Heavys List of Breakable Parts

by Fighterofsun

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Heavys List of Breakable Parts

Optional rule set

When most parts break it will result in an effect that immediately proceeds after words, weather its a weakened attack or the loss of an ability. Choosing to do this can significantly alter the CR of a monster and change the tide of battle. Feel free to ignore the effect and simply use the AC and health to keep track of the monster part for its bonus rewards.

Advanced Targeting

Instead of the standard melee or ranged attack, you can instead make a "Targeted Attack". These "Targeted Attacks" are made with the same rules as a standard attack along with the following.

  • Any Targeted attack focused on a monsters Vital Point part needs to overcome the AC provided in its stat block for that specific one.
  • You must declare which Vital Point you're focusing on before the attack roll is made regardless of the weapon, ability, or spell being used.
  • Unless specified, all Vital Points share the same resistances, immunities, Vulnerabilities, and weaknesses as the monster.
  • Vital Points are to be considered as part of the same monster.
  • When a Vital Point is completely broken, it can no longer be targeted by an attack.

Locating "Vital Points"

The PC can spend their downtime to research monsters or make a perception or investigation check during combat. If they are in combat, keep in mind that its recommended that the Player should only discover 1 "Vital Point" per check, even if they exceed the the overall DC required for other "Vital Points".

Alternatively the players could access to a source of information like a book or a knowledgeable NPC or perhaps the players have spells or abilities that allow them insight into a monsters abilities and you may allow them to see a "Vital Point"

How a character finds and discovers vital points is up to the DM, but if you need a guideline you can use the difficulty table below, your guideline can be how obvious the part is to hit or based on the complexity of the creature.

Task DC
Very easy 5
Easy 10
Moderate 15
Hard 20
Very Hard 25
Nearly Impossible 30

Once a PC discovers all the vital points, let them know. you don't want them to constantly waste actions trying to find something that doesn't exist.

Damaging "Vital Points"

On a successful hit, you can deal damage to the "Vital Point" as usual. If the damage dealt is equal or greater than the HP of what is provided in the stat block, the "Vital point" is wounded/destroyed and cannot be used by the monster unless healed; excess damage rolls over to the monster.

Sometimes when a "Vital Point" is wounded, it triggers an effect that have to be resolved immediately after the attack is made. This effect is not a monsters reaction but considered an environmental hazard.

Partial miss

If your attack roll is less than the "Vital points" AC, but greater than or equal to the monsters AC, you can deal half damage to the target, round up, as if you made the attack without focusing.

Area of Effect

AoE damage dealt by spells do not count towards damage from a part. This is to offset instant hit spells like magic missile, which can instantly destroy a part, as well as the power scaling that spells have that weapons do not. i.e. cantrips leveling up in number of damage die or in "rays cast" like eldritch blast and scorching ray.

If a monster is damaged by an AoE attack by weapon or character ability as well as item usage like being caught in a barrel bombs explosion, any damage dealt will be applied to only one part that is closest to the source of damage. The damage applied will be halved after calculating resistances.

Vital Point Health

A "Vital points" HP can be part of the Monsters HP or treated as a separate entity. If its part of the Monsters health pool, then damage taken from a "Vital point" should still be subtracted from the monsters total health.

If the creature can regenerate or manages to regain health by escaping and resting, it can choose to regenerate a "vital point" instead; regaining any benefits that were previously destroyed and resets the triggers for when the same "Vital Point" is destroyed again. A creature cannot regenerate a part that was severed unless otherwise stated.

Max Health

If you decide to give a creature its maximum amount of HP rather than the average, its recommended that you make the Vital Point health share the same pool of HP; the current vital point health is based on the average HP of the creature. Keep in mind that not all parts can be broken on a single monster as the Vital Point health can supercede the monsters total health

AC increase

If the creature uses a move or enters a state in which its natural AC is increased, all vital points gain the same increase to their AC.

Bonus reward

Once a part is wounded, destroyed, or severed, it grants an additional chance at a specific reward noted in the table. This additional chance reward can only be given if the monster reaches 0 hit points while the part is destroyed.

Cutting off the tail

Unlike other parts, the tail can only grant a bonus reward when completely severed, however not all tails can be severed; this will be noted in the stat block. In order to sever a tail the player must reduce the tails HP to 0 with slashing damage.

If the DM allows it, the tail can be attacked repeatedly even after the tails HP reaches zero until it's severed. As well you can use this alternative ruling if the tail is at 0 hit points and attacked again with slicing damage.

"When a tail at 0 hit points takes slicing damage, the creature can make a Constitution saving throw (DC 5 + the damage taken). On a success the tail remains intact; on a failure, the tail is severed."

Alternative Break rules

Not every player knows that parts can be broken on a monster. If it becomes common for players to overlook part breaking or you'd rather have it more as a passive, you can instead trigger breaks when a monster health reaches a certain stage.

Number of parts Auto break after HP lost Decimal
1 50% .50
2 33% .33
3 25% .25
4 20% .20
5 16% .16
6 14% .14
7 12% .12

For those who struggle to determine percentages. multiply the monsters health by the decimal number listed. When damage reaches that number a part breaks.

The Agnaktor on average has 152 Hit points and has 5 breakable parts. (152 * .16) = 24.32, we will always round down; 24. After the monster loses 24 Hit Points a random part breaks. With this method the monster will always have some remaining hit points left for the DM to add or subract if they feel that the parts are breaking too readily.

Some monsters, like the gammoth, have a single part that can break multiple times. Those parts can break at the DMs discretion.

Enraged State

When a monster has absorbed a certain amount of physical damage it reacts by becoming much more aggressive. Most monsters signal that they are entering an enraged state by roaring but the bird wyverns, like Yian Kut Ku and Gypceros, jump up and down. Even those which don't display these telltale signs still have actions that depict anger, such as red markings and/or huffs of smoke, water, electricity, fire, ice, sand or even bodily secretions (in the case of the Congalala) etc emerging from their mouths.

Please note choosing to use this rule sert can significantly alter the CR of a monster and change the tide of battle.

A monster of significant size immediately enters a "Raged state" two times; Once when they are subjected to a Critical hit when above half health, and a again when the monster drops below one third of its total health.

When a monster enters a raged state it takes one immediate Reaction from the choices below, interrupting the current turn; this reaction does not count towards the total number of reactions a monster can take.

Angered Roar

The monster roars loudly in a 30-foot radius around them. All creatures in the area must make a Constitution saving throw DC (10 + Half the damage taken), or be incapacitated until the end of its next turn. If the saving throw fails by 5 or more, the target is instead stunned until the end of its next turn.

Temper Tantrum

The monster flails around violently in anger. Each creature within 15-feet of the monster must make a Constitution saving throw DC (10 + Half the damage taken); on a failed save they take #d8 bludgeoning damage where the # is based on the Monsters Strength modifier + 1 and knocked prone, or half as much on a successful one.

Optional Rule Set

Be Careful

The damage output, defense rating, and agility for each monster can potentially skyrocket to the point that some monsters will one hit KO players and could potentially have a TPK, Total Party Kill. Choosing to use this rule set can significantly alter the CR of a monster and change the tide of battle.

Raged State

While a monster is in its "Raged State" it gains the following abilities.

  • Adrenaline. The monster makes all Strength, Dexterity, and Constitution checks and saving throws with advantage unless stated otherwise.

  • Brute. All attacks deal one extra die of its damage when the monster hits with it.

  • Flightly. The monster gains +5 to its movement speed if the monster is large or smaller, +10 for huge or larger.

  • Red Tint. The monster makes all skill checks and saving throws involving Intelligence, wisdom, or charisma with disadvantage.

  • Toughened Hide. The monsters gains a +1 to AC

  • Tipsy. When the monster makes a saving throw to be knocked prone, it ignores the "Adrenaline" trait and makes the save with disadvantage .

  • Unbalanced. The monster makes all skill checks and saving throws against being mounted with advantage.

  • Raged Action. The creature gains a "Raged Action" that acts under the rules of a legendary action but does not count towards the amount of legendary actions a creature has. It can use this "Raged Action" to move up to its speed towards a creature in which it is hostile to or to make any attack action or legendary action. Any attack or legendary action used under the "Raged Action" ability is considered charged, if the action or legendary action has a cost the "Raged Action" counts as the complete cost. Once a monster uses the "Raged Action" ability it gains one level of exhaustion. A monster does not gain a level of exhaustion if it uses its "Raged action" to move, as well a "Raged Action" does not suffer from the penalties of exhaustion.

The "Raged State" last for 30 Seconds, or 5 rounds, after which the monster is stunned until the end of its next turn. Additionaly the Raged state can end early if the creature is incapacitated, paralyzed, or put to sleep.

Trade-in Items

Wyverian Prints

A wyverian print is a unique item that can be rewarded to a character from two separate sources; The Guild, to hunters who perform immaculate deeds. Or from the community, as a thank you for doing a personal favor or a community quest.

For example, the smithy might have a job on the board or ask a character for a personal favor; the smith doesn't have much gold to offer compared to the guild but can offer a Steel Wyverian print to make up for the lack of reward.

Perhaps the provisioner needs extra muscle to escort a supply cart and protect it from poachers. They pay little gold but offer First Wyverian prints for the next time you stop by and shop.

Prints cannot be traded between hunters as they are essentially personal "gifts" from the wyverians and the guild.

Community Prints

First Wyverian Print

10% off entire purchase for 1 visit at the provisioner

Steel Wyverian Print

Smithy can unslot 1 material on any weapon, armor, or trinket without destroying the material.

Blue Wyverian Print

You automatically receive 1 intel (DM's choice) when researching for a hunt.

Food Voucher

When receiving a daily skill(s) you can replace 1 skill from the daily skills list with another of your choice. Only one Food Voucher per can be redeemed at a time.

Gourmet Food Voucher

When receiving a daily skill(s) each member in the hunting party can replace 1 skill from the daily skills list with another of their choice. Only one Gourmet food voucher can be redeemed at a time.

Guild Prints

Silver Wyverian Print

5% off any armor or weapon upgrade. This print stacks and can be turned in for a total of 25% off.

Gold Wyverian Print

One roll on the loot table for any monster thats not an Elder Dragon, provided that the player has successfully hunted that monster. The player chooses to roll on either the Carve or Capture table.

Celestial Wyverian Print

One roll on the loot table for any Elder Dragon, provided that the player has successfully hunted that monster.

Metal Eggs

These metal eggs are very rare and very valuable but have no practical use for a hunter. If one is to be found during a hunt it can be turned in for an additional monetary reward thats added to the quest rewards. The monetary reward given by the egg is granted weather the quest is a success or failure and is to be split amongst the party.

Steel egg

Can be traded in to add 1,000 gp to the end quest reward.

Silver Egg

Can be traded in to add 10,000 gp to the end quest reward.

Gold egg

Can be traded in to add 20,000 gp to the end quest reward.

Wyvern Tears

Crystalized tears that fall from a wyvern or Amphibians, often found on the ground during combat due to the inherent shine they have. Can be turned in for an additional monetary reward thats added to the quest or kept at the end of a hunt to be sold separately, the buyers price may vary.

Wyvern Tear

Can be traded in for 500 gp.

Large Wyvern Tear

Can be traded in for 2,500 gp.

Toad Tear

Can be traded for 400 gp.

Large Toad Tear

Can be traded for 1,800 gp.

