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## Lynians Lynians are sapient monsters, and are typically short of stature. There are currently two distinct groups of Lynian: the cat-like Melynx, Felyne, and Grimalkyne, and the humanoid Shakalaka and Gajalaka. Lynians are intelligent, have complex societies, and speak their own languages. Whereas the Shakalaka and Gajalaka are more primitive and tribal, the feline species tend to lead peaceful lives and often coexist with human society.
### Felyne Felynes resemble bipedal cats capable of human language. They typically have light fur, but can come in a variety of colors and patterns. Felyne are a lot more agile and smarter than an average cat. The Felyne are able to walk upright, like a human, and even build tools with both hands. Felyne are looked at as their own culture due to their intelligence, life style, and groups. They can make equipment such as pickaxes, axes, and bombs. Felyne are known to form villages in secluded areas, where most monsters wouldn't dare to venture to. Felyne villages are known to have tribal exchanges with other Felyne and other cultures. With enough time and practice, Felyne can learn how to talk in the same languages as other cultures, including the human language. However, they often retain a degree of an accent in the form of meowing and cat puns interspersed throughout their speech. \columnbreak
Every Felyne is different in their own way. Some are aggressive, while some are calm. If attacked, however, they'll attack with just about anything in their hand, even going as far as to run at a foe with a live bomb for protection. If the battle starts looking bad, they'll dig a hole and travel somewhere safe. Commonly, Felyne are seen working in all sorts human establishments or settlements. They've been seen being farmers, traders, adventurers, etc. Some Felyne, known as Palicoes, are known to assist hunters- and quite a few are independent "Meownster Hunters" in their own right. ___ > ## Felyne >*Small humanoid (lynian), chaotic good* > ___ > - **Armor Class** 14 (chain shirt) > - **Hit Points** 36 (8d6+8) > - **Speed** 25 ft., burrow 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+2)|12 (+1)|13 (+1)|9 (-1)|10 (+0)|14 (+2)| >___ > - **Senses** passive Perception 10 > - **Languages** Catonese, Common > - **Challenge** 1 (200 xp) > ___ > > **Feline Inspiration (2/per long or short rest).** As a bonus action, the felyne sounds its horn inspiring a target within 30 feet of it. The target gains an Inspiration die, a d4. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. > > > ### Actions > ***Multiattack*** The wild felyne makes two shortsword attacks. > > ***Bone Pick.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 2) slashing damage.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Melynx Melynx are noted for their black fur and the ability to talk in human language, as well as do human activities like their fellow Lynian subspecies called the Felynes. Melynx are quite intelligent. Melynx are able to build tools, trade with other Lynian tribes, and even settle in settlements. Melynx in human villages sometimes take job opportunities, mostly as Felyne Chefs and/or Felyne Comrades. Felyne Chefs cook food for their customer to support them in their adventures by temporarily enhancing their abilities. Melynx are quite intelligent. Wild Melynx appear in groups and have a tendency to rob hunters of their items so they can see how valuable said item is. Once they obtain an item, they run away and dig underground. Secluded, they'll look at the item and consider if its valuable or not. If it is valuable they'll either sell it, trade it, or give it away to another Lynian tribe. If it isn't valuable they may just intentionally leave it behind somewhere random. If items are stolen by a Melynx than there is chance that one could get it back by looking for a crude statue of a Felyne with paint on it. Some items can be recovered here. They live in harmony with the lighter-toned species of Lynian, the Felynes. The Melynx and Felynes seem to be hostile towards the other Lynian Species, the Shakalaka, as they are never seen living in the same area together, though all three species live in the same environments. ___ > ## Melynx >*Small humanoid (lynian), chaotic good* > ___ > - **Armor Class** 13 (chain shirt) > - **Hit Points** 40 (9d6+9) > - **Speed** 25 ft., burrow 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+2)|10 (+0)|13 (+1)|8 (-1)|12 (+1)|10 (+0)| >___ > - **Senses** passive Perception 11 > - **Languages** Catonese, Common > - **Challenge** 1 (200 xp) > ___ > > ### Actions > ***Multiattack*** The wild melynx makes two mace attacks. > > ***Catspaw Mace.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 2) bludgeoning damage. > > **Flash Bomb (1/day).** The melynx slams a bulb of blinding powder onto the ground in front of it. All creatures within 30 feet of the melynx must make a DC 11 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.
___ > ## Wild Melynx >*Small humanoid (lynian), unaligned* > ___ > - **Armor Class** 13 (hide) > - **Hit Points** 26 (8d6) > - **Speed** 25 ft., burrow 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|12 (+1)|10 (+0)|6 (-3)|10 (+0)|10 (+0)| >___ > - **Senses** passive Perception 10 > - **Languages** Catonese, Common > - **Challenge** 1/4 (50xp) > ___ > > **Loot.** A wild melyx can only hold one stolen item at a time. When its uses its snatch, it will prioritize herbs first, potions second, or any other item of the DMs choice third. It cannot steal anything that weighs more than 9 lbs. > > **Pilfer.** When the wild melynx steals an item, it will use its movement to flee from the target as if it was *frightened.* Once it is 60 feet away from all enemies, it will burrow underground and travel to its "base." > ### Actions > ***Multiattack*** The wild melynx makes two mace attacks. > > ***Snatch.*** The wild melynx attempts to steal an object from its target. The target must make a DC 10 Dexterity saving throw or have an item stolen. A wild melynx will drop the stolen item if it takes 5 damage on a single turn or dies. > > ***Catspaw Mace.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6 - 1) bludgeoning damage.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Grimalkyne Grimalkyne resemble bipedal lynxes. They have tufted ears, and come in a variety of colors depending on the tribe. Grimalkyne are wary of strangers,[1] but will readily help those who have proven themselves to their tribe. Once befriended, Grimalkyne will share their tools and assist in trapping monsters. They mark their territory with doodles and their dens are usually well hidden. ___ > ## Grimalkyne >*Small humanoid (lynian), chaotic neutral* > ___ > - **Armor Class** 13 (leather armor) > - **Hit Points** 40 (9d6+9) > - **Speed** 25 ft., burrow 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+2)|12 (+1)|13 (+1)|9 (-1)|14 (+2)|10 (+0)| >___ > - **Senses** passive Perception 12 > - **Languages** Catonese, Common > - **Challenge** 1 (200 xp) > ___ > > ### Actions > ***Multiattack*** The wild felyne makes two war pick attacks. > > ***War Pick.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 2) piercing damage. > > ***Vine Net (recharge 5-6).*** *Ranged Weapon Attack.* +4 to hit, range 5/15 ft., one Large or smaller creature. *Hit:* The target is restrained. A creature can use its action to make a DC 14 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.
\columnbreak ### Shakalaka Shakalaka are small, humanoid creatures with green skin. They wear a mask over their heads at all times, so their true faces are unknown. The Shakalaka are very similar to humans, in that they hunt and gather, but are less civilized in nature. The Shakalaka have developed strong muscles in order to hunt prey and to attack trespassers. They also have been known to utilize Poison, Sleep Gas, and Barrel Bombs to attack. They also utilize disguises, usually as mushrooms and ice crystals; however, these disguises are easy to see through, as the mushrooms are much larger and brighter than any other, and the ice crystals are metallic colored. Also, it is sometimes possible to see the Shakalaka's mask under its disguise. The Shakalaka are proud and barbaric creatures, attacking most creatures, including hunters, on sight. It has been said that young Shakalaka partake in a coming-of-age ritual in which they are sent out of their settlement to bring back in item of great value to their tribe. This can take the form of a rare monster material, treasure, or an object with historical or cultural importance to the tribe (such as a special mask). ### King Shakalaka King Shakalaka is slightly larger than its subjects, but generally looks identical. It wears a BBQ spit upon its head, and weilds a thighbone as a club. it is surprisingly strong for its size, able to cause a great deal of damage. It is able to launch fireballs from the BBQ spit atop its head. He can put hunters to sleep, like his Shakalaka brethren, however he appears to have lost the ability to poison hunters. Also, the King Shakalaka has extraordinary endurance which belies its size. Combine this with its muscle power, and it may be assumed that, somehow, it has developed a "berserker-esque" sense which allows it to block out pain, and continue fighting through rigorous physical demands which would have most Shakalaka defeated. To attack, he thoroughly clobbers his foes with a steak from another victim. The King Shakalaka is an aggressive leader when the Shakalakas fight alongside with him. Its leadership skill came in his bond shared between he and his minions, but the Shakalaka leader relies on teamwork in order to bring down an intruder such as Velociprey and other small sized monsters. This creature shows no sign of fear towards humans. It will harass the intruder who enter its domain with the help of its minions. The creature hates to be provoked by something else. Many secrets about this powerful leader are unknown to many scholars...
