So Many Monsters

by somanyrobots

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So Many Monsters



Rust Golem

Large construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 125 (13d10+52)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 7 (-2) 18 (+4) 3 (-4) 10 (+0) 1 (-5)

  • Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 120 ft., passive perception 10
  • Languages Understands the languages of its creator but can't speak
  • Challenge 12
  • Proficiency Bonus 4

Features

Rust Metal. Any nonmagical weapon made of metal that hits the golem corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.

Corrosive Breath (Recharge 6). The golem exhales caustic gas in a 15-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 30 (12d4) acid damage on a failed save, or half as much damage on a successful one.


Forgotten Engine

Huge construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 275 (22d12+132)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 23 (+6) 4 (-3) 13 (+1) 5 (-3)

  • Damage Resistances fire, cold
  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical Attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Blindsight 30 ft., passive perception 10
  • Languages Understands the languages of its creator but can't speak
  • Challenge 21
  • Proficiency Bonus 7

Features

Immutable Form. The engine is immune to any spell or effect that would alter its form.

Siege Ram. When the engine takes the Dash action, it can attack with its Drill as a bonus action.

Scythed Wheels. The first time the engine passes within 5 feet of a creature on its turn, that creature takes 5 (2d4) slashing damage.

Short Circuit. If the engine takes lightning damage, all its attacks are made at disadvantage on its next turn.

Actions

Multiattack. The engine attacks one with its Drill, once with its Claw Arm, and once with its Mangonel.

Drill. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 34 (6d8 + 7) piercing damage.

Claw Arm. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 14 (2d6+7) bludgeoning damage, and the target must make a DC 22 Dexterity saving throw or be grappled (escape DC 22). Until this grapple ends, the target is restrained, and the engine can't grapple another target.

Mangonel. Ranged Weapon Attack: +14 to hit, range 0/180 ft., one target. Hit: 33 (4d12+7) bludgeoning damage. The mangonel can't attack targets within 30 feet.

A forgotten engine is a long-abandoned construct, designed by its creators for mining, construction, siegecraft, or similar heavy work. Its original motive source may have been steam or electrical, or a more esoteric power like an elemental furnace or hellfire drive. While it had a purpose in its "life", now it is bereft, with no intent beyond a confused rage at the world that left it behind.



Psi Ghost

Medium aberration, any alignment


  • Armor Class 12
  • Hit Points 31 (7d8)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
5 (-3) 12 (+2) 10 (+0) 10 (+0) 8 (-1) 15 (+2)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Darkvision 60 ft., passive perception 9
  • Languages Any languages it knew in life
  • Challenge 3
  • Proficiency Bonus 2

Features

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Mindbreaking Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) psychic damage.

Enthrall. The ghost can attempt to charm one creature that can see it within 30 feet. The target must make a DC 13 Wisdom saving throw or be charmed, regarding the ghost as a trusted friend and ally. The ghost gets advantage on its attacks against the target while it is charmed in this way, but it can repeat the saving throw anytime it takes damage, ending the effect on a success.

Psychic Possession (Recharge 5-6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. Additionally, anytime the host takes damage, it can repeat the Charisma save, ending the possession on a success. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

While they superficially resemble the lost spirits of traditional hauntings, psi ghosts are even harder to explain. Researchers suspect they are a sort of psionic imprint of the deceased — more akin to an echo or a residue than a wandering soul. They are less likely to be hostile, but once aggravated, are even more aggressive, often possessing several hosts in quick succession and occasionally forcing a host into certain-death situations.


Psychic Champion

Medium humanoid, any alignment


  • Armor Class 17 (natural armor)
  • Hit Points 170 (20d8+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 19 (+4) 20 (+5) 14 (+2) 13 (+1)

  • Saving Throws STR +10, INT +10, WIS +7
  • Damage Resistances psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses Darkvision 60 ft., blindsight 15 ft., passive perception 12
  • Languages Deep Speech
  • Challenge 11
  • Proficiency Bonus 4

Features

Innate Spellcasting (Psionics). The champion's innate spellcasting ability is Intelligence (spell save DC 17). Attempts to cast counterspell or dispel magic against its spells are made at disadvantage. It can cast the following spells, requiring only a somatic component.

At will: mage hand, minor illusion, levitate

1/day: counterspell, misty step

Psionic Specialist. When the champion casts levitate, it may add targets to its existing concentration without releasing any previously held.

Psychic Feedback. When the champion suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.

Psychic Shield. If the champion is incapacitated, its AC drops to 11.

