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# Monster Hunter Monsterpedia
##### A comprehensive list of the monsters from monster hunter translated into D&D
\pagebreakNum # Equipment ___ ##### Armour | Monster | Armour Type | Armour Bonus | Armour Feature | |:---:|:---:|:---|:---:| | Velocidrome | All | None | Advantage on Saving throws to resist the *Stunned* condition | | Giadrome | All | None | Subtract 1d10 from any cold damage dealt to the wearer | | Gendrome | All | None | Advantage on saving throws to resist the *Paralyzed* condition | | Iodrome | All | None | Advantage on saving throws against poison | | Great Jaggi | All | None | Advantage on Saving throws to resist the *Stunned* effect | | Great Wroggi | All | None | Advantage on saving throws against poison | | Great Baggi | All | None | Immune to the *Unconscious* condition from any source other than 0 hit points | | Great Maccao | All | None | An extra 5ft. of walking speed | | Yian Kut-Ku | Light and Medium | None | Subtract 1d12 from any fire damage dealt to the wearer| | Gypceros | Medium and Heavy | None | Immunity to the *Poisoned* condition and subtract 1d12 from any lightning damage dealt to the wearer| | Malfestio | Light | None | Immunity to the *Confusion* spell and similar effects. Advantage on saving throws against being knocked unconscious| | Qurupeco | Light | None | Advantage on saving throws against being charmed | | Yian Garuga | Light and Medium | +1 | Immune to the effects of monster roars | | Barroth | Heavy | None | Advantage on saving throws against being restrained |
\pagebreakNum ##### Armour | Monster | Armour Type | Armour Bonus | Armour Feature | |:---:|:---:|:---|:---:| | Uragaan | Heavy (Plate) | +2 | The wearer cannot be moved against their will | | Duramboros | Heavy (Plate) | +2 | Advantage on saving throws against being knocked prone and gain proficiency in Constituion saving throws while wearing the armour | | Glavenus | Medium and Heavy | +2 | Resistance to fire damage and proficiency in all swords while wearing the armour | | Brachydios | Medium and Heavy | +2 | Unarmed attacks inflict *Slime* ( Brachydios stat block). Upon detonation this slime deals fire damage equal to 1d12 + the wearers proficiency bonus | | Deviljho | Medium and Heavy | +3 | Can use consumable items as a bonus action. Healing Potions always heal you for their full amount | | Daimyo Hermitaur | Heavy (Plate) | None | As an action the wearer can gain +4 to AC. Their speed is 0 while in this state and they have disadvantage on Dexterity saving throws. Can be ended as a bonus action | | Shogun Ceanataur | Medium | +1 | Unarmed attacks deal 1d6 slashing damage | | Bulldrome | Light and Medium | None | Can make one attack as a bonus action after taking the dash action | | Arzuros | Light and Medium | None | If the wearer eats honey (an action) they regain 1d10 hit points | | Lagombi| Light and Medium | None | Difficult terrain made up of snow or ice doesn't reduce the wearer's movement| | Volvidon | Medium and Heavy | None | When you take the dodge action you can move 5ft. without provoking opportunity attacks| | Kecha Wacha | Light | None | You gain a climb speed equal to your walking speed and the *Slow Fall* trait |
\pagebreakNum ##### Armour | Monster | Armour Type | Armour Bonus | Armour Feature | |:---:|:---:|:---|:---:| | Congalala | Medium and Heavy | None | The wearer is immune to any ill effects from eating any food, including poison | | Blangonga | Light and Medium | +1 | The wearer is immune to the effects of extreme cold and removes 1d12 from any cold damage they take | | Gammoth | Heavy | +2 | Resistance to cold damage and gain the *Powerful Build* trait | | Khezu | Medium | None | Remove 1d12 from any lightning damage and 1d10 from any acid damage taken | | Basarios | Heavy | +1 | Immunity to the poisoned and unconscious condition (except when caused by reaching 0 hit points) | | Rathian | Medium and Heavy | +1 | Whenever you expend hit dice to regain health you always heal for the full amount | | Rathalos | Medium | +2 | Resistance to fire and poison damage | | Nargacuga | Light and Medium (Hide) | +1 | Advantage on stealth checks. If the armour would normally impose disadvantage on stealth, the Nargacuga variant doesn't | | Tigrex | Medium | +2 | Immune to the effects of monster roars and gain resistance to thunder damage | | Diablos | Heavy | +2 | Immune to the effects of monster roars and as a bonus action after moving at least 20ft. the wearer can make a melee weapon attack using the shoulder spike on the armour. You are considered proficient in this attack and it uses your strength modifier. The attack deals (1d10 + your strength modifier) piercing damage | | Royal Ludroth | Medium | None | Gain a 30ft. swim speed | | Gobul | Medium | None | Whenever a creature hits you with a melee attack and are within 5ft. of you they take 1d4 piercing damage | | Nibelsnarf | Light and medium | None | Advantage on saving throws against the *Blinded* effect. You are also immune to the effects of a desert environment |
\pagebreakNum ##### Armour | Monster | Armour Type | Armour Bonus | Armour Feature | |:---:|:---:|:---|:---:| | Vespoid Queen | Light | None | Advantage on saving throws against the *Paralysis* effect. If you are not proficient in the save, you are considered proficient in it while wearing this armour | | Seltas | Heavy | None | You gain proficiency in crossbows and are considered proficient when using Ballistae and cannons | | Seltas Queen | Heavy | +2 | The same benfits as the Seltas armour but you also have advantage on any check to grapple or shove another creature | | Cephadrome | Medium | None | Advantage on saving throws against the *Blinded* effect. You are also immune to the effects of a desert environment | | Plesioth | Medium | None | Gain a swim speed of 50ft. and you can hold yur breath for twice as long as normal | | Najarala | Medium and Heavy | +1 | Immunity to the effects of monster roars and remove 1d10 from any thunder damage taken | | Nerscylla | Medium | +1 | Immunity to the poisoned condition and gain the *Spider Climb* ability | ***Wizards and Sorcerers*** All the armours that have the option of being Light and/or medium can be made into cloaks that those without armour proficiencies can wear to gain the armour feature but no AC bonus
\pagebreakNum ### Weapons | Monster | Weapon Type | Attack + Damage Bonus | Weapon Feature | |:---:|:---:|:---|:---:| | Velocidrome | All | None | When you make your first attack on your turn you can leap 20ft towards an enemy in range and then make the attack | | Giadrome | All | None | Giadrome weapons can deal an extra 1d3 cold damage once per turn | | Gendrome | All | None | Once per turn a creature hit by a Gendrome weapon must succeed on a DC 12 Constitution saving throw or be paralyzed for one turn. A creature gains a cumulative +2 bonus to the save each time they fail. | | Iodrome | All | None | Once per turn a creature hit by an Iodrome weapon must succeed on a DC 12 Constitution saving throw or be poisoned for one round. A creature gains a cumulative +2 bonus to the save each time they fail. | | Great Jaggi | All | None | As an action once per long rest, you may summon a jaggi to help you. The jaggi is friendly to you and your allies and obeys any verbal commands given to it by you (No action required). If given no commands it defends itself to the best of its ability. The jaggi remains until slain. | | Great Wroggi | All | None | Once per turn a creature hit by a Great Wroggi weapon must succeed on a DC 13 Constitution saving throw or be poisoned for one round and take 1d3 poison damage. A creature gains a cumulative +2 bonus to the save each time they fail. | | Great Baggi | All | None | Once per turn a creature hit by a Great Baggi weapon must succeed on a DC 13 Constitution saving throw or fall unconscious one round or until it takes damage. A creature gains a cumulative +2 bonus to the save each time they fail. | \pagebreakNum | Monster | Weapon Type | Attack + Damage Bonus | Weapon Feature | |:---:|:---:|:---|:---:| | Great Maccao | Slashing or piercing Weapons | None | After using the Dash action, one attack can be made with these weapons | | Yian Kut-Ku | All | None | Once per turn these weapons deal an extra 1d6 fire damage | | Gypceros | Martial | None | As an action you can cause a bright flash with this weapon in an attempt to blind all creatures within 15ft. of you. A creature that can see you must succeed on a DC 14 Constitution saving throw or be blinded for one round.| | Malfestio | Light Weapons | None | As a bonus action once per short rest, you can target one creature within 60ft of you that can see you and attempt to hypnotise it. The target must succeed on a DC 14 Wisdom saving throw or fall unconscious for 1 minute or until it takes damage. | | Qurupeco | Any | None | As an action three times per long rest, you can grant a +1 bonus to your allies attack and damage rolls for 1 minute. | | Yian Garuga | Slasing Weapons | +1 | Can re-roll a 1 or 2 on weapon damage die. The new roll must be used. | | Barroth | Heavy | None | Once per turn a creature hit by a Barroth weapon must succeed on a DC 14 Strength saving throw or be restrained for one round as mud envelops it. The weapon has enough mud to restrain 5 creatures. This mud recharges on a long rest. | | Uragaan | Weapons that deal bludgeoning damage | +2 | As an action you can smash an Uragaan weapon into the ground. All creatures within 15ft. of you must succeed on a Dexterity saving throw or fall prone and take 1d4 bludgeoning damage. The DC is equal to 8 + your strength modifier + proficiency bonus. | \pagebreakNum | Monster | Weapon Type | Attack + Damage Bonus | Weapon Feature | |:---:|:---:|:---|:---:| | Duramboros | Heavy Weapons | +2 | As an action you can make one melee attack against each creature of your choice within your melee range | | Glavenus | Any sword | +2 | All Glavenus weapons deal slashing damage. As a bonus action a creature can sharpen the weapon for one turn. While sharpened, the weapon deals an extra 1d10 fire damage. | | Brachydios | Martial Melee Weapons | +2 | Brachydios weapons inflict *Slime* (See Brachydios stat block) Upon detonation the slime deals fire damage equal to 1d12 + the users proficiency bonus. After inflicting *Slime* 3 times the weapon takes 1 minute to recharge this effect. | | Deviljho | All | +3 | Deviljho weapons deal an extra 1d6 Dragon damage. Weapon damage dealt to any creature except undead or constructs heals the wielder for half the damage dealt. | | Daimyo Hermitaur | Heavy Weapons | None | As a bonus action you can gain an extra +2 AC. | | Shogun Ceanataur | Any weapon that deals slashing damage | +1 | A creature hit by an Attack of Oppurtunity from a Ceanataur weapon has its speed reduced to 0 | | Bulldrome | Simple Melee Weapons | None | If you move at least 20ft. directly towards a creature before making an attack against them you gain advantage on the attack roll and double your ability modifier on the damage | | Arzuros | All | None | You have advantage to hit any creature that has honey/is covered in honey | | Lagombi| All | None | Lagombi weapons can deal an extra 1d4 cold damage once per turn and reduce the targets speed by 10ft.| | Volvidon | Melee Weapons | None | When you take the dodge action, you can make one attack as a bonus action| \pagebreakNum | Monster | Weapon Type | Attack + Damage Bonus | Weapon Feature | |:---:|:---:|:---|:---:| | Kecha Wacha | Light Weapons | None | Kecha Wacha weapons can deal an extra 1d6 Acid damage once per turn | | Congalala | Any | None | A creature hit by Congalala weapons must succeed on a DC 14 Constitution saving throw or they can't use consumable items until the end of their turn | | Blangonga | Simple Weapons | +1 | Blangonga weapons can deal an extra 1d8 Cold damage once per turn | | Gammoth | Heavy Weapons| +2 | Gammoth weapons deal double damage to structures. Any creature hit by a Gammoth weapon must succeed on a strength saving throw or fall prone. The DC is equal to 8 + your strength modifier + proficiency bonus | | Khezu | Any | None | As an action while wielding Khezu weapons you can surround yourself in a lightning aura. Any creature within 5ft. of you must succeed on a DC 14 Dexterity saving throw or take 2d6 lightning damage. This recharges on a short rest. | | Basarios | Martial Weapons| +1 | All Basarios weapons deal bludgeoning damage. Basarios weapons deal an extra 1d6 fire damage | | Gravios | Heavy Martial Weapons | +2 | All Gravios weapons deal bludgeoning damage. Gravios weapons deal an extra 1d8 fire damage | | Rathian | Martial Weapons | +1 | Rathian weapons deal an extra 1d6 poison damage. | | Rathalos | Martial Weapons | +2 | Rathalos weapons deal an extra 1d8 fire damage | | Seregios | Slashing weapons | +2 | A creature hit by a seregios weapon must succeed on a DC 16 Constituion saaving throw or have a serrated scale embedded in them. While the scale is in them, a creature takes 1d6 piercing damage for every 10ft. it moves. As an action a creature can make a DC 15 Medicine check to removes the scale. The weapon has 4 scales which recharge on a long rest | \pagebreakNum | Monster | Weapon Type | Attack + Damage Bonus | Weapon Feature | |:---:|:---:|:---|:---:| | Nargacuga | Finesse/Ranged Weapons | +2 | Attacks with Nargacuga weapons score critical hits on a 19 or 20 | | Tigrex | Martial Melee weapons | +2 | As an action you can unleash a blast of thunderous force. Any creature within 10ft, of you must succeed on a DC 16 Strength saving throw or take 1d6 thunder damage and 1d6 force damage and be blasted 10ft directly away. The sound is that of a Tigrex roar audible from 500ft. away. This recharges on a short rest | | Diablos | Heavy Weapons | +2 | Diablos weapons gain an extra weapon die on damage. You automatically miss attacks on a roll of 1 or 2. | | Royal Ludroth | All | None | As an action you can release gouts of water from the weapon. Any creature within 5ft. of you must succeed on a DC 13 Strength saving throw or be pushed 10ft. directly away from you. | | Gobul | Weapons that deal piercing damage | None | Once per turn, a creature hit by a Gobul weapon must succeed on a DC 15 Constituion saving throw or be paralyzed for 1 minute or until they take damage. A creature gains a +2 cumulative bonus to the save when it fails. | | Nibelsnarf | Martial Weapons | None | Once per turn, a creature hit by a Nibelsnarf weapon must succeed on a DC 14 Constituion saving throw or be blinded until the end of its next turn. | \pagebreakNum | Monster | Weapon Type | Attack + Damage Bonus | Weapon Feature | |:---:|:---:|:---|:---:| | Vespoid Queen | Light Weapons | None | Once per turn a creature hit by this weapon takes 1d4 poison damage and must succeed on a DC 13 Constituion saving throw or be poisoned for 1 round. While poisoned in this way a creature is paralyzed. A creature gains a +2 cumulative bonus to the save each time it fails. | | Seltas | Ranged Weapons| None | Ammo fired by this weapon deal acid damage. The short and long range of the weapon is increased by 20ft. | | Seltas Queen | Martial Ranged Weapons | +2 | The same benfits as the Seltas weapons but a creature hit by an attack with this weapon must also succeed on a DC 16 Strength saving throw or be pushed 10ft directly away from the wielder. | | Cephadrome | All | None | Cephadrome weapons deal an extra 1d4 acid damage | | Plesioth | All | None | Plesioth weapons deal an extra 1d8 acid damage once per turn and can be wielded as normal underwater | | Najarala | Martial Weapons | +1 | Najarala weapons deal an extra 1d6 thunder damage and deafen creatures hit by it. Each swing creates a thunderous boom audible 100ft away| | Nerscylla | Finesse Weapons | +1 | Nerscylla weapons deal an extra 1d4 poison damage. Once per turn when you hit a creature they must succeed on a DC 14 Strength saving throw or be restrained by webbing for 1 minute. A creature can use an action to repeat the saving throw. The webbing has AC 10, 5 HP, is immune to psychic damage, resistant to bludgeoning damage and is vulnerable to fire damage. The weapon has enough webbing to restrain 3 creatures before requiring a long rest to recharge. | \pagebreakNum \pagebreakNum
# PART 2 ##### Elder Dragon Equipment
# Powerful Items Elder Dragon equipment is special as it can have multiple innate bonuses rather than one or two. It is also of nearly legendary or even artifact rarity when compared to magical items. Every Elder Dragon has its own armour set and weapons each with their own unique properties. Unlike other monster equipment however, all Elder Dragon equipment requires attunement so as to control the innate power of the Elder Dragon that lies within the armour or weapons. ___ All Elder Dragon armour has a +3 bonus to AC, while weapons have a +3 bonus to attack and damage rolls ## Kirin ### Armour *Armour (Light,Hide), Legendary (Requires Attunement)* ___ While wearing this armour you gain a +3 to AC. It also gives immunity to lightning damage and resistance to Acid, Thunder and Cold. When wearing this armour, all Acid, Cold, Dragon, Fire, Lightning, and Thunder damage you deal is increased by one damage die. Whenever you take damage while wearing this armour roll a d20. On a 20, half the damage taken. This effect can only trigger once every hour. #### Lightning bolt (10 charges, Recharge 1d10 charges daily at dawn) As a bonus action, you can teleport up to 60ft. in a flash of lightning. ### Weapons *Weapons (All), Legendary (Requires Attunement)* ___ You gain a +3 bonus to attack and damage rolls with these weapons. These weapons also deal an extra 2d6 lightning damage. You can make one attack with these weapons as a bonus action. #### Kirin's Storm (Recharges daily at dawn) As an action, you can call down an immense lightning storm. A bolt of lightning strikes each hostile creature you can see within 120ft of you. Target creatures must make a DC 20 Dexterity saving throw or take 8d8 lightning damage and be paralyzed until the end of their next turn. \columnbreak ### Magical Focus *Staff (Requires attunement by a spellcaster)* ___ While holding this staff you have a +3 bonus to spell attack rolls and spell save DC and can cast shocking grasp at will. When you cast a spell that deals thunder or lightning damage the spell counts as being one level higher than the slot used to cast it. When a creature has to make a saving throw to resist the damage of one of your lightning or thunder spells they have disadvantage on the save. The wand has 7 charges. You can expend a charge to cast a 4th level lightning bolt. You can expend more charges to increase the level. The staff regains 1d6 + 1 charges daily at dawn. #### Kirin Soul (Recharges daily at Dawn) As an action, you can infuse the staff with the power of Kirin. For 1 minute, your lightning spells ignore immunity and resistance and paralyze enemies until the end of their turn if they fail a save against a spell that deals lightning damage. The staff itself also deals an extra 2d6 lightning damage when infused with this power. ### Set Bonus While wearing Kirin armour and wielding a Kirin weapon/Magical focus that you are attuned to, you gain the following bonus: You can dash as a bonus action and gain evasion if you do not have it already.
\pagebreakNum ## Kushala Daora ### Armour *Armour (Medium or Heavy but not hide), Legendary (Requires Attunement)* ___ You gain a +3 bonus to AC and immunity to cold damage while wearing this armour. Due to the constant wind whipping around you, ranged attack rolls have disadvantage to hit you. This wind can be dismissed or summoned as a bonus action. You are also immune to the effects of extreme cold and extreme heat. You can also gain a fly speed equal to your walking speed for one hour. This effect recharges daily at dawn. #### Dragon Wind (Recharges on Short Rest) As a bonus action you can cause the wind surrounding you to become even stronger and wilder. For 1 minute all ranged attacks automatically miss you except on a roll of 20. Also the first time a creature comes within 5ft. of you or starts its turn there they must succeed on a DC 20 dexterity saving throw or be pushed back 10ft. and knocked prone. Any non-magical flame within 5 feet of you is also put out. ### Weapons *Martial Weapons, Legendary (Requires Attunement)* ___ You gain a +3 bonus to attack and damage rolls while wielding these weapons. Kushala weapons deal an extra 2d6 cold damage. A creature you hit must succeed on a DC 15 Strength saving throw or fall prone. #### Kushala's Wrath (Recharges daily at dawn) As an action you can summon a tornado that is 60 feet tall and has a 10 foot radius and move it up to 30 feet in any direction. A creature must make a Strength saving throw the first time on a turn that it enters the tornado or that the tornado enters its space, including when the tornado first appears or be sucked 10 feet up into the tornado, and take 4d10 bludgeoning damage. Large or smaller creatures are also restrained. On a successful save a creature takes half damage and remains where it is. The tornado lasts 1 minute and you can move it 30 feet in any direction as a bonus action on subsequent turns. Any creature inside the tornado on the start of its turn can repeat the strength save. On a failure it is pulled 10 feet higher up and takes 2d10 bludgeoning damage. If it is already at the top, it is thrown 60 feet in a random direction, taking 6d6 bludgeoning damage as it hits the ground. On a successful save a creature simply falls from the tornado, taking fall damage equal to the height it was at when it succeeded. \columnbreak ### Magical Focus *Staff (Requires Attunement by a druid, cleric or storm sorcerer)* ___ You gain a +3 bonus to your spell attack and spell save DC while holding this item. You can cast *Gust* at will. Your spells that deal cold damage count as being one level higher than the slot used to cast them when cast using this focus. When you cast a spell that utilizes wind and requires a saving throw (Such as Gust of wind, Wind Wall etc.) any creature you choose that is affected by it has disadvantage on the save. Once per long rest you can cast *Control Weather* to make the weather stormy. #### Soul of Wind (Recharges on a long rest) As a bonus action you can infuse the staff with the power of wind for 1 minute. During this time You can cast the spell Gust of Wind at will without using a spell slot and without requiring concentration. In addition to this, all creatures of your choice have their movement halved within 60ft. of you and flying creatures of your choice within 60ft. of you must succeed on a DC 20 Strength saving throw or be unable to fly for the duration. A creature that is flying that fails this save falls to earth. At the start of each of your turns for the duration you can choose one creature within 60ft. of you (No action required). These creatures must succeed on a DC 20 Strength saving throw or be knocked prone. ### Set Bonus While wearing the Kushala Daora armour and wielding a Kushala weapon/focus that you are attuned to you gain the following benefits: You are immune to the prone condition while conscious and have advantage to escape any grapple or effect that would restrain you.
\pagebreakNum ## Teostra ### Armour *Armour (Medium or Heavy but not Hide), Artifact (Requires attunement)* ___ While wearing this armour you have a +3 bonus to AC and are immune to fire damage. The armour is constantly generating heat and as such grants resistance to cold damage and any creature that touches you or hits you with a melee attack takes 3 (1d6) fire damage. This feature can be dismissed or activated as a bonus action. This armour also gives you advantage on Charisma checks when dealing with royalty. #### Supernova (Recharges on a Long Rest) As an action you can release a immense blast of fire from your armour. Any creature within 60 feet of you must succeed on a DC 20 Dexterity saving throw or take 55 (10d10) fire damage. On a success creatures take half damage. After using this ability the heat aura and cold resistance end until this ability recharges. ### Weapons *Any martial melee weapon, Artifact (Requires Attunement)* ___ You gain a +3 bonus to attack and damage rolls with this weapon. Teostra weapons deal an extra 2d6 fire damage on a hit. When you hit a creature with one of these weapons they also ignite. While ignited a creature takes 1d10 fire damage at the start of each of their turns. A creature can douse the fire on itself or another creature as an action. As a bonus action you can douse the fire on any creature within 30 feet of you, healing you for 1d10 per creature you douse. This feature recharges on a short rest. #### Emperor of Flame (Recharges on a Short rest) For 1 minute your attacks ignore resistance and immunity to fire and all damage on a hit becomes fire (For example, if a paladin divine smites, the damage changes from radiant to fire). You also gain advantage to hit any creature that is already ignited. As an action you can end this affect and cast Wall of Fire at 4th level. You can only do this once per long rest. \columnbreak ### Magical Focus *Staff, Artifact (Requires attunement by a creature that can cast a spell that deals fire damage)* ___ This staff gives you a +3 bonus to spell attack rolls and your spell save DC. You can cast *Firebolt* at will. Any spell you cast that deals fire damage counts as one level higher than the slot used to cast it. Any spell you cast that deals fire damage ignites any creature it damages. An ignited creature takes 1d10 fire damage at the start of each of their turns. A creature can douse the fire on itself or another creature as an action. You can also cast the spell *Fireball* once per day at 5th level. #### Watch the World Burn (Recharges on a Long Rest) As an action you can imbue the focus with the power of Teostra. For 1 minute your spells that deal fire damage ignore resistances and immunities to fire. As well as this, double the range and area of all spells that deal fire damage. You can also choose not to affect your allies with these spells for the duration of this effect. If you score a critical hit against a creature with a spell that deals fire damage, maximize the dice roll. \pagebreakNum ### Chameleos \pagebreakNum ## Shagaru magala ### Armour *Armour (Light or Medium), Artifact (Requires attunement by a non-evil creature)* ___ While wearing this armour you have a +3 bonus to AC and cannot contract the frenzy virus. The wearer is also immune to the frightened condition and has immunity to radiant damage. The armour sheds bright light out to 10ft and dim light for a further 10. This light can be dismissed or summoned as a bonus action. Any creature of an evil alignment that is within the bright light has disadvantage on all attack rolls, ability checks and saving throws. An evil creature that attempts to attune to this item must succeed on a DC 20 Wisdom saving throw or take 55 (10d10) radiant damage and be stunned for 1 minute. On a success the creature takes half damage and is not stunned. #### Awe-Inspiring Presence (2 charges, Recharges on a short rest) As an action you can cause the light to briefly flare to 60ft. around you as you float 5 feet into the air. Any creature of a non-evil alignement within the area must succeed on a DC 20 Wisdom saving throw or be charmed by you and your allies for 1 minute or until you or one of your allies damages them. Any evil creature in the area must succeed on the same saving throw or be frightened of you for 1 minute. While frightened in this way the creature is also paralyzed. A feared creature can repeat the saving throw at the end of each of its turns. Any creature that succeeds on the save or the effect ends on is immune to this ability for 24 hours. ### Weapons *Any Weapon, Artifact (Requires attunement by a Cleric, Paladin, Divine Soul Sorcerer or Celestial Pact Warlock)* ___ You gain a +3 bonus to attack and damage rolls while wielding this weapon. Shagaru magala weapons deal an extra 2d6 radiant damage. Any evil creature you hit must succeed on a DC 15 Wisdom saving throw or have disadvantage on all attack rolls until the end of their next turn. These weapons shed bright light out to 10 feet and dim light for a further 10 feet. This light shines even in magical darkness. #### Light of the Shining God (Recharges on Short Rest) As an action you can cause brilliant radiance to burst from the weapon. Any creature of your choice within 60 feet must succeed on a DC 20 Wisdom saving throw. On a failed save a creature takes 36 (8d8) radiant damage and is blinded for 1 minute. A creature can repeat the save at the end of its turn to end the blinded condition. On a success creatures take half damage and are not blinded. Evil creatures have disadvantage on the save. \columnbreak #### Magical Focus *Holy Symbol, Artifact (Requires attunement by a good aligned creature)* ___ You gain a +3 bonus to your spell attack rolls and spell save DC while using this holy symbol. You can cast *Guidance* at will. Your spells that heal or deal radiant damage count as one level higher than the slot used to cast them. You can cast healing spells on evil creatures in order to deal radiant damage equal to the spells healing instead. If the heal affects one target normally make a spell attack roll. If it affects multiple targets you can choose to deal damage to evil creatures or to heal but not both and Evil creatures must succeed on a Constitution saving throw to take half damage from the spell. You cannot use Heal, Mass Heal or Power Word Heal with this affect. #### Heavenly Radiance (Recharges on a long rest) As a bonus action you can imbue the holy symbol with radiant power for one minute. For the duration all healing spells you cast have their dice doubled. You can also cast the spell guiding bolt at will for the duration. As an action before the duration ends, you can use an action to release the energy in the Holy Symbol. All evil creatures within 60 feet must succeed on a DC 20 Charisma saving throw or be stunned until the end of their next turn. If killed while stunned in this way the creatures is completely destroyed and can never be returned to life except through the *Wish* spell. You can only use this feature 1d4 + 1 times. ### Set Bonus While wearing Shagaru Magala armour and wielding a Shagaru magala weapon/magical focus and attuned to them you gain an aura of radiant energy. Any creature that touches you or hits you with a melee attacks takes 3 (1d6) radiant damage. You also gain advantage on all Charisma (Persuasion) checks with good aligned creatures and Charisma (Intimidation) checks against evil creatures.
\pagebreakNum
# PART 3 ##### Monsters
Monsters make up the animals in the ecosystem of the world of Monster Hunter. The term "Monsters" is not used in the same way as the term 'Monstrosity' is in the Forgotten Realms, but instead is used simply as an over-arching term for all the different species lumped together, much like animals is used for everything ranging from a bear to a goldfish. ***Natural Creatures.*** All the monsters listed in this suppl;ement function as though they had the *Beast* tag, except in notable cases. Any monster with the ***Elder Dragon*** type is not considered a beast, nor a dragon but is instead its own monster type with its own rules which will be detailed in the Elder Dragon portion of this supplement. For all other monsters however, spells such as *Dominate beast*, or *Animal Friendship* affect them, and a druid can wildshape into any they have seen (CR restrictions still apply) etc. It is up to the DM's discretion however whether they wish to see these creatures as beasts or monstrosities, it is simply reccomended they be seen as beasts as in Monster Hunter the Monsters are a part of the natural world, not magical creatures as monstrosities often are. ***Enrage*** All monsters of size large and bigger listed in this supplement have the enrage feature, even if it isn't listed on their stat block. When this creature starts its turn with less than half its maximum hit points and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on attacks. When the rage ends, the monster gains 3 levels of exhaustion. The creature cannot re-enter rage for 2d4 rounds Certain monsters have special enrage rules listed in their stat blocks, which add additional benefits when they enrage. (Credit to reddit user wandering-monster for these enrage rules. Will eventually move this feature into all stat blocks instead of here). > ##### Subspecies and Deviants > Most subspecies and deviants will have the same stats and abilities as their normal counterparts but with slight differences. For example, the Red Khezu would be identical to the Khezu. However things such as the Gold and Silver Rathalos may be more powerful, with increased Strength, AC and health etc. In those cases I will be adding a section to the end of this Bestiary with stat blocks for all subspecies that have significant enough differences as well as deviants. \columnbreak
\pagebreakNum ### Amphibians Amphibians are a class of monster that are superficially frog-like in body structure, with powerful, spring-like back legs and muscular forelegs. They are known to inhabit a diverse range of environments and are typically carnivorous. ___ > ## Zamite >*Small Amphibian, Unaligned* > ___ > - **Armor Class** 14 (Natural Armour) > - **Hit Points** 10(3d6) > - **Speed** 15ft., swim 20ft., burrow 15ft. (Only in ice) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|16 (+3)|11 (+0)|2 (-4)|10 (+0)|6 (-2)| >___ > - **Damage Resistances** Cold > - **Senses** Blindsight 10ft., passive Perception 10 > - **Languages** -- > - **Challenge** 1/4 (50 XP) > ___ > ***Amphibious*** The zamite can breath in both air and water. > > ***Growth.*** After increasing its max hp by 15 points the zamite grows legs and becomes medium in size. It gains an extra 10ft. of movement and its bite attack replaces its blood drain attack. > ### Actions > ***Leech.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4 + 3) piercing damage, and the zamite attaches to the target. While attached, the zamite doesn't attack. Instead, at the start of each of the zamite's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The zamite's maximum hitpoints increase equal to the damage it deals each turn and it heals the same amount. These hitpoints stack. > >The zamite can detach itself by spending 5 feet of its movement. It does so after the target dies. A creature, including the target, can use its action to detach the zamite. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. Zamite are a small, shark-like creature whose relatively large mouth houses many rows of teeth made for attacking prey and hunters. Zamite have been sighted in a number of different stages of development, with some having fully developed legs, while others slide on their bellies. During battle, Zamite can grow larger when it ingests bodily fluids. These fluids also allow Zamites to grow legs if they are ingested by the individuals without limbs. Zamite behave just like Giggi in the manner of aggressively attacking any possible food source and draining them of their vital fluids.
\pagebreakNum ___ ___ > ## Zamtrios >*Large Beast (Amphibian), Unaligned* > ___ > - **Armor Class** 14 (Natural Armour) > - **Hit Points** 120(15d10 + 30) > - **Speed** 30 ft., swim 50 ft., burrow 40 ft. (Only in ice) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|15 (+2)|3 (-4)|12 (+1)|6 (-3)| >___ > - **Skills** Stealth +6 > - **Damage Resistances** Cold > - **Senses** Blindsight 30ft., passive Perception 11 > - **Languages** -- > - **Challenge** 5 (1,800 XP) > ___ > ***Amphibious.*** The Zamtrios can breath in both air and water. > > ***Standing Leap.*** The Zamtrios' long jump is 30 ft and its high jump is 20 ft regardless of whether it made a running start or not. > > ***Enrage.*** When Zamtrios starts its turn with half its maximum hit points (60) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, Zamtrios gains 3 levels of exhaustion. The creature cannot re-enter rage for 2d4 rounds When the Zamtrios enrages it also encases itself in Ice Armour. This Armour gives the Zamtrios a +1 to AC and immmunity to cold damage. The Ice Armour persists until the Zamtrios Inflates, its enrage ends or it takes 30 fire damage in a round. > > ***Inflate.*** When the Zamtrios reaches 1/4 (30) health, it inflates. Its size becomes Huge and it gains a +2 to strength but loses its burrow speed. If it enrages it does not gain Ice Armour. The Zamtrios leaves this form when it dies. Upon death the Zamtrios expels all the built up water in its body. All creatures withing 5 ft of the Zamtrios must make a DC 14 dexterity saving throw. On a failure targets take 12 (3d6) bludgeoning damage and 12 (3d6) cold damage and are knocked prone. On a success targets take half the bludgeoning damage and are not knocked prone. > ### Actions > ***Multiattack.*** The Zamtrios makes two bite attacks > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., 1 target. *Hit:* 15 (2d10 + 4) piercing damage and the target is grappled (Escape DC 16) and the Zamtrios can't bite another target or use its Ice Breath. > > ***Swallow (While Inflated).*** The Zamtrios makes a bite attack against one target it has grappled. On a hit the target is swallowed. While swallowed a target is blinded and restrained and takes 13 (2d12) acid damage at the start of each of the Zamtrios' turns. If the Zamtrios takes 20 damage from a creature it has swallowed, it must make a DC 16 Constitution saving throw or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Zamtrios. If the Zamtrios dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 feet of Movement, exiting prone. > > ***Slam (While Inflated).*** The Zamtrios leaps into the air and smashes into the ground in an area 30 ft from its starting point. Any creature in the space Zamtrios lands in must make a DC 16 Dexterity saving throw. On a failure, creatures take 22 (4d10) bludgeoning damage, are knocked prone and are pushed to a space within 5ft. of the Zamtrios (Zamtrios' choice). On a success targets take half damage and aren't knocked prone but are still pushed (creature's choice). This uses the Zamtrios' move action and action. > > ***Ice Water (Recharge 5-6).*** The Zamtrios sweeps a beam of icy water in a 60 ft cone infront of itself. Any creature in the cone must make a DC 16 Dexterity saving throw or take 21 (6d6) cold damage and have their speed reduced by 10 feet until the end of their next turn. On a succes a creature takes half damage and doesn't have its speed reduced. Targets killed by this attack are frozen solid until thawed. The Zamtrios can't use its ice breath while inflated. Zamtrios and its juvenile form Zamite are in the Amphibian monster class and are closely related to Tetsucabra. Within the Dunes, there is a highly adapted Subspecies. ### Physiology Zamtrios is a large, quadrupedal monster with grey-blue skin and yellow fins. It is superficially shark-like in appearance, with a long, pointed snout and a mouth filled with multiple rows of sharp teeth. Zamtrios is sometimes seen encased in an ice-like armor, which forms many spines and horns all over its body. As the adult form of Zamite, its limbs are powerful and fully-developed. Its skin is extremely elastic in order to accommodate its inflation abilities. ### Abilities Zamtrios is capable of shooting powerful torrents of water from its mouth to blast away enemies. It can also travel beneath the ice to launch ambush attacks on prey. Using a specialized reactive fluid that is secreted through its skin, it is capable of encasing itself in an icy armor.. The armor also forms a long and jagged spear at the end of its snout. In addition, it can also fill itself with fluid and swell up to massive proportions. In this state it is capable of rolling and jumping on top of targets in an effort to crush them. \pagebreakNum ### Behaviour Zamtrios primarily spend most of their time in the water or under ice, constantly roaming around their territory and searching for prey. Like the Zamites, Zamtrios have huge appetites and have a single mind set on finding prey and to kill or eat any intruders in their territory. If Zamtrios have an enemy in their sight, they may actually chase them for miles upon miles of ice. During the breeding season Zamtrios will come together and mate. When female Zamtrios have mated they will then lay their eggs within the ice. ### Niche Zamtrios is a powerful predator although it has to compete with other fearsome monsters such as the Tigrex, Tidal Najarala, the rare Kushala Daora, Stygian Zinogre, Seregios and Deviljho. Lagombi also dwell in the area but these Fanged Beasts mostly feed on plants, nuts, and mushrooms though they will sometimes eat meat. From the size of the Lagombi, its very possible Zamtrios would try to hunt them. Though Zamtrios prefer to feed on smaller helpless prey, they are still quite dangerous in their own right. Zamtrios have even been found to feed on Plesioth in tropical waters. The massive and aggressive Gammoth can seriously injure, if not outright kill the Amphibian if confronted ### Biology Zamtrios is a very strange Amphibian with many bizarre adaptations. Zamtrios now lacks the sharp spike its juvenile form has but now is able to produce a type of "armor". It is able to produce this armor by secreting a special fluid from its skin that eventually freezes around it forming this icy armor. This armor acts as a secondary protection against threats and also acts as weapon. When it forms this armor, it will also produce a long, rigid spike made of ice on top of its head, replacing the spike it once had, and spike on its tail as another weapon. When its not using its icy armor it will use freezing water to attack threats or prey from a distance and will spit balls of snow at them to stop their movement. Zamtrios have an under layer of skin directly under their skin used to replace previous old one. Their teeth, like saws, cut up prey just by rubbing against them. When Zamtrios is damaged greatly while it has its icy armor, it will go through one of the most dramatic changes in nature. When greatly damaged, Zamtrios will greatly expand its body and inflate its body to several times its original body size. It goes through this change to intimidate an attacker and is able to do this from gas that it produces from inside its body. The downside to this is that Zamtrios becomes more susceptible to attacks while inflated and its maneuverability is dramatically decreased. ### Habitat Zamtrios have been found living in the frozen tundras and seaways of the Old World. They've also been sighted at the Polar Field in the New World. However there is a Subspecies of Zamtrios that inhabits deserts. \columnbreak ### Subspecies The Zamtrios has one subspecies, the Tigerstripe zamtrios which has adapted heavily to its desert environment, losing the icy armour and breath but gaining better control of its inflation abilities. A normal zamtrios in its ice armour (Top) and inflated Tigerstripe zamtrios (Bottom) are seen below.
\pagebreakNum ___ ___ > ## Tetsucabra >*Large Beast (Amphibian), Unaligned* > ___ > - **Armor Class** 14 (Natural Armour) > - **Hit Points** 120(15d10 + 30) > - **Speed** 30ft., swim 20ft., Burrow 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+5)|13 (+1)|14 (+2)|3 (-4)|10 (+0)|5 (-3)| >___ > - **Saving Throws** STR +6 > - **Senses** Darkvision 30ft., passive Perception 10 > - **Languages** -- > - **Challenge** 4 (1,100 XP) > ___ > > ***Burrower.*** The Tetsucabra can burrow through solid rock, leaving a 10ft. diameter hole behind it. > > ***Enrage*** When Tetsucabra starts its turn with half its maximum hit points (60) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Hold Breath.*** The Tetsucabra can hold its breath for 30 minutes. > > ***Standing Leap.*** The Tetsucabra's long jump is up to 30 ft. and its high jump is up to 20 ft., with or without a running start. > > ***Stone Pillar (Recharge 4-6).*** As a bonus action the Tetsucabra can use its tusks to pull a large boulder from the ground. The boulder is 10 ft. wide, 10ft. thick and 20ft. tall. If the boulder cuts through a creatures space when it appears, the creature is pushed to one side of the boulder (Tetsucabra's choice). The Tetsucabra can gain cover from this boulder. The boulder is an object made of stone that can be damaged and destroyed. The Boulder has AC 15 and 100 hit points. Reducing the boulder to 0 hit points destroys it. (The Tetsucabra can't do this while holding a rock). > > ### Actions > ***Multiattack.*** The Tetsucabra makes two attacks: two with its tusks without a rock or two with its rock slam with a rock. Its exhausting Spit can replace one of its tusk attacks. > > ***Tusks.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage damage. > > ***Rock Slam (While holding rock).*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12 + 4) bludgeoning damage. > > ***Exhausting Spit.*** *Ranged Weapon Attack* +6 to hit, range 30/60 ft., one target. *Hit* The Targets Speed is reduced to 0 and it can only take an action bonus action, not both, until the end of its next turn. > > ***Uproot Rock (Recharge 5-6).*** The Tetsucabra uproots a rock and holds it in its mouth. While holding the rock its rock slam attack replaces its tusks. It also gains +1 to AC but loses 10ft. of movement, its exhausting spit and its burrow speed. After using rock slam 4 times the rock breaks, and any creature within 5ft of the Tetsucabra must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) piercing damage, and Tetsucabra loses the benefits of holding the rock. Tetsucabra is a large Amphibian with a striking orange and indigo coloration. Its lower jaw harbors large tusks along with a large set of molars that are capable of crushing prey with ease. Tetsucabra also has a spiky stubby tail that swells up when angered. Tetsucabra is capable of lifting up large boulders like a forklift and tossing them at attackers. It will also use the boulders as shields against attackers and to block off paths in areas. Utilizing its extremely powerful jaws, Tetsucabra can crush boulders, sending shards flying to damage enemies. It is also capable of spitting a green globular substance that can decrease its prey's stamina.
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## Bird Wyverns There are two distinct types of Bird Wyverns: Flying Bird Wyverns and Theropod Bird Wyverns. Flying Bird Wyverns exhibit similar characteristics to True Wyverns, with a bipedal stance along with developed and functional wings. Many of these possess a hard, sharp beak which can be used to peck at attackers, and generally behave in a bird-like manner. Theropod Bird Wyverns are reminiscent of Brute Wyverns; flightless, bipedal creatures with long tails and powerful legs. Unlike Brute Wyverns however, these monsters are generally quite small. Furthermore, Theropod Bird Wyverns almost always live under a social hierarchy, with young individuals, females and beta males led by a strong, dominant alpha male, which can command and control his subjects during combat. Bird Wyverns on the other hand usually live solitary lives when compared to the Theropod Bird Wyvern, but are usually more powerful alone as a result.
## Theropod Bird Wyverns ___ > ## Velociprey >*Medium Beast (Bird Wyvern), unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 15 (3d8) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|10 (+0)|3 (-4)|9 (+0)|4 (-3)| >___ > - > - **Skills** Stealth +6 > - **Condition Immunities** None > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1/4 (50 XP) > ___ > ***Pack Tactics.*** When one of the Velociprey's allies is within 5 ft of its target the Velociprey has Advantage on attack rolls > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage > Velociprey are small, raptor-like monsters that inhabit forests, jungles, grasslands and similar areas. They act almost like wolves, ganging up on larger or more dangerous creatures to take them down. They usually aren't dangerous to most adventures, however that can be lethal when following a Velocidrome into battle.