Created by /u/Amellwind | twitch.tv/amellwind
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___ > ## Shakalaka >*Small humanoid (lynian), chaotic neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 5 (2d6-2) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|7 (-2)|9 (-1)|8 (-1)|7 (-2)|8 (-1)| >___ > - **Senses** passive Perception 8 > - **Languages** Common, ShakaLaka > - **Challenge** 1/8 (25 xp) > ___ > **Pack Tactics.** The shakalaka has advantage on an attack roll against a creature if at least one of the shakalaka's allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Boom Shakalaka.*** The shakalaka leaves behind a small container when it flees or on its body when it dies. There is a 50 percent chance that the container is actually an explosive that contains no treasure. It is unlocked and requires a DC 12 Wisdom (Investigation) check to determine if it is an explosive. A creature that opens the an explosive container must make a DC 13 Dexterity saving throw, taking 11 (3d6) fire damage on a failed save or half as much on a successful one. A container that is not an explosive contains 11 (3d6) silver pieces worth of materials of the DMs choosing. > ### Actions > > ***Poison knife.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/40 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage and the target must make a DC 10 Constitution saving throw or become 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. \columnbreak
___ > ## King Shakalaka >*Medium humanoid (lynian), chaotic neutral* > ___ > - **Armor Class** 14 (bone armor) > - **Hit Points** 52 (8d8+16) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|15 (+2)|14 (+2)|9 (-1)|8 (-1)| >___ > - **Senses** passive Perception 9 > - **Languages** Common, Shakalaka > - **Challenge** 1 (200 xp) > ___ > **Innate Spellcasting.** The king shakalaka's can innately cast *firebolt* (+4 to hit with spell attacks), requiring no material components. Its innate spellcasting ability is Intelligence. > ### Actions > > ***Thighbone.*** *Melee weapon attack* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 4) bludgeoning damage. > > ***Sleep Bomb (1/day).*** The king shakalaka throws a ball of sleep powder at a location within 30 feet of it. All creatures within 10 feet of the location must make a DC 11 Constitution saving throw or fall unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. > ### Reactions > **Imperial Rage.** As a reaction to taking damage, the king shakalaka begins to fight with tyrannical ferocity. For 1 minute, the king shakalaka has resistance to bludgeoning, piercing, and slashing damage, has speed of 35 feet, and has advantage on Strength saving throws. At the end of each of the king shakalaka's turn, the rage ends if the king shakalaka hasn't attacked a hostile creature or taken damage since the end of their last turn.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Gajalaka Like many Lynians, Gajalaka are short humanoids. They resemble Shakalaka more than Felynes or Grimalkynes, lacking any fur and wearing large tribal masks which leave only their bright yellow eyes visible. These red masks have different color accents, ranging from blue to yellow to purple, to represent what status ailment their weapons afflict. The Gajalaka are aggressive towards large monsters and hunters, and will throw projectiles at both.
___ ___ > ## Gajalaka >*Small humanoid (lynian), Chaotic neutral* > ___ > - **Armor Class** 12 > - **Hit Points** 5 (2d6-2) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|7 (-2)|9 (-1)|8 (-1)|7 (-2)|8 (-1)| >___ > - **Senses** passive Perception 8 > - **Languages** Common, Shakalaka > - **Challenge** 1/8 (25 xp) > ___ > > **Tribal Mask** The gajalaka wears a red mask. These red masks have different color accents, ranging from blue to yellow to purple to black, to represent what condition their weapons afflict. Roll 1d4, On a 1 blue represents stone knife; On a 2 yellow represents paralysis knife; On a 3 purple represents poison knife; and on a 4 black represents blind knife. > ### Actions > > ***Stone knife.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/40 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage and the target must make a DC 10 Constitution saving throw or become petrified for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > > ***Blind knife.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/40 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage and the target must make a DC 10 Constitution saving throw or become blinded 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. > > ***Paralysis knife.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/40 ft., one target. *Hit* 4 (1d4 + 2) piercing damage and the target must make a DC 10 Constitution saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > > ***Sleep knife.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/40 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage and the target must make a DC 10 Constitution saving throw fall unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Created by /u/Amellwind | twitch.tv/amellwind
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## Herbivore Herbivores are minor creatures that eat vegetation. While there are herbivorous creatures in other classes, such as Diablos and Duramboros, monsters in the Herbivore class are usually docile, reside at the bottom of the food chain, and therefore pose little threat to a adventurer.
### Kelbi Kelbi are very fleet of foot. They can travel at great speeds over long distances, due in part to their light frame. Kelbi have a green/brown spotted coat that serves as camouflage in their forest homes. Kelbi's most notable feature is its horn, prized by hunters for its ability to create powerful herbal medicines and potions. Male Kelbi are larger than females and have bigger horns, as well as being more brightly colored with a greenish coat. Males will also grow a beard. Female Kelbi are smaller, possess smaller horns and have a darker, slightly blue, coat. ___ > ## Kelbi >*Medium beast, unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 4 (1d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|10 (+0)|12 (+1)|2 (-4)|10 (+0)|5 (-3)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 0 (10 xp) > ___ > > **Sure-Footed.** The kelbi has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. > ### Actions > ***Ram.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. \columnbreak ### Anteka Anteka are greatly adapted for life in the cold. They have long legs with thick, cloven hooves, excellent for bursts of speed as well as keeping the creature from sinking in the snow. Anteka also have thick, wooly fur that shields it from the frigid mountain air. Anteka are known for their large horns. They are present in both genders.
___ > ## Anteka >*Medium beast, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 5 (1d8+1) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|10 (+0)|12 (+1)|2 (-4)|10 (+0)|5 (-3)| >___ > - **Damage Immunities** cold > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1/8 (25 xp) > ___ > **Charge.** If the anteka 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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. > > **Ice Walk.** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. > ### Actions > ***Ram.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 1) bludgeoning damage.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Apceros Apceros are herbivorous reptiles that frequent desert and volcanic areas. They have a body structure similar to Aptonoth, their evolutionary cousins. They have many characteristics of tortoises, such as head shape and protective shell. Their tails have a developed mace-like structure on the end that is covered with sharp spikes. Apceros are territorial monsters and will attack any intruder on sight. They will not give up fighting until the enemy has fallen or they are dead. Curiously, they work in small herds to take out any threats. They appear not to care if a large monster is in the area.
___ > ## Apceros >*Large beast, unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 19 (3d10+3) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|10 (+0)|12 (+1)|2 (-4)|9 (-1)|5 (-3)| >___ > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 1/4 (25xp) > ___ > > ### Actions > > ***Headbutt.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 1) bludgeoning damage. > > ***Tail.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 1) slashing damage. \columnbreak ### Aptonoth Aptonoth are cow-like creatures with leathery gray skin. They have black stripes along their backs and a head reminiscent of a Hadrosaur. They have a large, two-pronged crest protruding from their heads and a flat, spiked tail. These docile creatures are hunted for their meat by humans and other monsters. They always travel in groups. When one Aptonoth is threatened, others will run away for safety, but sometimes the alpha male of the Aptonoth will attempt to fight back before fleeing himself. Sometimes the fleeing Aptonoth will walk over the River in Forest & Hills Area 1, probably to return back to their herd.
___ > ## Aptonoth >*Large beast, unaligned* > ___ > - **Armor Class** 12 (natural armor) > - **Hit Points** 26 (4d10+4) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|13 (+1)|1 (-5)|8 (-1)|5 (-3)| >___ > - **Senses** passive Perception 8 > - **Languages** - > - **Challenge** 1/8 (25xp) > ___ > > ### Actions > > ***Headbutt.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 1) bludgeoning damage. > > ***Tail.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 1) slashing damage.
