Swarm of Aestropoda
Medium swarm of Tiny monstrosities, unaligned
- Armor Class 12
- Hit Points 27 (5d8 + 5)
- Speed 5 ft., climb 5 ft., fly 30ft.
STR DEX CON INT WIS CHA 5 (-3) 14 (+2) 12 (+1) 1 (-5) 12 (+1) 3 (-4)
- Damage Resistances blugeoning, piercing, slashing
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses Darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 1/4 (50XP)
Plant Camouflage. The swarm has advantage on Dexterity (Stealth) checks made to hide among plants.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any openings large enough for a Tiny aestropoda. The swarm can't regain hit points or gain temporary hit points.
Actions
Prickle. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 1 piercing damage plus 5 (2d4) acid damage, or 2 (1d4) acid damage if the swarm has half of its hit points or fewer.
A gust of seed pods might just be a gust of seed pods. But sometimes it’s hundreds of hungry spindly aestropoda that want to nibble on your cloak. Fascinating little buggers but I miss the cloak.

Bearded Thunder Eel
Medium elemental, neutral
- Armor Class 14
- Hit Points 31 (7d8)
- Speed 20 ft., fly 80ft.
STR DEX CON INT WIS CHA 15 (+2) 19 (+4) 11 (+0) 6 (-2) 11 (+0) 6 (-2)
- Damage Immunities lightning, thunder
- Senses Darkvision 120 ft. passive Perception 10
- Languages --
- Challenge 2 (450 XP)
Nimble Flyer. The eel can take the Dash or Disengage action as a bonus action.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage and 4 (2d4) lightning damage.
Reactions
Jolting Escape. When a creature makes an attack roll against it, the eel can immediately teleport up to 40 feet away to an unoccupied space it can see with a thunderous boom. The attack automatically misses and each creature within 10 ft. of the space the eel left must make a DC 13 Dexterity saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one.
At a distance, they look like bioluminescent fish swimming through the air. And up close... well, you’re probably not going to see one up close. Bearded Thunder Eels are harder to pin down than a hat in a hurricane.
Emissary of Air
Medium elemental, neutral
- Armor Class 15
- Hit Points 32 (5d8 + 10)
- Speed 0 ft., 90 ft fly.
STR DEX CON INT WIS CHA 6 (-2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
- Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from Nonmagical Attacks
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses Blindsight 60 ft., passive Perception 10
- Languages Auran
- Challenge 3 (700 XP)
Aura of Air. All creatures within 60 ft. of the emissary gain a flying speed of 30ft. Additionally, any creature that can speak a language within the area gains the ability to speak and understand Auran. These effects fade 1 minute after a creature leaves the aura.
Elemental Anchor. The emissary is immune to any spell or effect that would alter its form. Additionally, if a spell or effect would transport the emissary against its will to another plane of existence, it can choose to emerge on the Elemental Plane of Air instead.
Actions
Multiattack. The emissary makes two primordial gust attacks.
Primordial Gust. Ranged Weapon Attack: +7 to hit, range 150/600, one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Disperse (Recharge5-6). Each creature of the emissary's choice within 60 ft. of it must succeed on a DC 13 strenght saving throw, or its flying speed (if any) is reduced to 0 until the end of its next turn and it is pushed back 60 ft. On a success, it is pushed back 30 ft.
The Lords of the Elemental planes of air only send their emissaries to the material realm in the most dire of circumstances. If you happen to spot this swirling mass of wind and primordial energy drifting across the summer sky, pray that it is there to seek aid - not to declare war.

The Carnivorous Tillandsia is a rare sight indeed. From a distance seem like another floating island of Screeching Peaks, but a sharp eye will notice that no bird will roost in its branches. No insect will pollinate its flowers. Rumor has it that their hearts hold an immesurable treasure and almost certain death.
Carnivorous Tillandsia
Gargantuan plant, unaligned
- Armor Class 12 (natural armor)
- Hit Points 296 (16d20 + 128)
- Speed 0 ft., fly 5ft. (hover)
STR DEX CON INT WIS CHA 29 (+9) 1 (-5) 26 (+8) 1 (-5) 1 (-5) 1 (-5)
- Saving Throws Str +13, Con +12
- Damage Vulnerabilities fire
- Damage Resistances acid; bludgeoning, piercing, and slashing from Nonmagical attacks.
- Damage Immunities poison
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
- Senses Blindsight 15ft., passive Perception 5
- Languages --
- Challenge 11 (7,200XP)
Sprawling Mass. The tillandsia can occupy another creature's space and vice versa. When a creature enters the tillandsia's space, that creature's vision is reduced to 5ft, its speed is halved, and if it attempts to move more than 15 ft on a turn, for every additional 5 ft it moves, it takes 6 (2d6) piercing damage and must make a dexterity saving throw DC 17 or become grappled (escape DC 17) as needled vines close in around it.These effects end as soon as the creature leaves the area of the tillandsia.
Sky Anchor. The tillandsia is immune to any spell or effect that would alter its form or location.
Seed of Magic. If the tillandsia has grown to a size of 200 ft by 200 ft by 200 ft or larger, it sprouts a single seedpod at its center. Picking the seedpod requires a successful DC 17 Intelligence (Nature) check, or the the pod is destroyed. If the tillandsia drops to 0 hit points before the seedpod has been picked, the seedpod is destroyed. A spellcaster that bakes and consumes the entire seedpod gains a permanent +1 bonus to its spell attack bonus.
