Monster Hunter Monster Manual

by Amellwind

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Monster Hunter Monster Manual

Table of Contents

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.  
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

What is the table following a Stat block?

In this updated Monster Hunter Monster Manual, each creature stat block is followed up by its loot table that was once found in the Monster Hunter Monster Loot Tables.

The loot tables are an addition to the ever growing supplement for playing a monster hunter styled D&D game. Each loot table was constructed using magical effects based on the creature's armor and weapons in the monster hunter video game series. In other cases, they are based off the creature's monster stat block or act as other magical items found within the 5e universe. The effects are also based on when the PCs will typically fight these creatures. A CR 2 creature will not have a legendary material, it will typically have a common magical effect with the chance of an uncommon effect if the PC rolls high enough on the table.

How do I obtain Materials found on the loot tables?

Obtaining materials to upgrade your weapon and armor is a core part of Monster Hunter. The 2 most common ways to obtain material for you is carving materials off your kills or capturing larger creatures in the field. The rules for carving and capturing can be found to the right. There are other ways to obtain materials, but they are not relevant to this PDF.

How do I make use of these Loot tables?

All the rules for making use of these tables can be found in Amellwind's Guide to Monster Hunting, but you can easily take the magical effects from these creatures and place them into your players weapon and armor to give them magical items that won't be the same as the typical ones found in other 5e games.

Carving

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 (Survival) check against the creatures Carve DC. On a success, roll a d20 and compare the results to the creatures loot table (Monster Hunter Loot Table PDF). On a failed save, treat the roll as if they rolled a 1 on the loot table.

Carve DC = 10 + 1/2 of the creatures CR rounded down

Variant Carve Rule: Rewarding the natural 20


When you roll a natural 20 on a Carve check, you roll an additional d20 and add that number to the loot table roll. The new number is the material found on that carve check.


Any total higher than 20, counts as if a 20 was rolled.

Capturing

Certain creatures can be captured. A creature that can be captured will have a captured section of their loot table. A captured creature 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.


See Tranq Bomb (AGtMH p.63) for capturing rules.

Conditions, Poisons, & Diseases

Within this Monster Manual you will find new conditions, poisons, and diseases. These have been consolidated here.


Dragonblight

  • While afflicted with dragonblight, the target can't deal cold, fire, lightning, necrotic, or thunder damage with its spells and attacks, and it can't impose any of the following conditions on other creatures: blinded, charmed, paralyzed, poisoned, and petrified.
  • Dragonblight can be cured early with the lesser restoration spell or similar magic."

Disease: Iceblight

A creature who is afflicted with iceblight is chilled to the bone.

  • The creature can't use reactions.
  • Its speed is halved.
  • It can't make more than one attack on its turn.

Condition: Slick

A creature who is slick is covered in a slippery or slimy liquid. This liquid coats the body making it difficult to move or avoid attacks without slipping.

  • A creature who is slick has disadvantage on Dexterity saving throws.
  • A creature may only move up to half its speed while under this effect.
  • A creature has disadvantage when attempting to grapple a creature, but advantage when attempting to escape a grapple when using acrobatics.

  • A creature can use its action on itself or another adjacent creature to wipe off the liquid, removing the effect.

Condition: Tarred

A creature, object, or area who is tarred, is covered in a dark brown or black viscous liquid. This liquid sticks to anything it touches and is highly flammable.

  • A creature who is tarred is restrained, immune to 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.
  • The condition ends if a creature, object, or area that has this condition takes fire damage. When the condition ends in this way the creature, object, or area ignites. Until a creature takes an action to douse the fire , the target takes 6 (1d10) fire damage at the start of each of its turns.
  • When an area ignites, any object or creature in that area also ignites.
  • An area that ignites in this way burns for 1 minute.

Thunderblight

  • An afflicted creature has disadvantage on saving throws to be stunned.
  • If the creature takes lightning or thunder damage while already under the effects of thunderblight, they must make a DC 10 Constitution saving throw or be stunned until the end of their next turn.

Poison: Waterblight

A creature afficted by waterblight has their stamina drained.

  • On the creatures turn, it can use either an Action or a Bonus Action, not both.

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 turtle-like shell on their back. It has algae-like fur on its head, front legs, shell, and tail. With a toothless, platypus-like beak and webbed feet. Its eyes are orange and have the horizontal pupil common to amphibians. On its head is a crest that looks very similar to the head dish of the mythological Kappa.

When its belly is not inflated, it walks on all fours; once enough debris is swallowed, however, its belly inflates to an incredible size, and it starts standing on its hindlegs.

The tetranadon are known to swallow large amounts of gravel, which causes their belly to inflate to enormous proportions. In their bloated state, tetranadon become very sluggish, yet their attacks become more powerful, capable of shattering earth with a stomp. The tetranadon's attacks in this state can be described as "sumo-like". Surprisingly, they are capable of jumping high in the air even when their belly is inflated.

The tetranadon are known to clash with arzuros. When in their 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.



Tetranadon

Large beast (amphibian), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 4 (-3) 8 (-1) 6 (-2)

  • Damage Immunities cold
  • Damage Resistances necrotic
  • Senses passive Perception 9
  • Languages
  • Challenge 6 (2,300 XP)

Amphibious. The tetranadon can breathe air and water.

Bloated. When the tetranadon swallows a creature or misses its bite attack, its size increases. While bloated, the tetranadon is Huge and makes Strength checks and Strength saving throws with advantage. If the tetranadon lacks the room to become Huge, it attains the maximum size possible in the space available.
    If the tetranadon regurgitates a creature or terrain after failing its Constitution saving throw, it is pushed back 10 feet, knocked prone, and incapacitated until the end of its next turn.

Standing Leap. The tetranadon's long jump is up to 20 feet and its high jump is up to 15 feet, without a running start. In addition, the tetranadon does not incur opportunity attacks while moving with a jump.

Sumo Strike. Whenever the tetranadon makes a palm strike attack, it can move 5 feet as part of the attack. If the tetranadon is not bloated, it makes the movement without provoking opportunity attacks.

Actions

Multiattack. The tetranadon makes two palm strike attacks. While enlarged, it makes four palm strike attacks. It can replace any one of these attacks with a water bolt attack.

Palm Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Bite (When not bloated only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Miss: The tetranadon swallows a chunk of terrain and becomes bloated.
    Hit: 17 (4d6 + 3) bludgeoning damage and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the tetranadon, and takes 10 (3d6) acid damage at the start of each of the tetranadon's turns.
    The tetranadon's gullet can hold one creature or chunk of terrain at a time. While the tetranadon isn't incapacitated, it can regurgitate the creature at any time {no action required) in a space within 5 feet of it, and is no longer bloated. The creature exits prone.

    If the tetranadon takes 20 damage or more on a single turn from a creature inside it (or 30 damage or more from a single creature outside of it), the tetranadon must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature or chunk of terrain and is no longer bloated. If it is a 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 corpse using 10 feet of movement, exiting prone.

Stomp (Bloated only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) bludgeoning damage and the ground in a 10-foot-squared area adjacent to the tetranadon in the direction of the target becomes difficult terrain.

Boulder Toss (Bloated only). Range Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Water Bolt (When not bloated only). Range Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (2d6) cold damage and the creature 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.

Deadly Leap. If the tetranadon 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 15 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 17 (4d6 + 3) bludgeoning damage On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the tetranadon'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 tetranadon's space.

Legendary Actions

The tetranadon can take 1 legendary action, 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 tetranadon regains spent legendary actions at the start of its turn.

Stand. If the tetranadon is prone, it stands up.

Stunning Strike. The tetranadon chooses a creature within 5 feet of it. That creature must succeed on a DC 14 Constitution saving throw or be stunned until the end of the tetranadon's next turn.

Muck Blast. The tetranadon exhales gravel and water in a 15-foot cone in front of it. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4 (1d8) bludgeoning damage plus 4 (1d8) cold damage and be afflicted with waterblight for 1 minute on a failed save, or half as much damage and isn't afflicted with waterblight on a successful one. A creature can make a DC 15 Constitution saving throw at the end of each of its turns, ending the waterblight on itself on a success.


Tetranadon

Challenge Rating 6                                        Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-2 1-2 Med Monster Bone (O)
3-6 3-5 Tetranadon Hide (A,W)
7-11 6-10 Tetranadon Carapace (A,W)
12-13 11-12 Tetranadon Beak (A,W)
14-15 13 Shiny Nacre (O)
16-19 14-19 Aqua Sac (A,W)
20 20 Tetranadon Disc (A,W)

ARMOR MATERIAL EFFECTS
Tetranadon Hide
While you are wearing this armor, you can use your reaction or bonus action to gain resistance to cold damage until the end of your next turn. Once you use this property, you cannot use it again until you finish a long rest.

Tetranadon Carapace
Moss grows on the shoulders of your armor where a urinamako (sea cucumber) magically appears to feed on it. No matter what you do, the urinamako always reappears on your shoulder as soon as you lose sight of it. It provides no benefit, other than looking kind of cute.

Tetranadon Beak
Speed Eating. While you are attuned to this armor, you can use any consumable, such as a potion or food, as a bonus action; so long as you are the one consuming it.

Aqua Sac
You can hold breath underwater for twice as long as normal while you wear this armor.

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.


Aqua Sac
You can cast the water breathing spell once per long rest, while attuned to this weapon.

Tetranadon Disc (Ranged weapon only)
Aim Booster. Before you make an attack with this weapon, you can use your bonus action to grant yourself advantage on the attack roll. You can use this property a number of times equal to 1/2 your proficiency modifier, regaining all expended uses when you finish a long rest.


OTHER MATERIAL EFFECTS
Shiny Nacre
Orb formed within the body of a Tetranadon; possibly made of soul. When you break the orb a soul escapes allowing you to ask one question as if by the speak with dead spell.

Med Monster Bone
Rare armor upgrade material.

Tetsucabra

Tetsucabra is a large Amphibian with a striking orange and indigo coloration. Its lower jaw harbors large tusks along with a large set of molars that are capable of crushing prey with ease. Tetsucabra also has a spiky stubby tail that swells up when angered.

The scales of a Tetsucabra is used mainly for camouflage inside caves and on them is a special oil that holds heat. Despite the look of the scales, its skin is actually flexible yet hard somewhat resembling an actual toad's skin. A Tetsucabra's skull is robust and durable enough to take a lot of damage from threats of all sorts. Though the Tetsucabra has two large tusks, these are not used for hunting. The primary function of these tusks is for defense and as means to manipulate the environment. The tusks themselves are capable weapons, but the Tetsucabra is also capable of hefting up heavy boulders. The Tetsucabra flings these

boulders out of the way of its path but it can also use this as a method of attack to injure predator and prey alike. It uses these boulders as a shield against predators and hunters to prevent attacks. It also uses this to enclose small, tight areas, making it harder to maneuver. Another fact about the Tetsucabra is its ability to spit a glob of fluid at prey items. This sticky material acts as a powerful adhesive, sticking to the body and ground like glue. Even for a hunter, the adhesive quality of this material is not very strong, but it makes every movement a labor and greatly weakens the prey, leading to a reduction in stamina. When the Tetsucabra exerts itself, its tail inflates, possibly to help it balance itself as it picks up large boulders and rocks. The legs of a Tetsucabra help it perform powerful leaps, lunges, and jumps in the air to help it either ambush prey or to reach steep slopes out of its reach. A Tetsucabra's claws are powerful enough to break rock with ease and can destroy powerful armor.


Tetsucabra

Large beast (amphibian), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 30 ft., burrow 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 2 (-4) 6 (-2) 6 (-2)

  • Senses passive Perception 8
  • Languages
  • Challenge 4 (1,100 XP)

Amphibious. The tetsucabra can breathe air and water.

Standing Leap. The tetsucabra's long jump is up to 20 feet and its high jump is up to 10 feet, without a running start. In addition, the tetsucabra does not incur opportunity attacks while moving with a jump.

Dig. As a bonus action, the tetsucabra digs up a boulder (10 AC, 5hp) with its tusks granting it +3 AC. It can then use its Boulder Toss as an Action.

Actions

Multiattack. The tetsucabra makes two attacks: one with its gore and one with its stomp.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Boulder Toss (requires Boulder). Range Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.

     Tetsucabra are highly aggressive, territorial monsters though their ecology is much like a frog. The amphibians are well-known for attacking and eating anything that moves in their line of sight and leaping from ponds in order to grab potential prey. Despite being found in ponds, they spend most of their time on land, which could suggest that they patrol their territory on land, much like Zamtrios. During the breeding season male Tetsucabra will create large holes to impress females so that they'll lay their eggs in them. When the female lays her eggs in the pit the male will quickly fertilize them. After fertilizing the eggs the male will then carry them in his mouth and he will not eat anything until the offspring are fully developed.


Tetsucabra

Challenge Rating 4                                        Carves/Capture 3

Carve Chance Capture Chance Material Slots
1 1-4 Jumbo Bone (O)
2-6 5-6 Tetsucabra Scale (A,W)
7-9 7-9 Tetsucabra Shell (A)
10-11 10-13 Tetsucabra Claw (W)
12-13 14-16 Dignified Skull (A,W)
14-17 17-20 Paddock Oil (O)
18-20 Tetsucabra Tusks (A,W)

ARMOR MATERIAL EFFECTS
Tetsucabra Scale
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. Once you use this property, you cannot use it again until you finish a long rest.

Tetsucabra Shell
Whenever you must succeed on a saving throw or be knocked prone, you do so with a +2 bonus.

Dignified Skull
Well Rested. When you finish a long rest, you gain 5 temporary hit points for 24 hours while attuned to this armor.

Tetsucabra Tusks
You gain a burrowing speed of 10 feet while you wear this armor.


WEAPON MATERIAL EFFECTS
Tetsucabra Scale
While attuned to this weapon, you can use an action to conjure an ethereal pickaxe at will. When using this pickaxe to mine, you have advantage on Strength (Athletic) checks.

Tetsucabra Claw
While attuned this weapon, you can cast the mold earth cantrip at will.

Dignified Skull (Ranged weapon only)
Deadeye. Your weapon's normal attack range is increased by 20 feet.


Tetsucabra Tusks (Hammer only)
Punish Draw. A creature hit for the first time by the Hammers Mighty Weapon, has disadvantage on the saving throw.


OTHER MATERIAL EFFECTS
Paddock Oil
When this oil is applied to the skin, the target gains tremorsense out to 30 feet for 1 hour.

Jumbo Bone
Uncommon armor upgrade material.

Zamite

It is a small, shark-like creature whose relatively large mouth houses many rows of teeth made for attacking prey and hunters. Zamite have been sighted in a number of different stages of development, with some having fully developed legs, while others slide on their bellies. During battle, Zamite can grow larger when it ingests bodily fluids. These fluids also allow Zamites to grow legs if they are ingested by the individuals without limbs. Zamite behave just like Giggi in the manner of aggressively attacking any possible food source and draining them of their vital fluids.


Zamite

Medium beast (amphibian), unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 20 ft., burrow 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 1 (-5) 11 (+0) 4 (-3)

  • Skills Stealth +3,
  • Damage Immunities: Cold
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

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

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


Zamite

Challenge Rating 1/2                                                                             Carves 1

Carve Chance Material Slots
1-7 Sharp Fang (W)
8-14 Meaty Hide (O)
15-18 Monster Guts (O)
19-20 Sharqskin Scale (A)

ARMOR MATERIAL EFFECTS
Sharqskin Scale
While wearing this armor, you have a swimming speed equal to your walking speed.


WEAPON MATERIAL EFFECTS
Sharp Fang
Your slashing weapon deals an extra 1 slashing damage.


OTHER MATERIAL EFFECTS
Meaty Hide
This material can be cooked for 2 days of rations

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

Zamtrios

Zamtrios is a large, quadrupedal monster with grey-blue skin and yellow fins. It is superficially shark-like in appearance, with a long, 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 inflation abilities.

Zamtrios is a powerful predator, but these Fanged Beasts mostly feed on plants, nuts, and mushrooms though they will sometimes eat meat. From the size of the Lagombi, it's very possible Zamtrios would try to hunt them. Though Zamtrios prefer to feed on smaller helpless prey, they are still quite dangerous in their own right. Zamtrios have even been found to feed on Plesioth in tropical waters. The massive and aggressive Gammoth can seriously injure, if not outright kill the Amphibian if confronted.

Zamtrios is a very strange Amphibian with many bizarre adaptations. Zamtrios now lacks the sharp spike its juvenile form has but now is able to produce a type of "armor". It is able to produce this armor by secreting a special fluid from its skin that eventually freezes around it forming this icy armor. This armor acts as a secondary protection against threats and also acts as a weapon. 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 spike on its tail as another weapon. When it's not using its icy armor it will use freezing water to attack threats or prey from a distance and will spit balls of snow at them to stop their movement. Zamtrios have an under layer of skin directly under their skin used to replace previous old one. Their teeth, like saws, cut up prey just by rubbing against them.

When Zamtrios is heavily damaged while it has its icy armor, it will go through one of the most dramatic changes in nature. It will expand its body and inflate itself to several times its original body size. It goes through this change to

intimidate an attacker and is able to do this from gas that it produces from inside its body.

Zamtrios primarily spend most of their time in the water or under ice, constantly roaming around their territory and searching for prey. Like the Zamites, Zamtrios have huge appetites and have a single mind set on finding prey and to kill or eat any intruders in their territory. If Zamtrios have an enemy in their sight, they may actually chase them for miles upon miles of ice. During the breeding season Zamtrios will come together and mate. When female Zamtrios have mated they will then lay their eggs within the ice.


Zamtrios

Huge beast (amphibian), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 136 (13d12 + 52)
  • Speed 40 ft., burrow 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 5 (-2)

  • Skills Perception +3, Stealth +4
  • Damage Immunities: cold
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13
  • Languages
  • Challenge 5 (1,800 XP)

Amphibious. The zamtrios can breathe air and water.

Expand (2/day). The zamtrios can use a bonus action to greatly expand its belly for 1 minute. This increases its size to Gargantuan and gains resistance to bludgeoning damage. This action also remove Ice Armor if it is active. As a bonus action, the zamtrios can end this effect and revert back to its original size.

Actions

Multiattack. The zamtrios makes two bite attacks.

Bite. Melee Weapon Attack. +6 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) piercing damage.

Ice Armor. The zamtrios coats its body in ice, increasing its AC by 5, but reducing its movement speed by 10 ft. for 1 minute.

Ice Drill. If the zamtrios ice armor is active and the zamtrios is underground it can then use this action to unburrow in a space occupied by another creature. The creature is pushed 5 feet out of the zamtrios space and must succeed on a DC 14 Dexterity throw or be knocked prone and take 13 (3d6+3) slashing damage plus 13 (3d6+3) piercing damage. On a successful save, the creature takes only half the damage, and isn't knocked prone.

Water Torrent (Recharge 5-6). The zamtrios shoots a beam of water from its stomach across a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (7d6) cold damage on a failed save, or half as much damage on a successful one.


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 2 runes, which it regains daily at dusk. While wearing it, you can expend a rune to cast armor of agathys.

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 cold damage.


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

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
  • Senses passive Perception 15
  • Languages
  • Challenge 6 (2,300 XP)

Charge. If the aknosom moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 6 (1d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Pirouette. Whenever the aknosom makes a wing attack, it has advantage on Dexterity (Acrobatic) skill checks and Dexterity saving throws until the start of its next turn.

Actions

Multiattack. The aknosom makes two attacks: one with its peck and one with its kick, or two with its wings.

Kick. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Peck. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Ram. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) bludgeoning damage.

Wings. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

Fireball Barrage (Recharge 5-6). The aknosom chooses up to 5 creatures within 30 feet of it and spits a small fireball at each of them. Each creature must make a DC 14 Dexterity saving throw or take 5 (1d10) fire damage and ignites on a failed save or half as much damage and doesn't ignite on a successful one. Until a creature takes an action to douse the fire , the target takes 5 (1d10) fire damage at the start of each of its turns.

Aknosom

Aknosom is crane-like in appearance. It has a large red and gold parasol-like collar around its head, and this same coloration can be 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 feathers are white, and it has long narrow legs. Its tail also ends in a peculiar hook-like shape. Aknosom is capable of standing on one leg.

Aknosom is said to be very territorial, and will try to scare any intruders away by displaying its crest.


Aknosom

Challenge Rating 6                                        Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-5 1-5 Aknosom Scale (A)
6-11 6-12 Aknosom Feather (A,W)
12-13 13-14 Aknosom Beak (A,W)
14-18 15-19 Flame Sac (A,W)
19-20 Med Monster Bone (O)
20 Aknosom Crest (A,W)

ARMOR MATERIAL EFFECTS
Aknosom Scale
While you wear this armor your movements are always fluid and graceful, like a ballerina on stage.

Aknosom Feather
While you are wearing this armor, you can use your reaction or bonus action to gain resistance to fire until the end of your next turn. Once you use this property, you cannot use it again until you finish a long rest.

Aknosom Beak
Recovery Speed. Whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.


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.

Once used, this property cannot be used again until you finish a long rest.

Aknosom Crest
While you are wearing this armor and an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You can use this property a number of times equal to 1/2 your proficiency bonus (rounded down), regaining all expended uses when you finish a long rest.


WEAPON MATERIAL EFFECTS
Aknosom Feather
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.

Aknosom Beak
Your weapon deals an extra 1d4 fire damage.

Flame Sac
When you cast a spell that deals fire damage, it deals an extra 1d4 fire damage.

Aknosom Crest (Druid, Sorcerer, & Wizard only)
While attuned to this weapon you know the flaming sphere 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. Once used, this property cannot be used again until you finish a long rest.


OTHER MATERIAL EFFECTS
Med Monster Bone
Rare armor upgrade material.

Gypceros

Gypceros is among the largest and heaviest known Bird Wyverns. Its most notable features are the lamp-like crest on top of its head and a rubbery, shock-resistant hide. It has a long pink tail with a bulbous tip, and is a uniform blue-grey across most of its body. It possesses a poison sac which allows it to produce toxic fluids for use against attackers.

Gypceros can use its luminous crest to produce dizzying flashes and temporarily disorient foes. Its elastic tail can extend and be used as a whip, and it can spit large globules of poison to intoxicate attackers. Due to its shock-resistant hide and flashing crest, it is resistant to lightning attacks and to effects that would blind it.

Gypceros is a naturally timid wyvern. However, it is rather intelligent and crafty, as evidenced by its willingness to feign death in order to draw a foe in for a surprise attack. Gypceros is usually found in swamps and marshlands, although it can occasionally be seen in jungles and open grasslands.

DM Note: Feign Death
At the DMs choosing, the default check for this ability is a DC 18 using the gypceros's passive performance (10 + performance modifier)


Gypceros

Large wyvern (bird), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws Con +8, Int +3, Wis +4
  • Skills Deception +5, Performance +8
  • Damage Resistances lightning
  • Condition Immunities blinded
  • Senses passive Perception 11
  • Languages
  • Challenge 8 (3,900 XP)

Feign Death. While the gypceros is playing dead, a creature can make an Intelligence (Investigation) check against the gypceros's Charisma (Performance) check to determine that it is alive. The gypceros is blinded and prone while under the effects of feign death, but may still use its passive perception for hearing, smell, and touch. This effect lasts up to 1 hour or until the gypceros uses thrash action.

Actions

Multiattack. The gypceros makes three attacks: one with its tail and two with its peck.

Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage.

Tail. Melee Weapon Attack. +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Flash. (Recharge 5-6). The gypceros's lamp-like crest on top of its head creates a blinding flash of white light in a 45-foot radius around it. Each creature in that area must make a DC 16 Constitution saving throw or become blinded for 1 minute. A creature may repeat the saving throw at the end of its turns, ending the effect on a success.

Thrash. If the gypceros is using feign death, it can use this action to strike each creature in a 5-foot radius around it, using all of its body parts. Each creature in that area must make a DC 15 Dexterity saving throw, taking 35 (10d6) and are knocked prone. On a successful save, the target takes half damage and is not knocked prone.

Reactions

Play Dead (3/day). When the gypceros is below half of its maximum hp and takes damage, it can use its reaction to feign death by making a Charisma (Performance) check.


Gypceros

Challenge Rating 8                                        Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-10 1-3 Rubbery Hide (A,W)
11-13 4-9 Dash Extract (O)
14-15 10-13 Gypceros Poison Sac (A,W,O)
16-17 Lightcrystal (A,W)
18-19 14-19 Gypceros Webbing (A,W)
20 20 Gypceros Head (A,W)

ARMOR MATERIAL EFFECTS
Rubbery Hide
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.

Gypceros Poison Sac
Whenever you make a saving throw against the poisoned condition, you do so with a +2 bonus.

Lightcrystal
While wearing this armor, you can use a bonus action to speak its command word to ignite the magic within it, causing it to flare brilliantly. Any creature within a 10-foot radius of you must use their reaction to shield their eyes or be blinded until the end of their next turn. You can use this property twice, regaining all expended uses when you finish a long rest.

Gypceros Webbing
Marathon Runner. While wearing this armor, your walking speed increases by 5 feet.

Gypceros Head
While you are attuned to this armor, you can use your reaction, immediately after you are hit by an attack, to feign death for up to 1 hour. A creature can determine you are alive by making an Intelligence (Investigation) check against your Charisma (Performance) check. Once you use this property, you cannot use it again until you finish a long rest.


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.

Gypceros Poison Sac
Your weapon deals an extra 1d4 poison damage.

Lightcrystal
While holding this weapon in darkness, it sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Gypceros Webbing (Spellcaster only)
While attuned to this weapon you can cast the protection from energy (lightning) spell once a day, without expending a spell slot.

Gypceros Head
While attuned to this weapon, you can conjure a hooded lantern as an action. The lantern hovers 10 feet off the ground and stays within 5 feet of you. While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are 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 dim light in a 5-foot radius.


OTHER MATERIAL EFFECTS
Dash Extract
Crafting material for mega dash juice.

Gypceros Poison Sac
You can make a DC 14 Wisdom (Poisoner's Kit) check using this material as its ingredient plus two vials. On a success you create two vials of serpent venom (DMG p. 258). On a fail, the material is destroyed.

Hypnocatrice

Hypnocatrice is a large-sized Bird Wyvern covered in bright, colourful feathers. It has extremely powerful legs with large feet to deliver powerful kicks, and a hard, sharp beak. It is equipped with a sleeping sac that can put adventurers and other monsters to sleep and its small size and lightweight allow it to move with speed and agility during battle. Despite its feathered appearance, Hypnocatrice flies using bat-like, membraned wings, leaving its feather arrangements strictly for display purposes. Hypnocatrice is not particularly aggressive or territorial, but will stand its ground if threatened. They are typically found in lush environments such as the forest or jungle, but have also been encountered in desolate environments such as the desert.


Hypnocatrice

Large wyvern (bird), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 105 (14d10 + 28)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 9 (-1) 10 (+0) 7 (-2)

  • Skills Athletics +5
  • Condition Immunities incapacitated, unconscious
  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)

Actions

Multiattack. The hypnocatrice makes three attacks: two with its talons and one with its peck.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Peck. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.


Sleep Gas (Recharge 5-6). The hypnocatrice spits out a bubble of sleeping gas to a location within 30 feet. Upon impact, the bubble bursts releasing the gas in a 5-foot radius around it. Each creature in that area must make a DC 12 Constitution saving throw or, they fall unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake.

Wing Attack (3/day). The hypnocatrice beats its wings. Each creature within 10 feet of the hypnocatrice must succeed on a DC 13 Dexterity saving throw or take 10 (2d6 + 3) bludgeoning damage and be knocked prone. The hypnocatrice can then fly up to half its flying speed.


Hypnocatrice

Challenge Rating 4                                        Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-5 1-5 Orange Hypno Pelt (A,W)
6-8 6-7 Hypno Claw (W)
9-10 8-9 Hypno Bezoar (A,W)
11-13 10-12 H.Sleep Sac (A,O)
14-18 13-16 Hypno Fang (W)
17-20 Rainbow Tail Feather (A,W)
19-20 Hypno Beak (W)

ARMOR MATERIAL EFFECTS
Orange Hypno Pelt
You have a +2 bonus to Animal Handling checks while you wear this armor.

Hypno Bezoar
You can read books you are touching while sleeping.

H.Sleep 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.


Hypno Bezoar
When you hit a creature with this weapon, it must make a DC 12 Wisdom saving throw. If it fails the save it becomes charmed by you for 1 minute or until you or your companions do anything harmful to it. Once you use this property once, you can't use it again until you finish a short or long rest.

Hypno Fang
This weapon has 3 runes. When you hit a creature with this weapon, you can expend 1 of its runes to have the target make a DC 11 Constitution saving throw. On a failed save it falls unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. A creature that wakes up or succeeds on its saving throw is immune to the hypno fang's effect for 24 hours. This weapon regains 1 expended rune daily at dawn.

Rainbow Tail Feather
You can produce an illusory document from your bag. The document is real only so long as you hold it, after which it dissipates in a puff of smoke. A creature may also determine the document is fake with a Wisdom (insight) check against your spell save DC. If you do not have a spell save DC, the creature must succeed on a DC 11 Wisdom (Insight) check.

Hypno Beak (Bard, Sorcerer, & Wizard only)
While attuned to this weapon, you can use an action to cast the sleep spell from it once a day, without expending a spell slot.


