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## Fanged Beasts Once known as Pelagus, Fanged Beasts are mammalian creatures with no wings. They are often much faster than other larger threats, but not all of them are aggressive. Many of these beasts will ignore adventurers unless they make themselves known or startle the beast. While other Fanged Beasts attack on site, using the environment and speed to their advantage. Fanged Beasts exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous, while others subsist on insects. Most of them have unique attribute for survival, such as powerful forelimbs or large tusks, and are well evolved for the environment they live in. Others form packs, with the strongest of them as the Alpha.
___ > ## Bullfango >*Medium Fanged Beast, Chaotic Neutral* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 11 (2d8+2) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|11 (+0)|12 (+1)|2 (-4)|9 (-1)|5 (-3)| >___ > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 1/4 (50xp) > ___ > >**Charge.** If the bullfango moves at least 20 ft. straight toward a target and then hits it with a tusk Attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. > >**Aggressive.** As a bonus action, the bullfango can move up to its speed toward a hostile creature that it can see. > ### Actions > > ***Tusk.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit* 4 (1d6 + 1) slashing damage. ### Bullfango & Bulldrome Although veteran adventurers can generally take a bullfango out easily, they can be dangerous for beginners and may even pose a threat to more experienced adventurers when several attack at once. Bulldromes on the other hand have larger tusks than Bullfango, and a layer of white fur, as opposed to Bullfango's black fur. Bulldromes are more agile when running and proficient at finding and locking onto their victims. These Fanged Beasts are sometimes found in packs and will charge at all intruders once noticed. They are very territorial, and can be a considerable nuisance.
\columnbreak ___ > ## Bulldrome >*Large Fanged Beast, Chaotic Neutral* > ___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 59 (7d10+21) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|11 (+0)|16 (+3)|2 (-4)|7 (-2)|5 (-3)| >___ > - **Senses** passive Perception 8 > - **Languages** - > - **Challenge** 2 (450xp) > ___ > >**Charge.** If the bulldrome moves at least 20 ft. straight toward a target and then hits it with a tusk Attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. > >**Aggressive.** As a bonus action, the bulldrome can move up to its speed toward a hostile creature that it can see. > ### Actions > > ***Tusk.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 10 (2d6 + 3) slashing damage. > > ***Thrash (recharge 5-6).*** The bulldrome thrashes about striking all creatures within 5ft radius of it. Each creature in the area much make a DC 10 Dexterity saving throw, taking 7 (2d6) slashing damage on a fail or half as much on a successful save.
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### Lagombi A large, wombat-like Fanged Beast. Its ears are long and highly sensitive, and its face features a beak-like mouth along with small red eyes. A Lagombi's belly is made of a low-friction material and is shaped so that it can slide upon the ice like a sled. It is covered in a thick fur coat to keep it warm in its sub-zero homeland. A Lagombi has superb hearing in order to remain aware of predators. It attacks by throwing chunks of ice, swiping with its claws, and sliding around on its belly in order to ram foes. To traverse from area to area it slides on its belly much like a penguin. Lagombi is a relatively docile monster, but will respond with aggression when provoked or threatened. It is evidently an insectivore, as it enjoys feeding on Bnahabra.
\columnbreak ___ > ## Lagombi >*Large Fanged Beast, Neutral* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 110 (13d10+39) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|2 (-4)|7 (-2)|5 (-3)| >___ > - **Skills** Acrobatics +3, Perception +1 > - **Senses** passive Perception 11 > - **Languages** - > - **Challenge** 3 (700xp) > ___ >**Ice Walker.** The Lagombi is accustomed to moving through the frozen tundras, as such it ignores difficult terrain for snow, ice, and other cold weather effects. > >**Slide.** The Lacombi's reflexes and agility allow it to move with a burst of speed. When it moves on its turn in combat, it can double its speed while traveling in a straight line. If the Lacombi runs into a creature after moving atleast 20 ft. The creature must make a DC 13 Strength saving throw or be knocked prone. The Lacombi cannot use this skill again until it moves 0 feet on one of its turns. > ### Actions > >***Multiattack.*** The Lacombi makes two claw attacks or one snowball attack and one claw attack. > > ***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 12 (2d8 + 3) slashing damage. > > ***Snowball.*** The Lagombi gathers up a massive snowball and hurls it towards an enemy. *Range Weapon Attack:* +3 to hit, reach 60/100 ft., one target. *Hit* 12 (2d10+1) bludgeoning damage.