Created by /u/Amellwind | twitch.tv/amellwind
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### Popo A large grazing herbivore, Popo is somewhat easy prey for anything larger than itself. Its size and tusks only work to deter smaller predators. Popo are very docile creatures and will run when one of their members in a group is under attack or when a threat enters their area. They will also group together when a large monster is near, like the Aptonoth in more temperate climates. ___ > ## Popo >*Large beast, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 6 (1d10+1) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|8 (-1)|12 (+1)|3 (-4)|11 (+0)|6 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1/4 (50 xp) > ___ > **Trampling Charge.** If the popo moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn , that target must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is prone, the popo can make one stomp attack against it as a bonus action. > > ### Actions > ***Gore.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 1) piercing damage. > > ***Stomp.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 1) bludgeoning damage. \columnbreak ___ > ## Slagtoth >*Large beast, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 11 (2d10) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|8 (-1)|10 (+0)|2 (-4)|11 (+0)|6 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1/8 (50 xp) > ___ > **Trampling Charge.** If the slagtoth moves at least 20 feet straight toward a creature and then hits it with a body slam attack on the same turn , that target must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is prone, the slagtoth can make one headbutt attack against it as a bonus action. > ### Actions > ***Headbutt.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 1) bludgeoning damage. > > ***Body Slam.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 1) bludgeoning damage. ### Slagtoth Slagtoth have green, saggy hides covering most of their body, most notably drooping near the sides of the head and along their flanks. They are extremely territorial; the males will attack both Adventurers and creatures. They attack Hunters by ramming with the bone lump on their snouts and body-slamming. When unprovoked however, these docile creatures have often been observed to rest in the waters probably because their floppy, frog-like hides require moisture.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ___ > ## Epioth >*Large beast, unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 6 (1d10) > - **Speed** 0 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|13 (+1)|11 (+0)|2 (-4)|12 (+1)|5 (-3)| >___ > - **Senses** passive Perception 11 > - **Languages** - > - **Challenge** 1/8 (25 xp) > ___ > **Charge.** If the epioth 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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. > > **Water Breathing.** The epioth can breathe only underwater. > ### Actions > ***Ram.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage. > > ***Tail.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage. ### Epioth The Epioth is described as a marine version of the land dwelling Aptonoth, as both are very low in the food chain. They feed mainly on weeds, water grasses, and algae. They have specialized hides used for their aquatic home, making them perfectly adapted to an aquatic environment. Epioth have finned feet and a fin on their tail, which allows them to swim through water gracefully. When frightened, Epioth can swim at break neck speeds. Unlike the Aptonoth, Epioth live in small groups rather than large herds. The reason for this is that the water, whether in the sea or jungle river, has abundant hiding places. They are relatively docile when a adventurer is around, but they will defend themselves when a adventurer attacks. Occasionally, Epioth are known to sunbath on land. \columnbreak
### Renoplos Rhenoplos is a quadrupedal, Ceratopsian-like monster with an armored body. Its face features a small nose horn and is surrounded by a frill. While the eyes of Rhenoplos are not particularly proficient, their hearing is. Rhenoplos charge blindly at whatever sound startles them, including large monsters. However, this makes them easy to dodge and easy prey for predators placing them near the bottom of the food chain with most other herbivores. These creatures live in small groups, spending most of their days traversing the hot environments while foraging for shrubs and other plant matter. ___ > ## Renoplos >*Medium beast, unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 45 (5d8+14) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|8 (-1)|15 (+2)|2 (-4)|12 (+1)|5 (-3)| >___ > - **Senses** passive Perception 11 > - **Languages** - > - **Challenge** 2 (450 xp) > ___ > **Charge.** If the renoplos 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 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. > > **Keen Hearing.** The renoplos has advantage on Wisdom (Perception) checks that rely on hearing. > ### Actions > ***Ram.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
Created by /u/Amellwind | twitch.tv/amellwind
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### Gargwa Gargwa have very small, likely vestigial wings. Like most species of Herbivore, they're normally docile creatures, but will attack and flee when they're threatened and when they flee will usually leave an egg or guano. They coexist with the people as livestock, but they have been known to attack Adventurers from time to time. ___ > ## Gargwa >*Large beast, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 26 (4d10+4) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|11 (+0)|12 (+1)|2 (-4)|10 (+0)|5 (-3)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1/4 (25 xp) > ___ > ### Actions > ***Beak.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 2) slashing damage. \columnbreak ### Larinoth Larinoth are quite huge monsters, compared to other herbivores and even many large monsters. It possesses a great height, which is mostly attributed to its extremely lengthy neck. The tail of a Larinoth is rounded and club-like, with spiked plating that runs along the back and up to the crest on its head. Said plating is nearly entirely green, and the Larinoth's underbelly is a cream color. ___ > ## Larinoth >*Huge beast, unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 19 (3d12) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|11 (+0)|2 (-4)|10 (+0)|5 (-3)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1/4 (50 xp) > ___ > ### Actions > ***Stomp.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 9 (3d4 + 1) bludgeoning damage. > > ***Tail.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 1) bludgeoning damage.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ___ > ## Gastodon >*Medium beast, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 13 (2d8+4) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|14 (+2)|2 (-4)|10 (+0)|6 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1 (200 xp) > ___ > **Charge.** If the gastodon 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 5 (2d4) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. > ### Actions > ***Ram.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) bludgeoning damage. ___ > ## Kestodon >*Medium beast, unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 19 (3d8+6) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|11 (+0)|14 (+2)|2 (-4)|12 (+1)|5 (-3)| >___ > - **Saving throws** Str +4 > - **Senses** passive Perception 11 > - **Languages** - > - **Challenge** 1/4 (50 xp) > ___ > **Charge.** If the kestodon 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 5 (1d4) damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. > ### Actions > ***Ram.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d4 + 3) bludgeoning damage. \columnbreak ### Gastodon Gastodon resembles a cross between a theropod and a bison. It is covered in scales but has a large furry mane and horns reminiscent of a bison. When angered, it will glow red. They are very aggressive towards adventurers, and are willing to attack larger monsters as a herd.
### Kestodon Kestodon has an appearance similar to a Pachycephalosaurus. The male Kestodon are bright orange in color and have a large head crest, which is used for headbutting rivals. Female Kestodon are bronze in color though lack the head crest found in males. Kestodon are a calm species that will turn aggressive once attacked by a threat.
Created by /u/Amellwind | twitch.tv/amellwind
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### Mosswine Mosswine are small, moss-covered pigs. They have a gray, spiky head plate. Mosswine are known to have a great appetite for mushrooms. Hunters and marketers commonly observe them to identify an area of Special Mushrooms. Mosswine are docile by nature, but will attack if provoked. They are mostly hunted for their mushroom-tracking abilities and their meat. ___ > ## Mosswine >*Medium beast, unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 19 (1d8+1) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|11 (+0)|12 (+2)|2 (-4)|9 (-1)|5 (-3)| >___ > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 0 (10 xp) > ___ > **Mushroom Hunter.** The mosswine advantage on any Wisdom (Perception) checks that rely on smell when hunting mushrooms. > ### Actions > ***Ram.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 1) bludgeoning damage. \columnbreak
### Moofa Moofah are docile alpaca-like creatures known for their long shaggy fur. Males have longer horns than females. Domesticated Moofah have lighter-colored fur than their wild counterparts, and wear colored bows and bells. ___ > ## Moofah >*Small beast, unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 3 (1d6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|11 (+0)|2 (-4)|10 (+0)|5 (-3)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 0 (10 xp) > ___ > **Sure-Footed.** The moofah has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. > ### Actions > ***Headbutt.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 1) bludgeoning damage.
### Everything Else Everything below this line already has a category for the most part and will be put in their correct sections in the final product.
Created by /u/Amellwind | twitch.tv/amellwind
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### Remobra Remobra are classified as Flying Wyverns in the Old World but, have recently been reclassed as Snake Wyverns. The Remobra have evolved wings, which are fairly large in comparison to their body size in the Old World. Despite their wings being large, their legs are relatively weak and they can barely stand up with their legs. To avoid standing up, they spend of their time in the air flying. It preys upon weakened animals, by using their poison to finish off their victim and letting it bleed to death. ___ > ## Remobra >*Medium wyvern (snake), unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 33 (6d8+6) > - **Speed** 10 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|12 (+1)|3 (-4)|12 (+1)|6 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1/4 (50 xp) > ___ > > ### Actions > ***Multiattack.*** The remobra makes two tail attacks. > > ***Tail.*** *Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 6 (1d6 + 2) bludgeoning damage. > > ***Poison Spit.*** *Range Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 9 (2d8) poison damage. \columnbreak ### Wingdrake Wingdrakes that somewhat resemble certain species based on their enviornment. Wingdrakes from forests resemble certain species of rhamphorynchid pterosaur. They have parrot-like beaks, blue skin, and a long yellow-tipped tail. While wingdrakes of the desert resemble vultures in addition to pterosaurs. They have a large beak, a waddle hanging from their neck, light-brown skin, and a long tail. Others in a coral landscape resemble parrots or tapejarid pterosaurs. They have a light pink skin and wings with ribbon-like appendages hanging from them. In most other enviornments they resemble retro-style pterosaurs. They have pointed beaks filled with teeth and large draconic wings. They are typically peaceful towards adventurers, and roam the skys landing only to rest. They live in small flocks, and if one individual goes somewhere, the others will follow. They are commonly used as beasts-of-burden by adventurers for traveling quickly. ___ > ## Wingdrake >*Medium wyvern (flying), unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 33 (1d8+2) > - **Speed** 10 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|12 (+1)|3 (-4)|8 (-1)|6 (-2)| >___ > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 1/8 (25 xp) > ___ > **Flyby.** The wingdrake doesn't provoke an opportunity attack when it flies out of an enemy's reach. > > **Beast of Burden.** The wingdrake has the same carrying capacity as a mule (480 lbs) when the cargo is tied to it by a rope or vine. > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 2) piercing damage.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Velociprey Velociprey have blue scales with black stripes, and a dull red crest on their heads. These carnivorous monsters travel in packs and inhabit many different environments. Velociprey have highly developed brains, and can come up with a hunting plan quite quickly. The Velociprey will use a range of calls to talk to each other in order to cooperate properly. They usually surround prey, giving it little ways to escape, and attack by using their foot claws and hand claws. If their is a large pack, they can take down prey bigger than young Aptonoth. Inside of a Velociprey's beak is number of sharp, thin teeth. Though the teeth look delicate, they are surprisingly hard to break. Even bombs can't break a Velociprey's teeth. Velociprey have powerful legs for used running at high speeds after prey with claws used to injure prey. Velociprey packs are known to raid villages for food and will sometimes raid villages if food is scarce. ### Velocidrome The Velocidrome has a large, bright red crest over its blue hide signifies to other Velociprey that it is fit to be their leader. It is heavily set in its pack mentality and will rarely fight alone. To try to scare away potential predators, Velocidrome have colorful scales that act as warning colors. Velocidrome give orders to the Velociprey while it constantly patrols its territory in search of intruders that have entered it. If an intruder is spotted, the Velocidrome will call for its pack before attacking the threat. ___ > ## Velociprey >*Medium beast (theropod), unaligned* > ___ > - **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)|10 (+0)|8 (-1)|5 (-2)| >___ > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 1/2 (100 XP) > ___ > > **Aggressive.