Monster Module 5e 051419
Monster Module 5e 051419
compatible
EDITING
Kerry Colin
Revilo Loremaster, Wordsmith
Doug Vehovec
Editor, 5e Consultant
MONSTER ART
Carey Drake
A Creature Curation & Norse Foundry Publication
cardographycards.com • atmar@cardographycards.com
facebook.com/CardographyCards
Atmar’s Cardography: Random Monster Deck ©2018 Creature Curation and Norse Foundry®.
All Rights Reserved.
First published in 2018 by Creature Curation, LLC. and Norse Foundry, LLC.
World of Revilo created by Brian Colin. Revilo including all races. species, characters, magic items
and locations within this module are ©2018 Creature Curation, LLC. All Rights Reserved.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form
or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior
express permission of the publisher.
Product identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and
trade dress. (Elements that have previously been designated as Open Game Content are not included in
this declaration.)
No portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission. This module is compliant with the Open Game License (OGL) and is suitable
for use with the 5th edition of the world’s oldest fantasy roleplaying game. The OGL can be found on
page 37 of this product.
creaturecuration.com norsefoundry.com
Ancient Chiseled Sentinel
Physical Characteristics
This Ancient Chiseled Sentinel is a great,
faceless humanoid carved of stone. It holds a
gorgeous metallic blade as if at attention.
6
Burnadazi Chieftain
Medium humanoid, chaotic evil
Armor Class 16 (natural armor) STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 15 (+2) 10 (+0) 12 (+1) 9 (-1)
Hit Points 65 (10d8 + 20)
Saving Throws STR +5, DEX + 6, CON +4 Speed 30 ft.
Damage Resistances Fire Skills Athletics +5, Nature +2, Survival +3
Senses Darkvision 60 ft. passive Perception 11 Damage Vulnerabilities Cold
Challenge 4 (1,100 XP) Languages Common, Draconic, Revilian
Reckless Attack. The Burnadazi Chieftain may choose to attack with reckless abandon. Doing so
gives it advantage on melee weapon attack rolls using Strength during this turn, but attack rolls
against the Burnadazi Chieftain have advantage until its next turn.
Pack Leader. Any allied Burnadazi within 30 ft. that can see the Burnadazi Chieftain has advantage
on its attack rolls against enemy creatures.
For the Glory of the Embreson. If they seem to be worthy foes, the burnadazi chieftain will attempt
to knock enemy creatures unconscious using nonlethal damage with the intent of capturing and
sacrificing them deep within the Fiery Pits.
Actions
Multiattack. The Burnadazi Chieftain makes two melee attacks, one with its bite and one with its glaive.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage..
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7
(1d6 +4) piercing damage.
7
Burnadazi Avatar of the Embreson
Medium humanoid, chaotic evil
Armor Class 14 (natural armor) STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 10 (+0) 16 (+3) 9 (-1)
Hit Points 52 (8d8 + 16)
Saving Throws DEX +4, WIS +5 Speed 30 ft.
Damage Resistances Fire Skills Acrobatics +4, Arcana +4, Nature +5
Senses Darkvision 60 ft. passive Perception 11 Damage Vulnerabilities Cold
Challenge 4 (1,100 XP) Languages Common, Draconic, Revilian
Spellcasting. The Avatar of the Embreson is a 5th-level spellcaster. Its spellcasting ability is Wisdom
(spell save DC 14, +6 to hit with spell attacks). The Avatar of Embreson has the following spells prepared:
Cantrips (at will): prestidigitation, firebolt, mage hand
1st Level (4 Slots): burning hands, cure wounds, detect magic, jump
2nd Level (3 Slots): flame blade, heat metal, hold person
3rd Level (2 Slots): fireball, gaseous form
For the Glory of Embreson. If they seem to be worthy foes, the Avatar of Embreson will attempt to
knock enemy creatures unconscious using nonlethal damage with the intent of capturing and
sacrificing them deep within the Fiery Pits.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
8
Cokathralis
Medium humanoid, any alignment
Armor Class 14 (leather armor)
Hit Points 22 (5d6 + 5)
Speed 30 ft., fly 40 ft.
Actions COKATHRALIS
Aerial Evasion. The Cokathralis has the ability Physical Characteristics
to take flight, safely avoiding enemy blows. As
a bonus action, the Cokathralis may Disengage There are distinct features for both male and
as long as it flies as part of the subsequent female Cokathralis. Females have sharp quills
movement. starting at the top of their heads, and extending
Breath of Corvustine (1/day). The Cokathralis all the way down their backs. These quills are
benefits from the favor of their patron deity. used to protect their chicks from any predators
The Cokathralis may cast gust of wind once per willing to climb up such great heights for a
day as an action. The Cokthralis’ innate spell- taste of their delicious young. Males have two
casting ability Intelligence (spell save DC 16) tall ridges of plumage along either side of their
skulls resembling a double mohawk. They also
Shortsword Melee Weapon Attack: +5 to hit,
have long fur growing off of their jaw-lines, which
reach 5 ft., one target. Hit: 6 (1d6 +3)
they believe makes them look quite virile. Most
piercing damage.
Cokathralis stand an average of five to six feet tall,
with a wingspan triple that.
9
CHELONID
Physical Characteristics
Chelonids have a large, sharp beak that can easily crush bone in a single snap. Their large protective
shell covering their backs is stronger than most armors, and is often used as a shield by those who find
the remains of a deceased Chelonid. Their claws are sharp enough to burrow holes in solid rock and
make loud tapping noises when walking across dry solid surfaces. Chelonids are born with their shells
about four inches in diameter and quickly grow to forty-eight inches during their first few years. After
that the growth slows tremendously, but they will continue to grow at a slow pace their entire life.
Chelonids of the Fiery Pits are impervious to heat and often swim in the lava.