Blue Yian Kut-Ku, an example of a Bird Wyvern
\pagebreakNum ___ ___ > ## Velocidrome >*Large Beast (Bird Wyvern), unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 28(5d8 + 5) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|12 (+1)|4 (-3)|12 (+1)|4 (-3)| >___ > - **Skills** Perception +3, Stealth +7 > - **Senses** passive Perception 13 > - **Languages** -- > - **Challenge** 1 (200 XP) > ___ > > ***Enrage*** When Velocidrome starts its turn with half its maximum hit points (14) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > >***Leaping Pounce***: If the Velocidrome long jumps at least 20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 11 Strength or Dexterity saving throw (target's choice). On a failure the target is knocked prone and the Velocidrome can make a bite attack as a bonus action against it. > >***Pack Tactics.*** If one of the Velocidrome's allies is within 5ft of its target, the Velocidrome gains advantage on attack roles > >***Standing Leap.*** The Velocidrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start. > ### Actions > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) piercing damage > >***Kick.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., 1 target. *Hit:* 7 (2d4 + 3) slashing damage. > >***Pack Call (Recharge 4-6).*** The Velocidrome calls two Velociprey to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Velociprey are present, it instead allows all Velociprey to move towards the Velocidrome. This movement does not provoke opportunity attacks. Velocidrome lead packs of Velociprey. They are easily distinguished from Velociprey by their large red crest, as well as their red claws, one on each hand and foot. They are adult Velociprey who have survived long enough to reach maturity. Most packs are only lead by one Velocidrome, however Velocidromes sometimes prefer two leaders in a pack because it improves the hunting strength of the pack and they can split into two groups for hunting.They can usually be found in forests, hills, jungles and grasslands.
\pagebreakNum ___ > ## Giaprey >*Medium Beast (Bird Wyvern), unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 15(3d8) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|15 (+2)|11 (+0)|3 (-4)|10 (+0)|4 (-3)| >___ > - **Skills** Stealth +6, Perception +2 > - **Damage Resistances** Cold > - **Senses** Darkvision 30 ft, passive Perception 12 > - **Languages** - > - **Challenge** 1/2 (100 XP) > ___ > ***Pack Tactics.*** The Giaprey has advantage on an Attack roll against a creature if at least one of the Giaprey's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > . > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage and 1 cold damage. > > ***Ice Spit.*** *Ranged Weapon Attack:* +4 to hit, range 20/60 ft., one target. *Hit* 5 (2d4) cold damage. Giaprey have crystal blue scales with sky blue stripes. Although they are of a different species, White Velociprey have been seen in packs of Velociprey. Like all of the '-prey' family, this sub-species also fights in a pack. They are a little stronger, physically and defensively, than the average Velociprey, and are noticeably tougher than their counterparts in battle. They also have an added ability to spit ice to attack hunters. They are usually led by a Giadrome, a much larger and more powerful specimen than the standard Giaprey, with a large crest and claws. ___ ___ > ## Giadrome >*Large Beast (Bird Wyvern), unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 49(7d10 + 7) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|13 (+1)|3 (-4)|13 (+1)|4 (-3)| >___ > - **Skills** Stealth +7, Perception +3 > - **Damage Resistances** Cold > - **Senses** Darkvision 60 ft, Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > ***Enrage*** When Giadrome starts its turn with half its maximum hit points (25) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Pack Tactics.*** The Giadrome has advantage on an Attack roll against a creature if at least one of the Giadrome's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > > ***Standing Leap.*** The Giadrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start. > > ***Leaping Pounce.*** If the Giadrome long jumps at least 20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 13 Strength saving throw (target's choice). On a failure the target is knocked prone and the Giadrome can make a bite attack as a bonus action against it. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) piercing damage > > ***Kick.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 8 (2d4 + 3) slashing damage > > ***Ice Spit.*** *Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one target. *Hit* 7 (2d6) cold damage and the target must make a DC 13 constitution saving throw. On a failed save it has disadvantage on its next weapon attack and its speed is reduced by 10 ft until the end of its next turn. > > ***Pack Call (Recharge 5-6).*** The Giadrome calls two Giaprey to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Giaprey are present, it instead allows all Giaprey to move towards the Giadrome. This movement does not provoke opportunity attacks. \pagebreakNum ___ > ## Genprey >*Medium Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 18(3d8 + 3) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|12 (+1)|3 (-4)|12 (+1)|4 (-3)| >___ > - **Skills** Stealth +7 > - **Senses** Darkvision 30 ft, Passive Perception 11 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > ***Pack Tactics.*** The Genprey has advantage on an Attack roll against a creature if at least one of the Genprey's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) piercing damage and the target must succeed on a DC 11 Constitution saving throw or become paralyzed until the end of its next turn. Genprey bodies are covered in a colorful yellow and green hide, with a pair of yellow crests over their eyes. They are capable of inflicting paralysis with their fangs, and like other theropod Bird Wyverns, can leap great distances at foes. Genprey operate under the rule of their pack leader, the Gendrome. They will respond aggressively to intruders, and will rally to the Gendrome's call to gang up on a larger foe. Hunters 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. Gendrome pose a challenge to novice hunters. Quick attacks and high speed allow them to attack with surprising power. Gendrome are in charge of making sure their pack is kept alive and healthy. They choose which prey to hunt, and will often lead the attack. Gendrome will also actively patrol their territory alongside a handful of Genprey. They mostly inhabit the Desert, where their green-yellow scales serve as good camouflage. They have, however, also been spotted in the Swamp, Sunken Hollow, Primal Forest and Great Forest. ___ ___ > ## Gendrome >*Large Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 56(8d10 + 8) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|17 (+3)|13 (+1)|3 (-4)|12 (+1)|4 (-3)| >___ > - **Skills** Stealth +7, Perception +3 > - **Senses** Darkvision 60 ft, Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > ***Enrage*** When Gendrome starts its turn with half its maximum hit points (28) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Pack Tactics.*** The Gendrome has advantage on an Attack roll against a creature if at least one of the Gendrome's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > > ***Standing Leap.*** The Gendrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start. > > ***Leaping Pounce.*** If the Gendrome long jumps at least 20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 13 Strength or Dexterity saving throw (target's choice). On a failure the target is knocked prone and the Gendrome can make a bite attack as a bonus action against it. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become paralyzed until the end of its next turn > > ***Kick.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) slashing damage > > ***Pack Call (Recharge 6).*** The Gendrome calls two Genprey to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Genprey are present, it instead allows all Genprey to move towards the Gendrome. This movement does not provoke opportunity attacks. \pagebreakNum ___ > ## Ioprey >*Medium Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 18(3d8 + 3) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|16 (+3)|12 (+1)|3 (-4)|12 (+1)|4 (-3)| >___ > - **Skills** Stealth +7 > - **Damage Resistances** Poison > - **Senses** Darkvision 30 ft, Passive Perception 11 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > ***Pack Tactics.*** The Ioprey has advantage on an Attack roll against a creature if at least one of the Ioprey's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage and 2 (1d4) poison damage > > ***Poison Spit.*** *Ranged Weapon Attack:* +5 to hit, range 20/60 ft., 1 target. *Hit:* 3 (1d6) poison damage. Ioprey have lithe, raptor-esque bodies. They have vivid red skin, with some black markings and purplish lavender colouration by the limbs.Ioprey have very distinctive head crests, large and well rounded. Their lower jaw curls outwards significantly. Ioprey are easily distinguishable from other Raptor species due to their larger size and bulbous frog-like throat sac. This enlarged throat houses the Ioprey's potent poison sac, which gives it the ability to spit toxins at its foes. Whilst this might be a small nuisance to experienced hunters, the fact Ioprey hunt in packs can quickly make them a dangerous threat to a hunter not carrying a supply of Antidotes. The Iodrome is significantly larger than normal Ioprey and possesses a larger crest. Unlike other pack leaders, it has a more amphibian look, with salamander-like skin that seems to glisten with moisture, and a frog-like throat sac. It also lacks the sharp claws of its relatives, relying more on poison to bring down prey like Aptonoth and enemies.Although not as strong as Flying Wyverns, it can quickly cripple hunters with the power of its pack and poison. Iodrome is a threat due to its speed, agility, considerable strength and poison. ___ ___ > ## Iodrome >*Large Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 56(8d10 + 8) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|18 (+5)|13 (+1)|3 (-4)|12 (+1)|4 (-3)| >___ > - **Skills** Stealth +7, Perception +3 > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** Darkvision 60 ft, Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > ***Enrage*** When Iodrome starts its turn with half its maximum hit points (28) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Pack Tactics.*** The Iodrome has advantage on an Attack roll against a creature if at least one of the Iodrome's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > > ***Standing Leap.*** The Iodrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start. > > ***Leaping Pounce.*** If the Iodrome long jumps at least 20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 13 Strength saving throw (target's choice). On a failure the target is knocked prone and the Iodrome can make a bite attack as a bonus action against it. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., 1 target. *Hit:* 9 (1d8 + 4) piercing damage and 2 (1d4) poison damage > > ***Kick.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft, 1 target. *Hit:* 11 (2d6+4) slashing damage > > ***Poison Spit.*** *Ranged Weapon Attack:* +6 to hit, range 30/60 ft., 1 target. Hit: 5 (1d8) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can make the saving throw again at the end of its turn. While poisoned in this way the target also takes 3 (1d6) poison damage at the start of each of its turns. > > ***Pack Call (Recharge 6).*** The Iodrome calls two Ioprey to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Ioprey are present, it instead allows all Ioprey to move towards the Iodrome. This movement does not provoke opportunity attacks. \pagebreakNum ___ > ## Maccao >*Medium Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 15(3d8) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+2)|15 (+3)|11 (+0)|3 (-4)|10 (+0)|6 (-2)| >___ > - **Senses** Passive Perception 10 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > ***Pack Tactics.*** The Maccao has advantage on an Attack roll against a creature if at least one of the Maccao's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > ### Actions > ***Tail Slap.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., 1 target. *Hit:* 5 (1d6 + 2) bludgeoning damage. Maccao are colorful red and green bird wyverns that live in large packs, they can be found mostly in forests. Though they attack prey aggressively with their strong legs, they are known to flee once their leader is in danger. The Great Maccao's feathered crest sets it 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. Great Maccao has powerful legs it uses to kick threats and to move with great speed. It can stand on its tail and launch itself forward. Should its tail be damaged, it will be heavily restricted due to relying on its tail for offense and movement. Unlike other Theropod Bird Wyverns, Great Maccao exhibits little to no control over its pack. It would much rather run than stay and fight alongside the Maccao. However, it is known to work with its pack to hunt large prey.
___ ___ > ## Great Maccao >*Large Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 49(7d10 + 7) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|12 (+1)|4 (-3)|12 (+1)|6 (-2)| >___ > - **Skills** Perception +3 > - **Senses** Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > ***Enrage*** When Great Maccao starts its turn with half its maximum hit points (25) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Pack Tactics.*** The Great Maccao has advantage on an Attack roll against a creature if at least one of the Great Maccao's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > > ***Tail Hop.*** The Great Maccao can use its bonus action to move up to its movement in feet by hoping on its tail. > ### Actions > ***Multiattack.*** The Great Maccao makes two attacks: one with its kick and one with its tail slam. > > ***Kick.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., 1 target. *Hit:* 10 (2d6 + 3) bludgeoning or slashing damage. > > ***Tail Slam.*** *Melee Weapon Attack:* +5 to hit, teach 5ft., 1 target. *Hit:* 7 (1d8+3) bludgeoning damage \pagebreakNum At this stage of their lives, Jaggi are mostly pink, with purple foreclaws, back-stripe, and head-frills, and with cream-colored underbellies. Their tails are barbed along the length of the appendage, and they sport sizable frills sprouting from behind their jaws, possibly for making themselves look bigger to other monsters. Though Jaggi and their kind display a higher functioning level of cooperation than other Raptors, Jaggi are often easily dealt with, even for novice Hunters. This is due, in part, to their boisterous nature; Jaggi will often spend just as much time vocalizing bark-like warnings against intruders as they will attacking them. Jaggia are the females of the Jaggi species. They are noticeably larger and bulkier than the immature males, and are mostly a blue-purple in hue, the exceptions being orange areas along their limbs and the sides of their necks and cream-colored underbellies. Their tails, unlike males of the species, have no barbs, and instead have a soft feather-like hanging accent near their ends. Their frills, located behind their jaws, are also more subdued than in other Jaggi variations, and hang limply. Great Jaggi's distinctive feature is its frill and the lavender scales with the crimson and tangerine overrides on the frills and the abdomen part, but also the furs that grow on its neck and along the back down to the middle tip of the tail. Great Jaggi's muzzle are particularly thinner and much more wrinkly than the other Bird Wyverns. While the tail has some barbs on each sides, they are notably blunt and definable even used for its tail whip attacks. Great Jaggi, along with the Great Baggi, may attack other large monsters, indicating a highly competitive and intelligent demeanor. It can also call its pack of Jaggi to its aid at any time with a loud, resonating roar. Being a larger and more powerful dominant male of Jaggi and Jaggia, it is considered by hunters to be the boss of these monsters.
**Great Jaggi** and its pack
**Jaggia**
**Jaggi** \pagebreakNum ___ > ## Jaggi >*Medium Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 10(2d8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|14 (+2)|10 (+0)|3 (-4)|10 (+0)|4 (-3)| >___ > - **Senses** Darkvision 30ft., Passive Perception 10 > - **Languages** -- > - **Challenge** 1/4 (50 XP) > ___ > ***Pack Tactics.*** The Jaggi has advantage on an Attack roll against a creature if at least one of the Jaggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > ### Actions > ***Multiattack:*** The Jaggi makes two attacks: one with its tail and one with its bite > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 4 (1d4 + 2) piercing damage > > ***Tail.*** *Melee Weapon Attack* +4 to hit, reach 5ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage ___ > ## Jaggia >*Medium Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 12 (Natural Armour) > - **Hit Points** 15(3d38 + 5) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|12 (+1)|3 (-4)|10 (+0)|5 (-3)| >___ > - **Senses** Darkvision 30ft., Passive Perception 10 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > ***Pack Tactics.*** The Jaggia has advantage on an Attack roll against a creature if at least one of the Jaggia's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > ### Actions > ***Multiattack:*** The Jaggia makes two attacks with its bite. > > ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 9 (2d6 + 2) bludgeoning damage and the target must succeed on a DC 11 Strength saving throw or be knocked prone. > > ***Bite*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 4 (1d4 + 2) ___ ___ > ## Great Jaggi >*Large Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 64(8d10 + 16) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|3 (-4)|12 (+1)|4 (-3)| >___ > - **Skills** Perception +3 > - **Senses** Darkvision 60ft., Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > ***Enrage*** When Great Jaggi starts its turn with half its maximum hit points (32) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Pack Tactics.*** The Great Jaggi has advantage on an Attack roll against a creature if at least one of the Great Jaggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > ### Actions > ***Multiattack.*** The Great Jaggi makes two attacks, one with its bite and one with its tail. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) piercing damage > > ***Tail.*** *Melee Weapon Attack:* +5 to hit, reach 10ft., one target. *Hit* 8 (1d10 + 3) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone. > > ***Pack Call (Recharge 5-6).*** The Great Jaggi calls one Jaggi and one Jaggia to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Jaggi or Jaggia are present, it instead allows all Jaggi and Jaggia to move towards the Great Jaggi. This movement does not provoke opportunity attacks. \pagebreakNum ___ > ## Wroggi >*Medium Bird Wyvern, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 15 (3d8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|11 (+0)|3 (-4)|10 (+0)|5 (-3)| >___ > - **Damage Resistances** Poison > - **Senses** Darkvision 30ft., Passive Perception 10 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > > ***Pack Tactics.*** The Wroggi has advantage on an Attack roll against a creature if at least one of the Wroggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage and 1 poison damage. > > ***Poison Spit*** *Ranged Weapon Attack:* +4 to hit, range 20/60 ft., 1 target. *Hit:* 3 (1d6) Poison damage. Wroggi are similar in body structure to Jaggi and Baggi, and are covered in a slick, water-resistant hide of an orange colouration. They have a pair of poison sacs on either side of their heads. Wroggi have poison sacs that they use to weaken enemies. Their movements and body structure are similar to that of Jaggia. Wroggi are poisonous, but are not as strong or as resistant to poison as their leader.The Great Wroggi has a slick salamander-like skin similar to the Iodrome, and, like its close relatives the Great Jaggi and Great Baggi, Great Wroggi are usually accompanied by a group of their smaller kin - in this case, Wroggi. The most prominent feature of a Great Wroggi is its delicate, translucent sac-like organ around the neck. Because of its translucence, poison can be seen in the sac before it spews out as a toxic mist. ___ ___ > ## Great Wroggi >*Large Bird Wyvern, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 64 (8d10 + 16) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|3 (-4)|12 (+1)|5 (-3)| >___ > - **Skills** Perception +3 > - **Damage Resistances** Poison > - **Senses** Darkvision 60ft., Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > ***Enrage*** When Great Wroggi starts its turn with half its maximum hit points (32) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Pack Tactics.*** The Great Wroggi has advantage on an Attack roll against a creature if at least one of the its allies is within 5 ft. of the creature and the ally isn't Incapacitated. > ### Actions > ***Multiattack.*** The Great Wroggi makes two attacks: one with its bite and one with its tail. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) piercing damage and 2 (1d4) poison damage > > ***Tail.*** *Melee Weapon Attack* +5 to hit, reach 10 ft., one target. *Hit* 7 (1d8 + 3) bludgeoning damage and the target must succeed on a DC 13 strength saving throw or be knocked prone. > > ***Poison Gas (Recharge 5-6).*** The Great Wroggi exhales a 15ft. cone of poisonous gas. Any creature in the area, must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. On a success creatures take half damage and aren't poisoned. While poisoned in this way, creatures take 2 (1d4) poison damage at the start of each of their turns. A target can repeat the saving throw at the end of their turn to end the condition. > >***Pack Call (Recharge 5-6).*** The Great Wroggi calls two Wroggi to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Wroggi are present, it instead allows all Wroggi to move towards the Great Wroggi. This movement does not provoke opportunity attacks. \pagebreakNum ___ > ## Baggi >*Medium Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 15(3d8 + 3) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|16 (+3)|12 (+1)|3 (-4)|10 (+0)|5 (-3)| >___ > - **Damage Resistances** Cold > - **Senses** Darkvision 30ft., Passive Perception 10 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > ***Pack Tactics.*** The Baggi has advantage on an Attack roll against a creature if at least one of the Baggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) piercing damage > > ***Tranquilizing Spit.*** *Ranged Weapon Attack:* +5 to hit, range 30/60ft., one target. *Hit* The target must make a DC 11 Constitution saving throw or fall unconscious until the start of the Baggi's next turn, until it takes damage or until another creature takes an action to shake it awake. Baggi have the ability to put other creatures to sleep by using its special liquid spit, that only lasts a few seconds. Baggi have the same attacks as the creatures they resemble, the Jaggi, but attack more without delay. They will spend much less time hissing and will rush at hunters without warning. Unlike Jaggi, however, they can be either male or female. Great Baggi are matured male Baggi that have taken over a pack of their own. Great Baggi is also slightly larger than the Great Jaggi.It has developed its own unique ability; it can spit a tranquilizing liquid that inflicts sleep on its prey or hunters. It also has developed the ability to command Baggi to surround prey or hunters and spit tranquilizing liquid at them with a roar.
___ ___ > ## Great Baggi >*Large Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 63(9d10 + 9) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|13 (+1)|3 (-4)|12 (+1)|5 (-3)| >___ > - **Skills** Perception +3 > - **Damage Resistances** Cold > - **Senses** Darkvision 60ft., Passive Perception 13 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > ***Enrage*** When Great Baggi starts its turn with half its maximum hit points (31) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Pack Tactics.*** The Great Baggi has advantage on an Attack roll against a creature if at least one of the Great Baggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > > ***Ice Walk.*** Difficult terrain composed of ice or snow doesn't cost the Great Baggi extra movement. > ### Actions > ***Multiattack.*** The Great Baggi makes two melee attacks: one with its tail and one with its bite. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 10 (2d6 + 3) piercing damage. > > ***Tail.*** *Melee Weapon Attack:* +5 to hit, reach 10ft., one target. *Hit* 7 (1d8 + 3) bludgeoning damage. > > ***Tranquilizing Spit.*** *Melee Weapon Attack:* +4 to hit, range 30/60ft., one target. *Hit* The target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute, until it takes damage or until another creature takes an action to shake it awake. > > ***Pack Call (Recharge 5-6).*** The Great Baggi calls two Baggi to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Baggi are present, it instead allows all Baggi to move towards the Great Baggi. This movement does not provoke opportunity attacks. \pagebreakNum ## Flying Bird Wyverns ___ ___ > ## Yian Kut-Ku >*Large Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 14 (Natural Armour) > - **Hit Points** 96(12d10 + 24) > - **Speed** 40ft., Fly 45 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|15 (+2)|2 (-4)|14 (+2)|5 (-3)| >___ > - **Skills** Perception +4 > - **Damage Resistances** Fire > - **Senses** Passive Perception 14 > - **Languages** -- > - **Challenge** 3 (700 XP) > ___ > > ***Enrage*** When Yian Kut-Ku starts its turn with half its maximum hit points (48) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Keen Hearing.*** The Yian Kut-Ku has advantage on Wisdom (Perception) checks that rely on hearing. > > ***Sensitive Hearing.*** If the Yian Kut-Ku takes thunder damage or hears a very loud noise and is not deafened, it takes double damage and it must make a constitution saving throw with a DC equal to half the damage dealt or 10, whichever is higher. On a failure, it is stunned until the start of its next turn and is deafened for 3 rounds. After the stun ends the Kut-Ku immediately enrages. While enraged it loses this trait. > > ### Actions > ***Multiattack.*** The Yian Kut-Ku makes 2 melee attacks with its peck or fires two fireballs. > > ***Peck.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 12 (2d8 + 3) > > ***Fireball.*** Range 40 ft. The Yian Kut-Ku launches a small fireball at an area it can see within range. The fireball explodes in a 5 ft radius sphere on impact. Any creature within the radius must make a DC 13 dexterity saving throw or take 11 (2d10) fire damage. On a successful save the targets take half damage. > > ***Clumsy Charge (Recharge 4-6).*** The Yian Kut-Ku uses its move action and its action to move 40 ft. without provoking opportunity attacks. The first time the Kut-Ku moves through any creature's space, that creature must make a DC 14 dexterity saving throw, taking 19 (3d10 + 3) bludgeoning damage and being knocked prone on a failed save. On a success creatures only take half damage and aren't knocked prone. The Kut-Ku falls prone at the end of the 40 ft. The Yian Kut-Ku is characterized by its large, fan-like ears that unfurl when excited. They have a large, yellow beak with a pink stripe running down its length. The lower jaw of its beak is significantly bigger than the top jaw. Yian Kut-Ku's body is covered in orange-pink plating and beige scales. Its wing membranes are deep blue and its eyes are bright yellow. These wyverns are small and relatively light, making them quick and agile. They have an extremely powerful sense of hearing, thanks to their large ears. The Yian Kut-Ku is capable of moving at high speeds thanks to its light weight and small stature. It is also able to produce flaming projectiles coming from its flame sac, which can be shot from the mouth at attackers. A somewhat temperamental, skittish, and inquisitive wyvern. Yian Kut-Ku have a tendency to want to appear bigger than they really are by spreading their wings, flaring out their ears, and squawking loudly. They are generally insectivores, preying on Konchu and other Neopterons as a main part of their diet. They usually reside in forests, hills and grasslands.
\pagebreakNum ___ ___ > ## Gypceros >*Large Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 14 (Natural Armour) > - **Hit Points** 108(12d10 + 36) > - **Speed** 30ft., Fly 45ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|5 (-3)|10 (+0)|2 (-4)| >___ > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Lightning > - **Damage Immunities** Poison > - **Condition Immunities** poisoned, blinded > - **Senses** Passive Perception 10 > - **Languages** -- > - **Challenge** 3 (700 XP) > ___ > > ***Enrage*** When Gypceros starts its turn with half its maximum hit points (54) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Rubbery Hide.*** Due to the rubbery nature of the Gypceros' hide lightning based spells have disadvantage to hit it and the Gypceros has advantage on saving throws against lightning damage. > ### Actions > ***Multiattack.*** The Gypceros makes a combination of 2 melee attacks or poison glob attacks. > > ***Peck.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., 1 target. *Hit:* 12 (2d8 + 3) bludgeoning damage and the target must make a DC 12 dexterity saving throw or the Gypceros steals one edible item the player is carrying at random. > > ***Elastic Tail.*** *Melee Weapon Attack:* +5 to hit. reach 10 ft, 1 target. *Hit:* 13 (3d6 + 3) bludgeoning damage > > ***Poison Glob.*** Range 40 ft., The Gypceros launches a glob of poison at an area within range. The poison covers a 5 ft radius circle on the ground. All creatures in the area must make a DC 13 Constitution saving throw or take 11 (2d10 ) poison damage and become poisoned for 1 minute. On a success a target takes only half damage and is not poisoned. While poisoned in this way a creature takes 7 (3d4) poison damage at the start of each of its turns. It can repeat the saving throw at the end of its turn. > > ***Flashbang (Recharge 5-6).*** The Gypceros hits its crest against the ridge on its beak and a bright flash emits from the Gypceros' head. All creatures within 30 ft of the Gypceros must make a DC 13 Constitution saving throw or be blinded until the end of the Gypceros' next turn. > ### Reactions > > ***Feign Death.*** When the Gypceros reaches 20 percent health (12) it can feign death, as though it had cast the spell Feign Death on itself. The Gypceros will either wait for the creatures to leave before moving, or, as an Action it will flail its body around in an attempt to defeat any remaining creatures. Any creature within 5 ft must succeed on a DC 13 Dexterity saving throw or take 26 (4d12) bludgeoning damage, be thrown 10 feet away and knocked prone. On a success creatures take half damage, remain where they are and not be knocked prone. Gypceros is among the largest and heaviest known Bird Wyverns. Its most notable features are the lamp-like crest on top of its head and a rubbery, shock-resistant hide. It has a long pink tail with a bulbous tip, and is a uniform blue-grey across most of its body. It possesses a poison sac which allows it to produce toxic fluids for use against attackers. Gypceros can use its luminous crest to produce dizzying flashes and temporarily disorient foes. Its elastic tail can extend and be used as a whip, and it can spit large globules of poison to intoxicate attackers. Due to its shock-resistant hide and flashing crest, it is immune to both shock traps and flash bombs. Gypceros is a naturally timid wyvern. However, it is rather intelligent and crafty, as evidenced by its willingness to feign death in order to draw a foe in for a surprise attack. Gypceros is usually found in swamps and marshlands, although it can occasionally be seen in jungles and open grasslands
\pagebreakNum ___ ___ > ## Qurupeco >*Lagre Beast (Bird Wyvern), unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 147(21d10 + 21) > - **Speed** 30ft., fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|17 (+3)|13 (+1)|6 (-2)|14 (+2)|8 (-1)| >___ > - **Saving Throws** Charisma +2, Intelligence +1 > - **Skills** Perception +5 > - **Damage Resistances** Fire > - **Condition Immunities** charmed > - **Senses** Passive Perception 15 > - **Languages** -- > - **Challenge** 6 (2,300 XP) > ___ > > ***Enrage*** When Qurupeco starts its turn with half its maximum hit points (74) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ### Actions > ***Multiattack.*** The Qurupeco makes two peck attacks. > > ***Peck.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., 1 target. *Hit:* 10 (2d6 + 3) bludgeoning damage. > > ***Flint Clash.*** *Melee Weapon Attack:* The Queropeco bangs the flints on its wings together to create an explosion. All creatures within 5ft of the Queropeco must make a DC 15 dexterity saving throw or take 9 (2d8) fire damage and are set on fire for 1 minute. While on fire a creature takes 4 (1d8) fire damage at the start of each of its turns. A creature can take an action to douse the fire on itself or another creature. > > ***Call Monster (Recharge: When the called monster flees or dies).*** The Qurupeco uses its action to call another monster. The monster/monsters appear within 1d4 turns. Roll a d8. On a 1, three appropriate monsters of CR 1/2 appear. On a 2 an appropriate monster of CR 1 appears. On a 3-4 an appropriate monster of CR 3 appears. On a 5-6 an appropriate monster of CR 6 appears. On a 7 any monster of a CR higher than the Qurupeco appears. The DM chooses this monster or chooses randomly. On an 8 a Deviljho appears. Any monster summoned by the Qurupeco is charmed for 1 hour or until the Qurupeco loses concentration like a spell. This charm ignores immunity to the condition. If the Qurupeco loses concentration the monster immediately turns hostile towards it, either fleeing or attacking it, DM's choice. The Qurupeco can also attempt to charm a hostile monster using this action. The monster must make a DC 15 Wisdom saving throw or be charmed for 1 hour. This ability cannot call nor affect Elder Dragons. > > ***Buffing Song (Recharge 4-6).*** The Qurupeco sings a song. All allied creatures that can hear the Qurupeco either get a +2 to attack and damage rolls, a +2 to AC or regain (3d6 + the creatures CR/level) hit points, Qurupeco chooses. All monsters gain the same benefit. Effects last for 1 minute but do not stack (except healing). > > ***Enfeebling Song (Recharge 6).*** The Qurupeco sings a song. All hostile creatures that can hear the Qurupeco must make a DC 15 Charisma saving throw or either take a -2 penalty to attack and damage rolls, a -2 penalty to AC or have their speed reduced to 0 and be unable to take reactions. Qurupeco chooses the effect. All creatures suffer the same effect. On a success a creature is unaffected. Effects last for 1 round. > ### Reaction > > ***Backline Fighter*** When a creature moves within 5ft. of the Qurupeco it can use its reaction to move its full movement away from the creature without provoking attacks of oppurtunity. The Qurupeco resembles a large bird with Pterosaur-like features, such as a fanged beak and leathery wings. It is mainly green colored with some scales being tinted yellow, it also has a clump of iridescent purple feathers on its back between its shoulders. The Qurupeco has a short, stubby brown crest extending from the back of its head. The Qurupeco's soft crest stretches over the top of its head and when calling opens out into the shape of a megaphone, amplifying its calls. Its most notable feature however is its bright red vocal sac which inflates when calling.The Qurupeco also has a pair of thick, bulky growths on its wings which produce sparks when struck against each other, much like flints. It uses these to ignite its mucus, causing fiery explosions. Its tail is shaped like a fan and can unfold revealing brightly colored skin, most likely as a warning for any would-be attacker.The Qurupeco's feet seem to have only 3 frontal digits on each foot. It may also have a back digit, but its stubby appearance makes it looks more like a heel. Its feet are also partially webbed. It uses its masterful vocal mimicry abilities to summon aid from various monsters, as well as healing them and boosting their abilities. The Qurupeco's soft crest and throat sac make it a very delicate monster. \pagebreakNum ___ ___ > ## Malfestio >*Large Beast (Bird Wyvern), unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 70(10d10 + 10) > - **Speed** 20ft., fly 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|18 (+4)|13 (+1)|5 (-3)|14 (+2)|5 (-3)| >___ > - **Skills** Perception +6, Stealth +6 > - **Senses** Darkvision 120ft., Passive Perception 16 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > ***Enrage*** When Malfestio starts its turn with half its maximum hit points (35) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Keen Eyesight.*** The Malfestio has Advantage on Wisdom (Perception) checks that rely on sight. > > ***Insomniac.*** The Malfestio is immune to being knocked unconscious through any means other than physical damage. > > ***Alert.*** The Malfestio is cannot be surprised by any creature that is not invisible. The Malfestio loses this trait when blinded. > ### Actions > ***Multiattack.*** The Malfestio makes two attacks with its wingblades > > ***Wingblade.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., 1 target. *Hit:* 9 (1d8 + 4) slashing damage. > > ***Hypnotic Hoot (Recharge 4-6).*** The Malfestio sends a wave of sound out in a 5 ft wide, 60 ft long line. All creatures in the line must make a DC 13 Constitution saving throw or be knocked unconscious for 1 minute. The creature wakes up if it takes any damage or if another creature takes an action to shake it awake. > > ***Confusing Dust (recharge 5-6)*** The Malfestio creates a 5 foot radius sphere of dust and pushes it forward in a 30 ft line. Any creature hit by the cloud must make a DC 12 Constitution saving throw or become confused for 1 round as though affected by the confusion spell. Malfestio superficially resembles an owl. Its body is covered in blue plumage with a grayish belly, a yellow collar, and a white face with a small beak and red eyes. On its head are long tufts that point back and are tipped with yellow. There are hints of yellow on its legs that end in scaly feet that have two talons and one small vestigial toe. Its wings have bright blue membranes. Along its wings are long blade-like claws. Its flattened tail ends in a three-pointed shape. From its feathers Malfestio can produce yellow scales that disoriente prey and put them in a confused state. It can produce an ultrasound beam that can easily put prey to sleep. The claws along its wings are usually hidden but are revealed once the Bird Wyvern becomes enraged. Malfestio is a nocturnal predator that uses its talons and wing claws to attack prey. Like Nargacuga, it sleeps in trees to avoid terrestrial predators. It is known to inhabit forests primarily.
\pagebreakNum ___ ___ > ## Yian Garuga >*Large Beast (Bird Wyvern), Unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 168(21d10 + 42) > - **Speed** 30ft., fly 60ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|19 (+4)|15 (+2)|8 (-1)|16 (+3)|7 (-2)| >___ > - **Saving Throws** INT +2 > - **Skills** Investigation +5, Perception +6, Stealth +7 > - **Senses** Passive Perception 16 > - **Languages** -- > - **Challenge** 6 (2,300 XP) > ___ > ***Keen Hearing.*** The Yian Garuga has advantage on Wisdom (Perception) checks that rely on hearing. > > ***Enrage.*** When Yian Garuga starts its turn with half its maximum hit points (84) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, rolls an extra damage die on melee attacks and its movement is increased by 10 ft. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. Also when the Yian Garuga first reaches half its maximum hit points it can immediately use the roar action, even if it hasn't recharged, as a reaction. > > ***Cunning Intellect.*** The Yian Garuga has advantage on Intelligence (Investigation) checks to notice traps. > ### Actions > ***Multiattack.*** The Yian Garuga makes 3 attacks. Any number of these can be with its fireball or peck. > > ***Peck.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., 1 target. *Hit:* 13 (2d8 + 4) bludgeoning damage. > > ***Fireball.*** *Ranged Weapon Attack:* +7 to hit, range 50/100 ft., 1 target. *Hit:* 11 (3d8) fire damage > > ***Tail Flip (Recharge 5-6).*** The Yian Garuga does a back flip, hitting enemies in front of it and behind it with its tail. All targets 5ft behind and in front of the Yian Garuga must make a DC 15 Dexterity saving throw or take 13 (2d8+4) bludgeoning damage and 5 (1d10) poison damage and be poisoned for 1 minute. While poisoned in this way the creature takes 5 (1d10) poison damage at the start of each of its turns. On a success creatures take half damage and are not poisoned. Creatures can make a DC 15 Constitution saving throw to end the poisoned effect at the end of their turn. > > ***Roar (Recharge 5-6).*** The Yian Garuga can roar as a bonus action. Any creature within 10 ft of the Yian Garuga and not deafened when it roars must make a DC 15 Constitution saving throw or be deafened and stunned for 1 round. The stun also ends upon taking damage. On a success the creature is unaffected. > ### Reactions > ***Defensive Screech.*** When a creature makes a melee attack against the Yian Garuga it can use its roar as a reaction if it's available. Yian Garuga has a striking purple coloration, large defensive spikes and an extremely tough shell. Its beak is sharp and jagged, and it possesses a silver mane around the edge of its face. Yian Garuga possesses a poisonous tail club and can produce ear-splitting roars to stop foes in their tracks. It is quite crafty and will avoid pitfall traps. In addition, it is unaffected by sonic bombs. Highly aggressive for a Bird Wyvern, Yian Garuga is known to behave similar to a Rathian, as well as sharing a very similar set of attacks. It primarily lives in jungles and forests, and sometimes visits swamps.
\pagebreakNum ### Brute Wyverns This class is considered to be Wyverns that are adapted to complete life on land, even sometimes being called Theropods from greatly resembling some predatory dinosaurs. These monsters are typically large, bipedal theropods, that are prone to living in areas abundant in food sources. Brute Wyverns exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous, while others subsist on insects or even minerals. These monsters often use their heavy, muscular bodies to charge blindly through an environment to damage attackers or prey, and include many defensive adaptations, including tail clubs, horns, and even hammer-like chins and fists.Brute Wyverns can be found in almost any type of environment. \pagebreakNum ___ ___ > ## Barroth >*Large Beast (Brute Wyvern), Unaligned* > ___ > - **Armor Class** 14 (Natural Armour) > - **Hit Points** 144(16d10 + 48) > - **Speed** 30ft., burrow 10ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|16 (+3)|3 (-4)|12 (+1)|4 (-3)| >___ > - **Saving Throws** STR +8 > - **Senses** Tremorsense 10ft., passive Perception 11 > - **Languages** - > - **Challenge** 5 (1,800 XP) > ___ > > ***Enrage*** When Barroth starts its turn with half its maximum hit points (72) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Mud Roll.*** The Barroth rolls around in the mud as a bonus action. This covers its body in mud, increasing its AC by 1. > > ### Actions > ***Multiattack.*** The Barroth makes two head slam attacks. > > ***Head Slam.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., 1 target. *Hit:* 12 (2d6 + 5) bludgeoning damage. > > ***Mud Throw (Recharge when Barroth rolls in Mud).*** The Barroth shakes itself, flinging all the mud on its back off. All creatures within 10 ft of the Barroth must make a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and have their speed reduced to 0 until the end of their next turn. On a success creatures take half damage and don't have their speed reduced. This rids the Barroth of the mud on its body. > > > ***Head Plow.*** The Barroth plants its head in the ground moves its full movement directly forward. Any creature that the Barroth moves through the space of must make a DC 15 Dexterity saving throw or take 12 (2d6+5) bludgeoning damage and be knocked prone. At the end of this movement the Barroth can make a Head Slam attack against a creature in range. On a hit the creature takes an extra 7 (2d6) bludgeoning damage and is knocked prone. \pagebreakNum ___ ___ > ## Uragaan >*Huge Beast (Brute Wyvern), Unaligned* > ___ > - **Armor Class** 17 (Natural Armour) > - **Hit Points** 240(20d12 + 100) > - **Speed** 30ft., burrow 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|10 (+0)|21 (+5)|2 (-4)|12 (+1)|5 (-3)| >___ > - **Saving Throws** STR +10, CON +9 > - **Damage Resistances** Fire; Bludgeoning, Piercing and Slashing from Nonmagical Attacks > - **Senses** Tremorsense 10ft., passive Perception 11 > - **Languages** -- > - **Challenge** 14 (11,500 XP) > ___ > > ***Enrage*** When Uragaan starts its turn with half its maximum hit points (120) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Roll.*** The Uragaan can curl into a ball to double its movement speed as a bonus action until the start of its next turn. The Uragaan also has an AC of 20 against and can only take the Roll Charge action. > ### Actions > ***Multiattack.*** The Uragaan makes two chin slam attacks. > > ***Chin Slam.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., 1 target. *Hit:* 19 (2d12 + 6) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Any blast stones within 30 ft. of the Uragaan when it makes this attack detonate. > > ***Rolling Charge (Recharge 5-6).*** The Uragaan rolls into a ball and moves up to 60 ft. The first time the Uragaan moves through a creature's space, the creature must make a DC 16 Dexterity saving throw or take 22 (3d10 + 6) bludgeoning damage and be knocked prone. On a success a target takes half damage and is not knocked prone. At the end of the movement the Uragaan can make a Chin Slam against a target within range. > > ***Tail Swipe (Recharge 5-6).*** The Uragaan swipes its tail along the ground, dislodging molten rock from its body. Any creature within 5 ft of the Uragaan must make a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage. 3 blast stones appear within 30 ft of the Uragaan in spaces it chooses. The stones are size medium, have AC 12 and 30 hp and are made from stone and have immunity to fire. When destroyed or when the Uragaan makes its chin slam attack, the stones detonate. Any creature within 10 ft of the stone must make a DC 16 Dexterity saving throw or take 28 (8d6) fire damage. On a success creatures take half damage. > > ***Emit Gas (Recharge 5-6).*** The Uragaan emits a tranquillizing gas from its body. All creatures within 5ft of the Uragaan must succeed on a DC 16 Constitution saving throw or be knocked unconscious for 1 minute ,until they take damage or until another creature takes an action to shake them awake. When enraged this gas instead requires a DC 16 Dexterity saving throw, deals 22 (4d10) fire damage and lights targets on fire on a failed save. Targets take half damage and are not ignited on a success. Targets that are on fire take 5 (1d10) fire damage at the start of their turn. A creature can take an action to douse the fire on itself or another creature. > > ### Legendary Action > > ***Move*** The Uragaan can use Roll and then move up to double its movement speed. > > ***Crush (Costs 2 Actions)*** The Uragaan makes a Chin Slam attack. > > ***Minefield (Costs 2 Actions)*** The Uragaan uses the Tail Swipe action if available. Uragaan is covered in a lustrous gold-colored hide. Its back is lined with hard crystals and its chin is plated with a rock-like shell, suggesting the Uragaan has evolved a tough exterior due to life in volcanic regions. Its underbelly is covered in a sticky, tar-like substance which it uses to affix explosive rocks to itself. Uragaan's signature ability is to roll its body into a wheel to increase its speed and agility. It will do this often in an attempt to crush the hunter. Uragaan may conduct either a short roll, or a longer one where it may roll in a figure eight for another stab at the hunter. It can also produce sleep gas or, when enraged, emit flames, much like Gravios. This will put Hunters to sleep or light them on fire. The gases effect depends on the color: ghost-blue or red-orange respectively. Uragaan will use its large jaw to attack, primarily by slamming it into the ground. It may also attack with a wide tail sweep, which flings explosive rocks into the area. If this has been done, the next time Uragaan uses a heavy jaw smash, all explosive rocks in the area will explode in a manner similar to Barrel Bombs. Uragaan is found primarily in the Volcano region. It is completely at ease in the rocks and lava that makes up its home.