Poacher items

Unlike the members of the guild, poachers do not have access to advanced crafting tools and techniques nor do they have such luxuries as Wycademies or dedicated forges. Although they do have slotted materials in their weapons and armor, their gear and equipment used vary greatly as they use leftover monster parts and other materials as scrap or crafting materials.

As a result they have come up with various items and equipment that, although "barbaric" and provide dangers to the user, have their benefits. Keep in mind that the majority of these items are not guild approved and some are outright banned and are considered illegal.

Bazel Bomb

Recipe DC 11 (Makes 10)

Quantity Item
1 Bazelguise Scale
1 Blue Mushroom
1 Nitroshroom

As an action, a character can light this bomb and throw it at a point up to 40 feet away. Each creature within 5 feet of that point must succeed on a DC 10 Dexterity saving throw or take 1d10 fire damage or half as much on a success.

Devil Juice

Recipe DC 15 (Makes 5)

Quantity Item
1 Deviljho Scale
1 Exciteshroom
1 Blue mushroom

This Potion last for 1 minute, after which you suffer 1 level of exhaustion. While this potion is active the user gains the following bonuses.

  • +1 damage die to attack.
  • Immune to Frightened condition.
  • Can Wield 2 handed weapon in 1 hand.
  • Gain Temporary hit points equal to you constitution modifier.

Q.Callers

Recipe DC 12 (Makes 2)

Quantity Item
1 Alluring Beak
1 Lg Bone Husk
3 Bone

As an action you can play this horn and attempt to mimic the general mating call of any monster. Make a Charisma (Performance) check contested by the targets Wisdom (Insight) check. If a creature of the same type is within 1000 feet of the call and fails, the creature calls back, temporarily revealing its location, granting a +5 to track the monster. On a Success a random monster of the same type and equal or less CR will call back and make its way towards the sound.

Narga Drops

Recipe DC 15 (Makes 4)

Quantity Item
1 Nargacuga eyes (pelt)
1 Firefly
1 Blue mushroom

As an action you can pour this solution into your eyes, for the next hour you have Superior darkvision out to 100 feet, and have advantage on Perception checks to locate invisible creatures. Afterwords you suffer the effects of sunlight sensitivity for the next hour. You can delay the effects by applying the solution once more, however you also extend the effects of sunlight sensitivity for an equal amount.

Bar Plates

Recipe DC 14 (Makes 2)

Quantity Item
1 Barroth Ridge
1 sap plant
2 Armor Sphere

As an action you can equip this item to the front of your shield, if there is another item equipped to your shield, this replaces it. You can absorb up to 15 points of damage from all sources while reducing your speed by 5 feet for every 5 points left on the Bar Plate. Once the bar plate has absorbed 15 damage it is destroyed and crumbles to dust. The damage absorption is applied before resistances and abilities.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, the bar plate absorbs the damage regardless, even if you take no damage.

Gem Bomb

Recipe DC 24 (Makes 1)

Quantity Item
1-2 Any monster Ruby/Gem
4 Catalyst
4 Nitroshroom
4 Bomberry
1 Lg Barrel

As an action, a creature can set fire to a gem bomb to cause it to explode in a 50 foot radius. Each creature within range must make a make a DC 17 Dexterity saving throw, taking 10d6 elemental damage on a failed save, or half as much damage on a successful one. If 2 of the same Ruby\Gems were used then the damage is increased to 15d6, its DC increased to 20 and its radius increased to 80.

Gem Bombs can be rigged with a fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the Gem Bomb. After the set number of rounds goes by, the Gem Bomb explodes on that initiative.

Damage from Gem Bombs ignore resistances and treats immunity as resistance.

Immediately after damage calculation roll 1d100, on a 65 or higher the surrounding radius of 1000 feet, centered around the point of explosion, now has a temporary biome change appropriate to the elemental damage for 2 Seasons. If 2 of the same gems where used the the radius is 2000 feet and the biome change lasts 1 Year.

Ruby/Gem origin determines the damage type from the explosion. If the monster has no element tied to it, its element will be based on its natural environment. Forests can be treated as Acid or Poison.

Ogre Fingers

Recipe DC 12 (Makes 3)

Quantity Item
1 Zinogre Claw
2 Bone
1 Iron Ore
Spear: 1d4 piercing, Thrown, Range 20/60

Make a ranged attack against the target. On a hit the creature takes 1d4 piercing damage as the spear explodes in a small burst of energy, the target and each creature within 5 feet of it must make a DC 10 Constitution saving thrown or be pushed back 5 ft from the source and take 1d4 lightning damage. On a miss the spear explodes harmlessly elsewhere.

On a natural 1 or 2 the spear explodes prematurely in the users hand and suffers the effect of the spear.

Chamo Skin

Recipe DC 15 (Makes 3)

Quantity Item
1 Chameleos Speckled Hide
2 Antidote
2 Iron Ore
3 Ice Crystal
1 Catalyst

As an action you can drink this potion to temporarily become invisible for the next hour; you must also make a DC 14 Constitution saving throw or be poisoned for the potions duration. If you are cured of poison while under the effects of this potion, the potions effect also ends.

This potion does not work on constructs or undead.

Tzitzi Dust

Recipe DC 13 (Makes 2)

Quantity Item
1 Tzitzi-Ya-Ku Photophore
1 Sap Plant
1 Bomberry
2 Stone

As an action you can fling this powder in the air, it coats all creatures in a 10 foot radius centered around you. For 1 minute, the coated creatures cant be concealed or invisible and cannot benefit from the spell Mirror Image or other similar abilities that create illusory duplicates. Any illusions in the area are revealed although this does not end their effect.

Konchu Cutters

Recipe DC 11 (Makes 2)

Quantity Item
1 Sharp Fang
1 Armor sphere

Whenever you hit a creature with a melee or range attack that doesn’t add your Strength or Dexterity modifier to your damage roll, you may add your strength or Dexterity modifier to the damage roll as slashing damage, after which this item is destroyed.

If the attack already includes either modifier, you may add your modifier once more but will suffer disadvantage on all your attack rolls until the end of your next turn regardless of ability, feat, or magical effect.

Genprey Triggers

Recipe DC 10 (Makes 1)

Quantity Item
1 Genprey Fang
1 Sm Bone Husk
1 Whet Fish

If a creature moves out of weapons melee reach you may make a single attack as a reaction, on a hit or miss the item is destroyed. If the attack hits, it does not consume your reaction, however the creature that was attacked has advantage on its next attack roll against you until the end of its next turn.

Coin Bomb

Recipe DC 16 (Makes 1)

Quantity Item
1 (Varies)
1 Sap Plant
2 Bomberry

As an action you can throw this item at your feet to explode in a shower of glittering coins and objects. As part of the same action you can move up to your speed without provoking opportunity attacks and attempt to hide. The target can make make an insight, perception, or Deception check to find you.

After this item is used, any valuables used in its making are destroyed.

Shakalaka Treasures, Secret Stash, Secret Stash+, and any "Treasure item" or item mimicking shining gold can be used as the "Varied" ingredient.

Jaggi Growlers

Recipe DC 14 (Makes 2)

Quantity Item
1 Screamer Sac or Great Jaggi Head
1 Jumbo Bone
2 AirWeed

As an action you may blow into this horn to summon 1d4 hostile Jaggi. If this item is made with a Great Jaggi Head, it instead summons 2d6 hostile Jaggi and 1d6 hostile Jaggia. After which this item is destroyed.

Poalu Poppers

Recipe DC 14 (Makes 2)

Quantity Item
1 Paolumu Pelt
2 Airweed
1 Popfish

As an action you can equip this item to the front of your shield, if there is another item equipped, this replaces it. While you have this item equipped and are wielding a shield, the next time you are hit with an attack, you can use your reaction to interpose your shield between yourself and the source of the attack to halve the damage before resistance is applied. After which the item bursts and you are sent 10 feet backwards and are knocked prone.

Zamite Suckers

Recipe DC 12 (Makes 2)

Quantity Item
2 Sharp Fang
3 Ivy
1 Sap Plant

You can wear this item as a temporary trinket that does not count towards the amount of trinkets carried nor does it require attunement. When you attempt to grapple a target you can use this item and attempt a grapple on a creature of Huge size. On a success you can choose to successfully maintain the grapple for a maximum number of rounds equal to your strength modifier. For every round you choose to succeed you take damage equal to your targets Strength modifier. if you choose to maintain the grapple for the full duration, you suffer 1 level of exhaustion.

Palico Farm

The Botanical Research Center allows the Hunter to cultivate various items thanks to the study of the Ancient Tree and its overflowing life force.

Resources. This activity requires access to a farm run by felyne, melynx, and a botonist researcher. (typically found in any village or larger town), one workweek of effort plus an amount of gold based on the rarity of resource used, access to the farm, and the tools required for the work.

Resolution. Choose one resource you have from the resource table, this resource will be consumed. The character will make eight skill checks based on the resource planted using the respective gathering skill for each resource; DC determined by rarity. For each successful harvest they receive an additional resource of what was farmed.

Adding enchancers to the farm can alter the process by lowering the DC or by increasing the amount of materials harvested. Only up to two fertilizers of different types can be used at ant given time.

Rarity DC GP cost
Common 12 50 gp
Uncommon 17 100 gp
Rare 22 150 gp
Very Rare 27 200 gp

Plants

1d14 COMMON
1 Antidote Herb
2 Bomberry
3 Dragon Seed
4 Felvine
5 Fire Herb
6 Herb
7 Huskberry
8 Ivy
9 Needleberry
10 Nullberry
11 Paintberry
1d14 COMMON
12 Sap Plant
13 Scatternut
14 Sleep Herb
1d3 UNCOMMON
1 Gloamgrass Root
2 Hot Pepper
3 Snow Herb
1d2 RARE
1 Adamant Seed
2 Might Seed

Mushrooms

1d3 COMMON
1 Blue Mushroom
2 Toadstool
3 Nitroshroom
UNCOMMON
Parashroom
1d3 RARE
2 Bindshroom
3 Exciteshroom
1d2 VERY RARE
1 Chaos Mushroom
2 Dragon Toadstool

Insects

1d6 COMMON
1 Bitterbug
2 Bughopper
3 Cricket
4 Firefly
5 Honey
1d6 COMMON
6 Worm
1d3 UNCOMMON
1 Flashbug
2 Godboug
3 Thunderbug

Fish

1d6 COMMON
1 Bomb Arowana
2 Burst Arowana
3 Pin Tuna
4 Sleepyfish
5 Sushifish
1d6 COMMON
6 Whetfish
1d2 UNCOMMON
1 Popfish
2 Wanchovy

Fertilizers

Item Effect
Dung Reduced DC by 1
Territorial Dung Reduced DC by 3
Catalyst When you exceed the DC by 5 or more, you gain one random resource of the same rarity.
Lifecrystals When you exceed the DC by 5 or more, you gain 1d2 random resource(s) of the same rarity.
Nutrients When you exceed the DC by 5 or more, you gain one additional resource.
Mega Nutrients When you exceed the DC by 5 or more, you gain 1d4 additional resource(s).

Poacher Weapons

The blueprints and designs of the guilds weapons are a highly guarded secret. Kingdoms of all over have tried many times to steal their plans and although they have all failed, it hasnt stopped outside groups from attempting to replicate the weapons with what little knowledge they could steal. combine that with ex hunters who defect from the guild and you get some rather unique hunting weapons.