10
Ancient Chelonid hear and understand it must succeed on a DC
15 Wisdom saving throw or be charmed and
Large monstrosity, chaotic neutral enthralled for 2d4 days. An enthralled crea-
Armor Class 19 (natural armor) ture must continue their conversation with the
Hit Points 142 (15d10 + 60) Ancient Chelonid until that time has passed
or they can no longer hear the Chelonid. If a
Speed 20 ft., swim 40 ft. creature’s saving throw is successful or the
effect ends for it, the creature is immune to the
STR DEX CON INT WIS CHA Ancient Chelonid’s Losing Time feature for the
20 (+5) 6 (-2) 18 (+4) 16 (+3) 20 (+5) 22 (+6) next 24 hours.
Saving Throws CON +7, WIS +8 Actions
Skills Deception +9, Insight +8, Persuasion +9 Bite. Melee Weapon Attack: +8 to hit, one
Condition Immunities Charmed target. Hit: 19 (4d6 + 5) piercing damage and
7 (2d6) fire damage.
Damage Immunities Fire
Damage Vulnerabilities Cold Reactions
Senses passive Perception 15 Shell of the Ancient Chelonid. After taking
damage the Ancient Chelonid may use its
Languages Common, Revilian reaction to retreat into its shell granting it +4
Challenge 5 (1,800 XP) to its AC and resistance to all damage types.
While in its shell the Ancient Chelonid may
Losing Time. Creatures become so enthralled
not move or take actions other than emerging,
in conversation with the Ancient Chelonid that
which it may do as a bonus action on its turn,
they lose track of time. While conversing with
allowing it to move and attack as normal but
an Ancient Chelonid each creature that can
also reducing its AC by 4.
11
Chelonid, Badlands
Physical Characteristics
The Badlands Chelonid is a large,
turtle-like creature whose hide is
colored purple with sickly yellow
highlights.
Chelonid, Badlands
Medium monstrosity, chaotic neutral
Armor Class 17 (Natural Armor)
Hit Points 67 (9d10 +18)
Speed 30 ft.
13
Copiaferra
Copiaferra are highly intelligent, evil creatures with a slender form and a mantis-like visage.
Standing between 6 and 7 feet in height, they are known and feared most for their potent,
mind-bending enchantment and illusion magic. This Copiaferras’ primary battle tactic is to
make everyone in the party feel as if they are alone and outnumbered. They create a strong
illusion which makes anyone a creature gazes upon look like another Copiferra. They use their
opponents’ confused state to eviscerate them with their sweeping, mantis-like claws before
confounding them with more illusions and dominating their victims.
Copiaferra
Medium humanoid, chaotic evil Claw. Melee Weapon Attack: +7 to hit, reach
Armor Class 16 (Natural Armor) 5 ft., one creature. Hit: 16 (2d8 + 2) slashing
damage.
Hit Points 71 (11d8 +22) Speed 30 ft.
Psychic Stun (Recharge 5-6). The Copiferra
STR DEX CON INT WIS CHA
contorts its body as it emits a visible pulse of
14 (+2) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 20 (+5)
psychic energy. All creatures within a 20foot
cone originating from the Copiferra must
Saving Throws INT +6, WIS +5 succeed ona DC 15 Intelligence saving throw
or take 33 (8d6 +5) psychic damage and are
Skills Deception +8, Insight +5, Perception, +5, stunned for one minute. A creature can re-
Persuasion +8, Stealth +6 peat the saving throw at the end of
Senses passive Perception 15 each of its turns, ending the effect
on a success.
Languages Common, Revilian
Challenge 7 (2,900 XP)
Improved False Appearance. While the Copi-
aferra remains motionless, it is indistinguishable
from its surroundings. The Copiaferra may cast
illusion spells without need of components.
Master of Illusion. Creatures attacked by the Co-
piaferra have a difficult time discerning illusion
from reality, any Intelligence (Investigation) or
Wisdom (Insight, Perception) rolls to discern the
Copiferra’s illusions are made at disadvantage.
Spellcasting. The Copiaferra is a 9th-level spell-
caster. Its spellcasting ability is Charisma (spell
save DC 16, +6 to hit with spell attacks).The Co-
piaferra has the following bard spells prepared:
Cantrips (at will): mage hand, message, minor
illusion, prestidigitation
1st Level (4 Slots): disguise self, silent image,
sleep, thunder wave
2nd Level (3 Slots): blindness/deafness, detect
thoughts, invisibility
3rd Level (3 Slots): fear, glyph of warding,
hypnotic pattern
4th Level (3 Slots): compulsion, confusion, phan-
tasmal killer
5th Level (1 Slot): seeming
Actions
Multiattack. The Copiferra makes 2 claw
attacks.
14
Dyoblorac
Medium humanoid, lawful good
Armor Class 17 (natural armor)
Hit Points 22 (5d6 +5)
Speed 40 ft.
Actions
As the Marsh Mirrors (3/Day). Applying the
teachings of their patron deity Anaxygosal, the
drachoreus may take the Dodge action as a
bonus action on its turn.
As the Deluge Destroys (3/Day). The Dracho-
reus attacks with the ferocity of raging flood-
waters. After landing a successful attack, the
drachoreus may make two additional unarmed
strikes as a bonus action on its turn. These ad-
DRACHOREUS
ditional attacks count as magical when deter- Physical Characteristics
mining resistances and immunities. The Drachoreus have many tusks, and when they
Quarterstaff. Melee Weapon Attack: Melee come of age the large tusk on their snout grows
Weapon Attack: +3 to hit, one target. Hit: 4 a face. They wear clothing on the lower half of
(1d6 +1) bludgeoning damage, or 5 (1d8 +1) their bodies, but rarely wear anything above their
bludgeoning damage if used in two hands. stomach. A hard shell grows from their spine and
Unarmed Strike. Melee Weapon Attack: Melee covers most of their back. Drachoreus appear to
Weapon Attack: +6 to hit, one target. Hit: 5 be large, dense and bulky yet they are extremely
(1d4 +3) bludgeoning damage. quick on their feet. Their swift movements and
natural connection to the landscape allows them
to be considerably nimble for their size.