OTHER MATERIAL EFFECTS
H.Sleep Sac
A Material that replaces the sleep herb when crafting tranq bombs or tranq ammo.

Malfestio

Malfestio superficially resembles an owl. Its body is covered in 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 back and are tipped with yellow. There are hints of yellow on its legs that end in scaly feet that have two talons and one small vestigial toe. Its wings have bright blue membranes. Along its wings are long blade-like claws. Its flattened tail ends in a three-pointed shape.

Malfestio is a nocturnal predator that uses its talons and wing claws to attack prey. Like Nargacuga, it sleeps in trees to avoid terrestrial predators. It can produce an ultrasound beam that can easily put prey to sleep. The claws along its wings are usually hidden but are revealed once the malfestio feels threatened.


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
17 (+3) 20 (+5) 16 (+3) 12 (+1) 16 (+3) 14 (+2)

  • Skills Perception +7, Stealth +9
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Giant Owl, understands Common, Elvish, and Sylvan but can't speak them
  • Challenge 9 (5,000 XP)

Flyby. The malfestio doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The malfestio has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Magic Resistance. The malfestio has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The malfestio makes four attacks: two with its wings and two with its talons.

Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Wings. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.

Sonic Wave (Recharge 5-6). The malfestio releases Sonic Wave in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw or, fall unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake.


Malfestio

Challenge Rating 9                                        Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-5 1-2 Azurefeather (A,W)
6-8 3-6 Coma Sac (O)
9-10 7-9 Malfestio Wingtalon (A,W)
10-11 Malfestio Ear (A,W)
11-12 12-16 Malfestio Wing (A,W)
13-18 17-18 Malfestio Tailfeather (A,W)
19 Malfestio Webbing (A,W)
20 19-20 Malfestio Goldfeather (W)

ARMOR MATERIAL EFFECTS
Azurefeather
You have a +2 bonus to Insight checks while you wear this armor.

Malfestio Wingtalon
Whenever you make a saving throw against the unconscious condition or other sleep-like effects, you do so with a +3 bonus.

Malfestio Ear
Detect+. You gain a +2 bonus to your passive Perception while you wear this armor.

Malfestio Wing
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.


Malfestio Tailfeather
While wearing this armor, you have darkvision out to a range of 60 feet. If you already have darkvision, your sight range increases by 60 feet.

Malfestio Webbing
Your armor becomes light and flexible. If it is medium or light armor it can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, it no longer does.


WEAPON MATERIAL EFFECTS
Azurefeather
While you are attuned to this weapon, you can speak its command word and swing it in a horizonal fashion to release a sonic wave in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw or, be incapacitated for 1 minute. If they fail the save by 5 or more they instead fall unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. Once you use this property, you cannot use it again until you finish a long rest.

Malfestio Wingtalon
Your weapon deals an extra 1d4 slashing damage.

Malfestio Ear
Hunter. While attuned to this weapon you gain one extra ration from whatever you hunt.

Malfestio Wing
Your weapon has 3 runes. While holding it, you can use an action to expend 1 of its runes, and if a secret door or trap is within 30 feet of you, the weapon pulses and points at the one nearest to you. This weapon regains 1d3 expended runes daily at dawn.

Malfestio Tailfeather (Ranger only)
While attuned to this weapon you can cast the zephyr strike (XG 171) spell once a day, without expending a spell slot.

Malfestio Webbing
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 long rest.

Malfestio Goldfeather
While you are holding this weapon, you can use an action to speak its command word to summon a giant owl for up to 8 hours. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. Once this property has been used, it can't be used again until 2 days have passed.


OTHER MATERIAL EFFECTS
Coma Sac
A Material that replaces the sleep herb when crafting sleep coating or sleep ammo (100 uses before it is destroyed).

Qurupeco

The Qurupeco resembles a large bird with Pterosaur-like features, 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 iridescent purple feathers on its back between its shoulders. It uses its masterful vocal mimicry abilities to call for aid from various monsters, as well as healing them and boosting their abilities. The Qurupeco's soft crest stretches over the top of its head and when calling opens out into the shape of a megaphone, amplifying its calls. Its most notable feature however is its bright red vocal sac which inflates when calling. The Qurupeco also has a pair of thick, bulky growths on its wings which produce sparks when struck against each other, much like flints. Its tail is shaped like a fan and can unfold revealing brightly colored skin, most likely as a warning for any would-be attacker.


Qurupeco

Large wyvern (bird), unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 135 (18d10 + 36)
  • Speed 30 ft., fly 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 7 (-2) 14 (+2) 16 (+3)

  • Saving Throws Con +4, Cha +6
  • Skills Performance +6
  • Damage Resistances: fire
  • Senses passive Perception 12
  • Languages
  • Challenge 6 (2,300 XP)

Sensitive Ears. If the qurupeco takes thunder damage or a thunder spell is used within 60 feet of it, it must succeed on a DC 15 Constitution saving throw or become stunned until the start of its next turn.

Innate Spellcasting. The qurupeco's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At Will: blade ward, cure wounds, vicious mockery

Actions

Multiattack. The qurupeco makes three attacks: one with its flint and two with its peck.

Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Flint. If the qurupeco jumps at least 5 feet towards a creature as part of its movement, it can then use this action to strike its flint-like wingtips together, creating a small explosion in that creature's space. That creature must make a DC 14 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save or half as much damage on a successful one.

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.

Crimson Qurupeco

Unlike the normal variety, this subspecies is red and blue in color. The electric flints are unique to this subspecies. They also call upon aid from much stronger monsters. A Crimson Qurupeco uses the same stats as a normal Qurupeco, except for the changes listed below:

  • Flint damage is changed to lightning damage.
  • Call for Aid (1/day). The qurupeco calls out for assistance, roll a d6; If 1-2, a Royal Ludroth appears; if 3-4, a Rathian appears; if 5, a Nargacuga appears; if 6, a Deviljho appears.

The threat from this variant is increased due to the allies it can summon to its aid. It is not recommended to use this variant until the players are able survive a CR 11 deadly encounter.


Qurupeco

Challenge Rating 6                                       Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-7 1-3 Qurupeco Scale (A,W)
8-12 4-8 Qurupeco Feather (A,W)
13-16 9-12 Screamer Sac x2 (O)
17-18 13-14 Vivid Feather (A,W)
15-16 Med Monster Bone (O)
19 17 Alluring Beak (A,W)
20 18-20 Flintstone (A,W)

ARMOR MATERIAL EFFECTS
Qurupeco Scale
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. Once you use this property, you cannot use it again until you finish a long rest.

Qurupeco Feather
Whenever you finish a long rest you may 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.


Flintstone
Your armor is decorated with bird carvings. It has 10 runes. While wearing it, you can use an action to expend 1 rune from the armor and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

This armor regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune, roll a d20. On a 1, the runes cannot recharge for a week.


WEAPON MATERIAL EFFECTS
Qurupeco Scale
You gain proficiency with the horn musical instruments. If you are already proficient, you double your proficiency bonus when using it.

Qurupeco Feather
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 attempt to harm it. Once you use this property, you cannot use it again for one week.

Vivid Feather
While you are attuned to this weapon, you can use this weapon as your spellcasting focus.

Alluring Beak
When you hit a creature with this weapon it must make a DC 12 Wisdom saving throw. On a failed save, the target becomes charmed by you until the end of its next turn. On a successful save, the target becomes immune to this effect for 24 hours.

Flintstone
When you cast a spell that deals fire damage, you gain a +1 bonus to its spell attack roll.


OTHER MATERIAL EFFECTS
Screamer Sac
A crafting material used to make sonic bombs.

Med Monster Bone
Rare armor upgrade material.


Pukei-Pukei

Large wyvern (bird), unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 97 (13d10 + 26)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 11 (+0) 10 (+0)

  • Saving Throws Con +4, Wis +2, Cha+2
  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)

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 three attacks: two with its tongue and one with its tail. 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. Range Weapon Attack: +4 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, or take 27 (6d8) poison damage and be poisoned for 1 minute on a 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 effect on itself on a success.

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 scales that vary in color throughout its body excluding its underbelly. Its underbelly is covered in white osteoderm-like protrusions. Despite being reptilian in nature, Pukei-Pukei has vibrant feathers around its neck and wings.

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. This poison varies depending on its previous meal.

Pukei-Pukei is known to bully smaller monsters, but will flee from larger ones.


Pukei-Pukei

Challenge Rating 4                                       Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-4 1-4 Pukei-Pukei Shell (A,W)
5-9 5-7 Pukei-Pukei Scale (A,W)
10-12 8-9 Pukei-Pukei Quill (A,W)
10-11 Pukei-Poison Sac (A,W,O)
13-15 12-13 Pukei-Pukei Sac (A,W)
16-17 14-17      Jumbo Bone      (O)
18-20 18-20 Pukei-Pukei Wing (A,W)

ARMOR MATERIAL EFFECTS
Pukei-Pukei Shell
You have a +2 bonus to Deception checks while you wear this armor.

Pukei-Pukei Scale
Botanist. When you successfully gather a plant resource, you instead gather 2.

Pukei-Pukei Quill
While you are wearing this armor, you can use your reaction or bonus action to gain resistance to poison damage until the end of your next turn. Once you use this property, you cannot use it again until you finish a long rest.

Pukei-Poison Sac
Whenever you make a saving throw against the poisoned condition, you do so with a +2 bonus.

Pukei-Pukei Sac
Item Prolonger. Whenever you use a consumable item that has a duration, its duration is increased by an additional 6 seconds.

Pukei-Pukei Wing
While wearing this armor, you can conjure 1 of 4 types of nut into the palm of your hand and consume it as an action. Choose one creature that you can see within 60 feet of you. Both you and the target must succeed on a DC 14 Constitution saving throw or suffer the effects of the nut for 1 minute. Roll a d4 to determine the effect of the nut;

On a 1, stunned; On a 2, deafened; On a 3, paralyzed; On a 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 you finish a long rest.


WEAPON MATERIAL EFFECTS
Pukei-Pukei Shell
You have proficiency with the herbalism kit while attuned to this weapon. If you are already proficient you double your proficiency bonus when using it.

Pukei-Pukei Scale
While touching this weapon, you can use an action to determine which way is north. This property functions only on the Material Plane.


Pukei-Pukei Quill
While you are attuned to this weapon, you can use this weapon as your spellcasting focus.

Pukei-Poison Sac
When you cast a spell that deals poison damage, add 1/2 of your proficiency bonus to that damage.

Pukei-Pukei Sac
This weapon has 3 runes. When you hit a creature with this weapon, you can expend 1 of its runes to have the target make a DC 14 Constitution saving throw or become poisoned for 1 minute. A creature can repeat its saving throw at the end of its turn, ending the effecting on a success. This weapon regains 1 expended rune daily at dawn.

Pukei-Pukei Wing
When you cast a spell that deals poison damage, you gain a +1 bonus to its spell attack roll or increase its spell save DC by 1.


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

Jumbo Bone
Uncommon armor upgrade material.

Coral Pukei-Pukei

Coral Pukei-Pukei retains most of its characteristics from Pukei-Pukei. However, Coral Pukei-Pukei sports bright orange coloring on its face, feet, and front wing claws. These turn red when it becomes enraged. The rest of its body has a pinkish-red tint to it while its underbelly and tail tip are violet.

While the Pukei-Pukei utilizes poison, the Coral Pukei-Pukei uses water as its main element of attack. Coral Pukei-Pukei is able to store high concentrations of water in its tail by drinking the sponge-like plants that lie in the Coral Highlands. By doing this, it is then able to shoot out jets of high pressurized water beams at hunters. It is also capable of doing this from its mouth by eating various plants. In addition to this, it can also throw out globs of water balls at hunters from its mouth.

Unlike Pukei-Pukei, Coral Pukei-Pukei is more aggressive with its attacks. It is also shown to be able to use its tail far more effectively than Pukei-Pukei when attacking hunters.


Coral Pukei-Pukei

Large wyvern (bird), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 144 (17d10 + 51)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 6 (-2) 11 (+0) 10 (+0)

  • Saving Throws Con +7, Wis +4, Cha +4
  • Senses passive Perception 10

  • Languages
  • Challenge 10 (5,900 XP)

Actions

Multiattack. The pukei-pukei makes two attacks: one with its tongue and one with its tail. 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. Range Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 10 (3d6) cold damage and the target must succeed on a DC 15 Constitution saving throw, or become poisoned 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 pressurized water from its tail that spirals out from below it out to a 45-foot radius. Each creature in that area must make a DC 15 Constitution saving throw, or take 27 (6d8) cold damage and be poisoned with waterblight for 1 minute on a failed save, or half as much damage and is not poisoned on a successful one.

Legendary Actions

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 another creature's turn. The pukei-pukei regains spent legendary actions at the start of its turn.

Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Water Jet - Arc (Costs 2 Actions). The pukei-pukei discharges a beam of high pressurized water from its mouth or tail in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.

Water Jet - Line (Costs 2 Actions). The pukei-pukei discharges a beam of high pressurized water from its mouth or tail in a 60-foot line that is 10 feet wide. Each creature in a line must make a DC 15 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.


Coral Pukei-Pukei

Challenge Rating 10                                      Carves/Capture 3

Carve Chance Capture Chance               Material               Slots
1-4 1-4 Coral Pukei‐Pukei Cortex (A,W)
5-9 5-7 Coral Pukei-Pukei Shard (W)
10-12 8-9 Coral Pukei-Pukei Lash (A,W)
10-11 Flood Sac (A,W)

       
13-15 12-13 Large Coral Pukei-Pukei Sac (A,W)
16-17 14-17          Lg Monster Bone          (O)
18-20 18-20 Coral Pukei-Pukei Fellwing (A,W)

ARMOR MATERIAL EFFECTS
Coral Pukei-Pukei Cortex
While wearing this armor, you can cast the create or destroy water spell from it as an action once per day.

Coral Pukei-Pukei Lash
Item Prolonger+. Whenever you use a consumable item that has a duration, its duration is increased by an additional 12 seconds.

Flood Sac
While wearing this armor, you have a swimming speed equal to your walking speed and you can hold breath underwater for twice as long as normal.

Coral Pukei-Pukei Sac
You have resistance to cold damage while you wear this armor.

Coral Pukei-Pukei Fellwing
You have resistance to cold damage and immunity to the waterblight condition while you wear this armor.


WEAPON MATERIAL EFFECTS
Coral Pukei-Pukei Cortex
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 hours, or until you use an action to cause the liquid to pour out from the hilt or tip of the weapon.

Coral Pukei-Pukei Shard
Partbreaker+1. You deal an extra 1d6 damage when you critically hit with this weapon.


Coral Pukei-Pukei Lash
Your weapon deals an extra 1d6 cold damage.

Flood Sac
When you cast a spell that deals cold damage, add 1/2 of your proficiency bonus to that damage.

Coral Pukei-Pukei Sac
Critical Draw+. During the first round of combat your melee weapon attacks score a critical hit on a roll of 15 or higher.

Coral Pukei-Pukei Fellwing
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 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 4d6 cold 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.


OTHER MATERIAL EFFECTS
Lg Monster Bone
Very rare armor upgrade material.

Yian Garuga

The Yian Garuga is a highly aggressive Bird Wyvern that has a striking purple coloration, large defensive spikes and an extremely tough shell. Its beak is sharp and jagged, and it possesses a silver mane around the edge of its face.

Yian Garuga is a close relative of the Yian Kut-ku that possesses a poisonous tail club and can produce ear-splitting roars to stop foes 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.

Yian Garuga hunts almost exclusively at night, using its deadly poison or stabbing its prey with its sharp beak to finish off its victim. When hunting another predatory species such as Velocidrome, Yian Garuga will let out a ear-deafening roar before launching an attack.

Very war-like in nature, Yian Garuga are
monsters that are best avoided. Yian Garuga
are very solitary creatures though, they have
rarely been seen in groups possibly during a
mating season, the groups consisting of more
than two have been seen on islands. After
mating, a female will sometimes seek out
a Yian Kut-Ku nest, destroy the eggs, and
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.


Yian Garuga

Large wyvern (bird), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 21 (+5) 18 (+4) 14 (+2) 12 (+1) 8 (-1)

  • Saving Throws Int +5, Cha +2
  • Skills Acrobatics +8, Perception +4
  • Senses darkvision 120 ft., passive Perception 14
  • Languages
  • Challenge 7 (2,900 XP)

Sensitive Ears. If the yian garuga takes thunder damage or a thunder spell is used within 60 feet of it, it must succeed on a DC 15 Constitution saving throw or become stunned until the start of its next turn.

Flyby. The yian garuga doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Multiattack. The yian garuga makes three attacks: two with its peck and one with its tail.

Peck. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Tail. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 13 (3d8) poison damage.

Violent Roar (Recharge 5-6). The yian garuga lets out a thunderous roar, sending out shockwaves in a 10-foot radius around it. Each creature in that area must make a DC 15 Constitution saving throw, or take 31 (7d8) thunder damage and be incapacitated until the end of its next turn on a failed save. If they fail the save by 5 or more, the creature is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and is not incapacitated.


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 Shell (Bow only)
Whenever you apply the close range coating to your arrows, you can coat up to 5 more.

Garuga Mane
You can use an action to speak this armor's command word and regain one expended spell slot of up to 3rd level. Once you have used this effect, it can't be used again until the next dawn.

Garuga Wing
Whenever you make a saving throw against the poisoned condition, you do so with a +2 bonus.

Garuga Tail
While wearing this armor, you have darkvision out to a range of 60 feet. If you already have darkvision, your sight range increases by 60 feet.

Rejuvenated Beak
You have advantage on initiative rolls while you wear this armor.


Garuga Ear
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 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.


WEAPON MATERIAL EFFECTS
Garuga Scale
While attuned to this weapon you can cast the gust of wind spell (save DC 13) once a day.

Garuga Shell (Bow only)
Arrows coated with the close range coating, deal an extra 1 piercing damage and it now ignores any disadvantages when attacking creatures you can see that are within 20 feet of you.

Garuga Mane
While you are attuned to this weapon, 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.

Garuga Wing
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.

Garuga Tail
Your weapon deals an extra 1d4 poison damage.

Rejuvenated Beak
This weapon warns you of danger. While the weapon is on your person, it magically awakens you and your companions within a 30-foot range if any of you are sleeping naturally when combat begins.

Garuga Ear
This weapon has 4 runes. When you hit a creature with this weapon, you can expend 1 of its runes to have the target make a DC 14 Constitution saving throw. On a failed save the target is deafened for 1 minute. This weapon regains 1d4 expended runes daily at dawn.


OTHER MATERIAL EFFECTS
Garuga Tail
Rare armor upgrade material.

Scarred Yian Garuga

In terms of appearance, scarred yian garuga is virtually identical to yian garuga. The main difference between the two is that one of this monster's ears is missing and Scarred Yian Garuga received a scar across its face.

The scarred yian garuga hunts almost exclusively at night, using its deadly poison or stabbing its prey to finish off its victim. It is just as aggressive as the yian garuga, but has adapted its attacks over its many battles, including the ability to unleash a barrage of small fire balls whilst its in the air. If hunting another predatory species such as a Velocidrome, Yian Garuga will first stun the creature with its roar before launching any attacks.

Azure Rathalos, Pink Rathian, Tigrex, Nargacuga, and the rare Rajang are fierce competitors of the Bird Wyverns and are even capable of killing them if an opportunity were to arise. However, being one of if not the most feared members of the Bird Wyvern class these creatures are fully capable of defending themselves against potential threats.



Scarred Yian Garuga

Large wyvern (bird), unaligned


  • Armor Class 21 (natural armor)
  • Hit Points 210 (20d10 + 100)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 22 (+6) 20 (+5) 14 (+2) 16 (+3) 8 (-1)

  • Saving Throws Con +10, Int +7
  • Skills Acrobatics +11, Perception +8
  • Damage Resistances poison; bludgeoning, slashing, and piercing from nonmagical attacks
  • Damage Immunities fire, lightning
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 18
  • Languages
  • Challenge 16 (15,000 XP)

Actions

Multiattack. The yian garuga makes three attacks: two with its peck and one with its tail. Or it makes three fire ball attacks.

Fire Ball. Range Weapon Attack. +11 to hit, 80/320 ft., one target. Hit: 22 (4d10) fire damage.

Peck. Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Tail. Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 22 (5d8) poison damage.

Fire Barrage (Recharge 5-6). The yian garuga exhales a barrage of fireballs in a 60-foot cone in front of it. Each creature in that area must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The yian garuga 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 yian garuga regains spent legendary actions at the start of its turn.

Flight. The yian garuga flies up to half its flying speed.

Poisoned Tail. Choose a creature within 10 feet of the yian garuga. That creature must make a DC 18 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.

Piercing Roar (Costs 3 Actions). The yian garuga lets out an ear shattering roar. Each creature that is within 20 feet of the yian garuga must succeed on a DC 18 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.


Scarred Yian Garuga

Challenge Rating 16                                      Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-4 1-2 Garuga Shard (A,W)
5-6 3-10 Garuga Cortex (A,W)
7 11-13 Garuga Silverpelt (A,W)
8 14-18 Garuga Fellwing (A,W)
9-12 Garuga Lash (A,W,O)
13-16 19 Fancy Beak (A,W)
17-20 20 Garuga Auricle (A,W)

ARMOR MATERIAL EFFECTS
Garuga Shard
While wearing this armor, you have darkvision out to a range of 60 feet. If you already have darkvision, your sight range increases by 60 feet.

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 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.

Garuga Silverpelt
You can use an action to speak this armor's command word and regain one expended spell slot of up to 4th level. Once you have used this effect, it can't be used again until the next dawn.

Garuga Fellwing
Whenever you make a saving throw against the poisoned condition, you do so with advantage.

Garuga Lash (Druid Only)
While you wear this armor, your wild shapes last a number of hours equal to your druid level and you can use your wild shape one additional time.

Fancy Beak
You have advantage on initiative rolls while you wear this armor.

Garuga Auricle
You cannot be poisoned and you have resistance to poison damage while wearing this armor.


WEAPON MATERIAL EFFECTS
Garuga Shard
If you coat this weapon with poison, the poison’s save DC is increased by 3.

Garuga Cortex (Bows only)
Your poison coating now lasts for 1 minute, but the target can repeat its saving throw at the end of its turn. ending the poison on a successful save.

Garuga Silverpelt
Critical Eye. Your weapon attacks critical hit range is increased by 1.

Garuga Fellwing
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.

Garuga Lash
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.

Fancy Beak
Critical Status (poison). When you make a weapon attack with this weapon, and roll a 20 for the attack roll, the target is poisoned until the end of its next turn.

Garuga Auricle
Your weapon deals an extra 1d10 poison damage.


OTHER MATERIAL EFFECTS
Garuga Lash
Very Rare armor upgrade material.

Yian Kut-Ku

The Yian kut-ku is characterized by its large, fan-like ears that unfurl when excited. They have a large, yellow beak with a pink stripe running down its length. The lower jaw of its beak is significantly bigger than the top jaw. Yian kut-ku's body is covered in orange-pink plating and beige scales. Its wing membranes are deep blue and its eyes are bright yellow. These wyverns are small and relatively light, making them quick and agile. They have an extremely powerful sense of hearing, thanks to their large ears.

A somewhat temperamental, skittish, and inquisitive wyvern. Yian kut-ku have a tendency to want to appear bigger than they really are by spreading their wings, flaring out their ears, and squawking loudly. They are generally insectivores, preying on konchu and other Neopterons as a main part of their diet.

Yian kut-ku are capable of flight, which is a major advantage when fleeing from large terrestrial predators. However, they aren't as adept in the air when compared to other wyverns. Due to this kut-ku spend more time on land. kut-ku have very large and sturdy beaks used to crush hard-shelled prey and fruit, as well as aid them in shoveling up ground-dwelling insects and larvae. This is particularly visible when it is feeding on konchus, as it can bypass their hard shells by simply scooping the Neopterons up when they roll into balls and swallowing them whole.

The most defining trait of yian kut-ku are their specialized large 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 different things. Kut-ku will eat lots of
insects, such as konchu, nuts and honey. While
they are fully capable of defending themselves
against smaller predators such as velocidrome
and their packs kut-ku are often preyed upon by
larger predators like rathian and najarala. Kut-ku
are well known for getting into territorial conflicts with the extremely aggressive yian garuga.

Sometimes a garuga will take over a
kut-ku's territory and even kill the
smaller bird wyvern. Female yian
garuga will also destroy the eggs
of a kut-ku and lay their own eggs
in the nest, leaving the kut-ku
as a victim of brood parasitism.


Yian Kut-ku

Large wyvern (bird), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 6 (-2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 3 (700 XP)

Sensitive Ears. If the yian kut-ku takes thunder damage or a thunder spell is used within 60 feet of it, it must succeed on a DC 15 Constitution saving throw or become stunned until the start of its next turn.

Charge. If the yian kut-ku moves at least 20 feet straight toward a target and then hits it with a body slam attack on the same turn, the target takes an extra 6 (1d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Multiattack. The yian kut-ku makes two attacks: one with its peck and one with its tail.

Peck. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Tail. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage.

Body Slam. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 21 (3d12 + 2) bludgeoning damage.


Yian Kut-ku

Challenge Rating 3                                        Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-6 1-3 Kut-Ku Scale (A,W)
7-9 4-9 Kut-Ku Carapace (A,W)
10-11 Kut-Ku Webbing (A)
12-13 10 Splendid Beak (A,W)
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.


Kut-Ku Carapace
Well Rested. When you finish a long rest, you gain 5 temporary hit points for 24 hours while attuned to this armor.

Kut-Ku Webbing
You have a +2 bonus to History checks while you wear this armor.

Splendid Beak
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 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.

Kut-Ku Auricle
When you make a skill check while wearing this armor, you 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.


WEAPON MATERIAL EFFECTS
Kut-Ku Scale
You may use this weapon to make pink colored marks on any surface. The marks fade away in 24 hours.

Kut-Ku Carapace
This weapon cannot be detected by the detect magic spell unless the caster touches the weapon.

Splendid Beak
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.

Kut-Ku Ear
While touching this weapon you can speak its command phrase: "The limits of my language are the limits of my world" to gain proficiency in any language of your choice for 24 hours. Once you use this property, you can't use it again until the next day.

Kut-Ku Auricle
While attuned to this weapon, you can use a bonus action to exhale fire at a target within 15 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.

Once used, this property cannot be used again until you finish a long rest.


OTHER MATERIAL EFFECTS
Jumbo Bone
Uncommon armor upgrade material.

Screamer Sac
A crafting material used to make sonic bombs.

Blue Yian Kut-ku

Although they are usually smaller than their pink counterparts, the blue yian kut-ku are stronger and more aggressive. They are covered in an indigo carapace, and blue streaks can be found on its beak and ears. Although the Blue Yian Kut-Ku are stronger than the normal variation, they are still pretty low in the food chain. Though still weak, Blue

Yian Kut-Ku are known to occasionally scare away Yian Kut-Ku. When not being preyed upon by large predators, Blue Yian Kut-Ku feed on insects, honey, and nuts.

Blue Yian Kut-Ku are very cautious and wary creatures that are easily startled by sudden loud noises. When undisturbed, these monsters spend their day foraging for food, but if confronted they will flare out their ears and spread their wings while making loud shrieks.


Blue Yian Kut-ku

Large wyvern (bird), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 6 (-2)

  • Saving Throws Str +6, Wis +5
  • Skills Perception +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 15
  • Languages -
  • Challenge 5 (1,800 xp)

Charge. If the yian kut-ku moves at least 20 feet straight toward a target and then hits it with a Body Slam Attack on the same turn, the target takes an extra 19 (3d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Flyby. The yian kut-ku doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Sensitive Ears. If the yian kut-ku takes thunder damage or a thunder spell is used within 60 feet of it, it must succeed on a DC 15 Constitution saving throw or become stunned until the start of its next turn.

Actions

Multiattack. The yian kut-ku makes three attacks: two peck attacks and one tail attack.

Peck. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit 12 (2d8 + 3) piercing damage.

Tail. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit 14 (2d10 + 3) bludgeoning damage.

Body Slam. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit 22 (3d12 + 3) bludgeoning damage.

Fireball (recharge 5-6). The yian kut-ku exhales a fireball to a point within 60 feet of it. Each creature in a 10-foot radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) fire damage, or half as much damage on a successful one.


Blue Yian Kut-ku

Challenge Rating 5                                        Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-6 1-3 Blue Kut-Ku Scale (A,W)
7-9 4-9 Blue Kut-Ku Carapace (A,W)
10-11 Blue Kut-Ku Webbing (A)
12-13 10 Giant Beak (A,W)
11-14       Monster Bone+       (O)
15-16 Blue Inferno Sac (A,W)
14-19 Kut-Ku Ear (A,W)
20 17-20 Blue Kut-Ku Auricle (A,W)

ARMOR MATERIAL EFFECTS
Blue Kut-Ku Scale
You reduce fire damage you take by 3 while you wear this armor.

Blue Kut-Ku Carapace
While you are attuned to this armor, you and your equipment suffer no ill effects from Strong Winds.

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.

Once used, this property cannot be used again until 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 may 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.


Giant Beak
When you cast a spell that deals fire damage, you increase the spell save DC by 1.

Blue Inferno Sac
Your weapon deals an extra 1d4 fire damage.

