft., one target. Hit: 4 (1d4 + Ration (1 day)
2) piercing damage and the target must make a DC 10 These rations consist of dried fruit and some type of
Constitution saving throw fall unconscious for 1 animal meat suitable for extended travel.
minute, until the sleeper takes damage, or someone Stone knife
uses an action to shake or slap the sleeper awake. When you hit a creature with this dagger, it must make a
DC 10 Constitution saving throw or become petrified for 1
minute. A creature can repeat its saving throw at the end
of its turn, ending the petrification on a success. Once it
hits a creature, the stone knife breaks.

411
Blind knife Grimalkyne
When you hit a creature with this dagger, it must make a
Challenge Rating 1 Loot 1
DC 10 Constitution saving throw or become blinded for 1
minute. A creature can repeat its saving throw at the end Loot Chance Item
of its turn, restoring sight on a success. Once it hits a
creature, the blind knife breaks. 1-8 Coins
Paralysis knife 9-13 Hot Pepper
When you hit a creature with this dagger, it must make a
14-16 Snow Herb
DC 10 Constitution saving throw or be incapacitated and
has its movement speed is reduced to 0 for 1 minute. A 17-20 Flashfly Cage
creature can repeat its saving throw at the end of its turn,
ending the effect on a success. Once it hits a creature, the
paralysis knife breaks. OTHER MATERIAL EFFECTS
Sleep knife Coins
The grimalkyne has 3d6 copper pieces on them.
When you hit a creature with this dagger, it must make a
DC 10 Constitution saving throw or fall unconscious for 1 Hot Pepper
minute, until it takes damage, or is shaken awake by Item found in (AGtMH p.71)
another creature. Once it hits a creature, the sleep knife
breaks. Snow Herb
Item found in (AGtMH p.71)
Potion of healing
You regain 2d4 + 2 Hit Points when you drink this potion. Flashfly Cage
As an action, this tiny cage can be placed on the ground.
Grimalkyne When struck the cage explodes filling the area within 20
feet of it in blinding light. Each creature in that area must
Grimalkyne resemble bipedal lynxes. They have tufted ears, and
make a DC 12 Constitution saving throw or become
come in a variety of colors depending on the tribe.
blinded for 1 minute.
Grimalkyne are wary of strangers, but will readily help those
who have proven themselves to their tribe. Once befriended,
Grimalkyne will share their tools and assist in trapping monsters.
They mark their territory with doodles and their dens are usually
well hidden.

Grimalkyne
Small humanoid (lynian), neutral

Armor Class 13 (leather armor)


Hit Points 55 (10d6 + 20)
Speed 25 ft., burrow 10 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 14 (+2) 9 (-1) 14 (+2) 10 (+0)

Senses passive Perception 12


Languages Common, Lynian
Challenge 1 (200 XP) Proficiency +2

Actions
Multiattack The grimalkyne makes two War Pick
attacks.
War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.
Vine Net (Recharge 5-6). Ranged Weapon Attack. +4 to
hit, range 5/15 ft., one Large or smaller creature. Hit:
The target is restrained. A creature can use its action to
make a DC 13 Strength check to free itself or another
creature in a net, ending the effect on a success.
Dealing 5 slashing damage to the net (AC 10) frees the
target without harming them and destroys the net.

412
Melynx Melynx
Challenge Rating 1 Loot 1
Melynx are noted for their black fur and the ability to talk in
human language, as well as do human activities like their fellow Loot Chance Item
Lynian subspecies called the Felynes. 1-10 Rations (1 day)
Melynx are quite intelligent. Melynx are able to build tools,
trade with other Lynian tribes, and even settle in settlements. 11-15 Coins
Melynx in human villages sometimes take job opportunities, 16-19 Secret Stash+
mostly as Felyne Chefs and/or Felyne Comrades. Felyne Chefs
cook food for their customer to support them in their adventures by
20 Shock Trap
temporarily enhancing their abilities. Melynx are quite intelligent.
Wild Melynx appear in groups and have a tendency to rob OTHER MATERIAL EFFECTS
hunters of their items so they can see how valuable said item is. Ration (1 day)
Once they obtain an item, they run away and dig underground. Rations consist of dry foods suitable for extended travel,
Secluded, they'll look at the item and consider if it's valuable or including jerky, dried fruit, hardtack, and nuts.
not. If it is valuable they'll either sell it, trade it, or give it away to
Coins
another Lynian tribe. If it isn't valuable they may just intentionally
The melynx has 2d6 silver pieces on them.
leave it behind somewhere random. If items are stolen by a Melynx
then there is a chance that one could get it back by looking for a Secret Stash+
crude statue of a Felyne with paint on it. Some items can be A pouch carried by a melynx. Full of miscellaneous junk.
recovered here. Can be sold for 50 gp.
They live in harmony with the lighter-toned species of Lynian, Shock Trap
the Felynes. The Melynx and Felynes seem to be hostile towards Item found in (AGtMH p.63)
the other Lynian Species, the Shakalaka, as they are never seen
living in the same area together, though all three species live in the

Wild Melynx
same environments.

Small humanoid (lynian), unaligned

Melynx Armor Class 13 (hide)


Hit Points 28 (8d6)
Small humanoid (lynian), chaotic good
Speed 25 ft., burrow 10 ft.
Armor Class 13 (chain shirt)
Hit Points 40 (9d6 + 9) STR DEX CON INT WIS CHA
Speed 25 ft., burrow 10 ft.
9 (-1) 12 (+1) 10 (+0) 6 (-3) 10 (+0) 10 (+0)

STR DEX CON INT WIS CHA Senses passive Perception 10


Languages Common, Lynian
16 (+3) 10 (+0) 13 (+1) 8 (-1) 12 (+1) 10 (+0)
Challenge 1/8 (25 XP) Proficiency +2
Senses passive Perception 11 Loot. A wild melynx can hold one stolen item at a time.
Languages Common, Lynian When it uses Snatch, it will prioritize herbs first,
Challenge 1 (200 XP) Proficiency +2 potions second, or any other item of the DMs choice
third. It cannot steal anything that weighs more than 9
Actions lbs.
Multiattack The melynx makes two Catspaw Mace Pilfer. When the wild melynx steals an item, it will use
attacks. its movement to flee from the target as if it was
frightened. Once it is 60 feet away from all enemies, it
Catspaw Mace. Melee Weapon Attack: +5 to hit, reach will burrow underground and travel to its "base."
5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Actions
Flash Bomb (1/day). The melynx slams a bulb of
blinding powder onto the ground in front of it. All Multiattack The wild melynx makes two Catspaw Mace
creatures within 30 feet of the melynx must make a DC attacks.
11 Constitution saving throw or become blinded for 1 Catspaw Mace. Melee Weapon Attack: +1 to hit, reach
minute. a creature can repeat the saving throw at the 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage.
end of its turns, ending the effect.
Snatch. The wild melynx attempts to steal an object
from its target. The target must make a DC 11
Dexterity saving throw or have an item stolen. A wild
melynx drops the stolen item if it takes 5 damage on a
single turn or when it dies.

