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## Bird Wyverns & Theropods 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. Theropods are reminiscent of Brute Wyverns; flightless, bipedal creatures with long tails and powerful legs. Unlike Brute Wyverns however, these monsters are generally quite small. Furthermore, Theropods almost always live under a social hierarchy, with young individuals, females and beta males led by a strong, dominant alpha male, which can command and control his subjects during combat.
### Jaggi Jaggi are mostly pink, with purple foreclaws, back-stripe, and head-frills, and with cream-colored underbellies. Their tails are barbed along the length of the appendage, and they sport sizable frills sprouting from behind their jaws, possibly for making themselves look bigger to other monsters. Though Jaggi and their kind display a higher functioning level of cooperation than other Raptors, Jaggi are often easily dealt with, even for novice Adventurers. This is due, in part, to their boisterous nature; Jaggi will often spend just as much time vocalizing bark-like warnings against intruders as they will attacking them. ### Jaggia Jaggia are the females of the Jaggi species. They are noticeably larger and bulkier than the immature males, and are mostly a blue-purple in hue, the exceptions being orange areas along their limbs and the sides of their necks and cream-colored underbellies. Their tails, unlike males of the species, have no barbs, and instead have a soft feather-like hanging accent near their ends. Their frills, located behind their jaws, are also more subdued than in other Jaggi variations, and hang limply. Jaggia and their kin display a higher functioning level of cooperation than other small Bird Wyverns, and are more of a challenge than the smaller Jaggi due to their greater resilience and larger size. It is also notable that, unlike most other bird wyverns, Jaggia are sometimes found sleeping or lying down. ### Great Jaggi Great Jaggi's distinctive feature is its frill and the lavender scales with the crimson and tangerine overrides on the frills and the abdomen part, but also the furs that grow on its neck and along the back down to the middle tip of the tail. Great Jaggi's muzzle are particularly thinner and much more wrinkly than the other Bird Wyverns. While the tail has some barbs on each sides, they are notably blunt and definable even used for its tail whip attacks. Great Jaggi, along with the Great Baggi, may attack other monsters instead of focusing solely on the Adventurer, indicating a highly competitive and intelligent demeanor. It can also call its pack of Jaggi to its aid at any time with a loud, resonating roar.
___ > ## Jaggi >*Medium beast (theropod), Chaotic Neutral* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 26 (4d8 + 8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|2 (-4)|8 (-1)|5 (-2)| >___ > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 1/2 (100 XP) > ___ > **Pack Tactics.** The Jaggi has advantage on attack rolls against a creature if at least one of the Jaggi'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: 6 (1d6 + 2) piercing damage. > >***Claw.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. \pagebreakNum
___ > ## Jaggia >*Medium beast (theropod), Chaotic Neutral* > ___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 37 (5d8 + 15) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|16 (+3)|2 (-4)|10 (+0)|5 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ > **Pack Tactics.** The Jaggia has advantage on attack rolls against a creature if at least one of the Jaggia's allies is within 5 feet of the creature and the ally isn't incapacitated. > >***Brute.*** A melee weapon deals one extra die of its damage when the Jaggia hits with it (included in the attack). > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. > >***Slam.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. \columnbreak
___ > ## Great Jaggi >*Large beast (theropod), Chaotic Neutral* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 59 (7d10 + 21) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|13 (+1)|16 (+3)|2 (-4)|10 (+0)|5 (-2)| >___ > - **Skills** Athletics +4 > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 2 (450 XP) > ___ >**Brute.** A melee weapon attack deals one extra die of its damage when the Great Jaggi hits with it (included in the attack). > >**Pounce.** If the Great Jaggi moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Great Jaggi can make one bite Attack against it as a Bonus Action. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 3) piercing damage. > >***Slam.*** *Melee Weapon Attack*: +5 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. > >***Alpha Call (1/day).