# World
#####
\pagebreakNum
# The land of Titans
Ikoria is world truly ruled by the wild. The world is populated by humans and 'monsters'. Humans, being all to aware of their low chances of survival in the wild have collected together and built monster proof **sanctuaries**. It's important to know, that humans didn't always reside in sanctuaries.
## Cyrstals
Long ago, there were no crystals across the land. During those times the monsters were more animalistic, and less dangerous. They were no different than predicable wild life. When the crystals came, the monsters grew in size, violence, and intelligence. Monsters would directly attack human settlements, the most notorious of them was Snapdax. The surviving humans knew that their only chance of survival was to band together, and thus the sanctuaries were built.
The crystals do many thing. The glow when non-humanoids are near, they are the source of monster mutations, and they seem to increase the potency of magic.
Today small crystal fractions are broken off and refined into gear to utilize their functionality as a "monster warning". While in small fragments (smaller than a human head) the crystals seem to have such a small area of affect that there is no risk of monster mutations, while also still providing the benefit of spell enhancement.
## Sanctuaries
### Drannith, The Invincible City
**Location.** Egali (Lowlands of Savai), east end of the Jal Korcha, (terror road)
\columnbreak
**Ideals.** The extermination of all monsters will bring peace and prosperity to the human race, and this can only be achieved with might.
**Bonds.** "Lives taken are lives not easily forgotten." The people of Drannith hold strong bonds with one another.
**Flaws.** Monumentally stubborn, and driven by revenge. The people of Drannith hold grudges against monsters for their fallen friends. These same people will then die fighting monsters only to foster more grudges.
Drannith is the largest human sanctuary on the plane, a thriving city with tens of thousands of residents. Located on eastern point of the Jal Korcha (Terror Road) in lush plain of Egali in the lowlands of Savai, it's rooted by a gigantic crystal pillar and protected by concentric circles of high stone walls. Drannith's highly trained military is second to none at warding off monster attacks; according to the locals, its walls have never fallen since their creation. Drannith was founded in a time when humanity's numbers were wearing thin, which lead to a culture with a deep rooted fear of monsters.
Drannith is built around the Argalith, the largest single crystal in the world and a symbol of hope and protection for Drannith's residents. The Argalith forms the city's central axle and is the foundation of Drannith's magical defenses against monsters.
#### Defense Strategy
Drannith's survival strategy is strength; they face monstrous threats head-on, beating them back from within their walls. The Drannith Defense Force, informally called the Coppercoats for their banded uniforms and polished buttons, is the most well-resourced, powerful military force in the world. The Coppercoats are a tight-knit militia of city defenders, uniformed defense mages, and magistrates.
# New Rules
#####
\pagebreakNum
# Crystals
The plane of Ikoria is abundant in naturally occurring crystals that cause sudden and rapid mutations among the monsters in the plane. Within a monsters lifetime it can gain new limbs or become a completely unrecognizable creature. A tiger may grow limbs like wings, additional legs, or simply grow in size. In contrast that tigers sibling may become a tiger-dinosaur-nightmare hybrid.
These same crystals also mutate magic itself. Spells intended to subdue a monster may surge and shock it as well. Or a shield spell that has surged may give minor healing.
## Monster Mutations
If combat is in an area with crystals in the environment there is a possibility that the monsters in combat can mutate. If a monster does mutate this will happen on the same initiative account as lair actions (initiative count 20).
On initiative count 20 roll for mutation. If there are 3 or less monsters you can roll for each monster, however in larger combats this can be time consuming and so it is recommended to instead just roll for one or two monsters. If more than one mutation happens during the combat mutate a monster that hasn't already mutated.
A mutation occurs if you role a 12. When a creature mutates you can either roll on your preferred mutation table, or you can roll to determine what kind of mutation occurs.
> **Managing Mutations.** *Depending on the situation it's possible you may have to keep track of multiple mutations. If you suspect this may be the final mutation table is dedicated to mutations that are easier to keep track of.*
#### Mutation Type
| d6 | Name |
|:---:|:----------:|
| 1 | *Beast Mutation* |
| 2 | *Cat Mutation* |
| 3 | *Dinosaur Mutation* |
| 4 | *Elemental Mutation* |
| 5 | *Nightmare Mutation* |
| 6 | *Other Mutations* |
> **Pre-planned Mutations.** *Don't hesitate to use these tables to craft your own monster ahead of time, or to use them as inspiration for your own legendary Beast-Cat-Elemental-Nightmare monsters.*
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> **Important.** Keep in mind that mutations are permanent. This can lead to a cool narrative where the party re-encounters the same Fire bonded T-rex they fought last session.