Although most of the poachers weapons dont have the same bite of a guild weapon, they are designed more to debilitate the monster since poachers have to work in larger groups due to lack of equipment.

Weapon Table
Weapons Cost Damage AC Weight Properties
M-Catcher 25 gp 1d6 bludgeoning 5 lb. finesse, two-handed, reach, special
Chained Blades 30 gp 1d6 B/P/S 6 lb. finesse, light, reach, comes with a main & offhand weapon.
Boom & Cleave (WIP)
Twin Mauler (WIP)
Hooked Sword (WIP)
Razor Glaive (WIP)
Pipet Lance (WIP)
Quadgun (WIP)
Bone Flail (WIP)
Fan & Whip (WIP)
Acorn Bow (WIP)

M-Catcher

Shaped like a large handcuff on a pole, the M-catcher features spikes that protrude inward and produce an elemental charge. By swinging the cuff at the monster part they want to harvest, the weapon would snap into place and complete the circuit automatically activating itself. Unleashing an extremely high elemental current that will eat through even the toughest horn. Then the wielder can just snap the part off.

All Rarities

Latch. When you hit a creature with this weapon, you can attempt to grapple the target with it as part of the same attack action. On a successful grapple check, the target takes 1d4 piercing damage, the latch on the weapon closes around one of the targets body parts, and you cannot use this weapon to attack any creature, including the one that is grappled.

Once the latch is closed, you can't willing release the grappled target until the start of your next turn.

A creature grappled by this weapon's property takes 1d4 piercing damage plus your Strength or Dexterity modifier (your choice) at the start of each of its turns.

Minor Grapple. You can grapple any sized creature with this weapon's Latch property. If you grapple a creature that is two or more sizes larger than you, the creature's speed isn't reduced to zero. Instead its movement speed is reduced by 5 feet and your movement speed is reduced to 0 while holding the weapon and you move with the grappled creature when it moves.

Assisted grapple You gain a +1 bonus to grapple checks. This bonus increases by 1 for each rarity above nonmagical. Additionally, you can use either Strength (Athletics) or Dexterity (Acrobatics) checks to attempt a grapple.

Nonmagical

25 gp, 1d6 bludgeoning, reach, two-handed, finesse, special

Uncommon

You gain a +1 bonus on attacks and damage rolls.

Elemental Surge. You can now use this weapon to take the Attack action against a creature that is grappled by the Latch property. When you attack the creature grappled by this weapon, you automatically hit and deal 1d4 + 1 damage of your choice between acid, cold, fire, lighting, or poison damage. If you have multiple attacks, this can be used for each attack.

This attack does not gain any extra damage from any other source, including ability score modifiers, bonus elemental damage, feats, hunter's mark and spells like it, other spell effects, etc.

Control. Whenever a creature grappled by this weapon's Latch property makes an attack roll against you, subtract half of your proficiency modifier (rounded up) from the roll.

Rare

You gain a +2 bonus to attack and damage rolls.

Elemental surge upgrade. Your maximum damage increases to 1d6+2.

Minor grapple upgrade. The speed reduction increases to 10 feet.

Blight infusion. Once per turn, when you deal damage to a creature with this weapon's Elemental Surge, you can make a special grapple check against the target. On a failed check, the target remains grappled by the weapon. On a successful check, the creature is afflicted with an elemental blight until the start of your next turn. Refer to the table below to determine what blight it is afflicted with based on the damage type of the surge.

Blight Infusion

Elemental Damage Blight
Acid Waterblight
Cold Iceblight
Fire Fireblight
Lightning Thunderblight
Poison Poison

Very Rare

You gain a +2 bonus to attack and damage rolls.

Control upgrade. A creature grappled by this weapon has disadvantage on attack rolls against you. Additionally, when a creature grappled by this weapon attacks a target other than you, that you can see, you can use your reaction to subtract half of your proficiency modifier from the attack roll.

Latch upgrade. This properties damage die size increases by 1 (to a d6).

Minor Grapple upgrade. The speed reduction increases to 15 feet.

Legendary

You gain a +3 bonus to attack and damage rolls.

Blight infusion upgrade. You can now attempt a blight infusion for each attack made using elemental surge.

Elemental Surge Upgrade. This properties damage increases to 1d6 + 3.

Latch upgrade. The damage dealt by this property, including the damage at the start of the creature's turn, now deals normal weapon damage including any extra damage from materials, feats, spells, or similar effects.

Minor grapple upgrade. The grappled creatures speed is reduced by 20 feet.

Chained Blades

The counterpart to the Guilds dual blades, the poachers chained blades do not boast the same damage output but rather offer a ranged alternative. The weapon also provides damage variance as the blades themselves can be replaced with bludgeoning style or piercing style ends.

Nonmagical

30 gp, 1d6 Bludgeoning, Piercing, or Slashing, 3 lb, finesse, light, Reach, For each blade.

Uncommon

Angel Mode (3/long rest). As a bonus action your body is enveloped in a holy aura for 30 seconds or until you are knocked prone. While angel mode is active, you gain a +5 reach and a +1 to your save DC for condition causing effects by this weapon. Once Angel mode ends you cannot use it again for 30 seconds.

Reinforced Chain. You can make a grapple attack with this weapon as a bonus action. Additionally, as part of the same grapple or as a bonus action, you can reel-in a grappled target of same or smaller size towards you by a number of feat equal 5 times half you proficiency bonus

Rare

You gain a +1 attack and damage rolls

Angel Mode Upgrade. You can use Angel mode one extra time (4 total) between long rests, you gain a +5 to your movement speed, and your increase to your save DC is now a +2.

Reinforced Chain upgrade. The target of your grapple can now be, at most, two sizes larger than you. Targets of huge size get their speed reduced by 5 feet. When you grapple a creature, on a success or failure, you can choose to harm the grappled target, loosing hp equal to 1d4 plus your Strength or Dexterity modifier.

Radiant Halo As part of the attack action, so long as a creature is not grappled by this weapon, you can sweep your weapon in a 5 foot radius centered around you, if you can make multiple attacks, this replaces one of them. Each creature within the radius must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength or Dexterty modifier. On a failure the creature takes damage equal to your weapon damage roll but does not suffer from secondary effects from materials. On a success, the creature takes no damage.

Very Rare

You gain a +2 to attack and damage rolls

Archangel Mode (Angel Mode Upgrade). You can use angel mode one extra time (5 total) between long rests, and its movement speed and reach bonus increases to 10 feet, and you now deal an extra 1d6 damage on your first weapon attack that hits.

Rend. you no longer have a +2 to your save DC while in Archangel mode. Instead when you hit a creature with this weapon where they make a saving throw against a condition causing effect, they make the saving throw at disadvantage. Condition causing effects can include spells and abilities such as the Ranger's ensnaring strike, some of the Battlemaster's combat maneuvers, or any magical condition inflicting effect the GM may put on this weapon.

Reinforced Chain Upgrade. The grappled target looses hp equal to 1d6 plus your Strength or Dexterity modifier.

Legendary

You gain a +3 to attack and damage rolls

Archangel Mode (Angel Mode Upgrade). You can use angel mode one extra time (6 total) between long rests, and and you now deal an extra 1d6 damage on all weapon attacks.

Reinforced Chain Upgrade. You can now grapple creatures of all sizes, targets of huge size get their speed reduced by 15 feet, gargantuan size by 5 feet. Additionally the amount of HP lost by an attempted grapple is now 1d8 plus your Strength or Dexterity modifier.

Radiant Halo Upgrade A target now takes full damage on a failed save, or half as much damage on a successful one.

Archangel Mode

The Secrets to the dual blades demon mode are still a mystery to smiths that are not trusted by the guild, however that hasn't stopped those from trying. There have been many attempts to recreate this powerful attack style but they have always resulted in serious injury and even death.

The closest version came from a poacher smith who managed to get a hold of Shagura Magala dual blades. With some clever reverse engineering the smith managed to extract some secrets of the blades. Although it wasn't the complete method it was enough for the smith in work with and incorporate their own unique style.

The smith named this style Angel mode, out of spite of the guild. The poachers grew to love the irony of the name as the guild praised themselves to be on the side of nature yet named the fighting style demon mode. What a more fitting name for the poachers, who are said to be against nature.

Scout Flies (WIP)

One of the most valuable assets for a hunter, the experimental scout flies are a tool used to help track down a hunters target monster and, when experienced enough, can even aid the hunter in acquiring more materials.

The origin of the flies are unknown, thus they're allowed to be purchased by very select hunters since research on existing flies takes priority. The more seasoned the hunter, the more rare a scoutfly they are allowed to purchase.

Scout flies come in five Rarities. Although all rarities of scout flies work the same way, the difference is their ability to track certain types of monsters. Below is a list of categories that each tier of scout fly can track.

Rarity Target Resource
Common Amphibians, Fanged Beasts, Herbivore, Lynian, Therapods Fish
Uncommon Bird Wyvern, Neopteron, Piscine, Temnoceran Plant, Insects
Rare Brute Wyvern, Carapaceon, Flying Wyvern, Fanged Wyvern, leviathan, Snake Wyvern Mushrooms, Mining
Very Rare Elder Dragon, Unknown Any one resource of choice
Legendary Any two categories of choice Any two resources of choice

Scout flies cannot track any specific monster, rather they track down any monster that fits into the respective categories listed. The scout fly can only track one category of creature at any given time with the exception of the legendary category.

No matter the rarity each scout fly operates the same way. A Scout fly cage must be equipped and takes up both trinket slots, requiring attunement. Scout flies have five Levels of growth. Each starts at level zero and must be trained to track down their target. To train scout flies, you must give it a monster part from the appropriate category. Doing so destroys the monster part but allows the scout flies to become better at tracking the specific category.

Level 0

  • As an action you can open the slits on a Scoutfly cage to emit a dim yellow light out to a radius of 10 feet. This light cannot be seen by creatures of the respective category if they do not have darkvision but is visible to everyone else.
  • While the Scoutfly cage is open you receive a +1 to checks when trying to find the respective resource.

Level 1

  • The dim light emitted from the cage is now 15 feet.
  • The bonus to checks to find the respective resource is now a +2
  • While the scoutfly cage is open, you receive a +1 when tracking a monster of the respective category.

Level 2

  • The dim light emitted from the cage is now 20 feet. While covered in this light, all monsters from the respective category have a minus to perception checks equal to the level of the equipped scoutfly
  • The bonus to checks to find the respective resource is now a +3
  • You receive a +2 to checks when tracking a monster of the respective category.
  • Scoutflies will turn red when a monster in the respective category is within 2 zones.

Level 3

  • While in darkness and covered in the dim light, you are invisible to any creature of the respective catagory that relies on darkvision to see you in that darkness.
  • Once a day, you can cast a shortened version of the spell faerie fire from the scoutfly cage. Any creature caught in the radius that is from the respective category makes the save with disadvantage. Any creature affected by faerie fire in this way glows until the end of your next turn.
  • When rolling to discover the respective resource and you succeed by 5 or more, you roll twice on the resource table and can choose between either roll.

Level 4

  • The shortened version of the Spell faerie fire now lasts twice as long.
  • You receive a +3 to checks when tracking a monster of the respective category.
  • When rolling to discover the respective resource and you succeed by 5 or more, you now roll twice on the resource table and collect both rolls. Materials rolled in this way are affected by any materials slotted.