Kut-Ku Ear
While touching this weapon you can speak its command phrase: "The limits of my language are the limits of my world" to gain proficiency in any language of your choice for 24 hours. Once you use this property, you can't use it again until the next day.


Blue Kut-Ku Auricle
While attuned to this weapon, you can use a bonus action to exhale fire at a target within 15 feet of you. The target must make a DC 14 Dexterity saving throw, taking 3d6 fire 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.


OTHER MATERIAL EFFECTS
Monster Bone+
Rare weapon upgrade material

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
  • Senses passive Perception 14
  • Languages
  • Challenge 7 (2,900 XP)

Keen Smell. The anjanath has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The anjanath makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage plus 5 (1d10) fire damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the anjanath can't bite another target.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Firebreath (Recharge 5-6). The anjanath exhales fire in a 60-foot line that is 5 ft. wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.

Anjanath

Anjanath has a pink face, somewhat resembling a Vulture, along with pink scales covering its underbelly. Its hind legs are powerful and muscular, while its front limbs are much smaller and mostly useless. Black proto-feathers cover Anjanath's back, front limbs, and legs, which give it an appearance similar to the most recent depictions of some theropod dinosaurs like T-rex.

Anjanath has powerful jaws that allow it to rip apart foes, along with a powerful nose used for smelling out prey. It also has the ability to breath fire from its maw.

Anjanath are relentless predators that will chase down anything that dares attack them. Once they've been provoked, Anjanath won't let an enemy get away easily. They are known to leave behind a mucus-like substance in order to mark its territory.


Anjanath

Challenge Rating 7                                       Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-5 1-5 Anjanath Pelt (A,W)
6-10 6-10 Anjanath Scale (A)
11-13 Anjanath Fang (A,W)
14-16 11-14 Anjanath Nosebone (A)
17-19 15-16 Anjanath Tail (A,W)
17-19 Flame Sac (A,W)
20 20 Anjanath Plate (A,W)

ARMOR MATERIAL EFFECTS
Anjanath Pelt
Marathon Runner. While wearing this armor, your walking speed increases by 5 feet.

Anjanath Scale
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 twice, regaining all uses when you finish a long rest.

Anjanath Fang
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 flame to erupt from your mouth before the attack hits or misses. An attacker that can’t be blinded is immune to this property.

You can use this property two times. You regain all expended uses when you finish a long rest.

Anjanath Nosebone
While you wear this armor, you may pass a Constitution saving throw you otherwise would have failed. Once used, this property can't be used again until you finish a long rest.

Anjanath Tail (Spellcaster only)
This armor has 2 runes, which it regains daily at dawn. You may 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.

Once used, this property cannot be used again until 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.

Anjanath Fang (Clerics, Druids, and Rangers only)
You know the produce flame cantrip while attuned to this weapon. If you already know it, you gain a +1 bonus to its spell attack roll.

Anjanath Tail (Bow only)
Special Ammo boost. While attuned to this weapon, your coat arrow now coats up to 20 arrows and your dragonpiercer an extra 1d6 piercing damage.

Flame Sac
When you cast a spell that deals fire damage, it deals an extra 1d4 fire damage.

Anjanath Plate (Gunlance only)
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.

Fulgur Anjanath

Fulgur anjanath retains many of the characteristics the ordinary species is known for, having the general appearance of a predatory dinosaur. However, unlike its counterpart, fulgur anjanath sports a bright white fur on portions of its body, as well as a much brighter, light grey colored hide. Its head is a vibrant orange color. Dark grey stripes cover large portions of fulgur anjanath's body, extending from the head all the way to its tail.

The usually hidden 'wings' are of the same light grey color as the rest of the body on the outside, while having a purplish-blue coloration on the inside, which is adorned by blue crackles of electricity. The nasal crest and inside of fulgur anjanath's mouth are illuminated from the inside by a bright blue light.

Much like the ordinary species, fulgur anjanath uses its powerful jaws and legs to strike down and overpower foes. Its main difference, however, is a unique affinity for the Thunder Element. It generates electric energy with a special organ in its body, utilizing it in combination with its already great physical strength and its mucus is also electrified, allowing fulgur anjanath to hurl it at opponents.


Fulgur Anjanath

Huge wyvern (brute), unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 187 (15d12 + 90)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 3 (-4) 12 (+1) 9 (-1)

  • Saving Throws Dex +5, Con +11, Cha +4
  • Skills Perception +6
  • Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks.
  • Damage Immunities lightning
  • Senses passive Perception 16
  • Languages
  • Challenge 15 (13,000 XP)

Keen Smell. The anjanath has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the anjanath moves at least 15 feet. straight toward a creature and then hits it with a stomp attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the anjanath can make one bite attack against it as a bonus action.

Actions

Multiattack. The anjanath makes two attacks: one with its bite and one with its stomp. It can't make both attacks against the same target. It can also replace any of these attacks with an electric snot attack.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) piercing damage plus 5 (1d10) lightning damage. If the target is a Medium or smaller creature, it is Grappled (escape DC 20). Until this grapple ends, the target is restrained, and the anjanath can't bite another target.

Electric Snot. Range Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 22 (4d10) lightning damage.

Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 5 (1d10) lightning damage and each creature within 5 feet of the target, must make a DC 19 Dexterity saving throw, taking 5 (1d10) lightning damage on a failed save, or half as much damage on a successful one.

Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.

Lightning Charge (Recharge 5-6). The anjanath moves up to its speed. During this move it can move through the spaces of other creatures without provoking opportunity attacks. Each creature the anjanath moves through must make on a DC 20 Dexterity saving throw or take 17 (3d6 + 7) bludgeoning damage plus 28 (6d8) lightning damage and be knocked prone on a failed save, or half as much damage on a successful one and is not knocked prone.


Legendary Actions

The anjanath 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 anjanath regains spent legendary actions at the start of its turn.

Attack. The anjanath makes a tail attack or an electric snot attack.

Detect. The anjanath makes a Wisdom (Perception) Check.

Move. The anjanath moves up to its speed without provoking opportunity attacks.


Fulgur Anjanath

Challenge Rating 15                                    Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-5 1-5 Fulgur Anjanath Thickfur (A,W)
6-10 6-10 Fulgur Anjanath Shard (A)
11-13 Fulgur Anjanath Hardfang (A,W)
14-16 11-14 Heavy Fulgur Anjanath Nosebone (A,W)
17-19 15-16 Fulgur Anjanath Lash (A,W)
17-19 Lightning Sac (A,W)
20 20 Fulgur Anjanath Mantle (A,W)

ARMOR MATERIAL EFFECTS
Fulgur Anjanath Thickfur
Item Prolonger+. Whenever you use a consumable item that has a duration, its duration is increased by an additional 12 seconds.

Fulgur Anjanath Shard
Resuscitate. You have advantage on Dexterity saving throws if you are suffering from a condition.

Fulgur Anjanath Hardfang
You have advantage on saving throws against being stunned while you wear this armor.

Heavy Fulgur Anjanath Nosebone
While you wear this armor, you may pass a Dexterity saving throw you otherwise would have failed. Once used, this property can't be used again until you finish a long rest.

Fulgur Anjanath Lash
This armor has 2 runes, that it regains daily at dawn. You may expend a rune to cast the lightning arrow spell from it.

Lightning Sac
You are immune to lightning damage while you wear this armor.

Fulgur Anjanath Mantle
Flinch Free. While wearing this armor you cannot be knocked prone, or unwillingly moved from your current location by any means.



WEAPON MATERIAL EFFECTS
Fulgur Anjanath Thickfur
While you are holding this weapon, you can use an action to make this weapon deal lightning 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.

Fulgur Anjanath Hardfang
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.


Heavy Fulgur Anjanath Nosebone
While attuned to this weapon you can use an action to speak its command word, causing it to expel electric snot at a creature within 60 feet of you. That creature must make a DC 15 Dexterity saving throw, or be covered in the snot for 1 minute or until it uses an action to wipe it away. While covered, the creature takes 1d4 lightning damage whenever it is hit by a melee weapon attack.

You can use this property a number of times equal to your Constitution modifier, regaining all expended uses when you finish a long rest.

Fulgur Anjanath Lash (Bow only)
Special Ammo Boost+1. Your coating now coats up to 25 arrows and your dragonpiercer deals an extra 2d6 piercing damage.

Lightning Sac
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.


Banbaro

Huge wyvern (brute), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 175 (13d12 + 91)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 24 (+7) 6 (-2) 10 (+0) 7 (-2)

  • Saving Throws Str +11, Wis +4, Cha +2
  • Skills Athletics +11, Perception +4
  • Damage Immunities cold
  • Senses passive Perception 14
  • Languages
  • Challenge 12 (8,400 XP)

Improvised Weapon (Recharge 4-6). The banbaro can use its bonus action to dig up a large boulder or strike a nearby tree, or pick up a tree trunk and hold it in its antlers.

Actions

Multiattack. The banbaro makes two attacks: one with its horn and one with its hip check. 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. If there is another creature within 5 feet of the original target and within this attack’s range, the banbaro can make another horn attack against that creature. The banbaro can attack up to two additional creatures per turn with this attack.

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). Range Weapon Attack: +11 to hit, range 20/40 ft., one target Hit: 10 (3d6) bludgeoning damage and the tree trunk or boulder is destroyed.

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 being covered in gray scales. Its giant horns are its defining characteristic. These stout, pinkish horns end in broad, moose-like antlers. When enraged, a small horn-like projection on its snout folds out.

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 allows it to smash the gathered ball in a huge blast of debris that leaves a hindering pile behind, while digging up trees widens the charge's hitbox and can be thrown as projectiles. Digging up volcanic rock causes it to leave trails of lava behind.


Banbaro

Challenge Rating 12                                    Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-5 1-5 Banbaro Chine (A,W)
6-11 6-9 Banbaro Cortex (A,W)
10-12 Dash Extract (O)
12-14 13-15 Banbaro Great Horn (A,W)
13-19 16-19 Banbaro Lash (A,W)
20 20 Banbaro Gem (A,W)

ARMOR MATERIAL EFFECTS
Banbaro Chine
Transporter. While you are attuned to this armor, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Banbaro Cortex
Speed Eating. While you are attuned to this armor, you can use any consumable, such as a potion or food, as a bonus action; so long as you are the one consuming it.

Banbaro Great Horn
You have resistance to cold damage while you wear this armor.

Banbaro Lash
Health Boost. While wearing this armor, your hit point maximum increases by 1 for each character level you have.

Banbaro Gem
Mushroomancer+. While wearing this armor you can digest mushrooms that would otherwise be inedible and gain their advantageous effects. The more banbaro materials equipped in your armor or trinkets, the more mushrooms you can eat.

   1 banbaro material.

  • Blue Mushroom, Restores a 2d4 hit points.
  • Toadstool, You regain 2 hit point at the start of each of your turns for 1 minute.

2 banbaro material.

  • Nitroshroom, An ability score of your choice increases by +2 for 1 minute (to a maximum of 20).
  • Parashroom, Your AC becomes 14 + your Dexterity modifier for the next 8 hours.

3 banbaro material.

  • Chaos Mushroom, You are poisoned for 1 hour, and gain 5 temporary hit points per character level for the next 10 minutes.
  • Bindshroom, Your speed increases by 15 feet for 1 hour.
  • Exciteshroom, Provides one of the other mushroom effects, roll a d6 to see which one:
   
1. Blue Mushroom 4. Parashroom
2. Toadstool 5. Chaos Mushroom
3. Nitroshroom 6. Bindshroom


WEAPON MATERIAL EFFECTS
Banbaro Chine
Your weapon deals an extra 1d6 bludgeoning damage.

Banbaro Cortex
You are proficient with improvised weapons while attuned to this weapon.

Banbaro Great Horn
While attuned to this weapon, you can cast the catapult spell at 2nd level from it. Once you use this property, you can't use it again until you finish a long rest.

Banbaro Lash (Greatsword & Lance Only)
Offensive Guard. Whenever you use a reaction that increases your AC, the next attack you make with that weapon deals extra damage equal to the bonus AC the reaction provided.

Banbaro Gem
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.


OTHER MATERIAL EFFECTS
Dash Extract
Crafting material for mega dash juice.

Brachydios

Brachydios are easily identifiable by their glowing, green slime-covered horns and "fists," as well as their shiny, armored hide covered in many plates and ridges that are made of obsidian. Unlike other Brute Wyverns, Brachydios sports a pair of long, highly developed forelimbs that it uses as its primary means of defense. Brachydios' forelimbs and horn seem to secrete a mysterious slime.

A Brachydios "primes" this mucus to explode with its saliva, hence why it licks its arms, making it appear brighter green. Despite initial appearances, Brachydios does possess claws on its forearms that are tucked away underneath, and serve no apparent purpose in battle.

The symbiotic slime-mold is easily one of the most unique and defining features of the Brachydios. The theropods armored shell is hardened to protect against the explosive blasts that the mold 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. Brachydios body is the only place this mold can survive without turning explosive. When attacking, Brachydios constantly scrapes copious amounts of this mold off of its body, causing it to deplete. However, it seems that the beast's saliva acts as a powerful stimulant, which causes the mold to almost instantly replenish itself.

Brachydios are extremely aggressive creatures and will not hesitate to attack if they feel threatened or challenged. Due to their aggression they are commonly known to invade the territories of other large predators, usurp them, and claim the territory as their own. They will also show no mercy to small monsters. Young 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 dangerous as their hides are underdeveloped and can possibly be seriously injured or even killed by the explosions of the slime mold.


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 Immunities fire
  • Damage Resistances slashing, piercing
  • Senses passive Perception 9
  • Languages
  • Challenge 17 (18,000 XP)

Actions

Multiattack. The brachydios makes three attacks: one with its horn and two with its fist.

Horn. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 3 (1d6) fire damage.

Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage. plus 3 (1d6) fire damage.

Chemical Reaction (Recharge 5-6). The brachydios slams his horn into the ground and causes 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 its chemical reaction.



Brachydios

Challenge Rating 17                                    Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-5 1-3 Brach Carapace (A,W)
6-8 4-8 Brach Ebonshell (A)
9-10 9 Mystery Slime (A,W)
11 10-14 Brach Scalp (A,W)
12-14 15-16 Brach Tail (A,W)
15 Brach Hammer (W)
16 Brach Marrow (A,W)
17-19 17-19 Brach Pounder (W)
20 20 Brach Gem (A,W)

ARMOR MATERIAL EFFECTS
Brach Carapace
Handicraft+2. For 24 hours, you gain proficiency with two artisan tools of your choice each dawn.

Brach Ebonshell
You have resistance to fire damage while wearing this armor.

Mystery Slime (Requires a shield)
While you are attuned to this armor, you can use an action to prime your shield. The next time you take damage from a melee attack, fire erupts from the shield and bathes the attacker in flames. The attacker must make a DC 15 Dexterity saving throw or take 4d6 fire damage. On a successful save, the creature takes half of that damage. You can use this property twice, regaining all expended uses on a short or long rest.

Brach Scalp
While attuned to this armor you can cast the grease spell (save DC 16). You can use this property three times, regaining all expended uses on a short or long rest.

Brach Tail
While you wear this armor, you can succeed a Constitution saving throw you otherwise would have failed. Once used, this property can't be used again until you finish a long rest.

Brach Marrow
Biology. You become proficient with dung bombs while you are wearing this armor, and you are immune to blight effects such as waterblight, iceblight, or the blight spell.

Brach Gem
You are immune to fire damage while you wear this armor.


WEAPON MATERIAL EFFECTS
Brach Carapace
You gain a +2 bonus to your spell attack rolls and spell save DC while attuned to this weapon. This bonus increases to +3 when the spell you are casting is a fire spell.

Mystery Slime
Once per turn, when you hit a creature with this weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 fire damage for each time you’ve wounded it, and it can then make a DC 16 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Brach Scalp
While you are attuned to this weapon, whenever a creature attempts to break a grapple with you, you make your skill check with advantage.

Brach Tail
While holding this weapon, you can use an action to cause thick, black oil to coat the weapon. The oil remains for 1 minute or until an Attack using this weapon hits a creature. On hit, the oil ignites and that creature must succeed on a DC 15 Constitution saving throw or take 2d10 fire damage and begins to burn for 1 minute. A creature that is burning must make a DC 15 Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 fire damage. On a successful save, the creature is no longer burning. This weapon can't be used this way again until the next dawn.

Brach Hammer (Sorcerer & Wizard only)
Bombardier. 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: scorching ray (2 runes), Melf's Minute Meteors (3 runes), or Wall of Fire (4 runes). This weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune it can't regain any runes for one week.

Brach Marrow
Blast Coat. This material provides one of the following weapon properties depending on which weapon it is placed in:

  • (Heavy Bowgun) Your cluster ammo deals an extra 2d6 fire damage.
  • (Bow) Your blast coating deals an extra 1d6 fire damage.

                                                                                      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 it as a bonus action.

Brach Gem
Spirit. When fighting a Huge or larger creature, this weapon deals 1d6 extra weapon damage and its crit range is increased by 1.

Raging Brachydios

Theorized to have grown isolated in a special environment, Raging Brachydios is a rare special Brachydios individual that has abnormal activation of its Slime Mold.

Raging Brachydios is a predator capable of taking on and even killing other large predatory monsters, just like Brachydios. In line with their chosen habitat and absurd strength, Raging Brachydios will encounter far more dangerous foes than regular Brachydios, but will fight them and potentially win nonetheless.

Raging Brachydios have many of the same adaptions as Brachydios, however, there is a few differences between them. Raging Brachydios are extremely large compared to normal Brachydios, but are only slightly slower than them. This size difference stems from their advanced age. The main adaption that puts them apart from normal Brachydios is the large amount of slime mold found on their body.

This Ancient slime mold is not only more active then regular slime mold, but also explodes far more violently. This provides Raging Brachydios far more potent explosions that those of its peers.


This forces Raging Brachydios to develop its own special Indestructible Ebonshell, to withstand its own explosions, lest it kill itself. This in turn provides it nigh-impenetrable protection from the natural weaponry of nearly all other living creatures.

Lair Actions

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

  • The brachydios explodes with rage, sending green slime out in all directions. Choose up to 10 points in the lair that are at least 25 feet from the other points. The slime spreads out in a 15-foot square area centered on each point and explodes when the brachydios' slime does.
  • The brachydios sends a chain of explosions at all entrances and exits, causing them to cave in with rock and fire, blocking any simple retreat from the area.
  • A 50-foot square area of ground within 120 feet of the brachydios becomes jagged and broken; that area is difficult terrain until initiative count 20 on the next round.


Raging Brachydios

Gargantuan wyvern (brute), unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 310 (20d20 + 100)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 20 (+5) 9 (-1) 9 (-1) 9 (-1)

  • Saving Throws Str +14, Wis +6
  • Damage Resistances lightning, necrotic, piercing, slashing
  • Damage Immunities fire
  • Condition Immunities charmed, frightened, unconscious
  • Senses passive Perception 9
  • Languages
  • Challenge 22 (41,000 XP)

Detonate. At the start of the brachydios' turn, the slime explodes. Each creature in the slimes area, takes 7 (2d6) fire damage.

Legendary Resistance (3/Day). If the brachydios fails a saving throw, it can choose to succeed instead.

Raging Fury. While it has half hit points or fewer, the brachydios gains the following benefits:

  • The brachydios' AC is increased by 3.
  • It has resistance to bludgeoning damage and vulnerability to cold damage.
  • It cannot be paralyzed or poisoned.
  • Its slime now explodes on initiative 20.

 

 

Actions

Multiattack. The brachydios makes three attacks: one with its horn and two with its fist.

Horn. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 7 (2d6) fire damage and green slime covers the terrain in a 10-foot radius around the target (including the target's space).

Fist. Melee Weapon Attack: +14 to hit, reach 10 ft., one 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 space).

Chemical Reaction (Recharge 5-6). The brachydios slams its horn into the ground and causes 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 its chemical reaction.


Raging Brachydios

Challenge Rating 22                                    Carves/Capture 3

Carve Chance Material Slots
1-5 Indestructible Ebonshell (A,W)
6-9 Flashpoint Slime (A,W)
10-12 Brachydios Lash (A,W)
13-15 Brach Obliterator (A,W)
16 Immortal Reactor (A,W)
17-18 Brach Warhead (A,W)
19-20 Brachydios Pallium (A,W)

ARMOR MATERIAL EFFECTS
Indestructible Ebonshell
Handicraft+3. For 24 hours, you gain proficiency with three artisan tools of your choice each dawn.

Flashpoint Slime (Requires a shield)
While you are attuned to this armor, you can use an action to prime your shield. The next time you take damage from a melee attack, fire erupts from the shield and bathes the attacker in flames. The attacker must make a DC 17 Dexterity saving throw or take 5d6 fire damage on a failed save, or half as much damage on a successful one. You can use this property twice, regaining all expended uses on a short or long rest.

Brachydios Lash
Adrenaline. The first time you drop below half of your hit point maximum in combat, you gain a rush of adrenaline. On your next turn your movement speed doubles and you can take one extra action.

Brach Obliterator (Lance & Greatsword only)
Your Guard AC bonus now lasts until the start of your next turn and you cannot be knocked prone.

Immortal Reactor
Biology. You become proficient with dung bombs while you are wearing this armor, and you are immune to blight effects such as waterblight, iceblight, or the blight spell.

Brach Warhead
You are immune to fire damage while you wear this armor.

Brachydios Pallium
Iron Wall+. You have a +3 bonus to your armor class while 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


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.

Brach Obliterator
Bombardier+. The weapon has 12 runes, 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: aganazzar’s scorcher (2 runes), heat metal (2 runes), scorching ray (2 runes), melf's minute meteors (3 runes), wall of fire (4 runes), delayed blast fireball (7 runes). The weapon regains 1d8 + 4 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.

Immortal Reactor
Brawn. While you are attuned to this weapon, it you gain the following effects:

  • Once per turn when a creature must succeed on a saving throw or become stunned by the effect of one of your weapon attacks, it makes its save with disadvantage.
  • Once per turn when you hit a creature with this weapon, it must make a DC 12 Constitution saving throw or gain one level of exhaustion. A creature cannot gain more than 2 levels of exhaustion from this weapon's property.

                                                                                      Brach Warhead
Blast Coat+. This material provides one of the following weapon properties depending on which weapon it is placed in:

  • (Heavy Bowgun) Your cluster ammo deals an extra 3d6 fire damage.
  • (Bow) Your blast coating deals an extra 2d6 fire damage.

                                                                              Brachydios Pallium
Spirit+. When fighting a Huge or larger creature, this weapon deals 1d8 extra weapon damage and its crit range is increased by 2.

Barroth

Barroth is a large, bipedal monster characteristic of the Brute Wyvern class. It is noted for the large crown structure atop its skull, 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 mouthful of long, peg-shaped teeth.

Barroth is capable of using its heavy head as a plow to smash 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 head, Barroth can completely submerge itself in the cool mud during the scorching desert days.

It will occasionally roll in dirt and mud, possibly to cool off from the hot desert sun. Although docile by default, Barroth becomes extremely territorial when disturbed. It will release an initial warning roar. If that fails, it will continuously attack until the threat is exterminated. An insectivore, it is known to attack Altaroth nests in order to feast on the occupants inside.

Barroth is uniquely adapted to a desert lifestyle, and as such can almost exclusively be found in such regions, although it has been known to wander into the woods occasionally.


Barroth

Large wyvern (brute), unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 6 (-2) 6 (-2) 4 (-3)

  • Skills Perception +0
  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)

Actions

Multiattack. The barroth makes two attacks: one with its headbutt and one with its stomp.

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.

Wallow. The barroth wallows in mud, covering itself in a thick layer, which grants the barroth +2 AC for 1 minute or until it takes 15 damage from a single attack.

Shake. While the barroth is covered in mud it may use its action to 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)


Barroth

Challenge Rating 4                                        Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-3 1-3 Fertile Mud (A,O)
4-8 4-8 Barroth Ridge (A)
9-11 9-13 Barroth Shell (W)
12-15 14-17 Barroth Claw (W)
16-19 18-19 Barroth Scalp (A,W)
20 20 Barroth Gem (A,W)

ARMOR MATERIAL EFFECTS
Fertile Mud
You do not suffer from difficult terrain in muddy or swamp terrain while wearing this armor.

Barroth Ridge
Whenever you make a saving throw against the stunned condition, you do so with a +2 bonus.

Barroth Scalp
Marathon Runner. While wearing this armor, your walking speed increases by 5 feet.

Barroth Gem
Guard. You cannot be pushed or knocked backwards while you wear this armor.


WEAPON MATERIAL EFFECTS
Barroth Shell
When you hit a creature with this weapon, it must succeed on a DC 13 Constitution saving throw or become afflicted by waterblight for 1 minute. The creature may repeat its saving throw at the end of its turn, ending the effect on a success.

Barroth Claw
Stamina Drain. When you hit a creature with this weapon, its speed is reduced by 5 feet until the start of your next turn.

Barroth Scalp (Hammer only)
While attuned to this weapon, you may use the Hammer's Mighty Weapon skill 1 additional time between rests.

Barroth Gem
You gain +2 AC while attuned to this weapon, but your critical hits no longer deal extra damage.


OTHER MATERIAL EFFECTS
Fertile Mud
A material that increases the fertility of crops.


Baby Barroth

Small wyvern (brute), unaligned


  • Armor Class 12 (14 with Wallow)
  • Hit Points 30 (10d10 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 12 (+1) 4 (-3) 6 (-2) 4 (-3)

  • Senses passive Perception 8
  • Languages
  • Challenge 1/4 (50 XP)

Actions

Stomp. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

HeadButt. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Wallow. The barroth wallows in mud, covering itself in a thick layer, which grants the barroth +2 AC for 1 minute or until it takes 10 damage from a single attack.


Baby Barroth

Challenge Rating 1/4                                                 Carves 1

Carve Chance Material Slots
1-5 Fertile Mud (A,O)
6-13 B.Barroth Shell (A,W)
14-19 B.Barroth Ridge (A)
20 B.Barroth Claw (W)

ARMOR MATERIAL EFFECTS
Fertile Mud
You do not suffer from difficult terrain in muddy or swamp terrain while wearing this armor.

B.Barroth Shell
You reduce bludgeoning damage you take by 2 while you wear this armor.

B.Barroth Ridge
Whenever you make a saving throw against the stunned condition, you do so with a +1 bonus.


WEAPON MATERIAL EFFECTS
B.Barroth Shell
Your bludgeoning weapon deals an extra 1 bludgeoning damage.

B.Barroth Claw (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 damage.


OTHER MATERIAL EFFECTS
Fertile Mud
A material that increases the fertility of crops.

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 may 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

Gargantuan wyvern (brute), unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 198 (12d20 + 72)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
27 (+8) 18 (+4) 23 (+6) 10 (+0) 15 (+2) 8 (-1)

  • Saving Throws Str +14, Con +12, Wis +8
  • Skills Athletics +14, Intimidation +5, Perception +8
  • Condition Immunities charmed, frightened, stunned
  • Senses passive Perception 18
  • Languages
  • Challenge 18 (20,000 XP)

Charge. If the deviljho moves at least 20 ft. straight toward a target and then hits it with a body slam attack on the same turn, the target takes an extra 11 (2d10) bludgeoning damage.

Legendary Resistance (2/Day). If the deviljho fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The deviljho makes two attacks: one with its body slam and one with its bite.

Body Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. On a hit, the target must make a DC 22 Strength saving throw or be pushed back 10 ft and knocked prone.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 21 (2d12 + 8) piercing damage.

Fire Breath (Recharge 5-6). The deviljho unleashes a terrible breath in a 45-foot cone. Each Creature in that area must make a DC 17 Dexterity saving throw, taking 31 (7d8) fire damage plus 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

Swallow. The deviljho makes one bite attack against a Large or smaller creature that is prone. If the attack hits, the target takes the bite damage, the target is swallowed, 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 (16d6) acid damage at the start of each of the deviljho turns.

If the deviljho takes 40 damage or more on a single turn from a creature inside it, the deviljho must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the deviljho. If the deviljho dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Legendary Actions

The deviljho 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 deviljho regains spent legendary actions at the start of its turn.

Detect. The deviljho makes a Wisdom (Perception) Check.

Tail Attack. The deviljho makes a tail attack.

Devour (Costs 2 actions). The deviljho uses its swallow.


Deviljho

Challenge Rating 18                                    Carves/Capture 4

Carve Chance Capture Chance Material Slots
1-4 1-4 Deviljho Hide (A)
5-7 5-8 Deviljho Scale (A)
8-10 9-11 Deviljho Talon (W)
11-12 12-14 Deviljho Tallfang (W)
13-14 Deviljho Scalp (A,W)
15-17 15-18 Deviljho Saliva (A,W)
18-19 19-20 Deviljho Tail (A,W)
20 Deviljho Gem (A,W)

ARMOR MATERIAL EFFECTS
Deviljho Hide
Carving Celebrity. While you are attuned to this armor, you can carve a creature of CR 13 or lower 1 extra time.

Deviljho Scale
Speed Eating. While you are attuned to this armor, you can use any consumable, such as a potion or food, as a bonus action; so long as you are the one consuming it.

Deviljho Scalp
While you wear this armor, you taste in all directions, and you have advantage on Wisdom (Perception) checks that rely on taste.

Deviljho Saliva
Whenever you make a saving throw against the frightened condition, you do so with advantage.