15
Driademus
Medium humanoid, any alignment
Armor Class 13 (leather armor)
Hit Points 22 (5d6 + 5)
Speed 30 ft.
Shortbow Ranged Weapon Attack: +4 to hit, Driademus average just about five feet tall with
range 80/320, one target. Hit: 5 (1d6 +2) their long legs making up two thirds of their height.
piercing damage. Their snouts jut away from their lower lip, and curl
up at the tip of their nose. Driademus fur is usually
Shortsword Melee Weapon Attack: +4 to hit, a reddish hue. However, a community of them has
reach 5 ft., one target. Hit: 5 (1d6 +2)
been established in the Icy Divide, and their pelts
piercing damage.
lean closer to blue. They wear clothing, but tend to
dress in simple tunics, pants, and boots.
16
Dyoblorac
Small monstrosity, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 7 (2d6)
Speed 30 ft.
17
Erdverken
Physical Characteristics
An Erdverken’s front shoulders stand
approximately three feet off the ground,
with their haunches lower to the
ground. Their hides have a leathery gray
appearance that blends into the rocky
terrain of the Badlands. All four of their
paws are equipped with sharp, razor-like
claws that make easy work of slashing
through anything foolish enough to stand
in their way.
Erdverken
Medium monstrosity, unaligned
Armor Class 14 (Natural Armor) cackling that signals to nearby Erdverken that
their immediate assistance is needed and 1d4
Hit Points 45 (6d8 +18) Erdverken arrive in 1d4-1 turns, with a result
Speed 30 ft., burrow 25 ft. of 0 meaning they arrive at the end of the
erdverken’s turn. If there are no other Erdverken
STR DEX CON INT WIS CHA around, this ability has no effect.
18 (+4) 12 (+1) 16 (+3) 16 (+3) 16 (+3) 10 (+0)
Pack Tactics. The Erdverken has advantage on
an attack roll against a creature if at least one
Saving Throws STR +6, DEX +3, CON +5 of the erdverken’s allies is within 5 feet of the
Skills Athletics +6, Perception +5, Survival +5 creature and the ally isn’t incapacitated.
Resistances Bludgeoning, Piercing, Slashing Actions
from non-magical weapons
Multiattack. The Erdverken makes three at-
Senses Darkvision 60 ft., passive Perception 15 tacks: one with its claws and two with its bite.
Languages – Claws. Melee Weapon Attack: +6 to hit, reach 5
Challenge 2 (450 XP) ft. one target. Hit: 8 (1d8 +4) slashing damage.
Call of the Cackle (1/ Day). When threat- Bite. Melee Weapon Attack: +6 to hit, reach 5
ened, the Erdverken will emit a high-pitched ft., one target. Hit: 11 (2d6 +4) piercing damage.
18
Greyskrull Magus
Greyskrull Magus
Medium monstrosity, chaotic evil
Armor Class 18 (Plate Armor)
Hit Points 112 (15d8 +45) Speed 30 ft.
Actions
Multiattack. The Greyskrull Magus makes two
melee attacks with its battleaxes. It may then
cast a cantrip or spell as a bonus action.
Battleaxe +1. Melee Weapon Attack: +8 to hit,
reach 5 ft., one creature. Hit: 9 (1d8 + 5)
slashing damage, or 10 (1d10 +5) if used
with both hands.
19
Greyskrull Urn Slinger
Greyskrull Urn Slinger
Medium monstrosity, chaotic evil
Armor Class 16 (Natural Armor)
Hit Points 65 (10d8 +20)
Speed 30 ft.
Actions
Multiattack. The Greyskrull Urn Slinger
makes two ranged attacks, throwing two
leech urns, or two melee attacks, one
with a bite and one with a longsword.
Leech Urn. Ranged Weapon Attack: +7 to hit,
reach 30 ft. one creature. Hit: 6 (1d4 +4) slash-
ing damage. Hit or miss, out of the broken
pieces of each jar emerges a hungry Ichor Slug,
who’s initiative immediately falls after the Urn
Slinger.
Bite. Melee Weapon Attack: +7 to hit, reach
5 ft., one creature. Hit: 7 (1d6 +4) piercing
damage and 7 (2d6) poison damage.
Longsword. Melee Weapon Attack: +7 to hit,
reach 5 ft., one creature. Hit: 8 (1d8 +4)
slashing damage, or 9 (1d10 +4) slashing
damage if used with two hands.
20
Greyskrull Warrior
Greyskrull Warrior
Medium monstrosity, chaotic evil
Armor Class 18 (Natural Armor, Shield)
Hit Points 112 (15d8 +45) Speed 30 ft.
Actions
Multiattack. The Greyskrull Warrior makes
two melee attacks, one with a bite and one
with a longsword.
Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 7 (1d6 + 4)
piercing damage and 7 (2d6)
poison damage.
Longsword. Melee Weapon Attack:
+6 to hit, reach 5 ft., one creature.
Hit: 8 (1d8 + 4) slashing damage,
or 9 (1d10 +4) slashing damage if
used with two hands.
21
Groolok
Small monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 3 (1d6)
Speed 30 ft., burrow 25 ft.
Skills Stealth +5
Senses passive Perception 9
Groolok
Languages Common, Revilian
Challenge 0 (10 XP) Physical Characteristics
Grooloks standing perched on their hind legs are
Actions close to two feet tall. Their hands and feet are very
Into The Brush. Grooloks tend to burrow to similar to that of a human. Groolok fur grows in
safety rather than take a fight. The groolok rings from their head all the way to the tip of their
may Dash, Disengage, or Hide as a bonus tail, and alternates between a blue and a purple
action so long as it is trying to flee from hue. Lining their backs are small bone fragments
combat, provided it can end its turn in foliage that protect their vital organs from any teeth or
cover (Game Master’s discretion). beaks which may come down from above. Their
Antlers Melee Weapon Attack: +0 to hit, reach knotty antlers are composed of the same bone
5 ft., one target. Hit: 1 (1d4 -3) piercing damage. material, with a slight sparkle of purple on males
and blue on females.