Level 5

  • You can now cast the spell faerie fire from the scoutfly cage twice a day, bypasses abilities such as Legendary Resistance, and it now lasts three times as long
  • When rolling to discover the respective resource and you succeed by 5 or more, you now roll twice on the resource table and collect both rolls or can Choose once from the respective resource table
  • When a creature from the respective catagory is ready to be captures, the scoutflies glow pink.

Oils

Sword oil is specifically designed with the Sword and shield in mind and cannot be used by any other weapon. These oils can be applied as an action, or a bonus action using the "free hands" ability, and last for 1 minute; only one oil can be applied at a time. As an action the oil can be wiped off the blade allowing a new oil to be set.

Sword oils cannot be applied to a weapon underwater or if the character is suffering from waterblight. As well if a character is afflicted with waterblight, any oil on the weapon immediately gets washed off.

Affinity Oil

Recipe DC 11 (Makes 2)

Quantity Item
1 Flask of oil
1 Whetstone/Whetfish
2 Earth Crystal

After applying this oil, your weapon attack critical hit range is increased by 1.

Affinity Oil +

Recipe DC 15 (Makes 1)

Quantity Item
1 Affinity Oil
1 Machalite ore
2 Blue Mushroom

After applying this oil, your weapon attack critical hit range is increased by 2.

Destroyer Oil

Recipe DC 12 (Makes 2)

Quantity Item
1 Flask of oil
2 Carpenterbug
1 Blue Mushroom

You deal additional weapon damage equal to half your proficiency modifier when you hit with this weapon.

Destroyer Oil +

Recipe DC 15 (Makes 1)

Quantity Item
1 Destroyer Oil
1 Blue Cutthroat
2 Blue Mushroom

You deal additional weapon damage equal to your proficiency modifier when you hit with this weapon.

Minds Eye Oil

Recipe DC 13 (Makes 2)

Quantity Item
1 Flask of oil
2 Whetstone
3 Earth crystals

Any bludgeoning, piercing, or slashing damage dealt by this weapon bypass the damage resistances of any creature.

Minds Eye Oil +

Recipe DC 16 (Makes 1)

Quantity Item
1 Minds Eye Oil
2 Machalite Ore
1 Sap Plant
1 Blue Mushroom

Your attacks with this weapon bypass the damage resistances of any creature.

Stamina Oil

Recipe DC 13 (Makes 2)

Quantity Item
1 Flask of oil
2 Toadstool
1 Blue Mushroom

When you hit a creature with this weapon, it suffers a -1 penalty to its next saving throw. This penalty stacks, up to -3, reseting when the creature makes a saving throw.

Stamina Oil +

Recipe DC 16 (Makes 1)

Quantity Item
1 Stamina Oil
1 Wanchovy
1 Blue Mushroom

When you hit a creature with this weapon, it suffers a -1 penalty to its next saving throw. This penalty stacks, up to -5, reseting when the creature makes a saving throw.

Nurturing a Kinsect (WIP)

Unlike other weapons, the insect glaive comes with a partner; a kinsect. Like the person wielding the weapon, the kinsect can be nurtured to grow stronger and prove to be just as important as the one wielding it.

Like the insect glaive the kinsect can also be upgraded, this process is called nurturing and is virtually identical to upgrading your glaive with a few changes, one being, "kinsect slots".

When you first upgrade the Insect Glaive to uncommon rarity you get your kinsect, however the kinsect will be considered a common rarity. The rarity of the kinsect cannot supersede the rarity of the glaive.

Upgrading your Kinsect

In order to upgrade your kinsect you need to feed with with nourishment called "extract". Like weapons and armor you need the required materials to nourish your kinsect with enough extract for it to grow and get stronger, this process changes the way the kinsect looks and its shape. Its physical change has no effect on gameplay but allows the player to personalize their kinsect.

Rarity Resource Amount Needed Cost
Uncommon Paralarval Extract 5 250 gp
Rare Larval Extract 10 500 gp
Very Rare Pupa Extract 15 1,000 gp
Legendary Adult Extract 20 2,500 gp

Kinsect Slots

These slots are no different than standard weapon slots, Kinsects just have one extra slot per rarity level. The only material that can be slotted into kinsect slots are "jelly" and "ambrosia" materials.

Unlike weapon and armor materials, jellys and ambrosia are permanent when slotted into the kinsect and can only be removed via a rare substance called Reverse Ambrosia. This substance can remove as many jellys and ambrosias that are slotted onto the kinsect as needed with just one dose. As of now there are no known ways to collect or make this substance, however wandering traders have been known to sell them from time to time; for a price.

Kinsect Rarity
  • Common (2 Slots)
  • Uncommon (3 Slots)
  • Rare (4 Slots)
  • Very Rare (5 Slots)
  • Legendary (6 Slots)

Additional Kinsects

Kinsects are bought, bred, and sold at various markets. New kinsects can be bought 200 gp to be swapped with any currently equipped kinsect.

Swapping Kinsects is done through a chemical bonding process where the kinsect attaches a unique pheromone to you. Only one Kinsect can be bonded at any given time. Any unbonded kinsect must be left at a place where it can be fed and taken care of.

When traveling be sure to choose the right kinsect for you, as traveling with multiple kinsects can lead to a pheromone overload leaving the hunter without use of any kinsect.

Jelly and Ambrosia

These materials can be found in the wild by gathering insects and mushrooms, stronger ones can be cultivating using monster fluid; described below. Like Weapon and armor material rules, these follow similar guidelines.

  • Jellies and ambrosias of the same name do not stack.
  • A kinsect can only have one ambrosia of Rank 1 equipped at any given time.
  • Any extra damage dealt by the kinsect does not apply to the healing given by green essence.

Rank 1 (Takes up 1 Slot)

d3 Name Value Effect
1 Power Jelly 100 Your kinsect now deals extra damage equal to half your proficiency modifier, rounded down.
2 Heavy Jelly 100 Your kinsects critical hit range is increased by 1
3 Speed Jelly 100 Your kinsects normal effective range is increased by 10
d6 Name Value Effect
1 Fire Ambrosia 100 Your Kinsect now deals fire damage
2 Lightning Ambrosia 100 Your Kinsect now deals lightning damage
3 Thunder Ambrosia 100 Your Kinsect now deals thunder damage
4 Ice Ambrosia 100 Your Kinsect now deals cold damage
5 Water Ambosia 100 Your Kinsec now deals acid damage
6 Dragon Ambrosia 100 Your Kinsect now deals necrotic damage

Rank 2 (Takes up 2 slots)

d3 Name Value Effect
1 Power Jelly+ 240 Your kinsects damage now includes your ability modifier.
2 Heavy Jelly+ 240 Your kinsects critical hit range is increased by 2
3 Speed Jelly+ 240 Your kinsects normal effective range is increased by 25
d6 Name Value Effect
1 Fire Ambrosia+ 240 If your weapon has a material that deals fire damage, the kinsect deals and additional 1d4 fire damage.
2 Lightning Ambrosia+ 240 If your weapon has a material that deals lightning damage, the kinsect deals and additional 1d4 lightning damage.
3 Thunder Ambrosia+ 240 If your weapon has a material that deals thunder damage, the kinsect deals and additional 1d4 thunder damage.
4 Ice Ambrosia+ 240 If your weapon has a material that deals cold damage, the kinsect deals and additional 1d4 cold damage.
5 Water Ambosia+ 240 If your weapon has a material that deals acid damage, the kinsect deals and additional 1d4 cold damage.
6 Dragon Ambrosia+ 240 If your weapon has a material that deals necrotic damage, the kinsect deals and additional 1d4 necrotic damage.

Rank 3 (Takes up 3 slots)

d3 Name Value Effect
1 Power Jelly++ 360 Your kinsects damage now includes your ability modifier as well as your glaives' rarity damage modifier.
2 Heavy Jelly++ 360 Your kinsects critical hit range is increased by 3
3 Speed Jelly++ 360 Your kinsects normal effective range is increased by 40

Cultivating

Monster fluid, ores, and bones are valuable resources, the properties are often used for upgrading weapon and armor. It was discovered by Insect Glaive users that when these materials are used in the crafting of caontainers, they have a nurturing effect when certain ingredients are stored in them, causing them to change in interesting ways. Though this process takes time, it has been proven to be worth it.

Potters Tools

Name Item 1 Item 2 DC Quantity
MINERALS
Stone Urn Monster Fluid Stone 10 2
Iron Urn Monster Fluid Earth Crystal 13 2
Mach Urn Monster Fluid Machalite Ore 15 2
Dragon Urn Monster Fluid Dragonite Ore 17 2
Life Urn Monster Fluid Lifecrystals 20 2
Carb Urn Monster Fluid Carbalite Ore 22 2
BONEPILES
Bone Urn Monster Fluid Bone 10 2
Sm Bone Urn Monster Fluid Sm Monster Bone 13 2
Brute Urn Monster Fluid Brute Bone 15 2
Bone+ Urn Monster Fluid Monster Bone+ 17 2
Tough Urn Monster Fluid Monster Toughbone 20 2
Elder Urn Monster Fluid Elder Dragon Bone 22 2

Extended Gathering tables

Every local has an adjusted resource stat block. Insects and Mushrooms now have 2 extra items for players who wish to gather these new ingredients. On a success they roll d8 instead and acquire the appropriate item. If a player does not wish to gather these items then they can roll a d6 as usual. These tables are universal and can be used for any local.


Local

(Player Level 1-5)


Biome Universal

d8 Insect Mushroom
7 Paralarval Extract Roll 1d3 for R1 Jelly
8 Paralarval Extract Roll 1d6 for R1 ambrosia

Local

(Player Level 6-10)


Biome Universal

d8 Insect Mushroom
7 Paralarval Extract Roll 1d3 for R1 Jelly
8 Larval Extract Roll 1d6 for R1 ambrosia

Local

(Player Level 11-16)


Biome Universal

d8 Insect Mushroom
7 Larval Extract Roll 1d3 for R2 Jelly
8 Pupa Extract Roll 1d6 for R2 ambrosia

Local

(Player Level 17-20)


Biome Universal

d8 Insect (DC 18) Mushroom (DC 20)
7 Pupa Extract Roll 1d3 for R3 Jelly
8 Adult Extract Roll 1d6 for R2 ambrosia

Flower Fields (WIP)

The Flower Fields is a biome phenomena to the guild. Due to its unique flora and fauna diversity it is the only biome that can be found in any region regardless of climate. Whats remarkable is that its also due to this same diversity that it can also have its own self contained biome while within a certain region. Its not unheard of for a hunter to discover a blazing hot flower field biome while traversing the snowy mountain tops.

The standard environment of consist of a vast field covered in exotic flowers. the various plants here contain nectar with unique properties, and some are even man-eating. it’s primarily inhabited by uruki. like felynes, uruki will assist the hunter and will even gather items from defeated monsters. they’re known for growing the unique flowers around their territory to protect themselves, but this has only attracted forokururu—hummingbird-like bird wyverns who use the nectar to afflict status ailments—leaving them natural enemies.