Mindsplitting Slam. Once on each of its turns when the champion hits a target with its Imbued Warhammer, it can force a Large or smaller target to make a DC 17 Strength saving throw. On a failure, it is thrown up to 30 feet away in a straight line. The target lands prone and is vulnerable to psychic damage until the start of the champion's next turn.

Actions

Multiattack. The champion makes three attacks. It can replace one attack with levitate.

Imbued Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Mind Whip. Ranged Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) psychic damage.


Telekinetic Fury (Recharge 5-6). The champion lashes out with a whirlwind of psychic force. Every enemy within 15 feet must succeed on an Intelligence saving throw (DC 17) or be hurled 15 feet in a random direction, suffering 4d10 psychic damage and 4d10 bludgeoning damage. On a success, a target suffers only the psychic damage and is not thrown.

A psychic champion is the result of mind flayer experimentation, a thrall twisted and mutated into the ultimate combatant. Its physical form is awe-inspiring, with rippling muscles and a brutal weapon in its hands. But its mind is no less potent — warped into a psychic weapon and able to slam out at its enemies with waves of telekinetic force. Its hammer blows reverberate through the target's mind, opening a creature up to subsequent psychic assault.


Shock Wolf

Medium elemental, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 44 (8d8+8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 6 (-2) 14 (+2) 13 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities lightning
  • Condition Immunities grappled, restrained
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages understands Auran but can't speak
  • Challenge 3
  • Proficiency Bonus 2

Features

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Sparking Fur. Any creature that hits the wolf with a melee attack takes 1d4 lightning damage.

Pack Attacker. The wolf attacks with advantage if its target has been hit by another lightning wolf since the end of its last turn.

Actions

Shocking Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d12 + 3) lightning damage, and the target can't take reactions until the end of its next turn.

Bonus Actions

Lightning Dash (Recharge 5-6). The wolf turns into a flash of lightning and moves up to speed without provoking opportunity attacks. This movement can take it through other creatures, dealing 2d6 lightning damage to any creature it moves through.

Among the many dangerous creatures that arise on the Plane of Lightning are Shock Wolves. These creatures are amorphous, looking like small thunderstorms in lupine form, but semisolid to the touch, swirling like a soupy fog. They are fearsome predators, traveling in packs and lashing out at anything that appears ot be vulnerable prey.


Scintillating Swarm

Medium swarm of Tiny elementals, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 36 (8d8+0)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 2 (-4) 6 (-2) 17 (+3)

  • Damage Resistances bludgeoning, piercing, slashing
  • Senses passive Perception 8
  • Languages None
  • Challenge 2
  • Proficiency Bonus 2

Features

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.

Adaptive Immunity. After the swarm suffers acid, cold, fire, poison, lightning, or thunder damage, it gains immunity to that damage type for 1 minute or until this ability is activated again. While the swarm is immune to a damage type, its Batter attack deals that damage type instead of bludgeoning damage.

Explosive End. If the swarm begins its turn with 12 or fewer hit points, it explodes, hurling elemental power outwards in a 15-foot radius. Each creature within 15 feet must make a DC 13 Dexterity saving throw. On a failure, a creature takes damage equal to the swarm's remaining hit points, or half as much on a success. If the swarm is currently immune to a damage type, the damage is of that type; otherwise the damage is a random type out of acid, cold, fire, poison, lightning, and thunder.

Actions

Batter. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage or 8 (2d4+3) bludgeoning damage if the swarm has half of its hit points or fewer.

On the Plane of Radiance, motes of elemental energy sometimes organize into aggressive, semisentient swarms. These motes move in groups, slamming into any creatures they encounter. They instinctively organize in protective layers, responding to any elemental damage they suffer by shifting the least vulnerable motes to the surface. And when the swarm loses its coherence, it explodes, blasting elemental power outward at every creature nearby.


Salt Colossus

Huge elemental, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 115 (11d12+44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 19 (+4) 6 (-2) 10 (+0) 7 (-2)

  • Saving Throws CON +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Understands Aquan but can't speak
  • Challenge 9
  • Proficiency Bonus 3

Features

Dessicating Blows. When the colossus scores a critical hit or reduces an enemy below half its maximum hit points, it also inflicts 1 level of exhaustion.

Immutable Form. The colossus is immune to any spell or effect that would alter its form.

Brine and Blood (Once per Long Rest). The colossus's Salt Spray ability instantly recharges when it falls below half its maximum hit points.

Actions

Multiattack. The colossus attacks twice.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.

Salt Spray (Recharge 5-6). Each creature in a 20-foot cone originating from the colossus must make a DC 15 Constitution saving throw. On a failure, it takes 10 (4d4) piercing damage and suffers 1 level of exhaustion.