>
> However, this can also work against the players. If the party fought Snapdax and failed to kill it, Snapdax keeps all mutations that it built up during the combat.
#### Beast Traits
The monster is mutated into being more beast-like if it wasn't already. It may have grown a thick bristle coat, boney protrusionss hooves, horns.
| d8 | Name |Description |
|:---:|:----------:|:-----------:|
| 1 | **Solid Footing** | The monster's **CON** modifier is added to both its AC and i's damage rolls.|
| 2 | **Thick Fur/Bristles** | **+2** to the monsters AC |
| 3 | **Horns** | The monster now has a ***Ram*** or ***Gore Attack***.|
| 4 | **Chameleon tongue** | The monster gains a ***Whip Tongue*** attack |
| 5 | **Quills** | The monster grows large quills on its back and gains the ***Quill Missiles*** attack.|
| 6 | **Bestial strength** | The monster get **+2 STR** to its strength attribute score. |
| 7 | **Trumpetting Call** | The monster can make a ***Call for Aid***, that will summon a **Gnarr**|
| 8 | **Venomous** | The monsters melee attacks inflict an additional 1d12 poison damage |
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## Modifying existing monsters.
Another method of creating a new monster is to take something basic as a template and updating it using previous tables. As an example, lets take the Giant Ape and run it through the tables.
Because we already have a base monster we'll skip the base section. To start, for the head I rolled a 1 so our Giant Ape is going to have a horn, tusk, or gore attack (Personally I'm thinking large tusks).
For the body roll I rolled a 6 so I get to pick. I'm a strong believer that there aren't enough cool elemental monsters so I'm gonna pick option 4 and roll on the elemental table. 6 again! Alright, so now we have a big plant elemental giant ape. Giving our giant elemental ape access to grasping vine could be really cool for board control and making an impact on where creatures are.
Next we have Limbs. I rolled a 3, so our big ape has some dinosaur limbs. That's cool. I'm picturing it kinda looks like a really weird elephant, or almost like the ape bear from the card survivors bond.
Given the results from the rolls, I'd say we have a unique new monsters. Now with that in mind, this was done with only the second set of tables in *Making Your Own Monster*. This example is the result of a simple additive design.
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___
> ## Simian Plantasaurus
>*Huge elemental, unaligned*
> ___
> - **Armor Class** 12
> - **Hit Points** 157 (15d12 +60)
> - **Speed** 40 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|14 (+2)|18 (+4)|7 (-2)|12 (+1)|7 (-2)|
>___
> - **Skills** Athletics +9, Perception +4
> - **Damage Vulnerabilities** fire
> - **Senses** Passive Perception 14
> - **Languages** --
> - **Challenge** 7 (2,900 XP)
> ___
> ***Innate Spellcasting.*** The Plantasaurus's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
>
> at will: druidcraft, thornwhip, plant growth, and grasping vine
>
> ### Actions
> ***Multiattack.*** The plantasaurus makes three melee attacks: one with its gore, and two with its stomp attacks.
>
> ***Gore.*** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) piercing damage
>
> ***Stomp.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 22 (3d10 + 6) bludgeoning damage
>
> ***Rock.** Ranged Weapon Attack:* +9 to hit, range 50/100 ft., one target. *Hit:* 30 (7d6 + 6) bludgeoning damage.