Deviljho Tail
While you wear this armor, you can use an action, to speak the armor's command word and attempt to swallow either a creature, or object, that is Medium or smaller. An unwilling creature must make a DC 14 Dexterity saving throw to escape the armor's grasp. Once swallowed, the creature or object is transported to a room that exists on a plane of existence found only within the armor. The room is a 10 foot by 10 foot cube, and can hold a single, living creature, and up to 1,000 pounds of objects. There are two windows on one of the walls that peer out, giving vision of the outside world.

For every hour that passes, a creature can attempt to escape by succeeding on a DC 15 Strength saving throw. On a success, the creature is regurgitated, falling prone in a space within 10 feet of you. Also, whenever you take 40 damage or more on a single turn, you must succeed on a DC 16 Constitution saving throw, or regurgitate any swallowed creature and all swallowed objects, which fall prone in a space within 10 feet of you. Speaking the armor's command word again spits out the creature or an object of your choice.

Deviljho Gem
You have resistance to fire and necrotic damage while you wear this armor.


WEAPON MATERIAL EFFECTS
Deviljho 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 damagedice 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.

Deviljho Tallfang
Partbreaker+2. You deal an extra 1d8 damage when you critically hit with this weapon.

Deviljho Scalp
When you cast a necromancy spell, you gain a +2 bonus to its spell attack roll or increase its spell save DC by 2.

Deviljho Saliva (Sorcerer & Wizard only)
The weapon has 10 runes. 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: cause fear (1 rune), ray of enfeeblement (2 runes), ray of sickness at 3rd level( 3 runes), contagion (4 runes), or harm (6 runes). The weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune it can't regain any runes for one week.

Deviljho Tail
Your weapon deals an extra 1d4 fire damage and an extra 1d4 necrotic damage.

Deviljho Gem
While you are attuned to this weapon, you can speak its command word to exhale a beam of hellfire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 4d6 fire damage and 14 (4d6) necrotic 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.

Savage Deviljho

Savage Deviljho are rare special Deviljho individuals that are abnormally old with an extreme hunger. They can be found practically anywhere like then normal deviljho, and easily assert themselves as super predators that rival elder dragons in any conceivable habitat they find themselves in and are challenged by little.

The Savage Deviljho has many of the same adaptations as a normal Deviljho, however, has a few minor differences. Savage Deviljho are noticeably always enraged. This due to being extremely hungry and constantly needing to feed. Their face is covered like a mask of dragon element, giving it a more sinister look and the hide and the blood of savage deviljho is black in color due to the effects of this element.

The savage deviljho is an even more brutal and rabid monster than the ordinary variety due to its unrelenting hunger. The black blood may drive the savage deviljho to such heightened aggression, even causing it to become a 'rogue' killing machine.

With its appearance in the New World, Savage Deviljho's supreme height in the food chain is finally confirmed. The infamous Variant of the World Eater has been seen directly confronting Elder Dragons like Velkhana, Namielle and Blackveil Vaal Hazak, resulting in violent elemental clashes that often end explosively in stalemates. Perhaps even more terrifyingly, the Savage Deviljho's physical prowess has increased to the point which it can feasibly stand against the immensely powerful Elder Dragon Variant Ruiner Nergigante, one which specializes in unyielding physical strength.



Savage Deviljho

Gargantuan wyvern (brute), unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 231 (14d20 + 84)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
27 (+8) 18 (+4) 23 (+6) 10 (+0) 15 (+2) 8 (-1)

  • Saving Throws Str +15, Con +13, Wis +9, Cha +6
  • Skills Athletics +15, Intimidation +6, Perception +9
  • Damage Resistances cold; bludgeoning, slashing, and piercing from nonmagical attacks
  • Condition Immunities charmed, frightened, stunned
  • Senses passive Perception 19
  • Languages
  • Challenge 22 (41,000 XP)

Charge. If the deviljho moves at least 20 ft. straight toward a target and then hits it with a body slam attack on the same turn, the target takes an extra 11 (2d10) bludgeoning damage.

Legendary Resistance (3/Day). If the deviljho fails a saving throw, it can choose to succeed instead.

Magic Resistance. The deviljho has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The deviljho makes two attacks: one with its body slam and one with its bite.

Body Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. On a hit, the target must make a DC 23 Strength saving throw or be pushed back 10 ft and knocked prone.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage. If the target is wearing any nonmagical metal armor it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (2d12 + 8) piercing damage.

Dragons Breath (Recharge 5-6). The deviljho unleashes a terrible breath in a 60-foot cone. Each Creature in that area must make a DC 18 Dexterity saving throw, taking 31 (7d8) fire damage plus 49 (11d8) necrotic damage and they are afflicted with dragonblight for 1 minute on a failed save, or half as much damage and are not afflicted with dragonblight on a successful one. The afflicted target can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Swallow. The deviljho makes one bite attack against a Large or smaller creature that is prone. If the attack hits, the target takes the bite damage, the target is swallowed, 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 (16d6) acid damage at the start of each of the deviljho turns.

If the deviljho takes 40 damage or more on a single turn from a creature inside it, the deviljho must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the deviljho. If the deviljho dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Legendary Actions

The deviljho 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 deviljho regains spent legendary actions at the start of its turn.

Move. The deviljho moves up to half its speed.

Tail Attack. The deviljho makes a tail attack.

Chomp (Costs 2 actions). The deviljho makes one bite attack or uses its swallow.


Savage Deviljho

Challenge Rating 22                                     Carves/Capture 6

Carve Chance Capture Chance Material Slots
1-4 1-4 Savage Hide (A)
5-7 5-8 Savage Scale (A)
8-10 9-11 Savage Talon (W)
11-12 12-14 Savage Tallfang (W)
13-14 Savage Scalp (A,W)
15-17 15-18 Savage Saliva (A,W)
18-19 19-20 Savage Tail (A,W)
20 Savage Gem (A,W)


ARMOR MATERIAL EFFECTS
Savage Hide
Carving Celebrity+. While you are attuned to this armor, you can carve a creature of CR 15 or lower 1 extra time.

Savage Scale
Speed Eating. While you are attuned to this armor, you can use any consumable, such as a potion or food, as a bonus action; so long as you are the one consuming it.

Savage Scalp
While you wear this armor, you taste in all directions, and you have advantage on Wisdom (Perception) checks that rely on taste.

Savage Saliva
You cannot be frightened while you wear this armor.



Savage Tail
While you wear this armor, you can use an action, to speak the armor's command word and attempt to magically swallow either a creature, or object, that is Medium or smaller. An unwilling creature must make a DC 14 Dexterity saving throw to escape the armor's grasp. Once swallowed, the creature or object is transported to a room that exists on a plane of existence found only within the armor. The room is a 10 foot by 10 foot cube, and can hold a single, living creature, and up to 1,000 pounds of objects. There are two windows on one of the walls that peer out, giving vision of the outside world.
    For every hour that passes, a creature can attempt to escape by succeeding on a DC 15 Strength saving throw. On a success, the creature is regurgitated, falling prone in a space within 10 feet of you. Also, whenever you take 40 damage or more on a single turn, you must succeed on a DC 16 Constitution saving throw, or regurgitate any swallowed creature and all swallowed objects, which fall prone in a space within 10 feet of you. Speaking the armor's command word again spits out the creature or an object of your choice.

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


WEAPON MATERIAL EFFECTS
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.

Savage Tallfang
Partbreaker+3. You deal an extra 1d10 damage when you critically hit with this weapon.

Savage Scalp
When you cast a necromancy spell, you gain a +3 bonus to its spell attack roll or increase its spell save DC by 2.

Savage Saliva (Sorcerer & Wizard only)
The weapon has 10 runes. 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: cause fear (1 rune), ray of enfeeblement (2 runes), ray of sickness at 3rd level( 3 runes), contagion (4 runes), or harm (6 runes). The weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune it can't regain any runes for one week.

Savage Tail
Your weapon deals an extra 1d6 fire damage and an extra 1d6 necrotic damage.

Savage Gem
While you are attuned to this weapon, you can speak its command word to exhale a beam of hellfire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage and 17 (5d6) necrotic damage on a failed save, or half as much damage on a successful one. Once used, you can't use this property again until you finish a long rest.


Duramboros

Huge wyvern (brute), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 149 (13d12 + 65)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 21 (+5) 3 (-4) 10 (+0) 6 (-2)

  • Damage Resistances piercing from nonmagical attacks
  • Senses passive Perception 10
  • Languages
  • Challenge 9 (5,000 XP)

High Jump. The duramboros high jump is up to 20 feet, without a running start. In addition, the duramboros does not incur opportunity attacks while jumping.

Jump Attack. If the duramboros jumps 20 feet straight up and makes a tail attack against a target within range. On a Hit, each creature within 5 feet of the target must make a DC 19 Dexterity saving throw or take the same damage as the target on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The duramboros makes two attacks: one with its horn and one with its tail. It can't make both attacks against the same target.

Tail. 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: 23 (3d10 + 7) piercing damage.

Duramboros

Duramboros is a bulky, heavyset, bovine monster with stocky, muscular legs and a thick upper body. It features a very thick outer hide that is riddled with heavy folds, with a row of armored plates running along its back and tail. Duramboros' most distinctive features include its massive tail club, twin brow horns, and a pair of energy-rich dorsal humps. Duramboros' slow lifestyle often results 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 trunks. Using its ram-like pair of horns, as well its hammer-like tail club, it is known to push or knock down weak or dead trees in order to comfortably feed on them. Though generally docile, Duramboros has a capacity for aggression if provoked. It is known to use its tail club, horns, and overall mass to attack foes. One of its most unique tendencies is to twirl in place, using its tail club as a counter-balance to build up momentum, allowing it to hurl itself at an attacker and crush them with its body.

Due to its diet, Duramboros is most commonly encountered in highly forested areas.


Duramboros

Challenge Rating 9                                       Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-7 1-3 Duram Carapace (W)
8-12 4-9 Hard Mossplate (A,W)
13-14 10-13 Duramboros Hump (A)
15-17 14-16 Duram Tailcase (W)
18-19 17-19 Duramboros Horn (A,W)
20 20 Duram Sacrum (A,W)

ARMOR MATERIAL EFFECTS
Hard Mossplate
While you are attuned to this armor, you can use your reaction to grant yourself advantage on any Acrobatics check. Once used, you can't use it again until you finish a 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 damage until the end of your next turn. You can use this property twice, regaining all uses when you finish a long rest.

Duramboros Horn
While you are wearing this armor, you can use your 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 rest.

Duram Sacrum
You have resistance to cold damage while you wear this armor.


WEAPON MATERIAL EFFECTS
Duram Carapace
Partbreaker. You deal an extra 1d4 damage when you critically hit with this weapon.

Hard Mossplate
FastCharge. When you roll for initiative, your greatsword, longsword, charge blade, or tonfas gains 1 charge, spirit, or phial charge.

Duram Tailcase (Hammer only)
Blunt. While you are attuned to this weapon, your save DC for your mighty weapon property is increased by 3.

Duramboros Horn
Shotplus. Your normal ammo deals an extra 2 damage.

Duram Sacrum (Ranged weapon only)
Deadeye+. Your weapon's normal attack range is doubled.

Glavenus

Glavenus is a large Brute Wyvern with dark red scales covering its body. Two rows of blue, bony plates run along its back, going from the eyes to the tail. Its underside is more of a cream color. The main feature of Glavenus's physiology is its huge, sword-like tail. 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

face and mandibles are covered in sturdy plating, particularly resembling a Carnotaurus ' head.

Glavenus' most striking feature is its blade-like tail. The blade-like tail is used in many ways by Glavenus such as keeping the 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 block some attacks. Though its tail is already a powerful weapon, it can become more dangerous once heated up. By grinding its tail on the ground or nearby hard surfaces violently, it can ignite the tail, heating it up to high temperatures. While its tail is heated all of its tail-based attacks become more deadly, also allowing it to cut through objects much more easily.

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 them off. Not only are they considered one of the strongest Brute Wyverns, they   are even believed to be the smartest ones around. Their territory is commonly marked by large gashes on the ground, produced when they scrape their tails along solid objects.


Glavenus

Huge wyvern (brute), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 21 (+5) 16 (+3) 12 (+1) 10 (+0)

  • Saving Throws Str +12, Con +10, Cha +5
  • Skills Perception +6
  • Damage Resistance fire
  • Senses passive Perception 16
  • Languages
  • Challenge 13 (10,000 XP)

Actions

Multiattack. The glavenus makes two bite attacks and one tail slash attack, or it uses its sharpen and then its tail spin.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage + 3 (1d6) fire damage.

Tail Slash. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Sharpen. The glavenus sharpens its tail. The next two tail slashes deal an extra 13 (2d12) of fire damage.

Tail Spin (Recharge 5-6) The glavenus launches itself forward, using its tail to slash at all foes in a 15-foot radius around it. Each creature in that area must then make a DC 16 Dexterity saving throw, taking 28 (8d6) slashing damage and 28 (8d6) fire damage on a failed save, and half as much damage on a successful one.


Glavenus

Challenge Rating 13                                    Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-5 1-4 Glavenus Scale (A)
6-7 5-6 Glavenus Fang (W)
8-9 7-8 Glavenus Carapace (A)
9 Flaming Bursa (A,W)
10-11 10-13 Glavenus Pyroshell (A,W)
12-14 14 Glavenus Tail (A)
15-16 15 Glavenus Tailpiece (W)
17-18 16-18 Solar Bursa (A,W)
19 19 Glavenus Plate (A,W)
20 20 Glavenus Fire Orb (A,W)

ARMOR MATERIAL EFFECTS
Glavenus Scale
Handicraft. For 24 hours, you gain proficiency with one artisan tool of your choice each dawn.

Glavenus Carapace
You suffer no harm from temperatures as warm as 120 degrees Fahrenheit while you wear this armor.

Flaming Bursa
You have resistance to fire damage while you wear this armor.

Glavenus Pyroshell
While you wear this armor, any creature that hits you with a melee weapon, an unarmed strike, or a natural melee weapon takes 1d6 fire damage.

Glavenus Tail
While you are attuned to this armor, it glows faintly when a rathian, malfestio, agnaktor, or zinogre is near (240 feet or less).

Solar Bursa
Whenever you make a saving throw against an attack or spell that deals fire damage, you do so with advantage.

Glavenus Plate
You have advantage on (Charisma & Strength) Intimidation checks while you wear this armor.

Glavenus Fire Orb
While attuned to this armor you can use an action to speak the armors command word and gain truesight out to 60 feet for 1 hour. Once used, you can't use this property again until you finish a long rest.




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 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 creature must make a DC 13 Constitution saving throw, or become burned for 1 minute. A burned creature takes 1d6 fire damage at the start of their turn.

Glavenus Tailpiece (Ranged weapon only)
Deadeye+. Your weapon's normal attack range is doubled.

Solar Bursa
Crisis. While you are attuned to this weapon and 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.

Glavenus Plate
Heavy Polish. This weapon's attacks bypass a creature's resistance to slashing damage.

Glavenus Fire Orb (Requires a shield)
While you are attuned to this weapon, you can use an action to prime your shield. The next time you take damage from a melee attack, fire erupts from the shield and bathes the attacker in flames. The attacker must make a DC 15 Dexterity saving throw or take 4d6 fire damage. On a successful save, the creature takes half of that damage. Once used, you can't use this property again until you finish a short or long rest.

Acidic Glavenus

Acidic glavenus' body is a variety of emerald and blue shades, with dark grey spikes and horns. Its tail is usually covered in yellow crystals, which, when scraped off reveal a dull blue, katana-like blade. Its eyes are dark red.

Acidic Glavenus' most notable adaption that sets it apart from the main species is its tail. The tail is lighter and more resembles a Long Sword, and because of this, it is able to attack quicker and use more gracile moves reminiscent of its weapon counterpart. When the tail dulls it will grow an acidic compound that covers the entirety of its tail. This acid will lower the toughness of whatever it is fighting, and can be thrown off at opponents during some of its attacks.

While the common Glavenus inhabits forests, deserts, and volcanos, Acidic Glavenus inhabits the more extreme Rotten Vale and the Rotten region of the Guiding Lands. It is able to grow sulphurous crystals on its tail that create acidic mist when shattered, perhaps because of its habitat choice.

Due to living in the hostile Rotten Vale, Acidic Glavenus are very aggressive towards whatever they may come across. Oddly enough, there are no records of an Acidic Glavenus scavenging despite its habitat, only of it hunting other inhabitants of the Rotten Vale.



Acidic Glavenus

Huge wyvern (brute), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 270 (20d12 + 140)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 24 (+7) 16 (+3) 12 (+1) 10 (+0)

  • Saving Throws Str +13, Con +11, Cha +6
  • Skills Perception +7
  • Damage Resistances cold; bludgeoning, piercing, slashing from nonmagical attacks.
  • Damage Immunities acid
  • Condition Immunities charmed, frightened
  • Senses passive Perception 17
  • Languages
  • Challenge 19 (22,000 XP)

Acid Burn. If a creature wearing metal armor or holding a metal weapon is dealt acid damage from one of the glavenus's attacks, that creature must succeed on a DC 21 Dexterity saving throw. On a failed save, one of the following effects happen:

  • Armor. The armor takes a cumulative -1 penalty to the AC. Nonmagical armor reduced to an AC of 10 is destroyed. Magical armor reduced to an AC of 10 no longer gains the benefits of any of its properties for one week, but its AC returns to normal after a long rest.
  • Weapon. The weapon takes cumulative -1 penalty to its attack and damage rolls. A nonmagical weapon reduced to -5 to its attack or damage is destroyed. A magical weapon reduced to -5 no longer gains the benefits of any of its properties for one week, but it becomes a +0 weapon after a long rest.

 

                                                                                 Glavenus Tail. The glavenus can use its bonus action to sharpen its tail, removing the acidic crystals that cover it; or it can use the bonus action to regrow them.

Legendary Resistance (3/Day). If the glavenus fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The glavenus makes two tail attacks. If both attacks hit the same target, the target also takes 14 (4d6) slashing damage and must succeed on a DC 21 Strength or Dexterity saving throw (target' s choice) or be knocked prone.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) piercing damage + 7 (2d6) acid damage.

Tail (Acid Crystals Only). Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) slashing damage plus 7 (2d6) acid damage.

Tail (Sharpened Only). Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 40 (6d10 + 7) slashing damage.

Tail Spin (Recharge 5-6) The glavenus uses one of the following tail spin attacks depending on which form its tail is in:

  • Acid Tail Spin. The glavenus launches itself forward 50 feet, without provoking opportunity attacks, using its tail to slash at all foes in or within a 15-foot radius of its path. Each creature in that area must then make a DC 21 Dexterity saving throw. taking 24 (7d6) slashing and 24 (7d6) acid damage on a failed save, and half as much damage on a successful one..
  • Sharpened Tail Spin. The glavenus launches itself forward 50 feet, using its tail to slash at all foes in a 15-foot radius around it. 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.

Acidic Glavenus

Challenge Rating 19                                    Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-6 1-4 Acidic Glavenus Shard (A,W)
7-11 5-8 Acidic Glavenus Cortex (A,W)
12-14 9-11 Acidic Glavenus Hardfang (A,W)
15 12-14 Honed Acidcryst (A,W)
16-19 15-18 Acidic Glavenus Spineshell (A,W)
20 19-20 Acidic Glavenus Tailedge (A,W)

ARMOR MATERIAL EFFECTS
Acidic Glavenus Shard
Handicraft+2. For 24 hours, you gain proficiency with two artisan tools of your choice each dawn.

Acidic Glavenus Cortex
Effluvia Resis+. While wearing this armor you are immune to damage from Effluvia and you have resistance to acid damage.

Acidic Glavenus Hardfang
You have advantage on saving throws against being stunned while you wear this armor.

Honed Acidcryst
Iron Skin. While this material is in your armor, your AC cannot be reduced in any way. You do not retain AC granted to you by a shield if you drop it; or a potion, or magical effect after it has expired.

Acidic Glavenus Spineshell
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 and 1d4 acid damage. Additionally, your unarmed strikes deal an extra 1d4 acid damage while you wear this armor.


Acidic Glavenus Tailedge
You are immune to cold damage and resistance to acid damage while you wear this armor.


WEAPON MATERIAL EFFECTS
Acidic Glavenus Shard
When this material is placed into a weapon it gains the finesse tag. This material cannot be placed in a weapon that has the heavy tag.

Acidic Glavenus Cortex
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.

Acidic Glavenus Hardfang
Stamina Surge+2. While attuned to this weapon, 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.

Honed Acidcryst (Bladed Weapon only)
You can use a bonus action to speak this weapon's command word, causing acidic crystals to grow on the blade. While the weapon is covered in these crystals, it deals acid damage instead of its normal weapon damage, and it reduces the AC of any target it hits, for the first time on a turn, by 1 until the start of your next turn. The acidic crystals last until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.

Acidic Glavenus Spineshell
Your weapon deals an extra 1d10 acid damage.

Acidic Glavenus Tailedge
Heavy Polish+. This weapon's attacks bypass a creature's immunity and resistance to slashing damage.

Radobaan

Radobaan looks very similar to uragaan in many aspects but has its own unique features. Unlike uragaan, radobaan is covered in a tar-like substance that sticks rows of bones onto its body. These bones vary in size throughout the radobaan's body but the most distinctive ones are on its legs. The bones on its legs are the horns of diablos. Though the bones aren't as strong as ore, they are lighter. This lighter weight makes radobaan faster than uragaan. Despite not eating ore, radobaan still has a massive chin like uragaan. Like uragaan, radobaan can roll into a wheel and run over enemies.

It also can emit coma-inducing gas from its body like uragaan. radobaan can be fairly calm unless provoked by a threat unlike their ore eating relatives the uragaan which will become hostile regardless of being threatened or not. Once provoked, they will turn violent.


Radobaan

Huge wyvern (brute), unaligned


  • Armor Class 15 (19 with bone armor)
  • Hit Points 136 (13d12 + 52)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 18 (+4) 5 (-3) 12 (+1) 6 (-2)

  • Skills Perception +5
  • Damage Resistances fire, lightning
  • Senses passive Perception 15
  • Languages
  • Challenge 10 (5,900 XP)

Bone Armor. The radobaan is covered in the bones of fallen creatures granting it +4 AC. When the radobaan takes more than 30 damage in a single turn, the bones snap and break, reducing the bonus AC by 1.

Actions

Multiattack. The radobaan makes one tail attack and two chin slam attacks.

Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) slashing damage.

Chin Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Roll (Recharge 5-6). The radobaan rolls its body into a wheel and moves up to its speed, during this move it may move through other creatures without provoking opportunity attacks . Any creatures the radobaan moves through must succeed on a DC 17 Dexterity saving throw or take 42 (12d6) slashing damage and are knocked prone.

Sleeping Gas. (2/per Long rest). The radobaan releases sleeping gas from its underside. All creatures within 15 ft must make a DC 16 Constitution saving throw or, they fall unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake.


Radobaan

Challenge Rating 10                                   Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-5 1-5 Radobaan Shell (A)
6-11 6-10 Radobaan Scale (A)
12-16 11-13 Radobaan Oilshell (A)
14-16 R.Sleep Sac (W,O)
17-19 17-19 Radobaan Marrow (A)
20 19-20 Radobaan Gem (A)

ARMOR MATERIAL
Radobaan Shell
Guard. You cannot be pushed or knocked backwards while you wear this armor.

Radobaan Scale
You have resistance to fire damage while you wear this armor.

Radobaan Oilshell
Tremor-Proof. You cannot be knocked prone while you wear this armor.

Radobaan Marrow
Negate Bleeding. You are immune to wounding effects, such as the Odogaron's bloody wound or the bearded devil's infernal wound while you wear this armor.

Radobaan Gem
While you wear this armor, any creature that hits you with a melee weapon, an unarmed strike, or a natural melee weapon takes 1d6 slashing damage.


WEAPON MATERIAL
R.Sleep Sac
This weapon has 4 runes. When you hit a creature with this weapon, you can expend 1 of its runes to have the target make a DC 12 Constitution saving throw, or it falls unconscious for 1 minute, until the sleeper takes damage, or until someone uses an action to shake or slap the sleeper awake. This weapon regains 1 expended rune daily at dawn.


OTHER MATERIAL EFFECTS
R.Sleep Sac
A Material that replaces the sleep herb when crafting tranq bombs or tranq ammo. (100 uses).

Uragaan

Uragaan is covered in a lustrous gold-colored hide. Its back is lined with hard crystals and its chin is plated with a rock-like shell, suggesting the Uragaan has evolved a tough exterior due to life in volcanic regions. Its underbelly is covered in a sticky, tar-like substance which it uses to affix explosive rocks to itself.

Uragaan's signature ability is to roll its body into a wheel to increase its speed and agility. The growths on their back stable this rolling ability. It will do this often in an attempt to crush the adventurer. Uragaan creates a very effective weapon in the form of its chin by melting minerals and attaching them with lava, which it can use for breaking up rocks. The chin also evens its center of gravity so its legs can

compensate for its heavy body. In a group of Uragaan, the one with the largest chin has the highest status among the group.

Uragaan is something of oddity in the food chain - it has almost no natural predators, but is not particularly predatory itself and has no competitors, preferring to consume vast amounts of plants and rock. The rocks that it feeds on are surprisingly nutrient rich, and its rock-hard lower jaw is perfectly designed to break them up, although it does make them awkward to swallow.


Uragaan

Huge wyvern (brute), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 123 (13d12 + 39)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 6 (2,300 XP)

Actions

Multiattack. The uragaan makes one tail attack and two chin slam attacks.

Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.

Chin Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 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 may move through other creatures without provoking opportunity attacks . Any creatures the uragaan moves through must succeed on a DC 15 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 14 Dexterity saving throw, taking 21 (6d6) fire damage and catches fire on a failed save or half as much damage 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.


Uragaan

Challenge Rating 6                                       Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-4 1-5 Uragaan Carapace (A,W)
5-9 6-9 Uragaan Scale (W)
10-11 U.Firecell Stone (A,W)
10-14 12-15 Uragaan Scute (A,W)
16-18 Flame Sac (A,W)
15-17 19-20 Uragaan Marrow (A)
18-19 Uragaan Jaw (W)
20 Uragaan Ruby (A)

ARMOR MATERIAL EFFECTS
Uragaan Carapace
While you are wearing this armor, you can use your reaction or bonus action to gain resistance to lightning or thunder damage (your choice) until the end of your next turn. Once you use this property, you cannot use it again until you finish a long rest.

U.Firecell Stone
Shield. While you are attuned to this armor and you use a reaction that would increase your AC, you gain an additional +1 bonus to your AC until the start of your next turn.

Uragaan Scute
Guard. You cannot be pushed or knocked backwards while you wear this armor.

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.

Once used, this property cannot be used again until you finish a long rest.

Uragaan Marrow
Negate Bleeding. You are immune to wounding effects, such as the Odogaron's bloody wound or the bearded devil's infernal wound while you wear this armor.

Uragaan Ruby
Uragaan Protection. When you must make a saving throw while taking the dodge action, you can use your Armor Class in place of making the roll. You can use this property three times, regaining all uses when you finish a long rest.


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.


U.Firecell Stone
While you are attuned to this weapon you can use an action to conjure a flask of alchemist's fire once a day. If unused for 24 hours, the flask returns to whence it came, where that is, who knows?

Uragaan Scute
Partbreaker. You deal an extra 1d4 damage when you critically hit with this weapon.

Flame Sac
When you cast a spell that deals fire damage, it deals an extra 1d4 fire damage.

Uragaan Jaw (Bowgun only)
Spread up. When you hit a creature with spread ammo and they are within half your normal bowgun range, increase the damage die size by 1.


Juvenile Uragaan

Large wyvern (brute), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 97 (13d10 + 26)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 3 (-2) 10 (+0) 6 (-2)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages
  • Challenge 3 (700 XP)

Actions

Multiattack. The uragaan makes two attacks; one with its tail and one with its chin slam.

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Chin Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Roll (Recharge 5-6). The uragaan rolls its body into a wheel and moves up to half its speed, during this move it may move through other creatures without provoking opportunity attacks . Any creatures the uragaan moves through must succeed on a DC 13 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.


Juvenile Uragaan

Challenge Rating 3                                      Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-4 1-5 J.Uragaan Carapace (A,W)
5-9 6-11 J.Uragaan Scale (W)
10-14 12-17 J.Uragaan Scute (A,W)
15-19 18-20 J.Uragaan Marrow (A,W)
20 J.Uragaan Ruby (A)

ARMOR MATERIAL EFFECTS
J.Uragaan Carapace
You reduce thunder and lightning damage you take by 2 while you wear this armor.

J.Uragaan Scute
You have a +2 bonus to Athletics checks while you wear this armor.

J.Uragaan Marrow
Staunch Bleeding. You have advantage on Wisdom (Medicine) checks to staunch a wound, such as the odogaron's blood wound or bearded devil's inferal wound.

J.Uragaan Ruby
Uragaan Minor Protection. When you must make a saving throw while taking the dodge action, you can use your Armor Class in place of making the roll. Once used, you can't use this property again until you finish a long rest.


WEAPON MATERIAL EFFECTS
J.Uragaan Carapace
Your bludgeoning weapon deals an extra 2 bludgeoning damage.

J.Uragaan Scale
The first time you make a Carve check on a creature, you do so with advantage.