\pagebreakNum ___ ___ > ## Duramboros >*Huge Beast (Brute Wyvern), unaligned* > ___ > - **Armor Class** 17 (Natural Armour) > - **Hit Points** 288(18d12 + 162) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|8 (-1)|28 (+9)|2 (-4)|10 (+0)|5 (-3)| >___ > - **Saving Throws** STR +15, CON +14 > - **Damage Resistances** Bludgeoning, Piercing and Slashing from Nonmagical attacks. > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 16 (15,000 XP) > ___ > ***Charge.*** If the Duramboros moves at least 20ft. straight forward and hits a creature with a horn attack the creature takes an extra 6 (1d12) damage and must succeed on a DC 18 Strength saving throw or be knocked prone. > > ***Enrage*** When Duramboros starts its turn with half its maximum hit points (144) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ### Actions > ***Multiattack.*** The Duramboros makes two melee attacks: One with its horns and one with its tail club. > > ***Horns.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., 1 target. *Hit:* 23 (2d12 + 10) bludgeoning damage. > > ***Tail Club.*** *Melee Weapon Attack:* +10 to hit, reach 15 ft., 1 target. *Hit:* 36 (4d12 + 10) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone. > > ***Tail Spin (Recharge 6).*** The Duramboros spins its tail itself around for an entire round. Any creature within 15 ft. of the Duramboros must make a DC 17 Dexterity saving throw or take 36 (4d12 + 10) bludgeoning damage and be knocked 15 ft away and prone. On a success targets take half damage and are only knocked away. Any creature that comes within 10 ft of the Duramboros on their turn while it spins must make the saving throw. On its next turn it launches itself up to 30 ft in any direction. Any creature within 5ft of the Duramboros when it lands must succeed on a DC 17 Dexterity saving throw or take 39 (5d12 + 10) bludgeoning damage and be knocked prone. Any creature in the Duramboros' space when it lands is also pushed to within 5ft of the Duramboros (their choice). On a success creatures take half damage and are not knocked prone. The Duramboros then falls prone and its turn immediately ends. It cannot do this while exhausted. > > ### Legendary Action > > Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Detect*** The Duramboros makes a Wisdom (Perception) check > > ***Launch (Costs 2 Actions)*** If the Duramboros is spinning it can launch itself as detailed in the Tail Spin action. > > ***Tail Smash (Costs 2 Actions)*** The Duramboros makes a Tail Club attack. Duramboros is a bulky, heavyset, bovine monster with stocky, muscular legs and a thick upper body. It features a very thick outer hide that is riddled with heavy folds, with a row of armored plates running along its back and tail. Duramboros' most distinctive features include its massive tail club, twin brow horns, and a pair of energy-rich dorsal humps. Duramboros' slow lifestyle often results in a layer of moss and algae growing upon its hide, most noticeably along the back. Duramboros is a herbivore, subsisting primarily on fallen tree trunks. Using its ram-like pair of horns, as well its hammer-like tail club, it is known to push or knock down weak or dead trees in order to comfortably feed on them. Though generally docile, Duramboros has a capacity for aggression if provoked. It is known to use its tail club, horns, and overall mass to attack foes. One of its most unique tendencies is to twirl in place, using its tail club as a counter-balance to build up momentum, allowing it to hurl itself at an attacker and crush them with its body. Due to its diet, Duramboros is most commonly encountered in highly forested areas.
\pagebreakNum ___ ___ > ## Glavenus >*Huge Beast (Brute Wyvern), Unaligned* > ___ > - **Armor Class** 16 (Natural Armour) > - **Hit Points** 294(21d12 + 147) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|14 (+2)|24 (+7)|5 (-3)|14 (+2)|7 (-2)| >___ > - **Saving Throws** STR +14, CON +12, INT +2 > - **Damage Resistances** Fire > - **Senses** passive Perception 12 > - **Languages** -- > - **Challenge** 19 (22,000 XP) > ___ > > ***Aversion to Acid*** If the Glavenus takes Acid damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. > > ***Enrage*** When Glavenus starts its turn with half its maximum hit points (147) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Metal Tail.*** The Glavenus' tail is made of metal, as are 4 of the teeth at the front of its mouth. When the Glavenus uses the Sharpen or Tail Spin actions, its tail changes state. While cooled, the tail gives the Glavenus +4 AC. While heated, the Glavenus loses the AC bonus but its tail slam and tail spin attacks deal an extra 13 (2d12) fire damage. If the tail is heated, it cools after 2 turns. > > ### Actions > ***Multiattack.*** The Glavenus makes three attacks: two with its tail slam and one with its bite. A lava glob can replace any number of these attacks. > > ***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage. > > ***Tail Slam.*** *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 21 (2d12 + 8) bludgeoning damage and 6 (1d12) slashing damage. > > ***Lava Glob.*** *Ranged Weapon Attack:* Range 60ft. The Glavenus spits a glob of lava at a point within range. On impact the lava covers a 5ft radius area for 1 round. Any creature in the area on impact must succeed on a DC 16 dexterity saving throw or take 22 (4d10) fire damage. On a success creatures take half damage. Any creature that starts its turn in the lava or the first time a creature enters the lava on its turn takes 11 (2d10) fire damage. > > ***Tail Spin (Recharge 5-6).*** The Glavenus drags its tail through its mouth, changing the state of its tail in the process. It then moves directly forward 30 ft, slicing its tail through the air as it does so. If the Glavenus moves through the space of another creature, that creature must make a DC 18 dexterity saving throw or take 52 (8d12) slashing damage and be knocked 10 feet backwards and knocked prone. If its tail is heated, half of this damage becomes fire. On a successful save a creature takes half damage and is knocked prone. > > ### Reactions > > ***Tail Shield*** The Glavenus adds 5 to its AC against one attack roll that would hit it. To do so, the Glavenus must see the attacker. > ### Legendary Actions > > Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Detect*** The Glavenus makes a Wisdom (Perception) check. > > ***Sharpen.*** The Glavenus Sharpens its tail on the ground. This changes the state of its tail from Heated to Cooled or from Cooled to Heated. > > ***Chomp*** The Glavenus makes a Bite attack. > > ***Slice (Costs 2 Actions)*** The Glavenus makes a Tail Slam attack. Glavenus is a large Brute Wyvern with dark red scales covering its body. Two rows of blue, bony plates run along its back, going from the eyes to the tail. Its underside is more of a cream color. The main feature of Glavenus's physiology is its huge, sword-like tail. The tail has originally the same color as its back plates, although it will turn a rusty color or a fiery red during the battle. Its hind legs are powerful and muscular, while its front legs are much smaller and mostly useless. The face and mandibles are covered in sturdy plating, particularly resembling a Carnotaurus' head. Glavenus is able to sharpen its blade-like tail in its mouth to give iself the ability to create fiery explosions with its tail. These explosions not only give Glavenus much greater range with some of its attacks, but also make them more powerful. Glavenus is also able to breathe fire projectiles from its mouth. Glavenus are relentless and aggressive predators. Glavenus oftens drags its tail across the ground and roars at the foe. This shows the enemy that it uses fire as a weapon in an attempt to scare them off. Not only are they considered one of the strongest Brute Wyverns, they are even believed to be the smartest ones around.
\pagebreakNum ___ ___ > ## Brachydios >*Large Beast (Brute Wyvern), Unaligned* > ___ > - **Armor Class** 18 (natural Armour) > - **Hit Points** 252(21d10 + 126) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|15 (+2)|22 (+6)|5 (-3)|14 (+2)|5 (-3)| >___ > - **Saving Throws** STR +12, DEX +7, CON +11 > - **Damage Immunity** Fire > - **Senses** passive Perception 12 > - **Languages** -- > - **Challenge** 17 (18,000 XP) > ___ > > ***Enrage.*** When Brachydios starts its turn with half its maximum hit points (126) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. Also, Brachydios' slime takes only two rounds to detonate when enraged. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Slime.*** All of the Brachydios' melee attacks inflict slime (included in the attack). Multiple afflictions of slime do not stack. A creature that has been afflicted with slime can use a bonus action to make a DC 16 athletics check to remove the slime on a success, or douse itself in water to remove the slime. The Slime lasts for 3 rounds, changing from green to yellow and finally to red, where it detonates. A creature afflicted with slime when it detonates takes 27 (5d10) fire damage and is no longer afflicted by the slime. The Brachydios loses this trait when it is exhausted or if the Brachydios is doused in water (such as by a Tsunami spell) until it takes an action to reapply it (cannot reapply until exhaustion ends). > > ### Actions > ***Multiattack.*** The Brachydios makes three attacks with its Brach Hammer. > > ***Brach Hammer.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., 1 target. *Hit:* 18 (2d10 + 7) bludgeoning damage and the target is afflicted by slime. > > ***Head Slam (Recharge 5-6).*** The Brachydios slams its head into the ground, covering a 10ft. radius of the ground in slime. When a creature starts its turn in the area or when a creature first moves into the area on its turn they must make a DC 18 Dexterity saving throw or be afflicted by slime. After 3 rounds this area explodes. Any creature in the area when it explodes must make a DC 18 Dexterity saving throw or take the damage of a normal slime detonation. On a success creatures take half damage. Any creature that is afflicted with slime that fails the save also has the slime on them immediately detonate but only takes damage from one source. > > ***Detonate (Recharge 5-6, Must be enraged).*** The Brachydios causes the ground around it to explode. All creatures within 10ft. of the brachydios must make a DC 18 dexterity saving throw or take 49 (14d6) fire damage, half damage on a success. Or the Brachydios causes a chain reaction of explosions in a 10ft wide, 30ft. long line. The effect is the same as first effect. Any creature that is afflicted by slime and fails the save also has the slime detonate. > > ### Legendary Actions > >Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Detect*** The Brachydios makes a Wisdom (Perception) check. > > ***Punch (Costs 2 Actions)*** The Brachydios makes a Brach Hammer attack. > > ***Leap (Costs 2 Actions)*** The Brachydios leaps to a point it can see within 40 feet of it. If a creature is within range of it when it lands it can make one Brach Hammer attack. Brachydios are easily identifiable by their glowing, green slime-covered horns and "fists," as well as their shiny, armored hide covered in many plates and ridges that are made of obsidian. Unlike other Brute Wyverns, Brachydios sports a pair of long, highly developed forelimbs that it uses as its primary means of defense. Brachydios' forelimbs and horn seem to secrete a mysterious slime. According to in-game information, Brachydios "primes" this mucus to explode with its saliva, hence why it licks its arms, making it appear brighter green. Despite initial appearances, Brachydios does possess claws on its forearms that are tucked away underneath, and serve no apparent purpose in battle. By slamming the ground or prey with its fists or horn, Brachydios can deposit a puddle of its slime mold, which, once detached from the monster's body, quickly undergoes a powerful chemical reaction and violently explodes. The substance itself is also sticky; if a hunter is struck directly by one of Brachydios' fist or horn attacks, it will adhere to the hunter's body, and eventually explode. Hunters can remove the substance by rolling or using a Deodorant. Notably, Brachydios is also capable of leaping far distances by using its powerful hind legs and is much more agile than other Brute Wyverns. When enraged, Brachydios' fists, horn, and various ridges along is body glow a bright yellow and orange. In this state, Brachydios will no longer leave slime puddles, but will instead cause explosions directly on impact with almost all of its horn and fist attacks.
\pagebreakNum ___ ___ > ## Deviljho >*Huge Beast (Brute Wyvern), Unaligned* > ___ > - **Armor Class** 16 (Natural Armour) > - **Hit Points** 340(20d12 + 200) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|12 (+1)|30 (+10)|2 (-4)|15 (+2)|4 (-3)| >___ > - **Saving Throws** STR +14, CON +16 > - **Condition Immunities** Charmed, Frigtened > - **Senses** Darkvision 60ft., passive Perception 12 > - **Languages** -- > - **Challenge** 22 (41,000 XP) > ___ > ***Enrage.*** When Deviljho starts its turn with half its maximum hit points (170) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. Also, Deviljho's strength becomes 30 and it unlocks the use of its dragon breath while enraged. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d10 rounds or until its exhaustion ends. > > ***Ravenous Hunger.*** When Deviljho is exhausted its bite attack deals an extra 13 (2d12) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Deviljho also becomes exhausted for 2d4 + its constitution modifier (minimum of 1) rounds after enraging. However if it successfully heals 30 HP from Gorge the exhaustion ends. > > ***Blood Frenzy.*** The Deviljho has advantage to hit any creature that doesn't have all it's hit points. > ### Actions > ***Multiattack.*** The Deviljho uses its Frightful Presence and then makes 3 melee attacks. Only two of these can be a bite attack. > > ***Frightful Presence.*** Each creature of the Deviljho's choice that is within 120 feet of the Deviljho and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Deviljho's Frightful Presence for the next 24 hours . > > ***Bite.*** *Melee Weapon Attack:* + 14 to hit, reach 5 ft., 1 target. *Hit:* 34 (4d12 + 8) piercing damage and the target is grappled (Escape DC 19). While grappled in this way the target is also restrained and the Deviljho cannot bite another target. > > ***Stomp.*** *Melee Weapon Attack:* + 14 to hit, reach 5 ft., 1 target that the Deviljho isn't currently grappling. *Hit:* 27 (3d12 + 8) bludgeoning damage and all targets within 5 ft of the Deviljho must succeed on a DC 15 dexterity saving throw or be knocked prone. > > ***Stone Fling.*** Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. *Hit:* 36 (4d12 + 8) bludgeoning damage. This attack deals an extra 13 (2d12) cold or fire damage if the environment allows it. > > ***Gorge.*** The Deviljho 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 Deviljho, and it takes 28 (8d6) acid damage at the start of each of the Deviljho's turns and the Deviljgo heals for the damage dealt. The Deviljho can have only one target swallowed at a time. If the Deviljho takes 40 damage or more on a single turn from a creature inside it, the Deviljho must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Deviljho. If the Deviljho dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 20 feet of Movement, exiting prone. > > ***Dragon Breath (Must Be Enraged, Recharge 5-6).*** The Deviljho fires a 60 ft cone of draconic energy. All creatures in the area must make a DC 19 Constitution saving throw or take 78 (12d12) dragon damage on a failed save, or half damage on a successful save. > > ### Legendary Actions > > Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Detect*** The Deviljho makes a Wisdom (Perception) check. > > ***Smash*** The Deviljho makes a Stomp attack or stone fling attack. > > ***Chomp (Costs 2 Actions)*** The Deviljho makes a bite attack or uses the swallow action. > > ***Annihilation (Costs 3 actions)*** The Deviljho uses its Dragon Breath, if available. Deviljho is a very large, bipedal Brute Wyvern characterized by its uniform forest green colouration and muscular upper body. Its thick hide is littered with short, jagged spines that reach a maximum height along the back and tail. Deviljho has a narrow snout with a large lower jaw, covered in multiple rows of teeth spreading outwards from the mouth. It has massive, powerful hind legs, but tiny, poorly developed forelegs that it rarely utilizes. When provoked, Deviljho's back and shoulder muscles swell considerably. During this period, areas of its skin will take on a bright red colouration. Deviljho is armed with a powerful set of jaws that it can use to deliver bone-crunching bites to prey and foe alike. In addition, its powerful hind legs allow it to run at relatively high speed and leap considerable distances towards prey. \pagebreakNum When enraged, Deviljho is capable of producing a mysterious clouded emission which can be shot out of the mouth in a stream at prey. This substance contains the Dragon Element and can be very deadly to hunters as well as other monsters. Deviljho is a nomadic monster, prone to wandering vast distances in search of prey. Its status as a super-predator allows it to overtake the territory of any monster that stands in its path. Because of the extreme amount of energy its body consumes, Deviljho is always in search of food sources. It is known to be cannibalistic, and is also prone to eating prey alive in order to waste as little time as possible in replenishing its energy. Because of its nomadic nature, Deviljho is known to inhabit a wide variety of environments.
\pagebreakNum ### Carapaceons Carapaceons are crustacean-like monsters that have hard shells and exoskeletons or crab-like bodies, which mostly require weapons with some magical properties to damage properly. When they're weakened by physical damage, they show internal bleeding by the frothing of the purple bubbles from their mouths. Most of these crustaceans resemble crabs, lobsters or scorpions.
\pagebreakNum ___ ___ > ## Daimyo Hermitaur >*Huge Beast (Carapaceon), Unaligned* > ___ > - **Armor Class** 20 (Shell Armour) > - **Hit Points** 161(17d12 + 51) > - **Speed** 30ft., burrow 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|17 (+3)|2 (-4)|8 (-1)|3 (-4)| >___ > - **Damage Resistances** Bludgeoning, Piercing and Slashing from nonmagical weapons > - **Senses** Blindsight 10ft., passive Perception 9 > - **Languages** -- > - **Challenge** 8 (3,900 XP) > ___ > > ***Enrage*** When Daimyo Hermitaur starts its turn with half its maximum hit points (81) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Hermit Shell.*** If the Daimyo Hermitaur takes 50 or more bludgeoning damage in one round , it's shell breaks. When its shell breaks, the Daimyo Hermitaur's AC becomes 16 and it can't use the Erupt or Shell Block action. If the Daimyo Hermitaur burrows it can use an action to try and find another shell. Roll percentile dice and on a 50 or higher it finds a new monster skull to use as a shell. > ### Actions > ***Multiattack.*** The Daimyo Hermitaur makes two claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., 1 target. *Hit:* 14 (2d8 + 5) bludgeoning damage damage and the target is grappled (Escape DC 16). The Daimyo Hermitaur has two claws, each of which can only grapple one target. > > ***Water Spout (Recharge 4-6).*** The Daimyo Hermitaur spits pressurized water in a 10 ft wide, 20 ft long line. Any creature in the area must make a DC 15 Dexterity saving throw or take 27 (6d8) bludgeoning damage on a failure. On a success the target takes half damage. > > ***Erupt.*** If the Daimyo Hermitaur is underground, it can erupt shell-first from the ground. Any creature above the Daimyo Hermitaur when it emerges must succeed on a DC 16 dexterity saving throw or take 28 (8d6) piercing damage and be knocked prone. On a success, creatures take half damage and are not knocked prone. > > ### Reactions > > ***Shell Block.*** The Daimyo Hermitaur can use its reaction when targeted by a ranged or melee attack roll to retract further into its shell and bring it's claws up to guard. Until the start of its next turn the Daimyo Hermitaur's AC becomes 22, it has immunity to being knocked prone and resistance to all damage except thunder, it's movement becomes 0 and it automatically fails dexterity saving throws. This affect ends if the Daimyo Hermitaur takes thunder damage. An excellent example of a Carapaceon, Daimyo Hermitaur are the adult form of the Hermitaur. Some other forms of Daimyo Hermitaur includes Plum Daimyo Hermitaur and the Stonefist Hermitaur. ### Physiology Daimyo Hermitaur has a large, crab-like body. It is covered in a red and white carapace and wears the skull of a Monoblos as a protective shell. It has broad, shield-like claws and long antennae. ### Abilities It can use its claws as shields to defend itself from attackers, and, as with the Monoblos, can also use them to dig into the earth in order to attack foes from below. It can shoot pressurized jets of water and can use its massive weight to crush enemies. \columnbreak ### Behaviour Despite their size, Daimyo Hermitaur are fairly calm, when undisturbed. However, Daimyo Hermitaur will turn aggressive if they feel threatened or attacked. Most of time, they can be seen foraging for food as they roam around their environment. ### Niche Daimyo Hermitaur primarily feed on smaller creatures and other resources for survival, including carrion and rarely humans. Though they prey on other creatures, Daimyo Hermitaur can sometimes serve as prey for monsters, although it is rare that a monster can breach its defenses. \pagebreakNum ### Biology They have huge, thick claws capable of holding prey as well as shielding the giant crab from most any attacks. Daimyo Hermitaur's shell is also very tough, able to deflect the blows of most weapons. The one chink in the creature's armor is its soft hindquarters, where many of the creature's major organs are stored. To fix this problem, Daimyo Hermitaur will wear the skulls of dead wyverns on their backs. Acquiring the right size shell is a chore though, and occasionally Daimyo Hermitaur can be spotted with shells too large, or small for their bodies. Almost all of Daimyo Hermitaur's shells come from members of the larger species like Monoblos. Daimyo Hermitaur also possess surprisingly strong legs, able to move the creature with great speed if necessary. The legs assist the creature in digging holes and they are able to launch themselves many feet into the air, causing them to land vigorously on top of hunters who don't react fast enough. ### Habitat It prefers tropical to subtropical areas with sands and water such as the Desert and Jungle. ### Subspecies There is only one subspecies of the Daimyo Hermitaur, the Plum Daimyo. This subspecies is simply purple in colour and prefers Diablos skulls to Monoblos skulls, and has very few if any other distinguishing features. It does however have a deviant known as the Stonefist Daimyo Hermitaur which has one immense claw, which is much more powerful than a normal Daimyo Hermitaur. ### Hermitaur A hermitaur is simply a young Daimyo Hermitaur and can often be seen alongside the adult version. \columnbreak ___ > ## Hermitaur >*Medium Beast (Carapaceon), Unaligned* > ___ > - **Armor Class** 15 (Natural Armour) > - **Hit Points** 30(5d8 + 5) > - **Speed** 30ft., burrow 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|12 (+1)|2 (-4)|9 (-1)|3 (-4)| >___ > - **Damage Vulnerabilities** lightning > - **Senses** Blindsight 10ft., passive Perception 9 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > > ### Actions > > ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 11). The hermitaur has two claws, each of which can grapple only one target.
\pagebreakNum ___ ___ > ## Shogun Ceanataur >*Huge Beast (Carapaceon), Unaligned* > ___ > - **Armor Class** 18 (Shell Armour) > - **Hit Points** 161(17d12 + 51) > - **Speed** 40ft., climb 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|18 (+4)|16 (+3)|2 (-4)|10 (+0)|6 (-2)| >___ > - **Saving Throws** DEX +7, CON +6 > - **Damage Resistances** Bludgeoning, Piercing and Slashing damage from nonmagical attacks > - **Senses** Blindsight 10ft., passive Perception 10 > - **Languages** -- > - **Challenge** 8 (3,900 XP) > ___ > ***Enrage.*** When the Shogun Ceanataur starts its with half its maximum hit points (81) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. It's claws also fully extend. This increases the reach of its claws to 10 ft, makes them deal slashing damage, and targets hit must make a DC 16 constitution saving throw or start bleeding for 1 minute. While bleeding a target takes 1d6 damage at the start of their turn. A successful medicine check of DC 14 can stop this. When the rage ends, the monster gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. The Shogun Ceanataur cannot re-enter rage for 2d4 rounds. > > ***Hamstring.*** If the Shogun Ceanataur hits a creature with an attack of opportunity, the creature's speed becomes 0 until the end of its turn. > > ***Hermit Shell.*** If the Shogun Ceanataur takes 50 or more bludgeoning damage in one round , it's shell breaks. When its shell breaks, the Shogun Ceanataur's AC becomes 16. If the Shogun Ceanataur burrows it can use an action to try and find another shell. Roll percentile dice and on a 50 or higher it finds a new monster skull to use as a shell. > > ***Spider Climb.*** The Shogun Ceanataur can climb on any surface, including upside down on ceilings, without making an ability check > ### Actions > ***Multiattack.*** The Shogun Ceanataur makes two claw attacks > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., 1 target. *Hit:* 17 (2d12 + 4) bludgeoning damage. > > ***Clothes Line (Recharge 4-6).*** The Shogun Ceanataur walks its full movement forward with its claws held out. This increases its width by the reach of its claws. Any creature the Shogun Ceanataur walks through the space of must make DC 16 dexterity saving throw. On a failed save creatures take 17 (2d12 + 2) bludgeoning damage and are knocked prone. On a success creatures take half damage and are not knocked prone. While enraged, this action gains the same benefits as its claws. > > ***Water Blast (Recharge 5-6, Must Be On a Ceiling).*** The Shogun Ceanataur fires a pressurized stream of water at a creature underneath it. The creature and all creatures within 5 ft of it must make a DC 16 Dexterity saving throw or take 31 (9d6) bludgeoning damage. On a success, creatures take half damage. Shogun Ceanataur is a Carapaceon. However, they hardly resemble their cousins, the Daimyo Hermitaur. Shogun Ceanataur also has a Subspecies, known as Terra Shogun Ceanataur, and a Deviant, known as Armor Shredder Shogun Ceanataur. ### Physiology Shogun Ceanataur's body is covered in a blue carapace. Its head is long and knife-shaped, and features a pair of lengthy antennae. Its folding claws act as sickles, and in rage mode are fully extended, adding a significant amount of range to its reach. Shogun Ceanataur is known to inhabit a variety of shells, among them: A Gravios skull, a snail-like shell, and a skull belonging to an unknown wyvern. ### Abilities Shogun Ceanataur is capable of firing a stream of pressurized water from its shell. In addition, it is able to climb on walls and ceilings, and can extend and retract its scythe-like claws. \columnbreak ### Behavior Each Shogun Ceanataur has their own personality. Some are more aggressive than others. When undisturbed, Shogun Ceanataur are usually fairly calm, however, if threatened, they will turn aggressive in an instant. They’ll unsheath their claws and will attempt to kill a foe. If the skull on Shogun Ceanataur's backside is broken, it'll immediately go looking for another one, so it can protect its vulnerable bottom. ### Niche Shogun Ceanataur are somewhat high in the food chain. They primarily feed on small creatures that live in dark environments like shrimp and insects, but will also feed on carrion. Despite this, they can more than hold their own against larger species. They are also known to have battles with Khezu and Terra Shogun Ceanataur in the caves of the swamp. \pagebreakNum ### Biology Compared to Daimyo Hermitaur, Shogun Ceanataur has a much slimmer shape. From the lighter shell of Shogun Ceanataur, it is able to move faster than Daimyo Hermitaur. With this lighter armor, Shogun Ceanataur are also able to attack and move offensively rather than defensively. Another bizarre defense of Shogun Ceanataur is its own urine. While wearing a skull and hanging on a ceiling, Shogun Ceanataur are known to spray water on their enemies from the ceiling. ### Habitat Shogun Ceanataur is commonly found in subtropical areas such as volcanoes and swamps, as well as in jungles. ### Subspecies The Shogun Ceanataur has one subspecies, the Terra Shogun Ceanataur which is a more rust-red colouration. Apart from this there is very little difference between the two. However it also has a Deviant known as the Armour Shredder Shogun Ceanataur, which uses the skull of a Glavenus on its back to sharpen its claws and imbue them with fire. ### Ceanataur Ceanataur are simply young Shogun Ceanataur. They have not yet developed the distinctive sword-like claws of their parents, and they also retain their own shells rather than using wyvern skulls. ___ > ## Ceanataur >*Medium Beast (Carapaceon), Unaligned* > ___ > - **Armor Class** 15 (Natural Armour) > - **Hit Points** 30(5d8 + 5) > - **Speed** 30ft., climb 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|12 (+1)|2 (-4)|9 (-1)|3 (-4)| >___ > - **Senses** Blindsight 10ft., passive Perception 9 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > > ### Actions > ***Multiattack.*** The Ceanataur makes two claw attacks > > ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 11). The ceanataur has two claws, each of which can grapple only one target.
\pagebreakNum ### Elder Dragons This class is made up of rare, elusive monsters that have lived eternally since ancient times, that are able to bring destruction to entire ecosystems and potentially the world ***Elder Dragon Resilience*** All Elder Dragons have the *Elder Dragon Resilience* trait, except for Kirin. This means that If damage reduces the Elder Dragon to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is dragon or from a critical hit. On a success, the Elder Dragon drops to 1 hit point instead. ***Myriad of Forms*** Elder Dragons come in a large variety of shapes and sizes. There are only a few 'true' Elder Dragons, ones which have the typical draconic body structure of 4 legs abd 2 wings. However the class of Elder Dragon is a very broad one, ranging from creatures like Kirin which resemble the celestial unicorns, to the mountain sized Lao Shan Lung. They all share the same trait of being immensley powerful and destructive. However their are some exceptions to this, for example despite Shagaru Magala being classified as an Elder Dragon, its juvenile form Gore Magala is classified as a "???" Type. However, Gore Magala has Wyvern-specific loot, such as Wyvern Tears, and can be captured. Creatures such as Akantor and Ukanlos were once listed as Elder Dragons due to their immense size and power, but after some research it was found that they were actually more closely related to Flying Wyverns, and were classed as such. ***God-Like Power*** Due to their immense strength and power, in the past, some Elder Dragons were worshipped as gods; however, in the present, the Guild marked them as threats to the ecosystem. Even today some Elder Dragons are reffered to as living Natural disasters such as Alatreon. Akantor and Ukanlos, which used to be classed as Elder Dragons are often referred to as the Black God and White God and are thought to have created the Furahiya Mountains. When an Elder Dragon is present in an area, all other monsters will flee, with the exception of other Elder Dragons, and a few powerful monsters such as Deviljho, Rajang, Ukanlos and Akantor. ***Masters of the Environment*** Elder Dragons are known to inhabit every corner of the world of Minegarde. From atop the highest peaks, storms rage around Kushala Daora, and in the depths of the ocean the mighty Caedeus slumbers. Wherever an Elder Dragon lives it will set up a lair from which it ventures out to hunt. They are always the Apex Predator of their habitat and will not abide by intrusion from other predatory monsters. A few Elder Dragons are nomadic, such as the Kirin. Aside from the nomadic Elder Dragons, most other Elder Dragons cannot be found outside of a select environment except on very rare occasions. For example, Teostra is found in the depths of volcanoes where it makes its lair. However it can sometimes be seen in areas such as the desert if it needs to migrate due to lack of food, or being driven out. ***Dragon Damage*** The Dragon Element is a Damage Type which can be utilized offensively by both players and some monsters. It uses a strange and unknown power to cause additional damage. Monsters that are capable of using the Dragon Element can be found in a wide variety of environments, and are generally extremely powerful and oftentimes quite rare (Examples being the Deviljho). Weapons crafted from such creatures can deal Dragon damage, and spells such as Chromatic Orb can use this element and Elemental Weapon can infuse weapons with Draagon Element.
Kirin, an Elder Dragon. \pagebreakNum ___ ___ > ## Kirin >*Large Dragon (Elder Dragon), Unaligned* > ___ > - **Armor Class** 18 > - **Hit Points** 225(30d10 +60) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|26 (+8)|14 (+2)|12 (+1)|14 (+2)|10 (+0)| >___ > - **Saving Throws** DEX +14, CON +8, CHA +5 > - **Skills** Perception +8 > - **Damage Vulnerabilities** Dragon > - **Damage Resistances** Cold; Bludgeoning,Piercing and Slashing from Nonmagical Attacks. > - **Damage Immunities** Lightning > - **Condition Immunities** Charmed, Exhausted, Paralyzed, Incapacitated > - **Senses** passive Perception 18 > - **Languages** -- > - **Challenge** 19 (22,000 XP) > ___ > > ***Aversion to Fire*** If the Kirin takes fire damage, it has disadvantage on all attack rolls and ability checks until the end of its next turn. > > ***Avoidance.*** When the Kirin is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage on a successful save and only half damage if it fails. > > ***Fleet Footed.*** The Kirin can dash or disengage as a bonus action. > > ***Enrage.*** When the Kirin starts its turn with half its maximum hit points (113) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged it has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks and all lightning damage. Also while enraged any creature that hits it with a melee attack takes 7 (2d6) lightning damage. When the rage ends Kirin cannot re-enter rage for 2d4 rounds. > > ***Illumination.*** The Kirin's fur glows with an ethereal light. The Kirin sheds bright light up to 10ft around it and dim light another 10ft beyond. > > ### Actions > ***Multiattack.*** The Kirin makes three melee attacks: two with its gore and one with its buck. > > ***Gore.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., 1 target. *Hit:* 17 (2d8+ 8) piercing damage and 7 (2d6) lightning damage > > ***Buck.*** *Melee Weapon Attack:* +13 to hit, reach 5ft., 1 target. *Hit:* 15 (2d6+8) bludgeoning damage > > ***Lightning Strike.*** The Kirin summons a bolt of blue lightning to strike a target it can see within 120 feet. The Target must make a DC 19 Dexterity saving throw or take 55 (10d10) lightning damage. If the creature fails the save by 5 or more it becomes paralyzed until the end of the Kirin's next turn. On a successful save, the target takes half damage and isn't paralyzed. > > ***Lightning Field (Recharge 5-6).*** The Kirin summons multiple lighting bolts around itself. All targets within 5ft of Kirin must make a DC 19 Dexterity saving throw or take 36 (8d8) lightning damage. If they fail the save by 5 or more they are paralyzed until the end of the Kirin's next turn. On a successful save the targets take half damage and are not paralyzed. > ### Legendary Actions > Kirin can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Detect*** The Kirin makes a Wisdom (Perception) check. > > ***Pinpoint Strike.*** The Kirin uses its lightning strike action. > > ***Protective Field.*** The Kirin uses the Lightning Field action if it's available > > ***Lightning Dash.*** The Kirin disappears in a Bolt of lightning, reappearing 30 ft away. > > ***Lightning Bolt (Costs 2 Actions).*** The Kirin fires a streak of lightning from its horn. The lightning has the same statistics as a 5th level lightning bolt spell dealing 35 (10d8) lightning damage on a failed Dexterity save and half damage on as success, with a DC of 19. If a creature fails the save by 5 or more it is paralyzed for 1 round. Kirin are most famous for their horns, as they are incredibly sharp, yet surprisingly fragile. The horn is present in both males and females. Kirin also have incredibly tough hides, that are beyond the sharpness of most weapons to damage. This is because Kirin's fur is by nature incredibly strong, and it is very tightly packed, effectively forming a suit of very flexible armor around the creature. The white/blue coloration of its hide is something of a mystery, though it appears to be also covered in scales. Kirin appear to be relatively peaceful and passive creatures, yet they are quite capable of launching a powerful barrage of lightning attacks. Using their extreme agility, Kirin can literally run circles around their opponent, getting in close to gore an enemy with their horn, only to quickly dart away and prepare another assault. \pagebreakNum ## Kushala Daora Kushala Daora is a four legged Elder Dragon with a pair of widely spreading wings. Its skin is plated with metal that makes weapons bounce off without magical reinforcement. Kushala Daora has numerous horns lining its head and sharp claws on each of its legs. Kushala Daora have the ability to manipulate strong winds, creating a wind barrier that surrounds it during rage mode. The wind barrier can knock a hunter back, making the hunter vulnerable to Kushala Daora's attacks. The wind barrier also makes it difficult for the hunter to attack its body, except for head and the tail. However, this wind barrier can be weakened by poisoning it. Kushala Daora possesses some of the largest wings of any monster. It uses these to sail effortlessly in the air. It can hover off the ground and blast hunters with wind. It uses a special organ to produce its famous wind based-attacks and abilities. When hit with poison, its organ will be weak and its shield will disappear for a short period of time while fighting the toxins. Kushala Daora have tough, metal filled skin, but suffer from a severe weakness to poison, which can easily enter the bloodstream through cracks created in the skin. Kushala Daora must infrequently shed their trademark skin as they grow. This can easily be spotted as the once shining silver scales will rust over due to oxidation with air. The most well-known ability about Kushala Daora is the storms it summons. These storms can easily destroy whole regions, varying from region to region. Kushala Daora can cause sandstorms, hurricanes, and snowstorms though it is unknown how. Kushala Daora are rare top predators, and fear almost nothing. However, it is occasionally threatened by the large, fast and aggressive Tigrex and the rare powerful Rajang. They can compete with other elder dragons, especially Chameleos in the Jungle. There are reports of Kushala Daora eating mineral deposits, this may show how they manage to have a metal rust-able skin. ### A Kushala Daora's Lair Kushala Daora makes its lair at the highest peak of the highest mountain in the area. From its lair it patrols the surrounding area, usually in a 5 mile radius or so. It claims these areas as it's hunting ground and will drive out other large monsters that it may compete with, including other dragons. If an Ancient Dragon or other more powerful creature comes to claim its lair it will usually leave to find another. A Kushala Daora is CR 23 in its lair. #### Lair Actions On initiative count 20 (losing initiative ties), the Kushala Daora takes a lair action to cause one of the following effects; the Kushala can’t use the same effect two rounds in a row: -The Kushala causes a lightning bolt to strike an area it can see within 120 ft. Each creature within 5ft of the area must make a DC 16 dexterity saving throw or take 44 (8d10) lightning damage. On a successful save the creature takes half damage. -The wind picks up in a 10 foot cube that the Kushala can see within 120 ft of it. Any creature in the cube must make a DC 16 Dexterity saving throw or take 24 (4d10) bludgeoning damage and be knocked prone. On a successful save the creature takes half damage and isn't knocked prone. -A thunderous boom emanates from the storm. Any creature that isn't deafened except the Kushala must succeed on a DC 15 constitution saving throw or take 17 (5d6) thunder damage and be deafened for 1 round. On a failure creatures only take half damage. #### Regional Effects The region containing a Kushala Daora’s lair is affected by the creatures power over storms, which creates one or more of the following effects: -An area of radius 3 miles is affected by the Kushala's storm power and is perpetually stormy. Rain lightly obscures the and raging winds extinguish all nonmagical flames. Flight becomes impossible for all creatures inside the storm of size large or smaller. Any creature of a larger size treats the sky as difficult terrain when flying. This regional effect moves with the Kushala Daora no matter what. The Kushala resides in the eye of the storm, where the weather is less extreme. -The region surrounding Kushala's lair is bitterly cold and windy. The mountain itself is so cold that most creatures will freeze. The Mountain itself is considered Extremely Cold and fire or other heat sources do nothing to stave off the cold. -The peak of the mountain that Kushala makes it's lair on becomes covered in snow and freezes over if it wasn't already. ___ If the Kushala dies, these effects fade over the course of 1d4 days, with the Extreme Cold stopping immediately.
\pagebreakNum ___ ___ > ## Kushala Daora >*Huge Elder Dragon, Unaligned* > ___ > - **Armor Class** 21 (Natural Armour) > - **Hit Points** 390(30d12 + 180) > - **Speed** 40ft., fly 90ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|15 (+2)|22 (+6)|12 (+1)|14 (+2)|10 (+0)| >___ > - **Saving Throws** CON + 13, WIS + 9, CHA + 7 > - **Damage Vulnerabilities** Dragon > - **Damage Resistances** Thunder; Lightning; Bludgeoning, Piercing and Slashing from Nonmagical Attacks > - **Condition Immunities** Exhausted, Charmed, Deafened, Incapacitated > - **Senses** Darkvision 60ft., passive Perception 12 > - **Languages** -- > - **Challenge** 21 (33,000 XP) > ___ > > ***Dragon Wind (Recharge 5-6).*** The Kushala can use a bonus action transform its Wind Barrier into Dragon Wind. This barrier is black in colour and lasts 1 round. While Dragon Wind is active the Kushala Daora gains immunity to ranged weapon or spell attacks and all medium or smaller creatures that start their turn or move within 5ft. of Kushala on their turn must succeed on a DC 18 Dexterity saving throw or be knocked prone. > > ***Enrage*** When Kushala starts its turn with half its maximum hit points or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends Kushala cannot re-enter rage for 2d4 rounds. > >***Elder Dragon Resilience.*** If damage reduces the Kushala to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Kushala Daora drops to 1 hit point instead. > > ***Legendary Resistance (3/day).*** If the Kushala fails a saving throw, it can choose to succeed instead. > > ***Poison Vulnerability.*** When Kushala Daora takes poison damage its Wind Barrier trait and Dragon Wind fade for 1 round. If Kushala Daora is poisoned its Wind Barrier and Dragon Wind cease to function while it remains poisoned. Kushala Daora has disadvantage on any saving throw to resist poison damage or being poisoned. > > ***Wind Barrier.*** Ranged attacks against Kushala Daora have disadvantage. Melee attacks from medium or smaller creatures have disadvantage while the creature is within 5ft of Kushala Daora. > > ### Actions > ***Multiattack.*** The Kushala can use its Frightful Presence. It then makes three attacks: two with its bite and one with its tail. > > ***Frightful Presence.*** Each creature of the Kushala's choice that is within 120 feet of the Kushala and aware of it must make a DC 20 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Kushala's Frightful Presence for the next 24 hours. > > ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., 1 target. *Hit:* 17 (2d10 + 6) piercing damage and 5 (1d10) cold damage. > > ***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft, 1 target. *Hit:* 15 (2d8 + 6) bludgeoning damage. > > ***Wind Breath (Recharge 5-6).*** The Kushala Daora exhales a gust of wind in a 60ft cone. All creatures in the area must succeed on a DC 22 Dexterity saving throw or take 72 (16d8) bludgeoning damage. On a successful save creatures take half damage. The area is then considered heavily obscured for 1 round due to dust and debris being kicked up. If the area is an icy area such as a tundra or the Kushala is in its lair then this action deals cold damage instead of bludgeoning and is a DC 22 Constitution save instead of a Dexterity save. > ### Legendary Actions >The Kushala can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Kushala regains spent legendary actions at the start of its turn. > > ***Dragon of Wind*** The Kushala can activate its Dragon Wind if available. > > ***Lord of Storms (Costs 2 actions)*** The Kushala Daora causes thunder to boom and lightning to flash around it. Any creature within 120 ft of the Kushala Daora must make a DC 19 Constitution saving throw or be deafened if it can hear and blinded if it can see the Kushala until the end of their next turn. > > ***Whirlwind (Costs 2 actions)*** The Kushala Daora creates a large tornado in an area it can see within 60ft of it. The tornado has a radius of 5ft and is 30ft high. Any medium or smaller creature that starts its turn in or enters the tornado on its turn must succeed on a DC 19 Dexterity saving throw or take 28 (8d6) bludgeoning damage and be knocked prone. If the Kushala is in a frozen area or its lair the tornado deals cold instead of bludgeoning damage. On a successful save a creature takes half damage and isn't knocked prone. The tornado lasts 5 rounds and the Kushala can use this legendary action to move it up to 30ft. until it fades. > > ***Wing Attack (Costs 2 actions)*** The Kushala beats its wings. Each creature within 20ft. of the Kushala must succeed on a DC 22 Dexterity saving throw or take 16 (3d6 +6) bludgeoning damage and be knocked prone. The Kushala can then fly up to half its flying speed without provoking attacks of oppurtunity.. > \pagebreakNum ## Teostra Teostra's control over the Fire Element is speculated to come from his two curved horns. The relationship between the two is unclear, but hunters can cripple the monster's ability to produce a fire aura if they can manage to destroy them. As part of a sexually dimorphic species, Teostra is the male counterpart to the Lunastra, though the two are rarely seen together. Teostra is capable of producing a dangerous fire aura that deals constant damage over time to hunters standing nearby. Unlike Rathalos, Rathian, Gravios or any other fire wyvern, Teostra emits a live flame, resembling a flamethrower-like attack. Teostra is a very aggressive monster. Teostra are a very aggressive monster. It will show dominance to anything that it encounters. Compared to Lunastra, who give warnings to get out of its territory, Teostra will ruthlessly attack intruders until they are dead. As one of the most aggressive Elder Dragons, Teostra are highly feared. It is not advised to go out into the Desert, Volcano, Swamp, or Tower when pairing with Lunastra, as the prospect of fighting both Lunastra and Teostra together is often considered suicidal. Being predatory Elder Dragons Teostra are powerful top predators and are easily capable of killing weaker animals such as Aptonoth, Conga, Bulldrome, Iodrome, Apceros, and Cephadrome. Armed with razor sharp claws and flesh ripping teeth these Elder Dragons make short work of prey and smaller predators. However these fearsome predators have to contend with equally deadly predators such as Akantor, Lavasioth, Rajang and Tigrex. All of these predators can grievously injure if not kill a Teostra if a battle were to happen. Yet with their size, strength, tenacity, and firepower these Elder Dragons won't go down without giving a serious fight. Possessing mastery over flame, there are few creatures that can hope to last against Teostra for long. To defend itself, the Teostra also utilizes a heat shield which damages enemies that get too close. To keep its flame powers going, they consume coal in volcanic environments. It also has detachable wing scales or powder that explode when ignited from a spark made when Teostra bites. It uses these to defend itself from attackers, although they give little protection against enemies with resilience to extreme heat such as Akantor or Lavasioth. ### A Teostra's Lair Teostra make their lairs in the depths of Volcanoes. From here, it hunts around the rest of Volcano, and is almost always the top predator there, driving out other large monsters that it may compete with, including other dragons. It will usually flee if an Ancient Red Dragon comes to claim its territory as the Teostra is outmatched physically by the Dragon and its control over fire serves as no defense against one. A Teostra is CR 23 in its lair. ### Lair Actions On initiative count 20 (losing initiative ties), the Teostra takes a lair action to cause one of the following effects; the Teostra can’t use the same effect two rounds in a row: -The Teostra causes a fountain of lava to erupt from a point it can see within 120ft. of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. -The Teostra creates a Wall of Fire in an area it can see within 120ft. of it. This wall is identical to a 4th level Wall of Fire spell but it only lasts for one round. -The Teostra creates a 10 ft. radius spehere of smoke at a point it can see within 60 ft. of it. The area is heavily obscured to any creature except the Teostra. When a creature enters the smoke's area for the first time on a turn or starts its turn there it must succeed on a DC 15 Constitution saving throw or have disadvantage on all attacks for that turn. ### Regional Effects The region containing a Teostra’s lair is warped by the creatures power over fire and heat, which creates one or more of the following effects: -The area within 1 mile of a Teostra's lair is affected by the Extreme Heat condition. -Smoke and ash is constantly flowing from the volcano, making it difficult to see and breath while within 1/2 a mile of the volcano. -Lava and magma flow freely down the sides of the volcano at all times, making climbing it extremely dangerous. ___ These effects fade within 1d4 weeks upon the Teosta's death, with the Extreme Heat fading immediately.
