Monster Hunter

by FreakyOwl

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Monster Hunter Monsterpedia

A comprehensive list of the monsters from monster hunter translated into D&D

PART 1

Hunting Equipment

 

Consumables

Consumables are items that the user can consume as an action to gain specific benefits. A creature takes the Use an Object action to consume one of these items.

Antidote (50g)

Drinking an Antidote cures the user of the Poisoned condition

Herbal Medicine (100g)

Herbal Medicine heals 1d4 hit points and heals the user of the Poisoned condition.

Lifepowder (100g)

Lifepowder heals for 2d4 + 2 hit points. All allied creatures within 30 feet of the user are also affected

Dust of Life (300g)

Dust of Life heals for 4d4 + 4 hit points. All allies creatures within 30 feet of the user are also affected.

Herbal Powder (200g)

Herbal Powder heals for 1d4 hit points and cures the user of the Poisoned condition. All allied creatures within 30 feet of the user are also affected.

Energy Drink (75g)

A creature that drinks an Energy Drink has advantage on saving throws against effects that cause the Unconscious condition for 1 minute. They are also immune to the Sleep spell.

Demon Drug (150g)

A creature that drinks a Demon Drug deals an extra 1d4 damage on damage rolls for one minute.

Mega Demondrug (300g)

A creature that drinks a Mega Demondrug deals an extra 1d6 damage on damage rolls for one minute.

Armourskin (150g)

A creature that drinks an Armourskin reduces all damage they take by 1d4 for one minute

Mega Armourskin (300g)

A creature that drinks a Mega Armourskin reduces all damage they take by 1d6 for one minute.

Demon Powder (300g)

Same effect as a Demon drug but all allied creatures within 30 feet are affected.

Hardshell Powder (300g)

Same effect as an Armourskin but all allied creatures within 30 feet are affected.

Immunizer (100g)

A creature that drinks an Immunizer regains 5 hit points at the start of each of their turns as long as they have at least 1 hit point, up to a maximum of half their maximum hit points.

Dash Juice (60g)

A creature that drinks Dash Juice can Dash as a bonus action and is immune to the Exhausted condition for one minute.

Mega Dash Juice (120g)

Has the same effect as a Dash Juice but lasts for 10 minutes.

Cool Drink (5g)

A creature that drinks a Cool Drink is immune to the effects of Extreme Heat for one hour.

Hot Drink (5g)

A creature that drinks a Hot Drink is immune to the effects of Extreme Cold for one hour.

Slinger

The Slinger allows a hunter to fire a multitude of items from their arm. The Slinger can be fired as a bonus action and has a range of 60/120 feet. The Slinger has a number of special ammos but can also fire daggers, crossbow bolts and arrows. Attacks with these as ammunition deal 1d4 piercing damage. It can also fire stones, which deals 1d4 bludgeoning damage. The Slinger uses Dexterity or Wisdom for its attack and damage rolls.

Slinger Ammo

Redpit

Redpits deal 1d6 bludgeoning damage when fired from the slinger. They are found in forested areas and are very common

Brightmoss

Brightmoss deal 1 bludgeoning damage when fired from the slinger. It sheds bright light out to 10 feet and dim-light for a further 10. On a critical hit, the Brightmoss blinds the creature until the end of their turn. Generally found growing in caves and other dark areas.

Scatternut

Scatternut deals 1d8 thunder damage when fired from the slinger. A creature hit by the Scatternut must succeed on a DC 10 Constitution saving throw or be stunned until the end of their turn. A creature that fails the save has advantage on further attempts to resist being stunned by the Scatternut. Found in forests and deserts, generally hanging from vines and braches.

Torch Pod

The Torchpod deals 1d6 fire damage when fired from the slinger. If fired on the ground it leaves a 5 foot radius patch of fire that lasts for 1 minute. A creature that enters the area on its turn or starts its turn their takes 1d6 fire damage. Found lying in piles in volcanic areas as well as in the unique Rotten Vale environment.

Bomb Pod

Bomb Pods deal 1d12 Bludgeoning damage when fired from the slinger. On a critical hit a creature can take an action or a bonus but not both (to simulate staggering the monster). Generally found as a waste product from monsters with fire or explosive abilities.

Piercing Pod

A Piercing Pod deals 1d4 piercing damage when fired at tiny creatures from the slinger. For each size category above tiny, the target takes an additional 1d4 piercing damage. Often drops from large monsters of size Huge or larger.

Slinger Thorn

The Slinger Thorn deals 1d6 piercing damage and lodges itself in the target for 1 minute when fired from the slinger. Attacks against a creature with a Slinger Thorn lodged in them deal an extra 1d6 piercing damage. If the creature is hit by a critical hit with the Slinger Thorn lodged in them, they must succeed on a DC 10 Constitution saving throw or be stunned until the end of their turn. Can fall from spiked or horned monsters.

Dragon Pod

Dragon Pods deal 1d10 Dragon Damage when fired from the slinger. Usually fall from Elder Dragons or other monsters that can harness the Dragon Element.

Screamer Pod (75g)

A screamer Pod emits an extremely loud noise when fired from the Slinger at a point within range. Any creature within 30 feet of the point must succeed on a DC 15 Constitution saving throw or be deafened until the end of their turn.

Flash Pods (100g)

A Flash Pod emits a blinding flash when fired from the slinger at a point within range. Any creature within 30 feet of the point must succeed on a DC 15 Constitution saving throw or be blinded until the end of their turn. A creature that fails the save while flying falls prone.

Dung Pod (50g)

Dung Pods emit a foul smell when fired from the slinger. A beast hit by a Dung Pod must succeed on a DC 15 Constitution saving throw or be turned. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. This effect ends if the target takes damage. When used on a creature other than a beast, they must succeed on the same saving throw or be Soiled for one minute. Can be crafted from the dung of most creatures.

Puddle Pod

A Puddle Pod deals 1d4 Cold damage when fired from the slinger. If this hits a creature with Mud Armour, the armour is washed away. Often found growing alongside rivers and lakes, as well as in the middle of swamps.

Crystalburst

Crystalburst deals 1d8 piercing damage when fired from the slinger. A creature hit by the Crystalburst must succeed on a DC 10 Constitution saving throw or be stunned until the end of their turn. A creature that fails the save has advantage on further attempts to resist being stunned by the Crystalburst. Usually found in caves where crystaline structures grow.

Tools

Tools are items that creatures can use to gain an advantage in combat outside of buffing or healing. They usually take the form of incapacitating the enemy in some way or simply dealing more damage. These objects require the Use an Object action to be used. In order to hide a trap a creature must attempt a Wisdom (Survival) check, with the result being the DC for the Wisdom (Perception)/Intelligence (Investigation) check to spot it.

Smoke Bomb (10g)

You can throw a Smoke Bomb at a point within 30 feet of you. It creates a 30 foot radius cloud of smoke, heavily obscuring the area for one minute. Winds of 10 miles per hour or more will blow the smoke away.

Farcaster (50g)

You can only use a Farcaster if you have tamed a Wingdrake. After using a Farcaster, a Wingdrake will arrive at the start of your next turn.

Shock Trap (100g)

You can set this trap within 5ft. of you and it arms at the end of your turn. A Shock Trap electrifies a 5 foot radius area on the ground for one minute. A creature that steps into this area must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of their turn. A creature with two or more levels of exhaustion automatically fails this save. Elder Dragons and creatures immune to lightning damage are immune to the effects of Shock Traps.

Pitfall Trap (130g)

You set this trap within 5ft. of you and it arms at the end of your turn. A Pitfall Trap covers a 10 foot radius area on the ground and is permanent until a creature triggers it. A creature of size large or larger that steps into the area must succeed on a DC 15 Dexterity saving throw or fall into the trap. While in the trap a creature is incapacitated and considered prone. At the end of their turn a creature can attempt a DC 15 Strength check to pull itself from the trap. Creatures with a fly speed automatically succeed on this check. Elder Dragons are immune to this trap.

Tranq Bomb (20g)

You can throw a Tranq Bomb at a creature within 30 feet of you. If the creature has equal to or less than 20 hit points it falls unconscious for one minute or until it takes damage. A creature in one of the above traps fall unconscious for 1d12 hours instead. Elder Dragons are immune to Tranq Bombs.

Raw Meat (1g)

Raw Meat can be placed as bait for carnivorous creatures. An exhausted carnivorous creature must succeed on a DC 15 Wisdom saving throw to avoid eating the meat.

Can be harvested from any living creature made of flesh.

Drugged Meat (10g)

Drugged Meat works just as Raw Meat does. However a creature that eats it must succeed on a DC 15 Constitution saving throw or fall unconscious for one minute or until it takes damage.

Tinged Meat (10g)

Tainted Meat works just as Raw Meat does however a creature that eats it must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of their next turn.

Poisoned Meat (10g)

Poisoned Meat works just as Raw Meat does however a creature that eats it must succeed on a DC 15 Constitution saving throw or be poisoned for one minute. A creature can repeat the save at the end of each of their turns to end the Poisoned condition.

Small Barrel Bomb (30g)

When placed a Small Barrel Bomb detonates after 1d4 turns. Any creature within 10 feet of the bomb must succeed on a DC 10 Dexterity saving throw or take 1d10 fire damage.

Large Barrel Bomb (120g)

A Large Barrel Bomb is a medium object with an AC of 5 and 1 hit point. It is immune to poison, psychic and necrotic damage. It detonates upon taking any damage. When it detonates, any creature within 15 feet of the bomb must succeed on a DC 15 Dexterity saving throw, taking 4d10 fire damage on a failed save or half as much on a success.

Mega Barrel Bomb (250g)

A Mega Barrel Bomb is a medium object with an AC of 5 and 1 hit point. It is immune to poison, psychic and necrotic damage. It detonates upon taking any damage. When it detonates, any creature within 20 feet must succeed on a DC 18 Dexterity saving throw, taking 8d10 fire damage on a failed save, or half as much on a success.

Bounce Bomb (20g)

This bomb shoots into the air 1d4 turns after being placed. The Bomb detonates if it impacts a creature, an object or if it reaches 60 feet into the air. Any creature within 10 feet of the bomb when it detonates must succeed on a DC 10 Dexterity saving throw taking 1d10 fire damage on a failed save or half as much on success

Mega Bounce Bomb (80g)

Same as Bounce Bomb above. Any creature within 15 feet of the bomb when it detonates must succeed on a DC 15 Dexterity saving throw, taking 5d8 fire damage on a failed save, or half as much on a success.

Mantles and Boosters

Mantles are "Cloaks" that humanoids can wear on their backs that provide temporary buffs. They provide effects such as camouflage or aggression, to remain unseen or to lure Monsters to chase after you into a trap. All mantles can only be used once per short rest unless otherwise stated. It requires a Use an Object action to put a mantle on. A creature can only carry two mantles or boosters. Mantle are also quite rare as specific materials are needed to craft them. A booster is an item to be placed on the ground that buffs all allies within a short range. They require a Use an Object action to place and recharge after a short rest.

Challenger Mantle

Lasts one minute or until damage is taken


Any hostile creature that can see or hear you must succeed on a DC 15 Wisdom saving throw or be forced to target you until the mantle expires.

Ghillie Mantle

Lasts one hour or until damage is taken.


You have advantage on Dexterity (Stealth) checks made while in natural terrain. The effect also expires upon making an attack or casting a spell on another creature.

Glider Mantle

Lasts ten minutes


You have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Rocksteady Mantle

Lasts one minute


You are immune to the prone condition, cannot be moved against your will and are immune to the effects of monster roars while wearing this mantle. You also reduce all damage taken by your proficiency bonus while wearing this. However you have disadvantage on Dexterity saving throws. This mantle recharges on a long rest.

Water Mantle

Lasts ten minutes.


You are immune to Waterblight, have resistance to Acid damage and any water-based damage (such as the Maelstrom spell or a Plesioth Water Jet) and have a swim speed equal to your walking speed while wearing this mantle.

Fireproof Mantle

Lasts ten minutes


You are immune to Fireblight and Blastblight, the effects of Extreme heat and have resistance to fire damage while wearing this mantle.

Iceproof Mantle

Lasts ten minutes.


You are immune to Iceblight, the effects of Extreme Cold and have resistance to Cold damage while wearing this mantle.

Thunderproof Mantle

Lasts ten minutes


You are immune to Thunderblight, have resistance to lightning damage and are immune to Paralysis originating from electrical sources (such as Kirin's lightning) while wearing this mantle.

Dragonproof Mantle

Lasts ten minutes


You are immune to Dragonblight and have resistance to Dragon damage while wearing this mantle. Also, whenever you deal Dragon damage while wearing this mantle increase the damage by your Proficiency bonus.

Vitality Mantle

Lasts one minute


You gain temporary hit points equal to your level plus double your Constitution modifier.

Apothecary Mantle

Lasts one minute


Creatures have disadvantage against your attacks or spells that inflict the Poisoned, Paralyzed or Unconscious conditions while you are wearing this mantle.

Evasion Mantle

Lasts one minute


You can take the Dodge action as bonus action and gain the Uncanny Dodge ability while wearing this mantle.

Temporal Mantle

Lasts one minute


You gain the Evasion ability and all attacks have disadvantage against you. This mantle recharges on a long rest.

Immunity Mantle

Lasts one minute


You are immune to the Poisoned, Paralyzed and Unconscious condition while wearing this mantle.

Impact Mantle

Lasts one minute


Any time you hit a creature with a weapon attack while wearing this mantle the creature must succeed on a DC 10 Constitution saving throw or be stunned for 1d4 turns. Creatures also have disadvantage on saving throws against any effect that would normally inflict the Stunned condition. This mantle recharges on a long rest.

Health Booster

Lasts one minute


Allies that start their turn within 15 feet of the booster regain their Proficiency bonus in health points.

Cleanser Booster

Lasts one minute


Allies that start their turn within 15 feet of the booster are cured of any blights they may have as well as the Paralyzed, Poisoned or Unconscious condition.

Affinity Booster

Lasts one minute.


Allies that make an attack while within 15ft. of the booster score a critical hit on a roll one number lower than usual. (For example a level 3 Champion fighter would score a critical on a roll of 18, 19 or 20 instead of just 19 or 20)

Strength of Mantles

Mantles may tip the balance of encounters too heavily in the party's favour. In this case you can change it so that all Mantles recharge on a long rest, limit players to one mantle, make them require attunement or simply omit them entirely. Remember however that mantles are generally hard to obtain and are only given to those who deserve it.

However any humanoid creature can use them, so consider boss monsters utilising mantles to combat the party if they have the means to acquire them.

Lack of Bandit Mantle

I felt that the Bandit Mantle did not fit into dnd 5e at all. The only ability I could think of was that it would grant advantage on Dexterity (Sleight of Hand) checks to steal things, but that is quite far from the in game versions role.

Ammos and Coatings

Different ammos can be fired from light and heavy bowguns (Light and Heavy crossbows respectively). These ammos act the same as normal crossbow bolts when it comes to loading unless otherwise stated. Coatings can be applied to normal arrows before being fired from a bow. It requires a Use an Object action to apply a coating to 20 arrows.

Ammos

Pierce Ammo

Pierce Ammo deals 1d6 damage when fired from a Light Bowgun and 1d8 when fired from a Heavy Bowgun. For each size category above Tiny, Pierce ammo deals an extra die of damage. You can only make one attack per turn with Pierce Ammo.

Spread Ammo

Spread Ammo reduces the range of the bowgun to only 15 feet. Increase the damage of your bowgun by one stage (1d8 becomes 1d10, 1d10 becomes 1d12).

Sticky Ammo

On a hit this ammo deals no damage. At the end of the targets next turn all the sticky ammo detonates, dealing 1d12 force damage for each shot that hit.

Recover Ammo

Recover Ammo heals the target for the damage the bowgun would normally deal.

Cluster Ammo

You can't move in the same turn that you fire Cluster Ammo. You do not have disadvantage on attack rolls made at long range. On a hit, the target takes 6d6 force damage. Any creature within 10 feet of the target must succeed on a DC 10 Dexterity saving throw or take the same damage. You can only make one attack per turn with cluster ammo.

Flaming Ammo

Your attacks deal Fire damage.

Water Ammo

Your attacks deal Acid damage.

Freeze Ammo

Your attacks deal Cold damage.

Thunder Ammo

Your attacks deal Lightning damage.

Dragon Ammo

Your attacks deal Dragon Damage.

Slicing Ammo

Your attacks deal slashing damage instead of piercing damage.

Wyvern Ammo

The range of your attacks is reduced to 10 feet. You can only make one attack while using this ammo. The target must succeed on a DC 15 Dexterity saving throw, taking 6d8 fire damage on a faied save or half as much on a success.

Demon Ammo

When you hit a creature with this ammo they gain the effects of a Demon Drug. Your attacks deal no damage.

Armour Ammo

When you hit a creature with this ammo they gain the effects of an Armourskin. Your attacks deal no damage.

Coatings

Power Coating

Your attacks increase by one dice stage. (1d6 becomes 1d8, 1d8 becomes 1d10).

Close Range Coating

Your bow range is only 20 feet and being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Your attacks also deal 1d12 damage.

Blast Coating

Every three attacks with any weapon that inflicts blast or uses Blast Coatings deals an extra 1d10 fire damage. For example if a Barbarian with a Brachydios sword attacks a creature twice, and then the Ranger shoots an arrow with blast coating on it at the same creature, the Rangers attack deals an extra 1d10 fire damage.

Status Coatings and Ammo

The Doodles and Dragons supplement by u/Comm_Nagrom on Reddit details the status coatings and ammo far better than I could come up with. Here is a link to the Google Doc: Doodles And Dragons

Siege Weapons

Siege weaponry includes powerful weapons such as ballistae, cannons and the immensely powerful Dragonator. Weapons of this power are normally stationary (except for the Roaming Ballista) and can deal huge amounts of damage, however they are cumbersome to use and can require a lot of set up.

Numerous varieties of Siege Weaponry exist in the Monster Hunter universe and they are most commonly used to deal with immense threats such as Elder Dragons or monsters of immense size.


All Siege Weapons have the following rule: Siege Weapon Damage from this weapon ignore immunity and resistance to non-magical bludgeoning, piercing and slashing damage due to their immense power.

Below are the statistics for various Siege Weapons found in the Monster Hunter world. Some are simply brought over from 5e while others are completely unique to Monster Hunter.

Ballista

Large Object

Armour Class: 15

Hitpoints: 50

Damage Immunities: Poison, psychic

A ballista is a massive crossbow that fires heavy bolts. It must be loaded before being fired. It takes an action to load it and an action to aim and fire it. Two types of ammo can be loaded into a Ballista. Up 10 large Bolts can be loaded in the Ballista at a time (A character can load all 10 with a single action) or a single One-Shot Binder, a specialised piece of ammunition that is used to restrain flying or fast moving monsters.

Bolt: Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

One-Shot Binder. Ranged Weapon Attack: +6 to hit, range 100/460 ft., one target. Hit: This attack deals no damage but if it hits a creature of size Large or Larger they are restrained. At the end of each of its turns a restrained creature can make a DC 18 Strength saving throw to break free.

Cannon

Large Object

Armour Class: 19

Hit Points: 100

Damage Immunities: Poison, psychic

A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds.

A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. A cannon can hold five Cannon balls at a time, each one taking an action to load. When a creature uses an action to fire the cannon it must make a number of attacks equal to the number of loaded cannon balls at the creature they aimed at.

Cannon Ball. Ranged Weapon Attack: +6 to hit, range 300/500 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Roaming Ballista

Large Object

Armour Class: 18

Hitpoints: 175

Damage Immunities: Poison, Psychic

The Roaming Ballista is a large rotary gun that fires bolts at an incredibly high rate of fire. A Roaming Ballista is normally attached to a track of some sort, which it can move along. A creature can move the Roaming Ballista up to 40ft. along the track as a Bonus Action while they are on it.

The Roaming Ballista is loaded with 200 bolts. A creature can aim the Ballista and fire a volley of 50 bolts at a target using an action. A Roaming Ballista automatically reloads its ammunition after a minute if there is ammo available

Volley Fire: The target creature must succeed on a DC 18 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much on a success.

Dragonator

Huge Object

Armour Class: 22

Hitpoints: 350

Damage Immunities: All

A Dragonator is the pinnacle in anto-dragon weaponry. These massive machines consist of one or two enormous iron spears, which are often covered in spikes and spin much like drills when fired. When activated a Dragonator utilises a coal fire and pressurized steam to fire these enormous spears with immense power.

Dragonators cannot be aimed, instead they face in a fixed direction and often require the users to lure the target to the front of the weapon in order to be used. A Dragonator requires an action to be fired, using the manual lever at the top. Once fired, the Dragonator cannot be fired again for a full minute. Dragonator's often require time to charge before being fired and will often not be available at the beginning of a fight.

Dragonator. When fired, the Dragonator extends two 20 foot long, five foot wide spinning spears in a straight line (with a 15 ft. space between them). A creature in the area of one of these spears must succeed on a DC 24 Dexterity saving throw, taking 65 (10d12) piercing damage and being knocked prone on a failed save. On a success a creature takes half damage and is not knocked prone. A creature that is in the area of both spears must make the save against both.

PART 2

Monsters

Monsters make up the animals in the ecosystem of the world of Monster Hunter. The term "Monsters" is not used in the same way as the term 'Monstrosity' is in the Forgotten Realms, but instead is used simply as an over-arching term for all the different species lumped together, much like animals is used for everything ranging from a bear to a goldfish.

Natural Creatures. All the monsters listed in this supplement are considered beasts, except for Elder Dragons, which are considered Dragons (except certain ones such as Kirin). For all other monsters however, spells such as Dominate beast, or Animal Friendship affect them, and a druid can wildshape into any they have seen (CR restrictions still apply) etc. It is up to the DM's discretion however whether they wish to see these creatures as beasts or monstrosities, it is simply recommended they be seen as beasts as in Monster Hunter the Monsters are a part of the natural world, not magical creatures as monstrosities often are. I also made this decision as after CR 3 the Beast category is extremely lacking, and there are no official beasts after CR 8, making spells such as Dominate Beast obsolete by around level 8 and giving the Druid very few high CR wildshape option outside of elementals (CR 4 has only two and CR 6 has one. CR 5 has four, however one is the Giant Shark which is useless unless the party is underwater).

Enrage All monsters of size large and larger (aside from herbivores) listed in this supplement have the enrage feature, This is to simulate how in the games, monsters would enrage and gain a brief boost to their damage and, for certain monsters, other abilities.

The basic rules for Enraging are as follows: When a monster starts its turn with half its maximum hitpoints or less and has taken damage since its last turn it enrages for a number of rounds depending on its CR. While enraged it deals an extra dice of damage on all attacks and is immune to exhaustion. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. The monster cannot enrage again for a number of rounds equal to 2d4.

(Credit to reddit u/wandering-monster for the basic enrage rules used in this supplement).

Legendary Actions Most monsters that are CR 5 and over have Legendary Actions. This is because they are, for the most part, solitary cratures. As such, if a party of adventurers were to fight them they would have the advantage of action economy. To make combat more fair for the monsters they have been given Legendary Actions, unless they are monsters with smaller minion equivalents, such as Daimyo Hermitaur or are CR 0-4, where Legendary Actions would make them too powerful.

(Higher CR monsters with minions such as Agnaktor still have Legendary Actions as lower CR minions make less of a difference at higher levels unless they appear in extreme numbers). In order to prevent CR 5-9 monsters being too powerful they have only been given two legendary actions, as opposed to the usual 3.

Colossal Monsters Colossal monsters are monsters that have the Colossal trait. I think that these monsters should be treated differently to other Gargantuan creatures. For example, the Tarrasque is likely one of the largest creatures in dnd, however it is dwarfed by Dalamadur, Lao Shan Lung and other enormous monsters. As such, I recommend using theater of the mind to get across the size of these creatures, as representing them using a mini does not fully convey the enormity of these creatures size. Another way to go about it is to have the players fight atop the monsters back, and to use the battle map as the monster in question. You can of course simply use a mini for these monsters just as with other Gargantuan monsters, this is just my recommendation for such large creatures. As well as this, these monsters will often have huge amounts of health and deal huge damage. This is because they should normally be used in siege battles where artillery and other methods of damage are available, and where the monsters won't be targeting individual players as much.

Enrage duration and Legendary Actions
CR Enrage Duration Legendary Actions
0-4 1d4 Rounds None
5-9 1d6 Rounds 2 Legendary Actions
10-19 1d8 Rounds 3 Legendary Actions
20-29 1d10 rounds 3 Legendary Actions
30 1 Minute 4 Legendary Actions

Subspecies, Rare Species, Variants and Deviants

These are different versions of already existing monsters that change certain things about the monster to differ them from the base species. Many are simply genetic mutations however some others have different explanations for their existence. Deviants especially can have varying reasons for their adaptations.

Subspecies

Subspecies are generally quite similar to their normal counterpart in many ways. They will often only really differ in colouration (Azure and Pink Rathian, Red Khezu) and little else, although they will often be more powerful (Pink Rathian's tail flip covering a wider area). These subspecies are usually due to a genetic mutation (although Black Diablos is an exception, being a female Diablos in heat)

However, some subspecies are more than simple colour variations. One main form of subspecies are ones that utilise different elements to their normal counterpart due to adapting to a new environment (Glacial Agnaktor, Coral Pukei-pukei) These subspecies are generally a lot more interesting than simple recolours (although they do differ in colouration to their usual species).

Rare Species

Rare species are similar to subspecies in that they come about through genetic mutation or adapting to a new environment. Where they differ is their power level, as Rare Species are often far more powerful than their base form or subspecies, and they can often have new abiities never seen in their normal counterpart (Molten Tigrex using blast blight, Lucent Nargacuga turning invisible). Overall they are far more interesting than subspecies most of the time.

Variants

Variants are usually a member of the usual species that has changed in some way after birth due to strange circumstances. Examples include Rusted Kushala Daora (A Kushala that is ready to molt), Savage Deviljho (A Deviljho driven mad by hunger), and Chaotic Gore Magala (A Gore Magala that was interrupted during shedding by the presence of a Shagaru Magala). They are often quite powerful, have a select few new abilities and can utilise the abilities of their normal species to a far greater potential.

Deviants

Deviants are extremely different to their usual species and can come to be through many different circumstances, though often they are very old monsters that have survived multiple fights with hunters and have gained new abilities through mutation (such as Malfestio gaining invisibility).

Placing them in this document

I am still undecided about whether I am going to stat up the subspecies, variants etc. mostly because a lot of the earlier generation ones were basically re-skins (like Blue Kut-Ku). On the other hand, I really want to stat up the new Iceborne subspecies because they're so good. If I do make stat them up, I may end up giving a new ability or trait to the subspecies that were simply reskins.

Variants and Rare Species are more likely to get stats as they have a good few changes to their base form and it shouldn't be too hard think up their abilities in 5e.

Deviants are something I want to do stats for, but am worried that they may be too insane to transfer over to 5e, especially ones like Bloodbath Diablos or Dredking/Queen Raths.

Then again, I did say I wanted to stat up EVERY non-frontier monster, and I technically haven't done that until I do all the subspecies etc.

Conditions

This page lists the different conditions that monsters can inflict upon a creature that are unique to these monsters as well as any changes to pre-existing conditions.

Bleed

A creature afflicted by bleed takes 1d10 damage from blood loss for every 10 feet it moves and every time it makes an attack or casts a spell. If a creature moves at half speed it does not take the damage from moving. Bleed only affects creatures capable of bleeding, so Constructs, Elementals, Plants and Undead are immune to this status. A creature can end this affect on itself or another creature as an action by succeeding on a Medicine check of DC 15. Magical healing also ends the effect.

Defence Down

A creature afflicted with defence down takes an extra dice of damage from all sources.

Poisoned

A poisoned creature now also takes 1d6 poison damage at the start of each turn in which it is poisoned.

Soiled

A creature that has been afflicted by soiled cannot use consumable items such as potions, food etc. for the duration of the effect. The creature also has disadvantage on Charisma checks made while soiled. The spell Prestidigitation can remove this effect with a successful DC 15 Spellcasting check.

Stunned

The stunned condition now ends when an affected creature takes any damage or a creature within 5ft. takes an action to snap them out of it.

Blights

Different monsters can inflict elemental blights on their opponents. These blights have various effects depending on their element. Only monsters that have elemental attacks can inflict a blight. If a monster has an ability that inflicts a particular blight, it will say so in the creature's stat block, however the details of the blights effect will be here. A creature can only be affected by the same blight once per turn, however it can be affected by multiple blights at once.

  • Some monsters such as Mizutsune have their own blights, which will be detailed in their stat blocks rather than this page.

Nullberry

A nullberry is a special type of berry that can be consumed as a bonus action. When consumed the berry will remove any ongoing blight effects from the character unless otherwise stated.

A nullberry generally costs about 25 gold from vendors but can also be harvested in the wild.

Blastblight

Blastblight lasts for 3 rounds after which it detonates. A creature afflicted with Blastblight when it detonates takes 15 (3d10) fire damage and is no longer afflicted by the blight. The blastblight also detonates if the creature takes damage while afflicted by it. A creature that has been afflicted with blastblight can use a bonus action to make a DC 16 Dexterity (Acrobatics) check to remove the blight on a success by rolling, or douse itself in water to remove the blight.

Dragonblight

When a creature is afflicted by Dragonblight its weapons lose the ability to deal any of the following damage types: Acid, Cold, Dragon, Fire, Lightning, Poison or Thunder and cannot cause the Blast, Paralyzed, Poisoned or Unconscious condition. Spellcasters deal half damage with any spells of the above damage types and spells that attempt to Paralyze, Poison or knock unconscious automatically fail.

Fireblight

A creature afflicted by Fireblight takes 1d10 fire damage at the start of each of its turns. A creature can end this effect on itself or anther creature as an action. Being submerged in water or taking water based damage also ends the effect. A nullberry does not remove this blight.

Iceblight

A creature afflicted by Iceblight can take an action or bonus action on its turn but not both and cannot take reactions. A creature with resistance to cold damage has advantage on any save to resist this affect and creatures with immunity to cold damage are immune to this blight.

Thunderblight

When a creature afflicted by Thunderblight takes damage it must succeed on Constitution saving throw with a DC equal to half the damage taken or 10, whichever is higher. On a failed save the creature is stunned until the end of its next turn or until it takes damage but the blight ends. On a success the creature is not stunned but is still afflicted by the blight. Creatures with resistance to lightning damage have advantage on any save to resist this affect and creatures with immunity to lightning damage are immune to it.

Waterblight

A creature afflicted by waterblight can only make one attack on its turns and can only move at half speed. Any fire damage an afflicted creature deals is also halved. A creature with an innate swim speed is immune to this blight.

Amphibians

Amphibians are a class of monster that are superficially frog-like in body structure, with powerful, spring-like back legs and muscular forelegs. They are known to inhabit a diverse range of environments and are typically carnivorous.

Tetranadon



Tetranadon

Large Beast (Amphibian), Unaligned


  • Armor Class 16 (Natural Armour)
  • Hit Points 100 (11d10 + 44)
  • Speed 30ft., Swim 30ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 18 (+4) 3 (-4) 10 (+0) 6 (-2)

  • Saving Throws Con + 7
  • Senses passive Perception 10
  • Languages --
  • Challenge 5 (1,800 XP)

Enrage. When Tetranadon starts its turn with half its maximum hit points (50) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Hold Breath. The Tetranadon can hold its breath for 30 minutes.

Actions

Multiattack. The Tetranadon makes two Slam attacks or two Water Glob attacks.

Slam. Melee Weapon Attack +7 to hit, Reach 5ft., one target. Hit 8 (1d8 + 4) bludgeoning damage.

Water Glob. Ranged Weapon Attack +2 to hit, range 50ft., one target. Hit 7 (2d6) bludgeoning damage and the target is afflicted with Waterblight.

Swallow Debris (Recharge 4-6). Tetranadon swallows gravel, rocks and other debris to increase it's size. Tetranadon increases to Huge size and gains access to

new abilities. It also deals an extra 4 (1d8) damage to any target it hits with a Slam attack and they must succeed on a DC 15 Strength saving throw or fall prone. However, it loses 5ft. of movement. If the Tetranadon takes 20 points of bludgeoning damage in a single turn it must succeed on a DC 17 Constitution saving throw or return to normal size as it vomits the debris.

Water Beam (Only when Huge, Recharge 5-6). Tetranadon fires a large gout of water and gravel from its mouth in a 40 foot cone, emptying its stomach. Any creature in the area must make a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and being afflicted with Waterblight on a failed save. On a success a creature only takes half damage. After using this ability the Tetranadon returns to normal size.

Legendary Actions

The Tetranadon can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Glutton. The Tetranadon uses the Swallow Debris ability.

Roar (Only when Huge) The Tetranadon roars loudly. Any creature within 15ft. must succeed on a DC 15 Constitution saving throw or be Deafened for one minute. A creature concentrating must make a Concentration check of the same DC.

Spit. The Tetranadon makes a Water Glob attack.

Ground Pound (Only when huge, Costs 2 Actions). The Tetranadon leaps to a point it can see within 30 feet of it without provoking attacks of opportunity. It makes a Slam attack against any creature within 5ft. of it when it lands. Any creature within 10 ft. of where the Tetranadon lands must succeed on a DC 15 Dexterity saving throw or fall prone.

An amphibious monster resembling a frog. Its appetite is infinite, and if it sees anything moving, it will gobble it up, dirt and all. It's theorized that the dirt it consumes builds up in its stomach and aids in digestion. If it eats something that it cannot digest, it will throw it back up. The cranial disc protecting its tender head is said to harden and become a more brilliant blue over time

Physiology

Tetranodon is the heaviest of the three known amphibians. It has a large shell on its back for protection and a platypus-like bill. It's stomach can inflate when full, much like a Great Jagras, allowing it to increase its size and power. While its stomach is bloated it will transition from its normal

quadrupedal stance into a bipedal one, allowing it to swing its stomach around as a weapon. It has a crest on its head shaped similar to a bowl, much like a Kappa although it can be hard to see under the algae-like fur that grows on the top of its body.

Abilities

Tetranadon can fill its stomach with gravel to increase its size. This allows it to deal more damage when it attacks, as well as making it appear larger and more threatening. It is capable of spitting globs of water and, when bloated, it can also fire a high pressure beam of water, although this reverts it to normal size. Due to being bipedal when inflated, it can pick up objects and grapple with creatures of similar size.

Behaviour

Tetranadon feed primarily on fish which they scoop up from the water using their large bills. They also consume large quantities of dirt and gravel as well. This is thought to help in digesting their food, as they swallow everything whole. They are quite territorial monsters and are known to fight with fanged beasts such as Arzuros and Vovidon which they will attempt to swallow despite them being far too large. Tetranadon are also known to battle Goss Harag, however the sheer physical power of Goss Harag is often too much for Tetranadon to handle and they will quickly retreat. They tend to avoid fights with creatures larger than themselves.

Niche

Tetranadon are not particularly high in the food chain, feeding on fish and small creatures mostly as their bill is not built for combat with large animals, nor is it able to tear chunks of flesh from large carcasses. It is possible that they are omnivorous as they are quite gluttonous. They can hold their own against smaller predators, such as many bird wyverns or the smaller fanged beasts. However, they must be wary of larger wyverns such as Tigrex, Rathalos, Nargacuga and Barioth. As it frequently spends time near water it must also deal with leviathans such as Royal Ludroth, Mizutsune and Lagiacrus, of which the later two likely pose quite a threat as Mizutsune would compete over access for food while Lagiacrus would possibly hunt Tetranadon itself.

Biology

Tetranadon is covered in fur that looks similar to algae or plant life. This likely helps it camouflage itself when it is sitting in the water, allowing it to avoid predation. It's large turtle-like shell also protects it from attacks from above, indicating that it perhaps has evolved as a defence against flying wyverns like Rathalos which would attack from the sky with their talons. It's underside however is quite soft and elastic, being capable of expanding greatly when gravel and other debris is consumed. It is likely more dense when filled with such debris, as it uses it for attack quite often.

Tetranadon is more suited to a semi-aquatic lifestyle than Tetsucabra as its feet are more webbed, indicating it may be a stringer swimmer. It doesn't seem as adapted for terrestrial locomotion as Zamtrios or Tetsucabra however, as it moves slower and its hindlimbs aren't as well developed for leaping.

Habitat

Tetranaodon is found in mostly wet areas, such as swamps or around rivers and lakes. It can also be found in coatal areas. It can survive areas of great cold, as it has been found on the coast of frozen islands, although it likely stays near the water and may only migrate there during the summer months. It can aso be found around volcanic areas if a water source is available. It cannot handle the extreme heat however and will not leave the water source unless forced to.

Tetsucabra



Tetsucabra

Large Beast (Amphibian), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 90 (10d10 + 30)
  • Speed 30ft., swim 20ft., Burrow 20ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)

  • Saving Throws STR +8
  • Senses Darkvision 30ft., Tremorsense 10ft., passive Perception 10
  • Languages --
  • Challenge 5 (1,800 XP)

Enrage When Tetsucabra starts its turn with half its maximum hit points (40) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Hold Breath. The Tetsucabra can hold its breath for 15 minutes.

Standing Leap. The Tetsucabra's long jump is up to 30 ft. and its high jump is up to 20 ft., with or without a running start.

Actions

Multiattack. The Tetsucabra makes two attacks with its tusks. It can replace one of these with its exhausting spit.

Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Exhausting Spit. Ranged Weapon Attack +3 to hit, range 30/60 ft., one target. Hit The Targets Speed is reduced to 0 and it can only take an action or bonus action, not both, until the end of its next turn.

Crush Rock. The Tetsucabra crushes the rock in its mouth, spraying shrapnel in a 15 foot cone. Any creature in the area must succeed on a DC 15 Dexterity saving throw, taking 14 (4d8) piercing damage on a failed save or half as much on a success.

Uproot Rock (Recharge 5-6). The Tetsucabra uproots a rock and holds it in its mouth. It gains half cover and resistance to bludgeoning, piercing and slashing damage but loses 10ft. of movement, its exhausting spit, tusk attack and its burrow speed while holding the rock.

Reactions

Rock Block. When hit by an attack, if the Tetsucabra is holding a rock in its mouth it can use a reaction to block the attack. The Tetsucabra takes no damage from the attack.

Legendary Actions

The Tetsucabra can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Attack. The Tetsucabra makes a melee attack.

Crush. Tetsucabra uses the crush rock action.

Leap. The Tetsucabra makes a standing long jump.

Roar. Tetsucabra roars loudly. Any creature within 10 feet that can hear it must sccedd on a DC 15 Constitution check or be Deafened until the end of their turn. A creature concentrating must make a Concentration check of the same DC.

Spit. Tetsucabra uses its Exhausting spit attack.

Stone shield (Costs 2 Actions). Tetsucabra uses the Uproot Rock action.

Physiology

Tetsucabra is a large Amphibian with a striking orange and indigo coloration. Its lower jaw harbors large tusks along with a large set of molars that are capable of crushing prey with ease. Tetsucabra also has a spiky stubby tail that swells up when angered.

Abilities

Tetsucabra is capable of lifting up large boulders like a forklift and tossing them at attackers. It will also use the boulders as

shields against attackers and to block off paths in areas. Utilizing its extremely powerful jaws, Tetsucabra can crush boulders, sending shards flying to damage enemies. It is also capable of spitting a green globular substance that can decrease its prey's stamina.

Behaviour

Tetsucabra are highly aggressive, territorial monsters though their ecology is much like a frog. The amphibians are well-known for attacking and eating anything that moves in their line of sight and leaping from ponds in order to grab potential

prey. Despite being found in ponds, they spend most of their time on land, which could suggest that they patrol their territory on land, much like Zamtrios. During the breeding season male Tetsucabra will create large holes to impress females so that they'll lay their eggs in them. When the female lays her eggs in the pit the male will quickly fertilize them. After fertilizing the eggs the male will then carry them in his mouth and he will not eat anything until the offspring are fully developed.

Niche

Tetsucabra prey upon anything smaller than themselves that ventures too close to the water. This includes Kelbi, Aptonoth, Jaggi, Rhenoplos and Slagtoth. Due to their large size and tough armor, they have only other large predators to be wary of. These include Gore Magala, Deviljho, Glavenus, Najarala, Stygian Zinogre and Kushala Daora. They compete for territory with other aquatic inhabitants, such as Zamtrios and Tidal Najarala in the Frozen Seaway.

Biology

The scales of a Tetsucabra is used mainly for camouflage inside caves and on them is a special oil that holds heat. Despite the look of the scales, its skin is actually flexible yet hard somewhat resembling an actual toad's skin. A Tetsucabra's skull is robust and durable enough to take a lot of damage from threats of all sorts. Though the Tetsucabra has two large tusks, these are not used for hunting. The primary function of these tusks is for defense and as means to manipulate the environment. The tusks themselves are capable weapons, but the Tetsucabra is also capable of hefting up heavy boulders. The Tetsucabra flings these boulders out of the way of its path but it can also use this as a method of attack to injure predator and prey alike. It uses these boulders as a shield against predators and hunters to prevent attacks. It also uses this to enclose small, tight areas, making it harder to maneuver. Another fact about the Tetsucabra is its ability to spit a glob of fluid at prey items. This sticky material acts as a powerful adhesive, sticking to the body and ground like glue. Even for a hunter, the adhesive quality of this material is not very strong, but it makes every movement a labor and greatly weakens the prey, leading to a reduction in stamina. When the Tetsucabra exerts itself, its tail inflates, possibly to help it balance itself as it picks up large boulders and rocks. The legs of a Tetsucabra help it perform powerful leaps, lunges, and jumps in the air to help it either ambush prey or to reach steep slopes out of its reach. A Tetsucabra's claws are powerful enough to break rock with ease and can destroy powerful armor.

Habitat

Tetsucabra inhabit a wide range of environments, ranging from volcanic areas to frozen tundras. It is unknown why the tetsucabra inhabits such a wide array of habitats.

Subspecies

The Tetsucabra has both a subspecies and a deviant. The subspecies, the Berserk Tetsucabra, is a bright green colouring and utilises explosive rocks rather than normal ones.

The deviant is known as the Drilltusk Tetsucabra. It looks very similar to a normal Tetsucabra, however it has more pointed tusks and one tusk is always enlarged. Otherwise it is incredibly similar.

Berserk Tetsucabra (Tetsucabra Subspecies)



Berserk Tetsucabra

Large Beast (Amphibian), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 117 (13d10 + 39)
  • Speed 30ft., Burrow 20ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)

  • Saving Throws STR +7
  • Damage Resistances Bludgeoning from non-magical weapons, Fire
  • Senses Darkvision 30ft., Tremorsense 10ft., passive Perception 10
  • Languages --
  • Challenge 5 (1,800 XP)

Burrower. The Berserk Tetsucabra can burrow through solid rock, leaving a 10ft. diameter hole behind it.

Enrage When Tetsucabra starts its turn with half its maximum hit points (58) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Standing Leap. The Tetsucabra's long jump is up to 30 ft. and its high jump is up to 20 ft., with or without a running start.

Stone Pillar (Recharge 4-6). As a bonus action the Berserk Tetsucabra can use its tusks to pull a large boulder from the ground. The boulder is 10 ft. wide, 10ft. thick and 20ft. tall. If the boulder cuts through a creatures space when it appears, the creature is pushed to one side of the boulder (Tetsucabra's choice). The boulder is an object made of stone that can be damaged and destroyed. The Boulder has AC 15 and 100 hit points. Reducing the boulder to 0 hit points destroys it. At the end of the Testucabra's next turn the boulder explodes. Any creature within 10 feet of the boulder must make a DC 14 Dexterity saving throw, taking 14 (4d8) fire damage on a failure, half as much on a success.

Actions

Multiattack. The Berserk Tetsucabra makes two attacks: two with its tusks without a rock or two with its rock slam with a rock. Its exhausting Spit can replace one of its tusk attacks.

Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage damage.

Exhausting Spit. Ranged Weapon Attack +4 to hit, range 30/60 ft., one target. Hit The Targets Speed is reduced to 0 and it can only take an action or bonus action, not both, until the end of its next turn.

Explosive Rock Throw. Ranged Weapon Attack +8 to hit, range 30/60 ft., one target. Hit 15 (2d10 + 4) bludgeoning damage. Hit or miss, the rock then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 7 (2d6) fire damage.

Crush Rock. The Berserk Tetsucabra pulls an explosive rock from the ground and crushes it. The rock detonates in a 15ft. cone. Any creature in the area must make a DC 14 Dexterity saving throw, taking 14 (4d8) fire damage on a failed save or half as much on a success.

Legendary Actions

The Berserk Tetsucabra can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Leap. The Berserk Tetsucabra makes a standing long or high jump.

Roar. The Berserk Tetsucabra roars loudly. Any creature within 15 ft. must succeed on a DC 14 Constitution saving throw or be deafened for one minute. A creature can repeat the save at the end of each of its turns to end the effect on itself.

Construct (costs 2 Action) The Berserk Tetsucabra uses the Stone Pillar bonus action if it is available.

Rock Toss (Costs 2 Actions). The Berserk Tetsucabra makes a rock throw attack.

Physiology

Berserk Tetsucabra is extremely similar to a normal Tetsucabra physiologically. However it has a reinforced face and tusks due to the explosive rocks it utilises. It is also a green colour due to the soot coating its body.

Its face will glow orange after it explodes a rock.

Abilities

Its abilities are mostly the same as normal Tetsucabra's, it simply utilises explosive rocks rather than normal ones.

Behaviour

Much like Tetsucabra, Berserk Tetsucabra act similar to huge frogs, attacking and eating anything small enough for them to kill and eat that moves. The Berserk subspecies spends a lot less time in water, due to its use of explosive rocks.

The Berserk name is derived from its far more wild and aggressive behaviour, Apart of this is it using the explosive rocks, leading it to be more aggressive as it has more powerful attacks while also being more resilient due to often absorbing the detonations of these rocks.

Niche

Berserk tetsucabra inhabit the same niche as normal Tetsucabra, however their more powerful rock attacks can help them bring down larger prey or drive away predators that the base species cannot.

Biology

Biologically there are a few differences between Berserk Tetsucabra and the normal Tetsucabra. Its habit of usuing explosive rocks has lead to its body being covered in soot and exposed to heated gas, which has changed the colour of its body from red to green.

These constant explosions have hardened its scales and empowered its jaws over the base species, making it a more powerful combatant and a tougher force to be reckoned with.

Habitat

Unlike Tetsucabra, which inhabits a wide variety of habitats, the Berserk subspecies is only ever found in volcanic areas, likely due to its reliance of explosive rocks. Theoretically it could be found in other environments if they supplied explosive rocks, however volcanic areas are currently the only habitats known for this.

Zamtrios



Zamtrios

Large Beast (Amphibian), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 126 (14d10 + 42)
  • Speed 30 ft., swim 50 ft., burrow 40 ft. (Only in ice)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perecption +4, Stealth +6
  • Damage Resistances Cold
  • Senses Blindsight 30ft., passive Perception 14
  • Languages --
  • Challenge 7 (2,900 XP)

Amphibious. The Zamtrios can breath in both air and water.

Blood Frenzy. The Zamtrios has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Standing Leap. The Zamtrios' long jump is 30 ft and its high jump is 20 ft regardless of whether it made a running start or not.

Enrage. When Zamtrios starts its turn with half its maximum hit points (63) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, and rolls an extra damage die on attacks. When the rage ends, Zamtrios gains 3 levels of exhaustion. It cannot re-enter rage for 2d4 rounds.

Ice Armour. When the Zamtrios enrages it also encases itself in Ice Armour. This Armour gives the Zamtrios a +2 to AC and immunity to cold damage. The Ice Armour persists until the Zamtrios Inflates or it takes 20 fire damage in a single turn.

Inflate The Zamtrios can use a bonus action to inflate itself. Its size becomes Huge and it gains a +2 to Strength but loses its burrow and swim speed and its walking speed is reduced by 10 feet. If it enrages it does not gain Ice Armour. The Zamtrios leaves this form when it dies or uses another bonus action to leave the form. After leaving this form Zamtrios cannot re-enter it for at least one round.

Actions

Multiattack. The Zamtrios makes two bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (Escape DC 15). The Zamtrios can't bite another target or use its Ice Breath while grappling a creature.

Ice Water (Recharge 5-6). The Zamtrios sweeps a beam of icy water in a 60 ft cone in front of itself. Any creature in the cone must make a DC 15 Constitution saving throw taking 21 (6d6) cold damage and being afflicted by Iceblight for 1 minute on a failed save. On a success a creature only takes half damage. An affected creature can repeat the saving throw at the end of each of its turns, ending the blight on itself on a success. Targets killed by this ability are frozen solid until thawed. The Zamtrios can't use its ice breath while inflated.

Legendary Actions

The Zamtrios can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Swell. Zamtrios uses its Inflate bonus action to either inflate or deflate.

Gaping Charge (2 Actions). The Zamtrios moves 30 feet directly towards a medium or smaller creature it can see. If it ends the movement within 5ft. of the creature it can make a Bite attack against them. It cannot use this action when inflated.

Roll Out. (Costs 2 Actions, Must be Inflated) The Zamtrios moves up to 20 feet in a straight line. Moving through the space of another creature does not count as difficult terrain during this movement. Any creature the Zamtrios moves through the space of must succeed on a DC 15 Strength saving throw, taking 16 (2d10 + 5) bludgeoning damage and being knocked prone on a failed save or only half damage on a success.

Physiology

Zamtrios is a large, quadrupedal monster with grey-blue skin and yellow fins. It is superficially shark-like in appearance, with a long, pointed snout and a mouth filled with multiple rows of sharp teeth. Zamtrios is sometimes seen encased in an ice-like armor, which forms many spines and horns all over its body. As the adult form of Zamite, its limbs are powerful and fully-developed. Its skin is extremely elastic in order to accommodate its inflation abilities.

Abilities

Zamtrios is capable of shooting powerful torrents of water from its mouth to blast away enemies. It can also travel beneath the ice to launch ambush attacks on prey. Using a specialized reactive fluid that is secreted through its skin, it is capable of encasing itself in an icy armor.. The armor also forms a long and jagged spear at the end of its snout. In addition, it can also fill itself with fluid and swell up to massive proportions. In this state it is capable of rolling and jumping on top of targets in an effort to crush them.

Behaviour

Zamtrios primarily spend most of their time in the water or under ice, constantly roaming around their territory and searching for prey. Like the Zamites, Zamtrios have huge appetites and have a single mind set on finding prey and to kill or eat any intruders in their territory. If Zamtrios have an enemy in their sight, they may actually chase them for miles upon miles of ice. During the breeding season Zamtrios will come together and mate. When female Zamtrios have mated they will then lay their eggs within the ice.

Niche

Zamtrios is a powerful predator although it has to compete with other fearsome monsters such as the Tigrex, Tidal Najarala, the rare Kushala Daora, Stygian Zinogre, Seregios and Deviljho. Lagombi also dwell in the area but these Fanged Beasts mostly feed on plants, nuts, and mushrooms though they will sometimes eat meat. From the size of the Lagombi, its very possible Zamtrios would try to hunt them. Though Zamtrios prefer to feed on smaller helpless prey, they are still quite dangerous in their own right. Zamtrios have even been found to feed on Plesioth in tropical waters. The massive and aggressive Gammoth can seriously injure, if not outright kill the Amphibian if confronted

Biology

Zamtrios is a very strange Amphibian with many bizarre adaptations. Zamtrios now lacks the sharp spike its juvenile form has but now is able to produce a type of "armor". It is able to produce this armor by secreting a special fluid from its skin that eventually freezes around it forming this icy armor. This armor acts as a secondary protection against threats and also acts as weapon. When it forms this armor, it will also produce a long, rigid spike made of ice on top of its head, replacing the spike it once had, and spike on its tail as another weapon. When its not using its icy armor it will use freezing water to attack threats or prey from a distance and will spit balls of snow at them to stop their movement. Zamtrios have an under layer of skin directly under their skin used to replace previous old one. Their teeth, like saws, cut up prey just by rubbing against them.

When Zamtrios is damaged greatly while it has its icy armor, it will go through one of the most dramatic changes in nature. When greatly damaged, Zamtrios will greatly expand its body and inflate its body to several times its original body size. It goes through this change to intimidate an attacker and is able to do this from gas that it produces from inside its body. The downside to this is that Zamtrios becomes more susceptible to attacks while inflated and its maneuverability is dramatically decreased.

Habitat

Zamtrios have been found living in the frozen tundras and seaways of the Old World. They've also been sighted at the Polar Field in the New World. However there is a Subspecies of Zamtrios that inhabits deserts.

Zamite

Zamite are a small, shark-like creature whose relatively large mouth houses many rows of teeth made for attacking prey. Zamite have been sighted in a number of different stages of development, with some having fully developed legs, while others slide on their bellies. Zamite can grow larger when it ingests bodily fluids. These fluids also allow Zamites to grow legs if they are ingested by the individuals without limbs. s.


Zamite

Small Amphibian, Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 10(3d6)
  • Speed 15ft., swim 20ft., burrow 15ft. (Only in ice)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 11 (+0) 2 (-4) 10 (+0) 6 (-2)

  • Damage Resistances Cold
  • Senses Blindsight 10ft., passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Amphibious The zamite can breath in both air and water.

Growth. After increasing its max hp by 15 points the zamite grows legs and becomes medium in size. It gains an extra 10ft. of movement and its bite attack replaces its leech attack.

Actions

Leech. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the zamite attaches to the target. While attached, the zamite doesn't attack. Instead, at the start of each of the zamite's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The zamite's maximum hitpoints increase equal to the damage it deals each turn and it heals the same amount. These hitpoints stack.

The zamite can detach itself by spending 5 feet of its movement. It does so after the target dies. A creature, including the target, can use its action to detach the zamite.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage (The Zamite must be medium size to do this).

Tigerstripe Zamtrios (WIP)



Tigerstripe Zamtrios

Large Beast (Amphibian), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 126 (14d10 + 42)
  • Speed 30 ft., swim 50 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 6 (-2)

  • Skills Stealth +6
  • Senses Blindsight 30ft., passive Perception 11
  • Languages --
  • Challenge 5 (1,800 XP)

Amphibious. The Zamtrios can breath in both air and water.

Standing Leap. The Zamtrios' long jump is 30 ft and its high jump is 20 ft regardless of whether it made a running start or not.

Enrage. When Zamtrios starts its turn with half its maximum hit points (63) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, and rolls an extra damage die on attacks. When the rage ends, Zamtrios gains 3 levels of exhaustion. It cannot re-enter rage for 2d4 rounds.

Inflate (Recharge 4-6) As a bonus action the Zamtrios inflates. Its size becomes Huge, it gains a +2 to Strength and its Bite attack becomes a Slam but loses its burrow speed. The Zamtrios can leave this form using another bonus action. The recharge does not begin until the Zamtrios deflates.

Actions

Multiattack. The Tigerstripe Zamtrios makes two bite attacks, or two slam attacks when inflated.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (Escape DC 16). The Zamtrios can't bite another target or use its Water Blast while grappling a creature.

Slam (While Inflated). Melee Weapon Attack:* +9 to hit, reach 10ft., one target. Hit. 16 (2d10 + 5) bludgeoning damage and the target must succeed on a DC 16 Strength save or be knocked prone.

Paralyzing Spit. Tigerstripe Zamtrios spits a glob of

paralyzing fluid at a creature within 30 feet of it. The creature must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn or until it takes damage. It cannot use this ability when inflated.

Swallow (While Inflated). The Zamtrios makes a bite attack against one target it has grappled. On a hit the target is swallowed. While swallowed a target is blinded and restrained and takes 13 (2d12) acid damage at the start of each of the Zamtrios' turns. If the Zamtrios takes 20 damage from a creature it has swallowed, it must make a DC 16 Constitution saving throw or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Zamtrios. If the Zamtrios dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 feet of Movement, exiting prone.

Ground Slam (While Inflated). The Zamtrios leaps into the air and smashes into the ground in an area 30 ft from its starting point. Any creature in the space Zamtrios lands in must make a DC 16 Dexterity saving throw. On a failure, creatures take 22 (4d10) bludgeoning damage, are knocked prone and are pushed to a space within 5ft. of the Zamtrios (Zamtrios' choice). On a success targets take half damage and aren't knocked prone but are still pushed (creature's choice)..

Water Blast (While Inflated). The Zamtrios fires a blast of pressurized water in a 20 foot cone. Any creature in the area must make a DC 16 Dexterity saving throw. On a failed save creatures take 21 (6d6) bludgeoning damage and are afflicted with Waterblight. On a success creatures only take half damage. Tigerstripe Zamtrios deflates after using this ability.

Legendary Actions

The Tigerstripe Zamtrios can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Roar. Tigerstripe Zamtrios lets out a loud roar. Any creature within 20 feet that can hear it must scceed on a DC 16 Constitution saving throw or be deafened for one minute. Creatures concentrating on a spell must make a Concentration check of the same DC.

Spit. The Zamtrios uses it's Paralyzing spit ability.

Crunch (Costs 2 Actions). The Zamtrios makes a Bite attack. If it is Inflated it can instead make a Slam attack.

Physiology

Bird Wyverns

There are two distinct types of Bird Wyverns: Flying Bird Wyverns and Theropod Bird Wyverns. Flying Bird Wyverns exhibit similar characteristics to True Wyverns, with a bipedal stance along with developed and functional wings. Many of these possess a hard, sharp beak which can be used to peck at attackers, and generally behave in a bird-like manner. Theropod Bird Wyverns are reminiscent of Brute Wyverns; flightless, bipedal creatures with long tails and powerful legs. Unlike Brute Wyverns however, these monsters are generally quite small. Furthermore, Theropod Bird Wyverns almost always live under a social hierarchy, with young individuals, females and beta males led by a strong, dominant alpha male, which can command and control his subjects during combat. Bird Wyverns on the other hand usually live solitary lives when compared to the Theropod Bird Wyvern, but are usually more powerful alone as a result.

Flying Bird Wyverns

Aknosom (WIP)



Aknosom

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 14 (16 when crest is defensive)
  • Hit Points 63 (9d10 + 9)
  • Speed 35ft., Fly 40ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 4 (-3) 14 (+2) 7 (-2)

  • Saving Throws DEX +5
  • Skills Acrobatics +5, Intimidation +0, Perception +4
  • Damage Resistances Fire
  • Senses passive Perception 14
  • Languages --
  • Challenge 3 (700 XP)

Enrage. When Aknosom starts its turn with half its maximum hit points (31) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion and rolls an extra damage die on attacks/ When the rage ends Aknosom gains 3 levels of exhaustion, to a maximum of level 3 exhaustion. It cannot re-enter rage for 2d4 rounds.

Parasol Crest. Aknosom has a large, parasol-like crest which can be used defensively or offensively. As a bonus action the Aknosom can switch its crest from defensive to offensive shape. When in defensive shape, it gains +2 tp AC and advantage on all Intimidation checks. In offensive shape it can use the Parasol charge

action and its peck attack deals extra damage as it swings the hardened crest rather than pecking.

Actions

Multiattack. The Aknosom makes two Peck attacks or uses two Bouncing Fireballs. It can replace a Peck attack with a Wing attack.

Peck. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage or 8 (1d10 + 3) bludgeoning damage when its crest is used offensively.

Wing. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and if the target is a creature it must succeed on a DC 14 Strength saving throw or fall prone.

Bouncing Fireball. The Aknosom spits a small ball of fire that bounces along the ground in a 5 foot wide, 20 foot long line, Any creature it passes through must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) fire damage and be afflicted with Fireblight. Creatures within 5 ft. of Aknosom have advantage on the save. The area remains lit on fire until the end of the Aknosom's next turn. Creatures in the area cannot end the Fireblight effect on themselves and any creature that ends its turn in the lit area takes 2 (1d4) fire damage.

Parasol Charge. The Aknosom moves forward up to its walking speed. It can pass through the spaces of creatures smaller than it during this movement. If the Aknosom passes through the space of a creature or impacts a creature of the same size or larger it can make a Peck attack against them.

Tending to stand on one leg, this monster somewhat resembles an umbrella. The Aknosom is highly territorial; it will spread out its wings and show off its characteristic comb to scare off threats. It also bears flammable venom that burns fiercely and lingers on the ground when lit. Draw the beast to water for an easier fight.

Abilities

Aknosom are quite unique bird wyverns, as they can attack using a large parasol shaped collar on the back of their head as well as using it as a make-shift shield, similar to some dinosaur frills. This allows them to charge into enemies to damage them and despite their light frame, Aknosom are quite dangerous in melee. On top of their crest, they can also attack with their wings to knock opponents over or fire bouncing balls of fire. These are actually a type of flammable venom that the Aknosom creates and then lights with a flame sac before firing. Uniquely, these fireballs will bounce along

the ground and light it on fire, rather than being fired straight at a target like other wyverns.

Behaviour

Aknosom is quite a territorial monster, using its large crest to make itself seem larger in order to intimidate other creatures. If this doesn't work, it will choose to fight them if the intruder is percieved to be of a similar size or power to it. If it is deemed too powerful, then Aknosom will retreat instead.

Gypceros



Gypceros

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 81 (9d10 + 27)
  • Speed 30ft., Fly 45ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 4 (-3) 10 (+0) 2 (-4)

  • Damage Resistances Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Blinded
  • Senses Passive Perception 10
  • Languages --
  • Challenge 3 (700 XP)

Enrage When Gypceros starts its turn with half its maximum hit points (40) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Rubbery Hide. Due to the rubbery nature of the Gypceros' hide lightning based spells have disadvantage to hit it and the Gypceros has advantage on saving throws against lightning damage. It is also immune to shock traps.

Actions

Multiattack. The Gypceros makes two Peck attacks. It can replace any of these with a Poison Glob.

Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target must make a DC 12 dexterity saving throw or the Gypceros steals one edible item the player is carrying at random.

Elastic Tail. Melee Weapon Attack: +5 to hit. reach 10 ft, one target. Hit: 13 (3d6 + 3) bludgeoning damage

Poison Glob. Range 40 ft., The Gypceros launches a glob of poison at an area within range. The poison covers a 5 ft radius circle on the ground. All creatures in the area must make a DC 13 Constitution saving throw or take 5 (1d10) poison damage and become poisoned for 1 minute. On a success a target takes only half damage and is not poisoned. It can repeat the saving throw at the end of its turn.

Flashbang (Recharge 5-6). The Gypceros hits its crest against the ridge on its beak and a bright flash emits from the Gypceros' head. All creatures within 30 ft of the Gypceros must make a DC 13 Constitution saving throw or be blinded until the end of the Gypceros' next turn.

Reactions

Feign Death. When the Gypceros reaches 20 percent health (12) it can feign death, as though it had cast the spell Feign Death on itself, as a reaction. While feigning death the Gypceros can use an Action to flail its body around as it stands up in an attempt to defeat any remaining creatures. Any creature within 5 ft must succeed on a DC 13 Dexterity saving throw or take 26 (4d12) bludgeoning damage, be thrown 10 feet away and knocked prone. On a success creatures take half damage, remain where they are and are not knocked prone.

Physiology

Gypceros is among the largest and heaviest known Bird Wyverns. Its most notable features are the lamp-like crest on top of its head and a rubbery, shock-resistant hide. It has a long pink tail with a bulbous tip, and is a uniform blue-grey across most of its body. It possesses a poison sac which allows it to produce toxic fluids for use against attackers.

Abilities

Gypceros can use its luminous crest to produce dizzying flashes and temporarily disorient foes. Its elastic tail can extend and be used as a whip, and it can spit large globules of poison to intoxicate attackers. Due to its shock-resistant hide and flashing crest is resistant to lightning and is immune to being blinded.

Behaviour

As stated before, Gypceros are naturally timid wyverns and very curious in nature. However, they are not stupid, as when fighting enemies, they occasionally pretend to be dead in order to fool enemies into approaching. With the foes fooled, they will thrash around and hurt their usurpers. Gypceros are highly attracted to shiny and sparkly objects. They have been seen to chase after hunters who hold large shining crystals and rocks from them being attracted to shiny objects. This is due to them mistaken the shiny objects for Flashbugs and Thunderbugs, which leads to them sometimes stealing shiny objects.

Niche

Gypceros holds "middle ground" in the food chain. It is omnivorous and mainly feeds on insects and mushrooms. A particular favorite meal for a Gypceros is Flashbugs and Thunderbugs. Gypceros will also feed on stolen objects from hunters and other residents. Recently, it was discovered that Gypceros is the natural prey of Nerscylla, which has been observed skinning them after they get trapped in its web and using their hides as a crude form of armor.

Biology

It has a crest on its head which the Gypceros can stimulate in order to produce a flash that can blind both prey and predators. It also has adapted to poison enemy's with the use of its internal poisonous sac. Unlike most other creatures, Gypceros has a thick, rubbery hide that renders electrical attacks and impacts ineffective. This peculiar hide may be a natural form of defense against the Khezu, which are also found in humid, swampy regions. Their beaked snouts are also used as a weapon. It has a stocky, almost tubby body, a long tail that can stretch to surprising lengths. Gypceros may have sticky or gecko-like feet as some have been spotted running on walls.

Habitat

The Gypceros lives in areas that are warm, humid, and have plentiful sources of food such as insects for the Bird Wyverns to eat.

Purple Gypceros

Purple Gypceros are a subspecies of the more common Gypceros. They have a more vibrant purple colour, with a bright green tail, likely to ward off predators. They are more resilient than a normal Gypceros and have deadlier poison. The Purple Gypceros has the following changes:

Hit Points: 99 (11d10 + 33)

Deadly Poison. When the Purple Gypceros poisons a creature the creature has disadvantage on saving throws to end the effect on itself and also takes 7 (2d6) poison damage at the end of its turn while poisoned.

Hypnocatrice



Hypnocatrice

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 81 (9d10 + 27)
  • Speed 35ft., Fly 45ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 16 (+3) 4 (-3) 12 (+1) 10 (+0)

  • Saving Throws DEX +5
  • Skills Performance +4
  • Senses passive Perception 11
  • Languages --
  • Challenge 4 (1,100 XP)

Enrage. When Hypnocatrice starts its turn with half its maximum hit points (46) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity

to exhaustion, and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Actions

Multiattack. The Hypnocatrice makes any combination of three attacks but only one can be a claw attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 18 (2d10 + 3) slashing damage.

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

Sleep Gas. Ranged Weapon Attack: +5 to hit, Range 20/70ft., one target. Hit: The creature must succeed on a DC 15 Constitution saving throw or fall unconscious for one minute, until they take damage or until another creature takes an action to shake them awake.

Physiology

Hypnocatrice is a medium-sized Bird Wyvern covered in bright, colourful feathers. It has extremely powerful legs with large feet, and a hard, sharp beak. Despite its feathered appearance, Hypnocatrice flies using bat-like, membraned wings, leaving its feather arrangements strictly for display purposes. It possesses a sleep sac, which allows it to produce a colourless mist that can cause attackers to fall unconscious.

Abilities

It is equipped with a sleeping sac that can put hunters and other monsters to sleep. Its strong legs allow it to deliver powerful kicks, and its small size and light weight allow it to move with speed and agility during battle.

Behaviour

Hypnocatrice, true to its passive nature, doesn't tend to kill its foes. Rather, it prefers to put them to sleep and run from the fight. However, when enraged, it will put its enemies to sleep, then do everything in its power to kill its foe. Although, if it's hunting for its offspring, it might put a small monster to sleep and carry them back to its nest. As stressed before, Hypnocatrice perform mating rituals to find a mate. Once a Hypnocatrice is fully mature, and breeding season begins, its feathers will change color, from a rusty orange to a bright red and bluish mix. These extravagant colors are perfect for attracting a mate, much like most real birds.

Niche

Hypnocatrice are scavengers content to feed on the remains

of carcasses with their specialized hooked beaks tearing off pieces of flesh small enough to swallow whole. When carrion isn't available these Bird Wyverns feed on insects, small animals, Sleepy fish and Sleep Herbs.Hypnocatrice have to be wary of predators in their habitats such as Nargacuga, Rathian, Tigrex, Yian Garuga and Zinogre (as the fanged wyverns favor eating bird wyverns). However if cornered these creatures will unleash vicious kicks and dances slashing and stomping their target with their sharp talons and utilize their unique yet very effective "sleeping fumes".

Biology

Unlike other bird wyverns, the Hypnocatrice seems to grow feathers which are used to attract mates. The Hypnocatrice produces sleep-inducing powder from its Sleep Sac and usually mixes it with some saliva though they can blow it in fumes of gas. This concoction is used to put aggressors or prey to sleep so that that it can leave without a scratch. Its powerful legs contain very strong muscles which are used in killing prey and performing mating dances. Its tail seems to be the only remnant of being a true wyvern. As Hypnocatrice is the closest-looking monster that fits the "Bird-Wyvern" description, it has a strong beak but lacks fangs or even molars for grinding its food, unlike Gypceros or Qurupeco. Thus, it has to swallow pebbles or smooth soil into its stomach to help it crush and break down its food. These pebbles and soil might be introduced to the Hypnocatrice at its moment of birth, and matures along with it to form a prized stone known as 'Hypno Bezoar' that hunters can obtain after killing the creature.

Habitat

Hypnocatrice are almost exclusively found in forested regions. However they have also been seen roaming in deserts albeit on a smaller scale.

Qurupeco



Qurupeco

Lagre Beast (Bird Wyvern), unaligned


  • Armor Class 13
  • Hit Points 147(21d10 + 21)
  • Speed 30ft., fly 40ft.

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

  • Saving Throws Charisma +5, Intelligence +1
  • Skills Perception +5
  • Damage Resistances Fire
  • Condition Immunities charmed
  • Senses Passive Perception 15
  • Languages --
  • Challenge 6 (2,300 XP)

Enrage When Qurupeco starts its turn with half its maximum hit points (74) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Actions

Multiattack. The Qurupeco makes two peck attacks.

Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) bludgeoning damage.

Flint Clash. The Qurupeco bangs the flints on its wings together to create an explosion. All creatures within 5ft of the Qurupeco must make a DC 15 dexterity saving throw taking

13 (3d8) fire damage and being afflicted by fireblight on a failed save. On a success creatures only take half damage.

Call Monster (Recharge: When the called monster flees or dies). The Qurupeco uses its action to call a Beast. The monster/monsters appear at the start of the next round. Roll a d8. On a 1, three appropriate monsters of CR 1/2 appear. On a 2 an appropriate monster of CR 1 appears. On a 3-4 an appropriate monster of CR 3 appears. On a 5-6 an appropriate monster of CR 6 appears. On a 7 any monster of a CR higher than the Qurupeco appears. The DM chooses this monster or chooses randomly. On an 8 a Deviljho appears. Any monster summoned by the Qurupeco acts as though charmed by the Qurupeco for one minute. It then acts as it normally would. Deviljho is immune to this charm effect.

Buffing Song (Recharge 4-6). The Qurupeco sings a song. All allied creatures that can hear the Qurupeco including itself either immediately enrage, gain a +2 to AC and resistance to bludgeoning piercing and slashing damage or regain (3d6 + the creatures CR/level) hit points, Qurupeco chooses. All monsters gain the same benefit. Effects last for 1 minute but do not stack (except healing).

Enfeebling Song (Recharge 5-6). The Qurupeco sings a song. All hostile creatures that can hear the Qurupeco must make a DC 15 Charisma saving throw or either have disadvantage on attack rolls and deal half damage, all attacks have advantage against them, or have their speed reduced to 0 and be unable to take reactions. Qurupeco chooses the effect. All creatures suffer the same effect. On a success a creature is unaffected. Effects last for 1 round.

Reaction

Backline Fighter When a creature moves within 5ft. of the Qurupeco it can use its reaction to move its full movement away from the creature without provoking attacks of opportunity.

Physiology

The Qurupeco resembles a large bird with Pterosaur-like features, such as a fanged beak and leathery wings. It is mainly lime green with some scales being tinted yellow, it also has a clump of iridescent purple feathers on its back between its shoulders. The Qurupeco has a short, stubby brown crest extending from the back of its head. The Qurupeco's soft crest stretches over the top of its head and when calling opens out into the shape of a megaphone, amplifying its calls. Its most notable feature however is its bright red vocal sac which inflates when calling. The Qurupeco also has a pair of thick, bulky growths on its wings which produce sparks when struck against each other, much like flints. It uses these to ignite its mucus, causing fiery explosions.

Its tail is shaped like a fan and can unfold revealing brightly colored skin, most likely as a warning for any would-be attacker. The Qurupeco's feet seem to have only 3 frontal digits on each foot. It may also have a back digit,but its stubby appearance makes it looks more like a heel. Its feet are also partially webbed.

Abilities

It uses its masterful vocal mimicry abilities to summon aid from various monsters, as well as healing them and boosting their abilities. The Qurupeco's soft crest and throat sac make it a very delicate monster.

Behaviour

Qurupeco are a fairly calm species until provoked or angered by a threat. If threatened, Qurupeco will dance to make themselves appear more intimidating. If the threat doesn't leave, they won't hesitate calling for a larger threat to attack a foe. The older a Qurupeco is the more dangerous the monster it calls is. Qurupeco chicks have fully developed vocal organs from the time they hatch, which can be dangerous for them as they may unwittingly attract predators to them with their calls. Such problems are known to end with the parenting Qurupeco to scare off attackers with a larger monsters roar. Young Qurupeco have a tendency to fall off of high places as they dance, requiring the parents to use their tails as a cover to prevent lethal falls. Most of the chicks die from falling out of the nest while trying to perfect their dances.

Niche

Qurupeco live very casual lives, as they face very little danger in any of their chosen habitats. They enjoy fishing and scavenging, using their long beaks to snap up their prey. Qurupeco is low in the food chain competes with the Jaggi packs for food. It also has to avoid larger predators like Rathalos, Rathian, Tigrex, Deviljho, Lagiacrus, and Plesioth.

Biology

The average size of an adult Qurupeco is approximately 868.3cm. Qurupeco survive very well, despite having only mediocre camouflage. This is likely because they are much faster than larger wyverns, and most definitely because they can mimic the calls of the most fearsome predators. Because of this skill, Qurupecos face very little threat from smaller monsters, and can usually escape from larger monsters. They have also developed flint-like growths on their wings, which they slam together to ignite their combustible mucus. Qurupeco rarely face danger in their lives as they can escape quickly by imitating the call of larger wyverns to scare smaller predators like Jaggi. However, this can backfire if the larger monster attacks the Qurupeco itself. Qurupeco have the peculiar ability to relieve the pain of monsters they call and themselves and can also bring monsters they call into a state of rage, it is unknown how they are able to do this, although current theories suggest that the Qurupeco's cries while it dances may be capable of accelerating the metabolism of whatever hears them. It also has another strange red sack on its throat, that when inflated, is used for intimidating predators, attracting mates, or doing its vocalizations.

Habitat

Qurupeco tend to live in warm areas of the world, such as deserts and tropical areas.

Subspecies

The only known subspecies of Qurupeco is the Crimson Qurupeco. Unlike the normal variety, this subspecies is red and blue in color. The electric flints are unique to this subspecies.

Malfestio



Malfestio

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 14
  • Hit Points 70 (10d10 + 10)
  • Speed 20ft., fly 50ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 13 (+1) 5 (-3) 14 (+2) 5 (-3)

  • Skills Perception +6, Stealth +6
  • Senses Darkvision 120ft., Passive Perception 16
  • Languages --
  • Challenge 3 (700 XP)

Alert. The Malfestio is cannot be surprised by any creature that is not invisible while it is conscious. The Malfestio loses this trait when blinded.

Enrage When Malfestio starts its turn with half its maximum hit points (35) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion and rolls an extra damage die on attacks.

When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Keen Eyesight. The Malfestio has Advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Malfestio makes two attacks with its wingblades and one with its talons.

Wingblade. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (1d10 + 4) slashing damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (1d12 + 4) slashing damage.

Hypnotic Hoot (Recharge 4-6). The Malfestio sends a wave of ultrasonic sound out in a 5 ft wide, 60 ft long line. All creatures in the line must make a DC 13 Wisdom saving throw or be knocked unconscious for 1 minute. The creature wakes up if it takes any damage or if another creature takes an action to shake it awake.

Confusing Dust (Recharge 5-6) The Malfestio creates a 5 foot radius sphere of dust and pushes it forward in a 30 ft line. Any creature hit by the cloud must make a DC 13 Wisdom saving throw or become confused for 1 round as though affected by the confusion spell.

Physiology

Malfestio superficially resembles an owl. Its body is covered in blue plumage with a grayish belly, a yellow collar, and a white face with a small beak and red eyes. On its head are long tufts that point back and are tipped with yellow. There are hints of yellow on its legs that end in scaly feet that have two talons and one small vestigial toe. Its wings have bright blue membranes. Along its wings are long blade-like claws. Its flattened tail ends in a three-pointed shape. Like a real owl, it can turn its head around to see directly behind itself

Abilities

From its feathers Malfestio can produce yellow scales that disoriente prey and put them in a confused state. It can produce an ultrasound beam that can easily put prey to sleep. The claws along its wings are usually hidden but are revealed once the Bird Wyvern becomes enraged. In rage mode it will begin to use these claws as weapons.

Behaviour

Malfestio prefer to venture out at night without being disturbed by other threats. Malfestio are known to attack prey under the cover of night. They'll use their talons and

wing claws to attack prey. Generally, Malfestio sleep in trees to avoid ground-based threats.

Niche

Malfestio are mid-sized predators that feed on Herbivores, such as young Larinoth and Kelbi. Malfestio also occasionally feed on carrion of dead animals. Though Malfestio are top predators in their own right, they have to compete with other predators like Nargacuga, Tetsucabra, and Glavenus.

Biology

Due to the way Malfestio's eyes are positioned, it will rotate and maneuver its head to allow it to see better. Despite looking as though it has normal wings, Malfestio has long sharp claws that are usually hidden while Malfestio isn't using them on its wings. From how they overlap over each other, most wouldn't notice them easily. Malfestio will reveal them once enraged before beginning to use them as both weapons and tools. The claws allow it to fly better yet quieter. Its wing membrane are very unusual compared to other species. If touched, scales will puff out. These scales gather sound and emit a strange echo pattern. Inside its feathers are strange yellow scales that are released when it erects its feathers.

The scales put prey in a confused state once inhaled, making prey see images in places where they really aren't.The scales on its body is how it is able to quietly fly in the night sky. Malfestio has a special narcotic liquid in its sleep sac. It fires this liquid at enemies by using ultrasonic vibrations produced by the scales on its webbing to atomize the liquid and spray it at prey.

Habitat

Malfestio tend to live in heavily forested areas where they can make use of their ambush tactics to great effect. It also allows them to evade predation by hiding in trees.

Subspecies

Although Malfestio has no subspecies, it does have a Deviant called the Nightcloak Malfestio. Nightcloak Malfestio has many of the same adaptions as Malfestio, however, there is a few differences between them. Unlike normal Malfestio, Nightcloak Malfestio has more vibrant colors, including silver-colored scales. These silver scales can distort the surrounding light around it, allowing this Malfestio to use a special trick rarely seen in nature. By using its wings and scales, Nightcloak Malfestio is able to go completely invisible, allowing for it to ambush prey easily. From this ability, Nightcloak Malfestio can be considered unpredictable with some of its attacks. Besides turning invisible, Nightcloak Malfestio is well-known for launching its special scales at foes in various forms. It launches the scale to confuse potential prey.

Pukei-Pukei



Pukei-Pukei

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 81 (9d10 + 27)
  • Speed 30 ft., fly 40 ft

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 3 (-4) 14 (+2) 10 (+0)

  • Skills Perception +6
  • Damage Resistances Poison
  • Senses Darkvision 60ft., passive Perception 16
  • Languages --
  • Challenge 3 (700 XP)

Enrage. When Pukei-Pukei starts its turn with half its maximum hit points (48) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion.

Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Actions

Multiattack. The Pukei-Pukei makes two attacks with its tongue or two attacks with its poison spit. It can also use its poison gas if it is available.

Tongue. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Poison Spit. Ranged Weapon Attack: +4 to hit, range 60/80 ft., one target. Hit: 9 (2d8) poison damage. If the target is a creature it must succeed on a DC 15 Consitution saving throw or be poisoned for one minute. A creature can repeat the saving throw to end the poisoned condition at the end of each of its turns.

Poison Gas (Recharge (4-6). The Pukei-Pukei sprays a toxic mist from its tail in a 30 foot cone. The area is heavily obscured and any creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned for one minute. The gas remains for one minute, until the Pukei-Pukei uses its Poison Gas ability again or until a strong wind disperses it.

Physiology

Pukei-Pukei slightly resembles a chameleon, and its eyes are similar to frogs. It has a pair of wings and is covered in green scales that vary in color throughout its body excluding its underbelly. Its underbelly is covered in white osteoderm-like protrusions. Despite being reptilian in nature, Pukei-Pukei has vibrant feathers around its neck and wings

Abilities

Pukei-Pukei is known to store the properties of its food within its mouth and tail before combining them with its own poison. By doing so, it can spew poison from its mouth and tail for protection. This poison varies depending on its previous meal.

Behaviour

Observational reports state that Pukei-Pukei will bully weaker monsters but cower before bigger, stronger monsters. It's prone to retreating at the first sign of danger. When enraged, the head and wing feathers of the Pukei-Pukei will turn red. When fatigued, feathers on its head and wings are faded, its eyes are also narrowed.

Niche

Pukei-Pukei is a herbivore that feeds on various plants like scatternuts, sporepuffs, and poisoncups. In some instances, Pukei-Pukei has even been observed eating stones. Despite being a herbivore, it will attack weaker monsters like Mosswine and Jagras, but will flee from larger, stronger monsters like Anjanath and Rathalos.

Many of the plants in the Ancient Forest have a low germination rate due to them being covered by a shell, but Pukei-Pukei increases the germination rate by feeding on them. Pukei-Pukei mainly eats these plants for food and defensive purposes, though leaves behind the seeds which makes more vegetation for its environment. From the Pukei-Pukei eating the plants, it allows for the Ancient Forest's habitat to further grow and spread.

Biology

Like some Bird Wyverns, Pukei-Pukei has feathers covering some portions of its body (Wings and neck). Inside of these feathers are small crystals that reflect light, changing color depending on the light's angle. The color of Pukei-Pukei's feathers, as well as its face, will change color to reflect the Bird Wyvern's emotions, showing how it feels at the moment.

For example, when Pukei-Pukei's feathers are brown, and its eyes are partially closed, it means that it is scared and has recently encountered a large monster like Anjanath. Inside of Pukei-Pukei's mouth is a long tongue that it is able to stick out freely by pushing its hyoid bone forward and stretching its rubbery muscles around. This tongue can be about four meters long, or more, and is mostly used for grabbing plants, though can be used as a weapon as well. Though Pukei-Pukei's tongue can be used as a weapon, it isn't its main means of defense. Like Gypceros, Pukei-Pukei has a poison sac and is able to spit globs of it at foes, however, it adds an extra punch to its poison by eating. When threatened, Pukei-Pukei will look for certain plants before eating them, and store some of the plant's properties in its lower jaw, combining it with its own poison. By combining the plant's properties with its own poison, it gives its poison an extra effect that helps protect it against predators. For example, when Pukei-Pukei combines scatternuts with its own poison, it is able to both stun and poison its enemies at the same time. By constantly eating plants and combining them with its poison, a toxic gas is produced in its body, which dissolves in its poison sac and accumulates in its tail. While this toxic gas is accumulated in its tail, Pukei-Pukei can fire this gas off from the end of its tail, acting as an extra defense against predators.

Rather than care for its own young, it is believed that Pukei-Pukei uses Mernos to care for its babies. When a Mernos isn't in its nest, Pukei-Pukei will sneak into the nest and lay its own eggs, leaving its young in the care of the oblivious Mernos. Once the Pukei-Pukei's eggs hatch, the young will leave the Mernos's nest and care for themselves, spending most of their time learning how to fly and feeding on plants

Habitat

Pukei-Pukei lives almost exclusively in forested areas where it has easy acces to plant material, as well as poisonous berries etc. to fuel its own poison. I does sometimes venture into desrted areas, however it is unknown why it does this.

Yian Garuga



Yian Garuga

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 168(21d10 + 42)
  • Speed 40ft., Fly 60ft.

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 15 (+2) 7 (-2) 16 (+3) 7 (-2)

  • Saving Throws INT +2, Dex +8
  • Skills Intimidation +4, Investigation +4, Perception +6
  • Senses Darkvision 60ft., Passive Perception 16
  • Languages --
  • Challenge 10 (5,900 XP)

Aggressive. As a bonus action, the Yian Garuga can move up to its speed toward a hostile creature that it can see.

Enrage. When Yian Garuga starts its turn with half its maximum hit points (84) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, rolls an extra damage die on attacks and its movement is increased by 10 ft. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds. Also when the Yian Garuga first reaches half its maximum hit points it can immediately use the roar action, even if it hasn't recharged, as a reaction.

Erratic Behaviour. Due to the random nature of its movements, all of Yian Garuga's attacks are made with advantage.

Keen Hearing. The Yian Garuga has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack. The Yian Garuga makes 3 attacks. Any number of these can be with its fireball or peck.

Peck. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) bludgeoning damage.

Fireball. Ranged Weapon Attack: +8 to hit, range 50/100 ft., 1 target. Hit: 11 (3d8) fire damage and the creature is afflicted by Fireblight.

Tail Flip (Recharge 5-6). The Yian Garuga does a back flip, hitting enemies in front of it and behind it with its tail. All targets 5ft behind and in front of the Yian Garuga must make a DC 15 Dexterity saving throw or take 13 (2d8+4) piercing damage and 5 (1d10) poison damage and be poisoned for 1 minute. While poisoned in this way the creature takes 5 (1d10) poison damage at the start of each of its turns. On a success creatures take half damage and are not poisoned. Creatures can make a DC 15 Constitution saving throw to end the poisoned effect at the end of their turn.

Roar (Recharge 5-6). The Yian Garuga can roar as a bonus action. Any creature within 10 ft of the Yian Garuga and not deafened when it roars must make a DC 15 Constitution saving throw or be deafened and stunned until the end of their next turn or until they take damage. On a success the creature is unaffected.

Legendary Actions

The Yian Garuga can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Defensive Screech. The Yian Garuga uses its Roar if it's available.

Disengage. The Yian Garuga moves up to half its movement speed without provoking attacks of opportunity.

Diving Peck (Costs 2 Actions). The Yian Garuga moves up to 30 feet into the air before diving at a creature within 30 feet of it and making a peck attack. If the Yian Garuga dived at least 20 feet toward the target and then hit with the peck attack, the attack deals an extra 7 (2d8) damage to the target.

Physiology

Yian Garuga has a striking purple coloration, large defensive spikes and an extremely tough shell. Its beak is sharp and jagged, and it possesses a silver mane around the edge of its face.

Abilities

Yian Garuga possesses a poisonous tail club and can produce ear-splitting roars to stop foes in their tracks. It can also produce and fire long range fireballs much like Rathian.

Behaviour

Very war-like in nature, Yian Garuga are a monster that is best avoided. Yian Garuga are very solitary creatures, although they have rarely been seen in groups possibly during the mating season. After mating, a female will sometimes seek out a Yian Kut-Ku nest, destroy the eggs, and then lay its own eggs in the nest for the oblivious Kut-Ku to raise and care for. This shows that a female Garuga can be a Brood Parasite like a cuckoo bird. Yian Garuga perform this behavior due to their poor parental behavior.

Niche

Yian Garuga hunt almost exclusively at night, using its deadly poison or stabbing its prey with its sharp beak to finish off its victim. If hunting another predatory species such as a Velocidrome, Yian Garuga will first stun the creature with its roar before launching any attacks.

Rathalos, Rathian, Tigrex, Nargacuga, Seregios and the rare Rajang are fierce competitors of the Bird Wyverns and are even capable of killing them if an opportunity were to arise. However, being one of if not the most feared member of the Bird Wyvern class these creatures are fully capable of defending themselves against potential threats.

Biology

The average size of an adult Yian Garuga is approximately 1395.6cm. Yian Garuga possesses keen night vision and is aided in its night time hunts by its dark purple shell, making the creature very hard to spot from below. Yian Garuga is far more proficient in lobbing fireballs than its cousin, Yian Kut-Ku. It is nimble enough to perform backflips, whipping its foe hard with its spiked and poisonous tail. Yian Garuga has large ears, just like the Yian Kut-Ku. The ears assist in hearing its prey from great distances. Yian Garuga's beak and shell are especially hard for a Bird Wyvern, throwing some inexperienced hunters off guard as they are too accustomed to the much weaker Yian Kut-Ku. One of its most peculiar adaptations is its remarkable intelligence. One example is its ability to avoid certain traps. It is also much better at linking and more effectively using its attacks to disable the unwary hunter. Like their relatives, the Kut-Ku these creatures also have shovel-shaped beaks that are capable shoveling up smaller prey

Habitat

There is an old saying among some regions: "If a Yian Kut-Ku can live in this area, than a Yian Garuga can't be to far away from this area." This is likely due to the fact that it lays its eggs in Yian Kut-Ku nests.

The Yian Garuga can be found in almost any area that a Yian Kut-Ku can be found, primarily in forested areas or in grasslands. However they have been seen in some volcanic areas as well.

Subspecies

Yian Garuga lacks a subspecies, but it does have a Deviant known as the Deadeye Yian Garuga, The "Deadeye" is battle-scarred veteran of countless duels to the death. Its one-eyed gaze burns with the fervor of a thousand victorious fights

Yian Kut-Ku



Yian Kut-Ku

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 96(12d10 + 24)
  • Speed 40ft., Fly 45 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +4
  • Damage Resistances Fire
  • Senses Passive Perception 14
  • Languages --
  • Challenge 3 (700 XP)

Enrage When Yian Kut-Ku starts its turn with half its maximum hit points (48) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Keen Hearing. The Yian Kut-Ku has advantage on Wisdom (Perception) checks that rely on hearing.

Sensitive Hearing. If the Yian Kut-Ku takes thunder damage or hears a very loud noise and is not deafened, it must make a constitution saving throw with a DC equal to half the damage dealt or 10, whichever is higher. On a failure, it is stunned until the start of its next turn and is deafened for 3 rounds. After the stun ends the Kut-Ku immediately enrages. While enraged it loses this trait.

Actions

Multiattack. The Yian Kut-Ku makes 2 melee attacks with its peck or fires two fireballs.

Peck. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 12 (2d8 + 3)

Fireball. Ranged Weapon Attack +5 to hit, Range 40ft., one target Hit 11 (2d10) fire damage and the target is afflicted by fireblight.

Clumsy Charge (Recharge 4-6). The Yian Kut-Ku charges in a straight line up 40 ft. without provoking attacks of opportunity. The first time the Kut-Ku moves through any creature's space, that creature must make a DC 14 dexterity saving throw, taking 19 (3d10 + 3) bludgeoning damage and being knocked prone on a failed save. On a success creatures only take half damage and aren't knocked prone. The Kut-Ku falls prone at the end of the 40 ft.

Physiology

The Yian Kut-Ku is characterized by its large, fan-like ear frills that unfurl when excited and enlarged lower bill. They have a large, yellow beak with a pink stripe running central down the length of the upper beak. The lower jaw of its beak is significantly larger and bulkier than the top jaw. Yian Kut-Ku's body is covered in orange-pink plating and beige scales. Its wing membranes are deep blue and its eyes are bright yellow. These wyverns are small and relatively light, making them quick and agile. They have an extremely powerful sense of hearing, thanks to the large frills circling their ears.

Abilities

The Yian Kut-Ku is capable of moving at high speeds thanks to its light weight and small stature. It is also able to produce flaming projectiles coming from its flame sac, which can be shot from the mouth at attackers.

Behaviour

A somewhat temperamental, skittish, and inquisitive wyvern. Yian Kut-Ku have a tendency to want to appear bigger than they really are by spreading their wings,

flaring out their ears, and shriek out a loud squawking roar. The Bird Wyverns hope that this show of bravado will discourage predators but if it fails Kut-Ku will immediately flee the area. Though some individuals are more powerful than they appear as they age. During the breeding season female Yian Kut-Ku grow feathers on their abdomen and use them to keep their nests of eggs warm. After the eggs hatch and Yian Kut-Ku chicks are born the mother watches over them and feeding them honey and insects till they reach a certain age. Depending on the weather during the year, Yian Kut-Ku will breed all year round.

