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FotP Monsters IADnDMN
FotP Monsters IADnDMN
FotP Monsters IADnDMN
O
ne of the many benefits of traveling across the Dangerous fauna is another peril one can avoid while
continent by airship—one such as the Dinzer thousands of feet in the air, aboard one of the sturdiest
airship dubbed 'The Predator'—is that one can airships ever to grace the Imperial Navy...
avoid the many hazards on the ground below. ...unless, of course, this airship happens to be transporting
Dangers and delays such as impassable terrain, all manner of rare and dangerous creatures....
unkempt roads, and thick vegetation can all be
easily avoided by air travel. by ItsADnDMonsterNow
Written by Kyle Pointer (ItsADnDMonsterNow) and DMDave. Art/support from The Griffon's Saddlebag, Paper Forge, and Cze & Peku.
Dinzer Automata
(Written by DM Dave) Remote Traveler
Dinzers, the demonym for the inhabitants of the Odonburg (Description and concept by DMDave, adapted to NPC stats
Nations of South Omeria, are known for two things. First, by ItsADnDMonsterNow)
they are incredibly well-mannered and thoughtful of decorum. Outside of Odonburg, Dinzers use a mixture of conjuration
Second, they are by leaps and bounds the most magic and animated objects to travel using constructs known
technologically advanced nation in Omeria if not the world. as remote travelers. A remote traveler is a suit of animated
Incorporating magic with modern engineering, Dinzers have armor that a Dinzer mage can project his or her senses
turned the jungles and savannahs of southern Omeria into a through. Some advanced versions of remote travelers can
true utopia. even cast spells and project the appearance of their pilot on
Dinzers are also apt creators of constructs. Golems, shield their form.
guardians, and animated objects are all common sights in
Odonburg.
Written by Kyle Pointer (ItsADnDMonsterNow) and DMDave. Art/support from The Griffon's Saddlebag, Paper Forge, and Cze & Peku.
Mechanical Explosives
Mechanical automata designed for one purpose: to seek out a
target and detonate themeselves as close to it as possible. Rocket Automaton
A bomb automaton is simple bipedal construct which slowly Small construct, unaligned
but inexorably ambles toward its target, igniting its own fuse
when it enters within range of its explosion. Armor Class 15 (natural armor)
Rocket automata are more frenetic, if only owing to their Hit Points 9 (2d6 + 2)
volatile means of propulsion. These animated solid fuel Speed 10 ft., fly 60 ft.
rockets hurl the automaton through the air, giving it only
modest control over its speed. These flying bombs are even
capable of carrying walking bomb automatons, making for an STR DEX CON INT WIS CHA
alarming one-two punch from the air and the ground. 10 (+0) 16 (+3) 13 (+1) 3 (-4) 14 (+2) 1 (-5)
Skills Perception +4
Bomb Automaton Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks that aren't
Small construct, unaligned adamantine
Damage Immunities poison, psychic
Armor Class 15 (natural armor) Condition Immunities charmed, exhaustion,
Hit Points 13 (2d6 + 6) frightened, paralyzed, petrified, poisoned, prone
Speed 25 ft. Senses darkvision 60 ft., passive Perception 14
Languages understands one language known by its
creator but can't speak
STR DEX CON INT WIS CHA Challenge 1 (200 XP)
14 (+2) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 1 (-5) Animated Explosive. When it takes fire damage, or as
an action on its turn, the automaton's fuse lights. At
Damage Resistances bludgeoning, piercing, and the start of each of the automaton's turns, roll a d4.
slashing from nonmagical attacks that aren't On a result of 1, the automaton explodes in a 15-
adamantine foot radius fireball at the start of its next turn,
Damage Immunities poison, psychic forcing each creature in the area to make a DC 12
Condition Immunities charmed, exhaustion, Dexterity saving throw, taking 4 (1d8) fire damage
frightened, paralyzed, petrified, poisoned plus 4 (1d8) bludgeoning damage on a failed save, or
Senses darkvision 60 ft., passive Perception 12 half as much on a successful one.
Languages understands one language known by its If the automaton is killed, the fuse remains lit,
creator but can't speak potentially setting off the explosion after its death. If
Challenge 1 (200 XP) another creature hits the automaton with an
unarmed strike attack, the creature can choose to
Animated Explosive. When it takes fire damage, or as snuff out the fuse instead of dealing damage.
an action on its turn, the automaton's fuse lights. At
Flyby. The automaton doesn't provoke opportunity
the start of each of the automaton's turns, roll a d4.
attacks when it flies out of an enemy's reach.