\pagebreakNum ___ ___ > ## Teostra >*Huge Elder Dragon, Unaligned* > ___ > - **Armor Class** 19 (Natural Armour) > - **Hit Points** 360(30d12 + 150) > - **Speed** 40ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|16 (+3)|20 (+5)|11 (+0)|16 (+3)|8 (-1)| >___ > - **Saving Throws** DEX +10, CON +12, WIS +10, CHA +6 > - **Damage Vulnerabilities** Dragon > - **Damage Immunities** Fire > - **Condition Immunities** Exhausted, Charmed, Incapacitated > - **Senses** passive Perception 13 > - **Languages** -- > - **Challenge** 21 (33,000 XP) > ___ > ***Flame Aura.*** At the start of each of the Teostra's turns, each creature within 5 feet of it takes 14 (4d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the Teostra or hits it with a melee Attack while within 5 feet of it takes 14 (4d6) fire damage. This Aura temporarily disappears when the Teostra is prone. > > ***Enrage*** When Teostra starts its turn with half its maximum hit points (180) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, rolls an extra damage die on melee attacks and its claws deal an extra 3 (1d6) fire damage. When the rage ends Teostra cannot re-enter rage for 2d4 rounds. > > ***Elder Dragon Resilience.*** If damage reduces the Teostra to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Teostra drops to 1 hit point instead. > > ***Legendary Resistance (3/Day)*** If the Teostra fails a saving throw it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Teostra uses its Frightful Presence. It then makes 3 melee attacks: two with its claw and one with its bite. > > ***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage and 10 (3d6) fire damage. > > ***Claw.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 17 (2d8 + 8) slashing damage. > > ***Frightful Presence.*** Each creature of the Teostra's choice that is within 120 feet of the Teostra and aware of it must make a DC 20 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Teostra's Frightful Presence for the next 24 hours. > > ***Fire Breath (Recharge 5-6).*** The Teostra breathes fire in a 60 ft. cone in front of itself. All creatures in the area must succeed on a DC 21 Dexterity saving throw or take 70 (20d6) fire damage. On a success creatures take half damage. > > ***Flame Dust (Recharge 6).*** The Teostra scatters explosive dust in a 30-foot-radius around itself, lightly obscuring the area. As a bonus action, the Teostra can gnash its teeth, igniting the dust, which consumes it. Any creature in the area must succeed on a DC 21 Dexterity saving throw or take 70 (20d6) fire damage. On a success targets take half damage. > > ***Supernove (Recharge 6, Flame Dust must be recharged).*** The Teostra builds up a massive amount of fire around itself, before unleashing it in a massive Supernova. All creatures within 40 feet of the Teostra must succeed on a DC 21 Dexterity saving throw or take 105 (30d6) fire damage. On a success targets take half damage. The Teostra sacrifices its movement to do this. This also puts the Teostra's flame dust on recharge. >### Legendary Actions >The Teostra can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Teostra regains spent legendary actions at the start of its turn. > > ***Detect*** The Teostra makes a Wisdom (Perception) check. > > ***Smoke Breath.*** The Teostra exhales a cloud of smoke in a 30 ft. The area is heavily obscured for 1 round to every creature but the Teostra. > > ***Close Range Detonation (Costs 2 Actions).*** The Teostra creates a small cloud of explosive dust around itself and detonates it. Any creature within 10 ft of the Teostra must make a DC 18 Dexterity saving throw or take 28 (8d6) fire damage. On a success creatures take half damage. > >***Flame Shield (Cost 2 Actions).*** The Teostra's flame aura extends to 10 ft around itself until the start of the Teostra's turn and deals an extra 3 (1d6) fire damage. > \pagebreakNum ## Chameleos Chameleos's body is covered by a purple and white hide, and its head ends with a protruding horn at the tip of its nose. Its eyes are similar to a real life chameleon's; large and orb-like, with the ability to control eye movement individually. The long and elastic tongue can extend to grasp and steal items from a distance. Its wings are a purple color with a grayish white membrane, and are used for flight and controlling the direction of its poison fog. Chameleos's large tail is reminiscent of a leaf and has a curled, spiraling tip. Chameleos has the ability to camouflage itself by using the electric currents running through its skin, refracting light in the mist and thus making its body invisible. This camouflaging ability is disabled if its horn is broken, and the tail severed. Known for using mist for protection, Chameleos's breath can create a thick fog to impair visibility as well as form dangerous toxic clouds. The stretching tongue is adept at stealing items from hunters, though this can be prevented with the Anti-Theft skill. It can also spit out acid blobs to reduce defense, and expel gas that inflicts stamina-lowering fatigue. Fanning its tail, it can cause High Pressure wind (much like Kushala Daora's wind barrier). Chameleos are ambush hunters, waiting patiently for prey to pass by while they blend perfectly into their surroundings. Chameleos can and will eat almost anything, and can use different tactics to take down varying sizes of prey. If it is a supply camp, it'll steal with each opportunity it gets. Chameleos are different from other Elder Dragons, as they are not nearly as "elegant" in their appearance as other Elder Dragon species. Chameleos have a number of biological adaptations that make them extremely unique. Most notably is the Chameleos's trademark camouflage mechanism. Each species of Chameleos has a different way of camouflaging itself. By generating a weak electric current in its skin that interacts with the mist it can breathe, the Elder Dragon can bend light around itself, rendering it effectively invisible. Some Chameleos use special ore to enable their camouflage. This illusion is not, however, perfect; If Chameleos sustains significant damage or dismemberment to its tail and or horn, it can lose this ability altogether. Chameleos have independently moving eyeballs that protrude from the sides of its head to create a wider field of vision. Chameleos have several nasty defenses should it ever come under attack. Its acid is incredibly potent, capable of dissolving all but rock. For hunters this often means severe armor degradation. They possess an extremely strong poison, which can be released from its mouth at will and often whipped into a thick cloud by the dragon's wings. Finally, it can exhale large amounts of mist to further hinder the vision of hunters, allowing it to either make a swift getaway or launch a surprise attack with ease. ### Chameleos' Lair The Chameleos makes its lair deep in the heart of jungles and forests where very few creatures can reach. Its lair is always hidden by mist and the Chameleos' presence makes tracking and travelling near its lair very difficult. A Chameleos is CR 22 in its lair. ### Lair Actions On initiative count 20 (losing initiative ties), the Chameleos takes a lair action to cause one of the following effects; the Chameleos can’t use the same effect two rounds in a row: -The Chameleos causes the entire area to fill with a light mist. The area is lightly obscured and sound is muffled for all creatures except the Chameleos. Affected creatures have disadvantage on Wisdom (Perception) checks that rely on sight or hearing until initiative count 20 on the next turn. -The Chameleos causes a 20ft. radius pool of poison to form in an area it can see within 120 ft of it. Any creature that starts its turn in or eneters the pool on its turn must succeed on a DC 16 Constitution saving throw or be poisoned as though by the Chameleos' poison gas ability. The pool lasts until initiative count 20 the following round. -A creature of the Chameleos' choice that it can see is entagled by plany material. The creature must succeed on a DC 18 strength saving throw or be restrained as though by the entangle spell until the start of its next turn. ### Regional Effects The region containing a Chameleos’ lair is filled with the mist it uses to hide, which creates one or more of the following effects: -The area within a mile of the Chameleos' lair is lightly obscured by mist at all times regardless of weather. -All creatures within the area find it very difficult to get their bearings. Any creature within 5 miles of the Chameleos' lair have disadvantage on Wisdom (Survival) checks. -A Rangers Natural Explorer trait is negated while within 5 miles of the Chameleos' lair. If the Chameleos dies, the mist fade over the course of 2d6 days, while the other effects fade immediately.
\pagebreakNum ___ ___ > ## Chameleos >*Huge Elder Dragon, Unaligned* > ___ > - **Armor Class** 18 (Natural Armour) > - **Hit Points** 341 (31d12 + 124) > - **Speed** 30ft., climb 30ft., fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|22 (+6)|18 (+4)|13 (+1)|20 (+5)|10 (+0)| >___ > - **Saving Throws** INT +8, WIS +12, CHA +7 > - **Skills** Perception +19, Stealth +13 > - **Damage Vulnerabilities** Dragon > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned, Exhausted, Incapacitated, Charmed > - **Senses** Blidnsight 40ft., Darkvision 120 ft., passive Perception 29 > - **Languages** -- > - **Challenge** 21 (33,000 XP) > ___ > > ***Alert.*** The Chameleos cannot be surprised by any creature that is not invisible and creatures cannot gain advantage on it in anyway. The Chameleos loses this trait when blinded. > > ***Elder Dragon Resilience.*** If damage reduces the Chameleos to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Chameleos drops to 1 hit point instead > > ***Elusive.*** The Chameleos can hide as a bonus action if it is heavily obscured. > > ***Enrage*** When Chameleos starts its turn with half its maximum hit points (171) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls and rolls an extra damage die on melee attacks. When the rage ends Chameleos cannot re-enter rage for 2d4 rounds. > > ***Keen Eyesight.*** The Chameleos has advantage on Wisdom (Perception) checks that rely on sight. > > ***Legendary Resistance (3/Day)*** If the Chameleos fails a saving throw it can choose to succeed instead. > > ***Superior Invisibility.*** As a bonus action, the Chameleos can turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the Chameleos wears or carries is invisible with it. > > ### Actions > ***Multiattack.*** The Chameleos makes three attacks: Two with its tongue lash and one with its Acid Spit. > > ***Tongue Lash.*** *Melee Weapon Attack:* +13 to hit, reach 15 ft., 1 target. *Hit:* 16 (3d6 + 6) bludgeoning damage and the target must make a DC 15 Dexterity saving throw or the Chameleos steals a random consumable item the player is carrying and uses it. If the target has no consumable items they must instead make a DC 18 Strength saving throw or be disarmed. Their weapon lands within 5ft. of the Chameleos > > ***Acid Spit.*** *Ranged Weapon Attack:* +13 to hit, range 60/120 ft., 1 target. *Hit:* 11 (2d10) acid damage. Additionally nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. > > ***Poison Gas (Recharge 5-6).*** The Chameleos spits a cloud of poisonous gas. A 20ft radius cloud of poisonous gas appears within 100 ft. of the Chameleos and lasts for one round. Any creature that starts its turn in the cloud or moves into it on their turn must make a DC 21 constitution saving throw or take 44 (8d10) poison damage and be poisoned for 1 minute. On a success creatures take half damage and aren't poisoned. While poisoned in this way targets take 11 (2d10) poison damage at the start of each of their turns. A target can repeat the saving throw at the end of its turn to end the effect. The area is also heavily obscured. > ### Legendary Actions > Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Fatiguing Spit*** The Chameleos spits an exhaustive fluid at a creature it can see within 60 ft. of it. The creature must succeed on a DC 20 Constitution saving throw or have its speed reduced to 0, have to take take either an action or a bonus action, not both, and be unable to take reactions until the end of its next turn. > > ***Tail Wind.*** The Chameleos slaps its tail on the ground multiple times, creating high pressure winds. Any creature within 5ft. of the Chameleos must succeed on a DC 18 dexterity saving throw or fall prone. > > ***Obscuring Mist (Costs 2 Actions)*** The Chamleos exhales a 60 foot cone of mist. The mist persists for one round and the area is heavily obscured to all creatures except the Chameleos. > > ***Thief (Costs 2 Actions)*** The Chameleos makes a Tongue Lash attack. \pagebreakNum ## Gore Magala Gore Magala is a very unique wyvern, sharing traits and similarities to that of the Elder Dragons, possessing six limbs, including the clawed wings on its back. Though, its overall appearance and stance resembles a quadrupedal wyvern like the Nargacuga. Its body is covered in dark exoskeleton plates, with notable features including the hidden feelers that are folded alongside its face, the lack of visible eyes and fanged jaws that are actually parts of its external armor plates. The other unique part is its wings, which are covered in jet-black fur that resemble a tattered and ragged cape. The claws on its wings are extremely prehensile, and even seem to possess opposable thumbs. They are used for grabbing, help at running and maintaining stability. When not engaged in combat, Gore Magala tends to cloak its body with its wings by latching them onto its back. The pollen-like scales of Gore Magala are used to understand their environment and leave behind a trail that Gore Magala uses to see both predators and prey by heat. As Gore Magala's senses increase and become better from these scales, its color under its wings will slowly change and get brighter. When its sense are at their highest peak, two feelers will poke out from its head and it will release large amounts of scales into the air. The hairs will darken the sky as if an eclipse was in the area and it will begin to walk on all six. This state is known as the Frenzy State. Gore Magala has an unusually high metabolism but rarely feeds on much prey. Due to this metabolism, its hairs on its wings are constantly left behind and flying in the air. These hairs are used to understand their environment and leave behind a trail that Gore Magala uses to see both predators and prey by heat. Once it smells something in the area, it will begin to spread around its hairs around the area in order to find the target and these hairs will attach onto the target, allowing the Gore Magala to see them with heat. As Gore Magala's senses increase and become better from these hairs, its color under its wings will slowly change and get brighter. When its sense are at their highest peak, two antennae will appear from its head and it will release a large amounts of hairs into the air. The hairs in the sky will darken the sky as if an eclipse was in the area and it will begin to walk on all six. This is its Frenzy State. When it enters this state, it will begin to use its wing claws to allow it to walk and attack better using them. Gore Magala's most infamous feature is the Frenzy Virus. This virus is spread from Gore Magala's scales and hairs while its breath has similar properties to them. The Frenzy Virus causes some abnormalities in the nervous system, increased physical strength, and a decrease in the body's resistance. This virus makes all monsters extremely violent and eventually kills most of them. Some may overcome the effects of the Frenzy Virus and actually develop a relationship with it, becoming physically stronger from the virus while also spreading the virus like Gore Magala in order to get rid of competition from their own species. These rare individuals are known as Apex Monsters. In some cases, the Frenzy Virus can even affect Gore Magala itself. Rare special individuals who have failed to molt properly have been found to have no control over the virus, unlike Shagaru Magala. This causes their normal habits to change and also causes them to be extremely violent compared to normal individuals and their adult form. These rare special individuals are called Chaotic Gore Magala. __ > ##### Frenzied >When a creature other than a Giant or Humanoid fails 3 saves against the Frenzy Virus it becomes *Frenzied*. > > **Frenzied** A Frenzied creature is permanently frenzied unless the spell Greator Restoration or spell of similar power is cast on it. A Frenzied creature also acts much more agressively, even to those it considered allies as well as being immune to the charmed condition. After 10 days a frenzied creature will die if it hasn't been treated. > > **Frenzied creatures in combat** In combat, Frenzied creatures become much more dangerous than their base counterpart. A Frenzied creature deals an extra die of damage on all attacks and its melee attacks inflict the Frenzy Virus (As detailed in the Gore and Shagaru Magala stat blocks. The DC of the virus is the same as the creature the virus originated from). Frenzied monsters also gain the *Reckless* trait.. However, they also lose any damage resisitaces they had (except for bludgeoning, piercing and slashing damage from nonmagical weapons. They also reatain any immunities they had.) > > **Apex** Some creatures can overcome the Frenzy Virus and become Apex. To do so the creature must succeed on a DC 20 Constitution saving throw. The saving throw can be repeated after every long rest but the DC increases by 2 each time it is failed. Only creatures of CR 10 and over can become Apex. An Apex Creature retains all the benefits of the *Frenzied* condition and none of the negatives. As well as this it also gains immunity to critical hits and resisitance to bludgeoning, piercing and slashing damage from nonmagical attacks if it didn't have it already.
\pagebreakNum ___ ___ > ## Gore Magala >*Large Elder Dragon, Unaligned* > ___ > - **Armor Class** 18 (Natural Armour) > - **Hit Points** 300(30d10 + 120) > - **Speed** 40ft., fly 80ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|18 (+4)|20 (+5)|10 (+0)|16 (+3)|10 (+0)| >___ > - **Saving Throws** DEX +10, CON +11, INT +6, CHA +6 > - **Skills** Perception +9, Stealth +10 > - **Damage Resistances** Necrotic > - **Condition Immunities** Charmed, Exhaustion > - **Senses** Blindsight 200ft. (Blind beyond this range), passive Perception 19 > - **Languages** -- > - **Challenge** 18 (20,000 XP) > ___ > > ***Aversion to Radiance.*** If the Gore Magala takes radiant damage, it has disadvantage on Attack rolls and Ability Checks until the end of its next turn. > > ***Enrage*** When Gore Magala starts its turn with half its maximum hit points (150) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +2 bonus to attack rolls and rolls an extra damage die on melee attacks. When the rage ends Gore Magala cannot re-enter rage for 2d4 rounds. > > ***Frenzy Mode.*** When the Gore Magala enrages it also enters Frenzy Mode. While in frenzy mode any creature that hits the Gore Magala with a melee attack is afflicted with the frenzy virus, the area grows dark (as though it were dusk) and the Gore Magala's blindsight range is doubled. The Frenzy Mode (But not the Enrage) ends early if the Gore Magala is incapacitated or knocked prone. > > ***Frenzy Virus.*** The Gore Magala's ranged attacks inflict the frenzy virus (included in the attack. Undead, Dragons, Elder Dragons and Constructs are immune to this effect). At the end of each of the target's turns, it must make a DC 15 Constitution saving throw. After failing three of these saving throws, the frenzy virus takes full effect and the creature stops making the saves. If the target is a Giant or Humanoid, for 1 minute the creature takes an extra die of damage from any attack that inflicts the frenzy virus and cannot be afflicted with the frenzy virus until this effect ends. As well as this, the creature cannot regain hit-points in anyway except for spells and potions until after their next short rest. These affects can be removed by Greater Restoration. After succeeding on three of these saving throws, the creature overcomes the virus and is temporarily invigorated. A Giant or Humanoid gains resistance to any attack that inflicts the frenzy virus and deals an extra die of damage on all weapon and spell attacks for 1 minute, as well as being immune to the Frenzy Virus for the duration of this effect. Any creature other than a Giant or Humanoid that fails the three saves becomes permanently Frenzied . If such a creature succeeds on 3 saves it is unnaffected. . > > ***Legendary Resistance (3/Day).*** If the Gore Magala fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Gore Magala can use its frightful presence and then makes three attacks with its Wing Slam or Frenzy Blast. > > ***Gore Magala.*** Each creature of the Gore Magala's choice that is within 120 ft. of the Gore Magala and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Gore Magalas Frightful Presence for the next 24 hours. > > ***Wing Slam.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., 1 target. *Hit:* 23 (3d10 + 6) bludgeoning damage. > > ***Frenzy Blast.*** *Ranged Weapon Attack:* +12 to hit, range 120 ft., 1 target. *Hit:* 16 (3d10) poison damage and the target is afflicted with the Frenzy Virus. > > ***Tail.*** *Melee Weapon Attack* +12 to hit, reach 15 ft., 1 target. *Hit:* 19 (3d8 + 6) bludgeoning damage. > ### Legendary Actions >Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Tail Attack.*** The Gore Magala makes one attack with its tail. > > ***Frenzy Pool.*** The Gore Magala causes a 10 foot radius pool of frenzy to appear in an area it can see within 120 feet of it. A creature that starts its turn in, or enters the pool on its turn is afflicted by the frenzy virus. > > ***Frenzy Detonation (Costs 2 Actions).*** The Gore Magala unleashes a blast of Frenzy in a 30 ft. cone. Any creature in the area must make a DC 18 constitution saving throw or take 35 (10d6) poison damage and be afflicted by the frenzy virus. On a successful save creatures take half damage but are still afflicted by the virus. > > ***Wing Attack (Costs 2 Actions).*** The Gore Magala beats its wings. Each creature within 10 ft. of the Gore Magala must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The Gore Magala can then fly up to half its flying speed. \pagebreakNum ## Shagaru Magala Shagaru Magala's body structure is similar to its juvenile form, Gore Magala. However, following the skin-shedding, its body is now covered in glittering golden scales, as well as its horns, claws and other spiky protrusions, which changed colors from crimson red / purple to dark brown. The once hidden eyes underneath the horns are also now fully opened. Its ragged-tattered wings also became golden scaly sheets that when fully expanded, resembles a star shape (more specifically, when both wings are expanded.) Having reached adulthood, Shagaru Magala's physical abilities are greatly enhanced; they are much stronger, more agile, and most of all, more ferocious. Their usual state is like that of an enraged Gore Magala, but with more variety of attacks and evasive maneuvers. Apart from more aggressive melee attacks like the clawed wings-pounce and a grab attack that involves crushing and then hurling hunters around like a ragdoll, their virus breath attacks are also enhanced; with the range of the explosion being larger and dealing more damage, while the scattered pools of virus, not only infecting the hunters, also explode shortly after they were deposited, limiting the hunters' movements during a frenzied fight. When enraged, a Shagaru Magala will fly high up into the sky and let out a deafening roar, while covering itself in purplish energy aura, before proceeding to deliver aerial assaults, or swooping down on unwary hunters. While appearing divine, like a mythical deity of sorts, it also shows to be calm and calculating, as shown during the first encounter with the player in the Sanctuary, where it calmly scanned its opponent. However, once the monster initiated an attack, its feral and brutal nature is displayed in full force; it will chase and attack its enemies in a wild and destructive manner, unleashing everything it has got until its target is dead. Being in a constant rage state that is comparable to a raging Gore Magala, its looks almost to deceive others of its horrific monstrous nature. Just like when they were still a juvenile, they release Frenzy Virus to infect other monsters nearby. The reason for this is to claim territory for themselves, prevent other Gore Magala from molting properly, and to release the next generation of Gore Magala into their territory. However, the infection radius seems to be wider than ever, as the virus can be seen leaking out from its den, infecting many monsters in the Heaven's Mount. The virus strain also seems to be more intense, easily corrupting a mighty beast like Zinogre and turning pack-monsters like the Iodrome and Ioprey against each other. The dark virus aura that envelops a Shagaru Magala is so intense that it's said to dissipate only once the progenitor monster is dead. Other from the encounter at its den in the Heaven's Mount, not much else is known about this unique and dangerous monster. ### Shagaru Magala Lair The Shagaru Magala makes its lair in an isolated, arena-like zone located somewhere between the Ancestral Steppe and the Heaven's Mount called the Sanctuary. It is characterized by its rocky outcroppings, fractured ground, and long, dry grass. A Shagary Magala is CR 23 in its lair. ### Lair Actions On initiative count 20 (losing initiative ties), the Shagaru Magala takes a lair action to cause one of the following effects; the Shagaru Magala can’t use the same effect two rounds in a row: -A 5 ft. radius, 30ft. high geyser of Frenzy Virus erupts from a point the Shagaru Magala can see within 200 ft. of it. Any creature in the area must succeed on a DC 16 Constitution saving throw or take 21 (6d6) poison damage and becoming afflicted with the Frenzy Virus on a failed save, or half as much damage on a successful one. -The Shagaru Magala causes a 20 foot cube of darkness to appear at a point it can see within 120 feet for one round. Any creature that starts their turn in the cube, or enters the cube on their turn must succeed on a DC 15 constitution saving throw or be blinded until they leave the cube. -The Shagaru Magala causes a dark fog to appear in a 20 foot radius around itself. The fog smothers all non-magical light and heavily obscures the area. The fog lasts one round. ### Regional Effects The region containing a Shagaru Magala’s lair is corrupted by the Frenzy Virus, which creates one or more of the following effects: -All non-humanoid or Giant creatures in an area of 5 miles around the Shagaru Magala's lair are afflicted with the frenzy virus after every long rest unless already frenzied. -A creature that drinks from water or eats food found within 5 miles of the Shagaru Magala's lair become afflicted with the frenzy virus. -The area within 1 mile of the Shagaru magala is lightly obscured by a faint purple fog. Any creature that enters the fog is afflicted by the frenzy virus. The fog cannot be dispersed. -Any Gore Magala within 10 miles cannot molt into a Shagaru Magala. ___ If the Shagaru magala dies, the fog fades over the course of 1d4 days. The water and food remains contaminated for 1 month after the Shagaru Magala dies. Any frienzied creature reamins frienzied and can spread the virus, however creatures do not automatically become frenzied while within 5 miles of the Shagaru Magala's lair.
\pagebreakNum ___ ___ > ## Shagaru Magala >*Huge Elder Dragon, Unaligned* > ___ > - **Armor Class** 19 (Natural Armour) > - **Hit Points** 408(34d12 + 170) > - **Speed** 40ft., fly 90ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|20 (+5)|21 (+5)|12 (+1)|19 (+4)|13 (+1)| >___ > - **Saving Throws** DEX +12, CON +12, INT +8, CHA +8 > - **Skills** Perception +11 > - **Damage Vulnerabilities** Dragon > - **Damage Resistances** Radiant > - **Condition Immunities** Charmed, Exhausted, Incapacitated > - **Senses** Blindsight 120ft., passive Perception 21 > - **Languages** -- > - **Challenge** 21 (33,000 XP) > ___ > > ***Aversion to Necrosis*** If the Shagaru Magala takes Necrotic damage it has disadvantage on Attack rolls and Ability Checks until the end of its next turn > > ***Enrage*** When the Shagaru Magala starts its turn with half its maximum hit points (204) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, rolls an extra damage die on melee attacks and its melee attacks inflict the frenzy virus. When the rage ends Shagaru Magala cannot re-enter rage for 2d4 rounds. Also, when the Shagaru Magala first reaches half its maximum hit points, it immediately disengages, flies 30ft. into the air, and uses its Awe-Inspiring presence as a reaction. > > ***Elder Dragon Resilience.*** If damage reduces the Shagaru Magala to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Shagaru Magala drops to 1 hit point instead. > > ***Frenzy Virus.*** The Shagaru Magala's ranged attacks inflict the frenzy virus (included in the attack, undead, dragons, Elder Dragons and constructs are immune to this effect). At the end of each of the target's turns, it must make a DC 18 Constitution saving throw. After failing three of these saving throws, the frenzy virus takes full effect and the creature stops making the saves. If the Target is a Giant or Humanoid, for 1 minute the creature takes an extra die of damage from any attack that inflicts the frenzy virus and cannot be afflicted with the frenzy virus until this effect ends. As well as this, the creature cannot regain hit-points in anyway except for spells and potions until after their next short rest. These affects can be removed by Greater Restoration. After succeeding on three of these saving throws, the creature overcomes the virus and is temporarily invigorated. A Giant or Humanoid gains resistance to any attack that inflicts the frenzy virus and deals an extra die of damage on all weapon and spell attacks for 1 minute. For the duration it is also immune to the frenzy virus. Any creature other than a Giant or Humanoid that fails the three saves becomes permanently Frenzied . If such a creature succeeds on 3 saves it is unnaffected. > > ***Illumination*** The Shagaru Magala sheds bright light in a 30-foot radius and dim light in an additional 30 ft. > > ***Legendary Resistance (3/Day).*** If the Shagaru Magala fails a saving throw, it can choose to succeed instead. > ### Actions > ***Multiattack.*** The Shagaru Magala uses its Awe-Inspiring presence. It can then make three attacks with its Wing Slam or Frenzy Blast. > > ***Awe-Inspiring Presence.*** Each creature of the Shagaru Magala's choice that is within 120 feet of the Shagaru Magala and aware of it must succeed on a DC 20 Wisdom saving throw or become Charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Shagaru Magala's Awe-Inspiringl Presence for the next 24 hours. > > ***Wing Slam.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., 1 target. *Hit:* 30 (4d10 + 8) bludgeoning damage. > > ***Tail.*** *Melee Weapon Attack:* +15 to hit, reach 15 ft., 1 target. *Hit* 17 (2d8 + 8) bludgeoning damage. > > ***Frenzy Blast.*** *Ranged Weapon Attack:* +15 to hit, range 120 ft., 1 target. . *Hit* 16 (3d10) poison damage and the target is afflicted with the Frenzy Virus. > ### Legendary Actions > Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Frenzy Pool*** The Shagaru Magala causes a 10 foot radius pool of frenzy to appear in an area it can see within 120 feet of it. A creature that starts its turn in, or enters the pool on its turn is afflicted by the frenzy virus. The pool lasts for one round. > > ***Tail Attack*** The Shagaru Magala makes one tail attack. > > ***Frenzy Detonation (Costs 2 Actions).*** The Shagaru Magala unleashes a blast of Frenzy in a 30 ft. cone. Any creature in the area must make a DC 19 constitution saving throw or take 49 (14d6) poison damage and be afflicted by the frenzy virus. On a successful save creatures take half damage but are still afflicted by the virus. > > ***Wing Attack (Costs 2 Actions).*** The Shagaru Magala beats its wings. Each creature within 10 ft. of the Shagaru Magala must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Shagaru Magala can then fly up to half its flying speed. \pagebreakNum ___ ___ > ## Valstrax/Valphalk >*Huge Elder Dragon, Unaligned* > ___ > - **Armor Class** 20 > - **Hit Points** 336 (28d12 + 140) > - **Speed** 40ft., Fly 200ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|30 (+10)|20 (+5)|13 (+1)|14 (+2)|9 (-1)| >___ > - **Saving Throws** STR +12, DEX +18, CON +13, INT +9 > - **Skills** Acrobatics +18, Perception +10 > - **Damage Resistances** Bludgeoning, Piercing and Slashing from Nonmagical attacks. > - **Condition Immunities** Charmed, Exhaustion, Frightened > - **Senses** passive Perception 20 > - **Languages** -- > - **Challenge** 25 (75,000) > ___ > ***Avoidance.*** When the Valstrax is subjected to an effect that requires it to make a saving throw to take half damage, it instead take no damage on a success and half damage on a failure. > > ***Elder Dragon Resilience.*** If damage reduces the Valstrax to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Valstrax drops to 1 hit point instead. > > ***Enrage.*** When the Valstrax starts its turn with half its maximum hit points (168) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, rolls an extra damage die on melee attacks and its melee attacks inflict dragon blight. When the rage ends Valstrax cannot re-enter rage for 2d4 rounds. > > ***Flyby.*** Valstrax does provoke attacks of opportunity when it flies out of reach. > > ***Legendary Resistance (3/Day).*** If the Valstrax fails a saving throw it can choose to succeed instead. > > ***The Red Comet.*** Valstrax can dash as a bonus action when flying. When traveling at a fast pace and flying it has disadvantage on Wisdom (perception) checks. When flying at top speed the Valstrax is indistinguishable from a red comet. > > ### Actions > ***Multiattack.*** The Valstrax makes three attacks with its Wing Blade or with its dragon blast. > > ***Dragon Blast.*** *Ranged Weapon Attack:* +18 to hit, Range 100/200 ft., one target. *Hit* 26 (4d12) dragon damage the target is afflicted by dragon blight for one round. > > ***Wing Blade.*** *Melee Weapon Attack:* +18 to hit, Reach 15ft., one target. *Hit* 26 (2d10 + 10) piercing damage > > ***Around the World (Recharge 5-6).*** The Valstrax flies up into the air and circles the area, taking on the guise of the Red Comet. Any creature within 5 feet of it when it takes off must succeed on a DC 20 Strength saving throw or be knocked prone. It then comes crashing down at the speed of sound at an area it can see within 120 feet of its starting point. Any creature within 20 feet of the Valstrax when it lands must make a DC 21 Dexterity saving throw. On a failed save creatures take 45 (10d8) bludgeoning damage and 45 (10d8) dragon damage, are afflicted with Dragon Blight and are flung 10 feet backwards and knocked prone. On a success creatures take half damage, are not afflicted with dragon blight and are not knocked back or prone. All creatures in the area are deafened. This movement does not provoke attacks of opportunity. After using this ability the Valstrax is incapacitated for the next three turns. > ### Reactions > ***Disengaging Blast.*** When a creature moves to within 5 feet of Valstrax it can immediately make a Dragon Blast attack against them and move 50 feet directly backwards. > ### Legendary Actions > The Valstrax can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Fly.*** The Valstrax moves up to half its fly speed without provoking attacks of opportunity. > > ***Roar.*** The Valstrax roars, Any creature within 30 feet of the Valstrax must succeed on a DC 21 Constitution saving throw or be deafened until the end of their next turn. > > ***Stab.*** The Valstrax makes a Wing Blade attack. > > ***Close Range Blast (Costs 2 Actions).*** The Valstrax fires a blast of dragon energy into the ground. Any creature within 10 feet of the Valphalk must succeed on a DC 21 Dexterity saving throw or take 36 (8d8) dragon damage, be afflicted by dragon blight and knocked 10 feet backwards. On a success creatures only take half damage. > > ***Rocket Charge (Costs 2 Actions).*** The Valstrax flies up to half its fly speed directly forward without provoking attacks of opportunity. If it passes through another creatures space, that creature must succeed on a DC 21 Dexterity saving throw or take 26 (3d10 + 10) bludgeoning damage and fall prone. On a success creatures take half damage and are not knocked prone. \pagebreakNum ## Fanged Beasts Fanged Beasts (Also known as Pelagus and Primatius) monsters are beastly mammalian creatures that operate with only legs, and no wings. They are often much faster than other larger threats. ___ Bulldromes have larger tusks than Bullfango as well as white fur, as opposed to the bullfangos black fur. Bulldromes are more agile when running and proficient at finding and locking onto their victims. They can be very aggressive towards their accompanying pack of Bullfango when hungry. Bulldrome possess thick, course, fur that insulate the creatures from cold environments. This fur also acts as a way to show their old age. Bulldrome are extremely strong creatures, able to easily outrun hunters. This aids the creature greatly during its blind, charging attacks. A bulldrome's most recognized feature is its two large tusks. The tusks are initially of identical size, but they commonly grow asymmetrical over time. These are the result of a long healthy life. Bulldrome tusks will grow constantly, and will be likewise worn down by the creature as it ruts and grazes.
___ > ## Bullfango >*Medium Beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 11 (Natural Armour) > - **Hit Points** 18(3d8 + 3) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|12 (+1)|4 (-3)|2 (-4)|5 (-3)| >___ > - **Senses** passive Perception 9 > - **Languages** -- > - **Challenge** 1/4 (50 XP) > ___ > ***Charge.*** If the bullfango moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. > > ***Keen Smell.*** The bullfango has advantage on Wisdom (Perception) checks that rely on smell. > > ***Relentless (Recharges after a Short or Long Rest*** If the bullfango takes 8 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. > ### Actions > ***Tusk.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage. ___ ___ > ## Bulldrome >*Large Beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 12 (Natural Armour) > - **Hit Points** 54(6d10 + 18) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|17 (+3)|2 (-4)|8 (-1)|5 (-3)| >___ > - **Senses** passive Perception 9 > - **Languages** -- > - **Challenge** 1 (200 XP) > ___ > ***Charge.*** If the Bulldrome moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. > > ***Enrage*** When Bulldrome starts its turn with half its maximum hit points (27) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Relentless (Recharge on a Short or Long Rest).*** If the Bulldrome takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. > > ***Keen Smell.*** The Bulldrome has advantage on Wisdom (Perceptiom) checks that rely on smell. > ### Actions > ***Tusk.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. \pagebreakNum ___ ___ > ## Arzuros >*Large Beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 13 (Natural Armour) > - **Hit Points** 56(7d10 + 14) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|10 (+0)|15 (+2)|2 (-4)|13 (+1)|5 (-3)| >___ > - **Senses** passive Perception 11 > - **Languages** -- > - **Challenge** 3 (700 XP) > ___ > >***Charge*** If the Arzuros moves at least 30 feet straight toward a creature and hits it with a claw attack on the same turn, it must succeed on a DC 14 Strength saving throw or be knocked prone. > > ***Enrage*** When Arzuros starts its turn with half its maximum hit points (27) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Honey Eater.*** The Arzuros has advantage on Wisdom (Perception) checks to find honey. Arzuros will be attracted to any creature carrying honey. The Arzuros has advantage on attack rolls against a creature carrying honey. If the Arzuros eats honey it regains 7 (2d6) hit points. > > ***Keen Smell.*** The Arzuros has advantage on Wisdom (Perception) checks that rely on smell. > > ### Actions > ***Multiattack.*** The Arzuros makes three melee attacks: two with its claws and one with its bite > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., 1 target. *Hit:* 11 (2d6 + 4) slashing damage. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft, 1 target. *Hit:* 8 (1d6 + 4) piercing damage. Arzuros is noted for its turquoise colored fur and ursine body structure. It has a ridge of erect hair aligned with its nose. Its back is made of a tough hide, somewhat characteristic of a carapace. Hair runs from its cheeks, connecting to its back, where it forms a trim along the sides of the back. The claws of an Arzuros have elongated, red nails. Each claw has a tough brace encasing and protecting the wrist and forearm. Arzuros has large, bulky legs connected to much smaller feet and a short, wide tail. Arzuros are omnivorous creatures that enjoy feasting on fish and honey. When eating honey, Arzuros pays little to no attention to its surroundings. When threatened by other large monsters, Arzuros will try to use its size and claws to frighten the monster, or will use its agility to escape. Arzuros often hangs its tongue out of its mouth. An Arzuros will stand on its hind legs to seem much larger to the opponent, much like bear. Its front limbs are used as weapons, and are lined with long sharp claws and spikes on its arms that can greatly wound an attacker. It uses them much like many other creatures, by swiping and slashing at its attackers and/or prey. It can also use them to run fast and turn easier when running from predators. Arzuros also have hardened plate-like scales on their backs, and forelimbs. This gives the Arzuros protection from rear assaults and when feeding on bee hives as the stinging and biting insects barely even faze the creatures. Arzuros are omnivores, meaning they are capable of eating both plants and other animals. They're commonly seen by rivers, hunting fish, and in the forest, searching for certain plants, insects, and carrion. The favorite meal of an Arzuros is honey. They will do just about anything to get their hands on honey, including steal from hunters. While being large themselves, Arzuros are vulnerable to being attacked and preyed upon by even larger predators in the forest, such as Zinogre.
\pagebreakNum ___ ___ > ## Lagombi >*Large Beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 13 (Natural Armour) > - **Hit Points** 56(8d10 + 8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|15 (+2)|12 (+1)|3 (-4)|10 (+0)|3 (-4)| >___ > - **Skills** Perception +2 > - **Damage Resistances** Cold > - **Senses** passive Perception 12 > - **Languages** -- > - **Challenge** 2 (450 XP) > ___ > > ***Enrage*** When Lagombi starts its turn with half its maximum hit points (28) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Keen Hearing.*** The Lagombi has advantage on Wisdom (Perception) checks that rely on hearing. > > ***Ice Walk.*** Difficult terrain composed of ice or snow doesn't cost the Lagombi extra movement. > > ***Ice Slide.*** The Lagombi can dash as a bonus action when on ice or snow. > > ***Sensitive Hearing.*** When the Lagombi takes thunder damage or hears a very loud noise and isn't deafened it takes double damage and it must make a Constitution saving throw with a DC equal to half the damage dealt or 10, whichever is higher. On a failure, it is stunned until the start of its next turn and is deafened for 3 rounds. After the stun ends the lagombi immediately enrages. While enraged the Lagombi loses this trait. > > ### Actions > ***Multiattack.*** The Lagombi makes two claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., 1 target. *Hit:* 7 (1d8 + 2) slashing damage. > > ***Snow Ball (Recharge 5-6).*** The Lagombi rolls a 5 ft wide ball of snow and ice in a 30 ft line. Any creature in that line must make a DC 13 dexterity saving throw or take 6 (1d10) bludgeoning damage and 6 (1d10) cold damage and their speed is reduced by 10 feet until the end of their next turn. The bludgeoning damage increases by 1d10 for every 10 ft the ball travels. On a successful save the creature takes half damage and doesn't have its speed reduced. > > ***Sliding Charge (Recharge 4-6, must be on ice or snow).*** The Lagombi slides 40 feet straight forward on its stomach. If it moves through a creature's space that creature must make a DC 14 dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. On a success targets take half damage and are not knocked prone. This movement does not provoke opportunity attacks. A large, wombat-like Fanged Beast. Its ears are long and highly sensitive, and its face features a beak-like mouth along with small red eyes. A Lagombi's belly is made of a low-friction material and is shaped so that it can slide upon the ice like a sled. It is covered in a thick fur coat to keep it warm in its sub-zero homeland. A Lagombi has superb hearing in order to remain aware of predators. Fortunately for hunters, that also leaves it vulnerable to loud noises, such as Sonic Bombs (like Yian Kut-Ku). It attacks by throwing chunks of ice, swiping with its claws, and sliding around on its belly in order to ram foes. To traverse from area to area it slides on its belly much like a penguin. Lagombi is a relatively docile monster, but will respond with aggression when provoked or threatened. It is evidently an insectivore, as it enjoys feeding on Bnahabra and Vespoid. Lagombi have a warm pelt that helps them survive the cold. These creatures have a plastron-like shell on their stomachs, allowing them to slide across the ice with ease, possibly for escaping from larger monsters. This can also be used to easily surprise intruding hunters. Their ears are highly sensitive, allowing them to notice predators like Barioth and Tigrex even when they are far away, giving them plenty of time to escape. Lagombi claws are able to tear through flesh easily and even freeze over the wounds left over on prey.