** As a bonus action, the velociprey can move up to its speed toward a hostile creature that it can see. > ### 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. \columnbreak ___ > ## Velocidrome >*Large beast (theropod), unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 68 (8d10 + 24) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|13 (+1)|16 (+3)|10 (+0)|10 (+0)|5 (-2)| >___ > - **Skills** Athletics +5 > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ > > **Standing Leap.** The velocidrome's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. > > **Aggressive.** As a bonus action, the velocidrome can move up to its speed toward a hostile creature that it can see. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. > > ***Deadly Leap.*** If the velocidrome jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 13 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 7 (1d6 + 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 velocidrome'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 velocidrome's space. > >***Alpha Call (1/day).*** The velocidrome calls out for help and 2 (1d4) velociprey appear to assist it.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Genprey Genprey bodies are covered in a colorful yellow and green hide, with a pair of yellow crests over their eyes. They are a mid-level hunter. They prey on Aptonoth and Apceros. Genprey are pack hunters, and often rely on plans formulated by their pack leader, the Gendrome. Genprey are covered in scales used for both camouflage in the harsh deserts and repel the fangs of other creatures. If the other creatures have a type of paralyzing toxin, skin under the scales can neutralize the paralyzing venom. In their fangs, is a deadly venom that can paralyze prey ten times their own size. Its estimated that it takes near seconds for the venom to paralyze prey no matter what size. ### Gendrome adventurers can easily identify a Gendrome by their big crest and slightly larger size compared to a Genprey. The crest signifies leadership over the pack. With a pack to protect them and paralyzing fangs, they are a force to be reckoned with. Quick attacks and high speed allow them to attack with surprising power. Gendrome are aggressive leaders that can repel some Flying Wyverns. Gendrome are well-known for occasionally living alone separate from a pack. In most cases, these are Gendrome searching for a pack to rule over, even if it means that they have to challenge that packs current leader. ___ > ## Genprey >*Medium beast (theropod), unaligned* > ___ > - **Armor Class** 10 (natural armor) > - **Hit Points** 32 (5d8 + 10) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|12 (+1)|14 (+2)|2 (-4)|8 (-1)|5 (-2)| >___ > - **Condition Immunities** paralyzed > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 1/4 (50 XP) > ___ > > **Aggressive.** As a bonus action, the velociprey can move up to its speed toward a hostile creature that it can see. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 1) piercing damage. On hit the target must make a DC 10 Constitution saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > >***Claw.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) slashing damage. ___ > ## Gendrome >*Large beast (theropod), unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 68 (8d10 + 24) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|8 (-1)|10 (+0)|5 (-2)| >___ > - **Skills** Athletics +5 > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ > > **Standing Leap.** The gendrome's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. > > **Aggressive.** As a bonus action, the gendrome can move up to its speed toward a hostile creature that it can see. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. On hit the target must make a DC 13 Constitution saving throw or become paralyzed 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 gendrome jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 13 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 7 (1d6 + 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 gendrome'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 gendrome's space. > >***Alpha Call (1/day).*** The gendrome calls out for help and 2 (1d4) genprey appear to assist it.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Ioprey Ioprey have lithe, raptor-esque bodies. They have vivid red skin, with some black markings and purplish lavender colouration by the limbs. Living in very unlikely places, such as the volcano. Poison sacs are located in its mouth below its crest, which are used to spit poison at foes, in order to kill it faster. Unlike its fellow raptors, the Ioprey does not possess the large claw, long fangs, or sharp claws on its forelimbs and back legs. Instead, the Ioprey relies solely on its poison, strength, and poison-filled fangs. Ioprey have poison-filled scales on their body make many predators think twice before attacking them. E ### Iodrome It is significantly larger than normal Ioprey and possesses a larger crest. Unlike other pack leaders, Iodrome has a more amphibian look, with salamander-like skin that seems to glisten with moisture, and a frog-like throat sac. Iodrome have a poison sac inside their throat that allows them to spit toxic poison at prey. This has also made their small fangs poisonous when biting into prey. Even their scales and bones are filled with poison for defense against predators. The Iodrome is territorial known as a deadly trouble for miners as it loves tunnels. It will attack any threats on sight, however, they will back off if the threat is to big for them to handle. ___ > ## Ioprey >*Medium beast (theropod), unaligned* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 22 (4d8 + 4) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|12 (+1)|2 (-4)|8 (-1)|5 (-2)| >___ > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 1/2 (100 XP) > ___ > **Aggressive.** As a bonus action, the ioprey can move up to its speed toward a hostile creature that it can see. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become 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. > >***Claw.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage. ___ > ## Iodrome >*Large beast (theropod), unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 53 (7d10 + 14) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|13 (+1)|15 (+2)|2 (-4)|10 (+0)|5 (-2)| >___ > - **Skills** Athletics +4 > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ > **Standing Leap.** The iodrome's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. > > **Aggressive.** As a bonus action, the iodrome can move up to its speed toward a hostile creature that it can see. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become 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 Spit.*** The iodrome spits a poisonous concoction at a 5 foot area within 60ft. All creatures within a 5ft radius of the area must pass a DC 13 Constitution saving throw, taking 7 (2d6) poison damage and become 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. > >***Alpha Call (1/day).*** The iodrome calls out for help and 2 (1d4) ioprey appears to assist it.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Giaprey have crystal blue scales with sky blue stripes. As to the other relatives of the Giaprey it is able to take high amounts of cold. This is because of the skin being warmer than its blood and is able to repel high amounts of the cold in the Snowy Mountains. Giapreys live in packs and obey their leader the Giadrome in what it dictates to the pack. Though they are small they are very aggressive if someone enter their territory. ### Giadrome It is physically very similar to the Velocidrome, the only key difference being the pale blue colouration and the presence of a frost sac. From the scales of Giadrome being white and blue, they are able to blend into the snow. This allows it to hunt better in the cold. Unlike the other species of Velociprey, Giadrome can spit a freezing cold liquid at prey. This spit can freeze in prey in their tracks. Their fangs are very cold and sharp to the touch. Giadrome are quite social compared to its cousins. Unlike most other Velociprey species, Giadrome and Giaprey are quite social. They are known to be made up of more than one pack. Both Giadrome will live together and even control each other's pack while together. By being together, their packs are much deadlier and larger than before. ___ > ## Giaprey >*Medium beast (theropod), unaligned* > ___ > - **Armor Class** 10 (natural armor) > - **Hit Points** 16 (3d8 + 3) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|11 (+0)|12 (+1)|2 (-4)|8 (-1)|5 (-2)| >___ > - **Damage Resistances** cold > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 1/2 (100 XP) > ___ > **Ice Walk.** The giaprey 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. > > **Aggressive.** As a bonus action, the giaprey can move up to its speed toward a hostile creature that it can see. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 1) piercing damage plus 2 (1d4) cold damage. > >***Claw.*** *Melee Weapon Attack*: +4 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) slashing damage. ___ > ## Giadrome >*Large beast (theropod), unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 45 (6d10 + 12) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|13 (+1)|15 (+2)|2 (-4)|10 (+0)|5 (-2)| >___ > - **Skills** Athletics +4 > - **Damage Resistances** cold > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 1 (450 XP) > ___ > **Standing Leap.** The giadrome's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. > > **Ice Walk.** The giadrome 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. > > **Aggressive.** As a bonus action, the giadrome can move up to its speed toward a hostile creature that it can see. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage plus 4 (1d6) cold damage. > >***Ice Spit (Recharge 5-6}.*** Ranged Weapon Attack: +3 to hit, range 30/60 ft., one creature. Hit: The target is restrained by ice. As an action, the restrained target can make a DC 11 Strength check, bursting the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire and bludgeoning damage; immunity to slashing, poison, and psychic damage). > >***Alpha Call (1/day).*** The giadrome calls out for help and 2 (1d4) giaprey appears to assist it.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Maccao & Great Maccao The Great Maccao feathered crest sets them apart from its Maccao pack. Although superficially similar to its younger brethren, a Great Maccao is bigger and bulkier, with more brightly-colored plumage. It also has powerful legs it uses to kick threats and to move with great speed, and its spiked tail allows it to propel itself forward and jump with tremendous force. Only male Maccaos or Great Maccaos have feathers on their head. A Maccao's tail is similar a kangaroo's tail. Its tail allows it to propel itself forward and jump with tremendous force. The Maccao has the ability to stand on its tail without any support from its legs, allowing it to balance itself on its tail with its legs in the air. While standing on its tail, its bright, red underbelly is revealed. The red underbelly acts as a warning sign, and is used to intimidate predators. Maccao are scavengers that feed on corpses and eggs belonging to larger predators. Though primarily scavengers, Great Maccao will also feed on smaller monster species. Great Maccao are shy monsters that prefer to stay away from most threats. Despite Great Maccao being the leader of its Maccao pack, it barely has any control over its lesser counterparts, unlike other Bird Wyverns such as the Great Jaggi. A Great Maccao's pack will rarely assist it in if it is in danger. Great Maccao would rather run than fight, much like its smaller counterparts. ___ > ## Maccao >*Medium beast (theropod), unaligned* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 22 (4d8 + 4) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|10 (+0)|13 (+1)|3 (-4)|8 (-1)|5 (-2)| >___ > - **Damage Resistances** cold > - **Senses** passive Perception 9 > - **Languages** - > - **Challenge** 1/4 (50 XP) > ___ > **Aggressive.** As a bonus action, the giaprey can move up to its speed toward a hostile creature that it can see. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 1) piercing damage. > >***Tail.*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 1) slashing damage. ___ > ## Great Maccao >*Large beast (theropod), unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 52 (7d10 + 14) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+2)|13 (+1)|14 (+2)|2 (-4)|11 (+0)|6 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 2 (450 XP) > ___ > **Standing Leap.** The great maccao's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. > > ### Actions > ***Multiattack.*** The great maccao makes two Kick attacks. > > ***Kick.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage. > > ***Deadly Leap.*** If the great maccao 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 12 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 11 (2d8 + 2) 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 great maccao'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 great maccao's space.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Jagras Jagras are small and slim compared to Great Jagras. Their body shape is very wolf-like in nature, allowing them to move quickly and stand up right for short periods of time. Jagras have light green scales with blue and reddish stripes covering their body, as well as a blue-colored underbelly. Jagras will swarm potential prey in an instant, whether it be carrion or raw meat dropped by a hunter. Jagras packs have even been seen attacking injured Anjanath. Though they are bold, Jagras will flee to the trees if they encounter a larger monster. ### Great Jagras Great Jagras greatly resembles an Iguana. It has yellow scales with orange accents and a bluish underside. It also has a distinct mane of hairs that resemble dreadlocks. The monster has incredible stomach capacity and often swallows prey whole, greatly distending its belly. They are typically passive toward adventurers until attacked. ___ > ## Jagras >*Medium wyvern (fanged), unaligned* > ___ > - **Armor Class** 11 (natural armor) > - **Hit Points** 19 (3d8 + 6) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|10 (+0)|14 (+2)|2 (-4)|12 (+1)|7 (-2)| >___ > - **Skills** Perception +3 > - **Senses** passive Perception 13 > - **Languages** - > - **Challenge** 1/2 (100 XP) > > ### Actions > ***Multiattack.*** The jagras makes two bite attacks. > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 2) piercing damage.