Niche

Yian Kut-Ku are omnivorous creatures that eat a wide variety of different things. Kut-Ku will eat lots of insects, such as Konchu, nuts and honey. While they are fully capable of defending themselves against smaller predators such as Velocidrome and their packs Kut-Ku are often preyed upon by larger predators like Rathian and Najarala. Kut-Ku are well known for getting into territorial conflicts with the extremely agressive Yian Garuga. Sometimes a Garuga will take over a Kut-Ku's territory and even kill the smaller bird wyvern.

Female Yian Garuga will also destroy the eggs of a Kut-Ku and lay their own eggs in the nest, leaving the Kut-Ku as a victim of brood parasitism.

Biology

The average size of an adult Yian Kut-Ku is approximately 898.6cm. Yian Kut-Ku are capable of flight, which is a major advantage when fleeing from large terrestrial predators. However, they aren't as adept in the air when compared to other wyverns. Due to this Kut-Ku spend more time on land. The Yian Kut-Ku can hurl large fireballs, and, although these are effective at killing weaker prey and predators, they have little effect against larger and more powerful predators. Kut-Ku have very large and sturdy beaks used to crush hard-shelled prey and fruit, as well as aid them in shoveling up ground-dwelling insects and larvae. This is particularly visible when it is feeding on Konchus, as it can bypass their hard shells by simply scooping the Neopterons up when they roll into balls and swallowing them whole. The most defining trait of Yian Kut-Ku are their specialized large ears. These ears are very sensitive to sound and sudden loud noises can disorient them leaving them vulnerable to attack, thus causing hunters to often use Sonic Bombs when hunting these creatures.

Habitat

Yian Kut-Ku tend to live in jungles, swamps and temperate forest. The creatures favour these areas for their warm climates and abundance of food. Kut-Ku can also rarely be found in the volcanic regions in order to possibly eat coal and other ingridients to supply their flame sac with.

Subspecies

The only known subspecies of the Yian Kut-Ku is the Blue Yian Kut-Ku. Blue Kut-Ku possess the same adaptations as the Yian Kut-Ku. The only real differences between the two are their color and fighting styles. Blue Yian Kut-Ku have a blue-colored shell that is more resistant to fire. Unlike Yian Kut-Ku, they have a stronger fire sac and better aerial abilities. Blue Yian Kut-Ku are also physically stronger than Yian Kut-Ku, while enraged

Theropod Bird Wyverns

The theropod bird wyverns are divided into two basic groups: The Dromes, which are the most raptor-like of the group and tend to be very agile but not extremely strong. The other group is "The Greats", which while not an official class, consists of the theropod bird wyverns that are lead by pack leaders whose names is preceded by the word Great. These are usually larger and heavier than the Dromes, and resemble larger theropod dinosaurs. Their young are still very raptor-like in nature however.

The one exception to this is Gargwa, a species of Bird Wyvern very reminiscent of the herbivores in demeanour. I have placed it with the theropod bird wyverns as it lacks the abiity to fly.

Dromes

Gendrome



Gendrome

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 56(8d10 + 8)
  • Speed 50ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +7, Perception +3
  • Condition Immunities Paralysed
  • Senses Darkvision 60 ft, Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Enrage When Gendrome starts its turn with half its maximum hit points (28) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Pack Tactics. The Gendrome has advantage on an Attack roll against a creature if at least one of the Gendrome's

allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Standing Leap. The Gendrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start.

Leaping Pounce. If the Gendrome long jumps at least 20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 13 Strength saving throw. On a failure the target is knocked prone and the Gendrome can make a bite attack as a bonus action against it.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become paralyzed until the end of its next turn

Kick. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage

Pack Command (Recharge 5-6). The Gendrome issues the following commands to all Genprey within 30 feet of it that can hear it. Using their reaction, the Gendrome can either move up to their movement and make an attack, or can move up to twice their movement speed towards the Gendrome without provoking attacks of opportunity.

Physiology

Hunters can easily identify a Gendrome by their big crest and slightly larger size compared to a Genprey. The crest signifies leadership over the pack.

Abilities

With a pack to protect them and paralyzing fangs, they are a force to be reckoned with. Considerably more powerful than a Velocidrome, Gendrome pose a challenge to novice hunters. Quick attacks and high speed allow them to attack with surprising power.

Behaviour

Gendrome are aggressive leaders that can repel some Flying Wyverns. Gendrome are well-known for occasionally living alone separate from a pack. In most cases, these are Gendrome searching for a pack to rule over, even if it means that they have to challenge that packs current leader.

Niche

Gendrome are pack leaders. Using high pitch vocal calls the Gendrome will organize its pack for their ambush.

Common prey for the raptors are Apceros and Aptonoth. Despite being deadly pack hunters these raptors are preyed upon by larger predators like Cephadrome, Tigrex, Nerscylla, Tigerstripe Zamtrios and Tetsucabra. They can even be attacked by the herbivorous yet highly aggressive Diablos and Monoblos, because they are a major threat to Gendrome as they will not tolerate predators in their presence.

Biology

Gendrome are covered in scales used for both camouflage in the harsh deserts and repel the fangs of other wyverns. If the other wyverns have a type of paralyzing toxin, skin under the scales can neutralize the paralyzing venom. In their fangs and claws, is a deadly venom that can paralyze prey ten times their own size. Its estimated that it takes near seconds for the venom to paralyze prey no matter what size. The combs on their head are used for sex appeal.

Habitat

Gendrome and their pack generally live in desert environments, however they have been spotted in swamps and forest quite often as well.

Genprey

Genprey are small Bird Wyverns that are led by Gendrome. Like the Gendrome they have a parlysing neurotoxin that is delivered through their fangs. This neurotoxin can incapacitate may creatures, however it is less potent than the Gendrome's.


Genprey

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 18(3d8 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +7
  • Condition Immunities Paralysed
  • Senses Darkvision 30 ft, Passive Perception 11
  • Languages --
  • Challenge 1/2 (100 XP)

Pack Tactics. The Genprey has advantage on an Attack roll against a creature if at least one of the Genprey's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage and the target must succeed on a DC 11 Constitution saving throw or become paralyzed until the end of its next turn.

Giadrome



Giadrome

Large Beast (Bird Wyvern), unaligned


  • Armor Class 13
  • Hit Points 49 (7d10 + 7)
  • Speed 50ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 13 (+1) 4 (-3)

  • Skills Stealth +7, Perception +3
  • Damage Resistances Cold
  • Senses Darkvision 60 ft, Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Enrage When Giadrome starts its turn with half its maximum hit points (25) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Pack Tactics. The Giadrome has advantage on an Attack roll against a creature if at least one of the Giadrome's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Standing Leap. The Giadrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start.

Leaping Pounce. If the Giadrome long jumps at least 20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 13 Strength saving throw. On a failure the target is knocked prone and the Giadrome can make a bite attack as a bonus action against it.

Actions

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

Kick. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) slashing damage

Ice Spit. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit 7 (2d6) cold damage and the target must make a DC 13 Constitution saving throw. On a failed save the creature is afflicted by iceblight until the end of their next turn.

Pack Command (Recharge 5-6). The Giadrome issues the following commands to all Giaprey within 30 feet of it that can hear it. Using their reaction the Giaprey can either move up to their movement and make an attack, or can move up to twice their movement speed towards the Giadrome without provoking attacks of opportunity.

Physiology

It is physically very similar to the Velocidrome, the only key difference being the pale blue colouration and the presence of a frost sac

Abilities

Not only does it sport more powerful attack power and higher defense than ordinary Giaprey, it is also capable of spitting a frozen substance that can immobilize prey and foes alike.

Behaviour

Giadrome are quite social compared to its cousins. Unlike most other Velociprey species, Giadrome and Giaprey are quite social. They are known to be made up of more than one pack. Both Giadrome will live together and even control each other's pack while together. By being together, their packs are much deadlier and larger than before.

Niche

Giadrome is a reasonable predator, and can use its Giaprey to outflank a prey item, such as a Popo and Anteka.

However, they can also fall prey themselves to Tigrex, Blangonga, Rajang, Zamtrios, the invasive Deviljho, Kushala Daora,Khezu, Lunastra and Ukanlos.

Biology

From the scales of Giadrome being white and blue, they are able to blend into the snow. This allows it to hunt better in the cold. Unlike the other species of Velociprey, Giadrome can spit a freezing cold liquid at prey. This spit can freeze in prey in their tracks. Their fangs are very cold and sharp to the touch.

Habitat

The Giadrome can be found in freezing cold areas such as mountaintops and arctic regions. This is evidence that the Dromes are warm blooded.

Giaprey

Giaprey are young Giadrome, sharing its ability to spit a cold liquid, although it is less powerful than the Dromes version. It was once considered an albino Velociprey, though it is unknown if the individuals spotted in the Forest and Hills really were albino Velociprey or not as they never used any cold liquid.


Giaprey

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 12
  • Hit Points 15 (3d8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3)

  • Skills Stealth +6
  • Damage Resistances Cold
  • Senses Darkvision 60ft., passive Perception 10
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage

Ice Spit. Ranged Weapon Attack: +4 to hit., one target. Hit 5 (2d4) cold damage and the target must make a DC 10 constitution saving throw or be afflicted by Iceblight until the end of their next turn.

Iodrome



Iodrome

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 14
  • Hit Points 56(8d10 + 8)
  • Speed 50ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+5) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +7, Perception +3
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft, Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Enrage When Iodrome starts its turn with half its maximum hit points (28) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Pack Tactics. The Iodrome has advantage on an Attack roll against a creature if at least one of the Iodrome's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Standing Leap. The Iodrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start.

Leaping Pounce. If the Iodrome long jumps at least 20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 13 Strength saving throw. On a failure the target is knocked prone and the Iodrome can make a bite attack as a bonus action against it.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 4) piercing damage and 2 (1d4) poison damage

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft, 1 target. Hit: 11 (2d6+4) slashing damage

Poison Spit. Ranged Weapon Attack: +6 to hit, range 30/60 ft., 1 target. Hit: 5 (1d8) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can make the saving throw again at the end of its turn. While poisoned in this way the target also takes 3 (1d6) poison damage at the start of each of its turns.

Pack Command (Recharge 5-6). The Iodrome issues one of the following commands to all Ioprey within 30 feet of it that can hear it. Using their reaction the Ioprey can either move up to their movement and make an attack, or can move up to twice their movement speed towards the Iodrome without provoking attacks of opportunity.

Physiology

It is significantly larger than normal Ioprey and possesses a larger crest. Unlike other pack leaders, Iodrome has a more amphibian look, with salamander-like skin that seems to glisten with moisture, and a frog-like throat sac. It also lacks the sharp claws of its relatives, relying more on poison to bring down prey like Aptonoth and enemies.

Abilities

Although not as strong as Flying Wyverns, it can quickly cripple hunters with the power of its pack and poison. Iodrome is a threat due to its speed, agility, considerable strength and poison. When threatened, Iodrome spits Poison from the poison sac in its throat.

Behaviour

The Iodrome is territorial and is known as a deadly trouble for miners as it loves tunnels. It always travels with its pack for protection, and leads them during battle, co-ordinating their actions.

Niche

Iodrome primarily feed on Neopterons, which is the reason why they have developed their poisonous sac, along with Apceros, Slagtoth, and carrion. However, these theropods must avoid being preyed upon themselves by larger predators immune to their poison such as gypceros in the swamps etc.

Biology

Unlike other their relatives, Iodrome have a poison sac inside their throat that allows them to spit toxic poison at prey. This has also made their small fangs poisonous when biting into prey. Even their scales and bones are filled with poison for defense against predators. Iodrome poison is stronger than Ioprey poison and it can even kill Ioprey in near minutes. The crest on their head is said to have some type of use but what it is used for is unknown.

Habitat

It is often seen in the various different Swamp and Volcano areas, but can also be found in large forests or rarely in mountainous regions.

Ioprey

Ioprey are easily distinguishable from other Raptor species due to their larger size and bulbous frog-like throat sac. This enlarged throat houses the Ioprey's potent poison sac, which gives it the ability to spit toxins at its foes. Ioprey have lithe, raptor-esque bodies. They have vivid red skin, with some black markings and purplish lavender colouration by the limbs.

Ioprey have very distinctive head crests, large and well rounded. Their lower jaw curls outwards significantly.


Ioprey

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 18(3d8 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +7
  • Damage Resistances Poison
  • Senses Darkvision 30 ft, Passive Perception 11
  • Languages --
  • Challenge 1/2 (100 XP)

Pack Tactics. The Ioprey has advantage on an Attack roll against a creature if at least one of the Ioprey's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage and 2 (1d4) poison damage

Poison Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., 1 target. Hit: 3 (1d6) poison damage.

Velocidrome



Velocidrome

Large Beast (Bird Wyvern), unaligned


  • Armor Class 13
  • Hit Points 30 (4d10 + 4)
  • Speed 50ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 5 (-3)

  • Skills Perception +3, Stealth +5
  • Senses passive Perception 13
  • Languages --
  • Challenge 1 (200 XP)

Enrage When Velocidrome starts its turn with half its maximum hit points (14) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3.It cannote re-enter rage for 1d4 rounds.

Leaping Pounce: If the Velocidrome long jumps at least

20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 11 Strength saving throw. On a failure the target is knocked prone and the Velocidrome can make a bite attack as a bonus action against it.

Pack Tactics. The Velocidrome has advantage on attack rolls against a creature if at least one of the Velocidrome's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Standing Leap. The Velocidrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start.

Actions

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

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (2d4 + 3) slashing damage.

Pack Command. The Velocidrome issues one of the following commands to all Velociprey within 30 feet of it that can hear it. Using their reaction the Velociprey can either move up to their movement and make an attack, or can move up to twice their movement speed towards the Velocidrome without provoking attacks of opportunity.

Physiology

Its large, bright red crest over its blue hide signifies to other Velociprey that it is fit to be their leader.

Abilities

Due to its usual weak physical strength, Velocidrome are forced to group up into packs whilst hunting.

Behaviour

Velocidrome give orders to the Velociprey while it constantly patrols its territory in search of intruders that have entered it. If an intruder is spotted, the Velocidrome will call for its pack before attacking the threat. Velocidrome acts as the leader of the Velociprey, taking responsibility of the pack. Velocidromes sometimes prefer two leaders in a pack because it improves the hunting strength of the pack and they can split into two groups for huntinh.

Niche

Velocidrome are in the middle of the food chain, feeding on Herbivores like Aptonoth. Though they can feed on weaker predator and herbivore species, larger predators are known to occasionally feed on them such as Astalos. Rathian have even been seen carrying Velociprey back to her nest to feed her young.

Biology

Its speed and agility are its main strengths. Using these advantages, the Velocidrome will leap around in order to kill prey in a single slash of their hook-like toe claw. The Velocidrome is heavily set in its pack mentality and will rarely fight alone. To try to scare away potential predators, Velocidrome have colorful scales that act as warning colors.

Habitat

Velocidrome are amost exclusively seen inhabiting forested regions as well as thick jungles and open grassland.

Velociprey

Velociprey are essentially a Velocidrome in miniature. Being the weakest of the Bird Wyverns outside of Gargwa, they are forced to pack up for hunting purposes. Despite being a predatory species, Velociprey are low in the food chain. They may even become food for other large species of wyvern, although their speed and agility will discourage most larger predators. They prey mostly on small herbivores such as Kelbi, Mosswine, and occasionally Aptonoth. Velociprey are weak, but together they pose a credible threat to hunters or even small wyverns. Rathian sometimes preys on Velociprey to feed her young, this indicates that some other predatory wyverns also prey on Velociprey for food.


Velociprey

Medium Beast (Bird Wyvern), unaligned


  • Armor Class 12
  • Hit Points 15 (3d8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 3 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +6
  • Condition Immunities None
  • Senses passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Pack Tactics. When one of the Velociprey's allies is within 5 ft of its target the Velociprey has Advantage on attack rolls against the target.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage

Gargwa

Gargwa have very small, likely vestigial wings. Like most species of Herbivore, they're normally docile creatures, but will attack and flee when they're threatened and when they flee will usually leave an egg or guano. They coexist with the people of Yukumo village as livestock, but they have been known to attack Hunters from time to time. Gargwa are quite low in the food chain. They feed on a variety of fruits, insects, fish, and vegetation. Though they eat a variety of food items, their favorite prey is Thunderbugs. However, they are common prey for predators such as Great Jaggi, Tigrex, Gore Magala, Arzuros, Rathian, Rathalos, Nargacuga, Zinogre, and Deviljho. People of the Yukumo Village use them as livestock and draft animals. Gargwa are covered in an array of colorful feathers. These feathers don't have much use but cover the Garwga for camouflage. A Gargwa's beak is made of an insulating material that prevents them from being shocked by their favorite prey, Thunderbugs, which they are the natural predator of.


Gargwa

Size, Alignment


  • Armor Class 11
  • Hit Points 15 (3d8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 10 (+0) 3 (-4) 13 (+1) 9 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages --
  • Challenge 1/4 (50 XP)

Beast of Burden The Gargwa is considered to be a Large animal for the purpose of determining its carrying capacity.

Actions

Peck. Melee Weapon Attack: +3 to hit, Reach 5ft., one target. Hit: 5(1d6+ 2) bludgeoning damage.

Reactions

Egg Lay If the Gargwa becomes affected by the Frightened condition or if it is hit by an attack while surprised, it can lay an egg as a reaction and move up to half its movement without provoking attacks of opportunity. Roll a d100. On a roll of 95-100 the egg is golden and can be sold to special collectors for 200 gold or more (DM's discretion). On a roll of 1-94 the egg is an unfertilised Gargwa egg.

Great Baggi



Great Baggi

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 56 (8d10 + 8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Damage Resistances Cold
  • Senses Darkvision 60ft., Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Enrage When Great Baggi starts its turn with half its maximum hit points (31) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Pack Tactics. The Great Baggi has advantage on

attack rolls against a creature if at least one of the Great Baggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Ice Walk. Difficult terrain composed of ice or snow doesn't cost the Great Baggi extra movement.

Actions

Multiattack. The Great Baggi makes two melee attacks: one with its tail and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 7 (1d8 + 3) bludgeoning damage.

Tranquilizing Spit. Melee Weapon Attack: +4 to hit, range 30/60ft., one target. Hit The target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute, until it takes damage or until another creature takes an action to shake it awake.

Pack Command (Recharge 5-6). The Great Baggi issues one of the following commands to all Baggi within 30 feet of it that can hear it. Using their reaction the Baggi can either move up to their movement and make an attack, or can move up to twice their movement speed towards the Great Baggi without provoking attacks of opportunity.

Physiology

Great Baggi are matured male Baggi that have taken over a pack of their own. Great Baggi is also slightly larger than the Great Jaggi.

Located on its head is a crest that can be obtained in a way similar to Great Jaggi's frill. Its eyes will glow yellow in the dark.

Abilities

It has developed its own unique ability; it can spit a tranquilizing liquid that inflicts sleep on its prey or hunters. It also has developed the ability to command Baggi to surround prey or hunters and spit tranquilizing liquid at them with a roar.

Behaviour

Great Baggi are extremely territorial, defending their nests from anything except the stronger monsters of the Tundra. Using their tranquilizing spit they are able to drive almost any monster away.

Niche

The raptor and its pack often compete with Gigginox for caves to nest in. Sometimes, Great Baggi prey on the

Gigginox's offspring, Giggi, depending on the availability of other food. Popos make up their main prey alongside insects.

Biology

The average size of an adult Great Baggi is roughly 1048.9cm. Unlike the Great Jaggi's spiky tail, Great Baggi have a fan-like tail, which is weaker and shorter, but is made to stun prey with a blow to the head. They make up for this with their unique ailment: Sleep. Much like the foreign Hypnocatrice, they have an organ that produces sleep-inducing materials which, when mixed with the Baggi's saliva, can tranquilize almost anything. They shoot these blobs at their prey, and wait until it falls to sleep. One can say that Baggi literally eat their prey alive. They are also slightly bigger than their relatives, and also living in the Tundra has in hardened their skin making it also harder than their relatives as well.

Habitat

Great Baggi and its pack will generally live in tundra regions as they are adapted to cold climates. They are sometimes seen in warmer coastal areas however this is rarer.

Baggi

The average size for a Baggi is 389.4cm. Baggi are similar to the temperate Jaggi, but replace their trademark barbed tail with a fan-like one. They are commonly seen hunting in packs. They also have special organs that produce sleep-inducing materials which, when mixed with saliva, can tranquilize most anything, meaning an easy meal. Their blue scales help them to blend in with the icy terrain and also to ensure the success of a sneak attack on prey.


Baggi

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 15(3d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 3 (-4) 10 (+0) 5 (-3)

  • Damage Resistances Cold
  • Senses Darkvision 30ft., Passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Pack Tactics. The Baggi has advantage on an Attack roll against a creature if at least one of the Baggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

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

Tranquilizing Spit. Ranged Weapon Attack: +5 to hit, range 30/60ft., one target. Hit The target must make a DC 11 Constitution saving throw or fall unconscious until the start of the Baggi's next turn, until it takes damage or until another creature takes an action to shake it awake.

Great Izuchi



Great Izuchi

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 54 (9d8 + 9)
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 12 (+1) 4 (-3) 12 (+1) 7 (-2)

  • Saving Throws DEX +5
  • Skills Acrobatics +5, Perception +3
  • Senses passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Enrage. When Great Izuchi starts its turn with half its maximum hit points (27) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Pack Leader. When the Great Izuchi makes a tail attack, any Izuchi within range of the target can make a tail attack against the same target as a reaction

Pack Tactics. The Great Izuchi has advantage on an Attack roll against a creature if at least one of its allies is within 5ft. of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Great Izuchi makes two tail swipe attacks or three claw attacks.

Claws. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit 5 (1d4 + 3) slashing damage.

Tail Swipe. Melee Weapon Attack: +5 to hit, Reach 10ft., one target. Hit 7 (1d8 + 3) slashing damage.

Spit. Ranged Weapon Attack: +5 to hit, Range 20/40ft., one target. Hit 2 (1d4) bludgeoning damage.

Pack Command. The Great Izuchi issues one of the following commands to all Izuchi within 30 feet of it that can hear it. Using their reaction the Izuchican either move up to their movement and make an attack, or can move up to twice their movement speed towards the Great Izuchi without provoking attacks of opportunity.

Great Jaggi



Great Jaggi

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 12
  • Hit Points 64(8d10 + 16)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses Darkvision 60ft., Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Enrage When Great Jaggi starts its turn with half its maximum hit points (32) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3.

It cannot re-enter rage for 2d4 rounds.

Pack Tactics. The Great Jaggi has advantage on an Attack roll against a creature if at least one of the Great Jaggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Multiattack. The Great Jaggi makes two attacks, one with its bite and one with its tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage

Tail. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 8 (1d10 + 3) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Pack Command (Recharge 5-6). The Great Jaggi issues one of the following commands to all Jaggi within 30 feet of it that can hear it. Using their reaction the Jaggi can either move up to their movement and make an attack, or can move up to twice their movement speed towards the Great Jaggi without provoking attacks of opportunity.

Physiology

Great Jaggi's distinctive feature is its frill and the lavender scales with the crimson and tangerine overrides on the frills and the abdomen part, but also the furs that grow on its neck and along the back down to the middle tip of the tail. Great Jaggi's muzzle are particularly thinner and much more wrinkly than the other Bird Wyverns. While the tail has some barbs on each sides, they are notably blunt and definable even used for its tail whip attacks.

Abilities

Great Jaggi, along with the Great Baggi, may attack other large monsters indicating a highly competitive and intelligent demeanor. It can also call its pack of Jaggi to its aid at any time with a loud, resonating roar. Being a larger and more powerful dominant male of Jaggi and Jaggia, it is considered to be the boss of these monsters. Its alpha status is much more prominent than that of previous Dromes, as its physical differences are much more evident.

Behaviour

When a Jaggi leaves its pack and finds a new one to lead, it gains the title of Great Jaggi and eventually gets the body of one too. As leader of a large pack of smaller raptors, the Great Jaggi can take on prey bigger than itself, fend off predators without too much difficulty, and cover great distances looking for food.

The Great Jaggi fits the role of a leader perfectly, as other Jaggia or Jaggi are loyal to their leader. The Great Jaggi is highly territorial, and may sometimes attack other monsters that enter its territory. The Great Jaggi, however, has to be wary of challenges from rivals, as if it´s title is usurped, it will be chased away from the pack and will be forced to live alone until it can find a new pack it can gain control of. It is unknown what happens if it can´t find a new pack, but it´s likely that this unfortunate Great Jaggi will have to live alone and the odds of it surviving are very slim.

Niche

The Great Jaggi are in the middle of the food chain. They hunt many animals, some larger than itself. Its prey include Aptonoth, Kelbi, Rhenoplos, Delex, Fish, Giggi, Slagtoth, and Moofah. It also may prey on eggs of other animals, along with those of larger predators such as Rathian. Great Jaggi meat has a high nutritional value to larger predators, so it tends to stay away from them, including the likes of Lagiacrus, Gore Magala, Rathalos, Tigrex, Deviljho, and Zinogre as these predators would easily kill it. However, should any monster stray too far into Great Jaggi territory, the raptor will try to get rid of the intruder. The Great Jaggi hunts in packs, which helps in the success of its hunt and the previously mentioned hunts of larger wyverns.

Biology

The average size of a Great Jaggi is approximately 934.3cm. The Jaggi is sexually dimorphic, meaning that the Great Jaggi can only be male. The Raptor can summon its pack by a loud

howl. This howl can vary greatly and can give complex orders to its pack such as a strategy to surround their prey. As the Great Jaggi is much larger than its brethren, it can take on larger prey with relative ease. Its large frill is a sign to show that he is the leader of the pack. The barbs on its powerful tail serve as a formidable weapon when hunting prey,as a defense against attackers. Another powerful weapon is its huge claws, which can easily slice through herbivore flesh.

Habitat

Great Jaggi and their pack live in coastal areas as well as large open plains and grasslands. The Great Jaggi nests in gorges and cliffsides decorated in the bones of their prey.

Jaggi and Jaggia

The Jaggi's spiked tails, claws, speed, agility, and teeth are its best weapons for killing prey.Jaggi are pack hunters, increasing the number of prey items they can bring down. When in small numbers, they most likely prefer to hunt small prey, but in packs they can prey on monsters larger than itself, such as Aptonoth and Rhenoplos. Jaggia are the females of the Jaggi species. They are noticeably larger and bulkier than the immature males, and are mostly a blue-purple in hue. Their tails, unlike males of the species, have no barbs, and instead have a soft feather-like hanging accent near their ends. Their frills, located behind their jaws, are also more subdued than in other Jaggi variations.


Jaggi

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 12
  • Hit Points 10 (2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 4 (-3)

  • Senses Darkvision 30ft., Passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Pack Tactics. The Jaggi has advantage on an Attack roll against a creature if at least one of the Jaggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Multiattack: The Jaggi makes two attacks: one with its tail and one with its bite

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage

Tail. Melee Weapon Attack +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage


Jaggia

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 15 (3d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 11 (+0) 3 (-4) 10 (+0) 5 (-3)

  • Senses Darkvision 30ft., Passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Pack Tactics. The Jaggia has advantage on an Attack roll against a creature if at least one of the Jaggia's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Multiattack: The Jaggia makes two attacks with its bite.

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) bludgeoning damage and the target must succeed on a DC 11 Strength saving throw or be knocked prone.

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2)

Great Maccao



Great Maccao

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 49(7d10 + 7)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Enrage When Great Maccao starts its turn with half its maximum hit points (25) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion and rolls an extra

damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Pack Tactics. The Great Maccao has advantage on an Attack roll against a creature if at least one of the Great Maccao's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Tail Hop. The Great Maccao can use its bonus action to move up to its movement in feet by hoping on its tail.

Actions

Multiattack. The Great Maccao makes two attacks: one with its kick and one with its tail slam.

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) bludgeoning or slashing damage.

Tail Slam. Melee Weapon Attack: +5 to hit, teach 5ft., 1 target. Hit: 7 (1d8+3) bludgeoning damage

Physiology

The Great Maccao's feathered crest sets them apart from its Maccao pack. Although superficially similar to its younger brethren, a Great Maccao is bigger and bulkier, with more brightly-colored plumage. It also has powerful legs it uses to kick threats and to move with great speed, and its spiked tail allows it to propel itself forward and jump with tremendous force.

Abilities

Great Maccao has powerful legs it uses to kick threats and to move with great speed. It can stand on its tail and launch itself forward. Should its tail be damaged, it will be heavily restricted due to relying on its tail for offense and movement.

Behaviour

Great Maccao are shy monsters that prefer to stay away from most threats. Despite Great Maccao being the leader of its Maccao pack, it barely has any control over its lesser counterparts, unlike other Bird Wyverns such as the Great Jaggi. A Great Maccao's pack will rarely assist it in if it is in danger. Great Maccao would rather run than fight, much like its smaller counterparts.

Niche

Great Maccao are scavengers that feed on corpses and eggs belonging to larger predators. Though primarily scavengers, Great Maccao will also feed on smaller monster species. These scavengers are forced compete with larger carnivorous monsters like Glavenus, Tigrex, and Rathian.

Biology

Only male Maccaos or Great Maccaos have feathers on their head. A Great Maccao's tail is similar a kangaroo's tail. Its tail allows it to propel itself forward and jump with tremendous force. The Great Maccao has the ability to stand on its tail without any support from its legs, allowing it to balance itself on its tail with its legs in the air. While standing on its tail, its bright, red underbelly is revealed. The red underbelly acts as a warning sign, and is used to intimidate predators. Because its tail is such an important tool, breaking it will severely handicap the Great Maccao, preventing it from using its tail for attacking and movement. Even if the tail is broken, Great Maccao can still use its unusually shaped hands to ward off foes. These hands are shaped in such a way that doesn't allow them to grab prey, but rather are designed to hold eggs and punch foes.

Habitat

Great Maccao is often seen in areas such as deciduous forest and open plains. As it is a scavenger it tends to live in areas frequented by larger predators, and as such resides in places with high quantities of food.

Maccao

Maccao are the younger version of the Great Maccao. They do not have the feathered crest of their larger counterparts but otherwise look almost identical in every except size. Although lacking the strategy of other raptor-esque bird wyverns, they still gang up on larger creatures in order to take them down, albeit rarely as they are primarily scavengers


Maccao

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 12
  • Hit Points 15(3d8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
10 (+2) 15 (+3) 11 (+0) 3 (-4) 10 (+0) 6 (-2)

  • Senses Passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Pack Tactics. The Maccao has advantage on an Attack roll against a creature if at least one of the Maccao's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Tail Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) bludgeoning damage.

Great Wroggi



Great Wroggi

Large Bird Wyvern, Unaligned


  • Armor Class 12
  • Hit Points 64 (8d10 + 16)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Damage Resistances Poison
  • Senses Darkvision 60ft., Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Enrage When Great Wroggi starts its turn with half its maximum hit points (32) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Pack Tactics. The Great Wroggi has advantage on an Attack roll against a creature if at least one of the its

allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Multiattack. The Great Wroggi makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage and 2 (1d4) poison damage

Tail. Melee Weapon Attack +5 to hit, reach 10 ft., one target. Hit 7 (1d8 + 3) bludgeoning damage and the target must succeed on a DC 13 strength saving throw or be knocked prone.

Poison Gas (Recharge 5-6). The Great Wroggi exhales a 15ft. cone of poisonous gas. Any creature in the area, must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. On a success creatures take half damage and aren't poisoned. While poisoned in this way, creatures take 2 (1d4) poison damage at the start of each of their turns. A target can repeat the saving throw at the end of their turn to end the condition.

Pack Command (Recharge 5-6). The Great Wroggi issues one of the following commands to all Wroggi within 30 feet of it that can hear it. Using their reaction the Wroggi can either move up to their movement and make an attack, or can move up to twice their movement speed towards the Great Wroggi without provoking attacks of opportunity.

Physiology

The Great Wroggi has a slick salamander-like skin similar to the Iodrome, and, like its close relatives the Great Jaggi and Great Baggi, Great Wroggi are usually accompanied by a group of their smaller kin - in this case, Wroggi.

Abilities

The most prominent feature of a Great Wroggi is its delicate, translucent sac-like organ around the neck. Because of its translucence, poison can be seen in the sac before it spews out as a toxic mist.

Behaviour

Great Wroggi are territorial by nature, and will defend their territory and nests with aggression. They will send their packs to attack foes and hunters alike. When reaching a certain age, male Wroggi will leave their packs in order to search for and lead a pack of their own.

Niche

Great Wroggi are deadly pack hunters that prey on Aptonoth, Bullfango, Bulldrome, Rhenoplos, and Slagtoth.

However these creatures can be preyed upon themselves by larger predators consisting of Lagiacrus, Brachydios, Brute Tigrex, Plesioth, Rathalos, Rathian, Gobul, Stygian Zinogre, Royal Ludroth, and Deviljho. But if in large numbers these raptors can harass larger predators out of their territories by utilizing strength in numbers and by spitting their deadly toxic fumes.

Biology

Great Wroggi are not strong by themselves, so they form packs much like Great Jaggi and Great Baggi. This survival strategy proves useful when facing larger monsters and hunting prey. On their neck is poison sac used to produce toxins that they use to kill prey. This toxin is sprayed at prey in a mist form, poisoning prey from a distance. Venom is also contained in their fangs. To warn predators that they are poisonous, Great Wroggi have an orange colored-hide as a warning to potential predators.

Habitat

The swamp is their preferred habitat and they are most commonly seen there. Rarely are they seen in other areas such as jungles.

Wroggi

Wroggi are similar in body structure to Jaggi and Baggi, and are covered in a slick, water-resistant hide of an orange colouration. They have a pair of poison sacs on either side of their heads. Great Wroggi will call their younger brethren to help in the hunt and the protection of their nests. They will attack hunters on sight, spitting their poison to fell their foes. When unseen by hunters, Wroggi often lie down in the water to rest, even submerging their heads underwater, suggesting that they can hold their breaths for a long time or breath underwater through their skin, just like real life amphibians.


Wroggi

Medium Bird Wyvern, Unaligned


  • Armor Class 12
  • Hit Points 15 (3d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 5 (-3)

  • Damage Resistances Poison
  • Senses Darkvision 30ft., Passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Amphibious The Wroggi can breath on both land and in water.

Pack Tactics. The Wroggi has advantage on an Attack roll against a creature if at least one of the Wroggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage and 1 poison damage.

Poison Spit Ranged Weapon Attack: +4 to hit, range 20/60 ft., 1 target. Hit: 3 (1d6) Poison damage.

Kulu-Ya-Ku



Kulu-Ya-Ku

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 40 (5d10 + 10)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 5 (-3) 13 (+1) 10 (+0)

  • Saving Throws DEX +5, INT -1
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Enrage. When Kulu-Ya-Ku starts its turn with half its maximum hit points (20) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Grab Rock. The Kulu-Ya-Ku grabs a rock as a bonus action if there is one nearby or in the ground. When holding a rock it gains the rock smash attack but loses the claw attack, and it gains a +2 to AC.

The Kulu-Ya-Ku drops the rock if it is incapacitated, blinded, surprised or if it makes four rock smash attacks.

Actions

Multiattack. The Kulu-Ya-Ku makes three attacks with its peck or two attacks with its claw or rock smash.

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

Peck. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit 6 (1d6 + 3) bludgeoning damage.

Rock Smash. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit 10 (2d6 + 3) bludgeoning damage.

Reactions

Block. If the Kulu-Ya-Ku is holding a rock it can use its reaction to block a ranged or melee weapon attack made against it, gaining resistance to the damage. Roll a d100. On a roll of 25 or less the rock breaks.

Physiology

Kulu-Ya-Ku has a body shape similar to other raptorial Bird Wyverns, such as Velocidrome. This monster is covered in light brown scales and has a face that greatly resembles a Dodo. Though it is mostly covered in scales, it also has feathers on its head and arms.

Abilities

Kulu-Ya-Ku is able to pick up small boulders and use them to protect itself from incoming attacks. It can also toss said boulders at foes from a distance.

Behaviour

They are commonly spotted stealing eggs from Monster nests, especially those of the Rathian. It is relatively weak however and will only steal eggs when it is certain the Rathian is not nearby.

Niche

The Kulu-Ya-Ku is relatively low in the food chain. While it could likely defend itself from smaller carnivores but anything larger represents a great threat. As such it has developed large grasping forearms so as to be able to carry large monster eggs, allowing it to fill its own unique Niche, as it will eat the eggs of any monster available to it.

Habitat

Kulu-Ya-Ku is found only in forest and desert environments, although it could easily be found in any environment with egg-laying animals, privided the temperature is not too extreme. It is likely that Kulu-Ya-Ku could survive in areas other than Volcanoes or Arctic regions.

Tzitzi-Ya-Ku



Tzitzi-Ya-Ku

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 14
  • Hit Points 56 (7d10 + 14)
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 4 (-3) 12 (+1) 9 (-1)

  • Saving Throws DEX +6
  • Skills Perception +3, Stea;th +6
  • Condition Immunities Blinded
  • Senses Darkvision 60ft., passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Enrage. When Tzitzi-Ya-Ku starts its turn with half its maximum hit points (28) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage

ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Pounce. If the Tzitzi-Ya-Ku moves 20 feet directly towards a creature and hits it with a kick attack on the same turn the creature must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Tzitzi-Ya-Ku can make one Claw attack against it as a bonus action.

Actions

Multiattack. The Tzitzi-Ya-Ku makes two attacks: one with its claw and one with its kick or two with its claw.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Kick: Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Flash Crest. The Tzitzi-Ya-Ku generates a blinding flash in a 40 foot cone. Any creature in the area must succeed on a DC 15 Constitution saving throw or be blinded for one minute. A creature can repeat the saving throw at the end of its turn to end the condition on itself.

Physiology

Tzitzi-Ya-Ku is a medium-sized Bird Wyvern of navy blue coloration. It has long, powerful back legs, and muscular forelegs complete with three claws for grasping prey. Perhaps its most unique feature is the pair of retractable frills that line either side of its head, which are bright and vividly colorful in appearance. Its back is lined with a row of short spines, and it has wide sturdy feet.

Abilities

Tzitzi-Ya-Ku is able to emit bright flashes of light from the fins on the sides of its head. This can be used to disorient attackers and prey alike, allowing the monster to gain the upper hand in combat. Its powerful hind legs can be used to deliver potent kicks during battle.

Behaviour

This monster is comparatively low on the food chain, so it uses the dark coloration of its body to blend in and stalk its prey amongst the shadowy undergrowth of the Coral Highlands, far below the jurisdiction of the powerful Wyverns that rule the local ecosystem. When threatened by stronger monsters it will use it's flash attack to stun them then run away rapidly.

Habitat

Tzitzi-Ya-Ku is only found in the unique environment of the Coral Highlands, and is found nowhere else. However it is likely that it could survive in any habitat with small prey to sustain it, outside of the temperature extremes such as arctic or desert environments.

Brute Wyverns

This class is considered to be Wyverns that are adapted to complete life on land, even sometimes being called Theropods from greatly resembling some predatory dinosaurs. These monsters are typically large, bipedal theropods, that are prone to living in areas abundant in food sources. Brute Wyverns exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous, while others subsist on insects or even minerals. These monsters often use their heavy, muscular bodies to charge blindly through an environment to damage attackers or prey, and include many defensive adaptations, including tail clubs, horns, and even hammer-like chins and fists. Brute Wyverns can be found in almost any type of environment.

Anjanath



Anjanath

Huge Beast (Brute Wyvern), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 176 (16d12 + 64)
  • Speed 50ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 9 (-1)

  • Saving Throws STR +10
  • Skills Perception +6
  • Damage Resistances Fire
  • Senses passive Perception 16
  • Languages --
  • Challenge 9 (5,000 XP)

Enrage When Anjanath starts its turn with half its maximum hit points (88) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Keen Smell The Anjanath has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The Anjanath makes two attacks: one with its bite and one with its tail or claw.

Bite. Melee Weapon Attack: +10 to hit, Reach 10ft., one target. Hit 25 (3d12 + 6) piercing damage plus 4 (1d8) fire damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Anjanath can't bite another target.

Claw. Melee Weapon Attack: +10 to hit, Reach 5ft., one target. Hit 15 (2d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, Reach 10ft., one target. Hit 15 (2d8 + 6) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Fire Breath (Recharge 5-6). The Anjanath must be enraged to use this ability. The Anjanath breaths a gout of fire in a 40 foot long, 10 foot wide line. Any creature in the area must make a DC 16 Dexterity saving throw taking 36 (8d8) fire damage and being afflicted by fireblight on a failure. On a success creatures take half damage.

Legendary Actions

Anjanath can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Detect. The Anjanath makes a Wisdom (Perception) check.

Roar. The Anjanath roars loudly. Any creature within 10 feet of the Anjanath must succeed on a DC 16 Constitution saving throw or be deafened until the end of their next turn. A creature maintaining concentration must also make a Concentration check of the same DC

Slam. The Anjanath slams a target it is currently grappling into the ground, dealing 10 (3d6) bludgeoning damage, releasing the grapple and knocking them prone.

Fire Spout (Costs 2 Actions). The Anjanath fires a small spurt of flame in a 15 foot cone. Any creature in the area must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) fire damage. On a success creatures take half damage.

Physiology

Anjanath resembles a Tyrannosaurus; it has black and grey feathers on its back which coupled with its flesh-toned scales, make it look similar to the archetypal image of a vulture. Primarily pink in color, a dark pelt covers its back and ends in a ruff at the neck, leaving the head bald. Large fangs protrude from the monster's lower jaw, giving it the appearance of an under-bite. Anjanath's massive jaws are counterbalanced by its bulky tail, the underside of which is lined with quills. Compared to its powerful hind legs, the monster's forearms are extremely small. Hidden beneath the monster's pelt is a pair of dorsal sails, which only flare out at select moments. Anjanath can also unfold a prominent nasal crest, which it uses to mark its territory via mucus, sniff out prey, or indicate

heightened aggression. Once primed, the flame sac located in Anjanath's throat will glow a fiery red.

Behaviour and Abilities

Anjanath has powerful jaws that allow it to rip apart foes, along with a powerful nose used for smelling out prey. It also has the ability to breathe fire from its mouth utilizing an organ in its throat. Anjanath are relentless predators that will chase down anything that dares attack them. Once they've been provoked, Anjanath won't let an enemy get away easily. When enraged, Anjanath will breathe heavily and reveal its nostrils.

Niche

The Anjanath is placed roughly in the middle of the food chain in most environments. A powerful predator in its own right, it is able to pose a threat to many smaller monsters such as Great Jagras and Tobi-Kadachi. In the forested areas it is roughly of equal strength to Rathian, hiwever Rathalos poses a significant threat to an Anjanath despite its resistance to fire. Invading monsters such as Bazelgeuse, Deviljho or Rajang can make short work of an Anjanath nd as such they will often flee an encounter with such powerful predators.

Habitat

The Anjanath can most often be found in huge sprawling forests where there is abundant food and it is easy to set up ambushes. However, it can also be found, albeit rarely, in deserts where it does not have as much competition for food. The downside to this is that desert predators are genrally more powerful than Anjanath, and Diablos can easily kill an adult Anjanath.

Banbaro



Banbaro

Huge Beast (Brute Wyvern), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 209 (19d12 + 76)
  • Speed 35ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 19 (+4) 3 (-4) 12 (+1) 5 (-3)

  • Saving Throws CON +7, STR +10
  • Skills Athletics +9
  • Damage Resistances Cold
  • Senses passive Perception 11
  • Languages --
  • Challenge 10 (5'900 XP)

Enrage. When Banbaro starts its turn with half its maximum hit points (104) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Snow Walker. Banbaro ignores difficult terrain comprised of snow.

Actions

Multiattack. Banbaro makes two attacks with its Antlers if isn't carrying any debris.

Antlers. Melee Weapon Attack: +10 to hit, Reach 10ft., one target. Hit 18 (2d10 + 7) bludgeoning damage.

Slam (Must have debris in its Antlers). Melee Weapon Attack: +10 to hit, Reach 10ft., one target. Hit 25 (4d8 + 7)

bludgeoning damage. This destroys the debris in its Antlers.

Throw Debris (Must have debris in its Antlers). Ranged Weapon: +10 to hit, Range 30ft., one target. Hit 25 (4d8 + 7) bludgeoning damage.

Charge. The Banbaro charges forward in a straight line a distance equal to double its speed. As it does so it gathers debris in its antlers depending on its environment (snow in a snowy one, molten rock in a volcano, trees in a forest). Any creature that the Banbaro moves through the space of must make a DC 16 Dexterity saving throw, taking 29 (5d8+7) bludgeoning damage and being knocked prone on a failed save. On a success creatures take half damage and are not knocked prone. While enraged it can also make a slam attack as a bonus action at the end of this movement.

Legendary Actions

The Banbaro can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Roar. The Banbaro roars loudly. All creatures within 30 feet that can hear it must succeed on a DC 16 Constitution saving throw or be deafened for one minute. A creature can repeat the save at the end of its turn to end the condition. Creatures concentrating on a spell must succeed on a concentration check of the same DC.

Toss. The Banbaro uses its Throw Debris attack.

Defensive Slam (Costs 2 Actions). The Banbaro makes an attack with its Antlers or its Slam against a creature in range and then moves half its movement speed directly away from them. If the attack hits, the creature cannot take an attack of opportunity against the Banbaro during this movement.

Physiology

Banbaro is a large and heavy-set Brute Wyvern. Most of its body is covered in stout white fur, with portions on its head, legs, and arms being covered in gray scales. Its giant horns are its defining characteristic. These stout, pinkish horns end in broad, moose-like antlers. When enraged, a small horn-like projection emerges from its snout.

Abilities

Banbaro can use its large antlers to scoop up large amounts of debris when charging. It can then either throw this debris or use it to smash an enemy into the ground. The debris varies depending on the environment the Banbaro is in.

Behaviour

Banbaro is a peaceful herbivore and tends to ignore creatures it does not see as a threat. However, when large carnivorous monsters such as Beotodus are around, the Banbaro becomes quite agitated and aggressive. It behaves quite similarly to Barroth in this regard.

Niche

The Banbaro is a large, herbivorous monster, feeding on whatever plant matter is available in its frigid habitat. Despite its large size, it is actually towards the lower end of the food chain in its natural environment, due to the myriad of powerful predators that it shares its home with. It must be

wary of predators such as Barioth, Tigrex, Fulgur Anjanath and similarly powerful creatures as they can quite easily overpower the Banbaro. However, it is not helpless against predators as the Banbaro is quite a physically imposing monster, being larger than some other Brute Wyverns such as Barroth and Brachydios. It has also been known to engage in fights with Beotodus, where it is relatively evenly matched. It is likely that monsters such as Viper Tobi Kadachi would be too weak to pose much of a physical threat to Banbaro, however their venom could wear it down over time.

Biology

Banbaro are adapted to a life in the frigid tundras and mountains. They are covered in a thick layer of fur to help insulate them against the cold and their large, upturned antlers can be used to shovel snow out of its path, much like a snow plow. Its large size is also likely an adaptation to keep itself warm as well as intimidation against smaller predators, however it comes at the cost of requiring more food, which can be difficult to find in such harsh climates. Banbaro has been seen in other environemnts such as forests, which may be where it goes when food is scarce in the hinterlands. Strangely, the Banbaro has also been seen in volcanic and desert areas, which seem far too warm for a creature with such a heavy coat.

Habitat

Banbaro is mostly found in extremely cold environments, however it has been seen in forests as well. On very rare occasions they have also been spotted in deserts and even volcanic regions.

Debris

The Debris that Banbaro can pick up in its Antlers during a Charge action varies depending on its environemnt.

  • If the Banbaro is in a cold area, then creatures that fail the Dex save against its charge are afflicted with iceblight, and its Slam and Throw Debris attacks also inflict iceblight.

  • In a volcanic area they inflict fireblight instead of iceblight

  • In a forest with trees then the width of Banbaros charge is increased by 5 feet on each side.

  • In a wet environment (swamp etc.) the charge, slam and throw inflict waterblight.

  • In other environments (urban, desert, grassland) they simply do the damage in the description as the debris will be simple rocks or earth.

Barroth



Barroth

Large Beast (Brute Wyvern), Unaligned


  • Armor Class 14 (Natural Armour)/ 15 (Covered in Mud)
  • Hit Points 144(16d10 + 48)
  • Speed 30ft., burrow 10ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 3 (-4) 12 (+1) 4 (-3)

  • Saving Throws STR +8
  • Senses Tremorsense 10ft., passive Perception 11
  • Languages -
  • Challenge 6 (2,300 XP)

Enrage When Barroth starts its turn with half its maximum hit points (72) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Actions

Multiattack. The Barroth makes two head slam attacks.

Head Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) bludgeoning damage.

Mud Throw (Recharge when Barroth rolls in Mud). The Barroth shakes itself, flinging all the mud on its back

off. All creatures within 10 ft of the Barroth must make a DC 15 Dexterity saving throw taking 10 (3d6) bludgeoning damage and being restrained until the end of their next turn on a failed save. On a success creatures take half damage and aren't restrained. This rids the Barroth of the mud on its body.

Head Plow. The Barroth plants its head in the ground moves its full movement directly forward. Any creature that the Barroth moves through the space of must make a DC 15 Dexterity saving throw or take 12 (2d6+5) bludgeoning damage and be knocked prone. At the end of this movement the Barroth can make a Head Slam attack against a creature in range. On a hit the creature takes an extra 7 (2d6) bludgeoning damage and is knocked prone.

Legendary Actions

The Barroth can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Mud Roll. The Barroth rolls around in nearby mud. This covers its body in mud, increasing its AC by 1 and allowing it to use its Mud Throw ability.

Roar. The Barroth roars loudly. Any creature within 10 feet of the Barroth must succeed on a DC 15 Constitution saving throw or be deafened until the end of their next turn. A creature maintaining concentration must also make a Concentration check of the same DC.

Shake (Costs 2 Actions). The Barroth uses its Mud Throw ability.

Physiology

Barroth is a large, bipedal monster characteristic of the Brute Wyvern class. It is noted for the large crown structure atop its skull, which houses its nostrils. Its body is covered in rigid plates of armored hide that help protect it from the harsh desert environment. Barroth possesses a pair of small red eyes and a mouthful of long, peg-shaped teeth.

Abilities

Barroth is capable of using its heavy head as a plow to smash through the environment, as well as cause damage to any living thing caught in its way. Because its nostrils are located on top of its head, Barroth can completely submerge itself in the cool mud during the scorching desert days.

Behaviour

Although docile when undisturbed, Barroth become extremely territorial when a creature interrupts its sleep. It will release an initial warning roar. If that fails,

it will continuously attack until the threat is exterminated. Barroth engage in exceptionally brutal fights when looking for bogs of their own. The bogs that Barroth prefer are rare in the desert, therefore these fights happen often. The breeding habits of the Barroth consist of males allowing numerous females to reside with them in their bogs before mating with them. After mating, the female will make a nest and lay ten or more eggs. After hatching, the young stay close to where they were born eating insects around their home until large enough to travel on their own.

Niche

Barroth mostly eat Neopteron such as Altaroth and Bnahabra. Extremely territorial, they will lie in wait underneath their bogs and lash out at anything that disturbs them. Due to their aggression and power, only the most powerful predators of the desert such as Tigrex, Brute Tigrex, Sand Barioth and Nibelsnarf would dare fight one. Despite coexsisting with such powerful predators, Barroth have been witnessed fighting and defeating Rathian.

This shows that these creatures are quite powerful in their own right. Barroth of the New World stands at a rather odd position in the food chain. Barroth's insect diet makes most smaller monsters safe from their predatory behavior, while monsters that could overpower them mostly have no interest preying on the Brute Wyvern, although Barroth's territorial behavior more often than not put them at odds with other residents species like Rathian, Anjanath and even Diablos. A well known behavior of Barroth is their mutual aggression with Jyuratodus, with whom the Brute Wyverns often fight with over common interest of claiming territory on muddy sites.

Biology

The average size of an adult Barroth is approximately 1406.7cm. Male Barroth have larger crowns than females. Barroth are perfectly adapted to life in the Sandy Plains. They cool down in mudpools at the hottest parts of the day. Its nostrils are located on the top of its head, which allows it to almost completely submerge itself in mud for prolonged periods of time without the danger of suffocating. In addition, its feet are lobed that presumably enable it to walk on the top of mud without getting stuck. Like alligators and crocodiles, Barroth are very hard to detect when submerged, only having the crown of its head visible. This gives them the perfect chance to ambush intruders from the cover of its bog.

Habitat

Barroth are exclusively found in desert areas, where they reside to feed on the abundant insects. They make their home in the rare boggy areas that are dotted around the harsh landscape.

Subspecies

The Barroth has a single subspecies, known as the Jade Barroth. It has a more blueish-green colouring and instead of living in desert environments, it makes its home in snowy tundras. In these places, it has substituted the muddy armour for snow and ice instead.

Brachydios



Brachydios

Large Beast (Brute Wyvern), Unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 252 (21d10 + 126)
  • Speed 40ft.

STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 22 (+6) 5 (-3) 14 (+2) 5 (-3)

  • Saving Throws STR +12, DEX +7, CON +11
  • Damage Immunity Bludgeoning, Piercing and Slashing damage from non-magical weapons, Fire.
  • Senses passive Perception 12
  • Languages --
  • Challenge 17 (18,000 XP)

Enrage. When Brachydios starts its turn with half its maximum hit points (126) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. Also, Brachydios' slime and blastblight takes only two rounds to detonate when enraged. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Slime. All of the Brachydios' melee attacks inflict Blastblight. If the Brachydios misses an attack it leaves a 5 foot diameter puddle of slime within 5 feet of the original target. After 3 rounds the puddle explodes. Any creature within 5 feet of the puddle must succeed on a DC 18 Dexterity saving throw, taking 27 (5d10) bludgeoning damage on a failed save or half as much on a success. The Brachydios loses this trait when it is exhausted or if the Brachydios is doused in water (such as by a Tsunami spell) until it takes an action to reapply it (cannot reapply until exhaustion ends). The DC to remove Blasblight caused by Brachydios is 18.

Actions

Multiattack. The Brachydios makes three attacks with its Brach Hammer.

Brach Hammer. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 18 (2d10 + 7) bludgeoning damage

and the target is afflicted by blastblight.

Tail Club. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage. If the target is a creature it must succeed on a DC 18 Strength save or fall prone.

Head Slam (Recharge 5-6). The Brachydios slams its head into the ground, covering a 15ft. radius of the ground in slime. When a creature starts its turn in the area or when a creature first moves into the area on its turn they must make a DC 18 Dexterity saving throw or be afflicted by blastblight. After 3 rounds this area explodes. Any creature in the area when it explodes must make a DC 18 Dexterity saving throw or take the damage of a normal slime detonation. On a success creatures take half damage.

Detonate (Recharge 5-6, Must be enraged). The Brachydios causes the ground around it to explode. All creatures within 20ft. of the brachydios must make a DC 18 dexterity saving throw taking 49 (14d6) fire damage on a failure, half damage on a success. Or the Brachydios causes a chain reaction of explosions in a 10ft wide, 30ft. long line. The effect is the same as the first effect.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Roar. The Brachydios roars loudly. Any creature within 30 feet of the Brachydios must succeed on a DC 18 Constitution saving throw or be deafened until the end of their next turn. A creature maintaining concentration in the area must also make a Concentration check of the same DC.

Tail Attack. The Brachydios makes a tail attack.

Punch (Costs 2 Actions) The Brachydios makes a Brach Hammer attack.

Leap (Costs 2 Actions) The Brachydios leaps to a point it can see within 40 feet of it. If a creature is within range of it when it lands it can make one Brach Hammer attack.

Physiology

Brachydios are easily identifiable by their glowing, green slime-covered horns and "fists," as well as their shiny, armored hide covered in many plates and ridges that are made of obsidian. Unlike other Brute Wyverns, Brachydios sports a pair of long, highly developed forelimbs that it

uses as its primary means of defense. Brachydios' forelimbs and horn seem to secrete a mysterious slime. Brachydios "primes" this mucus to explode with its saliva, hence why it licks its arms, making it appear brighter green.Despite initial appearances, Brachydios does possess claws on its forearms that are tucked away underneath, and serve no apparent purpose in battle.

Behaviour

Brachydios are extremely aggressive creatures and will not hesitate to attack if they feel threatened or challenged. Due to their aggression they are commonly known to invade the territories of other large predators, usurp them, and claim the territory as their own.They will also show no mercy to small monsters, like Uroktor who are seen in the Brute Wyvern's territories. Young Brachydios will live near their parents and their territory, yet the adults will not show any parental care at all. The young will pick up slime mold left behind by adults. However, this can be dangerous as their hides are underdeveloped and can possibly be seriously injured or even killed by the explosions of the slime mold. The slime mold on each Brachydios is different from the other and larger Brachydios are known to go on rampages from this mold constantly breeding for them.

Niche

Brachydios is an apex predator, that has been shown to be able to defeat other large predatory monsters like Agnaktor. Brachydios competes with Agnaktor, Rathalos, Brute Tigrex, Tetsucabra, Teostra, Seregios, Glavenus, and Deviljho. With the unique slime mold at its disposal and its extreme aggression towards intruding monsters and hunters, it would be more than a match for most other predators. Brachydios will occasionally feed on ore. Elder Dragons like Alatreon, Crimson Fatalis and Dire Miralis, along with the Flying Wyverns, Akantor and Ukanlos, could be a huge threat to Brachydios.

Biology

The symbiotic slime-mold is easily one of the most unique and defining feature of the Brachydios. The theropod's armored shell is hardened to protect against the explosive blasts that the mold creates on impact. A Brachydios's skin is similar to that of a thermos flask, giving it the ability to withstand both extreme heat and cold. Brachydios's body is the only place this mold can survive without turning explosive. When attacking, Brachydios constantly scrapes copious amounts of this mold off of its body, causing it to deplete. However, it seems that the beast's saliva acts as a powerful stimulant, which causes the mold to almost instantly replenish itself. The mold seems to have chemical reaction when enraged, as even areas of this Brute Wyvern's body with a very fine and otherwise invisible coating of it flare up bright yellow. In this state, the mold becomes far more volatile and explodes when it impacts virtually anything. The method in which this slime mold congregates on young Brachydios has not yet been determined, but it is generally believed that its explosions release countless spores that are sent long distances due to the blast. These blasts, combined with the very wide range of habitats in which the Brachydios is found, allows this mold to spread over great distances. Some scholars even believe that the mold may be able to grow in other environments, but that the shell of the Brachydios is the catalyst that makes it volatile. This theory has yet to be proven. In the Val Harbor region, Brachydios have learned to use their horns to make a massive slime puddle that can kill prey and any other monster that doesn't have protection against it.

Usually, the slime mold is living in harmony with Brachydios. Both spreading spores and exploding at the same time but the slime mold remains dormant on a surface even after exploding. If something like crustal movement or eruptions happens then the long dormant slime mold becomes active again. This long dormant slime mold has accumulated power while being dormant and has massive explosive power. This special slime mold is used for sex appeal, showing off a Brachydios's strength. This slime mold is the reason why some Brachydios go to or visit the Ingle Isle. Powerful individuals that gain this new powerful explosive slime become Raging Brachydios and this slime mold seems to be related to the reason why those Brachydios get so big.

Habitat

Brachydios is found primarily in volcanic areas where it can feed on ore to strengthen its obsidian shell.

Deviljho



Deviljho

Huge Beast (Brute Wyvern), Unaligned


  • Armor Class 16 (Natural Armour)
  • Hit Points 442 (26d12 + 260)
  • Speed 40ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 30 (+10) 2 (-4) 15 (+2) 4 (-3)

  • Saving Throws STR +14, CON +16
  • Condition Immunities Charmed, Frigtened
  • Senses Darkvision 60ft., passive Perception 12
  • Languages --
  • Challenge 23 (50,000 XP)

Devilish Wrath. The Deviljho has advantage to hit any creature that doesn't have all its hit points. It also has advantage on Wisdom (Perception) checks that rely on smell to detect living creatures. Pitfall traps don't incapacitate Deviljho.

Enrage. When Deviljho starts its turn with half its maximum hit points (221) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d10. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. Also, Deviljho's strength becomes 30 and it unlocks the use of its dragon breath while enraged. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d10 rounds or until its exhaustion ends.

Ravenous Hunger. When Deviljho is exhausted its bite attack deals an extra 13 (2d12) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Also if Deviljho successfully heals 30 HP from Gorge it loses all levels of exhaustion ends.

Actions

Multiattack. The Deviljho uses its Frightful Presence and then makes 3 melee attacks. Only two of these can be a bite attack.

Frightful Presence. Each creature of the Deviljho's choice that is within 120 feet of the Deviljho and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Deviljho's Frightful Presence for the next 24 hours .

Bite. Melee Weapon Attack: + 14 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) piercing damage and the target is grappled (Escape DC 19). While grappled in this way the target is also restrained and the Deviljho cannot bite another target.

Stomp. Melee Weapon Attack: + 14 to hit, reach 5 ft., one target that the Deviljho isn't currently grappling. Hit: 24 (3d10 + 8) bludgeoning damage and all creatures within 5 ft of the Deviljho must succeed on a DC 15 dexterity saving throw or be knocked prone.

Stone Fling. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 36 (4d12 + 8) bludgeoning damage. This attack deals an extra 13 (2d12) cold or fire damage if the environment allows it.

Gorge. The Deviljho makes one bite Attack against a Medium or smaller target it is Grappling. If the Attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the Deviljho, and it takes 28 (8d6) acid damage at the start of each of the Deviljho's turns and the Deviljho heals for the damage dealt. The Deviljho can have only one target swallowed at a time. If the Deviljho takes 40 damage or more on a single turn from a creature inside it, the Deviljho must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Deviljho. If the Deviljho dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 20 feet of Movement, exiting prone.

Dragon Breath (Must Be Enraged, Recharge 5-6). The Deviljho fires a 60 ft cone of draconic energy. All creatures in the area must make a DC 19 Constitution saving throw taking 78 (12d12) dragon damage and being afflicted by dragonblight for 1 minute on a failed save. On a success creatures only take half damage.

Legendary Actions

Deviljho can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Roar. The Deviljho roars loudly. Any creature within 40 feet of the Deviljho must succeed on a DC 19 Constitution saving throw or be deafened until the end of their next turn. A creature maintaining concentration in the area must also make a Concentration check of the same DC.

Smash The Deviljho makes a Stomp or Stone Fling attack.

Chomp (Costs 2 Actions) The Deviljho makes a bite attack or uses the Gorge action.

Physiology

Deviljho is a very large, bipedal Brute Wyvern characterized by its uniform forest green colouration and muscular upper body. Its thick hide is littered with short, jagged spines that reach a maximum height along the back and tail. Deviljho has a narrow snout with a large lower jaw, covered in multiple rows of teeth spreading outwards from the mouth. It has massive, powerful hind legs, but tiny, poorly developed forelegs that it rarely utilizes. When provoked, Deviljho's back and shoulder muscles swell considerably. During this period, areas of its skin will take on a bright red colouration.

Abilities

Deviljho is armed with a powerful set of jaws that it can use to deliver bone-crunching bites to prey and foe alike. In addition, its powerful hind legs allow it to run at relatively high speed and leap considerable distances towards prey. When enraged, Deviljho is capable of producing a mysterious clouded emission which can be shot out of the mouth in a stream at prey. This substance contains the Dragon Element and can be very deadly to hunters as well as other monsters.

Behaviour

Deviljho are highly aggressive. They will eat everything that they can fit into their mouths and fighting to the death with almost everything they come across. Little is known about the creatures' mating rituals and even less on how they raise their young. Interestingly, Deviljho will secrete a special hormone in order to tell other Deviljho that they aren't in predator mode to avoid attacking each other. They are not picky eaters and will even eat monsters slayed by hunters if they see the chance to do so.

Niche

An infamous nomadic predator, Deviljho has long been known as the "eater of worlds" and the "great devourer". They are constantly in search of prey, most often herbivores and lesser predators. Whether be it in the Old or New World, Deviljho will almost always enforce itself as the most dominant apex predator of any environment and locale it is found in. They will dominate said environment they are currently in and can cause massive destruction to the ecosystem, similar to Elder Dragons. Long ago healed gashes throughout it's body reveals that it constantly engages in fights and turf wars with other powerful monsters. Top predators such as Rathalos, Legiana, Zinogre and even the aggressive herbivore Diablos will engage in fights if the brute wyvern is attacking. However it will usually end with Deviljho on top and the others forced to retreat. Occasionally, even these monsters will fall yet another victim to Deviljho's constant hunger.As an Elder Dragon-Level Monster, Deviljho seldom face competition. Its large size and highly aggressive behavior is enough to deter most other monsters. However, there are said few that are capable of rivaling and on rare occasions, forcing the brute wyvern to retreat. Bazelgeuse, a flying wyvern of rivaling power and unique biology allows it to compete with Deviljho in the New World, Akantor and Ukanlos, flying wyverns on par with Elder Dragons and of course the Elder Dragons themselves, which perhaps are the only monsters capable of undermining Deviljho.

Deviljho also have to compete with Rajang, whose power and aggression may even outrival the brute wyvern. Their nomadic and highly aggressive behavior may suggest that they will encounter each other on occasion and face off with one another.

Biology

Deviljho are endowed with heavy, powerful muscles, giving them the strength to overpower their prey. Their mouths are filled with rows upon rows of sharp, jagged teeth. This allows the beast to tear flesh from a victim with ease. This feature also allows them to attack from a distance, using their giant lower jaw as a crude shovel, they can fling boulder-sized clumps of earth at their quarry. Their eyes are small and simple, suggesting their vision is rather poor, but their other senses such as smell may compensate for this. Their tails are long and powerful, but their main feature of note is its breath attack. At will they can breathe from their mouths a stream of a mysterious energy known as dragon. If their muscles swell, the skin will be stretched out to reveal the less flexible and tougher fibrous tissues that lie underneath the upper layer of skin, opened up by old scars. When enraged, almost all of their muscles swell and they become both faster and stronger. At this point, old battle scars become visible on the outer membrane of their skin. During this time, the muscles (now swollen) are tougher than they would be otherwise, but the underside of their stomachs become more vulnerable to attack. The sheer power of the Deviljho is evident, as it is shown grabbing certain monsters with it's massive jaws and flailing them around as if they were mere dolls. It's even capable of holding them steadily even as they struggle. They can even fling them across the ground like skipping a stone across water. A Deviljho can even lift the incredibly heavy and sizable Diablos in a pile driver like attack. Their power is currently only matched by Bazelgeuse whose unique biology and rather impressive strength prevent them from being overwhelmed by the Deviljho's considerable power.

Duramboros



Duramboros

Huge Beast (Brute Wyvern), unaligned


  • Armor Class 17 (Natural Armour)
  • Hit Points 304 (19d12 + 171)
  • Speed 30ft.

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 28 (+9) 2 (-4) 10 (+0) 5 (-3)

  • Saving Throws STR +15, CON +14
  • Damage Resistances Bludgeoning, Piercing and Slashing from Nonmagical attacks.
  • Senses passive Perception 10
  • Languages --
  • Challenge 17 (18,000 XP)

Charge. If the Duramboros moves at least 20ft. straight forward and hits a creature with a horn attack the creature takes an extra 6 (1d12) damage and must succeed on a DC 18 Strength saving throw or be knocked prone.

Enrage When Duramboros starts its turn with half its maximum hit points (144) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Actions

Multiattack. The Duramboros makes two melee attacks: One with its horns and one with its tail club.

Horns. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage.

Tail Club. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage

and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Tail Spin (Recharge 6). The Duramboros spins its tail itself around for an entire round. Any creature within 15 ft. of the Duramboros must make a DC 17 Dexterity saving throw or take 36 (4d12 + 10) bludgeoning damage and be knocked 15 ft away and prone. On a success targets take half damage and are only knocked away. Any creature that comes within 15ft of the Duramboros while its spinning for the first time on a turn or starts its turn there must also make the saving throw. On its next turn it launches itself up to 30 ft in any direction. Any creature within 5ft of the Duramboros when it lands must succeed on a DC 17 Dexterity saving throw or take 39 (5d12 + 10) bludgeoning damage and be knocked prone. Any creature in the Duramboros' space when it lands is also pushed to within 5ft of the Duramboros (their choice). On a success creatures take half damage and are not knocked prone. The Duramboros then falls prone and its turn immediately ends. It cannot use this action while exhausted. The Duramboros cannot take any actions, reactions or legendary actions while spinning.

Legendary Action

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Roar. The Duramboros roars loudly. Any creature within 10 feet of the Duramboros must succeed on a DC 17 Constitution saving throw or be deafened until the end of their next turn. A creature maintaining concentration in the area must also make a Concentration check of the same DC.

Recover. The Duramboros stands up if it is currently prone. If it is not prone it may move up to its movement speed.

Tail Smash (Costs 2 Actions) The Duramboros makes a Tail Club attack.

Physiology

Duramboros is a bulky, heavyset, bovine monster with stocky, muscular legs and a thick upper body. It features a very thick outer hide that is riddled with heavy folds, with a row of armored plates running along its back and tail. Duramboros' most distinctive features include its massive tail club, twin brow horns, and a pair of energy-rich dorsal humps. Duramboros' slow lifestyle often results in a layer of moss and algae growing upon its hide, most noticeably along the back.

Abilities

Duramboros is a herbivore, subsisting primarily on fallen tree trunks. Using its ram-like pair of horns, as well its hammer-like tail club, it is known to push or knock down weak or dead trees in order to comfortably feed on them. Though generally docile, Duramboros has a capacity for aggression if provoked. It is known to use its tail club, horns, and overall mass to attack foes. One of its most unique tendencies is to twirl in place, using its tail club as a counter-balance to build up momentum, allowing it to hurl itself at an attacker and crush them with its body.

Behaviour

Duramboros are very territorial to a point where if anything carelessly approaches them, they will attack and possibly even kill that creature without warning. Its actually a lot more aggressive compared to other predatory Brute Wyverns. After mating with males, females are known to gather in herds. In their herds, female Duramboros will construct nests and lay eggs. Once the young hatch, they are watched and guarded by the female herd, while the males wander around alone again. When a young male Duramboros reaches a certain age, they leave the herd and travel alone like the older males. These males are most commonly sighted in the Misty Peaks hunting grounds outside Yukumo Village sometimes causing trouble. During the fall, these herbivores eat whatever they can to prepare for winter. Sometimes they have been known to eat village huts or other wooden objects. In the winter months of the Misty Peaks, these giants burrow underground and hibernate. During this period of time, they utilize their fat reserves in their humps to wait out the winter.

Niche

Duramboros are giant herbivores that are specialized in feeding on trees. It is obvious that it is able to protect itself. The only monsters that would be capable of challenging this behemoth would have to be large predators, such as Zinogre. Lagiacrus may also pose a threat to them. It is unlikely that creatures such as Nargacuga would hunt creatures as huge as Duramboros.

Biology

A Duramboros's most well-known feature is its hammer-like tail. Due to the constant pounding of their tailbone has worn into a spherical shape. Their massive hammer-like tail is used to knock down huge trees. Most fallen trees found in areas are actually caused by Duramboros. They also use their tail for defense against threats and will use their tail in more ways to help them fight threats such as that spin and to fly towards threats. The only downside to this is that after doing some of those attacks, they become highly vulnerable to a counter attack from threats. It uses its horns for intimidation and to charge threats dead on, like Diablos. A Duramboros's shell is incomparably thick to a point where most species can't even damage it. On its shell are moss and mushrooms, which grow on it. It was theorized that they use this to retain moisture and warmth but the moss actually serves as a shock absorber for older Duramboros. The mushrooms and moss serve as food if they aren't able to find any food. Inside the humps of Duramboros is both nutrients and fat, which they can burn a lot of when enraged so they can move faster and attack more violently.

Habitat

Duramboros live almost exclusively in heavily forested areas so as to fuel their appetite for fallen trees.

Subspecies

Duramboros has one subspecies: the Rust Duramboros. This is a desert dwelling relative of the Duramboros that feeds on giany cacti and other desert plants. As such it has only been

seen in competition with Diablos and Monoblos for food, two creatures that could possibly put up a challenge. By occupying an entirely different habitat, it has maintained its infantile brown color, most of the moss replaced with some grit and sand from the desert. Its tail is also more axe-like than club-like becoming more of a weapon than a tool.

Glavenus



Glavenus

Huge Beast (Brute Wyvern), Unaligned


  • Armor Class 16 (Heated/Sharpened Tail)/20 (Rusted Tail)
  • Hit Points 294 (21d12 + 147)
  • Speed 40ft.

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 24 (+7) 5 (-3) 14 (+2) 7 (-2)

  • Saving Throws STR +14, CON +12, INT +2
  • Damage Resistances Fire
  • Senses passive Perception 12
  • Languages --
  • Challenge 17 (18,000 XP)

Enrage When Glavenus starts its turn with half its maximum hit points (147) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Metal Tail. The Glavenus' tail is made of metal, as are 4 of the teeth at the front of its mouth. When the Glavenus uses the Sharpen or Tail Spin actions, its tail changes state from Rusted to Sharpened, or from Sharpened to Heated. While Sharpened, the tail acts as normal in its stat block. While heated, the Glavenus' tail slam and tail spin attacks deal an extra 13 (2d12) fire damage. If the tail is heated, it becomes rusted after two rounds, at the start of the Glavenus' turn. While rusted the Glavenus has +4 AC but deals half damage with its tail attacks.

Actions

Multiattack. The Glavenus makes two attacks: one with its tail slam and one with its bite. A lava glob can replace any number of these attacks. While enraged it can make two tail slam attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Tail Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) slashing damage.

Lava Glob. Ranged Weapon Attack: +8 Range 60/100ft., one target. Hit 16 (3d10) fire damage and the target is afflicted with Fireblight. This attack also leaves a volatile mound of flaming soot on the ground, which detonates at the start of the Glavenus' next turn. Any creature within 5 feet of the soot when it detonates must make a DC 18 Dexterity saving throw. On a failure a creature takes the damage of the original attack and is afflicted by Fireblight. On a success creatures take half damage.

Sharpen. The Glavenus Sharpens its tail.

Tail Spin (Recharge 5-6). The Glavenus drags its tail through its mouth, changing the state of its tail from Rusted to Sharpened or from Sharpened to Heated. It then moves directly forward 30 ft, slicing its tail through the air as it does so. If the Glavenus moves through the space of another creature, that creature must make a DC 18 dexterity saving throw or take 52 (8d12) slashing damage and be knocked 10 feet backwards and knocked prone. If its tail is heated, creatures take an extra 13 (2d12) fire damage. On a successful save a creature takes half damage and is not knocked prone.

Reactions

Tail Shield The Glavenus adds 5 to its AC against one attack roll that would hit it. To do so, the Glavenus must see the attacker.

Legendary Actions

Glavenus can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Chomp The Glavenus makes a Bite attack.

Sharpening Roar (Costs 2 Actions). The Glavenus roars loudly. Any creature within 10 feet of the Glavenus must succeed on a DC 18 Constitution saving throw or be deafened until the end of their next turn. A creature maintaining concentration in the area must also make a Concentration check of the same DC. It also Sharpens its tail on the ground. This changes the state of its tail from Rusted to Sharpened or from Sharpened to Heated.

Slice (Costs 2 Actions) The Glavenus makes a Tail Slam attack.

Physiology

Glavenus is a large Brute Wyvern with dark red scales covering its body. Two rows of blue, bony plates run along its back, going from the eyes to the tail. Its underside is more of a cream color. The main feature of Glavenus's physiology

is its huge, sword-like tail. The tail is originally the same color as its back plates, although it will turn a rusty color or a fiery red during the battle. Its hind legs are powerful and muscular, while its front legs are much smaller and mostly useless. The face and mandibles are covered in sturdy plating, particularly resembling a Carnotaurus' head

Abilities

Glavenus is able to sharpen its blade-like tail in its mouth to give itself the ability to create fiery explosions with its tail. These explosions not only give Glavenus much greater range with some of its attacks, but also make them more powerful. Glavenus is also able to breathe fire projectiles from its mouth.

Behaviour

Glavenus are relentless, aggressive predators with surprising skills in battle. These skills have made hunters consider them to be one of the most intelligent Brute Wyverns around if not necessarily the strongest. Glavenus will drag its tail on the ground and roar at the foe. By dragging its tail, it shows the threat that it uses fire as a weapon to enemies. Their territory is commonly marked by large gashes on the ground, produced when they scrape their tails along solid objects.

Niche

Glavenus is a top predator that will relentlessly chase down its prey. Glavenus have primarily been seen feeding on Larinoth, Apceros, and other Herbivores. Despite being a top predator, Glavenus has to compete with other large predatory monsters like Rathian, Malfestio, Agnaktor, and Zinogre. The Glavenus's only known predator is Nakarkos.

Biology

Glavenus's most striking feature is its blade-like tail. The blade-like tail is used in many ways by Glavenus such as keeping the body balanced but its primary use is for attacking. This tail can cut prey in two with a single slash, crack the ground easily, and even block some attacks. Though its tail is already a powerful weapon, it can become more dangerous once heated up. By grinding its tail on the ground or nearby hard surfaces violently, it can ignite the tail, heating it up to high temperatures. While its tail is heated all of its tail-based attacks become more deadly, also allowing it to cut through objects much more easily. Though its tail is more deadly while heated up, Glavenus's tail actually dulls quicker. When a Glavenus's tail is heated or dull, the tail actually becomes more vulnerable to attacks from threats. To solve this problem, Glavenus has evolved a unique behavior. During a battle, the Glavenus will actually put its tail in its mouth, between four specially designed fangs, before sharpening its blade-like tail. When not in the middle of a fight, it will occassionaly grind its tail against hard surfaces it finds. This restores the tail's sharpness and makes it brand new again, ready to be used in another battle. One might think that sharpening its tail would send sparks flying in its eyes, however, the hard shell covering Glavenus's face protects its eyes from sparks as it sharpens its tail. When Glavenus sharpens its tail, it is removing soot and ore from its tail and swallowing it. The swallowed soot and ore is accumulated into its special flaming bursa (a furnace-like organ) located in the throat. The soot and ore are then melted by the high temperatures of the flaming bursa turning the materials into molten magma.

The magma produced by the flaming bursa can then be used as explosive projectiles or wan explode on contact or be left to detonate on their own when fired to the ground. Occasionally, Glavenus' spikes and some other portions of its body will turn red as they smoke with heat. This is from high body heat the Glavenus gives off. Despite Glavenus's size, it is actually fairly agile and can even jump in the air. On the back of its legs are two claws used to support its weight as it lands.

Habitat

The Glavenus can be found in a wide range of areas, from jungle and forest areas to volcanic regions. The only places one does not find Glavenus is in frozen or arctic regions as well as swamps.

Subspecies

Although Glavenus lacks a proper subspecies, there is a deviant known as Hellblade Glavenus. Hellblade Glavenus resemble a large, enraged Glavenus. In comparison, they have a deep red coloration; their horns and dorsal spines are larger, and blood red in color, and their throat-situated flame sacs and bladelike tails either glow with heat or have a magma-like texture.

Uragaan



Uragaan

Huge Beast (Brute Wyvern), Unaligned


  • Armor Class 17 (Natural Armour)
  • Hit Points 240(20d12 + 100)
  • Speed 30ft., burrow 20ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 21 (+5) 2 (-4) 12 (+1) 5 (-3)

  • Saving Throws STR +10, CON +9
  • Damage Resistances Fire; Bludgeoning, Piercing and Slashing from Nonmagical Attacks
  • Senses Tremorsense 10ft., passive Perception 11
  • Languages --
  • Challenge 14 (11,500 XP)

Enrage When Uragaan starts its turn with half its maximum hit points (120) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Roll. When the Uragaan takes the Dash action it rolls itself into a ball. While rolling the Uragaan has an AC of 21. The first time the Uragaan moves through a creature's space while rolling, the creature must make a DC 16 Dexterity saving throw or take 17 (2d10 + 6) bludgeoning damage and be knocked prone. On a success a target takes half damage and is not knocked prone. At the end of the movement the Uragaan can make a Chin Slam against a target within range.

Actions

Multiattack. The Uragaan makes two chin slam attacks.

Chin Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 19 (2d12 + 6) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or

be knocked prone. Any blast stones within 30 ft. of the Uragaan when it makes this attack detonate.

Tail Swipe (Recharge 5-6). The Uragaan swipes its tail along the ground, dislodging molten rock from its body. Any creature within 5 ft of the Uragaan must make a DC 16 Dexterity saving throw or take 10 (3d6) bludgeoning damage. 3 blast stones appear within 30 ft of the Uragaan in spaces it chooses. When the Uragaan makes its chin slam attack, the stones detonate. Any creature within 10 ft of the stone must make a DC 16 Dexterity saving throw or take 28 (8d6) fire damage. On a success creatures take half damage.

Emit Gas (Recharge 5-6). The Uragaan emits a tranquillizing gas from its body. All creatures within 5ft of the Uragaan must succeed on a DC 16 Constitution saving throw or be knocked unconscious for 1 minute ,until they take damage or until another creature takes an action to shake them awake. When enraged this gas instead requires a DC 16 Dexterity saving throw, deals 22 (4d10) fire damage and inflicts fireblight on a failed save. Targets take half damage and are not afflicted by fireblight on a success.

Legendary Action

The Uragaan can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Move The Uragaan moves up to double its movement spped. It can use its Roll for this.

Crush (Costs 2 Actions) The Uragaan makes a Chin Slam attack.

Minefield (Costs 2 Actions) The Uragaan uses the Tail Swipe action if available.

Roar (Costs 3 Actions). The Uragaan roars loudly. Any creature within 10 feet of the Uragaan must succeed on a DC 16 Constitution saving throw or be deafened until the end of their next turn. A creature maintaining concentration in the area must also make a Concentration check of the same DC. It can then make two chin slam attacks, but not against the same target. Each attack deals half damage.

Physiology

Uragaan is covered in a lustrous gold-colored hide. Its back is lined with hard crystals and its chin is plated with a rock-like shell. Its underbelly is covered in a sticky, tar-like substance which it uses to affix explosive rocks to itself.

Abilities

Uragaan's signature ability is to roll its body into a wheel to increase its speed and agility. It will do this often in an

attempt to crush the hunter. It can also produce sleep gas or, when enraged, emit flames, much like Gravios. This will put Hunters to sleep or inflict Fireblight. The effect depends on the color: ghost-blue or red-orange respectively. Uragaan will use its large jaw to attack, primarily by slamming it into the ground. It may also attack with a wide tail sweep, which flings explosive rocks into the area. If this has been done, the next time Uragaan uses a heavy jaw smash, all explosive rocks in the area will explode

Behaviour

Like other Brute Wyvern, Uragaan are fairly aggressive. Male Uragaan will occasionally fight.

Niche

Uragaan is something of oddity in the food chain - it has almost no natural predators, but is not particularly predatory itself and has no competitors, preferring to consume vast amounts of plants and rock. The rocks that it feeds on are surprisingly nutrient rich, and its rock-hard lower jaw is perfectly designed to break them up, although it does make them awkward to swallow. Agnaktor, the top predator that resides exclusively in the Volcano, is not adapted to prey on full grown Uragaan; they are more suited for smaller, less well defended prey, such as Rhenoplos or Aptonoth (in the lower reaches of the Volcano). The wandering Deviljho is also poorly designed to prey on anything the same size or larger than itself; the same can be said about Rathalos, which have also been known to live in the Volcano. The Brute Tigrex along with Lavasioth, Stygian Zinogre, and Brachydios will also give Uragaan a wide berth as they have easier prey to go after rather than attempting to prey on the powerful behemoths. The only predators capable of actively preying upon Uragaan are the rare Akantor and predatory Elder Dragons. In the Old World, Uragaan have to compete with Gravios for the ores and minerals they feed upon. With Gravios known for being very territorial conflicts can occur between the two behemoths. In the Elder's Recess, Uragaan sits in an odd position in the food chain, similar to Barroth of the Wildspire Waste. The Elder's Recess is an area full of dangerous predators, yet very few are capable of taking on the massive Brute Wyvern. At the same time, Uragaan has no interest in challenging these predators as its diet mainly consists of rock and plants. The only time Uragaan will fight back against such predators is over territorial dispute. The only monsters that are capable of taking down the Uragaan are Elder Dragons in the vicinity. That being said, Uragaan can be very dangerous even when it is not attacking. Because it will occasionally release explosive gasses or drop volatile rocks, even a single Uragaan moving through an area can leave a path of destruction, forcing most other monsters in the Volcano to thread carefully in certain areas.

Biology

Uragaan create a very effective weapon in the form of its chin by melting minerals and attaching them with lava, which it can use for breaking up rocks. It can also defend itself well by releasing toxic, burning gases from the pores below its body. It is also capable of releasing a sleep-inducing gas from these pores. These gases are produced naturally as waste products, derived from the rocks they eat. The chin also evens its center of gravity so its legs can compensate for its heavy body. In a group of Uragaan, the one with the largest chin has the highest status among the group.

It is also capable of 'shedding' rocks from its back and tail, these rocks are covered in oil and are prone to exploding under vibration. Uragaan has a very unusual trick for getting around quickly - it can roll up into a ball and roll around the smooth, dry expanses of the Volcano. The growths on their back stable this rolling ability. An old legend from Yukumo Village claims that the first Uragaan was once a hunter hailing from that village. Stranded in a volcano after attempting to save a Felyne in danger, the Guild rejected his request for assistance due to the danger it would pose. He swore revenge against the Guild for leaving him to die, and the volcano changed him into a monster. It is said that a portion of his spirit now resides in every Uragaan, eager to be avenged.

Habitat

Uragaan reside exclusively within volcanic habitats as this is where they acquire much of the ore they feed upon.

Subspecies

The Uragaan has one true subspecies and also a deviant. The subspecies, Steel uragaan, is an Uragaan with a deep metallic blue, rather than golden hide. It also releases a noxious gas that soils creatures nearby rather than the usual sleep gas. The Deviant is called the Crystalbeard Uragaan and it is nothing more than an Uragaan with a crystaline chin.

Carapaceons

Carapaceons are crustacean-like monsters that have hard shells and exoskeletons or crab-like bodies, which mostly require weapons with some magical properties to damage properly. When they're weakened by physical damage, they show internal bleeding by the frothing of the purple bubbles from their mouths. Most of these crustaceans resemble crabs, lobsters or scorpions.

Daimyo Hermitaur



Daimyo Hermitaur

Huge Beast (Carapaceon), Unaligned


  • Armor Class 20 (Shell Armour)
  • Hit Points 161(17d12 + 51)
  • Speed 30ft., burrow 25ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 2 (-4) 8 (-1) 3 (-4)

  • Damage Resistances Bludgeoning, Piercing and Slashing from nonmagical weapons
  • Senses Blindsight 10ft., passive Perception 9
  • Languages --
  • Challenge 8 (3,900 XP)

Enrage When Daimyo Hermitaur starts its turn with half its maximum hit points (81) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Hermit Shell. If the Daimyo Hermitaur takes 50 or more bludgeoning damage in one round , it's shell breaks. When its shell breaks, the Daimyo Hermitaur's AC becomes 16 and it can't use the Erupt or Shell Block action. If the Daimyo Hermitaur burrows it can use an action to try and find another shell. Roll a d100 and on a 50 or higher it finds a new monster skull to use as a shell.

Actions

Multiattack. The Daimyo Hermitaur makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) bludgeoning damage damage and the target is grappled (Escape DC 16). The Daimyo Hermitaur has two claws, each of which can only grapple one target.

Water Spout (Recharge 4-6). The Daimyo Hermitaur spits pressurized water in a 10 ft wide, 20 ft long line. Any creature in the area must make a DC 15 Dexterity saving throw taking 27 (6d8) bludgeoning damage and being afflicted by Waterblight until the end of their next turn on a failed save. On a success creatures only take half damage.

Erupt. If the Daimyo Hermitaur is underground, it can erupt shell-first from the ground. Any creature above the Daimyo Hermitaur when it emerges must succeed on a DC 16 dexterity saving throw or take 28 (8d6) piercing damage and be knocked prone. On a success, creatures take half damage and are not knocked prone.

Reactions

Shell Block. The Daimyo Hermitaur can use its reaction when targeted by a ranged or melee attack roll to retract further into its shell and bring it's claws up to guard. Until the start of its next turn the Daimyo Hermitaur's AC becomes 22, it has immunity to being knocked prone and resistance to all damage except thunder, it's movement becomes 0 and it automatically fails dexterity saving throws. This affect ends if the Daimyo Hermitaur takes thunder damage.

An excellent example of a Carapaceon, Daimyo Hermitaur are the adult form of the Hermitaur. Some other forms of Daimyo Hermitaur includes Plum Daimyo Hermitaur and the Stonefist Hermitaur.

Physiology

Daimyo Hermitaur has a large, crab-like body. It is covered in a red and white carapace and wears the skull of a Monoblos as a protective shell. It has broad, shield-like claws and long antennae.

Abilities

It can use its claws as shields to defend itself from attackers, and, as with the Monoblos, can also use them to dig into the earth in order to attack foes from below. It can shoot pressurized jets of water and can use its massive weight to crush enemies.

Behaviour

Despite their size, Daimyo Hermitaur are fairly calm, when undisturbed. However, Daimyo Hermitaur will turn aggressive if they feel threatened or attacked. Most of time, they can be seen foraging for food as they roam around their environment.

Niche

Daimyo Hermitaur primarily feed on smaller creatures and other resources for survival, including carrion and rarely humans. Though they prey on other creatures, Daimyo Hermitaur can sometimes serve as prey for monsters, although it is rare that a monster can breach its defenses.

Biology

They have huge, thick claws capable of holding prey as well as shielding the giant crab from most any attacks. Daimyo Hermitaur's shell is also very tough, able to deflect the blows of most weapons. The one chink in the creature's armor is its soft hindquarters, where many of the creature's major organs are stored. To fix this problem, Daimyo Hermitaur will wear the skulls of dead wyverns on their backs. Acquiring the right size shell is a chore though, and occasionally Daimyo Hermitaur can be spotted with shells too large, or small for their bodies. Almost all of Daimyo Hermitaur's shells come from members of the larger species like Monoblos. Daimyo Hermitaur also possess surprisingly strong legs, able to move the creature with great speed if necessary. The legs assist the creature in digging holes and they are able to launch themselves many feet into the air, causing them to land vigorously on top of hunters who don't react fast enough.

Habitat

It prefers tropical to subtropical areas with sands and water such as the Desert and Jungle.

Subspecies

There is only one subspecies of the Daimyo Hermitaur, the Plum Daimyo. This subspecies is simply purple in colour and prefers Diablos skulls to Monoblos skulls, and has very few if any other distinguishing features. It does however have a deviant known as the Stonefist Daimyo Hermitaur which has one immense claw, which is much more powerful than a normal Daimyo Hermitaur.

Hermitaur

A hermitaur is simply a young Daimyo Hermitaur and can often be seen alongside the adult version.


Hermitaur

Medium Beast (Carapaceon), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 30(5d8 + 5)
  • Speed 30ft., burrow 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 2 (-4) 9 (-1) 3 (-4)

  • Senses Blindsight 10ft., passive Perception 9
  • Languages --
  • Challenge 1/2 (100 XP)

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 11). The hermitaur has two claws, each of which can grapple only one target.

Shogun Ceanataur



Shogun Ceanataur

Huge Beast (Carapaceon), Unaligned


  • Armor Class 18 (Shell Armour)
  • Hit Points 161 (17d12 + 51)
  • Speed 40ft., burrow 30ft., climb 40ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 2 (-4) 10 (+0) 6 (-2)

  • Saving Throws DEX +7, CON +6
  • Damage Resistances Bludgeoning, Piercing and Slashing damage from nonmagical attacks
  • Senses Blindsight 10ft., passive Perception 10
  • Languages --
  • Challenge 8 (3,900 XP)

Enrage. When the Shogun Ceanataur starts its with half its maximum hit points (81) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. It's claws also fully extend. This increases the reach of its claws to 10 ft, makes them deal slashing damage, and targets hit must make a DC 16 constitution saving throw or start Bleeding for 1 minute. When the rage ends, the monster gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. The Shogun Ceanataur cannot re-enter rage for 2d4 rounds.

Hamstring. If the Shogun Ceanataur hits a creature with an attack of opportunity, the creature's speed becomes 0 until the end of its turn.

Hermit Shell. If the Shogun Ceanataur takes 50 or more bludgeoning damage in one round , it's shell breaks. When its shell breaks, the Shogun Ceanataur's AC becomes 16. If the Shogun Ceanataur burrows it can use an action to try and find another shell. Roll percentile dice and on a 50 or higher it finds a new monster skull to use as a shell.