413
Wild Melynx Shakalaka
Challenge Rating 1/8 Loot 1 Shakalaka are small, humanoid creatures with green skin. They
wear a mask over their heads at all times, so their true faces are
Loot Chance Item unknown. The shakalaka are very similar to humans, in that they
1-5 Bitterbug hunt and gather, but are less civilized in nature.
The shakalaka have developed strong muscles in order to hunt
6-10 Sushifish prey and to attack trespassers. They also have been known to
11-15 Secret Stash utilize poison, sleep gas, and barrel bombs to attack. They utilize
disguises, usually as mushrooms and ice crystals; however, these
16-20 Thunderbug disguises are easy to see through, as the mushrooms are much
larger and brighter than any other, and the ice crystals are metallic
OTHER MATERIAL EFFECTS colored.
Bitterbug The shakalaka are proud and barbaric creatures, attacking most
Item found in (AGtMH p.74) creatures, including hunters, on sight. It has been said that young
shakalaka partake in a coming-of-age ritual in which they are sent
Sushifish out of their settlement to bring back items of great value to their
Item found in (AGtMH p.73) tribe. This can take the form of a rare monster material, treasure, or
Secret Stash an object with historical or cultural importance to the tribe (such as
A pouch carried by a wild melynx. Full of miscellaneous a special mask).
junk. Can be sold for 5 gp.
Thunderbug
Item found in (AGtMH p.74) Shakalaka
Small humanoid (lynian), neutral

Armor Class 12 (tribal armor)


Hit Points 5 (2d6 - 2)
Speed 25 ft.

STR DEX CON INT WIS CHA


15 (+2) 7 (-2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)

Senses passive Perception 8


Languages Common, Lynian, ShakaLaka
Challenge 1/8 (25 XP) Proficiency +2
Boom Shakalaka. The shakalaka leaves behind a small
container when it flees or on its body when it dies.
Shakalaka There is a 50 percent chance that the container is
Challenge Rating 1/8 Loot 1 actually an explosive that contains no treasure. It is
Loot Chance Item unlocked and requires a DC 12 Wisdom (Investigation)
check to determine if it is an explosive. A creature that
1-10 Poison Knife opens the an explosive container must make a DC 13
11-16 Gold Sake Dexterity saving throw, taking 10 (3d6) fire damage on
a failed save or half as much damage on a successful
17-20 Shakalaka Treasure one. A container that is not an explosive contains 10
(3d6) silver pieces worth of materials of the DMs
choosing.
OTHER MATERIAL EFFECTS
Poison Knife Pack Tactics. The shakalaka has advantage on an attack
When you hit a creature with this dagger, it must make a roll against a creature if at least one of the shakalaka's
DC 10 Constitution saving throw or become poisoned for allies is within 5 feet of the creature and the ally isn't
1 minute. A creature can repeat its saving throw at the end incapacitated.
of its turn, curing the poison on a success. Once it hits a Actions
creature, the poison knife breaks.
Poison knife. Melee or Ranged Weapon Attack: +4 to
Gold Sake
hit, reach 5 ft. or range 20/40 ft., one target. Hit: 4
A delicious golden colored sake worth 10 gp
(1d4 + 2) piercing damage and the target must make a
Shakalaka Treasure DC 10 Constitution saving throw or be poisoned for 1
A small pouch containing 5d6 gp minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.

414
King Shakalaka
King Shakalaka is slightly larger than its subjects, but generally
looks identical. It wears a BBQ spit upon its head, and wields a
thigh bone as a club. it is surprisingly strong for its size, able to
cause a great deal of damage. It is able to launch fireballs from the
BBQ spit atop its head.
He can put hunters to sleep, like his Shakalaka brethren,
however he appears to have lost the ability to poison hunters. Also,
the King Shakalaka has extraordinary endurance which belies its
size. Combine this with its muscle power, and it may be assumed
that, somehow, it has developed a "berserker-esque" sense which
allows it to block out pain, and continue fighting through rigorous
physical demands which would have most Shakalaka defeated. To
attack, he thoroughly clobbers his foes with a steak from another
victim.
The King Shakalaka is an aggressive leader when the Shakalakas
fight alongside him. Its leadership skill came in his bond shared
between him and his minions, but the Shakalaka leader relies on
King Shakalaka teamwork in order to bring down an intruder such as Velociprey
and other small sized monsters. This creature shows no sign of fear
Medium humanoid (lynian), neutral
towards humans. It will harass the intruder who enters its domain
with the help of its minions. The creature hates to be provoked by
Armor Class 14 (bone armor) something else. Many secrets about this powerful leader are
Hit Points 42 (6d8 + 15) unknown to many scholars.
Speed 25 ft. (35 ft. while raging)

King Shakalaka
STR DEX CON INT WIS CHA Challenge Rating 1 Loot 2
18 (+4) 10 (+0) 16 (+3) 14 (+2) 9 (-1) 8 (-1)
Loot Chance Item
Senses passive Perception 9 1-10 Shakalaka Treasure
Languages Common, Lynian, Shakalaka
11-13 Suiko Jewel
Challenge 1 (200 XP) Proficiency +2
14-15 Akito Jewel
Actions 16-18 Battlefield Jewel
fire bolt. Ranged Spell Attack: +4 to hit, range 120 ft., 19-20 Armor Sphere
one target. Hit: 5 (1d10) fire damage.
Thighbone. Melee Weapon Attack: +6 to hit, reach 5 ft., OTHER MATERIAL EFFECTS
one target. Hit: 7 (1d6 + 4) bludgeoning damage. Shakalaka Treasure
Sleep Bomb (1/day). The king shakalaka throws a ball of A small pouch containing 5d6 gp
sleep powder at a point within 30 feet of it. Each
Suiko Jewel
creature within 10 feet of the point must succeed on a
DC 12 Constitution saving throw or fall unconscious A jewel of unknown use, the research fleet is willing to buy
for 15 gp
for 1 minute, until the sleeper takes damage, or
someone uses an action to shake or slap the sleeper Akito Jewel
awake. A jewel of unknown use, the research fleet is willing to buy
for 20 gp
Reactions Battlefield Jewel
Imperial Rage. When the king shakalaka takes damage, it A jewel of unknown use, the research fleet is willing to buy
begins to fight with tyrannical ferocity. For 1 minute, for 25 gp
the king shakalaka has resistance to bludgeoning,
piercing, and slashing damage, has speed of 35 feet, Armor Sphere
and has advantage on Strength saving throws. At the Uncommon armor upgrade material.
end of each of the king shakalaka's turns, the rage ends
if the king shakalaka hasn't attacked a hostile creature
or taken damage since the end of its last turn.