22
Groblynn Fiend
Small aberration, chaotic evil
Armor Class 14 (leather armor)
Hit Points 44 (8d6 + 16)
Speed 30 ft.
Actions
Multiattack. The Groblynn Fiend makes two
GROBLYNN Fiend
melee attacks, one with its bite and one with its Physical Characteristics
scimitar. Groblynn Fiends are very gaunt with glowing red
Bite Melee Weapon Attack: +4 to hit, range 5 ft, eyes, and only communicate through shrieks of
one target. Hit: 5 (1d6 +2) piercing damage and 3 gibberish. They ravage the settlements of the Icy
(1d6) necrotic damage. Divide, seemingly spurred forward by an insatiable
Scimitar. Melee Weapon Attack: +4 to hit, reach craving for fresh meat, no matter the source. The
5 ft., one target. Hit: 6 (1d6 +3) slashing damage. Halvor Clan is no more. Their camps lay in disarray,
stewpots overturned and their contents long
gone cold.
23
Hassanavul
Small monstrosity, unaligned
Armor Class 17 (natural armor)
Hit Points 14 (4d6)
Speed 30 ft.
Actions
Arcane Empath. The Hassanavul may cast
greater restoration and lesser restoration at
will, as if they were cantrips. The Hassanavul
takes on any effects it removes from the target
including the time left on the effect.
Invisibility (1/Day). Hassanavul are capable
of casting invisibilty on themselves and one
Hassanavul
other creature. They regain the use of this abili-
Physical Characteristics
ty after a long rest.
Antlers. Melee Weapon Attack: +0 to hit, reach A grown Hassanavul stands approximately eighteen
5 ft., one target. Hit 1 (1d4-3) piercing damage. inches tall when resting on their hind legs. Although
If the Hassanavul has moved at least 10 feet in a they can walk on two legs they most often travel on
straight line toward the target this round, all fours. They have small tree-like horns growing off
this attack deals an additional 2 (1d4) of their foreheads that can be used quite effectively
piercing damage. for ramming. However, these discerning and intuitive
creatures rarely choose physical violence.
24
Hrahzul
Small monstrosity, unaligned
Armor Class 14
Hit Points 22 (5d6 + 5)
Speed 25 ft., fly 50 ft.
Actions
Multiattack. The giant hrahzul makes three melee attacks, two with a claws and one with its tusks.
Claws. Melee Weapon Attack: +6 to hit reach 5 ft., one creature. Hit: 8 (1d8 +3) slashing damage.
Tusks. Melee Weapon Attack: +6 to hit reach 5 ft., one creature. Hit: 14 (1d12 +3) piercing damage.
Giant Hrahzul
Large Monstrosity, unaligned
Armor Class 12 STR DEX CON INT WIS CHA
Hit Points 150 (20d6 +80) 20 (+5) 14 (+2) 18 (+4) 4 (-3) 17 (+3) 8 (-1)
Actions
Multiattack. The giant hrahzul makes three melee attacks, two with a claws and one with its tusks.
Claws. Melee Weapon Attack: +8 to hit reach 10 ft., one creature. Hit: 10 (1d10 +5) slashing damage.
Tusks. Melee Weapon Attack: +8 to hit reach 5 ft., one creature. Hit: 16 (2d10 +5) piercing damage.
26
Hundenfiend
Hundenfiend
Medium monstrosity, any chaotic alignment
Armor Class 15 (Natural Armor)
Hit Points 65 (10d8 +20)
Speed 30 ft.
Actions
Multiattack. The Hundenfiend makes two melee
attacks, both with its bite. It the Hundenfiend
moved more than 10feet before attacking, it
may make an additional horn attack.
Bite. Melee Weapon Attack: +6 to hit, reach
5 ft., one creature. Hit: 7 (1d6 + 4) piercing
damage and 7 (2d6) fire damage.
Horn. Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 9 (1d10 +4)
slashing damage.
Fire Breath (Recharge 5-6).
The Hundenfiend exhales flame in a
15 foot cone. Each creature in the area
must succeed on a DC 16 Dexterity
saving throw or take 24 (7d6) fire
damage on a failed save, or half as
much on a successful one.
27
Hystracathi
Small humanoid, chaotic good
Armor Class 15 (leather armor)
Hit Points 22 (5d6 + 5)
Speed 25 ft., swim 30 ft.
28
ICHOR LEECH
Ichor Leech
Small ooze, chaotic evil
Armor Class 12
Hit Points 1 (1d4 -1) Speed 25 ft.
Actions
Attach. Melee Weapon Attack: +4 to hit, reach
5 ft. one target. Hit: 1 piercing damage and
the Ichor Leech is grappled to the target. The
target may use an action to remove the Ichor
Leech, the Ichor Leech takes 1 damage
when removed.
Feed. Melee Weapon Attack:
must first be grappled to the target,
automatically hits, reach 0 ft. one target.
Hit: 7(2d6) psychic damage.
Reactions
Psychic Shriek. Whenever the Ichor
Leech takes damage, it can use its
reaction to let out a silent, psychic
scream, racking the minds and
dealing 7 (2d6) psychic damage to
all creatures within 10 feet. Oozes
are immune to this effect
29
Karkathian
Medium monstrocity, lawful goo
Armor Class 14 (natural armor)
Hit Points 30 (4d10+8)
Speed 50 ft.