\pagebreakNum ### Arzuros Arzuros is noted for its turquoise colored fur and ursine body structure. It has a ridge of erect hair aligned with its nose. Its back is made of a tough hide, somewhat characteristic of a carapace. Hair runs from its cheeks, connecting to its back, where it forms a trim along the sides of the back. The claws of an Arzuros have elongated, red nails. Each claw has a tough brace encasing and protecting the wrist and forearm. Arzuros has large, bulky legs connected to much smaller feet and a short, wide tail. Arzuros is armed with two vicious claws which it uses for most of its attacks. It can use its large body and surprising agility for charge attacks and pinning down prey. Arzuros are omnivorous creatures that enjoy feasting on fish and honey. When eating honey, Arzuros pays little to no attention to its surroundings. When threatened by other large monsters, Arzuros will try to use its size and claws to frighten the monster, or will use its agility to escape. Arzuros often hangs its tongue out of its mouth. ___ > ## Arzuros >*Large Fanged Beast, Neutral* > ___ > - **Armor Class** 14 (Natural Armor) > - **Hit Points** 90 (12d10 + 24) > - **Speed** 35 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|14 (+2)|8 (-1)|8 (-1)|8 (-1)| >___ > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 4 (1,100 XP) > ___ > **Aggressive.** As a bonus action, the arzuros can move up to its speed toward a hostile creature that it can see. > > ### Actions >***Multiattack.*** The arzuros makes three melee attacks: one Bite attack, one Claw attack, and one Body Slam attack. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 13 (2d8 + 4) > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 4) > > ***Body Slam.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 15 (2d10 + 4)
___ > ## Volvidon >*Large Fanged Beast, Neutral* > ___ > - **Armor Class** 16 (Natural Armor) > - **Hit Points** 112 (15d10 + 30) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|14 (+2)|5 (-2)|10 (+0)|3 (-3)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 5 (1,800 XP) > ___ > > **Pull in.** As a bonus action, the volvidon can pull a grappled target 10 ft. towards them. > > ### Actions >***Multiattack.*** The volvidon makes three attacks: one Tongue attack and two Claw attacks. > > ***Tongue.*** *Melee Weapon Attack:* +6 to hit, reach 15ft., one target. *Hit* 14 (2d10 + 3). and a Large or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the Volvidon can't use this attack on another target. > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3). > > ***Rollout (recharge 5-6).*** The volvidon curls up into a ball, releasing any grappled creature, and moves up to double its speed (60 ft.) in a straight line. If the Volvidon passes through a creatures space, that creature must make make a DC 14 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and are knocked prone on a failed save. On a successful save, the target takes half damage and is not knocked prone. ### Volvidon Volvidon is covered in a series of red armor plates, which are segmented around the midsection and allow the Volvidon to curl into a ball. It possesses an extremely long, chameleon-like tongue which is covered in sticky saliva. Being a Fanged Beast, the Volvidon uses attacks similar to those of Arzuros and Lagombi. It is known to pull prey and foes toward its mouth using its long tongue. In addition to aiding transportation, its ability to roll up into a ball allows it to crush foes during combat. It will typically avoid trouble, but if cornered, Volvidon can be surprisingly aggressive.
