Anemomen
Medium aberration, unaligned
- Armor Class 12 (natural armor)
- Hit Points 26 (4d8 + 8)
- Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 7 (-2) 14 (+2) 2(-4) 12 (+1) 4 (-3)
- Senses Blindsight 30ft., passive perception 11
- Languages --
- Challenge 1/2 (700XP)
Amphibious. The anemomen can breath air and water.
Stinging Tendrils A creature that hits the anemomen with a melee attack while within 5 ft of it takes 1d4 poison damage.
Actions
Tendril Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and the target is grappled (escape DC10). A creature grappled this way takes 1d4 poison damage at the start of each of it's turns. until the grapple ends, the anemomen can't use it's tendril strike on another target.
They say that in the reefs of Calamar, there are men with heads of coral that live in the tide pools. But be warned - these are no men. Anemomen have less in common with humanoids than they do with the reefs they call home.
Bullotl
Small beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 6 (2d6 - 1)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 9 (-1) 3 (-4) 14 (+2) 7 (-2)
- Skills Perception +4
- Damage Resistances poison
- Senses Darkvision 60ft., passive perception 14
- Languages Understands Aquan but cannot speak.
- Challenge 1/8 (25XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Spines. Ranged Weapon Attack: +4 to hit, range 20/60 ft, one target. Hit: 4 (1d4 + 2) piercing damage and 1d4 poison damage.
Known for their deep rooted loyalty, calm demeanor, and soft eyes - bullotl are fiercely sought after as companions by merchants, pirates, and many other seafaring peoples. Just be careful when cuddling them to avoid the spines.
Celestial Odobenus
Huge celestial, chaotic good
- Armor Class 16 (natural armor)
- Hit Points 200 (16d12 + 96)
- Speed 20 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA 19 (+4) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 20 (+5)
- Saving Throws CON +10, WIS +6, CHA +9
- Skills Animal Handling +6, Insight +6, Performance +9
- Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks.
- Damage Immunities Radiant
- Condition Immunities charmed, frightened, prone
- Senses Darkvision 120ft., truesight 30ft, passive perception 12
- Languages Understands all but cannot speak
- Challenge 12 (8,400XP)
Innate Spellcasting. The Celestial Odobenus' innate spellcasting ability is Charisma (spell save DC17) It can cast the following spells without requiring any material components:
At will: calm emotions, levitate (No concentration required)
3/Day: cure wounds (3rd level), lesser restoration, daylight,
Once per day each: greater restoration, revivify
Legendary Resistance (2/day). If the Celestial Odobenus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Celestial Odobenus has advantage on saving throws against spells and other magical effects
Magic Weapons. The Celestial Odobenus' attacks count as magical attacks.
Actions
Multiattack. The Celestial Odobenus makes three attacks; two with its tusks and one with its tail.
Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 10 (2d6 + 4) piercing damage.
Tail Club. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit 19 (3d10 + 4) bludgeoning damage and 1d10 radiant damage.
Legendary Actions
The Celestial Odobenus can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Celestial Odobenus regains spent legendary actions at the start of it's turn.
Everyone Floats. The Celestial Odobenus casts levitate (no concentration required.)
Tail Club. Melee Weapon Attack: +8 to hit, reach 15ft, one target. Hit 19 (3d10 + 4) bludgeoning damage and 1d10 radiant damage.
Larger than a war elephant and more playful than a puppy with a garden garden hose - Celestial Odobenus spend most of their time making unknowing creatures float, and laughing at the inevitable befuddlement that ensues.
Cephalloon
Huge aberration, chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 110 (11d12 + 33)
- Speed 10 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 16 (+3) 6 (-2) 13 (+1) 9 (-1)
- Saving Throws CON +6, WIS +4, CHA +2
- Skills Perception +4
- Damage Resistances acid, lightning, bludgeoning piercing, and slashing from nonmagical attacks.
- Damage Immunities poison
- Condition Immunities poisoned, prone
- Senses Darkvision 120 ft., Passive Perception 14
- Languages Deep Speech, telepathy 20ft.
- Challenge 6 (2,300XP)
Noxious Buoyancy. Whenever the cephalloon takes piercing or slashing damage, each creature within 10 feet of it takes 9(2d8) poison damage and the cephalloon's fly speed is reduced by 5 feet until the end of it's next turn.
Far Traveler. The cephalloon does not need to breathe and can travel adrift for months at a time without eating or sleeping.
Actions
Multiattack. The cephalloon makes 2 claw attacks. It can replace a single attack with it's Noxious Cloud ability if it is available.