30
LIVNA Actions
Physical Characteristics Multiattack. The Livna makes two attacks: one
The Livna are huge sandworms that burrow with its slam and one with its bite. Either of
beneath the surface of the Wajue desert. The these may be replaced with “burst from the
tunnels they have created have become homes to depths” or “ichor spray”.
some of the largest civilizations in Revilo. These Bite. Melee Weapon Attack: +8 to hit reach 10
centipede-like creatures have hard exoskeletons ft., one creature. Hit: 19 (2d10+8) piercing dam-
making it easy to force their way through the age.
compact earth of the region. They find nutrients If the target is a large or smaller creature, it
in the soil they chew their way through. must succeed on a DC 18 Dexterity saving
Livna throw or be swallowed by the Livna. A swal-
lowed creature is blinded and restrained, it has
Huge monstrosity, unaligned
total cover against attacks and other effects
Armor Class 19 (Natural Armor) outside the Livna, and it takes 21 (6d6) acid
Hit Points 195 (17d12 +85) damage at the start of each of the Livna’s turns
Speed 25 ft., burrow 50 ft. If the Livna takes 30 damage or more on a
single turn from a creature inside it, the Livna
STR DEX CON INT WIS CHA must succeed on a DC 21 Constitution saving
26 (+8) 8 (-1) 20 (+5) 3 (-4) 16 (+3) 3 (-4) throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space
Saving Throws STR +12, CON +9 within 10 feet of the Livna. If the worm dies, a
swallowed creature is no longer restrained by
Skills Athletics + 8, Survival +6 it and can escape from the corpse by using 15
Vulnerabilities Fire feet of movement, exiting prone.
Immunities Acide, Poison Slam. Melee Weapon Attack: +8 to hit reach
Condition Immunities Charmed, Frightented, 5 ft., all creatures in a 15 foot
Prone line. Hit: 24 (3d10+ 8)
bludgeoning damage.
Senses Tremorsense 60 ft., Blindsight 30 ft.,
passive Perception 20
Languages –
Challenge 11 (7,200 XP)
Upheaval. The Livna prefers to fight its adver-
saries while half-buried in the ground, causing
the earth around it to break and shift unsteadily
as it thrashes about. The ground in a 15 feet ra-
dius around the Livna counts as difficult terrain
for all other creatures.
Ichor Spray (Recharge 5-6). The Livna rears
back and exhales a spray of sickly green, vis-
cous ichor in a 30 foot cone. Creatures in the
cone must make a DC 18 Constitution sav-
ing throw. On a failed save, a creature takes
44(8d10) acid and poison damage and falls
asleep for the next minute. On a successful
save, a creature takes half as much damage
and is not poisoned.
Burst from the Depths. At the cost of half
its burrowing movement, the Livna may dive
below ground. It may then use up to the rest
of its movement and its action to burrow any
direction and burst forth, dealing 19 (2d10+ 8)
bludgeoning damage to all creatures in a 15
foot radius. Any creature dealt damage this
way must pass a DC 18 Strength saving throw
or be knocked prone.
31
Paehrrice
Large monstrocity, unaligned
Armor Class 14 (natural armor)
Hit Points 118 (14d10 +42)
Speed 50 ft.
32
MUSHWOOKEN
Physical Characteristics
Mushwooken fur is dense and glossy.
This dense coat protects them from the
cold temperatures of the Icy Divide. Lining
their backs is a hard stone-like shell that
protects them from predators. Their antlers
are used for both a perch for small birds
to land on before being eaten, and as a
weapon during attacks.
33
Procynolite
Physical Characteristics
Procynolites walk on all fours and have long
prehensile tails used to swing from the tree
limbs. Procynolite fur can be a wide range
of colors, and many have rings of alternating
colors on their tails. The Procynolite’s age can
be estimated by the length of the tree-like
horns growing from their heads. These horns
supposedly play a large role in their peculiar
connection with the Tupuna trees.
34
Reaper of the Brood Tribe
Medium monstrosity, lawful good
Armor Class 15 (natural armor)
Hit Points 52 (8d8 +16)
Speed 25 ft.
Actions
Confounding Gaze. As a bonus action, the
Reaper of the Brood Tribe may target one
creature within 30 feet that they can see and
REAPER OF
gaze into their eyes. The Reaper of the Brood
Tribe makes a Charisma (Persuasion) check
THE Brood TRIBE
contested by a creature’s Wisdom (Insight) Physical Characteristics
check. If the Reaper of the Brood Tribe succeeds
Unaffected by cold, Reapers of the Brood Tribe
it has advantage on all attacks and saving throws
wear little to no clothing. They stand an average of
against that creature until the end of the
Reaper of the Brood Tribe’s next turn. of six feet tall. As with all Reapers, there are two
creatures making up their bodies. Each has their
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., own independent brain, but their consciousness is
one target. Hit: 9 (2d6 +2) piercing damage. connected. The Brood’s upper heads are far less
intelligent, serving only to hunt and fight, while
their lower heads make all of the decisions for
movement and speech.
Reaper of the Seekashah Tribe
Medium monstrosity, neutral
Armor Class 13 (natural armor)
Hit Points 52 (8d8 +16)
Speed 30 ft.
Actions
Standing Leap. The reaper of the Seekashah
Tribe’s long jump is up to 15 feet and its high
jump is up to 10 feet, with or without a running
start. On the turn it does this, it may multiattack,
using one bite and one deathroll. REAPER OF THE
Bite. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2D6+4) piercing damage.