Spider Climb. The Shogun Ceanataur can climb on any surface, including upside down on ceilings, without making an ability check

Actions

Multiattack. The Shogun Ceanataur makes two claw attacks

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 17 (2d12 + 4) bludgeoning damage.

Clothes Line (Recharge 4-6). The Shogun Ceanataur walks its full movement forward with its claws held out. This increases its width by the reach of its claws. Any creature the Shogun Ceanataur walks through the space of must make DC 16 dexterity saving throw. On a failed save creatures take 17 (2d12 + 2) bludgeoning damage and are knocked prone. On a success creatures take half damage and are not knocked prone. While enraged, this action gains the same benefits as its claws.

Water Blast (Recharge 5-6). The Shogun Ceanataur fires a pressurized stream of water at a point it can see within 40 feet of it. All creatures within 5 ft of the point must make a DC 16 Dexterity saving throw taking 31 (9d6) bludgeoning damage and being afflicted by Waterblight until the end of their next turn on a failed save. On a success, creatures only take half damage.

Shogun Ceanataur is a Carapaceon. However, they hardly resemble their cousins, the Daimyo Hermitaur. Shogun Ceanataur also has a Subspecies, known as Terra Shogun Ceanataur, and a Deviant, known as Armor Shredder Shogun Ceanataur.

Physiology

Shogun Ceanataur's body is covered in a blue carapace. Its head is long and knife-shaped, and features a pair of lengthy antennae. Its folding claws act as sickles, and in rage mode are fully extended, adding a significant amount of range to its reach. Shogun Ceanataur is known to inhabit a variety of shells, among them: A Gravios skull, a snail-like shell, and a skull belonging to an unknown wyvern.

Abilities

Shogun Ceanataur is capable of firing a stream of pressurized water from its shell. In addition, it is able to climb

on walls and ceilings, and can extend and retract its scythe-like claws.

Behavior

Each Shogun Ceanataur has their own personality. Some are more aggressive than others. When undisturbed, Shogun Ceanataur are usually fairly calm, however, if threatened, they will turn aggressive in an instant. They’ll unsheath their claws and will attempt to kill a foe. If the skull on Shogun Ceanataur's backside is broken, it'll immediately go looking for another one, so it can protect its vulnerable bottom.

Niche

Shogun Ceanataur are somewhat high in the food chain. They primarily feed on small creatures that live in dark environments like shrimp and insects, but will also feed on carrion. Despite this, they can more than hold their own against larger species.

Biology

Compared to Daimyo Hermitaur, Shogun Ceanataur has a much slimmer shape. From the lighter shell of Shogun Ceanataur, it is able to move faster than Daimyo Hermitaur. With this lighter armor, Shogun Ceanataur are also able to attack and move offensively rather than defensively. Another bizarre defense of Shogun Ceanataur is its own urine. While wearing a skull and hanging on a ceiling, Shogun Ceanataur are known to spray water on their enemies from the ceiling.

Habitat

Shogun Ceanataur is commonly found in subtropical areas such as volcanoes and swamps, as well as in jungles.

Subspecies

The Shogun Ceanataur has one subspecies, the Terra Shogun Ceanataur which is a more rust-red colouration. Apart from this there is very little difference between the two. However it also has a Deviant known as the Armour Shredder Shogun Ceanataur, which uses the skull of a Glavenus on its back to sharpen its claws and imbue them with fire.

Ceanataur

Ceanataur are simply young Shogun Ceanataur. They have not yet developed the distinctive sword-like claws of their parents, and they also retain their own shells rather than using wyvern skulls.


Ceanataur

Medium Beast (Carapaceon), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 30(5d8 + 5)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 2 (-4) 9 (-1) 3 (-4)

  • Senses Blindsight 10ft., passive Perception 9
  • Languages --
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The Ceanataur makes two claw attacks

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 11). The ceanataur has two claws, each of which can grapple only one target.

Shen Gaoren



Shen Gaoren

Gargantuan Beast (Carapaceon), Unaligned


  • Armor Class 20 (Skull Armour)
  • Hit Points 400 (20d20 + 180)
  • Speed 50ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 29 (+9) 3 (-4) 12 (+1) 8 (-1)

  • Saving Throws STR +15, CON +15
  • Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses Blindsight 30 ft., passive Perception 11
  • Languages --
  • Challenge 20 (25,000 XP)

Tremor Step. Whenever the Shen Gaoren moves, any creature within 5ft., must succeed on a DC 20 Dexterity saving throw or fall prone.

Enrage. When Shen Gaoren starts its turn with half its maximum hit points (200) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. When the rage ends Shen Gaoren cannot re-enter rage for 2d4 rounds.

Long Legs. If the Shen Gaoren crouches its size changes to Huge until it stands tall again. If the Shen Gaoren takes 70 bludgeoning, piercing or slashing damage in one turn the Shen Gaoren falls prone.

Actions

Multiattack. The Shen Gaoren makes three melee attacks or three ranged attacks.

Claw. Melee Weapon Attack: +15 to hit, Reach 15ft., one target. Hit 30 (4d10 + 9) bludgeoning damage and the target is grappled (Escape DC 20). The Shen Gaoren has two claws, each of which can grapple only one target.

Stomp. Melee Weapon Attack: +15 to hit, Reach 15ft., one target. Hit 25 (3d10 + 9) bludgeoning damage. All creatures within 5 feet of the target including the target if they are size large or smaller must succeed on a DC 20 Strength saving throw or fall prone.

Acid Shot. Ranged Weapon Attack: +9 to hit, Range 60/120 ft., one target. Hit 27 (6d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Legendary Actions

Shen Gaoren can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Move The Shen Gaoren moves up to its movement speed without proviking attacks of opportunity.

Crush (Costs 2 Actions). The Shen Gaoren crushes a creature its grappling. The creature must make a DC 20 Strength saving throw, taking 36 (6d8 + 9) bludgeoning damage on a failed save. On a success the creature takes half damage.

A giant Carapaceon with an equally giant monster skull on its back. Prone to roaming and fiercely territorial, any intruders will be met with opposition, so nearby towns and forts must be warned of its presence.

Physiology

Identifiable by their grey skin, towering legs and the gigantic green-yellow balls of acid that they generate and hurl from the rear of their bodies. Shen Gaoren are so large they use a Lao-Shan Lung skull for protection. Their colossal size helps them to defeat most creatures. The diet of Shen Gaoren is unknown; however, it is likely to be omnivorous, like most crabs.

Abilities

Shen Gaoren is able to fire large globs of acidic fluid from their back, which they use to soften the armour of their enemies. Due to their immense size, Shen Gaoren's main

weapon is to either simply step on smaller creatures or crush them in its immense claws. Unlike Lao-Shan Lung, Shen Gaoren will often attack agressors rather than simply ignoring them, which makes it a lot more dangerous for those hunting it.

Behaviour

Shen Gaorens are relatively passive by nature. They move about without noticing hunters; however, when enraged, it may attempt to attack hunters by using their huge sturdy claws or by moving their legs and pincers wildly. It was recently discovered that Shen Gaoren attack villages and cities because they are in its territory. Shen Gaoren were found to attack any foe that pose any threat to them, showing that these passive giants can be aggressive when they feel that their life is in danger. When Shen Gaoren get old enough, or injured in battle, they'll molt.

Biology

Its massive pincers are increbibly strong and sturdy, being described as capable of cutting through even the toughest volcanic rock. Its long legs give the Shen Gaoren an incredible field-of-vision, and if its eyesight is proficient, it should be able to spot prey from a very large distance. Like many other Carapaceons, its rear section is naturally very soft, and, if left unprotected, it's a large weak point. Fortunately, for them, Shen Gaoren are able to acquire the equally gigantic skull shells of the mighty Lao-Shan Lung. Whether they are actually able to kill the massive dragon is still uncertain, but unprobable, which serves as incredibly efficient armor. It has been recently found that the gigantic skull shows signs of containing the deadly dragon element but Shen Gaoren doesn't seem to use the this element. The Shen Gaoren is grey/blue in color, but its legs turn red as they experience great pain.cOne of Shen Gaoren's deadliest abilities is its ability to shoot a gigantic ball of acid from its gigantic skull. This acidic ball can corrode armor rather quickly and, in some cases, it can even melt straight through the armor. Its unknown how this monster is able to produce this acid or even fire it out of its skull.

Niche

Due to Shen Gaoren not being seen interacting with other species, it is unknown how it fits into the ecological niche. However, Shen Gaoren have been found to be attacked by Nakarkos, a species of Elder Dragon.

Habitat

Shen Gaoren are most often found in mountain ranges, although their molted skin have been discovered in jungles as well.

Elder Dragons

This class is made up of rare, elusive monsters that have lived eternally since ancient times, that are able to bring destruction to entire ecosystems and potentially the world

Elder Dragon Resilience Elder Dragons are creatures of legend, sometimes thought of as gods. As such all elder dragons are very difficult to kill without a perfect strike. ANother way of circumventing this almost supernatural grip on life is to turn their own power against them by wielding the Dragon element.

Myriad of Forms Elder Dragons come in a large variety of shapes and sizes. There are only a few 'true' Elder Dragons, ones which have the typical draconic body structure of 4 legs abd 2 wings. However the class of Elder Dragon is a very broad one, ranging from creatures like Kirin which resemble the celestial unicorns, to the mountain sized Lao Shan Lung. They all share the same trait of being immensley powerful and destructive. However their are some exceptions to this, for example despite Shagaru Magala being classified as an Elder Dragon, its juvenile form Gore Magala is classified as a "???" Type. However, Gore Magala has Wyvern-specific loot, such as Wyvern Tears, and can be captured. Creatures such as Akantor and Ukanlos were once listed as Elder Dragons due to their immense size and power, but after some research it was found that they were actually more closely related to Flying Wyverns, and were classed as such.

God-Like Power Due to their immense strength and power, in the past, some Elder Dragons were worshipped as gods; however, in the present, the Guild marked them as threats to the ecosystem. Even today some Elder Dragons are reffered to as living Natural disasters such as Alatreon. Akantor and Ukanlos, which used to be classed as Elder Dragons are often referred to as the Black God and White God and are thought to have created the Furahiya Mountains. When an Elder Dragon is present in an area, all other monsters will flee, with the exception of other Elder Dragons, and a few powerful monsters such as Deviljho, Rajang, Ukanlos and Akantor.

Masters of the Environment Elder Dragons are known to inhabit every corner of the world of Minegarde. From atop the highest peaks, storms rage around Kushala Daora, and in the depths of the ocean the mighty Caedeus slumbers. Wherever an Elder Dragon lives it will set up a lair from which it ventures out to hunt. They are always the Apex Predator of their habitat and will not abide by intrusion from other predatory monsters. A few Elder Dragons are nomadic, such as the Kirin. Aside from the nomadic Elder Dragons, most other Elder Dragons cannot be found outside of a select environment except on very rare occasions. For example, Teostra is found in the depths of volcanoes where it makes its lair. However it can sometimes be seen in areas such as the desert if it needs to migrate due to lack of food, or being driven out.

Dragon Damage The Dragon Element is a Damage Type which can be utilized offensively by both players and some monsters. It uses a strange and unknown power to cause additional damage. Monsters that are capable of using the Dragon Element can be found in a wide variety of environments, and are generally extremely powerful and oftentimes quite rare (Examples being the Deviljho). Weapons crafted from such creatures can deal Dragon damage, and spells such as Chromatic Orb can use this element and Elemental Weapon can infuse weapons with Dragon Element.

Alatreon

Blazing black dragons, so named for resembling both lightning and darkness. They mercilessly tear apart whoever touches their sharp scales. Elementally unstable, their actions can affect the very weather. Living natural disasters.

A perfect example of a Dangerous First-Class Monster, Alatreon is an Elder Dragon feared by the gods

Physiology

Alatreon are monsters capable of destroying the world. Some locals even believe that the Alatreon is a god or demon which is transformed into an Elder Dragon.

Abilities

Alatreon is elementally unstable, possessing control over the Dragon, Fire, Thunder, and Ice elements. Alatreon will only use the Ice and Thunder elements while in the air. It is said that it has the abilities of all the True Elder Dragons (Kushala Daora, Chameleos, Lunastra and Teostra), although, since it is elementally unstable, it is unable to truly harness that power.

It has the ability to call lightning down much like White Fatalis, Fire columns of fire at its enemies, cause massive shards of ice to rain from the air or simply empower its own strikes with the Dragon Element.

Behaviour

Alatreons are very territorial. This may be the reason why no other monsters live in the Sacred Land, the area it calls its home. Alatreon might attack most of its prey from the air, giving it an advantage over most other monsters. It also is very aggressive towards flying objects, mainly airships.

Biology

An Alatreon's average size is 3105.8cm. Known as the Blazing Black Dragon, Alatreon possesses control over the Dragon, Fire, Thunder, and Ice elements, and is said to be elementally unstable. In its scales are each of the four elements which it constantly produces, even when it is dead. However, it is unknown how its scales are able to harness the elements. If its scales weren't deadly enough, they are also extra sharp, comparable to a blade. These backward-facing scales can rip into the flesh of those that dare attack Alatreon while its shell repels attacks from enemies. On top of Alatreon's head are two large horns that can break through some of the toughest rocks. Like most other Elder Dragons, these horns seem to play some part in Alatreon's control over the four elements, however, it is unknown to the Guild if they do. Many of Alatreon's abilities seem to be unnatural, much like the Fatalis, but not much else is really known about the Elder Dragon.

Niche

From Alatreon living isolated from all other monsters, it is hard to say where it fits in the ecological niche.

Due to Alatreon living in the Sacred Land, it has changed the area into an inhospitable environment. No living things, including plants, can live in the area due to the constant weather changes that occur in the Sacred Land.

Habitat

Alatreon tend to live within volcanoes, where they are isolated from other creatures.

Alatreon's Lair

The Alatreon's lair is in constant turmoil as the Alatreon's mere presence sends the weather into a freak storm. The monster itself tends to remain deep within a volcano or on a remote island where all vegetation has died due to the storms.

Lair Actions

On initiative count 20 (losing initiative ties), the Alatreon takes a lair action to cause one of the following effects; the Alatreon can’t use the same effect two rounds in a row:

  • A 5 foot radius, 40 foot tall Geyser of lava erupts from a point the Alatreon can see within 60 feet of it. A creature in the area must make a DC 18 Dexterirty saving throw taking 36 (8d8) fire damage on a failed save. On a success creatures take half damage.
  • A large shard of ice falls on a creature the Alatreon can see. The creature must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) piercing damage and 10 (3d6) cold damage and be restrained until the end of their next turn. A successful DC 15 Strength check as an action ends the restrained condition.
  • A bolt of lightning strikes a point within 120 feet of the Alateeon. Any creature within 5 feet of the point must succeed on a DC 18 Dexteritry saving throw or take 38 (7d10) lightning damage

Regional Effects

The region containing a legendary Alatreon’s lair is affected by its elemental instability, which creates one or more of the following effects:

  • The area around an Altreon's lair is racked by freak weather for miles around. One day there may be a catastrophic thunderstorm, another raging wildfires and extreme heat and the next freezing hailstorm and snow as temperatures plummet.
  • Due to the irrational weather, settlements within 5 miles of the Alatreon's lair may be abandoned, crops will fail, plant life will die and wildlife will flee or be killed.

If the Alatreon dies, these effects fade over the course of 1d4 days.



Alatreon

Huge Elder Dragon, Alignment


  • Armor Class 20 (Natural Armour)
  • Hit Points 592 (37d12 + 333)
  • Speed 40ft., Fly 90ft.

STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 28 (+9) 14 (+2) 15 (+2) 10 (+0)

  • Saving Throws CON +18, INT +11, WIS +11, CHA +9
  • Skills Perception +11
  • Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing and Slashing damage.
  • Damage Immunities Bludgeoning, Piercing and Slashing damage from nonmagical attacks.
  • Condition Immunities Charmed, Exhaustion, Frightened, Petrified
  • Senses Darkvision 120ft., passive Perception 21
  • Languages --
  • Challenge 30 (155,000 XP)

Elder Dragon Resilience. When damage would reduce Alatreon to 0 hit points it makes a Constitution saving throw with a DC equal to 5 + the damage taken unless the damage was from a critical hit or dragon damage. On a successful save they drop to 1 hit point instead.

Elemental Instability. At the start of the Alatreon's turn, roll 1d4 to determine which element the Alatreon will be empowered by. 1- Fire, 2-Dragon, 3-Lightning and 4-Ice. This elelemnt determines different bonuses and abilities the Alatreon can use that turn. It also gains immunity to that element while empowered by it.

Enrage. When Alatreon starts its turn with half its maximum hit points or less (296) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends Alatreon cannot re-enter rage for 2d4 rounds.

Legendary Resistance (3/Day). When the Alatreon fails a save it can choose to succeed instead.

Shredding Scales. A creature that touches the Alatreon or hits it with a melee Attack while within 5 feet of it takes 10 (3d6) slashing damage.

Actions

Multiattack. The Alatreon uses its Frightful Presence and then makes four attacks, Two with its horns, one with its claws and one with its tail. It may replace two of these with its Ice Spike when available.

Frightful Presence. Each creature of the Alatreon's choice that is within 120 ft. of the Alatreon and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Alatreon's Frightful Presence for the next 24 hours.

Claw. Melee Weapon Attack: +18 to hit, Reach 5ft., one target. Hit 27 (4d8 + 9) slashing damage.

Horns. Melee Weapon Attack: +18 to hit, Reach 10ft., one target. Hit 31 (4d10 + 9) piercing damage.

Tail. Melee Weapon Attack: +18 to hit, Reach 15ft., one target. Hit 22 (3d8 + 9)bludgeoning damage and the target must succeed on a DC 23 Strength saving throw or fall prone.

Fire

Flaming Pillar. The Alatreon calls down a pillar in an area it can see within 30 feet of it. The pillar is a 10 foot radius, 60 foot tall cylinder. Any creature in the area must succeed on a DC 23 Dexterity saving throw or take 63 (14d8) fire damage. On a success creatures take half damage.

Dragon.

The Alatreon's Strength score beomes 30 and its melee attacks deal an extra 11 (2d10) dragon damage and inflict dragonblight until the end of a creatures turn.

Lightning

Alatreon's melee attacks deal an extra 6 (1d12) lightning damage.

Lightning Storm (Recharge 5-6). Alatreon calls down 3 bolts of lightning at points it can see within 120 feet of it. A creature within 5 feet of that point must make a DC 23 Dexterity saving throw, taking 65 (10d12) lightning damage on a failed save. On a success creatures take half damage.

Ice.

Ice Spike. Ranged Weapon Attack: +18 to hit, Range 100/150ft., one target. Hit 27 (5d10) cold damage and the target's is afflicted by Iceblight until the end of their turn.

Hail Storm (Recharge 5-6). The Alatreon causes large shards of ice to fall from the sky in a large area. Any creature within 60 feet of Alatreon must succeed on a DC 23 Dexterity saving throw or take 36 (8d8) cold damage and 36 (8d8) piercing damage and be restrained until the end of Alateeons next turn. On a success creatures take half damage and are not restrained. A creature can use their action to make a DC 15 Strength check to end the Restrained condition.

Legendary Actions

Alatreon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Attack. The Alatreon makes one weapon attack.

Move. The Alatreon moves up to half its movement speed without provoking attacks of opportunity.

Flaming Pillar (Costs 2 Actions). The Alatreon uses its Flaming Pillar if available.

Roar (Costs 2 Actions). Alatreon unleashes a powerful roar. Any creature within 60 feet of it that can hear it must succeed on a DC 23 Constitution saving throw or be stunned until the end of their turn or until they take damage.

Amatsu

A legendary elder dragon spotted on Sacred Pinnacle. An avatar of storms in the folklore of Yukumo Village, Amatsu's appearance is accompanied by furious cyclones and horrific storms. Its fearsome power is said to outscale that of natural disasters.

Physiology

Amatsu have a unique body structure. The head itself is quite small, though it is adorned with massive golden horns, flanked by tendrils of flesh. Amatsu's body is largely pale white in color, and covered entirely in fins that stretch along all four limbs. From its back rise more pointed fins, whereas its underside is grey and scaled. Because it flies through the air and spends no time on land, Amatsu has almost vestigial feet and small, nearly useless back legs. The front legs are bordered by more white fins. When enraged, red veins stand out more prominently in its wing membranes, and when near death, its chest, horns and eyes shine with a faint golden luminescence.

Abilities

In battle, Amatsu hovers above the ground. Its movements are reminiscent of fighting the Leviathans underwater. It also has a wind barrier around its body, but unlike Kushala Daora's wind barrier, it cannot blow the hunter over. However, ranged attacks are less reliable while the barrier is active. The barrier is also less stable than Daora's, as it temporarily disappears when Amatsu uses its Vortex ability. One of its most dangerous attacks is when it creates a small twister that begins to suck in nearby creatures, then hits them hard with a tornado-shrouded charge. When weakened enough, Amatsu uses its other most powerful move: it flies high into the air and uses three massive water beams. The attack consists of two parts; the beams themselves will strike the ground, and then the areas where the ground was struck explode with water.

Behaviour

Living mainly in the sky and mountain tops, the Amatsu is a mainly passive Elder Dragon, but the frequency that it creates storms is dependent on its mood. It does not take kindly to anything invading its airspace, as it will shoot down airships etc that enter the area. When truly angered, it does not calm down easily. It is also known to take claim of a resting ground for its territory going as far as chasing out predators as powerful as groups of Zinogre if it wants their home as its own.

Niche

Like most other Elder Dragons, Amatsu's role in the ecological niche is unknown. However it can be assumed to be at the top if not cose to it, as it scares Apex predators such as Zinogre.

Biology

The average size of an Amatsu is 3133.8cm. The Amatsu has a large number of fins and wings along its body, which contribute to its ability to fly smoothly through the air. Its horns are large compared to the size of its head, much closer to the size of the fins. These horns show that nothing will attack Amatsu due to its sheer power. Its forearms are long, they are slender and designed for flight, not for walking. The amount of webbing in its fins and wings makes the Amatsu seem larger than it actually is, as they billow out in the wind. Its actual body structure is very close to a Leviathan, long and curvy, with small back legs and a fairly large tail. Its control over storms surpasses even that of Kushala Daora, this power comes from a unique jade colored organ called the "Storm Vesicle". This organ stores large amounts of water and is how Amatsu is able to produce its terrifying storms. Its most deadly form of attack is a massive beam of wind and water fired from its mouth; when the beam hits the ground, it releases a torrent of water on anything nearby the point of impact.

Once a Amatsu dies, the storm it made will dissipate within seconds. Showing this unique hard jade colored organ has great power.

Habitat

The Amatsu has only ever been seen in the Sacred Pinnacle, at the top of very tall mountains.

Amatsu's Lair

The Amatsu makes its lair at the top of a tall mountain, called the Sacred Pinnacle. The area within 5 miles of the mountaintop is wracked by powerful storms. While within its lair the Amatsu is CR 26.

Lair Actions

On initiative count 20 (losing initiative ties), the Amatsu takes a lair action to cause one of the following effects; the Amatsu can’t use the same effect two rounds in a row:

  • A bolt of lightning crashes to the ground at a point the Amatsu can see within 120 feet of it. Any creature within 5ft. of this point must succeed on a DC 17 Dexterity saving throw or take 27 (5d10) lightning damage.
  • A crash of thunder sounds across the battlefield. Any creature that can hear within a mile of the Amatsu's lair must succeed on a DC 17 Constitution saving throw or take 10 (3d6) thunder damage and be deafened until the end of their turn.
  • A large gust of wind sweeps across the battlefield. The gust of wind spell is cast from a point within 60 feet of the Amatsu and persists for one round.

Regional Effects

The region containing a legendary Amatsu’s lair is affected by the Amatsu's Storm Vessicle, which creates one or more of the following effects:

  • The area within 5 miles of the Amatsu's lair is extremely windy. A creature with a fly speed is unable to fly unless it has a strength score of 20 or more. If it can fly, it treats the air as difficult terrain. Amatsu ignores this.
  • The area within 5 miles of the Amatsu is heavily obscured due to the torrential rain and constant dark cloud cover.
  • Floods become extremely prevalent in the area and most rivers and lakes will burst their banks.

The Amatsu is immune to its own regional effects as it is essentially the eye of the storm.

If the Amatsu dies, the storm ends almost immediately. The flooding takes 1d4 weeks to cease, depending on natural rainfall.



Amatsu

Huge Elder Dragon, Unaligned


  • Armor Class 17
  • Hit Points 364 (26d12 + 182)
  • Speed 0ft., Fly 70ft. (Hover)

STR DEX CON INT WIS CHA
26 (+8)) 24 (+7) 25 (+7) 12 (+1)) 16 (+3) 12 (+1)

  • Saving Throws STR +16, DEX +15, INT +9, CHA +9
  • Skills Perception +11
  • Damage Vulnerabilities Dragon
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Lightning, Thunder
  • Condition Immunities Charmed, Deafened, Exhaustion, Prone
  • Senses Darkvision 60ft., passive Perception 21
  • Languages --
  • Challenge 25 (75,000 XP)

Elder Dragon Resilience. When damage would reduce Amatsu to 0 hit points it makes a Constitution saving throw with a DC equal to 5 + the damage taken unless the damage was from a critical hit or dragon damage. On a successful save they drop to 1 hit point instead.

Enrage. When Amatsu starts its turn with half its maximum hit points or less (182) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends Amatsu cannot re-enter rage for 2d4 rounds.

Legendary Resistance (3/Day). If the Amatsu fails a saving throw it can choose to succeed instead.

Wind Barrier. The Amatsu is surrounded by a barrier of wind. While this barrier is active the Amatsu has resistance to all damage from ranged attacks. Whenever the Amatsu uses its Vortex ability this Wind Barrier dissapears until the start of the Amatsu's next turn.

Actions

Multiattack. The Amatsu makes any combination of three melee or ranged attacks.

Slam. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage.

Tail Whip. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. If the target is a creature it must succeed on a DC 19 Strength saving throw or fall prone.

Water Blast. Ranged Weapon Attack: +15 to hit, range 60/100 ft., one target. Hit: 22 (5d8) bludgeoning

damage. If the target is a creature it is also afflicted by waterblight until the end of its next turn.

Water Beam (Recharge 5-6): The Amatsu fires a beam of highly pressurized water in a 5 foot wide, 100 foot long line. Any creature in the area must make a DC 19 Dexterity saving throw, taking 77 (14d10) bludgeoning damage, being knocked prone and being afflicted with waterblight until the end of their next turn on a failed save. On a success a creature only takes half damage and is not afflicted by waterblight or knocked prone.

Vortex (Recharge 6). The Amatsu creates a vortex of wind around itself. Any creature within 60 feet of the Amatsu must succeed on a DC 19 Strength saving throw or be sucked 40 feet towards the Amatsu. Any creature within 10 feet of the Amatsu must then make a DC 19 Dexterity saving throw, taking 84 (13d12) bludgeoning damage and being knocked prone on a failed save. On a success creatures take half damage and are not knocked prone. The Amatsu can then move up to half its fly speed without provoking attacks of opportunity.

Reactions

Desperate Flood (Recharges after a Long Rest). When the Amatsu reaches one quarter its maximum health (91) for the first time it can use its reaction to immediately recharge and use its Water Beam three times, each time in a different direction. This puts the Water Beam into recharge.

Legendary Actions

Amatsu can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Move. The Amatsu can move up to half its fly speed without provoking attacks of opportunity.

Roar. The Amatsu roars. Any creature within 30 feet of the Amatsu must succeed on a DC 19 Constitution saving throw or be Deafened for one minute. A creature concentrating in the area must also make a Concentration check of the same DC.

Living Storm (Costs 2 Actions). The Amatsu uses its Vortex ability if it is available.

Eye of the Storm (Costs 3 Actions). The Amatsu summons 3 tornadoes at three different points within 30 feet of it. The tornadoes have a radius of 5 feet and a height of 40 feet. They otherwise function as though from the Whirlwind spell. The Amatsu can move one tornado up to 30 feet as a bonus action on its turn. If the Amatsu uses this legendary action again while tornadoes are present it can move all three tornadoes. A creature can only be affected by one tornado a turn. The Amatsu must maintain concentration on the tornadoes as though concentrating on a spell. The tornadoes last for one minute.

Ceadeus

Physiology

Ceadeus resembles a giant whale with a face similar to a Dunkleosteus. It has a prominent beard of fur and two massive horns, which constantly grow and eventually overtake the creature’s eyes, leaving it blind. Luminous organs line the monster's underside, which turn from blue to red when it is enraged.

Abilities

The Ceadeus makes use of its large body size to crush creatures that would do it harm. It can also fire an extremely powerful torrent of water from its mouth that is capable of cutting straight through stone.

Behaviour

The Ceadeus is known to be a rather peaceful creature until provoked. It won't take notice of hunters until it is greatly damaged by them. If Ceadeus is provoked, it'll try to kill its enemy with its immense strength.

Niche

It is unknown what the feeding habits of a Ceadeus is, like most other Elder Dragons, so it is hard to say where it fits in the ecological niche. Recently, it was discovered that young Ceadeus only have one known predator, Nakarkos. This predator is believed to also become a food source for adult Ceadeus, albeit a highly dangerous one due to its ability to exploit the Dragon element

Biology

Ceadeus is up to 5837.2cm in length. Ceadeus has a special relationship with an algae, which is the reason why it has its beard. It farms for the algae with its beard and uses the glow from the luminous bacteria as a form of photosynthesis. With this algae, Ceadeus can spend longer times under the depths without having to come up for air. When it needs air, it will swim up with a burst of speed and jump out of the water for a breath. It is estimated a Ceadeus can hold its breath for about several months. Ceadeus has powerful fins and a tail fin designed for swimming in the sea with both power and grace. The horns of a Ceadeus never stop growing, and at times, the Elder Dragon will grind them against the sea floor, with enough force to produce earthquakes and tsunamis. It is believed that this behavior resulted in the destruction of an island on at least one occasion. Throughout their years, Ceadeus are able to use an organ called the Luminous Organ. This organ is used to help farm the algae it uses to breath. The luminous bacteria on its body reacts to the organ by reflecting the light.

Habitat

The Ceadeus lives exclusively in the ocean. It spends most of its time deep in the ocean feeding, however it comes up for air every few months. It will also venture close to shore in order to rub its horns on rock to help deal with their constant growth.

This however can cause earthquakes and tsunamis because of the creatures immense strength, leading to it being hunted for people's safety.

Subspecies

The only known subspecies of the Ceadeus is the Goldbeard Ceadeus, which is not really a subspecies but simply a very old Ceadeus. The golden colour comes from the bacteria having matured and spreading along its entire body. The Goldbeard is effectively blind, as its horns have grown so large that they now cover its eyes, yet it is still capable of sensing its surroundings.



Ceadeus

Gargantuan Elder Dragon, Unaligned


  • Armor Class 16 (Natural Armour)
  • Hit Points 494 (26d20 + 208)
  • Speed 0ft., Swim 50ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 26 (+8) 11 (+0) 16 (+3) 10 (+0)

  • Saving Throws STR +18, CON +16, WIS +11
  • Damage Vulnerabilities Dragon
  • Condition Immunities Blinded, Charmed, Exhaustion, Paralyzed, Poisoned, Unconscious
  • Senses Blindsight 60ft.,passive Perception 13.
  • Languages --
  • Challenge 26 (90,000 XP)

Charge. If the Ceadeus moves at least 20 feet directly towards a target and hits it with a Horn attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage.

Enrage. When Ceadeus starts its turn with half its maximum hit points or less (247) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends Ceadeus cannot re-enter rage for 2d4 rounds.

Elder Dragon Resilience. When damage would reduce Ceadeus to 0 hit points it makes a Constitution saving throw with a DC equal to 5 + the damage taken unless the damage was from a critical hit or dragon damage. On a successful save they drop to 1 hit point instead.

Hold Breath. The Ceadeus can hold its breath for up to 3 months.

Illumination. The Ceadeus sheds bright light in a 5 foot radius, and dim light for another 10.

Legendary Resistance (3/Day). When the Ceadeus fails a saving throw it can choose to succeed instead.

Magic Resistance. The Ceadeus has advntage on saving throws against spells and other magical effects.

Siege Monster. The Ceadeus deals double damage to objects and structures.

Actions

Multiattack. The Ceadeus makes two attacks, one with its horns and one with its tail.

Flipper. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.

Horns. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.

Current Storm (Recharge 6). The Ceadeus fires a large torrent of water and sweeps it in a 100 foot cone. Any creature in the area must make on a DC 19 Dexterity saving throw taking 97 (15d12) bludgeoning damage and being afflicted by Waterblight for one minute on a failed save. On a successful save a creature takes half damage and is not afflicted by Waterblight. If afflicted by waterblight a creature can make a DC 19 CON save to end the effect on itself at the end of its turn.

Legendary Actions

The Ceadeus can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Slap The Ceadeus makes a Flipper attack.

Swim. The Ceadeus moves up to half its swim speed without provoking attacks of opportunity.

Roar (Costs 2 Actions). The Ceadeus emits a loud bellow. Any creature that can hear the Ceadeus and is within 30 feet of it must succeed on a DC 18 Constitution saving throw or be stunned until the end of their next turn or until they take damage.

Chameleos

Eyewitness sightings of this Elder Dragon are extremely rare due to its ability to disappear at will. It is thought that shocking it may make it reappear, but this method has not yet been testedThey are tricky Elder Dragons well-known for being master thieves.

Physiology

Chameleos's body is covered by a purple and white hide, and its head ends with a protruding horn at the tip of its nose. Its eyes are similar to a real life chameleon's; large and orb-like, with the ability to control eye movement individually. The long and elastic tongue can extend to grasp and steal items from a distance. Its wings are a purple color with a grayish white membrane, and are used for flight and controlling the direction of its poison fog. Chameleos's large tail is reminiscent of a leaf and has a curled, spiraling tip.

Abilities

Chameleos has the ability to camouflage itself by using the electric currents running through its skin, refracting light in the mist and thus making its body invisible. This camouflaging ability is disabled if its horn is broken, and the tail severed. Known for using mist for protection, Chameleos's breath can create a thick fog to impair visibility as well as form dangerous toxic clouds. The stretching tongue is adept at stealing items from hunters. It can also spit out acid blobs to reduce defense, and expel gas that inflicts stamina-lowering fatigue.

Behaviour

Chameleos are very intelligent creatures. They will wait patiently at a spot of importance such as a water source or natural crossroads, waiting for prey to pass by. Chameleos are well known for stealing items from hunters. Chameleos do this in order for the hunter to lose motivation in hunting them down.

Niche

Chameleos are ambush hunters, waiting patiently for prey to pass by while they blend perfectly into their surroundings. Chameleos can and will eat almost anything, and can use different tactics to take down varying sizes of prey. Should its prey be a Neopteron such as a Vespoid, Altaroth, Bnahabra, or Konchu it will simply snatch it out of the air using its long sticky tongue. If it is a supply camp, it'll steal with each opportunity it gets.

Biology

Chameleos are different from other Elder Dragons, as they are not nearly as "elegant" in their appearance as other Elder Dragon species. Chameleos have a number of biological adaptations that make them extremely unique. Most notably is the Chameleos's trademark camouflage mechanism. Each species of Chameleos has a different way of camouflaging itself.

By generating a weak electric current in its skin that interacts with the mist it can breathe, the Elder Dragon can bend light around itself, rendering it effectively invisible. Some Chameleos use special ore to enable their camouflage. This illusion is not, however, perfect; If Chameleos sustains significant damage or dismemberment to its tail and or horn, it can lose this ability altogether. Chameleos have independently moving eyeballs that protrude from the sides of its head to create a wider field of vision. Chameleos have several nasty defenses should it ever come under attack. Its acid is incredibly potent, capable of dissolving all but rock. For hunters this often means severe armor degradation. They possess an extremely strong poison, which can be released from its mouth at will and often whipped into a thick cloud by the dragon's wings. Finally, it can exhale large amounts of mist to further hinder the vision of hunters, allowing it to either make a swift getaway or launch a surprise attack with ease.

Chameleos' Lair

The Chameleos makes its lair deep in the heart of jungles and forests where very few creatures can reach. Its lair is always hidden by mist and the Chameleos' presence makes tracking and travelling near its lair very difficult. A Chameleos is CR 22 in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the Chameleos takes a lair action to cause one of the following effects; the Chameleos can’t use the same effect two rounds in a row:

-The Chameleos causes the entire area to fill with a light mist. The area is lightly obscured and sound is muffled for all creatures except the Chameleos. Affected creatures have disadvantage on Wisdom (Perception) checks that rely on sight or hearing until initiative count 20 on the next turn.

-The Chameleos causes a 20ft. radius pool of poison to form in an area it can see within 120 ft of it. Any creature that starts its turn in or enters the pool on its turn must succeed on a DC 16 Constitution saving throw or be poisoned as though by the Chameleos' poison gas ability. The pool lasts until initiative count 20 the following round.

-If there is a cloud of poison gas within 60 feet of the Chameleos it can pull it 30 feet towards itself. Any creature that the cloud passes through is subject to the effects of the cloud.

Regional Effects

The region containing a Chameleos’ lair is filled with the mist it uses to hide, which creates one or more of the following effects:

-The area within 1-5 miles of the Chameleos' lair is lightly obscured by mist at all times regardless of weather.

-All creatures within the area find it very difficult to get their bearings. Any creature within 5 miles of the Chameleos' lair have disadvantage on Wisdom (Survival) checks.

-A Rangers Natural Explorer trait is negated while within 5 miles of the Chameleos' lair.

If the Chameleos dies, the mist fade over the course of 2d6 days, while the other effects fade immediately.



Chameleos

Huge Elder Dragon, Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 341 (31d12 + 124)
  • Speed 30ft., climb 30ft., fly 40ft.

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 18 (+4) 13 (+1) 20 (+5) 10 (+0)

  • Saving Throws INT +8, WIS +12, CHA +7
  • Skills Perception +19, Stealth +13
  • Damage Vulnerabilities Dragon
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Exhausted, Incapacitated, Charmed
  • Senses Blindsight 40ft., Darkvision 120 ft., passive Perception 29
  • Languages --
  • Challenge 21 (33,000 XP)

Alert. The Chameleos cannot be surprised by any creature that is not invisible and creatures cannot gain advantage on it in anyway while it is conscious. The Chameleos loses this trait when blinded.

Elder Dragon Resilience. If damage reduces the Chameleos to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Chameleos drops to 1 hit point instead

Elusive. The Chameleos can hide as a bonus action if it is obscured in any way.

Enrage When Chameleos starts its turn with half its maximum hit points (171) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls and rolls an extra damage die on melee attacks. When the rage ends Chameleos cannot re-enter rage for 2d4 rounds.

Keen Eyesight. The Chameleos has advantage on Wisdom (Perception) checks that rely on sight.

Legendary Resistance (3/Day) If the Chameleos fails a saving throw it can choose to succeed instead.

Superior Invisibility. As a bonus action, the Chameleos can turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the Chameleos wears or carries is invisible with it.

Actions

Multiattack. The Chameleos makes three attacks: Two with its tongue lash and one with its Acid Spit.

Tongue Lash. Melee Weapon Attack: +13 to hit, reach 15 ft., 1 target. Hit: 16 (3d6 + 6) bludgeoning damage and the target must make a DC 15 Dexterity saving throw or the Chameleos steals a random consumable item the player is carrying and uses it. If the target has no consumable items they must instead make a DC 18 Strength saving throw or be disarmed. Their weapon lands within 5ft. of the Chameleos

Acid Spit. Ranged Weapon Attack: +13 to hit, range 60/120 ft., 1 target. Hit: 16 (3d10) acid damage. Additionally nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Poison Gas (Recharge 5-6). The Chameleos spits a cloud of poisonous gas. A 30ft radius cloud of poisonous gas appears within 100 ft. of the Chameleos and lasts for one round. Any creature that starts its turn in the cloud or moves into it on their turn must make a DC 21 constitution saving throw or take 44 (8d10) poison damage and be poisoned for 1 minute. On a success creatures take half damage and aren't poisoned. While poisoned in this way targets take 11 (2d10) poison damage at the start of each of their turns. A target can repeat the saving throw at the end of its turn to end the effect. The area is also heavily obscured.

Legendary Actions

Chameleos can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Fatiguing Mist The Chameleos spits an exhaustive gas in a 30 ft. cone. Creatures in the area must succeed on a DC 20 Constitution saving throw or have their speed reduced to 0, have to take take either an action or a bonus action, not both on their turn, and be unable to take reactions until the end of its next turn.

Tail Wind. The Chameleos slaps its tail on the ground multiple times, creating high pressure winds. Any creature within 5ft. of the Chameleos must succeed on a DC 18 dexterity saving throw or fall prone.

Thief The Chameleos makes a Tongue Lash attack.

Obscuring Mist (Costs 2 Actions) The Chamleos exhales a 60 foot cone of mist. The mist persists for one round and the area is heavily obscured to all creatures except the Chameleos.

Dah'ren Mohran and Jhen Mohran

Colossal elder dragons that swim through the Great Desert, smashing obstacles with their spiral horns. Their unique color comes from the thick layer of oxidized metals and other rare minerals that lodge in their hides over their long lives.

Physiology

Dah'ren Mohran is a large, whale-like dragon that is covered in armor plating. Unlike its relative, Jhen Mohran, its body is jagged and sharp, with spine-like protrusions on the forelegs and back. In addition, Dah'ren Mohran's face features a single gigantic, knife-like horn that extends several meters from its head rather than the pair of horn-like tusks found on Jhen Mohran.

Behaviour

Dah'ren Mohran are a lot more aggressive than Jhen Mohran. They are actively aggressive and will attempt to kill anything that threatens their life. Dah'ren Mohran are even willing to destroy whole towns if attacked by sand ships.

Niche

An adult Dah'ren Mohran is at the top of the food chain in the Great Desert. Like the Jhen Mohran, these Elder Dragons use their massive mouths to filter in any type of nutrients found within the sands.

Biology

A fully grown Dah'ren Mohran can grow up to 11446.5cm long, even longer than a Jhen Mohran. Unlike the Jhen Mohran, that have two massive tusks, the Dah'ren Mohran have only a titanic singular horn. They use this horn for obliterating any objects that are in the way while swimming through the sand. The horn of a Dah'ren Mohran is also used as a drill when the creature spins its body in a spiral-like motion. Over the years, the horn will harden in an extraordinary fashion and will become powerful enough to pierce through any substance. Due to swimming in the desert sands all their lives, many different types of minerals and ores have formed onto the Elder Dragon's body. The ores and minerals give a Dah'ren Mohran's scales their rusty reddish coloration. Dah'ren Mohran have a blowhole, similar to whales. This blowhole is used to expel minerals from outside their body along with shoot large clumps of sand from their body. These clumps can be used as projectiles against predators and ships if Dah'ren Mohran is threatened.

Habitat

Dah'ren Mohran lives exclusively in massive deserts, where it spends the majority of its life underneath the sand eating ore and other minerals, as well as any nutrients in the sand itself.

Subspecies

Although Dah'ren Mohran has no known subspecies, it is extremely closely related to Dah'ren Mohran and its subspecies, Hallowed Dah'ren Mohran. These species are functionally identical to Dah'ren Mohran in all ways, except instead of having a single largr horn they have two large tusks. They also tend to be less aggressive than their one horned cousin. Hallowed Jhen Mohran is also lined with purple crystaline structures due to its time "swimming" much deeper in the earth and being subjected to much higher pressures.



Dah'ren Mohran

Gargantuan Elder Dragon, Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 588 (28d20 + 280)
  • Speed 30ft., Burrow 60ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 8 (-1) 12 (+1) 10 (+0)

  • Saving Throws STR +18, DEX +10, CON +18
  • Damage Vulnerabilities Dragon
  • Damage Resistances Bludgeoning, Piercing and Slashing from nonmagical attacks.
  • Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified
  • Senses passive Perception 11, Tremorsense 120ft.
  • Languages --
  • Challenge 27 (105,000 XP)

Burrower. The Dah'ren Mohran can burrow through any material, leaving a 20 foot diameter hole behind it. If burrowing through anything harder than solid stone, it moves at half speed.

Charge. If the Dah'ren Mohran moves at least 20 feet directly towards a target and hits it with a Horn attack on the same turn, the target takes an extra 19 (3d12) piercing damage.

Colossal. The Dah'ren Mohran can only be grappled by a creature of equal size to it. It is also immune to weapon damage from creatures smaller than it due to its immense size, unless heavy weaponry and artillery is being used (such as canons or ballistae).

Elder Dragon Resilience. If damage reduces the Dah'ren Mohran to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Dah'ren Mohran drops to 1 hit point instead

Enrage. When Dah'ren Mohran starts its turn with half its maximum hit points (294) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls and rolls an extra damage die on melee attacks. When the rage ends Dah'ren Mohran cannot re-enter rage for 2d4 rounds.

Legendary Resistance (3/Day). If the Dah'ren Mohran fails a save it can choose to succeed instead.

Siege Monster. Dah'ren Mohran deals double damage to objects and structures.

Actions

Multiattack. The Dah'ren Mohran makes two attacks, one with its horn and one with its body slam.

Body Slam. Melee Weapon Attack +18 to hit, reach 10 ft., one target. Hit: 42 (5d12 + 10) bludgeoning damage.

Horn. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature it must succeed on a DC 19 Strength save or be knocked prone.

Erupt (Recharge 5-6, Must be Underground). The Dah'ren Mohran erupts from beneath the earth with incredible force. Any creature in the Dah'ren Mohran' space when it emerges must make a DC 18 dexterity saving throw taking 65 (10d12) bludgeoning damage and being thrown 20 feet back and knocked prone on a failed save. On a success creatures take half damage, are pushed to within 5 ft. of Dah'ren Mohran and are not knocked prone.

Legendary Actions

Dah'ren Mohran can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Dig The Dah'ren Mohran moves up to half its burrow speed without provoking attacks of opportunity.

Expel Sand. The Dah'ren Mohran fires a solid piece of sand and earth at a point it can see within 100 feet of it. Any creature within 5ft. of the point must make a DC 19 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, half as much on a success. The piece of sand remains where it landed and can be used as cover. It is a 10 foot tall, 5 foot radius cylinder and it can also be attacked and destroyed (AC 12, HP 20, Resistance to bludgeoning, piercing and slashing damage from nonmagical sources, immunity to poison, and psychic damage).

Horn Drill (Costs 2 Actions) The Dah'ren Mohran uses the Erupt action if it is available. It deals piercing damage instead of bludgeoning damage when done in this way.

Variant: Jhen Mohran

Jhen Mohran is exactly the same as Dah'ren Mohran, however it lacks the Expel Sand Legendary Action and its Horn attack deals an extra die of damage. Jhen Mohran is CR 26.

Dalamadur

A huge elder dragon, massive beyond human comprehension. The only mention of its existence is found in fairy tales, which claim it can warp the very surface of the world and level mountains with a single twitch.

Physiology

Its appearance is similar to Najarala in terms of body type. It has a snake-like face, with bright red eyes, numerous fangs, and many hook-like spikes along its body which start out clustered around its head and neck, and becoming more spread out along its long body, with a small cluster near the tip of its tail, which is topped with a pair of red barbs that it can rattle in a manner similar to rattlesnakes. Its has a pair of large clawed forearms like Najarala, but the only remnant of hind legs it has are small spurs, similar to pythons, boas, and anacondas. Its chest has glowing vents, which huff steam when it is enraged. Its face and tail will also glow red when in its Raged state.

Abilities

It is capable of using Fire to attack, and can shoot bright blue balls of flame at the hunters, as well as summoning meteors, similar to Dire Miralis. When enraged it will use a powerful Flamethrower-like attack, first firing straight at the area and then with a sweeping blast, similar to Ceadeus' water blast.

Behaviour

Dalamadur are quite aggressive in nature, willing to destroy hunters at all cost. Though slow, Dalamadur can easily destroy whole mountains with their coils and cause pieces of rumble to fall from them. For unknown reasons, large numbers of Dalamadur are known to raise from underground during certain times of the year, which is usually when Shah Dalamadur are known to appear (Dalamadur which have recently shed their skin).

Biology

This massive serpentine beast possesses two powerful clawed forearms that are used for support, climbing, and burrowing in its mountainous environment. The claws on each hand are powerful enough to cause entire mountain spires to collapse with a single strike. While they still possess forelegs, Dalamadur have gradually lost their back legs and all that remains are two small spurs, similar to those of anacondas or pythons. The forked snake-like tongue of a Dalamadur has paralyzing properties that can easily immobilize hunters. Dalamadur are also capable of spewing an unknown fiery substance from their maws. On the chest of these beasts are vents that glow and huff steam when enraged, hinting at incredibly high internal temperatures. One ability that can't be explained about Dalamadur is its ability to summon meteors. It is unknown how it is able to summon meteors, but this is being researched.

Niche

It is unknown what the feeding habits of a Dalamadur is, like most other Elder Dragons, so it is hard to say where it fits in the ecological niche.

Habitat

Dalamadur makes its home at the highest peaks of Mountains. Occasionally, these monsters can be seen in the Forests. Upon death, it will become a habitat itself, due to the immense size of adults.

Dalamadur's Lair

Dalamdur makes its lair within the largest mountain in the region by carving out enormous caverns where it can comfortably fit. A Dalamadur's presence is generally easy to notice due to this digging.

Lair Actions

On initiative count 20 (losing initiative ties), the Dalamdur takes a lair action to cause one of the following effects; the Dalamdur can’t use the same effect two rounds in a row:

  • The Dalamadur causes a 20 foot square it can see within 120 feet of it to quake. Any creature in the area must succeed on a DC 20 Dexterity saving throw or fall prone.
  • Large chunks of rock fall at a point within 120 feet of Dalamadur. Any creature within 10 feet of the point must make a DC 20 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, half as much on a success.

Regional Effects

The area srrounding a Dalamadur's lair is often wracked by destruction as the enormous creature moves around the area.

  • The Dalamadur creates sprawling caves through mountains and can even level them. Mountains surrounding a Dalamadur's lairs will be littered with enormous caverns and might collapse randomly.
  • As the Dalamadur moves around underground, its sheer size can create earthquakes. Areas around the Dalamadur's lair may experience earthquakes at random, which themselves may cause other problems, such as landslides or volcanic eruptions, depending on the area.



Dalamadur

Gargantuan Dragon (Elder Dragon), Unaligned


  • Armor Class 21 (Natural Armour)
  • Hit Points 680 (40d20 + 400)
  • Speed 50ft., Burrow 50ft., Climb 50ft.

STR DEX CON INT WIS CHA
30 (+10) 13 (+1) 30 (+10) 10 (+0) 12 (+1) 10 (+0)

  • Saving Throws STR +19, CON +19, WIS +9
  • Skills Athletics +19, Intimidation +8, Stealth +9
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Fire
  • Condition Immunities Charmed, Exhaustion, Frightened, Prone
  • Senses Blindsight 60ft., passive Perception 11
  • Languages --
  • Challenge 30 (155,000 XP)

Burrower. The Dalamadur can burrow through solid rock, leaving a 20 foot diameter hole behind it.

Colossal. The Dalamadur can only be grappled by a creature of equal size to it.

Elder Dragon Resilience. When damage would reduce Dalamadur to 0 hit points it makes a Constitution saving throw with a DC equal to 5 + the damage taken unless the damage was from a critical hit or dragon damage. On a successful save they drop to 1 hit point instead.

Enrage. When Dalamadur starts its turn with half its maximum hit points or less (340) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends Dalamadur cannot re-enter rage for 2d4 rounds.

Legendary Resistance (4/Day). When the Dalamdur fails a save it can choose to succeed instead.

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

Actions

Multiattack. The Dalamadur uses its Frightful Presence. It then makes two melee attacks: one with its bite and one with its tail. Or it can make three ranged attacks.

Bite. Melee Weapon Attack: +19 to hit, Reach 20ft., one target. Hit 42 (5d12 + 10) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 21 Dexterity saving throw or be swallowed by the Dalamadur. A swallowed creature is Blinded and Restrained, it has total cover against attacks and other effects outside the Dalamadur, and it takes 36 (8d8) acid damage at the start of each of the Dalamadur's turns. If the Dalamadur takes 40 damage or more on a single turn from a creature inside it, the Dalamadur must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Dalamadur.

If the Dalamadur dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 20 feet of Movement, exiting prone.

Constrict. Melee Weapon Attack: +19 to hit, Reach 10ft., one target. Hit. 55 (7d12 + 10) bludgeoning damage and the target is grappled (Escape DC 23). While grappled in this way the target is also restrained. The Dalamadur can constrict up to four medium creatures, two large creatures or one Huge or larger creature. The Dalamadur can use its action on subsequent turns to crush any creature grappled by it, automatically dealing 55 (7d12 + 10) bludgeoning damage to them.

Tail. Melee Weapon Attack: +19 to hit., Reach 30ft., one target. Hit. 36 (4d12 + 10) bludgeoning damage. If the target is a creature it must succeed on a DC 23 Strength saving throw or fall prone.

Fireball. Ranged Weapon Attack: +19 to hit., Range 100/160ft., one target. Hit. 36 (8d8) fire damage

Frightful Presence. Each creature of the Dalamadur's choice that is within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Dalamadur's Frightful Presence for the next 24 hours.

Flamethrower (Recharge 5-6). The Dalamadur sweeps fire in a 120 foot cone. Any creature in the area must make a DC 23 Dexterity saving throw taking 120 (20d12) fire damage on a failed save or half on a successful one.

Legendary Actions

Dalamadur can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Call Meteor. The Dalamadur calls a meteor to a point it can see within 120 feet of it. Any creature within 5 feet of the point must make a DC 23 Dexterity saving throw taking 35 (10d6) fire damage on a failed save or half that on a success.

Venemous Tongue. The Dalamadur flicks its tongue at a creature within 10 feet of it. The creature must succeed on a DC 23 Constitution saving throw or be poisoned for 1 minute .While poisoned in this way the creature is also paralyzed. The paralysis ends when the creature takes damage. The creature can repeat the saving throw at the end of its turn, ending the poisoned condition on a success.

Crush (Costs 2 Actions). The Dalamdur crushes one creature it has constricted.

Roar (Costs 2 Actions). The Dalamadur lets out an explosive roar. All creatures within 60 feet of Dalamadur must make a DC 23 Constitution saving throw or be stunned until the end of their turn or until they take damage.

Dire Miralis

Some legends consider this great dragon to be the devil fated to destroy the world, while others claim it is the giant who birthed creation. Is there any way for mere humans to quell its unending rage?

Physiology

Dire Miralis is a very large, semi-aquatic Elder Dragon. Its body structure is reminiscent of Fatalis, with relatively short limbs and a long tail and neck. Its body is filled with a magma-like substance which pools at the base of the tail, the chest, and at each shoulder. Each of these pools directs magma flow to certain parts of the body. On its back are a pair of wing-like appendages. Seemingly useless in terms of flight, these "wings" feature cannon-like chutes which can extrude globules of magma, both as a means of defense and as a way to jettison excess magma. Dire Miralis's head features a frill-like structure and an upturned snout.

Abilities

Dire Miralis is unique; it can shoot magma balls out of its highly specialized wing plates, which fly into the air and land explosively around the area. Dire Miralis can also be fought both on land and underwater, frequently changing between the two. It is known to use its massive, heavy tail to crush and smack opponents.

Behaviour

Dire Miralis is extremely hostile to all living things and can destroy an entire ecosystem just from its intense heat. A Dire Miralis actually destroyed the Tainted Sea and killed all living things in the area, filling the water with blood, until it was driven off in ancient times. This monster is one that many hunters don't live to tell about.

Niche

Dire Miralis has never been seen to interact with other monsters. However, from the way its teeth are designed it could be assumed that Dire Miralis is of a carnivorous nature.

Biology

The overall body shape of Dire Miralis is very similar to the stance of Fatalis. However, unlike Fatalis, this monster lacks the ability to fly, though it has wings. The wings of Dire Miralis have formed into specialized plates that releases magma, ejecting it into the atmosphere. This allows for Dire Miralis to summon meteors from the sky, raining down on all foes around it. Due to the hot fluids inside of Dire Miralis, an intense heat is known to come from its body, boiling any sources of water around it. This intense heat can easily wipe out all living creatures within Dire Miralis's range.

Interestingly, long after a Dire Miralis dies, its heart continues to beat even if removed--just as legend states. It is said that Dire Miralis can regenerate its whole body with its heart alone, and that Dire Miralis is even immortal.

Habitat

Dire Miralis has only been encountered in the Tainted Sea, but it is said in old tales that the Dire Miralis may venture to islands causing total destruction as far as sinking small islands.

Dire Miralis' Lair

Dire Miralis makes its lair in the Tainted Sea, a large sea that has been completely boiled over time due to the immense body heat of the Dire Miralis.

Lair Actions

On initiative count 20 (losing initiative ties), the Dire Miralis takes a lair action to cause one of the following effects; the Dire Miralis can’t use the same effect two rounds in a row:

  • The Dire Miralis causes the water around itself to boil. Any creature within 40 feet of the Dire Miralis and partially submerged in water must make a DC 22 Constitution saving throw, taking 33 (6d10) fire damage on a failed save, half as much on a success. Being submerged in water does not grant resistance to this damage.
  • The Dire Miralis causes the Water around itself to become so hot it begins evaporating.Creatures who end their turn within 5 feet of the Dire Miralis automatically take 33 (6d10) fire damage. Being submerged in water does not grant resistance to this damage. The Dire Miralis is also heavily obscured until the steam dissipates at the start of the next round. The Steam can be dispersed by a wind of sufficient speed.
  • A meteor falls from the sky on a creature that the Dire Miralis can see within 100 feet of it. The creature must succeed on a DC 22 Dexterity saving throw, taking 36 (8d8) budgeoning damage on a failed save, half as much on a success.

Regional Effects

The region containing a Dire Miralis' lair has completely boiled. The ocean is full of blood as every other living creature has lng since died as it slowly boiled alive. The lair itself is relatively empty, as Dire Miralis rarely shows itself, allowing ships to pass through relatively easily

  • The region containing a Dire Miralis' lair is earily quiet and unsettling. Creatures have disadvantage on Wisdom saving throws while within the Tainted Sea.
  • All water in the tainted sea is slightly boiling. Any creature that starts its turn in the water takes 7 (2d6) fire damage. Being submerged in water does not grant resistance to this damage.

If the Dire Miralis dies, these effects may take months to end, as an ecosystem tries to establish itself after the devastation to the habitat.



Dire Miralis

Gargantuan Elder Dragon, Unaligned


  • Armor Class 20 (Natural Armour)
  • Hit Points 672 (32d20 + 320)
  • Speed 35ft., Swim 40ft.

STR DEX CON INT WIS CHA
30 (+10) 9 (-1) 30 (+10) 14 (+2) 14 (+2) 12 (+1)

  • Saving Throws STR +19, CON +19, WIS +11
  • Skills History +11, Perception +11
  • Damage Vulnerabilities Dragon
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
  • Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Petrified
  • Senses Darkvision 120ft., Passive Perception 21
  • Languages --
  • Challenge 30 (155,00 XP)

Elder Dragon Resilience. When damage would reduce Dire Miralis to 0 hit points it makes a Constitution saving throw with a DC equal to 5 + the damage taken unless the damage was from a critical hit or dragon damage. On a successful save they drop to 1 hit point instead.

Enrage. When Dire Miralis starts its turn with half its maximum hit points or less (346) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, +2 bonus to AC, resistance to all damage types except from critical hits and dragon and rolls an extra damage die on melee attacks. When the rage ends the Dire Miralis cannot re-enter rage for 2d4 rounds.

Heated Body A creature that touches the Dire Miralis or hits it with a melee attack while within 5 feet of it take 11 (2d10) fire damage.

Rejuvenation. If the Dire Miralis' heart is intact, a destroyed Dire Miralis will grow a new body in 1d10 years, regaining all its Hit Points and becoming active again. The new body appears within 5 feet of the heart. The heart can only be destroyed by a Fatalis or the Wish spell.

Legendary Resistance (4/Day). If the Dire Miralis fails a saving throw it can choose to succeed instead.

Actions

Multiattack. The Dire Miralis can use its Frightful Presence and then makes four attacks: one with its Bite, two with its claws and one with its tail. It can replace any number of these attacks with a lava glob.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 37 (5d10 + 10) piercing damage and the target is grappled and restrained (Escape DC 22). While grappling a creature the Dire Miralis cannot bite another creature or use its Lava Glob ability.

Claw. Melee Weapon Attack. +19 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage. If the target is a creature it must also succeed on a DC 22 Strength save or be knocked prone.

Frightful Presence. Each creature of the Dire Miralis' choice that is within 120 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Dire Miralis' Frightful Presence for the next 24 hours.

Armageddon. The Dire Miralis calls down an apocalyptic storm of meteors. Any creature within 120 feet of the Dire Miralis must make a DC 22 Dexterity saving throw, taking 70 (20d6) bludgeoning damage and 70 (20d6) fire damage on a failed save, half as much on a success.

Lava Glob. The Dire Miralis fires a ball of magma at a point it can see within 100 feet of it. Any creature within 5 feet of the point must make a DC 22 Dexterity saving throw, taking 36 (8d8) fire damage and being afflicted by Fireblight on a failed save or half as much on a success.

Legendary Actions

The Dire Miralis can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Move. The Dire Miralis moves up to half its swim speed without provoking attacks of opportunity.

Burn. The Dire Miralis uses its Lava Glob action.

Meteor Strike (Costs 2 Actions). he Dire Miralis calls down a large meteor at a point it can see witthin 200 feet of it. Any creature within 10 feet of the point must succeed on a DC 22 Dexterity saving throw, taking 27 (5d10) fire damage and 27 (5d10) bludgeoning damage on a failed save, half as much on a success.

Roar (Costs 2 Actions) The Dire Miralis unleashes a thunderous roar. Any creature within 60ft. of the Dire Miralis that can hear it must succeed on a DC 22 Constitution saving throw or be stunned until the end of their turn or until they take damage.

The Three Fatalis

Black Fatalis

A legendary dragon said to have prowled these lands from the days of old. Many skilled hunters have sought to challenge it, but none ever return. A monster shrouded in mystery...

Physiology

Fatalis is a traditional black dragon, with a long, serpentine neck and tail, along with a pair of large wings. Its body is covered in rigid black scales and lined with white spines. Its head features four backwards-facing horns and a row of enlarged bottom teeth.

Abilities

Fatalis is an extremely powerful monster, able to wipe out entire hunting parties with relative ease. Its primary means of defence is its ability to breathe a stream of fire and launch flaming projectiles, which explode upon impact. It is also able to release a cloud of flammable dust, similar to Teostra, and set it alight. It is known to use its whip-like tail to batter enemies, and its powerful bone crushing jaws to bite at nearby attackers.

Behaviour

Fatalis is extremely hostile to all living things. It threatens the very existence of not only the Castle Schrade, but the very world around it. In legend, it is said Fatalis could scorch the whole world with its flames in a few days, burning all lands to a crisp. Due to this, the Guild will secretly send hunters to hunt it down to prevent public panic. However, most hunters never return. Due to many incidents surrounding Schrade Kingdom and Fatalis, the Hunter's Guild has classified everything about both away from the public. Fatalis's armor and quest are only allowed to those that have proven they are quite credible. For those hunters that are trying to reach new heights of power, Fatalis is also looked at as A Hunter's Ultimate Goal.

Disturbingly, it is said that Fatalis melts the remains of fallen Hunters together and wears them as armor- a practice that can only be described as a mockery of how hunters use monster parts for equipment. While it is possible this behavior is purely instinctive in the same sense as the Nerscylla's habit of wearing the hides of its prey, witnesses have claimed that the process is thorough and deliberate enough to be called intentional on the Elder Dragon's part. Should this be true, it would mean Fatalis possesses both great intelligence and an unfathomable hatred of humankind.

Niche

In legend, it is said that all living things fear Fatalis, including other Elder Dragons, such as Teostra and Lao-Shan Lung.

All monsters are said to try to avoid Fatalis at all costs, leading to some leaving areas altogether simply to avoid it.

Biology

The Fatalis is a powerful, unnatural beast. The Fatalis's scales are extremely thick, while its shell is very durable. This is due to Fatalis melting the armor of its fallen prey on its shell, increasing its protection against some attacks. Fatalis doesn't seem to have very good eyesight, though this maybe partially be due to what its eyes are made of. Creepily, a Fatalis's eyes are made out of crystals. It is unknown how the Fatalis is able to see, considering this eerie feature. Fatalis's wing membrane is flexible, but as hard as metal. From this, Fatalis's wings don't break very easily, allowing it to fly at high speeds and support itself as it becomes airborne. Even on the ground, Fatalis is able to walk on all fours and rush prey at shocking speeds with sheer power behind its bulk. The most powerful feature is its powerful fiery breath. This fire is some of the strongest fire breath out of all monsters and can kill most enemies almost instantly. Recent encounters have revealed that Fatalis possess control over fire on par with Teostra and Lunastra. Its fire breath extends well beyond the length and height of the already large dragon and it can also release a reactive powder as well. This powder is more expansive than Teostra's and can be ignited. The exact workings of Fatalis's explosive attacks is still unknown. The Fatalis also possesses the extremely rare and deadly Dragon Element.

One thing that all the legends share about Fatalis is its equipment. This equipment is much more than what it appears to be. When hunters wear this monster's armor, they are known to disappear mysteriously without a trace or even die if the armor is worn for too long. Some who have worn the Fatalis's armor report having terrible nightmares, unsettling strength, and a feeling as if they were being possessed by something. They also report feeling a familiar pulse coming from the armor, a feeling as if their legs were taken from them. With some hunters wearing the armor of the Black Flame, they report feeling as if their body was taken over while they were unconscious. It is said that this equipment might be alive, meaning that Fatalis might not truly be dead. In Pokke Village, a giant black blade embedded in the ice is known to regenerate days after being mined once, which supports this claim that Fatalis is still alive. Other Fatalis weapons also seem to suggest that Fatalis is still alive in some form. Some weapons despair eat at the user's hands while other weapons, when held, have hideous abyssal screams coming from them. Some weapons even have a thirst for blood. From this, it is said that it's best to not to use any equipment from Fatalis in any form at all.

Fatalis appear to be egg-layers, but thus far only one instance of a Fatalis hatching has been observed. The newborn was observed to grow at alarming rates, reaching its adult form in mere hours. Nothing else about their life cycle is known.

Habitat

It is unknown where its true habitat is, though in legend it is said to be living in Schrade Kingdom.

Fatalis' Lair

The Fatalis makes its lair in the destroyed remains of Schrade, the kingdom it wiped out.

Lair Actions

On initiative count 20 (losing initiative ties), the Fatalis takes a lair action to cause one of the following effects; the Fatalis can’t use the same effect two rounds in a row:

  • The Fatalis causes a a 30 foot cube to fill with flamable dust at a point it can see within 30 feet of it. The area is lightly obscured and creatures that end their turn in the area take 3 (1d6) fire damage. If the dust comes into contact with fire it detonates. Any creature in the area must make a DC 21 Dexterity saving throw taking 45 (10d8) fire damage on a failed save or half as much damage on a success. The dust lasts until the Fatalis uses another Legendary Action or until it detonates.
  • The Fatalis causes a 40 foot square area it can see within 120 feet it to begin quaking. Any creature in the area must succeed on a DC 21 Dexterity saving throw or fall prone. Any structure or object in the area automatically takes 20 damage if it is in the area of the quake.
  • The Fatalis causes a dark fog to fill a 30 foot radius sphere it can see within 200 feet of it. The fog remains until the Fatalis uses another lair action. The area is heavily obscured to all creatures except the Fatalis. Any creature that ends its turn in the fog must succeed on a DC 21 Constitution saving throw or be poisoned for one minute. A poisoned creature can repeat the saving throw at the end of its turn to end the effect. A wind of sufficient speed created by a spell of 3rd level or above disperses the fog. A natural wind of equal speed can also disperse the fog.

Regional Effects

The Fatalis' destruction of Schrade has left the entire region cloaked in dark clouds and a swirling dark hole in the sky directly above the Castle itself.

  • Lightning can occasionaly strike random areas within 20 miles of the Fatalis' lair. A creature within 5 feet. of one of these points must make a DC 15 Dexterity saving throw, taking 27 (5d10) lightning damage on a failed save or half as much on a success.
  • No living creatures dare go near the area. The entire kingdom of Schrade is devoid of life aside from the Fatalis and any creature that enters the area is overcome with an intense feeling of dread. Creatures with an intelligence of 4 or lower immediately try and leave the area. A creature with a higher intelligence must succeed on a DC 15 Wisdom saving throw or else they are overcome with an intense fear and wish to flee the area while they remain in the region, as they believe a god-like being resides in the area. Creatures that succeed on the Wisdom save are immune to this effect until they leave the region.

When the Fatalis dies, none of these effects dissipate.



Fatalis

Huge Dragon (Elder Dragon), Chaotic Evil


  • Armor Class 20 (Natural Armour)
  • Hit Points 640 (40d12 + 360)
  • Speed 40 ft., Fly 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 13 (+1) 28 (+9) 17 (+3) 20 (+5) 10 (+0)

  • Saving Throws DEX +10, CON +18, INT +12, WIS +14, CHA +9
  • Skills Athletics +19, History +14, Perception +14
  • Damage Vulnerabilities Dragon
  • Damage Resistances Cold, Fire, Lightning, Thunder
  • Damage Immunities Bludgeoning, Piercing and Slashing from nonmagical attacks.
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed
  • Senses Darkvision 120ft., passive Perception 22
  • Languages --
  • Challenge 30 (155,000 XP)

Elder Dragon Resilience. When damage would reduce Fatalis to 0 hit points it makes a Constitution saving throw with a DC equal to 5 + the damage taken unless the damage was from a critical hit or dragon damage. On a successful save they drop to 1 hit point instead.

Enrage. When Fatalis starts its turn with half its maximum hit points or less (320) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d10. While enraged it rolls an extra damage die on all damage. When the rage ends the Fatalis cannot re-enter rage for 2d4 rounds.

Legendary Resistance (4/Day): If the Fatalis fails a saving throw it can choose to succeed instead.

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

Actions

Multiattack. The Fatalis can use it's frightful presence. It then makes four weapon attacks, one with its bite, one with its tail and two with its claws. It can replace any of these attacks with a Fire Blast.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., 1 target. Hit: 36 (4d12 + 10) piercing damage ad the target is grappled (Escape DC 22). A creature grappled in this way is also restrained and the Fatalis can't bite another target and cannot use its fireball or sweeping fire breath.

Claw. Melee Weapon Attack. +19 to hit, reach 5ft, one target. Hit: 29 (3d12 + 10) slashing damage.

Flame Blast. Ranged Weapon Attack. +10 to hit, range 120ft., one target. Hit: 26 (4d12) fire damage and the target is afflicted with Fireblight.

Tail Swipe. Melee Weapon Attack. +19 to hit, reach 20 ft., one target Hit: 29 (3d12+10) Bludgeoning damage and the target must succeed on a DC 22 strength saving throw or be knocked prone.

Frightful Presence. Each creature of the Fatalis' choice that is within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Fatalis' Frightful Presence for the next 24 hours.

Charged Fireball. The Fatalis fires a ball of fire at a point it can see within 80 feet of it. Any creature within 20 feet of the point must make a DC 22 Dexterity saving throw, taking 39 (7d10) fire damage and being afflicted with Fireblight on a failed save. On a success creatures take half damage and are not afflicted by Fireblight.

Sweeping Fire Breath (Recharge 5-6). The Fatalis sweeps an enormous gout of flame across the battlefield in a 100 foot cone. Any creature in the area must make a DC 22 Dexterity saving , taking 137 (25d10) fire damage and being afflicted by Fireblight on a failed save. On a success creatures take half damage and are not afflicted by fireblight.

Black Dragon's Flame (3/Day). The Fatalis flies up to 60ft. away. It then bathes a 120ft. cone in hellfire. Any creature in the area must succeed on a DC 22 Dexterity saving throw, taking 195 (30d12) fire damage on a failed save or half as much on a success. If this damage reduces the target to 0 hit points, it is reduced to ash. The creature and everything it is wearing and carrying, except magic items, are reduced to a pile of ash.

Legendary Actions

Fatalis can take 4 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Char. The Fatalis uses its Fireball ability. It can only use this legendary action once per round.

Tail Sweep (Costs 2 Actions). The Fatalis makes a Tail Strike attack against all creatures in a 20 foot cone.

Roar (Costs 2 Actions). The Fatalis unleashes an un-godly roar. Any creature within 60ft. of the Fatalis that can hear it must succeed on a DC 23 Wisdom saving throw or be frightened until the end of their turn. While frightened in this way the creature is also stunned until it takes damage.

Wing Attack (Costs 2 Actions). The Fatalis beats its wings. Each creature within 10 ft. of the Fatalis must succeed on a DC 23 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The Fatalis can then fly up to half its flying speed.

Snap and Drag (Costs 3 Actions). The Fatalis lunges forward 30 feet and makes a Bite attack against a creature in range while making a tail strike attack against all other creatures in range.

Crimson Fatalis

Once a normal Fatalis, Crimson Fatalis is a greatly enraged Fatalis whose scales have changed color due to its constant rage

Physiology

Crimson Fatalis is a Fatalis whose shells and scales have become a reddish-crimson color after generations of exposure to the Volcano. One of its four horns is extremely overgrown in comparison to the rest.

Behaviour

Extremely aggressive and violent, even by Fatalis standards. Crimson Fatalis' rage is nearly everlasting. It will kill anything in its path without a second thought. Like Fatalis, it also threatens the lives of all living things. In legend, a Crimson Fatalis could scorch the whole world with its flames in a few days while also bring hellfire from the skies, burning all lands to a crisp. Due to this, the Guild will secretly send hunters to hunt it down to prevent public panic. From this, it is said that it's best to not to use any equipment from Crimson Fatalis in any form at all. Like its cousins, it is said that Crimson Fatalis melts the remains of fallen Hunters together and wears them as armour.

Niche

As with Fatalis. all living things fear the Crimson Fatalis.

Biology

Just like Fatalis, Crimson Fatalis has extremely thick scales and a durable shell. This is due to Fatalis melting the armor of its fallen prey on its shell, increasing its protection against some attacks. Unlike Fatalis though, its scales and shell glow crimson faintly in darkness. It is believed the scales glow crimson, because of the Crimson Fatalis's anger. Since it was once a normal Fatalis, Crimson Fatalis's colors might change due to its immense rage though this hasn't been confirmed as of yet. Crimson Fatalis's wings are as hard as metal yet also flexible. As with Fatalis it has incredibly strong and durable wings. Crimson Fatalis possess explosive powder similar to the reactive scales produced by Lunastra and Teostra. One of its most powerful feature is its powerful fiery breath. This fire is the strongest fire breath out of all monsters. Its fire breath extends well beyond the length and height of the already large dragon and it can apparently release reactive powder similar to, but more expansive than the flame dragons's and ignite it. The exact workings of Fatalis's explosive attacks is still unknown. The most bizarre and supernatural part about Crimson Fatalis is its ability to summon meteors. These meteors come from outer space and it's unknown how Crimson Fatalis is able to summon these meteors. These meteors seem to be summoned by Crimson Fatalis by it performing certain gestures.

Many years ago, a Fatalis retreated from Castle Schrade after being defeated in battle by hunters. It was unknown what happened to this Fatalis after its defeat, but some years later this Fatalis was found living in Ingle Isle. In those few years, this Fatalis had changed into a Crimson Fatalis though this individual was quite different from known legends. Its scales were blood red in color, its underbelly was golden in color, the spikes on its back was golden in color, and it had golden eyes. This Crimson Fatalis also had abilities that weren't seen before in any legends. It could make its own heat waves using its scales and its wings, just like Lunastra and Teostra. It was able to manipulate lava into bursting from the ground in unusual patterns yet was still able to summon meteors. It is unknown what caused this Fatalis to change into such an unusual Crimson Fatalis, but the Guild is trying figure this out now.

Habitat

The Crimson Fatalis exclusively lives within volcanoes, however one day it may leave, in order to turn the world to ash.

Crimson Fatalis Lair

The Crimson Fatalis makes its lair deep within a volcanoe or on a single volcanic island. All other things living there are killed or flee, even Ancient Red Dragons and Teostra.

Lair Actions

On initiative count 20 (losing initiative ties), the Crimson Fatalis takes a lair action to cause one of the following effects; the Crimson Fatalis can’t use the same effect two rounds in a row:

  • A 5 foot radius, 60 foot tall geyser of lava erupts from the ground at a point the Crimson Fatalis can see within 60 feet of it. A creature in the area must succeed on a DC 23 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a success.
  • Four meteors strike the ground at points the Fatalis can see. Each creature in a 20 foot radius sphere centered on each point must succeed on a DC 23 Dexterity saving throw, taking 27 (5d10) bludgeoning damage and 27 (5d10) fire damage on a failed save. Creatures take half damage on a success. A creature in the area of more than one meteor is affected only once.
  • The ground within 20 feet of the Fatalis becomes superheated. Any creature that ends their turn in the area automatically takes 16 (3d10) fire damage. This lasts until initiative count 20 next round.

Regional Effects

Overall, the Crimson Fatalis' presence has little effects on the physical area, as for some reason it does not cause an eclipse as the other two Fatalis do, likely as it has not unleashed the same power as it did in Schrade. However it does have some effects

  • All creatures instinctively leave the area. All life is absent 5 miles from a Crimson Fatalis' lair.
  • While within a mile of the Crimson Fatalis' lair, creatures feel a constant dread, as though a powerful entity looms over them. A creature immune to the frightened condition is immune to this effect. A creature effected by this must take twice as long to complete a short or long rest.

When the Crimson Fatalis dies the dread fades over 1d10 days. Creatures begin to return once the supernatural dread fades.



Crimson Fatalis

Huge Dragon (Elder Dragon), Chaotic Evil


  • Armor Class 20 (Natural Armour)
  • Hit Points 640 (40d12 + 360)
  • Speed 40 ft., Fly 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 13 (+1) 28 (+9) 17 (+3) 20 (+5) 10 (+0)

  • Saving Throws DEX +10, CON +18, INT +12, WIS +14, CHA +9
  • Skills Athletics +19, History +14, Perception +14
  • Damage Vulnerabilities Dragon
  • Damage Resistances Cold, Lightning, Thunder
  • Damage Immunities Fire, Bludgeoning, Piercing and Slashing from nonmagical attacks.
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed
  • Senses Darkvision 120ft., passive Perception 22
  • Languages --
  • Challenge 30 (155,000 XP)

Elder Dragon Resilience. When damage would reduce Fatalis to 0 hit points it makes a Constitution saving throw with a DC equal to 5 + the damage taken unless the damage was from a critical hit or dragon damage. On a successful save they drop to 1 hit point instead.

Enrage. When Fatalis starts its turn with half its maximum hit points or less (320) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on all damage. When the rage ends the Fatalis cannot re-enter rage for 2d4 rounds.

Fire Aura. At the start of each of the Crimson Fatalis' turns, each creature within 5 feet of it takes 13 (3d8) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the Crimson Fatalis or hits it with a melee attack while within 5 feet of it takes 13 (3d8) fire damage

Legendary Resistance (4/Day): If the Crimson Fatalis fails a saving throw it can choose to succeed instead.

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

Actions

Multiattack. The Fatalis can use it's frightful presence. It then makes four weapon attacks, one with its bite, one with its tail and two with its claws or use its Fireball twice.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., 1 target. Hit: 36 (4d12 + 10) piercing damage ad the target is grappled (Escape DC 22). A creature grappled in this way is also restrained and the Fatalis can't bite another target and cannot use its fireball or sweeping fire breath.

Claw. Melee Weapon Attack. +19 to hit, reach 5ft, one target. Hit: 29 (3d12 + 10) slashing damage plus an

extra 13 (2d12) fire damage.

Tail Swipe. Melee Weapon Attack. +19 to hit, reach 20 ft., one target Hit: 29 (3d12+10) Bludgeoning damage and the target must succeed on a DC 23 strength saving throw or be knocked prone.

Frightful Presence. Each creature of the Fatalis' choice that is within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Fatalis' Frightful Presence for the next 24 hours.

Fire Ball. The Fatalis fires a ball of fire at a point it can see within 80 feet of it. Any creature within 20 feet of the point must make a DC 23 Dexterity saving throw, taking 44 (8d10) fire damage and being afflicted with Fireblight on a failed save. On a success creatures take half damage and are not afflicted by fireblight.

Heatwave (3/Day). The Crimson Fatalis unleashes a wave of searing heat in a 90 foot cone. Any creature in the area must succeed on a DC 23 Constitution saving throw. On a failed save a creature gains one level of exhaustion and takes 162 (25d12) fire damage. On a success creatures take half damage and do not gain a level of exhaustion.

Sweeping Fire Breath (Recharge 5-6). The Fatalis sweeps an enormous gout of flame across the battlefield in a 100 foot cone. Any creature in the area must make a DC 23 Dexterity saving , taking 137 (25d10) fire damage and being afflicted by Fireblight on a failed save. On a success creatures take half damage and are not afflicted by fireblight.

Legendary Actions

Crimson Fatalis can take 4 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Char. The Crimson Fatalis uses its Fireball ability.

Roar (Costs 2 Actions). The Crimson Fatalis unleashes an un-godly roar. Any creature within 60ft. of the Fatalis that can hear it must succeed on a DC 23 Wisdom saving throw or frightened until the end of their turn. While frightened in this way the creature is also stunned until it takes damage.

Wing Attack (Costs 2 Actions). The Fatalis beats its wings. Each creature within 10 ft. of the Fatalis must succeed on a DC 23 Dexterity saving throw or take 16 (3d10) fire damage and be knocked prone. The Fatalis can then fly up to half its flying speed.

Solar Flare (Costs 3 Actions). The Crimson Fatalis roars and four lines of fire travel outwards from its body in 60 foot long, 5 foot wide lines. A creature must make a DC 23 Dexterity saving throw taking 36 (8d8) fire damage on a failed save and being afflicted by fireblight. On a success creatures take half damage and are not afflicted by fireblight. A creature in the area of more than one flare is affected only once.

White Fatalis

The White Fatalis, along with its other brethren, are a part of the Elder Dragon class. White Fatalis is said to be an older Fatalis that has learnt how to control and summon lightning bolts. White Fatalis is also considered a Dangerous First-Class Monster.

Physiology

White Fatalis is strikingly different in appearance from its relatives. It is covered in luminous white scales, and a line of fur runs down its back and tail. Its horns are antler-like in nature, and the structure of its head is significantly less reptilian than that of its counterparts. Like Kirin, the coat of a White Fatalis produces a bright white aura. When enraged, the throat and chest of the White Fatalis glow a menacing red and becomes surrounded with red lightning sparks.

Abilities

It has the ability to call forth red lightning storms. The White Fatalis possesses an extremely powerful thunder sac that can be used to produce massive electrical projectiles from its mouth. It can also imbue its claw with red lightning to attack its adversaries.

Behaviour

Like all other Fatalis, it is highly aggressive. Some would go as far as to call White Fatalis a king or even a god.

As with the other two forms of Fatalis, it is said that the White Fatalis melts down hunter's armour and melds it to its own skin, likely using its lightning powers to melt the armour.

Biology

White Fatalis has many different adaptions from its brethren. Unlike its cousins, White Fatalis is covered in glowing scales and a white mane flowing from its head to its tail. This appearance sort of resembles Kirin in some aspects. Strangely, these parts glow without even touching any type of light. Unlike Fatalis and Crimson Fatalis, White Fatalis doesn't use fire as its element but, instead uses lightning. It can breath powerful red lightning balls from its mouth and even summon giant bolts of lightning from the sky. It is said that its horns allows it to do this due to them constantly being charged. In some ancient documents, White Fatalis is said to have the ability to call for other Elder Dragons, including the other two Fatalis. One thing that all the legends share about Fatalis is its equipment.

This equipment is much more than what it appears to be. When hunters wear this monster's armor, it erases their shadow and makes them glow mysteriously. Some weapons get rid of darkness and evil, while others unlock the darkness inside a person's soul. Most disturbingly, rumor has it that the hunters who wear its equipment for too long are eventually transformed into White Fatalis themselves.

Niche

In legend, it is said that all living things fear Fatalis, including other Elder Dragons, such as Teostra and Lao-Shan Lung. All monsters are said to try to avoid Fatalis at all costs, leading to some leaving areas altogether simply to avoid it.

Habitat

White Fatalis has been observed in highly remote and abandoned areas. The natural environment in which it evolved is completely unknown.

White Fatalis Lair

White Fatalis makes its Lair in abandoned ruins and other remote areas, usually areas it had destroyed itself previously.

Lair Action

On initiative count 20 (losing initiative ties), the White Fatalis takes a lair action to cause one of the following effects; the White Fatalis can’t use the same effect two rounds in a row:

  • A bolt of lightning strikes a creature within 120 feet of the Fatalis. A creature must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) lightning damage and be paralyzed until the end of their next turn. On a success creatures take half damage and are not paralyzed.
  • A feeling of intense dread overwhelms a creature within 60 feet of the White Fatalis. The creature must succeed on a DC 23 Wisdom saving throw or be Frightened until the end of their next turn. While frightened their movement is 0ft.
  • A gust of wind pushes a creature in the Fatalis' lair closer to the White fatalis. The creature must succeed on a DC 23 Strength saving throw or be pushed 30 feet directly towards the Fatalis.

Regional Effects

The region containing a White Fatalis’ lair is corrupted by the dragons power, which creates one or more of the following effects:

  • The sky becomes a swirling eclipse for miles around
  • All creatures instinctively leave the area. All life is absent 10 miles from a White Fatalis' lair.
  • No living creatures dare go near the area. The entire kingdom of Schrade is devoid of life aside from the Fatalis and any creature that enters the area is overcome with an intense feeling of dread. Creatures with an intelligence of 4 or lower immediately try and leave the area. A creature with a higher intelligence must succeed on a DC 15 Wisdom saving throw or else they are overcome with an intense fear and wish to flee the area while they remain in the region, as they believe a god-like being resides in the area. Creatures that succeed on the Wisdom save are immune to this effect until they leave the region.

If the White Fatalis dies none of the effects fade.



White Fatalis

Huge Dragon, Unaligned


  • Armor Class 20 (Natural Armour)
  • Hit Points 640 (40d12 + 360
  • Speed 40ft., Fly 120ft.

STR DEX CON INT WIS CHA
30 (+10) 13 (+1) 29 (+9) 19 (+4) 24 (+7) 12 (+1)

  • Saving Throws DEX +10 CON +18, INT +13, WIS +16, CHA +10
  • Skills Athletics +19, History +11, Perception +16
  • Damage Resistances Cold, Thunder.
  • Damage Immunities Lightning, Bludgeoning, Piercing and Slashing from non-magical attacks.
  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed
  • Senses Darkvision 120ft., passive Perception 22
  • Languages --
  • Challenge 30 (155,000 XP)

Elder Dragon Resilience. When damage would reduce White Fatalis to 0 hit points it makes a Constitution saving throw with a DC equal to 5 + the damage taken unless the damage was from a critical hit or dragon damage. On a successful save they drop to 1 hit point instead.

Enrage. When White Fatalis starts its turn with half its maximum hit points or less (320) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, +2 bonus to AC, resistance to all damage types except dragon and rolls an extra damage die on melee attacks. When the rage ends the Fatalis cannot re-enter rage for 2d4 rounds.

Legendary Resistance (5/Day). If the White Fatalis fails a save it can choose to succeed instead.

Magic Resistance. The White Fatalis has advantage on saving throws against spells and other magic effects.

Actions

Multiattack. The White fatalis can use it's frightful presence. It then makes four weapon attacks, one with its bite, one with its tail and two with its claws. It can replace any number of these with its lightning orb.

Bite. Melee Weapon Attack: +19 to hit, Reach 15ft., one target. Hit: 36 (4d12 + 10) piercing damage.

Claw. Melee Weapon Attack: +19 to hit, Reach 5ft., one target. Hit: 29 (3d12 + 10) slashing damage plus an extra 13 (2d12) lightning damage.

Tail Swipe. Melee Weapon Attack: +19 to hit, Reach 20ft., one target Hit: 29 (3d12+10) Bludgeoning damage and the target must succeed on a DC 24 strength saving throw or be knocked prone.

Lightning Orb. Ranged Weapon Attack: +19 to hit, Range 100/150ft., one target Hit: 27 (5d10) lightning damage.

Frightful Presence. Each creature of the Fatalis' choice that is within 120 ft. of it and aware of it must succeed

on a DC 24 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Fatalis' Frightful Presence for the next 24 hours.

Ecliptic Storm (1/Day). The White Fatalis flies 1000 feet into the air without provoking attacks of opportunity and circles the area calling an enormous lightning storm down until the start of its next turn. Every turn 3 bolts of lightning strike the ground in random areas the Fatalis can see. A creature struck by a lightning bolt must make a DC 24 Dexterity saving throw or take 55 (10d10) lightning damage and 55 (10d10) dragon damage and be afflicted by Thunderblight for on minute. A creature afflicted by thunderblight can make a DC 15 Constitution saving throw at the end of each of their turns to end the blight. On a success a creature only takes half damage. A creature can only be struck by one bolt of lightning per turn. The White Fatalis cannot use Legendary Actions during this action.

Lightning Weapon (Recharge 5-6). The White Fatalis chooses one of the following actions.

Lightning Storm. The White Fatalis calls down a storm of Red Lightning. The Fatalis calls down up to 6 bolts of lightning at different locations it can see. A creature struck by a lightning bolt must make a DC 22 Dexterity saving throw or take 55 (10d10) lightning damage and 55 (10d10) dragon damage and be afflicted by Dragonblight until the end of their turn. On a success a creature only takes half damage. A creature can only be struck by one bolt of lightning per turn.

Lightning Blast. The White Fatalis unleashes a blast of red lightning from its body. Any creature within 40ft. of the Fatalis must make a DC 24 Dexterity saving throw. On a failure, creatures take 44 (8d10) lightning damage and 44 (8d10) dragon damage. On a success creatures take half damage.

Legendary Actions

The White Fatalis can take 5 Legendary Action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Wing Attack (Costs 2 Actions). The Fatalis beats its wings. Each creature within 10 ft. of the Fatalis must succeed on a DC 24 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The Fatalis can then fly up to half its flying speed.

Crash Lightning (Costs 2 Actions). The White Fatalis calls down a bolt of lightning to strike a creature it can see. The creature must succeed on a DC 24 Dexterity saving throw or take 11 (2d10) lightning damage and 11 (2d10) dragon damage.

Roar (Costs 2 Actions). The White Fatalis unleashes an un-godly roar. Any creature within 60ft. of the Fatalis that can hear it must succeed on a DC 22 Constitution saving throw or be stunned until the end of their turn or until they take damage.

Gogmazios

Coated in a thick, sticky fluid, this massive elder dragon appears unhindered by the Dragonator lodged in its back. Eyewitness reports suggest that, despite its massive size, this mysterious behemoth is indeed capable of flight.

Physiology

Gogmazios is a massive Elder Dragon with a body structure similar in nature to that of Gore Magala and Shagaru Magala. It has a large, heavy head with red eyes and rows of sharp teeth. When it uses its Oil laser attack, a glowing pattern, reminiscent of a scowl, is present beneath its chin, giving it the semblance of a second face. Its wingarms feature membranes that almost completely retract when not in use, and its body is covered in thick, powerful scales, carapaces, and spines of an indigo colouration. Perhaps the most notable features of Gogmazios's body are the ever-present covering of a sticky, tar-like substance which it uses to incapacitate prey, and the presence of an ancient dragonator lodged in its back.

Abilities

Despite its enormous size, Gogmazios is fully capable of flight thanks to its incredibly powerful wings and presumably light skeleton. It is capable of firing a laser-like beam of superheated oil at attackers, and can use its immense size and weight to batter opponents into submission.

Behaviour

Gogmazios aren't the most aggressive Elder Dragons, but certainly aren't harmless and will attack if threatened. Gogmazios are known to hibernate underground for a very long period of time, spanning to a few years or even several decades, when it has obtained enough food, but waking up to feed again when food is needed. This plus it destroying some villages while searching for food is the reason why it hasn't been seen very much by people.

Niche

Despite Gogmazios's habitat being unknown, Gogmazios are known to feed sulfur, which can be found in gunpowder and explosives. This was discovered after one raided Dundroma's Weapon Warehouse for many years and was seen feeding on the explosives. From this it can be assumed that Gogmazios may also feed on ore though Gogmazios hasn't been seen interacting with other monsters so this is just a hypothesis.