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#### Zagoth
| Challenge | Creature |Source |
|:---:|:----------:|:-----------:|
| 0 | **[Baboon](https://www.dndbeyond.com/monsters/baboon)** | MM/SRD |
| 0 | **[Bat](https://www.dndbeyond.com/monsters/bat)** | MM/SRD |
| 0 | **[Deer](https://www.dndbeyond.com/monsters/deer)** | MM/SRD |
| 0 | **[Flying Monkey](httpshttps://www.dndbeyond.com/monsters/flying-monkey)** | ToA |
| 0 | **[Frog](https://www.dndbeyond.com/monsters/frog)** | MM/SRD |
| 0 | **[Quipper](https://www.dndbeyond.com/monsters/quipper)** | MM/SRD |
| 0 | **[Rat](https://www.dndbeyond.com/monsters/rat)** | MM/SRD |
| 0 | **[Raven](https://www.dndbeyond.com/monsters/raven)** | MM/SRD |
| ⅛ | **[Flying Snake](https://www.dndbeyond.com/monsters/flying-snake)** | MM/SRD |
| ⅛ | **[Giant Weasel](https://www.dndbeyond.com/monsters/giant-weasel)** | MM/SRD |
| ⅛ | **[Poisonous Snake](https://www.dndbeyond.com/monsters/poisonous-snake)** | MM/SRD |
| ⅛ | **[Stirge](https://www.dndbeyond.com/monsters/stirge)** | MM/SRD |
| ¼ | **[Axe Beak](https://www.dndbeyond.com/monsters/axe-beak)** | MM/SRD |
| ¼ | **[Boar](https://www.dndbeyond.com/monsters/boar)** | MM/SRD |
| ¼ | **[Constrictor Snake](https://www.dndbeyond.com/monsters/constrictor-snake)** | MM/SRD |
| ¼ | **[Elk](https://www.dndbeyond.com/monsters/elk)** | MM/SRD |
| ¼ | **[Giant Badger](https://www.dndbeyond.com/monsters/giant-badger)** | MM/SRD |
| ¼ | **[Giant Centipede](https://www.dndbeyond.com/monsters/giant-centipede)** | MM/SRD |
| ¼ | **[Giant Frog](https://www.dndbeyond.com/monsters/giant-frog)** | MM/SRD |
| ¼ | **[Giant Poisonous Snake](https://www.dndbeyond.com/monsters/giant-poisonous-snake)** | MM/SRD |
| ¼ | **[Giant Wolf Spider](https://www.dndbeyond.com/monsters/giant-wolf-spider)** | MM/SRD |
| ¼ | **[Panther](https://www.dndbeyond.com/monsters/panther)** | MM/SRD |
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| | | |
|:---:|:----------:|:-----------:|
| ¼ | **[Wolf](https://www.dndbeyond.com/monsters/wolf)** | MM/SRD |
| ¼ | **[Zagoth Mamba](https://www.dndbeyond.com/monsters/1005525-zaggoth-mamba-ikoria-bestiary)** | IB |
| ½ | **[Amphisbaena](https://www.dndbeyond.com/monsters/amphisbaena-monstrosity)** | GoS |
| ½ | **[Ape](https://www.dndbeyond.com/monsters/ape)** | MM/SRD |
| ½ | **[Black Bear](https://www.dndbeyond.com/monsters/black-bear)** | MM/SRD |
| ½ | **[Crocodile](https://www.dndbeyond.com/monsters/crocodile)** | MM/SRD |
| ½ | **[Giant Wasp](https://www.dndbeyond.com/monsters/giant-wasp)** | MM/SRD |
| 1 | **[Brown Bear](https://www.dndbeyond.com/monsters/brown-bear)** | MM/SRD |
| 1 | **[Dire Wolf](https://www.dndbeyond.com/monsters/dire-wolf)** | MM/SRD |
| 1 | **[Giant Spider](https://www.dndbeyond.com/monsters/giant-spider)** | MM/SRD |
| 1 | **[Giant Toad](https://www.dndbeyond.com/monsters/giant-toad)** | MM/SRD |
| 2 | **[Giant Boar](https://www.dndbeyond.com/monsters/giant-boar)** | MM/SRD |
| 2 | **[Giant Constrictor Snake](https://www.dndbeyond.com/monsters/giant-constrictor-snake)** | MM/SRD |
| 2 | **[Giant Elk](https://www.dndbeyond.com/monsters/giant-elk)** | MM/SRD |
| 2 | **[(Trumpeting) Gnarr](https://www.dndbeyond.com/monsters/987441-trumpeting-gnarr-ikoria-bestiary)** | IB |
| 2 | **[Swarm of Poisonous Snakes](https://www.dndbeyond.com/monsters/swarm-of-poisonous-snakes)** | MM/SRD |
| 3 | **[Owlbear](https://www.dndbeyond.com/monsters/owlbear)** | MM/SRD |
| 4 | **[Girallon](https://www.dndbeyond.com/monsters/girallon)** | VGM |
| 5 | **[Giant Crocodile](https://www.dndbeyond.com/monsters/giant-crocodile)** | MM/SRD |
| 7 | **[Giant Ape](https://www.dndbeyond.com/monsters/giant-ape)** | MM/SRD |
| 9 | **[Kogla, the Titan Ape](https://www.dndbeyond.com/monsters/969481-kogla-the-titan-ape-ikoria-bestiary)** | IB |
| 10 | **[Froghemoth](https://www.dndbeyond.com/monsters/froghemoth)** | MM/SRD |
| 13 | **[Skyswimmer](https://www.dndbeyond.com/monsters/skyswimmer)** | GGR |
| 14 | **[Wurm](https://www.dndbeyond.com/monsters/wurm)** | GGR |
| 24 | **[Titanoth Rex](https://www.dndbeyond.com/monsters/967133-titanoth-rex-ikoria-bestiary)** | IB |
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___
___
> ## [Cubwarden](https://www.dndbeyond.com/monsters/987410-cubwarden-ikoria-bestiary)
>*Large beast, unaligned*
> ___
> - **Armor Class** 15 Natural Armmour
> - **Hit Points** 106 (12d10 + 40)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)| 17 (+3)| 22 (+6)| 6 (-2)| 15 (-2)| 11 (+0)|
>___
> - **Skills** Perception +5, Stealth +9
> - **Senses** Darkvision 60 ft.,Passive Perception 15
> - **Languages** --
> - **Challenge** 5 (1,800 XP)
> ___
> - ***Keen Smell.*** The tiger has advantage on Wisdom (Perception) checks that rely on smell.