\columnbreak ___ > ## Great Jagras >*Large wyvern (fanged), unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 75 (10d10 + 20) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|15 (+2)|2 (-4)|12 (+1)|7 (-2)| >___ > - **Skills** Perception +3 > - **Damage immunities** cold > - **Senses** passive Perception 13 > - **Languages** - > - **Challenge** 4 (1,100 XP) > ___ > **Full Belly.** While the great jagras has a creature swallowed its belly expands, reducing its movement speed by 10 ft., rolls one additional weapon damage die on Strength-based weapon attacks, and it can use its Roll attack. > ### Actions > ***Multiattack.*** The great jagras makes one bite attack and one claw attack. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the toad can't bite another target. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 11 (3d4 + 3) slashing damage. > > ***Swallow.*** The great jagras makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the great jagras, and it takes 10 (3d6) acid damage at the start of each of the great jagras's turns. The great jagras can have only one target swallowed at a time. If the great jagras dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. > > **Rollover (Must have a creature swallowed, recharge 5-6).** The great jagras rolls over, moving up to half its movement speed, without provoking an attack of opportunity. If the great jagras enters a space containing a creature, that creature must make a DC 13 Dexterity saving throw, or be knocked prone and take 14 (3d6+3) bludgeoning damage on a failed save. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the great jagras'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 great jagras's space.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Girros Girros are snake-like Fanged Wyverns with a head and hood similar to a cobra. They have black onyx scales with yellow stripes on their neck. Girros also have red gill-like organs on the side of their neck. Girros have a paralyzing venom in their fangs used to incapacitate their prey. ### Great Girros Great Girros greatly resembles a cobra in appearance though walks on all fours like a monitor. It is covered in black onyx scales and has yellow stripes running down the back of its neck. On the side of its neck is a hood with red gill-like organs. Great Girros has large fangs filled with a paralyzing venom. It just takes a single bite from these fangs to paralyze prey as big as Radobaan. It can also spit a yellow fluid from its mouth that can paralyze prey. Great Girros also possesses the ability to call Girros during a fight to swarm it's prey with a barrage of paralyzing bites. Great Girros is an active scavenger that is constantly looking for new corpses to feed on. Great Girros is also surprisingly aggressive as it will attack even Odogaron who is the Apex Monster of the Rotten Vale. Great Girros will fight any monster it can swarm with regular Girros. ___ > ## Girros >*Small wyvern (fanged), unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 44 (8d6 + 16) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|10 (+0)|14 (+2)|2 (-4)|12 (+1)|7 (-2)| >___ > - **Skills** Perception +3 > - **Condition Immunities** paralyzed > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** - > - **Challenge** 1 (200 XP) >___ > **Pack Tactics.** The girros has advantage on an attack roll against a creature if at least one of the girros's allies is within 5 feet of the creature and the ally isn't incapacitated. > ### Actions > ***Multiattack.*** The girros makes two bite attacks. > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 2) piercing damage and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ___ > ## Great Girros >*Large wyvern (fanged), unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 114 (12d10 + 48) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|11 (+0)|19 (+4)|3 (-4)|14 (+2)|10 (+0)| >___ > - **Skills** Perception +5 > - **Saving Throws** Con +5 > - **Condition Immunities** paralyzed > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** - > - **Challenge** 6 (2,300 XP) > ___ > **Charge.** If the great girros moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. > ### Actions > ***Multiattack.*** The great girros makes two bite attacks. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. > > ***Paralyzing Spit.*** *Range Weapon Attack:* +7 to hit, range 30/120 ft., one target. *Hit:* The creature is poisoned. While poisoned in this way the target is paralyzed for 1 minute. A creature can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. > >***Alpha Call (1/day).*** The great girros calls out for help and 2 (1d4) girros appears to assist it.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Dodogama Dodogama has blue scales with orange stripes covering its body. It has a massive bottom jaw used for storing rocks in its mouth, which will turn orange when they become volatile. Dodogama is known to eat rocks for defense. When these rocks are combined with its saliva, they become explosive in nature, becoming a powerful projectile that it can spit at predators. ___ > ## Dodogama >*Large wyvern (fanged), unaligned* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 152 (16d10 + 64) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|9 (-1)|18 (+4)|3 (-4)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Con +7, Cha +3 > - **Senses** passive Perception 12 > - **Languages** - > - **Challenge** 7 (2,900 XP) > ___ > **Charge.** If the dodogama moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 9 (2d8) damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. > ### Actions > ***Multiattack.*** The dodogama makes two bite attacks. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage plus 7 (2d6) fire damage. > > ***Molten Rock.*** *Range Weapon Attack:* +8 to hit, range 30/120 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage. \columnbreak ### Shamos Shamos has a wolf-like body shape with huge orange eyes. Though its body shape is akin to a wolf, Shamos' appearance is very similar to fish. Its face is covered in red scales while the rest of its body is covered in grayish-white splotches. Its limbs are navy blue in color. Shamos also has a small fin on its back like a fish. Shamos has unusually large eyes that allow it to see in pure darkness. Shamos are aggressive hunters that will attack in small packs. They will often group together in order to scare off potential predators such as Tzitzi-Ya-Ku. ___ > ## Shamos >*Small wyvern (fanged), unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 45 (10d6 + 10) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|13 (+1)|3 (-4)|9 (-1)|7 (-2)| >___ > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** - > - **Challenge** 1 (200 XP) >___ > **Pack Tactics.** The shamos has advantage on an attack roll against a creature if at least one of the girros's allies is within 5 feet of the creature and the ally isn't incapacitated. > ### Actions > ***Multiattack.*** The shamos makes two bite attacks. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 3) piercing damage.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Tobi-Kadachi Tobi-Kadachi's face resembles a colubrid in appearance with grayish blue scales covering its slim squirrel-like shape. On its back are patches of white fur as well as a bushy tail covered in rows of spikes. Its front limbs also have a few spikes. As Tobi-Kadachi fights, it picks up static electricity in its fur by brushing against trees and the ground. Tobi-Kadachi uses this static electricity to increase the strength of its attacks. Like a flying squirrel, Tobi-Kadachi has a membrane between its limbs that allow it to glide for long distances. \columnbreak ___ > ## Tobi-Kadachi >*Large wyvern (fanged), unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 123 (13d10 + 52) > - **Speed** 30 ft., climb 30 ft., glide 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|19 (+4)|3 (-4)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Dex +4 > - **Damage Immunities** lightning > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** - > - **Challenge** 6 (2,300 XP) > ___ > **Wounded Fury.** While it has 62 hit points or fewer, the tobi-kadachi has advantage on attack rolls. In addition, it deals an extra 4 (1d6) lightning damage to any target it hits with a melee attack. > > **Standing Leap.** The tobi-kadachi's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > **Gliding.** When the tobi-kadachi glides, it loses 5 feet of altitude for every 10 feet of movement. At the end of its glide the tobi-kadachi falls to the ground if it is still in the air. > ### Actions > ***Multiattack.*** The tobi-kadachi makes three attacks: two with its bite and one with its tail. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage. > > ***Tail.*** *Melee Weapon Attack:* +7 to hit, range 10 ft., one target. *Hit:* 15 (2d10 + 4) bludgeoning damage.
Created by /u/Amellwind | twitch.tv/amellwind
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### Odogaron Odogaron resembles a gruesome feral dog. It is covered in red scales and bony protrusions that resemble muscle tissue and bone. Its tail is particularly bony and can be used as a club. The monster has piercing blue eyes. Odogaron's most distinctive feature is its double row of claws, which it uses to inflict deep wounds in its prey, causing them to bleed to death. Despite its size, Odogaron is quite an agile monster. It is able to rush down prey before delivering bites with its powerful jaws. Odogaron makes its home in the Underdark, where it can be seen dragging back the carcasses of its prey. However, it will venture up to the surface above in search of prey, where it assumes an apex role in the food chain alongside Legiana. Odogaron is a hostile monster that will attack anything that it encounters on sight, no matter how big a prey item is. This monster is even willing to attack Vaal Hazak an elder dragon despite essentially confronting a primordial force.