*** The Great Jaggi calls out for help and 1d4 jaggi and 1d2 Jaggia appears to assist it. \pagebreakNum
### Baggi Baggi behave the same way as Jaggi and Jaggia. Unlike Jaggi, however, they can be either male or female. They have the ability to put other creatures to sleep due to its special liquid spit when it bites, that only lasts a few seconds. Baggi have the same attacks as the creatures they resemble, the Jaggi, but attack more without delay. They will spend much less time hissing and will rush at Adventurers without warning. Like their relatives, the Jaggi, Baggi will attack other large monster in the same area, excluding the Great Baggi. ___ > ## Baggi >*Medium beast (theropod), Chaotic Neutral* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 26 (4d8 + 8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|2 (-4)|8 (-1)|5 (-2)| >___ > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ > **Pack Tactics.** The Baggi has advantage on attack rolls against a creature if at least one of the Baggi's allies is within 5 feet of the creature and the ally isn't incapacitated. > >***Brute.*** A melee weapon attack deals one extra die of its damage when the Baggi hits with it (included in the attack). > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become Incapacitated for 1d4 turns or until they take damage. > >***Claw.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) slashing damage. ### Great Baggi The Great Baggi's eyes will glow yellow in the dark. Great Baggi are matured male Baggi that have taken over a pack of their own. Great Baggi is also slightly larger than the Great Jaggi. Located on its head is a crest that is highly prized by merchants for its use in armor and weapon crafting. It has developed its own unique ability; it can spit a tranquilizing liquid that inflicts sleep on its prey or hunters. It also has developed the ability to command Baggi to surround prey or hunters and spit tranquilizing liquid at them with a roar. ___ > ## Great Baggi >*Large beast (theropod), Chaotic Neutral* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 59 (7d10 + 21) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|16 (+3)|2 (-4)|10 (+0)|5 (-2)| >___ > - **Skills** Athletics +4 > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 2 (450 XP) > ___ >**Brute.** A melee weapon attack deals one extra die of its damage when the Great Baggi hits with it (included in the attack). > >**Pounce.** If the Great Baggi moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Great Baggi can make one bite Attack against it as a Bonus Action. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become Incapacitated for 1d4 turns or until they take damage. > >***Claw.*** *Melee Weapon Attack*: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) Slashing damage. > >***Sleep Spit.*** The Great Baggi spits a sleepy concoction at a location within 60ft. All creatures within a 5ft radius must pass a DC 13 Constitution saving throw or become incapacitated for 1d4 turns or until they take damage. > >***Alpha Call (1/day).*** The Great Baggi calls out for help and 1d4 Baggi appears to assist it. \pagebreakNum ### Wroggi Wroggi are similar in body structure to Jaggi and Baggi, and are covered in a slick, water-resistant hide of an orange colouration. They have a pair of poison sacs on either side of their heads. Their movements and body structure are similar to that of Jaggia. Wroggi are poisonous, but are not as strong or as resistant to poison as their leader.
___ > ## Wroggi >*Medium beast (theropod), Chaotic Neutral* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 26 (4d8 + 8) > - **Speed** 30 ft., swim 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|2 (-4)|8 (-1)|5 (-2)| >___ > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ > **Pack Tactics.** The Wroggi has advantage on attack rolls against a creature if at least one of the Wroggi's allies is within 5 feet of the creature and the ally isn't incapacitated. > >***Brute.*** A melee weapon attack deals one extra die of its damage when the Wroggi hits with it (included in the attack). > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become Poisoned for 1d4 turns. > >***Claw.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) slashing damage. \columnbreak ### Great Wroggi The Great Wroggi has a slick salamander-like skin and, like its close relatives the Great Jaggi and Great Baggi, Great Wroggi are usually accompanied by a group of their smaller kin. Strangely enough, Wroggi seem to possess two, light blue poison sacs on either side of their heads, while the Great Wroggi possesses only a single, much larger, purple poison sac under its throat. It is believed that the poison sacs grow as the male Wroggi matures until the two poison sacs join together to become one poison sac. ___ > ## Great Wroggi >*Large beast (theropod), Chaotic Neutral* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 59 (7d10 + 21) > - **Speed** 30 ft., swim 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|16 (+3)|2 (-4)|10 (+0)|5 (-2)| >___ > - **Skills** Athletics +4 > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 2 (450 XP) > ___ >**Brute.