Flower Fields (Spring)

Low Rank (Player Level 1-5)


Biome Forest, Plains, Hills, Varies*


Navigation DC Encounter DC Investigation DC Total Resources
13 18 12 7

  • Common Small Monsters Bullfango, Conga, Hornetaur, Kelbi, Mosswine, Lynaians, Vespoid
  • Common Large Monsters Bulldrome, Congalala, Espinas, Flaming Espinas, Hypnocakatrice, Kushala Daora, Tigrex
  • Common Weather warm temperature, light wind, light rain

Pollen Surge. Flowers are always blooming in every season causing the air to fill with pollen. Upon entering an area for the first time and on initiative count 20, 1d6 concentrated pockets of pollen fall from the sky covering a 10 foot by 10 foot space in a random location. Depending on the season determines the pollens effect. When a creature enters the area for the first time or starts their turn in the pollen, they must succeed on a DC 14 constitution saving throw or suffer the effects of the pollen. A creature can repeat the save at the end of their turn ending it on a success.

  • Spring – Sleep Pollen: A creature affected by this pollen must succeed on a constitution saving throw or fall unconscious for 1 minute, repeating the save at end of their next turn. The creature wakes up if the creature takes damage, or is shaken awake as an action, or succeeds on the repeat save.

Weather At the start of the hunt, roll on the table below to determine what type of weather is occurring in the area. Reroll each day or as you see fit.

d100 Weather
1-2 Thunderstorm
3-5 Heavy Rain
6-20 Rain
21-50 light Clouds
51-80 Clear skies
81-90 High Winds
91-99 Scorching Heat
100 Strange Phenomena

Resources

d6 Bonepile (DC 15) Insect (DC 13)
1 Bone Insect husks
2 Sm Bone Husk Worm
3 Lg Bone Husk Honey x2
4 Bird Wyvern Bone Honey x3
5 Bird Wyvern Bone Bitterbug
6 Brute Bone Godbug
d6 Mining (DC 17) Mushrooms (DC 14) Plants (DC 11)
1 Stone Nitroshroom Herb x2
2 Armor Sphere Blue Mushroom Tropical Berry x2
3 Earth Crystal Blue Mushroom Sleep Herb x2
4 Armor Sphere Blue Mushroom x2 Sap Plant x2
5 Earth Crystal Toadstool Felvine x2
6 Hard Armor Sphere Parashroom x2 Dragon Seed x2

Encounters

For every hour that passes, make an Encounter roll. If the roll equals or exceeds the Encounter DC, roll 1d10 and consult this table.

d10 Encounters
1 4 wild melynx fight aggressively over a piece of felvine
2 1 kelbi bursts out of the undergrowth with a pack of 1d4 ferocious and wild palamutes chasing after it.
3 1d6 + 2 Rachnoid
4 1 Iodrome or 1 great maccao
5 2d4 bnahabra
6 3 maccao
7 a high pitch bark is heard in the distance as a Young (Ebony) Odogaron approaches
8 1d4 Ceanataur and 1d4 Remobra
9 1d4 vespoids, 1d4 hornetaur, and 1d4 altaroth
10 1 Nerscylla


Flower Fields (Summer)

Low Rank (Player Level 1-5)


Biome Forest, Plains, Hills, Varies*


Navigation DC Encounter DC Investigation DC Total Resources
13 18 12 7

  • Common Small Monsters Apceros, Genprey, Kelbi, Lynaians, Mosswine, Velociprey, Vespoid
  • Common Large Monsters Aknosom, Arzuros, Espinas, Flaming Espinas, Garangolm, Rajang, Young Seregios
  • Common Weather Weather extreme heat (day) extreme cold (night), dry wind, sparce rain

Pollen Surge. Flowers are always blooming in every season causing the air to fill with pollen. Upon entering an area for the first time and on initiative count 20, 1d6 concentrated pockets of pollen fall from the sky covering a 10 foot by 10 foot space in a random location. Depending on the season determines the pollens effect. When a creature enters the area for the first time or starts their turn in the pollen, they must succeed on a DC 14 constitution saving throw or suffer the effects of the pollen. A creature can repeat the save at the end of their turn ending it on a success.

  • Summer – Itching Pollen: A creature affected by this pollen must succeed on a constitution saving throw or become irritated for 1 minute, repeating the save at end of their next turn. While irritated the creature’s movement speed Is halved and has disadvantage on all checks involving Dexterity and Intelligence with the exception of saving throws.

Weather At the start of the hunt, roll on the table below to determine what type of weather is occurring in the area. Reroll each day or as you see fit.

d100 Weather
1 Scorching Heat, Thunderstorm
2-5 Scorching Heat, Rain
6-30 Scorching Heat, Heavy Clouds (sky obscured)
31-50 Scorching Heat, Light Clouds
51-80 Scorching Heat, Clear Skies
81-85 Scorching Heat, High Winds
86-99 Scorching Heat
100 Strange Phenomena

                                                                                           

Resources

d6 Bonepile (DC 14) Insect (DC 14)
1 Bone Insect husks
2 Sm Bone Husk Bitterbug
3 Sm Bone Husk Carpenterbug
4 Lg Bone Husk Honey
5 Bird Wyvern Bone Spiderweb
6 Jumbo Bone Godbug
d6 Mining (DC 14) Mushrooms (DC 15) Plants (DC 12)
1 Stone Nitroshroom Fire Herb x2
2 Armor Sphere Blue Mushroom Ivy
3 Earth Crystal Blue Mushroom Cactus Flower
4 Armor Sphere Nitroshroom Bomberry
5 Earth Crystal Toadstool Felvine
6 Hard Armor Sphere Parashroom Fire Herb x3

Encounters

For every hour that passes, make an Encounter roll. If the roll equals or exceeds the Encounter DC, roll 1d10 and consult this table.

d10 Encounters
1 1d4 wild palamutes can be heard howling for a hunt as they rapidly approach
2 1d8 Hermitaur encircle and protect a small humanoid who appears to be injured
3 A sinkhole appears in the middle of the field, an ominous noise can be heard from within.
4 3d4 Gajalaka walking together in glee, each of them have a dead creature atop their spears.
5 1 great maccao
6 2d4+2 skeptical Gajalaka show signs of a willingness to trade to honorable people. One might still be wary.
7 1d4 Rachnoid
8 1d4 young seregios
9 1 pukei-pukei
10 1 Arzuros plus 2 Arzuros Cub


Flower Fields (Autumn)

Low Rank (Player Level 1-5)


Biome Forest, Plains, Hills, Varies*


Navigation DC Encounter DC Investigation DC Total Resources
13 18 12 7

  • Common Small Monsters Conga, Hornetaur, Kelbi, Konchu, Lynaians, Maccao, Mosswine, Vespoid
  • Common Large Monsters Congalala, Espinas, Flaming Espinas, Great Maccao, Pukei-Pukei, Scarred Yian Garuga, Kushala Daora
  • Common Weather Weather hot & humid temperature, Weather can drastically change overnight during this season.

Pollen Surge. Flowers are always blooming in every season causing the air to fill with pollen. Upon entering an area for the first time and on initiative count 20, 1d6 concentrated pockets of pollen fall from the sky covering a 10 foot by 10 foot space in a random location. Depending on the season determines the pollens effect. When a creature enters the area for the first time or starts their turn in the pollen, they must succeed on a DC 14 constitution saving throw or suffer the effects of the pollen. A creature can repeat the save at the end of their turn ending it on a success.

  • Autumn - Poison Pollen: A creature affected by this pollen must succeed on a constitution saving throw or become poisoned for 1 minute, repeating the save at end of their next turn. While poisoned in this way, the creature does not add their proficiency bonus to attack rolls and skill checks.

Weather At the start of the hunt, roll on the table below to determine what type of weather is occurring in the area. Reroll each day or as you see fit.

d100 Weather
1-2 Thunderstorm
3-10 Extreme Cold, Snow/Rain
11-20 Heavy Clouds, thick fog
21-50 Light Clouds
50-70 Clear Skies
71-90 High Winds
91-99 Scorching Heat
100 Strange Phenomena

Resources

d6 Bonepile (DC 13) Insect (DC 12)
1 Bone Insect husks
2 Bone Firefly
3 Sm Bone Husk Cricket
4 Lg Bone Husk Bitterbug
5 Lg Monster Bone Snakebee Larva
6 Jumbo Bone Flashbug
d6 Mining (DC 16) Mushrooms (DC 11) Plants (DC 14)
1 Stone Blue Mushroom x2 Nitroshroom
2 Earth Crystal Nitroshroom x2 Blue Mushroom
3 Armor Sphere Toadstool x2 Blue Mushroomm
4 Earth Crystal Parashroom Blue Mushroom x2
5 Armor Sphere Parashroom x2 Toadstool
6 Machalite Ore Exciteshroom x2 Parashroom

Encounters

For every hour that passes, make an Encounter roll. If the roll equals or exceeds the Encounter DC, roll 1d10 and consult this table.

d10 Encounters
1 A new guild scout is spotted behind some brush overlooking a band (5) of tied of wild melynx
2 1d6+2 shakalaka attempt to a raid on the party
3 1d8 + 1 Maccao
4 1 velociprey or 1 velocidrome
5 3 velociprey
6 2d6 Konchu
7 1 territorial Seltas
8 A king shakalaka riding upon a kelbi, eager to share information and stories
9 1 vespoid queen and 1d4 vespoids
10 1 sleeping Rathian


Flower Fields (Winter)

Low Rank (Player Level 1-5)


Biome Forest, Plains, Hills, Varies*


Navigation DC Encounter DC Investigation DC Total Resources
13 18 12 7

  • Common Small Monsters Anteka, Conga, Gowngoat, Hornetaur, Lynaians, Mosswine, Popo, Vespoid
  • Common Large Monsters Giadrome, Lagombi, Young Gammoth, Young Mizutsune
  • Common Weather Extreme Cold, light wind, light to heavy snow

Pollen Surge. Flowers are always blooming in every season causing the air to fill with pollen. Upon entering an area for the first time and on initiative count 20, 1d6 concentrated pockets of pollen fall from the sky covering a 10 foot by 10 foot space in a random location. Depending on the season determines the pollens effect. When a creature enters the area for the first time or starts their turn in the pollen, they must succeed on a DC 14 constitution saving throw or suffer the effects of the pollen. A creature can repeat the save at the end of their turn ending it on a success.

  • Winter – Sheer Pollen: A creature affected by this pollen must succeed on a constitution saving throw or become sheered for 1 minute, repeating the save at end of their next turn. While sheered, the creature does not add their dexterity or constitution modifier to their AC formula, as well they do not add their strength or dexterity modifier to their damage rolls.