\pagebreakNum ### The Conga & Congalala They resemble pink gorillas with a face of a hippopotamus, black underbellies. The Conga have a blonde patch of hair on top of their head while the Congalala spike on its head is actually hair that the Congalala has smoothed into shape to signify that they are the pack leader. Congalalas are surprisingly intelligent beasts. Despite their apparently adorable appearance, the Conga & Congalala should never be underestimated. While they are for the most part very docile, they react well to the presence of herbivores, so long as they give a wide berth. They can quickly become aggressive to anything that disrupts feeding or startles them, for example, if they see Adventurers. Congas are known for their ability to charge at hunters, like Bullfangos (but slower), travel in packs, and fart on enemies. While the Congas are known for their foul breath attack which varies based on their diet. ___ > ## Conga >*Medium Fanged Beast, Chaotic Neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 19 (3d8+6) > - **Speed** 30 ft., Climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|6 (-2)|12 (+1)|7 (-2)| >___ > - **Skills** Acrobatics +5, Perception +3 > - **Senses** passive Perception 13 > - **Languages** - > - **Challenge** 1/2 (100xp) > ___ > > ### Actions >***Multiattack.*** The conga makes two fist attacks. > > ***Fist.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 6 (1d6 + 3) bludgeoning damage. > > ***Fart.*** The Conga release a noxious odor from its behind at a target within 5 ft. of it. The target must make a DC 13 Constitution saving throw or have disadvantage on all Concentration checks for 1 minute.
___ > ## Congalala >*Large Fanged Beast, Chaotic Neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 152 (16d10+64) > - **Speed** 40 ft., Climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|14 (+2)|18 (+4)|12 (+1)|14 (+2)|7 (-2)| >___ > - **Skills** Acrobatics +5, Perception +5 > - **Senses** passive Perception 15 > - **Languages** - > - **Challenge** 6 (2,300xp) > ___ >**Mushroom Eater.** All congalala love to eat mushrooms, so much so that they always carry one around their tail. Roll 1d6, the number determines the element of the mushroom the congalala has with it. 1=fire; 2=poison; 3=lighting; 4=cold; 5=acid; 6=necrotic. > > ### Actions >***Multiattack.*** The congalala makes two fist attacks. > > ***Fist.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit* 14 (2d8 + 5) bludgeoning damage. > >***Belly Thrust.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit* 16 (2d10 +5) bludgeoning damage. > > ***Chow Down(recharge 6).*** The congalala eats its mushroom then breaths a noxious gas at its prey. All creatures in a 15ft. cone must make a DC 15 Dexterity saving throw. On a fail, the creature takes 28 (8d6) damage of the mushroom's type. On a success, the creature takes half damage. > > ### Reactions > **Belly Thrust.** When the congalala is hit by a melee attack, it can use its reaction to make a belly thrust attack against the creature.
\pagebreakNum ___ > ## Blango >*Medium Fanged Beast, Chaotic Neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 39 (6d8+12) > - **Speed** 30 ft., burrow 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|14 (+2)|14 (+2)|3 (-4)|13 (+1)|6 (-2)| >___ > - **Skills** Athletics +4, Perception +3 > - **Senses** passive Perception 13 > - **Languages** - > - **Challenge** 1 (200xp) > ___ > > ### Actions > > ***Fist.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit* 6 (1d6 + 2) bludgeoning damage. > > ***Ice Chunk.*** *Range Weapon Attack:* +4 to hit, reach 20/60 ft., one target. *Hit* 6 (1d6 + 2) cold damage.