Seekashah Tribe
If the hit target is a Medium or smaller creature, Physical Characteristics
it is grappled (DC 13). Until this grapple ends,
Seekashah stand slightly hunched over at close to
the target is restrained, and the Reaper of the
Seekashah Tribe can only bite or deathroll the five feet in height. Their strong legs and webbed
grappled target. feet are perfect for maneuvering the mud of The
Marsh. They have great natural armor from their
Deathroll. The reaper of the Seekashah Tribe thick, leathery skin to the ridged, bony plating of
forces a creature it has grappled under the their underbellies. The crest atop their heads has
water, attempting to drown it. The reaper of the natural holes which allow whistling sounds to flow
Seekahsah Tribe must succeed a Strength (Ath-
through them with the breeze. They often use this
letics) check contested by the target’s Strength
as a second language to communicate with others
(Athletics). The Reaper of the Seekashah Tribe
from their cove.
has advantage on this check.
Neergnas
Physical Characteristics
The average height of
a Neergnas is eighteen
inches ears to toes, with their
wingspan reaching up to three
feet. Small hands at the end of
their wings function only for simple
tasks, and are not equipped for
precise manual dexterity. Their large
ears twitch and turn at the slightest of
sounds giving them a sense of everything
around them. The magical stones on their
chests and heads act as homing beacons so
they never lose their colony.
Neergnass
Small monstrosity, unaligned
Armor Class 14
Hit Points 22 (5d6 +5)
Speed 10 ft., fly 60 ft.
Actions
Bite. Melee Weapon Attack: +3 to hit reach 5 ft.,
one creature. Hit 4 (1d6 +1) piercing damage. ad-
dition, the target must pass a DC 15 Constitution
saving throw or has disadvantage on all attacks
and saving throws for the next minute.
37
Nosnibor
Medium monstrosity, unaligned
Armor Class 16 (natural armor)
Hit Points 22 (5d6 + 5)
Speed 30 ft.
38
RUCHONG
Physical Characteristics
Ruchong live along side Livna beneath the surface
of the Wajue desert. They constantly work like ants
digging intricate tunnels which branch off of the larger
tunnels created by the giant sand worms. Their compact
bodies are perfect for burrowing and digging. With sharp
teeth, claw-like hands, and pointy ridges of bone
protruding from their bellies and skulls the
Ruchong can create giant underground
tunnels in no time.
Ruchong
Large monstrocity, chaotic evil
Armor Class 17 (Natural Armor)
Hit Points 85 (10d10 +30)
Speed 30 ft., burrow 25 ft.
STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 8 (-1)
39
SALAZARITE
Physical Characteristics
Far more terrifying than any spider, these vile beasts can leap ten times their length. That can be quite
the jump, considering that the oldest known Salazarites are almost twenty feet tall. Their six eyes move
independently of one another, allowing the Salazarite to see in almost every direction. Their top side is
covered in a hard bone-like exoskeleton, while underneath their torso is a soft and leathery ribbed texture.
40
Salazarite Queen Advanced Cavern Leaper. The Salazarite
Queen’s long jump is up to 50 feet and its high
Large monstrosity, chaotic evil jump is up to 25 feet, with or without a running
Armor Class 16 (natural armor) start. If a Salazarite Queen has used its Ad-
Hit Points 90 (12d10 +24) vanced Cavern Leaper feature to travel at least
15 feet this turn and lands within five feet of an
Speed 30 ft. enemy creature, the creature must succeed on
a DC 14 Strength saving throw or be knocked
STR DEX CON INT WIS CHA prone. A creature may only be subject to this
18 (+4) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 8 (-1) saving throw once per turn.
Saving Throws STR +7, DEX +6, CON +5 Actions
Skills Athletics +7, Perception +4 Multiattack. A Salazarite Queen makes three
Condition Immunities Prone attacks, two with its pincers and one with
its bite.
Damage Resistance Fire
Bite. Melee Weapon Attack: +7 to hit, reach 10
Senses Darkvision 60 ft., tremorsense 30 ft., ft., one target. Hit: 8 (1d8 +4) piercing damage
passive Perception 14 and 2 (1d4) poison damage.
Languages Telepathy 60 ft. (Only sensed by Pincers. Melee Weapon Attack: +7 to hit, r
other Salazarites) each 5 ft., one target. Hit: 15 (2d10 +4 piercing
Challenge 5 (1,800 XP) damage). If the target is a medium or smaller
creature, it is grappled (escape DC 15). Until
Call of the Hivemind. As a bonus action, the
this grapple ends the target is restrained and
Salazarite Queen silently rallies her subjects.
the Salazarite Queen can only bite the
Any allied Salazarite within 30 feet of the
grappled target.
Salazarite Queen has advantage on its attack
rolls against enemy creatures until the start
of its next turn.
41
Solleel’s
Salazarite
Solleel’s Salazarite
Large monstrosity, chaotic evil Bite. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 8 (1d8 +4) piercing damage
Armor Class 18 (Natural Armor) and 7 (2d6) psychic damage.
Hit Points 142 (15d10 +60) Speed 35 ft. Pincers. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 15 (2d10 +4) piercing
STR DEX CON INT WIS CHA
damage). If the target is a Medium or smaller
20 (+5) 16 (+3) 18 (+4) 8 (-1) 12 (+1) 8 (-1)
creature, it is grappled (escape DC 15). Until
this grapple ends the target is restrained and
Saving Throws STR +8, DEX +6, CON +7 the Solleel’s Salazarite Queen can only bite the
Skills Athletics +8, Perception +4 grappled target.
Condition Immunities charmed, prone
Damage Resistances psychic
Senses Darkvision 60 ft., tremorsense 30 ft.,
passive Perception 14
Languages Telepathy 60 ft. (Only sensed by
other Salazarites)
Challenge 8 (3,900 XP)
Advanced Cavern Leaper. Solleel’s Sala-
zarite Queen’s long jump is up to 50 feet
and its high jump is up to 25 feet, with or
without a running start. If Solleel’s Sala-
zarite has used its Advanced Cavern
Leaper feature to travel at least 15 feet
this turn and lands within 5feet of an
enemy creature, the creature must
succeed on a DC 17 Strength saving
throw or be knocked prone. A
creature may only be subject to
this saving throw once per turn.