Weather At the start of the hunt, roll on the table below to determine what type of weather is occurring in the area. Reroll each day or as you see fit.

d100 Weather
1 Extreme Cold, Blizzard/Thunderstorm
2-20 Extreme Cold, Snow/Rain
21-30 Extreme Cold
31-40 Extreme cold, Heavy Clouds, light snow
41-60 Extreme cold, Light Clouds
67-99 Extreme Cold, Clear Skies
100 Strange Phenomena

Resources

d6 Bonepile (DC 12) Insect (DC 15)
1 Bone Insect husks
2 Bone Insect husks x2
3 Sm Bone Husk Insect husks x3
4 Sm Bone Husk Insect husks x4
5 Sm Monster Bone Cricket
6 Sm Monster Bone Flashbug
d6 Mining (DC 15) Mushrooms (DC 13) Plants (DC 14)
1 Stone Blue Mushroom x2 Airweed
2 Ice Crystal Nitroshroom x2 Snow Herb x2
3 Armor Sphere Toadstool x2 Huskberry
4 Ice Crystal Parashroom x2 Huskberry
5 Armor Sphere Blue Mushroom x3 Bomberry
6 Machalite Ore Exciteshroom x2 Frozen Berry

Encounters

For every hour that passes, make an Encounter roll. If the roll equals or exceeds the Encounter DC, roll 1d10 and consult this table.

d10 Encounters
1 1d4+3 anteka harassing a Felyne
2 1d8+1 gowngoat
3 2d8 popo
4 Quadruped tracks that turn bipedal and slowly fade away.
5 1d8 giaprey
6 1 giadrome
7 A small herd (1d4+1) of lagombi kits
8 1d6 blango
9 1 young mizutsune
10 1 young gammoth

Optional Rule set

Elemental Weakness

Often times double damage, vulnerability, can be too much for any single monster to handle without making an encounter easier than it should be. You can instead dumb down a vulnerability to become a weakness. Unlike resistance which halves damages, instead we will add an additional damage die to the triggering damage of that type. Below is a table to apply a proper weakness to the monster without adding too much damage the way the "Vulnerability" tag does. With this additional damage comes additional immunities and resistances. These new resistances, immunities, and weakness will override any existing one in the monsters stat block.

Because cold damage and water damage get merged into one, we are going to make a distinct separation; water damage will now become the acid damage typing. Here is an example.

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Tetranadon (CR 6) 1d6 Immune 1d10 - resistant
Tetsucabra (CR 4) Immune 1d10 1d8 - resistant
Zamtrios (CR 5) 1d6 Immune 1d4 Immune resistant

Due to the nature of 5e "cold" damage has become the combination of water attacks and ice attacks. Normally the Tetranadon is not immune to cold damage but would be neutral and instead would be immune to water damage, but now that we have separated the two we can give the immunity over to water damage, which now acid damage, and cold damage becomes "normal", meaning the monster receives no increase in damage nor does it receive a decrease either.

Lets say you attack the same monster with an attack or spell that deals fire damage. According to the chart the monster will receive an additional 1d6 fire damage. If a creature can make multiple attacks it will receive an additional damage die each time it strikes a monster with the appropriate element.

There are some exceptions however with certain spells. If a spell allows you to target the same creature more than once without making an attack roll or saving throw, the spell can only activate the elemental weakness once regardless of how many times the spell hits the creature.

For now there are several damage types that have no calculation. These include, Poison, Radiant, Force, Thunder, and the 3 basic forms of damage; magical/nonmagical bludgeoning, piercing, and slashing damage. Currently Poison damage is a work in progress.

Using this optional ruleset can still upset the challenge rating of encounters however it will not be to the severity of adding monster vulnerabilities. All this in largely in an attempt to give meaning to elemental damage.

If there ever seems to be a moment where a monster seems to be having their health sapped, simply add another hit die or 4 of their hp to their total health to help compensate. Perhaps throw some smaller monsters into the mix that are resistant to the element at hand.

One thing to note is that several monsters, including the younger versions, do not have any adjusted immunities and weakness. This is largely due to the fact that they are non canonical as i have no base to judge them on. You can of course you the adult version and use those stats on the younger versions by simply lowering the damage die.

Other monsters such as the herbivores, i considered them a non threat and not needing of extra damage. enemies on that low of a challenge rating would basically become overlooked as they can be killed outright at within just a handful of levels.

anomalies

There are some monsters that have various states during a hunt. these monsters are complex and cannot be given a simply damage bonus without having them shift back and forth during the hunt. As well they tend to have their own built in mechanics withing their own statblock. This is noted primarily in the elder dragons weakness table as some elder dragon have been left blank; (---).

Weakness tables

Amphibians

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Tetranadon (CR 6) 1d6 Immune 1d10 - resistant
Tetsucabra (CR 4) Immune 1d10 1d8 - resistant
Zamtrios (CR 5) 1d6 Immune 1d4 Immune resistant

Bird Wyverns

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Aknosom (CR 6) Immune 1d8 1d6 - Immune
Gypceros (CR 8) 1d10 1d4 Immune 1d4 resistant
Hypnocatrice (CR 4) 1d6 - - - -
Malfestio (CR 9) - 1d6 - resistant resistant
Qurupeco (CR 6) resistant 1d8 1d4 1d10 resistant
Pukei-Pukei (CR 4) - Immune 1d10 1d6 resistant
Coral Pukei-Pukei (CR 10) resistant Immune 1d4 1d10 resistant
Yian Garuga (CR 7) Immune 1d10 Immune - 1d4
Scarred Yian Garuga (CR 16) Immune 1d10 Immune - 1d4
Yian Kut-Ku (CR 3) - 1d8 1d6 1d4 Immune
Blue Yian Kut-Ku (CR 5) - 1d8 1d6 1d4 Immune

Brute Wyverns

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Anjanath (CR 7) Immune 1d10 - 1d6 resistant
Fulgur Anjanath (CR 15) - 1d10 Immune 1d4 resistant
Banbaro (CR 12) - Immune resistant Immune 1d4
Brachydios (CR 17) Immune 1d4 resistant 1d6 resistant
Raging Brachydios (CR 22) Immune 1d4 resistant 1d6 resistant
Barroth (CR 4) 1d10 Immune Immune 1d6 -
Baby Barroth (CR 1/4) --- --- --- --- ---
Deviljho (CR 18) - - 1d8 - 1d8
Savage Deviljho (CR 22) 1d4 1d4 1d10 - 1d10
Duramboros (CR 9) 1d6 resistant - 1d4 -
Glavenus (CR 13) Immune 1d6 - 1d4 -
Acidic Glavenus (CR 19) 1d6 Immune - - -
Radobaan (CR 10) - resistant - 1d4 1d6
Uragaan (CR 6) Immune 1d10 resistant 1d4 1d6

Carapaceon

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Shogun Ceanataur (CR 13) 1d4 resistant 1d10 - Immune
Daimyo Hermitaur (CR 9) 1d4 resistant 1d10 - immune
Shen Gaoren (CR 30) 1d4 resistant resistant Immune 1d8

Elder Dragons

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Alatreon (CR 21) --- --- --- --- ---
Tempered Alatreon (MHW) (CR 30) --- --- --- --- ---
Amatsumagatsuchi (CR 17) 1d6 Immune resistant - 1d8
Behemoth (CR 27) resistant - resistant resistant 1d4
Ceadeus (CR 26) resistant Immune Immune 1d8 1d10
Chameleos (CR 14) 1d6 Immune - Immune 1d4
Dalamadur (CR 18) resistant resistant - - 1d4
Shah Dalamadur (CR 30) resistant - 1d4 1d4 1d8
Dire Miralis (CR 11) Immune resistant - - 1d10
Fatalis (CR 28) - resistant resistant - 1d4
Gogmazios (CR 19) 1d6 Immune resistant resistant 1d10
Jhen Mohran (CR 26) Immune resistant resistant 1d6 1d4
Kirin (CR 12) 1d4 - Immune - resistant
Kulve Taroth (CR 21) Immune - - - -
Kushala Daora (CR 15) - resistant 1d4 Immune resistant
Lao-Shan Lung (CR 30) 1d8 resistant 1d4 resistant 1d10
Lunastra (CR 12) Immune resistant resistant 1d4 -
Nakarkos (CR 20) - Immune resistant Immune 1d4
Namielle (CR 14) 1d6 Immune Immune - 1d4
Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Nergigante (CR 23) resistant resistant 1d4 resistant -
Ruiner Nergigante (CR 30) resistant resistant --- resistant 1d4
Safi'jiiva (CR 29) --- --- --- --- ---
Shara Ishvalda (Shell) (CR 25) --- --- --- --- ---
Shara Ishvalda (True Form) (CR 26) --- --- --- --- ---
Teostra (CR 13) Immune 1d4 resistant - resistant
Thunder Serpent Narwa (CR 19) Immune Immune Immune -
Vaal Hazak (CR 24) 1d6 resistant - 1d4 Immune
Blackveil Vaal Hazak (CR 26) 1d4 resistant --- --- 1d4
Valstrax (CR 16) - 1d4 1d4 1d4 Immune
Crimson Glow Valstrax (CR 22) --- --- --- --- ---
Velkhana (CR 17) 1d10 resistant - Immune 1d4
Wind Serpent Ibushi (CR 19) 1d4 - resistant resistant 1d6
Xeno'jiiva (CR 25) 1d4 - - - 1d4
Yama Tsukami (CR 18) Immune resistant resistant - 1d6

Fanged Beasts

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Arzuros (CR 4) 1d6 resistant - 1d4 immune
Bloodsoaked Arzuros (CR 11) 1d4 - resistant immune
Bishaten (CR 7) - immune resistant 1d4 Immune
Blood Orange Bishaten (CR 12) Immune 1d6 1d4 Resistant Immune
Blangonga (CR 9) 1d6 resistant 1d4 Immune Immune
Bulldrome (CR 2) 1d4 resistant 1d8 resistant Immune
Congalala (CR 6) 1d4 - 1d4 - Immune
Gammoth (CR 16) - resistant - Immune Immune
Goss Harag (CR 18) 1d8 Immune - Immune Immune
Garangolm (CR 16) resistant Immune 1d4 resistant Immune
Kecha Wacha (CR 6) 1d4 Immune resistant - Immune
Lagombi (CR 3) 1d8 Immune 1d4 Immune Immune
Rajang (CR 15) Immune resistant Immune 1d4 Immune
Furious Rajang (CR 21) Immune resistant Immune 1d4 Immune
Volvidon (CR 5) Immune 1d6 - 1d4 Immune

Fanged Wyverns

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Dodogama (CR 7) Immune - 1d6 - resistant
Great Girros (CR 6) resistant 1d6 Immune - resistant
Great Jagras (CR 4) 1d6 Immune - resistant resistant
Magnamalo (CR 17) Immune 1d4 - resistant Immune
Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Odogaron (CR 8) resistant resistant - 1d6 Immune
Ebony Odogaron (CR 12) - 1d4 - - resistant
Tobi-Kadachi (CR 6) - 1d6 Immune resistant resistant
Viper Tobi-Kadachi (CR 9) resistant immune 1d6 1d4 resistant
Zinogre (CR 10) resistant resistant Immune - resistant

Flying Wyverns

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Akantor (CR 20) Immune resistant 1d4 Immune 1d6
Astalos (CR 9) resistant resistant Immune - resistant
Barioth (CR 15) 1d4 resistant - Immune resistant
Frostfang Barioth (CR 20) 1d6 resistant - Immune resistant
Basarios (CR 6) - 1d4 - - 1d6
Bazelgeuse (CR 17) Immune resistant 1d4 - -
Seething Bazelgeuse (CR 21) Immune resistant - 1d4 resistant
Diablos (CR 18) Immune 1d6 - 1d8 1d6
Gigginox (CR 10) 1d6 - Immune Immune resistant
Gravios (CR 14) Immune 1d10 resistant - 1d8
Khezu (CR 10) 1d8 resistant Immune resistant resistant
Legiana (CR 13) - resistant 1d4 Immune resistant
Shrieking Legiana (CR 17) 1d4 resistant - Immune resistant
Monoblos (CR 12) - Immune 1d6 1d8 Immune

Flying Wyverns (cont.)