> - ***Lifelink.*** Whenever the cubwarden deals damage it regains half as many hit points.
> - ***Pack Tactics.*** The cubwarden has advantage on an attack roll against a creature if at least one of the cubwarden’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
> - ***Pounce.*** If the tiger moves at least 20 feet 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 tiger can make one bite attack against it as a bonus action.
> ### Actions
> ***Multiattack.*** The tiger makes two attacks: one with its bite and one with its claws.
>
> ***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 10 (1d10 + 5) piercing damage.
>
> ***Claw.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
>
> ***Gore.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 12 (1d10 +5) bludgeoning damage.
> ### Reactions
> ***Mutate.*** Whenever the cubwarden mutates it lets out a cry that summons a [lion](https://www.dndbeyond.com/monsters/lion) to join in the combat. The [lion](https://www.dndbeyond.com/monsters/lion) takes its turn after the cubwarden in initiative.
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## [Gyruda, Doom of Depths](https://www.dndbeyond.com/monsters/982290-gyruda-doom-of-depths-ikoria-bestiary)
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___
___
> ## [Surly Badgersaur](https://www.dndbeyond.com/monsters/1001115-surly-badgersaur-ikoria-bestiary)
>*Large beast, unaligned*
> ___
> - **Armor Class** 18
> - **Hit Points** 71 (8d10 + 27)
> - **Speed** 30 ft., burrow 10 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|9 (-1)|17 (+3)|4 (-3)|12 (+1)|5 (-3)|
>___
> - **Senses** Dark Vision 30 ft., Passive Perception 11
> - **Languages** --
> - **Challenge** 5 (1,800 XP)
> ___
> - ***Keen Smell.*** The badgersaur has advantage on Wisdom (Perception) checks that rely on smell.
> - ***Not to be Disturbed.*** During spell cycle rounds, the badgersaur can take one reaction per turn, rather than only one per round.
> - ***Siege Monster.*** The badgersaur deals double damage to objects and structures.
> - ***Spines.*** A creature that hits the badgersaur with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.
> ### Actions
> ***Multiattack.*** The badger makes two attacks: one with its bite and one with its claws.
>
> ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (3d6 + 3) piercing damage.
>
> ***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (3d4 + 3) slashing damage.
>
> ***Tail.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 18 (4d6 + 4) bludgeoning damage, and 8 (2d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
> ### Reactions
> ***Cycle.*** If a spell is cast during a spell cycle round, the badgersaur makes all attacks with advantage until the end of the round. The badgersaur may then move up to its full movement, and make a tail attack.
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___
___
> ## [Tigorilla](https://www.dndbeyond.com/monsters/982627-tigorilla-ikoria-bestiary)
>*Large monstrosity, unaligned*
> ___
> - **Armor Class** 13
> - **Hit Points** 122 (15d10 + 40)
> - **Speed** 40 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|17 (+3)|18 (+4)|7 (-2)|12 (+1)|8 (-1)|
>___
> - **Saving Throws** STR +8
> - **Skills** Athletics +8, Perception +4
> - **Senses** Darkvision 60 ft., Passive Perception 14
> - **Languages** --
> - **Challenge** 6 (2,300 XP)
> ___
> - ***Keen Smell.*** The tigorilla has advantage on Wisdom (Perception) checks that rely on smell
> - ***Menace.*** If the tigorilla is engaged in melee combat with only one creature, attacks made against it are made at a disadvantage.
> - ***Pounce.*** If the tigorilla moves at least 20 feet 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 tigorilla can make one bite attack against it as a bonus action.
> - ***Trample.*** If the tigorilla reduces a creatures HP to 0 the tigorilla may make an attack as a bonus action.
> ### Actions
> ***Multiattack.*** The tigorilla makes three attacks: one with its bite and two with its claws.
>
> ***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit*: 16 (2d10 + 5) piercing damage.