Biology

An adult Gogmazios is approxiamtely 4920.5cm long and standing at a height at about 1708.5cm. Unlike most other Elder Dragons, Gogmazios has an extra pair of limbs that allow it to walk better and allow it to walk upright. From the large amounts of muscles found inside these limbs, Gogmazios is able to walk upright with ease and to battle some threats at close range.

These extra pair of limbs even allow Gogmazios to fly with its powerful wings. The wings of Gogmazios aren't tattered. The oil on its body has actually stuck the wings to its arms due to it hardening. When greatly angered, the heat will cause the oil to evaporate from its wings and Gogmazios forces itself in the air to fly. Gogmazios don't fly easily and rarely ever fly. Gogmazios has oil circulating throughout its body, while some of the oil pours out of its body. The oil coming out of a Gogmazios is impurities, such as waste or sweat, from its skin due to its diet. The oil pours out from its chest and back, dripping onto the ground below it. This oil is very sticky, attaching to anything that it touches. Inside some of the oil is objects that were picked up by Gogmazios accidentally. These objects can be weapons, artifacts, arrows, living organisms, and even Dragonators. Some of the oil has hardened on Gogmazios's body, increasing the strength of its scales and shell, giving it better defense against potential threats. Also, found inside of its body and inside its extra limbs are special organs that allow it to produce heated fire. Gogmazios uses this fire as a tool to ignite the oil and to make its attacks deadlier then before. When greatly enraged, Gogmazios's body temperature will increase greatly, making the oil it produces ignite faster and heat up faster without much warning.

Habitat

It is unknown where Gogmazios exactly lives but it is theorized that it comes from either a swamp or perhaps a mountainous habitat.



Gogmazios

Gargantuan Dragon (Elder Dragon), Unaligned


  • Armor Class 21 (Natural Armour)
  • Hit Points 560 (28d20 + 280)
  • Speed 40ft., Burrow 10ft., Fly 80ft. (Only when enraged)

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 30 (+10) 10 (+0) 12 (+1) 10 (+0)

  • Saving Throws DEX +7, CON +18, WIS +9
  • Damage Vulnerabilities Dragon
  • Damage Resistances Acid
  • Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Petrified
  • Senses Darkvision 60ft., passive Perception 11
  • Languages --
  • Challenge 27 (105,000 XP)

Dripping Body. As the Gohmazios moves it leaves pools of oily tar behind. For every 20 feet the Gogmazios moves it leaves a 5 foot diameter pool of tar on the ground. A creature other than the Gogmazios that starts its turn in or enters the pool on its turn must succeed on a DC 20 Strength saving throw or be restrained. A creature can use an action to make a DC 18 Strength check to break itself or another creature free. If the tar is affected by fire the tar will ignite, dealing 27 (5d10) fire damage to any creature restrained by the tar. When enraged the tar will detonate at the start of the Gogmazios' next turn if it hasn't detonated already. The tar pools can be washed away by a large volume of water such as the Maelstrom spell.

Elder Dragon Resilience. When damage would reduce Gogmazios to 0 hit points it makes a Constitution saving throw with a DC equal to 5 + the damage taken unless the damage was from a critical hit or dragon damage. On a successful save they drop to 1 hit point instead.

Enrage. When Gogmazios starts its turn with half its maximum hit points or less (280) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack roll and rolls an extra damage die on melee attacks. When the rage ends the Gogmazios cannot re-enter rage for 2d4 rounds.

Legendary Resistance (3/Day). If Gogmazios fails a saving throw it can choose to succeed instead.

Tar Body. A creature that touches the Gogmazios must succeed on a DC 20 Strength save or be grappled and restrained by the Gogmazios. A creature that grapples the Gogmazios automatically fails this Strength save. A creature can use an action to make a DC 18 Strength check to break itself or another creature free. A creature that hits the Gogmazios with a melee weapon attack must succeed on a DC 20 Strength save or their weapon becomes stuck to the Gogmazios.

A creature can sacrifice one attack to make a DC 18 Strength check to wrench the weapon free.

Actions

Multiattack. The Gogamzios can use its Frightful Presence and then makes three attacks: two with its Wing Slam and one with its tail.

Frightful Presence. Each creature of the Gogmazios' choice that is within 120 ft. of it and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Gogmazios' Frightful Presence for the next 24 hours.

Tail. Melee Weapon Attack: +18 to hit, Reach 20ft., one target. Hit 26 (3d10 + 10) bludgeoning damage. A creature hit by this attack must also succeed on a DC 20 Strength saving throw or be knocked prone.

Wing Slam. Melee Weapon Attack:** +18 to hit, Reach 15 ft., one target Hit 36 (4d12 + 10) bludgeoning damage. A creature hit by this attack must also succeed on a DC 20 Strength saving throw or be knocked prone.

Oil Breath (Recharge 5-6). The Gogmazios chooses one of the following breath weapons.

Sweeping Oil. The Gogmazios fires a beam of flaming oil in an 80 foot cone. Any creature in the area must make a DC 20 Dexterity saving throw, taking 81 (18d8) fire damage on a failure, half as much on a success. While enraged this ability affects all creatures within 80 feet of the Gogamzios as it sweeps the beam all around itself.

Oil Detonation. The Gogmazios fires a concentrated stream of heated oil at a point it can see within 140 feet of it. When the oil detonates, all creatures within 20 feet of the point must succeed on a DC 20 Dexterity saving throw, taking 99 (22d8) fire damage on a failure, half as much on a success.

Legendary Actions

The Gogmazios can take 3 Legendary Action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Ignition Gogmazios sweeps its claws in a 15 foot cone. Any creature in the area must succeed on a DC 20 Dexterity saving throw or be afflicted by Fireblight.

Tarfall (Costs 2 Actions). The Gogmazios causes oil to cascade off itself. All creatures within 10 feet of the Gogmazios must succeed on a DC 20 Strength saving throw or be restrained by tar as in Gogmazios' melee attacks.

Wing Attack (Costs 2 Actions) When enraged the Gogmazios can beats its wings. Each creature within 20 ft. of the Gogmazios must succeed on a DC 20 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be restrained by tar as in Gogmazios' melee attacks. The Gogmazios can then fly up to half its flying speed.

Kirin

Known as the Phantom Beast, this elusive creature is seen be few, and even fewer are able to slay it.

Physiology

Kirin resembles a unicorn, though a closer look reveals that it is covered in scales rather than a coat. Its majestic white mane and hair stand on end, as if charged with static. The monster often crackles with stray electricity

Abilities

Kirin can summon lightning to strike attackers, or the area around it. When threatened, it wreathes itself in lightning and its body becomes impenetrable.

Behaviour

Kirin are a highly unpredictable species. Sometimes Kirin are calm, other times they are aggressive. In one legend, it was said that a Kirin actually destroyed a whole village with its electrical powers.

Niche

It is unknown how Kirin fit into the ecological niche, however, they are known to be the natural prey of Rajang.

Even more unknown is the Kirin's status in the New World food chain, as Rajang's presence has never been seen.

Biology

Kirin have white fur used for picking up electricity. When enough electrical currents are picked up in the fur, Kirin will glow brightly and its hide will deflect most attacks. From this, the Hunter's Guild believe that Kirin's high metabolism helps it pick up electricity as well. Equipped with such powerful legs, all Kirin posses the ability to run at speeds so unexpectedly fast they appear to teleport, leaving behind a trail of blue electricity. A Kirin's most vital feature is its long horn. This horn is used to summon lightning from the sky, even when there isn't a storm cloud in sight, to strike any foes that threaten it. However, even if this horn is destroyed, Kirin can still summon lightning bolts with little effort.

Habitat

Kirin have been seen in all sorts of environment from snow capped mountains to deep withing forests and jungles. The only places that Kirin don't seem to venture to are volcanic or desert regions.

Subspecies

Kirin has one subspecies, the Oroshi Kirin. The Oroshi looks vastly different to a normal Kirin, being a more purple-black colour than pure white.

It is also able to control ice rather than lightning. It is theorised that this species evolved in order to make it a less appetising meal to Rajang.



Kirin

Large Beast (Elder Dragon), Unaligned


  • Armor Class 18
  • Hit Points 225(30d10 +60)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 26 (+8) 14 (+2) 12 (+1) 14 (+2) 10 (+0)

  • Saving Throws DEX +14, CON +8, CHA +5
  • Skills Perception +8
  • Damage Resistances Cold; Bludgeoning,Piercing and Slashing from Nonmagical Attacks.
  • Damage Immunities Lightning
  • Condition Immunities Charmed, Exhausted, Paralyzed, Incapacitated
  • Senses passive Perception 18
  • Languages --
  • Challenge 23 (50,000 XP)

Avoidance. When the Kirin is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage on a successful save and only half damage if it fails.

Charge. If the Kirin moves at least 20 feet firectly towards a target and hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage.

Fleet Footed. The Kirin can dash or disengage as a bonus action.

Enrage. When the Kirin starts its turn with half its maximum hit points (113) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks and all lightning damage. Also while enraged any creature that hits it with a melee attack takes 7 (2d6) lightning damage. When the rage ends Kirin cannot re-enter rage for 2d4 rounds.

Illumination. The Kirin's fur glows with an ethereal light. The Kirin sheds bright light up to 10ft around it and dim light another 10ft beyond.

Magic Resistance. The Kirin has advantage on saving throws against spells or spell-like effects.

Actions

Multiattack. The Kirin makes three melee attacks: two with its gore and one with its kick.

Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 17 (2d8+ 8) piercing damage and 7 (2d6) lightning damage

Kick. Melee Weapon Attack: +13 to hit, reach 5ft., 1 target. Hit: 15 (2d6+8) bludgeoning damage

Lightning Strike. The Kirin summons a bolt of blue lightning to strike a target it can see within 120 feet. The Target must make a DC 19 Dexterity saving throw taking 55 (10d10) lightning damage on a failed save. If the creature fails the save by 5 or more it is paralyzed until the end of their next turn. On a successful save, the target takes half damage.

Lightning Field (Recharge 5-6). The Kirin summons multiple lighting bolts around itself. All targets within 5ft of Kirin must make a DC 19 Dexterity saving throw or take 36 (8d8) lightning damage. If they fail the save by 5 or more they are paralyzed until the end of their. On a successful save the targets take half damage and are not paralyzed.

Legendary Actions

Kirin can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Buck The Kirin makes a kick attack.

Detect The Kirin makes a Wisdom (Perception) check.

Pinpoint Strike. The Kirin uses its lightning strike action.

Protective Field. The Kirin uses the Lightning Field action if it's available

Lightning Dash. The Kirin disappears in a Bolt of lightning, reappearing 30 ft away.

Lightning Bolt (Costs 2 Actions). The Kirin summons a streak of lightning. The bolt can originate from any point the Kirin can see within 120 feet of it. The lightning has the same statistics as a 5th level lightning bolt spell dealing 35 (10d8) lightning damage on a failed Dexterity save and half damage on as success, with a DC of 19. If a creature fails the save by 5 or more it is paralyzed for until the end of their turn..

Kulve Taroth

An elder dragon that protects itself with a glittering coat of metal. Its ecology and coat differ with each appearance, thus the need for a thorough investigation.

Behaviour

Even amongst Elder Dragons Kulve Taroth is a very passive aggressive monster, it will not attack until excessively provoked and once provoked it will not stop till it's aggressors are eliminated. Kulve Taroth once spotted will do all it can to escape conflict forcing hunters to track it again. Kulve Taroth has some displays of intelligence particularly when driven to a corner when she uses her breath to heat the ceiling in the final area to off-balance the hunters. It is not know why Kulve will lose all will to fight when it's horn is broken but it's possible that it is proud of it's horn and having it broken is a mark of shame though that is a subject to be debated on.

Niche

Kulve Taroth is unique among Elder Dragons in that does not interact with any monsters of any kind apart from the Gajalaka's that reside in the caves who mostly take pieces of her fallen metal coat for their own purposes. However considering her size, power, and speed it would be safe to assume she would be the top of the food chain along with most elder dragons. Curiously she seems to be utterly safe from the rabid hunger of the infamous Nergigante.

Inside her cave Kulve Tarroth acts as a key stone species, bringing high amounts of minerals in with her during her appearances that other species in the area use for their own purposes.

Biology

The most striking trait of the Kulve is the metal coat which it wears like a royal robe fit for a queen. Kulve's body is covered by the same materials that make up it's coat, which all shine a bright golden glow but is not gold itself. Another striking trait is Kulve's size, she is massive far larger than most elder dragons and is strong enough to carry her massive metal coat. Her horns are rather unique in that they must be broken twice the first time to get rid of the coating and the final time to remove the horns themselves. When removed of the coating they are a dazzling color of sapphire and emeralds. Kulve uses both her massive body and her coat as both a means of defense and attack, often diving down to ram her body against hunters while her coat allows her to attack in ranges she wouldn't normally be able to attack. At times Kulve's body will heat up causing her coat to mollify which allows her to move faster but also allows for her coat to be broken quicker. One of her more interesting traits is her breath, which instead of fire she breathes out a stream of hyper heated air like the air from an open furnace. This breath not only has surprising range but speed as well allowing her to attack from a great distance.

This breath also has the ability to heat up the floor causing constant damage to any that stand on the heated floor. It can also melt the metal walls of the caverns with little effort instantly reducing them to molten metal. She uses this breath in a number of ways including using it to heat the golden stalactites to drip molten metal on top of enemies.

It's not until one removes her metal coat that we see the Kulve Taroth's true prowess, not only does she move much more nimbly but also more aggressively as well, using her horned head to ram and smash hunters with extreme aggression. She also uses her breath more offensively heating up the floor and the ceiling to herd hunters into tight spaces to better smash them while they try to break her horns. Curiously once her horns are broken she will lose the will to fight and will retreat immediately.

It is unknown currently if there are male Kulve Taroths as currently all encountered Kulve are female.

Habitat

Kulve Taroth dwells in the Caverns of El Dorado a massive and complex series of tunnels filled with valuable minerals and metals that glitter gold

Kulve Taroth's Lair

The Kulve Taroth makes her lair in a network of caverns known as the Caverns of El Dorado. A huge network of tunnels filled with gold. The Kulve Taroth is CR 26 in her lair.

Lair Actions

On initiative count 20 (losing initiative ties) the Kulve Taroth takes a lair action to cause one of the following effects; the Kulve Taroth can’t use the same effect two rounds in a row:

  • The Kulve Taroth heats some metal above a creatures it can see within 80 feet of it. The creature must succeed on a DC 21 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, half as much on a success.
  • The Kulve Taroth causes the ground in a 20 foot square to superheat at a point she can see within 60 feet of her. A creature that starts its turn in the area takes 9 (2d8) fire damage. A creature that ends its turn in the area takes the damage again. This effect lasts until Kulve Taroth uses this lair action again.

Regional Effects

The region containing a Kulve Taroth’s lair is affected by the monsters superheated body and the minerals it brings with it, which creates one or more of the following effects:

  • The area is filled with rivers and lakes of molten rock and metal, and many areas are areas of Extreme Heat.
  • The area containing a Kulve Taroth is filled with gold as the dragon travels through the tunnels as well as other precious metals and gems.
  • Due to the immense riches to be found in the caverns many creatures come here to find treasure, ranging from daring bandits to dragons.



Kulve Taroth

Gargantuan Dragon (Elder Dragon), Unaligned


  • Armor Class 24 (Gold Shell), 20 (Natural Armour)
  • Hit Points 420 (20d20 + 200)
  • Speed 35ft., Burrow 30ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 14 (+2) 13 (+1) 12 (+1)

  • Saving Throws DEX +9, CON +18, WIS +9, CHA +9
  • Skills Perception +9
  • Damage Vulnerabilities Dragon
  • Damage Resistances Radiant
  • Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Petrified
  • Senses Tremorsense 20ft., passive Perception 19
  • Languages --
  • Challenge 25 (75,000 XP)

Charge. If the Kulve Taroth moves at least 20 feet directly towards a target and hits it with a Horn attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage and must succeed on a DC 21 Strength save or fall prone.

Golden Shell. If the Kulve Taroth takes 40 or more fire damage in one round, its AC is reduced by 2 but its movement speed is increased by 10 feet. When the Kulve Taroth reaches half her maximum hitpoints her AC is reduced to 20 but her movement is increased by 20 feet permanently and she gains the Aggressive trait, as the golden shell breaks. When the shell breaks she also loses her resistance to radiant damage.

Elder Dragon Resilience. When damage would reduce Gogmazios to 0 hit points it makes a Constitution saving throw with a DC equal to 5 + the damage taken unless the damage was from a critical hit or dragon damage. On a successful save they drop to 1 hit point instead.

Enrage. When Kulve Taroth starts its turn with half its maximum hit points or less (210) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack roll and rolls an extra damage die on melee attacks. When the rage ends the Kulve Taroth cannot re-enter rage for 2d4 rounds.

Legendary Resistance (3/Day). If the Kulve Taroth fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. The Kulve Taroth can use its Awe-Inspiring Presence and then makes two attacks: two with its horns or one with its horns and one with its tail.

Awe-Inspiring Presence. Each creature of the Kulve Taroth's choice that is within 120 feet of the Kulve Taroth and aware of it must succeed on a DC 21 Wisdom saving throw or become Charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Kulve Taroth's Awe-Inspiring Presence for the next 24 hours.

Horns. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. A creature hit by this attack must succeed on a DC 21 Strength saving throw or fall prone.

Heat Breath (Recharge 5-6). The Kulve Taroth breathes super-heated air in a 100 foot cone. Creatures in the area must succeed on a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage ond being afflicted with Fireblight on a failed save. On a success creatures take half damage and are not afflicted by Fireblight.

Legendary Actions

The Kulve Taroth can take 3 Legendary Actions choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Detect. The Kulve Taroth makes a Wisdom (Perception) check.

Internal Furnace. The Kulve Taroth's AC is reduced by 2, unless its Golden SHell has broken, but she gains the Heated Body trait until the end of her next turn.While heated body is active a creature that touches the Kulve Taroth or hits it with a melee Attack while within 5 ft. of it takes 13 (3d8) fire damage. Her heated breath also deals an extra 11 (2d10) damage during this time.

Move. The Kulve Taroth moves up to her movement speed without provoking attack of opportunity.

Roll (Costs 2 Actions). The Kulve Taroth moves up to 30 feet in a straight line. If it passes through the space of another creature the creature must make a DC 21 Dexterity saving throw. On a failure a creature takes 44 (8d10) bludgeoning damage and falls prone. On a success a creature takes half damage and is not knocked prone.

Kushala Daora

A metal plated dragon known as the tempest of wind. It is said that if Kushala Daora is poisoned, its wind abilities decrease. Eyewitnesses report violent storms alongside the dragon, and its wide range means towns may be attacked.

Physiology

Kushala Daora is a dragon with metallic skin. Its large wings connect halfway down its tail, making them seem even larger in proportion to its body. Numerous horns line its head.

Abilities

Kushala Daora have the ability to manipulate strong winds, creating a wind barrier that surrounds it during rage mode. The wind barrier can knock a hunter back, making the hunter vulnerable to Kushala Daora's attacks. The wind barrier also makes it difficult for the hunter to attack its body, except for head and the tail. However, this wind barrier can be weakened by poisoning it.

Behaviour

Like other Elder Dragons, Kushala Daora are highly aggressive. Interestingly however, in the New World, they are normally calm, even when hunters apporach and get close to it. Only when attacked, it will become aggressive.

Niche

Kushala Daora are rare top predators, and fear almost nothing. However, it is occasionally threatened by the large, fast and aggressive Tigrex and the rare powerful Rajang. They can compete with other elder dragons, especially Chameleos in the Jungle. When in the Desert these dragons may prey on the local Apceros, Genprey, Cephalos, and Cephadrome. However they have to be wary of fellow elder dragons Teostra and Lunastra. There are reports of Kushala Daora eating mineral deposits, this may show how they manage to have a metal rust-able skin.

In the New World, Kushala Daora easily assert themselves as one of the top predators of the Ancient Forest and the Elder's Recess. Even large predators such as Anjanath, Lavasioth and Rathalos would be wary upon sight of the Elder Dragon. Few would attempt to challenge Kushala Daora. The nomadic predators, Bazelgeuse and Deviljho are capable of fighting back, but even these monsters would know the dangers of going against such a monster. Nergigante, along with both Teostra and Lunastra are the only monsters that rival Kushala Daora's position in the food chain, with Nergigante actually capable of killing and consuming the Steel Dragon. Nevertheless, Kushala Daora remain powerful predators in whatever habitat they are residing in and are more than capable of taking out their competition if necessary.

Biology

Kushala Daora possesses some of the largest wings of any monster. It uses these to sail effortlessly in the air. It can hover off the ground and blast hunters with wind. It uses a special organ to produce its famous wind based-attacks and abilities. When hit with poison, its organ will be weak and its shield will disappear for a short period of time while fighting the toxins. Kushala Daora have tough, metal filled skin, but suffer from a severe weakness to poison, which can easily enter the bloodstream through cracks created in the skin. Kushala Daora must infrequently shed their trademark skin (which is made of an organic metal) as they grow. This can easily be spotted as the once shining silver scales will rust over due to oxidation with air. The most well-known ability about Kushala Daora is the storms it summons. These storms can easily destroy whole regions, varying from region to region. Kushala Daora can cause sandstorms, hurricanes, and snowstorms though it is unknown how.

As a Kushala Daora grows older, its limbs and soft tissue will slowly grow metallic in the same manner as its skin. Invariably, this leads to the Elder Dragon's death when vital organs begin to undergo this change.

In Val Harbor's region, it has been said that the Kushala Daoras can actually breath ice, even when not in cold environments. This suggest that these Kushala Daoras might be subspecies. It has even been said that there maybe several different subspecies of them since the skin on a few Rusted Kushala Daora are different from each other.

A Kushala Daora's Lair

Kushala Daora makes its lair at the highest peak of the highest mountain in the area. If an Ancient Dragon or other more powerful creature comes to claim its lair it will usually leave to find another. A Kushala Daora is CR 23 in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the Kushala Daora takes a lair action to cause one of the following effects; the Kushala can’t use the same effect two rounds in a row:

  • The Kushala causes a lightning bolt to strike an area it can see within 120 ft. Each creature within 5ft of the area must make a DC 16 dexterity saving throw or take 44 (8d10) lightning damage. On a successful save the creature takes half damage.

  • The wind picks up in a 10 foot cube that the Kushala can see within 120 ft of it. Any creature in the cube must make a DC 16 Dexterity saving throw or take 24 (4d10) bludgeoning damage and be knocked prone. On a successful save the creature takes half damage and isn't knocked prone.

  • A thunderous boom emanates from the storm. Any creature that isn't deafened except the Kushala must succeed on a DC 18 constitution saving throw or take 17 (5d6) thunder damage and be deafened for 1 round. On a success creatures only take half damage.

Regional Effects

The region containing a Kushala Daora’s lair is affected by the creatures power over storms, which creates one or more of the following effects:

-An area of radius 3 miles is affected by the Kushala's storm power and is perpetually stormy. Rain lightly obscures the and raging winds extinguish all nonmagical flames. Flight becomes impossible for all creatures inside the storm of size large or smaller. Any creature of a larger size treats the sky as difficult terrain when flying. This regional effect moves with the Kushala Daora no matter what. The Kushala resides in the eye of the storm, where the weather is less extreme.

-The region surrounding Kushala's lair is bitterly cold and windy. The mountain itself is so cold that most creatures will freeze. The Mountain itself is considered Extremely Cold and fire or other heat sources do nothing to stave off the cold.

-The peak of the mountain that Kushala makes it's lair on becomes covered in snow and freezes over if it wasn't already.


If the Kushala dies, these effects fade over the course of 1d4 days, with the Extreme Cold stopping immediately.



Kushala Daora

Huge Elder Dragon, Unaligned


  • Armor Class 21 (Natural Armour)
  • Hit Points 390(30d12 + 180)
  • Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 22 (+6) 12 (+1) 14 (+2) 10 (+0)

  • Saving Throws CON + 13, WIS + 9, CHA + 7
  • Damage Vulnerabilities Dragon
  • Damage Resistances Thunder; Lightning; Bludgeoning, Piercing and Slashing from Nonmagical Attacks
  • Condition Immunities Exhausted, Charmed, Deafened, Incapacitated
  • Senses Darkvision 60ft., passive Perception 12
  • Languages --
  • Challenge 21 (33,000 XP)

Dragon Wind (Recharge 5-6). The Kushala can use a bonus action transform its Wind Barrier into Dragon Wind. This barrier is black in colour and lasts 1 round. While Dragon Wind is active the Kushala Daora gains immunity to ranged weapon or spell attacks and all medium or smaller creatures that start their turn or move within 5ft. of Kushala on their turn must succeed on a DC 18 Dexterity saving throw or be knocked prone.

Enrage When Kushala starts its turn with half its maximum hit points or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends Kushala cannot re-enter rage for 2d4 rounds.

Elder Dragon Resilience. If damage reduces the Kushala to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Kushala Daora drops to 1 hit point instead.

Legendary Resistance (3/day). If the Kushala fails a saving throw, it can choose to succeed instead.

Poison Vulnerability. When Kushala Daora takes poison damage its Wind Barrier trait and Dragon Wind fade for 1 round. If Kushala Daora is poisoned its Wind Barrier and Dragon Wind cease to function while it remains poisoned. Kushala Daora has disadvantage on any saving throw to resist poison damage or being poisoned.

Wind Barrier. Ranged attacks against Kushala Daora have disadvantage. Melee attacks from medium or smaller creatures have disadvantage while the creature is within 5ft of Kushala Daora.

Actions

Multiattack. The Kushala can use its Frightful Presence. It then makes three attacks: two with its bite and one with its tail.

Frightful Presence. Each creature of the Kushala's choice that is within 120 feet of the Kushala and aware of it must make a DC 20 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Kushala's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 17 (2d10 + 6) piercing damage and 5 (1d10) cold damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft, 1 target. Hit: 15 (2d8 + 6) bludgeoning damage.

Wind Breath (Recharge 5-6). The Kushala Daora exhales a gust of wind in a 60ft cone. All creatures in the area must succeed on a DC 22 Dexterity saving throw or take 72 (16d8) bludgeoning damage. On a successful save creatures take half damage. The area is then considered heavily obscured for 1 round due to dust and debris being kicked up. If the area is an icy area such as a tundra or the Kushala is in its lair then this action deals cold damage instead of bludgeoning, is a DC 22 Constitution save instead of a Dexterity save and also inflicts iceblight for 1 minute on a failed save. A creature can repeat the save at the end of their turn to end the blight.

Legendary Actions

The Kushala can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Kushala regains spent legendary actions at the start of its turn.

Dragon of Wind The Kushala can activate its Dragon Wind if available.

Lord of Storms (Costs 2 actions) The Kushala Daora causes thunder to boom and lightning to flash around it. Any creature within 120 ft of the Kushala Daora must make a DC 19 Constitution saving throw or be deafened if it can hear and blinded if it can see the Kushala until the end of their next turn.

Whirlwind (Costs 2 actions) The Kushala Daora creates a large tornado in an area it can see within 60ft of it. The tornado has a radius of 5ft and is 30ft high. Any medium or smaller creature that starts its turn in or enters the tornado on its turn must succeed on a DC 19 Dexterity saving throw or take 28 (8d6) bludgeoning damage and be knocked prone. If the Kushala is in a frozen area or its lair the tornado deals cold instead of bludgeoning damage. On a successful save a creature takes half damage and isn't knocked prone. The tornado lasts 5 rounds and the Kushala can use this legendary action to move it up to 30ft. until it fades.

Wing Attack (Costs 2 actions) The Kushala beats its wings. Each creature within 20ft. of the Kushala must succeed on a DC 22 Dexterity saving throw or take 16 (3d6 +6) bludgeoning damage and be knocked prone. The Kushala can then fly up to half its flying speed without provoking attacks of oppurtunity..

Lao Shan Lung

A mountain-sized Elder Dragon that was thought to be a giant wyvern, Lao-Shan Lung is considered to be one of the largest monsters in the world. Despite looking similar to a Flying Wyvern, Lao-Shan Lung evolved from a completely different group known as Dragons, meaning that it isn't closely related to Flying Wyverns in any shape or form.[4] Lao-Shan Lung also has a Subspecies known as Ashen Lao-Shan Lung.

Physiology

Lao Shan grows as its body receives floating particles from the atmosphere. The red tint comes from the iron deposits near their environment; the blue tint comes from ash particles from the Volcanic Belt. This process takes an untold amount of time, suggesting that Lao-Shan Lungs have extremely long life-spans

Abilities

Lao-Shan Lung is often nicknamed the Walking Natural Disaster. From its immense size, Lao-Shan Lung can cause damage to settlements just by simply walking. With each footstep, its tremors can cause landslides and cause surrounding structures,like buildings, to crumble. If an object is blocking its path, Lao-Shan Lung will just simply tear through the obstacle with its bulk before continuing forward. It has even been seen destroying mountains to create a path for itself. If left unchecked, Lao-Shan Lung can easily destroy any fortresses that stand in its way

Behaviour

Like other Elder Dragons, many things about Lao-Shan Lung remain a mystery, but it seems the giant isn't particularly aggressive. It is believed that Lao-Shan Lung spends most of its time sleeping underground, about a hundred years or more, as it slowly grows before awakening every so often to wander for unknown reasons. For the most part, Lao-Shan Lung ignores humans but becomes dangerous when it invades their residence.

Niche

Lao-Shan Lung is believed to feed on minerals and ore but from little being known about it, a lot about its ecology is still unclear. From its enormous size, Lao-Shan Lung has few creatures to fear, but it has been reported that it seems fears some kind of powerful monster. It is believed by some that Lao-Shan Lung wanders into the Fortress because it is running away from the legendary Black Dragon, but most scholars don't believe in that old fairy tale.

Biology

  • Length: 6960cm - 7000cm or more
  • Height: 1294cm
  • Foot Measurements: 388cm

From it living many years, a heavy shell has formed on Lao-Shan Lung's body from airborne dust and minerals in the atmosphere adhering to its body, creating a rock-like shell that can't easily be penetrated. It takes a long time for this shell to form on its body and it is estimated that the individuals encountered are about a thousand years old, showing how long this process takes. Covering the rest of its body is thick scales that are as durable as a Flying Wyvern's shell, protecting Lao-Shan Lung from most attacks. Unlike other Elder Dragons, Lao-Shan Lung lacks wings and breath-based attacks, which is considered to be unusual for an Elder Dragon, but its sheer size makes up for that. Lao-Shan Lung is about 6960cm long and stands at 1294cm tall, making it one of the largest monsters in the world. It is estimated that Lao-Shan Lung can reach 7000cm or more, but no specimens beyond that 6000cm mark have been found. With its immense size, Lao-Shan Lung is able to use its own bulk to destroy any obstacles that stand in its way, including mountains that block its path. If it can't reach an obstacle, Lao-Shan Lung will stand on its hind legs to give itself more height. By using its tail for support, Lao-Shan Lung can stand and walk on its hind legs for a short period of time, allowing it to reach up and attack fortresses.

Habitat

The Lao-Shan Lung can survive in many environments, but prefers mountainous or volcanic areas for their high mineral content.



Lao-Shan Lung

Gargantuan Elder Dragon, Unaligned


  • Armor Class 20
  • Hit Points 714 (34d20 + 340)
  • Speed 30ft.

STR DEX CON INT WIS CHA
30 (+10) 6 (-2) 30 (+10) 10 (+0) 15 (+2) 8 (-1)

  • Saving Throws STR +17, CON +17, WIS +9
  • Damage Immunities Fire
  • Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Prone
  • Senses passive Perception 12
  • Languages --
  • Challenge 21 (33,000 XP)

Colossal. The Lao Shan Lung can only be grappled by a creature of equal size to it. It is also immune to damage from weapon damage from creatures smaller than it due to its immense size, unless heavy weaponry and artillery is being used (such as canons or ballistae).

Elder Dragon Resilience. If damage reduces the Lao Shan Lung to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Lao Shan Lung drops to 1 hit point instead.

Enrage. When Lao Shan Lung starts its turn with half its maximum hit points (357) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3

bonus to attack rolls and rolls an extra damage die on melee attacks. When the rage ends Lao Shan Lung cannot re-enter rage for 2d4 rounds.

Legendary Resistance (3/Day). If the Lao Shan Lung fails a save it can choose to succeed instead.

Tremor. When the Lao Shan Lung walks, any creature of size large or smaller within 10 feet of it must succeed on a DC 20 Dexterity saving throw or fall prone.

Actions

Multiattack. The Lao Shan Lung makes two attacks: one with its Stomp and one with its Tail.

Stomp. Melee Weapon Attack: +17 to hit, Reach 5ft., one target smaller than the Lao SHan Lung on the ground. Hit 42 (5d12 + 10) bludgeoning damage.

Tail. Melee Weapon Attack: +17 to hit, Reach 25ft., one target. Hit 36 (4d12 + 10) bludgeoning damage and the target must succeed on a DC 20 Strength saving throw or fall prone..

Legendary Actions

Lao Shan Lung can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Move. The Lao Shan Lung moves up to ts movement speed without provoking attacks of opportunity.

Roar (Costs 2 Actions). The Lao Shan Lung roars. Any creature within 60 feet of it must succeed on a DC 20 Constitution saving throw or be stunned until the end of their turn or until they take damage.

Lunastra

A brutal female Elder Dragon with breath of flame and expert control over fire. It is said that this control comes from the crown-like horns on its head, but this has not been confirmed.

Physiology

Lunastra is a large elder dragon with leonine features. She shares a lot of similarities with Teostra in her appearance, with the main difference being her blue colouration and that her horns form a sort of large crest rather than being individual horns like Teostra's. Lunastra are female counterparts to Teostra.

Abilities

Like Teostra, Lunastra have extremely good control over fire. However, instead of using fire to deal quick damage, Lunastra will instead spread a strange blue powder on the ground and set it alight, coating entire areas in blue flame. This severely limits the space that her enemies have to maneuver as they attempt to avoid the flames.

Lunastras flames are actually far hotter than Teostra's and as such can scorch creatures normally resistant to flames. In this way Lunastra is actually far more capable at defending her and her mates volcano habitats from threats, as she is capable of damaging creatures that would shrug off Teostra's flames.

Behaviour

Lunastra are relatively passive monsters, not attacking creatures unless they see them as a threat, much like Teostra. However, during the mating season the Lunastra becomes far more aggressive and will attack almost anything on sight.

Lunastra are rarely seen with Teostra, however when they are they are a formidable duo. The two Elder Dragons will work together in order to take down prey and to defend each other. This allows them to take down threats that would normally provide quite a challenge individually, such as Nergigante, without taking much damage themselves.

Niche

Lunastra is quite high in the food chain by herself, only having to worry about other Elder Dragons as well as high tier monsters such as Akantor, Deviljho, Rajang and Bazelgeuse.

However, when with her mate, a Lunastra is nigh unstoppable. Not many creatures can stand up to the might of an Elder Dragon, but almost nothing can face two without succumbing to their combined power. The only creatures that would pose a threat to the two together would be Black Dragons, and other huge Elder Dragons such as Xeno'Jiiva and Dalamadur.

It is unknown if other Elder Dragons show such cooperation with their own mates, as only Teostra and unastra have been seen to display such unity (reminiscent of Rathalos and Rathian).

Biology

As an Elder Dragon of fire, Lunastra is capable of expert control over flames. her control is rivaled only by Teostra and Black Dragons such as Crimson Fatalis. It could even be argued that her control is far greater than that of her mates, as while Teostra uses the fire simply to attack, dealing massive damage, Lunastra actively uses a strange powder produced from her skin in order to ignite large swathes of ground for area denial.

Lunastra, much like Teostra, can also produce an aura of flame around her body. This is used to deter pysical attacks from powerful monsters such as Tigrex and Deviljho. While it may not prevent an attack, the aura can drive off the monster before it can deal serious damage to the Lunastra.

The powder that Lunastra emits seems to be an adaptation to allow her to fight better alongside her mate. While Lunastra's flame may be hotter, Testra's tend to cover larger areas. Combining her own powder with her mates flame attacks allows huge areas to be engulfed in flame within a matter of seconds. It also works to deter creatures that control fire themselves from attacking, as if they lack an immunity to flame they may end up trapping themselves by igniting Lunastra's powder themselves.

Habitat

Lunastra lives exclusively in areas of extreme heat. She can be seen in large deserts as well as in volcanic regions. Often times in a desert she will be solitary but will then move to volcanic regions upon coupling with a Teostra.

Lunastra Lair

Much like Teostra, Lunastra makes her lair deep within volcanoes. She often stays behind while Teostra goes out to hunt, as her intense flames make her far more capable of defending against flame resilient creatures.

Lair Actions

On initiative count 20 (losing initiative ties), the Lunastra takes a lair action to cause one of the following effects; the Lunastra can’t use the same effect two rounds in a row:

  • The Lunastra spreads blue powder in a 30 foot cone from herself.
  • The Lunastra superheats a 20 foot cube at a point she can see within 120 feet of her. Any creature that starts its turn in the area takes 2d8 fire damage. A creature in the area has disadvantage on attack rolls and ability checks. Creatures immune to fire damage are immune to this.
  • The Lunastra ignites and blue powder within 60 feet of her.

Regional Effects

Just as with Teostra, the region containing a Lunastra’s lair is warped by the creatures power over fire and heat, which creates one or more of the following effects:

  • The area within 1 mile of a Lunastra's lair is affected by the Extreme Heat condition. If the area would normally exhibit this climate, then creatures in the area have disadvantage on saves to resist exhaustion from it.

  • Smoke and ash is constantly flowing from the volcano, making it difficult to see and breath while within 1/2 a mile of the volcano.

  • Lava and magma flow freely down the sides of the volcano at all times, making climbing it extremely dangerous.

These effects fade within 1d4 weeks upon the Lunastra's death, with the Extreme Heat fading immediately.



Lunastra

Huge Dragon (Elder Dragon), Unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 408 (34d12 + 170)
  • Speed 40ft., Fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 20 (+5) 13 (+1) 16 (+3) 10 (+0)

  • Saving Throws DEX +10, INT +8, WIS +10, CHA +7
  • Skills Perception +10
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Fire
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses passive Perception 20
  • Languages --
  • Challenge 24 (62,000 XP)

Blue Powder. Some of Lunastra's abilities spread a blue powder around the area. If this powder comes into contact from fire in anyway it ignites for one minute. When a creature enters the fire's area for the first time on a turn or starts its turn there it takes 16 (3d10) fire damage.

Elder Dragon Resilience. If damage reduces the Lunastra to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Lunastra drops to 1 hit point instead.

Enrage. When Lunastra starts its turn with half its maximum hit points (204) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d10. While enraged, it has a +3 bonus to attack rolls, rolls an extra damage die on melee attacks and its melee attacks, except for its bite, leave a 5 foot square of blue powder under the target. When the rage ends Lunastra cannot re-enter rage for 2d4 rounds.

Flame Aura. At the start of each of the Lunastra's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the Lunastra or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. This Aura disappears while the Lunastra is incapacitated.

Intense Flame. The Lunastra ignores resistance to fire damage and treats immunity to fire damage as resistance. Teostra, Lunastra and Black Dragons ignore this trait.

Legendary Resistance (3/Day). If the Lunastra fails a saving throw it can choose to succeed instead.

Pair Bond. While the Lunastra is fighting alongside its mated Teostra it has advantage on attack rolls and enrages if the Teostra enrages. When Teostra is killed the Lunastra enters a permanent state of enrage.

Actions

Multiattack. The Lunastra makes three attacks: two with her claws and one with her bite.

Bite. Melee Weapon Attack: +14 to hit, Reach 10ft., one target. Hit 18 (2d10 + 7) piercing damage and 10 (3d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, Reach 5ft., one target. Hit 16 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, Reach 5ft., one target. Hit 12 (1d10 + 7) bludgeoning damage.

Fire Breath (Rechargte 5-6). The Lunastra breathes a fire in a 30 ft cone in front of herself. All creatures in the area must make a DC 22 dexterity saving throw taking 45 (13d6) fire damage and being afflicted with fireblight on a failed save. On a success creatures take half damage and are not afflicted with fireblight. The area is then covered in blue powder.

Supernova (Recharge 5-6, 3/Day). The Lunastra builds up a massive amount of fire around itself, before unleashing it in a massive Supernova in a 60 ft radius sphere originating from itself. Any creature in the area must succeed on a DC 22 Constitution saving throw, taking 49 (11d8) fire damage on a failed save or half as much on a success. The area remains ignited and superheated until the start of the Lunastra's next turn. Any creature that starts their turn in the area must make the save again. If Lunastra uses this while enraged, her enrage ends.

Legendary Actions

The Lunastra can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of the Lunastra's turns.

Roar. The Lunastra roars loudly. Any creature within 40ft. must succeed on a DC 22 Constitution saving throw or be deafened. A creature concentrating must also succeed on a concentration check of the same DC.

Spread Powder. The Lunastra spreads blue powder in a 20 foot radius around her or in a 15 foot wide, 30 foot long line.

Tail. The Lunastra makes a tail attack.

Wing Attack (Costs 2 Actions). Lunastra beats its wings spreading blue powder. All creatures within 10 feet of the Lunastra must succeed on a DC 22 Strength saving throw or take 17 (2d6 + 7) bludgeoning damage and be knocked prone. The area is also covered in blue dust. The Lunastra can then move up to half her fly speed.

Magala

Gore Magala

A curious monster that, when threatened, scatters pollen-like scales that heighten its own senses while causing detrimental effects to any other creatures that inhale them. As elusive as they are mysterious.

Physiology

Gore Magala is a very unique wyvern, sharing traits and similarities to that of the Elder Dragons, possessing six limbs, including the clawed wings on its back. Though, its overall appearance and stance resembles a quadrupedal wyvern like the Nargacuga. Its body is covered in dark exoskeleton plates, with notable features including the hidden feelers that are folded alongside its face, the lack of visible eyes and fanged jaws that are actually parts of its external armor plates. The other unique part is its wings, which are covered in jet-black fur that resemble a tattered and ragged cape. The claws on its wings are extremely prehensile, and even seem to possess opposable thumbs. They are used for grabbing, help at running and maintaining stability. When not engaged in combat, Gore Magala tends to cloak its body with its wings by latching them onto its back.

Abilities

The pollen-like scales of Gore Magala are used to understand their environment and leave behind a trail that Gore Magala uses to see both predators and prey by heat, and also act as the vector for the pathogen known as the Frenzy Virus. As Gore Magala's senses increase and become better from these scales, its color under its wings will slowly change and get brighter. When its sense are at their highest peak, two feelers will poke out from its head and it will release large amounts of scales into the air. The hairs will darken the sky as if an eclipse was in the area and it will begin to walk on all six. This state is known as the Frenzy State.

Behaviour

Gore Magalas are highly aggressive, elusive monsters. These monsters show great amounts of aggression and have shown great amounts of intelligence. Some have even been shown to play dead before slipping away when given an opportunity too. Despite competing with other powerful predators, Gore Magalas have rarely been seen with any wounds or scars on their body. Though these monsters are aggressive, they are more aggressive when its time for them to return to the Heaven's Mount and go to the Sanctuary. The reason for this is for the Gore Magala to molt into a legendary Elder Dragon that once nearly wiped out every living thing in the mountains.

Interestingly, Gore Magala have been known to attack seafaring ships during their voyages across the ocean.

Niche

Gore Magala, despite being the juvenile form of Shagaru Magala, is a predator high in the food chain. Common prey includes Gargwa, Slagtoth, Rhenoplos, Aptonoth and any other herbivores or smaller predators though Gore Magalas rarely feed on prey. Despite their deadly strength and weaponry, these beasts must compete with other large predators. Such predators include Najarala, Rathalos, Nerscylla, Tigrex, Seltas Queen, Brachydios, Seregios, predatory Elder Dragons, and Rathian. Despite this competition, Gore Magalas don't show any scars or injuries on their bodies and this is due to most predators tending to avoid these monsters at all costs. Those who encounter Gore Magala such as Tigrex are killed on sight by Gore Magala, showing how high it is in the food chain.

Biology

Gore Magala has an unusually high metabolism but rarely feeds on much prey. Due to this metabolism, its hairs on its wings are constantly left behind and flying in the air. These hairs are used to understand their environment and leave behind a trail that Gore Magala uses to see both predators and prey by heat. Once it smells something in the area, it will begin to spread around its hairs around the area in order to find the target and these hairs will attach onto the target, allowing the Gore Magala to see them with heat. As Gore Magala's senses increase and become better from these hairs, its color under its wings will slowly change and get brighter.

Gore Magala's most infamous feature is the Frenzy Virus. This virus is spread from Gore Magala's scales and hairs while its breath has similar properties to them. When in its Frenzy State, Gore Magala is able to make explosions in the area by combining the hairs in the atmosphere around it with a spark from its mouth. The Frenzy Virus causes some abnormalities in the nervous system, increased physical strength, and a decrease in the body's resistance. This virus makes all monsters extremely violent and eventually kills most of them. Some may overcome the effects of the Frenzy Virus and actually develop a relationship with it, becoming physically stronger from the virus while also spreading the virus like Gore Magala in order to get rid of competition from their own species. These rare individuals are known as Apex Monsters. In some cases, the Frenzy Virus can even affect Gore Magala itself. Rare special individuals who have failed to molt properly have been found to have no control over the virus, unlike Shagaru Magala. This causes their normal habits to change and also causes them to be extremely violent compared to normal individuals and their adult form. These rare special individuals are called Chaotic Gore Magala.

Habitat

Gore Magala is found in almost every kind of environment except for volcanic or frozen

Frenzied

When a creature other than a Giant or Humanoid fails 3 saves against the Frenzy Virus it becomes Frenzied.

Frenzied A Frenzied creature is permanently frenzied unless the spell Greator Restoration or spell of similar power is cast on it. A Frenzied creature also acts much more agressively, even to those it considered allies as well as being immune to the charmed condition. After 10 days a frenzied creature will die if it hasn't been treated.

Frenzied creatures in combat In combat, Frenzied creatures become much more dangerous than their base counterpart. A Frenzied creature deals an extra die of damage on all attacks and its melee attacks inflict the Frenzy Virus (As detailed in the Gore and Shagaru Magala stat blocks. The DC of the virus is the same as the creature the virus originated from). Frenzied monsters also gain the Reckless trait.. However, they also lose any damage resisitaces they had (except for bludgeoning, piercing and slashing damage from nonmagical weapons. They also reatain any immunities they had.)

Apex Some creatures can overcome the Frenzy Virus and become Apex. To do so the creature must succeed on a DC 20 Constitution saving throw. The saving throw can be repeated after every long rest but the DC increases by 2 each time it is failed. Only creatures of CR 10 and over can become Apex. An Apex Creature retains all the benefits of the Frenzied condition and none of the negatives. As well as this it also gains immunity to critical hits and resisitance to bludgeoning, piercing and slashing damage from nonmagical attacks if it didn't have it already.



Gore Magala

Large Dragon (Elder Dragon), Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 300(30d10 + 120)
  • Speed 40ft., fly 80ft.

STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 20 (+5) 10 (+0) 16 (+3) 10 (+0)

  • Saving Throws DEX +10, CON +11, INT +6, CHA +6
  • Skills Perception +9, Stealth +10
  • Damage Resistances Necrotic
  • Condition Immunities Charmed, Exhaustion
  • Senses Blindsight 200ft. (Blind beyond this range), passive Perception 19
  • Languages --
  • Challenge 18 (20,000 XP)

Aversion to Radiance. If the Gore Magala takes radiant damage, it has disadvantage on Attack rolls and Ability Checks until the end of its next turn.

Enrage When Gore Magala starts its turn with half its maximum hit points (150) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +2 bonus to attack rolls and rolls an extra damage die on melee attacks. When the rage ends Gore Magala cannot re-enter rage for 2d4 rounds.

Frenzy Mode. When the Gore Magala enrages it also enters Frenzy Mode. While in frenzy mode any creature that hits the Gore Magala with a melee attack is afflicted with the frenzy virus, the area grows dark (as though it were dusk) and the Gore Magala's blindsight range is doubled. The Frenzy Mode (But not the Enrage) ends early if the Gore Magala is incapacitated or knocked prone.

Frenzy Virus. The Gore Magala's ranged attacks inflict the frenzy virus (included in the attack. Undead, Dragons, Elder Dragons and Constructs are immune to this effect). At the end of each of the target's turns, it must make a DC 18 Constitution saving throw. After failing three of these saving throws, the frenzy virus takes full effect and the creature stops making the saves. If the target is a Giant or Humanoid, for 1 minute the creature takes an extra die of damage from any attack that inflicts the frenzy virus and cannot be afflicted with the frenzy virus until this effect ends. As well as this, the creature cannot regain hit-points in anyway except for spells and potions until after their next long rest. These affects can be removed by Greater Restoration. After succeeding on three of these saving throws, the creature overcomes the virus and is temporarily invigorated. A Giant or Humanoid deals an extra die of damage on all weapon and spell attacks for 1 minute and scores a critical hit on a roll of one lower than usual.

It is also immune to the Frenzy Virus for the duration of this effect. Any creature other than a Giant or Humanoid that fails the three saves becomes permanently Frenzied . If such a creature succeeds on 3 saves it is unaffected.

Legendary Resistance (3/Day). If the Gore Magala fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Gore Magala can use its frightful presence and then makes three attacks with its Wing Slam or Frenzy Blast.

Gore Magala. Each creature of the Gore Magala's choice that is within 120 ft. of the Gore Magala and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Gore Magalas Frightful Presence for the next 24 hours.

Wing Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 23 (3d10 + 6) bludgeoning damage.

Frenzy Blast. Ranged Weapon Attack: +12 to hit, range 120 ft., 1 target. Hit: 16 (3d10) poison damage and the target is afflicted with the Frenzy Virus.

Tail. Melee Weapon Attack +12 to hit, reach 15 ft., 1 target. Hit: 19 (3d8 + 6) bludgeoning damage.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Tail Attack. The Gore Magala makes one attack with its tail.

Frenzy Pool. The Gore Magala causes a 10 foot radius pool of frenzy to appear in an area it can see within 120 feet of it. A creature that starts its turn in, or enters the pool on its turn is afflicted by the frenzy virus.

Frenzy Detonation (Costs 2 Actions). The Gore Magala unleashes a blast of Frenzy in a 30 ft. cone. Any creature in the area must make a DC 18 constitution saving throw or take 35 (10d6) poison damage and be afflicted by the frenzy virus. On a successful save creatures take half damage but are still afflicted by the virus.

Wing Attack (Costs 2 Actions). The Gore Magala beats its wings. Each creature within 10 ft. of the Gore Magala must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The Gore Magala can then fly up to half its flying speed.

Shagaru Magala

The distinctive radiant light of this mature Gore Magala has been seen in the Sanctuary of Heaven's Mount. Some believe Shagaru Magala was the "foul wind that withered a mountain", a calamity spoken of in ancient texts.

Physiology

Overall, Shagaru Magala's body structure is similar to its juvenile form, Gore Magala. However, following the skin-shedding, its body is now covered in glittering golden scales, as well as its horns, claws and other spiky protrusions, which changed colors from crimson red / purple to dark brown. The once hidden eyes underneath the horns are also now fully opened. Its ragged-tattered wings also became golden scaly sheets that when fully expanded, resembles a star shape (more specifically, when both wings are expanded.

Abilities

Having reached adulthood the Shagaru Magala is extremeley similar in its abilities when compared to the Gore Magala, however it is physically more powerful and has gained a more potent version of the frenzy virus.

Behaviour

These dragons are highly aggressive and territorial predators that won't hesitate in attacking hunters if spotted. Like any other elder dragon Shagaru Magala are very rare and are considered myths in some lands. Part of this due to the fact that it takes years for a Gore Magala to molt. Many believe that when the molting process is about to begin said creature will travel to the Heaven's Mount to complete the process. In legend Shagaru Magala is known as "The Punishing God of the Mountains" due to its role of nearly wiping out all life in the mountains. The reason for this is to claim territory for themselves, prevent rivals from molting properly, and to release the next generation of Gore Magala into their territory. Their infected mist not only contains a stronger version of the Frenzy Virus but also their parasitic offspring. Their offspring live in an infected host, whether it is dead or alive, and their host acts as nursery for the young. They get their nutrition and everything they need from their host before eventually bursting out of their host's body. Once Shagaru Magala is finished breeding in a territory, it'll leave the area for its next generation and begin to wander around the world randomly. They don't reproduce again for quite awhile due to trying to prevent future monster generations from gaining a resistance against their virus while reproducing. Thus far, only three Shagaru Magala have been sighted, two of which have been killed. Many people believe that the Shagaru Magala and Gore Magala represent light and darkness.

Niche

Shagaru Magala are powerful predators that are high in the food chain. Herbivores like Gargwa and Aptonoth are regular prey. Lesser monsters such as Blue Yian Kut-Ku,

Great Jaggi, Velocidrome, Kecha Wacha, and Gypceros may also find themselves as prey for the dragon. Competition for food and territory include the likes of Deviljho, Stygian Zinogre, Najarala, Tetsucabra, Rajang, and other predatory Elder Dragons. Other elder dragons are completely immune to the effects of the Frenzy Virus so Shagaru Magala must be wary of their elder dragon brethren.

Biology

Like its "juvenile" form these drakes have highly specialized wings ending with four large talons at the end that can act as an extra pair of arms. This is very useful when climbing up cliff faces or gripping struggling prey. When exposed to bright sunlight its wings will also refract light into multicolored rays. In their juvenile form as a Gore Magala it lacks eyes, but upon metamorphosing it loses its heat sensors and gains useable eyes. Unlike a Gore Magala it lacks the virus carrying hairs on its wings and instead uses a currently unknown mechanism to spread the Frenzy Virus. A Shagaru Magala is capable of making the Frenzy Virus cover a much greater range than that of its "juvenile" form and has the potential of killing every animal in a single area.

Shagaru Magala Lair

The Shagaru Magala makes its lair in an isolated, arena-like zone located somewhere between the Ancestral Steppe and the Heaven's Mount called the Sanctuary. It is characterized by its rocky outcroppings, fractured ground, and long, dry grass. A Shagary Magala is CR 23 in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the Shagaru Magala takes a lair action to cause one of the following effects; the Shagaru Magala can’t use the same effect two rounds in a row:

-A 5 ft. radius, 30ft. high geyser of Frenzy Virus erupts from a point the Shagaru Magala can see within 200 ft. of it. Any creature in the area must succeed on a DC 16 Constitution saving throw or take 21 (6d6) poison damage and becoming afflicted with the Frenzy Virus on a failed save, or half as much damage on a successful one.

-The Shagaru Magala causes a 20 foot cube of darkness to appear at a point it can see within 120 feet for one round. Any creature that starts their turn in the cube, or enters the cube on their turn must succeed on a DC 15 constitution saving throw or be blinded until they leave the cube.

-The Shagaru Magala causes a dark fog to appear in a 20 foot radius around itself. The fog smothers all non-magical light and heavily obscures the area. The fog lasts one round.

Regional Effects

The region containing a Shagaru Magala’s lair is corrupted by the Frenzy Virus, which creates one or more of the following effects:

-All non-humanoid or Giant creatures in an area of 5 miles around the Shagaru Magala's lair are afflicted with the frenzy virus after every long rest unless already frenzied.

-A creature that drinks from water or eats food found within 5 miles of the Shagaru Magala's lair become afflicted with the frenzy virus.

-The area within 1 mile of the Shagaru magala is lightly obscured by a faint purple fog. Any creature that enters the fog is afflicted by the frenzy virus. The fog cannot be dispersed.

-Any Gore Magala within 10 miles cannot molt into a Shagaru Magala.


If the Shagaru magala dies, the fog fades over the course of 1d4 days. The water and food remains contaminated for 1 month after the Shagaru Magala dies. Any frienzied creature reamins frienzied and can spread the virus, however creatures do not automatically become frenzied while within 5 miles of the Shagaru Magala's lair.



Shagaru Magala

Huge Elder Dragon, Unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 408(34d12 + 170)
  • Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA
27 (+8) 20 (+5) 21 (+5) 12 (+1) 19 (+4) 13 (+1)

  • Saving Throws DEX +12, CON +12, INT +8, CHA +8
  • Skills Perception +11
  • Damage Vulnerabilities Dragon
  • Damage Resistances Radiant
  • Condition Immunities Charmed, Exhausted, Incapacitated
  • Senses Blindsight 120ft., passive Perception 21
  • Languages --
  • Challenge 21 (33,000 XP)

Aversion to Necrosis If the Shagaru Magala takes Necrotic damage it has disadvantage on Attack rolls and Ability Checks until the end of its next turn

Enrage When the Shagaru Magala starts its turn with half its maximum hit points (204) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, rolls an extra damage die on melee attacks and its melee attacks inflict the frenzy virus. When the rage ends Shagaru Magala cannot re-enter rage for 2d4 rounds. Also, when the Shagaru Magala first reaches half its maximum hit points, it immediately disengages, flies 30ft. into the air, and uses its Awe-Inspiring presence as a reaction.

Elder Dragon Resilience. If damage reduces the Shagaru Magala to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Shagaru Magala drops to 1 hit point instead.

Frenzy Virus. The Shagaru Magala's ranged attacks inflict the frenzy virus (included in the attack, undead, dragons, Elder Dragons and constructs are immune to this effect). At the end of each of the target's turns, it must make a DC 20 Constitution saving throw. After failing three of these saving throws, the frenzy virus takes full effect and the creature stops making the saves. If the Target is a Giant or Humanoid, for 1 minute the creature takes an extra die of damage from any attack that inflicts the frenzy virus and cannot be afflicted with the frenzy virus until this effect ends. As well as this, the creature cannot regain hit-points in anyway except for spells and potions until after their next long rest. These affects can be removed by Greater Restoration. After succeeding on three of these saving throws, the creature overcomes the virus and is temporarily invigorated. A Giant or Humanoid deals an extra die of damage on all weapon and spell attacks for 1 minute and scores a critical on a roll of one less than usual.

For the duration it is also immune to the frenzy virus. Any creature other than a Giant or Humanoid that fails the three saves becomes permanently Frenzied . If such a creature succeeds on 3 saves it is unnaffected.

Illumination The Shagaru Magala sheds bright light in a 30-foot radius and dim light in an additional 30 ft.

Legendary Resistance (3/Day). If the Shagaru Magala fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Shagaru Magala uses its Awe-Inspiring presence. It can then make three attacks with its Wing Slam or Frenzy Blast.

Awe-Inspiring Presence. Each creature of the Shagaru Magala's choice that is within 120 feet of the Shagaru Magala and aware of it must succeed on a DC 20 Wisdom saving throw or become Charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Shagaru Magala's Awe-Inspiringl Presence for the next 24 hours.

Wing Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 30 (4d10 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit 21 (3d8 + 8) bludgeoning damage.

Frenzy Blast. Ranged Weapon Attack: +15 to hit, range 120 ft., 1 target. . Hit 19 (3d12) poison damage and the target is afflicted with the Frenzy Virus.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Frenzy Pool The Shagaru Magala causes a 10 foot radius pool of frenzy to appear in an area it can see within 120 feet of it. A creature that starts its turn in, or enters the pool on its turn is afflicted by the frenzy virus. The pool lasts for one round.

Tail Attack The Shagaru Magala makes one tail attack.

Frenzy Detonation (Costs 2 Actions). The Shagaru Magala unleashes a blast of Frenzy in a 30 ft. cone. Any creature in the area must make a DC 20 constitution saving throw or take 49 (14d6) poison damage and be afflicted by the frenzy virus. On a successful save creatures take half damage but are still afflicted by the virus.

Wing Attack (Costs 2 Actions). The Shagaru Magala beats its wings. Each creature within 10 ft. of the Shagaru Magala must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Shagaru Magala can then fly up to half its flying speed.

Nakarkos

Frighteningly little is known about this elder dragon whose appetite can devastate surrounding ecosystems. After covering its prey in a repulsive mucus, it has been seen dragging them back to feast in its macabre nest of bones and undulating darkness known as Wyvern's End.

Physiology

Nakarkos are massive cephalopod-like monsters. They have glowing yellow eyes and massive, sharp beaks. They have blue skin with spots of turquoise bioluminescence. The most unique feature of a Nakarkos's body is its self-made covering of bones which it uses to protect and camouflage itself. Under normal circumstances, the Nakarkos's face cannot be seen. Its two primary tentacles are covered in vertebrae and tipped with skulls, creating the appearance of a two-headed skeletal dragon.

Abilities

Nakarkos are capable of coating enemies in a sticky mucus which makes it easier for victims to become covered in the bones that litter the monster's lair. It can also shoot this mucus of the tips of its twin primary tentacles, and can burrow through the earth to surprise attackers from below. Being cephalopodic in nature, Nakarkos are adept swimmers and are very much at home in an aquatic environment. Nakarkos have also been observed replacing the skulls of its tentacles with body parts from other monsters, giving it a wider range of elements it can use. Nakarkos can concentrate the Dragon energy in their bodies to fire beams of this element from their tentacles or a much wider, deadly blast from their mouths.

Behaviour

Nakarkos are gluttons that can eat a whole ecosystem if left unchecked. Due to Nakarkos having huge appetites, they can easily wipe out all life in surrounding areas. Nakarkos have even been reported shooting down airships for food. Though Nakarkos can destroy an ecosystem, it doesn't actually want to do that. It prefers to leave its nest in search of prey so, it still have plenty of food at the environment it is living within. This affects those ecosystems greatly on a destructive level, making it harder for species to thrive in said areas, leaving very few creatures to survive. If the Hunter's Guild finds a Nakarkos' lair, they will immediately send hunters to repel it before it can bring further damage to that ecosystem. However, it is said that Nakarkos will eventually return to said area in order to feed themselves further.

Niche

Nakarkos easily assert themselves as top predators, no matter what the environment is. These Elder Dragons have been identified feeding on the armored prey, such as Uragaan and Diablos, and even top predators like Glavenus, Brachydios, Agnaktor, Rathalos, Nargacuga, and Lagiacrus.

Even monster species capable of flight aren't safe from this monster. The most shocking creatures these Elder Dragons have been found to take down are Shen Gaoren and Ceadeus pups. Other prey includes Hermitaur, Daimyo Hermitaur, and Volvidon. The only real likely things that could potentially threaten a Nakarkos are other Elder Dragons like older Ceadeus, their only known predator.

Biology

Nakarkos is able to produce an eerie, blue mucus from its body. This mucus is sticky, allowing it to capture prey and even shoot prey items out of the air. Though this mucus is used for capturing prey, Nakarkos has another use for the mucus. This mucus is used to help prevent bones from corroding, sticking bones together, and to prevent the bones from collapsing. With this mucus, it can make a protective bone armor to protect its whole body from attacks and even use some bones as weapons. Like a cuttlefish, it has sticky tentacles used to drag prey back to its lair. These tentacles are usually covered in bones for protection, ending with a huge skull. But this isn't just limited to skulls. Nakarkos has been seen using various monster parts to attack foes or to kill prey with. Some of these parts are hard to identify due to Nakarkos altering their shapes in order for it to use them. Some parts that it has been seen using is a fused together Glavenus jaw and tail, a Lagiacrus's shell shockers, a Brachydios's pounders, and a Uragaan's chin. These various parts give the appearance that it has "two heads" but Nakarkos's true head is hidden away underground most of the time. When it feels its life is truly in danger, it will eventually reveal its true face. Its true face is cephalopod-like, resembling a cuttlefish. By revealing its face, it can use its bone-crunching beak and use the Dragon Element. Like many other Elder Dragons, Nakarkos has the Dragon Element in a certain portion of its body though it can barely control the element. So to make it easier for itself to use the Dragon Element, it will fire the element from its tentacles and build it up in its mouth before firing a massive beam. This attack is actually very risky for Nakarkos due to the beam sometimes greatly damaging it in battle. To move quickly, Nakarkos has jet propulsion like squids. It uses this to return to its nest at a quicker rate, so it can avoid getting eaten itself.

Habitat

Nakarkos have been reported in many different regions by eyewitnesses such as large forests though Nakarkos are known to make huge bone-covered lairs in caves. These lairs are known as Wyvern's End. Nakarkos are also known to be found in the sea.

Nakarkos' Lair

Nakarkos makes its lair in large caverns connected to a body of water. They litter the entire cavern in bones which they use to cover their bodies as well as burrow through.

Lair Actions

On initiative count 21 (losing initiative ties), the Nakarkos takes a lair action to cause one of the following effects:

  • The Nakarkos sheaths one of its tentacles in the bones of a monster it has slain and eaten, gaining the ability to wield one of their weapons in place of its tentacle attacks. Examples below.
  • The Nakarkos causes the bones beneath a creature it can see to collapse, trapping the creature. The target creature must succeed on a DC 22 Dexterity saving throw or be Restrained. A creature make a DC 21 Strength (Athletics) check to try and break free as an action.
Bone Weapons

When the Nakarkos uses its Lair Action to change the bones on its tentacle it can choose from any weapon or ability that another monster has, such as a Giant Scorpion stinger, assuming that the weapon or ability is tied to a bone or body part of the monster, for example it couldn't utilize a dragons breath weapon. If the weapon is a Melee Attack its raeach becomes 15ft. and it uses the Nakarkos' Strength modifier. Below are some examples.

Uragaan Chin. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage. If the target is a creature it must succeed on a DC 22 Strength saving throw or fall prone.

Brach Hammer: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage and the target is afflicted by Slime. A creature that has been afflicted with slime can use a bonus action to make a DC 16 strength check to remove the slime on a success, or douse itself in water to remove the slime. The Slime lasts for 3 rounds, changing from green to yellow and finally to red, where it detonates. A creature afflicted with slime when it detonates takes 27 (5d10) fire damage and is no longer afflicted by the slime.

Lagiacrus Shell Shocker: The Nakarkos can call down a bolt of lightning instead of making a Tentacle attack. Choose a point within 60ft. of the Nakarkos. Any creature within 5ft. of the point must make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage and being afflicted by Thunderblight for 1 minute on a failed save. Creatures only take half damage on a success.

Glavenus Blade: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. As a bonus action the Nakarkos can sharpen this weapon, causing it to deal an extra 5 (1d10) fire damage until the end of its turn.

Dragon Head: Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.

The Nakarkos can also use the Dragon Blast ability twice instead of making tentacle attacks with its mutiattack.

Dragon Blast. The Nakarkos sweeps a small beam of dragon energy across the battlefield. Any creature in one of the cones must succeed on a DC 22 Constitution saving throw, taking 27 (5d10) dragon damage and being afflicted by Dragonblight for one minute on a failed save. On a success creatures only take half damage. A creature in the area of two cones is only affected by one.

Regional Effects

The region containing a Nakrkos' lair is altered by the creatures gluttonous appetite, which creates one or more of the following effects:

  • Most large creatures disappear from the area due to Nakarkos eating them or they flee due to the Nakarkos' presence.
  • Pockets of mucus may litter the area within 5 miles of the Nakarkos' lair. A creature that steps in one of these pockets must succeed on a DC 22 Strength saving throw or be restrained. A creature can use an action to make a DC 21 Strength (Athletics) check to escape.
  • Flying creatures and vehicles are shot down whenever they fly over the Nakarkos' lair.

If the Nakarkos dies, these effects fade over the course of 1d4 weeks. The mucus pockets fade over the course of 2d4 days. The shooting of flying creatures ceases immediately.



Nakarkos

Huge Beast (Elder Dragon), Unaligned


  • Armor Class 21 (Bone Armour)
  • Hit Points 512 (32d12 + 288)
  • Speed 10ft., Burrow 40ft., Swim 60ft.

STR DEX CON INT WIS CHA
28 (+9) 11 (+0) 29 (+9) 16 (+3) 14 (+2) 8 (-1)

  • Saving Throws DEX +8, CON +17, INT +11, WIS +10
  • Skills Perception +9
  • Damage Resistances Cold, Piercing and Slashing from nonmagical attacks.
  • Condition Immunities Charmed, Exhaustion, Frightened, Prone
  • Senses Blindsight 120ft., passive Perception 19
  • Languages --
  • Challenge 27 (105,000 XP)

Amphibious. The Nakarkos can breath in air and water.

Enrage. When Nakarkos starts its turn with half its maximum hit points (256) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls and rolls an extra damage die on melee attacks. When the rage ends Nakarkos cannot re-enter rage for 2d4 rounds.

False Appearance. While partially burrowed in bone and using the Dragon Head tentacles, the Nakarkos appears to be a two headed skeletal dragon.

Illumination. The Nakarkos emits multi-coloured light in a 30 foot cone in front of itself when enraged. It also emits dim blue light in a 20 foot radius around itself. This colour changed to red when enraged. While in its lair, its whole lair will glow a deep blue colour.

Legendary Resistance (3/Day). If the Nakarkos fails a saving throw it can choose to succeed instead.

Bone Tentacles. The Nakarkos has encased its tentacles in the bones of other monsters. Whenever the Nakarkos takes 50 bludgeoning damage in a single turn, the bone encasing one of the tentacles breaks, returning it to the Base Tentacle. The Nakarkos has two tentacles. The Dragon Head Tentacle is the default state.

Actions

Multiattack. The Nakarkos uses its frightful presence and then makes any combination of three attacks with its tentacles and one attack with its Bite. It can replace any number of these attacks with a mucus bomb.

Bite. Melee Weapon Attack: 16 to hit, reach 5 ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the creature is large or smaller it must succeed on a DC 22 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Nakarkos, and it takes 44 (8d10) acid damage at the start of each

of the Nakarkos' turns. If the Nakakros takes 40 damage or more on a single turn from a creature inside it, the Nakarkos must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Nakarkos. If the Nakarkos dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Base Tentacle. Melee Weapon Attack: 16 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage. If the target is a creature they are grappled and restrained (Escape DC 20). As a bonus action the Nakarkos can pull a grappled creature to within 5ft. of itself.

Mucus Glob. Ranged Weapon Attack: +16 to hit, range 60/90 ft., one target. Hit: 13 (3d8) acid damage and the target is restrained (Escape DC 18 Strength check).

Frightful Presence. Each creature of the Nakarkos' choice that is within 120 feet of the Nakarkos and aware of it must make a DC 22 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Nakarkos' Frightful Presence for the next 24 hours.

Dragon Beam (Recharge 5-6, Must be Enraged). The Nakarkos sweeps an enormous beam of Draconic Energy across the battlefield in a 200 foot cone. Any creature in the area must make a DC 22 Constitution saving throw taking 110 (20d10) Dragon damage and being afflicted by Dragonblight on a failed save. Creatures only take half damage on a success.

Legendary Action

The Nakarkos can take 3 Legendary Actions choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Nakarkos regains spent legendary actions at the start of its turn.

Move. The Nakarkos moves up to half its movement speed without provoking attacks of opportunity.

Mucus Glob. The Nakarkos makes a Mucus Glob attack

Orbital Strike. A 1000ft. tall, 5 ft diameter column of dragon enegy descends from the heavens at a point the Nakarkos can see within 100 feet of it and moves 30 feet in a straight line. Any creature the beam passes through must make a DC 22 Constitution saving throw, taking 28 (8d6) dragon damage and being afflicted with Dragonblight on a failed save. On a success creatures only take half damage.

Retract (Costs 2 Actions). The Nakarkos retracts into its shell. The Nakarkos has a movement speed of 0ft., cannot take reactions, can only make attacks using its tentacles and mucus bomb, is blinded and automatically fails Dexterity and Strength saving throws. It also has an AC of 25, resistance to all damage and has advantage on Constitution saving throws.

Nergigante

A terrible elder dragon that appears when other elders are in the vicinity. Its penchant for destruction is well documented.

Physiology

Nergigante is a dragon with a bristly appearance. It is covered in spikes that constantly regrow as they're broken off. It has two massive horns similar to a bull. The monster's hide is primarily black with purple and orange accents. Nergigante is constantly regenerating its skin as it attacks and is struck. It will slowly grow white spikes on certain body parts, which harden over time. Once they have hardened, its attacks deal more damage. These spikes are white in color when they regrow, but will turn black if left to harden. Once these spikes have hardened, they will deal more damage to foes and repel attacks.

These spikes will also be launched from Nergigante's body when it performs certain attacks, giving these attacks more range and making them more dangerous.

Abilities

Nergigante fights using raw physical strength to overpower its prey, which consists of powerful elder dragons. It has developed a regenerative ability in order to power its way through the elder dragons elemental attacks, such as Teostra's fire, so as to get in close, where its physical might is unparalleled. It also has the ability to fire its spikes in a wide area, which have enough force to puncture rock.

Behaviour

Aggressive and single-minded, it is driven by its insatiable hunger to seek out other Elder Dragons. When alone, it has been observed rolling in crystals in the Elder's Recess and nibbling on its spikes, perhaps as a form of grooming. Also unlike most elder dragons who are docile until provoked, Nergigante will become aggressive the moment it sees a hunter or any other living creature, as seen by the Barroth one killed without eating. However despite this they have enough intelligence to flee when outnumbered by more than one Elder Dragon showing they do have a small degree of observation.

Niche

As an Elder Dragon, Nergigante asserts itself as the apex predator in whichever habitat in enters, even moreso than other elders as Nergigante feeds on them. It is seen that when Nergigante encounters Teostra, Lunastra, or Kushala Daora, it will immediately attack them without hesitation. Due to its unique diet, its presence can greatly disturb Elder Dragons, forcing them to flee from their usual habitats.

Biology

Nergigante is covered in spikes that regrow as soon as they're broken off. These spikes begin white and can be broken off, but eventually blacken and harden. While it lacks any elemental attacks, it makes up for it with raw strength. The sheer force of its attacks can even break off its spikes, hurling them a considerable distance like arrows. This incredible power and the nature of its spines would allow it to become a powerful threat to all Elder Dragons were it not for it's single-minded behavior. Recently it's shown that even it's brutal and incredible strength is no match against attacks from more than one Elder Dragon as shown it is forced to flee from the combined might of Teostra and Lunastra.

Habitat

Nergigante can be found in a wide range of habitats, often showing up in areas that other elder dragons frequent.



Nergigante

Huge Elder Dragon, Unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 476 (28d12 + 280)
  • Speed 50ft., Fly 80ft.

STR DEX CON INT WIS CHA
30 (+10) 17 (+3) 29 (+9) 11 (+0) 13 (+1) 9 (-1)

  • Saving Throws STR +18, DEX +11, CON +17, WIS +9
  • Skills Athletics +18
  • Damage Resistances Acid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses Darkvision 60ft., passive Perception 11
  • Languages --
  • Challenge 27 (105,000 XP)

Aggressive. The Nergigante can move up to its movement speed directly towards a hostile creature as a bonus action.

Elder Dragon Eater. Nergigante's attacks bypass the resistances of Elder dragons.

Elder Dragon Resilience. When an attack would reduce Nergigante to 0 hit points it makes a Constitution saving throw with a DC equal to 5 + the damage taken unless the damage was from a critical hit or dragon damage. On a successful save they drop to 1 hit point instead.

Enrage. When Nergigante starts its turn with half its maximum hit points or less (238) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends Nergigante cannot re-enter rage for 2d4 rounds.

Legendary Resistance (3/Day). If Nergigante fails a save it can choose to succeed instead.

Regeneration. Nergigante regenerates 30 hit points at the beginning of its turn unless it is on 0 hit points. This also regenerates the Nergigantes spikes.

Reckless. At the start of its turn, the Nergigante can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The Nergigante uses its Frightful presence and then makes 3 attacks: Two with its claw slam and one with its horns.

Frightful Presence. Each creature of the Nergigante's choice that is within 120 ft. of the Nergigante and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Nergigante's Frightful Presence for the next 24 hours.

Claw Slam. Melee Weapon Attack: +18 to hit, Reach 10ft., one target. Hit 36 (4d12 + 10) bludgeoning damage.

Horns.. Melee Weapon Attack: +18 to hit, Reach 5ft., one target. Hit 29 (3d12 + 10) bludgeoning damage.

Tail. Melee Weapon Attack: +18 to hit, Reach 15ft., one target. Hit 23 (3d8 + 10) bludgeoning damage and the target must succeed on a DC 21 Strength saving throw or fall prone.

Spike Barrage. The Nergigante fires out a 30 foot cone of spikes. Any creature in the area must make a DC 21 Dexterity saving throw, taking 36 (8d8) piercing damage on a failed save. On a success creatures take half damage. The Nergigante must regenerate 60 hitpoints before using this again.

Dive Bomb (Recharge 5-6). The Nergigante dives into the ground, travelling in a 30 foot line. Any creature the Nergigante passess through must succeed on a DC 21 Dexterity saving throw or take 65 (10d12) bludgeoning damage and be knocked prone. On a success creatures take half damage but are still knocked prone.

Legendary Action

Nergigante can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Tail. The Nergigante makes a tail attack.

Roar (costs 2 Actions). The Nergigante roars. All creatures within 30 feet of it must succeed on a DC 21 Constitution saving throw or be stunned until the end of their turn or until they take damage.

Wing Attack (Costs 2 Actions). All creatures within 10 feet of the Nergigante must succeed on a DC 21 Strength saving throw or take 20 (2d6 + 10) bludgeoning damage and be knocked prone. The Nergigante can then move up to half its movement speed.

Teostra

A brutal male Elder Dragon with breath of flame and expert control over fire. Its vile temperament means anyone who approaches is subject to fire and brimstone.

Physiology

Teostra is a dragon with leonine features and a fiery coloration. It has a grand mane, large fangs, and a pair of horns that curve backward. Its wings are covered in fur. It is the male counterpart to Lunastra.

Abilities

Teostra is capable of producing a dangerous fire aura that deals constant damage over time to hunters standing nearby.

Unlike many fire wyverns such as Rathalos who simply shoot fireballs, Teostra breathes out a stream of fire similar to a flamethrower. It also has a far finer control over flames, able to generate large explosions or layer it over its claws.

Behaviour

Teostra are a very aggressive monster. It will show dominance to anything that it encounters. Compared to Lunastra, who give warnings to get out of its territory, Teostra will ruthlessly attack intruders until they are dead. As one of the most aggressive Elder Dragons, Teostra are highly feared. It is not advised to hunt one when it is pairing with Lunastra, as the prospect of fighting both Lunastra and Teostra together is often considered suicidal.

Niche

Being predatory Elder Dragons Teostra are powerful top predators and are easily capable of killing weaker animals such as Aptonoth, Conga, Bulldrome, Iodrome, Apceros, and Cephadrome. Armed with razor sharp claws and flesh ripping teeth these Elder Dragons make short work of prey and smaller predators. However these fearsome predators have to contend with equally deadly predators such as Akantor, Rajang, Abiorugu, Tigrex, Odibatorasu, and Kuarusepusu. All of these predators can grievously injure if not kill a Teostra if a battle were to happen. Yet with their size, strength, tenacity, and firepower these Elder Dragons won't go down without giving a serious fight. Teostra sits at the top of the food chain in whatever habitat they are residing in. It is also known that Lunastra will work alongside it's mate as a team. Their combined strength and dominance has resulted in almost nothing being able to challenge their presence. Even Nergigante, has shown to be incapable of taking on both of them at the same time. When alone, Teostra still remains as a dominant predator. However, without Lunastra's aid, it faces challenge from Kushala Daora and the aforementioned Nergigante, with the latter capable of taking out and feeding on Teostra.

Biology

Possessing mastery over flame, there are few creatures that can hope to last against Teostra for long. To defend itself, the Teostra also utilizes a heat shield which damages enemies that get too close. To keep its flame powers going, they consume coal in volcanic environments. It also has detachable wing scales or powder that explode when ignited from a spark made when Teostra bites. It uses these to defend itself from attackers, although they give little protection against enemies with resilience to extreme heat such as Akantor or Lavasioth. Recently it has been discovered that Teostra have another defense that has been rarely seen. Teostra will cover itself in an explosive powder when greatly enraged and begin to perform far deadlier explosive attacks than ever before. This Explosive State allows Teostra to leave behind an explosive powder with almost all of its attacks that can explode over time or be ignited immediately by Teostra itself. Teostra can even use the powder for many close range attacks but more skilled Teostra have learnt to use the powder at long range. When Teostra exits this state, it will fly into the air and ignite the powder all at once. When the powder is all ignited, Teostra will be covered in a large burst of fire, that is sometimes referred to as the Supernova, and will begin to act as it was before entering the deadly state.

Habitat

Teostra are mostly found in the hottest areas, such as volcanoes or deserts. However, on rare occasions they will venture to other areas such as swamps for unknown reasons.

A Teostra's Lair

Teostra make their lairs in the depths of Volcanoes. From here, it hunts around the rest of Volcano, and is almost always the top predator there, driving out other large monsters that it may compete with, including other dragons. It will usually flee if an Ancient Red Dragon comes to claim its territory as the Teostra is outmatched physically by the Dragon and its control over fire serves as no defense against one. A Teostra is CR 23 in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the Teostra takes a lair action to cause one of the following effects; the Teostra can’t use the same effect two rounds in a row:

  • The Teostra causes a large flame explosion at a point it can see within 120 feet of it. Any creature within 20 feet of the point must succeed on a DC 21 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save or half as much on a success.
  • The Teostra creates a Wall of Fire in an area it can see within 120ft. of it. This wall is identical to a 4th level Wall of Fire spell but it only lasts for one round.
  • The Teostra creates a 10 ft. radius spehere of smoke at a point it can see within 60 ft. of it. The area is heavily obscured to any creature except the Teostra. When a creature enters the smoke's area for the first time on a turn or starts its turn there it must succeed on a DC 15 Constitution saving throw or have disadvantage on all attack rolls and ability until the start of their next turn.

Regional Effects

The region containing a Teostra’s lair is warped by the creatures power over fire and heat, which creates one or more of the following effects:

  • The area within 1 mile of a Teostra's lair is affected by the Extreme Heat condition. If the area would normally exhibit this climate, then creatures in the area have disadvantage on saves to resist exhaustion from it.

  • Smoke and ash is constantly flowing from the volcano, making it difficult to see and breath while within 1/2 a mile of the volcano.

  • Lava and magma flow freely down the sides of the volcano at all times, making climbing it extremely dangerous.

These effects fade within 1d4 weeks upon the Teosta's death, with the Extreme Heat fading immediately.



Teostra

Huge Elder Dragon, Unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 360(30d12 + 150)
  • Speed 40ft., Fly 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 20 (+5) 11 (+0) 16 (+3) 8 (-1)

  • Saving Throws DEX +10, CON +12, WIS +10, CHA +6
  • Damage Vulnerabilities Dragon
  • Damage Immunities Fire
  • Condition Immunities Exhausted, Charmed, Incapacitated
  • Senses passive Perception 13
  • Languages --
  • Challenge 22 (41,000 XP)

Flame Aura. At the start of each of the Teostra's turns, each creature within 5 feet of it takes 14 (4d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the Teostra or hits it with a melee Attack while within 5 feet of it takes 14 (4d6) fire damage. This Aura temporarily disappears when the Teostra is prone.

Enrage When Teostra starts its turn with half its maximum hit points (180) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d10. While enraged, it has a +3 bonus to attack rolls, rolls an extra damage die on melee attacks and its claws inflict Blastblight. When the rage ends Teostra cannot re-enter rage for 2d4 rounds.

Elder Dragon Resilience. If damage reduces the Teostra to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Teostra drops to 1 hit point instead.

Legendary Resistance (3/Day) If the Teostra fails a saving throw it can choose to succeed instead.

Pair Bond. While the Teostra is fighting alongside its mated Lunastra it has advantage on attack rolls and enrages if the Lunastra enrages. When Lunastra is killed the Teostra enters a permanent state of enrage.

Actions

Multiattack. The Teostra uses its Frightful Presence. It then makes 3 melee attacks: two with its claw and one with its bite.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage and

10 (3d6) fire damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Frightful Presence. Each creature of the Teostra's choice that is within 120 feet of the Teostra and aware of it must make a DC 20 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Teostra's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 6). The Teostra breathes fire in a 60 ft. cone in front of itself. All creatures in the area must succeed on a DC 21 Dexterity saving throw taking 70 (20d6) fire damage and being afflicted by Fireblight on a failed save. On a success creatures take half damage.

Flame Dust (Recharge 5-6). The Teostra scatters explosive dust in a 30-foot-radius around itself, lightly obscuring the area. As a bonus action, the Teostra can gnash its teeth, igniting the dust, which consumes it. Any creature in the area must make a DC 21 Dexterity saving throw taking 70 (20d6) fire damage on a failed save. On a success targets take half damage. Any open flame will also ignite the dust.

Supernove (2/Day). The Teostra builds up a massive amount of explosive dust around itself, before unleashing it in a massive Supernova. All creatures within 40 feet of the Teostra must succeed on a DC 21 Dexterity saving throw taking 105 (30d6) fire damage on a failed save. On a success targets take half damage. The Teostra cannot move on the same turn that it uses this. If the Teostra uses this while enraged, it exits its enraged state.

Legendary Actions

The Teostra can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Teostra regains spent legendary actions at the start of its turn.

Smoke Breath. The Teostra exhales a cloud of smoke in a 30 ft. The area is heavily obscured for 1 round to every creature but the Teostra.

Close Range Detonation (Costs 2 Actions). The Teostra creates a small cloud of explosive dust around itself and detonates it. Any creature within 10 ft of the Teostra must make a DC 18 Dexterity saving throw or take 28 (8d6) fire damage. On a success creatures take half damage.

Flame Shield (Cost 2 Actions). The Teostra's flame aura extends to 10 ft around itself until the start of the Teostra's turn and deals an extra 3 (1d6) fire damage.

Vaal Hazak

Vaal Hazak is a grotesque Elder Dragon that inhabits the deepest part of the Rotten Vale. It uses the fatal vapor of the vale in what appears to be a symbiotic relationship.

Physiology

Vaal Hazak is a long, slender Elder Dragon with several unique physical features. Its body is covered in silver scales, which are obscured by the fleshy red veil that covers most of its body. It possesses a striking double lower jaw, each with a row of extremely long, sharp fangs similar to those of a deep sea fish. It has two bright yellow spots at the sides of its head and two small red eyes. Its toes and wingtips are adorned with sickle-shaped claws. It is similar in size to other Elder Dragons such as Teostra and Kushala Daora.

Abilities

Vaal Hazak is capable of covering its body in a mysterious, life-sapping miasma, known as the Effluvium. As the substance builds up in the body of its victim, it can cause severe weakening of physical strength and resilience. The monster is able to release this miasma more violently by spewing a concentrated stream from its mouth or spreading it around a large area as a noxious cloud. Vaal Hazak also possesses the ability to gather the Effluvium from affected creatures and hunters back into its body, healing itself and killing the victim in the process.

Behaviour

This dragon lives a solitary lifestyle, and does not allow other monsters to encroach upon its territory. While it may not always react to the presence of a hunter, it will immediately become aggressive with any large monster it encounters. They are known to bury themselves in the piles of bones which litter the environment.

Niche

Like most Elder Dragons, Vaal Hazak's ecological niche is something of a mystery. It is possible that it is the source of the effluvium virus. It feeds on monsters in the Rotten Vale such as Girros and Odogaron.

Biology

Vaal Hazak has the unique ability to control the concentration of effluvium in the Rotten Vale, and even use it as a defensive barrier against attackers. It can also use the effluvium to control Girros as well as Raphinos and absorb the effluvium back from them in order to boost its own power.

Habitat

Vaal Hazak has been known to inhabit the Rotten Vale, where it has control over the effluvium.

Vaal Hazak Lair

The Vaal Hazak makes its lair in what can be called a monster graveyard. It lives in areas filled with rotting flesh, which promotes the growth of the bacteria that make up the effluvium that the Vaal Hazak controles. Its lair can span for a few miles in a grim looking blanket of flesh and corpses slowly rotting. While in its lair the Vaal Hazak is CR 26.

Lair Actions

On initiative count 20 (losing initiative ties), the Vaal Hazak takes a lair action to cause one of the following effects; the Vaal Hazak can’t use the same effect two rounds in a row:

  • The Vaal Hazak drains energy from a creature killed by the effluvium within 60 feet of it. It regains hit points equal to half the creatures max HP. It can only do this once per corpse.
  • The Vaal Hazak creates a cloud of effluvium within 120 feet of it. This cloud is of radius 30 feet, lightly obscures the area and automatically deals 3 (1d6) necrotic damage to any creature that starts its turn in the area. The cloud lasts until the start of the next round.
  • The Vaal Hazak creates a 20 foot radius pool of acid in a spot within 120 feet of it. A creature that starts its turn in or enters the acid on its turn takes 36 (8d8) acid damage. Only 3 pools can exist in an area at a time, including pre-existing ones.

Reional Effects

The region containing a legendary Vaal Hazak’s lair is corrupted by the effluvium that is has a symbiotic relationship with, which creates one or more of the following effects:

  • Random clouds of effluvium appear within 5 miles of the Vaal Hazak's lair. These clouds are 60 feet in diameter, lightly obscure the area, and deal 3 (1d6) necrotic damage to any creature made of flesh and blood that starts its turn in the cloud.
  • Monsters within 5 miles of Vaal's lair are far more aggressive due to the effluvium constantly irritating them as it dissolves their flesh. Beasts and Monstrosities gain a +3 bonus to attack and damage roles while in the region.
  • Creatures killed by the effluvium litter the area within 5 miles of the Vaal Hazak's lair.

If the Vaal Hazak dies, these effects fade over the course of 1d4 weeks.



Vaal Hazak

Huge Elder Dragon, Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 420 (30d12 + 210)
  • Speed 40ft., Fly 80ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 24 (+7) 14 (+2) 15 (+2) 4 (-3)

  • Saving Throws DEX +13, CON +15, INT +10, CHA +5
  • Skills Stealth +13
  • Damage Immunities Acid, Necrotic
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses Darkvision 120ft., passive Perception 12
  • Languages --
  • Challenge 25 (75,000 XP)

Aversion to Fire. If the Vaal Hazak takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Effluvium Aura. When enraged the Vaal Hazak is surrounded by an effluvium aura. Any time a creature made of flesh and blood starts its turn within 5 feet of the Vaal Hazak they must succeed on a DC 18 Constitution saving throw or take 1d10 necrotic damage and have their max hp reduced by the same amount. If this health reduction reduces a creatures max HP to 0 the creature dies.

Elder Dragon Resilience. If damage reduces the Vaal Hazak to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Vaal Hazak drops to 1 hit point instead.

Enrage. When Vaal Hazak starts its turn with half its maximum hit points (357) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls and rolls an extra damage die on melee attacks. When the rage ends Vaal Hazak cannot re-enter rage for 2d4 rounds.

False Appearance. When the Vaal Hazak lies completely still, it looks indistinguishable from a rotting corpse.

Legendary Resistance (3/Day). When the Vaal Hazak fails a save it can choose to succeed instead.

Actions

Multiattack. The Vaal Hazak makes three attacks: Two with its bite and one with its Claw.

Bite. Melee Weapon Attack: +13 to hit, Reach 10ft., one target. Hit 16 (2d10 + 5) piercing damage plus 6 (1d12) necrotic damage.

Claw. Melee Weapon Attack: +13 to hit, Reach 5ft., one target. Hit 21 (3d10 +5) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, Reach 15ft., one target. Hit 16 (2d10 +5) bludgeoning damage and the target must succeed on a DC 22 Strength saving throw or fall prone.

Breath Weapons (Recharge 5-6). The Vaal Hazak uses one of the following breath weapons.

  • Effluvium Beam. The Vaal Hazak breathes a cloud of Effluvium in a 90 foot cone. Any creature made of flesh and blood must succeed on a DC 22 Constitution saving throw or take 65 (10d12) Necrotic damage and have their max HP reduced by the same amount. If this health reduction reduces a creatures max HP to 0 the creature dies. On a success creatures take half damage and their max HP is not reduced.
  • Effluvium Cloud. The Vaal Hazak breathes a cloud of Effluvium around it. Any creature made of flesh and blood within 30 feet of the Vaal Hazak must succeed on a DC 22 Constitution saving throw or take 65 (10d12) Necrotic damage and have their max HP reduced by the same amount.If this health reduction reduces a creatures max HP to 0 the creature dies. On a success creatures take half damage and their max HP is not reduced.

Legendary Actions

The Vaal Hazak can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Tail. The Vaal Hazak makes a Tail attack.

Roar (Costs 2 Actions). Vaal Hazak Roars. Any creature within 20 feet of Vaal Hazak must succeed on a DC 19 Constitution saving throw or be stunned until the end of their next turn.