415
Endemic Life
Endemic Life are creatures found in Monster Hunter Universe across many locations that can be captured by a hunter's Net or fishing pole.
They are not hostile, but will be scared away easily, making their study and capture difficult. Some Endemic Life creatures also present
Environmental Hazards or useful effects.

Dung Beetle Forest Gekko


Tiny beast, unaligned Tiny beast, unaligned

Armor Class 11 (natural armor) Armor Class 10


Hit Points 3 (1d4 + 1) Hit Points 2 (1d4)
Speed 20 ft., climb 20 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 12 (+1) 1 (-5) 5 (-3) 3 (-4) 2 (-4) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4)

Senses passive Perception 7 Senses darkvision 30 ft., passive Perception 9


Languages — Languages —
Challenge 0 (10 XP) Proficiency +2 Challenge 0 (10 XP) Proficiency +2

Actions Plant Camouflage. The gekko has advantage on Dexterity


(Stealth) checks it makes in any terrain with ample green
Bite. Melee Weapon Attack: +0 to hit, Reach 5 ft., one plant life.
target. Hit: 1 piercing damage.
Actions
A dung beetle rolls dung around all day long. Need some dung?
Bite. Melee Weapon Attack: +0 to hit, Reach 5 ft., one
Then look no further! Just give it a kick. What you do with it is
target. Hit: 1 piercing damage.
none of my business!

Bomb Beetle
Tiny beast, unaligned
Variant: Gekko Names & Traits
Armor Class 11 (natural armor) Some gekkos are named different and replace the
Hit Points 3 (1d4 + 1) plant camouflage trait with another depending on
Speed 20 ft., climb 20 ft. its environment.
The wildspire gekko uses the following trait:
STR DEX CON INT WIS CHA Desert Camouflage. The gekko has advantage on
Dexterity (Stealth) checks it makes to hide in
6 (-2) 10 (+0) 12 (+1) 1 (-5) 5 (-3) 3 (-4) sandy terrain.
The gloom gekko uses the following trait:
Damage Immunities fire Shadow Camouflage. The gekko has advantage
Senses passive Perception 7 on Dexterity (Stealth) checks it makes to hide
Languages — dim light or darkness.
Challenge 0 (10 XP) Proficiency +2 The moonlight gekko uses the following trait:
Illumination. The gekko sheds dim light in a 1-
Actions foot radius around it.
Bite. Melee Weapon Attack: +0 to hit, Reach 5 ft., one
target. Hit: 1 piercing damage.

A bomb bettle rolls around explosive rocks and are known to


have astounding thermal resistance. The explosive rock they roll
around contains 5 oz of gunpowder.

416
Iron Helmcrab Nitrotoad
Tiny beast, unaligned Tiny beast, unaligned

Armor Class 11 (natural armor) Armor Class 11


Hit Points 2 (1d4) Hit Points 2 (1d4)
Speed 20 ft., burrow 5 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) 1 (-5) 13 (+1) 10 (+0) 1 (-5) 8 (-1) 3 (-4)

Senses blindsight 30 ft., passive Perception 9 Skills Perception +1, Stealth +3


Languages — Senses darkvision 30 ft., passive Perception 11
Challenge 0 (10 XP) Proficiency +2 Languages —
Challenge 0 (10 XP) Proficiency +2
Amphibious. The helmcrab can breathe air and water.
Death Burst. The nitrotoad explodes when it drops to 0 hit
Actions points. Each creature within 10 feet of it must make a DC
10 Dexterity saving throw, taking 7 (2d6) fire damage and
Claw. Melee Weapon Attack: +0 to hit, Reach 5 ft., one be thrown 10 feet in a random direction away from the
target. Hit: 1 bludgeoning damage.
nitrotoad on a failed save, or half as much damage and isn't
thrown on a successful one.
A iron helmcrab typically lives near swamp-like areas. They are
often sought after by bowgun users, for a iron helmcrab eat Standing Leap. The nitrotoad's long jump is up to 10 feet
needleberries which can often be found intact inside its stomach. and its high jump is up to 5 feet, with or without a running
start.

Paratoad Actions
Tiny beast, unaligned Bite. Melee Weapon Attack: +0 to hit, Reach 5 ft., one
target. Hit: 1 piercing damage.
Armor Class 11
Hit Points 2 (1d4)
Speed 20 ft., climb 20 ft. Sleeptoad
Tiny beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 11
1 (-5) 13 (+1) 10 (+0) 1 (-5) 8 (-1) 3 (-4) Hit Points 2 (1d4)
Speed 20 ft., climb 20 ft.
Skills Perception +1, Stealth +3
Senses darkvision 30 ft., passive Perception 11
Languages — STR DEX CON INT WIS CHA
Challenge 0 (10 XP) Proficiency +2 1 (-5) 13 (+1) 10 (+0) 1 (-5) 8 (-1) 3 (-4)
Death Burst. The paratoad explodes when it drops to 0 hit
Skills Perception +1, Stealth +3
points. Each creature within 10 feet of it must succeed on
Senses darkvision 30 ft., passive Perception 11
a DC 10 Constitution saving throw or be paralyzed for 1
Languages —
minute. A creature can repeat the saving throw at the end
Challenge 0 (10 XP) Proficiency +2
of each of its turns, ending the paralysis on a success.
Standing Leap. The paratoad's long jump is up to 10 feet Death Burst. The sleeptoad explodes when it drops to 0 hit
and its high jump is up to 5 feet, with or without a running points. Each creature within 10 feet of it must succeed on
start. a DC 10 Constitution saving throw or fall unconscious
until the end of its next turn, the sleeper takes damage, or
Actions someone uses an action to shake or slap the sleeper
Bite. Melee Weapon Attack: +0 to hit, Reach 5 ft., one awake.
target. Hit: 1 piercing damage. Standing Leap. The sleeptoad's long jump is up to 10 feet
and its high jump is up to 5 feet, with or without a running
start.

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

417
Solider Helmcrab Giant Vigorwasp
Tiny beast, unaligned Small beast, unaligned

Armor Class 11 (natural armor) Armor Class 12


Hit Points 3 (1d4 + 1) Hit Points 5 (2d4)
Speed 20 ft., burrow 5 ft. Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 11 (+0) 12 (+1) 1 (-5) 8 (-1) 2 (-4) 1 (-5) 14 (+2) 10 (+0) 1 (-5) 8 (-1) 2 (-4)

Senses blindsight 30 ft., passive Perception 9 Senses passive Perception 9


Languages — Languages —
Challenge 0 (10 XP) Proficiency +2 Challenge 0 (10 XP) Proficiency +2

Amphibious. The helmcrab can breathe air and water. Death Burst. The vigorwasp explodes when it drops to 0 hit
points. Each creature within 5 feet of it regains 9 (2d8) hit
Actions points.
Claw. Melee Weapon Attack: +0 to hit, Reach 5 ft., one Flyby. The vigorwasp doesn't provoke opportunity attacks
target. Hit: 1 bludgeoning damage. when it flies out of an enemy's reach.