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Nargacuga (CR 11) 1d4 Immune 1d6 resistant resistant
Silverwind Nargacuga (CR 19) 1d4 resistant resistant 1d6 -
Paolumu (CR 7) 1d6 Immune 1d4 - -
Nightshade Paolumu (CR 12) - 1d8 resistant resistant Immune
Rathalos (CR 10) Immune resistant - resistant 1d6
Rathian (CR 8) Immune resistant - resistant 1d6
Seregios (CR 7) Immune resistant 1d4 - resistant
Tigrex (CR 16) Immune resistant 1d4 resistant 1d4
Brute Tigrex (CR 20) Immune 1d4 1d4 - -
Ukanlos (CR 20) 1d6 resistant 1d4 Immune -

Leviathans

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Almudron (CR 15) 1d8 Immune resistant 1d6 resistant
Gobul (CR 7) resistant Immune 1d4 resistant Immune
Lagiacrus (CR 14) 1d6 immune Immune resistant -
Royal Ludroth (CR 5) 1d10 immune - resistant Immune
Mizutsune (CR 11) resistant immune 1d6 - 1d4
Nibelsnarf (CR 8) Immune 1d4 - 1d6 resistant
Somnacanth (CR 10) - Immune 1d6 Immune Immune
Agnaktor (CR 6) Immune 1d6 Immune 1d4 resistant

Neopterons

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Ahtal-Ka (CR 23) Immune 1d4 1d6 resistant Immune
Ahtal-Neset (CR 23) resistant 1d4 resistant resistant Immune
Seltas (CR 3) 1d4 - 1d6 - Immune
Seltas Queen (CR 11) 1d4 Immune resistant 1d6 Immune

Piscine Wyverns

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Beotodus (CR 12) 1d8 resistant - Immune Immune
Cephadrome (CR 7) Immune - 1d4 1d6 resistant
Jyuratodus (CR 11) - Immune 1d4 resistant resistant
Lavasioth (CR 13) Immune 1d4 Immune Immune resistant
Plesioth (CR 9) 1d6 Immune 1d8 resistant resistant

Snake Wyverns

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Najarala (CR 9) Immune resistant 1d4 resistant resistant

Temnoceran

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Nerscylla (CR 6) 1d6 Immune resistant resistant Immune
Rakna-Kadaki (CR 17) Immune resistant Immune 1d4 Immune

Theropods

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Great Baggi (CR 2) 1d6 - 1d4 Immune Immune
Gendrome (CR 1) 1d6 - 1d8 1d8 -
Giadrome (CR 2) 1d6 - 1d4 resistant resistant
Iodrome (CR 1) 1d4 1d6 1d6 - -
Great Izuchi (CR 3) - - 1d4 - resistant
Great Jaggi (CR 2) 1d6 - 1d4 1d4 resistant
Kulu-Ya-Ku (CR 4) - 1d4 - - -
Great Maccao (CR 2) 1d6 - - - resistant
Tzitzi-Ya-Ku (CR 6) - - 1d4 1d4 -
Velocidrome (CR 1) 1d4 1d4 1d4 1d6 -
Great Wroggi (CR 2) Immune 1d4 resistant 1d10 Immune

Unknown

Weakness Fire Water (Acid) Lightning Ice (Cold) Dragon (Necrotic)
Gore Magala (CR 21) 1d4 Immune - resistant resistant
Shagaru Magala (CR 25) 1d4 Immune - resistant 1d6
Leshen (CR 12) 1d6 Immune - resistant -
Ancient Leshen (CR 21) 1d6 Immune - resistant -

Amphibians



Tetranadon


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Tetranadon Beak. (AC 17; HP 16)
After breaking this part, all water bolt attacks are made with disadvantage.

Tetranadon Belly/Torso (AC 16; HP 27)
After breaking this part, the tetranadon makes constitution saving throw to regurgitate with disadvantage. If the tetranadon fails the save by 5 or more, its speed is halved until the end of its next turn.

Tetranadon Arm (AC 17; HP 11) This part can be broken two times, once for each arm. You can track each arm separately or as a whole, resetting the health once its reached 0; damage does not rollover from one arm to another. For each arm that is destroyed an additional effect will come into play.

(1) Palm strikes damage now deals 1d8+3 damage.

(2) Stunning strike now recharges on a 5-6

Tetranadon Carapace/Back (AC 16; HP 30)
After breaking this part, any creature that makes a saving throw in response to Deadly Leap does so with advantage.

Shiny Drop

Immediately after the Tetranadon regurgitates, a shiny drops; Roll 1d00. This Shiny drop can happen for a total of 3 times.

d100
1-20 Tetranadon Hide
21-40 Tetranadon Carapace
41-90 Shiny Nacre
91-100 Tetranadon Disc

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Tetranadon Beak
d20
2-7 Tetranadon Hide
11-14 Tetranadon Beak
Tetranadon Belly/Torso
d20
2-7 Tetranadon Hide
13-20 Aqua Sac
Tetranadon Arm
d6
2-6 Tetranadon Hide
Tetranadon Carapace/Back
d6
2-6 Tetranadon Carapace


Tetsucabra


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Tetsucabra Jaw (AC 15; HP 22) This part can be broken two times, once for each tusk. You can track each tusk separately or as a whole, resetting the health once its reached 0; damage does not rollover from one tusk to another. For each tusk that is destroyed an additional effect will come into play.

(1) Boulder Toss max range is now 80 feet.

(2) The Dig ability now digs up a smaller boulder with 6 AC, 3 HP, and granting only a +1 to the Tetsucabras AC; in addition all Gore attacks are made with disadvantage.

Tetsucabra Back (AC 16; HP 30)
After breaking this part, The Standing Leap ability now provokes attacks of opportunity.

Tetsucabra Legs (AC 15; HP 18) This part can be broken two times, once for each leg. You can track each leg separately or as a whole, resetting the health once its reached 0; damage does not rollover from one leg to another. For each leg that is destroyed an additional effect will come into play.

(1) The Tetsucabra burrow speed and swim speed are halved.

(2) All Stomp attacks are made with disadvantage.

Shiny Drop

If the Tetsucabra is holding a boulder and is critically hit, succumbs to a status condition, or the boulder is destroyed, the Tetsucabra drops a Shiny on the ground.

d20
1-5 Jumbo Bone
6-10 Toad Tear
11-15 Paddock Oil
16-20 Large Toad Tear

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Tetsucabra Jaw
d20
10-16 Dignified Skull
17-20 Tetsucabra Tusks
Tetsucabra Back
d20
1-7 Tetsucabra Scale
8-12 Tetsucabra Shell
Tetsucabra Legs
d20
1-7 Tetsucabra Scale
8-12 Tetsucabra Shell
13-19 Tetsucabra Claw


Zamtrios


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Zamtrios Head. (AC 17; HP 38)
After breaking this part, any creature that makes a saving throw in response to Ice Drill does so with advantage.

Zamtrios Dorsal Fin. (AC 17; HP 34)
After breaking this part, the zamtrios swim speed is reduced by 15 feet, additionally its tremorsense is halved.

Zamtrios Leg. (AC 16; HP 18) This part can be broken twice, once for each leg. You can track each leg separately or as a whole, resetting the health once its reached 0; damage does not rollover from one leg to another. For each leg destroyed an additional effect will come into play.

(1) The Zamtrios land speed is reduced by 10

(2) The Zamtrios burrow speed is halved and has disadvantage on stealth checks.

Zamtrios tail. (AC 16; HP 28) Not Severable
After breaking this part, any creature that makes a saving throw in response to the Zamtrios Water Torrent action does so with advantage.

Recurring Ice

Ice Armor (AC 17; HP 20) This part does not contribute to the monster total health pool. Whenever the Zamtrios uses the Ice Amrmor ability this part regenerates all lost hit points, up to 20, and can then be targeted.

Destroying this part immediately ends the Ice Armor ability. When this part is destroyed it drops a "Shiny" on the ground next to the Zmatrios.

d100
1-10 Paddock Oil
11-95 Ice Crystal
96-100 Frost Sac

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Zamtrios Head
d20
2-20 Zamtrios Sawtooth
Zamtrios Dorsal Fin
d20
3-10 Zamtrios Hide
11-15 Zamtrios Scale
16-19 Zamtrios Fin
20 2x Zamtrios Fin
Zamtrios Leg
d20
3-10 Zamtrios Hide
11-15 Zamtrios Scale
16-19 Zamtrios Fin
Zamtrios Tail
d20
1-9 Zamtrios Hide
10-16 Zamtrios Scale
17-20 Zamtrios Tailblade

Bird Wyverns



Aknosom


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Aknosom Beak (AC 18; HP 31)
After breaking this part, any creature that makes a saving throw in response to Fireball Barage does so with advantage.

Aknosom Crest (AC 17; HP 40)
After breaking this part, any creature that makes a saving throw in response to the Charge ability does so with advantage. In addition the extra damage from charge is now 1d6.

Aknosom Wing (AC 17; HP 20) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing that is destroyed an additional effect will come into play.

(1) Wings damage die is reduce to 1d12.

(2) All wing attacks are made with disadvantage.

Aknosom Tail (AC 18; HP 25) Not Severable
After breaking this part, any creature that makes a saving throw in response to Fireball Barrage does so with advantage.

Tactical Shiny

When a creature makes a saving throw in response to charge and succeeds by 5 or more, they can immedialtly use their reaction to make an attack; this attack does not count as an attack of oppurtinuty. If the attack hits the Aknosom stumbles 10 feet forward and falls prone.

If movement in this way were to cause the Aknosom to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After which a Shiny Drops on the ground; Roll 1d100. This shiny can drop can happen for a total of 3 times.

d100
1-50 Wyvern Tear
51-85 Aknosom Scale
86-100 Aknosom Feather

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Akansom Beak
d20
1-6 Aknosom Scale
11-15 Aknosom Beak
Akansom Crest
d20
16-20 Aknosom Crest
Akansom Wing
d20
7-13 Aknosom Feather
Akansom Tail
d20
1-6 Aknosom Scale
17-20 Med Monster Bone

Gypceros


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Gypceros Crest. (AC 18; HP 46)
After breaking this part, the Gypceros Flash ability recharges on a 6 and its radius is reduced to 30-feet.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Gypceros Crest
d20
16-18 Lightcrystal
19-20 Gypceros Head

Hypnocatrice


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Hypnocatrice Beak. (AC 16; HP 25)
After breaking this part, the Hypnocatrice Peck damage die is reduced by one size down. Ie. 2d8 becomes 2d6.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Hypnocatrice Beak
d20
9-17 Sleep Sac
18-20 Hypno Beak


Malfestio


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Malfestio Head. (AC 19; HP 40)
After breaking this part, the Malfestos Sonic Wave attack action now recharges on a 6.

Malfestio wings. (AC 18; HP 44)
After breaking this part, the Malfestos flying speed is reduced by 10-feet and it looses its Flyby ability. If the Malfesto is flying when its wings break, it falls to the ground prone and takes 1d6 bludgeoning damage for every 10 feet the creature fell.

Malfestio tail. (AC 19; HP 35) Not Severable
After breaking this part, the Malfesto makes all Tail attacks with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Malfestio Head
d20
1-6 Malfestio Ear
9-12 Azure feather
Malfestio wings
d20
6-11 Malfestio Wingtalon
19-20 Malfestio Webbing
Malfestio tail
d20
1-6 Malfestio Tailfeather
12-19 Azurefeather

Qurupeco \ C.Qurupeco


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Qurupeco Beak. (AC 19; HP 40)
After breaking this part, the Qurupeco Innate Spellcasting now has "(recharge a 4-6)".

