Greek Mythology
Nemean Lion
Large monstrosity, unaligned
- Armor Class 16 (natural armor)
- Hit Points 105 (10d12 + 40)
- Speed 50ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 18 (+4) 3 (-4) 11 (+0) 1 (-5)
- Saving Throws Strength +8, Constitution +8
- Skills Athletics +8, Perception +4
- Damage Resistances thunder.
- Damage Immunities bludgeoning, piercing and slashing damage from nonmagical attacks
- Senses passive Perception 15
- Languages None
- Challenge 9 (5,000 XP)
Pounce. If the Nemean lion moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 strength saving throw or be knocked prone. If the target is prone, the Nemean lion can make one claw attack against it as a bonus action.
Running Leap. With a 10-foot running start, the Nemean lion can long jump up to 25 feet.
Actions
Multiattack. The Nemean lion makes three attacks: one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is wearing a nonmagical shield or armor, roll a d6. On a 3 or 4, the lion hits the target's armor. On a 6, the lion hits their shield. The armor or shield hit takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
Roar (Recharge 5-6). The lion unleashes a deafening roar. Each creature other than itself in a 30 ft. radius must make a DC 14 constitution saving throw, taking 27 (6d8) thunder damage on a failed save, or half as much damage on a succesful one. Any creature that fails the save by more than 5 loses is deafened. The deafened condition lasts until the creature is freed by the lesser restoration spell or other magic.
Stymphalian Bird
Small monstrosity, unaligned
- Armor Class 15 (natural armor)
- Hit Points 21 (6d6)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 10 (0) 3 (-4) 14 (+2) 7 (-2)
- Saving Throws Dexterity +4
- Skills Acrobatics +4, Perception +4
- Senses passive Perception 14
- Languages -
- Challenge 1 (200 XP)
Keen Sight. The Stymphalian bird has advantage on perception checks that rely on sight.
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Multiattack. The Stymphalian bird makes two feather attacks or two melee attacks; one with its beak and one with its talons.
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.
Feather. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (2d4+3) piercing damage.

Egyptian Mythology
Anubite
Medium humanoid, lawful neutral
- Armor Class 16 (natural armor)
- Hit Points 55 (10d8 + 10)
- Speed 45 ft.
STR DEX CON INT WIS CHA 17 (+3) 19 (+4) 13 (+1) 11 (+0) 15 (+2) 9 (-1)
- Saving Throws Strength +5, Dexterity +6
- Skills Acrobatics +6, Athletics +5
- Damage Resistances necrotic
- Senses passive Perception 12
- Languages understands Common but can't
speak it- Challenge 2 (450 XP)
Keen Hearing and Smell. The anubite has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Staggering Leap. The anubite's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.
When the anubite leaps at least 20 feet towards a target and hits it with a sickles attack, the target takes 7 (2d6) additional slashing damage.Actions
Multiattack The anubite three attacks, one with its bite and two with its sickles.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4 + 3) piercing damage.
Sickles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 9 (2d4 + 4) slashing damage.


Wadjet
Large celestial, lawful neutral
- Armor Class 14 (natural armor)
- Hit Points 102 (12d10 + 36)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 8 (-1)
- Saving Throws Con +6
- Skills Acrobatics +6, Perception +6
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 10 ft., passive Perception 14
- Languages understands Celestial and Common but can't speak them
- Challenge 5 (1,800 XP)
Innate Spellcasting. The wadjet's spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring only somatic components:
At will: detect poison and disease, protection from poison
1/day each: bestow curse, stinking cloudMagic Weapons. The wadjet's weapon attacks are magical.
Regeneration. As long as the wadjet is conscious, it regains 1d6 hit points at the start of each of its turns.
Actions
Multiattack. The wadjet makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Poison Spray. The wadjet launches a puff of noxious gas from its mouth. One creature of its choice within 60 feet of it must make a DC 14 Constitution saving throw, taking 32 (5d12) poison damage on a failed save, or half as much on a seccesful one.

Art: queensemat.deviantart.com
Petsuchos
Large celestial, lawful evil
- Armor Class 16 (natural armor)
- Hit Points 127 (17d10 + 34)
- Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 12 (+1) 18 (+4) 8 (-1)
- Skills Stealth +6, Perception +7
- Damage Immunities radiant
- Condition Immunities blinded
- Senses passive Perception 17
- Languages understands Celestial and Common but can't speak them
- Challenge 7 (2,900 XP)
Hold Breath. The petsuchos can hold its breath for 30 minutes.
Spell Reflection. Any time the petsuchos is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, the spell affects the petsuchos normally. On a 5, the petsuchos is unaffected. On a 6, the petsuchos is unaffected, and the effect is reflected back at the caster as though it originated from the petsuchos, turning the caster into the target.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 25 (4d10+3) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the crocodile can't bite another target
Sunbeam. A beam of brilliant light flashes out from the mirror atop the petsuchos' head in a 5-foot-wide, 60-foot-line. Each creature in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until the end of their next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.