Actions
Multiattack. The tillandsia makes three attacks with its needle thorns and then uses Life Sap, if available.
Needle Thorns. Melee Weapon Attack: +13 to hit, reach 0 ft., one target in the tillandsia's space. Hit 19 (4d4 + 9) Piercing damage, the target is grappled (escape DC 17), and it must make a constitution saving throw DC 17. On a failure, the creature is poisoned for 1 minute.
Life Sap (Recharge 5-6). Each creature occupying the same space as the Carnivorous Tillandsia must make a dexterity saving throw DC 17 taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. Creatures grappled by the tillandsia have disadvantage on this saving throw. Creatures poisoned by it automatically fail. The Carnivous Tillandsia gains hit points equal to the damage dealt and its maximum hit points increase by the same amount.
Giant Pteromyini
Large monstrosity, unaligned
- Armor Class 14 (Natural Armor)
- Hit Points 93 (14d10 + 16)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 13 (+1) 2 (-4) 13 (+1) 5 (-3)
- Saving Throws Dex +5, Wis +4
- Skills Athletics +6, Perception +4
- Senses Darkvision 120 ft., Passive Perception 14
- Languages --
- Challenge 5 (1,800XP)
Flyby. The pteromyini doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Sky Striker. If the pteromyni flies at least 20 feet straight towards a creature and then hits it with its tail slam on the same turn, that target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.
Actions
Multiattack. The pteromyni makes two attacks: one with its tail slam and one with its talons.
Tail Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 13 (2d10 + 3) bludgeoning damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is retrained, and the pteromyini can't use its talons on another target.
Giant Pteromyini may seem skiddish, curious, and even playful in how they soar around and sniff at anyone traversing across the Inerted Valley - but take heed - if an opportunity arises, they will assuredly attempt to make off with a wandering party member or two for dinner.
Gravitilus
Large elemental, unaligned
- Armor Class 16 (Natural Armor)
- Hit Points 90 (12d10 + 24)
- Speed 10 ft., fly 10 ft. (hover)
STR DEX CON INT WIS CHA 17 (+3) 8 (-1) 15 (+2) 5 (-3) 20 (+5) 7 (-2)
- Skills Athletics +6, Perception +8
- Damage Resistances Force, Thunder; Blugeoning, Piercing, and Slashing damage from Nonmagical Attacks
- Senses Darkvision 60 ft., Passive Perception 18
- Languages understands Auran and Primordial, but can't speak.
- Challenge 7 (2,900XP)
Anti-Gravity Shell. The Gravitilus is always under the effects of the feather fall spell, and the gravitilus can choose which direction it falls at the start of each of its turns.
Wonky Physics. Gravity is constantly shifting around the gravitilus. Ranged weapon attacks against it have disadvantage.
Actions
Multiattack. The gravitilus makes 3 tentacle attacks. It can use Shift Gravity in place of any number of these attacks.
Tentacle Melee Weapon Attack: +6 to hit, 10 ft. reach, one target. Hit 14(2d10 + 3) bludgeoning damage, plus 16 (3d10) force damage if the target is airborn.
Shift Gravity. The Gravitilus changes the direction of gravity around it. One creautre of its choice within 30ft of it must make a DC16 Strength saving throw or be pulled, as if falling, in a direction of the Gravitilus's choice. At the end of the Gravitilus's turn, gravity returns to normal.
One of the only known airborn mollusks I have ever encountered, the Gravitilus spends most of its time falling - then shifting gravity around itself - and then falling some more. Careful. Get too close and you might find yourself tumbling skywards.
Gulper Trochilidae
Small monstrosity, Unaligned
- Armor Class 14
- Hit Points 20 (4d6 + 6)
- Speed 20ft., 60 ft. fly
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 4 (-3) 13 (+1) 4 (-3)
- Skills Perception +3
- Senses passive Perception 13
- Languages --
- Challenge 1 (200 XP)
Gulper Bite. The trochilidae has advantage on bite attacks against small or tiny creatures and disadvantage on bite attacks against medium or larger creatures.
Actions
Multiattack. The trochilidae makes two bite attacks. It can replace one bite attack with its swallow action if available.
Bite. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a medium or smaller creature, it is grappled (escape DC 13). Until the grapple ends, the target is restrained and the trochilidae can't use it's bite attack on another target.
Swallow. The trochilidae attempts to swallow a medium or smaller creature it has grappled. The target must make a dexterity saving throw DC 13. On a failure, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the trochilidae and it takes 2d4 acid damage at the start of each of the trochilidaes' turns. The trochilidae only can have one creature swallowed at a time. If the target is Medium sized, the Trochilidae's movement speed is halved until the target is digested or expelled.
If the trochilidae takes 10 damage or more on a single turn from a creature inside it, the trochilidae must succeed on a DC 20 Constitution saving throw or immediately regurgitate the swallowed creature, which falls prone in a space within 5 feet of the trochilidae. If the trochilidae dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft of movement
While they don’t normally hunt adventurers, if there happen to be any haflings or gnomes in your party, best to keep a safe distance. The bite of a Gulper Trochilidae is surprisingly swift.
While they don’t normally hunt adventurers, if there happen to be any haflings or gnomes in your party, best to keep a safe distance. The bite of a Gulper Trochilidae is surprisingly swift.
All art and monster design by Cinder Blocksally.
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Reddit: /r/monstrousanonymous
Cover Art by GhostBat