J.Uragaan Scute
When you make a weapon attack with this weapon and roll a 20 for the attack roll, you can chose release a wave of concussive force. When you do, each creature within 5 feet of you must succeed on a DC 12 Strength saving throw or be knocked prone.

Uragaan Marrow (Bowgun only)
Load Up. Your normal ammo capacity increases by 10 while you are attuned to this weapon.


Pumpkin Uragaan

Huge wyvern (brute), unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 123 (13d12 + 39)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages
  • Challenge 10 (5,900 XP)

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.

Rise Again (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 hit points are healed to its maximum, its type is changed from wyvern to undead, and it gains the undead fortitude trait.

Actions

Multiattack. The uragaan makes one tail attack and two chin slam attacks. Or it makes three attacks with its pumpkin toss.

Jack-o'-lantern Chin Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.

Pumpkin Toss. Range Weapon Attack: +8 to hit, range 40/120 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 may move through other creatures without provoking opportunity attacks . Any creatures 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.


Pumpkin Uragaan

The pumpkin uragaan possesses a near identical body shape to the normal uragaan, yet has a different coloration. Its back and belly are a dark purple while the rest of its body is a pumpkin orange. Its chin is no longer plated with a rock-like shell, but instead is covered by a large jack-o'-lantern.

It has been said that on All Hallows' Eve, a pumpkin uragaan 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, broken, and covered in pumpkin; and the pumpkin uragaan vanishes, until the next All Hallows' Eve.



Pumpkin Uragaan Loot Table

Challenge Rating 10                                     Carves/Capture 3

Carve Chance Material Slots
1-4 Pumpkin.U Carapace (A,W)
5-8 P.Firecell Stone (A,W)
9-11 Pumpkin.U Scale (W)
12-14 Pumpkin.U Scute (A,W)
15-16 Pumpkin Flame Sac (A,W)
17-18 Pumpkin.U Marrow (A)
19 Pumpkin.U Jaw (W)
20 Pumpkin.U Ruby (A)

ARMOR MATERIAL EFFECTS
Pumpkin.U Carapace
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.

P.Firecell Stone
When you must succeed on a saving throw or be knocked prone, you do so with advantage.

Pumpkin.U Scute
Health Boost. While wearing this armor, your hit point maximum increases by 1 for each character level you have.

Pumpkin 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 30 feet of you. The target must make a DC 16 Dexterity saving throw, taking 4d6 fire 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.
Pumpkin.U Marrow
Guts+. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this property, you can’t use it again until you finish a long rest.

Pumpkin.U Ruby
Mushroomancer+. While wearing this armor you can digest mushrooms that would otherwise be inedible and gain their advantageous effects. The more pumpkin uragaan materials equipped in your armor or trinkets, the more mushrooms you can eat.

   1 pumpkin uragaan material.

  • Blue Mushroom, Restores a 1d4 hit points.
  • Toadstool, You regain 1 hit point at the start of each of your turns for 1 minute.

2 pumpkin uragaan material.

  • Nitroshroom, Your Strength score increases by +2 for 1 minute.
  • Parashroom, Your AC becomes 13 + your Dexterity modifier for the next 8 hours.

3 pumpkin uragaan material.

  • Chaos Mushroom, You are poisoned for 1 hour, and gain 5 temporary hit points per character level for the next 10 minutes.
  • Bindshroom, Your speed increases by 10 feet for 1 hour.
  • Exciteshroom, Provides one of the other mushroom effects, roll a d6 to see which one:
   
1. Blue Mushroom 4. Parashroom
2. Toadstool 5. Chaos Mushroom
3. Nitroshroom 6. Bindshroom

WEAPON MATERIAL EFFECTS
Pumpkin.U Carapace
This weapon acts as a focus for your spellcasting.

P.Firecell Stone
Your weapon deals an extra 1d6 fire damage.

Pumpkin.U Scale
Pumpkin Carver. While you are attuned to this armor, you can carve a creature of CR 8 or lower 1 extra time.

Pumpkin.U Scute
Partbreaker+1. You deal an extra 1d6 damage when you critically hit with this weapon.

Pumpkin Flame Sac
This weapon has 4 runes. While holding it, you can use an action to expend 1 or more of its runes to cast the flaming sphere spell (save DC 13) from it. For 1 rune, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional rune you expend. A flaming sphere takes the form of a flaming jack-o'-lantern when cast in this way.

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 recharge for a week.

Pumpkin.U Jaw
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.

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

Small beast (carapaceon), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 44 (8d6 + 16)
  • Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 5 (-2) 10 (+0) 9 (-1)

  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Amphibious. The ceanataur can breathe air and water.

Scuttle. As a bonus action, the ceanataur can moves up to its half speed in a straight line.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 10 Constitution saving throw or lose 2 (1d4) hit points at the start of each of its turns due to a bloody wound. Each time the ceanataur hits the wounded target with this attack, the damage dealt by the wound increases by 2 (1d4). Any creature can take an action to stanch the wound with a successful DC 10 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Poison Spit. Range Weapon Attack. +4 to hit, reach 30/120 ft., one target. Hit: 5 (2d4) poison damage. On a hit, the target must make a DC 10 Constitution saving throw or be poisoned until cured. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Ceanataur

Challenge Rating 1/2                                                  Carves 1

Carve Chance Material Slots
1-9 Sm. Ceantaur Shell (A)
10-14 Sm Monster Bone (O)
15-20 Sharp Claw (W)

ARMOR MATERIAL EFFECTS
Sm. Ceanataur Shell
You reduce slashing damage you take by 2 while you wear this armor.


WEAPON MATERIAL EFFECTS
Sharp claw
Your slashing weapon deals an extra 1 slashing damage.


OTHER MATERIAL EFFECTS
Sm Monster Bone
Uncommon weapon upgrade material.

Ceanataur

Similar in appearance to the Hermitaur with sharper claws, leg stubs and a higher-edge shell. The shell on its back was actually grown by the Ceanataur itself. Only when it grows much larger into a Shogun Ceanataur will it replace its shell with a larger monster skull, like a Gravios skull.

It is able to spit a small ball of poisonous fluid at foes. Sometimes, a Ceanataur may wait beneath the ground for prey or a hunter to pass, jumping out of the ground and striking them when they walk over. A Ceanataur that's burrowed underground can be spotted by the puffs of dust that it regularly spits out.

Ceanataur are very aggressive towards anything that threatens. They are well-known for chasing adventurers down in order to attack them. While young, Ceanataur are quite low in the food chain. They are known to feed on smaller species and anything else they can get their claws on. Ceanataur will even attempt to feed humans.

Shogun Ceanataur

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 Cean-

-ataur, it is able to move faster than Daimyo Hermitaur. 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 and hanging on a ceiling, Shogun Ceanataur are known to spray water on their enemies from the ceiling.

Each Shogun Ceanataur has their own personality. Some are more aggressive than others. When undisturbed, Shogun Ceanataur are usually fairly calm, however, if threatened, they will turn aggressive in an instant. They’ll unsheathe their claws and will attempt to kill a foe. If the skull on Shogun Ceanataur's backside is broken, it'll immediately go looking for another one, so it can protect its vulnerable bottom.

Shogun Ceanataur are somewhat high in the food chain. They primarily feed on small creatures that live in dark environments like shrimp and insects, but will also feed on carrion. Despite this, they can more than hold their own against larger species. They are also known to have battles with Khezu and other Shogun Ceanataur in the caves of the swamp.


Shogun Ceanataur

Huge beast (carapaceon), unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 157 (15d12 + 60)
  • Speed 40 ft., burrow 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 16 (+3)

  • Saving Throws Dex +8, Con +9, Wis +7
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
  • Languages
  • Challenge 13 (10,000 XP)

Amphibious. The ceanataur can breathe air and water.

Scuttle. As a bonus action, the ceanataur can moves up to its speed in a straight line.

Actions

Multiattack. The ceanataur makes two claw attacks. It can use poison spit in place of any melee attack.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., 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 16 Constitution saving throw or lose 3 (1d6) hit points at the start of each of its turns due to a bloody wound. Each time the ceanataur hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.


Poison Spit. Range Weapon Attack. +9 to hit, reach 30/120 ft., one target. Hit: 17 (7d4) poison damage and the target must make a DC 17 Constitution saving throw or be poisoned 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.

Hydropump (Recharge 5-6). The ceanataur releases a high pressure stream of water from the back of its shell in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The shogun ceanataur 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 ceanataur regains spent legendary actions at the start of its turn.

Dig. The ceanataur burrows underground and moves up to half its burrow speed.

Spit. The ceanataur makes a poison spit attack.

Sweeping Strike (Costs 2 Actions). The ceanataur sweeps its claws in a 10-foot line that is 35-feet wide. Each creature in the area must make a DC 16 Dexterity saving throw, taking 11(2d10) slashing damage and increases the damage from a bloody wound by 3 (1d6) on a failed save. On a successful one, the target takes half damage and does not increase the bloody wounds damage.


Shogun Ceanataur

Challenge Rating 13                                     Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-6 1-4 Crab Pearl (O)
7-10 5-9 Ceanataur Shell (A,W)
11-13 10-11 Monster Toughbone (O)
14-17 11-17 Ceanataur Leg (A,W)
18 18-19 Black Pearl (O)
19-20 20 Ceanataur Claw (A,W)

ARMOR MATERIAL EFFECTS
Ceanataur Shell
Handicraft. For 24 hours, you gain proficiency with one artisan tool of your choice each dawn.

Ceanataur Leg
You have resistance to cold damage while you wear this armor.

Ceanataur Claw (Greatsword only)
While attuned to this armor, your Guard AC bonus now lasts until the start of your next turn.



WEAPON MATERIAL EFFECTS
Ceanataur Shell
Ammo Saver. When you roll a 17-20 on a range attack roll die, the ammunition returns to you unbroken after hitting the target(s).

Ceanataur Leg
Critical Eye. Your weapon attacks critical hit range is increased by 1.

Ceanataur Claw
Once per turn, when you hit a creature with this weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can
use an action to make a DC 15 Wisdom (Medicine)
check, ending the effect of such wounds on
it on a success.


OTHER MATERIAL EFFECTS
Crab Pearl
A jewel formed inside the body over many
years valued at 75 gp.

Monster Toughbone
Very rare weapon upgrade material.

Black Pearl
A pearl with a black glow valued at 250 gp.

Hermitaur

Hermitaur are hermit crab-like monsters with red carapaces and a 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 with a Monoblos skull, or into a Diablos skull. Hermitaurs are related to the Ceanataur, a blue Carapaceon that lives in Volcanic regions.

When they are left undisturbed, Hermitaurs are most often seen picking through sand with their claws, presumably searching for food. Sometimes, a Hermitaur may wait beneath the ground for prey or a hunter to pass, jumping out of the ground and striking them when they walk overhead. A Hermitaur that is burrowed underground can be spotted by the puffs of dust that it regularly spits out.

Daimyo Hermitaur

Daimyo Hermitaur has a large, crab-like body. It is covered in a red and white carapace and wears the skull of a Monoblos as a protective shell. They have huge, thick claws capable of holding prey as well as shielding the giant crab from most any attacks. Daimyo Hermitaur's shell is also very tough, able to deflect the blows of most weapons. The one chink in the creature's armor is its soft hindquarters, where many of the creature's major organs are stored. To fix this problem, Daimyo Hermitaur will wear the skulls of dead wyverns on their backs. Acquiring the right size shell is a chore though, and occasionally Daimyo Hermitaur can be spotted with shells too large, or small for their bodies.

Almost all of Daimyo Hermitaur's shells come from members of the larger species like Monoblos. Daimyo Hermitaur also possesses surprisingly strong legs, able to move the creature with great speed if necessary. The legs assist the creature in digging holes and they are able to launch themselves many feet into the air, causing them to land vigorously on top of hunters who don't react fast enough.

Some unusual rare Daimyo Hermitaur have a dark reddish color on their claws, darker legs and more shiny eyes. Along with this their shells are unusually covered in moss or algae. They also have the ability to spit long streams of water. They use new attack techniques as their claws are much stronger than average, they use their claws in a shielded position much like a human boxing while walking at a target, these claws are reported to be so strong in this position that ranged projectiles fired from guns ricochet, along with this new smarter advancing technique they perform a very aggressive non stop side to side claw snapping attack behavior that out-speeds most attackers.

Despite their size, Daimyo Hermitaur are fairly calm, when undisturbed. However, Daimyo Hermitaur will turn aggressive if they feel threatened or attacked. Most of the time, they can be seen foraging for food as they roam around their environment.


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
15 (+2) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 9 (-1)

  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

Amphibious. The hermitaur can breathe air and water.

Scuttle. As a bonus action, the hermitaur can moves up to its half speed in a straight line.

Actions

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

Water Beam. Range Weapon Attack. +4 to hit, reach 30/120 ft., one target. Hit: 6 (1d8 + 2) cold damage. On a hit, the target must make a DC 12 Constitution saving throw or be poisoned with waterblight for 1 minute.

Reactions

Retreat. After being hit by an attack, the hermitaur can take the dodge action until the start of its next turn by retreating into its shell and using its shield-like claws to protect its head.


Hermitaur

Challenge Rating 1/2                                                  Carves 1

Carve Chance Material Slots
1-8 Sm. Hermitaur Shell (A)
9-15 Carapaceon Brains (O)
16-20 Sharp Claw (W)

ARMOR MATERIAL EFFECTS
Sm. Hermitaur Shell
You reduce bludgeoning damage you take by 2 while you wear this armor.


WEAPON MATERIAL EFFECTS
Sharp claw
Your slashing weapon deals an extra 1 slashing damage.


OTHER MATERIAL EFFECTS
Carapaceon Brains
A delicacy, can be eaten as a ration or sold for 25 gp.


Daimyo Hermitaur

Huge beast (carapaceon), unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 168 (16d12 + 64)
  • Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)

  • Damage Resistances piercing, slashing
  • Damage Vulnerabilities lightning
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
  • Languages
  • Challenge 9 (5,000 XP)

Amphibious. The hermitaur can breathe air and water.

Scuttle. As a bonus action, the hermitaur can moves up to its speed in a straight line.

Actions

Multiattack. The hermitaur makes two claw attacks.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.

Water Beam. Range Weapon Attack. +8 to hit, reach 30/120 ft., one target. Hit: 22 (4d8 + 4) cold damage. On a hit, the target must make a DC 16 Constitution saving throw or be poisoned with waterblight for 1 minute.

Crush (Recharge 5-6). If the hermitaur 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 22 (4d8 + 4) bludgeoning damage. On a successful save, the 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 choice. If no unoccupied space is within range, the creature instead falls prone in the hermitaur's space.

Reactions

Retreat. After being hit by an attack, the daimyo hermitaur can take the dodge action until the start of its next turn by retreating into its shell and using its shield-like claws to protect its head.


Daimyo Hermitaur

Challenge Rating 9                                        Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-4 1-3 Crab Pearl (O)
5-12 4-6 Hermitaur Shell (A)
13-15 7-10 Monster Bone+ (O)
16-17 11-15 Hermitaur Claw (A,W)
18 16-19 Black Pearl (O)
19-20 20 Decayed Crimson Horn (A,W)

ARMOR MATERIAL EFFECTS
Hermitaur Shell
Guard. You cannot be pushed or knocked backwards while you wear this armor.

Hermitaur Claw
Well Rested+. When you finish a long rest, you gain 10 temporary hit points for 24 hours while attuned to this armor.


Decayed Crimson Horn
You have resistance to cold damage while you wear this armor.


WEAPON MATERIAL EFFECTS
Hermitaur Claw
Your weapon deals an extra 1d4 slashing damage.

Decayed Crimson Horn
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.


OTHER MATERIAL EFFECTS
Crab Pearl
A jewel formed inside the body over many years valued at 75 gp.

Monster Bone+
Rare weapon upgrade material.

Black Pearl
A pearl with a black glow valued at 250 gp.

Shen Gaoren

Identifiable by their grey skin, towering legs and the gigantic green-yellow balls of acid that they generate and hurl from the rear of their bodies. Shen Gaoren are so large they use a Lao-Shan Lung skull for protection. Their colossal size helps them to defeat most creatures. The diet of Shen Gaoren is unknown; however, it is likely to be omnivorous, like most real-life crabs.

Its massive pincers are incredibly strong and sturdy, being described as capable of cutting through even the toughest volcanic rock. Its long legs give the Shen Gaoren an incredible field-of-vision, and if its eyesight is proficient, it should be able to spot prey from a very large distance. Like many other Carapaceons, its rear section is naturally very soft, and, if left unprotected, it's a large weak point. Fortunately, for them, Shen Gaoren are able to acquire the equally gigantic skull shells of the mighty Lao-Shan Lung, whether they are actually able to kill the massive dragon is still uncertain, but improbable, which serves as incredibly efficient 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

armor. It's unknown how this monster is able to produce this acid or even fire it out of its skull.

Due to Shen Gaoren not being seen interacting with other species, it is unknown how it fits into the ecological niche. Shen Gaoren are relatively passive by nature. They move about without noticing hunters; however, when enraged, it may attempt to attack hunters by using
their huge sturdy claws or by moving their
legs and pincers wildly. It was recently discovered
that Shen Gaoren attacked villages and cities
because they are in its territory. Shen Gaoren were
found to attack any foe that posed any threat to them, showing that these passive giants can be aggressive
when they feel that their life is in danger. When Shen
Gaoren gets old enough, or injured in
battle, they'll molt.



Shen Gaoren

Gargantuan monstrosity (carapaceon), unaligned


  • Armor Class 25 (natural armor)
  • Hit Points 430 (21d20 + 210)
  • Speed 40 ft., burrow 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 5 (-3) 14 (+2) 9 (-1)

  • Saving Throws Int +6, Wis +11 Cha +8
  • Skills Perception +11
  • Damage Immunities cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Resistances acid, fire, thunder; (bludgeoning, piercing, and slashing from magical weapons while lao-shun skull is not broken)
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses blindsight 120 ft., passive Perception 21
  • Languages
  • Challenge 30 (155,000 XP)

Amphibious. The shen gaoren can breathe air and water.

Legendary Resistance (3/Day). If the shen gaoren fails a saving throw, it can choose to succeed instead.

Magic Resistance. The shen gaoren has advantage on saving throws against spells and other magical effects.

Siege Monster. The shen gaoren deals double damage to objects and structures.

Lao-Shun Skull. The shen gaoren protects its vulnerable back with the skull of a Lao Shun (AC 20, 200 HP; immunity to poison and psychic damage, resistances to piercing, and slashing from nonmagical weapons, vulnerable to bludgeoning damage). Damaging the shell deals no damage to the shen gaoren. Once destroyed, the shen gaoren takes -2 to AC and becomes vulnerable to bludgeoning, piercing, and slashing from magical weapons.

Armored Legs. The shen gaoren has 4 legs stretching 30 feet up. Each leg can be attacked (AC 16; 25 hit points; immunity to poison and psychic damage, resistances to bludgeoning, piercing, and slashing from nonmagical weapons). Damaging a leg deals no damage to the shen gaoren. Reducing all four legs to 0 hit points causes the shen gaoren to immediately use its reaction to collapse. 3 rounds after the shen gaoren uses collapse, its legs heal to their maximum hp and the shen gaoren can stand up.

Actions

Summon Hermitaurs. The shen gaoren summons 5 (1d10) hermitaurs from underground within 120 feet of the shen gaoren.

Multiattack. The shen gaoren can use its Summon Hermitaurs. It then makes six attacks: four with its legs and two with its claw. It can replace any of these attacks with its acid spit, so long as the lao shun shell is not destroyed.

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 20) . Until this grapple ends, the target is restrained. The shen gaoren can grapple up to 2 targets, one with each claw.

Legs. Melee Weapon Attack: +19 to hit, reach 10 ft. while standing or 5 ft. while prone, one target. Hit: 28 (4d8 + 10) slashing damage. If the target is a creature, it must make a DC 20 Strength saving throw or be pushed back 10 feet and knocked prone.

Acid Spit (usable only when standing). Range Weapon Attack. +19 to hit, reach 30/120 ft., one target. Hit: 24 (4d6 + 10) acid damage. If the creature is in either metal armor or has a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the creature has a nonmagical weapon made of metal, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

Collapse. The shen gaoren falls prone for 3 rounds crushing any creature under or around it. While prone in this way, the shen gaoren may still move up to half its movement speed and creatures do not gain advantage on melee weapon attack against the shen gaoren. Any creatures under or within 5 feet of the shen gaoren must succeed on a DC 20 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 28 (4d8 + 10) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the shen gaoren'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 shen gaoren's space.

Acid Spray (Recharge 5-6, only usable while prone and Lao Shun Skull is not destroyed). The shen gaoren releases a high pressure stream of poison from its shell and turns 360 degrees around. Each creature, on the ground, in a 30-foot radius of shen gaoren must make a DC 17 Dexterity saving throw, taking 99 (18d10) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The shen gaoren 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 shen gaoren regains spent legendary actions at the start of its turn.

Move. The shen gaoren moves up to half its speed.

Attack. The shen gaoren makes one Claw or Leg attack.

Shake Off (Costs 2 Actions). The shen gaoren thrashes around in an attempt to throw any object or creature that is on its body. Each creature on the shen gaoren must make a DC 20 Strength or Dexterity saving throw (creature's choice), or be thrown off the shen gaoren taking 21 (6d6) bludgeoning damage and upon hitting the ground. A creature that fails its save by 5 or more, also falls prone.


Shen Gaoren

Challenge Rating 30                                     Carves/Capture 7

Carve Chance Material Slots
1-5 Gaoren Shell (A,W)
6-9 Gaoren Pincer (A,W)
10-12 Elder Dragon Bone (O)
13-16 Gaoren Claw (W)
17-18 Gaoren Carapace (A,W)
19-20 Gaoren Spine (A,W)

ARMOR MATERIAL EFFECTS
Gaoren Shell
Tremor-Proof. You cannot be knocked prone while you wear this armor.

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
Guts+2. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this property, you can’t use it again until you finish a short or long rest.

Gaoren Spine
You are immune to cold damage and resistance to thunder and lightning damage while you wear this armor.


WEAPON MATERIAL EFFECTS
Gaoren Shell
Your weapon deals an extra 1d8 acid damage.

Gaoren Pincer
Whenever you hit a creature with a melee weapon attack with this weapon, you can restrain the creature instead of dealing damage. You can only have one creature restrained in this way at a time.

Gaoren Claw
While attuned to this weapon, as an action you can exhale acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 8d6 acid 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.

Gaoren Carapace
The first time you attack with this weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class, instead of using the bonus on any attacks that turn. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.

Gaoren Spine
This weapon stores spells cast into it, holding them until 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


spell is cast. The spell has no effect, other than to be stored in the weapon. If the weapon can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While holding this weapon, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability modifier of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the weapon is no longer stored in it, freeing up space.


OTHER MATERIAL EFFECTS
Elder Dragon Bone
Any rarity armor upgrade material.

Players can also carve from the Lao-Shan Skull if it is destroyed during the fight using the loot table below


Lao-Shan Skull

Carves 2

Carve Chance Material Slots
1-10 Lao-Shan Scale (A,W)
11-19 Lao-Shan Shell (A,W)
20 Lao-Shan Horn (A,W)

ARMOR MATERIAL EFFECTS
Lao-Shan Scale
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.

Lao-Shan Shell
Evasion+. You gain a +1 bonus to all saving throws and you have advantage on Dexterity saving throws while you wear this armor.

Lao-Shan Horn
While wearing this armor, any critical hit against you becomes a normal hit.


WEAPON MATERIAL EFFECTS
Lao-Shan Scale
Your weapon deals an extra 2d6 bludgeoning damage and it deals double damage to objects and structures.

Lao-Shan Shell
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.

Lao-Shan Horn
Steady Hand. Your weapon attacks critical hit range is increased by 1 and it bypasses a creatures resistance to slashing damage.

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 over the fire, thunder, and ice elements, and is said to be elementally unstable. In its scales are each of the three elements which it constantly produces, even when it is dead. However, it is unknown how its scales are able to harness the elements. On top of alatreon's head are two large horns, these horns seem to play some 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 to say where it fits in the ecological niche. Due to alatreon living in 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. alatreon are monsters capable of destroying the world. Some locals even believe that the alatreon is a god or demon which is transformed into an Elder Dragon. Many of alatreon's abilities seem to be unnatural, much like the Fatalis, but not much else is really known about the Elder Dragon.


Alatreon

Huge dragon (elder), unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 261 (18d12+144)
  • Speed 60 ft., fly 60 ft.

STR DEX CON INT WIS CHA
27 (+8) 11 (+0) 26 (+8) 10 (+0) 15 (+2) 14 (+2)

  • Saving Throws Dex +6, Con +12, Wis +8, Cha +8
  • Skills Perception +14
  • Condition Immunities charmed, frightened
  • Senses blindsight 60 ft., darkvision 120ft., passive Perception 24
  • Languages Draconic
  • Challenge 21 (33,000 XP)

Legendary Resistance (3/Day). If the alatreon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The alatreon makes three attacks: two with its claw and one with its bite or tail.

Bite. Melee Weapon Attack. +14 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 22). Until this grapple ends, the alatreon can't use its bite on another target.

Claws. Melee Weapon Attack. +14 to hit, reach 10ft., one target. Hit: 19 (3d6 + 8) slashing damage.

Tail. Melee Weapon Attack. +14 to hit, reach 20ft., one target. Hit: 22 (3d8 + 8) bludgeoning damage. On hit, the target must make a DC 22 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 21 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.


Flame Strike. The alatreon magically creates a vertical column of fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within 40 feet of the alatreon must make a DC 21 Dexterity saving throw, taking 41 (9d8) fire damage on a failed save, or half as much damage on a successful one.

Breath Weapons (Recharge 5-6). The alatreon uses one of the following breath weapons:

  • Lightning Breath. The alatreon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
  • Cold Breath. The alatreon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The alatreon 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 alatreon regains spent legendary actions at the start of its turn.

Attack. The alatreon makes a Bite attack.

Storm (Costs 2 Actions). The alatreon uses its Lightning Storm or Ice Storm.

Tail Sweep(Costs 3 Actions). The alatreon sweeps its tail and rises into the air. Each creature within 30 feet of the alatreon must succeed on a DC 20 Strength saving throw, taking 28 (5d10) bludgeoning damage and are knocked prone on a failed save. On a successful save the target takes half damage and isn't knocked prone. The alatreon can then rise 30 feet into the air.


Alatreon

Challenge Rating 21                                                  Carves 6

Carve Chance Material Slots
1-3 Elder Dragon Blood (O)
4-7 Alatreon Scute (A,W)
8-9 Alatreon Talon (W)
10-11 Alatreon Webbing (A,W)
12-14 Alatreon Tail (W)
15-18 Alatreon Plate (A,W)
19 Skypiercer (A,W)
20 Azure Dragongem (W)

ARMOR MATERIAL EFFECTS
Alatreon Scute
Blightproof. While wearing this armor you are immune to blight spells, spell like abilities, and conditions.


Alatreon Webbing
Evade Extender (L). You gain a +3 bonus to Dexterity saving throws while you wear this armor.

Alatreon Plate
While wearing this armor, any critical hit against you becomes a normal hit.

Skypiercer
You have resistance to piercing damage while you wear this armor.


WEAPON MATERIAL EFFECTS
Alatreon Scute
Awaken. When this material is placed in a weapon that does not deal cold, fire, lightning, necrotic, or thunder damage, it rolls one additional damage die when it hits. For example a shortsword now rolls 2d6 and a greatsword deals 3d6.

Alatreon Talon
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.

Alatreon Webbing (Ranged weapon only)
Bonus Shot. When you take the attack action, you can make one additional attack with this weapon as a bonus action.

Alatreon Tail
You gain +3 to spell attack rolls and you ignore half cover when making a spell attack.

Alatreon Plate
Your weapon deals an extra 1d10 damage. This damage can be cold, fire, lightning, or necrotic damage (your choice).

Skypiercer
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.

Azure Dragongem (Druid, Sorcerer, Warlock, & Wizard only)
The 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: call lightning (3 runes). flame strike (5 runes), or ice storm (4 runes).

The weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune, roll a d20. On a 1. the weapon cannot regain any runes for one week.


OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.

Tempered Alatreon

Within the New World, the alatreon has taken on a unique form of water element alongside its four existing elements. The alatreon is also capable of creating unique ice structures that explode when struck. Finally, alatreon's mastery over the elements has been enhanced beyond what was previously 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

Gargantuan dragon (elder), unaligned


  • Armor Class 24 (natural armor)
  • Hit Points 820 (39d20 + 390)
  • Speed 60 ft., fly 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 14 (+2) 23 (+6) 24 (+7)

  • Saving Throws Dex +10, Con +19
  • Skills Athletics +19, Perception +16
  • Damage Resistances lightning; bludgeoning, piercing, and slashing from weapons that aren't adamantine
  • Condition Immunities charmed, diseased, frightened, poisoned
  • Senses blindsight 120 ft., darkvision 240ft., passive Perception 26
  • Languages Draconic
  • Challenge 30 (155,000 XP)

Active State (Mythic Trait). The alatreon has three states it can take. They are the dragon state, fire state, and the ice state. Each state provides benefits and detriments depending on which state it is in, as shown below:

  • Fire State. While in the fire state, the alatreon is immune to fire damage, but vulnerable to cold damage.
  • Dragon State. While in the dragon state, the alatreon is resistant to all damage except for necrotic, poison, and psychic damage.
  • Ice State. While in the ice state, the alatreon is immune to cold damage, but vulnerable to fire damage.