Claws. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit 13 (2d10 + 3) slashing damage and the target is grappled (escape DC 13). Until the grapple ends, the target is restrained and the cephalloon can't use that claw on another target. The cephalloon can have up to 2 medium creatures grappled at a time.
Noxious Cloud (Recharge 5-6). Thick greenish fumes exude from the cephalloon. filling a 30 ft radius sphere around it. The area is considered heavily obscured. Any creature that enters the cloud for the first time or starts their turn there must make a DC 15 Con saving throw. On a failure, they take 1d8 poison damage and spend their action retching and coughing. Creatures that don't need to breath automatically succeed on this saving throw. The cloud lingers until the end of the cephalloon's next turn, or is dispersed with a moderate wind.
When traveling across the Barren Seas, if you find yourself in a thick fog that smells of rotten eggs, best to take cover - lest you find yourself scooped up by a hunting cephalloon.

Giratle
Large beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 19 (3d10 + 3)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
- Senses passive Perception 11
- Languages --
- Challenge 1/2 (100XP)
Slow Mind. The giratle has disadvantage on all intelligence and wisdom ability checks, as well as disadvantage on any rolls to resist being charmed or frightened.
Placid Demeanor. Creatures have advantage on Animal Handling checks made to tame or calm a giratle, so long as they have not attacked or damaged it.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage.
Reactions
Shell Block. When a giratle is not mounted and is attacked with a melee weapon attack but before the roll is declared, it can attempt to shift it's body so that the attack strikes its shell. It gains +2 to its AC against the attack roll.
There are countless tales of giratles giving rides to weary wanderers, lost travelers, and folks down on their luck. They are dim and tender creatures who enjoy soft singing, wild berries, and extended naps.
Marine Rhiskeras
Large monstrosity, unaligned
- Armor Class 12 (natural armor)
- Hit Points 45 (6d10 + 12)
- Speed 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 15 (+2) 2 (-4) 14 (+2) 5 (-3)
- Senses passive Perception 12, blindsight 60ft (while underwater)
- Languages --
- Challenge 2 (450XP)
Hold Breath. The marine rhiskeras can hold its breath for 1 hour
Illumination. The marine rhiskeras sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Aqua Awareness. While underwater, the marine rhiskeras gains blindsight and cannot be surprised.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage.
The Shamans of the Lumin Lagoon will tell you that the faint glow beneath the murky lakes comes from vengeful spirits. Whether or not you believe the tales - best to avoid lights in the water. A sharp jab to backside from a rhiskeras horn will hurt - regardless of if you believe in ghosts.
Molermite
Small beast, neutral
- Armor Class 13 (natural armor)
- Hit Points 7 (2d6)
- Speed 20 ft., burrow 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 7 (-2) 16 (+3) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
- Senses Darkvision 20ft., tremorsense 60ft.
- Languages --
- Challenge 1/8 (25XP)
Tunneler. The molermite can tunnel through solid wood at half its burrow speed and leaves a 2ft diameter hole in its wake.
Actions
Bite. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4+3) piercing damage.
As the old saying goes - The only way to stop a molermite infestation is to burn down the structure or hire a chronomancer to go back in time and build the dang thing out of stone in the first place.
Tigolin
Large monstrosity, unaligned
- Armor Class 14 (natural armor)
- Hit Points 52 (7d10 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 12 (+2) 5 (-3) 15 (+2) 7 (-2)
- Skills Athletics +7, Perception +5
- Senses Darkvision 60 ft., passive Perception 15
- Languages --
- Challenge 3 (700XP)
Armor Plated Hide. If the tigolin takes bludgeoning, piercing, or slashing damage that is less than or equal to 5, it takes no damage, instead.
Lumbering Form. The tigolin can attempt to enter the space of a creature that is medium or smaller as a part of its movement. The creature must make an opposed Strength (athletics) check or be pushed back 5ft.
Actions
Multiattack. The tigolin makes two attacks, one with its bite and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 5) piercing damage.
Tail Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage. The target must make a DC 12 Strength saving throw or be knocked prone.
All art and monster design by Cinder Blocksally.
Twitter @Cinder_blocksal
Instagram @Cinder_Blocksally
Reddit: /r/monstrousanonymous
Cover Art by GhostBat
Tigolin often stroll right into a village, completely ignoring any Townsfolk's attempts to scare them off. They will casually dine on cattle, goats, and grain as peasants jab at them with blades. When the tigolin have eaten their fill, they will saunter back into the woods as casually as they had when they wandered in.