___ ___ > ## Odogaron >*Large wyvern (fanged), unaligned* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 161 (17d10 + 68) > - **Speed** 50 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|18 (+4)|11 (+0)|12 (+1)|14 (+2)| >___ > - **Skills** Athletics +7, Acrobatics +5, Perception +4 > - **Saving Throws** Con +7, Wis +5, Cha +5 > - **Damage Resistances** fire > - **Senses** darkvision 120 ft., passive Perception 14 > - **Languages** - > - **Challenge** 8 (3,900 XP) > ___ > **Rampage.** When the odogaron reduces a creature to 0 hit points with a melee attack on its turn, the odogaron can take a bonus action to move up to half its speed and make a claw attack. > > ### Actions > ***Multiattack.*** The odogaron makes three attacks; one bite attack and two claw attacks. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage and the target is grappled (escape DC 14). > > ***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit* 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 15 Constitution saving throw or lose 4 (1d6) hit points at the start of each of its turns due to an *bloody wound*. Each time the odogaron hits the wounded target with this attack, the damage dealt by the wound increases by 4 (1d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. > ### Reactions > **Uncanny Dodge.** The Odogaron halves the damage that it takes from an attack that hits it. The odogaron must be able to see the attacker.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Gammoth *"Found in the most frigid regions of the world, Gammoths are behemoths with massive tusks. Though they are herbivores, when provoked they will leverage their enormous weight and trunks to crush a threat. They can also shatter the snow covering their legs to damage nearby foes."* Gammoth resembles a woolly mammoth. It is by far the largest Fanged Beast known to date. The fur covering its huge body is mostly bluish, although it's also white and red on its trunk, legs, back and underside. It has brown plating covering most of its head and feet, as well as two tusks seemingly made of the same material. This plating is said to be extremely resistant to damage. Its trunk is strong and used for picking up objects like certain foods. However, Gammoth have been seen violently grabbing smaller monsters and slamming them down on the ground if they threatened it. Its trunk is estimated to be strong enough to lift up large Flying Wyverns. The trunk is also used to protect itself or even to coat its legs.
> ### Young Gammoth > Unlike the adult gammoth, a young gammoth are snowy white in color, allowing them to camouflage themselves in snowy environments. A young gammoth uses the same stats as a normal Mammoth (CR 6), except for the changes listed below: > >**Snow Camouflage.** The young gammoth has advantage on Dexterity (Stealth) checks made to hide in snowy or tundra terrain. \columnbreak
Gammoth are a highly territorial species. If a Gammoth finds a predator in its territory, it is known to kill the predator instantly with one powerful blow. Though adult Gammoth are giants with no major predators, young Gammoth are potential prey for many predators. From this young Gammoth are snowy white in color, allowing them to camouflage themselves in snowy environments. When Gammoth have young with them, they are known to live in harmony with herds of Popo until their young are large enough to protect themselves. While in the herd of Popo, Gammoth act as guards for not just their young but for the whole Popo herd against predators. While young, Tigrex is the most major predator for Gammoth, and the one that they most fear, but as the young Gammoth reaches adulthood, that fear is replaced with aggression and rage towards Tigrex. A Gammoth is territorial and a mother Gammoth is protective, while a starving Gammoth is extremely violent. A starving Gammoth is known to attack just about anything, even going as far as eating wood off homes to satisfy its own hunger.
Created by /u/Amellwind | twitch.tv/amellwind
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___ ___ > ## Gammoth >*Gargantuan beast (fanged), unaligned* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 214 (13d20 + 78) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|10 (+0)|23 (+6)|8 (-1)|12 (+1)|6 (-2)| >___ > - **Saving Throws** Str +13, Con +11, Wis +6, Cha +3 > - **Damage Immunities** bludgeoning, piercing, slashing from non-magical weapons > - **Damage Resistances** cold; bludgeoning, piercing, slashing from magical weapons > - **Senses** passive Perception 11 > - **Languages** - > - **Challenge** 16 (15,000 XP) > ___ > **Trampling Charge.** If the gammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 21 Strength saving throw or be knocked prone. If the target is prone, the gammoth can make one stomp attack against it as a bonus action. > > **Ice Walk.** The gammoth can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. > > ### Actions > ***Multiattack.*** The gammoth makes two attacks; one gore attack and one trunk attack. > > ***Gore.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 26 (4d8 + 8) piercing damage. > > ***Stomp.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit* 30 (4d10 + 8) bludgeoning damage. > > ***Trunk.*** *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit* 30 (4d10 + 8) bludgeoning damage and the target is grappled (escape 21). > > **Fling.** One Large or smaller object held or creature grappled by the gammoth is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 21 Dexterity saving throw or take the same damage and be knocked prone. > > ***Cold Breath (Recharge 5-6).*** The gammoth exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 41 (9d8) cold damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions >The gammoth 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 gammoth regains spent legendary actions at the start of its turn. > > ***Detect.*** The gammoth makes a Wisdom (Perception) Check. > > **Crush.** The gammoth makes a stomp attack > > **Fling (Costs 2 Actions).** The gammoth uses its fling.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Bazelguese Bazelgeuse is a large Flying Wyvern covered in thick, heavy scales with a bronzy sheen. It has a bulky upper body and a large wingspan. Its underside is lined with protruding scales which are easily shed. The monster occasionally enters a "superheated" state, causing the gaps between its scales to glow red hot. The Bazelgeuse's most distinctive trait is its ability to shed explosive scales. These special scales are created by solidifying its body fluids. Once dislodged, these scales explode after a time, acting as a sort of timed mine. However, when the monster enters its "super-heated" state, the scales detonate almost immediately. It uses its enormous body to overwhelm other monsters and the power of its scales to soften them up. Bazelgeuse will shed their explosive scales over a wide area in a sort of carpet bombing so they can prey on whatever gets caught in the blast. They are nomadic predators and can be found all across the continent. Bazelgeuse easily assert themselves as apex monsters in whatever environment they pass through, disrupting the local food chain, it will readily fight other large monsters. They will even dive into fights that doesn't even involve them and can be seen as having a lust for combat. They will attack monsters regardless of their standing but seem to gravitate more towards other apex monsters.
___ ___ > ## Bazelgeuse >*Huge wyvern (flying), unaligned* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 276 (14d12+120) > - **Speed** 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|10 (+0)|21 (+5)|10 (+0)|13 (+1)|12 (+1)| >___ > - **Saving Throws** Dex +6, Con +11, Wis +7, Cha +7 > - **Damage Immunities** fire > - **Damage Resistances** cold; bludgeoning, piercing, slashing from non-magical weapons > - **Senses** passive Perception 11 > - **Languages** - > - **Challenge** 17 (18,000 xp) > ___ > **Explosive Scales.** The bazelgeuse scales, when dislodged from its body, act as a time bomb. On initiative count 20 (losing all initiative ties) all scales explode dealing 11 (3d6) fire damage to all creature in a 5-foot radius of them. > > **Shed.** Whenever the bazelguese makes a melee weapon attack it dislodges an *explosive scale* which lands in an unoccupied space with 5 feet of its location. > > **Carpet Bomb.** For every 20 feet the bazelgeuse flies, it dislodges an *explosive scale* which lands in an unoccupied space directly below it. > > **Wounded Fury.** While it has 56 hit points or fewer, the bazelgeuse enters a "super-heated" state gaining advantage on attack rolls. In addition, Explosive Scales detonate at the end of the bazelgeuse's turn. > > **Dive Attack.** If the bazelgeuse is flying and dives at least 30 feet straight toward a target and then hits it with a headbutt attack, the attack deals an extra 5 (1d8) damage to the target. > >### Actions > > ***Multiattack.*** The bazelgeuse makes three attacks: one headbutt attack, one tail attack, and wing attack. > > ***Headbutt.*** *Melee Weapon Attack.* +12 to hit, reach 5 ft., one target. *Hit* 20 (3d8 + 6) bludgeoning damage. > > ***Wing.*** *Melee Weapon Attack.* +12 to hit, reach 5 ft., one target. *Hit* 23 (3d10 + 6) bludgeoning damage. > > ***Tail.*** *Melee Weapon Attack.* +12 to hit, reach 10 ft., one target. *Hit* 17 (3d6 + 6) bludgeoning damage. > >***Fire Breath (Recharge 5-6).*** The bazelgeuse exhales fire in a 45-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 46 (7d12) fire damage on a failed save, or half as much damage on a successful one.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ___ ___ > ## Radobaan >*Huge wyvern (brute), unaligned* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 168 (16d12 + 64) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|14 (+2)|18 (+4)|5 (-3)|12 (+1)|6 (-2)| >___ > - **Skills** Perception +4 > - **Damage resistances** fire, lightning > - **Senses** passive Perception 14 > - **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 Uragaan makes one Tail attack and two Chin Slam attacks. > > ***Tail.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 22 (3d10 + 5) bludgeoning damage. > > ***Chin Slam.