The alatreon begins combat in either the fire state or ice state. When it begins combat in the fire state, the order of the states it changes into is: fire, dragon, ice, dragon and then repeats. When it starts in the ice stage, the order is: ice, dragon, fire, dragon and then repeats.
    Whenever the alatreon hit points are reduced by 100 in its current active state it changes its state to the next one in the order and uses a special reaction to use its element burst. This special reaction can be used even if the alatreon has already used its reaction this round.

Elemental Overload. The alatreon gains 1 charge for every 10 elemental damage (fire, cold, lightning) it takes from a single attack or spell. The charges reset to 0 after the alatreon uses its escaton judgement.

Horns. the alatreon has two horns, each which can be attacked and broken (AC 30; 200 hit points; resistant to bludgeoning, piercing, slashing damage that do not deal siege damage; immunity to poison, psychic, and the damage immunity alatreon gains from its current active state). Dealing damage to the horn deals no damage to the alatreon. When a horn is broken the alatreon reverts back to its previous active state.

Legendary Limit. The alatreon can only use each legendary action once per round.

Legendary Resistance (3/Day). If the alatreon fails a saving throw, it can choose to succeed instead.

Magic Resistance. The alatreon has advantage on saving throws against spells and other magical effects.

Magic Weapons. The alatreon's weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Actions

Multiattack. The alatreon makes three attacks: two with its claws and one with its bite or tail.

Bite. Melee Weapon Attack. +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) piercing damage plus 3 (1d6) necrotic damage and the target must make a DC 27 Constitution saving throw or be afflicted with dragonblight for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the dragonblight on itself on a success.

Claws. Melee Weapon Attack. +19 to hit, reach 10ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 3 (1d6) necrotic damage and the target must make a DC 27 Constitution saving throw or be afflicted with dragonblight for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the dragonblight on itself on a success.

Tail. Melee Weapon Attack. +19 to hit, reach 20ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage and the target must make a DC 27 Strength saving throw or knocked prone.

Elemental Breath (Recharge 5-6). Roll a d4 each time you use this action to determine what element the alatreon exhales. On a 1, fire damage; On a 2, cold damage; On a 3, necrotic; On a 4, lightning. The alatreon exhales the rolled element in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw or take 63 (18d6) (of the rolled elemental) damage on a failed save, or half as much damage on a successful one.

Escaton Judgement (Once during the second dragon state, each time the active state order repeats). The alatreon swoops down from the sky (without provoking opportunity attacks) if it is not already on the ground and begins gathering energy until the start of its next turn. While charging the alatreon is immune to the incapacitated, stunned, paralyzed, and unconscious conditions.     On its next turn, the alatreon can use its action to release the energy it has gathered in a 600-foot-radius-sphere around it. All terrain above ground level in that area is obliterated and each creature in that area must make a DC 30 Dexterity saving throw or take 210 (60d6) force damage on a failed save, or half as much damage on a successful one.
    The number of damage dice this action deals can be reduced by 10d6 for each horn broken and by an



additional #d6 where # is equal to the number of charges its elemental overload has.

Legendary Actions

The alatreon 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 alatreon regains spent legendary actions at the start of its turn.

Fly. The alatreon flies up to half its fly speed without provoking opportunity attacks.

Detect. The alatreon makes a Wisdom (Perception) check.

Water Breath. The alatreon fires 5 water globules, each at a different point within a 150-foot cone in front of it. Each creature within a 5-foot radius of a point must make a DC 27 Dexterity saving throw or take 14 (4d6) cold damage and be afflicted with waterblight for 1 minute on a failed save, or half as much damage and is not afflicted with waterblight on a successful one.
    A creature in the area of more than one globule, makes their saving throw at disadvantage, but does not take any additional damage. A creature can repeat the saving throw at the end of each of its turns, ending the waterblight on itself on a success.

Arc Lightning. The alatreon magically causes lightning to strike, within 120 feet of it, along a 45-foot long line, that is 5 feet wide. It then causes lightning to strike along another 45-foot long, 5-foot-wide line, but this line must begin in a 5-foot space of the original lightning strikes or pass through it at one point in the line. Each creature in a line, must make a DC 27 Dexterity saving throw or take 22 (5d8) lightning damage and be afflicted with thunderblight for 1 minute on a failed save, or half as much damage and is not afflicted with thunderblight on a successful one.
    A creature in the area of more than one line, makes their saving throw at disadvantage, but does not take any additional damage. A creature can repeat the saving throw at the end of each of its turns, ending the thunderblight on itself on a success.

Lightning Storm. Numerous bolts of lightning strike the ground in a 120-foot radius around the alatreon. Choose three creatures, each of which must make a DC 27 Dexterity saving throw, taking 22 (4d10) lightning damage and be afflicted with thunderblight for 1 minute on a failed save, or half as much damage and is not afflicted with thunderblight on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the thunderblight on itself on a success.

Mythic Actions

The alatreon can use the options below as legendary actions depending on which state it is currently in, as determined by its mythic trait:

Dragon State. The alatreon can use the following legendary actions while in the dragon state.

  • Multiattack. The alatreon uses its multiattack.
  • Dragon Rush The alatreon moves up to half its fly speed in a straight line, during this move it may move through other creatures without provoking opportunity attacks. Each creature or object the alatreon moves through must succeed on a DC 27 Dexterity saving throw, taking 17 (2d6 + 10) slashing damage plus 10 (3d6) necrotic damage and be knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one.

 
Fire State. The alatreon can use the following legendary actions while in the fire state.

  • Fireball. The alatreon exhales a fireball to a point within 120 feet of it. Each creature in a 15-foot radius sphere centered on that point must make a DC 27 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
  • Fire Breath Y. The alatreon exhales fire in a 45-foot line that is 5 feet wide and then splits into a two more lines forming a "Y" shape that are 30 feet long and wide 5 feet. Each creature in a line must make a DC 27 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
  • Scorched Earth. The alatreon rises 30 feet into the air, without provoking opportunity attacks, and exhales flames that covers the ground in a 30-foot radius centered on a point directly below it. The ground continues to burn until the start of the alatreon's next turn. Flammable objects in the area that aren't being worn or carried ignite. A creature that starts its turn in the area or enters it for the first time on a turn takes 10 (3d6) fire damage and ignites. Until a creature takes an action to douse the fire, the burning creature takes 7 (2d6) fire damage at the start of each of its turns. When a creature moves into or within the area, it takes 7 (2d6) fire damage for every 5 feet it travels.

 
Ice State. The alatreon can use the following legendary actions while in the ice state.

  • Frost Breath. The alatreon rises 30 feet into the air, without provoking opportunity attacks, and exhales frost that covers the ground in a 30-foot radius centered on a point directly below it. The frost remains until the start of the alatreon's next turn and Each creature that starts its turn in that area must make a DC 27 Constitution saving throw or take 17 (5d6) cold damage and be afflicted with iceblight for 1 minute on a failed save, or half as much damage and is not afflicted with iceblight on a successful one. When a creature moves into or within the area, it takes 7 (2d6) cold damage for every 5 feet it travels.
  • Ice Shards. The alatreon freezes the air around it creating ice shards that fill a 5-foot-cube in the air above each creature in a 90-foot radius around it, before they plummet to the ground. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save the creature takes 13 (3d8) cold damage plus 18 (4d8) bludgeoning damage, is pushed 5 feet into an unoccupied space, and is knocked prone. On a successful save, the creature takes half as much damage, is pushed 5 feet into an unoccupied

space, but isn't knocked prone. If there are no unoccupied spaces around the creature, it fails its saving throw and is knocked prone under the ice chunk until it melts, is destroyed, or it succeeds on a DC 20 Athletics check.
    The ice shards remain in the spaces they land in until they melt at the start of the alatreon's next turn. The ice shards can be attacked and destroyed (AC 10; 10 hit points; vulnerable to fire damage; immune to cold, poison, and psychic damage). If the ice shard takes necrotic damage, it instead explodes in a 15-foot radius dealing 4 (1d8) piercing damage to each creature in that area.

Reactions

Element Burst. When the alatreon changes active states it can use this special reaction to release elemental energy into the area around it. Each creature in a 30-foot radius-sphere around the alatreon must make a DC 27 Dexterity saving throw, taking 24 (7d6) damage on a failed save or half as much damage on a successful one. The damage type is determined by the active state the alatreon changes into: fire damage for fire state, necrotic damage for dragon state, and cold damage for ice state.


Tempered Alatreon

Challenge Rating 30                                                 Carves 6

Carve Chance Material Slots
1-3 Elder Dragon Blood (O)
4-7 Elder Dragon Bone (O)
8-9 Alatreon Mantle (A,W)
10-11 Alatreon Riptalon (A,W)
12-14 Alatreon Pallium (A,W)
15-16 Alatreon Diretail (A,W)
17-18 Alatreon Direwing (A,W)
19 Skyswayer (A,W)
20 Azure Dragonsphire (A,W)

ARMOR MATERIAL EFFECTS
Alatreon Mantle
Blightproof. While wearing this armor you are immune to blight spells, spell like abilities, and conditions.

Alatreon Riptalon
Evasion+. You gain a +1 bonus to all saving throws and you have advantage on Dexterity saving throws while you wear this armor.

Alatreon Pallium
While wearing this armor you can use an action to cast the control weather spell from it. Once used, you can't use this property again for 1 week.

Alatreon Diretail
Iron Wall+. You have a +3 bonus to your armor class while 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.

Skyswayer
While wearing this armor you have advantage on saving throws against spells and other magical effects.

Azure Dragonsphire
You are immune to force damage and resistant to necrotic damage while you wear this armor.


WEAPON MATERIAL EFFECTS
Alatreon Mantle
Critical Element. When you critically hit with a weapon or spell that deals cold, fire, lightning, necrotic, or thunder damage, you deal an extra 1d10 damage of that type.

Alatreon Riptalon
Resentment. Until the end of your turn, you gain a +2 bonus to attack and damage rolls against any creature that has damaged you since the end of your last turn.

Alatreon Pallium
Critical Eye+2. Your weapon attacks critical hit range is increased by 3.

Alatreon Diretail
While you are attuned to this weapon, your cold, fire, and lightning spells bypass a creatures resistance and immunities.

Alatreon Direwing
Your weapon deals an extra 1d12 damage. This damage can be cold, fire, lightning, or necrotic damage (your choice).

Skyswayer
Critical Status (Blight). When you make a weapon attack with this weapon, and roll a 20 for the attack roll, the target is afflicted with dragonblight, iceblight, thunderblight, or waterblight (your choice) until the end of its next turn.

Azure Dragonsphire
Power Prolonger. Depending on which weapon this material is placed into, it gains the following benefits:

  • Dual Blades. Demon/Archdemon Mode duration is increased by 30 seconds.
  • Great Sword Guard grants a +4 AC bonus for the duration of the turn it is used.
  • Hunting Horn. Melodies duration is increased by 1 minute.
  • Insect Glaive. Kinsects Essence duration is increased by 1 minute.
  • Lance Powerguard grants a +4 AC bonus for the duration of the turn it is used.
  • Switch Axe. Coat Weapon duration is increased by 1 minute.
  • Tonfas. Earth Style. weapon damage die is increased to a d10.

OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.

Elder Dragon Bone
Any rarity armor upgrade material.

 

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.

Amatsumagatsuchi (Amatsu)

The Amatsumagatsuchi, Amatsu for short, have a unique body structure. The head itself is quite small, though it is adorned with massive golden horns, flanked by tendrils of flesh. These horns show that nothing will attack Amatsu due to its sheer power. Amatsu's body is largely pale white in color, and covered entirely in fins that stretch along all four limbs, which contribute to its ability to fly smoothly through the air. From its back rise more pointed fins, whereas its underside is grey and scaled. When angered, red veins stand out more prominently in its wing membranes, and when near death, its chest, horns and eyes shine with a faint golden luminescence. Its control over storms surpasses even that of Kushala Daora, this power comes from a unique jade colored organ called the "Storm Vesicle".

This organ stores large amounts of water and is how Amatsu is able to produce its terrifying storms. Its most deadly form of attack is a massive beam of wind and water fired from its mouth; when the beam hits the ground, it releases a torrent of water on anything nearby the point of impact. Once an Amatsu dies, the storm it made will dissipate within seconds. Showing this unique hard jade colored organ has great power.

Living mainly in the sky and mountain tops, the Amatsu is a mainly passive Elder Dragon, but the frequency that it creates storms is dependent on its mood. It does not take kindly to anything invading its airspace. When truly angered, it does not calm down easily. It is also known to take claim of a resting ground for its territory going as far as chasing out predators as powerful as groups of Zinogre if it wants their home as its own.


Amatsumagatsuchi

Gargantuan dragon (elder), unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 181 (11d20+66)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 17 (+3)

  • Saving Throws Dex +6, Con +12, Wis +8, Cha +9
  • Skills Acrobatics +6, Perception +8
  • Damage Immunities radiant
  • Condition Immunities charmed, exhaustion, frightened, prone
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 18
  • Languages Draconic, Primordial
  • Challenge 17 (18,000 XP)

Legendary Resistance (2/Day). If the amatsu fails a saving throw, it can choose to succeed instead.

Wind Barrier. A barrier of strong wind surrounds the amatsu in a 10-foot radius around it. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or Objects can't pass through the barrier. Loose, lightweight materials brought into the barrier fly upward. Arrows, bolts, and other ordinary


projectiles launched at the amatsu are deflected upward and automatically miss. (Magic arrows, boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.) Creatures in Gaseous Form can't pass through the barrier.

Suppressed Power. The amatsu is unable to use its Grand Vortex Beam while it is above (90) half of its maximum hit points.

Actions

Multiattack. The amatsu makes one tail attack and one bite attack. It can replace any of these attacks with a water beam attack.

Bite. Melee Weapon Attack. +12 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Tail. Melee Weapon Attack. +12 to hit, reach 20 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. On hit, the target must make a DC 21 Strength saving throw or be knocked prone.

Water Beam. Range Weapon Attack. +6 to hit, reach 150/600 ft., one target. Hit: 23 (5d8) cold damage.

Wind Vortex (Recharge 5-6). The amatsu conjures a swirling vortex of hurricane winds centered on itself. Each creature within 100 feet of the amatsu must make a DC 20 Strength saving throw or are 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 20 Strength saving throw or be thrown 130 feet straight up into the air on a failed save, or half as high on successful one. If a thrown target strikes a solid surface upon landing, the target takes 3 (1d6) bludgeoning damage for every 10 feet it fell.

Grand Vortex Beam (Recharge 6). The amatsu exhales three high pressure beams of water in different 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) cold damage on a failed save, or half as much damage on a successful one.

Control Weather (1/day). The amatsu can alter the weather in a 6-mile radius centered on it. The amatsu doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.

Legendary Actions

The amatsu 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 amatsu regains spent legendary actions at the start of its turn.

Detect. The amatsu makes a Wisdom (Perception) Check.

Bite Attack. The amatsu makes a bite attack.

Whirlwind (Costs 3 Actions). The amatsu chooses 3 unoccupied 5-foot cubes within 5 feet of it. An elemental force that resembles a dust devil appears in the cubes and they move in a straight line 60 feet away from the amatsu before dispersing. Each creature in one of the lines must make a DC 20 Strength saving throw, taking 18 (4d8) force damage on a failed save or half as much damage on a successful one.


Amatsumagatsuchi

Challenge Rating 17                                                 Carves 6

Carve Chance Material Slots
1-2 Elder Dragon Blood (O)
3-4 Elder Dragon Bone (O)
5-8 Amatsu Carapace (A)
9-11 Amatsu Pleura (W)
12-13 Storm Vesicle (A,W)
14 Amatsu Webbing (A,W)
15 Amatsu Hardclaw (W)
16-18 Amatsu Stormtail (A,W)
19 Amatsu Horn (A,W)
20 Heavenly Dragongem (A,W)

ARMOR MATERIAL EFFECTS
Amatsu Carapace
When a ranged weapon attack hits you while wearing this armor, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Storm Vesicle
While you wear this armor, you can cast the levitate spell from it as an action at will, but can target only yourself when you do so.

Amatsu Webbing
Evasion. You have advantage on Dexterity saving throws while you wear this armor.

Amatsu Stormtail
You have advantage on saving throws against spells while you wear this armor.

Amatsu Horn
You are immune to cold 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-


-ing spells from it, using your spell save DC: dragon's breath (cold) (1 rune), fog cloud (1 rune), gust of wind (2 runes), wind wall (3 runes) or, sleet storm (3 rune). The weapon regains 1d4 + 1 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.

Storm Vesicle
Partbreaker+2. You deal an extra 1d8 weapon damage when you critically hit with this weapon.

Amatsu Webbing
Elderseal. A creature hit by this weapon cannot use an action that has a recharge until the start of your next turn. The creature can still roll to recharge its ability at the end of its turn.

Amatsu Hardclaw
Latent Power +1. When you are reduced to a quarter 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.

Amatsu Stormtail
Your weapon deals an extra 1d8 radiant damage.

Amatsu Horn
You gain a +2 bonus to your spell attack rolls and spell save DC while attuned to this weapon. This bonus increases to +3 when the spell you are casting deals thunder damage.

Heavenly Dragongem (Spellcaster only)
While attuned to this weapon you can use an action to cast the control weather spell from it. Once used, you can't use this property again for 1 week.


OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.

Elder Dragon Bone
Any rarity armor upgrade material.

Behemoth

The behemoth has a proportion of size, weight and speed that can easily be described as nature-defying. The creature is almost as big as the recently discovered Xeno'jiiva, although it could move as fast as nergigante. It also has powerful horns and claws that while seemingly have no special attribute to them, prove to be dangerous weapons when paired with their very muscular build. The combination of these physical traits allows Behemoth to pull quick and powerful attacks that cover a wide area in a continuous streak; one reason why fighting the monster alone is heavily advised against.

The behemoth also has the ability to cast
magical attacks that is rather unnatural even compared
to Elder Dragons. While fellow Elder Dragons commonly generate, conduct or manipulate a specific substance or energy to produce powerful effects,
Behemoth seemingly conjure natural disasters
out of thin air: It can summon meteors, make
whirlwind to appear in a specific spot, make
lighting strikes and most infamously, summon a
titanic mass of rock from the sky to easily
destroy would be-opponents, a move called
"Ecliptic Meteor". However the Ecliptic
Meteor seems to be very self-destructive
towards behemoth itself, as they can
die from using it too often or in
heavily wounded state.

Another unique trait of behemoth
is its ability to develop "Enmity"
towards a foe, which basically
makes behemoth more focused
and determined in a fight.
This will be indicated with
the behemoth's eye turning
red and the body gaining
reddish hue. However,
it is a double-edged
sword as in this
state, behemoth
could not heed
proper attention
to multiple
opponent,
making it
vulnerable
to flanking
attacks.

The behemoth came from the entirely different world of Eorzea and thus does not consider any habitat charted by the Guild its home. The Elder's Recess of the New World is the only locale the monster was ever known to prowl,
mostly because it is the site of its entry from the
anomalous occurrence that brought some Eorzean
creatures into the continent.

In its home world, Behemoth is already
considered a powerful creature, often
requiring the effort of a dozen or more
heroes with various unique and magical
abilities to take down.

When it arrived in the Elder's Recess, it
easily asserted itself as an unrivaled
invader that could easily kill lesser
monsters like dodogama with no effort
and deter those fortunate enough to
flee. Apparently, even Elder Dragons like
nergigante, teostra, and kushala daora
are reluctant to be in the Elder's Recess during
the beast's time there. Behemoth thus made
itself a threat to all life in the New World, so much
in fact that the Commission deemed made it a
priority target. It is almost a mandate for any
hunter not to tackle the creature alone, a degree
of caution reserved by the Guild for very few
creatures.

Either shocked for being transported into a different
world or because of its natural mentality, behemoth has no
tolerance towards Hunters, and will show almost
immediate aggression, possibly because the
creature also bear terrible relations
with humanoids back in its original
world. Little else is known of the
creature's behavior as there was
but one case when it was
witnessed to attack another
monster in Recess, and it
was left to be ambiguous if
the attack was done out of
predatory or territorial
behavior.



Behemoth

Gargantuan monstrosity (elder), Chaotic Evil


  • Armor Class 22 (natural armor)
  • Hit Points 462 (25d20 + 200)
  • Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 27 (+8) 16 (+3) 18 (+4) 22 (+6)

  • Saving Throws Str +16, Con +16, Wis +12, Cha +14
  • Skills Athletics +16, Investigation +12, Perception, +12
  • Damage Resistances fire, thunder; bludgeoning, piercing, and slashing from nonmagical Attacks
  • Senses truesight 120 ft., passive Perception 22
  • Languages Abyssal, Deep Speech, Infernal
  • Challenge 27 (105,000 XP)

Apocalypse. The behemoth can only use its Ecliptic Meteor if it is below one-quarter of its maximum hit points (112), or if it has used Comet action three times in the same battle.

Enmity. As a bonus action, the behemoth chooses a creature that dealt damage to it since the start of its last turn, that it can see. That creature is marked. The behemoth has advantage on attack rolls against the marked creature and can't mark another creature for 1 minute, until it drops to 0 hit points, or falls unconscious. Additionally attack rolls made against the behemoth by any creature other than the marked creature have advantage while it remains marked.

Legendary Resistance (3/Day). If the behemoth fails a saving throw, it can choose to succeed instead.

Magic Resistance. The behemoth has advantage on saving throws against spells and other magical effects.

Siege Monster. behemoth deals double damage to objects and structures.

Actions

Multiattack. The behemoth makes three attacks: one with its horn, one with its tail, and one with its claw.

Frightful Presence. Each creature of the behemoth's choice that is within 120 feet of the behemoth and aware of it must succeed on a DC 22 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 behemoth's Frightful Presence for the next 24 hours.

Claw. Melee Weapon Attack. +16 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) slashing damage. On a hit or miss, flames erupt from the ground and the target must make a DC 22 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save.

Horns. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage.

Tail. Melee Weapon Attack. +16 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. If the

target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Thunderbolt. The behemoth magically creates two bolts of lightning, each of which can strike a target the behemoth can see within 120 feet of it. A target must make a DC 22 Dexterity saving throw, taking 31 (9d6) lightning damage on a failed save, or half as much damage on a successful one.

Comet (Recharge 5-6). The behemoth conjures a 10-foot wide, 10-foot tall chunk of burning rock from the sky that strikes a location it can see within 120 feet of it. Each creature within a 30-foot radius of the impact must make a DC 22 Dexterity saving throw, taking 33 (6d10) bludgeoning damage and 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.
  Upon impact the comet becomes part of the environment, any creature that was directly under the comet's impact pushed 5 feet out of the comet's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls is restrained (Escape DC 20) under the comet, taking 11 (2d10) fire damage at the start of each of its turns while restrained in this way.

Ecliptic Meteor (1/day). The behemoth summons an enormous magic circle in the sky. From it a massive 30-foot wide meteor begins to fall from the sky. At the beginning of the behemoth's next turn, even if it dies, the meteor hits the ground in the location the behemoth summoned it from. Each creature, besides the behemoth, within a 300-foot sphere of the meteor's impact point must make a DC 22 Dexterity saving throw. On a failed save, the creature takes 58 (9d12) fire damage plus 65 (10d12) thunder damage and they are pushed 25 feet away from the meteor location. On a successful save the creature takes half damage and is not pushed back.
  A creature that has full cover from the meteor, takes no damage and it is not knocked back.
  All comets, trees, rocks, and smaller covers are destroyed with 300 feet of the meteor's impact.

Legendary Actions

The behemoth 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 behemoth regains spent legendary actions at the start of its turn.

Tail Attack. The behemoth makes one tail attack.

Charybdis. The behemoth targets a creature within 120 feet of it. Magical winds begin to swirl around the creature. At the end of the creature's next turn, a small 5 foot wide, 10 foot tall tornado appears under them.
  The tornado lasts for 1 minute, heavily obscures the area it is in, and a creature that starts its turn or enters a space within 10 feet of the tornado must make a DC 22 Strength saving throw or be pushed back 10 feet and knocked prone.

Thunderbolt (Costs 2 Actions). The behemoth uses thunderbolt.


Behemoth

Challenge Rating 27                                                 Carves 8

Carve Chance Material Slots
1-5 Behemoth Bone (A,W)
6-9 Behemoth Mane (A,W)
10-12 Behemoth Shearclaw (A,W)
13-16 Behemoth Tail (A,W)
17-19 Behemoth Great Horn (A,W)
20 Aetheryte Shard (A,W)

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.


Behemoth Tail
When you attack a creature with a ranged spell attack and roll a 20 on the attack roll, you can cast fireball as a bonus action using a 3rd level or higher spell slot. The spell must be centered on the creature you hit with the ranged spell attack.

Behemoth Great Horn (Insect Glaive)
Dragon Soul. Your kinsect takes on the characteristics of a dragon and your kinsect attacks deal an extra 1d12 bludgeoning damage.

Aetheryte Shard (Sorcerer & Wizard only)
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.

Ceadeus

Ceadeus are giant sea dwelling Elder Dragons that have only been recently discovered. Older Ceadeus individuals are called Goldbeard Ceadeus. It is said that Ceadeus and Jhen Mohran share the same common ancestor. Ceadeus is up to 5837.2cm in length. Ceadeus has a special relationship with an algae, which is the reason why it has its beard. It farms for the algae with its beard 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 luminous bacteria on its body reacts to the organ by reflecting the light.

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

Gargantuan dragon (elder), unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 604 (31d20+279)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 28 (+9) 9 (-1) 11 (+0) 10 (+0)

  • Saving Throws Dex +9, Int +8, Wis +9, Cha +9
  • Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Resistances acid, cold, poison, thunder; bludgeoning, piercing, and slashing from magical weapons
  • Condition Immunities charmed, frightened, paralyzed, poisoned, prone
  • Senses blindsight 120 ft., passive Perception 10
  • Languages Draconic
  • Challenge 26 (90,000 XP)

Legendary Resistance (3/Day). If the ceadeus fails a saving throw, it can choose to succeed instead.

Magic Resistance. The ceadeus has advantage on saving throws against spells and other magical effects.

Siege Monster. The ceadeus deals double damage to objects and structures.

 

 

Actions

Multiattack. The ceadeus makes one tail attack and one bite attack.

Bite. Melee Weapon Attack. +16 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) piercing damage.

Tail. Melee Weapon Attack. +16 to hit, reach 20ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.

Hydropump (Recharge 5-6). The ceadeus releases a high pressure stream of water in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The ceadeus 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 ceadeus regains spent legendary actions at the start of its turn.

Detect. The ceadeus makes a Wisdom (Perception) check.

Tail Attack. The ceadeus makes one Tail attack.

Torpedo (Costs 2 Actions). The ceadeus swims up to its swim speed, during this move it may swim through other creatures without provoking opportunity attacks. Any creature the ceadeus moves through must succeed on a DC 17 Dexterity saving throw or take 21 (4d6 + 7) bludgeoning damage and be knocked prone.


Ceadeus

Challenge Rating 26                                                 Carves 9

Carve Chance Material Slots
1-3 Ceadeus Scale (A,W)
4-5 Ceadeus Hide (A,W)
6 Luminous Organ (A)
7-10 Crooked Horn (A,W)
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 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 cold 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 (Bowgun only)
H.Load Up+. While attuned to this weapon, you increase the maximum capacity for all of your ammo by 5.

Deep Dragongem (Druid, Sorcerer, Warlock, & Wizard 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 following spells from it, using your spell save DC: cone of cold (5 runes), fog cloud (1 runes), ice storm (4 runes), or wall of ice (4 runes).

The weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune, roll a d20. On a 1. the weapon cannot regain any runes for 1 week.

Chameleos

Chameleos's body is covered by a purple and white hide, and its head ends with a protruding horn at the tip of its nose. Its eyes are similar to a real life chameleon's; large and orb-like, with the ability to control eye movement individually. The long and elastic tongue can extend to grasp and steal items from a distance. Its wings are a purple color with a grayish white membrane, and are used for flight and controlling the direction of its poison fog. Chameleos's large tail is reminiscent of a leaf and has a curled, spiraling tip.

Chameleos are different from other Elder Dragons, as they are not nearly as "elegant" in their appearance as other Elder Dragon species. Chameleos have a number of biological adaptations that make them extremely unique. Most notably is the Chameleos's trademark camouflage mechanism. Each species of Chameleos has a different way of camouflaging itself. By generating a weak electric current in its skin that interacts with the mist it can breathe, the Elder Dragon can bend light around itself, rendering it effectively invisible. Some Chameleos use special ore to enable their camouflage. Chameleos have independently moving eyeballs that protrude from the sides of its head to create a wider field of vision. Chameleos have several nasty defenses should it ever come under attack. They possess an extremely strong poison, which can be released from its mouth at will and often whipped into a thick cloud by the dragon's wings. Some Chameleos also possess an extra vocal cord paralysis poison in their acid globs. Finally, it can exhale large amounts of mist to further hinder the vision of hunters, allowing it to either make a swift getaway or launch a surprise attack with ease.