### The Blango & Blangonga White-furred, ape-like creature with a bright red face. The skin beneath its coat is a dull purple color. The Blango can burrow underneath the snow in wait for prey or stalk the rock and ice above. Blangos frequently hunt in packs. Although weak when fighting alone, Blango will fight ferociously when led by a Blangonga. As the alpha-male of the pack, the Blangonga is twice as large as the average Blango and recognized by its giant fangs, whiskers, head-crown, and with a much more aggressive temperament. Its strong, muscled limbs allow it to run and leap at a startling speed. Blangongas are incredibly aggressive creatures. They will ruthlessly attack adventurers and prey, yet shy away from anything larger than themselves. Blangonga live almost exclusively in the snowy climates. Their thick coat keeps them warm and serves as the perfect camouflage By calling out to its pack, the Blangonga can summon Blangos to fight beside it in battle. Its deadly speed can bewilder the novice adventurer, as they can perform a charge that can send them rolling into their foes and deal out massive damage. Blangongas can break ice at their feet and hurl it at adventurers, or spray ice shrapnel that can tear foes apart. ___ > ## Blangonga >*Large Fanged Beast, Chaotic Neutral* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 161 (17d10+68) > - **Speed** 40 ft., burrow 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|17 (+3)|18 (+4)|13 (+1)|8 (-1)|10 (+0)| >___ > - **Saving Throws** Str +8, Dex +7, Wis +3 > - **Skills** Athletics +5, Perception +3 > - **Damage Resistances** cold > - **Senses** passive Perception 13 > - **Languages** - > - **Challenge** 9 (5,000xp) > ___ > > **Charge.** If the blangonga moves at least 20 ft. straight toward a target and then hits it with a Fist Attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. > ### Actions >***Multiattack.*** The blangonga makes three fist attacks. It can use Ice Boulder in place of any melee attack. > > ***Fist.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit* 13 (2d8 + 4) bludgeoning damage. > > ***Ice Boulder.*** *Range Weapon Attack:* +8 to hit, reach 30/120 ft., one target. *Hit* 11 (2d6 + 4) cold damage. > > ***Ice Spray (recharge 5-6).*** The blangonga exhales a spray of ice shards. All creatures in a 30ft. cone must make a DC 15 Dexterity saving throw, taking, 39 (11d6) cold damage on a fail or half damage on a success. > > ### Reactions > **Retreat.** When the blangonga is hit by a melee attack, it can use its reaction disengage and leaps backwards 20 ft.
\pagebreakNum ### Rajang The rajang is a ultra-aggressive creature that is rarely sighted and seldom survived. Widely regarded as the pinnacle in unparalleled physical prowess The Rajang is said to be a loner, and this isolated life has made it difficult to pin down its territorial leanings. The Rajang strongly resembles the Blangonga in its appearance and movement, even borrowing some of its attacks. However, notable differences include Rajang's broader muscles, large horns, hairy tail tip and its ability to use electricity-based attacks. The Rajang's most notable attack is its ability to shoot electricity from its mouth, either as a blast or a beam. They are hated by many adventurers, due to their combination of speed, aggression and power.
___ ___ > ## Rajang >*Huge Fanged Beast, Chaotic Neutral* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 212 (17d12+102) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|12 (+1)|23 (+6)|12 (+1)|16 (+3)|10 (+0)| >___ > - **Saving Throws** Str +8, Dex +7, Wis +3 > - **Skills** Athletics +13, Perception +8 > - **Damage Resistances** lightning > - **Senses** passive Perception 18 > - **Languages** - > - **Challenge** 15 (13,000xp) > ___ > > **Charge.** If the rajang moves at least 20 ft. straight toward a target and then hits it with a Fist Attack on the same turn, the target takes an extra 17 (3d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. > > **Standing Leap.** The rajang's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. > ### Actions >***Multiattack.*** The rajang makes two fist attacks. > > ***Fist.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit* 24 (3d10 +7) bludgeoning damage. > > ***Kick.*** *Melee Weapon Attack:* +13 to hit, reach 30/120 ft., one target. *Hit* 18 (3d6 + 7) bludgeoning damage. > >***Meteor.*** The rajang jumps at least 15 feet as part of its movement, it can then use this action to roll into a ball and come crashing down in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 20 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 32 (7d6+ 7) bludgeoning damage plus 32 (7d6 + 7) lightning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the rajang's space into an unoccupied space of the creature's choice. If no unoccupied space is with in range, the creature instead falls prone in the rajang's space. > > ***Lighting Breath (recharge 5-6).*** The rajang exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 59 (13d8) lightning damage on a failed save, or half as much damage on a successful one. > > ### Legendary Actions > >The rajang can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. The rajang regains spent legendary actions at the start of its turn. > > ***Move.*** The rajang moves up to its speed without provoking opportunity attacks. > > ***Kick.*** The rajang makes one Kick attack. > >***Quake (Costs 2 Actions).*** The rajang reaches for the sky and slams its body onto the ground causing the ground to shake violently. Each creature within 30 feet of the rajang must succeed on a DC 20 Strength saving throw or be knocked prone. Any creature that fails this save by 5 or more is also stunned until the end of their next turn.
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### Art & Lore All Art has been gathered from [https://monsterhunter.wikia.com](https://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 [https://monsterhunter.wikia.com](https://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.