Actions
Multiattack. A Solleel’s Salazarite
Queen makes three attacks, two
with its pincers and one with
its bite.
42
Solleel’s
Salazarite Queen
Hundenfiend
Medium monstrosity, any chaotic alignment
Armor Class 15 (Natural Armor)
Hit Points 65 (10d8 +20)
Speed 30 ft.
Actions
Multiattack. The Hundenfiend makes two melee
attacks, both with its bite. It the Hundenfiend
moved more than 10feet before attacking, it
may make an additional horn attack.
Bite. Melee Weapon Attack: +6 to hit, reach
5 ft., one creature. Hit: 7 (1d6 + 4) piercing
damage and 7 (2d6) fire damage.
Horn. Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 9 (1d10 +4)
slashing damage.
Fire Breath (Recharge 5-6).
The Hundenfiend exhales flame in a
15 foot cone. Each creature in the area
must succeed on a DC 16 Dexterity
saving throw or take 24 (7d6) fire
damage on a failed save, or half as
much on a successful one.
43
Salazarite, WajUE
Physical Characteristics
Far more terrifying than any spider, these vile beasts can leap ten times their length. That can be
quite the jump, considering that the oldest known Salazarites are almost twenty feet tall. Their six
eyes move independently of one another, allowing the Salazarite to see in almost every direction.
Their top side is covered in a hard bone-like exoskeleton, while underneath their torso is a soft
and leathery ribbed texture.
Salazarite
Medium monstrosity, chaotic evil
Armor Class 12 (natural armor)
Hit Points 19 (3d10 +3)
Speed 30 ft., climb 30 ft.
Actions
Multiattack. If the Salazarite has used
its Cavern Leaper ability to travel at
least 15 feet and lands within 5 feet of
an enemy creature, it makes two attacks,
one with its pincers and one with its bite.
Bite. Melee Weapon Attack: +6 to hit,
reach 10 ft., one target. Hit: 6 (1d6 +3)
piercing damage and 2 (1d4) poison damage.
Pincers. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d8 +3) piercing
damage. If the target is a medium or
smaller creature, it is grappled
(escape DC 12). Until this grapple
ends the target is restrained and the
Salazarite can only bite the grappled target.
SNIKWAH
Physical Characteristics
Snikwahs’ backs are coated in golden orange scales while their leathery underbellies have more silver
tones. Their snouts come to a sharp point on both the top and the bottom, allowing for multiple ways
to pierce any who try to attack them. Lining their spines are large bone fins that at times can be seen
skimming above the surface as the Snikwah swim through the lava, using the end of their tails as a
rudder. As Snikwahs age and their wings develop, they also grow hands used for crawling and climbing
when not in the lava.
45
Ancient Snikwah success. If a creature’s saving throw is
successful or the effect ends for it, the creature
Gargantuan monstrosity, chaotic neutral is immune to the Ancient Snikwah’s Frightful
Armor Class 19 (natural armor) Presence for the next 24 hours.
Hit Points 178 (17d10+85) Multiattack. The Ancient Snikwah makes two
Speed 30 ft., 80 ft. Swim, 80 ft. Fly attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +9 to hit, reach
STR DEX CON INT WIS CHA 10 ft., one target. Hit: 17 (2D10+6) piercing
22 (+6) 16 (+3) 20 (+5) 10 (+0) 16 (+3) 12 (+1) damage.
Tail. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Saving Throws STR +9 CON +8 WIS +6
one target 13 (2D6+6) bludgeoning damage.
Skills Acrobatics +6, Athletics + 8, Survival +6
Breath Weapon (Recharge 5-6).
Vulnerabilities Cold
Magma Spray (Recharge 5-6). The Snikwah
Damage Resistance Fire dives below the surface of the molten rock,
Condition Immunities Charmed, Frightened emerging with a mouthful of magma and spray-
ing it in a 15-foot cone. Each creature in that
Senses Tremorsense 30 ft., Darkvision 60 ft. area must make a DC 15 Dexterity saving throw
Passive Perception 13 or take 36 (8D8) fire damage on a failed save,
Languages -- or half as much damage on a successful one.
The Ancient
Challenge 8 (3,900 XP)
Snikwah may not use this ability if it does not
Legendary Resistance (3/Day). If the Ancient have access to magma.
Snikwah fails a saving throw, it can choose to
succeed instead.
Wing Attack. The Ancient Snikwah beats
its wings. Each creature within 15 feet of the
Actions Snikwah must succeed on a DC 18 Dexterity
saving throw or take 28 (4d6 + 10) bludgeoning
Frightful Presence. Each creature of the An- damage and be knocked prone on a failed save,
cient Snikwah’s choice that is within 120 feet or half as much damage on a successful one.
of the Ancient Snikwah and aware of it must If the Ancient Snikwah is within magma while
succeed on a DC 19 Wisdom saving throw or taking this action, Wing Attack does an
become frightened for 1 minute. A creature can additional 7 (2D6) damage and its damage
repeat the saving throw at the end of each of type is changed to fire.
its turns, ending the effect on itself on a
46
Tomichin
Physical Characteristics
These strong creatures have six powerful legs that allow them to jump and scale high surfaces extremely
quickly. Tomichins also have a parachute-like membrane that stretches from ankle to ankle, allowing them
to glide through the air in a pseudo-flight. Despite the fact it does not allow for full flight, Tomichins can still
drift for long distances when jumping from great heights.
47
The Verkenskrull
The Verkenskrull
Large monstrosity, chaotic evil
Armor Class 17 (Natural Armor)
Hit Points 207 (18d12 +90) Speed 40 ft.
Actions
Multiattack. The Verken-
skrull makes three melee
attacks, two with its mouths
and one with its claws.