** A melee weapon attack deals one extra die of its damage when the Great Wroggi hits with it (included in the attack). > >**Pounce.** If the Great Wroggi moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Great Wroggi can make one bite Attack against it as a Bonus Action. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become Incapacitated for 1d4 turns or until they take damage. > >***Claw.*** *Melee Weapon Attack*: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) Slashing damage. > >***Poison Spit.*** The Great Baggi spits a poisonous concoction at a location within 60ft. All creatures within a 5ft radius must pass a DC 13 Constitution saving throw or become poisoned for 1d4 turns. > >***Alpha Call (1/day).*** The Great Baggi calls out for help and 1d4 Baggi appears to assist it. \pagebreakNum ### 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 > *Large Bird Wyvern , Chaotic Neutral* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 75 (10d10 + 20) > - **Speed** 30 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|14 (+2)|8 (-1)|12 (+1)|6 (-2)| >___ > - **Skills** Perception +4 > - **Senses** passive Perception 14 > - **Languages** - > - **Challenge** 3 (700 xp) > ___ > > **Sensitive Ears** The yian kut-ku ears are very sensitive, Thunder skills or spells used within 60 ft. of the yian kut-ku cause it to be Stunned until the start of its next turn. > > ***Charge:*** If the yian kut-ku 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 13 (2d12) 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 Peck attacks and one tail attack. > > ***Peck.*** *Melee Weapon Attack.* +6 to hit, reach 5ft., one target. *Hit* 12 (2d8 + 3) piercing damage. > >***Tail.*** *Melee Weapon Attack.* +6 to hit, reach 5ft., one target. *Hit* 14 (2d10 + 3) bludgeoning damage. > >***Body Slam.*** *Melee Weapon Attack.* +5 to hit, reach 5ft., one target. *Hit* 23 (3d12 + 3) bludgeoning damage.
\pagebreakNum
### 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 light weight 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. \columnbreak
___ > ## Hypnocatrice > *Large Bird Wyvern, Neutral* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 105 (14d10 + 28) > - **Speed** 40 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|15 (+2)|9 (-1)|10 (+0)|7 (-1)| >___ > - **Skills** Athletics +6 > - **Condition Immunities** incapacitated > - **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 attack. > > ***Talons.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 14 (2d6 + 3) bludgeoning damage. > > ***Peck.*** *Melee Weapon Attack.* +6 to hit, reach 5ft., one target. *Hit* 16 (2d8 + 3) bludgeoning damage. > > ***Sleep Gas. (recharge 5-6).*** The hypnocatrice spits out a bubble of sleeping gas to a location within 30 ft. Upon impact, the bubble bursts releasing the gas in a 5ft radius around it. Each creature in that area must make a DC 15 Constitution saving throw or, they fall Unconscious until the spell ends, the sleeper takes damage, or 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 14 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. \pagebreakNum
### 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. The Qurupeco has a short, stubby brown crest extending from the back of its head. 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. It uses these to ignite its mucus, causing fiery explosions. Its tail is shaped like a fan and can unfold revealing brightly colored skin, most likely as a warning for any would-be attacker. The Qurupeco's feet seem to have only 3 frontal digits on each foot. It may also have a back digit, but its stubby appearance makes it looks more like a heel. Its feet are also partially webbed.
___ > ## Qurupeco > *Large Bird Wyvern, Chaotic Neutral* > ___ > - **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 (-1)|14 (+2)|16 (+3)| >___ > - **Saving Throws** Cha +7 > - **Skills** Performance +7 > - **Damage Resistances:** fire > - **Senses** passive Perception 12 > - **Languages** - > - **Challenge** 6 (2,300 xp) > ___ > > **Sensitive Ears** The qurupeco ears are very sensitive, Thunder skills or spells used within 60 ft. of the qurupeco cause it to be *Stunned* until the start of its next turn. > >**Innate Spellcasting:** The qurupeco's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: > * Cure Wounds > * Vicious Mockery > * Blade Ward > > ### 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) slashing damage. > > ***Flint.*** The qurupeco leaps 5ft towards a target creature striking together its flint-like wingtips creating a small explosion. The qurupeco makes a melee attack (*+6 to hit*) against the creature, dealing 11 (2d10) fire damage on hit. > > ***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.