Wing Attack (Costs 2 Actions). Vaal Hazak beats its wings, blowing effluvium outwards. Any creature within 10 feet of Vaal Hazak must succeed on a DC 22 Constitution saving throw or take 14 (4d6) necrotic damage and have their max HP reduced by the same amount. Vaal Hazak can then fly up to half its movement speed.

Life Drain (Costs 3 Actions). Any creature within 60 feet of the Vaal Hazak who has had their max HP reduced must succeed on a DC 22 Constitution saving throw or the Vaal Hazak heals for an amount equal to the combined total of their missing max HP. On a success the Vaal Hazak does not heal from that creature.

Valstrax

Once thought to be an unusual flying comet, Valstrax is an Elder Dragon that was recently discovered by the Wycademy. The discovery of this monster has led to the Wycademy trying to learn more about it and to complete their research about it, along with its environment.

Physiology

Valstrax is a slender Elder Dragon covered in gleaming silver scales. Its most notable feature is its wings, which have fused into a trident-like structure. Its back is lined with fin-like projections. Its head has a small crest and its eyes are blue. Its chest has three horizontal gaps that are used to take in and pressurize air like a jet engine.

Abilities

Valstrax flies at high speed by discharging Dragon Element energy from its wings. It can manipulate the alignment and shape of its wings to vary the attacks it uses.

Behaviour

Valstrax are quite calm when not disturbed, but will turn extremely aggressive if they feel threatened in anyway. No matter the foe, Valstrax have a variety of ways of fighting off threats. This is the reason why it is sometimes called the Silver Wing of the Evil Star or Sky Comet Dragon. Though Valstrax are quite calm in the sky, they occasionally will mistakenly crash into objects in the air from their shocking flying speeds. These objects can be about the size of an Airship or even a Flying Wyvern.

Niche

Valstrax are said to be predators, but it's unknown what kind of species they commonly prey on thus far. Recently, it has been reported that Valphalk will dive into water to catch aquatic prey, such as Ludroth. Nonetheless, as this species has only been recently discovered, much about their predatory behavior is yet to be known.

Biology

Valstrax is covered in reflective silver scales that give this monster its slim appearance. Like most other Elder Dragons, Valstrax has six limbs: four legs and a pair of wings. Unique to Valstrax are its trident shaped wings. The way it uses its wings are similar to that of the Gore Magala and it's matured form Shagaru Magala as its main means of attack. The wings of the Valstrax are versatile and flexible being able to stretch the arm appendages to hit far-reaching targets, expanding its wings resembling a three-fingered claw for wider area of attack or closing the wings to make use of the blade-like tip on the frontal end of the wings that is commonly used with the stretching appendages as "jabs" akin to that of a spear for accurate attacks.

On the ends of both of the wings are three openings that fire off Dragon Element energy produced via a special organ in its chest that sucks in the air before releasing it out through the wings as a form exhaust along with Dragon Element energy. This allows it to fly at outrageous speeds, making it the fastest flying monster known today. When flying at high speeds, it looks like a "red comet" in the sky, showing that at its highest speed no one can identify it easily. Valstrax can also flip its wings in two different directions: Backwards; for flying at high speeds, and Forward; attacking foes from a distance by using the dragon element energy as projectiles. Valstrax's breathing methods are nearly identical to birds in a sense. The special organ in its chest is constantly glowing red and occasionally pulses whenever Valstrax decides to use it for certain actions, such as flying.

Habitat

Valstrax has been seen all over the world as "giant red comets" flying through the sky. They can be seen flying over areas ranging from frigid arctic areas all the way to volcanic hollows and anything in between. They prefer to live in high altitude areas, like Ruined Pinnacle and roam high up in the skies beyond the reach of most other creatures.



Valstrax

Huge Elder Dragon, Unaligned


  • Armor Class 20
  • Hit Points 336 (28d12 + 140)
  • Speed 40ft., Fly 200ft.

STR DEX CON INT WIS CHA
18 (+4) 30 (+10) 20 (+5) 13 (+1) 14 (+2) 9 (-1)

  • Saving Throws STR +12, DEX +18, CON +13, INT +9
  • Skills Acrobatics +18, Perception +10
  • Damage Resistances Bludgeoning, Piercing and Slashing from Nonmagical attacks.
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses passive Perception 20
  • Languages --
  • Challenge 25 (75,000)

Avoidance. When the Valstrax is subjected to an effect that requires it to make a saving throw to take half damage, it instead take no damage on a success and half damage on a failure.

Elder Dragon Resilience. If damage reduces the Valstrax to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Valstrax drops to 1 hit point instead.

Enrage. When the Valstrax starts its turn with half its maximum hit points (168) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d10. While enraged, it has a +3 bonus to attack rolls, rolls an extra damage die on melee attacks and its melee attacks inflict dragonblight. When the rage ends Valstrax cannot re-enter rage for 2d4 rounds.

Flyby. Valstrax does provoke attacks of opportunity when it flies out of reach.

Legendary Resistance (3/Day). If the Valstrax fails a saving throw it can choose to succeed instead.

The Red Comet. Valstrax can dash as a bonus action when flying. When traveling at a fast pace and flying it has disadvantage on Wisdom (perception) checks. When flying at top speed the Valstrax is indistinguishable from a red comet.

Actions

Multiattack. The Valstrax makes three attacks with its Wing Blade or with its dragon blast.

Dragon Blast. Ranged Weapon Attack: +18 to hit, Range 100/200 ft., one target. Hit 26 (4d12) dragon damage the target is afflicted by dragon blight until the start of the Valstrax's next turn.

Wing Blade. Melee Weapon Attack: +18 to hit, Reach 15ft., one target. Hit 26 (2d10 + 10) piercing damage

Around the World (Recharge 5-6). The Valstrax flies up into the air and circles the area, taking on the guise of the Red Comet. Any creature within 5 feet of it when it takes off must succeed on a DC 20 Strength saving throw or be knocked prone. It then comes crashing down at the speed of sound at an area it can see within 120 feet of its starting point. Any creature within 20 feet of the Valstrax when it lands must make a DC 21 Dexterity saving throw. On a failed save creatures take 45 (10d8) bludgeoning damage and 45 (10d8) dragon damage, are afflicted with Dragon Blight for one minute and are flung 10 feet backwards and knocked prone. A creature afflicted with Dragon Blight can make a DC 21 Constitution save at the end of each of its turns to end the blight. On a success creatures take half damage, are not afflicted with dragon blight and are not knocked back or prone. All creatures in the area are deafened. This movement does not provoke attacks of opportunity. After using this ability the Valstrax is incapacitated for the next three turns.

Reactions

Disengaging Blast. When a creature moves to within 5 feet of Valstrax it can immediately make a Dragon Blast attack against them and move 50 feet directly backwards.

Legendary Actions

The Valstrax can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Fly. The Valstrax moves up to half its fly speed without provoking attacks of opportunity.

Roar. The Valstrax roars, Any creature within 30 feet of the Valstrax must succeed on a DC 21 Constitution saving throw or be deafened until the end of their next turn.

Stab. The Valstrax makes a Wing Blade attack.

Close Range Blast (Costs 2 Actions). The Valstrax fires a blast of dragon energy into the ground. Any creature within 10 feet of the Valphalk must succeed on a DC 21 Dexterity saving throw or take 36 (8d8) dragon damage, be afflicted by dragon blight and knocked 10 feet backwards. On a success creatures only take half damage.

Rocket Charge (Costs 2 Actions). The Valstrax flies up to half its fly speed directly forward without provoking attacks of opportunity. If it passes through another creatures space, that creature must succeed on a DC 21 Dexterity saving throw or take 26 (3d10 + 10) bludgeoning damage and fall prone. On a success creatures take half damage and are not knocked prone.

Velkhana

An elder dragon said to freeze all in its path. According to legend, it can control the cold, and use its freezing breath to conjure massive spires of ice out of nowhere

Physiology

Velkhana look quite similar to Kushala Daora, although it is more lightly built. Its scales and shell are a unique crystalline blue. Its head has a tiara-like crown of small horns. It summons ice to cover its wings, limbs, and tail. Its thin, lance-like tail is highly flexible and can jab at enemies.

Abilities

Velkhana freely controls ice and cold wind, and can cover wide areas in ice in an instant. It breathes beams of supercooled fluid that can instantly freeze monsters. When covered in its ice armor, ice crystals form nearby, and when struck by Velkhana's ice breath they form large spires that soon explode.

Behaviour

Velkhana is normally quite peaceful and calm, ignoring smaller creatures, including humanoids, unless provoked. However, if a powerful creature threatens it, such as another Elder Dragon, it will coat itself in armour made of ice. It will also coat its tail in a long spear of ice, increasing its reach and making it incredibly sharp. Utilising its surprising acrbatic ability, Velkhana will attack with quick jabs with its tail. Aside from spearing opposition with its tail, Velkhana will exhale beams of frigid air in an attempt to freeze enemies or to create pillars of ice to block attacks.

Niche

As with most Elder Dragons, Velkhana is often at the top of the food chain in an area.While not very physically strong, Velkhana still has little to fear from other monsters due to their incredible control over ice and the cold. However, that does not mean that Velkhana are without threats. Other Elder Dragons such as Kushala Daora, Nergigante or especially Teostra and Lunastra can pose quite a threat to Velkhana. As well as that, any monster that is resistant to Velkhana's ice attacks is quite threatening, such as Gammoth or Ukanlos, as Velkhana has little ability to defeat them in a physical confrontation.

Biology

Velkhana is a very slim and elegant looking dragon, with a silhouette similar to Kushala Daora. Their scales are very glossy, and give a bright, almost rainbow coloured sheen to the Velkhana. However, in combat Velkhana will coat its body in a supercooled fluid which rapidly freezes, covering it in an icy armour, very similar to Zamtrios. This both protects Velkhana, makes it look more threatening and also turns its tail into a sort of spear. Velkhana fires supercooled fluid from its mouth that can almost instantly freeze smaller creatures and heavily damage larger ones. It can also freeze crystals in the air that Velkhana itself produces,

allowing it to form icy structures to hinder the movement of foes as well as to deal damage.

Habitat

Velkahna lives primarily in icy tundras and mountains, however when hunting they are quite nomadic, being found in most areas aside from the very hottest. Although they can be seen in deserts, this is exceptionally rare both due to the heat and the fact that if any Teostra or Lunastra are present they will not hesitate to drive the Velkhana from their territory.

Velkhana's Lair

Velkhana makes its lair deep in the hinterlands, surrounded by ice and snow. Velkhana's lair is usually made entirely of ice, sometimes of the Velkhana's own design. The lair always has an opening at the top to allow Velkhana to make a quick aerial get away if need be.

Lair Actions

On initiative count 20 (losing initiative ties), the Velkhana takes a lair action to cause one of the following effects; the Velkhana can’t use the same effect two rounds in a row:

  • The Velkhana creates a wall of ice, identical to the wall of ice spell, at a point within 120 feet of it that it can see. The wall lasts until destroyed or until this lair action is used again.
  • Velkhana creates 2 clouds of ice crystals anywhere within 60 feet of it that it can see.
  • A strong gale blows through the entire lair. All creatures of size large or smaller that are not immune to cold damage must succeed on a DC 21 Strength saving throw or fall prone

Regional Effects

The region containing a Velkhana’s lair is affected by Velkhana's innate control over ice and the cold, which creates one or more of the following effects:

  • The area within 5 miles of Velkhana's lair is considered an area of extreme cold, and creatures have disadvantage on saving throws to withstand exhaustion from the cold.
  • Most, if not all, water within 5 miles of Velkhana's lair has frozen solid, trapping many waterborne creatures.
  • Only the hardiest of plants can survive in the region surrounding a Velkhana's lair, leaving the area barren and devoid of many herbivores.

If the Velkhana dies, these effects fade over the course of 1d4 months with the water thawing in 1d4 weeks, unless it would usually be frozen.



Velkhana

Huge dragon (Elder Dragon), Unaligned


  • Armor Class 18 (Natural Armour)/21 (Ice Armour)
  • Hit Points 408 (34d12 + 170)
  • Speed 40ft., fly 80ft.

STR DEX CON INT WIS CHA
21 (+5) 22 (+6) 20 (+5) 16 (+3) 16 (+3) 12 (+1)

  • Saving Throws DEX +14, INT +11, WIS +11, CHA +9
  • Skills Acrobatics +14, Perception +11
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Cold
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses Darkvision 60ft., passive Perception 21
  • Languages --
  • Challenge 25 (75,000 XP)

Elder Dragon Resilience If damage reduces the Velkhana to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Lao Shan Lung drops to 1 hit point instead.

Enrage. When the Valstrax starts its turn with half its maximum hit points (204) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d10. When it enrages its Ice Armour immediately recharges. While enraged Vekhana deals an extra dice of damage on all attacks. When the rage ends Velkhana cannot re-enter rage for 1d4 rounds.

Ice Armour (Recharge 5-6). As a bonus action the Velkhana coats itslelf in icy armour. This increases Velkhana's AC to 21. When Velkhana takes 80 damage in one turn or 40 fire damage, her ice armour is broken and must recharge.

Ice Crystals. When Velkana makes a melee attack while coated in Ice armour it leaves a small cloud of ice crystals in the target's space. When these ice crystals come into contact with Velkhana's ice breath they form solid 10 foot tall pillars. The pillars have 15 AC, 20 hit points, are vulnerable to fire damage and immune to poison, psychic and cold damage. If the ice clouds are in the air they form an ice shard, which falls to the ground. Creatures beneath the shard must succeed on a DC 21 Dexterity saving throw, taking 11 (2d10) piercing damage plus 4 (1d8) cold damage on a failed save or half as much on a success. The clouds last for one minute or until dispersed by a sufficient wind.

Legendary Resistance (3/Day). If the Velkhana fails a saving throw it can choose to succeed instead.***

Actions

Multiattack. Velkhana makes three attacks with its Tail Spear.

Tail Spear. Melee Weapon Attack: +14 to hit, Reach

15ft., one target. Hit 17 (2d10 + 6) piercing damage plus an extra 5 (1d10) cold damage.

Ice Breath (Recharge 5-6). The Velkhana uses one if the following ice breaths. Creatures killed by these breath weapons are frozen until thawed.

Sweeping Breath. Velkhana fires a beam of ice in a 60 foot cone. Any creature in the area must make a DC 21 Constitution saving throw, taking 66 (12d10) cold damage and being afflicted with iceblight on a failed save or only half damage on a successful save.

Precision Beam. Velkhana fires a 5 foot wide, 120 foot long beam of ice in a straight line. Any creature in the area must make a DC 21 Constitution saving throw, taking 66 (12d10) cold damage and being afflicted with iceblight on a failed save or only half damage on a successful save.

Winter's Wrath (Recharge 6, Must have Ice Armour) Velkhana causes huge ice crystals to erupt from the ground around and beneath her. She also creates up to four clouds of ice crystals in the air within 40 feet of her. All creatures with 40 feet of Velkhana must succeed on a DC 21 Dexterity saving throw, taking 82 (15d10) cold damage and being afflicted with iceblight on a failed save only half as much damage on a success. All ice clouds in this area also solidify. This breaks Velkhana's ice armour.

Reactions

Ice Block. When Velkhana is hit by an attack, it can use a reaction to create a small wall of ice to block the attack, causing the attack to miss.

Legendary Actions

The Velkhana can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Frigid Air. Velkhana creates a cloud of ice crystals at a point it can see within 60 feet of it.

Roar. Velkhana roars loudly. Any creature within 30 feet of Velkhana that can hear it must succeed on a DC 21 Constitution saving throw or be deafened for one minute. A creature that is concentrating must also make a concentration check of the same DC. A deafened creature can repeat the save at the end of each of its turns to end the effect. Velkhana can only use this once per round.

Skewer. Velkhana extends its tail out as far as possible. Velkhana makes a tail spear attack with a reach of 30 feet.

Wing Attack (Costs 2 Actions). Velkhana beats its wings buffeting nearby creatures. Any creature within 10 feet of Velkhana must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone. This deals an extra 3 (1d6) cold damage while Velkhana has ice armour. Velkhana can then fly up to half its movement speed

Xeno'Jiiva

Xeno Jiiva is a newly discovered Elder Dragon that is theorized to feed off the bio-energy of deceased Elder Dragons.

Physiology

Xeno'jiiva is a large dragon with an otherworldly appearance. It has two eyes and six orange glowing spots running up the length of its horns. Parts of its body glow ethereal blue, making its skin appear crystalline and translucent. Its wings are frayed at the edge of the membrane and are greyish-blue in color. When enraged, its torso glows fiery hot.

Abilities

Xeno'jiiva utilizes a bright blue flame capable of inflicting Dragonblight. It fires these flames off in short bursts of 3 or as a single concentrated beam of energy. When enraged it releases more of these flames from various parts of its body as well as causing small plumes of blue flame to shoot up from the ground. While in this enraged state its body also visibly generates a large amount of heat, heating up the areas it walks over. It can also take into the air while bombarding the area with its flames.

Behaviour

Xeno'jiiva is immediately hostile the moment it emerges from its cocoon. At first, it relies on trampling its foe, but demonstrates increasing mastery over its breath, innate natural abilities and flight as the fight continues.

Niche

Little is known about Xeno'jiiva, since it is an entirely new species of Elder Dragon unknown to the Guild. It is proposed that Xeno'jiiva might be a creature that needs to consume the energies of other lifeforms in order to grow.

Biology

Xeno'jiiva can breathe blue fire and concentrate it into a beam, which super-heats the crystalline ground of its nest. It can also fly. . It is also able to thrust both hands into the ground causing an enormous explosion. Finally, when wounded, it will heat up it's body, creating a path of heated ground wherever it walks.

As the only known specimen was fought and slain shortly after it emerged from its cocoon, it is possible that its full power may very well be even greater than what has been observed.

Habitat

Xeno'Jiiva has only ever been seen in its nest, a large cavern filled with glowing crystalline structures. It is likely however that it could survive in most environments.

Xeno'Jiiva's Lair

The Xeno'Jiiva's lair is a huge series of caverns that are filled with glowing crystals of energy. There is usually a river or stream running through the lair to provide water, but the caverns are always devoid of any life. At least one section of the cavern will open to the sky in order to provide Xeno'Jiiva a quick way to enter and exit its lair. The mere presence of Xeno'Jiiva is usually enough to ward off other creatures from entering the lair.

Lair Actions

On initiative count 21 (losing initiative ties), the Xeno'Jiiva takes a lair action to cause one of the following effects; the Xeno'Jiiva can’t use the same effect two rounds in a row:

  • The Xeno'Jiiva causes a 30 foot square that it can see within 80 feet of it to begin glowing with heat. For every 5 feet a creature moves within the square it takes 10 (3d6) fire damage. A creature that ends its turn in the square also takes 10 (3d6) fire damage..
  • Xeno'Jiiva causes one of the crystalline structures in its lair to glow brightly with energy. Any creature that can see the crystal and is within 20 feet of it must succeed on a DC 23 Constitution saving throw or be blinded until the end of their next turn.
  • Xeno'Jiiva causes a shard of crystal to fall on a creature it can see within 100 feet of it. The creature must succeed on a DC 23 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save or half as much on a success.
  • Xeno'Jiiva causes a large wall of crystal to erupt from the ground. This functions exactly like the wall of stone spell, however the crystals emit dim light out to 20 feet and the wall disappears when Xeno'Jiiva uses this lair action again.

Regional Effects

The region containing a Xeno'Jiiva's’s lair is affected by the immense amounts of energy generated by the creature, which creates one or more of the following effects:

  • Areas within 5 miles of the Xeno'Jiivas lair sprout large crystals that shed bright light out to 60 feet.
  • The area within one mile of the Xeno'Jiiva's lair is considered to be an area of extreme heat.
  • Random 40 foot tall, 5 foot radius geysers of flame will shoot out of the ground within 5 miles of the Xeno'Jiiva's lair. A creature in the area must succeed on a DC 23 Dexterity saving throw or take 45 (10d8) fire damage on a failed save, half as much on a success.

If the Xeno'Jiiva dies, there is a large release of energy, causing its regional effects to double in their radius for 1d4 weeks, after which all except the crystals fade



Xeno'Jiiva

Gargantuan Dragon (Elder Dragon), Unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 480 (24d20 + 216)
  • Speed 45 ft., fly 90 ft.

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 28 (+9) 10 (+0) 10 (+0) 14 (+2)

  • Saving Throws STR +19, CON +18, CHA +11
  • Skills Perception +9
  • Damage Vulnerabilities Dragon
  • Damage Resistances Radiant
  • Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Unconscious
  • Senses Blindsight 30ft., Passive Perception 19
  • Languages --
  • Challenge 27 (105'000 XP)

Elder Dragon Resilience. If damage reduces the Xeno'Jiiva to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Xeno'Jiiva drops to 1 hit point instead.

Enrage. When Xeno'Jiiva starts its turn with half its maximum hit points or less (240) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. Its heated body trait also deals an extra 11 (2d10) damage. When the rage ends the Xeno'Jiiva cannot re-enter rage for 2d4 rounds.

Heated Body. A creature that touches the Xeno'Jiiva or hits it with a melee Attack while within 5 feet of it takes takes 5 (1d10) fire damage.

Illumination. Xeno'Jiiva sheds bright light out to 50 feet.

Actions

Multiattack. The Xeno'Jiiva uses its Frightful Presence and then makes three attacks: two with its claws and one with its tail.

Frightful Presence. Each creature of the Xeno'Jiivas choice that is within 120 feet of the Xeno'Jiiva and

aware of it must make a DC 22 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Xeno'Jiivaa's Frightful Presence for the next 24 hours.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) slashing damage plus 13 (3d8) fire damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature it must succeed on a DC 23 Strength saving throw or fall prone.

Detonate (Recharge 6). The Xeno'Jiiva plunges its hand into the ground and causes a large explosion. Any creature within 10 feet of the Xeno'Jiiva must make a DC 22 Dexterity saving throw, taking 99 (18d10) fire damage and being afflicted by fireblight on a failed save. Creatures take half damage on a successful save.

Radiant Beam (Recharge 5-6). The Xeno'Jiiva fires a concentrated beam in a 160 foot cone. Any creature in the area must make a DC 22 Constitution saving throw, taking 39 (6d12) fire damage and 39 (6d12) dragon damage and being afflicted with dragonblight for one minute. On a success creatures only take half damage. The Xeno'Jiiva loses its heated body trait until this ability recharges.

Legendary Actions

The Xeno'Jiiva can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Roar. All creatures within 30 feet of the Xeno'Jiiva must succeed on a DC 23 Constitution saving throw or be deafened for one minute. A creature concentrating on a spell must also make a concentration check of the same DC.

Laser Beam. The Xeno'Jiiva fires a beam of energy in a 30 foot line. Any creature in the area must make a DC 22 Constitution saving throw, taking 11 (2d10) fire damage and 11 (2d10) dragon damage. This ability cannot be used if the Radiant Laser ability is recharging.

Wing Attack (Costs 2 Actions). Any creature within 15 feet of the Xeno'Jiiva must succeed on a DC 22 Dexterity saving throw or take 11 (2d10) bludgeoning damage and fall prone. Xeno'Jiiva can then fly up to half its movement speed.

Yama Tsukami

An Elder Dragon that floats through the sky. A bite of earth, a drink of forest, it’s a veritable god of the sky made of the richest soil. Ancient trees grow thick on its back like on a mountain. It’s rumored to live near a forlorn, remote tower.

Physiology

Yama Tsukami is an unusual Elder Dragon with an octopus-like body. It is covered in moss, algae, and other plant life, and boasts a set of four thick tentacles. In addition, it possesses two large whiskers and an oddly human-like set of teeth and gums. It produces gas within its body in order to keep itself afloat.

Abilities

Yama Tsukami is famed for its remarkable ability to float with no support and even travel across long distances without stopping. How it does this is unknown, but it is believed to be based on hydrogen or helium gas. It seems to have a symbiotic relationship with Great Thunderbugs, which allows them to rest inside its body until they mature. In return, the Great Thunderbugs assist the monster by attacking threats. These Thunderbugs can explode when they are near an opponent, causing considerable damage to their target. It can also release burning gas from its pores, using it to attack threats.

Niche

Yama Tsukami are quite high up in the food chain and will feed on fertile lands along with lakes in order to sustain themselves. They will swallow whole forests and lakes in one gulp by sucking up large amounts of air. They will also suck up and eat any animals as they suck up forest and lakes. This means that Yama Tsukami is an omnivore. Its unknown if Yama Tsukami have any threats though it can be assumed that Yama Tsukami don't at this time.

Behaviour

Yama Tsukami is a dangerous monster that can potentially swallow a whole village or town. However, most heavily forested areas are most at risk of getting eaten by a Yama Tsukami. Strangely around parts of the Great Forest, Yama Tsukami of different colors and sizes have been seen. Its theorized that they are either adults and juveniles, subspecies, or just environmental conditions. Most believe that it is due to environmental conditions that there are many different Yama Tsukami.

Biology

Yama Tsukami's most notable adaption is its ability to float with no obvious method of propulsion. From the large amounts of dirt and rotting flesh that a Yama Tsukami has swallowed, it all produces a gas inside its body that allows it to float in the air without wings.

It is able to control the amount of gas it uses and able to use it as a rudder as it floats in the air. It can even use the gas as a weapon and as a defensive shield. Despite being able to control it, Yama Tsukami can be knocked out the air if enough damage is done to it and even by crashing into the ground randomly. The creature has four large tentacles that may serve as multipurpose appendages. These tentacles are light yet very slimy It could use these to snare prey, uproot plants, or anchor itself to landmasses or trees. At the end of these tentacles, there seem to be claws. It also uses them like whips when defending itself, crushing anything that tries to challenge it. Yama Tsukami also has a pair of large whiskers, which it uses as tentacles as well. Yama Tsukami has trees and many different plants growing from its back. The exact cause of this is its feeding on forest and on lakes along with its blood which is the nutrients for many different species of plants. Due to this, Yama Tsukami have become a "special" environment for some living things such as the Great Thunderbug. Sometimes as it eats whole forests and lakes, Yama Tsukami will also suck up or eat Great Thunderbugs that are caught in its mouth. From the Yama Tsukami being a "special" environment for them, they become quite different from the normal Great Thunderbugs and develop differently compared to them. They even seem to develop a bond with Yama Tsukami and will defend it from any potential threats. Yama Tsukami have incredibly long lifespans numbering in the thousands of years.

Habitat

Yama Tsukami are constantly traveling through different areas in order to find suitable fertile land for them to feed on, even traveling over vast seas. They are usually seen in highly fertile areas such as jungles or forests. Its believed that the winds in environments can send Yama Tsukami unintentionally into some areas so it might not intentionally be heading to attack towns.



Yama Tsukami

Huge Monstrosity (Elder Dragon), Unaligned


  • Armor Class 17 (Natural Armour)
  • Hit Points 510 (30d12 + 300)
  • Speed 5ft., Fly 30ft. (Hover)

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 30 (+10) 8 (-1) 8 (-1) 9 (-1)

  • Saving Throws STR +16, DEX +8, CON +18, WIS +7
  • Damage Resistances Lightning; Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned, Prone
  • Senses Blindsight 30ft., passive Perception 9
  • Languages --
  • Challenge 26 (90,000 XP)

Elder Dragon Resilience. If damage reduces the Yama Tsukami to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Yama Tsukami drops to 1 hit point instead.

Enrage. When Yama Tsukami starts its turn with half its maximum hit points or less (255)) and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends Yama Tsukami cannot re-enter rage for 2d4 rounds.

Legendary Resistance (3/Day). If the Yama Tsukami fails a save it can choose to succeed instead.

Actions

Multiattack. The Yama Tsukami makes four attacks with its tentacles.

Tentacles. Melee Weapon Attack: +16 to hit, Reach 15ft., one target. Hit 17 (2d8 + 8) bludgeoning damage and if the target is a creature it is grappled (Escape DC 21). The Yama Tsukami has four tentacles, each of which can grapple one target.

Wind Vortex. The Yama Tsukami inhales air in a 60 foot cone. Loose objects in the area are sucked towards the Yama Tsukami and swallowed. Any creature of size huge or smaller in the area must succeed on a DC 21 Strength saving throw, taking 65 (10d12) bludgeoning damage and being sucked to within 5 feet of the Yama Tsukami On a success creatures take half damage and don't move. Any dead creatures or creatures that die in the area are swallowed by the Yama Tsukami.

Legendary Actions

The Yama Tsukami can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of its turns.

Whip. The Yama Tsukami makes a tentacle attack.

Float. The Yama Tsukami moves 30 feet directly upwards without provoking attacks of opportunity.

Fire Gas (Costs 2 Actions). The Yama Tsukami releases flaming gas around itself. Any creature within 20 feet of the Yama Tsukami must make a DC 21 Dexterity saving throw taking 35 (10d6) fire damage on a failed save or half as much on a success.

Summon Greater Thunderbug (Costs 2 Actions). The Yama Tsukami summons 1d4 Great Thunderbugs from within itself. These thunderbugs go on the Yama Tsukami's initiative and are friendly to the Yama Tsukami.

Zorah Magdaros

An enormous Elder Dragon that resembles a walking volcano. Zorah Magdaros is one of the largest monsters ever discovered, and is likely the heaviest considering its huge stone shell.

Physiology

Zorah Magdaros is a colossal Elder Dragon covered in a huge shell of volcanic rock. It has a very turtle-like appearance, as it is extremely slow moving and can partly hide under its large rocky shell when on all fours. This shell is constantly emitting lava and fire, making Zorah Magdaros appear more like a volcano on the move than an actual animal.

Abilities

Zorah Magdaros is basically immune to any attacks smaller than artillery fire due to its rocky shell and huge size. It has the ability to fire a huge ball of magma and fire as well as volcanic rocks falling from its back. However, aside from this and its huge size it has very little in the way of offensive capabilities, although its rocky shell and size are generally enough to protect it.

Behaviour

Zorah Magdaros is generally a very docile creature, mostly because so few creatures can pose a threat to it. The only time it ever shows aggression is when being attacked by hunters utilising artillery. Most of the time it is seen simply wandering through the land. although it is unknown what it eats. The Zorah Magdaros is often followed by flocks of Barnos, however it is also unknown why these flocks follow it around, although it may be similar to Delex following Dah'Ren Mohran for food.

Niche

Zorah Magdaros has no known natural predators due to its huge size. It is possible however that the even larger monster, Dalamadur, may hunt Zorah Magdaros as they are known to be incredibly strong and would likely have little trouble getting through the rock covering the Zorah's back. Nergigante are known to follow Zorah around although it is too small to do any real damage. It is likely it follows dying Zorah around in order to feed on them once they die. Overall, Zorah Magdaros has a similar niche to sauropod dinosaurs, where it is too big for most predators to take on without help but it would likely be vulnerable when young.

Habitat

Zorah Magdaros are able to survive in almost any environment and evidence of their passage has been found almost everywhere. The only places they haven't been seen are in extremely cold areas such as tundra.



Zorah Magdaros

Gargantuan Dragon (Elder Dragon), Unaligned


  • Armor Class 25 (Natural Armour)
  • Hit Points 840 (40d20 + 400)
  • Speed 30ft., Swim 30ft.

STR DEX CON INT WIS CHA
30 (+10) 2 (-4) 30 (+10) 8 (-1) 10 (+0) 9 (-1)

  • Saving Throws STR +17, CON +17
  • Damage Immunities Fire
  • Condition Immunities Charmed, Paralysed, Petrified, Poisoned, Prone, Stunned, Unconscious
  • Senses passive Perception 10
  • Languages --
  • Challenge 28 (120,000 XP)

Colossal. Zorah Magdaros can only be grappled by a creature of equal size to it. It is also immune to weapon damage from creatures smaller than it due to its immense size, unless heavy weaponry and artillery is being used (such as canons or ballistae).

Elder Dragon Resilience. If damage reduces the Zorah Magdaros to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Zorah Magdaros drops to 1 hit point instead.

Enrage. When Zorah Magdaros starts its turn with half its maximum hit points or less (420) and has taken damage since its last turn it enters a rage for a number of rounds equal to 1d8. While enraged, it has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends Zorah Magdaros cannot re-enter rage for 2d4 rounds.

Legendary Resistance (3/Day). When Zorah Magdaros fails a saving throw, it can choose to succeed instead.

Tremor. When the Zorah Magdaros walks, any creature of size large or smaller within 10 feet of it must succeed on a DC 20 Dexterity saving throw or fall prone

Volcanic Shell. The Zorah Magdaros is immune to the damage from any spell cast at 4th level or lower. The shell also fire out molten rock. On initiative count 20 (losing ties) Zorah Magdaros can target 1d4 creatures within 30 feet of it with these rocks. A targeted creature must succeed on a DC 20 Dexterity saving throw, taking 36 (8d8) fire damage on a failure or half as much on a success.

Actions

Multiattack. Zorah Magdaros makes two stomp attacks.

Ability Description. Melee Weapon Attack: +17 to hit, Reach 10ft., one targe smaller than Zorah Magdaros on the ground. Hit 42 (5d12 + 10) bludgeoning damage.

Lava Bomb (Recharge 5-6). Zorah Magdaros must concentrate (as though concentrating on a spell) until the end of its next turn to use this ability. While concentrating it cannot take any legendary actions or reactions The Zorah Magadaros fires an intense, explosive ball of magma and fire at a point it can see within 60 feet of it after charging up. When used any creature within 50 feet of this point must succeed on a DC 20 Dexterity saving throw, taking 110 (20d10) fire damage on a failed save and half as much on a success.

Legendary Actions

Zorah Magdaros can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Move. The Zorah Magdaros moves up to its movement speed without provoking attacks of opportunity.

Meteor Fall. The Zorah Magdaros fires a ball of molten rock at a creature within 30 feet of it. This rock is identical to the one in its Volcanic Shell trait.

Roar (Costs 2 Actions). The ZOrah Magdaros lets out a loud bellow. Any creature within 60 feet of it must succeed on a DC 20 Constitution saving throw or be stunned until the end of their next turn or until they take damage.

Battle on Zorah's Shell

An alternative method of battling Zorah Magdaros is to get on its shell and destroy Magma Cores. This method of attack will likely require theater of the mind rather than using minis. Alternatively the battle map could be Zorah's back with the player minis on it.

Magma Cores are Large objects with AC 18 and 100 hit points. They are immune to fire, poison and psychic damage. They automatically fail Dexterity and Strength saving throws. The Cores use Zorah's Constitution for CON saves. Zorah Magdaros can choose to have a Magma Core emit magma instead of using its Meteor Fall legendary action. Any creature within 30 feet of the magma core when this is used must make a DC 20 Dexterity saving throw, taking (8d6) fire damage on a failed save or half as much on a success.

When a Magma Core is destroyed it deals 100 damage to Zorah Magdaros. There are four Magma Cores on Zorah's shell.

Fanged Beasts

Fanged Beasts (Also known as Pelagus and Primatius) monsters are beastly mammalian creatures that operate with only legs, and no wings. They are often much faster than other larger threats.

Arzuros



Arzuros

Large Beast (Fanged Beast), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 56(7d10 + 14)
  • Speed 40ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 15 (+2) 2 (-4) 13 (+1) 5 (-3)

  • Senses passive Perception 11
  • Languages --
  • Challenge 3 (700 XP)

Charge If the Arzuros moves at least 30 feet straight toward a creature and hits it with a claw attack on the same turn, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Enrage When Arzuros starts its turn with half its maximum hit points (27) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged,

it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Honey Eater. The Arzuros has advantage on Wisdom (Perception) checks to find honey. The Arzuros has advantage on attack rolls against a creature carrying honey. If the Arzuros eats honey it regains 7 (2d6) hit points. The Arzuros will attack any creature carrying or that is covered in Honey.

Keen Smell. The Arzuros has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The Arzuros makes three melee attacks: two with its claws and one with its bite

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, 1 target. Hit: 8 (1d6 + 4) piercing damage.

Physiology

Arzuros is noted for its turquoise colored fur and ursine body structure. It has a ridge of erect hair aligned with its nose. Its back is made of a tough hide, somewhat characteristic of a carapace. Hair runs from its cheeks, connecting to its back, where it forms a trim along the sides of the back. The claws of an Arzuros have elongated, red nails. Each claw has a tough brace encasing and protecting the wrist and forearm. Arzuros has large, bulky legs connected to much smaller feet and a short, wide tail.

Abilities

Arzuros is armed with two vicious claws which it uses for most of its attacks. It can use its large body and surprising agility for charge attacks and pinning down prey.

Behaviour

When not being confronted by attackers, Azuros are quite passive and tend to shy away from human contact as humans consider Arzuros a delicacy. They, however, will approach a human if they smell food on them, this can cause trouble as they will be aggressive to gain the food a human is holding, especially if said food is fish or honey. Arzuros also hate being surprised. If threatened by a predator, Arzuros will stand on their hind legs and roar, making them look bigger to a potential threat.

Niche

Arzuros are omnivores, meaning they are capable of eating

both plants and other animals. They're commonly seen by rivers, hunting fish, and in the forest, searching for certain plants, insects, and carrion. The favorite meal of an Arzuros is honey. They will do just about anything to get their hands on honey, including steal from hunters. While being large themselves, Arzuros are vulnerable to being attacked and preyed upon by even larger predators, such as Zinogre.

Biology

An Arzuros will stand on its hind legs to seem much larger to the opponent, much like a grizzly bear. Its front limbs are used as weapons, and are lined with long sharp claws and spikes on its arms that can greatly wound an attacker. It uses them much like many other creatures, by swiping and slashing at its attackers and/or prey. It can also use them to run fast and turn easier when running from predators. Arzuros also have hardened plate-like scales on their backs, and forelimbs. This gives the Arzuros protection from rear assaults and when feeding on bee hives as the stinging and biting insects barely even faze the creatures.

Habitat

Arzuros seem to live plentifully in temperate to tropical areas. They are usually found in forests near rivers or searching for honey.

Relatives

Arzuros have no known subspecies, however there are known Deviants,

which are known as Redhelm Arzuros as they have developed a red colouration instead of blue. They are far larger and more powerful than a regular Arzuros.

Blangonga



Blangonga

Huge Beast (Fanged Beast), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 154 (14d12 + 56)
  • Speed 40ft., climb 40ft., burrow 15ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 5 (-3) 14 (+2) 6 (-2)

  • Saving Throws STR +9. DEX +5
  • Skills Athletics +9
  • Damage Resistances Cold
  • Senses Darkvision 30ft., passive Perception 12
  • Languages --
  • Challenge 7 (2,900 XP)

Aversion to Fire. If the Blangonga takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn

Enrage. When Blangonga starts its turn with half its maximum hit points (77) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. Also, its roar ability immediately recharges and it gains an extra 10 ft. of movement. While enraged all Blango's that can see or hear it gain the same benefits. When the rage ends, it gains 3 levels of exhaustion.

Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Pack Tactics. The Blangonga has advantage on attack rolls if at least one of the Blangonga's allies is within 5ft of the target and the ally isn't incapacitated.

Actions

Multiattack. The Blangonga makes two fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 17 (2d10 + 6) bludgeoning damage.

Frozen Rock. Ranged Weapon Attack: +9 to hit, range 60/100 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage and 6 (1d10) cold damage.

Freezing Breath (Recharge 5-6). The Blangonga exhales a freezing blast of air in a 30 ft cone. Targets in the area must make a DC 16 dexterity saving throw taking 36 (8d8) cold damage and being restrained on a failed save. On a success creatures only take half damage. Creatures killed by this attack are frozen solid until thawed.

Roar (Recharge when all Blangos are dead). The Blangonga roars, summoning 3 blangos which burst from the ground anywhere within 30 feet of the Blangonga. These Blangos go on the Blangonga's initiative.

Reactions

Escape When the Blangonga is targeted by a melee attack, it can use its reaction to disengage and move 20 feet backwards.

Physiology

As the alpha-male of the pack, the Blangonga is twice as large as the average Blango with a much more aggressive temperament. Its strong, muscled limbs allow it to run and leap at a startling speed, and its powerful roar can call allies to its side.

Abilities

By calling out to its pack, the Blangonga can summon Blangos to fight beside it in battle. Its deadly speed can bewilder its enemies as it uses its raw strength to overpower them. Blangongas can break ice at their feet and hurl it at its enemies. They can also breath frigid air at is enemies in an attempt to hinder their movement.

Behaviour

Blangongas are incredibly aggressive creatures. They will ruthlessly attack hunters and prey, yet shy away from anything larger than themselves. However, they may sometimes challenge the Tigrex, since both monsters generally possess a terrifying ground speed.

Blangongas also lead packs of Blango. They maintain control of their followers by instilling respect from their subordinates, usually through a series of loud vocal calls and a show of strength. However, Blangonga aren't as cold as they seem. Blangonga have actually been seen playing with Blango in the snow when not actively roaming around their territory. When roaming around their territory, they will leave droppings behind to mark their boundaries to prevent rivals from walking into their turf. Blangonga have been spotted forming large groups with other packs in the mountains. These gatherings can have up to ten Blangonga together in one gathering. It is unknown why they gather together but it is being researched.

Niche

Blangonga are large, dominant predators in addition to being clan leaders. They prey on anything smaller than themselves. Blangonga's only real competition for food are Tigrex, Zamtrios, the rare Rajang, and Khezu. Recently, the invasive Deviljho have also been spotted in the Snowy Mountains in their constant search for food.

As such many Blangonga may die due to protecting their families in these situations and the ones that survive bare the scars. When their main sources of food such as Popo and Anteka become scarce the primates will prey on the smaller Giadrome and Giaprey along with Bullfango and Bulldrome. These large carnivorous primates have even been known to attack the livestock of villages.

Biology

Blangonga have some of the toughest fur of any known monster. Its fur helps prevents cold air, snow and ice from touching their skin. Their fur has even been seen to be able to stop arrows from piercing through their skin. From the furs pearly white color, it serves as excellent camouflage. The Blangonga's best recognized features is its fangs. Its long canines are more a show of dominance than a practical tool. They can, obviously, inflict deep wounds on prey and help to pin them down while the Blangonga rakes the victim with its paws. Unlike Blango, Blangonga have a "beard" on their face that signifies that they are the leader. Blangonga are astoundingly strong creatures. They can easily toss large boulders or massive ice chunks with ease. This strength allows them to dig rapidly into deep arctic snow, which is an excellent position to ambush prey. A Blangonga's strength helps them to hold prey while they make a killing blow. The massive monkeys are surprisingly fast and nimble, which enable them to run and leap great distances. This agility helps them to quickly scale or descend mountains with ease. They are aided in this by their large whiskers, which help to balance the creature as it moves about.

Habitat

Blangonga live almost exclusively in cold areas such as the tundra or mountains. Their thick coat keeps them warm and serves as the perfect camouflage.

Blango

Blango are the younger version of Blangonga and make up the bulk of its pack. Blango can be either male or female, while a Blangonga is always male.

Relatives

Blangnga's closest relative is its subspecies the Copper Blangonga. This subspecies lives in desert regions and has evolved a darker, brown fur colour. It is almost always seen alone, in contrast to its icy cousin, which is extremely social.


Blango

Medium Beast (Fanged Beast), Unaligned


  • Armor Class 11
  • Hit Points 28(4d8 + 8)
  • Speed 30ft., climb 30ft., burrow 5ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Skills Athletics +5
  • Damage Resistances Cold
  • Senses Darkvision 30ft., passive Perception 11
  • Languages --
  • Challenge 1 (200 XP)

Pack Tactics. The Blango has advantage on an Attack roll against a creature if at least one of the Blango's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Aversion to Fire. If the Blango takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Actions

Multiattack. The Blango makes two fist attacks

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

Rock. Ranged Weapon Attack +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and 2 (1d4) cold damage if in a frozen area.

Bulldrome



Bulldrome

Large Beast (Fanged Beast), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 54(6d10 + 18)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 2 (-4) 8 (-1) 5 (-3)

  • Senses passive Perception 9
  • Languages --
  • Challenge 1 (200 XP)

Charge. If the Bulldrome moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Enrage When Bulldrome starts its turn with half its maximum hit points (27) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Relentless (Recharge on a Short or Long Rest). If the Bulldrome takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Keen Smell. The Bulldrome has advantage on Wisdom (Perceptiom) checks that rely on smell.

Actions

Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Physiology

Bulldromes have larger tusks than Bullfango, and a layer of white fur, as opposed to Bullfango's black fur. Bulldromes are more agile when running and proficient at finding and locking onto their victims.

Behaviour

Bulldrome are not the most intelligent creatures, but they are some of the most aggressive. They will often attack anything that moves, even, on occasion, Bullfango. Small Bullfango herds are often lead by a single large male Bulldrome. This rough and tough leader is charged with defending the group from attacks. On rare occasions, Bulldrome have been seen staring down large wyverns such as Rathalos. Lone Bulldrome can sometimes be found who were formerly a herd leader, who lost his title to a younger male and was consequently banished from the herd.

Niche

Bulldrome are large omnivores. They spend their days grazing on a numerous kinds of vegetation, but favor mushrooms. Bulldrome have fewer predators than most large herbivores, thanks to their stubborn and aggressive nature. However, they can still easily become prey for large wyverns or even Carapaceons, namely Shogun Ceanataur.

Biology

Bulldrome possess thick, course fur that insulate the creatures from cold environments. This fur also acts as a way to show their old age. Bulldrome are extremely strong creatures, able to easily outrun hunters.

This aids the creature greatly during its blind, charging attacks. A bulldrome's most recognized feature is its two large tusks. The tusks are initially of identical size, but they commonly grow asymmetrical over time. These are the result of a long healthy life. Bulldrome tusks will grow constantly, and will be likewise worn down by the creature as it ruts and grazes.

Habitats

Buldrome are extremely resilient creatures and can survive in a great many environments ranging from swamps or jungles, all the way to arctic tundras and snowy mountains. The only areas that they are not seen is areas of high temperatures such as deserts or volcanoes, where monsters such as Rhenoplos do better.

Bullfango

A large wild boar. Foul tempered, they will charge hunters on sight. They are aggressive and powerful, so beware! They are often hunted for their meat, which many hunters find delicious. Bullfango are a mean tempered species that don't tolerate anything. They are very well known for charging hunters without warning.


Bullfango

Medium Beast (Fanged Beast), Unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 18(3d8 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 12 (+1) 4 (-3) 2 (-4) 5 (-3)

  • Senses passive Perception 9
  • Languages --
  • Challenge 1/4 (50 XP)

Charge. If the bullfango moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Keen Smell. The bullfango has advantage on Wisdom (Perception) checks that rely on smell.

Relentless (Recharges after a Short or Long Rest) If the bullfango takes 8 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Congalala



Congalala

Large Beast (Fanged Beast), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 162(18d10 + 54)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 6 (-2) 10 (+0) 3 (-4)

  • Senses passive Perception 10
  • Languages --
  • Challenge 5 (1800 XP)

Enrage When Congalala starts its turn with half its maximum hit points (81) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. Its Fart ability also immediately recharges. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Mushroom Eater. Congalala's love to eat mushrooms and as such always carry one around in their tail. As a bonus action the Congalala can eat the mushroom, gaining its breath attack. Roll a d6 to determine what effect the mushroom has 1-The breath attack deals 19 (3d12) fire damage. The save is Dexterity based instead of Constitution. 2-The breath attack deal 14 (4d6) poison damage and the target is poisoned for 1 minute if they failed the save. The target can make a DC 13 Constitution saving throw at the start of its turn to end the effect.

3- The Breath attack deal 22 (4d10) necrotic damage and the Congalala is poisoned until it uses all three uses of its breath attack. 4- The targets are knocked unconscious for 1 minute on a failed save. On a success nothing happens. 5-The target is paralyzed for 1 round on a failed save. On a success nothing happens. 6- The Congalala gains +2 strength for 3 rounds but no breath attack.

Relentless Attack. The Congalala gains advantage on all melee attack rolls until the end of the turn, but at the end of its turn it falls prone.

Actions

Multiattack. The Congalala makes three claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) slashing damage.

Fart (Recharge 5-6). The Congalala farts, releasing noxious gas in a 20 ft cone. All creatures in the area must make a DC 15 constitution saving throw or take 16 (3d10) poison damage and Soiled for 1 minute on a failed save. On a success creatures take half damage and are not soiled.

Breath Attack (3 uses after eating a mushroom). The Congalala exhales a gas in a 30 ft cone. All creatures in the area must make a DC 15 Constitution saving throw or be subjected to the effects of the breath attack. On a successful save creatures take half damage if the attack deals damage and are unaffected by other conditions of the breath.

Reactions

Belly Shield. When a creature makes an attack roll against the Congalala it can puff out its stomach, gaining an AC of 16 and resistance to bludgeoning, piercing and slashing damage from non-magical attacks until the end of the turn.

Physiology

It resembles a giant, tailed gorilla with pink fur, a hippo-like head, and long front claws. The spike on its head is actually hair that the Congalala has smoothed into shape to signify that they are the pack leader. Congalalas are surprisingly intelligent beasts.

Behaviour

Congalala are for the most part very curious. They react well to the presence of herbivores, so long as they give a wide berth. They can quickly become aggressive to anything that disrupts feeding or startles the creature. To make the combs on their head, Congalalas will use the juices of plant in order to do so.

These juices help their hair stand up and the comb shows their dominance. If they lose this comb, their troop will choose to leave that Congalala or not, it depends on how loyal the Conga is to that Congalala.

Niche

Congalala are large omnivorous apes. They often lead small packs of Conga and will sometimes become quite territorial. Congalalas are typically nomads, searching for any kind of food and absently wandering from one region to the next. However, if they find an area particularly rich in food, be it fish, prey, or plant life, they may choose to claim the region as their own. Congalala are one of the few creatures with opposable thumbs.

This makes it very easy for them to grasp fruit hanging from trees and reach other out-of-the-way food sources that other land based creatures do not have access to. If food runs out in the Congalala's dominant area, it may resort to gathering up its pack and launch a raid on human territory or even another area dominated by a different Congalala or large monster in an attempt to plunder food or claim the territory. Congalala and their clans can be predated on large predators such as Rathian, Khezu, Brute Tigrex, Plesioth, Nargacuga, Najarala, and large predatory Elder Dragons.

Biology

A Congalala's most noteworthy adaptation is its long sharp claws on its fore-arms. These claws aren't really used for holding on to objects, rather they are used for attacking foes. Some Congalala are known to use their claws for climbing and swing off trees, when given the chance. Though Congalala doesn't use its claws for grasping objects, it is well known to use its tail to hold on and grasp food. This prehensile tail allows it to hold onto objects, while fighting off foes. The most intriguing feature about Congalala is its stomach. This organ contains special enzymes that decompose the mushrooms, allowing it to use whatever toxins were contained in them into a breath attack. Though it is able to use the poisons to its advantage in battle, Congalala isn't immune to them. The Congalala is also able to emit farts that soil a hunter, causing victims to be unable to use recovery items. Just like Conga, Congalala is able to produce powerful farts. These farts cause a creature's throat to itch, making it hard for species to eat properly.

Habitat

Congalala are only found in areas with abundant plant growth such as jungles or swamps.

Conga

Fanged, ape-like Pelagus with pink fur. Prefers to live in small packs as opposed to large packs, and particularly enjoys mushroom snacks. They are young Congalalas and are usually lead by said Congalala. They can be told apart by their smaller size and the lack of spiked hair on their head.


Conga

Medium Beast (Fanged Beast), Unaligned


  • Armor Class 12
  • Hit Points 21(3d8 + 6)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 3 (-4) 10 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The Conga makes two attacks with its claws.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Fart. The Conga farts, releasing a noxious gas in a 10 ft cone. Any creature in the area must succeed on a DC 11 Constitution saving throw or take 5 (2d4) poison damage and be Soiled until the end of their next turn. On a success creatures take half damage and can still use consumable items.

Gammoth



Gammmoth

Gargantuan beast (Fanged Beast), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 340(20d12 + 200)
  • Speed 40ft.

STR DEX CON INT WIS CHA
30 (+10) 6 (-2) 30 (+10) 3 (-4) 16 (+3) 6 (-2)

  • Saving Throws STR +15, CON +15
  • Damage Resistances Bludgeoning, Piercing and Slashing from Nonmagical Attacks.
  • Damage Immunities Cold
  • Senses passive Perception 13
  • Languages --
  • Challenge 18 (20,000 XP)

Aversion to Fire. When the Gammoth takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Enrage When Gammoth starts its turn with half its maximum hit points (170) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Actions

Multiattack. The Gammoth makes three attacks, two with its gore and one with its trunk.

Gore. Melee Weapon Attack: +15 to hit, reach 10ft., one target the Gammoth isn't grappling. Hit: 29 (3d12 + 10) bludgeoning damage.

Stomp. Melee Weapon Attack: +15 to hit, reach 5ft., one target the Gammoth isn't grappling. Hit: 42 (5d12 + 10) bludgeoning damage.

If the Gammoth has ice armour this attack deals an extra 11 (2d10) cold damage but the ice is lost.

Trunk. Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and if the target is large or smaller it is grappled (Escape DC 19). While grappled in this way the target is also restrained.

Slam. The Gammoth slams one target it has grappled into the ground repeatedly. The target automatically takes 36 (4d12 + 10) bludgeoning damage, is knocked prone and the grapple ends.

Inhale (Recharge 5-6). The Gammoth inhales air through its trunk in a 60 ft cone. Any creature inside the cone must succeed on a DC 18 strength saving throw or take 14 (4d6) cold damage and be pulled to within 5ft of the gammoth and knocked prone. On a success targets take half damage and aren't pulled or knocked prone. The Gammoth can then use its Stomp as a bonus action if it's available.

Snowstorm (Recharges when Inhale is used). The Gammoth blows a huge amount of snow and ice out of its trunk in a 60 foot cone. Any creature in the area must make a DC 19 COnstitution saving throw, taking 40 (9d8) cold damage and being inflicted with Iceblight until the end of their next turn on a failed save and half as much on a success.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Apply Armour The Gammoth encases its legs in snow and ice. This increases its AC by 2, but decreases its movement by 10ft.

Grab (Costs 2 Actions) The Gammoth makes a Trunk attack

Smash (Costs 2 Actions) The Gammoth uses its Slam action.

Physiology

Gammoth resembles a Woolly mammoth. It is by far the largest Fanged Beast known to date. The fur covering its huge body is mostly bluish, although it's also white and red on its trunk, legs, back and underside. It has brown plating covering most of its head and feet, as well as two tusks seemingly made of the same material. This plating is said to be extremely resistant to damage.

The underside of its trunk seems to be covered in a scaly hide, and is lined with numerous spikes. Interestingly, Gammoth is sometimes seen with its legs encased in ice.

Abilities

Gammoth is able to breathe snow from its trunk, encasing enemies in snow. This snow can also be applied to its legs, encasing them in an icy armor. It can also use its trunk to create a large vortex, sucking hunters in from a distance so it can trample them more easily. However, Gammoth mainly uses its brute strength and sheer size to deal with threats.

Behaviour

Gammoth are a highly territorial species. If a Gammoth finds a predator in its territory, it is known to kill the predator instantly with one powerful blow. Though adult Gammoth are giants with no major predators, young Gammoth are potential prey for many predators. From this young Gammoth are snowy white in color, allowing them to camouflage themselves in snowy environments. When Gammoth have young with them, they are known to live in harmony with herds of Popo until their young are large enough to protect themselves. While in the herd of Popo, Gammoth act as guards for not just their young but for the whole Popo herd against predators. While young, Tigrex is the most major predator for Gammoth, and the one that they most fear, but as the young Gammoth reaches adulthood, that fear is replaced with aggression and rage towards Tigrex. A Gammoth is territorial and a mother Gammoth is protective, while a starving Gammoth is extremely violent. A starving Gammoth is known to attack just about anything, even going as far as eating wood off homes to satisfy its own hunger.

Niche

A herbivorous species, Gammoth are known to feed on plants found in their snowy environments. Gammoth have even been found eating wood. Though Gammoth are giants, and have little to fear, they have to live in locations home to large predators like Tigrex, Blangonga, and Zamtrios. Despite this Gammoth are one giant that is rarely fed on by predators. The only creatures that could possibly be a major threat to a Gammoth are Ukanlos and Elder Dragons.

Biology

A full grown Gammoth is larger than a full grown Duramboros. Gammoth's whole body is covered in fur that is mixes of reds, blues, and whites. This fur is perfect for protecting it against the cold of the snowy environments it lives in and also perfect for absorbing powerful attacks from threats. On a Gammoth's legs are spikes used for sticking snow to its legs. This snow on Gammoth's legs is both used as a weapon and as an armor. The snow is able to protect Gammoth's legs from being damaged easily by threats and to make its attacks, which involve it smashing down on its enemies with its immense weight, more destructive. Its trunk is strong and used for picking up objects like certain foods. However, Gammoth have been seen violently grabbing smaller monsters and slamming them down on the ground if they threatened it. Its trunk is estimated to be strong enough to lift up large Flying Wyverns. The trunk is also used to protect itself or even to coat its legs. It coats its legs in snow to make its smashing attacks more destructive, making it less likely for its threats to get out alive. On a Gammoth's head is a large shell that is used for protection against threats. Its tusks are hard enough to pierce through the icy ground of its environments.

Kecha Wacha



Kecha Wacha

Large Beast (Fanged Beast), Unaligned


  • Armor Class 14
  • Hit Points 60(10d8 + 10)
  • Speed 30ft., Climb 40ft., fly 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws DEX +6
  • Skills Perception + 4
  • Senses passive Perception 14
  • Languages --
  • Challenge 3 (700 XP)

Enrage. When Kecha Wacha starts its turn with half its maximum hit points (30) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. Its movement speed also increases by 10ft. when enraged. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Glide. The Kecha Wacha takes no damage from falling and falls at half the normal speed. At the end of its fly speed, the Kecha Wacha drops from the air.

Keen Hearing. The Kecha Wacha has advantage on Wisdom (Perception) checks that rely on hearing..

Sensitive Hearing. When the Kecha Wacha takes thunder damage and isn't deafened it takes double damage and it must make a Constitution saving throw with a DC equal to half the damage dealt or 10, whichever is higher. On a failure, it is stunned until the start of its next turn and is deafened for 3 rounds. After the stun ends, the Kecha Wacha Enrages immediately. While enraged it loses this trait.

Actions

Multiattack. The Kecha Wacha makes any combination of 3 claw or spit attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) slashing damage.

Spit. Ranged Weapon Attack: +6 to hit, range 30/50ft., 1 target. Hit: 5 (1d8) bludgeoning damage and the target's afflicted by Waterblight until the end of their next turn.

Reactions

Escape. When the Kecha Wacha is targeted by a melee attack, it can use its reaction to disengage and move 20 feet backwards.

Physiology

Kecha Wacha is a lemur-like monster with long arms and hook-like fingers and claws. It has bright yellow fur and blue skin. It can fold its spiked ears over its face, forming a "mask" that is likely used to intimidate would-be attackers. It also sports a tube-like trunk and large, forward-facing eyes.

Abilities

It is capable of attacking from a distance by shooting globs of mucus from its trunk-like nose which cause Waterblight. Kecha Wacha is able to glide using a membrane between its arms, legs, and tail, in a manner similar to a flying squirrel. This makes the Kecha Wacha the only Fanged Beast able to "fly".

Behaviour

Curious in nature Kecha Wacha will investigate anything in their environment that is new to them. As relatively peaceful monsters these creatures would rather flee than fight, yet if fleeing is not an option they can be surprisingly aggressive and will readily use their long, sharp, and hooked claws, nose-like trunk and mask-like ears to defend themselves.

Niche

These creatures have a varied diet as they are omnivores. Kecha Wacha will feed on vegetation, fruits, seeds, along with insects such as Altaroth, Konchu, grubs, or Bnahabra. The Pelagi however must avoid being preyed upon by large predators such as Najarala, Tigrex, Nerscylla, Deviljho, and Gore Magala.

Biology

The ears of a Kecha Wacha can be utilized in multiple ways. These ears are capable of listening for insect larvae inside trees and aid the Pelagi in escaping potential predators. If cornered a Kecha Wacha will fold its ears over its face and will attempt to frighten the attacker off with the bright eye spots on its ears. This gives a Kecha Wacha the appearance of a menacing creature and because Kecha Wacha folds its eyes with its ears the Kecha Wacha cannot see but as its ears are closer to the floor it can hear the movement sounds of the attacking predators. Like its ears the tapir trunk-like nose of a Kecha Wacha has multiple uses. This trunk is used for sucking up water and spraying it back into its owner's mouth just like that of an elephant. Inside the trunk is a specialized organ that can store large amounts of water which can be used for defense whenever needed since these Pelagi can

shoot out globs of mucus water at an attacker. Kecha Wachas are arboreal monsters that have large and hooked claws that enable them to get an excellent grip on slippery vines. The tail of this creature ends in a hooked barb and will allow a Kecha Wacha to hang upside in trees just like an oppossum. One particular adaptation that Kecha Wacha have that separates them from other Pelagi like Congalala is their ability to glide. These creatures have a "Patagium" which is an extension of the skin at the abdomen that runs up to the tip of each digit, thus uniting the forelimb with the body. This membrane allows the creatures to glide in search of food or to escape ground-based predators like a Stygian Zinogre.

Habitat

Kecha Wachas thrive in areas where they can climb and swing around freely. this includes forests and jungles mostly. Some Kecha Wachas will live in an abandoned Nerscylla nest. This behavior however, can be risky due to the possibility of a Nerscylla returning to its nest.

Subspecies

Kecha Wacha has a single subspecies, the Ash Kecha Wacha. This is a Kecha Wacha that has swapped its water based abilities for fire based ones. This subspecies is a more blueish-grey colour rather than the red-ornage of the regular species. It makes more use of its unique ears, which it can use as flints to ignire the flamable substance from its trunk. It gains this flamable substance from its diet.

Lagombi



Lagombi

Large Beast (Fanged Beast), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 56 (8d10 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (-4) 10 (+0) 3 (-4)

  • Skills Perception +2
  • Damage Resistances Cold
  • Senses passive Perception 12
  • Languages --
  • Challenge 2 (450 XP)

Enrage When Lagombi starts its turn with half its maximum hit points (28) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Keen Hearing. The Lagombi has advantage on Wisdom (Perception) checks that rely on hearing.

Ice Walk. Difficult terrain composed of ice or snow doesn't cost the Lagombi extra movement.

Ice Slide. The Lagombi can dash as a bonus action when on ice or snow. It can only do this in a straight line

Sensitive Hearing. When the Lagombi takes thunder damage or hears a very loud noise and isn't deafened it must make a Constitution saving throw with a DC equal to half the damage dealt or 10, whichever is higher. On a failure, it is stunned until the start of its next turn and is deafened for 3 rounds. After the stun ends the Lagombi immediately enrages. While enraged the Lagombi loses this trait.

Actions

Multiattack. The Lagombi makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 2) slashing damage.

Snow Ball (Recharge 5-6). The Lagombi rolls a 5 ft wide ball of snow and ice in a 30 ft line. Any creature in that line must make a DC 13 Dexterity saving throw taking 6 (1d10) bludgeoning damage and 6 (1d10) cold damage and being afflicted by iceblight until the end of their next turn on a failed save. The bludgeoning damage increases by 1d10 for every 10 ft the ball travels. On a successful save the creature takes half damage and isn't afflicted by iceblight.

Sliding Charge (Recharge 4-6, must be on ice or snow). The Lagombi slides 40 feet straight forward on its stomach. If it moves through a creature's space that creature must make a DC 14 dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. On a success targets take half damage and are not knocked prone. This movement does not provoke opportunity attacks.

Physiology

A large, wombat-like Fanged Beast. Its ears are long and highly sensitive, and its face features a beak-like mouth along with small red eyes. A Lagombi's belly is made of a low-friction material and is shaped so that it can slide upon the ice like a sled. It is covered in a thick fur coat to keep it warm in its sub-zero homeland.

Abilities

A Lagombi has superb hearing in order to remain aware of predators. Fortunately for hunters, that also leaves it vulnerable to loud noises, such as Sonic Bombs, other monster roars or thunder damage (like Yian Kut-Ku). It attacks by throwing chunks of ice, swiping with its claws, and sliding around on its belly in order to ram foes. To traverse from area to area it slides on its belly much like a penguin.

Behaviour

Lagombi are a mildly aggressive in nature. Though they don't attack unless angered, they can be vicious when provoked. Primarily looking for food to either store or gather, Lagombi are known to have food hidden underground across their territory.

Niche

They eat small insects such as Bnahabra, Altaroth, along with vegetation and mushrooms. However, they will sometimes feed on live prey due to the scarcity of food. Due to their size of being about bigger than a fully grown human, they are easily preyed upon by predators such as Baggi packs, Gigginox, Barioth, Tigrex, Deviljho, Brachydios, Kushala Daora, Khezu, Zamtrios, Tidal Najarala, Stygian Zinogre and Glacial Agnaktor.

Biology

Lagombi have a warm pelt that helps them survive the cold. These creatures have a plastron-like shell on their stomachs, allowing them to slide across the ice with ease, possibly for escaping from larger monsters. This can also be used to easily surprise intruding hunters. Their ears are highly sensitive, allowing them to notice predators like Barioth and Tigrex even when they are far away, giving them plenty of time to escape. Lagombi claws are able to tear through flesh easily.

Habitat

Lagombi live only in areas of extreme cold such as tundras or the top of mountains. They have such extreme adaptations to such climates that they cannot live elsewhere.

Deviants

The Lagombi has one deviant known as Snowbaron Lagombi. These Lagombi have darker and thicker fur, as well as a more purple plastron stomach. They are also far stronger, physically, able to lift huge balls of snow and rocket themselves forward at much faster speeds when comapred to regular Lagombi.

Rajang



Rajang

Large Beast (Fanged Beast), Unaligned


  • Armor Class 15
  • Hit Points 385 (35d10 + 150)
  • Speed 50ft., Climb 50ft.

STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 21 (+5) 6 (-2) 13 (+1) 6 (-2)

  • Saving Throws DEX +11 , STR +16, CON +11
  • Skills Athletics +16, Acrobatics +11, Perception +7
  • Damage Immunities Lightning
  • Condition Immunities Frightened
  • Senses Darkvision 60ft., passive Perception 17
  • Languages --
  • Challenge 24 (62,000 XP)

Agressive As a bonus action, the Rajang can move up to its speed toward a hostile creature that it can see.

Enrage When Rajang starts its turn with three quarters of its maximum hit points (270) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d10. While enraged, it gains immunity to exhaustion, has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. It also begins to glow, shedding bright light in a 10ft radius. It's Dexterity also increases to 24, its AC increases to 17 and its movement speed increases to 60ft. It also gains an extra die on all lightning damage rolls. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Grappler The Rajang has advantage to grapple any creature smaller than it.

Rampage. When the Rajang reduces a creature to 0 hit points with a melee attack on its turn, the Rajang can take a bonus action to move up to half its speed and make a fist attack.

Relentless (Recharge short/long rest) If the Rajang takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. Rajang makes two attacks with its fists.

Fists. Melee Weapon Attack: +16 to hit, Reach 10ft., one target. Hit 36 (4d12 + 10) bludgeoning damage

Boulder Toss. The Rajang rips a massive boulder from the earth and throws it at a point within 60ft. Any creature within 10ft. if this point must make a DC 20 Dexterity saving throw. On a failure a creature take 55 (10d8 + 10) bludgeoning damage and fall prone. On a success the creature takes half damage and does not fall prone.

Lightning Beam (Recharge 5-6). The Rajang fires a beam of electricity in a 10ft. wide, 60ft long line. Any creature in the area must make a DC 20 Dexterity saving throw taking 65 (10d12) lightning damage and being afflicted by Thunderblight for 1 minute on a failed save. Creatures only take half damage on a successful save.

Legendary Actions

Rajang can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Grab The Rajang attempts to grapple a creature within 10ft. of it.

Punch The Rajang makes a fist attack.

Spinning Slam. The Rajang leaps 60 feet into the air and launches itself at a creature within it can see within 120 feet of it. The creature must succeed on a DC 20 Dexterity saving throw, taking 36 (4d12 + 10) bludgeoning damage on a failed save, or half as much on a success.

Launch (Costs 2 Actions) The Rajang uses the Boulder Toss action.

Rajang is a powerful Fanged Beast that was once considered an Elder Dragon in legend due to its sheer power. Its closest known relatives are Furious Rajang.

Physiology

Rajang strongly resembles the Blangonga in its appearance and movement, even borrowing some of its attacks. However, notable differences include Rajang's broader muscles, large horns, hairy tail tip and its ability to use electricity-based attacks.

Abilities

The Rajang's most notable attack is its ability to shoot electricity from its mouth, either as a blast or a beam. They are hated by many hunters, due to their combination of speed, aggression and power. They are also well known for their dramatic Rage Mode, in which much of the fur on their front body rises and becomes yellow.

Behavior

Rajang are at best described as being ultra aggressive. Willing to attack and kill anything that threatens them, brutally at that. However, they are rarely seen in the wild due to their lonesome nomadic lifestyle.

Niche

In almost any habitat that the Rajang happens to be passing through, it enforces itself as the apex predator of the surrounding area. Its nature and adaptations allow it to hunt and prey on virtually anything smaller than itself. A Rajang's particular favorite prey is the elusive Kirin. Hunting Rajang in force would now seem a more sensible choice after hunters are faced with such a task. In their chosen habitats Rajang are forced to compete with equally fearsome predators such as Tigrex, Khezu, Blangonga, Rathalos, Lavasioth, Yian Garuga, Deviljho and some Elder Dragons. These predators are capable of seriously wounding Rajang due to its unarmored body.

Biology

Rajang is one of only a handful of monsters able to wield deadly lightning. How it produces its charge is an electrical inner organ. Rajang are extremely fast and nimble despite their size. Rajang exhibits extreme physical strength, easily knocking a hunter off their feet and into the air. When golden, Rajang is even faster and more deadly than its already powerful base form.In this enraged state, Rajang is on par with Elder Dragons like Teostra and Lunastra. It is believed that the tail of the Rajang has something to do with its electrical golden powers, as when the tail is able to be cut it loses its golden power instantly, though this only applies to average Rajang. Some Rajang stay in there golden form and are known to be extremely violent and powerful. Just recently, it was discovered that Rajang have a unique defense against threats. When in danger, they will increase the strength in their arm and legs and they will be able to deal more damage and move even faster. This unique adaptation can also harden the muscles to increase its defense. Interestingly, their arms and legs will glow red indicating this. They can only do this when enraged however.

Subspecies

The only variant of Rajang that is known is the Furious Rajang, which is a Rajang that seems to be permanently enraged whilst having a further enrage itself.

Volvidon



Volvidon

Large Beast (Fanged Beast), Unaligned


  • Armor Class 16 (Natural Armour)
  • Hit Points 88(11d10 + 22)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 3 (-4) 10 (+0) 6 (-2)

  • Damage Resistances Fire
  • Senses passive Perception 10
  • Languages --
  • Challenge 4 (1,100 XP)

Curl. As a bonus action the Volvidon can curl itself into a ball. During this time it has an AC of 18, resistance to bludgeoning, piercing and slashing damage from nonmagical attacks, advantage on Strength and Constitution saving throws, disadvantage on Dexterity saving throws, can't take reactions and the only action it can take is to uncurl.

Enrage When Volvidon starts its turn with half its maximum hit points (44) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee

attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Roll. When the Volvidon takes the Dash action its AC becomes 18 and it has resistance to bludgeoning, piercing and slashing damage from nonmagical attacks until the end of its movement. If it moves through the space of a medium or smaller creature they must succeed on a DC 14 Dexterity saving throw, taking 10 (2d8 + 3) bludgeoning damage and being knocked prone on a failed save. If the creature is of size Large or Larger they must still make the save, however if they succeed the Volvidon fails to move through their space.

Actions

Multiattack. The Volvidon makes 3 attacks: two with its claws and one with its tongue or paralyzing spit.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) slashing damage.

Tongue. Melee Weapon Attack: +5 to hit, range 30 ft., 1 target. Hit: 6 (1d6 + 3) bludgeoning damage and the target must make a DC 14 Strength saving throw or be pulled to within 5ft of the Volvidon and knocked prone.

Paralyzing Spit (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30 ft., 1 target. Hit: 2 (1d4) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of their turn or until they take damage.

Physiology

Volvidon is a medium-sized monster, slightly larger than an Aptonoth. It is covered in a series of red armor plates, which are segmented around the midsection and allow the Volvidon to curl into a ball. It possesses an extremely long, chameleon-like tongue which is covered in sticky saliva.

Abilities

It is capable of spitting out a paralyzing liquid over long distances. Being a Fanged Beast, the Volvidon uses attacks similar to those of Arzuros and Lagombi. It is known to pull prey and foes toward its mouth using its long tongue. In addition to aiding transportation, its ability to roll up into a ball allows it to crush foes during combat.

Behaviour

Volvidon are relatively calm, unless disturbed by predators. At the first sight of trouble the large Fanged Beast will roll up and if possible quickly roll away, but if cornered Volvidon can be surprisingly aggressive. These creatures should not be underestimated by hunters as they can send any inexperienced or arrogant hunter to an early grave.

Niche

Volvidon feed on insects and roots, much like armadillos. Their favorite prey items are Altaroth and Bnahabra. Thus far, the only known creatures that could potentially feed on a Volvidon include Agnaktor, Brachydios, and Rathalos as well as Deviljho.

Biology

Volvidon have a special armor on their backs, protecting them from attacks while also being very flexible. When contorted into a ball, there is little that a predator can do. Their shells can even withstand fire and lava. Its tongue is long and sticky, allowing it to grasp prey from long distances. Since it feeds mainly on Bnahabra and Altaroth, it is able to convert the paralyzing toxins the insects naturally produce in to its own system due to a specialized organ located in its mouth along with a smelly gas. This being done, now its own saliva has the same paralytic qualities, aiding it in its defense against predators. Volvidon also possess the ability to curl up and roll backwards, or side to side. This can be a life-saver if confronted by predators such as Deviljho or Stygian Zinogre.

Habitat

Volvidon has a very wide range of habiats, found in basically any environment outside of extreme cold. They can be seen in volcanic and desert regions more often than not, but will migrate to more temperate areas for food, as insect populations tend to be much higher in such climates during summer.

Fanged Wyverns

Fanged Wyverns are a class of monster that are known for being Fanged Beast-like Wyvern monsters that have highly developed limbs. For a long time, the only known species of these wyverns were Zinogre and its subspecies as they are the only ones found in the old world. More recently, Tobi-Kadachi, Jagras, Great Jagras and several other Fanged Wyverns were discovered in the new world, although they are more reptilian in nature when compared to Zinogre. With the new additions to this classification, the common traits of the Fanged Wyverns have been narrowed to being quadrupedal and having wingless limbs, while other body structures may vary; some like Girros and Tobi-Kadachi anchor their weight completely on their limbs pointing downward, while Great Jagras occasionally drags their bodies with limbs spreading to the sides, not unlike Leviathans.

Dodogama



Dodogama

Large Beast (Fanged Wyvern), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 81 (9d10 + 28)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 2 (-4) 10 (+0) 8 (-1)

  • Saving Throws CON +6
  • Damage Immunities Fire
  • Senses passive Perception 10
  • Languages --
  • Challenge 5 (1'800 XP)

Enrage. When Dodogama starts its turn with half its maximum hit points (38) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Actions

Multiattack. Dodogama makes two attacks with its tail whip or molten blast.

Tail Whip. Melee Weapon Attack: +5 to hit, Reach 10ft., one target. Hit 8 (1d10 + 4) bludgeoning damage. A creature ht by this attack must succeed on a DC 14 Strength saving throw or fall prone.

Molten Blast. The Dodogama fires a projectile at a point it can see within 60 feet that it can see. Creatures within 10 feet of the point must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage and being afflicted by fireblight on a failed save. On a success creatures only take half damage.

Molten Explosion (Recharge when using molten charge). The Dodogama spits all the molten material it is carrying in a 20 foot cone. Any creature in the area must make a DC 15 Dexterity saving throw or take 36 (8d8) fire damage and be afflicted by firelblight. On a success creatures take half damage and are not ignited. After using this ability the Dodogama's Magma Blast cannot be used until it uses the Magma Charge.

Magma Charge (Recharge 4-6). Dodogama charges forward in a 30 feet line, scooping up molten rock into its mouth. If it moves through the space of another creature they must succeed on a DC 15 Dexterity saving throw or take 17 (5d6) bludgeoning damage and be afflicted by fireblight. This recharges Dodgama's Magma Explosion.

Physiology

Dodogama has blue scales with orange stripes covering its body. It has a massive bottom jaw used for storing rocks in its mouth, which will turn orange when they become volatile.

Abilities

Dodogama is known to eat rocks for defense. When these rocks are combined with its saliva, they become explosive in nature, becoming a powerful projectile that it can spit at predators.

Behaviour

Dodogama is a very passive monster, generally ignoring other creatures unless they attack it first. It spends most of its time consuming molten rock. However, of attacked the Dodogama can get stressed and lash out at any creature nearby, not just the attacker.

Niche

Dodogama is near the bottom of the food-chain in its environment as its main defense is utilising extremely powerful explosive fire attacks. However, as it lives in volcanic areas only, many creatures are not phased by such attacks.

Due to this, Dodogama will try its best to avoid any conflict, as it cannot compare to its predators in a purealy physical competition. It is most at risk from Azure Rathalos, Rathalos, Agnaktor, Deviljho and Brachydios. Brachydios is especially dangerous, as it is almost completely immune to anything the Dodogama is capable of doing to it. It would also need to be wary of Akantor, however it is likely too small to be hunted by one of these rare creatures.

Biology

Dodogama's lower jaw has evolved to store molten rocks within it, as such it is very large in relation to rest of Dodogama's body. It is capable of spitting these molten rocks in long range globs or emptying its jaw in a large, close range blast. These attacks are extremely powerful for such a small creature, as these molten blasts are more powerful than the likes of Rathalos fireballs or Uragaan blast stones. Its diet is unknown outside of eating rocks and minerals. It may survive on such minerals completely or it may have to hunt in for sustenance, using the rocks only for defence.

Dodogama has very stubby legs and must drag its stomach along the ground. This makes it very slow, making it very difficult for it to escape predators or pursue prey. In this regard is resembles a Great jagras after feeding. This lends credence to the idea that it is a herbivore or lives off of mineral matter.

Habitat

Dodogama lives exclusively in Volcanic regions where it has easy access to the rocks it needs as fuel for its main defence mechanism. It can also use its colouration to camouflage amongst the crystaline structures tat form in such areas, or among the ash that builds up.

Great Girros



Great Girros

Large Beast (Fanged Wyvern), Alignment


  • Armor Class 13
  • Hit Points 72 (9d10 + 18)
  • Speed 35ft., Climb 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 3 (-4) 12 (+1) 11 (+0)

  • Skills Intimidation +4, Stealth +5
  • Damage Resistances Lightning, Poison
  • Senses Blindsight 20ft., Darkvision 120ft., passive Perception 11
  • Languages --
  • Challenge 3 (700 XP)

Enrage When Great Girros starts its turn with half its maximum hit points (36) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Pack Tactics When one of the Great Girros' allies is within 5ft of the Great Girros' target,

the Great Girros has advantage on attack roles against it.

Actions

Multiattack. The Great Girros makes two attacks: one with its bite and one with its tail or two with its paralyzing spit.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature it must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the Great Girros' next turn. While poisoned in this way the creature is also paralyzed. A creature can repeat the save at the end of their turn to end the condition.

Paralyzing Spit Ranged Weapon Attack +3 to hit, range 30/50 ft., one target. Hit: 2 (1d4) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the Great Girros' next turn. While poisoned in this way the creature is also paralyzed. A creature can repeat the save at the end of their turn to end the condition.

Tail Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Command (Recharge 5-6). The Great Girros roars, commanding nearby Girros to attack. All Girros within 60 feet of the Great Girros can use their reaction to move up to half their movement speed and make a bite attack.

Physiology

Great Girros greatly resembles a cobra in appearance though walks on all fours like a monitor. It is covered in black onyx scales and has yellow stripes running down the back of its neck. On the side of its neck is a hood with red gill-like organs

Abilities

Great Girros has large fangs filled with a paralyzing venom. It just takes a single bite from these fangs to paralyze prey as big as Radobaan. It can also spit a yellow fluid from its mouth that can paralyze prey. Great Girros also possesses the ability to call Girros during a fight to swarm it's prey with a barrage of paralyzing bites. If a Great Girros' hood is damaged it loses the ability to command or call regular Girros'.

Behaviour

Great Girros is an active scavenger that is constantly looking for new corpses to feed on. Great Girros is also surprisingly aggressive as it will attack even Odogaron, the apex predator of its environment. Great Girros will fight any monster it can swarm with regular Girros.

This allows it to take on many monsters that it would otherwise not be able to, as its paralysing venom is exceptionally dangerous.

Niche

Great Girros is relatively low in the food-chain, as it is a weak monster by itself. As such they are scavengers. However, their paralyzing neurotoxin as well as their vast numbers allow them to bring down even very large prey like Radobaan. They are hunted by the likes of Deviljho, Bazelgeuse and Odogaron, each of which can easily kill a lone Great Girros. With its pack, however, the Great Girros can actually pose quite a threat to even Deviljho, as a successful paralysis could spell doom for the creature as it is swarmed by smaller Girros.

Biology

Even from hatching, a Girros has a powerful neurotoxin that it secretes from its fangs. This gives Girros the ability to paralyze creatures with a single bite. Once maturing and becoming Great Girros this venom becomes even more potent and they become capable of spitting the paralyzing fluid, allowing them to paralyze a creature before they see it.

Of the three most closesly related Fanged Wyverns (Great Girros, Great Jagras and Dodogama), Great Girros is easily the most agile, as it has the most powerful limbs of the three. They are also the most predatory, using their sleek build and dark colouration to easily skulk through their territory and ambush unsuspecting creatures. However, in exchange for this more lithe frame, they are not as strong or bulky as their cousins, allowing them to be easily overpowered if facing a creature immune to their venom.

Habitat

The Great Girros and its pack are native to a unique environment called the Rotten Vale, an area filled with rotten corpses and made up of cave systems as well as a winding, bonecovered above ground area. The Girros are only found below ground in the more cave-like areas. As such they may be able to survive in caves in other environemnts, however it is unknwon how they would deal with acquiring food or the strange climate elsewhere.

Girros

Girros are the young of the Great Girros. Much like Jagras, they are lead and protected by the Great Girros. However, they play a far more active role in hunting as they will head out on hunts alongside the Great, overwhelming their prey with numbers and venom. As such this allows them to take down far larger prey than a Great Jagras can do on its own.


Girros

Medium Beast (Fanged Wyvern), Unalignedt


  • Armor Class 13
  • Hit Points 17 (5d6)
  • Speed 35 ft., Climb 35ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+2) 10 (+0) 3 (-4) 10 (+0) 9 (-1)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages --
  • Challenge 1/8 (25 XP)

Pack Tactics When one of the Girros' allies is within 5ft of the Girros' target, the Girros has advantage on attack roles against it.

Actions

Bite. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit: 5 (1d6) piercing damage. If the target is a creature it must also succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way the creature is also paralyzed.

Great Jagras



Great Jagras

Large Beast (Fanged Wyvern), Unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 56 (7d10 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 3 (-4) 10 (+0) 8 (-1)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1 (200 XP)

Engorge If the Great Jagras has swallowed a large creature or 4 medium creatures its size becomes Huge. Its movement becomes 25ft. and it can use the Vomit action.

Enrage When Great Jagras starts its turn with half its maximum hit points (28) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls,

and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Actions

Bite. Melee Weapon Attack: +4 to hit, Reach 5ft., one target. Hit 9 (2d6+ 2) piercing damage and the target is grappled (Escape DC 13) and the Great Jagras can't Bite another target.

Swallow The Great Jagras makes a bite attack against a currently grapples creature. On a hit the target is swallowed. While swallowed the creature is blinded and restrained and takes 9 (2d8) acid damage on the start of each of the Great Jagras' turns. The Great jagras can have no more than one large creature or 4 medium or small creatures swallowed at a time.

Body Slam Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 9 (2d6+ 2) bludgeoning damage when not engorged, 11 (2d8 +2) when engorged and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Vomit Ranged Weapon Attack: +4 to hit, range 20/30 ft., one target. Hit: 9 (2d8) acid damage.

Physiology

Great Jagras greatly resembles an Iguana. It has yellow scales with orange accents and a bluish underside. It also has a distinct mane of hairs that resemble dreadlocks. The monster has incredible stomach capacity and often swallows prey whole, greatly distending its belly. The Great Jagras is known to leave slide trails on the ground.

Abilities

Great Jagras is able to swallow large prey whole in one gulp, allowing it to use its immense weight to fight off any potential threats. On very rare occasions, it will also vomit at the hunter if its stomach is bloated, which is similar to the Great Girros' Paralyzing Spit. Its attacks can greatly vary in battle, depending on whether it has eaten anything or not. If the monster has a full belly, it'll try to use its own weight to crush hunters.

Behaviour

Great Jagras are passive towards creatures smaller than them unless they or their young are attacked. However, the Great Jagras will attack larger, more threatening creatures such as Anjantah or Deviljho on sight, despite being completely outmatched. This is likely in an attempt to protect its brood of Jagras. Otherwise the Great Jagras spends most of its day eating or feeding its young.

Niche

Great Jagras is quite low on the food chain wherever it is. In its forested home, almost all other predatory monsters are more powerful than it. It feeds on smaller herbivores such as kestodon or aptonoth, while in turn it and its Jagras are eaten by Anjanath, Rathalos, Rathian and Nargacuga.

Biology

Great Jagras have a especially elastic skin covering their stomach. This allows their body to expand exponentially when eating, allowing them to consume large amounts of meat. Their jaws are also very reminiscent of a snakes, able to open far wider than would be expected. Their mouth can open so far in fact that the Great Jagras is able to swallow an adult Aptonoth whole. In terms of weaponry, the Great Jagras only really has its sharp teeth and strong jaws. After it has swallowed a large enough prey item it uses its large size to intimidate predators. If this fails it uses its newfound weight in an attempt to crush would be aggressors. Unfortunately many of its predators are too large for the Great Jagras to pose a threat to.

The Great jagras takes care of younger Jagras, providing them with protection as well as food. While alone, the jagras will often retreat into the trees to avoid predators and await the return of their parent. The Great Jagras is able to regurgitate partly digested meat in order to feed the jagras.

Habitat

Great Jagras lives exclusively in large forested areas as their is abundant food for it to eat as well as cover for its young to hide in. The Great Jagras will often search out a cave system for its den, somehwere that larger predators cannot reach.

Jagras

Jagras are small and slim compared to Great Jagras. Their body shape is very wolf-like in nature, allowing them to move quickly and stand up right for short periods of time. Jagras will swarm potential prey in an instant, and will swarm around their leader the Great Jagras. Jagras packs have even been seen attacking injured Anjanath. Though they are bold, Jagras will flee to the trees if they encounter a larger monster.


Jagras

Medium Beast (Fanged Wyvern), Unalignedt


  • Armor Class 12
  • Hit Points 10 (3d6)
  • Speed 35 ft., Climb 35ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 9 (-1)

  • Skills Perception +2, Stealth +4
  • Senses passive Perception 12
  • Languages --
  • Challenge 1/8 (25 XP)

Pack Tactics When one of the Jagras' allies is within 5ft of the Jagras' target, the Jagras' has advantage on attack roles against it.

Actions

Multiattack. The Creature Name makes Number and type of attacks

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

Odogaron



Odogaron

Large Beast (Fanged Beast), Unaligned


  • Armor Class 17
  • Hit Points 190 (19d10 + 76)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 18 (+4) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws DEX +12, CON +9, WIS +7
  • Skills Acrobatics +17. Perception +12
  • Condition Immunities Frightened
  • Senses Blindsight 10ft., passive Perception 22
  • Languages --
  • Challenge 14 (11,500 XP)

Aggressive. The Odogaron can use its bonus action to move directly towards a hostile creature.

Blood Trance. The Odogaron has advantage on melee attack rolls against any creature that doesn't have all its hitpoints. Odogaran is always aware of the location of a bleeding creature.

Enrage. When Odogaron starts its turn with half its maximum hit points (95) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Evasion. When the Odoaron makes a Dexterity saving throw to avoid damage,

it takes no damage on a successful save and only half damage on a failed save.

Actions

Multiattack. The Odogoron makes three attacks: Two with its claws and one with its Bite or Tail.

Bite. Melee Weapon Attack: +12 to hit, Reach 5ft., one target. Hit 22 (3d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, Reach 5ft., one target. Hit 18 (2d10 + 7) slashing damage and the target must succeed on a DC 18 Constitution saving throw. On a failed save a creature is afflicted with Bleed.

Tail. Melee Weapon Attack: +12 to hit, Reach 10ft., one target. Hit 21 (4d6 + 7) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Legendary Actions

The Odogaron can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Detect The Odogaron makes a Wisdom (Perception) check.

Move The Odogoron moves up to its movement speed without provoking attacks of opportunity.

Tail Flip (Costs 2 Actions) The Odogoron makes a tail attack and then moves up to half its movement speed directly away from its target without provoking attacks of opportunity.

Rend (Costs 2 Actions) The Odogaron makes a claw attack.

Physiology

Odogaron is covered in red scales and bony protrusions that resemble muscle tissue and bone. Its tail is particularly bony and can be used as a club. The monster has piercing blue eyes. Odogaron's most distinctive feature is its double row of claws, which it uses to inflict deep wounds in its prey. When enraged, red veins will glow on its back.

Abilities

Despite its size, Odogaron is quite an agile monster. It is able to rush down prey before delivering bites with its powerful jaws. Odogaron's double set of claws allow it to leave deep cuts in prey, causing them to bleed to death.

Behaviour

Odogaron is a highly aggressive predator that is constantly on the hunt for prey, whether it be man or monster. It is also one of the few monsters that won't necessarily evacuate

an area when an Elder Dragon shows up as it has been seen attacking Vall Hazak, although the elder dragon is barely phased by the assault.

Niche

In the Rotten Vale, and occasionally the Coral Highlands, Odogaron easily asserts itself as the top predator in its environment, feeding on fresh corpses as well as other monsters. Other large monsters like Great Girros, Radobaan, Tzitzi-Ya-Ku, and Paolumu can easily be seriously injured by Odogaron. Despite being a powerful predator, Odogaron can easily be overpowered by stronger monsters like Bazelgeuse, Deviljho, and Vaal Hazak.

Biology

Unlike most other monsters, Odogaron lacks eyelids, so its cornea protects its eyes from injuries. Despite having eyes, Odogaron has poor eyesight but makes up for it with its highly developed sense of smell. Researchers believe that Odogaron developed its olfactory system specifically to find fresh corpses in the Rotten Vale, but it seems Odogaron found other uses for its sense of smell. By making its prey bleed, Odogaron can follow the scent of its prey's blood, allowing it to keep track of its victim when it loses sight of it. It can even learn the exact positioning of enemies and prey by simply sniffing around its environment. Odogaron's most striking feature is its claws. Odogaron has ten claws altogether; Four of them always visible and six of them folded upwards on its paws. The first four claws that are visible are actually just substitutes for its real claws, the six folded ones. It is believed that its first joint developed abnormally, and keratinized, creating the four additional claws that are usually visible. It primarily uses the four substitute claws for running long distances and sneaking up on prey. Its real claws act just like a cat's claws, and it uses all ten of them to rip into prey. On all ten of its claws are three rows of jagged spikes that are able to leave deep, complicated cuts in prey, causing its victims to bleed profusely. Even if the prey survives an Odogaron attack, the creature will have a hard time healing from the deep cuts those claws leave behind. When Odogaron devours meat from its prey, its metabolism will dramatically increase, making it more ferocious and active compared to how it is normally.

Habitat

Odogaron lives almost exclusively in the Rotten Vale, where it rules as the apex, as long as Deviljho, Bazelgeuse and Vaal Hazak are not currently present. It sometimes ventures further up, into the highlands. Here it remains an extremely powerful predator, but it must now contend with Legiana as well as the Elder Dragon Kirin.

Subspecies

Odogaron has a single subspecies known as Ebony Odogaron. This species has a much darker colouring, is a lot more aggressive and has somehow harnessed the mysterious dragon element. Outside of this, little is currently known about it.



Zinogre

Large Beast (Fanged Wyvern), Unaligned


  • Armor Class 17
  • Hit Points 260 (26d10 + 104)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 18 (+4) 4 (-3) 12 (+1) 8 (-1)

  • Saving Throws DEX +9, CON +9, CHA +4
  • Skills Acrobatics +9, Perception +6
  • Damage Resistances Thunder
  • Damage Immunities Lightning
  • Senses passive Perception 16
  • Languages --
  • Challenge 17 (15,000 XP)

Charged The Zinogre can charge itself up to increase its combat ability and damage. The Zinogre loses all charge levels if it is incapacitated.