On the Plane of Salt, salt colossi can arise spontaneously from the brine. These hulking creatures are unremittingly hostile, seeking to possess and consume any moisture they detect. A colossus's attacks suck the water from a creature's tissues, dissolving a body from within even as the colossus batters it from the outside.


Brightburned Seer

Medium humanoid, any chaotic


  • Armor Class 15 (natural armor)
  • Hit Points 54 (12d8+0)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (+1) 6 (-2) 8 (-1) 19 (+4)

  • Saving Throws CHA +7
  • Condition Immunities blinded
  • Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages Common
  • Challenge 3
  • Proficiency Bonus 3

Features

Innate Spellcasting. The seer's innate spellcasting ability is Charisma (spell save DC 15). It can cast the following spells:

At will: minor illusion, scintillating sprayS

1/day: color spray, coruscating flashS, prismatic boltSDS

Actions

Multiattack. The seer attacks twice.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 4 (1d8) radiant damage.

Bonus Actions

Glorious Visions. The seer makes one dagger attack against a blinded target.

Reactions

Radiant Retribution. When another creature inflicts any condition on the seer, it can use its reaction to immediately cast a spell against that creature.

The Plane of Radiance is known as a destination for pilgrims and seekers intent on exploring the outer limits of their perception. Unfortunately, the plane's brilliant colors and all-consuming beauty are able to induce insanity, driving visitors into a madness that they seek to offer to others. These poor fools become brightburned seers, wandering the plane in search of others with whom to share their revelations.



Poisonlight Haunt

Medium undead, any evil


  • Armor Class 14 (natural armor)
  • Hit Points 81 (18d8+0)
  • Speed 0 ft., fly 35 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 11 (+1) 6 (-2) 8 (-1) 19 (+4)

  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Condition Immunities blinded
  • Senses Blindsight 60 ft., passive Perception 9
  • Languages Common
  • Challenge 6
  • Proficiency Bonus 3

Features

Sickening Light. The haunt gives off dim blue light in a 30-foot radius. When a living creature starts its turn within this light, it must succeed on a DC 15 Constitution saving throw or have its current and maximum hit points reduced by 1d4 until it finishes a long rest.

Actions

Multiattack. The haunt can use its Poisonlight Touch twice.

Poisonlight Twice. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) radiant damage plus 9 (2d8) poison damage.

Radiant Exhalation (Recharge 4-6). The haunt spews a fog of poisonlight in a 15-foot cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, it takes 9 (2d8) radiant and 9 (2d8) poison damage and is poisoned until the end of its next turn. On a success, it takes half as much damage and isn't poisoned.

Reactions

Rotten Bones. When the haunt is reduced to 1-10 hit points, it can use its reaction to enter a living creature within 15 feet and dissolve itself into the creature's body, dying in the process. The target must succeed on a DC 15 Constitution saving throw or become poisoned and afflicted with a poisonlight illness. When it finishes a long rest, its maximum hit points are reduced by its proficiency bonus, and it must repeat the saving throw. On a success, the illness is cured, any hit point reduction is ;removed, and it is no longer poisoned. Abilities or spells which cure the poisoned condition alleviate it until the creature fails this saving throw.

A lost soul trapped in poisonlight-infected territory can rise again as a haunt. These irradiated ghosts roam the glowing pits and monolithic stones of the ancient poisonlight halls, seeking more victims to join them in their eternal torment. They give off the same eerie blue glow that can be found in the ruins they inhabit, and their very presence can be debilitating for explorers.


Reactor Eidolon

Huge construct, any evil


  • Armor Class 16 (natural armor)
  • Hit Points 168 (16d12+64)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
21 (+5) 6 (-2) 19 (+4) 3 (-4) 10 (-2) 3 (-4)

  • Saving Throws STR +9, CON +8
  • Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 120 ft., passive perception 10
  • Languages Understands the languages of its creator but can't speak
  • Challenge 12
  • Proficiency Bonus 4

Features

Sickening Light. The eidolon gives off dim blue light in a 30-foot radius. When a living creature starts its turn within this light, it must succeed on a DC 15 Constitution saving throw or have its current and maximum hit points reduced by 1d4 until it finishes a long rest.

Leaking Core. When the eidolon drops below half its maximum hit points, all damage and hit point reduction it inflicts is increased by an additional die.

Immutable Form. The eidolon is immune to any spell or effect that would alter its form.