\pagebreakNum ___ ___ > ## Volvidon >*Large Beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 16 (Natural Armour) > - **Hit Points** 88(11d10 + 22) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|3 (-4)|10 (+0)|6 (-2)| >___ > - **Damage Resistances** Fire > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 4 (1,100 XP) > ___ > > ***Enrage*** When Volvidon starts its turn with half its maximum hit points (44) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Roll.*** The Volvidon can curl into a ball to double its movement speed as a bonus action. The Volvidon also gains an AC of 18 and can only take the Rolling Charge action. > ### Actions > ***Multiattack.*** The Volvidon makes 3 attacks: two with its claws and one with its tongue or paralyzing spit. > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., 1 target. *Hit:* 10 (2d6 + 3) slashing damage. > > ***Tongue.*** *Melee Weapon Attack:* +5 to hit, range 30 ft., 1 target. *Hit:* 6 (1d6 + 3) bludgeoning damage and the target must make a DC 14 Strength saving throw or be pulled to within 5ft of the Volvidon and knocked prone. > > ***Paralyzing Spit (Recharge 5-6).*** *Ranged Weapon Attack:* +5 to hit, range 30 ft., 1 target. Hit: 2 (1d4) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 round. > > ***Rolling Charge (Recharge 4-6).*** The Volvidon curls itself into a ball and moves up tp its movement. The first time it moves through another creature's space, the creature must make a DC 14 Dexterity saving throw or take 12 (3d8) bludgeoning damage and be knocked prone. On a successful save the target takes half damage and is not knocked prone. This movement does not provoke opportunity attacks. >### Reactions > ***Defensive Curl.*** As a reaction, when the Volvidon is attacked it can curl itself up, increasing its AC to 18 and giving it resistance to bludgeoning, piercing and slashing from nonmagical attacks until the end of the turn. Volvidon is a medium-sized monster, slightly larger than an Aptonoth. It is covered in a series of red armor plates, which are segmented around the midsection and allow the Volvidon to curl into a ball. It possesses an extremely long, chameleon-like tongue which is covered in sticky saliva. It is capable of spitting out a paralyzing liquid. Being a Fanged Beast, the Volvidon uses attacks similar to those of Arzuros and Lagombi. It is known to pull prey and foes toward its mouth using its long tongue. In addition to aiding transportation, its ability to roll up into a ball allows it to crush foes during combat. It will typically avoid trouble, but if cornered, Volvidon can be surprisingly aggressive. It is an insectivore which uses its long, sticky tongue to feed on Neopterons. Volvidon have a special armor on their backs, protecting them from attacks while also being very flexible. When contorted into a ball, there is little that a predator can do. Their shells can even withstand fire and lava. Its tongue is long and sticky, allowing it to grasp prey from long distances. Since it feeds mainly on Bnahabra and Altaroth, it is able to convert the paralyzing toxins the insects naturally produce in to its own system due to a specialized organ located in its mouth along with a smelly gas. This being done, now its own saliva has the same paralytic qualities, aiding it in its defense against predators. Volvidon also possess the ability to curl up and roll backwards, or side to side. This can be a life-saver if confronted by predators such as Deviljho or Stygian Zinogre.
\pagebreakNum ___ ___ > ## Kecha Wacha >*Large Beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 60(10d8 + 10) > - **Speed** 30ft., Climb 40ft., fly 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|13 (+1)|3 (-4)|14 (+2)|6 (-2)| >___ > - **Saving Throws** DEX +6 > - **Skills** Perception + 4 > - **Senses** passive Perception 14 > - **Languages** -- > - **Challenge** 3 (700 XP) > ___ > > ***Enrage.*** When Kecha Wacha starts its turn with half its maximum hit points (30) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. Its movement speed also increases by 10ft. when enraged. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Glide.*** The Kecha Wacha takes no damage from falling and falls at half the normal speed. At the end of its fly speed, the Kecha Wacha drops from the air. > > ***Keen Hearing.*** The Kecha Wacha has advantage on Wisdom (Perception) checks that rely on hearing.. > > ***Sensitive Hearing.*** When the Kecha Wacha takes thunder damage and isn't deafened it takes double damage and it must make a Constitution saving throw with a DC equal to half the damage dealt or 10, whichever is higher. On a failure, it is stunned until the start of its next turn and is deafened for 3 rounds. After the stun ends, the Kecha Wacha Enrages immediately. While enraged it loses this trait. > ### Actions > ***Multiattack.*** The Kecha Wacha makes any combination of 3 claw or spit attacks. > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., 1 target. *Hit:* 11 (2d6 + 4) slashing damage. > > ***Spit.*** *Ranged Weapon Attack:* +6 to hit, range 30/50ft., 1 target. *Hit:* 5 (1d8) bludgeoning damage and the target's movement speed is reduced by 10 ft. until the end of their next turn. > ### Reactions > ***Escape.*** When the Kecha Wacha is targeted by a melee attack, it can use its reaction to disengage and move 20 feet backwards. 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 can slow attackers. 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". 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. The ears of a Kecha Wacha can be utilized in multiple ways. These ears are capable of listening for insect larvae inside trees and aid the Pelagi in escaping potential predators. If cornered a Kecha Wacha will fold its ears over its face and will attempt to frighten the attacker off with the bright eye spots on its ears. This gives a Kecha Wacha the appearance of a menacing creature and because Kecha Wacha folds its eyes with its ears the Kecha Wacha cannot see but as its ears are closer to the floor it can hear the movement sounds of the attacking predators. Like its ears the tapir trunk-like nose of a Kecha Wacha has multiple uses. This trunk is used for sucking up water and spraying it back into its owner's mouth just like that of an elephant. Inside the trunk is a specialized organ that can store large amounts of water and this water can be used for defense whenever needed since these Pelagi can shoot out globs of mucus water at an attacker. Kecha Wachas are arboreal monsters that have large and hooked claws that enable them to get an excellent grip on slippery vines. The tail of this creature ends in a hooked barb and will allow a Kecha Wacha to hang upside in trees just like an oppossum. One particular adaptation that Kecha Wacha have that separates them from other Pelagi like Congalala is their ability to glide. These creatures have a "Patagium" which is an extension of the skin at the abdomen that runs up to the tip of each digit, thus uniting the forelimb with the body. This membrane allows the creatures to glide in search of food or to escape ground-based predators like a Stygian Zinogre.
\pagebreakNum ___ > ## Conga >*Medium Beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 21(3d8 + 6) > - **Speed** 30ft., climb 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|15 (+2)|3 (-4)|10 (+0)|7 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > ### Actions > **Multiattack.** The Conga makes two attacks with its claws. > > ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage. > > ***Fart.*** The Conga farts, releasing a noxious gas in a 10 ft cone. Any creature in the area must succeed on a DC 11 Constitution saving throw or take 5 (2d4) poison damage and be unable to use consumable items until the end of their next turn. On a success creatures take half damage and can still use consumable items. Congas resemble pink gorillas with a face of a hippopotamus, black underbellies and have a blonde patch of hair on top of their head. Congas most likely fill a variety of roles. They are quite fond of mushrooms and have fangs that are used in eating meat so they can hunt small prey like Mosswine. Their most likely common predators are Velociprey, Genprey, Remobra, and Ioprey. They may also be scavengers. The Conga's most notable adaptation for its life is its ability to produce strong farts. This fart causes a creature's throat to itch, making it hard for species to eat properly. The pink fur is used as a warning to potential predators.
\pagebreakNum ___ ___ > ## Congalala >*Large Beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 13 (Natural Armour) > - **Hit Points** 162(18d10 + 54) > - **Speed** 30ft., climb 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|17 (+3)|5 (-3)|10 (+0)|3 (-4)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 5 (1800 XP) > ___ > > ***Enrage*** When Congalala starts its turn with half its maximum hit points (81) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. Its *Fart* ability also immediately recharges. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Mushroom Eater.*** Congalala's love to eat mushrooms and as such always carry one around in their tail. As a bonus action the Congalala can eat the mushroom, gaining its breath atack. Roll a d6 to determine what effect the mushroom had. **1**-The breath attack deal 19 (3d12) fire damage. The save is Dexterity based instead of Constitution. **2**-The breath attack deal 14 (4d6) poison damage and the target is poisoned for 1 minute if they failed the save. The target can make a DC 13 Constitution saving throw at the start of its turn to end the effect. **3**- The Breath attack deal 22 (4d10) necrotic damage and the Congalala is poisoned until it uses all three uses of its breath attack. **4**- The targets are knocked unconscious for 1 minute on a failed save. On a success nothing happens. **5**-The target is paralyzed for 1 round on a failed save. On a success nothing happens. **6**- The Congalala gains +2 strength for 3 rounds but no breath attack. > > ***Relentless Attack.*** The Congalala gains advantage on all melee attack rolls until the end of the turn, but at the end of its turn it falls prone. > ### Actions > ***Multiattack.*** The Congalala makes three claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., 1 target. *Hit:* 8 (1d8 + 4) slashing damage. > > ***Fart (Recharge 5-6).*** he Congalala farts, releasing noxious gas in a 20 ft cone. All creatures in the area must make a DC 15 constitution saving throw or take 11 (2d10) poison damage and they can't use consumable items for 3 rounds on a failed save. On a success creatures take half damage and can still use consumable items. > > ***Breath Attack (3 uses after eating a mushroom).*** The Congalala exhales a gas in a 30 ft cone. All creatures in the areamust make a DC 15 Constitution saving throw or be subjected to the effects of the breath attack. On a successful save creatures take half damage if the attack deals damage and are unaffected by other conditions of the breath. > ### Reactions > ***Belly Shield.*** When a creature makes an attack roll against the Congalala it can puff out its stomach, gaining an AC of 16 and resistance to bludgeoning, piercing and slashing damage from non-magical attacks for 1 turn. Congalala resembles a giant, tailed gorilla with pink fur, a hippo-like head, and long front claws. The spike on its head is actually hair that the Congalala has smoothed into shape to signify that they are the pack leader. Congalalas are surprisingly intelligent beasts. Despite their apparently adorable appearance, the Congalalas should never be underestimated. While they are for the most part very docile, they react well to the presence of herbivores, so long as they give a wide berth. They can quickly become aggressive to anything that disrupts feeding or startles them, for example, if they see hunters. When damaged enough, their rage mode is triggered. Most of their upper jaw will be red, and they will be more aggressive. Congalala are large omnivorous apes. They often lead small packs of Conga and will sometimes become quite territorial. Congalalas are typically nomads, searching for any kind of food and absently wandering from one region to the next. However, if they find an area particularly rich in food, be it fish, prey, or plant life, they may choose to claim the region as their own. Congalala are one of the few creatures with opposable thumbs. This makes it very easy for them to grasp fruit hanging from trees and reach other out-of-the-way food sources that other land based creatures do not have access to. If food runs out in the Congalala's dominant area, it may resort to gathering up its pack and launch a raid on human territory or even another area dominated by a different Congalala or large monster in an attempt to plunder food or claim the territory.
\pagebreakNum ___ > ## Blango >*Medium Beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 28(4d8 + 8) > - **Speed** 30ft., climb 30ft., burrow 5ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|14 (+2)|3 (-4)|12 (+1)|7 (-2)| >___ > - **Skills** Athletics +5 > - **Damage Resistances** Cold > - **Senses** Darkvision 30ft., passive Perception 11 > - **Languages** -- > - **Challenge** 1 (200 XP) > ___ > ***Pack Tactics.*** The Blango has advantage on an Attack roll against a creature if at least one of the Blango's allies is within 5 ft. of the creature and the ally isn't Incapacitated. > > ***Aversion to Fire.*** If the Blango takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. > ### Actions > ***Multiattack.*** The Blango makes two fist attacks > > ***Fist.*** *Melee Weapon Attack* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage. > > ***Rock.*** *Ranged Weapon Attack* +5 to hit, range 25/50 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage and 2 (1d4) cold damage if in a frozen area. Blango are white-furred, ape-like creature with a bright red face. The skin beneath its coat is a dull purple color..It can burrow underneath the snow in wait for prey or stalk the rock and ice above. Blangos frequently hunt in packs. Although weak when fighting alone, Blango will fight ferociously when led by a Blangonga. If the Blangonga enters Rage mode the Blangos will follow suit and enter rage as well, throwing ice chunks at hunters. Under the leadership of the Blangonga, the Blango are most likely a high class predator, as there is little that can oppose the tight-knit group. Blango prey upon Anteka and Popo. Blango have developed a thick layer of fur and fat, as well as strong muscles to quickly cover ground and climb, a skill required in the mountains. They also have a tight pack connection and work together thus being highly coordinated in their attacks.
\pagebreakNum ___ ___ > ## Blangonga >*Huge Beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 14 (Natural Armour) > - **Hit Points** 154(14d12 + 56) > - **Speed** 40ft., climb 40ft., burrow 15ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|14 (+2)|18 (+4)|5 (-3)|14 (+2)|6 (-2)| >___ > - **Saving Throws** STR +9. DEX +5 > - **Skills** Athletics +9 > - **Damage Resistances** Cold > - **Senses** Darkvision 30ft., passive Perception 12 > - **Languages** -- > - **Challenge** 8 (3,900 XP) > ___ > > ***Aversion to Fire.*** If the Blangonga takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn > > ***Enrage.*** When Blangonga starts its turn with half its maximum hit points (77) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. Also, its roar ability immediately recharges, it gains +10 ft movement and gains +2 strength for the duration. While enraged all Blango's in the area gain the same benefits. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Pack Tactics.*** The Blangonga has advantage on attack rolls if at least one of the Blangonga's allies is within 5ft of the target and the ally isn't incapacitated. > > ### Actions > ***Multiattack.*** The Blangonga makes two fist attacks. > > ***Fist.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., 1 target. *Hit:* 17 (2d10 + 6) bludgeoning damage. > > ***Frozen Rock.*** *Ranged Weapon Attack:* +9 to hit, range 60/100 ft., one target. *Hit:* 22 (3d10 + 6) bludgeoning damage and 6 (1d10) cold damage. > > ***Freezing Breath (Recharge 5-6).*** The Blangonga exhales a freezing blast of air in a 30 ft cone. Targets in the area must make a DC 16 dexterity saving throw or take 36 (8d8) cold damage on a failed save. On a success take half damage. Creatures killed by this attack are frozen solid until thawed. > > ***Roar (Recharge when all Blangos are dead).*** The Blangonga roars, summoning 2 blangos which burst from the ground around the Blangonga. These Blangos go on the Blangonga's initiative. As the alpha-male of the pack, the Blangonga is twice as large as the average Blango with a much more aggressive temperament. Its strong, muscled limbs allow it to run and leap at a startling speed, and its powerful roar can catch hunters unaware without adequate hearing protection. By calling out to its pack, the Blangonga can summon Blangos to fight beside it in battle. Its deadly speed can bewilder the novice hunter, as they can perform a dive that can send them rolling into their foes and deal out massive damage. Blangongas can break ice at their feet and hurl it at hunters. Blangongas are incredibly aggressive creatures. They will ruthlessly attack hunters and prey, yet shy away from anything larger than themselves. Blangonga have some of the toughest fur of any known monster. Its fur helps prevents cold air from touching their skin and can also prevent snow and ice from touching their skin. Their fur has even been seen to be able to stop paintballs from splattering on their skin and even stopping arrows from piercing through their skin. From the furs pearly white color, it serves as excellent camouflage. The Blangonga's best recognized features is its fangs. Its long canines are more a show of dominance than a practical tool. They can, obviously, inflict deep wounds on prey and help to pin them down while the Blangonga rakes the victim with its paws. Unlike Blango, Blangonga have a "beard" on their face that signifies that they are the leader. Blangonga are astoundingly strong creatures. They can easily toss large boulders or massive ice chunks with ease. This strength allows them to dig rapidly into deep arctic snow, which is an excellent position to ambush prey. A Blangonga's strength helps them to hold prey while they make a killing blow. The massive monkeys are surprisingly fast and nimble, which enable them to run and leap great distances. This agility helps them to quickly scale or descend mountains with ease. They are aided in this by their large whiskers, which help to balance the creature as it moves about.
\pagebreakNum ___ ___ > ## Gammmoth >*Gargantuan beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 14 (Natural Armour) > - **Hit Points** 340(20d12 + 200) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|6 (-2)|30 (+10)|3 (-4)|16 (+3)|6 (-2)| >___ > - **Saving Throws** STR +15, CON +15 > - **Damage Vulnerabilities** Fire > - **Damage Resistances** Bludgeoning, Piercing and Slashing from Nonmagical Attacks. > - **Damage Immunities** Cold > - **Senses** passive Perception 13 > - **Languages** -- > - **Challenge** 18 (20,000 XP) >___ > ***Aversion to Fire.*** When the Gammoth takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. > > ***Enrage*** When Gammoth starts its turn with half its maximum hit points (170) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ### Actions > ***Multiattack.*** The Gammoth makes three attacks, two with its gore and one with its trunk. > > ***Gore.*** *Melee Weapon Attack:* +15 to hit, reach 5 ft., 1 target the Gammoth isn't grappling. *Hit:* 29 (3d12 + 10) bludgeoning damage. > > ***Trunk.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., 1 target. *Hit:* 19 (2d8 + 10) bludgeoning damage and if the target is large or smaller it is grappled (Escape DC 19). While grappled in this way the target is also restrained and is automatically hit by the Gammoth's slam. > > ***Slam.*** The Gammoth slams one target it has grappled into the ground repeatedly. The target automatically takes 36 (4d12 + 10) bludgeoning damage, is knocked prone and the grapple ends. > > ***Inhale (Recharge 5-6).*** The Gammoth inhales air through its trunk in a 60 ft cone. Any creature inside the cone must succeed on a DC 18 strength saving throw or take 14 (4d6) cold damage and be pulled to within 5ft of the gammoth and knocked prone. On a success targets take half damage and aren't pulled or knocked prone. The Gammoth can then use its Stomp as a bonus action if it's available. > > ***Stomp (Recharge 6).*** The Gammoth rears up onto its hind legs and smashes its front legs down onto the ground. Any creature within 5 ft of the Gammoth and in front of it must succeed on a DC 18 dexterity saving throw or take 42 (5d12 + 10) bludgeoning damage. On a success targets take half damage. If the Gammoth has its ice armour on, this attack deals an extra 11 (2d10) cold damage but the armour is lost. > > ### Legendary Actions > > Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Apply Armour*** The Gammoth encases its legs in snow and ice. This increases its AC by 2, but decreases its movement by 10ft. > > ***Grab (Costs 2 Actions)*** The Gammoth makes a Trunk attack > > ***Smash (Costs 2 Actions)*** The Gammoth uses its Slam action. Gammoth resembles a huge 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. The underside of its trunk seems to be covered in a scaly hide, and is lined with numerous spikes. Interestingly, Gammoth is sometimes seen with its legs encased in ice. Gammoth is able to breathe snow from its trunk, encasing enemies in snow. This snow can also be applied to its legs, encasing them in an icy armor. It can also use its trunk to create a large vortex, sucking hunters in from a distance so it can trample them more easily. However, Gammoth mainly uses its brute strength and sheer size to deal with threats. Gammoth are hostile to just about anything. They are particularly hostile towards Tigrex, however. This is said to be because Tigrex is the natural predator of young Gammoths, and as Gammoth grows older its fear of Tigrex is replaced by rage and aggression. A full grown Gammoth is larger than a full grown Duramboros. Gammoth's whole body is covered in fur that is mixes of reds, blues, and whites. This fur is perfect for protecting it against the cold of the snowy environments it lives in and also perfect for absorbing powerful attacks from threats. On a Gammoth's legs are spikes used for sticking snow to its legs. This snow on Gammoth's legs is both used as a weapon and as an armor. The snow is able to protect Gammoth's legs from being damaged easily by threats and to make its attacks, which involve it smashing down on its enemies with its immense weight, more destructive. 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. It coats its legs in snow to make its smashing attacks more destructive, making it less likely for its threats to get out alive. On a Gammoth's head is a large shell that is used for protection against threats. Its tusks are hard enough to pierce through the icy ground of its environments.
\pagebreakNum ___ ___ > ## Rajang >*Huge Beast (Fanged Beast), Unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 360 (30d12 + 150) > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|20 (+5)|21 (+5)|5 (-3)|13 (+1)|6 (-2)| >___ > - **Saving Throws** DEX +11 , STR +16, CON +11 > - **Skills** Athletics +16, Acrobatics +11, Perception +7 > - **Damage Immunities** Lightning > - **Condition Immunities** Frightened > - **Senses** Darkvision 60ft., passive Perception 17 > - **Languages** -- > - **Challenge** 24 (62,000 XP) > ___ > ***Agressive*** As a bonus action, the Rajang can move up to its speed toward a hostile creature that it can see. > > ***Enrage*** When Rajang starts its turn with three quarters of its maximum hit points (270) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d10. While enraged, it gains immunity to exhaustion, has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. It also begins to glow, shedding bright light in a 10ft radius. It's Dexterity also increases to 24, its AC increases to 17 and its movement speed increases to 60ft. It also gains an extra die on all lightning damage rolls. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Furious*** Rajang enrages at 3/4 health rather than 1/2 health. > > ***Grappler*** The Rajang has advantage to grapple any creature smaller than it. > >***Rampage.*** When the Rajang reduces a creature to 0 hit points with a melee attack on its turn, the Rajang can take a bonus action to move up to half its speed and make a fist attack. > > ***Relentless (Recharge short/long rest)*** If the Rajang takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. > ### Actions > ***Multiattack.*** Rajang makes two attacks with its fists. > > ***Fists.*** *Melee Weapon Attack:* +16 to hit, Reach 10ft., one target. *Hit* 36 (4d12 + 10) bludgeoning damage > > ***Boulder Toss.*** The Rajang rips a massive boulder from the earth and throws it at a point within 60ft. Any creature within 10ft. if this point must make a DC 20 Dexterity saving throw. On a failure a creature take 55 (10d8 + 10) bludgeoning damage and fall prone. On a success the creature takes half damage and does not fall prone. > > ***Lightning Beam (Recharge 5-6).*** The Rajang fires a beam of electricity in a 10ft. wide, 60ft long line. Any creature in the area must make a DC 20 Dexterity saving throw. On a failed save creatures take 65 (10d12) lightning damage and must succeed on a DC 20 Constituition saving throw or be paralyzed until the end of their next turn. On a success creatures take half damage and automatically succeed on the Constitution save. > > ### Reactions > ***Increase Muscle Mass*** When the Rajang is enraged and is targeted by a melee or ranged attack roll, it can use its reaction to gain resistance to bludgeoning,piercing and slashing damage until the end of the turn. > > ### Legendary Actions > Rajang can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Grab*** The Rajang attempts to grapple a creature within 10ft. of it. > > ***Punch*** The Rajang makes a fist attack. > > ***Launch (Costs 2 Actions)*** The Rajang uses the Boulder Toss action. Rajang is a powerful Fanged Beast that was once considered an Elder Dragon in legend due to its sheer power. Its closest known relatives are Furious Rajang. ### Physiology Rajang strongly resembles the Blangonga in its appearance and movement, even borrowing some of its attacks. However, notable differences include Rajang's broader muscles, large horns, hairy tail tip and its ability to use electricity-based attacks. \columnbreak ### Abilities The Rajang's most notable attack is its ability to shoot electricity from its mouth, either as a blast or a beam. They are hated by many hunters, due to their combination of speed, aggression and power. They are also well known for their dramatic Rage Mode, in which much of the fur on their front body rises and becomes yellow. ### Behavior Rajang are at best described as being ultra aggressive. Willing to attack and kill anything that threatens them, brutally at that. However, they are rarely seen in the wild due to their lonesome nomadic lifestyle. \pagebreakNum ### Biology Rajang is one of only a handful of monsters able to wield deadly lightning. How it produces its charge is an electrical inner organ. Rajang are extremely fast and nimble despite their size. Rajang exhibits extreme physical strength, easily knocking a hunter off their feet and into the air. When golden, Rajang is even faster and more deadly than its already powerful base form.In this enraged state, Rajang is on par with Elder Dragons like Teostra and Lunastra. It is believed that the tail of the Rajang has something to do with its electrical golden powers, as when the tail is able to be cut it loses its golden power instantly, though this only applies to average Rajang. Some Rajang stay in there golden form and are known to be extremely violent and powerful. Just recently, it was discovered that Rajang have a unique defense against threats. When in danger, they will increase the strength in their arm and legs and they will be able to deal more damage and move even faster. This unique adaptation can also harden the muscles to increase its defense. Interestingly, their arms and legs will glow red indicating this. They can only do this when enraged however. ### Niche In almost any habitat that the Rajang happens to be passing through, it enforces itself as the apex predator of the surrounding area. Its nature and adaptations allow it to hunt and prey on virtually anything smaller than itself. A Rajang's particular favorite prey is the elusive Kirin. Hunting Rajang in force would now seem a more sensible choice after hunters are faced with such a task. In their chosen habitats Rajang are forced to compete with equally fearsome predators such as Tigrex, Khezu, Blangonga, Rathalos, Lavasioth, Yian Garuga, Deviljho and some Elder Dragons. These predators are capable of seriously wounding Rajang due to its unarmored body. ### Subspecies The only variant of Rajang that is known is the Furious Rajang, which is a Rajang that seems to be permanently enraged whilst having a further enrage itself. ___ To the right is a normal rajang and an enraged rajang. (from top to bottom)
\pagebreakNum ## Fanged Wyverns Fanged Wyverns are a class of monster that are known for being Fanged Beast-like Wyvern monsters that have highly developed limbs. For a long time, the only known species of these wyverns were Zinogre and its subspecies as they are the only ones found in the old world. More recently, Tobi-Kadachi, Jagras, Great Jagras and several other Fanged Wyverns were discovered in the new world, although they are more reptilian in nature when compared to Zinogre. With the new additions to this classification, the common traits of the Fanged Wyverns have been narrowed to being quadrupedal and having wingless limbs, while other body structures may vary; some like Girros and Tobi-Kadachi anchor their weight completely on their limbs pointing downward, while Great Jagras occasionally drags their bodies with limbs spreading to the sides, not unlike Leviathans. \pagebreakNum ___ ___ > ## Zinogre >*Large Beast (Fanged Wyvern), Unaligned* > ___ > - **Armor Class** 17 > - **Hit Points** 260 (26d10 + 104) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|18 (+4)|18 (+4)|4 (-3)|12 (+1)|8 (-1)| >___ > - **Saving Throws** DEX +9, CON +9, CHA +4 > - **Skills** Acrobatics +9, Perception +6 > - **Damage Resistances** Thunder > - **Damage Immunities** Lightning > - **Senses** passive Perception 16 > - **Languages** -- > - **Challenge** 16 (15,000 XP) > ___ > ***Charged*** The Zinogre can charge itself up to increase its combat ability and damage. The Zinogre loses all charge levels if it is incapacitated. > >• *Level 1:* The Zinogre can make 3 attacks rather than two for its Multiattack, but only two can be claw attacks, and its speed increases by 5 feet. > >• *Level 2:* The Zinogres claw attack gains a reach of 10 feet and deals an extra 11 (2d10) lightning damage. Its movement speed also increases by a further 10 feet and it is immune to exhaustion. While charged any creature that hits the Zinogre with a melee attack or touches it takes 4 (1d8) lightning damage. > > ***Enrage*** When the Zinogre starts its turn with half its maximum hit points (130) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8 and immediately gains one level of charge. While enraged the Zinogre has advantage on all attack rolls against creatures with a slower walking speed than it, rolls an extra die of damage on all attacks and has immunity to exhaustion. Also, its movement speed increases by another 5 feet > >***Evasion*** When the Zinogre is subject to an attack that requires a Dexterity saving throw in order to take half damage, it instead takes no damage on a success and half damage on a fail. > > ***Lightning Absorption*** If the Zinogre is subject to lightning damage, it instead takes no damage and gains a charged level immediately, to a maximum of two. > ### Actions > ***Multiattack.*** The Zinogre makes two melee attacks or two ranged attacks. > > ***Claw.*** *Melee Weapon Attack:* +12 to hit, Reach 5ft., one target. *Hit* 20 (3d8 + 7) slashing damage. > >***Tail Slam.*** *Melee Weapon Attack:* +12 to hit, Reach 10ft., one target. *Hit* 23 (3d10 + 7) bludgeoning damage. > > ***Thunderbug Strike.*** *Ranged Weapon Attack:* +9 to hit, Range 60/120 ft., one target. *Hit* 18 (4d8) lightning damage. > > ***Lightning Storm (Recharge 5-6).*** The Zinogre calls down a torrent of lightning at its position. Any creature within 15 feet of the Zinogre must succeed on a DC 18 Constitution saving throw or take 55 (10d10) lightning damage. The Zinogre must have 2 levels of charge to do this. > ### Reactions > > ***Fully Charged*** When the Zinogre reaches its second level of charge it can use its *Lightning Storm* action as a reaction. > ### Legendary Actions > The Zinogre can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Charge*** The Zinogre spends the next 3 turns charging itself up, to a maximum of two. While charging it cannot take any actions or reactions and its movement is 0. > > ***Howl*** The Zinogre howls, instilling fear in creatures nearby. Any creature within 30 feet of the Zinogre that can hear it must succeed on a DC 18 Wisdom saving trow or be frightened for 1 minute. A creature can repeat the save at the end of its turn to end the condition. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Zinogre's Howl for the next 24 hours > > ***Move*** The Zinogre can move up to its speed without taking attacks of opportunity. Zinogre is in the class Fanged Wyvern and was the first ever monster of that class. Once ignored by the Guild, the species became a threat when they started showing up near Yukumo Village. Due the to guild hunters work it was found that an Amatsu caused this as it chased the herds off the Sacred Pinnacle to the Misty Peaks. Some Zinogre are known to change, eventually becoming Stygian Zinogre by gathering the energy of Dracophage Bugs. \columnbreak ### Physiology Zinogre is a quadrupedal monster with superficially lupine features. It has highly developed limbs, sharp fangs and claws. Its forelegs are extremely powerful and can kill prey in one brutal blow. Despite its hulking size, Zinogre is very agile and is able to perform many impressive aerial and land-based maneuvers. The spikes on its body mostly lie flat, but when it has built up an electric charge they stick out vertically into the air. \pagebreakNum ### Abilities Uniquely, Zinogre can 'charge' itself by summoning Thunderbugs from the vicinity, utilizing their natural electrical abilities for its own purposes, during which time its claws will emit blue light similar to the markings on its back. The charge has two levels; first, a weaker preliminary charge will form, and if Zinogre charges up again, a stronger charge will form. Each state of charge means Zinogre will deal a corresponding level of damage and become more agile, but beware; Zinogre can enter a traditional enraged state even in its final charge state. At this point its body will glow an electrical blue and its attacks increase even more in power. The states of charge can be determined aesthetically; after its first charge, numerous Thunderbugs fly around Zinogre's body, and after the second, all Zinogre's fur stands on end in spiked clumps to release excess electricity. ### Behaviour Zinogre are somewhat similar to wolves, they even howl like them. But they do not form packs, quite the contrary, they are solitary hunters. This is no surprise, since they are extremely powerful and agile monsters, not needing teamwork to take down prey. According to eyewitnesses adult Zinogre make herds and raise their young. During this period of time it is ill-advised to go hunting Zinogre as the adults will aggressively attack any intruders getting too close to their offspring. They appear to fear Amatsu as one chased them off the Sacred Pinnacle ### Biology The average size of an adult Zinogre is approximately 1455.4cm. Zinogre seems very wolf-like if one looks at its face, and has a very muscular set of forelimbs - very comparable to those of big cats. It has surprising agility for such a large monster, similar to Nargacuga.It has sharp claws attached to strong muscular fore-limbs, which are used to deliver a fatal blow to prey and hunters. It also helps them to climb mountains and rocky terrain. It can also harness the power of electricity, much like a Lagiacrus, using it to take down larger prey and to defend itself and its territory. Thunderbugs are seen gathering around Zinogre when it is "charging" electricity; they may act as a source of energy. Also, Gargwa are known to eat Thunderbugs, so it is possible that Zinogre has a special relationship with Thunderbugs. As Zinogre preys on Gargwa, Thunderbugs become safe, simply by flying around in close proximity to a Zinogre.Zinogre can exploit this by absorbing the energy emitted by the bugs during battle, granting it special abilities. Thunderbugs might glow blue instead of their normal colour to indicate that they have allied with a Zinogre.If you look close at a Zinogre, you can see a energy field around it. Juvenile Zinogre have more hair on their bodies compared to adults and is white in color. It is believed that the increased hair protects the juvenile's shell and help speeds up the storage of electricity.This fur will shed as the juvenile Zinogre mature into adulthood. Whenever they become enraged their claws somehow change shape and the reason for this greatly puzzles scientists. In a supercharged state, they seem to glow, internally and externally. When supercharged the spikes on their backs erect in order to release excess electricity so that they don't injure themselves or possibly die from too much electricity surging in their bodies. When and if they do die in this state the Thunderbugs will flee, sensing their protector is dead and will seek another Zinogre to protect them. ### Niche One of the apex predators, Zinogre is likely quite high in the food chain and only troubled by Rathalos, Rathian, Nargacuga, and Deviljho. Yet, despite its competition with such formidable predators, Zinogre is rather formidable itself. Recent information suggests that Arzuros are wary of this monster. It can even prey on large monsters such as the aforementioned Arzuros, firmly solidifying its role as apex predator in the Misty Peaks. When traveling to the Deserted Island these creatures come into contact with large predators including Lagiacrus, Royal Ludroth, Plesioth, Brachydios, as well as all of the aforementioned monsters. The favorite prey of Zinogre is Bird Wyverns, in particular Gargwa. Zinogre is famous for its battles with the "Bubble Fox Wyvern" Mizutsune. ### Subspecies Zinogre has one subspecies and one deviant. Its subspecies, Stygian Zinogre, has evolved to utilise dracophage bugs to harness the power of the Dragon element rather than thunderbugs. The Deviant, the Thunderlord Zinogre, was born with much larger lightning storing organs, alllowing it to charge itself a 3rd time, while also being in a permanent state of charge.
\pagebreakNum ### Flying Wyverns Flying Wyverns are large, bipedal monsters that have two wings. These Wyverns are known as "True Wyverns". However, there are some Wyverns that are quadrupedal, operating their wingarms as forearms instead like Tigrex and Nargacuga. These monsters have been dubbed by fans as "Pseudo Wyverns" (Pseudo meaning "False" or "Mimic"), due to these species only displaying partial Wyvern traits. Some are flightless despite their classification as Flying Wyverns, like the Akantor and Ukanlos. These wyverns show their Wyvern ancestry by the small forewings on their two front limbs. Flying Wyverns make up a large majority of the monsters in the land of Minegarde. Most Flying Wyverns are large or larger and are almost always solitary hunters. An exception to this rule is the Rathalos and the Rathian, which tend to hunt as a pair, being monogamous in nature. The appearance of Flying Wyverns varies wildly, from the horrifying and alien looking Khezu to the brutally powerful Diablos. Flying Wyverns have also adapted to almost every environment. Diablos and Monoblos live in the desert while Barioth and Ukanlos live in frozen tundras. Other Flying Wyverns have adapted to be completely nomadic such as the Tigrex, which has been seen in the freezing mountains as well as in deserts and volcanoes.
\pagebreakNum ___ ___ > ## Khezu >*Large Beast (Flying Wyvern), Unaligned* > ___ > - **Armor Class** 13 (Natural Armour) > - **Hit Points** 108(12d10 + 36) > - **Speed** 30ft.,climb 30ft., fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|11 (+0)|16 (+3)|3 (-4)|10 (+0)|2 (-4)| >___ > - **Skills** Stealth +6, Perception +3 > - **Damage Resistances** Cold, lightning > - **Senses** Blindsight 120ft., blind beyond this range., passive Perception 13 > - **Languages** -- > - **Challenge** 6 (2,300 XP) > ___ > > ***Cave Hunter.*** The Khezu has advantage on Dexterity (Stealth) checks made while in a cave or underground > > ***Enrage*** When Khezu starts its turn with half its maximum hit points (54) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Grounded.*** The Khezu can't move and use its lightning ball actions in the same turn. > > ***Keen Smell.*** The Khezu has advantage on Wisdom (Perception) checks that rely on smell. > > ***Spider Climb.*** The Khezu can climb difficult surfaces without making an ability check, including upside down on ceilings. > > ### Actions > ***Multiattack.*** The Khezu makes two attacks with its bite. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., 1 target. *Hit:* 10 (2d6 + 3) piercing damage and another 3 (1d6) acid damage. If the target is a medium or smaller creature that is surprised or paralyzed it is also grappled (Escape DC 15). While grappled in this way, the target takes 3 (1d6) acid damage at the start of each of the Khezu's turns, is restrained and the Khezu cannot bite another target. > > ***Swallow*** The Khezu attempts to swallow a creature it is currently grappling. The Khezu makes a bite attack against the creature. If it hits, the target does not take damage but the Khezu instead swallows it. Once swallowed the target is restrained and blinded and takes 17 (3d10) acid damage on the start of each of the Khezu's turns and the Khezu cannot swallow another target. If the Khezu takes 20 damage from a creature inside of it, it must make a DC 16 Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Khezu. If the Khezu dies a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 feet of Movement, exiting prone. > > ***Lightning Ball.*** The Khezu fires a 5ft wide ball of lightning along the ground in a 60 ft line. Any creature the ball passes through must succeed on a DC 15 dexterity saving throw or take 17 (3d10) lightning damage and become paralyzed until the end of the Khezu's next turn. On a success the target only takes half damage. This attack fails if a creature is currently grappled by the Khezu. > > ***Screech.*** The Khezu screeches, releasing any grappled target. All creatures within 20 ft of the Khezu must make a DC 16 Constitution saving throw or be stunned and deafened for 1 round. >### Reactions > ***Lightning Aura.*** When the Khezu is subjected to a melee attack it can surround itself in an aura of lightning. All creatures withing 5 ft of the Khezu must make a DC 16 Dexterity saving throw or take 17 (3d10) lightning damage and if they failed the save by 5 or more, become paralyzed until the start of the Khezu's next turn. On a success creatures takes half damage and are not paralyzed. This attack does not affect a target currently grappled by the Khezu. Khezu are large, pale Wyverns with a flabby, rubbery hide which they constantly keep damp, similar to that of an amphibian. Many of their blood vessels and veins can be seen through their pale skin. Their tail features a specialized orifice which bonds to the ground during electrical attacks and helps them cling onto cave ceilings. Their mouth features rows of sharp teeth. Khezu feet lack claws, and instead have suction pad-like toes to assist them in climbing and hanging from cave walls and ceilings. Spending most of their lives in the dark, their eyes have regressed greatly, though they make up for this with a superb sense of smell. A layer of fat helps to keep them warm and prolong the time they can spend hunting for food. Khezu have an extendable neck which allows them to grasp and ambush prey from afar, such as from a cave ceiling. Khezu are hermaphrodites, which means an individual is both male and female. To reproduce they paralyze a creature and inject their young, known as Whelps. The Whelps grow inside their victim until it dies, or when they are strong enough to leave. Although Khezu are cave dwellers, they go out when they please, or when food inside grows too scarce. While Khezu outside a cave are vulnerable to larger Wyverns like Tigrex, inside caves Khezu have the advantage. In addition to being unhampered by the dark, they can cling to the ceiling and attack from above. \pagebreakNum ___ ___ > ## Gigginox >*Large Beast (Flying Wyvern), Unalignedt* > ___ > - **Armor Class** 14 > - **Hit Points** 126 (14d10 + ) > - **Speed** 30ft., Climb 30ft., Fly 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|18 (+4)|17 (+3)|4 (-3)|13 (+1)|6 (-2)| >___ > - **Saving Throws** CON +6 , DEX +7 > - **Skills** Stealth +7 > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** Blindsight 200ft. (Blind beyond this radius) > - **Languages** -- > - **Challenge** 7 (2'900 XP) > ___ > > ***Aversion to Fire*** If the Gigginox takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. > > ***Cave Hunter*** The Gigginox has advantage on Dexterity (Stealth) checks made while in a cave or underground > > ***Enrage*** When Gigginox starts its turn with half its maximum hit points (62) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Lay Egg (Recharge 6)*** As a bonus action the Gigginox lays a Giggi egg on the ground or on its own back. The egg goes on the Gigginox's initiative. If it lays the egg on its back its speed is reduced by 5ft. until the egg is destroyed but the egg moves with the Gigginox. Alternativelt the Gigginox can lay a poison egg which appears identical to a Giggi egg but does not create Giggi and explodes in a poison mist when destroyed. Any creature within 5ft. of the egg when it is destroyed must succeed on a DC 15 Constitution saving throw or take 10 (2d10) poison damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns. On a success a creature takes half damage and is not poisoned > > ***Spider Climb*** The Gigginox can climb difficult surfaces without making an ability check, including upside down on ceilings. > > ### Actions > ***Multiattack.*** The Gigginox makes two attacks using its bite or poison spit. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, Reach 10ft., one target. *Hit* 15 (2d10) piercing damage plus 3 (1d6) poison damage and the the target is grappled (escape DC 15) if it is size medium or smaller. While grappled in this way the target is also restrained and the Gigginox cannot bite another target. > > ***Poison Spit.*** *Ranged Weapon Attack:* +7 to hit, Range 60/100ft., one target. *Hit* 10 (3d6) poison damage and a creature must succeed on a DC 15 constitution saving throw or be poisoned for 1 minute. While poisoned in this way the creature takes 4 (1d8) poison damage at the startr of each of its turns. A creature can repeat the saving throw at the end of each of its turns to end the poisoned condition. > > ***Swallow*** The Gigginox attempts to swallow a creature it is currently grappling. The Gigginox makes a bite attack against the creature. If it hits, the target does not take damage but the Gigginox instead swallows it. Once swallowed the target is restrained and blinded and takes 20 (4d10) acid damage on the start of each of the Gigginox's turns and the Khezu cannot swallow another target. If the Giiginox takes 20 damage from a creature inside of it, it must make a DC 16 Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Gigginox. If the damage is fire, the Gigginox automatically fails the save. If the Gigginox dies a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 feet of Movement, exiting prone. > > ***Toxic Gas (Recharge 5-6)*** The Gigginox releases a toxic gas around itself. Any creature within 10ft. of the Gigginox must make a DC 16 Constituion saving throw or take 22 (5d8) poison damage and be poisoned for 1 minute. On a successful save a creature takes half damage and is not poisoned. While poisoned a creature takes 13 (3d8) poison damage at the start of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns to end the poisoned condition. Gigginox is a Flying Wyvern that is the adult form of the Giggi. Giggnox's closest relative is Khezu. Baleful Gigginox is a genetic defect of GigginoxGigginox are similar to the Khezu, in that they are blind, cave-dwelling Wyverns. However, they do not sense prey by smell; instead, Gigginox have a special organ that can detect the body heat of their prey. Gigginox are wide and flat, unlike the Khezu, which is bulky and has large fat reserves. Also, Gigginox does not have highly moisturized skin, and unlike the Khezu, it does not have visible veins. Gigginox is notably much more agile than the Khezu, being able to flip around without difficulty, and being much faster, probably due to their flat body, and their ability to sense body-heat instead of smelling. While the Khezu primarily uses its developed hind legs to leap around or to the ceilings of caves, Gigginox will use all four limbs plus its tail to propel itself, suggesting that the Gigginox's limbs aren't as well developed as the Khezu. \pagebreakNum ### Abilities Also similar to the Khezu is the Gigginox's elastic neck and tail, which can stretch out to twice their length in an attempt to attack prey. Their top skin is grey-white, and their under-skin is dark red. When enraged a Gigginox's top color will change to a darker grey, almost black hue. Their head, tail and chest marks are white but have eye-like sections that glow purple when inside dark areas. Gigginox have a circular, leech-like maw, which contains many sharp teeth. They can also attach to the ceilings of caves like the Khezu. They can spit poison or release it as a form of gas from pores under their body. Gigginox can lay gelatinous globs, called Giggi Sacs, that spawn young Giggi. However, they may also excrete purple globs that burst into poisonous clouds in mere seconds, these may trick those unfamiliar with Gigginox into attacking them instead. ### Niche Gigginox are high in the food chain within their caves. Gigginox are known to feed on Baggi, Popo, Anteka, and Bullfango. Gigginox rarely leave the caves they inhabit due to the threat of other large predators such as Tigrex, Glacial Agnaktor, Stygian Zinogre, Barioth, and Brachydios. ### Biology The average size of an adult Gigginox is approximately 1092.0cm. Just like Khezu, it produces a similar mucus-like substance on its body. This substance isn't really produced while its calm, making it look dry, it is mainly produced when Gigginox is enraged. When enraged, it combines the toxins with the mucus, giving it a darker appearance. On the Gigginox's face, underbelly, and tail are poisonous organs. These organs are used to produce a toxic poison that is produced in a "glob" form but, spreads out in a "fog-like" form. Gigginox spits the globs of poison on the ground because if its able to get a prey item to inhale enough of the poisonous gas, the creature will likely die. Unlike Khezu, Gigginox doesn't smell for prey, rather Gigginox uses specialized heat organs to detect prey. The red underside of Gigginox has many tiny hairs on them. This allows Gigginox to hang onto ceilings and walls. ### Behavior The Gigginox is highly territorial, staking out a cavern or other such area to lay its eggs. During the day, they sleep much longer than most other monsters in the area but at night they become truly active. They will spend sometime awake during the day but if they instantly sense potential prey in the area, they will actively stalk the creature in the caves. Said prey items are later left behind as corpses in caves to make it easier to catch prey. Despite a Gigginox's looks, they are considered to be quite intelligent compared to some other Flying Wyverns. Gigginox even save food in their caves. ### Environment The Gigginox is known to live in the tundra though migrates to other cave systems in different regions, leaving behind its offspring. It has also been found to inhabit the Underdark in the Forgotten Realms.