On a result of 1, the automaton explodes in a 15-
foot radius fireball at the start of its next turn, Immutable Form. The automaton is immune to any
forcing each creature in the area to make a DC 12 spell or effect that would alter its form.
Dexterity saving throw, taking 4 (1d8) fire damage
Siege Monster. The automaton deals double damage
plus 4 (1d8) bludgeoning damage on a failed save, or
to objects and structures.
half as much on a successful one.
If the automaton is killed, the fuse remains lit, Rocket Flight. The automaton can only use its fly
potentially setting off the explosion after its death. If speed once the rocket on its back is ignited. Once it
another creature hits the automaton with an lifts off, the automaton must use at least half of its
unarmed strike attack, the creature can choose to flying speed on each of its turns, unless something
snuff out the fuse instead of dealing damage. prevents it from doing so.
1 minute after its rocket has been ignited, roll a
Immutable Form. The automaton is immune to any d10 at the end of each of the automaton's turns. On
spell or effect that would alter its form. a result of 1, the rocket's fuel is spent, and the
Siege Monster. The automaton deals double damage automaton immediately begins to fall.
to objects and structures.
Actions
Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one one target. Hit: 5 (1d4 + 3) bludgeoning damage.
target. Hit: 4 (1d6 + 1) piercing damage.
Written by Kyle Pointer (ItsADnDMonsterNow) and DMDave. Art/support from The Griffon's Saddlebag, Paper Forge, and Cze & Peku.
Alternative Animal Cargo
Many rare and fantastic creatures are found aboard The Regarding Woggles:
Predator. These creatures range from the strange oddities to
truly exotic terrors. Woggle. Woggle woggle woggle. Woggle? Woggle woggle,
If you would like some more atypical creatures to populate woggle woggle woggle. Woggle, woggle woggle woggle.
the animal pens aboard The Predator, you can swap any of the Woggle. Woggle woggle woggle woggle woggle woggle.
creatures below for those from the monster manual that are Woggle! Woggle woggle, woggle, woggle woggle woggle
listed in the 'Animal Pen Contents' section in chapter 2 of the woggle. Woggle.
included adventure.
Woggle woggle woggle woggle.
Woggle
(Written and designed by DMDave) ~ Daneric Von Alfkaesian, Candlekeep’s leading researcher
on wild woggles
Skills Perception +3
Senses passive Perception 14
Languages —
Challenge 1/8 (25 XP)
Written by Kyle Pointer (ItsADnDMonsterNow) and DMDave. Art/support from The Griffon's Saddlebag, Paper Forge, and Cze & Peku.
Bowing Bird The tigerpede stirs the ground with its short tusks to waft
The bowing bird resembles a larger version of the shoebill up smells for it to follow, tracking any creature it detects back
stork. This curious creature has developed a kind of strange to its home. Once the tigerpede locates its quarry, it pursues it
etiquette by which it holds not only other such birds, but any underground, cornering it, then makes the kill with tusks,
other creatures it encounters. The most distinctive of teeth, and claws.
example, and the one that gives it its name is its habit of
bowing when another creature approaches. If this bow is not
reciprocated, the bird becomes agitated, and will attack if
approached too closely.
It is because of this behavior that other animals that share Tigerpede
its habitat have learned the proper response, and can be seen
returning the bow of a bowing bird: an incredible sight to Large beast, unaligned
stumble upon in the wild.
Armor Class 12 (natural armor)
Hit Points 75 (8d10 + 8)
Speed 30 ft. climb 20 ft.
Written by Kyle Pointer (ItsADnDMonsterNow) and DMDave. Art/support from The Griffon's Saddlebag, Paper Forge, and Cze & Peku.
Kryptydid
An easy-to-frighten prey animal, kryptydids are notoriously
elusive. Their supernatural ability to sense predators makes
them incredibly difficult to stalk, and their great speed and
ability to leap to tremendous heights and distances makes
them nearly as difficult to capture once found.
Kryptydid
Large monstrosity, unaligned
Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 2 (450 XP)
Written by Kyle Pointer (ItsADnDMonsterNow) and DMDave. Art/support from The Griffon's Saddlebag, Paper Forge, and Cze & Peku.