A solider helmcrab typically lives near swamp-like areas. They


are often sought after by bowgun users, for a solider helmcrab eat
scatternuts which can often be found intact inside its stomach.
Wiggler
Tiny beast, unaligned

Vigorwasp Armor Class 11


Hit Points 1 (1d4 - 1)
Tiny beast, unaligned
Speed 0 ft., burrow 5 ft.
Armor Class 11
Hit Points 3 (1d4 + 1) STR DEX CON INT WIS CHA
Speed 0 ft., fly 30 ft.
1 (-5) 12 (+1) 8 (-1) 1 (-5) 12 (+1) 3 (-4)

STR DEX CON INT WIS CHA Skills Acrobat +3, Perception +3
1 (-5) 12 (+1) 8 (-1) 1 (-5) 8 (-1) 2 (-4) Senses darkvision 30 ft., passive Perception 13
Languages —
Challenge 0 (10 XP) Proficiency +2
Senses passive Perception 9
Languages —
Challenge 0 (10 XP) Proficiency +2 Actions
Bite. Melee Weapon Attack: +1 to hit, Reach 5 ft., one
Death Burst. The vigorwasp explodes when it drops to 0 hit target. Hit: 1 piercing damage.
points. Each creature within 5 feet of it regains 4 (1d8) hit
points. Bonus Actions
Wiggle. The wiggler wiggles dramatically.
Flyby. The vigorwasp doesn't provoke opportunity attacks
when it flies out of an enemy's reach.

418
Appendix A: Monster Lists
Monster by Environment Coastal Monsters
The following tables organize monsters by environment and Coastal Monster Name CR (XP)
challenge rating. These tables omit monsters that don't customarily
Altaroth, Kelbi 0 (10)
inhabit the environments included here.
Wild Melynx, Gajalaka, Slagtoth, Epioth,
Arctic Monsters 1/8 (25)
Wingdrakes
Arctic Monster Name CR (XP) Velociprey, Bnahabra, Hornetaur, Vespoid,
1/4 (50)
Altaroth, Kelbi 0 (10) Great Thunderbug
Anteka, Aptonoth, Gowngoat, Shakalaka, Zamite, Hermitaur, Ceanataur, Remobra 1/2 (100)
1/8 (25)
Wild Melynx, Wingdrakes Velocidrome, Ludroth, Gajau, Felyne,
1 (200)
Boaboa, Bullfango, Bnahabra, Great Melynx, Grimalkyne
Thunderbug, Konchu, Popo, Velociprey, 1/4 (50) Yian Kut-ku 3 (700)
Vespoid
Tetsucabra 4 (1,100)
Giaprey, Blango, Giggi, Zamite, Remobra 1/2 (100)
Blue Yian Kut-ku, Royal Ludroth, Zamtrios 5 (1,800)
Baggi, Izuchi, Felyne, Melynx, Velocidrome,
1 (200) Bishaten, Gobul, Seregios 7 (2,900)
Wulg,
Great Baggi, Giadrome, Bulldrome 2 (450) Odogaron 8 (3,900)
Great Izuchi, Lagombi 3 (700) Daimyo Hermitaur, Plesioth 9 (5,000)
Arzuros, Tetsucabra 4 (1,100) Somnacanth, Zinogre 10 (5,900)
Blue Yian Kut-ku, Zamtrios 5 (1,800) Nargacuga, Mizutsune, Dire Miralis 11 (7,200)
Aknosom, Tetranadon, Tzitzi-Ya-Ku, Young Banbaro, Blood Orange Bishaten, Ebony
6 (2,300) 12 (8,400)
Gammoth Odogaron, Espinas, Kirin
Seregios 7 (2,900) Shogun Ceanataur 13 (10,000)
Blangonga, Viper Tobi-Kadachi 9 (5,000) Lagiacrus, Namielle 14 (11,500)
Somnacanth, Gigginox, Khezu, Zinogre 10 (5,900) Almudron, Rajang, Kushala Daora,
15 (13,000)
Tempered Seregios
Nargacuga, Mizutsune 11 (7,200)
Garangolm, Tigrex, Valstrax 16 (15,000)
Banbaro, Ebony Odogaron, Beotodus, Kirin 12 (8,400)
Brachydios, Magnamalo, Tempered Shogun
Aurora Somnacanth, Legiana 13 (10,000) 17 (18,000)
Ceanataur, Velkhana
Rajang, Barioth, Fulgur Anjanath, Kushala Deviljho, Tempered Daimyo Hermitaur,
15 (13,000) 18 (20,000)
Daora, Tempered Seregios Tempered Dire Miralis, Tempered Espinas
Tigrex, Valstrax 16 (15,000) Tempered Namielle, Thunder Serpent
19 (22,000)
Brachydios, Gammoth, Magnamalo, Narwa, Wind Serpent Ibushi
17 (18,000)
Shrieking Legiana, Velkhana Gore Magala, Lucent Nargacuga, Scorned
21 (33,000)
Deviljho, Goss Harag 18 (20,000) Magnamalo
Lunagaron 19 (22,000) Savage Deviljho, Tempered Velkhana 22 (41,000)
Ukanlos 20 (25,000) Archtempered Namielle 24 (62,000)
Savage Deviljho, Scorned Magnamalo, Archtempered Dire Miralis 26 (90,000)
22 (41,000)
Tempered Velkhana Archtempered Velkhana 27 (105,000)
Xeno'jiiva 25 (75,000) Safi'jiva 29 (135,000)
Archtempered Velkhana, Behemoth 27 (105,000) Ruiner Nergigante 30 (155,000)
Safi'jiva 29 (135,000) Desert Monsters
Ruiner Nergigante, Lao-Shan Lung 30 (155,000) Desert Monster Name CR (XP)
Altaroth, Kelbi, Mosswine 0 (10)
Delex, Wild Melynx, Shakalaka, Gajalaka,
1/8 (25)
Wingdrakes
419
Desert Monster Name CR (XP) Forest Monster Name CR (XP)
Velociprey, Genprey, Bnahabra, Vespoid, Ceanataur, Giaprey, Giggi, Hermitaur,
1/2 (100)
Great Thunderbug, Konchu, Apceros, 1/4 (50) Ioprey, Jaggi, Jagras, Palamute, Remobra
Kestodon
Boggi, Conga, Felyne, Grimalkyne, Iodrome,
Jaggi, Giggi, Hermitaur, Remobra 1/2 (100) Izuchi, Jaggia, King Shakalaka, Melynx, 1 (200)
Velocidrome, Vespoid Queen, Wroggi
Felyne, Grimalkyne, Jaggia, Melynx,
1 (200)
Rachnoid, Velocidrome Gendrome, Great Jaggi, Great Wroggi,
Giadrome, Great Maccao, Bulldrome, 2 (450)
Gendrome, Great Jaggi, Cephalos,
2 (450) Rhenoplos
Rhenoplos
Great Izuchi, Seltas, Yian Kut-ku, 3 (700)
Kulu-Ya-Ku, Hypnocatrice, Pukei-Pukei,
4 (1,100)
Barroth, Tetsucabra Kulu-Ya-Ku, Hypnocatrice, Pukei-Pukei,
4 (1,100)
Arzuros, Great Jagras, Tetsucabra
Volvidon 5 (1,800)
Blue Yian Kut-ku, Volvidon 5 (1,800)
Tzitzi-Ya-Ku, Qurupeco, Congalala, Uragaan 6 (2,300)
Aknosom, Basarios, Congalala, Crimson
Seregios, Anjanath, Cephadrome 7 (2,900)
Qurupeco, Kecha Wacha, Nerscylla, 6 (2,300)
Rathian, Odogaron, Nibelsnarf 8 (3,900) Qurupeco, Tetranadon, Tobi-Kadachi
Daimyo Hermitaur, Plesioth, Najarala 9 (5,000) Anjanath, Bishaten, Paolumu, Seregios, Yian
7 (2,900)
Garuga
Rathalos 10 (5,900)
Gypceros, Rathian, Odogaron 8 (3,900)
Nargacuga, Jyuratodus 11 (7,200)
Malfestio, Astalos, Duramboros, Daimyo
Nightshade Paolumu, Monoblos, Banbaro, 9 (5,000)
12 (8,400) Hermitaur, Najarala
Ebony Odogaron, Espinas, Lunastra
Rathalos, Zinogre 10 (5,900)
Glavenus, Teostra 13 (10,000)
Nargacuga, Mizutsune, Seltas Queen 11 (7,200)
Almudron, Fulgur Anjanath, Kushala Daora,
15 (13,000) Banbaro, Blood Orange Bishaten, Ebony
Rajang, Tempered Seregios
Odogaron, Espinas, Leshen, Kirin, 12 (8,400)
Tigrex, Valstrax 16 (15,000) Nightshade Paolumu
Bazelgeuse, Magma Almudron, Rakna- Glavenus, Shogun Ceanataur 13 (10,000)
17 (18,000)
Kadaki, Velkhana
Chameleos 14 (11,500)
Diablos, Deviljho, Tempered Daimyo
18 (20,000) Rajang, Gravios, Fulgur Anjanath, Kushala
Hermitaur, Tempered Espinas 15 (13,000)
Daora, Tempered Seregios
Pyre Rakna-Kadaki, Tempered Lunastra 19 (22,000)
Garangolm, Scarred Yian Garuga, Tempered
Brute Tigrex, Malzeno, Nakarkos, Tempered 16 (15,000)
20 (25,000) Astalos, Tigrex, Valstrax
Teostra
Bazelgeuse, Brachydios, Magnamalo,
Savage Deviljho, Tempered Velkhana 22 (41,000) 17 (18,000)
Tempered Shogun Ceanataur, Velkhana
Ahtal-Ka, Ahtal-Neset, Nergigante 23 (50,000) Deviljho, Tempered Daimyo Hermitaur,
18 (20,000)
Shara Ishvalda (Shell) 25 (75,000) Tempered Espinas, Yama Tsukami
Shara Ishvalda (True Form), Jhen Mohran 26 (90,000) Lunagaron, Silverwind Nargacuga,
19 (22,000)
Tempered Chameleos, Wind Serpent Ibushi
Archtempered Velkhana, Dah'ren Mohran 27 (105,000)
Brute Tigrex, Malzeno 20 (25,000)
Safi'jiva 29 (135,000)
Ancient Leshen, Gore Magala, Lucent
Ruiner Nergigante 30 (155,000) 21 (33,000)
Nargacuga, Scorned Magnamalo
Savage Deviljho, Tempered Velkhana 22 (41,000)
Forest Monsters
Forest Monster Name CR (XP) Shagaru Magala 25 (75,000)
Altaroth, Kelbi, Mosswine 0 (10) Archtempered Velkhana 27 (105,000)
Aptonoth, Bombadgy, Gajalaka, Gowngoat, Safi'jiva 29 (135,000)
1/8 (25)
Shakalaka, Slagtoth, Wild Melynx, Wingdrakes Lao-Shan Lung, Ruiner Nergigante 30 (155,000)
Bullfango, Bnahabra, Genprey, Gargwa, Great
Thunderbug, Hornetaur, Kestodon, Konchu, 1/4 (50)
Larinoth, Maccao, Velociprey, Vespoid