Actions

Multiattack. The eidolon makes two melee attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

Expose the Core (Recharge 6). The eidolon exposes the deadly poisonlight source at its center, bathing every creature within a 30-foot radius circle in deadly light. Each living creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 19 (5d8) radiant and 19 (5d8) poison damage and is poisoned. On a success a creature takes half as much damage and is not poisoned. A creature with 3/4 cover makes this save with advantage, while a creature with full cover automatically succeeds. A poisoned creature can attempt a DC 17 Constitution saving throw at the end of each of its turns to end the effect.

Sometimes, in the dark of a poisonlight-tainted ruin, the rubble itself comes to life. Reactor Eidolons are made of the foulest parts of the old structures, tainted piles of stone and metal that give off a deadly glow. They do not appear to be created; some scholars suspect spirits, perhaps Poisonlight Haunts, manage to possess these ruined structures. Regardless, they are inevitably hostile to living creatures and are able to wield their vile inner light as a deadly weapon.

Eljinen are the secretive inhabitants of the deepest desert, living in secret mountain fortresses or hidden oases. They are tall and lithe, with horns, tails, and fur-covered bodies. They learn about the outside world with powers of invisibility and shapeshifting. Their hunters commonly carry a takouba, a straight sword with a broad guard and a rounded tip, and a short parrying spear called an allarh.


Eljinen Hunter

Medium humanoid, any


  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 13 (+1) 14 (+2) 11 (+0)

  • Damage Resistances fire
  • Languages Eljinen
  • Challenge 2
  • Proficiency Bonus +2

Features

Desert Born. The eljinen has advantage on saving throws against thirst and extreme heat, and it can see normally through heavy obscurement caused by sandstorms and dust clouds.

Invisibility (Recharges on a short or long rest). The eljinen can cast invisibility targeting itself, with Wisdom as its spellcasting ability.

Desert Shape (Recharges on a short or long rest). The eljinen can transform itself into any beast native to a desert environment, using the rules for a druid's Wildshape feature.

Actions

Multiattack. The eljinen can attack once with its takouba and once with its allarh.

Takouba. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage

Allarh. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Javelin. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 6 (1d6+3) piercing damage.

Reactions

Parry. As a reaction when it is holding its allarh and would be hit with an attack, the eljinen can attempt to parry, adding +2 to its AC against the triggering attack. If this causes the attack to miss, the eljinen can make one melee attack with its Allarh.


Kambaltou

Medium monstrosity, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 126 (12d8+72)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 23 (+6) 8 (-1) 15 (+2) 6 (-2)

  • Damage Resistances fire
  • Languages None
  • Challenge 6
  • Proficiency Bonus +3

Features

Blasphemous Breaking. If the kambaltou brings a creature's hit points to 0 with an attack, it suffers mortifying shame, causing all its attacks and saving throws to be made with disadvantage for 24 hours.

Retch. If the kambaltou takes 30 points of damage in a single instance, it retches and spits up every creature it has swallowed. This threshold is reduced by 5 for every additional creature swallowed beyond the first.

Actions

Multiattack. The Kambaltou can make three attacks with any combination of its Bite, Slam, and Rock.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Rock. Ranged Weapon Attack: +7 to hit, reach 30/60 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Bonus Actions

Swallow. After the kambaltou hits a creature with a Bite, it can attempt to swallow it. The target must succeed on a DC 16 Strength saving throw or be swallowed. While swallowed, a creature is blinded and restrained, and takes 22 (4d10) acid damage at the start of each of its turns.

Kambaltous are strange beasts, with ape-like bodies but pointed hyena heads full of wicked fangs. They are able to unhinge their jaws and expand their mouths to swallow corpses whole. After consuming a victim, they regurgitate its bones clean and intact; pristine skeletons found in the deep desert are said to indicate a kambaltou's territory.

Despite their tremendous hunger, kambaltous have a strict prohibition on breaking bones, and never kill except by eating them.

Changelog

v0.4

  • Added Eljinen Hunter, Kambaltou
  • Added supporter thank-you

v0.3

  • Added Poisonlight Haunt, Reactor Eidolon

v0.2

  • Added Brightburned Seer, Salt Colossus, Scintillating Swarm, Shock Wolf

v0.1

  • Created with the Rust Golem, Forgotten Engine, Psi Ghost, Psychic Champion
Thank you supporters!

A heartfelt thank you to all my patrons, whose generous support helps make this work possible. And a special thank you to:

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Credits & References

So Many Monsters created by somanyrobots
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Art
  • Vinehound, by Roberto Andreas
  • Rusted Relic, by Igor Kieryluk, © Wizards of the Coast
  • Archive Haunt, by Cristi Balanescu © Wizards of the Coast

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.