Level 1: The Zinogre can make 3 attacks rather than two for its Multiattack, but only two can be claw attacks. Its speed also increases by 5 feet.

Level 2: The Zinogre's claw attack gains a reach of 10 feet, deals an extra 11 (2d10) lightning damage and inflicts Thunderblight until the end of the creatures next turn. Its movement speed also increases by a further 10 feet and it is immune to exhaustion. While charged any creature that hits the Zinogre with a melee attack or touches it takes 4 (1d8) lightning damage.

Enrage When the Zinogre starts its turn with half its maximum hit points (130) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8 and immediately gains one level of charge. While enraged the Zinogre has advantage on all attack rolls against creatures with a slower walking speed than it, rolls an extra die of damage on all attacks and has immunity to exhaustion.

Evasion When the Zinogre is subject to an attack that requires a Dexterity saving throw in order to take half damage, it instead takes no damage on a success and half damage on a fail.

Lightning Absorption If the Zinogre is subject to lightning damage, it instead takes no damage and gains a charged level immediately, to a maximum of two.

Actions

Multiattack. The Zinogre makes two melee attacks or two ranged attacks.

Claw. Melee Weapon Attack: +12 to hit, Reach 5ft., one target. Hit 20 (3d8 + 7) slashing damage.

Tail Slam. Melee Weapon Attack: +12 to hit, Reach 10ft., one target. Hit 23 (3d10 + 7) bludgeoning damage.

Thunderbug Strike. Ranged Weapon Attack: +9 to hit, Range 60/120 ft., one target. Hit 18 (4d8) lightning damage and the target is afflicted by Thunderblight until the end of their next turn.

Lightning Storm (Recharge 5-6). The Zinogre calls down a torrent of lightning at its position. Any creature within 15 feet of the Zinogre must make a DC 18 Constitution saving throw taking 55 (10d10) lightning damage and being afflicted by Thuderblight for 1 minute. A creature can repeat the save at the end of each of their turns to end the blight. On a success creatures only take half damage. The Zinogre must have 2 levels of charge to do this.

Reactions

Fully Charged When the Zinogre reaches its second level of charge it can use its Lightning Storm action as a reaction that round.

Legendary Actions

The Zinogre can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Charge The Zinogre spends the next 3 turns charging itself up one level. While charging it cannot take any actions or reactions and its movement is 0.

Howl The Zinogre howls, instilling fear in creatures nearby. Any creature within 30 feet of the Zinogre that can hear it must succeed on a DC 18 Wisdom saving trow or be frightened for 1 minute. A creature can repeat the save at the end of its turn to end the condition. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Zinogre's Howl for the next 24 hours

Move The Zinogre can move up to its speed without provoking attacks of opportunity.

Zap. The Zinogre makes a Thunderbug Strike attack.

Zinogre is in the class Fanged Wyvern and was the first ever monster of that class. Once ignored by the Guild, the species became a threat when they started showing up near Yukumo Village. Due the to guild hunters work it was found that an Amatsu caused this as it chased the herds off the Sacred Pinnacle to the Misty Peaks. Some Zinogre are known to change, eventually becoming Stygian Zinogre by gathering the energy of Dracophage Bugs.

Physiology

Zinogre is a quadrupedal monster with superficially lupine features. It has highly developed limbs, sharp fangs and claws. Its forelegs are extremely powerful and can kill prey in one brutal blow. Despite its hulking size, Zinogre is very agile and is able to perform many impressive aerial and land-based maneuvers.

Abilities

Uniquely, Zinogre can 'charge' itself by summoning Thunderbugs from the vicinity, utilizing their natural electrical abilities for its own purposes, during which time its claws will emit blue light similar to the markings on its back. The charge has two levels; first, a weaker preliminary charge will form, and if Zinogre charges up again, a stronger charge will form. Each state of charge means Zinogre will deal a corresponding level of damage and become more agile, but beware; Zinogre can enter a traditional enraged state even in its final charge state. At this point its body will glow an electrical blue and its attacks increase even more in power. The states of charge can be determined aesthetically; after its first charge, numerous Thunderbugs fly around Zinogre's body, and after the second, all Zinogre's fur stands on end in spiked clumps to release excess electricity.

Behaviour

Zinogre are somewhat similar to wolves, they even howl like them. But they do not form packs, quite the contrary, they are solitary hunters. This is no surprise, since they are extremely powerful and agile monsters, not needing teamwork to take down prey. According to eyewitnesses adult Zinogre make herds and raise their young. During this period of time it is ill-advised to go hunting Zinogre as the adults will aggressively attack any intruders getting too close to their offspring. They appear to fear Amatsu as one chased them off the Sacred Pinnacle

Biology

The average size of an adult Zinogre is approximately 1455.4cm. Zinogre seems very wolf-like if one looks at its face, and has a very muscular set of forelimbs - very comparable to those of big cats. It has surprising agility for such a large monster, similar to Nargacuga.It has sharp claws attached to strong muscular fore-limbs, which are used to deliver a fatal blow to prey and hunters. It also helps them to climb mountains and rocky terrain. It can also harness the power of electricity, much like a Lagiacrus, using it to take down larger prey and to defend itself and its territory. Thunderbugs are seen gathering around Zinogre when it is "charging" electricity; they may act as a source of energy. Also, Gargwa are known to eat Thunderbugs, so it is possible that Zinogre has a special relationship with Thunderbugs. As Zinogre preys on Gargwa, Thunderbugs become safe, simply by flying around in close proximity to a Zinogre.Zinogre can exploit this by absorbing the energy emitted by the bugs during battle, granting it special abilities. Thunderbugs might glow blue instead of their normal colour to indicate that they have allied with a Zinogre.If you look close at a Zinogre, you can see a energy field around it. Juvenile Zinogre have more hair on their bodies compared to adults and is white in color. It is believed that the increased hair protects the juvenile's shell and help speeds up the storage of electricity.This fur will shed as the juvenile Zinogre mature into adulthood. Whenever they become enraged their claws somehow change shape and the reason for this greatly puzzles scientists. In a supercharged state, they seem to glow, internally and externally.

When supercharged the spikes on their backs erect in order to release excess electricity so that they don't injure themselves or possibly die from too much electricity surging in their bodies. When and if they do die in this state the Thunderbugs will flee, sensing their protector is dead and will seek another Zinogre to protect them.

Niche

One of the apex predators, Zinogre is likely quite high in the food chain and only troubled by Rathalos, Rathian, Nargacuga, and Deviljho. Yet, despite its competition with such formidable predators, Zinogre is rather formidable itself. Recent information suggests that Arzuros are wary of this monster. It can even prey on large monsters such as the aforementioned Arzuros, firmly solidifying its role as apex predator in the Misty Peaks. When traveling to the Deserted Island these creatures come into contact with large predators including Lagiacrus, Royal Ludroth, Plesioth, Brachydios, as well as all of the aforementioned monsters. The favorite prey of Zinogre is Bird Wyverns, in particular Gargwa. Zinogre is famous for its battles with the "Bubble Fox Wyvern" Mizutsune.

Subspecies

Zinogre has one subspecies and one deviant. Its subspecies, Stygian Zinogre, has evolved to utilise dracophage bugs to harness the power of the Dragon element rather than thunderbugs. The Deviant, the Thunderlord Zinogre, was born with much larger lightning storing organs, alllowing it to charge itself a 3rd time, while also being in a permanent state of charge.

Flying Wyverns

Flying Wyverns are large, bipedal monsters that have two wings. These Wyverns are known as "True Wyverns". However, there are some Wyverns that are quadrupedal, operating their wingarms as forearms instead like Tigrex and Nargacuga. These monsters have been dubbed by fans as "Pseudo Wyverns" (Pseudo meaning "False" or "Mimic"), due to these species only displaying partial Wyvern traits. Some are flightless despite their classification as Flying Wyverns, like the Akantor and Ukanlos. These wyverns show their Wyvern ancestry by the small forewings on their two front limbs. Flying Wyverns make up a large majority of the monsters in the land of Minegarde.

Most Flying Wyverns are large or larger and are almost always solitary hunters. An exception to this rule is the Rathalos and the Rathian, which tend to hunt as a pair, being monogamous in nature.

The appearance of Flying Wyverns varies wildly, from the horrifying and alien looking Khezu to the brutally powerful Diablos. Flying Wyverns have also adapted to almost every environment. Diablos and Monoblos live in the desert while Barioth and Ukanlos live in frozen tundras. Other Flying Wyverns have adapted to be completely nomadic such as the Tigrex, which has been seen in the freezing mountains as well as in deserts and volcanoes.

Akantor



Akantor

Gargantuan Beast (Flying Wyvern), Unaligned


  • Armor Class 20 (Natural Armour)
  • Hit Points 441 (21d20 + 210)
  • Speed 40ft., Burrow 40ft., Swim 30ft. (Lava Only)

STR DEX CON INT WIS CHA
30 (+10) 6 (-2) 30 (+10) 3 (-4) 10 (+0) 8 (-1)

  • Saving Throws STR +18, CON +18, WIS +8
  • Damage Resistances Bludgeoning, Piercing and Slashing from Nonmagical Attacks.
  • Damage Immunities Fire
  • Senses Darkvision 60ft., passive Perception 10, Tremorsense 10ft.
  • Languages --
  • Challenge 25 (75,000 XP)

Burrower The Akantor can burrow through solid rock, leaving a 20 foot diameter hole behind.

Enrage When Akantor starts its turn with half its maximum hit points (210) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Legendary Resistances (3/Day). If the Akantor fails a saving throw it can choose to succeed instead.

Siege Monster The Akantor deals double damage to objects and structures.

Actions

Multiattack. The Akantor uses its Frightful Presence and then makes three attacks; one with its bite and two with its claws..

Bite. Melee Weapon Attack: +18 to hit, Reach 10ft., one target. Hit 36 (4d12 + 10) piercing damage and 6 (1d12) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Claw. Melee Weapon Attack: +18 to hit, Reach 10ft., one target. Hit 23 (2d12 + 10) slashing damage.

Frightful Presence. Each creature of the Akantor's choice that is within 120 ft. of the Akantor and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Akantor's Frightful Presence for the next 24 hours.

Tail Slam. Melee Weapon Attack: +18 to hit, Reach 20ft., one target. Hit 21 (2d10 + 10) bludgeoning damage and the target must succeed on a DC 21 Strength saving throw or fall prone.

Sonic Beam (Recharges 5-6). The Akantor releases a huge sonic blast in a 10 foot wide, 100 foot long line. Any creature in the area must make a DC 21 Constitution saving throw. On a failed save creatures take 75 (12d6) thunder damage and are deafened for 1 minute. On a success, creatures take half damage and are not deafened.

Legendary Actions

The Akantor can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Tail. The Akantor makes a tail slam attack.

Body Slam (Costs 2 Actions). The Akantor rears up and slams its body into the ground. Any creature within 10 feet of the Akantor must succeed on a DC 21 Dexterity saving throw or take 32 (4d10 + 10) bludgeoning damage and be knocked prone. On a success creatures take half damage and are not knocked prone.

Roar (Costs 3 Actions). The Akantor releases an earth-shattering roar. Any creature within 30 feet of the Akantor must make a DC 21 Constitution saving throw or take 33 (6d10) thunder damage and be stunned until the end of their next turn. On a success, creatures take half damage and are not stunned. As well as this, if Akantor is in a volcanic environment, four 5ft. diameter, 30 ft. tall geysers of lava erupt randomly from the ground within 60 feet of Akantor. A creature caught in one of these geysers must succeed on a DC 18 Dexterity saving throw or take 35 (10d6) fire damage. On a success creatures take half damage.

The Black God (Costs 3 Actions). The Akantor immediately recharges its Sonic Beam and uses it.

A wyvern truly wrapped in mystery. Known to some as the black god and to others as the tyrant of fire, this large and brutal creature is known to the Guild simply as Akantor...

Physiology

The Akantor is a massive, vaguely snapping turtle-like wyvern that dwells in magma. Akantors are covered with massive reddish black spikes and durable shells, and have both large sharp claws on their legs but also a similar structure on its tail. The Akantor's most distinctive feature aside from its fearsome spikes are the pair of dreadful tusks on its head. These tusks are both nearly as long as the entirety of the head. The underside of the Akantor is a much tanner color than the rest of its body, and is comparatively lacking in dangerous protrusions.

The Akantor is a Flying Wyvern, but only evolutionary speaking; the Akantor is incapable of flight, and only has small nubs left of their original wings.

Abilities

Akantors are so powerful, they can have extremely negative effects on the environment they reside in. Predator and prey flee from Akantors and only the largest wyverns and Elder Dragons even dare challenge them. With their immense physical strength, numerous body spines, enormous tusks, and powerful roars Akantors are extremely deadly foes. If all that weren't enough produced inside Akantors mouth is a highly corrosive fluid meant to break down the defenses of prey, and with its exceptionally loud roars Akantors can create a sort "sonic beam" tainted with the Dragon Element powerful enough to shoot down airships flying by.

Behaviour

Akantor will attack and kill almost anything on sight, often letting out a deafening roar before charging head-on. When not actively hunting or in combat, Akantor still appear aggressive, destroying whatever bothers them as they travel to their destination. Its own name in some villages means Disaster. Some of the extremes it has been seen with include droughts and heavy thunderstorms.

Niche

Akantor is the top predator in many environments it appears in. Akantor are the only known natural predators to both Gravios and Uragaan, showing how easily they conquer over other species. The only things that could potentially threaten an Akantor is other Elder Dragon-Level Monsters and Elder Dragons. It is even feared that Akantor would fight Ukanlos if both were to encounter each other, causing a massive catastrophe

Biology

The average size of an adult Akantor is approximately 3049cm. An Akantor's shell is perfectly suited to the volcanic belt. It can burrow into the lava and stay there for a short period of time due to its thick shell. The large spikes on its back are very sturdy and firm, but not completely devoid of movement; said spikes can be seen slightly moving when the creature exerts powerful movements. These spikes also help deter airborne attacks. An Akantor's fangs are equally effective at burrowing into dense lava as they are at killing an armored monster. Produced inside Akantor's mouth is a deadly acid used to digest prey more easily.

Habitat

Akantor is normally found deep within volcanic environments. However they are nomadic in nature, and can be seen almost anywhere, albeit rarely.

Astalos



Astalos

Large Beast (Flying Wyvern), Unaligned


  • Armor Class 16
  • Hit Points 200 (20d10 + 80)
  • Speed 35ft., Fly 75ft.

STR DEX CON INT WIS CHA
18 (+4) 23 (+6) 18 (+4) 4 (-3) 14 (+2) 8 (-1)

  • Saving Throws DEX +11
  • Skills Acrobatics +16, Perception +7
  • Damage Immunities Lightning
  • Condition Immunities Frightened
  • Senses Darkvision 60ft., passive Perception 17
  • Languages --
  • Challenge 14 (11,500 XP)

Aggressive As a bonus action, the Astalos can move up to its speed toward a hostile creature that it can see.

Charging When the Astalos hits a creature with one of its melee attacks, that part of its body charges, gaining an extra 6 (1d12) lightning damage. Its Wings take two hits to charge, one for each wing. Once each weapon has charged, the Astalos becomes fully charged allowing it to use its Thunder Crash ability. Its Movement speed also increases by 10 feet and it gains a +1 to AC.

Enrage. When Astalos starts its turn with half its maximum hit points (100) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Flyby The Astalos doesn't provoke attacks of opportunity when flying out of reach.

Lightning Absorption If Astalos takes lightning damage, a random one of its melee weapons that isn't charged will become charged.

Actions

Multiattack. The Astalos makes four attacks: One with its Crest, one with its Tail and two with its Wings Claws. Alternatively it can make two melee attacks and use its lightning column ability.

Crest. Melee Weapon Attack: +11 to hit, Reach 5ft, one target. Hit 11 (1d10 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, Reach 15ft., one target. Hit 11 (1d10 + 6) piercing damage and the target must succeed on a DC 18 Constitution saving throw or be paralyzed until the end of its next turn or until it takes damage.

Wing Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Lightning Column. The Astalos produces two 5 foot radius, 40 foot tall columns of lightning and sends them out in any direction from it. The columns travel in a 60 foot line. Any creature in the line must make a DC 18 Dexterity saving throw or take 27 (5d10) lightning damage on a failed save. On a success creatures take half damage.

Thunder Crash (Recharge 5-6) The Astalos must be charged to use this ability. The Astalos launches itself at an area it can see within 80 feet of it. When it impacts the ground, all creatures within 30 feet of the Astalos must succeed on a DC 18 Dexterity saving throw or take 55 (10d10) lightning damage as the Astalos releases its charge. On a success creatures take half damage. The Astalos loses all its charge after using this ability.

Legendary Actions

The Astalos can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Fly The Astalos flies up to half its fly speed.

Lightning Blade (Costs 2 Actions) The Astalos' crest must be charged. The Astalos forms a blade of lightning from its crest and sweeps it in a 15 foot cone. Any creature in the area must make a DC 18 Dexterity saving throw taking 35 (10d6) lightning damage and being afflicted by Thunderblight for a minute on a failed save. A creature can make a DC 18 Constitution saving throw at the end of each of its turns to end the blight. On a success a creature only takes half damage.

Tail Shock (Costs 2 Actions) The Astalos' tail must be charged. The Astalos fires a 5 foot wide, 30 foot long line of electricity from its tail. Any creature in the area must make a DC 18 Dexterity saving throw, taking 23 (7d6) lightning damage and being paralyzed until the end of their next turn or until they take damage. On a success a creature only takes half damage.

Physiology

Astalos body is almost entirely covered in sharp, dark green plating, although it has a more bright colored underside. Unlike any other Flying Wyvern, Astalos' wings resemble those of an insect, most precisely a glasswing butterfly's wings. Its thin legs have three toes. Its tail is long, making up almost half of the monster's length, and it has two pair of earwig-like pincers at the tip. It has a relatively small head, with a big horn on top of it.

Abilities

Astalos has green electricity surging throughout its body and it is able to release it from just about every part of its body. The main parts that this electricity surges from are its wings, tail, and horn. They try to divebomb and smash opponents to bits with the claws on its wings. It can paralyze prey with a strike from its tail, create an electrical construct to swing at enemies with its horn, and breath blasts of electricity which can split into two pillars upon impact with the ground.

Behaviour

Astalos are extremely aggressive Flying Wyverns known for their brutality and for attacking everything. Astalos are known to usually be the ones that start the fight in their territory. They've been seen attacking large Flying Wyverns, like Rathalos, even if those monsters are not interested in the Astalos's presence. Regardless of if the enemy is losing the fight, Astalos will continue to fight them relentlessly, even if they are trying to escape. If the enemy is killed, the Astalos may feed on the enemy's corpse, as it is sometimes known to do. Astalos will even sometimes cannibalize their own young by accident. This is due to the adults mistaking the young for Neopteron like Vespoid occasionally. To prevent this, Astalos guard their nest up until the eggs are ready to hatch before leaving the young to fend for themselves. Even while young, Astalos don't hesitate about anything, including cannibalism, and can be quite violent.

Niche

Astalos are high up in the food chain. They are known to be predators and have been found to feed on Herbivore like Mosswine and Aptonoth. Astalos have also been observed eating Neopteron like Vespoid and lesser predators like Velocidrome. Despite being top predators, Astalos have to compete with other large predatory monsters like Rathalos, Najarala, Seregios, and Seltas Queen. It also has to compete with rare, powerful monsters like Rajang, Deviljho, and Elder Dragons.

Biology

Astalos's whole body is an electrical organ. Astalos uses Piezoelectricity — as an Astalos fights and becomes more active, certain body parts will begin to charge up with electricity quickly. Its tail, wings, and crest are the only parts of its body that will become electrically charged. This can easily be seen by looking for green surges of electricity on those parts of its body. The more charged up it is, the more range and power its electrical attacks have.

Throughout the Astalos's whole body is a razor-sharp shell covered in spikes. This shell can easily cut up prey with just a single touch. Astalos's flying abilities are comparable to a Rathalos with the help of its powerful wings.Its wings are tough, covered in spikes, and are even used as weapons on the ground. The wings can also produce a special electrical charge used for capturing prey. Its pincer-like tail is used for capturing and paralyzing prey.

Habitat

Astalos is generally seen in areas with a lot of prey. This includes forests, jungles, hills and swamps. It is never seen in extremely hot or cold areas, indicating that it likely cannot deal with such temperature differences.

Deviants

Astalos has a single deviant known as Boltreaver Astalos. This deviant is permanently charged but it can reach a further state of charge wherein the electricity becomes blue. It also has a number of new abilities, including generating a magnetic field to pull creatures in.

Barioth



Barioth

Huge Beast (Flying Wyvern), Unaligned


  • Armor Class 16 (Natural Armour)
  • Hit Points 230 (23d12 + 69)
  • Speed 50ft., climb 50ft., fly 40ft.

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 16 (+3) 4 (-3) 15 (+2) 6 (-2)

  • Saving Throws DEX +10
  • Skills Perception +7, Stealth +10, Acrobatics +10
  • Damage Resistances Cold
  • Senses Darkvision 120ft., passive Perception 17
  • Languages --
  • Challenge 14 (11,500 XP)

Brutal Critical If the Barioth lands a critical hit with its bite attack it deals an extra two die of damage.

Enrage. When Barioth starts its turn with half its maximum hit points (99) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, rolls an extra damage die on all attacks and its movement speed increases by 10 feet. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Evasion. When the Barioth is subjected to an effect that requires a Dexterity saving throw to take only half damage, it instead takes no damage on a success and only half on a failure.

Ice Walk. The Barioth ignores difficult terrain composed of ice or snow.

Pounce If the Barioth moves at least 20 ft. 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 Barioth can make one bite Attack against it as a Bonus Action.

Surprise Attack. If the Barioth surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 9 (2d8) damage from the attack.

Actions

Multiattack. The Barioth makes three attacks: One with its bite, one with its claws and one with its tail swipe.

Bite Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Tail Swipe. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If in icy terrain this attack deals an extra 7 (2d6) cold damage and the target is afflicted by Iceblight until the end of their turn..

Wind Blast (Recharge 5-6). The Barioth fires a blast of wind at a point within 30ft., creating a 5 foot radius, 60 foot tall tornado at that point. When a creature enters the tornadoe’s area for the first time on a turn or starts its turn there it must make a DC 17 Strength saving throw. On a failure creatures take 35 (10d6) bludgeoning damage and are sucked 30 feet up into the tornado. On a success creatures take half damage and are pushed backwards out of the tornado's area. The tornado disappears at the end of the Barioth's next turn, dropping any creature without a flying speed that is in it. If used in an icy area the tornado deals cold damage instead of bludgeoning.

Legendary Actions

Barioth can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Roar The Barioth roars loudly. Any creature within 30 feet of it that can hear it must succeed on a DC 17 Constitution saving throw or be deafened for one minute. A creature can repeat this save at the end of each of its turns to end the effect. A creature concentrating on a spell must also make a concentration check of the same DC.

Move The Barioth moves up to its speed without provoking attacks of opportunity.

Pouncing Bite (Costs 2 Actions) The Barioth leaps into the air, dropping on a creature within 30 feet of it. It then makes a bite attack against the creature with advantage.

Physiology

Barioth is a quadrupedal Flying Wyvern, with various cat-like features. Its body is mostly covered with icy white plates and spikes along its neck, spine, and tail.

Its face features two massive, curved tusks of an amber coloration. Its forelegs are longer and more powerful than its back legs, with deadly spikes along its wings, as well as three large claws.

Abilities

Barioth can move quickly and attack wildly, presenting a challenge even to experienced hunters. Barioth uses its fangs and claws to slide around on the ice making it hard to keep up with. It is able to slide its tail to its side and wield it in a club-like fashion.It is capable of producing a wind blast; Barioth will spit out an icy ball that will create a powerful tornado. However, this wind blast will not work while Barioth is fatigued.

Behavior

Barioth are skilled hunters that are surprisingly agile for their size. When feeding, these wyverns prefer to eat the soft internal organs of their prey when compared to tougher flesh. During their Breeding Season, male Barioths will show off their impressive tusks to attract females to mate with. Sometimes males will invade the territory of a female in order to mate with them. This behavior, however, is not without its risks, as females will attack males if they have already mated or simply aren't impressed. After a female Barioth has mated it will find a nice secluded cave to raise its offspring in. Females are viviparous, becoming pregnant and then having 2-3 fur covered young that hide in the caves of the Tundra. Interestingly, each Barioth has its own unique way of fighting.

Biology

Barioth are accustomed to the Tundra and the polar regions. Their pelts, which are colored pure white, provide camouflage that easily allows them to ambush prey, or even top predators, in the blinding snow. They possess extremely sharp front canines which can pierce through the hides of Popo like soft butter, causing them to bleed profusely from the resulting wound. They have razor-sharp claws which deal heavy damage to even the toughest of monsters, and can mince anything in as little as a few slices. These claws and spikes also aid Barioth in scaling the slippery, steep, glaciers that make up its home. Its squinted eyes have evolved to compensate for the blinding glare created by the sun reflecting off the snow during the day. Unlike other Flying Wyverns, Barioth's wings are very sleek and flexible, allowing it to perform amazing maneuvers while flying. The nature of its wings allows Barioth to hover in one spot for long periods of time, as well as perform complete 180 degree turns mid flight.

Niche

Barioth are one of the monsters who are seated at the end of the food chain in their icy domain. They are extremely agile and surprisingly strong. They ambush Popo, Anteka, Pokara or Lagombi, who have protein-rich meat under their thick hides. Barioth prefer eating the internal organs of their prey. The only other competitors who have the capacity to defeat a Barioth are Stygian Zinogre, Brachydios, Tigrex, and Glacial Agnaktor. Gigginox and Baleful Gigginox also pose a dangerous threat.

Habitat

Barioth inhabits icy areas such as the tundra or the snowy mountains, where the roaming herbivores on which it preys are large and plentiful.

Subspecies

Only one known subspecies of Barioth exists, the Sand Barioth. This is a subspecies that has evolved to live deep in the deserts as apposed to the freezing tundra and mountains, leading it to evolve a more sandy orange colour than the ice white of the normal Barioth.

Basarios



Basarios

Large Beast (Flying Wyvern), Unaligned


  • Armor Class 17 (Natural Armour)
  • Hit Points 216(20d10 + 80)
  • Speed 30ft., burrow 30ft., fly 20ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 2 (-4) 12 (+1) 4 (-3)

  • Saving Throws STR +9, CON +8
  • Damage Resistances Fire; poison; Bludgeoning, Piercing and Slashing from Nonmagical Attacks.
  • Senses Tremorsense 20ft., passive Perception 11
  • Languages --
  • Challenge 10 (5,900 XP)

Enrage When Basarios starts its turn with half its maximum hit points (108) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

False Appearance. While half buried underground the Basarios is indistinguishable from a pile of rocks.

Actions

Multiattack. The Basarios makes three attacks, two with its slam and one with its tail swipe. It can't use a slam and a tail swipe against the same target.

Slam. Melee Weapon Attack +9 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) bludgeoning damage.

Tail Swipe. Melee Weapon Attack +9 to hit, reach 10 ft., 1 target. Hit: 11 (1d12 + 5) bludgeoning damage..

Emit Gas (Recharge 4-6). The Basarios uses one of the following Gas emissions.

Poison Gas. The Basarios emits a poisonous gas all around it. Any creature within 10 ft of Basarios must succeed on a DC 16 Constitution saving throw. On a failed save creatures take 13 (2d12) poison damage and are poisoned for 1 minute. While poisoned in this way a target takes 6 (1d12) poison damage at the start of each of its turns. At the end of its turn the creature can repeat the save to end the poisoned condition. On a successful save a target takes half damage and is not poisoned.

Sleeping Gas. All creatures within 10 ft of the Basarios must succeed on a DC 16 Constitution saving throw. On a failure a creature is knocked unconscious for 1 minute, until they take damage or until another creature takes an action to shake them awake. On a success a creature is unaffected.

Fire Beam (Recharge 5-6). The Basarios fire a 5ft wide, 100 ft long line of flame and heat. Any creature in the line must make a DC 16 Dexterity saving throw or take 35 (10d6) fire damage and be afflicted with Fireblight. On a success a creature takes half damage.

Physiology

Basarios is a small, rocky wyvern. It is the juvenile form of Gravios. Its hard, stone-like shell can be used for protection against other large wyverns, doubling up as effective camouflage when Basarios partially buries itself in the ground.

Abilities

It is able to release either sleeping or poisonous gas from its underside. It is also known to unleash a very powerful lava beam at times. It can also hurl balls of fire like a Yian Kut-Ku, although it prefers to charge towards adversaries. When resting or changing areas, it burrows underground, exposing only its back, giving it the appearance of a large gray rock. Being very heavy, it is a slow mover, and although it has wings, it rarely uses them to fly. Even when it does, its weight allows it to fly only for a short time.

Behaviour

Much less aggressive than its adult form Gravios, Basarios are content with maintaining their rock-like camouflage and feeding on minerals. Basarios can become aggressive when attacked, spitting fire balls, firing heat beams and ramming their opponents when threatened.

Niche

They are far weaker than Gravios, so they rely mostly on their camouflage and hard outer shell to deter attacks. Basarios are abandoned by their mothers shortly after being born, and spend much of their early lives feeding and looking out for themselves. Large predators, such as Akantor, will try to prey on the juvenile wyvern. While ores and minerals are a large part of their diet, they will feed on Herbivores and Neopterons in order to gain protein by ambushing them from the ground.

Biology

Thick, rock-like shells protect Basarios from most of the volcanic heat. Basarios has relatively large claws on its short wings, used to assist the creature in digging. Basarios's short tail has not yet developed into Gravios's trademark mace-like appendage. A Basarios's back resembles a rocky outcropping commonly found in the volcanic region and serves as a crude yet effective camouflage. When all else fails, Basarios can expel either a burning, poisonous, or sleep-inducing gas from pores all over their body. The gases are the remains from its previous meals.

Habitat

Basarios are usually found in either volcanic or swamp regions as these areas have many minerals for them to feed on. They can also rarely be found in forested areas.

Subspecies

There is only a single subspecies of Basarios, known as Ruby Basarios. The only difference between the two is that the Ruby variant is covered in beautiful pink crystal structures, which makes its shell a lor harder. Interestingly a Ruby Gravios has never been found. It is possible Ruby Basarios don't survive to adulthood as they are hunted for the crystals on their shell, as well as their camouflage being less effective.

Bazelgeuse



Bazelgeuse

Huge Beast (Flying Wyvern), Unaligned


  • Armor Class 20 (Natural Armour)
  • Hit Points 323 (19d12 + 190)
  • Speed 40ft., fly 50ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 30 (+10) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws STR +15, CON +17
  • Skills Perception +9
  • Damage Resistances Force
  • Damage Immunities Bludgeoning, Piercing and Slashing from nonmagical weapons that aren't adamantine, Fire.
  • Condition Immunities Charmed, Feared
  • Senses Darkvision 60ft., passive Perception 19
  • Languages --
  • Challenge 22 (41,000 XP)

Apex Slayer. The Bazelgeuse has advantage on any ability check to detect or track creatures of size huge or larger. If the creature is of a lower CR than Bazelgeuse it gains the Agressive trait towards them. If the creature is the same or a higher CR than Bazelgeuse, the Bazelgeuse immediately enrages.

Enrage. When Bazelgeuse starts its turn with three quarters its maximum hit points (242) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, and rolls an extra damage die on melee attacks. While enraged its scales always drop at the start of its turn and they detonate at the end of its turn, instead of when taking damage. It also always recharges its scales at the start of its turn.

Explosive Scales (Recharge 4-6). At the start of its turn the Bazelgeuse can choose to drop explosive scales on the ground. If it chooses to do so, the Bazelgeuse will drop scales for every 5 feet it moves. The scales lay inert until they take any damage. Upon taking damage the scales detonate. Every 5 feet the Bazelgeuse fills with scales consumes one scale. Any creature within 10 feet of a scale must succeed on a DC 20 Dexterity saving throw, taking 27 (5d10) fire damage and being afflicted by fireblight on a failed save. On a success creatures only take half damage and are not afflicted by

the blight. A creature can only be affected by one explosive scale per turn. The Bazelgeuse has 40 scales. On a successful recharge roll, it regains all expended scales. When exhausted, the bazelgeuse fails to regenerate any scales.

Actions

Multiattack. The Bazelgeuse makes two attacks: one with its Slam and one with its Tail.

Slam. Melee Weapon Attack: +15 to hit, Reach 10ft., one target. Hit 27 (3d12 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +15 to hit, Reach 15ft., one target. Hit 19 (2d10 + 8) bludgeoning damage. This attack also drops exploding scales under the target.

Explosive Breath (Recharge 4-6). The Bazelgeuse breathes explosive fire in a 20 foot cone. Any creature in the area must succeed on a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage and being afflicted by fireblight on a failed save. On a success creatures take half damage and are not inflicted with fireblight.

B-52 (Recharge 5-6). The Bazelgeuse flies its full movement in a straight line, dropping all its scales along the way. It then turns around and crashes down the line and into the bombs. Any creature in the area must succeed on a DC 20 Dexterity saving throw, taking 55 (10d10) bludgeoning damage and the effects of the exploding scales on a failed save. On a success a creature takes half the bludgeoning damage and counts as passing the save from the explosive scales.

Legendary Actions

The Bazelgeuse can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Payload. The Bazelgeuse covers its space in explosive scales.

Head Slam (Costs 2 Actions). The Bazelgeuse makes a slam attack against a creature within 10 feet of it. This attack also sets off any scales within 5 feet of the target creature.

Roar (Costs 2 Actions). The Bazelgeuse lets out a deafening roar. Any creature within 50 feet must succeed on a DC 20 Constitution saving throw or be deafened for one minute and stunned until the end of their next turn or until they take damage.

A terrifying flying wyvern, reminiscent of modern bomber planes. Bazelgeuse are well known for interrupting hunts of other monsters so as to fight them.

Physiology

Bazelgeuse is a large Flying Wyvern covered in thick, heavy

scales. It has a bulky upper body and a large wingspan. Its underside is lined with protruding scales which are easily shed. When enraged the monster enters a "superheated" state, causing the gaps between its scales to glow red hot.

Abilities

The Bazelgeuse's scales readily seperate from its body, where they begin to act as sorts of mines. When the scales take damage from any source, they explode. This makes Bazelgeuse a very dangerous foe, as it scatters the scales around the battlefield as it fights. It is well known for doing a sort of 'bombing run' where it lays a strip of bombs down on the ground, before crashing through them to detonate the scales while simultaneously crushing its enemy. Its own thick armour protects it from the heat and concussive damage from the scales.

When enraged, these scales detonate by themselves, and are replaced far quicker than normal, allowing the Bazelgeuse to utilise its explosive attacks far more often for a short time.

Behaviour

Bazelgeuse are highly territorial, relentlessly attacking anything that dares enter into their turf. The moment they hear the roar of another large monster, they'll immediately search for the source before either driving it off or slaying the intruder. By keeping other large monsters out of their territory, Bazelgeuse can have more prey for themselves without any competition. However, more plentiful prey means that individuals could unintentionally attract a Deviljho to their territory, causing the two wyverns to fight each other. Most other wyverns are unable to stand against Bazelgeuse's might, with only Elder Dragons and monsters of equal power being able to take them on.

Niche

Bazelgeuse easily assert themselves as apex monsters in whatever environment they pass through, disrupting the local food chain. They'll attack other apexes like Rathalos, Diablos, Legiana and Odogaron, and feed on lesser species such as Aptonoth, Apceros and Raphinos. The only known rivals to a Bazelgeuse is the infamous Deviljho, which is considered to be its equal, other Elder Dragon-Level Monsters, and Elder Dragons. Although Deviljho is known to attack and devour Elder Dragons when given the chance, Bazelgeuse is known to avoid them unless forced to protect itself, showing it may be less powerful or simply more intelligent than Deviljho.

Biology

The Bazelgeuse's most distinctive trait is its ability to shed explosive scales. These special scales are created by solidifying its body fluids. These body fluids come from explosive glands, or fuses, found inside of its neck and tail. These fluids cool when they come in contact with the outside air before stretching out and solidifying, becoming Bazelgeuse's explosive scales. While on Bazelgeuse they are stable, but, once off it, they're unstable. If stimulated or left to oxidize, they'll explode, severely damaging anything caught within the blast. Bazelgeuse knows this, and will directly strike the scales or roar to make them explode. One would think that these explosions would damage Bazelgeuse as well, but its thick shell protects it from such impact. Bazelgeuse has giant wings on its body that allow it to fly great distances. Unlike other Flying Wyverns, it barely flaps

its wings as it soars through the sky, making it less likely for prey to hear it coming. It is also known to use its wings to aid it in walking and charging down other monsters, much like Diablos. When hunting or facing off against an enemy, Bazelgeuse's body is known to glow intensely. While glowing, its explosive glands will go on overdrive and constantly produce body fluids, causing its explosive scales to fall off its body more frequently. In this "heated state," Bazelgeuse's scales will turn orange and explode immediately upon hitting the ground, making them deadlier than ever before. It primarily enters this state when hunting, carpet bombing prey before swooping down and feeding on the remains of its quarry. Since its jaws aren't very strong, it'll let some of its scales explode on the corpse to soften up its meal. Like Rathalos, Bazelgeuse is capable of breathing fire from its mouth, but it lacks a fire sac. Instead of using a special sac, Bazelgeuse uses an explosive gland found in its mouth to do so.

Habitat

Bazelgeuse can be found in almost every habitat, as it constantly roams around, looking both for prey and territories it can steal from other monsters. the only habitats it hasn't been seen in are extremely cold areas, such as tundras or frozen mountains.

Diablos



Diablos

Huge Beast (Flying Wyvern), Unaligned


  • Armor Class 17 (Natural Armour)
  • Hit Points 315(21d12 + 168)
  • Speed 40ft., Burrow 40ft., Fly 20ft.

STR DEX CON INT WIS CHA
28 (+9) 13 (+1) 26 (+8) 3 (-4) 10 (+0) 6 (-2)

  • Saving Throws STR +15, CON +14
  • Senses Tremorsense 30ft., passive Perception 10
  • Languages --
  • Challenge 18 (20,000 XP)

Charge. If the Diablos moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be thrown 10 feet backwards and knocked prone.

Enrage. When Diablos starts its turn with three quarters its maximum hit points (236) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. While enraged it also gains an extra 10 feet of movement and the Aggressive trait. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Reckless At the start of its turn, the Diablos can gain advantage on all melee weapon Attack rolls during that turn, but Attack rolls against it have advantage until the start of its next turn.

Siege Monster The Diablos deals double damage to objects and structures.

Underground Hearing. The Diablos' tremorsense does not work while deafened. If the Diablos takes thunder damage or hears a very loud noise

while underground and not deafened it must succeed on a DC 19 Constitution saving throw or it immediately leaves the ground and is knocked prone unless it is enraged.

Actions

Multiattack. The Diablos makes any combination of two attacks with its gore or its tail.

Gore. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 28 (3d12 + 9) piercing damage.

Tail. Melee Weapon Attack: +15 to hit., reach 15ft., 1 target. Hit: 20 (2d10 + 9) bludgeoning damage and the target must succeed on a DC 19 Strength saving throw or be knocked prone.

Erupt (Recharge 5-6, Must be underground). The Diablos erupts from beneath the earth with incredible force. Any creature in the Diablos' space when it emerges must succeed on a DC 18 dexterity saving throw or take 45 (10d8) bludgeoning damage and be thrown 20 feet back and knocked prone. On a success creatures take half damage, are pushed to within 5 ft. of Diablos and are not knocked prone.

Legendary Actions

The Diablos can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Dig The Diablos moves up to its burrow speed without provoking attacks of oppurtunity.

Tail Swipe (Costs 2 Actions) The Diablos makes a tail attack against all creatures in a 15 foot cone.

Roar (Costs 3 actions). The Diablos unleashes a deafening roar. All creatures within 60 feet of the Diablos must succeed on a DC 18 Constitution saving throw or be Stunned until the end of the Diablos's next turn and Deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns to end the deafened condition.

Two-horned Wyverns found in desert zones. They are capable of burrowing into sand to attack from below. Incredibly violent and proud, they are known to unleash terrible wrath when accosted.

Physiology

Diablos are large, bipedal wyverns with powerful armor plating covering much of their body. Their most noteworthy feature is a pair of massive, solid bull-like horns above their red eyes. Diablos also possess a pair of tusk-like fangs and a large, spiny neck frill. Their tail ends with a heavy,

studded club that can be used to ward off attackers. Diablos stand on a pair of stocky, wide-set legs and possess a broad upper body complete with thick, muscular wings.

Abilities

Diablos have the ability to burrow into the earth and travel underground, employing this tactic to surprise unsuspecting targets or slip away from a dangerous encounter. In addition, they are capable of producing a powerful roar that will stun most aggressors. Using their powerful legs in tandem with their heavy upper body and head, Diablos can run at high

speeds to charge attackers with their horns, using the powerful momentum to maximize the potential for damage.

Behaviour

Despite their herbivorous diet, Diablos are extremely aggressive towards other monsters who venture into their territory. Because their habitat does not permit the growth of many plants, Diablos are always in competition with other monsters and each other over spots in the desert rich in vegetation such as cacti. They are even aggressive to smaller creatures, leading to them being one of the most dangerous creatures in the desert simply due to the high risk of being attacked.

Niche

Diablos are Herbivores that readily feed on any kind of vegetation in their territory. Diablos are known to feed on different types of desert vegetation, most commonly giant cacti which can reach sizes of up to 12 feet tall. But with the size of the plants also comes rarity, so Diablos are always on the look out for these rare and succulent food, which leads to frequent territorial disputes. In desert environments, Diablos occasionally come into contact with large predators such as Tigrex, Glavenus, Sand Barioth, Nibelsnarf and rare Elder Dragons found in said environments.

Diablos are willing to fight almost anything over territory, however the one thing that may cause a Diablo to leave an area is if an Elder Dragon such as Teostra decides to move in, as they are far too powerful for a Diablos to face.

Biology

Diablos' chief adaptation is its twin horns. Both are strong and sharp. A witnessed phenomenon in the New World shows that these horns are strong enough to easily overpower a Barroth's scalp in a physical clash, but they wear constantly. Diablos has blunt claws on its wings, strong neck muscles that allow it to support its bulky head even while charging, and a pair of strong hind legs that help it to burrow through desert sand. Such powerful muscles also make it formidable in combat, having shown to be capable of flinging over the massive Glavenus with ease. Although Diablos cannot launch projectiles from a distance, it more than makes up for it with its extreme speed and devastating blows. Diablos' thick tail serves as a club for self-defense, capable of breaking solid rock. Diablos' shell and spines are perfect for protecting Diablos from any threats it may face.

Habitat

Diablos lives exclusively in desert environemnts, where it feeds on giant cacti and utilizes its burrowing ability to great effect in the sand.

Subspecies

Diablos has one subspecies, the Black Diablos. However this is technically not a subspecies, but rather a female Diablos in heat. This makes her far more aggressive and dangerous than normal.

There is also a Deviant known as the Bloodbath Diablos, which is one of the single most aggressive creatures. Its body can reach such high temperatures when enraged that the bodily fluids covering it begin to evaporate into steam.

Gigginox



Gigginox

Large Beast (Flying Wyvern), Unalignedt


  • Armor Class 14
  • Hit Points 126 (14d10 + )
  • Speed 30ft., Climb 30ft., Fly 30ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 4 (-3) 13 (+1) 6 (-2)

  • Saving Throws CON +6 , DEX +7
  • Skills Stealth +7
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 200ft. (Blind beyond this radius)
  • Languages --
  • Challenge 7 (2'900 XP)

Cave Hunter The Gigginox has advantage on Dexterity (Stealth) checks made while in a cave or underground.

Enrage When Gigginox starts its turn with half its maximum hit points (62) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Spider Climb The Gigginox can climb difficult surfaces without making an ability check, including upside down on ceilings.

Actions

Multiattack. The Gigginox makes two attacks using its bite or poison spit.

Bite. Melee Weapon Attack: +7 to hit, Reach 10ft., one target. Hit 15 (2d10) piercing damage plus 3 (1d6) poison damage and the the target is grappled (escape DC 15) if it is size medium or smaller. While grappled in this way the target is also restrained and the Gigginox cannot bite another target.

Poison Spit. The Gigginox spits poison at a point it can see within 60 feet of it, creating a 10 foot radius cloud that lasts one round and heavily obscures the area. When a creature enters the cloud for the first time on a turn or starts its turn there they must make a DC 16 Constitution saving throw, taking 10 (3d6) poison damage and being poisoned for 1 minute on a failed save and only taking half damage on a success.

While poisoned in this way a creature takes 4 (1d8) poison damage at the start of each of its turns. A creature can repeat the save at the end of their turn to end the condition.

Swallow The Gigginox attempts to swallow a creature it is currently grappling. The Gigginox makes a bite attack against the creature. If it hits, the target does not take damage but the Gigginox instead swallows it. The target is restrained and blinded and takes 20 (4d10) acid damage on the start of each of the Gigginox's turns and the Gigginox cannot swallow another target. If the Giiginox takes 20 damage from a creature inside of it, it must make a DC 16 Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Gigginox. If the the Gigginox dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 feet of Movement, exiting prone.

Release Toxic Gas (Recharge 5-6) Any creature within 10ft. of the Gigginox must make a DC 16 Constituion saving throw or take 22 (5d8) poison damage and be poisoned for 1 minute. On a successful save a creature takes half damage and is not poisoned. While poisoned a creature takes 13 (3d8) poison damage at the start of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns to end the poisoned condition.

Legendary Actions

The Gigginox can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Gulp. The Gigginox uses its Swallow action.

Lay Egg (Costs 2 Actions). The Gigginox lays a Giggi sac on the ground or on its own back. The egg goes on the Gigginox's initiative. If it lays the egg on its back its speed is reduced by 5ft. until the egg is destroyed but the egg moves with the Gigginox. Alternativelt the Gigginox can lay a poison egg which appears identical to a Giggi egg but does not create Giggi and explodes in a poison mist when destroyed. Any creature within 5ft. of the egg when it is destroyed must succeed on a DC 15 Constitution saving throw or take 10 (2d10) poison damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns. On a success a creature takes half damage and is not poisoned.

Gigginox is a Flying Wyvern that is the adult form of the Giggi. Giggnox's closest relative is Khezu. Baleful Gigginox is a genetic defect of Gigginox. Gigginox are similar to the Khezu, in that they are blind, cave-dwelling Wyverns. However, they do not sense prey by smell; instead, Gigginox have a special organ that can detect the body heat of their prey.

Physiology

Gigginox are wide and flat, unlike the Khezu, which is bulky and has large fat reserves. Also, Gigginox does not have highly moisturized skin, and unlike the Khezu, it does not have visible veins. Gigginox is notably much more agile than the Khezu, being able to flip around without difficulty, and being much faster, probably due to their flat body, and their ability to sense body-heat instead of smelling. Unlike Khezu, Gigginox use all four limbs and their tail to move around.

Abilities

Also similar to the Khezu is the Gigginox's elastic neck and tail, which can stretch out to twice their length in an attempt to attack prey. Their top skin is grey-white, and their under-skin is dark red. When enraged a Gigginox's top color will change to a darker grey, almost black hue. Their head, tail and chest marks are white but have eye-like sections that glow purple when inside dark areas. Gigginox have a circular, leech-like maw, which contains many sharp teeth. They can also attach to the ceilings of caves like the Khezu. They can spit poison or release it as a form of gas from pores under their body. Gigginox can lay gelatinous globs, called Giggi Sacs, that spawn young Giggi. However, they may also excrete purple globs that burst into poisonous clouds in mere seconds, these may trick those unfamiliar with Gigginox into attacking them instead.

Niche

Gigginox are high in the food chain within their caves. Gigginox are known to feed on Baggi, Popo, Anteka, and Bullfango. Gigginox rarely leave the caves they inhabit due to the threat of other large predators such as Tigrex, Glacial Agnaktor, Stygian Zinogre, Barioth, and Brachydios.

Biology

The average size of an adult Gigginox is approximately 1092.0cm. Just like Khezu, it produces a similar mucus-like substance on its body. This substance isn't really produced while its calm, making it look dry, it is mainly produced when Gigginox is enraged. When enraged, it combines the toxins with the mucus, giving it a darker appearance. On the Gigginox's face, underbelly, and tail are poisonous organs. These organs are used to produce a toxic poison that is produced in a "glob" form but, spreads out in a "fog-like" form. Gigginox spits the globs of poison on the ground because if its able to get a prey item to inhale enough of the poisonous gas, the creature will likely die. Unlike Khezu, Gigginox doesn't smell for prey, rather Gigginox uses specialized heat organs to detect prey. The red underside of Gigginox has many tiny hairs on them. This allows Gigginox to hang onto ceilings and walls.

Behavior

The Gigginox is highly territorial, staking out a cavern or other such area to lay its eggs. During the day, they sleep much longer than most other monsters in the area but at night they become truly active. They will spend sometime awake during the day but if they instantly sense potential prey in the area, they will actively stalk the creature in the caves.

Said prey items are later left behind as corpses in caves to make it easier to catch prey. Despite a Gigginox's looks, they are considered to be quite intelligent compared to some other Flying Wyverns. Gigginox even save food in their caves.

Environment

The Gigginox is known to live in the tundra though migrates to other cave systems in different regions, leaving behind its offspring. It has also been found to inhabit the Underdark in the Forgotten Realms.


Giggi Sac

Medium Object, Unaligned


  • Armor Class 10 (Natural Armour)
  • Hit Points 20 (4d8)
  • Speed 0ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 10 (+0) 0 (-5) 0 (-5) 0 (-5)

  • Damage Immunities Poison
  • Condition Immunities Blind, Charmed, Deafened, Exhausted, Frightened, Incapacitated, Petrified Poisoned, Prone, Paralyzed, Stunned, Unconscious
  • Senses None
  • Languages --
  • Challenge 0 (10 XP)

Adhesive The Giggi egg can stick to any surface it is placed on.

Actions

Spawn Giggi. The Egg spawns a Giggi within 5ft. of it. It can spawn up to 5 Giggi, after which it is destroyed.


Giggi

Tiny Beast (Flying Wyvern), Unaligned


  • Armor Class 12
  • Hit Points 4 (2d4)
  • Speed 20ft., Climb 20ft.

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

  • Skills Stealth +4
  • Damage Immunities Poison
  • Condition Immunities Blind, Poisoned, Prone
  • Senses Blindsaight 60ft. (Blind beyond this range)
  • Languages --
  • Challenge 1/8 (25 XP)

Actions

Leeching Bite. Melee Weapon Attack: +4 to hit, Reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage and the Giggi attaches to the target. While attached, the Giggi doesn't Attack. Instead, at the start of each of the Giggi's turns, the target loses 5 (1d4 + 3) Hit Points due to blood loss. The Giggi can detach itself by spending 5 feet of its Movement. It does so after it drains 20 Hit Points of blood from the target or the target dies. A creature, including the target, can use its action to detach the Giggi.

Gravios



Gravios

Huge Beast (Flying Wyvern), Unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 264 (20d12 + 100)
  • Speed 30ft., Burrow 30ft., Fly 20ft., Swim 20ft. (Lava Only)

STR DEX CON INT WIS CHA
24 (+7) 8 (-2) 21 (+5) 2 (-4) 12 (+1) 5 (-3)

  • Saving Throws STR +12, CON +10
  • Damage Resistances Bludgeoning, Piercing and Slashing; Poison
  • Damage Immunities Fire
  • Senses passive Perception 11, Tremorsense 20ft.
  • Languages --
  • Challenge 18 (20'000 XP)

Enrage When Gravios starts its turn with half its maximum hit points (132) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Actions

Multiattack. The Gravios makes three attacks, two with its slam and one with its tail swipe.

Slam. Melee Weapon Attack: +12 to hit, Reach 5ft., one target. Hit 18 (2d10 + 7) bludgeoning damage

Tail Swipe. Melee Weapon Attack: +12 to hit, Reach 15ft., one target. Hit 13 (1d12 + 7) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Emit Gas (Recharge 5-6) The Gravios uses one of the following gas emissions.

Fire Gas All creatures within 10 ft of the Gravios must succeed on a DC 18 Dexterity saving throw. On a failure a creature takes 22 (4d10) fire damage and is afflicted by Fireblight. On a success a creature takes half damage and is not ignited. While ignited a creature takes 5 (1d10) fire damage at the start of each of its turns. A creature can douse the flame on itself or another creature using its action.

Sleeping Gas All creatures within 10 ft of the Gravios must succeed on a DC 18 Constitution saving throw. On a failure a creature is knocked unconscious for 1 minute, until they take damage or until another creature takes an action to shake them awake. On a success a creature is unaffected.

Heat Beam (Recharge 5-6) The Gravios fire a 5ft wide, 150 ft long line of flame and heat. Any creature in the line must make a DC 18 Dexterity saving throw or take 45 (10d8) fire damage and be afflicted by Fireblight. On a success a creature takes half damage.

Legendary Actions

Gravios can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Detect The Gravios makes a Wisdom (Perception) check.

Knock Away The Gravios makes a Tail Swipe attack. If the attack hits the target takes half damage and is pushed 10 feet directly away from the Gravios.

Gas (Costs 2 Actions) The Gravios uses one of its available gas actions.

Roar (Costs 2 Actions) The Gravios roars, requiring all creatures within 60ft. of the Gravios that can hear it to make a DC 18 Constitution saving throw or be stunned until the end of the Gravios' next turn or until they take damage.

Gravios are apart of the Flying Wyvern classification. They are the adult form of the Basarios and are distant relatives of Monoblos, Diablos, and Varusaburosu. Its unknown if Gravios have subspecies, however, Black Gravios have been seen though they aren't subspecies of Gravios but just individuals that were badly burnt by lava while they were Basarios.

Physiology

Gravios is covered in a dense, stone-like armored shell which protects its body from physical damage. It is very large in size, towering over most other wyverns and measuring

several dozen feet in length. Because of its size and incredible weight, it is only capable of limited flight, despite having large and seemingly-developed wings. It has a thick tail with a mace-like club at the end.

Abilities

Gaps in the Gravios' underside expel a knockout gas potent enough to put many monsters to sleep. It seems to have lost its poisoning ability. This gas is produced inside the Gravios' body. Furthermore, these defense mechanisms may be used to deter would-be predators, although there would be few monsters able to penetrate the Gravios's shell.

Biology

Among the largest of the Flying Wyverns, Gravios out-weighs its brethren but can still lift its bulk for a limited time using its wings. Thick, durable rock-like body armor shields Gravios from intense volcanic heat.

Gravios' major organs are in the center of its body to also avoid to much heat. Its shovel-like head assists when feeding on hard rocky surfaces. Inside the stomach of Gravios is a special bacteria that helps them process and digest minerals, allowing Gravios to get nutrients from the minerals. Its stout legs support its great weight and a thick, club-like tail helps balance the creature and is useful in self-defense. Gaps in the Gravios' underside expel a knockout gas, potent enough to put many monsters to sleep, that is produced inside the Gravios' body. This gas is usually expelled after a Gravios has had a meal and used for protection against predators. Gravios can also expel flammable gas to cool themselves down and burn enemies. Since the Gravios feeds on rocks and minerals, they fuel their heat beams mainly with explosive ores. Gravios can are able to submerge themselves and "swim" through lava channels with ease due to their size and heavily-armored shell.

Niche

Gravios is easily one of the strongest wyverns found in either the swamp or volcanic regions. They feed heavily on volcanic rocks for minerals and ores, which consequently aid the development of their supremely strong shells, gases and fire beam but they will also occasionally eat meat. Gravios are known to migrate to the Swamps feed on ore and smaller species. The bulk of the Gravios is enough to discourage predation, as is its habits to travel using the lava systems of the Volcano. The Akantor is the only known true natural predator of the Gravios.

Despite its extreme aggression and incredibly hard shell, the Gravios is not immune to attacks: the Akantor is known to prey on them, and the Shogun Ceanataur wears a Gravios skull on its back to protect this vulnerable area. The Terra Shogun Ceanataur is also seen to use a Black Gravios skull on said body part.

Behaviour

Relatively docile until provoked but like most wyverns are fiercely territorial. It is surprisingly passive to most other inhabitants of this area but considering its near-impervious shell, it is probably just not bothered by it except during its battle an Akantor. It has been discovered as proud and strong as they are some Gravios can be tamed and are used as pets by a few hunters.

Habitat

Gravios is found roaming in swamps and volcanic regions mostly. However they have also been found in forested areas too, alongside their younger counterpart, the Basarios.


Subspecies

To the right-top is the Black Gravios (a Gravios originating from a Basarios scorched by lava at a young age), while below is the normal Gravios.

Khezu



Khezu

Large Beast (Flying Wyvern), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 108(12d10 + 36)
  • Speed 30ft.,climb 30ft., fly 40ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 3 (-4) 10 (+0) 2 (-4)

  • Skills Stealth +6, Perception +3
  • Damage Resistances Cold, lightning
  • Senses Blindsight 120ft., blind beyond this range., passive Perception 13
  • Languages --
  • Challenge 6 (2,300 XP)

Cave Hunter. The Khezu has advantage on Dexterity (Stealth) checks made while in a cave or underground

Enrage When Khezu starts its turn with half its maximum hit points (54) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Keen Smell. The Khezu has advantage on Wisdom (Perception) checks that rely on smell.

Spider Climb. The Khezu can climb difficult surfaces without making an ability check, including upside down on ceilings.

Actions

Multiattack. The Khezu makes two attacks with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 10 (2d6 + 3) piercing damage and another 3 (1d6) acid damage. If the target is a medium or smaller creature that is surprised or paralyzed it is also grappled (Escape DC 15). While grappled in this way, the target takes 3 (1d6) acid damage

at the start of each of the Khezu's turns, is restrained and the Khezu cannot bite another target.

Swallow The Khezu attempts to swallow a creature it is currently grappling. The Khezu makes a bite attack against the creature. If it hits, the target does not take damage but the Khezu instead swallows it. Once swallowed the target is restrained and blinded and takes 17 (3d10) acid damage on the start of each of the Khezu's turns and the Khezu cannot swallow another target. If the Khezu takes 20 damage from a creature inside of it, it must make a DC 16 Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Khezu. If the Khezu dies a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 feet of Movement, exiting prone.

Lightning Ball. The Khezu fires a 5ft wide ball of lightning along the ground in a 60 ft line. Any creature the ball passes through must succeed on a DC 15 dexterity saving throw or take 17 (3d10) lightning damage and become paralyzed until the end of the Khezu's next turn. On a success the target only takes half damage. This attack fails if a creature is currently grappled by the Khezu.

Legendary Actions

The Khezu can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Gulp. The Khezu uses its Swallow action.

Screech. The Khezu screeches, releasing any grappled target. All creatures within 20 ft of the Khezu must make a DC 16 Constitution saving throw or be stunned and deafened for 1 round.

Lightning Aura (Costs 2 Actions). The Khezu surrounds itself in an aura of lightning. All creatures withing 5 ft of the Khezu must make a DC 16 Dexterity saving throw or take 17 (3d10) lightning damage and if they failed the save by 5 or more, become paralyzed until the start of the Khezu's next turn. On a success creatures takes half damage and are not paralyzed. This does not affect a target currently grappled by the Khezu.

Loathsome wyverns that live inside caves. Near blind, they detect their prey by smell. They are capable of generating electric shocks, which they use to paralyze their prey.

Physiology

Khezu are large, pale Wyverns with a flabby, rubbery hide which they constantly keep damp, similar to that of an amphibian. Many of their blood vessels and veins can be seen through their pale skin. Their tail features a specialized

orifice which bonds to the ground during electrical attacks and helps them cling onto cave ceilings. Their mouth features rows of sharp teeth. Khezu feet lack claws, and instead have suction pad-like toes to assist them in climbing and hanging from cave walls and ceilings. Spending most of their lives in the dark, their eyes have regressed greatly, though they make up for this with a superb sense of smell. A layer of fat helps to keep them warm and prolong the time they can spend hunting for food. Khezu have an extendable neck which allows them to grasp and ambush prey from afar,

such as from a cave ceiling. Khezu are hermaphrodites, which means an individual is both male and female. To reproduce they paralyze a creature and inject their young, known as Whelps. The Whelps grow inside their victim until it dies, or when they are strong enough to leave.

Abilities

Khezu are able to generate powerful electrical charges and utilise them in a variety of ways. the main method is to fire a bolt of electricity from its mouth along the ground, paralyzing any creature it comes into contact with. However, if the khezu is surrounded it is also able to release the electricity in a small radius around itself, in order to deter creatures from getting close.

other than this, khezu also has an elastic neck to keep its body hidden and safe when attacking. Its saliva is acidic in nature and can help in digestion. The stickly pads on its feet and wings make it a very adept climber, perfect for its habitat of caves.

Behaviour

Khezu aggressiveness is closely tied to its senses. If the wyvern cannot detect prey, it will quite literally remain blind to their presence. Khezu are ambush predators, lying in wait near underground water sources or cave entrances waiting for unweary prey to enter their domain. Khezu will often retreat to cave ceilings to gain a better understanding of their surroundings, dropping down to continue their attack only when ready.

Niche

Khezu are primarily cave-dwelling predators that ambush their prey from the darkness. However the wyverns will venture out of cave systems to search for prey. If their chosen victims are small, Khezu will overpower and swallow them whole; but if their prey is larger, the wyverns will utilize their electrical abilities and paralyze them. While they have powerful electric attacks to defend themselves, Khezu can be attacked by other large predators such as Tigrex, Kushala Daora, Rajang, Teostra, Tetsucabra, Zamtrios and Nerscylla. Each of said creatures can do serious harm to Khezu due to the blind wyverns being unarmored; and that if they avoid being detected, can unleash brutal ambush assaults. The Shrouded Nerscylla specializes in preying on Khezu and will wear their skin after eating the unfortunate wyvern.

Biology

Khezu inhabit the dark reaches of caves, rarely emerging to the outside world to hunt. Through years of evolution, the Khezu's eyes have withered away, and the creature is now completely blind--a feature made up for by an excellent sense of smell and hearing. Khezu also have stubbier, weaker wings than other Wyverns as flying is less of a necessity when living underground, although the wings are stronger than those of Monoblos, Diablos and Gravios so they can be used for clumsy flight through very short distances. When flying to another area, the Khezu flaps its wings frantically to stay in the air. Gypceros may have stubby wings, but even they can fly much better than the Khezu; most wyverns can glide

for certain periods of time but the Khezu lacks the ability to do so. Their disability to fly is made up for by their strong frog-like hind legs. These legs allow them to leap to the ceilings of caves with ease, and the Khezu can also leap at prey or enemies as an attack. The Khezu have a thick layer of fat under their moist skin to keep them warm and alive for long periods with only occasional meals. Their tails have evolved an unusual organ like a large suction cup with teeth, which they use to hang from the ceilings of caves to assist in their ambushing tactics. This tail may also serve a secondary purpose, as Khezu always latches it to the ground before discharging any electricity; most likely so it doesn't electrocute itself as the Khezu's skin is not insulated. Khezu's feet have also developed suction-like toes instead of claws, most likely for assisting their climbing/hanging on cave walls. The Khezu's skin is so pale that one can actually see many of its blood vessels and veins on its body. The Khezu's soft and moist skin is very prone to scratches, and one can often find many scratches on its body. Khezu's saliva is likely acidic or electrified, harming anything that touches it and giving off smoke. Khezu might use its saliva to disable larger prey like Aptonoth and use the victim as the host for its eggs or eat it as a meal. Khezu are hermaphrodites, meaning that they possess both male and female reproductive organs like their relatives the Gigginox. To reproduce they first must paralyze then inject their whelps inside a host's body. Here the young will incubate and obtain their first meal by eating the unfortunate prey animal from the inside out while its still alive.

Habitat

The Khezu tends to live in cold, damp habitats. In particular, it makes its home inside caves in mountains or in swamps.

Subspecies

the Khezu has one subspecies, the Red Khezu. This is actually a normal Khezu, as the white coluration is due to albinism, which is extremely common in Khezu.

Nargacuga



Nargacuga

Huge Beast (Flying Wyvern), Unaligned


  • Armor Class 17
  • Hit Points 210 (21d12 + 63)
  • Speed 50ft., climb 50ft., fly 40ft.

STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 17 (+3) 7 (-2) 15 (+2) 6 (-2)

  • Saving Throws DEX +12, INT +3
  • Skills Perception +7, Stealth +15
  • Senses Darkvision 120ft., passive Perception 17
  • Languages --
  • Challenge 15 (13,000 XP)

Evasion. When the Nargacuga is subjected to an effect that requires a Dexterity saving throw to take only half damage, it instead takes no damage on a success and only half on a failure.

Enrage. When Nargacuga starts its turn with half its maximum hit points (80) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, rolls an extra damage die on all attacks, its movement speed increases by 15 feet, and it gains +1 AC. Its tail swipe attack also deals piercing damage. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Elusive. The Nargacuga can attempt to hide when lightly obscured.

Hyper Accurate. The Nargacuga scores a critical on a 19 or 20.

Keen Senses (Hearing and Sight). The Nargacuga has advantage on Wisdom (Perception) checks that rely on hearing or sight

Nimble Escape. The Nargacuga can hide or disengage as a bonus action

Sensitive Hearing. If the Nargacuga takes thunder damage or hears a very loud noise and is not deafened it must make a Constitution saving throw with a DC equal to the damage taken or 10, whichever is higher, or be stunned for 1 round and deafened for 3 rounds. After the stun ends, the Nargacuga enrages immediately. While enraged Nargacuga loses this trait.

Surprise Attack. If the Nargacuga surprises a creature and hits it with an Attack during the first round of Combat, the target takes an extra 21 (6d6) damage from the attack.

Tail Spike Regrowth The Nargacuga has fifty tail spikes. Used spikes regrow when the Nargacuga finishes a short rest.

Actions

Multiattack. The Nargacuga makes three attacks: two with its wingblades and one with its tail swipe. It can replace any number of these attacks with its Spike Throw.

Wingblade. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 18 (2d10 + 7) slashing damage.

Tail Swipe. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 16 (2d8 + 7) bludgeoning damage.

Tail Slam (Recharge 5-6). The Nargacuga's tail doubles in length, the spikes extend and it slams it into the ground in a 30 ft long, 5ft wide line. All creatures in the area must make a DC 17 dexterity saving throw or take 34 (6d8 + 7) piercing damage and be knocked prone. On a successful targets take half damage and are not knocked prone.

Spike Throw. Ranged Weapon Attack: +11 to hit, range 100/200ft., one target. Hit 16 (2d8 + 7) piercing damage and the targets must succeed on a DC 17 Constitution saving throw or start Bleeding for 1 minute.

Reactions

Uncanny Dodge The Nargacuga can use its reaction to half the damage of any attack against it.

Legendary Actions

Nargacuga can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Detect The nargacuga makes a Wisdom (Perception) check.

Move The Nargacuga moves up to its speed without provoking attacks of opportunity.

Volley (Costs 2 Actions) The Nargacuga fires a volley of tail spikes in a 60 foot cone. Any creature in the area must succeed on a DC 17 Dexterity saving throw or take 22 (5d8) piercing damage and start Bleeding. On a success creatures only take half damage. This uses 10 of the Nargacugas tail spikes.

Nargacuga is a swift Flying Wyvern known to the Guild for many years. It is known for its different appearance from other flying wyverns, although it shares this with Barioth, Gigginox and Tigrex as well as Akantor and Ukanlos.

Physiology

It has black scales, black fur and nightmarish red eyes, giving it the look and style of a predatory black panther. Its dark, feral appearance suggests that it may mainly be a nocturnal predator. This wyvern has been sighted within the Forest at both night and daytime, the Jungle, and also the Swamp. When it's in Rage Mode, its eyes glow bright red and leave a trail of reddish lines when Nargacuga moves. Also, its tail erects large spikes which can be flung and linked up with its attacks for devastating hits. Their vertebrae and tail muscles are extremely flexible, making the tail of Nargacuga also prehensile. Its tail is also its most powerful weapon. The scales at the end of the tail can also be shaken to produce rattling sounds similar to that of a rattle snake.

Like Yian Kut-Ku, they are surprised by the shock of sound which will make them enter rage mode as soon as they recover.

Abilities

Nargacuga has the ability to attack with almost every part of its body, mainly its bladed wings and its spiked tail. Its head can be used for biting, similar to Tigrex. Its bladed wings are used almost for the entire battle and inflict grievous wounds. Its tail tip is also extremely dangerous. When in Rage Mode its tail spikes will protrude until it gets out of it (Although they will protrude when it uses tail slams and it shoots tail spikes). Nargacuga also has extremely strong muscles that let it jump long distances and tall heights.

Behavior

Nargacuga is a careful and cautious monster. It is very easy for it to sneak up to a hunter. Nargacuga lives in dark places that it has adapted to. It rests on high trees that are hard to reach, or maybe can't be reached, so hunters can't catch it by surprise for capturing it. Nargacuga will wake up when hunters are right in front of the tree due to its natural senses.

Biology

The Nargacuga is well adapted to heavily forested areas. Nargacuga is covered in black scales and fur so they can camouflage with the shadows. The reason why they don't have a shell is because with their hairs, Nargacuga are a lot more agile and don't have to worry about being slowed down by their shell while chasing down prey. To help Nargacuga cut through branches and vines in its environment, it has evolved wing blades that are used as both tools and as weapons. One slash from these blades can easily kill medium size prey. Though it has wings, it prefers to glide rather than fly. The Nargacuga's main weapon is its tail. The tail is half of its length and strong enough to break the bone of large monsters. If that wasn't enough, its tail is covered in many fine spikes used to deliver fatal blows in one swing or even shot at enemies from a distance. When Nargacuga's eyes glow red, it is its blood vessels that give it this color

Niche

The Nargacuga is an incredibly powerful and highly adapted monster. There is almost no doubt that Nargacuga is the top predator in its most famed environment the Great Forest and a dangerous force to be reckoned within its other environments like Swamps and Jungles because of its camouflage, coupled with its phenomenal speed. The only predators which would be any fight for the Nargacuga would be the Chameleos in Jungles and Swamps, Kushala Daora, Rathian, Rathalos which is sometimes found in Swamps and the Great Forest and to a certain extent, Yian Garuga, which sometimes inhabits the Great Forest as well as the Jungle. In the Misty Peaks, Nargacuga does not have many opponents that would be a match for it, with the exceptions of Zinogre and Mizutsune. Although Duramboros would not need to challenge Nargacuga for food, it would still likely try to kill Nargacuga due to its aggressive personality.

Habitat

Nargacuga is extremely adapted to life in heavily forested areas. Old World Nargacuga thrive in the Great Forest, Old Jungle, Jungle, Misty Peaks, Old Swamp, Swamp, Sanctuary and Jurassic Frontier. Their New World counterparts are seen inhabiting the Deserted Island and Flooded Forest.

Subspecies

The Nargacuga has two different subspecies, the Green nargacuga (Which is just that, a Green Nagacuga, however it does have venomous tail spikes) and the Lucent Nargacuga which is much larger, and can utilise moonlight to turn invisible. It also has a Deviant called the Silverwind nargacuga which can cause slicing blasts of wind to fire from each tail swing.

Rathalos



Rathalos

Large Beast (Flying Wyvern), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 198 (22d10 + 33)
  • Speed 35ft., fly 70ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 17 (+3) 3 (-4) 15 (+2) 8 (-1)

  • Saving Throws DEX +6
  • Skills Perception +6
  • Damage Resistance Fire;poison
  • Senses Darkvision 60ft., passive Perception 16
  • Languages --
  • Challenge 14 (11,500 XP)

Dive Attack. If the Rathalos is flying and dives at least 30 feet straight toward a target and then hits it with a Talon attack, the attack deals an extra 6 (1d12) damage to the target.

Enrage. When Rathalos starts its turn with half its maximum hit points (99) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, rolls an extra damage die on all attacks and its bite attack deals an extra 3 (1d6) fire damage. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Flyby The Rathalos does not provoke attacks of opportunity when it flies out of an enemies reach

Keen Sight. The Rathalos has advantage on Wisdom (Perception) checks that rely on sight.

Pair Bond. While the Rathalos is fighting alongside its mated Rathian it has advantage on attack rolls and enrages if the Rathian enrages. When Rathian is killed the Rathalos enters a permanent state of Enrage.

Actions

Multiattack. The Rathalos makes three attacks, only one of which can be its Talon attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 17 (2d10 + 6) piercing damage.

Talon. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 19 (2d12 + 6) slashing damage and 5 (1d10) poison damage and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in the way a creature takes 13 (2d12) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns to end the poison effect.

Fireball. Ranged Weapon Attack: + 11 to hit, range 60/100 ft., 1 target. Hit: 13 (2d12) fire damage and if the target is a creature or flammable object, it is afflicted by Fireblight.

Legendary Actions

Rathalos can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Detect The Rathalos makes a Wisdom (Perception) check

Fly The Rathalos moves up to half its fly speed.

Blast (Costs 2 Actions) The Rathalos makes a fireball attack.

One of the most recognized monsters, Rathalos are a part of the Flying Wyvern classification along with their female counterparts, the Rathian. There is also two genetic mutations of the Rathalos, the Azure Rathalos and the Silver Rathalos.

Physiology

Rathalos are large, bipedal wyverns with a spiny, armored hide covering their body. Their outer shell features much brighter and more vibrant colors than that of their female counterpart, the Rathian. It is primarily bright red, with black markings throughout. Like the Rathian, Rathalos possess a flame sac which is used to produce deadly flaming projectiles from the mouth. The talons upon their feet are highly poisonous and are known to to inflict toxic mortal wounds on larger prey. In addition, their long, thick tail features a heavy

spiked club at the end. Rathalos' wing membranes feature ornate patterns which are likely used to attract potential mates.

Abilities

Rathalos are expert flyers, and as such are prone to hunting from the skies. By launching a surprise aerial attack, they can inflict poisonous wounds with their talons or burn prey with flaming projectiles. On the ground, Rathalos remain formidable opponents. Using their powerful legs, they can chase down prey from a distance or inflict blunt-force damage with their clubbed tail. At a close enough range, they are known to use their sharp teeth to bite at foes as well. Rathalos are highly territorial monsters, and as such, are aggressive towards intruders. They will chase away or attempt to kill any monster which may pose a threat to their land. While hunting, Rathalos will stalk prey from the air

before swooping in for the kill. Once they have successfully brought down their prey, they will carry it away to eat in private, safe from scavengers or other large monsters which might attempt to steal the kill.

Behaviour

Rathalos are highly territorial monsters, and as such, are aggressive towards intruders. They will chase away or attempt to kill any monster which may pose a threat to their land. While hunting, Rathalos will stalk prey from the air before swooping in for the kill.Once they have successfully brought down their prey, they will carry it away to eat in private, safe from scavengers or other large monsters which might attempt to steal the kill.Like most true flying wyverns, Rathalos possesses the cunning, speed, and strength to fell almost any threat or prey they come across in the wild though they will rarely challenge anything larger than themselves outside of their territory. Rathalos are especially aggressive during mating season. After mating with a Rathian, Rathalos will patrol his territory from the skies, looking for any threats to attack and eliminate from the his territory.

Niche

Rathalos fear almost nothing else found in their habitat range, except other large predators and Elder Dragons. Rathalos may prey on lesser wyverns, particularly bird wyverns such as Jaggi, Velociprey and their alpha forms or pelagus such as Bullfango.

Only certain predators in a Rathalos' territory are strong enough to fight back if a Rathalos is attacking. Foremost among them are other wyverns and large monsters that live in the same habitat. Such predators include Lagiacrus, Seregios, Tigrex, Gore Magala, Brachydios, Deviljho, Stygian Zinogre, Agnaktor, Lavasioth and the rare Rajang as they are large and powerful enough to threaten and possibly kill an adult Rathalos, but it wont go down without putting up a fight!

Rathalos is one of the few monsters who sits at the top of the food chain, namely in the forest region where other monsters such as Great Jagras, Tobi-Kadachi and even Anjanath would try their best not to cross the line set by the male Fire Wyvern. However, Elder Dragons and powerful invaders like Deviljho and Bazelgeuse would take more than Rathalos' established dominance to be fend off, at times Rathalos would actually avoid confrontation with said monsters altogether for survival's sake and wait for them to move on or being dealt with by Hunters. Rathalos presumably gain sustenance in the New World by preying on Aptonoth like it does in the Old World.

Biology

An adept flyer, Rathalos often use fire-balls to attack foes from both land and air. Rathalos are able produce these fireballs due to it having multiple flame sacs. Rathalos have powerful hind legs, making them fast on the ground, as well as giving them the capability to launch devastating claw attacks from the air, often severely injuring its target. While in the air, they are also capable of diving to claw foes on the ground.

A Rathalos' claws contain a potent toxin used to injure and sap the preys strength. Rathalos, like many others of its kind, have a powerful roar that they use to intimidate rivals and stun prey. Its bright red scales serve as camouflage in volcanic areas. The Rathalos' body build, along with the Rathian's, differs between the Old World and New World. In the New World, Rathalos have a wider wingspan, while in the Old World, their wingspan is less. This due to them being subspecies of each other.

Habitat

Rathalos have been spotted in many kinds of environments, from the temperate Forest and Hills to the extreme heat of the Volcano. As a master of flight, they will travel far and wide, searching for prey from the skies.


Subspecies

Below, from top to bottom, is the Rathalos, Azure Rathalos and Silver rathalos. Each one is more powerful than the last and exclusively bond with their rathian counterpart. (Rathalos and Rathian, Azure and Pink, Silver and Gold)

Rathian



Rathian

Large Beast (Flying Wyvern), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 162 (18d10 + 54)
  • Speed 40ft., fly 50ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 3 (-4) 14 (+2) 7 (-2)

  • Saving Throws DEX +7
  • Damage Resistances Fire;poison
  • Skills Darkvision 60ft., passive Perception 12
  • Languages --
  • Challenge 11 (7,200 XP)

Enrage. When Rathian starts its turn with half its maximum hit points (81) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, rolls an extra damage die on melee attacks and its bite attack deals an extra 3 (1d6) fire damage. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Pair Bond. While the Rathian is fighting alongside its mated Rathalos it has advantage on attack rolls and enrages if the Rathalos enrages. When Rathalos is killed the Rathain enters a permanent state of enrage.

Actions

Multiattack. The Rathian makes three attacks: Two bite attacks and one tail swipe attack. It can't use its tail swipe and bite attacks against the same target; it can use a Fireball in place of any number of these attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (3d6 + 4) piercing damage.

Tail Swipe. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 13 (2d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute. The poison is the same as the one in the Tail Flip action.

Fireball. Ranged Weapon Attack: +8 to hit, range 60/120 ft., 1 target. Hit: 11 (2d10) fire damage.

Tail Flip. The Rathian does a back flip, hitting any creatures within 10 feet of it and not beside it with its tail. Creatures in the area must make a Dexterity saving throw. On a failure a creature takes 17 (3d8 + 4) piercing damage and 6 (1d12) poison damage and is also poisoned for 1 minute. While poisoned in this way a creature takes 6 (1d12) poison damage at the start of each of its turns. A creature can make a DC 15 Constitution saving throw at the end of its turn to end the poisoned condition. On a successful Dex save a creature takes half damage and is not poisoned.

Legendary Actions

Rathian can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Detect. The Rathian makes a Wisdom (Perception) check.

Move. The Rathian moves up to half its movement speed without provoking attacks of opportunity.

Fire Blast (Costs 2 Actions). The Rathian shoots fire in a 30 foot cone. Any creature in the area must make a DC 16 Dexterity saving throw taking 21 (6d6) fire damage and being afflicted by Fireblight. On a success creatures take only half damage.

One of the most recognized monsters, Rathian are a part of the Flying Wyvern classification along with their male counterparts, the Rathalos.

Physiology

Rathian is a medium-sized true flying wyvern similar in looks to her male counterpart, Rathalos. Her hide is a dull, muted green in contrast to the Rathalos's deep red, and her lower mandible features a long, protruding chin spike. Her upper back and wingtips are covered in a moss-like fur not seen on the Rathalos, and while her clubbed tail lacks bony spikes, it makes up for this with its ability to poison foes upon contact.

Abilities

Rathian, like her mate, can generate flaming projectiles from

her mouth. She is notably more proficient in the use of this weapon however, as she is commonly seen releasing multiple blasts at once. In addition, she is capable of charging up and releasing a more potent fire blast which can ignite a swath of ground in front of her. She can use the poisonous barbs on her tail club to inflict blunt-force, toxic wounds on foes, even if her tail was cut off. Her powerful legs allow her to run at high speeds, making her easily capable of chasing down most prey. Like the Rathalos, her vision is very keen.

Behaviour

Rathian is very territorial, choosing to patrol from ground while her Rathalos mate patrols from the sky. She will become very aggressive to potential threats, especially when in close proximity to her nest and young.

Biology

Rathian have a poisonous tail, but lack the poisonous claws of the male wyvern. They instead have developed poisonous barbs that deter most attackers. The roar of a Rathian is just as fierce as that of a Rathalos and its land-based maneuverability is even greater. Both Rathian and Rathalos have a spike protruding from their chin, but it grows much larger and sharper on Rathian, making their tackle attack even more dangerous for wyverns and hunters alike. Rathian have the ability to perform backflips to knock a foe out of its way while simultaneously poisoning them.

Niche

Rathian are high in the food chain. They feed on herbivores, like Kelbi and Aptonoth, and lesser predators, like Velociprey and Jaggi. While being powerful predators themselves Rathian compete with other fearsome creatures such as Tigrex, Zinogre, Seregios, Plesioth, Espinas, Gore Magala, Najarala, Ivory Lagiacrus, and Deviljho.Rathian stands in the top of several food chains in the New World, being the female counterpart of the apex Rathalos. However, some monsters like Anjanath are less inclined to back off against Rathian then they are against Rathalos, which the female wyvern is not unprepared to face, especially when it concerns the safety of her nest. Diablos of the deserts are one of the few monsters that could pose a threat to Rathian beside Elder Dragons and invasive monsters.


Subspecies

To the right is the basic Rathian species. Below are the genetic variations, the Pink and Gold rathian which are more powerful, with Gold being the most powerful of the three.

Seregios



Seregios

Large Beast (Flying Wyvern), Unaligned


  • Armor Class 16
  • Hit Points 240 (30d10 + 60)
  • Speed 35ft., Fly 80ft.

STR DEX CON INT WIS CHA
19 (+4) 23 (+6) 15 (+2) 5 (-3) 14 (+2) 7 (-2)

  • Saving Throws DEX +11, STR + 9
  • Skills Acrobatics +11, Perception +7
  • Senses Darkvision 60ft., passive Perception 17
  • Languages --
  • Challenge 14 (11,500 XP)

Deep Wounds. A creature that the Seregios causes to bleed takes 6 (1d12) damage instead of the usual 5 (1d10).

Dive Attack If the Seregios is flying and dives at least 30 feet straight toward a target and then hits it with a Talon attack, the attack deals an extra 9 (2d8) damage to the target.

Enrage When Seregios starts its turn with half its maximum hit points (120) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. Also, while enraged a creature that touches the Seregios or hits it with a melee Attack while within 5 feet of it takes 7 (2d6) piercing damage. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Flyby The Seregios doesn't provoke attacks of opportunity when it flies out of an enemies reach

Actions

Multiattack. The Seregios makes three attacks with its talons or with its scale throw. Its Fling can replace any number of these.

Talons. Melee Weapon Attack: +11 to hit, Reach 5ft., one target. Hit 19 (3d8 + 6) Slashing damage. If the target is size large or smaller it is also grappled (Escape DC 18). The Seregios has two talons, each of which can only grapple one target. If the Seregios stops flying it must release any grappled targets. A target must also succeed on a DC 18 Constitution saving throw or begin Bleeding.

Scale Throw Ranged Weapon Attack: +11 to hit, Range 50/80ft., one target. Hit 17 (2d10 + 6) piercing damage and the target must succeed on a DC 18 Constitution saving throw or it begins to Bleed.

Fling. One Large or smaller object held or creature Grappled by the Seregios is Thrown up to 60 feet in a random direction and knocked prone. If a Thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was Thrown. If the target is Thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Legendary Actions

The Seregios can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Detect The Seregios makes a Wisdom (Perception) check.

Fly The Seregios moves up to half its fly speed.

Throw The Seregios uses the Fling action.

Attack (Costs 2 Actions) The Seregios makes one attack.

An elusive breed of wyvern only rarely spotted throughout the lands in recent years. Known for its ability to launch razor-edge scales at prey, and for its ability to stand those scales on end to strike at any who threaten it. Seregios are Flying Wyverns and are a highly adaptable species. Seregios are also said to resemble some species of ancient wyverns.

Physiology

Seregios is a medium to large-sized bipedal wyvern covered in lustrous gold scales. Its face features red markings around the eyes which continue along its body, its head being topped with a single, backwards-curving horn. Its feet are zygodactyl in nature, with two toes facing forward and two toes facing backward. Each of Seregios's scales can swivel individually as it will use them to perform a rattling display when agitated.

Abilities

Seregios can fire its quill-like scales at attackers as well as using its powerful feet and talons to slash and grasp prey and foes alike. It is also an incredibly acrobatic flier, being one of the few creatures capablt of threatening Rathalos in the air.

Behavior

Seregios are hostile usurpers of the land. They are violent fighters and will battle other monsters in order to kick them out of their territory claim it as their own, this includes their own kind in their land. In most cases, the monster they are fighting will end up dead after the battle and while some live on. The bigger the Seregios, the larger amount of territory it needs. Once a territory is gained by a Seregios, it will mark

its territory with its own Blade Scales. If Seregios lose their territory, they will either search for a new one or steal one from another large predatory monster.

Biology

The Seregios is covered in extremely sharp Blade Scales. These scales are capable of cutting through the armor of certain prey and flinging them at a distance with good aim. On impact the scales will embed themselves in the victim like shrapnel and can leave complicated gouges in prey and even rocks. The wounds the scales leave behind are extremely painful for the victim and said pain can last for long periods of time, possibly causing infections as well. The most defining trait that this species is that they have Zygodactyly feet like roadrunners and other birds. So far, Seregios are the only species in the Flying Wyvern class that possess them. The feet of these creatures can be used as devastating weapons against prey and enemies alike.

A hunting Seregios use their feet to grasp their prey in a vice-like grip giving their victims little hope for escape. When in flight the claws on their wings are utilized for control and to allow them to shift their weight more easily.A Seregios is one of a few wyverns whose flight mobility and control is comparable to a Rathalos. Seregios will also utilize the thick, sturdy blade-like horns on their heads along with their blade-scaled covered tails in combat

Niche

Seregios are powerful, territorial and highly aggressive predators. With their razor sharp weapons a Seregios can make short work of their unfortunate victims. Common prey for the wyverns are Apceros, Gargwa, Slagtoth, Rhenoplos, and Aptonoth. Other monsters such as Blue Yian Kut-Ku, Seltas, Kecha Wacha, and Gendrome can be preyed upon as well. These creatures would do well to avoid a Seregios at all cost. Larger Seregios have been seen flying with smaller Flying Wyverns clutched in their talons, including other Seregios. Reports like this confirm that the wyverns will cannibalize each other. Due to their capability of living in a number of different environments, Seregios compete with a large number of other large predators. Seregios competes with predators such as Rathalos, Rathian, Brachydios, Tidal Najarala, Deviljho, Nibelsnarf and Tigerstripe Zamtrios. Seregios have also been witnessed aggressively attacking Rathalos and Rathian (including their subspecies) and are said to be serious rivals toward them.

Habitat

These wyverns can be considered as an invasive species as they are from another land. Seregios have been seen in almost every environment from freezing tundras, to forest and jungles and even in scorching volcanoes and deserts. In their native land they are thought to live in rocky environmnts where their agile flying would be advantageous.

Tigrex



Tigrex

Huge Beast, Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 276 (23d12 + 115)
  • Speed 40ft., fly 30ft.

STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 20 (+5) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws STR +12, DEX +7, CON +9
  • Skills Perception +7
  • Damage Resistances Cold, Thunder
  • Senses Darkvision 60ft., passive Perception 17
  • Languages --
  • Challenge 16 (15,000 XP)

Aggressive. As a bonus action, the Tigrex can move up to its speed toward a hostile creature that it can see.

Enrage. When Tigrex starts its turn with three quarters its maximum hit points (165) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +2 strength, and rolls an extra damage die on melee attacks. It can also use its Violent charge as a bonus action whenever it uses it as an action. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Rampage When the Tigrex reduces a creature to 0 Hit Points with a melee Attack on its turn, the Tigrex can take a Bonus Action to move up to half its speed and make a bite Attack.

Reckless. At the start of its turn, the Tigrex can gain advantage on all melee weapon Attack rolls during that turn, but Attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges on Short or long rest) If the Tigrex takes 30 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead.

Actions

Multiattack. The Tigrex makes two attacks: two with its bite or one with its bite and it uses its tail spin.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 23 (3d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 7) slashing damage.

Tail Spin. The Tigrex spins around in a circle. Any creature within 10ft of Tigrex must succeed on a DC 17 dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked 10 feet away and prone. On a success creatures take half damage and are not knocked away or prone.

Violent Charge (Recharge 6). The Tigrex moves its full movement straight forward. If it passes through another creature's space, the creature must succeed on a DC 18 Dexterity saving throw or take 43 (8d8 + 7) bludgeoning damage and be knocked prone. On a success creatures only take half damage. This uses the Tigrex's move action as well. If the Tigrex is exhausted, it falls prone at the end of the Violent Charge.

Reactions

Enraged Roar When the Tigrex enrages, it can use its reaction to leap 15 feet backwards without provoking attacks of opportunity and use its Roar legendary action for free.

Legendary Actions

The Tigrex can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Swipe. The Tigrex makes a Claw attack

Leap The Tigrex leaps 20 feet directly backwards without provoking attacks of opportunity.

Roar (Costs 2 Actions). The Tigrex lets out an ear-splitting roar. Any creature within 30 ft of the Tigrex must succeed on a DC 18 Constitution saving throw or be stunned until the end of their next turn. Any creature within 10 ft of the Tigrex also takes 22 (4d10) thunder damage and is pushed 10 ft away and knocked prone. On a success targets are not stunned or knocked prone but are still pushed and take half damage.

A flying wyvern that maintains its primitive origins. Prone to violence, it possesses incredible ferocity thanks to its powerful four limbs, claws, and jaws.

Physiology

Tigrex is a large, quadrupedal wyvern characterized by its massive head and jaws, powerful limbs and striking

yellow/blue striped coloration. The top of its head is tipped with a pair of horn-like ears, and its segmented tail ends with a spiny protrusion.

Abilities

As a quadrupedal wyvern, its wings have evolved into forelegs, which allows it to run at very fast speeds.

Though it possesses a pair of adequately-developed wings, it is rarely seen flying in a traditional sense. It is in fact more prone to gliding from location to location. It has a powerful set of lungs which gives it the ability to produce extremely loud, concussive roars which can physically damage nearby objects. Unlike many other monsters, Tigrex does not attack with any elements, a trait it shares with the Monoblos, Diablos etc. Rather, it relies on its sheer brute strength and an ear-splitting roar to bring down opponents.

Behaviour

Tigrex is an aggressive monster with a short fused attitude but high intelligence. They will even challenge other dominant predators in their native habitats such as Blangonga. Tigrex's method of hunting actually changes depending on what environment it's currently hunting in. When in the mountains, Tigrex's bright yellow/orange coloration would alert prey from great distances. To counter this disadvantage, Tigrex will ambush prey from above. It will often try to separate the old or weak from the herd, ensuring an easy chase and a quick kill. Unlike other Flying Wyverns, Tigrexs are nomadic and don't have a territory of their own and wander from place to place in search of food. Despite not having territories of their own, they will sometimes stay in territories belonging to other monsters for both protection and food.

Niche

Tigrex comes from a long list of monsters well known as "invaders"; monsters known to actively roam different areas in search of food and territory. Among these monsters, Tigrex is perhaps the most well-documented and researched. It is a top predator that actively seeks out prey in various regions and are known to displace lesser monsters from their habitats. If prey is plentiful and competitors rare, Tigrex may choose to mark itself a territory in a given area. Prey for Tigrex include herbivores such as Aptonoth and Popo, and lesser predators such as Baggi and Great Baggi. Their high metabolism requires them to hunt for prey often, and they are also highly aggressive towards any monster that dare cross their path. Any monster that is foolish enough to engage a Tigrex is met with a ear-splitting roar that will invoke fear in any lesser Wyvern or species. If they choose to attack, then the wrath of the powerful Flying Wyvern is bestowed upon them and few can survive an encounter with Tigrex.