420
Grassland Monsters Hill Monsters
Grassland Monster Name CR (XP) Hill Monster Name CR (XP)
Altaroth, Gowngoat, Kelbi, Mosswine, Kelbi, Mosswine, Moofah 0 (10)
0 (10)
Moofah
Aptonoth, Bombadgy, Gajalaka, Gowngoat,
1/8 (25)
Aptonoth, Bombadgy, Shakalaka, Gajalaka, Shakalaka, Slagtoth, Wild Melynx, Wingdrakes
1/8 (25)
Wild Melynx, Wingdrakes
Velociprey, Genprey, Bullfango, Hornetaur,
Velociprey, Maccao, Bullfango, Bnahabra, Vespoid, Great Thunderbug, Konchu, 1/4 (50)
Hornetaur, Vespoid, Great Thunderbug, 1/4 (50) Apceros, Gargwa
Konchu, Gargwa, Larinoth, Kestodon
Ceanataur, Giggi, Jaggi, Jagras, Palamute,
1/2 (100)
Jaggi, Palamute, Remobra 1/2 (100) Remobra
Boggi, Conga, Felyne, Grimalkyne, Izuchi, Boggi, Conga, Felyne, Grimalkyne, Izuchi,
Jaggia, King Shakalaka, Melynx, 1 (200) Jaggia, King Shakalaka, Melynx, Shamos, 1 (200)
Velocidrome, Vespoid Queen Velocidrome, Vespoid Queen
Great Jaggi, Great Maccao, Bulldrome, Gendrome, Great Jaggi, Bulldrome,
2 (450) 2 (450)
Rhenoplos Rhenoplos
Great Izuchi, Seltas, Yian Kut-ku 3 (700) Great Izuchi, Yian Kut-ku 3 (700)
Kulu-Ya-Ku, Hypnocatrice, Arzuros 4 (1,100) Kulu-Ya-Ku, Hypnocatrice, Pukei-Pukei,
4 (1,100)
Arzuros, Great Jagras
Blue Yian Kut-ku, Volvidon 5 (1,800)
Blue Yian Kut-ku, Volvidon 5 (1,800)
Aknosom, Congalala, Tetranadon, Kecha
6 (2,300)
Wacha, Qurupeco, Tzitzi-Ya-Ku, Aknosom, Basarios, Congalala, Tzitzi-Ya-Ku,
Qurupeco, Tetranadon, Tobi-Kadachi, Tzitzi- 6 (2,300)
Yian Garuga, Seregios, Paolumu, Anjanath 7 (2,900) Ya-Ku
Gypceros, Rathian 8 (3,900)
Anjanath, Bishaten, Paolumu, Seregios, Yian
7 (2,900)
Malfestio, Astalos, Najarala 9 (5,000) Garuga
Rathalos, Zinogre 10 (5,900) Gypceros, Rathian, Odogaron 8 (3,900)
Nargacuga, Seltas Queen 11 (7,200) Malfestio, Astalos, Najarala 9 (5,000)
Banbaro, Espinas, Kirin, Nightshade Coral Pukei-Pukei, Rathalos, Somnacanth,
12 (8,400) 10 (5,900)
Paolumu Zinogre
Chameleos 14 (11,500) Nargacuga, Seltas Queen 11 (7,200)
Kushala Daora, Magnamalo, Rajang, Banbaro, Blood Orange Bishaten, Ebony
15 (13,000) 12 (8,400)
Tempered Seregios Odogaron, Espinas, Kirin, Monoblos
Garangolm, Scarred Yian Garuga, Tempered Glavenus, Shogun Ceanataur 13 (10,000)
16 (15,000)
Astalos, Tigrex Aurora Somnacanth, Chameleos 14 (11,500)
Brachydios, Velkhana 17 (18,000)
Almudron, Fulgur Anjanath, Rajang,
15 (13,000)
Deviljho, Tempered Espinas 18 (20,000) Tempered Seregios
Lunagaron, Silverwind Nargacuga, Garangolm, Scarred Yian Garuga, Tempered
19 (22,000) 16 (15,000)
Tempered Chameleos, Wind Serpent Ibushi Astalos, Tigrex
Alatreon, Gore Magala, Lucent Nargacuga, Brachydios, Magma Almudron, Tempered
21 (33,000) 17 (18,000)
Scorned Magnamalo Shogun Ceanataur, Velkhana
Savage Deviljho, Tempered Velkhana 22 (41,000) Deviljho, Tempered Espinas 18 (20,000)
Vaal Hazak 24 (62,000) Lunagaron, Malzeno, Silverwind Nargacuga,
19 (22,000)
Tempered Chameleos, Wind Serpent Ibushi
Shagaru Magala, Shara Ishvalda (Shell) 25 (75,000)
Alatreon, Gore Magala, Lucent Nargacuga 21 (33,000)
Blackveil Vaal Hazak, Shara Ishvalda (True
26 (90,000) Savage Deviljho, Tempered Velkhana 22 (41,000)
Form)
Archtempered Velkhana 27 (105,000) Vaal Hazak 24 (62,000)
Safi'jiva 29 (135,000) Shagaru Magala, Shara Ishvalda (Shell) 25 (75,000)
Ruiner Nergigante, Lao-Shan Lung 30 (155,000) Blackveil Vaal Hazak, Shara Ishvalda (True
26 (90,000)
Form)