Chameleos are ambush hunters, waiting patiently for prey to pass by while they blend perfectly into their surroundings. Chameleos can and will eat almost anything, and can use different tactics to take down varying sizes of prey. Should its prey be a Neopteron such as a Vespoid, Altaroth, Bnahabra, or Konchu it will simply snatch it out of the air using its long sticky tongue. If it is a supply camp, it'll steal with each opportunity it gets.

Chameleos are very intelligent creatures. They will wait patiently at a spot of importance such as a water source or natural crossroads, waiting for prey to pass by. Chameleos are well known for stealing items from adventurers. Chameleos do this in order for the adventurers to lose motivation in hunting them down.

A Chameleos's Lair

The Forest-Dwelling Chameleos very rarely share their territory with other dragons. With its ability to become invisible at will, it steals the treasures from anything that attempts to invade and take over. A chameleos lair is sometimes confused with a green dragon's lair due to both of them having a perpetual fog hanging in the air, the chameleos carrying a sweeter whiff of its poison mist. Tiny mushrooms, known as toadstool, litter the ground releasing poisonous spores at the slightest touch. Growing bigger as you deeper into the forest.

At the center of the forest, the chameleos chooses a grove typically covered in mushrooms. The tree lining the grove is sparse, allowing the chameleos to move freely in and out. A hole has been dug out in the middle and has been filled with the treasures the chameleos has gathered from lost folk, adventurers, and anything else it has stolen in its travels

LAIR ACTIONS

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

  • The Chameleos exhales a thick fog from its lungs filling the area. The fog is a 60-foot-radius, 30-foot-high cylinder centered on the chameleos, spreads around corners, and its area is heavily obscured. The fog lasts for 1 minute, until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, or when the chameleos dies. While the chameleos remains in this fog, it can use its Invisible Passage as a free action at the end of its turn
  • Poisonous mist billows around one creature the chameleos can see within 120 feet of it. The creature must succeed on a DC 15 Constitution saving throw or be poisoned until initiative count 20 on the next round.
  • Chameleos causes 8 small poisonous mushrooms to grow in unoccupied spaces that it chooses within the lair. While the mushrooms are heavily obscured they are considered invisible. A creature that enters a space that the poisonous mushrooms occupy must make a DC 17 Constitution saving throw, taking 11 (3d6) poison damage and become poisoned for 1 minute on a 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.



Chameleos

Huge dragon (elder), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 178 (17d12 + 68)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 18 (+4) 16 (+3) 15 (+2) 14 (+2)

  • Saving Throws Dex +7, Con +9, Wis +7, Cha +7
  • Skills Perception +7
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 Ft., darkvision 120 ft., passive Perception 17
  • Languages Draconic
  • Challenge 14 (11,500 XP)

Elder Sight. Magical Darkness doesn't impede the chameleos's darkvision.

Legendary Resistance (3/Day). If the chameleos fails a saving throw, it can choose to succeed instead.

Chameleon Skin. The chameleos has advantage on Dexterity (Stealth) checks made to hide.

Silent Step. While invisible, as a bonus action, the chameleos teleports up to 30 feet to an unoccupied space.

Actions

Multiattack. The chameleos makes three attacks: two with its horn and one with its tongue lash attack. It can replace any of these attacks with a poison spit attack.

Horn. Melee Weapon Attack. +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Tongue Lash. Melee Weapon Attack. +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. On hit, if the target has an object in at least one hand, they must make a DC 15 Strength saving throw or have the object swallowed by the chameleos. If the chameleos takes 30 damage in one turn, it regurgitates all swallowed objects in a 5 foot area adjacent to it.

Poison Spit. Range Weapon Attack. +10 to hit, range 30/120 ft., one target. Hit: 10 (3d6) poison damage. On hit, a poisonous cloud appears in a 5-foot-radius, 10-foot-high cylinder centered on the target that lasts for 24 hours or until strong wind disperses the cloud. On a miss, the cloud appears in an area adjacent to the target. A creature that starts its turn in the cloud or moves through it for the first time must make a DC 17 Constitution saving throw, taking 7 (2d6) poison damage and become poisoned for 1 minute on a failed save. On a successful save the creature takes half damage and is not poisoned.

Poison Mist (Recharge 5-6). The chameleos exhales a poisonous mist in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one. The Mist lingers until the start of the chameleos next turn. A creature that starts its turn in the mist or moves through it for the first time on a turn must make a DC 17 Constitution saving throw, taking 28(8d6) poison damage and become poisoned for 1 minute on a failed save. On a successful save the creature takes half damage and is not poisoned.

Invisible Passage. The chameleos magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible, the chameleos leaves no physical evidence of its passage, so it can be tracked only by magic.



Chameleos

Challenge Rating 14                                                  Carves 4

Carve Chance Material Slots
1-2 Elder Dragon Bone (O)
3-4 Elder Dragon Blood (O)
5-8 Chameleos Speckled Hide (A)
9-11 Chameleos Webbing (A,W)
12-13 Chameleos Claw (A,W)
14 C.Deadly Poison Sac (A,W)
15-16 Chameleos Tail (A,W)
17-19 Chameleos Horn (A,W)
20 Chameleos Gem (A,W)

ARMOR MATERIAL EFFECTS
Chameleos Speckled Hide
While wearing this armor all creatures have disadvantage on skills checks when trying to track you.

Chameleos Webbing
You have advantage on Dexterity (Stealth) checks while you wear this armor.

Chameleos Claw
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.

C.Deadly Poison Sac
You are immune to the poisoned condition while you wear this armor.

Chameleos Tail
You have resistance to cold damage while you wear this armor.

Chameleos Horn
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.

Chameleos Gem
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. Once you use this property, you can't use it again until you finish a short or long rest.


WEAPON MATERIAL EFFECTS
Chameleos Webbing
While attuned to this weapon, you know the poison spray cantrip. If you already know the cantrip it deals one extra die of damage.

Chameleos Claw
This weapon has 5 runes. When you hit a creature, you can expend 1 of its runes to have the target make a DC 15 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute. A creature can repeat its saving throw at the end of its turn, ending the effect on a success.

This weapon regains 1d4+1 expended runes daily at dawn.

C.Deadly Poison Sac
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.

Chameleos Tail
When you cast a spell that deals poison damage or causes the poisoned condition, you can increase your spell attack roll or spell save DC by 2.

Chameleos Horn
Status Crit (Poison). Whenever you critically hit with this weapon, the target creature must make a DC 15 Constitution saving throw. On a failed save the target is poisoned for 1 minute.

Chameleos Gem (Druid, Sorcerer, Warlock & Wizard only)
This weapon has 10 runes While holding this weapon, 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: dragon's breath (poison) (1 rune), fog cloud (1 rune), darkvision (2 runes), invisibility (2 runes) or, stinking cloud (3 rune). The weapon regains 1d4 + 1 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.


OTHER MATERIAL EFFECTS
C.Deadly Poison Sac
You can make a DC 17 Wisdom (Poisoner's Kit) check using this material as its ingredient plus a vial. On a success you create a vial of midnight tears (DMG p. 258). On a fail, the material is destroyed.

Elder Dragon Blood
Any rarity weapon upgrade material.

Elder Dragon Bone
Any rarity armor upgrade material.



Tempered Chameleos

Huge dragon (elder), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 22 (+6) 17 (+3) 16 (+3) 15 (+2)

  • Saving Throws Dex +8, Con +12, Wis +9, Cha +8
  • Skills Perception +9, Stealth +8
  • Damage Immunities cold, poison
  • Condition Immunities poisoned
  • Senses blindsight 120 Ft., darkvision 120 ft., passive Perception 19
  • Languages Draconic
  • Challenge 19 (22,000 XP)

Blinding Panic. When the chameloes is invisible and is blinded by a flash bomb or other effect, it panics and loses concentration. While the chameloes is blinded, it is unable to use its Invisible Passage.

Chameleon Skin. The chameleos has advantage on Dexterity (Stealth) checks made to hide.

Deadly Poison. Poison damage dealt by the chameleos, including poison damage a creature takes at the start of its turn from the poisoned condition, bypasses a creature's resistance to poison damage and deals half damage to creatures that are immune to poison damage.

Elder Dragon Sight. Magical darkness doesn't impede the chameleos's darkvision.

Innate Spellcasting. The chameleos can innately cast the fog cloud spell at 3rd-level at will. It doesn't need to concentrate on the spell, but when recast, the previous fog cloud dissipates.

Legendary Resistance (3/Day). If the chameleos fails a saving throw, it can choose to succeed instead.

Silent Step. While invisible, as a bonus action, the chameleos teleports up to 30 feet to an unoccupied space.

Actions

Multiattack. The chameleos makes two attacks with its horn or two attacks with its claws.

Claw. Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Horn. Melee Weapon Attack. +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage and the target and each Medium or smaller creature adjacent to the target must succeed on a DC 19 Strength saving throw, or be pushed 10 feet away from the chameleos and knocked prone.

Tongue. Melee Weapon Attack. +11 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. On hit, if the target has an object in at least one hand, they must make a DC 15 Strength saving throw or have the object swallowed by the chameleos. If the chameleos takes 30 damage in one turn, it regurgitates all swallowed objects in a space adjacent to it.

Poison Fountain (Must be in fog). The chameleos looks up and exhales three poison balls into the air, each of which can strike a target within the fog cloud. A target must make a DC 20 Constitution saving throw, or be poisoned for 1 minute on a failed save, or half as much damage on a successful one. While poisoned in this way, the creature takes 17 (5d6) poison damage at the start of each of its turns. A creature may repeat its saving throw at the end of its turn, ending the poison on a success.

Poison Ring (Recharge 5-6). The chameleos flies 15 feet into the air without provoking opportunity attacks and exhales poisonous gas that spreads across the ground in a 30-foot radius centered directly below the chameleos. Each creature in that area must make a DC 20 Constitution saving throw, taking 28 (8d6) 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. A creature may repeat its saving throw at the end of its turn, ending the poison on a success.

Invisible Passage. The chameleos magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible, the chameleos leaves no physical evidence of its passage, so it can be tracked only by magic.

Legendary Actions

The chameleos 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 chameleos regains spent legendary actions at the start of her turn.

Attack (2/round). The chameleos attacks with its tongue or tail.

Transparent. The chameleos uses its invisible passage.

Mist (Costs 2 Actions). The chameleos casts the fog cloud spell at 3rd-level.

Poison Breath (Costs 3 Actions) The chameleos exhales poisonous gas in a 90-foot line that is 5-feet wide. Each creature in that area must succeed on 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. A creature may repeat its saving throw at the end of its turn, ending the poison on a success.


Tempered Chameleos

Challenge Rating 19                                                  Carves 4

Carve Chance Material Slots
1-2 Elder Dragon Bone (O)
3-4 Elder Dragon Blood (O)
5-8 T.Chameleos Speckled Hide (A,W)
9-11 T.Chameleos Wing (A,W)
12-13 T.Chameleos Claw (A,W)
14 TC.Deadly Poison Sac (A,W)
15-16 T.Chameleos Tail (A,W)
17-19 T.Chameleos Spike (A,W)
20 T.Chameleos Gem (A,W)

ARMOR MATERIAL EFFECTS
T.Chameleos Speckled Hide
While wearing this armor all creatures have disadvantage on skills checks when trying to track you. Additionally you leave no footprints while you are invisible.

T.Chameleos Wing
You have advantage on Dexterity (Stealth) checks while you wear this armor.

T.Chameleos Claw
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 expend 1 of its runes to succeed on that saving throw instead.

TC.Deadly Poison Sac
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.

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.


T.Chameleos Claw (Ranged weapon only)
Deadeye+. Your weapon's normal attack range is doubled.

TC.Deadly Poison Sac
(Druid, Sorcerer, Warlock & Wizard only)
This weapon has 10 runes While holding this weapon, 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: dragon's breath (poison) (1 rune), fog cloud (1 rune), darkvision (2 runes), invisibility (2 runes) or, stinking cloud (3 rune). The weapon regains 1d4 + 1 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.

T.Chameleos Tail
You gain a + 2 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 poison damage.

T.Chameleos Spike
Status Crit (Poison). Whenever you critically hit with this weapon, the target creature must make a DC 17 Constitution saving throw. On a failed save the target is poisoned for 1 minute.

T.Chameleos Gem
Mind's Eye. Your attacks with this weapon bypass the damage resistances of any creature.


OTHER MATERIAL EFFECTS
TC.Deadly Poison Sac
You can make a DC 17 Wisdom (Poisoner's Kit) check using this material as its ingredient plus a vial. On a success you create a vial of midnight tears (DMG p. 258). On a failed save, the material is destroyed.

Elder Dragon Blood
Any rarity weapon upgrade material.

Elder Dragon Bone
Any rarity armor upgrade material.

Dalamadur

The Dalamadur has a snake-like face, with bright red eyes, numerous fangs, and many hook-like spikes along its body which start out clustered around its head and neck, and becoming more spread out along its long body, with a small cluster near the tip of its tail, which is topped with a pair of red barbs that it can rattle in a manner similar to rattlesnakes. Its chest has glowing vents, which huff steam. Its face and tail will also glow red when in its Raged state.

Dalamadur are quite aggr-       -essive in nature, willing to destroy adventurers at all cost.       Dalamadur can easily destroy whole mountains with          their coils and cause pieces of rumble to fall from                  them. For unknown reasons, large numbers of                      Dalamadur are known to rise from underground during           certain times of         the year.



Dalamadur

Gargantuan dragon (elder), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 201 (13d20 + 65)
  • Speed 60 ft., burrow 60 ft., climb 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 24 (+7) 21 (+5) 18 (+4) 14 (+2) 14 (+2)

  • Saving Throws Wis +8 Cha +8
  • Skills Perception +14, Stealth +13
  • Damage Resistances fire, poison
  • Condition Immunities charmed, frightened, paralyzed
  • Senses truesight 120 ft., passive Perception 24
  • Languages Common, Draconic, Sylvan, Telepathy 120 ft.
  • Challenge 18 (20,000 XP)

Legendary Resistance (3/Day). If the dalamadur fails a saving throw, it can choose to succeed instead.

Siege Monster. The dalamadur deals double damage to objects and structures.

Actions

Multiattack. The dalamadur can use its frightful presence. It then makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack. +13 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Tail. Melee Weapon Attack. +13 to hit, reach 25 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 18 (4d6 + 4) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the dalamadur can't constrict another target.

Frightful Presence. Each creature of the dalamadur's choice that is within 120 feet of the dalamadur and

aware of it must succeed on a DC 16 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 dalamadur's Frightful Presence for the next 24 hours.

Rattle. Using the hypnotic sounds from the rattle on its tail, the dalamadur chooses one humanoid it can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the dalamadur spoken and telepathic commands. If the target suffers any harm from the dalamadur or another creature or receives a suicidal command from the dalamadur, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the dalamadur's Fiendish Charm for the next 24 hours. A creature that is Deafened is immune to this effect.

Fire Breath (Recharge 5-6). The dalamadur exhales fire in a 90-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 59 (17d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dalamadur 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 dalamadur regains spent legendary actions at the start of its turn.

Squeeze. The dalamadur makes a Constrict attack.

Rattle (Costs 2 Actions). The dalamadur uses its Rattle.

Meteor (Costs 3 Actions). The dalamadur opens its mouth and magically creates three swirling balls of blue fire, launching them into the sky, each of which can strike a different target the dalamadur can see within 120 feet of it. A target must make a DC 21 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.


.


Dalamadur

Challenge Rating 18                                                  Carves 6

Carve Chance Material Slots
1-2 Elder Dragon Bone (O)
3-4 Elder Dragon Blood (O)
5-6 Dalamadur Glaive (W)
7-8 Dalamadur Gazer (A)
9-10 Dalamadur Steel (A,W)
11 D.Vortex Bone (A,W)
12 Dalamadur Pectus (A,W)
13 Dalamadur Talon (W)
14-15 Dalam Tail Scale (A,W)
16-17 Dalam Tail Shell (W)
18-19 Dalamadur Fanblade (W)
20 Skyblade Gem (A,W)

ARMOR MATERIAL EFFECTS
Dalamadur Gazer
Guts+. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this property, you can’t use it again until you finish a long rest.

Dalamadur Steel
While wearing this armor you have resistance to poison damage. You can also communicate with snakes and snake-like creatures as though you shared a language.

D.Vortex Bone
While you are attuned to this armor, you can use an action to speak its command word to cast the polymorph spell from it and turn into a giant constrictor snake (MM p.324) that resembles the dalamadur. Once used, this property can't be used again until the next dawn.

Dalamadur Pectus
You cannot be paralyzed while you wear this armor.

Dalam Tail Scale
Iron Wall. You have a +2 bonus to your armor class while you wear this armor.

Skyblade Gem
You have resistance to cold and fire damage while you wear this armor.


WEAPON MATERIAL EFFECTS
Dalamadur Glaive
Siege. This weapon deals double damage to objects and structures.


Dalamadur Steel
Blast Coat. This material provides one of the following weapon properties depending on which weapon it is placed in:

  • (Heavy Bowgun) Your cluster ammo deals an extra 2d6 fire damage.
  • (Bow) Your blast coating deals an extra 1d6 fire damage.

D.Vortex Bone
Critical Eye. Your weapon attacks critical hit range is increased by 1.

Dalamadur Pectus
Elderseal. A creature hit by this weapon cannot use an action that has a recharge until the start of your next turn. The creature can still roll to recharge its ability at the end of its turn.

Dalamadur Talon (Bladed Weapon only)
Honed Blade. This weapons damage die is increased by 1 size up to a maximum of a d10. A d6 becomes a d8, and a d8 becomes a d10.

Dalam Tail Scale (Spellcaster only)
You know the melf's minute meteors spell while attuned to this weapon. If you already know the spell, you cast it as if it was one level higher than the spell slot you use.

Dalam Tail Shell
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 may repeat its saving throw at the end of its turn, ending the effect on a successful save.

Dalamadur Fanblade
At the start of your turn if a creature is grappled or restrained by you, that creature takes 1d6 bludgeoning damage.

Skyblade Gem
This weapon has 3 runes which are regained daily at dawn. As an action you can expend a rune to have the target make a DC 17 Charisma saving throw or become charmed by you as if you cast the charm person spell.


OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.

Elder Dragon Bone
Any rarity armor upgrade material.

Shah Dalamadur

Shah dalamadur is the undisputed apex predator of its habitat. Although its diet is unknown, it is almost certainly carnivorous, and herbivorous monsters such as aptonoth, conga, and rhenoplos would be easy prey. Given its incredible size, predators such as tigrex, deviljho, stygian zinogre, azure rathalos, rajang and even the infamous shagaru magala would most likely avoid the beast at all costs.

Shah dalamadur are far more aggressive than any mere dalamadur due to them being in a sort of defenseless state after molting.

Shah dalamadur sports a lighter, sand-colored hide with red-orange spines after molting out of their old skin. After molting, shah dalamadur have no control over their metabolism, meaning their body temperature will constantly change. When cold, a shah dalamadur's hide can repel most attacks. When hot, the hide of a shah dalamadur is vulnerable to most attacks. From their body temperature constantly changing, shah dalamadur are able to perform an ability never seen before by a normal dalamadur. Shah dalamadur are able to burn the very ground with their powerful 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.



Shah Dalamadur

Gargantuan dragon (elder), unaligned


  • Armor Class 23 (natural armor)
  • Hit Points 594 (29d20 + 290)
  • Speed 60 ft., burrow 60 ft., climb 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 28 (+9) 30 (+10) 26 (+6) 21 (+5) 20 (+5)

  • Saving Throws Str +14, Wis +14 Cha +14
  • Skills Perception +23, Stealth +18
  • Damage Resistances fire, poison
  • Condition Immunities charmed, frightened, paralyzed
  • Senses truesight 120 ft., passive Perception 33
  • Languages Common, Deep Speech, Draconic, Sylvan, Telepathy 120 ft.
  • Challenge 30 (155,000 XP)

Aggressive. As a bonus action, the shah dalamadur can move up to its speed toward a hostile creature that it can see.

Legendary Resistance (3/Day). If the shah dalamadur fails a saving throw, it can choose to succeed instead.

Magic Resistance. The shah dalamadur has advantage on saving throws against spells and other magical effects.

Siege Monster. The shah dalamadur deals double damage to objects and structures.

Uncontrolled Metabolism. The shah dalamadur have no control over their metabolism. At the start of its turn roll a d4;

  • On a 1-2,
    The shah dalamadur overheats and gains the following benefits and loses any benefits it had from the previous turn:
      Fire Aura. At the start of each of the shah dalamadur's turns, each creature within 10 feet of it takes 14 (4d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the shah dalamadur or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.
      Burn. When the shah dalamadur hits a creature with a bite attack, tail attack, or with its constrict; that creature begins to burn, taking 5 (1d10) fire damage at the start of each of its turns until a creature takes an action to douse the fire.

  • On a 3-4,
    The shah dalamadur cools to almost freezing temperatures and gains the following benefit and loses any benefits it had from the previous turn:
      Frozen Hide. The shah dalamadur hide repels most attacks. It has resistance to all damage except psychic damage.

Actions

Multiattack. The shah dalamadur can use its frightful presence. It then makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack. +18 to hit, reach 15 ft., 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.

Tail. Melee Weapon Attack. +18 to hit, reach 25 ft., one target. Hit: 27 (4d8 + 9) piercing damage.

Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 31 (4d12 + 5) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the creature is restrained, and the shah dalamadur can't constrict another target.

Frightful Presence. Each creature of the shah dalamadur's choice that is within 120 feet of the shah dalamadur and aware of it must succeed on a DC 22 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 shah dalamadur's Frightful Presence for the next 24 hours.

Rattle. Using the hypnotic sounds from the rattle on its tail, the shah dalamadur chooses one humanoid it can see within 30 feet of it must succeed on a DC 22 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the shah dalamadur spoken and telepathic commands. If the target suffers any harm from the dalamadur or another creature or receives a suicidal command from the shah dalamadur, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the shah dalamadur's Fiendish Charm for the next 24 hours. A creature that is Deafened is immune to this effect.

Fire Breath (Recharge 5-6). The shah dalamadur exhales fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The shah dalamadur 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 shah dalamadur regains spent legendary actions at the start of its turn.

Squeeze. The shah dalamadur makes a constrict attack.

Rattle (Costs 2 Actions). The shah dalamadur uses its Rattle.

Meteor (Costs 3 Actions). The shah dalamadur opens its mouth and magically creates three swirling balls of blue fire, launching them into the sky, each of which can strike a different target the shah dalamadur can see within 120 feet of it. A target must make a DC 22 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed save, or half as much damage on a successful one.



Shah Dalamadur

Challenge Rating 30                                                  Carves 9

Carve Chance Material Slots
1-2 Elder Dragon Blood x2 (O)
3-4 Elder Dragon Bone x2 (O)
5-6 S.Dalamadur Glaive (A,W)
7-8 S.Dalamadur Gazer (A,W)
9-10 S.Dalamadur Steel (A,W)
11 S.Vortex Bone (A,W)
12 S.Dalamadur Pectus (A,W)
13 S.Dalamadur Ripper (W)
14-15 S.Dalam Tail Scale (A,W)
16-17 S.Dalam Tail Shell (W)
18-19 S.Dalamadur Fanblade (W)
20 Skyblade Dragon Sapphire (A,W)

ARMOR MATERIAL EFFECTS
S.Dalamadur Glaive
Pack Rat. While you are attuned to this armor, your party can gather double the normal number of resources available on a hunt.

S.Dalamadur Gazer
Guts+2. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this property, you can’t use it again until you finish a short or long rest.

S.Dalamadur Steel
Nimbleness. You have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while you wear this armor. Also when you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

S.Vortex Bone
While you are attuned to this armor, you can use an action to speak its command word to cast the polymorph spell from it and turn into a giant constrictor snake (MM p.324) that resembles the dalamadur. You can use this property twice, regaining all expended uses when you finish a long rest.

S.Dalamadur Pectus
Wellness. While wearing this armor, you cannot be unwillingly put to sleep, poisoned, paralyzed, or stunned.

S.Dalam Tail Scale
Iron Wall+. You have a +3 bonus to your armor class while you wear this armor.

Skyblade Dragon Sapphire
You are immune to cold and fire damage while you wear this armor.


WEAPON MATERIAL EFFECTS
S.Dalamadur Glaive
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.

S. Dalamadur Gazer. (Ranged weapon only)
Bonus Shot. When you take the attack action, you can make one additional attack with this weapon as a bonus action.

S.Dalamadur Steel
At the start of your turn if a creature is grappled or restrained by you, that creature takes 2d6 bludgeoning damage.

S.Vortex Bone (Hammer only)
Punish Draw+. All creatures hit by your hammer's mighty weapon make their saving throw at disadvantage.

S.Dalamadur Pectus
Amplify. The elemental damage done by your weapon is increased by one die size and the duration of consumables is increased by 50%.

S.Dalamadur Ripper (Bladed Weapon only)
Honed Blade+. This weapons damage die is increased by 1 size up to a maximum of a d12. A d6 becomes a d8, a d8 becomes a d10, a d10 becomes a d12.

S.Dalam Tail Scale (Spellcaster only)
You know the melf's minute meteors spell while attuned to this weapon. If you already know the spell, you cast it as if it was three levels higher than the spell slot you use.

S.Dalam Tail Shell
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 21 Wisdom saving throw or become frightened of you for 1 minute. A creature may repeat its saving throw at the end of its turn, ending the effect on a successful save.

S.Dalamadur Fanblade
Brutality. Your weapon attacks critical hit range is increased by 2 and you deal an extra 1d10 damage when you critically hit with this weapon.

Skyblade Dragon Sapphire
This weapon has 3 runes which are regained daily at dawn. As an action you can expend a rune to have the target make a DC 21 Charisma saving throw or become charmed by you as if you cast the charm person spell.


OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.

Elder Dragon Bone
Any rarity armor upgrade material.

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 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 body. On its back are a pair of wing-like appendages. Seemingly useless in terms of flight, these "wings" feature cannon-like chutes 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 frill-like structure and an upturned snout.

Due to the hot fluids inside of Dire Miralis, an intense heat is known to come from its body, boiling any sources of water around it. This intense heat can easily wipe out all living creatures within Dire Miralis's range.

Interestingly, long after a Dire Miralis dies, its heart continues to beat even if removed--just as legend states. It is said that Dire Miralis can regenerate its whole body with its heart alone, and that Dire Miralis is even immortal.

Dire Miralis is extremely hostile to all living things and can destroy an entire ecosystem just from its intense heat. A Dire Miralis actually destroyed the Tainted Sea and killed all living things in the area, filling the water with blood, until it was driven off in ancient times. This monster is one that many hunters don't live to tell about.


Dire Miralis

Gargantuan dragon (elder), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 155 (10d20+50)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 21 (+5) 12 (+1) 15 (+2) 9 (-1)

  • Saving Throws Wis +6, Cha +3
  • Damage Immunities fire
  • Condition Immunities frightened
  • Senses blindsight 120 ft., passive Perception 12
  • Languages Draconic
  • Challenge 11 (7,200 XP)

Legendary Resistance (2/Day). If the dire miralis fails a saving throw, it can choose to succeed instead.

Magma Armor. When the dire miralis is below half of its maximum hp, its body cools and AC increases by +4.

Siege Monster. The dire miralis deals double damage to objects and structures.

Actions

Multiattack. The dire miralis makes two attacks: two with its claws, or two with its magma glob attack.

Claw. Melee Weapon Attack. +11 to hit, reach 5 ft., one target. Hit: 25 (4d8+7) slashing damage.

Magma Glob. Range Weapon Attack. +7 to hit, reach 80/320 ft., one target. Hit: The target and the space it is in, are covered in lava, taking 27 (5d10) fire damage. The space is covered in lava for 24 hours before cooling. Any creature that starts its turn or enters the space for the first time, 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 areas must succeed on a DC 19 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 18 (4d8) bludgeoning damage + 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 within 150 feet of its location. Each creature in a 25-foot radius Sphere centered on that point must make a DC 17 Dexterity saving throw. A target takes 38 (11d6) fire damage on a failed save, or half as much damage on a successful one.


Dire Miralis

Challenge Rating 11                                                  Carves 6

Carve Chance Material Slots
1-4 Miralis Scale (A,W)
5-7 Miralis Fireback (A)
8-9 Miralis Fireclaw (W)
10 Gushing Magma (A)
11-13 Immortal Heart (A,W)
14-15 Miralis Smelter (W)
16-17 Miralis Hellwing (A,W)
18-19 Miralis Evil Eye (A,W)
20 Dire Dragongem (W)

ARMOR MATERIAL EFFECTS
Miralis Scale
Current Resist. While wearing this armor you are unaffected by the waters current, natural or magical, unless you otherwise choose to be.

Miralis Fireback
Windproof. Spells you cast such as fog cloud, can no longer be dispersed by wind, magical or otherwise while you wear this armor.

Gushing Magma
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 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.

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 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 weapon deals an extra 1d6 slashing damage.

Miralis Fireclaw
Your weapon deals an extra 1d6 fire damage.

Immortal Heart
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 5 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.

Miralis Smelter
This weapon has 3 runes that it regains daily at dawn. When you hit a creature with this weapon, you can expend a rune to have it make a DC 15 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Miralis Hellwing (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 weapon's last rune, roll a d20. On a 1, the runes cannot recharge for a week.