However, the presence of Tigrex in a locale is bound to draw the attention of other apex predators, that are not so willing to lose their territory. Monsters such as Rathalos, Odogaron, Glavenus and the herbivorous Diablos are all fierce adversaries of Tigrex, and are immediate to respond when Tigrex has invaded their turf. Battles between Tigrex and any other apex predator are often gruelling. Other invaders such as Rajang and Deviljho are also known to be serious competitors that are sometimes avoided by Tigrex as fights may guarantee severe injuries. Elder Dragons are also known to inhabit the same regions that Tigrex resids in and their presence in a locale may drive off Tigrex to invade elsewhere.

Biology

Tigrex is a rare breed indeed, a creature adapted to survive in both the extreme heat of the desert and the frigid air of the snowy mountains. Tigrex's wings have not devolved into the wings most Flying Wyverns are known for. This allows Tigrex to run much more efficiently than other wyverns such as Rathalos, which are prone to tripping and poor maneuverability on the ground. Tigrex are incredibly fast, running up to speeds of 50 km/h and often giving chase before leaping on top of prey and biting into the helpless creature's neck. Tigrex do not possess elemental attacks like many other wyverns, but make up for this by having incredibly strong lungs which create roars so strong they knock creatures close to it away. Tigrex's strong tail has a spiked tip and is often used as a whip-like weapon, most notably during its 360 spin attack. Tigrex's forearms have bat-like wings that it can use to glide from high elevations, or ride updrafts for greater distance. Tigrex's most unusual ability lies in its blood vessels. When the creature is enraged, blood rushes to its extremities and head to keep the creature from hurting,cramping or blacking out during its fits of deadly rage. This has led to many an unfortunate hunter's death, as it would appear that Tigrex has limitless stamina. Thankfully this is not the case, and after periods of extended rage, Tigrex must find a place to rest or it may risk suffering major injury, hyperventilating or passing out. It is also possible that large amounts of adrenaline pump through the Tigrex's body, making it faster and more aggressive. However, during this enraged state, Tigrex's body becomes weaker to attacks and is more bound to injures. Due to its orange and blue colouration, it may hide in a desert oasis to ambush prey. Unfortunately this colour renders it unable to hunt in plain sight in snowy regions, forcing it to hide to attack prey. Male Tigrex have larger horns than females.

Ukanlos



Ukanlos

Gargantuan Beast (Flying Wyvern), Unaligned


  • Armor Class 20
  • Hit Points 420 (20d20 + 200)
  • Speed 40ft., Burrow 40ft.

STR DEX CON INT WIS CHA
30 (+10) 7 (-2) 30 (+10) 3 (-4) 10 (+0) 8 (-1)

  • Saving Throws STR +18, CON +18, WIS +8
  • Damage Resistances Acid; Bludgeoning, Piercing and Slashing from nonmagical attacks.
  • Damage Immunities Cold
  • Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 10
  • Languages --
  • Challenge 25 (75,000)

Enrage. When Ukanlos starts its turn with half its maximum hit points (210) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it gains immunity to exhaustion, has a +3 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Ice Walker. The Ukanlos ignores difficult terrain comprising of ice or snow.

Legendary Resistance (3/Day). If the Ukanlos fails a save it can choose to succeed instead.

Siege Monster. The Ukanlos deals double damage to objects and structures.

Actions

Multiattack. The Ukanos can use its frightful presence and then makes three attacks; one with its chin slam and two with its claws or three with its ice rock.

Frightful Presence. Each creature of the Ukanlos' choice that is within 120 ft. of the Ukanlos and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Ukanlos' Frightful Presence for the next 24 hours.

Chin Slam. Melee Weapon Attack: +18 to hit, Reach 10ft., one target. Hit 49 (6d12 + 10) bludgeoning damage and the target must succeed on a DC 21 Strength saving throw or fall prone.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage.

Tail Slam. Melee Weapon Attack. +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage and the target must succeed on a DC 21 Strength saving throw or fall prone.

Ice Rock. Ranged Weapon Attack. +18 to hit, range 60/120 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage plus an extra 9 (2d8) cold damage.

Ice Beam (Recharge 5-6). The Ukanlos sweeps a beam of freezing ice in a 60 foot cone. Any creature in the area must make a DC 21 Constitution saving throw. On a failure creatures take 75 (12d6) cold damage and are afflicted by Iceblight for one minute. On a success creatures only take half damage.

Legendary Actions

The Ukanlos can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Tail Slam. The Ukanlos makes a Tail Slam attack.

Roar (Costs 2 Actions). The Ukanlos unleashes a concussive roar. Any creature within 30 feet of the Ukanlos must make a DC 21 Constitution saving throw. On a failure they are stunned and deafened until the end of their next turn. On a success creatures are not stunned but are still deafened.

Slicing Charge (Costs 2 Actions). The Ukanlos burrows into the ground leaving its dorsal spines exposed. it then moves up to its burrow speed without provoking attacks of oppurtunity. The first time it moves through a creatures space on a turn the creature must make a DC 21 Dexterity saving throw. On a failure a creature takes 33 (6d10) slashing damage and is knocked prone. On a success a creature takes half damage and is not knocked prone.

The White God (Costs 3 Actions). The Ukanlos immediately recharges its Ice Beam and uses it.

A mysterious wyvern said only to appear after large avalanches deep in the snowy mountains. Often seen crushing ice balls and rock into powder in its stride, it's known to the Guild as Ukanlos, although there are whisperings it may be the white god...

Physiology

Ukanlos closely resembles Akantor in body structure and possesses the same quadrupedal gait. It has a silvery-white carapace which features a row of large, jagged fins along its back. It has a small, compact face which features glowing yellow eyes, sharp teeth, and a massive, shovel-like chin.

Abilities

Its massive serrated shovel-like chin allows it to fling up large chunks of ice and to dig into the frozen icy surface. Once underground, the row of large razor sharp fins running along its spine help it to cut through the ice while swimming. It can produce an ice beam from its mouth, and is known to use its heavy body weight to crush opponents. Despite its great size and weight, Ukanlos is known to be able to leap significant distances.

Behaviour

Ukanlos are hostile to all that they encounter. Ukanlos have been found to attack and destroy villages like Elder Dragons. They are solitary animals most of the time, likely only coming together to mate. Other than that, they likely live deep beneath the ice and snow, only surfacing to feed.

Niche

Similar to Akantor, Ukanlos are Elder Dragon-Level Monsters with little to fear. Nearly all nearby monster will flee upon sight of the massive wyvern. Anything from herbivores to large predators such as Tigrex can fall victim to Ukanlos. Even other Elder Dragon-Level Monsters such as Deviljho will try to stay away or end up as potential prey. Only the Elder Dragons themselves such as Kushala Daora are capable of fighting back against Ukanlos.

Biology

It's body shape is highly similar to those of Akantor. It's large shovel-like jaw allows it to dig through the ice with ease. Ukanlos has grown an extremely tough and streamlined carapace to "swim" though the ice. Ukanlos will also eat the ice and absorb minerals, however this beast is rather large so the amount of ice it would have to eat would be huge. Also, this creature may be capable of swimming as seen when it moves though the ice. It is also capable of expelling ice to attack anything foolish enough to attempt to harm it. In order to survive the weather this creature may have a large layer of fat underneath its hard shell. This layer of flesh is visible underneath its forearms, showing a light-blue underflesh. This beast also hibernate for vast periods of time to survive after feeding.

Habitat

Ukanlos live exclusively in areas that are commonly below freezing. Such habitats include the peaks of mountains or deep in the tundra.

Herbivores

Herbivores make up the majority of prey animals in the world of monster hunter, as well as the domesticated animals. They are generally weak, and there are no powerful creatures in this class.


Anteka

Medium Beast (Herbivore), unaligned


  • Armor Class 12
  • Hit Points 12 (2d8 + 2)
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages --
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. Anteka have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Charge. If the Anteka moves at least 20 feet straight toward a creature and then hits it with an antler attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Antlers. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) piercing damage

Anteka are herbivores, and as such often become prey for arctic predators. Anteka are the perfect size to be an excellent food source for Giaprey. Larger predators like Lagombi, Barioth, and Blangonga are known to feed on them. Anteka are greatly adapted for life in the cold. They have long legs with thick, cloven hooves, excellent for bursts of speed as well as keeping the creature from sinking in the snow. Anteka also have thick, wooly fur that shields it from the frigid mountain air. Anteka are known for their large horns. They are present in both genders.


Apceros

Large Beast (Herbivore), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 28(4d10 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (-4) 13 (+1) 2 (-4) 11 (+2) 6 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1 (250 XP)

Charge. If the Apceros moves at least 20 feet straight toward a creature and then hits it with a headbutt attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Headbutt. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) bludgeoning damage

Tail. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) piercing damage

Apceros's most prominent feature is its thickly armored back, which is covered in a tough shell. This shell is extremely strong, however it is still relatively weak when compared to the shells of larger monsters. Apceros also have a thick skull plate and clubbed tail; useful for defending the beast from threats. Unusually aggressive for a herbivore; small herds of Apceros often will try to defend themselves from predators. Apceros are much more territorial than other large grazing animals and are extremely protective of their eggs. This over-aggressive nature may deter small threats, such as raptors, but will do little to stop the might of desert hunters, such as Tigrex. Apceros is relatively docile when not defending its territory, much like other large herbivores. When threatened they can also be seen forming a tight circle together with their clubbed tails raised.


Aptonoth

Large Beast (Herbivore), Unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 28(4d10 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 6 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Charge. If the Aptonoth moves at least 20 feet directly towards a creature and hits it with a headbutt attack on the same turn the target must succeed on a DC 13 Strength saving throw or fall prone.

Actions

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

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

The most common herbivore, despite their vulnerability, they have proven to be highly adaptable to many different environments from dense Jungles to humid Swamps and even tropical islands, and they continue to thrive in large numbers. They spend much of their time grazing and traveling in search of food. Herds are often lead by a dominant male, who is usually the largest and strongest. Aptonoth have been domesticated and are frequently bred for their meat and their ability to carry large loads. Mothers will attempt to defend their young to the death.


Epioth

Large Beast (Herbivore), Unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 28 (4d10 + 4)
  • Speed 5ft., Swim 40ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 12 (+1) 2 (-4) 11 (+0 7 (-2)

  • Senses Darkvision 60ft., passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Hold Breath. The Epioth can hold its breath for up to 30 minutes.

Actions

Slam. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Tail. Melee Weapon Attack: +5 to hit, Reach 10ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

The Epioth is described as a marine version of the land dwelling Aptonoth, as both are very low in the food chain. They feed mainly on water grasses, and algae. Gobul, Lagiacrus and Ludroth all live in both the ocean and jungle lakes just as Epioth does and are its main predators. Epioth are also preyed upon by Plesioth. It has even been reported that Rathalos will occasionally swoop out of the sky in an attempt to pluck Epioth out of the water when they're hungry. Epioth have specialized hides used for their aquatic home, making them perfectly adapted to an aquatic environment. Epioth have finned feet and a fin on their tail, which allows them to swim through water gracefully. When frightened, Epioth can swim at break neck speeds. Like other Leviathans, Epioth have lungs. Unlike the Aptonoth, Epioth live in small groups rather than large herds. The reason for this is that the water, whether in the sea or jungle river, has abundant hiding places. Epioth are very timid creatures, swimming in a haphazard state when danger such as a Lagiacrus is in the area. Occasionally, Epioth are known to sunbath on land.


Gastodon

Medium Beast (Herbivore), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 32 (4d8 + 12)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 2 (-4) 11 (+0) 8 (-1)

  • Damage Resistances Fire
  • Senses passive Perception 10
  • Languages --
  • Challenge 2 (450 XP)

Charge. If the Gastodon moves at least 15 ft. directly towards a creature and hits it with a Headbutt attack it deals an extra 9 (2d8) bludgeoning damage and the creature must succeed on a DC 13 Strength saving throw or fall prone.

Wounded Fury. While it has 10 hit points or fewer, the Gastodon has advantage on attack rolls. In addition, it deals an extra 4 (1d8) damage to any target it hits with a melee attack.

Actions

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

Gastodon resembles a cross between a theropod and a bison. It is covered in scales but has a large furry mane and horns reminiscent of a bison. When angered, it will glow red. When gathered together in a herd, they have been known to attack much larger monsters. They are generally only found in volcanic regions. They are likely closely related to Kestodon.


Kelbi

Medium Beast (Herbivore), Unaligned


  • Armor Class 11
  • Hit Points 10 (2d8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +6
  • Senses passive Perception 16
  • Languages --
  • Challenge 1/8 (25 XP)

Keen Hearing The Kelbi has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Gore. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) piercing damage

The Kelbi is pretty much the lowest in the food chain, being a simple herbivore that feeds on shrubs and grass. Kelbi are a favorite prey of the Nargacuga, the latter having been seen preying on any unfortunate Kelbi that are too busy grazing to notice the silent stalker. Kelbi are also prey for smaller predators such as Velociprey. Kelbi are very fleet of foot. They can travel at great speeds over long distances, due in part to their light frame. Kelbi have a green/brown spotted coat that serves as camouflage in their forest homes. Kelbi's most notable feature is its horn, prized by hunters for its ability to create powerful herbal medicines and potions. Male Kelbi are larger than females and have bigger horns, as well as being more brightly colored with a greenish coat. Males will also grow a beard. Female Kelbi are smaller, possess smaller horns and have a darker, slightly blue, coat. Kelbi are very skittish creatures. They will typically flee at the first sight of danger however, when attacked males will sometimes defend themselves by ramming their foe with their large horns. Sadly, this technique often doesn't work against most predators, and only serves to make them even easier to kill.


Kestodon (Female)

Medium Beast (Herbivore), Unaligned


  • Armor Class 12
  • Hit Points 18 (3d8 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages --
  • Challenge 1/4 (50 XP)

Charge. If the Kestodon moves at least 20ft. directly towards a creature and hits it with a Headbutt attack it deals an extra 5 (2d4) bludgeoning damage.

Actions

Headbutt. Melee Weapon Attack: +3 to hit, Reach 5ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Female Kestodon look quite ditinct from the males of their species. They have a lighter and less striking colouration, and they lack the very distinctive headcrest of the male. However, they do still have a small dome on the top of their head, providing some protection from the likes of Jagras. They are quite a bit smaller than their males counterpart and will often simply flee from combat rather than make any attempt to stay and fight.

Generally within a herd of Kestodon the females will act as scouts, alerting the herd of danger. This is due to the fact that females have more heightened senses than males, presumably due to their lack of protective adaptations.


Kestodon (Male)

Medium Beast (Herbivore), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 28 (4d8 + 8)
  • Speed 35ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 2 (-4) 10 (+0) 7 (-2)

  • Senses passive perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Charge. If the Kestodon moves at least 15ft. directly towards a creature and hits it with a Headbutt attack it deals an extra 7 (2d6) bludeoning damage and the creature must succeed on a DC 11 Strength saving throw or fall prone.

Actions

Headbutt. melee Weapon Attack: +4 to hit, Reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Male Kestodon are a bright orange colour, with a very large and distinctive headcrest. They are noticeably larger than the females as well, which actually makes them good mounts if they can be tamed.

In the herd, male Kestodons generally protect the females. Once a female has spotted danger, the males will often charge it, if it is roughly the same size or smaller. if it is a bigger monster, then the herd will flee a short distance and the males will then face the threat while hitting their heads of the ground and roaring, likely in an attempt to intimidate a predator that is too powerful to be fought, such as Tigrex or Nargacuga.


Larinoth

Huge Beast (Herbivore), Unaligned


  • Armor Class 10
  • Hit Points 36 (4d12 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/8 (3474 XP)

Long Neck. The Larinoth has advantage on Wisdom (Perception) checks tho spot creatures on the ground.

Actions

Stomp. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) bludgeoning damage.

Tail Whip. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 7 (1d8 + 3) bludgeoning damage. If the target is a creature it must succeed on a DC 12 Strength saving throw or fall prone.

Larinoth are distinctively big monsters, compared to other herbivores and even many large monsters. It possesses a great height, which is mostly attributed to its extremely lengthy neck. The tail of a Larinoth is rounded and club-like, with spiked plating that runs along the back and up to the crest on its head. Said plating is nearly entirely green, and the Larinoth's underbelly is a cream color. Larinoth are interestingly called Neck Cry Wyverns. This is due to them having a unique call that comes from the top of their head. It is unknown what this call is used for but research on the purpose behind these strange calls is under way. A Larinoth's skin is green in color, similar to the plains they live on.


Moofah

Medium beast (Herbivore), Unaligned


  • Armor Class 10
  • Hit Points 10 (2d8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 11 (+0) 3 (-4) 13 (+1) 6 (-2)

  • Skills Perception +5
  • Senses passive Perception 16
  • Languages --
  • Challenge 1/8 (25 XP)

Keen Hearing. The Moofah has advantage on Wisdom (Perception) checks that rely on hearing.

Thick Coat. Moofah have resistance to cold damage but disadvantage on Wisdom (Perception) checks that rely on sight, due to their thick wooly coat.

Actions

Head Bash. Melee Weapon Attack: +3 to hit, Reach 5ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Small herbivores that can be found near the coast and in grasslands. Their soft, high-quality fur has been used since ancient times in clothing and ceremonial tools, and can be shaved off of them with cutting weapons. They are docile and raised as livestock in many regions. Moofah have two pairs of horns on their head. These horns differ from males and females. The hair of Moofah is used to keep them warm. This wool is commonly used in clothing. The Moofah's milk is prized for its taste and nutritional value, and is also used to produce fine cheeses.


Mosswine

Medium Beast (Herbivore), Unaligned


  • Armor Class 10
  • Hit Points 13(2d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/8 (3474 XP)

Keen Smell. Mosswine have advantage on Wisdom (Perception) checks that rely on smell.

Charge If the Mosswine moves at least 30 feet straight toward a creature and then hits it with a headbutt attack on the same turn, that target takes an additional 2 (1d4) bludgeoning damage and must succeed on a DC 11 Strength saving throw or be knocked prone.

Actions

Headbutt. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4 + 1)

Quite low in the food chain, Mosswine serve as an easy food source to predators. Their trademark moss and mushrooms growing on their back is both natural camouflage and an emergency food source. Mosswine possess a short, stout nose that has a keen sense of smell and helps dig up mushrooms and roots. Mosswine's only form of self-defense is the bony armored plate on their forehead. They will ram enemies as a last resort, and, although it causes little actual damage, is a source of endless discontent by hunters. Mosswine also grow moss and mushrooms on their backs, with which they have a symbiotic relationship. Mosswine are quite calm in nature until threatened by a predator. If attacked, Mosswine will charge a foe in attempt to protect themselves.


Popo

Large Beast (Herbivore), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 28(4d10 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 3 (-4) 11 (+0) 6 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Charge If the Popo moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

A large grazing herbivore, Popo is somewhat easy prey for anything larger than itself. Its size and tusks only work to deter smaller predators such as packs of Giaprey, Baggi, and Blango. Larger predators such as Blangonga, Tigrex, Barioth, and Deviljho can easily kill off large numbers of Popo rather quickly, making the large beasts an easy food source. Popo's thick fur keeps it warm in the cold mountain climate. Popo have especially thick hair covering its eyes to protect them from driving snow and ice. Large hooved feet disperse its weight evenly so it doesn't sink in deep snowdrifts. Popo's large tusks are used in self-defense against larger threats, and help Popo dig up plants buried deep under the snow. Males grow larger than females. Popo are mostly mild tempered until provoked. Popo can be docile enough to be domesticated though still aggressive enough to attack potential threats.


Rhenoplos

Medium Beast (Herbivore), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 21 (3d8 + 6)
  • Speed 40ft., Burrow 5ft.

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

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Charge. If the Rhenoplos moves at least 20 feet straight toward a creature and then hits it with a headbutt attack on the same turn, the target thakes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Actions

Headbutt. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.

Rhenoplos serve as prey for many monsters, including Deviljho, Brachydios, Sand Barioth, and Agnaktor. Jaggi and Wroggi may also attempt to hunt Rhenoplos, though these hunts are often unsuccessful. The presence of a pack leader, however, can greatly increase their odds. The average size of an adult Rhenoplos is approximately 536.3cm. Rhenoplos charge blindly at whatever sound startles them, including large monsters. However, this makes them easy to dodge and easy prey for predators placing them near the bottom of the food chain with most other herbivores. The head protection and short horns coupled with the armor and tail club make it very well protected against smaller monsters, such as Jaggi and Velociprey. These creatures live in small groups, spending most of their days traversing the hot environments while foraging for shrubs and other plant matter. As they sleep underground to maintain body temperature and escape larger predators, Rhenoplos are observed to surface when others of their kind are in trouble. They are highly protective of their eggs and young which are prized by many hunters and carnivores, including Jaggi and Uroktor.


Slagtoth

Large Beast (Herbivore), Unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 28(4d10 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Charge If the Slagtoth moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

These large herbivores are able to defend themselves from many threats, but they are still common prey items for most carnivorous monsters. They seem to be the staple food of Wroggi packs, Tigrex, Rathalos, and Ivory Lagiacrus. Slagtoth have a strange, moist frog-like skin that is used for holding in fat. Depending on how much moisture there is in an area, a Slagtoth's can vary in color. Also, seeing as the beasts dwell within the lower reaches of the Volcano, where there is very little water at all, this somewhat reduces the idea that they are dependent upon being in or near the water. Alternatively, it could be that the Slagtoth that dwell within the lower recesses of the volcano have evolved to cope with their relatively hostile environment. The bony plates on their snouts serve as their main weapons. Much like real Rhinoceros, they will use this to defend themselves from would-be predators. Male Slagoth are on average larger than females. Much like Rhenoplos and Apceros, male Slagtoth are extremely territorial and protective of their herd. They will ram any hunter that comes too close. They will not retreat and hide like Aptonoth if a large predatory monster is in sight. When unprovoked, Slagtoth are quite docile and have often been observed to lounge partially submerged in the watery terrains of the Flooded Forest.

Leviathans

Leviathans are a class of monsters that are specialized in swimming. Leviathans are known to usually be the top predators of their environments like Flying Wyverns. They come in a variety of different types, but usually have the same long, snake-like body type, with Gobul and Nibelsnarf being the exceptions. They inhabit a variety of environments such as the open ocean, coastlines and swamps but are almost always near water. The most notable exceptions are the Agnaktor which has adapted to swim in lava deep within volcanoes rather than in water, and the Nibelsnarf which swims through the sand much like the Cephadrome (a piscine wyvern).

Agnaktor



Agnaktor

Huge Beast (Leviathan), Unaligned


  • Armor Class 16 (Soft Magma Armour)/19 (Hard Magma Armour)
  • Hit Points 198 (18d12 + 72)
  • Speed 30ft., Burrow 40ft., Swim 40ft. (lava only)

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 19 (+4) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws DEX +6
  • Damage Immunities Fire
  • Senses Blindsight 30ft., Passive Perception 12
  • Languages --
  • Challenge 14 (11,500 XP)

Burrower The Agnaktor can burrow through solid stone, leaving a 10ft. wide tunnel behind it.

Enrage When Agnaktor starts its turn with half its maximum hit points (99) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Magma Armour The Agnaktor covers itself in magma whenever it swims through lava. After 1 round without taking fire damage, submerging itself in lava or using its heat beam, this magma turns to rock. While the magma is rock the Agnaktor has an AC of 19. Whenever the Agnaktor uses its heat beam, takes 10 fire damage in one round or submerges itself in lava the armour softens again. While soft the armour grants 16 AC and a creature that touches the Agnaktor or hits it with a melee Attack while within 5 feet of it takes 7 (3d4) fire damage.

Actions

Multiattack. The Agnaktor makes two attacks: one with its beak and one with its tail.

Beak. Melee Weapon Attack: +9 to hit, Reach 10ft, one target. Hit 16 (2d10 + 5) bludgeoning damage.

Tail. Melee Weapon Attack: +9 to hit, Reach 15ft, one target. Hit 18 (3d8 + 5) bludgeoning damage plus an extra 3 (1d6) fire damage if its magma armour is soft. A creature hit by this attack must succeed on a DC 17 Strength saving throw or fall prone.

Constrict Melee Weapon Attack: +9 to hit, reach 5ft., one target of size medium or larger. Hit 18 (2d12 + 5) bludgeoning damage plus an extra 7 (3d4) fire damage if the magma armour is soft. A creature hit by this attack is also grappled (Escape DC 18). While grappled in this way the target is also restrained and the Agnaktor cannot Constrict another target.

Erupt (Recharge 5-6, must be underground) The Agnaktor erupts from beneath the earth with incredible force. Any creature in the Agnaktor's space when it emerges must succeed on a DC 18 Dexterity saving throw or take 36 (8d8) bludgeoning damage and be thrown 10 feet back and knocked prone. If the Agnaktor is in a volcano, creatures take an extra 18 (4d8) fie damage as lava spews forth alongside the Agnaktor. On a success creatures take half damage, are pushed to within 5 ft. of Agnaktor and are not knocked prone.

Heat Beam (Recharge 5-6). The Anaktor fires an intense beam of heat in an 80 foot long, 5 foot wide line. Any creature in the line must make a DC 18 Dexterity saving throw. On a failure, creatures take 44 (8d10) fire damage and are afflicted by fireblight. On a success creatures take half damage and are not afflicted with fireblight. If the Agnaktor's magma armour is hardened when it uses this ability, it softens

Legendary Actions

The Agnaktor can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Dig The Agnaktor moves up to half its burrow speed.

Peck The Agnaktor makes a beak attack

Laster Show (Costs 3 Actions) The Agnaktor uses its heat beam if it's available.

Also known as Fire-Pike Wyverns, Agnaktor uses its tough snout and great strength to burrow through rocks and sometimes even cave ceilings. It is encrusted with hardened lava that can be softened from the heat when they spit magma or burrow. It is the adult form of the Uroktor and has only one known Subspecies, Glacial Agnaktor.

Physiology

Agnaktor is in many ways similar to Lagiacrus; both are quadrupedal Leviathans of similar size and body shape. It is noted for its remarkable ability to swim through lava and tunnel through solid volcanic rock. Its body is covered in a lava-like armor which hardens when cooled and softens when heated. It has a drill-like beak which is lined with rows of needle-like teeth. The Agnaktor closely resembles the Uroktor in essentially every way; the only real differences are the size of the Agnaktor and its ability to get magma to stick to its body. Even the ability to fire blasts of fire are present on both, though the Agnaktor is capable of unleashing a coherent beam.

Abilities

Its fighting style is similar to that of other Leviathans. It can charge at a hunter and "swim" straight through solid rock in order to smash into them and produce a powerful orange beam, highly reminiscent of the one produced by Gravios. Its skin is coated in lava armor that is usually orange-red, indicating that it is heated and vulnerable, but if it goes too long without using its fire beam or being physically exposed to heat, the armor will cool, and become black and hard. In areas with physical ceilings, it may tunnel through the roof as well as the ground.

Behavior

Agnaktor are reasonably aggressive. Despite Agnaktor being powerful predators, they are known to leave their habitat when a powerful monster appears or during a volcanic eruption. During the Breeding Season, both males and females will swim to the summit of an active volcano to mate, this is also where most Agnaktor learn the dig through the ceiling technique.

The female will then make a nest somewhere near the top and then give live birth to 2-30 individuals at a time. Agnaktor who use the ceiling digging attack have mated at least once in their life.

Biology

The average length of an adult Agnaktor is 2714.7cm. Agnaktor has developed the remarkable ability to swim through lava, meaning it can both sneak up on prey and escape from a more powerful enemy. It has a very strong beak, which it uses to burrow straight through hard volcanic rock at incredible speeds. It can even launch itself into the 'ceiling' of an area with this great speed. It also uses its beak to crack open the sturdy shells of armored prey. Agnaktor is capable of producing a powerful lava beam, which it can maneuver a full 360 degrees with its long neck. While swimming it swallows some of the lava and stores it in its body so that it can produce its powerful lava beam. Produced between Agnaktor's scales is a non-flammable substance that never burns. This substance allows Aganktor to coat its hide with lava and swim in lava. The molten rock on its body will eventually harden into a thick armor of rock, but when the Agnaktor touches lava, its coating becomes soft again. Its chest and beak armor will also soften if it fires its beam. Furthermore, its beak armor alone softens whenever it attacks by jabbing its beak through the ground, exposing it to the lava underneath. This harder coat of black rock as it cools down, as well as the softer skin armor when it heats up, may represent a tactical adaptation, trading defense for a fire element or vice-versa.

Niche

Agnaktor is at the top of the food chain in the Volcano. Common prey for the Leviathans are Rhenoplos, Slagtoth, and Apceros. Despite its role in the food chain, Agnaktor competes with other large predators. These predators include Rathalos, Brute Tigrex, Stygian Zinogre, Lavasioth and Brachydios. Brachydios are one of the few monsters that have ever actually been seen killing an adult Agnaktor.Similar to their New World counterparts, Agnaktor sits at the top of the food chain in the Volcanic regions they reside in. Herbivores and weaker monsters such as Ioprey, Iodrome and Volvidon make up most of their diet. They will also feed on carcasses if given the opportunity. However, they still have to compete with other predators such as Rathalos, Tetsucabra, Glavenus and the nomadic Deviljho. With its size and powerful heat beam, it would be a match for most predators in the area. Elder Dragons, along with the massive Gravios and Uragaan are the only monsters that would make an Agnaktor turn tail and flee due to their size and strength.

Habitat

Agnaktor lives solely in scorching volcanic environments.

Subspecies

The Agnaktor has only one subspecies, the Glacial Agnaktor, which has evolved to live in freezing tundras as well as having developed a beam of freezing cold as opposed to scorching heat


Uroktor

Medium Beast (Leviathan), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 28 (4d8 + 8)
  • Speed 30ft., Burrow 30ft., Swim 30ft. (only in lava)

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 2 (-3) 11 (+0) 6 (-2)

  • Damage Immunities Fire
  • Senses Blindsight 30ft., passive Perception 10
  • Languages --
  • Challenge 1 (200 XP)

Burrower The Uroktor can burrow through solid rock, leaving a 5ft., wide tunnel behind it.

Actions

Tail. Melee Weapon Attack: +5 to hit, Reach 5ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage

Erupt (can only use while underground). The Uroktor erupts from beneath a target creature. The creature must succeed on a DC 13 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone. On a success the target is unaffected.

Gobul



Gobul

Large Beast (Leviathan), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 135 (15d10 + 45)
  • Speed 20ft., Swim 40ft., burrow 10ft. (Only underwater)

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 3 (-4) 12 (+1) 6 (-2)

  • Skills Stealth +6
  • Senses passive Perception 11, blindsight 30ft.
  • Languages --
  • Challenge 8 (3,900 XP)

Amphibious. The Gobul can breath in both air and water.

Enrage. When Gobul starts its turn with half its maximum hit points (68) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. When enraged the Gobul puffs up its body and extends venomous spines from its back. A creature that touches the Gobul or hits it with a melee Attack while within 5 feet of it while it is enraged takes 3 (1d6) piercing damage and must succeed on a DC 12 Constitution saving throw or be poisoned for 1 turn. While poisoned in this way the creature is also paralyzed. It also gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Lure. The gobul has a lure on its head that always sheds bright light out to 5 feet and dim light out to another 5. As a bonus action the Gobul can use the Lure to charm a creature with an intelligence score of 3 or lower if the Gobul is burrowed into the riverbed. The creature must succeed on a DC 16 Wisdom saving throw or be charmed by the Gobul. While charmed in this way the creature has an intense desire to investigate the lure.

Actions

Multiattack. The Gobul makes any combination of two attacks with its Bite or Tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) piercing damage. If the target is size large or smaller it must succeed on a DC 16 Dexterity saving throw or be swallowed by the Gobul. A swallowed creature is Blinded and Restrained, it has total cover against attacks and other effects outside the Gobul, and it takes 18 (4d8) acid damage at the start of each of the Gobul's turns. The Gobul cannot have more than one large creature or three medium creatures swallowed at the same time. If the Gobul takes 20 damage or more on a single turn from a creature inside it, the Gobul must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Gobul. If the Gobul dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 feet of Movement, exiting prone.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 11 (2d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of the Gobul's next turn. While poisoned in this way the target is also paralyzed. The paralysis ends early if the target takes any damage.

Vacuum (Recharge 4-6, must be underwater). The Gobul inhales water in a 20 foot cone. Any creature of size large or smaller in the area must succeed on a DC 15 Strength saving throw or be immediately swallowed by the Gobul if it can do so. Surprised creatures and creatures without a swim speed have disadvantage on the saving throw. On a successful save creatures move 10 feet closer to the Gobul but are not swallowed.

Legendary Actions

The Gobul can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Flash The Gobul emits a flash from its Lure. All creatures within 30 feet of the Gobul that can see it must succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.

Tail The Gobul makes a tail attack.

Gulp (Costs 2 Actions) The Gobul makes a Bite attack

Gobul has strong camouflage skills and powerful neurotoxins. Being poor swimmers, they conceal themselves and lure prey by imitating plants with their barbles. Gobul swallow their food whole without any chewing. Gobul can swallow Epioth whole and love frogs.

Physiology

Gobul is a uniquely-evolved Leviathan reminiscent of angler and puffer fish, along with traits which are calling cards of Catfish (the tentacles below its mouth). Its body is covered in purple scales, and a bright, bio-luminescent lure dangles from its forehead. It possesses a gargantuan mouth filled with equally formidable teeth. Its back features an array of retractable spines, and its tail is tipped with quills which are capable of inflicting paralysis if touched.

Abilities

Gobul's massive mouth and throat mean that it can swallow prey almost as large as itself completely whole. Its lure can violently emit blinding flashes of light to disorient prey to make for an easy meal. When enraged, it is capable of puffing out its body like a balloon to appear more imposing. Gobul can use the plant-like whiskers on its chin and natural camouflage abilities to blend into the river floor and remain undetected by prey.

Behaviour

Gobul isn't particularly aggressive, preferring to hide in the sediment at the bottom of the river. However, when drawn from its hiding place by hunger or agitated, it shows a surprising ability to fend off foes, outmaneuvering them in the water and sucking them into its mouth. It will even attempt to fight predators on land, where it is at a disadvantage, before retreating back to the water. It seems to be enemies with Royal Ludroth, for hunters have seen the two attack each other for territory and/or food.

Despite the Guild knowing about young Gobuls, they know very little about the adults. The only real thing known about the adults, is that they live in the deepest, darkest parts of the sea.

Niche

Gobul is high up in the food chain of the Swamps etc. despite its clumsy locomotion on both land and water. Gobul prey on Epioth, Fish, Frogs, and Ludroth. The only known threats to Gobul is Lagiacrus and Plesioth.

Biology

Its tail and spikes contains powerful neurotoxins, which can paralyze both predator and prey. The Gobul doesn't produce these toxins, but receives them through its food. Gobul has a display of whiskers, mimicking air weeds. It leaves these whiskers to flow in the water to both hide itself and draw prey in. This camouflage is enhanced further by Gobul's ability to change the color of its skin, like a chameleon. Gobul can create a flash with its 'lure' to dazzle all creatures around it. Similar to Ceadeus, the lantern has the luminous bacteria inside of it, making the powerful glow. Gobul also have lungs to breath air.

Habitat

Young Gobul live within swamps, near the coast and in flooded forest etc. Little is known about the adults habitat, although it is assumed they live deep in the ocean.

Lagiacrus



Lagiacrus

Huge Beast (Leviathan), Unaligned


  • Armor Class 16 (Natural Armour)
  • Hit Points 312 (26d12 + 130)
  • Speed 30ft., Swim 50ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 7 (-2)

  • Saving Throws DEX +9, CON +10
  • Damage Immunities Lightning
  • Senses Darkvision 120ft., Passive Perception 10
  • Languages --
  • Challenge 16 (15,000 XP on land), 18 (20,000 underwater)

Enrage When Lagiacrus starts its turn with half its maximum hit points (156) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged it gains immunity to exhaustion, has a +2 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Hold Breath: The Lagiacrus can hold its breath for up to 12 hours.

Actions

Multiattack. The Lagiacrus makes three attacks: Two with its bite and one with its tail. It cannot hit the same target with its bite and tail. It can replace one of these attacks with its lightning ball.

Bite. Melee Weapon Attack: +11 to hit, Reach 10ft., one target. Hit 20 (3d8 + 7) piercing damage.

Tail Melee Weapon Attack: +11 to hit, Reach 15ft., one target. Hit 18 (2d10 + 7) bludgeoning damage and the target must succeed on a DC 18 strength saving throw or fall prone.

Lightning Ball. Ranged Weapon Attack: +11 to hit, Range 30ft. (60ft. underwater), one target. Hit 13 (2d12) lightning damage on land, 22 (4d10) lightning damage underwater.

Discharge (Recharge 6) The Lagiacrus discharges lightning from its body. Any creature within 60ft. of the Lagiacrus must make a DC 18 Dexterity saving throw or take 45 (10d8) lightning damage and become paralyzed until the end of their next turn. On a success targets take half damage and are not paralyzed This can only be used underwater.

Thunder Strike (Recharge 6) The Lagiacrus chooses up to three creatures within 40ft. of it. The targets must each make a DC 18 Dexterity saving throw as bolts of lightning strike them. On a failure a creature takes 33 (6d10) lightning damage on land, 39 (6d12) underwater, and is paralyzed until the end of the lagiacrus' next turn or until it takes damage. On a success targets take half damage and are not paralyzed.

Legendary Actions

The Lagiacrus can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Charge The next time the Lagiacrus deals lightning damage, increase the damage by one damage die for each use of charge. The damage then goes back to normal.

Roar The Lagiacrus unleashes an ear-piercing roar. Any creature within 30ft. of it that can hear it must succeed on a DC 18 Constitution saving throw or be stunned until the start of the Lagiacrus' next turn or until they take damage

Swim The Lagiacrus moves up to half its swim speed without provoking attacks of opportunity.

Lightning Shield (Cost 2 Actions) The Lagiacrus surrounds itself with an aura of lightning until the start of its next turn. When a creature comes within 10ft. of the Lagiacrus for the first time on a turn or starts its turn there, it must succeed on a DC 18 Constitution saving throw or take 18 (4d8) lightning damage and become paralyzed until the end of its turn. On a success a creature takes half damage and is not paralyzed. This can only be used underwater.

The Lagiacrus is one of the most famous and feared Leviathan, a group that also includes Agnaktor, Uroktor, Royal Ludroth, Gobul , Nibelsnarf and Mizutsune. Lagiacrus also has two different variants, Ivory Lagiacrus, Lagiacrus that have been feeding on quartz, and Abyssal Lagiacrus, old individuals found deep in the abyss.

Physiology

When a Lagiacrus is fully sunbathed, it turns a dry grayish-blue color and its dermal spikes turn brown. When it returns to the water, Lagiacrus regains a striking deep blue color and its spikes return to their original color of a very light beige.

Abilities

The dermal spikes on its back allow it control over lightning and they glow white whenever it makes use of this ability. It is also an excellent swimmer and is much more dangerous in the water than on land.

Behavior

Lagiacrus are highly aggressive Leviathans that is the "Lord of the Sea". To hunt down and capture prey, Lagiacrus will swim in a circle to form a whirlpool. These whirlpools are used to suck up fish and other prey so Lagiacrus can shock them to death before feeding on their quarry. These whirlpools are occasionally used sink boats and ships.

Biology

Lagiacrus is a large, blue aquatic leviathan, adapted to life in tropical waters. Its hood-like structure is allows it to swim through the water much quicker along with the help of its tail and limbs. Lagiacrus are able to stay submerge underwater for up to half a day without coming out for air. The large dorsal spikes on its back are used to release its electric attacks alongside a possible electro sac below each spike. Its able to release this electricity by contracting its cells at high speeds inside its muscles.When it does this some of the electricity actually combines with some of the mucus in its mouth, allowing it to spit out lightning projectiles from its mouth. In other regions, the Lagiacrus is able to bend the lightning it creates around it, how it does this is still unknown.

Niche

Lagiacrus is the top predator of its habitat, and even predators such as Rathalos and Rathian prefer to keep out of its way. Of course being the Lagiacrus' only real competition besides each other, the Fire Wyverns would be considered a threat to a Lagiacrus, as would a Lagiacrus to a Fire Wyvern. Lagiacrus's control of Thunder Element makes it a dangerous adversary in the aquatic habitat it resides, even for the well defended Gobul of Flooded Forest. Even Plesioth that migrate to the Deserted Island and Flooded Forest would be wary of the large and powerful leviathan as its powerful electrical attacks can easily cripple or even kill the Piscine Wyvern. This would cause Plesioth to avoid Lagiacrus and its two Subspecies at all costs. Lagiacrus are known to feed on fish, lobsters, Kelbi, Aptonoth, and Epioth. In the Old World, Lagriacrus still reside as the top predator of their environment, the Jungle and Ruined Ridge. They prey on the local herbivores and occasionally other larger monsters such as Velocidrome, Bulldrome and Arzuros. Due to their size and strength, most predators would choose to stay out of its way. Monsters such as Rathian, Mizutsune and Plesioth would rather retreat than fight back against a Lagiacrus if its attacking. That being said, other powerful top predators such as Rathalos, Nargacuga, Zinogre and Glavenus are still capable of fighting back and driving off the Lagiacrus if necessary. But with its electrical adaptations, even the mighty Deviljho would know its better to stay away from the Leviathan

The only known predator of the Lagiacrus is the Elder Dragon Nakarkos, which has been observed using its electrical organ to perform electric attacks of its own.

Habitat

Despite its ability to come up on land, they prefer to stay by deep waters. They rarely need to travel far from water, due to the abundance of prey in both of their tropical environments. Lagiacrus can be found almost anywhere with large bodies of water.

Subspecies

There are two subspecies of Lagiacrus, the Ivory Lagiacrus which lives predominantly on land and is an ivory colour, and the Abyssal Lagiacrus which lives deep in the abyssal waters, is extremely powerful and is a dark black colour.

Mizutsune



Mizutsune

Huge Beast (Leviathan), Unalignedt


  • Armor Class 16
  • Hit Points 209 (22d12 + 66)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 17 (+3) 3 (-4) 12 (+1) 8 (-1)

  • Saving Throws Dex +10. CHA +3
  • Skills Acrobatics +10
  • Damage Resistances Acid
  • Senses passive Perception 11
  • Languages --
  • Challenge 12 (8,400 XP)

Bubble Blight Whenever the Mizutsune hits a creature with its tail or its bubble breath they are afflicted by bubble blight. While afflicted by Bubble Blight a creature other than a mizutsune has disadvantage on all dexterity checks and saving throws, and whenever they attempt to move must succeed on a DC 16 Dexterity saving throw or fall prone. If submerged in or blasted by water the bubbles are removed

Bubble Sense The Mizutusune knows the location of any creature in contact with its Bubble Trail or afflicted by bubble blight.

Bubble Trail Whenever the Mizutsune moves along the ground, it leaves a soapy trail behind it that dissapears after one round. Any creature other than a Mizutsune that attempts to move across the trail must succeed on a DC 16 Dexterity saving throw or fall prone and be afflcietd by Bubble Blight. A creature inflicted by Bubble Blight is automatically knocked prone.

Enrage When Mizutsune starts its turn with half its maximum hit points (105) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged it gains immunity to exhaustion and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Slippery The Mizutsune has advanatage on any check or saving throw to escape a grapple or the restrained condition. Attempts to grapple the Mizutsune and Attacks of Opportunity made against it have disadvantage.

Actions

Multiattack. Mizutsune makes three attacks; two with its bite and one with its tail

Bite. Melee Weapon Attack: +10 to hit, Reach 10 ft., one target. Hit 15 (2d8 + 6) piercing damage.

Tail. Melee Weapon Attack: +10to hit, Reach 15 ft., one target. Hit 19 (3d8 + 6) bludgeoning damage and the target is afflicted with Bubble Blight until the end of the Mizutsune's next turn.

Bubble Breath. Ranged Weapon Attack: +10 to hit, Range 40/100 ft., one target. Hit 7 (2d6) acid damage and the target is afflicted with Bubble Blight until the end of the Mizutsune's next turn.

Water Beam. The Mizutusune fires a stream of water, sweeping it in a 60 foot cone. Creatures in the area must succeed on a DC 18 Dexterity saving throw or take 45 (10d8) bludgeoning damage and be afflicted with Waterblight until the end of their next turn. On a success creatures take half damage and are not afflicted with Waterblight..

Legendary Action

The Mizutsune can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Bubble Breath The Mizutsune makes a Bubble Breath attack.

Bubble Traps The Mizutsune creates 3 Bubbles in spaces within 30 feet of itself. These Bubbles have a radius of 5ft. and last one round. Any creature that touches a Bubble is inflicted with Bubble Blight and the bubble is destroyed. For each Bubble trap roll a d100. On a 90 or above the Bubble also heals any creature that touches it by 2d8. On a 10 or lower the bubble will give a creature a +3 bonus to melee damage rolls.

Bubble Field (Costs 2 Actions). The Mizutsune spins, releasing bubbles in all directions. Any creature within 30 feet of the Mizutsune must succeed on a DC 18 Dexterity saving throw. On a failed save a creature takes 7 (2d6) acid damage and is afflicted with bubbleblight.

Tail Flip (Costs 2 Actions) The Mizutsune makes a tail attack and then moves up to half its movement without provoking attacks of opportunity or leaving a bubble trail.

Mizutsune is a recently discovered species of Leviathan that resembles a sacred beast found in Yukumo Village's legends.

Physiology

Like most other Leviathans, Mizutsune has a long, slender body. However, it is one of the few Leviathans to actually have

fur on its body. This fur covers its chest, underbelly, legs and tail. Its scales are light colored and resemble those of a fish. Its head has a long snout and is beautifully adorned by many fin-like appendages. These fins are pink with yellow markings, and they can also be seen on its back and tail. Its feet are said to be quite different from other Leviathans and allow Mizutsune to move swiftly on land.

Abilities

Mizutsune is able to breathe bubbles at its enemies and able to produce these bubbles in its fur. It is unknown at this time what the bubbles do though many believe it hinders the movement of prey. It can also fire pressurized jets of water from its mouth, much like Plesioth.

Behaviour

Mizutsune are rather calm in nature until provoked. They prefer to be left alone resting near large bodies of water, while covered in their special secretions. They prefer to avoid confrontations, however, will defend themselves if need be. Once a threat has left, Mizutsune won't chase after the threat but will instead let it go. Though Mizutsune are usually calm, they are known to turn aggressive during Breeding Season. Mizutsune become aggressive or even berserk during their Breeding Season. In this season, it is not a good idea to go fishing from them being known to injure people due to their blind rage. Male Mizutsune have large fins and are able to flash their fins red to show emotion to the female Mizutsune, in order to attract them.

Biology

Mizutsune's most unique adaption is its ability to produce bubbles. It is able to produce the bubbles by using special fluid secretions, produced from its own body along with water, and rubbing its hairs in the secretions. These stiff yet soft purple hairs are found on its chest, tail, legs, and sides. The hairs are used for sliding on the fluids it produces, spreading the fluids, and even using the fluids to produce more bubbles. Mizutsune can also breath these bubbly fluids from its mouth. It is known to use the bubbles it produces both offensively and defensively in battle. It uses the bubbles to help it move faster and to make it more flexible in battle, while simultaneously impeding the movement of any foes. In order to stop itself quickly while moving, Mizutsune has special hook-like claws that allow it to stop sliding quickly to face threats and not leave itself open. Despite Mizutsune's strange appearance, the fins it has actually act as receptors for detecting the presence of predators and prey coming through vibrations in the secretions. Like a snake, Mizutsune's teeth are recurved to prevent prey from escaping easily. Its jaws are even designed like a snake to an extent, even being able to open its mouth wide and swallow some large prey.

Niche

Mizutsune are carnivorous in nature, feeding mainly on fish and other small prey. However, Mizutsune are known to feed on larger prey occasionally like Kelbi. Though Mizutsune are capable predators, they must compete with other large predatory monsters like Zinogre, Lagiacrus, Nargacuga, and Plesioth.

Habitat

Mizutsune have been identified living in the Misty Peaks, Primal Forest, and Jungle in the Old World.

Subspecies

The Mizutsune lacks a subspecies, however it does half a Deviant, the Heavenly-Eye Mizutsune, which is a Mizutsune that is blind, thus relying upon its bubbles completely to survey the world.

Nibelsnarf



Nibelsnarf

Huge Beast (Leviathan), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 100(10d12 + 30)
  • Speed 20ft., burrow 40ft. (Only in sand)

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 4 (-3)

  • Skills Stealth +6
  • Senses Tremorsense 120ft., passive Perception 10
  • Languages --
  • Challenge 5 (1,800 XP)

Enrage When Nibelsnarf starts its turn with half its maximum hit points (50) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Poor Eyesight. The Nibelsnarf has disdvantage on Wisdom (Perception) checks that rely on sight.

Underground Hearing. The Nibelsnarf's tremorsense does not work while deafened. If the Nibelsnarf takes thunder damage or hears a very loud noise while underground and not deafened it immediately leaves the ground and is knocked prone.

Actions

Multiattack. The Nibelsnarf makes two bite attacks, or one bite and one swallow.

Bite. Melee Weapom Attack +8 to hit, reach 5 ft., 1 target. Hit: 18 (2d12 + 5) piercing damage, the target is grappled and restrained (escape DC 17) and the Nibelsnarf cannot bite another target.

Swallow. he Nibelsnarf makes a Bite attack against a creature it is currently grappling. If the attack hits, the target is swallowed. A swallowed target is blinded and restrained, has total cover against attacks outside the nibelsnarf and takes 11 (2d10) acid damage at the start of each of the Nibelsnarf's turns. If the Nibelsnarf takes 30 damage from creatures inside it, it must make a DC 16 Constitution savig throw or regurgitate all swallowed creatures, which land prone within 5 ft. of the Nibelsnarf. If the Nibelsnarf dies, swallowed creatures are no longer restrained and can leave the Nibelsnarf by using 15 ft. of movement, exiting prone.

Sand Breath (Recharge 5-6). The Nibelsnarf exhales a whirlwind of sand in a 30 ft cone in front of it. All creatures in the cone must make a DC 16 Dexterity saving throw. On a failure creatures take 28 (8d6) bludgeoning damage and are blinded for 1 minute. On a success targets take half damage and aren't blinded. A creature must use an action to wipe the sand from its eyes and end the blinded condition.

From Below (Recharge 6). The Nibelsnarf erupts from beneath a creature and attempts to swallow it. The creature must make a DC 16 dexterity saving throw. On a failure the creature takes 18 (2d12 + 5) piercing damage and is immediately swallowed. On a success the target takes half damage and is knocked prone. All other creatures in the Nibelsnarf's space when it erupts are pushed to within 5ft. of the Nibelsnarf (creature's choice) and must succeed on a DC 14 Dexterity saving throw or take 14 (2d8 + 5) bludgeoning damage and be knocked prone.

Leviathans that have adapted to live in sandy areas. They burrow through sand and locate prey aurally, then suck both the target and any surrounding sand into their maws. The gill-like organs in their mouths are thought to absorb nutrients.

Physiology

Nibelsnarf are capable of burrowing into the sand and of disguising themselves as sand dunes to ambush prey. You can see if a sand dune is a disguised Nibelsnarf if it blows out 2 small patches of sand from the ground every 2 seconds. It shows superficial similarities to Gobul, and may be closely related. It can swim in the sand just like Piscine Wyverns. They are seen preying on Rhenoplos, using their powerful jaws to crush their shells.

Abilities

It has the ability to use a "Wind Tunnel" attack by means of a specialised organ that expels sand and debris swallowed along with its prey. The "Wind Tunnel" causes Waterblight. It can also expel a large sand cloud from the gills on the back of its head.

Behaviour

Niblesnarf are gluttons that will attempt to eat anything. These monsters have been known to accidentally eat barrel bombs that are placed by hunters and even an entire merchant cart. They are also known to ambush prey from beneath the sands, or by disguising themselves as dunes.

Niche

Niblesnarf eat anything that they can fit into their mouth, much like Gobul. They mainly feed on Rhenoplos and Delex. High on the food chain, only top predators like the Deviljho, Tigrex, Sand Barioth, and Rathian dare to attack it. It may also compete with the Tigerstripe Zamtrios and Cephadrome for food, as they occupy the same niche. Nibelsnarf are likely to avoid large dangerous herbivores such as Monoblos, Diablos, and Rust Duramboros.

Biology

It has the remarkable ability to swim in sand, shared only with a few monsters, and its streamlined body helps it move through it at great speeds. It has a huge mouth for eating its prey such as Rhenoplos in one bite, like the Gobul. It locates its prey with hearing. It shares this trait with the Agnaktor, which is also a land dwelling Leviathan. It is possible that the two developed this ability because they spend most of their time underground. It spits sand at predators that try to attack it. Its eyes are on top of its head, so it can see its prey easier when lurking in the sand; however, their placement also makes it difficult for it to see anything directly in front of it. They also have salamander-like "gills" which it uses to filter out sand and absorb minerals in the sand. It uses this clearing of the sand as an attack, as the sand shoots from the gills at a high enough speed to hurt individuals caught in the blast. Niblesnarf seem to have very strong stomachs, capable of withstanding a bomb exploding in it. Inside the massive mouth of this predator is an enlarged uvula that stores nutrients. This organ is essential to the leviathan's survival within the arid Sandy Plains.

Habitat

Nibelsnarf live exclusively in sandy deserts, as they are highly adapted to a life swimming in the sand.

Royal Ludroth



Royal Ludroth

Large Beast (Leviathan), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 99 (11d10 + 33)
  • Speed 30ft., swim 45 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 2 (-4) 12 (+1) 5 (-3)

  • Senses passive Perception 11
  • Languages --
  • Challenge 5 (1,800 XP)

Amphibious. The Royal Ludroth can breath in both air and water.

Enrage When Royal Ludroth starts its turn with half its maximum hit points (59) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Royal Presence. Any Ludroth within 30 ft of the Royal Ludroth has advantage on attack rolls and deals an extra die on damage rolls.

Actions

Multiattack. The Royal Ludroth makes one attack with its bite and another with its tail. It can replace any of number of these attacks with a Water Spit.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 3) bludgeoning damage.

Water Spit. Ranged Weapon Attack: +3 to hit, range 40/60 ft., 1 target. Hit: 12 (3d8) bludgeoning damage and the targets is afflicted by Waterblight until the end of their next turn.

Pressure Release (Recharge 4-6). The Royal Ludroth releases water from its mane forcefully. Any creature within 5ft. of the Royal Ludroth must make a DC 15 Strength saving throw taking 27 (6d8) bludgeoning damage and being afflicted by Waterblight until the end of their next turn on a failed save. If the creature is size medium or smaller it is also pushed back 10 ft and knocked prone. On a success, creatures take half damage and are not knocked prone or pushed back.

Physiology

It has a crown-like crest composed of several finger-like appendages tipped with black spikes as well as a large, spongey yellow mane. The Royal Ludroth has a long, serpentine body with four squat limbs. Its hind pair of legs are shaped like paddles for swimming, and its foremost pair are more muscular, tipped with developed digits ending in long black claws. Its jaws are lined with shear-like plates in the place of teeth.

Abilities

Using its large, absorbent mane, Royal Ludroth can take on gallons of water for use in its many water-based defences. It can produce mucus-based globules that can be spewed at foes, and can force water out of the mane at high speeds, blasting back nearby enemies. They are adept swimmers, and are formidable hunters in an aquatic environment.

Behaviour

Royal Ludroth are rather calm in nature when not disturbed but, can be provoked easily. A harem of Ludroth are lead by only one Royal Ludroth and the harem usually has only about ten females in it. During Breeding Season, Ludroth will make a nest by digging into the sand and laying a clutch of seven eggs. Once the eggs are laid, the Ludroth will stay with their nest until its time for their eggs to hatch. As they guard

their nest, the Royal Ludroth will fill his mane with water and hydrate each female with water so they don't die from the extensive heat. Once the eggs hatch, the young will stay and live in the shallows until they reach adulthood and feed on anything smaller than themselves. The young are well-known for causing trouble in some areas such as stealing catches from fisherman

Niche

The Royal Ludroth is at the middle of the food chain. In a pack, a Royal Ludroth is a formidable predator. They are omnivores feeding on crustaceans, shellfish, clams, fish, Epioth, Kelbi and algae. They've also been seen stalking larger prey on land like Aptonoth and Slagtoth. However they fall prey to Lagiacrus in the water, and are vulnerable to most Wyverns if caught out on land.

Biology

Like Great Jaggi, the males of the Ludroth species increase in size and develop physical changes that set them apart from younger males and the opposite gender, in this case a large, spongy mane. This mane absorbs water like a sponge, allowing the Royal Ludroth to survive out of water for some time. However, when weakened, it must go back to its watery domain to fill its sponge up with water. Their manes are made of specialized hairs and fibers. Their scales enable them to move gracefully on land with the help of a special

extract found inside them. The extract allows a Royal Ludroth to run without spending much energy for long distances. The claw of a Royal Ludroth are better adapted for movement, plunging into the earth with each step taken.

Habitat

Royal Ludroth can be found in many environments but always near water. Most commonly they are found in temperate and tropical coastlines, but they have also been found in rivers and, rarely, swamps. They are not adapted to the cold, and as such have never been seen in polar waters.

Subspecies

Royal Ludroth has one subspecies, the Purple Ludroth. This subspecies produces a toxin which it stores in its mane, giving it a distinct purple colour which warns predators of its toxicity.

Ludroth

The majority of Ludroth are female, and form harems around the male Royal Ludroth, which has a notable sponge coating. Female Ludroths also have a sponge like material growing on them, which is the yellow-brown stripes along the top of their spines (behind the head). It is unclear whether the sponges are part of a co-evolved symbiotic relationship or the result of some unknown trait.


Ludroth

Medium Beast (Leviathan), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 36(6d8 + 6)
  • Speed 20ft., swim 40ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 2 (-4) 10 (+0) 4 (-3)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1 (200 XP)

Amphibious. The Ludroth can breath in both air and water.

Actions

Multiattack. The Ludroth makes two attacks

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage.

Tail Melee Weapon Attack +4 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 2) bludgeoning damage

Water Spit Ranged Weapon Attack +4 to hit, range 20/60 ft., 1 target. Hit: 4 (1d8) bludgeoning damage and the targets speed is reduced by 5 feet until the end of their next turn.

Lynians

Lynians are sapient monsters, and are typically short of stature. There are currently three distinct groups of Lynian: the cat-like Melynx, Felyne, and Grimalkyne, the humanoid Shakalaka and Gajalaka, and the unique Uruki. Lynians are intelligent, have complex societies, and speak their own languages. Whereas the Shakalaka and Gajalaka are more primitive and tribal, the feline species tend to lead peaceful lives and often coexist with human society.

Felynes


Felyne

Small Humanoid (Felyne), Neutral


  • Armor Class 14 (Leather Armour)
  • Hit Points 10 (3d6)
  • Speed 25ft., Climb 25ft., Burrow 25ft.

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 11 (+0) 15 (+2) 14 (+2) 16 (+3)

  • Saving Throws Dex +5
  • Skills Insight +4, Perception +6, Persuasion +5, Stealth +5
  • Senses Darkvision 60ft., passive Perception 16
  • Languages Felyne
  • Challenge 1/4 (50 XP)

Keen Senses (Hearing and Sight) The Felyne has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Pack Tactics When one of the Felyne's allies is within 5ft of the Felyne's target, the Felyne has advantage on attack roles against it.

Nimble Escape The Felyne can tale the Disengage or Hide action as a bonus action

Actions

Bone Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Small Barrel Bomb. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 4 (1d8) fire damage. Any creature within 5 feet of the target of this attack must succeed on a DC 11 Dexterity saving throw or take the same damage.

Reaction

Flee As a reaction to taking damage the Felyne can choose to burrow into the ground and flee.


Melynx

Small Humanoid (Felyne), Chaotic Neutral


  • Armor Class 15 (Leather Armour)
  • Hit Points 10 (3d6)
  • Speed 25ft., Climb 25ft., Burrow 25ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 11 (+0) 15 (+2) 14 (+2) 16 (+3)

  • Saving Throws Dex +5
  • Skills Deception +7, Perception +6, Sleight of Hand +8, Stealth +8
  • Senses Darkvision 60ft., passive Perception 16
  • Languages Feylyne
  • Challenge 1/2 (100 XP)

Keen Senses (Hearing and Sight) The Melynx has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Pack Tactics When one of the Melynx's allies is within 5ft of the Melynx's target, the Melynx has advantage on attack roles against it.

Nimble Escape The Melynx can tale the Disengage or Hide action as a bonus action

Actions

Thieving Claw. Melee Weapon Attack: +6 to hit, Reach 5ft, one target. Hit: 6 (1d4 + 4) bludgeoning damage. If the Melynx hits a creature with items in its inventory, the Melynx makes a Sleight of Hand check contested by the creatures Perception check. Success or failure the Melynx steals an item from the creature that the Melynx could reasonably carry. On a success the creature doesn't notice the item being stolen. On a failure the creature notices the Melynx stealing the item.

Reactions

Drop It and Run When reduced to 0 hitpoints and holding a stolen item, the Melynx can choose to drop the stolen item and burrow into the ground and drop to 1 hitpoint instead.

Felynes and Melynx are functionally the same species, they are simply different colours, with Melynx being black and Felynes being white. Melynx are known to be thieves, stealing from travellars and burrowing back to their village with their prize.

Felynes are far less aggressive and will often ignore other humanoids unless provoked. They tend to be the gatherers and defenders of the village.

Both Felynes and Melynxs alsolive in human villages and cities, doing a variety of jobs. Most of them work manual labour jobs, although some attain a higher station, working as chefs or shop merchants. Those that display a skill in combat work as companions to adventurers.

Both felynes and melynxs are quite intelligent, being capable of human speech (although often speaking in cat puns and saying meow) and many of them get jobs assissting with complex work like blacksmithing.

Although they can get on well with most humanoid species, in the wild they don't seem to get along with Shakalakas, as the two species are never seen together despite living in the same environments.

Gajalaka


Gajalaka

Small Humanoid (Gajalaka), Chaotic Neutral


  • Armor Class 14 (Tribal Armour)
  • Hit Points 36 (6d6 + 12)
  • Speed 30ft., Burrow 15ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 9 (-1) 14 (+2) 8 (-1)

  • Skills Athletics +5, Perception +4, Survival +4
  • Senses Darkvision 30ft., passive Perception 14
  • Languages Gajalaka
  • Challenge 2 (450XP)

Brave. The Gajalaka has advantage on saving throws against Fear.

Pack Tactics. The Gajalaka has advantage on attack rolls when one of its allies is within 5 feet of its target and not incapacitated.

Actions

Multiattack. The gajalaka makes two attacks with its Cleaver or throwing knife.

Poisoned Cleaver. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the target is a creature it must also succeed on a DC 12 Constitution saving throw or be Poisoned for one minute. A creature can repeat the save at the end of its turn to end the effect on itself. A creature poisoned in this way takes 3 (1d6) poison damage at the start of each of its turns.

Throwing Knife. Ranged Weapon Attack: +5 to hit, Range 20/60ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature it must succeed on a DC 12 Constitution saving throw or be poisoned as detailed in the Cleaver attack.

Molotov Toss (Recharge 2-6). The Gajalaka launches a flaming projectile at a point it can see within 40 feet of it. A creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save or half as much on a success. If the Gajalaka rolls a 1 on the Recharge it fails to recharge and the molotov goes off in its face, dealing half damage to itself.

Alternative Poisons

Many Gajalaka coat their weapons in the poison of different monsters. Often times only one Gajalaka in a group will have one of these poisons coating their weapons. You can replace the poison on the Gajalaka's Cleaver and throwing knife with one of the following options.

Paralysing Cleaver. A creature hit by this attack must also succeed on a DC 12 Constitution saving throw or be Poisoned for one minute. A creature can repeat the save at the end of its turn to end the effect on itself. A creature poisoned in this way is also Paralysed.

Nightshade Cleaver. A creature hit by this attack must also succeed on a DC 12 Constitution saving throw or be Poisoned for one minute. A creature poisoned in this way is also Unconscious. This condition ends if the affected creature takes any damage.

Gajalaka are a species of Lynian that are found in all environments. They are far more aggressive towards humanoids than their felyne cousins, often attacking on sight. They often attack with poisoned weapons, with their masks denoting which effect their weapon will cause: Purple causes normal poison, Yellow causes paralyses and Blue causes their target to fall unconscious. They also throw explosive Molotvs at their enemies, dealing far more damage than their weapons do. They have even been seen collecting in large numbers to fire launch vollies of molotovs at large monsters such as Anjanath. They are ruled over by a Gajalaka Chief.

Grimalkyne


Grimalkyne

Small Humanoid (Felyne), Neutral


  • Armor Class 14 (Leather Armour)
  • Hit Points 20 (5d6)
  • Speed 30ft., Burrow 15ft., Climb 30ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 10 (+0) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws DEX +5
  • Skills Animal Handling +7, Nature +4, Perception +5, Stealth +5, Survival +5
  • Senses Darkvision 60ft., passive Perception 15
  • Languages Common, Felyne
  • Challenge 1 (200 XP)

Keen Senses (Hearing and Sight). The Grimalyne has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Lesser Beast Speech. The Grimalkyne can speak with beasts of size Medium or smaller as if they shared a language.

Innate Spellcasting. The Grimalkyne can cast the following spells innately. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).

At Will: Druid Craft, Animal Friendship

Once per Day: Dominate Beast, Conjure Animals (3rd level, only an animal decided by its tribe)

Nimble Escape. The Grimalkyne can hide or disengage as a bonus action.

Actions

Multiattack. The Creature Name makes Number and type of attacks

Bone Sword. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Bone Boomerang. Ranged Weapon Attack: +5 to hit, Range 20/60ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. The Grimalkyne can make two attacks against the same creature with this weapon. If the second hit is successful, the weapon returns to the Grimalkyne.

Use Gadget (Recharge 4-6). The Grimalkyne uses a Gadget decided by its tribe.

Grimlakyne Tribes

There are four different tribes that Grimlakynes can be apart of, each one having a specific gadget and animal that they can summon through the Conjure animal spell.

Bugtrappers

Bugtrappers live deep within forests and jungles, where they spend a lot of time collecting different species of insects. They are one of the friendliest of the Grimalkyne tribes, although they can be very hard to find.

Flashfly Gadget. The Bugtrapper detonates a flashfly cage. Any creature within 30 ft. of the bugtrapper must succeed on a DC 13 Constitution saving throw or be blinded until the end of their next turn. The bugtrapper's allies have advantage on this saving throw.

Conjure Animals. The bugtrappers can conjure the beast Jagras when they cast conjure animals.

Protectors

the protectors live in caves within desert environments. They are one of the toughest tribes of Grimalkyne, and are quite shy. However, once allied with they are extremely protective, hence their name.

Shield Gadget. The Protector taunts an enemy within 30 ft. with its shield. the creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attack rolls against creatures other than the Protector until the end of its next turn. During this time the Protector has resistance to bludgeoning, piercing and slashing damage.

Conjure Animals. Protectors can summon Kestodon (Male) when casting Conjure Animals.

Troupers

The trupers live high up in mountains and in an area known as the Coral highlands. Here, they practice music amongst themselves. They can be hostile to outsiders, but are easy enough to win over and once allied they can be instrumental in assissting adventurers.

Orchestra Gadget. The Trouper plays a song on one of its instruments. Roll 1d6, providing a random buff to all allies within 30ft. that can hear the Trouper for one minute, depending on the roll. A creature can only be affected by two buffs at a time. 1: Affected creatures gain a +1 to attack and damage rolls. 2: All affected creatures are immune t0 the prone condition and cannot be moved against their will. 3: Affected creatures are immune to the Stunned condition. 4: Affected creatures are immune to the Paralysed condition. 5: Affected creatures regain 1d6 + 3 hitpoints. 6: Affected creatures score a critical hit on rolls of 19 or 20, instead of just 20.

Conjure Animals. Troupers can summon Shamos when they cast Conjure Animals.

Tribes Continued

Plunderer

Living in harsh envioronments, such as swamps or the Rotten Veil, these Grimalkyne are the least likely to meet with outsiders. They have a tendecy to steal, just like the Melynx and are quite aggressive.

Plunderang Gadget. The Plunderer throws a specialised boomerang at an enemy within 50ft. of it. The creature must succeed on a DC 13 Dexterity saving throw or take 5 (1d4 + 3) piercing damage and have an item that weighs 5 pounds or less stolen from it. If the creature is not carrying anything small enough for the Plunderang to steal, it instead is disarmed. Creatures such as beats, dragons etc. that aren't carrying anything instead lose a scale or part of their fur etc.

Conjure Animals. Plunderers can summon Girros when they cast Conjure Animals.

Shakalakas



King Shakalaka

Small Humanoid, Chaotic Neutral


  • Armor Class 14 (BBQ Mask)
  • Hit Points 42 (6d6 + 18)
  • Speed 30ft., Burrow 10ft.

STR DEX CON INT WIS CHA
17 (+3) !4 (+2) 17 (+3) 9 (-1) 14 (+2) 11 (+0)

  • Skills Athletics +5s
  • Damage Resistances Fire
  • Condition Immunities Charmed, Frightened
  • Senses passive Perception 12
  • Languages Shakalaka
  • Challenge 3 (700 XP)

Aggressive The King Shakalaka can use its bonus action to move up to its full movement directly towards a hostile creature

BBQ Hat The King Shakalaka's hat acts as a campfire, shedding light and providing warmth.

Masked Face Creatures have disadvantage on Wisdom (Insight) checks against the King Shakalaka.

Pack Tactics. When one of the King Shakalaka's allies is within 5ft of the King Shakalaka's target, the King Shakalaka has advantage on attack roles against it.

Relentless (Recharges on a short or long rest) When the King Shakalaka takes 20 damage or less that would reduce it to 0 hit points, it drops to one instead.

Actions

Multiattack. The King Shakalaka makes two attacks with its meat club.

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

Sleep Bomb The King Shakalaka throws a sleep bomb at a point it can see within 30 feet of it. All creatures within 5 feet of the point must Succeed on a DC 13 Constitution saving throw or fall uncoscious until the end of their next turn or until they take damage.

Commanding Strike (Recharge 5-6). One allied creature the King Shakalaka can see within 40 feet of it can use its reaction to make a melee attack if it can hear the King Shakalaka.

Reactions

Raging As a reaction to taking damage or seeing another Shakalaka take damage the King Shakalaka flies into a rage. While raging the King Shakalaka has resistance to bludgeoning, piercing and slashing damage and at the start of each of its turns a small fireball will fly from its BBQ hat at a random hostile creature within 30 feet of it. The creature must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) fire damage. The King Shakalaka rages for one minute.



Shakalaka

Small Humanoid (Shakalaka), Chaotic Neutral


  • Armor Class 12
  • Hit Points 12 (2d6 + 4)
  • Speed 30ft., Burrow 10ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 10 (+0)

  • Skills Athletics +4
  • Condition Immunities Frightened, Charmed
  • Senses passive Perception 12
  • Languages Shakalaka
  • Challenge 1/2 (100 XP)

Masked Face Creatures have disadvantage on Wisdom (Insight) checks against the Shakalaka.

Pack Tactics When one of the Shakalaka's allies is within 5ft of the Shakalaka's target, the Shakalaka has advantage on attack roles against it.

Actions

Multiattack. The Shakalaka makes two attacks with its cleaver.

Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature they must succeed on a DC 10 Constitution saving throw or take 2 (1d4) poison damage and be poisoned until the end of their next turn.

Sleep Bomb. The Shakalaka throws a sleep bomb at a point it can see within 30 feet of it. Any creature within 5 feet of the point must succeed on a DC 10 Constitution saving throw or fall unconscious until the end of their next turn or until they take damage.

Reactions

Treasure Drop When the Shakalaka is reduced to 0 hitpoints it can use its reaction to drop a small, shiny item that looks like gold. When a creature attempts to pick it up, it detonates, dealing 7 (2d6) fire damage to them. A successful DC 12 Investigation check reveals the item to be a bomb.

Shakalakas

Shakalaka are small humanoids related to felynes, although they have green, hairless bodies. They are always seen wearing masks, and as such their true face is unknown. While individually weak, they can quickly overwhelm opponents with numbers, poison and sleep bombs. Sometimes when defeated, a Shakalaka will drop a small explosive, disguised as a piece of treasure.

Unlike other Lynians, it is extremely rare for Shakalas to ally with other humanoids. They are generally far more barbaric than their felyne cousins, preferring to attack creatures that draw close to their camp rather than converse with them. They are lead by an older, larger Shakalaka known as a King Shakalaka.

Although not as social as other lynians, they are still quite intelligent. They care deeply about their masks, as each mask is handcrafted. It is even considered shameful for a Shakalaka to be seen without its mask.

King Shakalaka

The King SHakalaka is a much larger Shakalaka that leads a tribe. It is generally quite a bit more powerful than its kin, and tends to utiise a large piece of meat as a club, as opposed to the broken swords and cleavers of its underlings. They often wear a BBQ as a helmet, allowing them to fire fmales at their enemies as they fight. Although quite powerful itself, the King Shakalaka relies on teamwork to bring down tough opponents and is almost never fought without back-up. He can put hunters to sleep, like his Shakalaka brethren, however he appears to have lost the ability to poison hunters. Also, the King Shakalaka has extraordinary endurance which belies its size. Combine this with its muscle power, and it may be assumed that, somehow, it has developed a "berserker-esque" sense which allows it to block out pain, and continue fighting through rigorous physical demands which would have most Shakalaka defeated. To attack, he thoroughly clobbers his foes with a steak from another victim.

Neopterons

Neopterons are insectoid monsters known for their rigid carapaces. These monsters can range in size from tiny to enormous, and some species can fly, while others cannot. Neopterons are very susceptible to poison and fire, yet hold quite a resistance to the Dragon Element. Their materials are often used to make very sharp weapons. When killed, the smaller ones have a tendency to shatter into pieces leaving little material to be scavenged from them.

The smaller Neopterons tend to live in social groups, such as Hornetaur and Altaroth. Vespoid live with a queen much like bees and wasps do, which they will defend with their life. Altaroth, while lacking a queen, live in huge colonies underground much like Ants, which they resemble.

The larger Neopterons are less social. Seltas and Seltas Queen are solitary creatures most of the time, however the Seltas Queen is capable of summoning the male Seltas to its side by releasing pheromones into the air. The other Neopteron of similar size, Ahtal-Ka, lives an almost completely solitary life. She will create a lair of golden webbing where she will collect machinery and scrap metal to wield as weapons and even to construct what is essentially a large piloted construct called Ahtal-Nesta

Ahtal-Ka

In some places, there have been legends about this Walking Treasure that wanders from place to place. This treasure is said to raid fortresses, leaving behind mass destruction, and defeat whole armies in a matter of minutes. It is even capable of taking over a whole fortress if it wants to. Though dangerous, inside this giant monster is a treasure that very few are lucky enough to see.

The golden empress of praying mantises resides in a huge, ruined castle. She flattens towns and fortresses, and uses the wreckage to build her lair ever larger. It's rumored that the Empress's Throne, as it is known, is strewn with golden cocoons and webbing, which contain stolen treasures

Physiology

Ahtal-Ka is a large insect-like monster. It somewhat resembles a devil's flower mantis in appearance and looks like an insectoid sphinx. The majority of the body is golden. It has six limbs, each of which are yellow with a set of purple triangles beneath them. There are four "legs" and two "claws"; at the end of the "legs" are small claws/talons while the "claws" have elaborate wing like extensions at the base and have a pair of large hooks at the ends. The Ahtal-Ka has a large headpiece that has alternating gold and blue lines like those on a Pharaoh's crown. It has a pair of purple eyes, each with a minuscule black pupil (much like a mantis).

Its "walking fortress'", the Empress' Throne, or Ahtal-Neset, is a towering war machine crudely assembled from scrap metal, debris from ruins, and the Ahtal-Ka's own silk. It is quadrupedal in structure, with a "head" vaguely reminiscent of a wyvern's and a tail tipped with metal spikes. The Ahtal-Ka's silk is visible through gaps in the joints and armor plating, and allows the Ahtal-Ka to control the movement of its creation like a marionette. When controlling Ahtal-Neset, the Ahtal-Ka itself is covered in a silken cocoon hidden in the "chest" of the machine

Abilities

Ahtal-Ka has the ability to fire out golden silk from its abdomen. This silk is extremely strong and is used to subdue prey. Ahtal-ka also uses the silk to life and throw large pieces of debris, such as large metal girders or dragonators, in order to defend itself against attack.

Her most devastating ability is her ability to construct an enormous mechanical fortress using her silk. This "Empress' Throne" is used to devastate the fortifications of cities and villages so that Ahtal-ka can get at the metal and treasure within. Ahtal-ka can control this large mechanical construct using her silk like strings.

Behaviour

Ahtal-Ka is a highly aggressive Neopteron that will do anything in order to take what it wants. Ahtal-Ka is known to raid fortresses for their equipment, in order to build itself a giant mobile home. This mobile home allows the Ahtal-Ka to wander from place to place safely without having to fear potential threats. Even if threatened, this monster is

capable of decimating armies with the Empress's Throne and is more than capable of protecting itself without the need of its home.

Male Ahtal-Ka are golden in color, while females are brown in color. By eating a large number of males, a female Ahtal-Ka can become golden in color. The more males a female Ahtal-Ka eats, the brighter gold she'll be.

Niche

Ahtal-Ka are predators, though it is unknown what their common prey is. However, female Ahtal-Ka are well-known for feeding on males, showing that this species is cannibalistic in nature. Despite their ferocity, an Ahtal-Ka would likely be easy prey for many wyverns if she was caught outside her lair. However, when utilising the Empress' Throne the Ahtal-Ka is nigh unbeatable by anything not of the equal or larger size to the Throne.

Behaviour

Ahtal-Ka has sharp, sickle-like claws that allow it to slash at foes and pick up objects. Though these claws are weapons, they are mostly used as tools in manipulating the golden silk that Ahtal-Ka produces. This beautiful silk is sticky and strong, allowing for Ahtal-Ka to pull and hold objects together with little ease. This silk is also strong enough to hold a whole fortress together. Ahtal-Ka mostly uses the golden silk to weave together debris it has stolen from fortresses. It uses this debris to construct something truly monstrous! Ahtal-Ka actually uses it to construct a "giant walking puppet" for itself called the Empress's Throne. By sticking itself in the center of this puppet, it can actually control all of the Empress's Throne's movements with its silk before crushing foes with the giant contraption. In this mechanical monster, it is practically invulnerable to all incoming attacks, excluding large explosives; however, if the silk is cut, it'll lose control of its puppet, causing the Empress's Throne to fall apart.

Habitat

Ahtal-Ka's natural range is unknown, as they are exceedingly rare. Only one has ever been properly studied and it was found within the ruins of a destroyed fortress.

Ahtal-Ka's Lair

Ahtal-Ka makes her lair in the remains of her most recently destroyed fortress or citadel. This is so she has a lot of debris left around to swing at enemies and to build the Empress' Throne, often storing such things underground. The air above the Ahtal-Ka's lair is always filled with golden silk flowing in the wind.

Lair Actions

On initiative count 21 (losing initiative ties), the Ahtal-Ka takes a lair action to cause one of the following effects; the Ahtal-Ka can’t use the same effect two rounds in a row. The Ahtal-Ka cannot use Lair Actions while piloting the Empress' Throne (Ahtal-Ka is CR 30 in her lair):

  • Ahtal-Ka causes golden silk to drop from the air onto a creature she can see in her lair. The creature must succeed on a DC 18 Dexterity saving throw or be restrained by her golden silk. As an action, the restrained target can make a DC 18 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 15; immunity to bludgeoning, poison, and psychic damage).
  • Ahtal-Ka throws one of the smaller pieces of debris in her lair at a creature she can see within 120 feet of her. Make a ranged attack roll (+16 to hit). On a hit, the target creature takes 36 (8d8) bludgeoing damage.
  • Ahtal-Ka pulls a large piece of debris onto her back. This increases her AC by 4 but she moves at half speed. This lasts until she drops the item as a bonus action on her turn. She cannot use this lair action again until she has dropped the item
  • Recharge (6) The Ahtal-Ka burrows into the ground and reemerges in the Empress' Throne, a giant construct she controls. While controlling the Throne, Ahtal-Ka cannot be targeted by effects outside the Throne and is immune to all damage until the Throne has been destroyed. The Ahtal-Ka relies totally on its blindsight while piloting the Ahtal-Nesto. Ahtal-Ka uses the Empress' Throne stat block instead of her own while controlling it. If the Throne is banished to another plain of existence the Ahtal-Ka is banished with it. If the Throne drops to 0 hit points the Ahtal-Ka is not subject to the remaining damage but she does fall prone where the Ahtal-Nesto was destroyed. This lair action can only be used again if the Throne is not reduced to 0 hit points.

Regional Effects

The Region around Ahtal-Ka's lair is generally unaffected by her presence, unless she decides to move wherein she plows through everything in her path using the Empress' Throne. However, she does cause a few strange changes to the environment.

  • The air above Ahtal-Ka's lair up to a height of 1000ft. is filled with floating golden silk in a 300 foot radius. Anything that flies through this silk must succeed on a DC 23 Strength saving throw or immediately be restrained by golden silk. As an action, a restrained creature can make a DC 18 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 15; immunity to bludgeoning, poison, and psychic damage).
  • Large structures such as water wheels, siege equipment etc. go missing from a 1 mile radius around Ahtal-Ka's lair. The debris can be found in Ahtal-ka's lair where she hoards these items and wields them in battle.

When Ahtal-Ka dies, the Golden Silk in the air immediately falls to the ground, affecting any creatures under it as described above.

Empress' Throne

The Empress' Throne is a giant construct made up of metal objects that the Ahtal-Ka has pieced together using her Golden Silk. From a cocoon in the center of the Throne, Ahtal-Ka is able to pull on the various threads of silk to move the Throne, and cause it to attack. The Throne is often stored underground in Ahtal-Ka's lair, having already being constructed. She is therefore able to burrow into the ground to quickly activate the throne in case of danger. She usually resorts to utilising the Throne when she is attacked by a far stronger monster. When beset by adventurers looking to retrieve her loot or simply to eliminate her, she is normally capable of defending herself without the Throne, but she will not hesitate to use it if she feels her life is in danger.

When an Ahtal-Ka decides to relocate, she will often do so in the Throne in order to provide protection from any other roaming monsters. Once she has found a castle, fort or other settlement worth settling in she will launch a full scale assault using her Throne, often crushing the defences quicjly before slaughtering the inhabitants who do not escape. If the settlement has defences capable of damaging the Throne, Ahtal-ka may sneak inside herself to eliminate them. The main equipment capable of damaging the Throne are magical in nature, although powerful siege equipment can often slow or halt the Throne's progress. Ahtal-Ka's golden shell gives her some protection from magic, allowing her to much more effectively deal with spellcasters on foot than inside the Throne. It also allows her to easily slaughter any crew manning equipment such as catapults or ballistae.



Ahtal-Ka

Huge Beasts (Neopteran), Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 312 (24d12 + 144)
  • Speed 40ft., Burrow 30ft., Climb 40ft.

STR DEX CON INT WIS CHA
24 (+7) 24 (+7) 22 (+6) 14 (+2) 15 (+2) 16 (+3)

  • Saving Throws DEX +14, INT +9, WIS +9, CHA +10
  • Skills Perception +9
  • Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Charmed, Exhaustion
  • Senses Blindsight 120ft., Darkvision 120ft., Passive Perception 21
  • Languages --
  • Challenge 23 (50'000 XP)

Enrage. When Ahtal-Ka starts its turn with half its maximum hit points (156) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged, it rolls an extra damage die on all attacks and can use the Throw Dragonators action. Ahtal-Ka cannot re-enter rage for 2d4 rounds.

Legendary Resistance (3/Day). If the Ahtal-Ka fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Ahtal-Ka has advantage on saving throws against spells and other magical effects.

Spider Climb. The Ahtal-Ka can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the Ahtal-Ka knows the exact location of any other creature in contact with the same web.

Web Walker. The Ahtal-Ka ignores movement restrictions caused by webbing


Actions

Multiattack. The Ahtal-Ka makes three attacks using any combination of her Swipe or Golden Web.

Swipe. Melee Weapon Attack: +14 to hit, Reach 10ft., one target. Hit 20 (3d8 + 7) slashing damage.

Golden Web. Ranged Weapon Attack: +14 to hit, Range 40/60ft., one target. Hit The target is restrained by webbing. As an action, the restrained target can make a

DC 18 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 15; immunity to bludgeoning, poison, and psychic damage).

Swing Object. The Ahtal-Ka picks up a piece of debris within 60 feet of her and swings it at a creature she can see within 60 feet of her. Any creature within 10 feet of the target, including the target, must make a DC 23 Dexterity saving throw taking 58 (9d12) bludgeoming damage and falling prone on a failed save. On a success creatures take half damage and are not knocked prone.

Throw Dragonators (Recharge 5-6, The Ahtal-Ka must be enraged). The Ahtal-Ka pulls up to five Dragonators from underground and throws them at a creature within 120 feet of her. The creature, and all creatures within 10 feet of it, must succeed on a DC 23 Dexterity saving throw, taking 90 (20d8) piercing damage on a failed save and being knocked prone. On a success a creature takes half damage and is not knocked prone.

Reactions

Block. When a creature makes an attack roll against the Ahtal-Ka,, she can use her reaction to pull a large or smaller object or creature that is within 60 feet of her. If the target is a creature they must succeed on a DC 23 Dexterity saving throw. On a success this reaction fails. On a failure or if the target was an object, they are pulled to within 5ft. of Ahtal-Ka and become the target for the attack instead.

Legendary Actions

The Ahtal-Ka can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Move. The Ahtal-Ka moves up to half her movement speed without provoking attacks of opportunity.

Swing Object. Ahtal-Ka uses her swing object action. She can only use this Legendary Action once between each of her turns.

Screech. The Ahtal-Ka screeches loudly. Any creature within 50 feet of her that can hear her must succeed on a DC 23 Constitution save or be deafened.

Trip Wires (Costs 2 Actions). The Ahtal-Ka creates up to five 150 foot long lines of golden silk anywhere within her lair that she can see. These lines last until the beginning of Ahtal Ka's next turn or until they are triggered. When a creature other than the Ahtal-Ka moves through the line, they must succeed on a DC 23 Dexterity saving throw or be restrained as in the Golden Web attack.



Empress' Throne

Gargantuan Construct, Unaligned


  • Armor Class 22 (Natural Armour)
  • Hit Points 546 (26d20 + 260)
  • Speed 40ft.

STR DEX CON INT WIS CHA
30 (+10) 3 (-4) 30 (+10) - (-) - (-) - (-)

  • Saving Throws STR +19, CON +19
  • Damage Vulnerabilities Acid
  • Damage Resistances Cold, Fire, Force, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
  • Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
  • Senses Blindsight 120ft.
  • Languages --
  • Challenge 29 (135,000 XP)

Constructed. The Empress' Throne has four main lines of golden webbing holding it together. Each time the Throne takes 50 or more slashing or fire damage in a round, one of these lines breaks. If all four lines are broken the Throne is destroyed. When destroyed in this way the Throne can be used again in the same day.

Piloted. The Empress' Throne lacks an Intelligence, Wisdom or Charisma stat. It is immune to all effects that require an Intelligence, Wisdom or Charisma saving throw or check. If the pilot is visible or the creature is aware of the pilot's existence, it is subjected to the effect instead. If the pilot is incapacitated so is the Empress Throne. If the pilot is killed the Empress' Throne is incapacitated until another creature that can

pilot it decides to do so.

Legendary Resistance (3/Day). If the Empress' Throne fails a saving throw it can choose to succeed instead. The Throne shares is Legendary Resistance uses with Ahtal-Ka.

Actions

Multiattack. The Empress' Throne makes two Tail attacks or uses its Stomp action twice.

Tail. Melee Weapon Attack: +19 to hit, Reach 30ft., one target. Hit 26 (3d10 + 10) piercing damage

Stomp. The Empress' Throne stomps on the ground, sending a large quake through the earth in a 10 foot wide, 60 foot long line across the ground. Any creature in the area must make a DC 23 Dexterity saving throw, taking 65 (10d10 + 10) bludgeoning damage and being knocked prone on a failed save. On a success creatures take half damage and are not knocked prone. The area becomes difficult terrain until the start of the Throne's next turn.

Legendary Actions

The Empress' Throne can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Fire Webbing. The Atal-Ka fires a stream of golden thread from the Throne's chest in a 100 foot long, 5 foot wide line. Any creature in the area must succeed on a DC 23 Dexterity saving throw or be restrained as in the Golden Thread ability.

Move. The Throne moves up to half its movement speed.

Quake (Costs 2 Actions.) The Empress' Throne uses its stomp action.

Altaroth


Altaroth

Small Beast (Neopteron), Unaligned


  • Armor Class 12
  • Hit Points 5 (2d6-2)
  • Speed 25ft., Burrow 20ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 9 (-1) 3 (-4) 12 (+1) 4 (-3)

  • Damage Vulnerabilities Poison
  • Senses Blindsight 30ft., passive Perception 11
  • Languages --
  • Challenge1/8 (25 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, Reach 5ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Formic Acid. Ranged Weapon Attack: +4 to hit, Range 20/60ft., one target. Hit: 3 (1d6) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Altaroth are at the bottom of the food chain. They feed on mushrooms, honey, nuts, and fruit. They are the primary food for the Barroth, Volvidon, Kecha Wacha, and Ash Kecha Wacha. Altaroth are also a delicacy to humans due to them producing the Ripened Mushroom when they feed on mushrooms. Altaroth have large mandibles used for absorbing their favorite foods. Though these are primarily used for food, larger Altaroth are known to bite enemies with these mandibles. To help them feed, special enzymes are used to digest these foods. The foods are changed before they're held in Altaroth's abdomen and brought back to the colony. Their abdomen produces formic acid, similar to ants, for protection. Compared to other Neopteron, Altaroth are quite fragile in nature.

Great Thunderbug


Great Thunderbug

Small swarm of small beasts (Neopterons), Unaligned


  • Armor Class 12
  • Hit Points 32 (8d6)
  • Speed 5ft., Fly 20ft. (Hover)

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (+0) 1 (-5) 8 (-1) 5 (-3)

  • Damage Resistances Bludgeoning, Piercing and Slashing, Lightning
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Blindsight 20, passive perception 9
  • Languages --
  • Challenge 1 (200 XP)

Illumination. The Great Thunderbug emits bright light out to 5 feet and dim-light for a further 10 feet. The light they emit is blue when calm and red when aggressive.

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 insect. The swarm can't regain hit points or gain temporary hit points. If a creature starts its turn in the swarms space they take 2 (1d4) lightning damage.

Actions

Shock (The Swarm has over half HP). The Thunderbugs shock a creature within 10 feet of them. The creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) lightning damage and be paralyzed until the end of their turn.

Shock (The Swarm has half HP or lower). The Thunderbugs shock a creature within 10 feet of them. The creature must succeed on a DC 12 Dexterity saving throw or take 7 (3d4) lightning damage and be paralyzed until the end of their turn.

The Great Thunderbug is not a single creature, but is actually a group of thunderbugs, an insect capable of emitting electric shocks, that have come together to amplify their power for defence. Although normally relatively passive, Great Thunderbugs can become hostile if a creature spends too much time near it.

Hornetaur


Hornetaur

Small Beast (Neopteron), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 7 (2d6)
  • Speed 20ft., Fly 10ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 11 (+0) 2 (-4) 10 (+0) 3 (-4)

  • Damage Vulnerabilities Poison
  • Senses Blindsight 30ft., passive Perception 10
  • Languages --
  • Challenge 1/8 (25 XP)

Leaping Strike. If the Hornetaur jumps at least 10 feet towards a creature before hitting it with a horn attack on the same turn it deals an extra 3 (1d6) piercing damage.