421
Hill Monster Name CR (XP) Mountain Monster Name CR (XP)
Archtempered Velkhana 27 (105,000) Lunagaron, Pyre Rakna-Kadaki, Silverwind
Nargacuga, Tempered Chameleos, 19 (22,000)
Safi'jiva 29 (135,000)
Tempered Lunastra, Wind Serpent Ibushi
Ruiner Nergigante, Lao-Shan Lung 30 (155,000) Akantor, Brute Tigrex, Malzeno, Tempered
20 (25,000)
Teostra
Mountain Monsters
Alatreon, Gore Magala, Kulve Taroth, Lucent
Mountain Monster Name CR (XP) Nargacuga, Scorned Magnamalo, Seething 21 (33,000)
Altaroth, Kelbi, Mosswine 0 (10) Bazelgeuse
Wild Melynx, Shakalaka, Gajalaka, Gowngoat, Savage Deviljho, Tempered Velkhana 22 (41,000)
1/8 (25)
Aptonoth, Slagtoth, Wingdrakes Nergigante 23 (50,000)
Velociprey, Genprey, Bullfango, Bnahabra, Xeno'jiiva 25 (75,000)
Hornetaur, Vespoid, Great Thunderbug, 1/4 (50)
Konchu, Apceros, Gargwa, Kestodon Archtempered Dire Miralis 26 (90,000)
Jaggi, Ioprey, Giggi, Uroktor, Hermitaur, Archtempered Velkhana, Behemoth 27 (105,000)
1/2 (100)
Ceanataur, Remobra
Fatalis, Gaismagorm 28 (120,000)
Boggi, Conga, Gastodon, Grimalkyne,
Safi'jiva 29 (135,000)
Iodrome, Jaggia, Felyne, Melynx, Rachnoid, 1 (200)
Shamos, Velocidrome, Wroggi Shen Gaoren, Ruiner Nergigante, Shah
30 (155,000)
Dalamadur, Lao-Shan Lung
Gendrome, Great Jaggi, Great Wroggi,
2 (450)
Bulldrome, Rhenoplos
Swamp Monsters
Yian Kut-ku, Seltas 3 (700)
Swamp Monster Name CR (XP)
Arzuros, Tetsucabra 4 (1,100)
Kelbi, Mosswine 0 (10)
Volvidon 5 (1,800)
Wild Melynx, Gajalaka, Aptonoth 1/8 (25)
Agnaktor, Basarios, Congalala, Crimson
Qurupeco, Qurupeco, Tetranadon, Tzitzi-Ya- 6 (2,300) Velociprey, Genprey, Bullfango, Bnahabra,
1/4 (50)
Hornetaur, Vespoid, Great Thunderbug
Ku, Uragaan
Ioprey, Giaprey, Uroktor, Hermitaur,
Yian Garuga, Seregios, Paolumu, Anjanath, 1/2 (100)
7 (2,900) Ceanataur, Remobra
Dodogama
Wroggi, Velocidrome, Iodrome, Conga,
Gypceros, Rathian, Odogaron 8 (3,900) 1 (200)
Ludroth, Felyne, Melynx
Malfestio, Astalos, Blangonga Duramboros,
9 (5,000) Gendrome, Great Wroggi, Giadrome,
Daimyo Hermitaur 2 (450)
Bulldrome, Rhenoplos
Rathalos, Pumpkin Uragaan, Radobaan,
10 (5,900) Yian Kut-ku 3 (700)
Zinogre
Nargacuga, Mizutsune, Seltas Queen, Dire Pukei-Pukei, Tetsucabra 4 (1,100)
11 (7,200)
Miralis Blue Yian Kut-ku, Royal Ludroth 5 (1,800)
Banbaro, Ebony Odogaron, Espinas, Kirin, Agnaktor, Basarios, Congalala, Nerscylla,
12 (8,400) 6 (2,300)
Lunastra Tetranadon, Tobi-Kadachi
Legiana, Glavenus, Shogun Ceanataur, Yian Garuga, Anjanath 7 (2,900)
13 (10,000)
Lavasioth, Teostra
Gypceros, Rathian, Odogaron 8 (3,900)
Aurora Somnacanth, Chameleos 14 (11,500)
Astalos, Viper Tobi-Kadachi, Daimyo
Fulgur Anjanath, Gravios, Kushala Daora, 9 (5,000)
15 (13,000) Hermitaur, Najarala
Magnamalo, Rajang, Tempered Seregios
Khezu, Rathalos, Somnacanth 10 (5,900)
Garangolm, Scarred Yian Garuga, Tempered
16 (15,000) Nargacuga, Jyuratodus 11 (7,200)
Astalos, Tigrex, Valstrax
Amatsumagatsuchi, Bazelgeuse, Brachydios, Kirin 12 (8,400)
Magma Almudron, Rakna-Kadaki, Tempered 17 (18,000) Glavenus, Shogun Ceanataur, Teostra 13 (10,000)
Shogun Ceanataur, Velkhana
Chameleos 14 (11,500)
Dalamadur, Deviljho, Goss Harag, Tempered
Daimyo Hermitaur, Tempered Dire Miralis, 18 (20,000) Almudron, Gravios 15 (13,000)
Tempered Espinas, Yama Tsukami Garangolm, Tempered Astalos, Tigrex,
16 (15,000)
Valstrax