Miralis Evil Eye
Elderseal. A creature hit by this weapon cannot use an action that has a recharge until the start of your next turn. The creature can still roll to recharge its ability at the end of its turn.

Dire Dragongem
Latent Power +1. When you are reduced to a quarter 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.


Tempered Dire Miralis

Gargantuan dragon (elder), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 214 (13d20 + 78)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 23 (+6) 12 (+1) 15 (+2) 9 (-1)

  • Saving Throws Con +12, Wis +8, Cha +5
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Damage Immunities fire
  • Condition Immunities frightened
  • Senses blindsight 120 ft., passive Perception 12
  • Languages Draconic
  • Challenge 18 (20,000 XP)

Legendary Resistance (2/Day). If the dire miralis fails a saving throw, it can choose to succeed instead.

Magma Armor. When the dire miralis is below half of its maximum hp, its body cools and AC increases by +5.

Siege Monster. The dire miralis deals double damage to objects and structures.

Actions

Multiattack. The dire miralis makes two claw attacks. Or it makes two magma glob attacks.

Claw. Melee Weapon Attack. +13 to hit, reach 5 ft., one target. Hit: 25 (4d8+7) slashing damage.

Magma Glob. Range Weapon Attack. +9 to hit, reach 80/320 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.


Crush. The dire miralis slams its body on the ground in a 40-foot square in front of it. Each creature in that areas must succeed on a DC 21 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 18 (4d8) bludgeoning damage plus 22 (5d8) 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 within 150 feet of its location. Each creature in a 25-foot-radius sphere centered on that point must make a DC 20 Dexterity saving throw. A target takes 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dire miralis 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 dire miralis regains spent legendary actions at the start of its turn.

Move. The dire miralis moves up to its speed without provoking opportunity attacks.

Tremor. The dire miralis stomps on the ground sending a tremor out in a 60-foot radius around it. Each creature other than the dire miralis on the ground in that area must succeed on a DC 21 Dexterity saving throw or be knocked prone.

Magma Attack (Costs 2 Actions). The dire miralis makes a magma glob attack.



Tempered Dire Miralis

Challenge Rating 18
Carves 6

Carve Chance Material Slots
1-4 T.Miralis Scale (A,W)
5-7 T.Miralis Fireback (A)
8-9 T.Miralis Fireclaw (W)
10 T.Gushing Magma (A)
11-13 T.Immortal Heart (A,W)
14-15 T.Miralis Smelter (W)
16-17 T.Miralis Hellwing (A,W)
18-19 T.Miralis Evil Eye (A,W)
20 T.Dire Dragongem (W)

ARMOR MATERIAL EFFECTS
T.Miralis Scale
Current Resist. While wearing this armor you are unaffected by the waters current, natural or magical, unless you otherwise choose to be.

T.Miralis Fireback
Windproof. Spells you cast such as fog cloud, can no longer be dispersed by wind, magical or otherwise while you wear this armor.

T.Gushing Magma
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.

T.Immortal Heart
When you are below half of your maximum hit points, you can use your bonus action to increase your AC by 3 for 1 minute. Once you use this feature, you cannot use it again until you complete a short or long rest.

T.Miralis Hellwing
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.


WEAPON MATERIAL EFFECTS
T.Miralis Scale
Your weapon deals an extra 1d8 slashing damage.

T.Miralis Fireclaw
Your weapon deals an extra 1d8 fire damage.

T.Immortal Heart
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.

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 a rune to have it make a DC 16 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

T.Miralis Hellwing (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 16) 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.

T.Miralis Evil Eye
Elderseal. A creature hit by this weapon cannot use an action that has a recharge until the start of your next turn. The creature can still roll to recharge its ability at the end of its turn.

T.Dire Dragongem
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.



Archtempered Dire Miralis

Gargantuan dragon (elder), unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 437 (25d20 + 175)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 25 (+7) 12 (+1) 15 (+2) 9 (-1)

  • Saving Throws Con +15, Int +9, Wis +10, Cha +7
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Damage Immunities fire
  • Condition Immunities charmed, frightened
  • Senses blindsight 120 ft., passive Perception 12
  • Languages Draconic
  • Challenge 26 (90,000 XP)

Legendary Resistance (4/Day). If the dire miralis fails a saving throw, it can choose to succeed instead.

Magic Resistance. The dire miralis has advantage on saving throws against spells and other magical effects.

Magma Armor. When the dire miralis is below half of its maximum hp, its body cools and AC increases by +6.

Siege Monster. The dire miralis deals double damage to objects and structures.

Actions

Multiattack. The dire miralis makes two claw attacks. Or it makes two magma glob attacks.

Claw. Melee Weapon Attack. +15 to hit, reach 15 ft., one target. Hit: 25 (4d8+7) slashing damage.

Magma Glob. Range Weapon Attack. +11 to hit, reach 80/320 ft., one target. Hit: 38 (7d10) 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.

Crush. The dire miralis slams its body on the ground in a 40-foot square in front of it. Each creature in that areas must succeed on a DC 23 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 18 (4d8) bludgeoning damage plus 31 (7d8) 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 within 150 feet of its location. Each creature in a 25-foot-radius sphere centered on that point must make a DC 23 Dexterity saving throw. A target takes 77 (22d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dire miralis 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 dire miralis regains spent legendary actions at the start of its turn.

Move. The dire miralis moves up to its speed without provoking opportunity attacks.

Tremor. The dire miralis stomps on the ground sending a tremor out in a 60-foot radius around it. Each creature other than the dire miralis on the ground in that area must succeed on a DC 23 Dexterity saving throw or be knocked prone.

Magma Attack (Costs 2 Actions). The dire miralis makes a magma glob attack.


Archtempered Dire Miralis

Challenge Rating 26                                                 Carves 6

Carve Chance Material Slots
1-4 AT.Miralis Scale (A,W)
5-7 AT.Miralis Fireback (A)
8-9 AT.Miralis Fireclaw (W)
10 AT.Gushing Magma (A)
11-13 AT.Immortal Heart (A,W)
14-15 AT.Miralis Smelter (W)
16-17 AT.Miralis Hellwing (A,W)
18-19 AT.Miralis Evil Eye (A,W)
20 AT.Dire Dragongem (W)

ARMOR MATERIAL EFFECTS
AT.Miralis Scale
Current Resist. While wearing this armor you are unaffected by the waters current, natural or magical, unless you otherwise choose to be.

AT.Miralis Fireback
Windproof. Spells you cast such as fog cloud, can no longer be dispersed by wind, magical or otherwise while you wear this armor.

AT.Gushing Magma
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.

AT.Immortal Heart
When you are below half of your maximum hit points, you can use your bonus action to increase your AC by 4 for 1 minute. Once you use this feature, you cannot use it again until you complete a short or long rest.

AT.Miralis Hellwing
You are immune to fire damage while you wear this armor.


AT.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
AT.Miralis Scale
Your weapon deals an extra 1d10 slashing damage.

AT.Miralis Fireclaw
Your weapon deals an extra 2d6 fire damage.

AT.Immortal Heart
Whenever you cast a spell of 1st-level or higher, lava erupts from the ground around you. any creature within 10 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.

AT.Miralis Smelter
This weapon has 5 runes that it regains daily at dawn. When you hit a creature with this weapon, you can expend a rune to have it make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

AT.Miralis Hellwing (Spellcaster only)
This weapon has 8 runes. While holding it, you can use an action to expend 1 or more of its runes to cast the fireball spell (save DC 17) 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 + 2 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.

AT.Miralis Evil Eye
Elderseal. A creature hit by this weapon cannot use an action that has a recharge until the start of your next turn. The creature can still roll to recharge its ability at the end of its turn.

AT.Dire Dragongem
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.

Fatalis

In legend, it is said that all living things fear Fatalis, including other Elder Dragons, such as Teostra and Lao-Shan Lung. All monsters are said to try to avoid Fatalis at all costs, leading to some leaving areas altogether simply to avoid it.

The Fatalis is a powerful, unnatural beast. The Fatalis scales are extremely thick, while its shell is very durable. This is due to Fatalis melting the armor of its fallen prey on its shell, increasing its protection against some attacks. Fatalis doesn't seem to have very good eyesight, though this may be partially be due to what its eyes are made of. Creepily, a Fatalis's eyes are made out of crystals. How is unknown. Fatalis's wing membrane is flexible, but as hard as metal. From this, Fatalis's wings don't break very easily, allowing it to fly at high speeds and support itself as it becomes airborne. Even on the ground, Fatalis is able to walk on all fours and rush prey at shocking speeds with sheer power behind its bulk. The most powerful feature is its powerful fiery breath. This fire is some of the strongest fire breath out of all monsters and can kill most enemies almost instantly. Recent encounters have revealed that Fatalis possess control over fire on par with Teostra and Lunastra. Its fire breath extends well beyond the length and height of the already large dragon.

In some legends about the Fatalis, there is a legend known by some as the shifting scales of fate. This legend claims that the Second Coming of Fatalis is infinite. The Fatalis in this legend is quite different from the Fatalis seen in the other legends. This Fatalis is described to have six horns, a glowing blue chest, a short mane in between its spikes, bizarre fluids flowing throughout its body, and the ability to shift its scales from black, red, or white. Each set of scales is said to grant the fatalis different abilities and protection. The most well known of these skills are the Black Flame and Crimson Demons breath that are said to combine the elements Fire and Death together, Despite both being combined together with the same elements, Each breath has a different element that seems to overtake this Fatalis's body, allowing it to do things not seen in other legends. This Fatalis is said to be able to send monsters running with a single flap of its wings.

A creepy light coming from its eyes invites those it stares at into its dark depths. The fluids are said to have no exact weight. Its shell is impervious to strikes from weapons and has terrifying power inside of it, which could be unleashed at any time. The scariest part about this legend is that not only is its strength far beyond the ones from the other legends, but its body shows signs of possible regenerative powers. This means that this Fatalis may be able to regenerate after taking large amounts of damage, just like Dire Miralis can regenerate from its still beating heart. Thankfully, this legend hasn't been proven as of yet so the Guild has nothing to worry about.

One thing that all the legends share about Fatalis is its equipment. This equipment is much more than what it appears to be. When adventurers wear this monster's armor, they are known to disappear mysteriously without a trace or even die if the armor is worn for too long. Some who have worn the Fatalis's armor report having terrible nightmares, unsettling strength, and a feeling as if they were being possessed by something. They also report feeling a familiar pulse coming from the armor, a feeling as if their legs were taken from them. With some adventurers wearing the armor of the Black Flame, they report feeling as if their body was taken over while they were unconscious. It is said that this equipment might be alive, meaning that Fatalis might not truly be dead. In Pokke Village, a giant black blade embedded in the ice is known to regenerate days after being mined once, which supports this claim that Fatalis is still alive. Other Fatalis weapons also seem to suggest that Fatalis is still alive in some form. Some weapons despair eat at the user's hands while other weapons, when held, have hideous abyssal screams coming from them. Some weapons even have a thirst for blood. From this, it is said that it's best to not use any equipment from Fatalis in any form at all.

Fatalis is extremely hostile to all living things. It threatens the very existence of not only the Castle Schrade, but the very world around it. In legend, it is said Fatalis could scorch the whole world with its flames in a few days, burning all lands to a crisp. Due to this, the Guild will secretly send adventurers to hunt it down to prevent public panic. However, most adventurers never return. Due to many incidents surrounding Schrade Kingdom and Fatalis, the 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.



Fatalis

Gargantuan dragon (elder), chaotic evil


  • Armor Class 22 (natural armor)
  • Hit Points 536 (29d20+232)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 26 (+8) 19 (+4) 17 (+3) 20 (+5)

  • Saving Throws Dex +8, Con +16, Wis +11, Cha +13
  • Skills Insight +10, Intimidation +12, Perception +11
  • Damage Immunities determined by Shifting Scales
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge 28 (120,000 XP)

Legendary Resistance (3/Day). If the fatalis fails a saving throw, it can choose to succeed instead.

Magic Resistance. The fatalis has advantage on saving throws against spells and other magical effects.

Shifting Scales. The fatalis has three forms; black, crimson, and white. At the start of the fatalis turn its scales shift, black to crimson, crimson to white, or white to black. The Fatalis loses its breath weapon, damage immunities, and elemental damage from their bite or claw attacks and gain the benefits below of its new scale color. Breath attacks all share the same recharge.

    Black Scales

  • Black Fire (Recharge 5-6). The fatalis exhales a black flame in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 55 (10d10) necrotic damage plus 28 (8d6) fire on a failed save, or half as much damage on a successful one.
  • Bite. attacks deal an additional 11 (2d10) necrotic damage (not included in the attack action).
  • Damage Immunities. necrotic, bludgeoning

Crimson Scales

  • Crimson Demons Breath (Recharge 5-6). The fatalis exhales flames mixed with necrotic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 54 (12d8) fire damage plus 28 (8d6) necrotic on a failed save, or half as much damage on a successful one.
  • Bite. attacks deal an additional 11 (2d10) fire damage (not included in the attack action).
  • Damage Immunities. fire, slashing

 

White Scales

  • Emperor's Roar (Recharge 5-6). The fatalis calls down a giant bolt of red lightning enveloping the area around the fatalis with a bright red glow. Each creature in a 20-foot-radius, 100-foot-high cylinder centered 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 much damage on a successful one.
  • Claw. attack deals an additional 7 (2d6) lightning damage (not included in the attack action).
  • Damage Immunities. lightning, piercing

Actions

Multiattack. The fatalis can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Frightful Presence. Each creature of the fatalis's choice that is within 120 feet of the fatalis and aware of it must succeed on a DC 21 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 fatalis's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, 20 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.

Fireball. The fatalis exhales a fireball radius within 120 ft of its location. Each creature in a 10-foot radius Sphere centered on that point must make a DC 24 Dexterity saving throw. A target takes 31 (9d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The fatalis 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 fatalis regains spent legendary actions at the start of its turn.

Detect. The fatalis makes a Wisdom (Perception) check.

Tail Attack. The fatalis makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the fatalis must succeed on a DC 24 Dexterity saving throw or take 19 (3d6 + 9) bludgeoning damage and be knocked prone. The fatalis can then fly up to half its flying speed.


Fatalis

Challenge Rating 28                                                 Carves 9

Carve Chance Material Slots
1-2 Dark Stone (O)
3-4 Fatalis B.Scale (A,W)
5-6 Fatalis R.Scale (A,W)
7-8 Fatalis W.Scale (A,W)
9-10 Fatalis Shell (A,W)
11-12 Fatalis Webbing (A,W)
13-14 Fatalis Fellwing (A,W)
15-16 Fatalis Cortex (A,W)
17-18 Fatalis Horn (A,W)
19-20 Fatalis Eye (A,W)

ARMOR MATERIAL EFFECTS
Fatalis B.Scale
You have resistance to poison damage and immunity to acid damage while you wear this armor.

Fatalis R.Scale
You are immune to fire damage and you are immune to the poisoned condition while you wear this armor.

Fatalis W.Scale
You are immune to cold damage and you cannot be paralyzed while you wear this armor.

Fatalis Shell
Evade Window+. This armor has 5 runes, and it regains 1d5 expended runes daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its runes to succeed on that saving throw instead.

Fatalis Webbing
Your Constitution score is 24 while you wear this armor. It has no effect on you if your Constitution is already 24 or higher.

Fatalis Fellwing (Paladin & Cleric only)
You may use your channel divinity feature one additional time between rests.

Fatalis Cortex
Stellar Hunter. You have advantage on Dexterity (Stealth), Intelligence (Investigation), Strength (Athletics), Wisdom (Insight), and Wisdom (Survival) checks.

Fatalis Horn
Wellness. While wearing this armor, you cannot be unwillingly put to sleep, poisoned, paralyzed, or stunned.

Fatalis Eye
Dark Finale. When you are reduced to 0 hit points but not killed outright, you can use your reaction to become possessed by the Fatalis' evil energies and the following occurs:

  • You heal to your maximum hit points.
  • Your eyes glow red, and an aura of black wisps encompasses your body.

  • At the start of each of your turns, you take 10 (1d20) necrotic damage. This damage bypasses resistances and immunities, and can't be reduced or avoided by any means.
  • While possessed, you cannot be grappled, stunned, or restrained.
  • You gain a +2 bonus to AC and you have advantage on all saving throws.
  • You cannot be healed by normal or magical means.

When you are reduced to 0 hit points again, you automatically fail 2 death saving throws and the possession ends.


WEAPON MATERIAL EFFECTS
Fatalis B.Scale (Melee Weapon only)
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 acid damage. Then roll another d20. If you roll a 20, one of the 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.

Fatalis R.Scale
While holding this weapon, you can use an action to speak the weapon's command word and summon a fire elemental and 1d4 magma mephits as if you had cast the conjure elemental spell for each creature.

Fatalis W.Scale
This weapon has 5 runes that it regains daily at dawn. When you hit a creature with this weapon you can expend 1 rune to have the creature make a DC 21 Constitution saving throw. On a failed save, the target is chilled to the bone for 1 minute. While chilled they have disadvantage on all attack rolls and ability checks, and their speed is reduced by 10 feet. A creature may repeat its saving throw at the end of each of its turns, ending the effect on a success.

Fatalis Shell
Rapid Reload. You can reload as a free action while you are attuned to this weapon. Additionally, when you make a ranged weapon attack roll and roll a 20 for the attack roll, you can make one additional attack as a free action.

Fatalis Webbing
Critical Eye+2. Your weapon attacks critical hit range is increased by 3.

Fatalis Fellwing
This weapon acts as an arcane focus for your spellcasting. While holding this weapon you can cast a spell of 4th level or lower that would normally take an action, as a bonus action.

Fatalis Cortex
While holding this weapon, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Fatalis Horn
Blazing Majesty. As a bonus action you can activate this weapons property known as Blazing Grace for 1 minute. While blazing grace is active, you gain the following benefits:


  • You are immune to fire damage.
  • You can use an action to cast Melf's Minute Meteors (DC 19) from the weapon at will, requiring no material components.
  • Your weapons deal an extra 2d6 fire damage.
  • You can use the hammer's Mighty Weapon property once with any weapon.

Once you use this property, you cannot use it again until the next dawn.

Fatalis Eye
Mind's Eye+. Your attacks with this weapon bypass the damage resistances and immunities of any creature.


OTHER MATERIAL EFFECTS
Dark Stone (Trinket only)
When inserted into a trinket you begin to hear hushed voices coming from it. When you spend a few hours staring into the trinket and listening to their whispers, name someone you know but on whom you have never used this power on before. Then, roll 2d6+2.

On a 10+, The trinket reveals a secret about them.
On a 7-9, As 10+, but you must first reveal a secret to the trinket about your hopes, fears, regrets, or desires.
On a 6-, the trinket pries a secret from your mind.

Each time the trinket reveals a secret, mark a box.
[  ] [  ] [  ] [  ] [  ]
When you mark the last box, you unlock the trinkets’ mysteries and can use Shadow Magic

 

SHADOW MAGIC
When you hold the trinket and call on the shadows within, choose one of the following as an action and roll 2d6+2:

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.

CONSEQUENCES.

  • The dark spirit in the trinket you were using escapes, manifesting in the world. Cross off the Shadow Magic option that was just used until the spirit is forced or convinced back into the trinket.
  • Your eyes turn jet black. You have truesight out to 120 feet in dim light and darkness, but you see no color and are blinded by sunlight.
  • Your skin turns deathly pale or coal black (your choice) and chill to the touch. You are immune to cold damage, but you have disadvantage on all social interaction checks. Additionally, the sun burns your skin, you take 1d4 fire damage for every 10 minutes you are in the sunlight.
  • You begin to suffer from dark and troubling dreams. When you take a long rest make a DC 10 Wisdom saving throw. On a failed save you do not gain the benefits of a long rest and you suffer from nightmares that may reveal a useful secret.
  • The spirits in the trinket take purchase in your soul. Once a day the spirits can compel you to action as if by the command spell. When they do, you must succeed on a DC 15 Wisdom saving throw. On a failed save, you follow the spirits command. If you fail your saving throw by 5 or more, you fall unconscious and spirits take control of your body for 1d4 hours. When you wake up, you have no memory of what you did.

                                                                                  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 part with the trinket, keeping it on your person at all times.
    Once the curse is broken, you are no longer attuned to the trinket, you no longer suffer from any consequences, and you can no longer attune to the trinket.

Fatalis's Lair

Fatalis makes its lair in the courtyard of the ruins of Castle Schrade that was built during ancient times, a shadow of its former glory. The area features blood red skies that have dark hues, and swirls of purple clouds.

Regional Effects

The region containing Fatalis’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • 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.
  • Small earthquakes and forest fires are common within 6 miles of Fatalis's lair.

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)
  • Fatalis rises onto its hindlegs and comes crashing down, causing a tremor in a 60-foot radius around it. Each creature other than Fatalis on the ground in that area must succeed on a DC 20 Dexterity saving throw or be knocked prone.
  • The ground in a 20-foot-cubed area within 120 feet of fatalis explodes with hellfire and debris from below. Each creature in that area must succeed a DC 20 Dexterity saving throw or take or take 10 (3d6) fire damage plus 10 (3d6) bludgeoning damage.

Tempered Fatalis Loot Table

Tempered Fatalis uses the same loot table as the original Fatalis.




Hellfire. Fire damage dealt by Fatalis bypasses fire resistance and deals half damage to creatures that are immune to fire damage.

Legendary Resistance (3/Day). If Fatalis fails a saving throw, it can choose to succeed instead.

Magic Resistance. Fatalis has advantage on saving throws against spells and other magical effects.

Mythic Creature. Fatalis counts as a number of creatures equal to it's mythic multiplier (2) for the purposes of determining combat encounters. The XP value for Fatalis is multiplied by it's mythic multiplier.

World Ender (Mythic Trait; Recharges after a Short or Long Rest). When Fatalis is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, Fatalis regains 700 hit points and gains 200 temporary hit points. In addition it gains the following benefits and changes:

  • Its Hellfire trait now bypasses a creature immunity and resistance to fire damage.
  • It regains up to two expended legendary resistances uses.
  • Creature's are no longer immune to Fatalis's Frightful Presence, until they succeed on the saving throw or the effect ends again. Its Frightful Presence save DC is increased by 2.
  • When a creature makes a melee weapon attack against Fatalis and misses by 5 or more, that creature becomes stuck to the Fatalis's chest. While stuck in this way the creature is restrained (Escape DC 23). On Fatalis's turn, if a creature is stuck to it, Fatalis can use a bonus action to make a bite attack against the creature and throw it 15 feet away into an unoccupied space.

Actions

Multiattack. The fatalis can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws; or it uses its fireballs.

Frightful Presence. Each creature of the fatalis's choice that is within 120 feet of the fatalis and aware of it must succeed on a DC 24 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 fatalis's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 26 (3d10 + 10) piercing damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage and the target must succeed on a DC 27 Strength saving throw or be knocked prone.

Fireballs. The fatalis exhales three fireballs at different points it can see within within 120 feet of its location. Each creature in a 10-foot radius Sphere centered on a

point must make a DC 27 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one. A creature that is hit by more than one fireball takes no additional damage, but makes their saving throw at disadvantage.

Hellfire Breath (Recharge 6). The Fatalis exhales hellfire in a 120-foot cone in front of it. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The fatalis 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 fatalis regains spent legendary actions at the start of its turn.

Detect. Fatalis makes a Wisdom (Perception) check.

Tail Attack. Fatalis makes a tail attack.

Trample (Costs 2 Actions). Fatalis moves up to its speed, during this move it can move through other creatures without provoking opportunity attacks. Any creatures Fatalis moves through must succeed on a DC 27 Dexterity saving throw or take 32 (4d10 + 10) bludgeoning damage and be knocked prone.

Large Fireball (Costs 3 Actions). The fatalis exhales a monstrous sized fireball at a point it can see within within 120 feet of its location. Each creature in a 20-foot-radius sphere centered on that point must make a DC 27 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Mythic Trait

When the Fatalis' mythic trait is activated, it takes flight, without provoking opportunity attacks, and hovers 600 feet above the ground before releasing a gout of hellfire in a 600-foot line that is 10 feet wide. When the hellfire hit a creature or object it spreads out in a 150-foot radius. A creature that starts its turn in the flames must make a DC 27 Dexterity saving throw, taking 22 (4d10) fire damage on a failed saved or half as much damage on a successful one.
    On subsequent turns, while the Fatalis's temporary hit points are above 0, Fatalis can't move from the space it is in and must use its action to maintain the gout of flames. As part of the same action Fatalis can change the direction of the hellfire. When Fatalis's temporary hit points are reduced to 0, it flinches and the gout of hellfire ends.
     On the Fatalis's 5th turn, if it is still exhaling hellfire, it must use its action to release one final empowered gout of flames. Each creature in the flames area must make a DC 27 Dexterity saving throw, taking 196 (56d6) fire damage on a failed save, or half as much damage on a successful one. The final gout of flames ignite flammable objects in that area that aren't being worn or carried, and it begins to melt all cover and parts of structures in the flames area.

Gogmazios

Gogmazios is a massive Elder Dragon with a body structure similar in nature to that of Gore Magala and Shagaru Magala. An adult Gogmazios is approximately 4920.5cm long and standing at a height of about 1708.5cm. It has a large, heavy head with red eyes and rows of sharp teeth. Its wingarms feature membranes that almost completely retract when not in use, and its body is covered in thick, powerful scales, carapaces, and spines of an indigo coloration. Perhaps the most notable features of Gogmazios body are the ever-present covering of a sticky, tar-like substance which it uses to incapacitate prey. It is unknown where Gogmazios exactly lives but it is theorized by scholars that it comes from swamps along with some mountainous habitats.

Despite Gogmazios habitat being unknown, Gogmazios are known to feed sulfur, which can be found in gunpowder and explosives. This was discovered after one raided Dundroma's Weapon Warehouse for many years and was seen feeding on the explosives. From this it can be assumed that Gogmazios may also feed on ore though Gogmazios hasn't been seen interacting with other monsters so this is just a hypothesis by scholars. Gogmazios aren't the most aggressive Elder Dragons, but certainly aren't harmless and will attack if threatened. Gogmazios are known to hibernate underground for a very long period of time, spanning to a few years or even several decades, when it has obtained enough food, but waking up to feed again when food is needed.

Unlike most other Elder Dragons, Gogmazios has an extra pair of limbs that allow it to walk better and allow it to walk upright. These extra pairs of limbs even allow Gogmazios to fly with its powerful wings. The wings of Gogmazios aren't tattered. The oil on its body has actually stuck the wings to its 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.

Condition: Tarred

A creature, object, or area who is tarred is covered in a dark brown or black viscous liquid. This liquid sticks to anything it touches and is highly flammable.

  • A creature who is tarred is restrained, immune to 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.
  • The condition ends if a creature, object, or area that has this condition takes fire damage. When the condition ends in this way the creature, object, or area ignites. Until a creature takes an action to douse the fire , the target takes 5 (1d10) fire damage at the start of each of its turns.
  • When an area ignites, any object or creature in that area also ignites.
  • An area that ignites in this way burns for 1 minute.

Gogmazios has oil circulating throughout its body, while some of the oil pours out of its body. The oil coming out of a Gogmazios has impurities, such as waste or sweat, from its skin due to its diet.This oil is very sticky, attaching to anything that it touches. Inside some of the oil are objects that were picked up by Gogmazios accidentally. These objects can be weapons, artifacts, arrows, and living organisms. Some of the oil has hardened on Gogmazios body, increasing the strength of its scales and shell, giving it better defense against potential threats. Also, found inside of its body and inside its extra limbs are special organs that allow it to produce heated fire. Gogmazios uses this fire as a tool to ignite the oil and to make its attacks deadlier than before. When greatly enraged, Gogmazios's body temperature will increase greatly, making the oil it produces ignite faster and heat up faster without much warning.


Gogmazios

Gargantuan dragon (elder), unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 264 (16d20 + 96)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 22 (+6) 10 (+0) 16 (+3) 14 (+2)

  • Saving Throws Dex +6, Wis +9, Cha +8
  • Damage Resistances fire
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Draconic
  • Challenge 19 (22,000 XP)

Legendary Resistance (2/Day). If the gogmazios fails a saving throw, it can choose to succeed instead.

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 a DC 19 Strength saving throw, or become tarred.

Combustible. A creature with the tarred condition takes an additional 11 (2d10) fire damage if the tarred condition ends from taking fire damage.

Actions

Multiattack. The gogmazios can use its Frightful Presence. It then makes three attacks: one with its tail and two with its claws. It can't make a tail attack against the same target it used its claw attacks on.

Claw. Melee Weapon Attack. +12 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 5 (1d10) fire damage.

Tail. Melee Weapon Attack. +12 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. and the target is tarred (escape DC 20).


Frightful Presence. Each creature of the gogmazios's choice that is within 120 feet of the gogmazios and aware of it must succeed on a DC 19 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 gogmazios's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The gogmazios uses one of the following breath weapons:

  • Fire Breath. The gogmazios exhales fire in a 90-foot line that is 5-feet wide. Each creature in that area must make a DC 20 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
  • Oil Breath. The gogmazios exhales tar in a 90-foot cone. That area becomes tarred for one hour. Each creature in that enters the area or starts its turn in that area must make a DC 20 Strength saving throw, or become tarred.

Legendary Actions

The gogma