Standing Leap. The Hornetaur's long jump is up to 15 ft. and its high jump is up to 10 ft., with or without a running start

Actions

Horn. Melee Weapon Attack: +4 to hit, Reach 5ft., one target. Hit: 5 (1d6+2) piercing damage

Hornetaur are ravenous eaters that can eat away whole fields in a days time. They will pretty much eat everything in a area like a locust, causing major amounts of damage while doing so. The main predators of Hornetaur are Gypceros and Astalos. Hornetaurs sport a large horn for their size that may be used for defense. Their legs are strong, much like a Grasshopper's, so they can jump great distances. There wings are sharp enough to cut human skin just by brushing against them. Hornetaurs are relatively peaceful compared to the Vespoid. However, if threatened, they will frequently jump over the hunter to attack them. This is more of a nuisance then a real threat. They are known to slowly stalk anything they think they can take down.

Konchu


Konchu

Medium Beast (Neopteron), Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 28 (4d8 + 8)
  • Speed 20ft., Burrow 20ft., Climb 20ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 14 (+2) 1 (-5) 9 (-1) 5 (-3)

  • Saving Throws CON +4
  • Damage Resistances All except poison and psychic
  • Condition Immunities Frightened
  • Senses Blindsight 30ft.
  • Languages --
  • Challenge 2 (450 XP)

Armour. The Konchu can use its climb speed to cling to another creature of size large or larger. The creatures AC increases by 3 for each Konchu clinging to it. If the Konchu is hit by an attack it falls prone.

Hardened Shell. The Konchu shell is extremely hard. However if the Konchu is knocked prone, it exposes its underside. While prone a Konchu loses all its damage resistances and its AC is 11.

Actions

Bite. Melee Weapon Attack: +3 to hit, Reach 5ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Roll. The Konchu rolls in a straight line for 30ft. If it hits a creature, the creature must succeed on a DC 13 Dexterity saving throw or take 4 (1d6 + 1) bludgeoning damage and the Konchu stops moving. The damage increases by 1d6 for every 10 feet the Konchu rolls before hitting the target.

Reactions

Block. If the Konchu is within 30 feet of another creature and that creature is targeted by an attack the Kochu can move to within 5 feet of the target creature and become the subject of that attack. The Konchu is automatically hit by the attack.

Konchu have hard shells and can roll into a ball and attack in groups for protection, although they are still frequently preyed upon by Yian Kut-Ku and Yian Garuga.

Seltas



Seltas

Large Beast (Neopteron), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 48(8d10)
  • Speed 20ft., fly 50ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

  • Skills Perception +4
  • Senses Blindsight 30ft., passive Perception 14
  • Languages --
  • Challenge 1 (200 XP)

Charge. If the Seltas moves 20 ft directly toward a creature and them hits it with a horn attack, the attack deal an extra 4 (1d8) piercing damage and the creature must make a DC 14 Strength saving throw or be knocked prone.

Enrage When Seltas starts its turn with half its maximum hit points (24) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d4. While enraged it gains immunity to exhaustion and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Actions

Multiattack. The Seltas makes two claw or acidic mucus attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) slashing damage.

Horn. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 6 (1d8 + 2) piercing damage.

Acidic Mucus. Ranged Weapon Attack: +4 to hit, range 30/60ft., one target. Hit 2 (1d4) acid damage and the target suffers a permanent and cumulative -1 ro AC if it is wearing nonmagical armour. The armour is destroyed if the penalty reduces its AC to 10.

Neopterons that use swift aerial movements to attack invaders on the ground. The sharp appendages on their heads can make their lunging attacks quite dangerous, though they sometimes overshoot their targets and slam into the ground.

Physiology

Seltas is a large, mantis like insectoid with a brightly-colored, highly resistant exoskeleton, which is covered in spines and knobs. It has six legs, the foremost pair are armored and weaponized for combat, and a pair of collapsible wings. Its head has two large compund eyes and slicing mandibles on it and is hidden beneath a large, armored canopy that extends far beyond the rest of his upper body. Seltas is the male counterpart to the Seltas Queen.

Abilities

Seltas is capable of highly precise movement in air, thanks to its highly-developed wings. Its forelimbs are designed for jabbing and slashing, and it will also spear its prey with its armored canopy. the large compound eyes provide it with an extremely wide field of vision. It can also lob globs of acid at its enemies, which eat their way through armour.

Behaviour

Seltas aren't very aggressive but will attack anything that seems like potential prey in a minute. When the Seltas is with the Seltas Queen, it will become a lot more aggressive and will fall under her control from her pheromones. Many Seltas that fall under her control are sometimes eaten by her though only when she is greatly injured or hungry enough.

Niche

Seltas is low in the food chain and can be preyed upon by many predators like the Zinogre, Gore Magala, Brachydios, Rajang, and Elder Dragons. Seltas can feed on small prey like Kelbi, Altaroth, Gargwa, and Konchu along with Jaggi, Aptonoth, and Bnahabra. The main predator of Seltas could be considered to be its mate, Seltas Queen. Seltas Queen have been witnessed feeding on Seltas when ever they need to or just want to. Other predators to be wary of include Nerscylla, Tetsucabra, Pink Rathian, Seregios and Deviljho.

Biology

Seltas possess an organ within their body that produces a disgusting liquid. This liquid can be used as a weapon, and as a means of feeding, as the liquid is highly corrosive by itself. Seltas have a long, armored canopy that can be used to pierce through predators and prey alike, which is also able to pierce through rock with their powerful speed. its wings are strong and allow it to fly at break neck speeds. The main weapon of the Seltas, its claws, are used as weapon and as tool to hold down and subdue prey.

Habitat

Seltas can be found in a wide variety of habitats, such as jungles, forests and mountains. There is also a subspecies that lives in the desert.

Seltas Queen



Seltas Queen

Huge Beast (Neopteron), Unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 308 (22d12 + 154)
  • Speed 30ft., burrow 30ft., climb 30ft.

STR DEX CON INT WIS CHA
26 (+8) 13 (+1) 24 (+7) 4 (-3) 14 (+2) 5 (-3)

  • Saving Throws STR +12, CON +12
  • Damage Resistances Bludgeoning, Piercing and Slashing from nonmagical weapons.
  • Senses Blindsight 60ft., passive Perception 12
  • Languages --
  • Challenge 17 (18,000 XP)

Enrage When Seltas Queen starts its turn with half its maximum hit points (154) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d8. While enraged it gains immunity to exhaustion and rolls an extra damage die on all attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Royal Guard. The Seltas Queen is always accompanied by one Seltas. A Seltas fighting alongside the Queen has advantage on attack roles and can use a reaction, while within 5 ft of the Queen, to become the target of an attack originally targeting the Queen.

Actions

Multiattack. The Seltas Queen makes three attacks: two with her slam and one with her pincer. Fling can replace the pincer attack when a creature is grappled.

Slam. Melee Weapon Attack +14 to hit, reach 5 ft., 1 target not currently grappled by the Seltas Queen. Hit: 20 (2d12 + 7) bludgeoning damage.

Pincer. Melee Weapon Attack +14 to hit, reach 15 ft., 1 target Hit: 26 (3d12 + 7) piercing damage and if the target is large or smaller it is also grappled (Escape DC 18). While grappled in this way the target is also restrained.

Fling. One Large or smaller object held or creature grappled by the Seltas Queen is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown.

If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Bulldoze (Recharge 5-6). The Seltas Queen moves it's full speed forward. The first time the Seltas Queen moves through a creatures space on her turn, the creature must make a DC 18 Strength saving throw or take 35 (10d6) bludgeoning damage and be pushed 10 ft to the side and knocked prone. On a success the target takes only half damage and is still pushed but not knocked prone. This movement does not provoke oppurtunity attacks.

Water Pistol (Recharge 5-6). The Seltas Queen fires highly pressurised water in a 60 ft line and moves 10 feet back from recoil without provoking attacks of opportunity. Any creature in the line must succeed on a DC 18 Dexterity saving throw or take 45 (10d8) bludgeoning damage, be knocked prone and afflicted by Waterblight until the end of the Seltas Queen's next turn. On a success a creature takes half damage and is not knocked prone.

Legendary Actions

The Seltas Queen can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Pheremones The Seltas Queen can release pheromones from pores on its body. Any creature within 5 ft of the Seltas Queen must succeed on a DC 14 Constitution saving throw or take 5 (2d4) poison damage and be unable to use consumable items for 1 round. If there are no Seltas in the area then one appears within 20 ft of the Queen at the end of her next turn. If there is a Seltas in the area, it sits atop the Seltas Queen, giving her additional benefits. While the Seltas is atop the Queen, the Queen gains a fly speed equal to the Seltas', Bulldoze damage increases by 17 (5d6), and whenever the Seltas flies the Queen moves as well, however neither of them can dash and the Seltas falls off the Queen, landing prone if she burrows. The Seltas acts on the Queen's initiative and also takes half of all damage directed at the Queen. If the Seltas dies while flying, the Queen falls prone and takes falling damage. If the Queen dies, the Seltas falls prone beside her body.

Throw The Queen uses the Fling action.

Slam (Costs 2 Actions) The Queen slams a grappled target into the ground, dealing 33 (6d10) bludgeoning damage and releasing the creature.

Unable to fly by themselves, these wingless female Neopterons release pheromones to lure in male Seltas to serve as thralls. Seltas Queens possess an extremely heavy carapace, but their mucus-spewing maw is vulnerable when exposed.

Physiology

The Seltas Queen is a very large, beetle-like Neopteron with an armor-like exoskeleton covering its body. She is primarily a lustrous green color, but also features beige stripes and orange spines. She has six limbs, four of which make contact with the ground, the other two being used for digging and grasping prey. In addition, she has a long, segmented tail with a large pincer-like structure at the end. Seltas Queen is the female counterpart to Seltas, although she is physically very different.

Abilities

Seltas Queen can use her large, heavy limbs or weaponized tail to incapacitate prey. She also makes use of pressurised water during combat. Seltas Queen is capable of casting a pheromone to attract Seltas when in need; in her case, as often as possible. Whenever a Seltas dies, another one will quickly come to her aid. These pheromones can also spoil the consumables of some creatures for a time.

Since she is mostly seen together with Seltas, they have many attacks where the two 'merge' together, with Seltas being on top of Seltas Queen. Both of them may perform combined attacks or even chain attack combos together. One of the most bizarre attacks has Seltas lifting his partner and literally throwing her down in an attempt to crush her enemies. Seltas can also use his wings as a sort of "propeller", in order to give Seltas Queen a boost during her charges. Likewise, the Seltas will use its horn as the Queen charges.

Behaviour

Leading a mainly solitary lifestyle, Seltas Queen will only seek out the company of a Seltas if needed. Whether it be for food, mating, transportation, or added protection a Seltas Queen won't hesitate in releasing her specialized pheromones to bend a male to her will. Amazingly if in battle and in dire need of sustenance a Seltas Queen will not hesitate in violently killing and then eating her male counterpart to survive.

Niche

Seltas Queen are large and highly opportunistic predators that have a high position in the food chain. Herbivores such as Rhenoplos and Gargwa are common prey. But other animals like Gendrome, Yian Kut-Ku, Kecha Wacha, or Great Jaggi may find themselves in risk of being eaten. Even a Seltas isn't safe from the a female's hunger. The known competitors of this giant insect consist of Zinogre, Gore Magala, Brachydios, Glavenus, Rajang, and Elder Dragons like Teostra. But with an incredibly tough exoskeleton, powerful grasping forearms, mucus balls and extremely large and deadly tail pincers they are a force to be reckoned with.

Biology

These creatures are the largest known species of Neopteron to date. In fact, they are so heavy that whenever they walk the ground will shake. Seltas Queen have massive and powerful legs that end with two claws. These powerful limbs not only enable the giant insect to climb up rocky, uneven terrain like that in the mountains, but greatly make the task of burrowing easy. The large pincers on the tail are mainly used for defense but, can also be used as a another limb for both grabbing objects and prey alike. In its tail, there are specialized organs that produce pheromones that'll send a Seltas flying to a female's exact location. When the male is within range, the female will quickly grab it and inject a special pheromone-like substance that causes the male to cease struggling. The male is then under the female's complete control and will do whatever she requires of him. If in battle, both the male and female will fight as one, this makes fighting the deadly Seltas Queen even deadlier as the two Neopterons will fight as one. A Seltas Queen is also capable of spitting balls of high-pressured watery mucus from its mandibles to slow down and injure prey.

Habitat

the Seltas Queen lives in all the same areas that the normal Seltas can be found in, and just as her male counterpart, she has a desert living subspecies.

Vespoid Queen



Vespoid Queen

Large Beast (Neopteron), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 60(10d10 + 5)
  • Speed 10ft., fly 45ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 10 (+0) 3 (-4) 5 (-3) 2 (-4)

  • Damage Vulnerabilities Poison
  • Condition Immunities Prone
  • Senses Blindsight 60ft., passive Perception 7
  • Languages --
  • Challenge 3 (700 XP)

Hive Queen. When the Queen Vespoid is within 120 ft of other Vespoid's, they are immune to being charmed, they gain advantage on attack roles, and they gain a +2 bonus to all saving throws and ability checks. As well as this, if a Vespoid is within 5 ft of the Queen, the Vespoid can become the target of an attack directed at the Queen instead as a reaction.

Royal Guard. The Queen has 5 Vespoids accompanying her at all times. Roll initiative for the 5 vespoids as a group, but separately from the Queen. These vespoids have a +2 to all stats and a +1 to their AC

Actions

Multiattack. The Queen Vespoid makes two attacks with her stinger. She can replace on of these with her Corrosive Spray.

Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d10 + 3) piercing damage plus 5 (2d4) poison damage. If the target is a creature it must also succeed on a DC 14 Constitution saving throw or become poisoned until the end of the Vespoid Queen's next turn. While poisoned in this way the target is also paralyzed.

Corrosive Spray The Queen sprays a corrosive gas in a 15 foot cone. Creatures in the area must succeed on a DC 14 Dexterity saving throw or their nonmagical armour takes a permanent and cumulative -2 penalty to AC. If the armour's AC bonus reaches 10, it is destroyed.

Legendary Actions

The Vespoid Queen can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Sting. The Vespoid Queen makes a sting attack. If she is not in range of a creature she can instead have a vespoid within 60 feet of her make a sting attack against a creature in range as a reaction.

Command. The Vespoid Queen commands a Vespoid within 60ft to attack a target of her choice. The Vespoid uses its reaction to move up to its movement speed and attack the target.

Release Pheromones (Costs 2 Actions). The Queen can release pheromones into the air. 1d6 Vespoids appear at the end of the round. Roll initiative for these vespoids as a group. The Queen can have a maximum of 6 vespoids summoned in this way.

A massive thorax and brilliant, gigantic wings mark the Vespoid Queen. It commands its subjects through unique flight patterns, and will stab any intruders with a poisonous stinger that also causes paralysis. It also spits acidic bodily fluid at prey.

Physiology

The Vespoid Queen looks similar to the average Vespoid but is several times larger, with a more pronounced abdomen and giant, rainbow coloured wings. She has a ridged exoskeleton covering her soft innards and she has a crown-like structure atop her head.

Abilities

She has a large stinger on her abdomen that can release a corrosive gas that eats away at armour. The peheremones that the queen releases also causes nearby vespoid to become more aggressive.

Behaviour

Vespoid Queen can be quite aggressive towards threats. She only appears when she fears her swarm is in danger of being wiped out.

Biology

The Vespoid Queen rarely does battle; when it does, it essentially performs the same attacks as Vespoids, stinging enemies and injecting them with a paralytic venom; however, it does possess an additional attack: it sprays body fluid at creatures that corrodes armour. It also produces a beating sound in order to command its swarm of Vespoid in battle. The queen spends a vast majority of her time staying within the nest and laying eggs.

Niche

Vespoid Queen rarely leave their nests as they send out workers to forage for food. They feed on smaller insects, birds, small mammals, lizards, and some vegetation.

Whenever the queen does leave the nest she puts herself in serious danger as she can be preyed upon by creatures such as Gypceros, Yian Kut-Ku, Hypnocatrice, Congalala, Plesioth, and Iodrome.

Habitat

Although the Queen is rarely seen, it can be assumed that she is found anywhere that her workers are found, which is almost anywhere.

Vespoid

Vespoids are wasp-like insects roughly the size of a housecat. They have barbed stingers at the end of their abdomens, and fly using three pairs of wings. Vespoid have a nasty stinger that injects its foes with a paralyzing toxin. Their main defense and weapon is their huge numbers. By staying and working together, it decreases their chances of being eaten and increases their chances of taking down larger prey.


Vespoid

Small Beast (Neopteron), Unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 10 (3d6)
  • Speed 5ft., fly 35ft.

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

  • Damage Vulnerabilities Poison
  • Senses Blindsight 30ft., passive Perception 7
  • Languages --
  • Challenge 1/4 (50 XP)

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature it must also succeed on a DC 10 Constitution saving throw or be poisoned until the end of their next turn. The target is paralyzed while poisoned in this way.

Variant: Bnahabra

The Bnahabra is a species of Neopteron that is very closely related to Vespoid, however their colonies do not contain a queen. They are a red colour with a wider head than Vespoid. They have also developed an acidic attack similar to the Altaroth, but more concentrated. A Bnahabra has a challenge rating of 1/4 and the following attack:


Formic Acid Ranged Weapon Attack +4 to hit, Range 20/60ft., one target. Hit: 4 (1d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Piscine Wyverns

Piscine Wyverns are a class of monsters that is made up of wyverns that have evolved to be specialized to swimming in just about anything and that lack the ability to fly.

Cephadrome



Cephadrome

Large Beast (Piscine Wyvern), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 80(10d10 + 20)
  • Speed 30ft., burrow 30ft., only in sand

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 3 (-4) 10 (+0) 4 (-3)

  • Saving Throws DEX +4
  • Senses Tremorsense 80ft., passive Perception 10
  • Languages --
  • Challenge 4 (1,100 XP)

Enrage When Cephadrome starts its turn with half its maximum hit points (40) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Paralyzing Fin. While burrowing, if the Cephadrome moves through another creature's space they must make a DC 14 Dexterity saving throw or take 7 (2d6) slashing damage on a failed save. On a success the target takes no damage. If the creature takes damage they must then make a DC 14 Constitution saving throw or be paralyzed until the end of their next turn.

Surface Swimmer. When burrowing the Cephadrome gains three quarter cover against all attacks as its fin protrudes from the sand.

Underground Hearing. The Cephadrome's tremorsense does not work while deafened. If the Cephadrome takes thunder damage or hears a very loud noise while underground and not deafened it immediately leaves the ground and is knocked prone.

Actions

Multiattack. The cephadrome can make any combination of three attacks. A hip check counts as two.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Hip-Check. Melee Weapon Attack +5 to hit, reach 10 feet, 2 targets that are side by side. Hit: 16 (2d12 + 3) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet back and knocked prone.

Sand Spit. Rangede Weapon Attack: +5 to hit, range 30/60 ft., 1 target. Hit: 11 (2d10) bludgeoning damage and the target must make a DC 14 Constitution saving throw or be blinded for 1 minute. The target can use an action to wipe the sand from its eyes, ending the blinded condition on itself.

Erupt. If the Cephadrome is burrowing, it can burst from the ground. All creatures above the Cephadrome when it erupts must make a DC 14 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone. On a success the targets take half damage and are not knocked prone.

Physiology

Cephadrome have yellow eyes, yellow or pink fins and blue or purple scale covered skin. This skin appears brownish black due to sand covering their body. They have a flat, diamond-shaped head (much like a hammerhead shark or a Diplocaulus, an extinct prehistoric amphibian), fins, and tail, which helps propel them through the sand.

Abilities

Their caution in fighting causes them to run away frequently by diving into the sand. They use hipchecks, tail swipes, and shoot sand streams in fights

While swimming they have been known to paralyze prey with their dorsal fin. Since they have excellent hearing, they can be stopped by a sonic bomb which will startle them out of the sand, similar to the Plesioth.

Behaviour

Cephadrome are very aggressive, however, it will assume evasive maneuvers if it senses that the threat is too dangerous. Cephadrome swims in sand to avoid danger, then attacks unexpectedly to startle its foe. It also uses a sand "spray" to attack from a distance. As leader its role may be as a main attacker. A Cephadrome is also very protective of the Cephalos in its pack. They will attack larger predators or even the aggressive Diablos to distract the foe away from its pack

Biology

ephadrome get bigger do to their stance as a boss among the Cephalos. From spending large amounts of time swimming in the sand, their eyesight has become very poor and now they are nearly blind. Instead Cephadrome listen for not only for the footsteps of prey but, also for the breathing of prey. If the sounds are extremely loud, they will be shocked out the ground and stunned by the loud noise. To stay cool in the heat of the desert, its scales hold large amounts of moisture in its body, allowing for more activity in its environment.

In their fins are a paralyzing venom used to restrain prey, with only a cut from the fins.They can't breath in the sand so they have to occasionally jump out the sand in order to breath air. While swimming, however, they will swallow some of the sand as they swim. The swallowed sand is stored in a special organ in their body, that combines sand with its mucus, and saves this sand as a weapon to injure prey.

Interestingly, the life of these creatures begins in water. The females will lay their eggs in an oasis and those eggs will hatch during the dry season. After the offspring hatch they will swim in the mud and as it dries it will become much tougher for the hatchlings to swim in. When the mud begins to turn into sand the hatchlings will slowly learn to swim through the sands of the desert and it is very important that they do so.

Niche

Cephadromes, together with the Cephalos, can be quite effective hunters. They mostly feed upon the smaller monsters, like Konchu, and Herbivores, like Apceros, crossing the open desert although will go after larger prey if given the opportunity. However, these Piscine Wyverns have to deal with other larger predators like Rathian, Tigrex, Nibelsnarf, and Tigerstripe Zamtrios. Cephadrome will do their best to avoid Diablos and Monoblos as they are known for being highly aggressive towards just about anything.

Habitat

Cephadrome and their pack of Cephalos can be found almost exclusively in desert regions, as they are so specially adapted for burrowing through sand.

Cephalos

Cephalos' body shapes are streamlined and flat, to help them swim through the sand. They have a vaguely hammer-shaped head, with eyes that face upwards. Their brown and beige coloration helps them camouflage themselves among the desert sands, although this is not their true colour, it is simply sand and dirt that has stuck to their scales. Their true colour is blue or purple.


Cephalos

Large Beast (Piscine Wyvern), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 39(6d10 + 6)
  • Speed 20ft., burrow 30ft. (Only in sand)

STR DEX CON INT WIS CHA
16 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 6 (-2)

  • Senses Tremorsense 60ft., passive Perception 10
  • Languages --
  • Challenge 1 (200 XP)

Surface Swimmer. When burrowing the Cephalos gains three quarter cover against all attacks as its fin protrudes from the sand.

Underground Hearing The Cephalos' tremorsense does not work while deafened. If the Cephalos takes thunder damage or hears a very loud noise while underground and not deafened it immediately leaves the ground and is knocked prone.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3)

Tail. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or fall prone.

Sand Spit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., 1 target. Hit: 7 (2d6) bludgeoning damage and the target must make a DC 13 Constitution saving throw or be blinded for 1 minute. The target can use an action to end the blinded condition by removing the sand from its eyes.

Delex


Delex

Medium Beast (Piscine Wyvern), Unaligned


  • Armor Class 12
  • Hit Points 28 (4d8 + 8)
  • Speed 20ft., Burrow 40ft. (Sand only)

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 3 (-4) 11 (+0) 8 (-1)

  • Senses passive Perception 10, Tremorsense 30ft.
  • Languages --
  • Challenge 1 (200 XP)

Pack Tactics. The Delex has advantage on attack rolls against a creature if at least one of the Delex's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, Reach 5ft., one target. Hit: 6 (1d8+2) piercing damage.

Sand Spit. Ranged Weapon Attack: +4 to hit, Range 30/50ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is a creature it must also succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A creature can use an action to end the blinded condition on itself or another creature by wiping the sand from their eyes.

Delex are a distant species of Piscine Wyvern that are far more fish-like than other in the class, such as Plesioth.

Delex are known to inhabit the Sandy Plains, Dunes, and Great Desert.

Delex feed on rodents, insects, lizards, small birds, and weak or sick animals. These creatures are also notorious scavengers and clear the environment of any carcasses. However they're also low on the food chain and are preyed upon by Great Jaggi, Nibelsnarf, Rathian, Tigrex, Tigerstripe Zamtrios and Deviljho. They also feed off leftovers left behind by Jhen Mohran.

The average size of an adult Delex is approximately 405.8cm. Delex look very different compared to most other Piscine Wyverns. Their shape allows them to swim in the sand, like the Cephalos, and also "crawl" on land. The front limbs of Delex have evolved into fins while their back limbs have degenerated completely. They can't breath in the sand so they have to occasionally jump out the sand in order to breath air. While swimming, however, they will swallow some of the sand as they swim. The swallowed sand is stored in a special organ in their body, that combines sand with its mucus, and saves this sand as a weapon to injure prey.

Delex are rather calm until provoked by a threat. When provoked, Delex will either flee or attack the threat. One lone Delex is very weak alone but, in a group Delex can overpower larger prey. Though once at least one member of their group is killed, the Delex group will swim away from a threat as quickly as possible. Delex can be seen following Jhen Mohran and Dah'ren Mohran due to them wanting to feed on leftovers left behind by the giants. This is risky, however, since the giants may also swallow the Delex while feeding, leaving behind fins or other parts in their mouth.

Jyuratodas



Jyuratodas

Large Beast (Piscine Wyvern), Unaligned


  • Armor Class 14 (Natural Armour), 16 (with mud armour)
  • Hit Points 128 (14d10 + 42)
  • Speed 30ft., Burrow 35ft. (Mud only), Swim 40ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 3 (-4) 11 (+0) 10 (+0)

  • Senses passive Perception 10, Tremorsense 20ft.
  • Languages --
  • Challenge 6 (2,300 XP)

Enrage When Jyuratodas starts its turn with half its maximum hit points (64) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Hold Breath The Jyuratodas can hold its breath for 20 minutes.

Mud Armour While swimming in mud the Jyurutodas gains a muddy armour. This increases its AC to 16. It also has advantage on any ability check or saving throw to avoid the grappled or restrained condition.

The Jyurutodas loses this armour if it is doused in water or if it takes 20 damage in one turn.

Actions

Multiattack. The Jyurutodas makes two attacks: one with its bite and one with its tail. It can replace any number of these with its muddy spit.

Bite. Melee Weapon Attack: +6 to hit, Reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage.

Tail. Melee Weapon Attack. +6 to hit, Reach 10ft., one target. Hit 8 (1d10 + 3) bludgeoning damage. If the target is a creature it must also succeed on a DC 14 Strength saving throw or fall prone.

Mud Spit Ranged Weapon Attack. +5 to hit, Range 40/60ft., one target. Hit 10 (3d6) bludgeoning damage. If the target is a creature it must also succeed on a DC 14 Strength saving throw or be restrained by mud until the end of their next turn.

Legendary Actions

The Jyuratodas can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Muddy Spit The Jyuratodas makes a Mud Spit attack.

Re-Coat (Costs 2 Actions) If the Jyuratodas is in a muddy environment, it rolls around in the mud, regaining its Muddy Armour.

This large piscine wyvern inhabits swamps and other similar habitats. It uses mud to capture prey, and it's known to battle Barroth over territory.

Physiology

Jyuratodus is related to Lavasioth, and as such resembles a bipedal coelacanth fish. It has two dorsal fins, two pectoral fins, two pelvic fins, and a long, thick tail. Instead of lava, Jyuratodus covers itself in mud and sludge.

Behavior and Abilities (WIP)

Jyuratodus is able to cover its body in mud for protection as well as breathe water at foes. Jyuratodus leaves behind muddy piles when it swims. Hunters can use these piles as platforms to get out of the muddy bogs. Much like Barroth, Jyuratodus will roll mud in order to cover its body in it.

Jyuratodus is known to clash with Barroth, as the two share the same muddy habitats. When left undisturbed, Jyuratodus won't bother anything within their territory. Once disturbed, however, Jyuratodus will turn aggressive and try to injure threats.

Niche

Jyuratodus is relatively low down on the food chain in its natural habitat. Although a powerful predator in its own right, it faces competition for territory from Barroth, due to both creatures residing in the mud swamps of the desert. Other than this, most predators in the desert are more than capable of preying upon jyuratodus such as Tigrex, Glavenus, Rathian etc. However due to the terrain that Jyuratodus lives in it can normally evade predation by diving below the surface of the water.

Biology

WIP

Habitat

Jyuratodus make their homes in muddy swamp areas on the edges of deserts. They are sometimes seen further into the desert swimming up small rivers etc. They are never seen away from some sort of water.

Lavasioth



Lavasioth

Large Beast (Piscine Wyvern), Alignment


  • Armor Class 15 (Heated Armour, 18 (Cooled Armour)
  • Hit Points 150 (15d10 + 60)
  • Speed 30 ft., burrow 30 ft., swim 60 ft. (Lava Only)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 19 (+4) 3 (-4) 10 (+0) 6 (-2)

  • Saving Throws DEX +5
  • Damage Immunities Fire
  • Senses Blindsight 10ft., passive Perception 10
  • Languages --
  • Challenge 8 (3,900 XP)

Enrage. When Lavasioth starts its turn with half its maximum hit points (75) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Hold Breath. Lavasioth can hold its breath for up to half an hour.

Magma Armour The Lavasioth covers itself in magma whenever it swims through lava. After 1 round without taking fire damage or submerging itself in lava, this magma turns to rock. While the magma is rock the Lavasioth has an AC of 18. Whenever the Lavasioth takes 10 fire damage in one round or submerges itself in lava the armour softens again. While soft the armour grants 15 AC and a creature that touches the Lavasioth or hits it with a melee Attack while within 5 feet of it takes 3 (1d6) fire damage.

Weak Burrower The Lavasioth can burrow through solid rock at half its burrow speed, leaving a 5 foot radius hole behind it, provided there is lava no more than 20 feet below the rock.

Actions

Multiattack. The Lavasioth makes one attack with its bite and one with its tail or two with its lava glob.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

Tail. Attack Style: +7 to hit, reach 10 ft., one target. Hit 10 (1d12 + 4) bludgeonong damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Lava Glob. Ranged Weapon Attack: +7 to hit, range 50/80ft., one target. Hit 13 (3d8) fire damage and the target is afflicted with fireblight.

Charged Shot (Recharge 5-6). The Lavasioth fire a more concentrated glob of lava at a point it can see within 60 feet of it. The Glob explodes in a 20 foot radius sphere. Any creature in the area must make a DC 16 Dexterity saving throw taking 28 (8d6) fire damage on a failed save and being afflicted with fireblight. On a success creatures take half damage and are not affected by fireblight.

Legendary Actions

The Lavasioth can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Retreat The Lavasioth moves up to its movement speed towards a body of lava without provoking attacks of opportunity.

Scorch (Costs 2 Actions) The Lavasioth makes a lava glob attack, or uses its charged shot if it's available.

Being a Piscine Wyvern, Lavasioth is related to Plesioth and Cephadrome, though its closest relative is likely the Jyuratodus.

Physiology

Lavasioth resembles a bipedal coelacanth fish covered in hardened lava, which forms a tough outer shell. It has two dorsal fins, two pectoral fins, two pelvic fins, and a long, thick tail to help swim through the thick lava it resides in. Its head is fish-like in nature, with rounded features and large, circular eyes. Its mouth is filled with sharp, needle-like fangs.

Its powerful hind-legs end in fins rather than claws, but are capable of supporting it on land.

Abilities

Its attacks and movements are vaguely similar to those of a Plesioth. It can fire huge balls of magma. When these hit the ground, they scatter into smaller molten rocks which can still do considerable damage. Lavasioth is known to use its heavy body weight to slam or crush attackers.

Behaviour

Lavasioth are extremely territorial and will attack any monster or human that enters its area with ferocity, excluding one of its own kind.

Biology

Lavasioth are very well adapted to live in their habitat. Having a layer of hardened lava, coal, and ore on its skin makes it very durable. They also have the ability to spit lava, which is used to attack prey, or any other monsters that may pose a threat. The Lavasioth has been known to kill Vespoids, which may sting Lavasioth causing them to be irritated. The eyesight of these creatures is quite poor as is common among non-aquatic Piscine Wyverns. Despite the bad eyesight, the Lavasioth's other senses are quite good. Lavasioth are powerful swimmers in lava and their speed in swimming through the volcanic rock is matched only by the magma-dwelling Leviathan known as Agnaktor. During the mating season, female Lavasioth will cover themselves in rare volcanic ores in order to attract a mate, giving them a reddish-crimson color.

Niche

Lavasioth is high up the Volcano food-chain. It is fond of Apceros and Ceanataur, both of which it can catch by burning through the rock below them, catching them by surprise. However these creatures must compete with other predators such as Rathalos, Teostra, Lunastra, Rajang, Brachydios, Agnaktor and Akantor, all of which can be deadly competitors to the Piscine Wyvern.

Habitat

Lavasioth is found exclusively in magma filled, volcanic regions of the world.

Plesioth



Plesioth

Large Beast (Piscine Wyvern), Unalignedl


  • Armor Class 16 (Natural Armour)
  • Hit Points 144(16d10 + 48)
  • Speed 30ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 2 (-4) 6 (-2) 4 (-3)

  • Senses passive Perception 8, Darkvision 60 ft.
  • Skills Perception +1
  • Languages --
  • Challenge 7 (2,900 XP)

Enrage When Plesioth starts its turn with half its maximum hit points (72) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on melee attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Hold Breath Plesioth can hold its breath for up to an hour.

Underwater Hearing. If the Plesioth takes Thunder damage or is affected by a very loud noise while underwater it must make a Constitution saving throw with a DC equal to the damage taken or 15, whichever is higher. On a failure it immediately leaves the water and is knocked prone. On a success it takes only the normal effects of the ability or item.

Actions

Multiattack. The Plesioth makes 2 attacks. Only one can be a hipcheck.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute, until they take damage, or until another creature takes an action to shake them awake.

Hip-Check. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be pushed back 10 ft and knocked prone.

Water Jet (Recharge 5-6). The Plesioth fires a concentrated stream of water in a 5 ft wide, 80 ft long line. Any creature in the line must make a DC 15 Dexterity saving throw taking 35 (10d6) bludgeoning damage, being knocked prone and affliocted by Waterblight until the end of their turn on a failed save. On a successful save creatures only take half damage.

Legendary Actions

The Plesioth can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Retreat The Plesioth can move up to its movement speed towards a body of water it can see without provoking attacks of opportunity.

Hip Check (costs 2 Actions) The Plesioth makes a Hip Check attack.

Plesioth are bipedal monsters with a wyvern-esque body structure. They have webbed feet and a paddle-like tail, and are covered in shiny, fish-like scales. Their mouth is filled with shark-like teeth, and their eyes glow a bright yellow. Their head and back feature large fins which can fold in and out at will.

Abilities

Plesioth can fire highly pressurized jets of water at foes, and can use their massive size and weight to crush and batter attackers. They are highly adept at swimming and are both agile and deadly in the water.

Behaviour

Plesioth will confront attackers from their aquatic home and will even come on land to fight hunters if they are angered enough. They dislike loud noises very much, and will flail

about when audibly provoked, as their hearing is extremely sensitive

Biology

Plesioth do not possess gills for breathing underwater, so they have to come up for air every so often to fill their lungs with air. In addition to having lungs these creatures can also breath through their skin like an amphibian or sea snake. Inside their fin's spines, a horrific neurotoxin can be found in them. This toxin can make a victim fall asleep with a single touch or a single bite. The fins of Plesioth allow it to swim fast enough to pass a galloping horse. Covering a Plesioth's body is these shiny black scales used to hold in moisture. A scale from older Plesioth can fend off claw and fang attacks. Plesioth have powerful jaws that can crush the shell of Carapaceon, and other armored species, making preying on those species easier. One of its most well-known features is its ability to fire highly pressurized water at its foes.

The water that it uses is swallowed while swimming before Plesioth actually uses it as a weapon. Female members of this species are viviparous and like some sharks the first of the offspring to hatch will eat their either unborn or smaller siblings within the womb.

Niche

Plesioth is a large ambush hunter. The creature can hunt both fish underwater and prey on the surface coming too close to the waters edge. Its defenses are somewhat poor, and it will try to avoid any kind of confrontation, be it on the surface or underwater. Plesioth are somewhat territorial, actively patrolling its turf until it finds a suitable meal. On land it is most likely high in the food chain, due to being so large many monsters would not attack it. However, due to their limited mobility out of water, they are at risk from attacks from other large, more agile monsters, such as a fire wyvern or Tigrex, so they never venture far from their native rivers or lakes. Plesioths are more dominant underwater than they are on land, since there is less competition, challenges would come mainly from the Leviathans, with Lagiacrus being a major threat, seeing as Plesioths are vulnerable to electric attacks, which the Lagiacrus utilize, but it is unknown what reaction they might pull if interacting with the gigantic Ceadeus.

Habitat

Plesioth can be found almost anywhere containing large bodies of water, from the ocean to forest lakes an even in waterways within deserts.

Subspecies

Plesioth has one subspecies, the Green Plesioth. Green Plesioth is identical in body structure to the common species. It differs greatly in coloration however, featuring deep green scales along with white and purple striped spines and fins. It is able to wield its water sac with more skill and precision than the common species.

Snake Wyverns

Snake Wyverns are a relatively new class of monster. These monsters are known for their serpentine features, such as long, coiling bodies and forked tongues. They can range dramatically in both size and overall body structure, with some members being large, serpentine land-dwellers, while others are smaller and more reminiscent of Flying Wyverns, like Remobra, which was reclassified upon the discovery of Najarala.

Najarala



Najarala

Huge beast (Snake Wyvern), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 165 (15d12 + 60)
  • Speed 40ft., burrow 40ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 18 (+4) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws STR +9, CON +9
  • Damage Resistances Thunder
  • Condition Immunities Deafened
  • Senses Blindsight 30ft., passive Perception 12
  • Languages --
  • Challenge 10 (5,900 XP)

Enrage. When Najarala starts its turn with half its maximum hit points (55) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged it gains immunity to exhaustion, and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Scale Regrowth The Najarala has 30 scales on its tail. The Najarala regrows all expended scales upon taking a long rest.

Actions

Multiattack. The Najarala makes three attacks: two with its bite and one with its constrict or three with its scale throw.

Paralyzing Bite. Melee Weapon Attack +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the target is a creature they must succeed on a DC

16 Constitution saving throw or be poisoned for one minute or until they take damage. While poisoned in this way the creature is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a succes.

Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 18 (3d8 + 5) bludgeoning damage and the target is grappled and restrained (Escape DC 17). While a creature is grappled the Najarala cannot constrict another target.

Scale Throw (Recharge when there are no scales on the ground). Ranged Weapon Attack: +3 to hit, range 40/50 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If this attack misses, the scale embeds in the ground 5 ft from the target. When the Najarala roars, all scales on the ground detonate. Any creature within 5 ft of the scales must make a DC 16 Dexterity saving throw taking 22 (4d10) thunder damage and being stunned until the end of their turn or until they take damage on a failed save. On a success a creature takes half damage and is not stunned. A creature can only be affected by one scale at a time.

Legendary Actions

The Najarala can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Scale Throw The Najarala makes a scale throw attack.

Paralyzing Bite (Costs 2 Actions) The Najarala makes a Paralyizing Bite attack.

Roar (Costs 2 Actions). The Najarala roars. All creatures within 30ft. must make a DC 18 Constitution saving throw or be stunned and deafened for until the end of their turn. Deafened creatures are unaffected. Any scales on the ground within range detonate. If a stunned creature takes damage they are no longer stunned.

A monster that stuns its prey with vibrations from its scales, then wraps around and constricts its victims. Should a Najarala start to coil around you, a quick escape or quick kill are your only chances of survival.

Physiology

Najarala is a large Snake Wyvern with bright green skin adorned with large orange-yellow plates on its back and tail. It has a long serpentine body with small though fully functional fore- and hindlimbs that aid it in moving around on uneven ground. Najarala also has a large beak-like mouth similar to that of a parrot, along with a small pair of tusks.

Abilities

Najarala is capable of burrowing underground and attacking unsuspecting enemies or prey from below. Its fangs can deliver a potent paralyzing venom in order to subdue its opponents if they were to attempt escape from its constriction. The tail plates can be flung at enemies to create a deafening noise, and they can be made to shatter into many pieces through powerful vibrations generated by the plating around Najarala's body. These shards can also stun their victims with the loud sound they generate, much like a flashbang grenade without the flash. It may also constrict its target with its long and large body, causing damage over time until the victim manages to break free.

Behaviour

Najarala are stealthy hunters that ruthlessly ambush their targets. Whenever a thick fog covers the forest these creatures will slither around, taking advantage of the low visibility to attack unwary animals.

Niche

Najarala are powerful predators that use deadly ambush attacks on their prey with their powerful neurotoxins, constriction, and exploding scales. Their diet consists of herbivores like Slagtoth, Aptonoth, Gargwa, and Rhenoplos. Other creatures like Yian Kut-Ku, Congalala, and Great Jaggi may also be on this predator's menu as well. The snake wyverns compete with powerful predators such as Gore Magala, Deviljho, Nerscylla, Tigrex, Shogun Ceanataur, and Rajang. Other powerful beasts like Gravios, its Subspecies, and Elder Dragons are avoided. But despite coexisting with such formidable creatures these large and fearsome snake wyverns also tend to be avoided by said competitors.

Biology

The length of a Najarala surpasses some of the largest leviathans such as Agnaktor or Lagiacrus. As many would notice these creatures have short, yet powerful arms and legs. At first glance these limbs appear to be useless but in reality they enable the creatures to support itself when rearing up. Another fascinating feature is that the creature has a specialized organ on its back that is vibrated by air and creates unique sound waves. This auditory organ has a biological effect in the surrounding area. Najarala have beautiful plates on both its neck and tail that will rattle when upset, giving unwelcome creatures an early warning. The plates on its tail can be thrown at its enemies and will explode creating a loud burst of sound like a sonic bomb. This will stun both prey and enemies alike. Najarala also has a beaked mouth similar to that of a Nargacuga. This beak is used to rip chunks of flesh from its prey and then swallow said chunks whole. While feeding on prey, it will use its arms to hold on to its prey while ripping off chunks of flesh.

Habitat

Najarala can be found in forests and swamps primarily, where they can easily ambush prey from below the ground or when visibility is low.

Subspecies

Najarala has a single known subspecies, the Tidal Najarala. This subspecies inhabits icy areas and can fire jets of water from its mouth. It can rebound these globs of water off the scales it throws, making it harder to avoid the projectie. They are also more capable swimmers as they often dive below the ice to avoid sight and ambush prey. They are a striking blue colour with yellow stripes, as opposed to the yellow and green colouration of Najarala.

Remobra


Remobra

Medium Beast (Snake Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 18 (3d8 + 3)
  • Speed 10ft., Fly 40ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 9 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Blood Frenzy. The Remobra has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Bite. Melee Weapon Attack: +5 to hit, Reach 5ft, one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature it must also succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, half as much on a success.

Tail. Melee Weapon Attack: +5 to hit, Reach 10ft, one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Poison Spit Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 3 (1d6) poison damage. If the target is a creature it must also succeed on a DC 13 Constitution saving throw or be poisoned for a minute. A creature can repeat the save at the end of its turn, ending the poisoned condition on a success.

Remobra are scavengers, much like vultures. They have large wings, especially in comparison to their body size and spend most of their time in the air. Due to this, they have very weak legs that can barely support them on the ground. As such, when Remobra land they prop themselves up using their wings, much like pterosaurs. They also rarely if ever move on the ground, normally only landing to rest or to feed before taking off again.

They are known to follow and attack alongside Elder Dragons due to the destruction Elder Dragons leave behind. This has lead to Remobra being seen as an omen of disaster as large numbers of Remobra being sighted could indicate an impending Elder Dragon attack.

Remobra have a powerful venom and large fangs, like vipers. This allows them to finish off weak creatures or kill smaller prey. Although primarily scavengers, Remobra have been know to attack smaller creatures such as humans when hungry. They have even been known to feed on dead Remobra if given the chance.

Temnocerans

This class is characterized by its arachnoid characteristics, such as the ability to produce silk, though they have six limbs similar to Neopterons or Carapaceons. This class includes only one type of monster, the Nerscylla and its subspecies, Shrouded Nerscylla.

Nerscylla



Nerscylla

Large Beast (Temnoceran), Unaligned


  • Armor Class 15
  • Hit Points 112 (16d10 + 16)
  • Speed 40ft., climb 40ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 13 (+1) 4 (-3) 12 (+1) 5 (-3)

  • Saving Throws DEX +8, INT +0
  • Skills Stealth +13
  • Damage Resistances Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 30ft., Darkvision 60ft., passive Perception 11
  • Languages --
  • Challenge 7 (2,900 XP)

Enrage When Nerscylla starts its turn with half its maximum hit points (56) or less and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6. While enraged it gains immunity to exhaustion, and rolls an extra damage die on attacks. When the rage ends, it gains 3 levels of exhaustion. Subsequent rages do not increase its exhaustion level over 3. It cannot re-enter rage for 2d4 rounds.

Poison Spikes Whenever a creature hits Nerscylla with a melee attack while within 5ft. of it or touches it they must succeed on a DC 12 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the end of its next turn.

Spider Climb. The Nerscylla can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the Nerscylla knows the exact location of any other creature in contact with the same web.

Actions

Multiattack. The Nerscylla makes two swipe attacks.

Swipe. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) slashing damage

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature that the Nerscylla has advantage against. Hit: 14 (2d8 + 5) piercing damage and 9 (2d8) poison damage, and the target must make a DC 15 Constitution saving throw, becoming poisoned on a failed save. While poisoned in this way, the target takes 4 (1d8) poison damage at the start of each of its turns. The creature can repeat the constitution save to end the effect.

Sting. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) and the target must succeed on a DC 15 Constitution saving throw or be poisoned for one minute. While poisoned in this way the creature is unconscious until it takes damage other than poison. A creature can repeat the save at the end of each of its turns to end the effect.

Web (Recharge 5-6). Ranged Weapon Attack: 9 to hit, range 60/90 ft., one creature. Hit: The target is restrained by webbing and the Nerscylla can immediately use a bonus action to pull the creature 60 ft towards itself and make a sting attack. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Legendary Actions

The Nerscylla can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Restrain The Nerscylla makes a Web attack.

Scuttle. The Nerscylla moves up to its movement speed without taking attacks of opportunity.

Web Swing The Nerscylla swings off a web, landing in a space within 40 feet of it without provoking attacks of opportunity.

Sting (Costs 2 Actions) The Nerscylla makes a Sting attack.

A Temnoceran that spins webs to defend territory and hunt prey. They bind foes that have been weakened by ailments and devour them with giant mandibles. They are fond of wearing the hides left by the Gypceros prey they consume.

Physiology

Nerscylla physically resembles a spider, but is much larger in size and only has four legs and two claws. Its long, strong

legs allow it to move at fast speeds, even sideways. At the tip of its abdomen is a large stinger it may use to attack. Sharp, poisonous spikes protrude from its back. Nerscylla is armed with four powerful legs and two claws, each one tipped with a formidable barbed hook, used for holding prey as well as keeping its grip while scaling walls. In addition, it possesses a massive pair of retractable jaws which can inflict a poisonous bite. It can produce a strong, sticky webbing that it uses to trap prey and build nests.

Abilities

Nerscylla is adaptable to different environments and capable of spinning a large amount of silk web very quickly. The silk it uses to swing itself across the air and to capture prey is very durable and sticky, so breaking free is difficult. Nerscylla ensnares its prey with the web, then reels them in to strike. The stinger at the tip of its abdomen contains a tranquilizing fluid that can cause those struck to fall unconscious

Adult Nerscylla sometimes lose the ability to tranquilize foes with their stinger, instead gaining a powerful venom.

Behaviour

These large Temnocerans are ambush predators that will readily attack from behind, below, and above. When making a web they'll wisely construct it in an area where potential prey is most likely to appear. They are most commonly seen to construct their webs near farming settlements where they will attack and kill any livestock that wander into the vicinity of their web for food. Occasionally, they will even snatch away any unwary villagers/farmers that wander into their territory. As stated earlier Gypceros are the favorite prey of the Nerscylla but the food isn't the only reason why the Bird Wyvern is targeted. When killing a Gypceros the large arachnid not only eats it but disturbingly rips the skin off the avian Wyvern's body and wears it's skin as a cloak. This shocking behavior is both horrifying and intriguing to naturalists. The reason why Nerscylla do this is to increase their strength, use as camouflage, and for protection. The rubbery hide of a Gypceros is able to protect a Nerscylla from the attacks of thunder element monsters such as Khezu, Rajang, and Kirin.

Niche

Nerscylla is most likely one of the craftiest and deadliest predators known. They will prey on small creatures such as Altaroth, Bnahabra, Kelbi, and Aptonoth. A Nerscylla's favorite prey item is Gypceros as this proven by numerous corpses of the bird wyverns being seen in a single web and its habit of covering itself with a Gypceros' hide. However they will eat anything stuck in it's webs. This includes Genprey, Gendrome, Jaggi, Jaggia, Conga, Congalala, and even the occasional unfortunate Seltas and Khezu can get stuck in these deadly webs. Despite this prey they have to compete with other large predatory monsters like Tetsucabra, Najarala, Tigrex, Deviljho, and other large predatory monsters in order to survive in their environment. They may even have to compete with the mighty Gravios and its subspecies since these wyverns occasionally eat meat. Despite these challenges, Nerscylla are deadly and strong in their own right.

Biology

Unlike most spiders, a Nerscylla is capable of extending its fangs at an incredible length and force. This can allow it to still capture prey when said prey is at a considerable distance. When looking at a Nerscylla one would immediately notice the large and bright purple spines on its back. At first glance, many would believe that these spines serve a defensive purpose to repel attacks from above. However upon closer examination the spines store the venom that these

deadly Temnocerans use in both their fangs and stinger located at the end of their abdomen. As a Nerscylla ages, its venom will become even more powerful. Younger Nerscylla have the ability to sleep prey with their abdomen but as they age that skill is replaced with more deadlier poison that works at a much faster rate known as "Deadly Poison".

Habitat

Nerscylla can be found in almost all kinds of forest. They have also been seen in deserts, swamps and underground caves.

Subspecies

The Nerscylla has only one subspecies, the Shrouded Nerscylla. This subspecies feeds primarily on Khezu rather than Gypceros. This gives its venom a paralyzing property rather that it can transfer to its claws as well. Due to it living in more open areas, it has also gained more control over it's web slinging abilities.

Adult Nerscylla

Replace the Nerscylla's stinger attack with this

Stinger. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) and the target must succeed on a DC 15 Constitution saving throw or be afflicted with Deadly Poison for one minute. A creature can repeat the save at the end of each of its turns to end this effect.

Wingdrakes


Barnos

Medium Beast (Wingdrake), Unaligned


  • Armor Class 13
  • Hit Points 24 (4d8 + 4)
  • Speed 10ft., 40ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 3 (-4) 11 (+0) 9 (-1)

  • Damage Resistances Acid
  • Senses passive Perception 10
  • Languages --
  • Challenge 1 (200 XP)

Actions

Multiattack. The Barnos makes two attacks: One with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, Reach 5ft, one target. Hit: 6 (1d6+ 3) piercing damage plus an extra 5 (2d4) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Claw. Melee Weapon Attack: +5 to hit, Reach 5ft, one target. Hit: 7 (1d8 + 3) slashing damage plus an extra 5 (2d4) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Although being a predatory species, Barnos are low on the food chain. They may become food for large species of flying wyverns, but their size will discourage predators due to Barnos seeking shelter in crevices which the predator couldn't access. They prey mostly on small endemic life which includes Moonlight Gekkos, Gloom Gekkos and Revoltures also on occasion targeting Gastodon who stray from the herd. They're usually weak but pose a threat when in groups and pose a threat to small monsters. Rathalos have been known to sometimes preys on Barnos as food for his young.


Mernos

Medium Beast (Wingdrake), Unaligned


  • Armor Class 11
  • Hit Points 12 (2d8 + 2)
  • Speed 10ft., Fly 45ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 4 (-3) 14 (+2) 10 (+0)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages --
  • Challenge 1/4 (50 XP)

Beast of Burden. The Mernos is considered to be a Large animal for the purpose of determining its carrying capacity

Actions

Claw. Melee Weapon Attack: +3 to hit, Reach 5ft, one target. Hit: 6 (2d4 + 1) slashing damage

Tail. Melee Weapon Attack: +3 to hit, Reach 10ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Mernos are wingdrakes that somewhat resemble certain species of rhamphorynchid pterosaur. They have parrot-like beaks, blue skin, and a long yellow-tipped tail. They are peaceful towards the hunter, and roam the primal forests to feed on nuts. They live in small flocks, and if one individual goes somewhere, the others will follow. They are commonly used as beasts-of-burden by hunters in the new world.


Noios

Medium Beast (Wingdrake), Unaligned


  • Armor Class 12
  • Hit Points 15 (3d8)
  • Speed 10ft., Fly 40ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 3 (-4) 15 (+2) 10 (+0)

  • Skills Perception +4
  • Condition Immunities Deafened
  • Senses passive Perception 14
  • Languages --
  • Challenge 1/4 (50 XP)

Actions

Claw. Melee Weapon Attack: +4 to hit, Reach 5ft, one target. Hit: 7 (2d5 + 2) slashing damage

Reactions

Screech The Noios releases a deafening screech in response to taking damage or seeing another noiostaking damage. Any creature withing 30 feet of the Noios that can hear it must succeed on a DC 13 Constitution saving throw or be deafened until the end of their next turn.


Raphinos

Medium Beast (Wingdrake), Unaligned


  • Armor Class 11
  • Hit Points 18 (3d8 + 3)
  • Speed 10ft., Fly 40ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 3 (-3) 13 (+1) 11 (+0)

  • Skills Perception +3, Sleight of Hand +3, Stealth +3
  • Senses passive Perception 14
  • Languages --
  • Challenge 1/4 (50 XP)

Pack Tactics The Raphinos has advantage on attack rolls against a creature if at least one of the Raphinos' allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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

PART 3

Weapons and Armour

Armour

Armour works the exact same way that it does in 5e and all the different armour types can be used. Certain monsters may not have craftable armour of a certain type (for example Nargacuga does not have any Heavy Armour) but otherwise Monster armour works exactly as the normal 5e armour. Some monster material can also be used to craft Cloaks. Cloaks provide no AC, even if the armour normally provides an armour bonus but they do allow players without armour proficiency to gain the other effects of the armour. You cannot wear a Cloak and Armour from different monsters.

Monster Specific Armour

Just as with Weapons, each monster will have its own unique armour set with specific abilities. I will be basing the abilities of the armour sets partly on the game skills they provide (for example speed eating from Deviljho armour = taking consumables as a bonus action), and partly on abilities I feel fit the armour, especially if the skills it usually provided do not fit into dnd 5e, such as Evade Window or Extender.

Weaponry

For the weapons I once again think that the Doodles and Dragons supplement is far better than my own ideas. I would personally make the Insect Glaive a Finesse weapon, although thats a personal preference. The other changes I would make to the weapon traits are as follows:

Charging You can store a number of charges equal to the number of successful attacks you have made as a bonus action up to a maximum of five.

Explosive Burst The Explosive Burst in my opinion should deal Bludgeoning or force damage (just as the impact phials in monster hunter) for basic Charge Blades and Switch Axes, and only deal elemental damage if the weapon itself deals that element (For example a Rathalos Charge Blade that deals Fire Damage would deal Fire Damage with the Explosive Burst.)

Other than these small changes I think the above supplement is perfect for Monster Hunter weapons, as things like Demon Mode for Dual Blade, and stuns for Hammers are tied to the Monster Hunter class rather than the Weapon.

Moster Specific Weaponry

Every monster will have their own specific weapons with its own special abilities. These will be detailed in this section for each monster in the order they appeared in the supplement, except for Elder Dragons which will have its own section

after this one. More powerful monsters will usually have upgraded effects of weaker monsters (a weak fire monsters sword might deal 1d6 fire damage once per turn while a later monster may deal 1d8 on every attack)

Set Bonuses

If you wear a monster's armour and wield its weapons at the same time you will gain a small buff or extra ability. I have implemented this idea as a way of encouraging players to utilise weapons and armour from monsters they like, as well as keeping less powerful gear slightly more relevant if utilised together.

Elder Dragon Equipment

The exception to this style of equipment will be the Elder Dragon weapons and armour. These will be artifact level gear, giving multiple bonuses and requiring attunement. This is because i wanted to lean into the legendary status of the Elder Dragons as some are canonically revered as gods (such as Fatalis). This equipment will be detailed in a Part 4, in order to keep all the Elder Dragon equipment seperate from the "mundane" equipment. I have already detailed a few Elder Dragon pieces in that section as sort of early test versions.

Carving Tables

I do not like the idea of carving tables very much for dnd 5e as it makes little sense in an RPG why you wouldn't simply cut off a Diablos' horns after killing it or why you wouldn't simply take as many scales as possible off of a Tigrex. The act of grinding monsters also doesn't fit into a game like dnd because of the way experience works, players would level up relatively fast if they kept hunting higher CR creatures over and over for their equipment. Overall I think carving fits much better into the video game mechanics than into an RPG. As such it would be up to DMs to decide what equipment could be made from a slain monster and how much (for example you likely couldn't make two full sets of full plate off of a single Tetsucabra).

Amphibian Equipment

Tetsucabra

Armour

Any Heavy Armour

While wearing this armour you count as being one size larger for the purposes of determining carrying capacity. You also reduce the damage you take from non-magical bludgeoning, piercing and slashing damage by 2.

Weapons

Any Weapon

Attacks from Tetsucabra weapons always count as scoring a critical hit when attacking objects. You also deal an extra 1d4 damage against enemies made from stone. Tetsucabra weapons ignore the damage resistances and immunities of creatures made from stone.

Set Bonus

While wearing Tetsucabra armour and wielding a Tetsucabra weapon you gain tremorsense out to 10ft. and have a burrow speed of 10ft.

Zamtrios

Armour

Any Medium or Heavy Armour

While wearing this armour you have a swim speed equal to your walking speed. You increase all cold damage you deal by your Proficiency Bonus.

Weapons

Any Martial Weapon

You can wield all Zamtrios weapons as normal when swimming whether you have a swim speed or not. They also deal an extra 1d4 cold damage.

Set Bonus

While wearing Zamtrios armour and wielding Zamtrios weapons at the same time, you gain resistance to cold damage and can hold your breath for 15 minutes.

Flying Bird Wyvern Equipment

Gypceros

Armour

Any Medium or Heavy Armour

While wearing this armour you are immune to the Poisoned condition and you reduce all lightning damage you take by your proficiency bonus.

Weapons

Any Martial Weapon

When wielding a Gypceros weapon you can use an action to cause a bright flash of light in an attempt to blind all creatures within 15ft. of you. A creature within range that can see you must succeed on a DC 14 Constitution saving throw or be blinded for one round

Set Bonus

When wearing Gypceros armour and wielding a Gypceros weapon you gain resistance to poison damage. When you take Lightning damage you can use a reaction to gain resistance to the triggering damage.

Hypnocatrice

Armour

Light armour and Cloaks

When wearing Hypnocatrice armour, you have immunity to the unconscious condition caused by magic or poison. You also only need to sleep for half as long.

Weapons

Any Sword or Bow

Whenever you hit a living creature with an attack from a Hypnocatrice weapon they must succeed on a DC 12 Constitution saving throw or fall Unconscious for one minute or until they take damage. A creature that passes its save is immune to this effect for the next 24 hours.

Set Bonus

When wearing Hypnocatrice armour and wielding Hypnocatrice weapons you are immune to the effects of exhaustion until level 6.

Qurupeco

Armour

Any light armour or cloak

Qurupeco armour grants a +1 AC bonus. While wearing Qurupeco armour you have advantage on Charisma (Performance) checks. You can also perform a dance as an action to give all allies within 30 ft, that can see you advantage on their next attack roll or ability check.

Bardic Focus

Any instrument

You gain a +1 bonus to spell attack rolls and your spell save DC. When ayou use a Bardic inspiration with a Qurupeco bardic focus, roll a d20. On a roll of 15 or higher you do not expend a use of your Bardic Inspiration.

Weapons

Simple Weapons or Bardic Focus

Qurupeco weapons grant a +1 bonus to attack and damage rolls. Attacks with Qurupeco weapons deal 1d4 fire damage.

Set Bonus

When wearing Qurupeco armour and wielding a Qurupeco weapon/focus you have resistance to thunder damage. Creatures also have disadvntage on saving throws against your spells and abilities that Charm.

Malfestio

Armour

Light and Medium Armour, Cloaks

While wearing Malfestio armour you have advantage on saving throws against the Unconscious condition. You are also immune to Confusion effects (Ex: Confusion spell, Umber Hulk gaze, Malfestio Cofusing Dust).

Focii

Arcane Focus, Bardic Focus

Spells that force a creature to make a Wisdom saving throw against your spells have their DC increased by 1 when cast using a Malfestio focus.

Weapons

All weapons that deal slashing or piercing damage

When you hit a creature with an attack with a Malfestio weapon they must succeed on a DC 13 Wisdom saving throw or be confused until the end of their turn as in the Confusion spell. A creature that succeeds on its save is immune to this affect for 24 hours.

Set Bonus

While wearing Malfestio armour and wielding a Malfestio Weapon/Focus you are immune to magical sleep and have advntage on saving throws against the Charmed condition.

Pukei-Pukei

Armour

Any Light Armour, Cloak

When wearing Pukei-Pukei armour you deal an extra 2 poison damage whenever you deal poison damage. You also reduce poison damage you take by the same amount.

Focii

Druidic Focus

Creatures have disadvantage on saving throws against your spells that deal poison damage or inflict the Poisoned condition.

Weapons

All Martial Weapons

When you make an attack with a Pukei-Pukei weapon the target must succeed on a DC 15 Constitution saving throw or

be poisoned until the end of their turn. A creature can only be affected by this once per turn.

Set Bonus

While wearing Pukei-Pukei armour and wielding a Pukei-Pukei weapon/focus you have advantage on Dexterity (Stealth) checks made in forest. You can also eat poisonous plants without any adverse affects and have advantage on Wisdom (Survival) checks to find food in the wilderness.

Coral Pukei Pukei (WIP)

Armour

Focii

Weapons

Set Bonus

Yian Garuga

Armour

Any Medium Armour

Yian Garuga armour grants a +1 bonus to AC. You are also immune to the effects of monster roars, except for damage, while wearing it.

Focii

Bardic and Druidic Focus

Your spell attack rolls and spell save DC increases by 1. You also have advantage on Concentration checks. for spells you cast using this focus.

Weapons

All Weapons

Yian Garuga weapons grant a +1 bonus to attack and damage rolls. You also ignore resistance to bludgeoning, piercing and slashing damage when wielding a Yian Garuga weapon.

Set Bonus

When wearing Yian Garuga armour and wielding a Yian Garuga weapon/focus you gain advantage on saving throws against Fear. Also, whenever you take damage from a creature, you have advantage on your next attack if it is against the creature that dealt damage to you.

Blue Yian Kut-Ku & Yian Kut-Ku

Armour

All Medium Armour

When wearing Yian Kut-Ku armour you reduce fire damage you take by 1d4. You also have advantage on Wisdom (Perception) checks that rely on hearing.

Weapons

All Weapons

Your attacks with Yian Kut-Ku weapons deal an extra 1d4 fire damage.

Set Bonus

While wearing Yian Kut-Ku armour and wielding a Yian Kut-Ku weapon at the same time you gain resistance to fire damage. You also increse all the damage you deal by +1.

Theropod Bird Wyverns

Gendrome

Armour

All Armour, Cloak

While wearing Gendrome armour you have advantage on saving throws against the Paralyzed condition.

Weapons

All Swords, Crossbows

When you hit a creature with a Gendrome weapon they must succeed on a DC 10 Constitution saving throw or be Paralyzed until the end of their turn. If it succeeds, it is immune to this affect for 24 hours. A creature can only be affected by this effect once per turn.

Set Bonus

While wearing Gendrome armour and wielding a Gendrome weapon at the same time you are immune to the Paralyzed condition. Your walking speed also increases by 5ft.

Giadrome

Armour

All Armour, CLoak

While wearing Giadrome armour you are immune to Iceblight and are unaffected by difficult terrain composed of ice or snow.

Weapons


Armour
Monster Armour Type Armour Bonus Armour Feature
Velocidrome All None Advantage on Saving throws to resist the Stunned condition
Giadrome All None Subtract 1d10 from any cold damage dealt to the wearer
Gendrome All None Advantage on saving throws to resist the Paralyzed condition
Iodrome All None Advantage on saving throws against poison
Great Jaggi All None Advantage on Saving throws to resist the Stunned effect
Great Wroggi All None Advantage on saving throws against poison
Great Baggi All None Immune to the Unconscious condition from any source other than 0 hit points
Great Maccao All None An extra 5ft. of walking speed
Yian Kut-Ku Light and Medium None Subtract 1d12 from any fire damage dealt to the wearer
Gypceros Medium and Heavy None Immunity to the Poisoned condition and subtract 1d12 from any lightning damage dealt to the wearer
Malfestio Light None Immunity to the Confusion spell and similar effects. Advantage on saving throws against being knocked unconscious
Qurupeco Light None Advantage on saving throws against being charmed
Yian Garuga Light and Medium +1 Immune to the effects of monster roars
Barroth Heavy None Advantage on saving throws against being restrained

Armour
Monster Armour Type Armour Bonus Armour Feature
Uragaan Heavy (Plate) +2 The wearer cannot be moved against their will
Duramboros Heavy (Plate) +2 Advantage on saving throws against being knocked prone and gain proficiency in Constituion saving throws while wearing the armour
Glavenus Medium and Heavy +2 Resistance to fire damage and proficiency in all swords while wearing the armour
Brachydios Medium and Heavy +2 Unarmed attacks inflict Slime ( Brachydios stat block). Upon detonation this slime deals fire damage equal to 1d12 + the wearers proficiency bonus
Deviljho Medium and Heavy +3 Can use consumable items as a bonus action. Healing Potions always heal you for their full amount
Daimyo Hermitaur Heavy (Plate) None As an action the wearer can gain +4 to AC. Their speed is 0 while in this state and they have disadvantage on Dexterity saving throws. Can be ended as a bonus action
Shogun Ceanataur Medium +1 Unarmed attacks deal 1d6 slashing damage
Bulldrome Light and Medium None Can make one attack as a bonus action after taking the dash action
Arzuros Light and Medium None If the wearer eats honey (an action) they regain 1d10 hit points
Lagombi Light and Medium None Difficult terrain made up of snow or ice doesn't reduce the wearer's movement
Volvidon Medium and Heavy None When you take the dodge action you can move 5ft. without provoking opportunity attacks
Kecha Wacha Light None You gain a climb speed equal to your walking speed and the Slow Fall trait

Armour
Monster Armour Type Armour Bonus Armour Feature
Congalala Medium and Heavy None The wearer is immune to any ill effects from eating any food, including poison
Blangonga Light and Medium +1 The wearer is immune to the effects of extreme cold and removes 1d12 from any cold damage they take
Gammoth Heavy +2 Resistance to cold damage and gain the Powerful Build trait
Khezu Medium None Remove 1d12 from any lightning damage and 1d10 from any acid damage taken
Basarios Heavy +1 Immunity to the poisoned and unconscious condition (except when caused by reaching 0 hit points)
Rathian Medium and Heavy +1 Whenever you expend hit dice to regain health you always heal for the full amount
Rathalos Medium +2 Resistance to fire and poison damage
Nargacuga Light and Medium (Hide) +1 Advantage on stealth checks. If the armour would normally impose disadvantage on stealth, the Nargacuga variant doesn't
Tigrex Medium +2 Immune to the effects of monster roars and gain resistance to thunder damage
Diablos Heavy +2 Immune to the effects of monster roars and as a bonus action after moving at least 20ft. the wearer can make a melee weapon attack using the shoulder spike on the armour. You are considered proficient in this attack and it uses your strength modifier. The attack deals (1d10 + your strength modifier) piercing damage
Royal Ludroth Medium None Gain a 30ft. swim speed
Gobul Medium None Whenever a creature hits you with a melee attack and are within 5ft. of you they take 1d4 piercing damage
Nibelsnarf Light and medium None Advantage on saving throws against the Blinded effect. You are also immune to the effects of a desert environment

Armour
Monster Armour Type Armour Bonus Armour Feature
Vespoid Queen Light None Advantage on saving throws against the Paralysis effect. If you are not proficient in the save, you are considered proficient in it while wearing this armour
Seltas Heavy None You gain proficiency in crossbows and are considered proficient when using Ballistae and cannons
Seltas Queen Heavy +2 The same benfits as the Seltas armour but you also have advantage on any check to grapple or shove another creature
Cephadrome Medium None Advantage on saving throws against the Blinded effect. You are also immune to the effects of a desert environment
Plesioth Medium None Gain a swim speed of 50ft. and you can hold yur breath for twice as long as normal
Najarala Medium and Heavy +1 Immunity to the effects of monster roars and remove 1d10 from any thunder damage taken
Nerscylla Medium +1 Immunity to the poisoned condition and gain the Spider Climb ability

Wizards and Sorcerers All the armours that have the option of being Light and/or medium can be made into cloaks that those without armour proficiencies can wear to gain the armour feature but no AC bonus

Weapons

Monster Weapon Type Attack + Damage Bonus Weapon Feature
Velocidrome All None When you make your first attack on your turn you can leap 20ft towards an enemy in range and then make the attack
Giadrome All None Giadrome weapons can deal an extra 1d3 cold damage once per turn
Gendrome All None Once per turn a creature hit by a Gendrome weapon must succeed on a DC 12 Constitution saving throw or be paralyzed for one turn. A creature gains a cumulative +2 bonus to the save each time they fail.
Iodrome All None Once per turn a creature hit by an Iodrome weapon must succeed on a DC 12 Constitution saving throw or be poisoned for one round. A creature gains a cumulative +2 bonus to the save each time they fail.
Great Jaggi All None As an action once per long rest, you may summon a jaggi to help you. The jaggi is friendly to you and your allies and obeys any verbal commands given to it by you (No action required). If given no commands it defends itself to the best of its ability. The jaggi remains until slain.
Great Wroggi All None Once per turn a creature hit by a Great Wroggi weapon must succeed on a DC 13 Constitution saving throw or be poisoned for one round and take 1d3 poison damage. A creature gains a cumulative +2 bonus to the save each time they fail.
Great Baggi All None Once per turn a creature hit by a Great Baggi weapon must succeed on a DC 13 Constitution saving throw or fall unconscious one round or until it takes damage. A creature gains a cumulative +2 bonus to the save each time they fail.
Monster Weapon Type Attack + Damage Bonus Weapon Feature
Great Maccao Slashing or piercing Weapons None After using the Dash action, one attack can be made with these weapons
Yian Kut-Ku All None Once per turn these weapons deal an extra 1d6 fire damage
Gypceros Martial None As an action you can cause a bright flash with this weapon in an attempt to blind all creatures within 15ft. of you. A creature that can see you must succeed on a DC 14 Constitution saving throw or be blinded for one round.
Malfestio Light Weapons None As a bonus action once per short rest, you can target one creature within 60ft of you that can see you and attempt to hypnotise it. The target must succeed on a DC 14 Wisdom saving throw or fall unconscious for 1 minute or until it takes damage.
Qurupeco Any None As an action three times per long rest, you can grant a +1 bonus to your allies attack and damage rolls for 1 minute.
Yian Garuga Slasing Weapons +1 Can re-roll a 1 or 2 on weapon damage die. The new roll must be used.
Barroth Heavy None Once per turn a creature hit by a Barroth weapon must succeed on a DC 14 Strength saving throw or be restrained for one round as mud envelops it. The weapon has enough mud to restrain 5 creatures. This mud recharges on a long rest.
Uragaan Weapons that deal bludgeoning damage +2 As an action you can smash an Uragaan weapon into the ground. All creatures within 15ft. of you must succeed on a Dexterity saving throw or fall prone and take 1d4 bludgeoning damage. The DC is equal to 8 + your strength modifier + proficiency bonus.
Monster Weapon Type Attack + Damage Bonus Weapon Feature
Duramboros Heavy Weapons +2 As an action you can make one melee attack against each creature of your choice within your melee range
Glavenus Any sword +2 All Glavenus weapons deal slashing damage. As a bonus action a creature can sharpen the weapon for one turn. While sharpened, the weapon deals an extra 1d10 fire damage.
Brachydios Martial Melee Weapons +2 Brachydios weapons inflict Slime (See Brachydios stat block) Upon detonation the slime deals fire damage equal to 1d12 + the users proficiency bonus. After inflicting Slime 3 times the weapon takes 1 minute to recharge this effect.
Deviljho All +3 Deviljho weapons deal an extra 1d6 Dragon damage. Weapon damage dealt to any creature except undead or constructs heals the wielder for half the damage dealt.
Daimyo Hermitaur Heavy Weapons None As a bonus action you can gain an extra +2 AC.
Shogun Ceanataur Any weapon that deals slashing damage +1 A creature hit by an Attack of Oppurtunity from a Ceanataur weapon has its speed reduced to 0
Bulldrome Simple Melee Weapons None If you move at least 20ft. directly towards a creature before making an attack against them you gain advantage on the attack roll and double your ability modifier on the damage
Arzuros All None You have advantage to hit any creature that has honey/is covered in honey
Lagombi All None Lagombi weapons can deal an extra 1d4 cold damage once per turn and reduce the targets speed by 10ft.
Volvidon Melee Weapons None When you take the dodge action, you can make one attack as a bonus action
Monster Weapon Type Attack + Damage Bonus Weapon Feature
Kecha Wacha Light Weapons None Kecha Wacha weapons can deal an extra 1d6 Acid damage once per turn
Congalala Any None A creature hit by Congalala weapons must succeed on a DC 14 Constitution saving throw or they can't use consumable items until the end of their turn
Blangonga Simple Weapons +1 Blangonga weapons can deal an extra 1d8 Cold damage once per turn
Gammoth Heavy Weapons +2 Gammoth weapons deal double damage to structures. Any creature hit by a Gammoth weapon must succeed on a strength saving throw or fall prone. The DC is equal to 8 + your strength modifier + proficiency bonus
Khezu Any None As an action while wielding Khezu weapons you can surround yourself in a lightning aura. Any creature within 5ft. of you must succeed on a DC 14 Dexterity saving throw or take 2d6 lightning damage. This recharges on a short rest.
Basarios Martial Weapons +1 All Basarios weapons deal bludgeoning damage. Basarios weapons deal an extra 1d6 fire damage
Gravios Heavy Martial Weapons +2 All Gravios weapons deal bludgeoning damage. Gravios weapons deal an extra 1d8 fire damage
Rathian Martial Weapons +1 Rathian weapons deal an extra 1d6 poison damage.
Rathalos Martial Weapons +2 Rathalos weapons deal an extra 1d8 fire damage
Seregios Slashing weapons +2 A creature hit by a seregios weapon must succeed on a DC 16 Constituion saaving throw or have a serrated scale embedded in them. While the scale is in them, a creature takes 1d6 piercing damage for every 10ft. it moves. As an action a creature can make a DC 15 Medicine check to removes the scale. The weapon has 4 scales which recharge on a long rest
Monster Weapon Type Attack + Damage Bonus Weapon Feature
Nargacuga Finesse/Ranged Weapons +2 Attacks with Nargacuga weapons score critical hits on a 19 or 20
Tigrex Martial Melee weapons +2 As an action you can unleash a blast of thunderous force. Any creature within 10ft, of you must succeed on a DC 16 Strength saving throw or take 1d6 thunder damage and 1d6 force damage and be blasted 10ft directly away. The sound is that of a Tigrex roar audible from 500ft. away. This recharges on a short rest
Diablos Heavy Weapons +2 Diablos weapons gain an extra weapon die on damage. You automatically miss attacks on a roll of 1 or 2.
Royal Ludroth All None As an action you can release gouts of water from the weapon. Any creature within 5ft. of you must succeed on a DC 13 Strength saving throw or be pushed 10ft. directly away from you.
Gobul Weapons that deal piercing damage None Once per turn, a creature hit by a Gobul weapon must succeed on a DC 15 Constituion saving throw or be paralyzed for 1 minute or until they take damage. A creature gains a +2 cumulative bonus to the save when it fails.
Nibelsnarf Martial Weapons None Once per turn, a creature hit by a Nibelsnarf weapon must succeed on a DC 14 Constituion saving throw or be blinded until the end of its next turn.
Monster Weapon Type Attack + Damage Bonus Weapon Feature
Vespoid Queen Light Weapons None Once per turn a creature hit by this weapon takes 1d4 poison damage and must succeed on a DC 13 Constituion saving throw or be poisoned for 1 round. While poisoned in this way a creature is paralyzed. A creature gains a +2 cumulative bonus to the save each time it fails.
Seltas Ranged Weapons None Ammo fired by this weapon deal acid damage. The short and long range of the weapon is increased by 20ft.
Seltas Queen Martial Ranged Weapons +2 The same benfits as the Seltas weapons but a creature hit by an attack with this weapon must also succeed on a DC 16 Strength saving throw or be pushed 10ft directly away from the wielder.
Cephadrome All None Cephadrome weapons deal an extra 1d4 acid damage
Plesioth All None Plesioth weapons deal an extra 1d8 acid damage once per turn and can be wielded as normal underwater
Najarala Martial Weapons +1 Najarala weapons deal an extra 1d6 thunder damage and deafen creatures hit by it. Each swing creates a thunderous boom audible 100ft away
Nerscylla Finesse Weapons +1 Nerscylla weapons deal an extra 1d4 poison damage. Once per turn when you hit a creature they must succeed on a DC 14 Strength saving throw or be restrained by webbing for 1 minute. A creature can use an action to repeat the saving throw. The webbing has AC 10, 5 HP, is immune to psychic damage, resistant to bludgeoning damage and is vulnerable to fire damage. The weapon has enough webbing to restrain 3 creatures before requiring a long rest to recharge.

PART 4

Elder Dragon Equipment

Powerful Items

Elder Dragon equipment is special as it can have multiple innate bonuses rather than one or two. It is also of nearly legendary or even artifact rarity when compared to magical items. Every Elder Dragon has its own armour set and weapons each with their own unique properties. Unlike other monster equipment however, all Elder Dragon equipment requires attunement so as to control the innate power of the Elder Dragon that lies within the armour or weapons.


All Elder Dragon armour has a +3 bonus to AC, while weapons have a +3 bonus to attack and damage rolls

Kirin

Armour

Armour (Light,Hide), Legendary (Requires Attunement)


While wearing this armour you gain a +3 to AC. It also gives immunity to lightning damage and resistance to Acid, Thunder and Cold. When wearing this armour, all Acid, Cold, Dragon, Fire, Lightning, and Thunder damage you deal is increased by one damage die. Whenever you take damage while wearing this armour roll a d20. On a 20, half the damage taken. This effect can only trigger once every hour.

Lightning bolt (10 charges, Recharge 1d10 charges daily at dawn)

As a bonus action, you can teleport up to 60ft. in a flash of lightning.

Weapons

Weapons (All), Legendary (Requires Attunement)


You gain a +3 bonus to attack and damage rolls with these weapons. These weapons also deal an extra 2d6 lightning damage. You can make one attack with these weapons as a bonus action.

Kirin's Storm (Recharges daily at dawn)

As an action, you can call down an immense lightning storm. A bolt of lightning strikes each hostile creature you can see within 120ft of you. Target creatures must make a DC 20 Dexterity saving throw or take 8d8 lightning damage and be paralyzed until the end of their next turn.

Magical Focus

Staff (Requires attunement by a spellcaster)


While holding this staff you have a +3 bonus to spell attack rolls and spell save DC and can cast shocking grasp at will. When you cast a spell that deals thunder or lightning damage the spell counts as being one level higher than the slot used to cast it. When a creature has to make a saving throw to resist the damage of one of your lightning or thunder spells they have disadvantage on the save. The wand has 7 charges. You can expend a charge to cast a 4th level lightning bolt. You can expend more charges to increase the level. The staff regains 1d6 + 1 charges daily at dawn.

Kirin Soul (Recharges daily at Dawn)

As an action, you can infuse the staff with the power of Kirin. For 1 minute, your lightning spells ignore immunity and resistance and paralyze enemies until the end of their turn if they fail a save against a spell that deals lightning damage. The staff itself also deals an extra 2d6 lightning damage when infused with this power.

Set Bonus

While wearing Kirin armour and wielding a Kirin weapon/Magical focus that you are attuned to, you gain the following bonus: You can dash as a bonus action and gain evasion if you do not have it already.

Kushala Daora

Armour

Armour (Medium or Heavy but not hide), Legendary (Requires Attunement)


You gain a +3 bonus to AC and immunity to cold damage while wearing this armour. Due to the constant wind whipping around you, ranged attack rolls have disadvantage to hit you. This wind can be dismissed or summoned as a bonus action. You are also immune to the effects of extreme cold and extreme heat. You can also gain a fly speed equal to your walking speed for one hour. This effect recharges daily at dawn.

Dragon Wind (Recharges on Short Rest)

As a bonus action you can cause the wind surrounding you to become even stronger and wilder. For 1 minute all ranged attacks automatically miss you except on a roll of 20. Also the first time a creature comes within 5ft. of you or starts its turn there they must succeed on a DC 20 dexterity saving throw or be pushed back 10ft. and knocked prone. Any non-magical flame within 5 feet of you is also put out.

Weapons

Martial Weapons, Legendary (Requires Attunement)


You gain a +3 bonus to attack and damage rolls while wielding these weapons. Kushala weapons deal an extra 2d6 cold damage. A creature you hit must succeed on a DC 15 Strength saving throw or fall prone.

Kushala's Wrath (Recharges daily at dawn)

As an action you can summon a tornado that is 60 feet tall and has a 10 foot radius and move it up to 30 feet in any direction. A creature must make a Strength saving throw the first time on a turn that it enters the tornado or that the tornado enters its space, including when the tornado first appears or be sucked 10 feet up into the tornado, and take 4d10 bludgeoning damage. Large or smaller creatures are also restrained. On a successful save a creature takes half damage and remains where it is. The tornado lasts 1 minute and you can move it 30 feet in any direction as a bonus action on subsequent turns. Any creature inside the tornado on the start of its turn can repeat the strength save. On a failure it is pulled 10 feet higher up and takes 2d10 bludgeoning damage. If it is already at the top, it is thrown 60 feet in a random direction, taking 6d6 bludgeoning damage as it hits the ground. On a successful save a creature simply falls from the tornado, taking fall damage equal to the height it was at when it succeeded.

Magical Focus

Staff (Requires Attunement by a druid, cleric or storm sorcerer)


You gain a +3 bonus to your spell attack and spell save DC while holding this item. You can cast Gust at will. Your spells that deal cold damage count as being one level higher than the slot used to cast them when cast using this focus. When you cast a spell that utilizes wind and requires a saving throw (Such as Gust of wind, Wind Wall etc.) any creature you choose that is affected by it has disadvantage on the save. Once per long rest you can cast Control Weather to make the weather stormy.

Soul of Wind (Recharges on a long rest)

As a bonus action you can infuse the staff with the power of wind for 1 minute. During this time You can cast the spell Gust of Wind at will without using a spell slot and without requiring concentration. In addition to this, all creatures of your choice have their movement halved within 60ft. of you and flying creatures of your choice within 60ft. of you must succeed on a DC 20 Strength saving throw or be unable to fly for the duration. A creature that is flying that fails this save falls to earth. At the start of each of your turns for the duration you can choose one creature within 60ft. of you (No action required). These creatures must succeed on a DC 20 Strength saving throw or be knocked prone.

Set Bonus

While wearing the Kushala Daora armour and wielding a Kushala weapon/focus that you are attuned to you gain the following benefits: You are immune to the prone condition while conscious and have advantage to escape any grapple or effect that would restrain you.

Teostra

Armour

Armour (Medium or Heavy but not Hide), Artifact (Requires attunement)


While wearing this armour you have a +3 bonus to AC and are immune to fire damage. The armour is constantly generating heat and as such grants resistance to cold damage and any creature that touches you or hits you with a melee attack takes 3 (1d6) fire damage. This feature can be dismissed or activated as a bonus action. This armour also gives you advantage on Charisma checks when dealing with royalty.

Supernova (Recharges on a Long Rest)

As an action you can release a immense blast of fire from your armour. Any creature within 60 feet of you must succeed on a DC 20 Dexterity saving throw or take 55 (10d10) fire damage. On a success creatures take half damage. After using this ability the heat aura and cold resistance end until this ability recharges.

Weapons

Any martial melee weapon, Artifact (Requires Attunement)


You gain a +3 bonus to attack and damage rolls with this weapon. Teostra weapons deal an extra 2d6 fire damage on a hit. When you hit a creature with one of these weapons they also ignite. While ignited a creature takes 1d10 fire damage at the start of each of their turns. A creature can douse the fire on itself or another creature as an action. As a bonus action you can douse the fire on any creature within 30 feet of you, healing you for 1d10 per creature you douse. This feature recharges on a short rest.

Emperor of Flame (Recharges on a Short rest)

For 1 minute your attacks ignore resistance and immunity to fire and all damage on a hit becomes fire (For example, if a paladin divine smites, the damage changes from radiant to fire). You also gain advantage to hit any creature that is already ignited. As an action you can end this affect and cast Wall of Fire at 4th level. You can only do this once per long rest.

Magical Focus

Staff, Artifact (Requires attunement by a creature that can cast a spell that deals fire damage)


This staff gives you a +3 bonus to spell attack rolls and your spell save DC. You can cast Firebolt at will. Any spell you cast that deals fire damage counts as one level higher than the slot used to cast it. Any spell you cast that deals fire damage ignites any creature it damages. An ignited creature takes 1d10 fire damage at the start of each of their turns. A creature can douse the fire on itself or another creature as an action. You can also cast the spell Fireball once per day at 5th level.

Watch the World Burn (Recharges on a Long Rest)

As an action you can imbue the focus with the power of Teostra. For 1 minute your spells that deal fire damage ignore resistances and immunities to fire. As well as this, double the range and area of all spells that deal fire damage. You can also choose not to affect your allies with these spells for the duration of this effect. If you score a critical hit against a creature with a spell that deals fire damage, maximize the dice roll.

Chameleos

Shagaru magala

Armour

Armour (Light or Medium), Artifact (Requires attunement by a non-evil creature)


While wearing this armour you have a +3 bonus to AC and cannot contract the frenzy virus. The wearer is also immune to the frightened condition and has immunity to radiant damage. The armour sheds bright light out to 10ft and dim light for a further 10. This light can be dismissed or summoned as a bonus action. Any creature of an evil alignment that is within the bright light has disadvantage on all attack rolls, ability checks and saving throws. An evil creature that attempts to attune to this item must succeed on a DC 20 Wisdom saving throw or take 55 (10d10) radiant damage and be stunned for 1 minute. On a success the creature takes half damage and is not stunned.

Awe-Inspiring Presence (2 charges, Recharges on a short rest)

As an action you can cause the light to briefly flare to 60ft. around you as you float 5 feet into the air. Any creature of a non-evil alignement within the area must succeed on a DC 20 Wisdom saving throw or be charmed by you and your allies for 1 minute or until you or one of your allies damages them. Any evil creature in the area must succeed on the same saving throw or be frightened of you for 1 minute. While frightened in this way the creature is also paralyzed. A feared creature can repeat the saving throw at the end of each of its turns. Any creature that succeeds on the save or the effect ends on is immune to this ability for 24 hours.

Weapons

Any Weapon, Artifact (Requires attunement by a Cleric, Paladin, Divine Soul Sorcerer or Celestial Pact Warlock)


You gain a +3 bonus to attack and damage rolls while wielding this weapon. Shagaru magala weapons deal an extra 2d6 radiant damage. Any evil creature you hit must succeed on a DC 15 Wisdom saving throw or have disadvantage on all attack rolls until the end of their next turn. These weapons shed bright light out to 10 feet and dim light for a further 10 feet. This light shines even in magical darkness.

Light of the Shining God (Recharges on Short Rest)

As an action you can cause brilliant radiance to burst from the weapon. Any creature of your choice within 60 feet must succeed on a DC 20 Wisdom saving throw. On a failed save a creature takes 36 (8d8) radiant damage and is blinded for 1 minute. A creature can repeat the save at the end of its turn to end the blinded condition. On a success creatures take half damage and are not blinded. Evil creatures have disadvantage on the save.

Magical Focus

Holy Symbol, Artifact (Requires attunement by a good aligned creature)


You gain a +3 bonus to your spell attack rolls and spell save DC while using this holy symbol. You can cast Guidance at will. Your spells that heal or deal radiant damage count as one level higher than the slot used to cast them. You can cast healing spells on evil creatures in order to deal radiant damage equal to the spells healing instead. If the heal affects one target normally make a spell attack roll. If it affects multiple targets you can choose to deal damage to evil creatures or to heal but not both and Evil creatures must succeed on a Constitution saving throw to take half damage from the spell. You cannot use Heal, Mass Heal or Power Word Heal with this affect.

Heavenly Radiance (Recharges on a long rest)

As a bonus action you can imbue the holy symbol with radiant power for one minute. For the duration all healing spells you cast have their dice doubled. You can also cast the spell guiding bolt at will for the duration. As an action before the duration ends, you can use an action to release the energy in the Holy Symbol. All evil creatures within 60 feet must succeed on a DC 20 Charisma saving throw or be stunned until the end of their next turn. If killed while stunned in this way the creatures is completely destroyed and can never be returned to life except through the Wish spell. You can only use this feature 1d4 + 1 times.

Set Bonus

While wearing Shagaru Magala armour and wielding a Shagaru magala weapon/magical focus and attuned to them you gain an aura of radiant energy. Any creature that touches you or hits you with a melee attacks takes 3 (1d6) radiant damage. You also gain advantage on all Charisma (Persuasion) checks with good aligned creatures and Charisma (Intimidation) checks against evil creatures.

Stat Blocks by Challenge Rating

Challenge 0 (10 XP)

  • Giggi Sack....................................................106

Challenge 1/8 (25 XP)

  • Giggi..............................................................106
  • Jagras..............................................................96
  • Kelbi..............................................................128
  • Mosswine.....................................................129

Challenge 1/4 (50 XP)

  • Anteka...........................................................128
  • Bullfango.........................................................83
  • Felyne..........................................................
  • Jaggi............................................................31
  • Velociprey.......................................................24
  • Zamite.....20

Challenge 1/2

  • Baggi.......33
  • Ceanataur..........54
  • Conga..........88
  • Genprey....27
  • Giaprey....26
  • Hermitaur.......51
  • Ioprey.......28
  • Jaggia........31
  • Maccao.......29
  • Wroggi.........32

Challenge 1

  • Blango.........90
  • Bulldrome.........83
  • Velocidrome....25

Challenge 2

  • Gendrome......27
  • Giadrome......26
  • Great Baggi.......33
  • Great Jaggi.......31
  • Great Maccao.....29
  • Great Wroggi........32
  • Iodrome.........28
  • Lagombi........85

Challenge 3

  • Arzuros.........84
  • Gypceros..........35
  • Kecha Wacha,,,,,,,,,,87
  • Malfestio........37
  • Yian Kut-Ku.........34

Challenge 4

  • Tetsucabra......23
  • Volvidon.........86

Challenge 5

  • Barroth......40
  • Congalala..........89
  • Zamtrios........21

Challenge 6

  • Qurupeco.......36

Challenge 7

Challenge 8

  • Blangonga.........91
  • Daimyo Hermitaur.......50
  • Shogun Ceanataur.........52
  • Yian Garuga..........38

Challenge 9

Challenge 10

  • Anjanath.......41

Challenge 11

Challenge 12

Challenge 13

Challenge 14

  • Uragaan................43

Challenge 15

Challenge 16

  • Duramboros.........44

Challenge 17

  • Brachydios..........46

Challenge 18

  • Gore Magala...............65

Challenge 19

  • Glavenus...........45
  • Kirin.........57

Challenge 20

  • Shen Gaoren.................54

Challenge 21

  • Chameleos...........63
  • Kushala Daora.........59
  • Lao Shan Lung..........68
  • Shagaru Magala.........67
  • Teostra..........61

Challenge 22

  • Deviljho...........47

Challenge 23

Challenge 24

Challenge 25

  • Vaal Hazak........71
  • Valstrax...........72

Challenge 26

  • Yama Tsukami.................74

Challenge 27

  • Nergigante............75

Challenge 28

Challenge 29

Challenge 30

  • Alatreon..........80
  • Crimson Fatalis
  • Dalamadur............78
  • Dire Maralis
  • Fatalis
  • White Fatalis.................82
 

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