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 19 (3d8 + 5) 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 42 (12d6) slashing damage and be knocked prone. > > ***Sleeping Gas. (2/per Long rest).*** The uragaan releases sleeping gas from its underside. All creatures within 15 ft 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. ### 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. \columnbreak 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 Uraagan which will become hostile regardless of being threatened or not. Once provoked, they will turn violent.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ___ > ## Tzitzi-Ya-Ku >*Large beast (theropod), unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 127 (15d10 + 45) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|14 (+2)|16 (+3)|8 (-1)|10 (+0)|9 (-1)| >___ > - **Saving Throws** Dex +5, Int +2, Cha +2 > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 6 (2,300 XP) > ___ > >**Pounce.** If the tzitzi-ya-ku moves at least 20 ft. straight toward a creature and then hits it with a talon Attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tzitzi-ya-ku can make one tail Attack against it as a Bonus Action. > > **Standing Leap.** The tzitzi-ya-ku's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ### Actions > ***Multiattack.*** The tzitzi-ya-ku makes four attacks: one bite attack, one tail attack and two talon attacks. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. > >***Talon.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. > >***Tail.*** *Melee Weapon Attack*: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. > > **Flash (recharge 5-6).** The tzitzi-ya-ku emits a bright flash of light from the fins on its head in a 60 foot cone. Each creature in that area must make a DC 14 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. \columnbreak ### Tzitzi-Ya-Ku Tzitzi-Ya-Ku is a theropod of a navy blue coloration. It has long, powerful back legs, and muscular forelegs complete with three claws for grasping prey. Perhaps its most unique feature is the pair of retractable frills that line either side of its head, which are bright and vividly colorful in appearance. Its back is lined with a row of short spines, and it has wide, sturdy feet. Tzitzi-Ya-Ku is able to emit bright flashes of light from the fins on the sides of its head. This can be used to disorient attackers and prey alike, allowing the monster to gain the upper hand in combat. Its powerful hind legs can be used to deliver potent kicks during battle. This monster is comparatively low on the food chain, so it uses the dark colouration of its body to blend in and stalk its prey amongst the shadowy undergrowth of the Coral Highlands, far below the jurisdiction of the powerful Wyverns that rule the local ecosystem.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Kulu-Ya-Ku Kulu-Ya-Ku has a body shape similar to other raptorial Bird Wyverns, such as Velocidrome. This monster is covered in light brown scales and has a face that greatly resembles a Dodo. Though it is mostly covered in scales, it also has feathers on its head and arms. Kulu-Ya-Ku is able to pick up small boulders and use them to protect itself from incoming attacks. It can also toss said boulders at foes from a distance. \columnbreak ___ > ## Kulu-Ya-Ku >*Large beast (theropod), unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 102 (12d10 + 36) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|14 (+2)|16 (+3)|8 (-1)|10 (+0)|9 (-1)| >___ > - **Saving Throws** Dex +5, Con +6, Cha +2 > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 4 (1,100 XP) > ___ > >**Pounce.** If the kulu-ya-ku moves at least 20 ft. straight toward a creature and then hits it with a peck 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 kulu-ya-ku can make one claw Attack against it as a Bonus Action. > > **Standing Leap.** The kulu-ya-ku's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. > > ### Actions > ***Multiattack.*** The kulu-ya-ku makes two attacks: one peck attack, one claw attack. > > ***Peck.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. > >***Claw.*** *Melee Weapon Attack*: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage or 12 (2d8 + 3) bludgeoning damage while it has a boulder. > > **Dig (recharge 6).** The kulu-ya-ku digs into the ground pulling out a small sized boulder that it wields in its claws. It will carry around the boulder until it takes thunder damage; becomes blinded, stunned, or paralyzed; or uses its boulder toss attack. > > ***Boulder Toss (requires Boulder).*** *Range Weapon Attack:* +6 to hit, range 20/60 ft., one target. *Hit* 17 (3d8 + 3) bludgeoning damage. > ### Reactions > **Parry.** The kulu-ya-ku adds 3 to its AC against one melee attack that would hit it. To do so, the kulu-ya-ku must see the attacker and be wielding a boulder.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ___ > ## 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 additional effects based on what its eaten. Roll 1d4, the number determines the additional condition of its poison. On a 1, stunned; On a 2, deafened; On a 3, paralyzed; On a 4, blinded. > ### Actions > ***Multiattack.*** The pukei-pukei makes two tongue attacks and one tail attack. It can replace any one of these with its poison spit attack. > > ***Tongue.*** *Melee Weapon Attack.* +6 to hit, reach 10ft., one target. *Hit* 14 (2d10 + 3) piercing damage. > >***Tail.*** *Melee Weapon Attack.* +6 to hit, reach 5ft., one target. *Hit* 12 (2d8 + 3) bludgeoning damage. > > ***Poison Spit.*** *Range Weapon Attack:* +5 to hit, range 30/120 ft., one target. *Hit:* 11 (2d8+2) poison damage and the target must pass a DC 13 Constitution saving throw, or become 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 13 Constitution saving throw, or become poisoned and take 27 (6d8) poison damage on a failed save, or half as much damage and are not poisoned on a successful one. \columnbreak ### 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.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Legiana Legiana is a slim, primarily beige-coloured Flying Wyvern characterised by its leaf-like wingtips and striped skin patterns. Legiana's head is topped with a pair of antenna-like fins which are attached via a thin membrane to the back of its neck. It has bright yellow eyes and powerful legs ending in piercing talons. Its face, tail, feet, and wingtips are a dark navy blue, and its body is covered in striped patterns of the same colour. The ends of its wings are separated into four distinct flaps which overlap each other when folded. Legiana has star-like shapes on the back of its wings. Its back is also dark blue. Legiana is able to emit a chilling wind from its body, which dulls its prey's ability to escape. It flies with extreme precision and agility, using its talons to grab its prey straight out of the air. Its legs are strong enough to throw even medium-sized monsters such as Paolumu considerable distances once they are in its grasp. > ### 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.
___ ___ > ## Legiana >*Huge wyvern (flying), unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 187 (15d12+90) > - **Speed** 40 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|12 (+1)|22 (+6)|8 (-1)|12 (+1)|12 (+1)| >___ > - **Saving Throws** Dex +5, Con+11, Wis +6, Cha +6 > - **Skills** Acrobatics +11, Perception +11 > - **Damage Immunities** cold > - **Senses** darkvision 60 ft., passive Perception 21 > - **Languages** - > - **Challenge** 13 (10,000 xp) > ___ > **Flyby.** The legiana doesn't provoke an opportunity attack when it flies out of an enemy's reach. > > **Frost.** A creature that starts its turn or moves into an area covered in frost must make a DC 18 Consitution saving throw or become afflicted with *iceblight* for 1 minute. > > **Legendary Resistance (3/Day).** If the legiana fails a saving throw, it can choose to succeed in stead. > > \columnbreak > > ### Actions > > ***Multiattack.*** The legiana makes three attacks: one with its bite, one with its talons, and one with its tail. > > ***Bite.*** *Melee Weapon Attack.* +11 to hit, reach 10 ft., one target. *Hit* 17 (3d6 + 6) piercing damage. > > ***Tail.*** *Melee Weapon Attack.* +11 to hit, reach 15 ft., one target. *Hit* 20 (3d8 + 6) bludgeoning damage plus 7 (2d6) cold damage and leaves a layer of *frost* in an area that is 10 feet long and 15 feet wide centered on the target or 30 feet long and 5 feet wide in front of the legiana until the start of its next turn. > > ***Talons.*** *Melee Weapon Attack.* +11 to hit, reach 10 ft., one target. *Hit* 17 (3d6 + 6) piercing damage and the target is grappled (Escape DC 19) > >***Corkscrew (recharge 5-6).*** The legiana moves up to half of its fly speed in a straight line, covering the ground below it in *frost* while it does. While doing so, it can enter Large or smaller creatures' spaces. The first time the legiana enters a creature's space, the creature must make a DC 19 Dexterity saving throw. On a failed save, the legiana enters the creature's space, and the creature takes 28 (8d6) bludgeoning damage plus 11 (3d6) cold damage and is knocked prone. On a successful save, the creature takes half damage and can choose to be pushed 5 feet to the side of the legiana. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Paolumu Paolumu is a bat-like wyvern that slightly resembles the Honduran white bat. Like said bat species, Paolumu is covered in white fur and has a pink face. Though it is covered in fur, Paolumu also has some brown scales covering its back, underbelly, and tail. The Paolumu has rodent-like buck teeth this is because its diet consists of the eggs that comes off the coral which it sucks in using its incredible breathing power. Inside of Paolumu's neck is a special air sac that inflates once it has sucked in enough air. Once its air sac has inflated, Paolumu is able to float in the air like a balloon and able to attack foes from above. While floating, Paolumu will use its hardtail to batter foes at close range. Paolumu is also able to breathe wind at foes, it can also use its inhaling powers to draw in hunters closer or to make them stagger. Paolumu are fairly calm unless provoked by a threat. Once provoked, they will become aggressive.