\pagebreakNum ___ > ## Giggi Sac >*Medium Object, Unaligned* > ___ > - **Armor Class** 10 (Natural Armour) > - **Hit Points** 20 (4d8) > - **Speed** 0ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|0 (-5)|0 (-5)|10 (+0)|0 (-5)|0 (-5)|0 (-5)| >___ > - **Damage Immunities** Poison > - **Condition Immunities** Blind, Charmed, Deafened, Exhausted, Frightened, Incapacitated, Petrified Poisoned, Prone, Paralyzed, Stunned, Unconscious > - **Senses** None > - **Languages** -- > - **Challenge** 0 (10 XP) > ___ > ***Adhesive*** The Giggi egg can stick to any surface it is placed on. > ### Actions > > ***Spawn Giggi.*** The Egg spawns a Giggi within 5ft. of it. It can spawn up to 5 Giggi, after which it is destroyed. \columnbreak ___ > ## Giggi >*Tiny Beast (Flying Wyvern), Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 4 (2d4) > - **Speed** 20ft., Climb 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|3 (-4)|14 (+2)|10 (+0)|2 (-4)|10 (+0)|3 (-4)| >___ > - **Skills** Stealth +4 > - **Damage Immunities** Poison > - **Condition Immunities** Blind, Poisoned, Prone > - **Senses** Blindsaight 60ft. (Blind beyond this range) > - **Languages** -- > - **Challenge** 1/8 (25 XP) > ___ > > ### Actions > > ***Leeching Bite.*** *Melee Weapon Attack:* +4 to hit, Reach 5ft., one target. *Hit:* 5 (1d6 + 2) piercing damage and the Giggi attaches to the target. While attached, the Giggi doesn't Attack. Instead, at the start of each of the Giggi's turns, the target loses 5 (1d4 + 3) Hit Points due to blood loss. The Giggi can detach itself by spending 5 feet of its Movement. It does so after it drains 20 Hit Points of blood from the target or the target dies. A creature, including the target, can use its action to detach the Giggi. > < Giggi spawning from a Giggi Sac ___
\pagebreakNum ___ ___ > ## Basarios >*Large Beast (Flying Wyvern), Unaligned* > ___ > - **Armor Class** 17 (Natural Armour) > - **Hit Points** 216(20d10 + 80) > - **Speed** 30ft., burrow 30ft., fly 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|8 (-1)|19 (+4)|2 (-4)|12 (+1)|4 (-3)| >___ > - **Saving Throws** STR +9, CON +8 > - **Damage Resistances** Fire; poison; Bludgeoning, Piercing and Slashing from Nonmagical Attacks. > - **Senses** Tremorsense 20ft., passive Perception 11 > - **Languages** -- > - **Challenge** 10 (5,900 XP) > ___ > > ***Enrage*** When Basarios starts its turn with half its maximum hit points (108) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***False Appearance.*** While half buried underground the Basarios is indistinguishable from a pile of rocks. >### Actions > ***Multiattack.*** The Basarios makes three attacks, two with its slam and one with its tail swipe. It can't use a slam and a tail swipe against the same target. > > ***Slam.*** *Melee Weapon Attack* +9 to hit, reach 5 ft., 1 target. *Hit:* 12 (2d6 + 5) bludgeoning damage. > > ***Tail Swipe.*** *Melee Weapon Attack* +9 to hit, reach 10 ft., 1 target. *Hit:* 11 (1d12 + 5) bludgeoning damage.. > > ***Poison Gas (Recharge 4-6).*** The Basarios emits a poisonous gas all around it. Any creature within 10 ft of Basarios must succeed on a DC 16 Constitution saving throw. On a failed save creatures take 13 (2d12) poison damage and are poisoned for 1 minute. While poisoned in this way a target takes 6 (1d12) poison damage at the start of each of its turns. At the end of its turn the creature can repeat the save to end the poisoned condition. On a successful save a target takes half damage and is not poisoned. > > ***Sleeping Gas (Recharge 5-6).*** All creatures within 10 ft of the Basarios must succeed on a DC 16 Constitution saving throw. On a failure a creature is knocked unconscious for 1 minute, until they take damage or until another creature takes an action to shake them awake. On a success a creature is unaffected. > > ***Fire Beam (Recharge 5-6).*** The Basarios fire a 5ft wide, 100 ft long line of flame and heat. Any creature in the line must make a DC 16 Dexterity saving throw or take 35 (10d6) fire damage. On a success a creature takes half damage. Basarios is a small, rocky wyvern. It is the juvenile form of Gravios. Its hard, stone-like shell can be used for protection against other large wyverns, doubling up as effective camouflage when Basarios partially buries itself in the ground. It is able to release either sleeping or poisonous gas from its underside and, on extremely rare occasions, a fire plume. It is also known to unleash a very powerful lava beam at times. It can also hurl balls of fire like a Yian Kut-Ku, although it prefers to charge towards adversaries. When resting or changing areas, it burrows underground, exposing only its back, giving it the appearance of a large gray rock. Being very heavy, it is a slow mover, and although it has wings, it rarely uses them to fly. Even when it does, its weight allows it to fly only for a short time. Despite its ability to hide, in most areas it is visible. This is because the rocks on its back are a slightly lighter color than other rocks, or because it has burrowed into plain view in the middle of the area. Thick, rock-like shells protect Basarios from most of the volcanic heat. Basarios has relatively large claws on its short wings, used to assist the creature in digging. Basarios's short tail has not yet developed into Gravios's trademark mace-like appendage. A Basarios's back resembles a rocky outcropping commonly found in the volcanic region and serves as a crude yet effective camouflage. When all else fails, Basarios can expel either a poisonous, or sleep-inducing gas from pores all over their body. The gases are the remains from its previous meals.
\pagebreakNum ___ ___ > ## Gravios >*Huge Beast (Flying Wyvern), Unaligned* > ___ > - **Armor Class** 19 (Natural Armour) > - **Hit Points** 264 (20d12 + 100) > - **Speed** 30ft., Burrow 30ft., Fly 20ft., Swim 20ft. (Lava Only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|8 (-2)|21 (+5)|2 (-4)|12 (+1)|5 (-3)| >___ > - **Saving Throws** STR +12, CON +10 > - **Damage Resistances** Bludgeoning, Piercing and Slashing; Poison > - **Damage Immunities** Fire > - **Senses** passive Perception 11, Tremorsense 20ft. > - **Languages** -- > - **Challenge** 18 (20'000 XP) > ___ > ***Enrage*** When Gravios starts its turn with half its maximum hit points (132) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > ### Actions > ***Multiattack.*** The Gravios makes three attacks, two with its slam and one with its tail swipe. > > ***Slam.*** *Melee Weapon Attack:* +12 to hit, Reach 5ft., one target. *Hit* 18 (2d10 + 7) bludgeoning damage > > ***Tail Swipe.*** *Melee Weapon Attack:* +12 to hit, Reach 15ft., one target. *Hit* 13 (1d12 + 7) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone. > > ***Flaming Gas (Recharge 5-6)*** All creatures within 10 ft of the Gravios must succeed on a DC 18 Dexterity saving throw. On a failure a creature takes 22 (4d10) fire damage and is lit on fire. On a success a creature takes half damage and is not ignited. While ignited a creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can douse the flame on itself or another creature using its action. > > ***Heat Beam (Recharge 5-6)*** The Gravios fire a 5ft wide, 150 ft long line of flame and heat. Any creature in the line must make a DC 18 Dexterity saving throw or take 45 (10d8) fire damage. On a success a creature takes half damage. > > ***Sleeping Gas (Recharge 5-6).*** All creatures within 10 ft of the Gravios must succeed on a DC 18 Constitution saving throw. On a failure a creature is knocked unconscious for 1 minute, until they take damage or until another creature takes an action to shake them awake. On a success a creature is unaffected. > ### Legendary Actions >Gravios can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. > > ***Detect*** The Gravios makes a Wisdom (Perception) check. > > ***Knock Away*** The Gravios makes a Tail Swipe attack. If the attack hits the target takes half damage and is pushed 10 feet directly away from the Gravios. > > ***Gas (Costs 2 Actions)*** The Gravios uses one of its available gas actions. > > ***Roar (Costs 2 Actions)*** The Gravios roars, requiring all creatures within 60ft. of the Gravios that can hear it to make a DC 18 Constitution saving throw or be stunned until the end of the Gravios' next turn. Gravios are apart of the Flying Wyvern classification. They are the adult form of the Basarios and are distant relatives of Monoblos, Diablos, and Varusaburosu. Its unknown if Gravios have subspecies, however, Black Gravios have been seen though they aren't subspecies of Gravios but just individuals that were badly burnt by lava while they were Basarios. ### Physiology Gravios is covered in a dense, stone-like armored shell which protects its body from physical damage. It is very large in size, towering over most other wyverns and measuring several dozen feet in length. Because of its size and incredible weight, it is only capable of limited flight, despite having large and seemingly-developed wings. It has a thick tail with a mace-like club at the end. \columnbreak ### Abilities Gaps in the Gravios' underside expel a knockout gas potent enough to put many monsters to sleep. It seems to have lost its poisoning ability. This gas is produced inside the Gravios' body. Furthermore, these defense mechanisms may be used to deter would-be predators, although there would be few monsters able to penetrate the Gravios's shell. Gravios can also expel flammable gas as a waste product of its 'heat beam', and of its diet. \pagebreakNum ### Biology Among the largest of the Flying Wyverns, Gravios out-weighs its brethren but can still lift its bulk for a limited time using its wings. Thick, durable rock-like body armor shields Gravios from intense volcanic heat. Gravios' major organs are in the center of its body to also avoid to much heat. Its shovel-like head assists when feeding on hard rocky surfaces. Inside the stomach of Gravios is a special bacteria that helps them process and digest minerals, allowing Gravios to get nutrients from the minerals. Its stout legs support its great weight and a thick, club-like tail helps balance the creature and is useful in self-defense. Gaps in the Gravios' underside expel a knockout gas, potent enough to put many monsters to sleep, that is produced inside the Gravios' body. This gas is usually expelled after a Gravios has had a meal and used for protection against predators. Gravios can also expel flammable gas to cool themselves down and burn enemies. Since the Gravios feeds on rocks and minerals, they fuel their heat beams mainly with explosive ores. Gravios can are able to submerge themselves and "swim" through lava channels with ease due to their size and heavily-armored shell. ### Niche Gravios is easily one of the strongest wyverns found in either the swamp or volcanic regions. They feed heavily on volcanic rocks for minerals and ores, which consequently aid the development of their supremely strong shells, gases and fire beam but they will also occasionally eat meat. Gravios are known to migrate to the Swamps feed on ore and smaller species. The bulk of the Gravios is enough to discourage predation, as is its habits to travel using the lava systems of the Volcano. The Akantor is the only known true natural predator of the Gravios. Despite its extreme aggression and incredibly hard shell, the Gravios is not immune to attacks: the Akantor is known to prey on them, and the Shogun Ceanataur wears a Gravios skull on its back to protect this vulnerable area. The Terra Shogun Ceanataur is also seen to use a Black Gravios skull on said body part. ### Behaviour Relatively docile until provoked but like most wyverns are fiercely territorial. It is surprisingly passive to most other inhabitants of this area but considering its near-impervious shell, it is probably just not bothered by it except during its battle an Akantor. It has been discovered as proud and strong as they are some Gravios can be tamed and are used as pets by a few hunters. ### Habitat Gravios is found roaming in swamps and volcanic regions mostly. However they have also been found in forested areas too, alongside their younger counterpart, the Basarios. ___ ### Subspecies To the right-top is the Black Gravios (a Gravios originating from a Basarios scorched by lava at a young age), while below is the normal Gravios.
\pagebreakNum ___ ___ > ## Rathian >*Large Beast (Flying Wyvern), Unaligned* > ___ > - **Armor Class** 15 (Natural Armour) > - **Hit Points** 162(18d10 + 54) > - **Speed** 40ft., fly 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|17 (+3)|3 (-4)|14 (+2)|7 (-2)| >___ > - **Saving Throws** DEX +7 > - **Damage Resistances** Fire;poison > - **Skills** Darkvision 60ft., passive Perception 12 > - **Languages** -- > - **Challenge** 10 (5,900 XP) > ___ > > ***Enrage.*** When Rathian starts its turn with half its maximum hit points (81) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, rolls an extra damage die on melee attacks and its bite attack deals an extra 3 (1d6) fire damage. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Keen Sight*** The Rathian has advantage on Wisdom (Perception) checks that rely on sight. > > ***Pair Bond.*** While the Rathian is fighting alongside its mated Rathalos it has advantage on attack rolls and enrages if the Rathalos enrages. When Rathalos is killed the Rathain enters a permanent state of enrage. >### Actions > ***Multiattack.*** The Rathian makes three attacks: Two bite attacks and one tail swipe attack. It can't use its tail swipe and bite attacks against the same target; it can use a Fireball in place of any number of these attacks. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., 1 target. *Hit:* 14 (3d6 + 4) piercing damage. > > ***Tail Swipe.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., 1 target. *Hit:* 13 (2d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute. The poison is the same as the one in the Tail Flip action. > > ***Fireball.*** *Ranged Weapon Attack:* +8 to hit, range 60/120 ft., 1 target. *Hit:* 11 (2d10) fire damage. Any creature within 5 ft of the target must succeed on a DC 16 Dexterity saving throw or take half the damage rolled on the main target. > > ***Tail Flip.*** The Rathian does a back flip, hitting any creatures within 10 feet of it and not beside it with its tail. Creatures in the area must make a Dexterity saving throw. On a failure a creature takes 17 (3d8 + 4) piercing damage and 6 (1d12) poison damage and is also poisoned for 1 minute. While poisoned in this way a creature takes 6 (1d12) poison damage at the start of each of its turns. A creature can make a DC 15 Constitution saving throw at the end of its turn to end the poisoned condition. On a successful Dex save a creature takes half damage and is not poisoned. One of the most recognized monsters, Rathian are a part of the Flying Wyvern classification along with their male counterparts, the Rathalos. ### Physiology Rathian is a medium-sized true flying wyvern similar in looks to her male counterpart, Rathalos. Her hide is a dull, muted green in contrast to the Rathalos's deep red, and her lower mandible features a long, protruding chin spike. Her upper back and wingtips are covered in a moss-like fur not seen on the Rathalos, and while her clubbed tail lacks bony spikes, it makes up for this with its ability to poison foes upon contact. ### Abilities Rathian, like her mate, can generate flaming projectiles from her mouth. She is notably more proficient in the use of this weapon however, as she is commonly seen releasing multiple blasts at once. In addition, she is capable of charging up and releasing a more potent fire blast which can ignite a swath of ground in front of her. She can use the poisonous barbs on her tail club to inflict blunt-force, toxic wounds on foes, even if her tail was cut off. Her powerful legs allow her to run at high speeds, making her easily capable of chasing down most prey. Like the Rathalos, her vision is very keen. \columnbreak ### Behaviour Rathian is very territorial, choosing to patrol from ground while her Rathalos mate patrols from the sky. She will become very aggressive to potential threats, especially when in close proximity to her nest and young. ### Biology Rathian have a poisonous tail, but lack the poisonous claws of the male wyvern. They instead have developed poisonous barbs that deter most attackers. The roar of a Rathian is just as fierce as that of a Rathalos and its land-based maneuverability is even greater. Both Rathian and Rathalos have a spike protruding from their chin, but it grows much larger and sharper on Rathian, making their tackle attack even more dangerous for wyverns and hunters alike. Rathian have the ability to perform backflips to knock a foe out of its way while simultaneously poisoning them. \pagebreakNum ### Niche Rathian are high in the food chain. They feed on herbivores, like Kelbi and Aptonoth, and lesser predators, like Velociprey and Jaggi. While being powerful predators themselves Rathian compete with other fearsome creatures such as Tigrex, Zinogre, Seregios, Plesioth, Espinas, Gore Magala, Najarala, Ivory Lagiacrus, and Deviljho.Rathian stands in the top of several food chains in the New World, being the female counterpart of the apex Rathalos. However, some monsters like Anjanath are less inclined to back off against Rathian then they are against Rathalos, which the female wyvern is not unprepared to face, especially when it concerns the safety of her nest. Diablos of the deserts are one of the few monsters that could pose a threat to Rathian beside Elder Dragons and invasive monsters. ___ ### Subspecies To the right is the basic Rathian species. Below are the genetic variations, the Pink and Gold rathian which are more powerful, with Gold being the most powerful of the three.
\pagebreakNum ___ ___ > ## Rathalos >*Large Beast (Flying Wyvern), Unaligned* > ___ > - **Armor Class** 15 (Natural Armour) > - **Hit Points** 198(22d10 + 33) > - **Speed** 35ft., fly 70ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|14 (+2)|17 (+3)|3 (-4)|15 (+2)|8 (-1)| >___ > - **Saving Throws** DEX +6 > - **Skills** Perception +6 > - **Damage Resistance** Fire;poison > - **Senses** Darkvision 60ft., passive Perception 16 > - **Languages** -- > - **Challenge** 14 (11,500 XP) > ___ > ***Dive Attack.*** If the Rathalos is flying and dives at least 30 feet straight toward a target and then hits it with a Talon attack, the attack deals an extra 6 (1d12) damage to the target. > > ***Enrage.*** When Rathalos starts its turn with half its maximum hit points (99) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, rolls an extra damage die on all attacks and its bite attack deals an extra 3 (1d6) fire damage. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Flyby*** The Rathalos does not provoke attacks of opportunity when it flies out of an enemies reach > > ***Keen Sight.*** The Rathalos has advantage on Wisdom (Perception) checks that rely on sight. > > ***Pair Bond.*** While the Rathalos is fighting alongside its mated Rathian it has advantage on attack rolls and enrages if the Rathian enrages. When Rathian is killed the Rathalos enters a permanent state of enrage. > > ### Actions > ***Multiattack.*** The Rathalos makes three attacks, only one of which can be its Talon attack. > > ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., 1 target. *Hit:* 17 (2d10 + 6) piercing damage. > > ***Talon.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., 1 target. *Hit:* 19 (2d12 + 6) slashing damage and 5 (1d10) poison damage and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in the way a creature takes 13 (2d12) poison damage at the start of each of its turns. The creature can make the saving throw at the end of each of its turns to end the poison effect. > > ***Fireball.*** *Ranged Weapon Attack:* + 11 to hit, range 60/100 ft., 1 target. *Hit:* 13 (2d12) fire damage and if the target is a creature or flammable object, it ignites. While on fire a creature take 5 (1d10) fire damage at the start of each of its turns. To end the effect a creature must use an action to douse the fire on itself or another creature. > ### Legendary Actions > Rathalos can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Detect*** The Rathalos makes a Wisdom (Perception) check > > ***Fly*** The Rathalos moves up to half its fly speed. > > ***Blast (Costs 2 Actions)*** The Rathalos makes a fireball attack. One of the most recognized monsters, Rathalos are a part of the Flying Wyvern classification along with their female counterparts, the Rathian. There is also two genetic mutations of the Rathalos, the Azure Rathalos and the Silver Rathalos. ### Physiology Rathalos are large, bipedal wyverns with a spiny, armored hide covering their body. Their outer shell features much brighter and more vibrant colors than that of their female counterpart, the Rathian. It is primarily bright red, with black markings throughout. Like the Rathian, Rathalos possess a flame sac which is used to produce deadly flaming projectiles from the mouth. The talons upon their feet are highly poisonous and are known to to inflict toxic mortal wounds on larger prey. In addition, their long, thick tail features a heavy spiked club at the end. Rathalos' wing membranes feature ornate patterns which are likely used to attract potential mates. \columnbreak ### Abilities Rathalos are expert flyers, and as such are prone to hunting from the skies. By launching a surprise aerial attack, they can inflict poisonous wounds with their talons or burn prey with flaming projectiles. On the ground, Rathalos remain formidable opponents. Using their powerful legs, they can chase down prey from a distance or inflict blunt-force damage with their clubbed tail. At a close enough range, they are known to use their sharp teeth to bite at foes as well. Rathalos are highly territorial monsters, and as such, are aggressive towards intruders. They will chase away or attempt to kill any monster which may pose a threat to their land. While hunting, Rathalos will stalk prey from the air before swooping in for the kill. Once they have successfully brought down their prey, they will carry it away to eat in private, safe from scavengers or other large monsters which might attempt to steal the kill. \pagebreakNum ### Behaviour Rathalos are highly territorial monsters, and as such, are aggressive towards intruders. They will chase away or attempt to kill any monster which may pose a threat to their land. While hunting, Rathalos will stalk prey from the air before swooping in for the kill.Once they have successfully brought down their prey, they will carry it away to eat in private, safe from scavengers or other large monsters which might attempt to steal the kill.Like most true flying wyverns, Rathalos possesses the cunning, speed, and strength to fell almost any threat or prey they come across in the wild though they will rarely challenge anything larger than themselves outside of their territory. Rathalos are especially aggressive during mating season. After mating with a Rathian, Rathalos will patrol his territory from the skies, looking for any threats to attack and eliminate from the his territory. ### Niche Rathalos fear almost nothing else found in their habitat range, except other large predators and Elder Dragons. Rathalos may prey on lesser wyverns, particularly bird wyverns such as Jaggi, Velociprey and their alpha forms or pelagus such as Bullfango. Only certain predators in a Rathalos' territory are strong enough to fight back if a Rathalos is attacking. Foremost among them are other wyverns and large monsters that live in the same habitat. Such predators include Lagiacrus, Seregios, Tigrex, Gore Magala, Brachydios, Deviljho, Stygian Zinogre, Agnaktor, Lavasioth and the rare Rajang as they are large and powerful enough to threaten and possibly kill an adult Rathalos, but it wont go down without putting up a fight! Rathalos is one of the few monsters who sits at the top of New World habitat's food chain, namely in the Ancient Forest region where other monsters such as Great Jagras, Tobi-Kadachi and even Anjanath would try their best not to cross the line set by the male Fire Wyvern. However, Elder Dragons and powerful invaders like Deviljho and Bazelgeuse would take more than Rathalos' established dominance to be fend off, at times Rathalos would actually avoid confrontation with said monsters altogether for survival's sake and wait for them to move on or being dealt with by Hunters. Rathalos presumably gain sustenance in the New World by preying on Aptonoth like it does in the Old World. ### Biology An adept flyer, Rathalos often use fire-balls to attack foes from both land and air. Rathalos are able produce these fireballs due to it having multiple flame sacs. Rathalos have powerful hind legs, making them fast on the ground, as well as giving them the capability to launch devastating claw attacks from the air, often severely injuring its target. While in the air, they are also capable of diving to claw foes on the ground. A Rathalos' claws contain a potent toxin used to injure and sap the preys strength. Rathalos, like many others of its kind, have a powerful roar that they use to intimidate rivals and stun prey. Its bright red scales serve as camouflage in volcanic areas. The Rathalos' body build, along with the Rathian's, differs between the Old World and New World. In the New World, Rathalos have a wider wingspan, while in the Old World, their wingspan is less. This due to them being subspecies of each other. ### Habitat Rathalos have been spotted in many kinds of environments, from the temperate Forest and Hills to the extreme heat of the Volcano. As a master of flight, they will travel far and wide, searching for prey from the skies. ___ ### Subspecies Below, from top to bottom, is the Rathalos, Azure Rathalos and Silver rathalos. Each one is more powerful than the last and exclusively bond with their rathian counterpart. (Rathalos and Rathian, Azure and Pink, Silver and Gold)
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\pagebreakNum ___ ___ > ## Barioth >*Large Beast (Flying Wyvern), Unaligned* > ___ > - **Armor Class** 16 > - **Hit Points** 198(22d10 + 66) > - **Speed** 50ft., climb 40ft., fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+2)|22 (+6)|16 (+3)|4 (-3)|15 (+2)|6 (-2)| >___ > - **Saving Throws** DEX +11 > - **Skills** Perception +7, Stealth +11, Acrobatics +11 > - **Damage Resistances** Cold > - **Senses** Darkvision 120ft., passive Perception 17 > - **Languages** -- > - **Challenge** 14 (11,500 XP) > ___ > > ***Brutal Critical*** If the Barioth lands a critical hit with its bite attack it deals an extra two die of damage. > > ***Enrage.*** When Barioth starts its turn with half its maximum hit points (99) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, rolls an extra damage die on all attacks and its movement speed increases by 10 feet. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Evasion.*** When the Barioth is subjected to an effect that requires a Dexterity saving throw to take only half damage, it instead takes no damage on a success and only half on a failure. > > ***Hyper Accurate.*** The Barioth scores a critical on a 19 or 20. > > ***Nimble Escape*** The Barioth can take the Disengage or Hide action as a Bonus Action on each of its turns. > > ***Pounce*** If the Barioth moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Barioth can make one bite Attack against it as a Bonus Action. > > ### Actions > ***Multiattack.*** The Barioth makes three attacks: One with its bite, one with its claws and one with its tail swipe. > > ***Bite*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., 1 target. *Hit:* 19 (2d12 + 6) piercing damage > > ***Claws.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., 1 target. *Hit:* 15 (2d8 + 6) slashing damage. > > ***Tail Swipe.*** *Melee Weapon Attack:* +10 to hit, reach 15 ft., 1 target. *Hit:* 15 (2d8 + 6) piercing damage. If in icy terrain this attack deals an extra 7 (2d6) cold damage and the target's speed is reduced by 10 feet. > > ***Wind Blast (Recharge 5-6).*** The Barioth fires a blast of wind at a point within 30ft., creating a 5 foot radius, 60 foot tall tornado at that point. When a creature enters the tornadoe’s area for the first time on a turn or starts its turn there it must make a DC 17 Strength saving throw. On a failure creatures take 35 (10d6) bludgeoning damage and are sucked 30 feet up into the tornado. On a success creatures take half damage and are pushed backwards out of the tornado's area. If the Barioth enters the area of the tornado it is unaffected by it, but can use a bonus action to immediately travel to the top of the tornado. The tornado disappears at the end of the Barioth's next turn, dropping any creature without a flying speed that is in it. If used in an icy area the tornado deals cold damage instead of bludgeoning. > >### Reactions > ***Uncanny Dodge*** The Barioth can use its reaction to half the damage of any attack against it. > ### Legendary Actions > Barioth can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Detect*** The Barioth makes a Wisdom (Perception) check > > ***Move*** The Barioth moves up to its speed without provoking attacks of opportunity. > > ***Swipe (Costs 2 Actions)*** The Barioth makes a claw attack against all creatures in range. Barioth is a Flying Wyvern that is distantly related to Nargacuga. Its closest known relative is Sand Barioth. ### Physiology Barioth is a quadrupedal Flying Wyvern, with various cat-like features. Its body is mostly covered with icy white plates and spikes along its neck, spine, and tail. Its face features two massive, curved tusks of an amber coloration. Its forelegs are longer and more powerful than its back legs, with deadly spikes along its wings, as well as three large claws. \columnbreak ### Abilities Barioth can move quickly and attack wildly, presenting a challenge even to experienced hunters. Barioth uses its fangs and claws to slide around on the ice making it hard to keep up with. It is able to slide its tail to its side and wield it in a club-like fashion. It is capable of producing a wind blast; Barioth will spit out an icy ball that will create a powerful tornado. However, this wind blast will not work while Barioth is fatigued.Barioth can and will perform side jumps and dodges, similar to other Pseudowyverns. \pagebreakNum ### Behavior Barioth are skilled hunters that are surprisingly agile for their size. When feeding, these wyverns prefer to eat the soft internal organs of their prey when compared to tougher flesh. During their Breeding Season, male Barioths will show off their impressive tusks to attract females to mate with. Sometimes males will invade the territory of a female in order to mate with them. This behavior, however, is not without its risks, as females will attack males if they have already mated or simply aren't impressed. After a female Barioth has mated it will find a nice secluded cave to raise its offspring in. Females are viviparous, becoming pregnant and then having 2-3 fur covered young that hide in the caves of the Tundra. Interestingly, each Barioth has its own unique way of fighting. ### Biology Barioth are accustomed to the Tundra and the polar regions. Their pelts, which are colored pure white, provide camouflage that easily allows them to ambush prey, or even top predators, in the blinding snow. They possess extremely sharp front canines which can pierce through the hides of Popo like soft butter, causing them to bleed profusely from the resulting wound. They have razor-sharp claws which deal heavy damage to even the toughest of monsters, and can mince anything in as little as a few slices. These claws and spikes also aid Barioth in scaling the slippery, steep, glaciers that make up its home. Its squinted eyes have evolved to compensate for the blinding glare created by the sun reflecting off the snow during the day. Unlike other Flying Wyverns, Barioth's wings are very sleek and flexible, allowing it to perform amazing maneuvers while flying. The nature of its wings allows Barioth to hover in one spot for long periods of time, as well as perform complete 180 degree turns mid flight. ### Niche Barioth are one of the monsters who are seated at the end of the food chain in their icy domain. They are extremely agile and surprisingly strong. They ambush Popo, Anteka, Pokara or Lagombi, who have protein-rich meat under their thick hides. Barioth prefer eating the internal organs of their prey. The only other competitors who have the capacity to defeat a Barioth are Stygian Zinogre, Brachydios, Tigrex, and Glacial Agnaktor. Gigginox and Baleful Gigginox also pose a dangerous threat. ### Habitat Barioth inhabits icy areas such as the tundra or the snowy mountains, where the roaming herbivores on which it preys are large and plentiful. ### Subspecies Only one known subspecies of Barioth exists, the Sand Barioth. This is a subspecies that has evolved to live deep in the deserts as apposed to the freezing tundra and mountains, leading it to evolve a more sandy orange colour than the ice white of the normal Barioth.
\pagebreakNum ___ ___ > ## Nargacuga >*Large Beast (Flying Wyvern), Unaligned* > ___ > - **Armor Class** 17 > - **Hit Points** 160(20d10 + 40) > - **Speed** 50ft., climb 30ft., fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+2)|24 (+7)|14 (+2)|7 (-2)|15 (+2)|6 (-2)| >___ > - **Saving Throws** DEX +12, INT +3 > - **Skills** Perception +7, Stealth +15 > - **Senses** Darkvision 120ft., passive Perception 17 > - **Languages** -- > - **Challenge** 15 (13,000 XP) > ___ > ***Avoidance.*** When the Nargacuga is subjected to an effect that requires a saving throw to take only half damage, it instead takes no damage on a success and only half on a failure. > > ***Enrage.*** When Nargacuga starts its turn with half its maximum hit points (80) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, rolls an extra damage die on all attacks, its movement speed increases by 15 feet, and it gains a +2 Dexterity and +1 AC. Its tail swipe attack also deals piercing damage. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Hyper Accurate.*** The Nargacuga scores a critical on a 19 or 20. > > ***Keen Senses (Hearing or Sight).*** The Nargacuga has advantage on Wisdom (Perception) checks that rely on hearing or sight > > ***Sensitive Hearing.*** If the Nargacuga takes thunder damage or hears a very loud noise and is not deafened it takes double damage and must make a Constitution saving throw with a DC equal to half the damage taken or 10, whichever is higher, or be stunned for 1 round and deafened for 3 rounds. After the stun ends, the Nargacuga enrages immediately. While enraged Nargacuga loses this trait. > > ***Sneak Attack.*** The Nargacuga adds 21 (6d6) to the damage when it hits a target with a weapon Attack and has advantage on the Attack roll. > > ***Tail Spike Regrowth*** The Nargacuga has fifty tail spikes. Used spikes regrow when the Nargacuga finishes a short rest. > > ### Actions > ***Multiattack.*** The Nargacuga makes three attacks: two with its wingblades and one with its tail swipe. It can replace any number of these attacks with its Spike Throw. > > ***Wingblade.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., 1 target. *Hit:* 16 (2d8 + 7) slashing damage. > > ***Tail Swipe.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., 1 target. *Hit:* 16 (2d8 + 7) bludgeoning damage. > > ***Tail Slam (Recharge 5-6).*** The Nargacuga's tail doubles in length, the spikes extend and it slams it into the ground in a 30 ft long, 5ft wide line. All creatures in the area must make a DC 17 dexterity saving throw or take 34 (6d8 + 7) piercing damage and be knocked prone. On a successful targets take half damage and are not knocked prone. > > ***Spike Throw.*** *Ranged Weapon Attack:* +11 to hit, range 100/200ft., one target. *Hit* 16 (2d8 + 7) piercing damage and the targets must succeed on a DC 17 Constitution saving throw or start bleeding for 1 minute. While bleeding the creature takes 4 (1d8) piercing damage at the start of each of its turns. A creature can make a DC 15 medicine check as an action to stop itself or another creature from bleeding. >### Reactions > ***Uncanny Dodge*** The Nargacuga can use its reaction to half the damage of any attack against it. > ### Legendary Actions > Nargacuga can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Detect*** The nargacuga makes a Wisdom (Perception) check. > > ***Move*** The Nargacuga moves up to its speed without provoking attacks of opportunity. > > ***Volley (Costs 2 Actions)*** The Nargacuga fires a volley of tail spikes in a 60 foot cone. Any creature in the area must succeed on a DC 17 Dexterity saving throw or take 22 (5d8) piercing damage and start bleeding as detailed in the spike throw attack. On a success targets take half damage and do not start bleeding. This uses 10 of the Nargacugas tail spikes. Nargacuga is a swift Flying Wyvern known to the Guild for many years. It is known for its different appearance from most other Flying Wyverns though its closest relatives are the Green Nargacuga and Lucent Nargacuga. Two other close relatives of Nargacuga are Barioth and Sand Barioth. \pagebreakNum ### Physiology It has black scales, black fur and nightmarish red eyes, giving it the look and style of a predatory black panther. Its dark, feral appearance suggests that it may mainly be a nocturnal predator. This wyvern has been sighted within the Forest at both night and daytime, the Jungle, and also the Swamp. When it's in Rage Mode, its eyes glow bright red and leave a trail of reddish lines when Nargacuga moves. Also, its tail erects large spikes which can be flung and linked up with its attacks for devastating hits. Their vertebrae and tail muscles are extremely flexible, making the tail of Nargacuga also prehensile. Its tail is also its most powerful weapon. The scales at the end of the tail can also be shaken to produce rattling sounds similar to that of a rattle snake. Like Yian Kut-Ku, they are surprised by the shock of sound which will make them enter rage mode as soon as they recover. ### Abilities Nargacuga has the ability to attack with almost every part of its body, mainly its bladed wings and its spiked tail. Its head can be used for biting, similar to Tigrex. Its bladed wings are used almost for the entire battle and inflict grievous wounds. Its tail tip is also extremely dangerous. When in Rage Mode its tail spikes will protrude until it gets out of it (Although they will protrude when it uses tail slams and it shoots tail spikes). Nargacuga also has extremely strong muscles that let it jump long distances and tall heights. ### Behavior Nargacuga is a careful and cautious monster. It is very easy for it to sneak up to a hunter. Nargacuga lives in dark places that it has adapted to. It rests on high trees that are hard to reach, or maybe can't be reached, so hunters can't catch it by surprise for capturing it. Nargacuga will wake up when hunters are right in front of the tree due to its natural senses. ### Biology The Nargacuga is well adapted to heavily forested areas. Nargacuga is covered in black scales and fur so they can camouflage with the shadows. The reason why they don't have a shell is because with their hairs, Nargacuga are a lot more agile and don't have to worry about being slowed down by their shell while chasing down prey. To help Nargacuga cut through branches and vines in its environment, it has evolved wing blades that are used as both tools and as weapons. One slash from these blades can easily kill medium size prey. Though it has wings, it prefers to glide rather than fly. The Nargacuga's main weapon is its tail. The tail is half of its length and strong enough to break the bone of large monsters. If that wasn't enough, its tail is covered in many fine spikes used to deliver fatal blows in one swing or even shot at enemies from a distance. When Nargacuga's eyes glow red, it is its blood vessels that give it this color \columnbreak ### Niche The Nargacuga is an incredibly powerful and highly adapted monster. There is almost no doubt that Nargacuga is the top predator in its most famed environment the Great Forest and a dangerous force to be reckoned within its other environments like Swamps and Jungles because of its camouflage, coupled with its phenomenal speed. The only predators which would be any fight for the Nargacuga would be the Chameleos in Jungles and Swamps, Kushala Daora, Rathian, Rathalos which is sometimes found in Swamps and the Great Forest and to a certain extent, Yian Garuga, which sometimes inhabits the Great Forest as well as the Jungle. In the Misty Peaks, Nargacuga does not have many opponents that would be a match for it, with the exceptions of Zinogre and Mizutsune. Although Duramboros would not need to challenge Nargacuga for food, it would still likely try to kill Nargacuga due to its aggressive personality. ### Habitat Nargacuga is extremely adapted to life in heavily forested areas. Old World Nargacuga thrive in the Great Forest, Old Jungle, Jungle, Misty Peaks, Old Swamp, Swamp, Sanctuary and Jurassic Frontier. Their New World counterparts are seen inhabiting the Deserted Island and Flooded Forest. ### Subspecies The Nargacuga has two different subspecies, the Green nargacuga (Which is just that, a Green Nagacuga, however it does have venomous tail spikes) and the Lucent Nargacuga which is much larger, and can utilise moonlight to turn invisible. It also has a Deviant called the Silverwind nargacuga which can cause slicing blasts of wind to fire from each tail swing.