>
> ***Claw.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target creature. *Hit*: 14 (2d8 + 5) slashing damage.
\pagebreak
### Brokkos, the Forever Beast
\pagebreakNum
___
___
> ## [Snapdax, The All-Hunter](https://www.dndbeyond.com/monsters/963765-snapdax-apex-of-the-hunt-ikoria-bestiary)
>*Large Monstrosity (dinosaur), unaligned*
> ___
> - **Armor Class** 19
> - **Hit Points** 230 (20d10 + 100)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|25 (+7)|20 (+5)|8 (-1)|14 (+2)|16 (+3)|
>___
> - **Saving Throws** STR +12, DEX +13, CHA +9
> - **Skills** Acrobatics + 13, Athletics +12, Perception +14, Stealth +19
> - **Senses** Dark Vision 120 ft., Truesight 60 ft., Passive Perception 24
> - **Languages** --
> - **Challenge** 18 (20,000 XP)
> ___
> - ***Apex of the Hunt (Mythic Trait; Recharges after a Short or Long Rest).*** If Snapdax is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead it regains 150 hit points, mutates twice (rolling on the tables below)
> - ***Blood Frenzy.*** Snapdax has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
> - ***Improved Critical.*** Snapdax's weapon attacks score a critical hit on a roll of 19 or 20.
> - ***Keen Sight and Smell.*** Snapdax has advantage on Wisdom (Perception) checks that rely on sight or smell.
> - ***Legendary Resistance (1/Day).*** If Snapdax fails a saving throw, it can choose to succeed instead.
> - ***Pounce.*** If Snapdax moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, Snapdax can make one claw attack against it as a bonus action.
> ### Actions
> ***Multiattack.*** Snapdax makes three attacks, one with its bite, two with its claws, and one with its gore.
>
> ***Bite.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit*: 19 (2d12 + 6) piercing damage.
>
> ***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one creature. *Hit*: 22 (3d10 + 6) slashing damage.
>
> ***Gore.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one creature. *Hit*: 16 (3d6 + 6) slashing damage.
> ### Reactions
> ***Heightened Reflexes.*** Creatures provoke an opportunity attack from you when they enter your reach.
>
> ***Mutate.*** When Snapdax mutates it releases a coiling bolt of necrotic energy at one creature it can see within 30 feet of it. The target must make a DC 21 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save or half as much damage on a successful one. Snapdax then gains temporary hit points equal to the amount of damage the target takes.
> ### Legendary Actions
> Snapdax can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Snapdax regains spent legendary actions at the start of its turn.
>
> ***Claw Attack.*** Snapdax makes a claw attack.
>
> ***Daunting Roar.*** Snapdax can let out an especially menacing roar. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 18 Wisdom saving throw or become frightened of Snapdax until the end of the creature’s next turn.
>
> ***Nightmare Prowl.*** Snapdax moves up to half its speed. This movement doesn’t provoke opportunity attacks.
> ### Mythic Actions
> If Snapdax's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Apex of the Hunt.
>
> ***Call the pride.*** Snapdax lets out a roar summong either,1 Cubarden, 1 Huntmaster Liger, 1 Patagia Tiger, or 1 Regal Leosaur.
>
> ***Will of the All-Hunter.*** One creature other than Snapdax gets a +2 to STR (to a max of 30), and a +1 to AC (to a max of 25) for the next 24 hours.
#### Snapdax as a Mythic Encounter.
Snapdax is a powerful predator under any given situation. But to make the fight truly memorable, you can have it utilize Apex of the Hunt. Snapdax using this in response to defeat can throw the tides in Snapdax's favour. After its ability has been used, it can use its mythic actions when using a legendary action.
Read or paraphrase the following text when Snapdax uses Apex of the Hunt:
> The nightmarish predator unleashes a deafening roar as its body begins to convulse. Bolts of purple lightning fire off from its body. Now in a new form, its many eyes on its quarry.
Fighting Snapdax as a mythic encounter is equivalent to taking on two challenge rating 18 creatures in one encounter. Award a party 40,000 XP for defeating Snapdax after it uses Apex of the Hunt.
#### Apex of the Hunt Mutations
| d6 | Description |
|:---:|:----------:|
| 1 | No longer provokes attacks of opportunity|
| 2 | Gains a 40 ft. fly speed|
| 3 | Can cast **[Misty Step](https://www.dndbeyond.com/spells/misty-step)** as a Legendary Action. (Costs 2)|
| 4 | Snapdax gets +2 to its AC|
| 5 | Melee attacks deal an addition 2d10 fire damage|
| 6 | Recovers hit points equal to half the damage dealt from melee attacks|
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