422
Swamp Monster Name CR (XP) Underdark Monster Name CR (XP)
Brachydios, Tempered Shogun Ceanataur 17 (18,000) Deviljho, Tempered Daimyo Hermitaur,
18 (20,000)
Tempered Dire Miralis
Deviljho, Tempered Daimyo Hermitaur 18 (20,000)
Acidic Glavenus, Gogmazios, Silverwind
Acidic Glavenus, Gogmazios, Silverwind Nargacuga, Tempered Chameleos, 19 (22,000)
19 (22,000)
Nargacuga, Tempered Chameleos
Tempered Lunastra, Tempered Namielle
Lucent Nargacuga, Malzeno, Tempered
20 (25,000) Brute Tigrex, Akantor, Tempered Teostra,
Teostra 20 (25,000)
Nakarkos
Savage Deviljho 22 (41,000)
Alatreon, Gore Magala, Lucent Nargacuga 21 (33,000)
Nergigante 23 (50,000)
Savage Deviljho, Tempered Velkhana 22 (41,000)
Vaal Hazak 24 (62,000) Nergigante 23 (50,000)
Blackveil Vaal Hazak 26 (90,000)
Archtempered Namielle, Vaal Hazak 24 (62,000)
Fatalis 28 (120,000)
Archtempered Dire Miralis, Blackveil Vaal
26 (90,000)
Safi'jiva 29 (135,000) Hazak
Archtempered Velkhana 27 (105,000)
Underdark Monsters
Fatalis, Gaismagorm 28 (120,000)
Underdark Monster Name CR (XP)
Safi'jiva 29 (135,000)
Altaroth, Kelbi, Mosswine 0 (10)
Ruiner Nergigante 30 (155,000)
Wild Melynx, Shakalaka, Gajalaka, Slagtoth,
1/8 (25)
Wingdrakes
Underwater Monsters
Velociprey, Genprey, Bullfango, Bnahabra,
1/4 (50) Underwater Monster Name CR (XP)
Hornetaur, Vespoid, Konchu, Apceros
Epioth 1/8 (25)
Jaggi, Ioprey, Giggi, Uroktor, Hermitaur,
1/2 (100)
Ceanataur, Remobra Zamite 1/2 (100)
Jaggia, Wroggi, Velocidrome, Iodrome, Ludroth, Gajau 1 (200)
1 (200)
Girros, Shamos, Felyne, Melynx, Grimalkyne
Royal Ludroth, Zamtrios 5 (1,800)
Gendrome, Great Jaggi, Great Wroggi,
2 (450) Tetranadon 6 (2,300)
Bulldrome, Rhenoplos
Yian Kut-ku 3 (700) Gobul 7 (2,900)
Plesioth 9 (5,000)
Tetsucabra 4 (1,100)
Somnacanth 10 (5,900)
Volvidon 5 (1,800)
Tzitzi-Ya-Ku, Crimson Qurupeco, Basarios, Lagiacrus, Namielle 14 (11,500)
6 (2,300)
Uragaan, Great Girros, Agnaktor, Nerscylla Almudron 15 (13,000)
Yian Garuga, Seregios 7 (2,900) Tempered Namielle 19 (22,000)
Gypceros, Odogaron 8 (3,900) Archtempered Namielle 24 (62,000)
Viper Tobi-Kadachi, Daimyo Hermitaur 9 (5,000) Ceadeus 26 (90,000)
Gigginox, Khezu, Pumpkin Uragaan,
10 (5,900) Urban Monsters
Radobaan, Zinogre
Nargacuga, Dire Miralis 11 (7,200) Urban Monster Name CR (XP)

Banbaro, Ebony Odogaron, Kirin, Lunastra 12 (8,400) Altaroth, Kelbi, Mosswine, Moofah 0 (10)

Glavenus, Shogun Ceanataur, Lavasioth, Aptonoth, Gowngoat, Slagtoth, Wild Melynx,


13 (10,000) 1/8 (25)
Teostra Wingdrakes

Chameleos, Namielle 14 (11,500) Velociprey, Genprey, Bullfango, Bnahabra,


Vespoid, Great Thunderbug, Apceros, Gargwa, 1/4 (50)
Rajang, Gravios, Fulgur Anjanath, Tempered Larinoth, Kestodon
15 (13,000)
Seregios
Jaggi, Ioprey, Giaprey, Giggi, Remobra 1/2 (100)
Tigrex 16 (15,000)
Boggi, Conga, Felyne, Gajau, Iodrome, Jaggia,
Bazelgeuse, Brachydios, Magma Almudron, 1 (200)
17 (18,000) Melynx, Velocidrome, Wroggi
Tempered Shogun Ceanataur, Velkhana
Gendrome, Great Jaggi, Great Wroggi,
2 (450)
Giadrome, Bulldrome, Rhenoplos
423
Urban Monsters
Urban Monster Name CR (XP) Urban Monster Name CR (XP)

Yian Kut-ku 3 (700) Chameleos 14 (11,500)

Hypnocatrice, Arzuros, Barroth 4 (1,100) Rajang 15 (13,000

Blue Yian Kut-ku 5 (1,800) Tigrex 16 (15,000)

Qurupeco, Kecha Wacha, Congalala 6 (2,300) Deviljho 18 (20,000)

Paolumu, Anjanath 7 (2,900) Gogmazios, Tempered Chameleos 19 (22,000)

Rathian 8 (3,900) Malzeno, Tempered Teostra 20 (25,000)

Rathalos 10 (5,900) Lucent Nargacuga 21 (33,000)

Nargacuga 11 (7,200) Shara Ishvalda (Shell) 25 (75,000)

Banbaro, Kirin 12 (8,400) Shara Ishvalda (True Form) 26 (90,000)

Teostra 13 (10,000) Gaismagorm 28 (120,000)


Shen Gaoren, Lao-Shan Lung 30 (155,000)

Monster by Challenge Rating


This index organizes the monsters in the Monster Hunter Monster Manual by challenge rating.