\pagebreakNum ___ ___ > ## Tigrex >*Huge Beast, Unaligned* > ___ > - **Armor Class** 15 (Natural Armour) > - **Hit Points** 220(20d12 + 80) > - **Speed** 40ft., fly 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|15 (+2)|18 (+4)|3 (-4)|14 (+2)|6 (-2)| >___ > - **Saving Throws** STR +12, DEX +7, CON +9 > - **Skills** Perception +7 > - **Damage Resistances** Cold, Thunder > - **Senses** Darkvision 60ft., passive Perception 17 > - **Languages** -- > - **Challenge** 15 (13,000 XP) > ___ > > ***Enrage.*** When Tigrex starts its turn with three quarters its maximum hit points (165) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 strength, and rolls an extra damage die on melee attacks. It can also use its Violent charge as a bonus action whenever it uses it as an action. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. While exhausted the Tigrex falls prone at the end of its violent charge. > > ***Rampage*** When the Tigrex reduces a creature to 0 Hit Points with a melee Attack on its turn, the Tigrex can take a Bonus Action to move up to half its speed and make a bite Attack. > > ***Reckless.*** At the start of its turn, the Tigrex can gain advantage on all melee weapon Attack rolls during that turn, but Attack rolls against it have advantage until the start of its next turn. > > ***Relentless (Recharges on Short or long rest)*** If the Tigrex takes 30 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead. > > ### Actions > ***Multiattack.*** The Tigrex makes two attacks: two with its bite or one with its bite and it uses its tail spin. > > ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., 1 target. *Hit:* 23 (3d10 + 7) piercing damage. > > ***Tail Spin.*** The Tigrex spins around in a circle. Any creature within 5 ft of Tigrex must succeed on a DC 17 dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked 10 feet away and prone. On a success targets take half damage and are not knocked away or prone. > > ***Violent Charge (Recharge 6).*** The Tigrex moves its full movement straight forward. If it passes through another creature's space, the creature must succeed on a DC 18 Dexterity saving throw or take 43 (8d8 + 7) bludgeoning damage and be knocked prone. On a success creatures only take half damage. This uses the Tigrex's move action as well. > > ### Reactions > ***Enraged Roar*** When the Tigrex enrages, it can use its reaction to leap 15 feet backwards without provoking attacks of opportunity and use its *Roar* legendary action for free. >### Legendary Actions >The Tigrex can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Detect*** The Tigrex makes a Wisdom (Perception) check. > > ***Leap*** The Tigrex disengages and leaps 20 feet backwards. > > ***Roar (Costs 2 Actions).*** The Tigrex lets out an ear-splitting roar. Any creature within 30 ft of the Tigrex must succeed on a DC 18 Constitution saving throw or be stunned for 1 round. Any creature within 10 ft of the Tigrex also takes 22 (4d10) thunder damage and is pushed 10 ft away and knocked prone. On a success targets are not stunned or knocked prone but are still pushed and only take half damage. Tigrex is a large, quadrupedal wyvern characterized by its massive head and jaws, powerful limbs and striking yellow/blue striped coloration. The top of its head is tipped with a pair of horn-like ears, and its segmented tail ends with a spiny protrusion. As a quadrupedal wyvern, its wings have evolved into forelegs, which allows it to run at very fast speeds. Though it possesses a pair of adequately-developed wings, it is rarely seen flying in a traditional sense. It is in fact more prone to gliding from location to location. It has a powerful set of lungs which gives it the ability to produce extremely loud, concussive roars which can physically damage nearby objects. Unlike many other monsters, Tigrex does not wield any elements. Rather, it relies on its sheer brute strength to bring down opponents. When idle, Tigrex will assume a bipedal gait, standing only upon its hind legs while holding its forelimbs at its side. When threatened or engaging prey, however, it will stand upon all fours and ready itself for combat. It will usually attempt to intimidate would-be attackers with an ear-splitting roar. If combat becomes intense enough, it will flush blood to its forelimbs, face, and eyes, in order to give its skin a bright-red glow as an effort to further intimidate attackers. \pagebreakNum
\pagebreakNum ___ ___ > ## Diablos >*Huge Beast (Flying Wyvern), Unaligned* > ___ > - **Armor Class** 17 (Natural Armour) > - **Hit Points** 315(21d12 + 168) > - **Speed** 40ft., Burrow 40ft., Fly 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|13 (+1)|26 (+8)|3 (-4)|10 (+0)|6 (-2)| >___ > - **Saving Throws** STR +15, CON +14 > - **Senses** Tremorsense 30ft., passive Perception 10 > - **Languages** -- > - **Challenge** 18 (20,000 XP) > ___ > > ***Charge.*** If the Diablos moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be thrown 10 feet backwards and knocked prone. > > ***Enrage.*** When Diablos starts its turn with three quarters its maximum hit points (236) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. While enraged it also gains an extra 10 feet of movement and the *Aggressive* trait. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Reckless*** At the start of its turn, the Diablos can gain advantage on all melee weapon Attack rolls during that turn, but Attack rolls against it have advantage until the start of its next turn. > > ***Siege Monster*** The Diablos deals double damage to objects and structures. > > ***Underground Hearing.*** The Diablos' tremorsense does not work while deafened. If the Diablos takes thunder damage or hears a very loud noise while underground and not deafened it must succeed on a DC 19 Constitution saving throw or it immediately leaves the ground and is knocked prone unless it is enraged. > ### Actions > ***Multiattack.*** The Diablos makes any combination of two attacks with its gore or its tail. > > ***Gore.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., 1 target. Hit: 28 (3d12 + 9) piercing damage. > > ***Tail.*** *Melee Weapon Attack:* +15 to hit., reach 15ft., 1 target. Hit: 20 (2d10 + 9) bludgeoning damage and the target must succeed on a DC 19 Strength saving throw or be knocked prone. > > ***Erupt (Recharge 5-6, Must be underground).*** The Diablos erupts from beneath the earth with incredible force. Any creature in the Diablos' space when it emerges must succeed on a DC 18 dexterity saving throw or take 45 (10d8) bludgeoning damage and be thrown 20 feet back and knocked prone. On a success creatures take half damage, are pushed to within 5 ft. of Diablos and are not knocked prone. > ### Legendary Actions > The Diablos can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Dig*** The Diablos moves up to its burrow speed without provoking attacks of oppurtunity. > > ***Tail Swipe (Costs 2 Actions)*** The Diablos makes a tail attack against all creatures in a 15 foot cone. > > ***Roar (Costs 3 actions).*** The Diablos unleashes a deafening roar. All creatures within 60 feet of the Diablos must succeed on a DC 18 Constitution saving throw or be Stunned until the end of the Diablos's next turn and Deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns to end the deafened condition. Diablos is a violent species of Flying Wyvern part of a family, known as Blos. This family includes Monoblos and White Monoblos. During the Breeding Season, female Diablos in heat change color and become the Black Diablos, a much more violent and dangerous version of the regular Diablos. Diablos are Herbivores that readily feed on any kind of vegetation in their territory. Diablos are known to feed on different types of desert vegetation, most commonly giant cacti which can reach sizes of up to 12 feet tall. But with the size of the plants also comes rarity, so Diablos are always on the look out for these rare and succulent food, which leads to frequent territorial disputes. In desert environments, Diablos occasionally come into contact with large predators such as Tigrex, Kuarusepusu, Sand Barioth, Akura Vashimu, Nibelsnarf, Odibatorasu, Hyujikiki, and rare Elder Dragons found in said environments. Although not a predator, Diablos is the dominant native monster of New World's Wildspire Waste. Diablos are extremely territorial that it would jump into a fight against almost any monster to keep its turf, ranging from Barroth, Rathian and even another Diablos. Elder Dragons like Nergigante and Teostra seem to be the only contender that would make a Diablos consider to lay low. Diablos' chief adaptation is its twin horns. Both are strong and sharp, witnessed phenomenon in the New World shows that these horns are strong enough to easily overpower a Barroth's scalp in a physical clash, but they wear constantly. Diablos has blunt claws on its wings, strong neck muscles that allow it to support its bulky head even while charging, and a pair of strong hind legs that help it to burrow through desert sand. Such powerful muscles also make it formidable in combat, and although Diablos cannot launch projectiles from a distance, it more than makes up for it with its extreme speed and devastating blows. Diablos' thick tail serves as a club for self-defense, capable of breaking solid rock. Diablos' shell and spines are perfect for protecting Diablos from any threats it may face. \pagebreakNum ___ ___ > ## Seregios >*Large Beast (Flying Wyvern), Unaligned* > ___ > - **Armor Class** 16 > - **Hit Points** 240 (30d10 + 60) > - **Speed** 35ft., Fly 80ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|23 (+6)|15 (+2)|5 (-3)|14 (+2)|7 (-2)| >___ > - **Saving Throws** DEX +11, STR + 9 > - **Skills** Acrobatics +11, Perception +7 > - **Senses** Darkvision 60ft., passive Perception 17 > - **Languages** -- > - **Challenge** 14 (11,500 XP) > ___ > ***Dive Attack*** If the Seregios is flying and dives at least 30 feet straight toward a target and then hits it with a Talon attack, the attack deals an extra 9 (2d8) damage to the target. > > ***Enrage*** When Seregios starts its turn with half its maximum hit points (120) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. Also, while enraged a creature that touches the Seregios or hits it with a melee Attack while within 5 feet of it takes 7 (2d6) piercing damage. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Flyby*** The Seregios doesn't provoke attacks of opportunity when it flies out of an enemies reach > > ### Actions > ***Multiattack.*** The Seregios makes three attacks with its talons or with its scale throw. Its Fling can replace any number of these. > > ***Talons.*** *Melee Weapon Attack:* +11 to hit, Reach 5ft., one target. *Hit* 19 (3d8 + 6) Slashing damage. If the target is size large or smaller it is also grappled (Escape DC 18). The Seregios has two talons, each of which can only grapple one target. If the Seregios stops flying it must release any grappled targets. A target must also succeed on a DC 18 Constitution saving throw or begin bleeding out. While bleeding out a creature takes 6 (1d12) piercing damage at the start of each of its turns. It also takes this damage for every 10 feet it moves. A creature can stop itself or another creature bleeding by succeeding on a DC 16 Wisdom (Medicine) check. > > ***Scale Throw*** *Ranged Weapon Attack:* +11 to hit, Range 50/80ft., one target. *Hit* 17 (2d10 + 6) piercing damage and the target must succeed on a DC 18 Constitution saving throw or its movement speed is reduced by 15 ft., and it begins to bleed (As detailed in the Talons attack). > > ***Fling.*** One Large or smaller object held or creature Grappled by the Seregios 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 18 Dexterity saving throw or take the same damage and be knocked prone. > ### Legendary Actions > The Seregios can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Detect*** The Seregios makes a Wisdom (Perception) check. > > ***Fly*** The Seregios moves up to half its fly speed. > > ***Throw*** The Seregios uses the *Fling* action. > > ***Attack (Costs 2 Actions)*** The Seregios makes one attack. An elusive breed of wyvern only rarely spotted throughout the lands in recent years. Known for its ability to launch razor-edge scales at prey, and for its ability to stand those scales on end to strike at any who threaten it. Seregios are Flying Wyverns and are a highly adaptable species. Seregios are also said to resemble some species of ancient wyverns. ### Physiology Seregios is a medium to large-sized bipedal wyvern covered in lustrous gold scales. Its face features red markings around the eyes which continue along its body, its head being topped with a single, backwards-curving horn. Its feet are zygodactyl in nature, with two toes facing forward and two toes facing backward. Each of Seregios's scales can swivel individually as it will use them to perform a rattling display when agitated. \columnbreak ### Abilities Seregios can fire its quill-like scales at attackers as well as using its powerful feet and talons to slash and grasp prey and foes alike. It is also an incredibly acrobatic flier, being one of the few creatures capablt of threatening Rathalos in the air. ### Behavior Seregios are hostile usurpers of the land. They are violent fighters and will battle other monsters in order to kick them out of their territory claim it as their own, this includes their own kind in their land. In most cases, the monster they are fighting will end up dead after the battle and while some live on. The bigger the Seregios, the larger amount of territory it needs. Once a territory is gained by a Seregios, it will mark its territory with its own Blade Scales. If Seregios lose their territory, they will either search for a new one or steal one from another large predatory monster. \pagebreakNum ### Biology The Seregios is covered in extremely sharp Blade Scales. These scales are capable of cutting through the armor of certain prey and flinging them at a distance with good aim. On impact the scales will embed themselves in the victim like shrapnel and can leave complicated gouges in prey and even rocks. The wounds the scales leave behind are extremely painful for the victim and said pain can last for long periods of time, possibly causing infections as well. The most defining trait that this species is that they have Zygodactyly feet like roadrunners and other birds. So far, Seregios are the only species in the Flying Wyvern class that possess them. The feet of these creatures can be used as devastating weapons against prey and enemies alike. A hunting Seregios use their feet to grasp their prey in a vice-like grip giving their victims little hope for escape. When in flight the claws on their wings are utilized for control and to allow them to shift their weight more easily.A Seregios is one of a few wyverns whose flight mobility and control is comparable to a Rathalos. Seregios will also utilize the thick, sturdy blade-like horns on their heads along with their blade-scaled covered tails in combat ### Niche Seregios are powerful, territorial and highly aggressive predators. With their razor sharp weapons a Seregios can make short work of their unfortunate victims. Common prey for the wyverns are Apceros, Gargwa, Slagtoth, Rhenoplos, and Aptonoth. Other monsters such as Blue Yian Kut-Ku, Seltas, Kecha Wacha, and Gendrome can be preyed upon as well. These creatures would do well to avoid a Seregios at all cost. Larger Seregios have been seen flying with smaller Flying Wyverns clutched in their talons, including other Seregios. Reports like this confirm that the wyverns will cannibalize each other. Due to their capability of living in a number of different environments, Seregios compete with a large number of other large predators. Seregios competes with predators such as Rathalos, Rathian, Brachydios, Tidal Najarala, Deviljho, Nibelsnarf and Tigerstripe Zamtrios. Seregios have also been witnessed aggressively attacking Rathalos and Rathian (including their subspecies) and are said to be serious rivals toward them. ### Habitat The Guild has known about the Seregios for quite a long time and has let hunters hunt them. However, due to the rarity of the creatures at the time these hunts were limited until they became an increasing problem. According to the Guild, Seregios are surprisingly not native in the Old World environments they have been seen inhabiting. These wyverns can be considered as an invasive species as they are from another land. The Old World environments that Seregios have been seen inhabit include the Dunes, Ancestral Steppe, Sunken Hollow, Volcanic Hollow, Frozen Seaway, Primal Forest, Forest and Hills, and the Everwood. Some Seregios have been known to attack ships in the Great Sea and others affected by the Apex Status have been reported attacking the Battlequarters. According to some ecological info, it doesn't seem like the Seregios live in Deserts and doesn't seem like the land they come from even has Deserts. It is said that Seregios live in rocky areas.
\pagebreakNum ___ ___ > ## Akantor >*Gargantuan Beast (Flying Wyvern), Unaligned* > ___ > - **Armor Class** 20 (Natural Armour) > - **Hit Points** 420 (20d20 + 200) > - **Speed** 40ft., Burrow 40ft., Swim 30ft. (Lava Only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|6 (-2)|30 (+10)|3 (-4)|10 (+0)|8 (-1)| >___ > - **Saving Throws** STR +18, CON +18, WIS +8 > - **Damage Resistances** Cold; Bludgeoning,Piercing and Slashing from Nonmagical Attacks. > - **Damage Immunities** Fire > - **Senses** Darkvision 60ft., passive Perception 10, Tremorsense 10ft. > - **Languages** -- > - **Challenge** 25 (75,000 XP) > ___ > ***Aggressive*** As a Bonus Action, the Akantor can move up to its speed toward a hostile creature that it can see. > > ***Burrower*** The Akantor can burrow through solid rock, leaving a 20 foot diameter hole behind. > > ***Enrage*** When Akantor starts its turn with half its maximum hit points (210) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Legendary Resistances (3/Day).*** If the Akantor fails a saving throw it can choose to succeed instead. > > ***Siege Monster*** The Akantor deals double damage to objects and structures. > ### Actions > ***Multiattack.*** The Akantor uses its Frightful Presence and then makes three attacks; one with its bite and two with its claws.. > > ***Bite.*** *Melee Weapon Attack:* +18 to hit, Reach 10ft., one target. *Hit* 36 (4d12 + 10) piercing damage and 6 (1d12) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. > > ***Claw.*** *Melee Weapon Attack:* +18 to hit, Reach 10ft., one target. *Hit* 23 (2d12 + 10) bludgeoning damage. > > ***Frightful Presence.*** Each creature of the Akantor's choice that is within 120 ft. of the Akantor and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Akantor's Frightful Presence for the next 24 hours. > > ***Tail Slam.*** *Melee Weapon Attack:* +18 to hit, Reach 20ft., one target. *Hit* 21 (2d10 + 10) bludgeoning damage and the target must succeed on a DC 21 Strength saving throw or fall prone. > > ***Sonic Beam (Recharges 5-6).*** The Akantor releases a huge sonic blast in a 10 foot wide, 100 foot long line. Any creature in the area must make a DC 21 Constitution saving throw. On a failed save creatures take 75 (12d6) thunder damage and are deafened for 1 minute. On a success, creatures take half damage and are not deafened. > ### Legendary Actions > The Akantor can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Tail.*** The Akantor makes a tail slam attack. > > ***Body Slam (Costs 2 Actions).*** The Akantor rears up and slams its body into the ground. Any creature within 10 feet of the Akantor must succeed on a DC 21 Dexterity saving throw or take 32 (4d10 + 10) bludgeoning damage and be knocked prone. On a success creatures take half damage and are not knocked prone. > > ***Roar (Costs 3 Actions).*** The Akantor releases an earth-shattering roar. Any creature within 30 feet of the Akantor must make a DC 21 Constitution saving throw or take 33 (6d10) thunder damage and be stunned until the end of their next turn. On a success, creatures take half damage and are not stunned. As well as this, if Akantor is in a volcanic environment, 4 5ft. diameter, 30 ft. tall geysers of lava erupt randomly from the ground within 60 feet of Akantor. A creature caught in one of these geysers must succeed on a DC 18 Dexterity saving throw or take 35 (10d6) fire damage. On a success creatures take half damage. > > ***The Black God (Costs 3 Actions).*** The Akantor immediately recharges its Sonic Beam and uses it. \pagebreakNum \pagebreakNum ### Herbivores Herbivores are minor monsters that eat vegetation. While there are herbivorous monsters 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 hunter. ___ > ## Aptonoth >*Large Beast (Herbivore), Unaligned* > ___ > - **Armor Class** 11 (Natural Armour) > - **Hit Points** 28(4d10 + 4) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|13 (+1)|2 (-4)|10 (+0)|6 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > ***Charge.*** If the Aptonoth moves at least 20 feet directly towards a creature and hits it with a headbutt attack on the same turn the target must succeed on a DC 13 Strength saving throw or fall prone. > > ***Passive.*** Aptonoth cannot enrage and would rather flee than fight. > ### Actions > ***Tail.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) piercing damage. > > ***Headbutt.*** *Melee Weapon Attack* +3 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) bludgeoning damage. ___ > ## Popo >*Large Beast (Herbivore), Unaligned* > ___ > - **Armor Class** 12 (Natural Armour) > - **Hit Points** 28(4d10 + 4) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|13 (+1)|3 (-4)|11 (+0)|6 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > > ***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 12 Strength saving throw or be knocked prone. > > ***Passive*** Popo cannot enrage and would rather flee than fight. > ### Actions > ***Gore.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
\pagebreakNum ___ > ## Apceros >*Large Beast (Herbivore), Unaligned* > ___ > - **Armor Class** 15 (Natural Armour) > - **Hit Points** 28(4d10 + 4) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (-4)|13 (+1)|2 (-4)|11 (+2)|6 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1 (250 XP) > ___ > ***Irate.*** Apceros cannot enrage but will defend themselves from any threat. > > ***Charge.*** If the Apceros moves at least 20 feet straight toward a creature and then hits it with a headbutt attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. > ### Actions > ***Headbutt.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 4) bludgeoning damage > > ***Tail.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 9 (1d10 + 4) piercing damage ___ > ## Slagtoth >*Large Beast (Herbivore), Unaligned* > ___ > - **Armor Class** 11 (Natural Armour) > - **Hit Points** 28(4d10 + 4) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|10 (+0)|13 (+1)|2 (-4)|10 (+0)|5 (-3)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1/2 (100 XP) > ___ > ***Irate.*** Slagtoth cannot enrage but will defend themselves from any threat. > > ***Charge*** If the Slagtoth moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. > ### Actions > ***Slam.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2)
\pagebreakNum ___ > ## Kelbi >*Medium Beast (Herbivore), Unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 10 (2d8) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|12 (+1)|10 (+0)|3 (-4)|14 (+2)|5 (-3)| >___ > - **Skills** Perception +6 > - **Senses** passive Perception 16 > - **Languages** -- > - **Challenge** 1/8 (25 XP) > ___ > > ***Keen Hearing*** The Kelbi has advantage on Wisdom (Perception) checks that rely on hearing. > > ### Actions > ***Gore.*** *Melee Weapon Attack:* +1 to hit, reach 5ft., one target. *Hit* 3 (1d4 + 1) piercing damage ___ > ## Anteka >*Medium Beast (Herbivore), unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 12 (2d8 + 2) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|12 (+1)|3 (-4)|12 (+1)|5 (-3)| >___ > - **Skills** Perception +5 > - **Senses** passive Perception 15 > - **Languages** -- > - **Challenge** 1/4 (50 XP) > ___ > ***Keen Hearing and Smell.*** Anteka have advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Charge.*** If the Anteka moves at least 20 feet straight toward a creature and then hits it with an antler attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. > ### Actions > ***Antlers.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 7 (2d4 + 2) piercing damage
\pagebreakNum ___ > ## Mosswine >*Medium Beast (Herbivore), Unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 13(2d8 + 3) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|12 (+1)|2 (-4)|10 (+0)|7 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1/8 (3474 XP) > ___ > ***Keen Smell.*** Mosswine have advantage on Wisdom (Perception) checks that rely on smell. > > ***Charge*** If the Mosswine moves at least 30 feet straight toward a creature and then hits it with a headbutt attack on the same turn, that target takes an additional 2 (1d4) bludgeoning damage and must succeed on a DC 11 Strength saving throw or be knocked prone. > ### Actions > ***Headbutt.*** *Melee Weapon Attack:* +3 to hit, reach 5ft., one target. *Hit* 3 (1d4 + 1) ___ > ## Rhenoplos >*Medium Beast (Herbivore), Unaligned* > ___ > - **Armor Class** 13 (Natural Armour) > - **Hit Points** 21 (3d8 + 6) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|14 (+2)|2 (-4)|10 (+0)|6 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1/4 (50 XP) > ___ > ***Charge.*** If the Rhenoplos moves at least 20 feet straight toward a creature and then hits it with a headbutt attack on the same turn, the target thakes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. > ### Actions > ***Headbutt.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) bludgeoning damage.
\pagebreakNum ### Leviathans Leviathans are a class of monsters that are specialized in swimming. Leviathans are known to usually be the top predators of their environments like Flying Wyverns. They come in a variety of different types, but usually have the same long, snake-like body type, with Gobul and Nibelsnarf being the exceptions. They inhabit a variety of environments such as the open ocean, coastlines and swamps but are almost always near water. The most notable exceptions are the Agnaktor which has adapted to swim in lava deep within volcanoes rather than in water, and the Nibelsnarf which swims through the sand much like the Cephadrome (a piscine wyvern). ___ ___ ___ ___ Ludroth are mostly yellow-green in coloration, with long, sinewy bodies that enable swift and sweeping underwater movements to confuse their prey. Their claws are stubby, but effective, and their strong tails end in reinforced bony segments. Powerful jaws allow for moderately strong biting attacks. The majority of Ludroth are female, and form harems around the male Royal Ludroth, which has a notable sponge coating. Female Ludroths also have a sponge like material growing on them, which is the yellow-brown stripes along the top of their spines (behind the head). It is unclear whether the sponges are part of a co-evolved symbiotic relationship or the result of some unknown trait. ___ > ## Ludroth >*Medium Beast (Leviathan), Unaligned* > ___ > - **Armor Class** 12 (Natural Armour) > - **Hit Points** 36(6d8 + 6) > - **Speed** 20ft., swim 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|13 (+1)|2 (-4)|10 (+0)|4 (-3)| >___ > - **Senses** passive Perception 10 > - **Languages** -- > - **Challenge** 1 (200 XP) > ___ > ***Amphibious.*** The Ludroth can breath in both air and water. > > ### Actions > ***Multiattack.*** The Ludroth makes two attacks > > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., 1 target. *Hit:* 5 (1d6 + 2) piercing damage. > > ***Tail*** *Melee Weapon Attack* +4 to hit, reach 5 ft., 1 target. *Hit:* 8 (2d6 + 2) bludgeoning damage > > ***Water Spit*** *Ranged Weapon Attack* +4 to hit, range 20/60 ft., 1 target. *Hit:* 4 (1d8) bludgeoning damage and the targets speed is reduced by 5 feet until the end of their next turn.
\pagebreakNum ___ ___ > ## Royal Ludroth >*Large Beast (Leviathan), Unaligned* > ___ > - **Armor Class** 13 (Natural Armour) > - **Hit Points** 117(13d10 + 39) > - **Speed** 30ft., swim 45 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|11 (+0)|16 (+3)|2 (-4)|12 (+1)|5 (-3)| >___ > - **Senses** passive Perception 11 > - **Languages** -- > - **Challenge** 4 (1,100 XP) > ___ > ***Amphibious.*** The Royal Ludroth can breath in both air and water. > > ***Enrage*** When Royal Ludroth starts its turn with half its maximum hit points (59) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Royal Presence.*** Any Ludroth within 60 ft of the Royal Ludroth has a +1 to attack and deals an extra die in damage rolls. > ### Actions > ***Multiattack.*** The Royal Ludroth makes one attack with its bite and another with its tail. It can replace any of number of these attacks with a Water Spit. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., 1 target. *Hit:* 10 (2d6 + 3) piercing damage. > > ***Tail.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., 1 target. *Hit:* 14 (2d8 + 3) bludgeoning damage. > > ***Water Spit.*** *Ranged Weapon Attack:* +5 to hit, range 40/60 ft., 1 target. *Hit:* 12 (3d8) bludgeoning damage and the targets speed is reduced by 10 ft for 1 round. > > ***Pressure Release (Recharge 4-6).*** The Royal Ludroth releases water from its mane forcefully. Any creature within 5ft of the Royal Ludroth must succeed on a DC 15 Strength saving throw or take 27 (6d8) bludgeoning damage. If the creature is size medium or smaller it is also pushed back 10 ft and knocked prone. On a success, creatures take half damage and are not knocked prone or pushed back. Royal Ludroth has a crown-like crest composed of several finger-like appendages tipped with black spikes as well as a large, spongey yellow mane. The Royal Ludroth has a long, serpentine body with four squat limbs. Its hind pair of legs are shaped like paddles for swimming, and its foremost pair are more muscular, tipped with developed digits ending in long black claws. Its jaws are lined with shear-like plates in the place of teeth. Using its large, absorbent mane, Royal Ludroth can take on gallons of water for use in its many water-based defences. It can produce mucus-based globules that can be spewed at foes, and can force water out of the mane at high speeds, blasting back nearby enemies. They are adept swimmers, and are formidable hunters in an aquatic environment. As the alpha male, Royal Ludroth will usually roam around with a harem of females in tow. It is an aggressive creature, and will lash out at anything that threatens it or its clan. Like Great Jaggi, the males of the Ludroth species increase in size and develop physical changes that set them apart from younger males and the opposite gender, in this case a large, spongy mane. This mane sucks water like a sponge, allowing the Royal Ludroth to survive out of water for some time. However, when weakened, it must go back to its watery domain to fill its sponge up with water. Their manes are made of specialized hairs and fibers. Their scales enable them to move gracefully on land with the help of a special extract found inside them. The extract allows a Royal Ludroth to run without spending much energy for long distances. The claw of a Royal Ludroth are better adapted for movement, plunging into the earth with each step taken.
\pagebreakNum ___ ___ > ## Nibelsnarf >*Huge Beast (Leviathan), Unaligned* > ___ > - **Armor Class** 13 (Natural Armour) > - **Hit Points** 100(10d12 + 30) > - **Speed** 20ft., burrow 40ft. (Only in sand) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|13 (+1)|16 (+3)|2 (-4)|10 (+0)|4 (-3)| >___ > - **Skills** Stealth +6 > - **Senses** Tremorsense 120ft., passive Perception 10 > - **Languages** -- > - **Challenge** 5 (1,800 XP) > ___ > > ***Enrage*** When Nibelsnarf starts its turn with half its maximum hit points (50) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Poor Eyesight.*** The Nibelsnarf has disdvantage on Wisdom (Perception) checks that rely on sight. > > ***Underground Hearing.*** The Nibelsnarf's tremorsense does not work while deafened. If the Nibelsnarf takes thunder damage or hears a very loud noise while underground and not deafened it immediately leaves the ground and is knocked prone. >### Actions > ***Multiattack.*** The Nibelsnarf makes two bite attacks, or one bite and one swallow. > > ***Bite.*** *Melee Weapom Attack* +8 to hit, reach 5 ft., 1 target. *Hit:* 18 (2d12 + 5) piercing damage, the target is grappled and restrained (escape DC 17) and the Nibelsnarf cannot bite another target. > > ***Swallow.*** he Nibelsnarf makes a Bite attack against a creature it is currently grappling. If the attack hits, the target is swallowed. A swallowed target is blinded and restrained, has total cover against attacks outside the nibelsnarf and takes 11 (2d10) acid damage at the start of each of the Nibelsnarf's turns. If the Nibelsnarf takes 30 damage from creatures inside it, it must make a DC 16 Constitution savig throw or regurgitate all swallowed creatures, which land prone within 5 ft. of the Nibelsnarf. If the Nibelsnarf dies, swallowed creatures are no longer restrained and can leave the Nibelsnarf by using 15 ft. of movement, exiting prone. > > ***Sand Breath (Recharge 5-6).*** The Nibelsnarf exhales a whirlwind of sand in a 30 ft cone in front of it. All creatures in the cone must make a DC 16 Dexterity saving throw. On a failure creatures take 28 (8d6) bludgeoning damage and are blinded for 1 minute. On a success targets take half damage and aren't blinded. A creature must use an action to wipe the sand from its eyes and end the blinded condition. > > ***From Below (Recharge 6).*** The Nibelsnarf erupts from beneath a creature and attempts to swallow it. The creature must make a DC 16 dexterity saving throw. On a failure the creature takes 18 (2d12 + 5) piercing damage and is immediately swallowed. On a success the target takes half damage and is knocked prone. All other creatures in the Nibelsnarf's space when it erupts are pushed to within 5ft. of the Nibelsnarf (creature's choice) and must succeed on a DC 14 Dexterity saving throw or take 14 (2d8 + 5) bludgeoning damage and be knocked prone. Nibelsnarf are capable of burrowing into the sand and of disguising themselves as sand dunes to ambush prey. You can see if a sand dune is a disguised Nibelsnarf if it blows out 2 small patches of sand from the ground every 2 seconds. It shows superficial similarities to Gobul, and may be closely related. It can swim in the sand just like Piscine Wyverns. They are seen preying on Rhenoplos, using their powerful jaws to crush their shells. They harbor a weak spot within their mouths (the uvula) that hunters can reach. Attacks demonstrated include sand spewing, charging and a leaping bite. It has the remarkable ability to swim in sand, shared only with a few monsters, and its streamlined body helps it move through it at great speeds. It has a huge mouth for eating its prey such as Rhenoplos in one bite, like the Gobul. It locates its prey with hearing. It shares this trait with the Agnaktor, which is also a land dwelling Leviathan. It is possible that the two developed this ability because they spend most of their time underground. It spits sand at predators that try to attack it. Its eyes are on top of its head, so it can see its prey easier when lurking in the sand; however, their placement also makes it difficult for it to see anything directly in front of it. They also have salamander-like "gills" which it uses to filter out sand and absorb minerals in the sand. It uses this clearing of the sand as an attack, as the sand shoots from the gills at a high enough speed to hurt individuals caught in the blast. Niblesnarf seem to have very strong stomachs, capable of withstanding a bomb exploding in it. Inside the massive mouth of this predator is an enlarged uvula that stores nutrients. This organ is essential to the leviathan's survival within the arid Sandy Plains. \pagebreakNum ___ ___ > ## Gobul >*Large Beast (Leviathan), Unaligned* > ___ > - **Armor Class** 14 (Natural Armour) > - **Hit Points** 135 (15d10 + 45) > - **Speed** 20ft., Swim 40ft., burrow 10ft. (Only underwater) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|11 (+0)|16 (+3)|3 (-4)|12 (+1)|6 (-2)| >___ > - **Skills** Stealth +6 > - **Senses** passive Perception 11, blindsight 30ft. > - **Languages** -- > - **Challenge** 8 (3,900 XP) > ___ > ***Amphibious.*** The Gobul can breath in both air and water. > > ***Enrage.*** When Gobul starts its turn with half its maximum hit points (68) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. When enraged the Gobul puffs up its body and extends venomous spines from its back. A creature that touches the Gobul or hits it with a melee Attack while within 5 feet of it while it is enraged takes 3 (1d6) piercing damage and must succeed on a DC 12 Constitution saving throw or be poisoned for 1 turn. While poisoned in this way the creature is also paralyzed. It also gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Lure.*** The gobul has a lure on its head that always sheds bright light out to 5 feet and dim light out to another 5. As a bonus action the Gobul can use the Lure to charm a creature with an intelligence score of 3 or lower if the Gobul is burrowed into the riverbed. The creature must succeed on a DC 16 Wisdom saving throw or be charmed by the Gobul. While charmed in this way the creature has an intense desire to investigate the lure. > ### Actions > ***Multiattack.*** The Gobul makes any combination of two attacks with its Bite or Tail. It cannot hit the same target with its bite and tail. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) piercing damage. If the target is size large or smaller it must succeed on a DC 16 Dexterity saving throw or be swallowed by the Gobul. A swallowed creature is Blinded and Restrained, it has total cover against attacks and other effects outside the Gobul, and it takes 18 (4d8) acid damage at the start of each of the Gobul's turns. The Gobul cannot have more than one large creature or three medium creatures swallowed at the same time. > If the Gobul takes 20 damage or more on a single turn from a creature inside it, the Gobul must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Gobul. If the Gobul dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 feet of Movement, exiting prone. > > ***Tail.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., 1 target. Hit: 11 (2d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of the Gobul's next turn. While poisoned in this way the target is also paralyzed. The paralysis ends early if the target takes any damage. > > ***Vacuum (Recharge 4-6, must be underwater).*** The Gobul inhales water in a 20 foot cone. Any creature of size large or smaller in the area must succeed on a DC 15 Strength saving throw or be immediately swallowed by the Gobul if it can do so. Surprised creatures and creatures without a swim speed have disadvantage on the saving throw. On a successful save creatures move 10 feet closer to the Gobul but are not swallowed. > ### Legendary Actions > The Gobul can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Flash*** The Gobul emits a flash from its Lure. All creatures within 30 feet of the Gobul that can see it must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn. > > ***Tail*** The Gobul makes a tail attack. > > ***Gulp (Costs 2 Actions)*** The Gobul makes a Bite attack Gobul is a uniquely-evolved Leviathan reminiscent of angler and puffer fish, along with traits which are calling cards of Catfish (the tentacles below its mouth). Its body is covered in purple scales, and a bright, bio-luminescent lure dangles from its forehead. It possesses a gargantuan mouth filled with equally formidable teeth. Its back features an array of retractable spines, and its tail is tipped with quills which are capable of inflicting paralysis if touched. Gobul's massive mouth and throat mean that it can swallow prey almost as large as itself completely whole. Its lure can violently emit blinding flashes of light to disorient prey to make for an easy meal. When enraged, it is capable of puffing out its body like a balloon to appear more imposing. Gobul can use the plant-like whiskers on its chin and natural camouflage abilities to blend into the river floor and remain undetected by prey.
\pagebreakNum ___ ___ > ## Agnaktor >*Huge Beast (Leviathan), Unaligned* > ___ > - **Armor Class** 16 (Soft Magma Armour)/19 (Hard Magma Armour) > - **Hit Points** 198 (18d12 + 72) > - **Speed** 30ft., Burrow 40ft., Swim 40ft. (lava only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|14 (+2)|19 (+4)|3 (-4)|14 (+2)|6 (-2)| >___ > - **Saving Throws** DEX +6 > - **Damage Immunities** Fire > - **Senses** Blindsight 30ft., Passive Perception 12 > - **Languages** -- > - **Challenge** 14 (11,500 XP) > ___ > > ***Burrower*** The Agnaktor can burrow through solid stone, leaving a 10ft. wide tunnel behind it. > > ***Enrage*** When Agnaktor starts its turn with half its maximum hit points (99) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Magma Armour*** The Agnaktor covers itself in magma whenever it swims through lava. After 1 round without taking fire damage, submerging itself in lava or using its heat beam, this magma turns to rock. While the magma is rock the Agnaktor has an AC of 19. Whenever the Agnaktor uses its heat beam, takes 10 fire damage in one round or submerges itself in lava the armour softens again. While soft the armour grants 16 AC and a creature that touches the Agnaktor or hits it with a melee Attack while within 5 feet of it takes 7 (3d4) fire damage. > ### Actions > ***Multiattack.*** The Agnaktor makes two attacks: one with its beak and one with its tail. > > ***Beak.*** *Melee Weapon Attack:* +9 to hit, Reach 10ft, one target. *Hit* 16 (2d10 + 5) bludgeoning damage. > > ***Tail.*** *Melee Weapon Attack:* +9 to hit, Reach 15ft, one target. *Hit* 18 (3d8 + 5) bludgeoning damage plus an extra 3 (1d6) fire damage if its magma armour is soft. A creature hit by this attack must succeed on a DC 17 Strength saving throw or fall prone. > > ***Constrict*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target of size medium or larger. *Hit* 18 (2d12 + 5) bludgeoning damage plus an extra 7 (3d4) fire damage if the magma armour is soft. A creature hit by this attack is also grappled (Escape DC 18). While grappled in this way the target is also restrained and the Agnaktor cannot Constrict another target. > > ***Erupt (Recharge 5-6, must be underground)*** The Agnaktor erupts from beneath the earth with incredible force. Any creature in the Agnaktor's space when it emerges must succeed on a DC 18 Dexterity saving throw or take 36 (8d8) bludgeoning damage and be thrown 10 feet back and knocked prone. If the Agnaktor is in a volcano, creatures take an extra 18 (4d8) fie damage as lava spews forth alongside the Agnaktor. On a success creatures take half damage, are pushed to within 5 ft. of Agnaktor and are not knocked prone. > > ***Heat Beam (Recharge 5-6).*** The Anaktor fires an intense beam of heat in an 80 foot long, 5 foot wide line. Any creature in the line must make a DC 18 Dexterity saving throw. On a failure, creatures take 44 (8d10) fire damage and are lit on fire. On a success creatures take half damage and are not ignited. Creatures that are on fire take 5 (1d10) fire damage at the start of each of their turns. A creature can use an action to douse the fire on itself or another creature. If the Agnaktor's magma armour is hardened when it uses this ability, it softens > ### Legendary Actions > The Agnaktor can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Dig*** The Agnaktor moves up to half its burrow speed. > > ***Peck*** The Agnaktor makes a beak attack > > ***Laster Show (Costs 3 Actions)*** The Agnaktor uses its heat beam if it's available. Also known as Fire-Pike Wyverns, Agnaktor uses its tough snout and great strength to burrow through rocks and sometimes even cave ceilings. It is encrusted with hardened lava that can be softened from the heat when they spit magma or burrow. It is the adult form of the Uroktor and has only one known Subspecies, Glacial Agnaktor. ### Physiology Agnaktor is in many ways similar to Lagiacrus; both are quadrupedal Leviathans of similar size and body shape. It is noted for its remarkable ability to swim through lava and tunnel through solid volcanic rock. Its body is covered in a lava-like armor which hardens when cooled and softens when heated. It has a drill-like beak which is lined with rows of needle-like teeth. The Agnaktor closely resembles the Uroktor in essentially every way; the only real differences are the size of the Agnaktor and its ability to get magma to stick to its body. Even the ability to fire blasts of fire are present on both, though the Agnaktor is capable of unleashing a coherent beam. \pagebreakNum ### Abilities Its fighting style is similar to that of other Leviathans. It can charge at a hunter and "swim" straight through solid rock in order to smash into them and produce a powerful orange beam, highly reminiscent of the one produced by Gravios. Its skin is coated in lava armor that is usually orange-red, indicating that it is heated and vulnerable, but if it goes too long without using its fire beam or being physically exposed to heat, the armor will cool, and become black and hard. In areas with physical ceilings, it may tunnel through the roof as well as the ground. ### Behavior Agnaktor are reasonably aggressive. Despite Agnaktor being powerful predators, they are known to leave their habitat when a powerful monster appears or during a volcanic eruption. During the Breeding Season, both males and females will swim to the summit of an active volcano to mate, this is also where most Agnaktor learn the dig through the ceiling technique. The female will then make a nest somewhere near the top and then give live birth to 2-30 individuals at a time. Agnaktor who use the ceiling digging attack have mated at least once in their life. ### Biology The average length of an adult Agnaktor is 2714.7cm. Agnaktor has developed the remarkable ability to swim through lava, meaning it can both sneak up on prey and escape from a more powerful enemy. It has a very strong beak, which it uses to burrow straight through hard volcanic rock at incredible speeds. It can even launch itself into the 'ceiling' of an area with this great speed. It also uses its beak to crack open the sturdy shells of armored prey. Agnaktor is capable of producing a powerful lava beam, which it can maneuver a full 360 degrees with its long neck. While swimming it swallows some of the lava and stores it in its body so that it can produce its powerful lava beam. Produced between Agnaktor's scales is a non-flammable substance that never burns. This substance allows Aganktor to coat its hide with lava and swim in lava. The molten rock on its body will eventually harden into a thick armor of rock, but when the Agnaktor touches lava, its coating becomes soft again. Its chest and beak armor will also soften if it fires its beam. Furthermore, its beak armor alone softens whenever it attacks by jabbing its beak through the ground, exposing it to the lava underneath. This harder coat of black rock as it cools down, as well as the softer skin armor when it heats up, may represent a tactical adaptation, trading defense for a fire element or vice-versa. \columnbreak ### Niche Agnaktor is at the top of the food chain in the Volcano. Common prey for the Leviathans are Rhenoplos, Slagtoth, and Apceros. Despite its role in the food chain, Agnaktor competes with other large predators. These predators include Rathalos, Brute Tigrex, Stygian Zinogre, Lavasioth and Brachydios. Brachydios are one of the few monsters that have ever actually been seen killing an adult Agnaktor.Similar to their New World counterparts, Agnaktor sits at the top of the food chain in the Volcanic regions they reside in. Herbivores and weaker monsters such as Ioprey, Iodrome and Volvidon make up most of their diet. They will also feed on carcasses if given the opportunity. However, they still have to compete with other predators such as Rathalos, Tetsucabra, Glavenus and the nomadic Deviljho. With its size and powerful heat beam, it would be a match for most predators in the area. Elder Dragons, along with the massive Gravios and Uragaan are the only monsters that would make an Agnaktor turn tail and flee due to their size and strength. ### Habitat Agnaktor lives solely in scorching volcanic environments. ### Subspecies The Agnaktor has only one subspecies, the Glacial Agnaktor, which has evolved to live in freezing tundras as well as having developed a beam of freezing cold as opposed to scorching heat \pagebreakNum ___ > ## Uroktor >*Medium Beast (Leviathan), Unaligned* > ___ > - **Armor Class** 14 (Natural Armour) > - **Hit Points** 28 (4d8 + 8) > - **Speed** 30ft., Burrow 30ft., Swim 30ft. (only in lava) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|14 (+2)|2 (-3)|11 (+0)|6 (-2)| >___ > - **Damage Immunities** Fire > - **Senses** Blindsight 30ft., passive Perception 10 > - **Languages** -- > - **Challenge** 1 (200 XP) > ___ > ***Burrower*** The Uroktor can burrow through solid rock, leaving a 5ft., wide tunnel behind it. > ### Actions > > ***Tail.*** *Melee Weapon Attack:* +5 to hit, Reach 5ft, one target. *Hit:* 6 (1d6 + 3) bludgeoning damage > > ***Erupt (can only use while underground).*** The Uroktor erupts from beneath a target creature. The creature must succeed on a DC 13 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone. On a success the target is unaffected.