Mouths. Melee Weapon Attack: +10 to hit
reach 10 ft., one creature. Hit: 19 (4d6 +5)
piercing damage. If a Medium or smaller
creature is damaged by both mouth at-
tacks on the same turn it is grappled and
restrained by the Verkenskrull (escape
DC 18).
Claws. Melee Weapon Attack: +10 to hit
reach 5 ft., one creature. Hit: 19 (4d6 +5)
slashing damage.
Legendary Actions
Blessing of the Ravager. The Verkenskrull does
not use its reaction upon making an opportuni-
ty attack. In addition, it may make an attack of
opportunity even if the target has taken the Disen-
gage action before leaving its reach.
Ravager’s Torment. If the Verkenskrull has taken
damage, it may use its reaction to begin to flail and
thrash around wildly, granting it a multiattack action
at the end of another creature’s turn. These attacks
are rolled with advantage and have an additional
five foot reach.
48
OPEN GAME License Version 1.0a The following text is the prop- 6.Notice of License Copyright: You must update the COPYRIGHT
erty of Wizards of the Coast, LLC. and is Copyright 2000 Wizards NOTICE portion of this License to include the exact text of the
of the Coast, Inc (ìWizardsî). All Rights Reserved. COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
1. Definitions: (a)îContributorsî means the copyright and/or
date, and the copyright holderís name to the COPYRIGHT NOTICE
trademark owners who have contributed Open Game Content;
of any original Open Game Content you Distribute.
(b)îDerivative Materialî means copyrighted material including
derivative works and translations (including into other computer 7. Use of Product Identity: You agree not to Use any Product
languages), potation, modification, correction, addition, exten- Identity, including as an indication as to compatibility, except as
sion, upgrade, improvement, compilation, abridgment or other expressly licensed in another, independent Agreement with the
form in which an existing work may be recast, transformed or owner of each element of that Product Identity. You agree not to
adapted; (c) ìDistributeî means to reproduce, License, rent, lease, indicate compatibility or co-adaptability with any Trademark or
sell, broadcast, publicly display, transmit or otherwise distribute; Registered Trademark in conjunction with a work containing Open
(d)îOpen Game Contentî means the game mechanic and includes Game Content except as expressly licensed in another, indepen-
the methods, procedures, processes and routines to the extent dent Agreement with the owner of such Trademark or Registered
such content does not embody the Product Identity and is an Trademark. The use of any Product Identity in Open Game Content
enhancement over the prior art and any additional content clearly does not constitute a challenge to the ownership of that Product
identified as Open Game Content by the Contributor, and means Identity. The owner of any Product Identity used in Open Game
any work covered by this License, including translations and Content shall retain all rights, title and interest in and to that Prod-
derivative works under copyright law, but specifically excludes uct Identity.
Product Identity. (e) ìProduct Identityî means product and prod-
8. Identification: If you distribute Open Game Content You must
uct line names, logos and identifying marks including trade dress;
clearly indicate which portions of the work that you are distribut-
artifacts; creatures characters; stories, storylines, plots, themat-
ing are Open Game Content.
ic elements, dialogue, incidents, Language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes 9. Updating the License: Wizards or its designated Agents may
and graphic, photographic and other visual or audio represen- publish updated versions of this License. You may use any autho-
tations; names and descriptions of characters, Spells, enchant- rized version of this License to copy, modify and distribute any
ments, personalities, teams, personas, likenesses and Special Open Game Content originally distributed under any version of
abilities; places, locations, environments, creatures, Equipment, this License.
magical or supernatural Abilities or effects, logos, symbols, or 10. Copy of this License: You MUST include a copy of this License
graphic designs; and any other trademark or registered trade- with every copy of the Open Game Content You Distribute.
mark clearly identified as Product identity by the owner of the
11. Use of Contributor Credits: You may not market or advertise the
Product Identity, and which specifically excludes the OPEN Game
Open Game Content using the name of any Contributor unless You
Content; (f) ìTrademarkî means the logos, names, mark, sign,
have written permission from the Contributor to do so.
motto, designs that are used by a Contributor to Identify itself
or its products or the associated products contributed to the 12. Inability to Comply: If it is impossible for You to comply with
Open Game License by the Contributor (g) ìUseî, ìUsedî or ìUsingî any of the terms of this License with respect to some or all of the
means to use, Distribute, copy, edit, format, modify, translate and Open Game Content due to statute, judicial order, or governmen-
otherwise create Derivative Material of Open Game Content. (h) tal regulation then You may not Use any Open Game Material so
ìYouî or ìYourî means the licensee in terms of this agreement. affected.
2. The License: This License applies to any Open Game Content 13. Termination: This License will terminate automatically if You fail
that contains a notice indicating that the Open Game Content to comply with all terms herein and fail to cure such breach within
may only be Used under and in terms of this License. You must 30 days of becoming aware of the breach. All sublicenses shall
affix such a notice to any Open Game Content that you Use. No survive the termination of this License.
terms may be added to or subtracted from this License except
14. Reformation: If any provision of this License is held to be un-
as described by the License itself. No other terms or Conditions
enforceable, such provision shall be reformed only to the extent
may be applied to any Open Game Content distributed using this
necessary to make it enforceable.
License.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
3.Offer and Acceptance: By Using the Open Game Content You
2000, Wizards of the Coast, LLC. System Reference Document 5.1
indicate Your acceptance of the terms of this License.
Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls,
4. Grant and Consideration: In consideration for agreeing to use Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
this License, the Contributors grant You a perpetual, worldwide, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
royalty-free, nonexclusive License with the exact terms of this Steve Townshend, based on original material by E. Gary Gygax and
License to Use, the Open Game Content. Dave Arneson.
5.Representation of Authority to Contribute: If You are contribut- http://dnd.wizards.com/articles/features/systems-reference-docu-
ing original material as Open Game Content, You represent that ment-srd
Your Contributions are Your original Creation and/or You have
sufficient rights to grant the rights conveyed by this License.