___ ___ > ## Paolumu >*Large wyvern (flying), unaligned* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 142 (15d10+60) > - **Speed** 30 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|18 (+4)|3 (-4)|10 (+0)|3 (-4)| >___ > - **Skills** Acrobatics +4 > - **Senses** passive Perception 10 > - **Languages** - > - **Challenge** 7 (2,900 xp) > ___ > **Blind Panick.** If the paolumu is flying and becomes blinded. It panicks, ending its enlarge and falls prone. > ### Actions > > ***Multiattack.*** The paolumu makes two attacks: one with its Bite and one with its tail. > > ***Tail.*** *Melee Weapon Attack.* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) bludgeoning damage, or 21 (3d10 + 4) piercing damage while enlarged. > > ***Bite.*** *Melee Weapon Attack.* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage, or 18 (3d8 + 4) piercing damage while enlarged. > > ***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the paolumu magically increases in size, along with anything it is wearing or carrying. While enlarged, the paolumu is Huge, it can hover, roll one additional weapon damage die on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the paolumu lacks the room to become Large, it attains the maximum size possible in the space available. > > ***Dive Bomb.*** If the paolumu is flying, enlarged and dives at least 10 feet straight toward a target it can then use this action to slam its body in a space that contains one or more 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 32 (7d8) 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 paolumu'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 paolumu's space. > > ***Wind Burst (recharge 5-6).*** The paolumu exhales blast of strong wind in a 60 foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Strength saving throw, taking 39 (11d6) force damage and knocked prone on a failed save or half as much on a successful one and not knocked prone. The wind tunnel disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
Created by /u/Amellwind | twitch.tv/amellwind
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### Kecha Wacha Kecha Wacha is a lemur-like monster with long arms and hook-like fingers and claws. It has bright yellow fur and blue skin. It can fold its spiked ears over its face, forming a "mask" that is likely used to intimidate would-be attackers. It also sports a tube-like trunk and large, forward-facing eyes. It is capable of attacking from a distance by shooting globs of mucus from its trunk-like nose which cause Waterblight. Kecha Wacha is able to glide using a membrane between its arms, legs, and tail, in a manner similar to a flying squirrel. This makes the Kecha Wacha the only Fanged Beast able to "fly". Kecha Wachas thrive in areas where they can climb and swing around freely. These creatures have a varied diet as they are omnivores. Kecha Wacha will feed on vegetation, fruits, seeds, along with insects such as Altaroth, Konchu, grubs, or Bnahabra. Curious in nature Kecha Wacha will investigate anything in their environment that is new to them. As relatively peaceful monsters these creatures would rather flee than fight, yet if fleeing is not an option they can be surprisingly aggressive and will readily use their long, sharp, and hooked claws, trunk-like nose and mask-like ears to defend themselves. ___ > ## Kecha Wacha >*Large beast (fanged), unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 142 (15d10 + 60) > - **Speed** 30 ft., climb 30 ft., glide 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|14 (+2)|18 (+4)|7 (-2)|12 (+1)|7 (-2)| >___ > - **Skills** Athletics +9, Perception +4 > - **Senses** passive Perception 14 > - **Languages** - > - **Challenge** 6 (2,300 XP) > ___ > **Spider Climb.** The kecha wacha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > **Gliding.** When the kecha wacha glides, it loses 5 feet of altitude for every 5 feet of movement. At the end of its glide the kecha wacha falls to the ground if it is still in the air. > ### Actions > ***Multiattack.*** The tobi-kadachi makes three claw attacks. It can replace any of these attacks with its mucus attacks. > > ***Claws.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 15 (2d8 + 6) piercing damage. > > ***Mucus.*** *Range Weapon Attack:* +9 to hit, range 30/120 ft., one target. *Hit:* 11 (3d6) acid damage and the target is afflicted with *waterblight* 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. > > ***Tantrum (recharge 5-6).*** The kecha wacha flails its fist all around it in anger. Each creature within 10 feet of the kecha wacha must make a DC 17 Strength saving throw, taking 28 (8d6) bludgeoning damage on a failed save or half as much on a successful one. > ### Reactions > **Earmuffs.** When the kecha wacha is targeted by a spell or attack it can use its reaction to fold its ears down over its face until the start of its next turn. While its ears are covering its face, it gains +1 AC and is considered deafened. > ### Disease: Waterblight > A creature effected by waterblight has their stamina drained > - On the creatures turn, it can use either an Action or a Bonus Action, not both.
Created by /u/Amellwind | twitch.tv/amellwind
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### Najarala Najarala is a large Snake Wyvern with bright green skin adorned with large orange-yellow plates on its back and tail. It has a long serpentine body with small though fully functional fore- and hindlimbs that aid it in moving around on uneven ground. Najarala are stealthy hunters that ruthlessly ambush their targets. It has a large beak-like mouth similar to that of a parrot. This beak is used to rip chunks of flesh from its prey and then swallow said chunks whole. While feeding on prey, it will use its arms to hold on to its prey while ripping off chunks of flesh. The length of a Najarala surpasses some of the largest leviathans such as Agnaktor or Lagiacrus. As many would notice these creatures have short, yet powerful arms and legs. At first glance these limbs appear to be useless but in reality they enable the creatures to support itself when rearing up. Another fascinating feature is that the creature has a specialized organ on its back that is vibrated by air and creates unique sound waves. This auditory organ has a biological effect in the surrounding area. Najarala have beautiful plates on both its neck and tail that will rattle when upset, giving unwelcome creatures an early warning. The plates on its tail can be thrown at its enemies and will explode creating a loud burst of sound like a sonic bomb. This will stun both prey and enemies alike. ___ ___ > ## Najarala >*Gargantuan wyvern (snake), unaligned* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 159 (11d20 + 44) > - **Speed** 50 ft., burrow 50 ft., climb 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|20 (+5)|19 (+4)|10 (+0)|14 (+2)|9 (-1)| >___ > - **Saving Throws** Wis +6 Cha +5 > - **Skills** Perception +10, Stealth +9 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24 > - **Languages** - > - **Challenge** 9 (5,000 xp) > ___ > **Magic Resistance.** The najarala has advantage on saving throws against spells and other magical effects. > > **Surround.** The najarala can freely enter a large or smaller creatures space. If the creature is within the inner space of the najarala it is surrounded. A surrounded creature is trapped (escape DC 17) by the najarala's body. A creature can also escape by flying or burrowing out of the area. > > **Squeeze.** As a bonus action, the najarala can use its constrict against a grappled creature or one within the najarala's space. > ### Actions > ***Multiattack.*** The najarala makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. Or it makes two sonic scale attacks. > > ***Beak.*** *Melee Weapon Attack.* +9 to hit, reach 10 ft., one target. *Hit* 23 (4d8 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw, or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > >***Tail.*** *Melee Weapon Attack.* +9 to hit, reach 15ft., one target. *Hit* 27 (4d10 + 5) bludgeoning damage. > > ***Constrict.*** Melee Weapon Attack: +7 to hit, reach 0 ft., one creature. Hit: 20 (4d8 + 2) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the najarala can't constrict another target. > >***Sonic Scale.*** *Range Weapon Attack.* +9 to hit, range 80/320 ft., one target. *Hit* 19 (4d6 + 5) thunder damage and the target must make a DC 16 Constitution saving throw or become deafened for 1 minute. > > **Sonic Blast (Recharge 5-6).** The najarala exhales a blast of force in a 90-line. Each creature in the line must make a DC 16 Dexterity saving throw, taking 39 (11d6) thunder damage on a failed save, or half as much damage on a successful one.
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ### Kirin Kirin resembles a unicorn, though a closer look reveals that it is covered in scales rather than a coat. Its majestic white mane and hair stand on end, as if charged with static. The monster often crackles with stray electricity. Kirin have white fur used for picking up electricity. When enough electrical currents are picked up in the fur, Kirin will glow brightly and its hide will deflect most attacks. From this, the Adventurer's Guild believe that Kirin's high metabolism helps it pick up electricity as well. A Kirin's most vital feature is its long horn. This horn is used to summon lightning from the sky, even when there isn't a storm cloud in sight, to strike any foes that threaten it. However, even if this horn is destroyed, Kirin can still summon lightning bolts with little effort. Some of the more rare, older, or just stronger individuals are known for having unusually strong electrical powers that are yet to be fully understood. Some of the larger, more stronger muscles are located in its legs, capable of delivering deadly kicks. Equipped with such powerful legs, all Kirin posses the ability to run at speeds so unexpectedly fast they appear to teleport, leaving behind a trail of blue electricity. Kirin are a highly unpredictable species. Sometimes Kirin are calm, other times they are aggressive. In one legend, it was said that a Kirin actually destroyed a whole village with its electrical powers.
___ ___ > ## Kirin >*Large celestial, unaligned* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 152 (19d10 + 44) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|16 (+3)|16 (+3)|19 (+4)|20 (+5)|20 (+5)| >___ > - **Skills** Perception +9, Insight +9, Religion +8 > - **Damage Immunities** lightning > - **Condition Immunities** paralyzed > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19 > - **Languages** all, telepathy 120 ft. > - **Challenge** 12 (8,400 xp) > ___ > **Legendary Resistance (3/Day).** If the kirin fails a saving throw, it can choose to succeed in stead. > > **Magic Resistance.** The kirin has advantage on saving throws against spells and other magical effects. > > **Magic Weapons.** The kirin's weapon attacks are magical. > > **Spellcasting.** The kirin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared: > > *Cantrips (at will):* light, thaumaturgy, thunderclap > *1st level (4 slots):* witchbolt, thunderwave, detect evil and good, protection from evil and good, expeditious restreat. > *2nd level (3 slots):* gust of wind, see invisibility, nystul’s magic aura > *3rd level (3 slots):* thunder step, call lightning, lightning bolt > *4th level (3 slots):* elemental bane (lightning) > *5th level (3 slots):* destructive wave, dawn, dream > *6th level (1 slot):* chain lightning > *7th level (1 slot):* crown of stars, teleport > *8th level (1 slot):* control weather > *9th level (1 slot):* storm of vengeance > ### Actions > ***Multiattack.*** The kirin makes three attacks: two with its hooves and one with its horn. > > ***Hoof.*** *Melee Weapon Attack.* +9 to hit, reach 10 ft., one target. *Hit* 10 (2d4 + 5) bludgeoning damage. > >***Horn.*** *Melee Weapon Attack.* +9 to hit, reach 5ft., one target. *Hit* 14 (2d8 + 5) piercing damage. > > ### Legendary Actions >The kirin 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 kirin regains spent legendary actions at the start of its turn. > > ***Detect.*** The kirin makes a Wisdom (Perception) Check. > > **Smite.** The kirin makes a hoof attack or casts thunderclap. > > **Cast a Spell (Costs 3 Actions).** The kirin casts a spell from its list of prepared spells, using a spell slot as normal.
Created by /u/Amellwind | twitch.tv/amellwind
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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.