Wingdrakes Volvidon Pup Great Maccao


Challenge 0 Wulg Pup Zamite Great Wroggi
Altaroth Paolumu Pup
Bomb Beetle Challenge 1/4 Challenge 1 Rhenoplos
Bullfango Shoat Apceros Baby Basarios Tobi-Kitachi
Dung Beetle Baby Barroth Baggi Young Seregios
Forest Gekko Baby Nargacuga Boggi
Giant Vigorwasp Bnahabra Conga Challenge 3
Iron Helmcrab Boaboa Felyne Gobling
Kelbi Bullfango Gajau Great Izuchi
Moofah Gargwa Gastodon Juvenile Uragaan
Mosswine Great Thunderbug Girros Juvenile Zinogre
Nitrotoad Hornetaur Grimalkyne Lagombi
Paratoad Kestodon Iodrome Seltas
Shamos Pup Konchu Izuchi Viper Tobi-Kitachi
Sleeptoad Larinoth Jaggia Yian Kut-ku
Solider Helmcrab Maccao Juvenile Dodogama
Vigorwasp Popo King Shakalaka Challenge 4
Wiggler Velociprey Ludroth Arzuros
Vespoid Melynx Barroth
Challenge 1/8 Rachnoid Great Jagras
Anteka Challenge 1/2 Shamos Hypnocatrice
Aptonoth Blango Velocidrome Kulu-Ya-Ku
Arzuros Cub Ceanataur Vespoid Queen Pukei-Pukei
Baby Ludroth Genprey Wroggi Tetsucabra
Bombadgy Giaprey Wulg Young Nibelsnarf
Delex Giggi Young Arzuros Young (Ebony) Odogaron
Epioth Hermitaur Young Kecha Wacha
Gajalaka Ioprey Challenge 5
Girros Pup Jaggi Challenge 2 Blue Yian Kut-ku
Gowngoat Jagras Bulldrome Royal Ludroth
Jagras Pup Lagombi Kit Cephalos Volvidon
Qurio Palamute Gendrome Young Mizutsune
Shakalaka Remobra Giadrome Young Nargacuga
Slagtoth Uroktor Great Baggi Zamtrios
Wild Melynx Vespoid Princess Great Jaggi
Qurio Swarm
424
Magma Almudron Tempered Velkhana
Challenge 6 Challenge 11 Magnamalo
Agnaktor Bloodsoaked Arzuros Shrieking Legiana Challenge 23
Aknosom Dire Miralis Rakna‑Kadaki Ahtal-Ka
Basarios Jyuratodus Risen Kushala Daora Ahtal-Neset
Congalala Mizutsune Tempered Shogun Ceanataur Nergigante
Crimson Qurupeco Nargacuga Velkhana
Great Girros Seltas Queen Challenge 24
Kecha Wacha Challenge 18 Archtempered Namielle
Nerscylla Challenge 12 Dalamadur Chaotic Gore Magala
Qurupeco Banbaro Deviljho Vaal Hazak
Tetranadon Beotodus Diablos
Blood Orange Bishaten Challenge 25
Tobi-Kadachi Goss Harag
Tzitzi-Ya-Ku Ebony Odogaron Tempered Daimyo Hermitaur Primordial Malzeno
Uragaan Espinas Tempered Dire Miralis Shagaru Magala
Young Gammoth Kirin Tempered Espinas Shara Ishvalda (Shell)
Leshen Yama Tsukami Tempered Amatsu
Challenge 7 Lunastra Xeno'jiiva
Anjanath Monoblos Challenge 19
Bishaten Nightshade Paolumu Acidic Glavenus
Challenge 26
Cephadrome Gogmazios Archtempered Dire Miralis
Dodogama Challenge 13 Lunagaron Blackveil Vaal Hazak
Gobul Glavenus Pyre Rakna-Kadaki Ceadeus
Paolumu Lavasioth Silverwind Nargacuga Jhen Mohran
Seregios Legiana Tempered Chameleos Shara Ishvalda (True Form)
Tempered Kulu-Ya-Ku Shogun Ceanataur Tempered Kirin Challenge 27
Yian Garuga Teostra Tempered Lunastra
Archtempered Velkhana
Tempered Namielle
Challenge 8 Challenge 14 Behemoth
Thunder Serpent Narwa
Adolescent Rajang Aurora Somnacanth Dah'ren Mohran
Wind Serpent Ibushi
Gypceros Chameleos
Challenge 28
Nibelsnarf Chaotic Gigginox Challenge 20
Lagiacrus Fatalis
Odogaron Akantor
Namielle Gaismagorm
Rathian Brute Tigrex
Young Lagiacrus Frostfang Barioth Challenge 29
Challenge 15
Malzeno
Challenge 9 Almudron Safi'jiiva
Nakarkos
Astalos Barioth Tempered Teostra Challenge 30
Blangonga Flaming Espinas Ukanlos Lao-Shan Lung
Daimyo Hermitaur Fulgur Anjanath
Risen Shagaru Magala
Duramboros Gravios Challenge 21
Ruiner Nergigante
Fey Nerscylla Kushala Daora Alatreon
Shah Dalamadur
Malfestio Rajang Ancient Leshen
Shen Gaoren
Najarala Tempered Seregios Furious Rajang
Tempered Alatreon
Plesioth Violet Mizutsune Gore Magala
Tempered Fatalis
Viper Tobi-Kadachi Kulve Taroth
Challenge 16 Tempered Shagaru Magala
Lucent Nargacuga
Challenge 10 Garangolm Risen Chameleos
Coral Pukei-Pukei Scarred Yian Garuga Scorned Magnamalo
Gigginox Tempered Astalos Seething Bazelgeuse
Khezu Tigrex Tempered Gore Magala
Pumpkin Uragaan Valstrax (Mythic)
Radobaan
Challenge 17 Challenge 22
Rathalos
Somnacanth Amatsumagatsuchi Crimson Glow Valstrax
Zinogre Bazelgeuse Raging Brachydios
Brachydios Risen Teostra
Gammoth Savage Deviljho

425
Bring Monster
Hunter to Your
World
The Monster Hunter Monster Manual presents
188 creatures from the Monster Hunter universe
including, elder dragons, flying wyverns,
leviathans, and some variants and subspecies of
the original monsters.

Want to enhance your monster hunter game


even further? Then also check out Amellwind's
Guide to Monster Hunting. Where you will find
rules and additional information for your one-
shots and campaigns.

Like what I am doing and want access to


additional creatures, two-page monster hunts,
and early access to my additional work. Then
check out my Patreon

ART
Front Cover Art & All Monster's Listed Except
the Ones Below - Capcom
Nibelsnarf Artwork - On Digital Artlords
Leshen - CD PROJEKT RED
Velkana - ZeldaHuntr

WWW.GMBINDER.COM

You might also like