\pagebreakNum ### Yian Garuga The Yian Garuga is 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 > *Large Bird Wyvern, Chaotic Neutral* > ___ > - **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)|7 (-1)| >___ > - **Saving Throws** Int +5 > - **Skills** Perception +4 Acrobatics > - **Senses** passive Perception 14 > - **Languages** - > - **Challenge** 7 (2,900 xp) > ___ > > **Sensitive Ears.** The yian garuga ears are very sensitive, Thunder skills or spells used within 60 ft. of the yian garuga cause it to be Stunned until the start of its next turn. > > > ### Actions > ***Multiattack:*** The yian garuga makes two Peck attacks and one tail attack. > > ***Peck.*** *Melee Weapon Attack.* +8 to hit, reach 5ft., one target. *Hit* 14 (2d8 + 5) piercing damage. > >***Tail.*** *Melee Weapon Attack.* +8 to hit, reach 5ft., one target. *Hit* 16 (2d10 + 5) bludgeoning damage + 14 (3d8) poison damage. > > ***Violent Roar (Recharge 5-6).*** The yian garuga roars loudly in a 10ft radius around them. All creatures in this area must make a DC 15 Constitution saving throw, taking 28 (6d8) force damage and become stunned until the end of its next turn on a failed saving throw. On a success the target takes half damage and is not Stunned.
\pagebreakNum ### 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. ___ > ## Gypceros > *Large Bird Wyvern, Chaotic Neutral* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 157 (15d10 + 75) > - **Speed** 30 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|20 (+5)|10 (+0)|12 (+1)|13 (+1)| >___ > - **Saving Throws** Con +8, Int +3, Wis +4 > - **Skills** Performance +7, Deception +4 > - **Damage Resistances** lightning > - **Condition Immunities** Blind > - **Senses** passive Perception 11 > - **Languages** - > - **Challenge** 8 (3,900 xp) > ___ > > **Thrash.** The qypceros may only this ability as an Action while it is using *play dead*. The gypceros thrashes about using all of its body parts striking all creatures within 5 ft of it. Each creature must make a DC 16 Dexterity saving throw, taking 39 (11d6) and are knocked prone. On a successful save, the target takes half damage and is not knocked prone. > > ### 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 + 11 (3d6) poison damage. > > ***Tail.*** *Melee Weapon Attack.* +8 to hit, reach 10ft., one target. *Hit* 16 (2d10 + 5) bludgeoning damage. > > ***Flash. (recharge 5-6).*** The gypceros lamp-like crest on top of its head creates a blinding flash of white light. All creatures within 45 ft must make a DC 16 Constitution saving throw or become blind for 1 minute. A creature may repeat the saving throw at the end of its turns, ending the effect. > > ### Reactions > ***Play Dead (3/day).*** When the gypceros is below half of its maximum hp and takes damage, it may use its reaction to feign death. The gypceros appears dead, a DC 18 investigation check is required to determine that it is actually alive. The gypceros is blinded and prone while under the effects of play dead, but may still use its passive perception for hearing, smell, and touch. This effect lasts up to 1 hour or until the gypceros uses the *Thrash* ability.
\pagebreakNum ___ > ## Malfestio > *Large Bird Wyvern, Chaotic Neutral* > ___ > - **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 120ft., 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 owl 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 Tail and two with its Claws. > > ***Claws.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 14 (2d8 + 5) Slashing damage. > > ***Tail.*** *Melee Weapon Attack.* +9 to hit, reach 5ft., one target. *Hit* 16 (2d10 + 5) Slashing damage. > > ***Sonic Wave. (recharge 5-6).*** The malfestio releases Sonic Wave in a 30 ft. cone. Each creature in that area must make a DC 17 Constitution saving throw or, they fall Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. >
### 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.
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### Art & Lore All Art has been gathered from [http://monsterhunter.wikia.com](http://monsterhunter.wikia.com/wiki/Monster_Hunter_Wiki) website and edited if needed to fit the page.
Most Lore, about these monsters, was also gathered from [http://monsterhunter.wikia.com](http://monsterhunter.wikia.com/wiki/Monster_Hunter_Wiki) and then edited to omit any mention of missing skills and make the lore more in line with a D&D setting.