\pagebreakNum ___ ___ > ## Mizutsune >*Huge Beast (Leviathan), Unalignedt* > ___ > - **Armor Class** 16 > - **Hit Points** 209 (22d12 + 66) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|22 (+6)|17 (+3)|3 (-4)|12 (+1)|8 (-1)| >___ > - **Saving Throws** Dex +10. CHA +3 > - **Skills** Acrobatics +10 > - **Damage Resistances** Acid > - **Senses** Blindsight 30 ft., passive Perception 11 > - **Languages** -- > - **Challenge** 12 (8,400 XP) > ___ >***Aversion to Lightning*** If the Mizutsune takes lightning damage it has disadvantage on all attack rolls and ability checks until the end of its next turn. > > ***Bubble Blight*** Whenever the Mizutsune hits a creature with its tail or its bubble breath they are afflicted by bubble blight. While afflicted by Bubble Blight a creature other than a mizutsune has disadvantage on all dexterity checks and saving throws, and whenever they attempt to move must succeed on a DC 16 Dexterity saving throw or fall prone. If submerged in or blasted by water the bubbles are removed > > ***Bubble Sense*** The Mizutusune knows the location of any creature in contact with its Bubble Trail or afflicted by bubble blight. > > ***Bubble Trail*** Whenever the Mizutsune moves along the ground, it leaves a soapy trail behind it that dissapears after one round. Any creature other than a Mizutsune that attempts to move across the trail must succeed on a DC 16 Dexterity saving throw or fall prone and be afflcietd by Bubble Blight. A creature inflicted by Bubble Blight is automatically knocked prone. > > ***Enrage*** When Mizutsune starts its turn with half its maximum hit points (105) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Slippery*** The Mizutsune has advanatage on any check or saving throw to escape a grapple or the restrained condition. Attempts to grapple the Mizutsune have disadvantage. > > ### Actions > ***Multiattack.*** Mizutsune makes three attacks; two with its bite and one with its tail > > ***Bite.*** *Melee Weapon Attack:* +10 to hit, Reach 10 ft., one target. *Hit* 15 (2d8 + 6) piercing damage > > ***Tail.*** *Melee Weapon Attack:* +10to hit, Reach 15 ft., one target. *Hit* 19 (3d8 + 6) bludgeoning damage and the target is afflicted with Bubble Blight. > > ***Bubble Breath.*** *Ranged Weapon Attack:* +10 to hit, Range 40/100 ft., one target. *Hit* 5 (2d4) acid damage and the target is afflicted with Bubble Blight. > > ***Water Beam.*** The Mizutusune fires a stream of water, sweeping it in a 60 foot cone. Creatures in the area must succeed on a DC 18 Dexterity saving throw or take 22 (5d8) bludgeoning damage and 22 (5d8) acid damage and be knocked prone. On a success creatures take half damage and are not knocked prone. > ### Legendary Action > The Mizutsune can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Bubble Breath*** The Mizutsune makes a Bubble Breath attack. > > ***Bubble Traps*** The Mizutsune creates 3 Bubbles in spaces within 30 feet of itself. These Bubbles have a radius of 5ft. and last one round. Any creature that touches the Bubble is inflicted with Bubble Blight. For each Bubble trap roll a percentile die. On a 90 or above the Bubble also heals any creature by 3d8. On a 10 or lower the bubble will give a creature a +3 bonus to melee damage rolls. > > ***Move*** The Mizutsune moves up to its movement speed without provoking attacks of opportunity. > > ***Tail Flip (Costs 2 Actions)*** The Mizutsune makes a tail attack and then moves up to half its movement without provoking attacks of oppurtunity. Mizutsune is a recently discovered species of Leviathan that resembles a sacred beast found in Yukumo Village's legends. ### Physiology Like most other Leviathans, Mizutsune has a long, slender body. However, it is one of the few Leviathans to actually have fur on its body. This fur covers its chest, underbelly, legs and tail. Its scales are light colored and resemble those of a fish. Its head has a long snout and is beautifully adorned by many fin-like appendages. These fins are pink with yellow markings, and they can also be seen on its back and tail. Its feet are said to be quite different from other Leviathans and allow Mizutsune to move swiftly on land. \pagebreakNum ### Abilities Mizutsune is able to breathe bubbles at its enemies and able to produce these bubbles in its fur. It is unknown at this time what the bubbles do though many believe it hinders the movement of prey. It can also fire pressurized jets of water from its mouth, much like Plesioth. ### Behaviour Mizutsune are rather calm in nature until provoked. They prefer to be left alone resting near large bodies of water, while covered in their special secretions. They prefer to avoid confrontations, however, will defend themselves if need be. Once a threat has left, Mizutsune won't chase after the threat but will instead let it go. Though Mizutsune are usually calm, they are known to turn aggressive during Breeding Season. Mizutsune become aggressive or even berserk during their Breeding Season. In this season, it is not a good idea to go fishing from them being known to injure people due to their blind rage. Male Mizutsune have large fins and are able to flash their fins red to show emotion to the female Mizutsune, in order to attract them. ### Biology Mizutsune's most unique adaption is its ability to produce bubbles. It is able to produce the bubbles by using special fluid secretions, produced from its own body along with water, and rubbing its hairs in the secretions. These stiff yet soft purple hairs are found on its chest, tail, legs, and sides. The hairs are used for sliding on the fluids it produces, spreading the fluids, and even using the fluids to produce more bubbles. Mizutsune can also breath these bubbly fluids from its mouth. It is known to use the bubbles it produces both offensively and defensively in battle. It uses the bubbles to help it move faster and to make it more flexible in battle, while simultaneously impeding the movement of any foes. In order to stop itself quickly while moving, Mizutsune has special hook-like claws that allow it to stop sliding quickly to face threats and not leave itself open. Despite Mizutsune's strange appearance, the fins it has actually act as receptors for detecting the presence of predators and prey coming through vibrations in the secretions. Like a snake, Mizutsune's teeth are recurved to prevent prey from escaping easily. Its jaws are even designed like a snake to an extent, even being able to open its mouth wide and swallow some large prey. ### Niche Mizutsune are carnivorous in nature, feeding mainly on fish and other small prey. However, Mizutsune are known to feed on larger prey occasionally like Kelbi. Though Mizutsune are capable predators, they must compete with other large predatory monsters like Zinogre, Lagiacrus, Nargacuga, and Plesioth. ### Habitat Mizutsune have been identified living in the Misty Peaks, Primal Forest, and Jungle in the Old World. \columnbreak ### Subspecies The Mizutsune lacks a subspecies, however it does half a Deviant, the Heavenly-Eye Mizutsune, which is a Mizutsune that is blind, thus relying upon its bubbles completely to survey the world.
\pagebreakNum ___ ___ > ## Lagiacrus >*Huge Beast (Leviathan), Unaligned* > ___ > - **Armor Class** 16 (Natural Armour) > - **Hit Points** 312 (26d12 + 130) > - **Speed** 30ft., Swim 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|9 (-1)|21 (+5)|3 (-4)|11 (+0)|7 (-2)| >___ > - **Saving Throws** DEX +9, CON +10 > - **Damage Immunities** Lightning > - **Senses** Darkvision 120ft., Passive Perception 10 > - **Languages** -- > - **Challenge** 16 (15,000 XP on land), 18 (20,000 underwater) > ___ > ***Enrage*** When Lagiacrus starts its turn with half its maximum hit points (156) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Hold Breath:*** The Lagiacrus can hold its breath for up to 12 hours. > ### Actions > ***Multiattack.*** The Lagiacrus makes three attacks: Two with its bite and one with its tail. It cannot hit the same target with its bite and tail. It can replace one of these attacks with its lightning ball. > > ***Bite.*** *Melee Weapon Attack:* +11 to hit, Reach 10ft., one target. *Hit* 20 (3d8 + 7) piercing damage. > > ***Tail*** *Melee Weapon Attack:* +11 to hit, Reach 15ft., one target. *Hit* 18 (2d10 + 7) bludgeoning damage and the target must succeed on a DC 18 strength saving throw or fall prone. > > ***Lightning Ball.*** *Ranged Weapon Attack:* +11 to hit, Range 30ft. (60ft. underwater), one target. *Hit* 13 (2d12) lightning damage on land, 22 (4d10) lightning damage underwater. > > ***Discharge (Recharge 6)*** The Lagiacrus discharges lightning from its body. Any creature within 60ft. of the Lagiacrus must make a DC 18 Dexterity saving throw or take 45 (10d8) lightning damage and become paralyzed until the end of their next turn. On a success targets take half damage and are not paralyzed This can only be used underwater. > > ***Thunder Strike (Recharge 6)*** The Lagiacrus chooses up to three creatures within 40ft. of it. The targets must each make a DC 18 Dexterity saving throw as bolts of lightning strike them. On a failure a creature takes 33 (6d10) lightning damage on land, 39 (6d12) underwater, and is paralyzed until the end of the lagiacrus' next turn or until it takes damage. On a success targets take half damage and are not paralyzed. > > ### Legendary Actions > The Lagiacrus can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Charge*** The next time the Lagiacrus deals lightning damage, increase the damage by one damage die for each use of charge. The damage then goes back to normal. > > ***Roar*** The Lagiacrus unleashes an ear-piercing roar. Any creature within 30ft. of it that can hear it must succeed on a DC 18 Constitution saving throw or be stunned until the start of the Lagiacrus' next turn or until they take damage > > ***Swim*** The Lagiacrus moves up to half its swim speed without provoking attacks of opportunity. > > ***Lightning Shield (Cost 2 Actions)*** The Lagiacrus surrounds itself with an aura of lightning until the start of its next turn. When a creature comes within 10ft. of the Lagiacrus for the first time on a turn or starts its turn there, it must succeed on a DC 18 Constitution saving throw or take 18 (4d8) lightning damage and become paralyzed until the end of its turn. On a success a creature takes half damage and is not paralyzed. This can only be used underwater. The Lagiacrus is one of the most famous and feared Leviathan, a group that also includes Agnaktor, Uroktor, Royal Ludroth, Gobul , Nibelsnarf and Mizutsune. Lagiacrus also has two different variants, Ivory Lagiacrus, Lagiacrus that have been feeding on quartz, and Abyssal Lagiacrus, old individuals found deep in the abyss. ### Physiology When a Lagiacrus is fully sunbathed, it turns a dry grayish-blue color and its dermal spikes turn brown. When it returns to the water, Lagiacrus regains a striking deep blue color and its spikes return to their original color of a very light beige. \columnbreak ### Abilities The dermal spikes on its back allow it control over lightning and they glow white whenever it makes use of this ability. It is also an excellent swimmer and is much more dangerous in the water than on land. \pagebreakNum ### Behavior Lagiacrus are highly aggressive Leviathans that is the "Lord of the Sea". To hunt down and capture prey, Lagiacrus will swim in a circle to form a whirlpool. These whirlpools are used to suck up fish and other prey so Lagiacrus can shock them to death before feeding on their quarry. These whirlpools are occasionally used sink boats and ships. ### Biology Lagiacrus is a large, blue aquatic leviathan, adapted to life in tropical waters. Its hood-like structure is allows it to swim through the water much quicker along with the help of its tail and limbs. Lagiacrus are able to stay submerge underwater for up to half a day without coming out for air. The large dorsal spikes on its back are used to release its electric attacks alongside a possible electro sac below each spike. Its able to release this electricity by contracting its cells at high speeds inside its muscles.When it does this some of the electricity actually combines with some of the mucus in its mouth, allowing it to spit out lightning projectiles from its mouth. In other regions, the Lagiacrus is able to bend the lightning it creates around it, how it does this is still unknown. ### Niche Lagiacrus is the top predator of its habitat, and even predators such as Rathalos and Rathian prefer to keep out of its way. Of course being the Lagiacrus' only real competition besides each other, the Fire Wyverns would be considered a threat to a Lagiacrus, as would a Lagiacrus to a Fire Wyvern. Lagiacrus's control of Thunder Element makes it a dangerous adversary in the aquatic habitat it resides, even for the well defended Gobul of Flooded Forest. Even Plesioth that migrate to the Deserted Island and Flooded Forest would be wary of the large and powerful leviathan as its powerful electrical attacks can easily cripple or even kill the Piscine Wyvern. This would cause Plesioth to avoid Lagiacrus and its two Subspecies at all costs. Lagiacrus are known to feed on fish, lobsters, Kelbi, Aptonoth, and Epioth. In the Old World, Lagriacrus still reside as the top predator of their environment, the Jungle and Ruined Ridge. They prey on the local herbivores and occasionally other larger monsters such as Velocidrome, Bulldrome and Arzuros. Due to their size and strength, most predators would choose to stay out of its way. Monsters such as Rathian, Mizutsune and Plesioth would rather retreat than fight back against a Lagiacrus if its attacking. That being said, other powerful top predators such as Rathalos, Nargacuga, Zinogre and Glavenus are still capable of fighting back and driving off the Lagiacrus if necessary. But with its electrical adaptations, even the mighty Deviljho would know its better to stay away from the Leviathan The only known predator of the Lagiacrus is the Elder Dragon Nakarkos, which has been observed using its electrical organ to perform electric attacks of its own. \columnbreak ### Habitat Despite its ability to come up on land, they prefer to stay by deep waters. They rarely need to travel far from water, due to the abundance of prey in both of their tropical environments. Lagiacrus can be found almost anywhere with large bodies of water. ### Subspecies There are two subspecies of Lagiacrus, the Ivory Lagiacrus which lives predominantly on land, and the Abyssal Lagiacrus which lives deep in the abyssal waters and is extremely powerful.
\pagebreakNum ### Neopterans Neopterons are insectoid monsters known for their rigid carapaces. These monsters can range in size from tiny to enormous, and some species can fly, while others cannot. Neopterons are very susceptible to poison and fire, yet hold quite a resistance to the Dragon Element. Their materials are often used to make very sharp weapons. ___ > ## Vespoid >*Small Beast (Neopteran), Unaligned* > ___ > - **Armor Class** 11 (Natural Armour) > - **Hit Points** 10(3d6) > - **Speed** 5ft., fly 35ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|14 (+2)|10 (+0)|2 (-4)|4 (-3)|2 (-4)| >___ > - **Damage Vulnerabilities** Poison > - **Senses** Blindsight 30ft., passive Perception 7 > - **Languages** -- > - **Challenge** 1/4 (50 XP) > ___ > ### Actions > ***Sting.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 round. The target is paralyzed while poisoned in this way. Vespoids are wasp-like insects roughly the size of a housecat. They have barbed stingers at the end of their abdomens, and fly using three pairs of wings. They are known to be a nuisance for hunters, due to their stings that cause hunters to flinch, resulting in them being exposed to any further attacks. Their stingers are loaded with a neuro-toxin that can paralyze foes. Vespoids can be found in almost any environment. Vespoid are simple workers to a single large Vespoid Queen. They come in two varieties. The small worker Vespoid is charged with gathering food, maintaining the hive, and caretaking the queen and her eggs. The large, sturdier soldier vespoids exist for the sole purpose of defending the queen. They will frequently attack any intruders, no matter how large or small. Their stingers don't penetrate the thick shells of most wyverns, but pose a significant deterrent to humans and Fanged Beasts alike. Vespoid have developed very durable body structures. Their wings can carry their light frame great distances in search of food, and their tough exoskeleton protects them from some attacks. This shell also to helps to offer the small creature protection from any climate. Vespoid have a nasty stinger that injects its foes with a paralyzing toxin. Their main defense and weapon is their huge numbers. By staying and working together, it decreases their chances of being eaten and increases their chances of taking down larger prey.
\pagebreakNum ___ ___ > ## Queen Vespoid >*Large Beast (Neopteran), Unaligned* > ___ > - **Armor Class** 15 (Natural Armour) > - **Hit Points** 60(10d10 + 5) > - **Speed** 10ft., fly 45ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|17 (+3)|10 (+0)|3 (-4)|5 (-3)|2 (-4)| >___ > - **Damage Vulnerabilities** Poison > - **Condition Immunities** Prone > - **Senses** Blindsight 60ft., passive Perception 7 > - **Languages** -- > - **Challenge** 3 (700 XP) > ___ > ***Hive Queen.*** When the Queen Vespoid is within 120 ft of other Vespoid's, they are immune to being charmed, they gain advantage on attack roles, and they gain a +2 bonus to all saving throws and ability checks. As well as this, if a Vespoid is within 5 ft of the Queen, the Vespoid can become the target of an attack directed at the Queen instead as a reaction. This attack automatically hits the Vespoid. > > ***Royal Guard.*** The Queen always has 5 Vespoids accompanying her at all times. Roll initiative for the 5 vespoids as a group, but separately from the Queen. These vespoids have a +2 to all stats and a +1 to their AC > ### Actions > ***Multiattack.*** The Queen Vespoid makes two attacks with her stinger. She can replace on of these with her Corrosive Spray. > > ***Stinger.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., 1 target. *Hit:* 8 (1d10 + 3) piercing damage and an extra 5 (2d4) poison damage and the target needs to make a DC 14 Constitution saving throw or become poisoned for 1 round. While poisoned in this way the target is also paralyzed. > > ***Corrosive Spray*** The Queen sprays a corrosive gas in a 15 foot cone. Creatures in the area must succeed on a DC 14 Dexterity saving throw or their nonmagical armour takes a permanent and cumulative -2 to AC. If the armours AC bonus reaches 10, it is destroyed. > > ***Release Pheremones (Recharge 6).*** The Queen can release phermones into the air. 1d6 Vespoids appear after 3 rounds. These vespoids go off the royal guard vespoid's initiative. Any creature within 5ft. of the Queen must make a DC 14 Dexterity saving throw or have their AC halved for one round. The Vespoid Queen looks similar to the average Vespoid but is several times larger, with a more pronounced abdomen and giant, rainbow coloured wings. She has a ridged exoskeleton covering her soft innards and she has a crown-like structure atop her head. Vespoid Queen rarely leave their nests as they send out workers to forage for food. They feed on smaller insects, birds, small mammals, lizards, and some vegetation. Whenever the queen does leave the nest she puts herself in serious danger as she can be preyed upon by creatures such as Gypceros, Yian Kut-Ku, Hypnocatrice, Congalala, Plesioth, and Iodrome. The Vespoid Queen rarely does battle; when it does, it essentially performs the same attacks as Vespoids with more power; however, it does possess an additional attack: it sprays body fluid at hunters that halves defense. It also produces a beating sound in order to command swarm of Vespoid in battle. The queen spends a vast majority of her time staying within the nest and laying eggs. Vespoid Queen can be quite aggressive towards threats. The she only appears when she fears her swarm is in danger of being wiped out
\pagebreakNum ___ ___ > ## Seltas >*Large Beast (Neopteran), Unaligned* > ___ > - **Armor Class** 12 (Natural Armour) > - **Hit Points** 48(8d10) > - **Speed** 20ft., fly 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|13 (+1)|11 (+0)|2 (-4)|10 (+0)|5 (-3)| >___ > - **Damage Vulnerabilities** Poison > - **Senses** Blindsight 30ft., passive Perception 10 > - **Languages** -- > - **Challenge** 1 (200 XP) > ___ > ***Charge.*** If the Seltas moves 20 ft directly toward a creature and them hits it with a horn attack, the attack deal an extra 4 (1d8) piercing damage and the creature must make a DC 14 Strength saving throw or be knocked prone. > > ***Enrage*** When Seltas starts its turn with half its maximum hit points (24) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > ### Actions > ***Multiattack.*** The Seltas makes two claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., 1 target. *Hit:* 5 (1d6 + 2) slashing damage. > > ***Horn.*** *Melee Weapon Attack:* +4 to hit, reach 10 ft., 1 target. *Hit:* 6 (1d8 + 2) piercing damage. > > ***Acidic Mucus.*** *Ranged Weapon Attack:* +4 to hit, range 30/60ft., one target. *Hit* 2 (1d4) acid damage and the target suffers a permanent and cumulative -1 ro AC if it is wearing nonmagical armour. The armour is destroyed if the penalty reduces its AC to 10. Seltas is a large, mantis like insectoid with a brightly-colored, highly resistant exoskeleton, which is covered in spines and knobs. He has six legs, the foremost pair are armored and weaponized for combat, and a pair of collapsible wings. His head is hidden beneath a large, armored canopy that extends far beyond the rest of his upper body. He has a pair of compound eyes and powerful slicing mandibles. Seltas is the male counterpart to the Seltas Queen. Seltas is capable of highly precise movement in air, thanks to his highly-developed wings. His forelimbs are designed for jabbing and slashing, and will also spear his prey with its armored canopy. His compound eyes provide him with an extremely wide field of vision. It can shoot three green globs that cause armour to dissolve. Seltas is predatory in nature, both large and powerful enough to prey on both hunters and small monsters alike. He is known to attack from the skies and use his weaponized forelimbs to attack. In addition, he is commonly known to attach himself to his massive female partner and transport her with his powerful wings. When he is forced to merge with Seltas Queen, he will struggle at first to escape. But when the merge has been completed, he will fight alongside Seltas Queen without question as if hypnotized. He won't even fight back when being eaten by his mate, indicating that Seltas Queen has full control of Seltas. Seltas possess an organ within their body that produces a disgusting liquid. This liquid can be used as a weapon, and as a means of feeding, as the liquid is highly corrosive by itself. When combined with the pheromones from the Seltas Queen, this liquid can make enemies, and most notably hunters, fatigued. Seltas have a long, armored canopy that can be used to pierce through predators and prey alike, which is also able to pierce through rock with their powerful speed. His wings are strong and allow it to fly at break neck speeds. The main weapon of the Seltas, his claws, are used as weapon and as tool to hold down and subdue prey.
\pagebreakNum ___ ___ > ## Seltas Queen >*Huge Beast (Neopteran), Unaligned* > ___ > - **Armor Class** 19 (Natural Armour) > - **Hit Points** 308 (22d12 + 154) > - **Speed** 30ft., burrow 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|13 (+1)|24 (+7)|4 (-3)|14 (+2)|5 (-3)| >___ > - **Saving Throws** STR +12, CON +12 > - **Damage Vulnerabilities** Poison > - **Damage Resistances** Bludgeoning, Piercing and Slashing. > - **Senses** Blindsight 60ft., passive Perception 12 > - **Languages** -- > - **Challenge** 17 (18,000 XP) > ___ > > ***Enrage*** When Seltas Queen starts its turn with half its maximum hit points (154) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Royal Guard.*** The Seltas Queen is always accompanied by one Seltas. A Seltas fighting alongside the Queen has advantage on attack roles and can use a reaction, while within 5 ft of the Queen, to become the target of an attack originally targeting the Queen. >### Actions > ***Multiattack.*** The Seltas Queen makes 3 attacks: two with her slam and one with her pincer. Fling can replace the pincer attack when a creature is grappled. > > ***Slam.*** *Melee Weapon Attack* +13 to hit, reach 5 ft., 1 target not currently grappled by the Seltas Queen. *Hit:* 20 (2d12 + 7) bludgeoning damage. > > ***Pincer.*** *Melee Weapon Attack* +13 to hit, reach 15 ft., 1 target *Hit:* 26 (3d12 + 7) piercing damage and if the target is large or smaller it is also grappled (Escape DC 18). While grappled in this way the target is also restrained. > > ***Fling.*** One Large or smaller object held or creature grappled by the Seltas Queen 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 18 Dexterity saving throw or take the same damage and be knocked prone. > > ***Bulldoze (Recharge 5-6).*** The Seltas Queen moves it's full speed forward. The first time the Seltas Queen moves through a creatures space on her turn, the creature must make a DC 18 Strength saving throw or take 35 (10d6) bludgeoning damage and be pushed 10 ft to the side and knocked prone. On a success the target takes only half damage and is still pushed but not knocked prone. This movement does not provoke oppurtunity attacks. > > ***Water Pistol (Recharge 5-6).*** The Seltas Queen fires highly pressurised water in a 60 ft line and moves 10 feet back from recoil without provoking attacks of opportunity. Any creature in the line must succeed on a DC 18 Dexterity saving throw or take 45 (10d8) bludgeoning damage and be knocked prone. On a success a creature takes half damage and is not knocked prone. > ### Legendary Actions > The Seltas Queen can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Pheremones*** The Seltas Queen can release pheromones from pores on its body as a bonus action. Any creature within 5 ft of the Seltas Queen takes 5 (2d4) poison damage and must succeed on a DC 14 Constitution saving throw or be unable to use consumable items for 1 round. If there are no Seltas in the area then one appears within 20 ft of the Queen after 2d4 rounds. If there is a Seltas in the area, it sits atop the Seltas Queen, giving her additional benefits. While the Seltas is atop the Queen, the Queen gains a fly speed equal to the Seltas', *Bulldoze* daamage increases by 17 (5d6), and whenever the Seltas flies the Queen moves as well, however neither of them can dash and the Seltas falls off the Queen, landing prone if she burrows. The Seltas acts on the Queen's initiative and also takes half of all damage directed at the Queen. If the Seltas dies while flying, the Queen falls prone and takes falling damage. If the Queen dies, the Seltas falls prone beside her body. > > ***Throw*** The Queen uses the Fling action. > > ***Slam (Costs 2 Actions)*** The Queen slams a grappled target into the ground, dealing 33 (6d10) bludgeoning damage and releasing the creature. The Seltas Queen is a very large, beetle-like Neopteron with an armor-like exoskeleton covering its body. She is primarily a lustrous green color, but also features beige stripes and orange spines. She has six limbs, four of which make contact with the ground, the other two being used for digging and grasping prey. In addition, she has a long, segmented tail with a large pincer-like structure at the end. Seltas Queen is the female counterpart to Seltas, although she is physically very different. Seltas Queen can use her large, heavy limbs or weaponized tail to incapacitate prey. She also makes use of the Water element, frequently shooting large water globs in a rapid-fire fashion. \pagebreakNum As a female, Seltas Queen is capable of casting a pheromone to attract Seltas when in need; in her case, as often as possible. Whenever a Seltas dies, another one will quickly come to her aid. These pheromones can also inflict stench to the hunter. Since she is mostly seen together with Seltas, they have many attacks where the two 'merge' together, with Seltas being on top of Seltas Queen. Both of them may perform combined attacks or even chain attack combos together. One of the most bizarre attacks has Seltas lifting his partner and literally throwing her down in an attempt to crush the hunter. Seltas can also use his wings as a sort of "propeller", in order to give Seltas Queen a boost during her charges. Likewise, the Seltas will use its horn as the Queen charges. Seltas Queen exhibits a strong symbiosis with her male counterpart, Seltas. As she is incapable of flight, she is always accompanied by a male that is capable of lifting her and transporting her elsewhere. The two also often rely on each other for protection, especially when the Queen sleeps. However, she is known to be extremely violent towards her male counterpart, such as forcefully grabbing him or even outright killing and devouring him when in need of energy. These creatures are the largest known species of Neopteron to date. In fact, they are so heavy that whenever they walk the ground will shake. Seltas Queen have massive and powerful legs that end with two claws. These powerful limbs not only enable the giant insect to climb up rocky, uneven terrain like that of the Heaven's Mount, but greatly make the task of burrowing easy. The large pincers on the tail are mainly used for defense but, can also be used as a another limb for both grabbing objects and prey alike. In its tail, there are specialized organs that produce pheromones that'll send a Seltas flying to a female's exact location. When the male is within range, the female will quickly grab it and inject a special pheromone-like substance that causes the male to cease struggling. The male is then under the female's complete control and will do whatever she requires of him. If in battle, both the male and female will fight as one, this makes fighting the deadly Seltas Queen even deadlier as the two Neopterons will fight as one. A Seltas Queen is also capable of spitting balls of high-pressured watery mucus from its mandibles to slow down and injure prey. Leading a mainly solitary lifestyle, Seltas Queen will only seek out the company of a Seltas if needed. Whether it be for food, mating, transportation, or added protection a Seltas Queen won't hesitate in releasing her specialized pheromones to bend a male to her will. Amazingly if in battle and in dire need of sustenance a Seltas Queen will not hesitate in violently killing and then eating her male counterpart to survive. Seltas Queen are large and highly opportunistic predators that have a high position in the food chain. Herbivores such as Rhenoplos and Gargwa are common prey. But other animals like Gendrome, Yian Kut-Ku, Kecha Wacha, or Great Jaggi may find themselves in risk of being eaten. Even a Seltas isn't safe from the a female's hunger. The known competitors of this giant insect consist of Zinogre, Gore Magala, Brachydios, Glavenus, Rajang, and Elder Dragons like Teostra. But with an incredibly tough exoskeleton, powerful grasping forearms, mucus balls and extremely large and deadly tail pincers they are a force to be reckoned with.
\pagebreakNum ### Piscine Wyverns Piscine Wyverns are a class of monsters that is made up of wyverns that have evolved to be specialized in swimming in just about anything and that lack the ability to fly. ___ > ## Cephalos >*Large Beast (Piscine Wyvern), Unaligned* > ___ > - **Armor Class** 12 (Natural Armour) > - **Hit Points** 39(6d10 + 6) > - **Speed** 20ft., burrow 30ft. (Only in sand) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|12 (+1)|13 (+1)|2 (-4)|10 (+0)|6 (-2)| >___ > - **Senses** Tremorsense 60ft., passive Perception 10 > - **Languages** -- > - **Challenge** 1 (200 XP) > ___ > ***Surface Swimmer.*** When burrowing the Cephalos gains three quarter cover against all attacks as its fin protrudes from the sand. > > ***Underground Hearing*** The Cephalos' tremorsense does not work while deafened. If the Cephalos takes thunder damage or hears a very loud noise while underground and not deafened it immediately leaves the ground and is knocked prone. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 9 (2d6 + 2) > > ***Sand Spit.*** *Ranged Weapon Attack:* +4 to hit, range 30/60 ft., 1 target. *Hit:* 7 (2d6) bludgeoning damage and the target must make a DC 12 Constitution saving throw or be blinded for 1 minute. The target can use an action to end the blinded condition by removing the sand from its eyes. Cephalos' body shapes are streamlined and flat, to help them swim through the sand. They have a vaguely hammer-shaped head, with eyes that face upwards. Their brown and beige coloration helps them camouflage themselves among the desert sands. These monsters are surprisingly social, swimming through the loose sand and hunting in packs. They are predatory, and can work together to defeat creatures many times their size. From spending large amounts of time swimming in the sand, their eyesight has become very poor and now they are nearly blind. Instead Cephalos listen for not only for the footsteps of prey but, also for the breathing of prey. If the sounds are extremely loud, they will be shocked out the ground and stunned by the loud noise. To stay cool in the heat of the desert, its scales hold large amounts of moisture in its body, allowing for more activity in its environment. They can't breath in the sand so they have to occasionally jump out the sand in order to breath air. While swimming, however, they will swallow some of the sand as they swim. The swallowed sand is stored in a special organ in their body, that combines sand with its mucus, and saves this sand as a weapon to injure prey. The true color of a Cephalos is blue, or rarely purple, but over time sand sticks to their bodies covering the blue coloration.
\pagebreakNum ___ ___ > ## Cephadrome >*Large Beast (Piscine Wyvern), Unaligned* > ___ > - **Armor Class** 13 (Natural Armour) > - **Hit Points** 80(10d10 + 20) > - **Speed** 30ft., burrow 30ft., only in sand >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|15 (+2)|3 (-4)|10 (+0)|4 (-3)| >___ > - **Saving Throws** DEX +4 > - **Senses** Tremorsense 80ft., passive Perception 10 > - **Languages** -- > - **Challenge** 4 (1,100 XP) > ___ > > ***Enrage*** When Cephadrome starts its turn with half its maximum hit points (40) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Paralyzing Fin.*** While burrowing, if the Cephadrome moves through another creature's space they must make a DC 14 Dexterity saving throw or take 7 (2d6) slashing damage on a failed save. On a success the target takes no damage. If the creature takes damage they must then make a DC 14 Constitution saving throw or be paralyzed until the end of their next turn. > > ***Surface Swimmer.*** When burrowing the Cephadrome gains three quarter cover against all attacks as its fin protrudes from the sand. > > ***Underground Hearing.*** The Cephadrome's tremorsense does not work while deafened. If the Cephadrome takes thunder damage or hears a very loud noise while underground and not deafened it immediately leaves the ground and is knocked prone. > ### Actions > ***Multiattack.*** The cephadrome can make any combination of three attacks. A hip check counts as two. > > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. > > ***Hip-Check.*** *Melee Weapon Attack* +5 to hit, reach 10 feet, 2 targets that are side by side. *Hit:* 16 (2d12 + 3) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet back and knocked prone. > > ***Sand Spit.*** *Rangede Weapon Attack:* +5 to hit, range 30/60 ft., 1 target. *Hit:* 11 (2d10) bludgeoning damage and the target must make a DC 14 Constitution saving throw or be blinded for 1 minute. The target can use an action to wipe the sand from its eyes, ending the blinded condition on itself. > > ***Erupt.*** If the Cephadrome is burrowing, it can burst from the ground. All creatures above the Cephadrome when it erupts must make a DC 14 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone. On a success the targets take half damage and are not knocked prone. Cephadrome have yellow eyes, yellow or pink fins and blue or purple scale covered skin. This skin appears brownish black due to sand covering their body. They have a flat, diamond-shaped head (much like a hammerhead shark or a Diplocaulus, an extinct prehistoric amphibian), fins, and tail, which helps propel them through the sand. Their caution in fighting causes them to run away frequently by diving into the sand. They use hipchecks, tail swipes, and shoot sand streams to damage hunters. While swimming they have been known to paralyze prey with their dorsal fin. Since they have excellent hearing, they can be stopped by a sonic bomb which will startle them out of the sand, similar to the Plesioth. Cephadrome are very aggressive, but will assume evasive maneuvers if they sense that the threat is too dangerous. Interestingly, the life of these creatures begins in water. The females will lay their eggs in an oasis and those eggs will hatch during the dry season. After the offspring hatch they will swim in the mud and as it dries it will become much tougher for the hatchlings to swim in. When the mud begins to turn into sand the hatchlings will slowly learn to swim through the sands of the desert and it is very important that they do so. Cephadrome swims in sand to avoid danger, then attacks unexpectedly to startle its foe. It also uses a sand "spray" to attack from a distance. As leader its role may be as a main attacker. A Cephadrome is also very protective of the Cephalos in its pack. They will attack larger predators or even the aggressive Diablos to distract the foe away from its pack.
\pagebreakNum ___ ___ > ## Plesioth >*Large Beast (Piscine Wyvern), Unalignedl* > ___ > - **Armor Class** 16 (Natural Armour) > - **Hit Points** 144(16d10 + 48) > - **Speed** 30ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|12 (+1)|16 (+3)|2 (-4)|6 (-2)|4 (-3)| >___ > - **Damage Vulnerabilities** Lightning > - **Senses** passive Perception 8, Darkvision 60 ft. > - **Languages** -- > - **Challenge** 6 (2300 XP) > ___ > ***Amphibious.*** The Plesioth can breath in both air and water. > > ***Enrage*** When Plesioth starts its turn with half its maximum hit points (72) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Underwater Hearing.*** If the Plesioth takes Thunder damage or is affected by a very loud noise while underwater it must make a Constitution saving throw with a DC equal to the damage taken or 15, whichever is higher. On a failure it immediately leaves the water and is knocked prone. On a success it takes only the normal effects of the ability or item. > > ### Actions > > ***Multiattack.*** The Plesioth makes 2 attacks. Only one can be a hipcheck. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute, until they take damage, or until another creature takes an action to shake them awake. > > ***Hip-Check.*** *Melee Weapon Attack:* +7 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be pushed back 10 ft and knocked prone. > > ***Water Jet (Recharge 5-6).*** The Plesioth fires a concentrated stream of water in a 5 ft wide, 80 ft long line. Any creature in the line must succeed on a DC 15 Dexterity saving throw or take 35 (10d6) bludgeoning damage and be knocked prone. On a successful save the target takes half damage and isn't knocked prone. > ### Legendary Actions > The Plesioth can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Retreat*** The Plesioth can move up to its movement speed towards a body of water it can see without provoking attacks of opportunity. > > ***Hip Check (costs 2 Actions)*** The Plesioth makes a Hip Check attack. Plesioth are bipedal monsters with a wyvern-esque body structure. They have webbed feet and a paddle-like tail, and are covered in shiny, fish-like scales. Their mouth is filled with shark-like teeth, and their eyes glow a bright yellow. Their head and back feature large fins which can fold in and out at will. Plesioth is a large ambush hunter. The creature can hunt both fish underwater and prey on the surface coming too close to the waters edge. Its defenses are somewhat poor, and it will try to avoid any kind of confrontation, be it on the surface or underwater. Plesioth are somewhat territorial, actively patrolling its turf until it finds a suitable meal. On land it is most likely high in the food chain, due to being so large many monsters would not attack it. However, due to their limited mobility out of water, they are at risk from attacks from other large, more agile monsters, such as a fire wyvern or Tigrex, so they never venture far from their native rivers or lakes. Plesioths are more dominant underwater than they are on land, since there is less competition, challenges would come mainly from the Leviathans, with Lagiacrus being a major threat, seeing as Plesioths are vulnerable to electric attacks, which the Lagiacrus utilize, but it is unknown what reaction they might pull if interacting with the gigantic Ceadeus. Plesioth do not possess gills for breathing underwater, so they have to come up for air every so often to fill their lungs with air. In addition to having lungs these creatures can also breath through their skin like an amphibian or sea snake. Inside their fin's spines, a horrific neurotoxin can be found in them. This toxin can make a victim fall asleep with a single touch or a single bite. The fins of Plesioth allow it to swim fast enough to pass a galloping horse. Covering a Plesioth's body is these shiny black scales used to hold in moisture. A scale from older Plesioth can fend off claw and fang attacks. Plesioth have powerful jaws that can crush the shell of Carapaceon, and other armored species, making preying on those species easier. One of its most well-known features is its ability to breath high-pressurized water at its foes. The water that it uses is swallowed while swimming before Plesioth actually uses it as a weapon.
\pagebreakNum ### Snake Wyverns Snake Wyverns are a relatively new class of monster. These monsters are known for their serpentine features, such as long, coiling bodies and forked tongues. They can range dramatically in both size and overall body structure, with some members being large, serpentine land-dwellers, while others are smaller and more reminiscent of Flying Wyverns, like Remobra, which was reclassified upon the discovery of Najarala.
\pagebreakNum ___ ___ > ## Najarala >*Huge beast (Snake Wyvern), Unaligned* > ___ > - **Armor Class** 15 (Natural Armour) > - **Hit Points** 110(10d12 + 40) > - **Speed** 40ft., burrow 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|11 (+0)|18 (+4)|3 (-4)|14 (+2)|6 (-2)| >___ > - **Saving Throws** STR +9, CON +9 > - **Damage Resistances** Thunder > - **Condition Immunities** Deafened > - **Senses** Blindsight 30ft., passive Perception 12 > - **Languages** -- > - **Challenge** 10 (5,900 XP) > ___ > ***Enrage.*** When Najarala starts its turn with half its maximum hit points (55) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Scale Regrowth*** The Najarala has 30 scales on its tail. The Najarala regrows all expended scales upon taking a long rest. > >### Actions > ***Multiattack.*** The Najarala makes three attacks: two with its bite and one with its constrict or three with its scale throw. > > ***Bite.*** *Melee Weapon Attack* +8 to hit, reach 10 ft., 1 target. *Hit:* 16 (2d10 + 5) piercing damage. > > ***Paralyzing Bite (Recharge 5-6).*** *Melee Weapon Attack* +8 to hit, reach 10 ft., 1 target the Najarala has advantage against. *Hit:* 21 (3d10 + 5) and the target must make a DC 16 constitution saving throw or be paralyzed for 1 minute or until it takes damage. The target can repeat the saving throw at the end of its turn. > > ***Constrict.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., 1 target. *Hit:* 18 (3d8 + 5) bludgeoning damage and the target is grappled and restrained (Escape DC 17). While a creature is grappled the Najarala cannot constrict another target. > > ***Scale Throw (Recharge when there are no scales on the ground).*** *Ranged Weapon Attack:* +3 to hit, range 40/50 ft., one target. *Hit:* 12 (2d6 + 5) piercing damage. If this attack misses, the scale embeds in the ground 5 ft from the target. When the Najarala roars, all scales on the ground detonate. Any creature within 5 ft of the scales must make a DC 16 Dexterity saving throw or take 22 (4d10) thunder damage and be stunned for 1 round on a failure. On a success a creature takes half damage and is not stunned. A creature can only be affected by one scale at a time. > ### Legendary Actions > The Najarala can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Scale Throw*** The Najarala makes a scale throw attack. > > ***Paralyzing Bite (Costs 2 Actions)*** The Najarala makes a Paralyizing Bite attack. > > ***Roar (Costs 2 Actions).*** The Najarala roars. All creatures within 10 ft (30 ft with Neck Sounders) must make a DC 15 (18 with Neck Sounders) constitution saving throw or be stunned and deafened for 1 round. Deafened creatures are unaffected. Any scales on the ground within range detonate. 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 also has a large beak-like mouth similar to that of a parrot, along with a small pair of tusks. Najarala is capable of burrowing underground and attacking unsuspecting enemies or prey from below. Its fangs can deliver a potent paralyzing venom in order to subdue its opponents if they were to attempt escape from its circling trap attack. The tail plates can be flung at enemies to create a deafening noise, and they can be made to shatter into many pieces through powerful vibrations generated by the plating around Najarala's body. These shards will always cause the Stun status, unless an appropriate armor skill grants protection against it. It may also constrict its target with its long and large body, causing damage over time until the victim manages to break free. It is an aggressive ambush predator that will strike when prey is in reach. Najarala will also utilize the misty fog in its environment to launch ambush attacks on unsuspecting hunters or prey.
\pagebreakNum ### Temnocerans This class is characterized by its arachnoid characteristics, such as the ability to produce silk, though they have six limbs similar to Neopterons or Carapaceons. This class includes only one type of monster, the Nerscylla and its subspecies. ___ ___ ___ > ## Nerscylla >*Large Beast (Temnoceran), Unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 112(16d10 + 16) > - **Speed** 40ft., climb 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|20 (+5)|13 (+1)|4 (-3)|12 (+1)|5 (-3)| >___ > - **Saving Throws** DEX +8, INT +0 > - **Skills** Stealth +13 > - **Damage Resistances** Lightning > - **Damage Immunities** Poison > - **Condition Immunities** Poisoned > - **Senses** Blindsight 30ft., Darkvision 60ft., passive Perception 11 > - **Languages** -- > - **Challenge** 7 (2,900 XP) > ___ > > ***Enrage*** When Nerscylla starts its turn with half its maximum hit points (56) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. > > ***Poison Spikes*** Whenever a creature hits Nerscylla with a melee attack while within 5ft. of it or touches it they must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the end of its next turn. > > ***Spider Climb.*** The Nerscylla can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Web Sense.*** While in contact with a web, the Nerscylla knows the exact location of any other creature in contact with the same web.. > ### Actions > ***Multiattack.*** The Nerscylla makes two swipe attacks. > > ***Swipe.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 16 (2d10 + 5) slashing damage > > ***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature that the Nerscylla has advantage against. *Hit:* 14 (2d8 + 5) piercing damage and 9 (2d8) poison damage, and the target must make a DC 15 Constitution saving throw, becoming poisoned on a failed save. While poisoned in this way, the target takes 4 (1d8) poison damage at the start of each of its turns. The creature can repeat the constitution save to end the effect. > > ***Sting.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 9 (1d8 + 5) and the target must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute or until it takes damage other than poison. > > ***Web.*** *Raned Weapon Attack:* 9 to hit, range 60/90 ft., one creature. *Hit:* The target is restrained by webbing and the Nerscylla can immediately use a bonus action to pull the creature 60 ft towards itself and make a sting attack if its available. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). > ### Legendary Actions > > The Nerscylla can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn > > ***Restrain*** The Nerscylla makes a Web attack. > > ***Web Swing*** The Nerscylla swings off a web, landing in a space within 40 feet of it without provoking attacks of opportunity. > > ***Sting (Costs 2 Actions)*** The Nerscylla makes a Sting attack.