Qurupeco Wing Flints. (AC 18; HP 24)
After breaking this part, all saving throws made in response to the Flint action are made with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Qurupeco Beak
d20
13-16 Med Monsterbone
17-20 Alluring Beak
Qurupeco Wing Flints
d20
3-11 Qurupeco Feather
12-16 Vivid Feather
17-20 Flintstone


Pukei-Pukei


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Pukei-Pukei Head. (AC 13; HP 22)
After breaking this part, the Pukei-Pukei looses its Diet ability.

Pukei-Pukei Back. (AC 14; HP 25)
After breaking this part, the Pukei-Pukei looses its +4 to constitution saving throws.

Pukei-Pukei Wings. (AC 13; HP 20)
After breaking this part, the Pukei-Pukei's flying speed becomes 20. If the Pukei-Pukei is flying when the wings break, it falls to the ground prone and takes 1d6 bludgeoning damage for every 10 feet the creature fell.

Pukei-Pukei Tail. (AC 14; HP 30) Severable
When the tail is severed the Pukei-Pukei moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Pukei-Pukei to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Pukei-Pukei makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used and the poison spray now shoots in a 15-foot cone.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Pukei-Pukei Head
d20
11-16 Pukei-Pukei Sac
Pukei-Pukei Back
d20
1-5 Pukei-Pukei Shell
Pukei-Pukei Wings
d20
17-20 Pukei-Pukei Wing
Pukei-Pukei Tail (Severed)

Cutting off the tail allows a separate roll for any one of the listed materials above. Alternatively you can acquire a Pukei-Pukei tail worth 150 GP.



Coral Pukei-Pukei


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Coral Pukei-Pukei Head. (AC 17; HP 23)
After breaking this part, the Coral Pukei-Pukei looses its +4 to hit on its Water Glob attack action.

Coral Pukei-Pukei Back. (AC 19; HP 26)
After breaking this part, the Coral Pukei-Pukei has disadvantage on constitution saving throws.

Coral Pukei-Pukei Wings. (AC 17; HP 21)
After breaking this part, the Coral Pukei-Pukei flying speed becomes 20. If the Coral Pukei-Pukei is flying when the wings break, it falls to the ground prone and takes 1d6 bludgeoning damage for every 10 feet the creature fell.

Coral Pukei-Pukei Tail. (AC 18; HP 31) Severable
When the tail is severed the Coral Pukei-Pukei moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Coral Pukei-Pukei to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Coral Pukei-Pukei makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used and any saving throws made in response to the Water Jet - Spiral attack action are made with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Coral Pukei-Pukei Head
d20
11-16 Large Coral Pukei-Pukei Sac
Coral Pukei-Pukei Back
d20
1-5 Coral Pukei-Pukei Cortex
Coral Pukei-Pukei Wings
d20
17-20 Coral Pukei-Pukei Fellwing
Coral Pukei-Pukei Tail (Severed)
d20
7-13 Coral Pukei-Pukei Lash


Yian Garuga


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Yian Garuga Beak. (AC 17; HP 22)
After breaking this part, the Yian Garuga can now only make one peck attack when using its multiattack.

Yian Garuga Ear. (AC 18; HP 22)
After breaking this part, the Yian Garuga Sensitive Ears saving throws are made with disadvantage.

Yian Garuga wings. (AC 19; HP 22)
After breaking this part, the Yian Garuga flying speed is reduced by 10-feet and it looses its Flyby ability. If the Yian Garuga is flying when its wings break, it falls to the ground prone and takes 1d6 bludgeoning damage for every 10 feet the creature fell.

Yian Garuga Chest. (AC 17; HP 30)
After breaking this part, the Yian Garugas Violent Roar ability recharges on a 6.

Yian Garuga tail. (AC 18; HP 31) Severable
After breaking this part, the Yian Garuga makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used.

When the tail is severed the Yian Garuga moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Yian Garuga Beak
d20
15-20 Rejuvenated Beak
Yian Garuga Ear
d20
16-20 Garuga Ear
Yian Garuga Wings
d20
14-19 Garuga Wing
Yian Garuga Chest
d20
10-14 Garuga Mane
Garuga Tail (Severed)
d20
8-13 Garuga Tail


Scarred Yian Garuga


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Scarred Garuga Beak. (AC 22; HP 40)
After breaking this part, the Scarred Yian Garuga can now only make one peck attack when using its multiattack.

Scarred Garuga Ear. (AC 23; HP 35)
After breaking this part, the Yian Garuga has disadvantage on any checks or saving throws that rely on hearing.

Scarred Garuga wings. (AC 23; HP 30)
After breaking this part, the Scarred Yian Garuga flying speed is reduced by 10-feet and it looses its Flight legendary action. If the Scarred Yian Garuga is flying when its wings break, it falls to the ground prone and takes 1d6 bludgeoning damage for every 10 feet the creature fell.

Scarred Garuga Chest. (AC 22; HP 50)
After breaking this part, the Scarred Yian Garugas Fire Barrage ability recharges on a 6.

Scarred Garuga tail. (AC 24; HP 45) Severable
When the tail is severed the Yian Garuga moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Scarred Yian Garuga to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Scarred Yian Garuga makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option and the Poisoned Tail legendary action cannot be used.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Scarred Garuga Beak
d20
12-18 Fancy Beak
Scarred Garuga Ear
d20
16-20 Garuga Auricle
Scarred Garuga Wings
d20
13-19 Garuga Fellwing
Scarred Garuga Chest
d20
10-15 Garuga Silverpelt
Garuga Tail (Severed)
d20
8-13 Garuga Tail

Yian Kut-Ku / Blue Yian Kut-Ku


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Yian Kut-Ku Ear. (AC 16; HP 25)
After breaking this part, when the Yian Kut-Ku makes saving throws with its Sensitive Ears ability, it does so with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Yian Kut-Ku Ear
d20
1-7 Kut-Ku Scale
13-16 Kut-Ku Ear
17-20 Kut-Ku Auricle

Brute Wyverns



Anjanath


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Anjanath Head. (AC 15; HP 24) This part can be broken two times. When the Anjanath Head reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. Damage does not rollover from one break to another. When this part reaches 0 HP for the second time, its considered Broken. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Firebreath does so with advantage.

(2) All Bite attacks are made with Disadvantage.

Anjanath Legs. (AC 16; HP 42)
After Breaking this part, the Anjanath had disadvantage on Dexterity saving throws.

Anjanath Tail. (AC 15; HP 46) Severable
When the tail is severed the Anjanath moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Anjanath to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Anjanath makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.


Anjanath Head (Scarred)
d20
5-9 Anjanath Fang
10-17 Anjanath Nosebone
Anjanath Head (Broken)
d20
5-9 Anjanath Fang
10-17 Anjanath Nosebone
19-20 Anjanath Plate

Anjanath Legs
d20
5-11 Anjanath Scale
15-20 Wyvern Tear
Anjanath Tail (Severed)
d20
12-18 Anjanath Tail
19-20 Anjanath Plate


Fulgur Anjanath


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Fulgur Anjanath Head. (AC 18; HP 36) This part can be broken two times. When the Fulgur Anjanath Head reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. Damage does not rollover from one break to another. When this part reaches 0 HP for the second time, its considered Broken. Each time the part is destroyed an additional effect will come into play.

(1) Bites damage is reduced by 1d12.

(2) All Electric Snot attacks are made with Disadvantage.

Fulgur Anjanath Legs. (AC 19; HP 60)
After Breaking this part, Any creature that makes a saving throw in response to Lightning Charge does so with advantage.

Fulgur Anjanath Tail. (AC 18; HP 53) Severable
When the tail is severed the Fulgur Anjanath moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Fulgur Anjanath to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Fulgur Anjanath makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.


Fulgur Anjanath Head (Scarred)
d20
5-9 Fulgur Anjanath Hardfang
10-17 Heavy Fulgur Anjanath Nosebone
Fulgur Anjanath Head (Broken)
d20
5-9 Fulgur Anjanath Hardfang
10-17 Heavy Fulgur Anjanath Nosebone
19-20 Fulgur Anjanath Mantle

Fulgur Anjanath Legs
d20
5-11 Fulgur Anjanath Shard
15-20 Wyvern Tear
Fulgur Anjanath Tail (Severed)
d20
12-18 Fulgur Anjanath Lash
19-20 Fulgur Anjanath Mantle


Banbaro


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Banbaro Horn. (AC 17; HP 40) This part can be broken two times. When the Horns reach 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The Horns cannot be severed until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) All Horn attacks are made with disadvantage.

(2) The Improvised Weapon ability now recharges on a 5-6.

Banbaro Legs. (AC 17; HP 40)
After breaking this part, any creature that makes a saving throw in response the boulder Horn attack action does so with advantage.

Banbaro tail. (AC 18; HP 55) Severable
When the tail is severed the Banbaro moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Banbaro to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Banbaro makes all Hip Check attacks with disadvantage. In addition if this part was severed, all Throw attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.


Banbaro Horn (Scarred)
d20
1-6 Banbaro Chine
7-14 Banbaro Cortex
Banbaro Horn (Broken)
d20
5-12 Banbaro Cortex
19-20 Banbaro Great Horn

Banbaro Legs
d20
5-12 Banbaro Cortex
14-18 Dash Extract
Banbaro Tail (Severed)
d20
10-18 Banbaro Lash
19-20 Banbaro Gem


Brachydios


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Brachydios Head. (AC 20; HP 82)
After Breaking this part, all Horn attacks are made with disadvantage.

Brachydios Arms. (AC 20; HP 100)
After Breaking this part, all Fist attacks do 1d8 less damage.

Brachydios Tail. (AC 21; HP 70) Severable
When the tail is severed the Brachydios moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Brachydios to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, any creature that makes a saving throw in response to Chemical Reaction does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Brachydios Head
d20
1-5 Brach Carapace
9-15 Brach Scalp
Brachydios Arm
d20
1-7 Brach Ebonshell
8-11 Mystery Slime
12-15 Brach Hammer
16-20 Brach Pounder
Brachydios Tail (Severed)
d20
1-7 Brach Ebonshell
8-14 Brach Tail
15-18 Brach Marrow
19-20 Brach Gem


Raging Brachydios


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Raging Brachydios Head. (AC 20; HP 94)
After Breaking this part, the Horn attack action now only covers a 5-foot radius.

Raging Brachydios Arms. (AC 20; HP 65) This part can be broken two times, one for each arm. You can track each arm separately or as a whole, resetting the health once its reached 0; damage does not rollover from one arm to another. For each arm destroyed an additional effect will come into play.

(1) all Fist attacks do 1d8 less damage.

(2) all Fist attacks are made with disadvantage.

Raging Brachydios Tail. (AC 21; HP 86) Severable
When the tail is severed the Raging Brachydios moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Raging Brachydios to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, any creature that makes a saving throw in response to Chemical Reaction does so with advantage.

Weakened Slime

For each part broken, the damage caused by Detonate is less effective. The reduction in damage is not cumulative but instead moves on to the next effect

(1) Damage is reduced by 1

(2) Detonate damage now deals 5 (2d4) fire damage.

(3) Detonate damage now deals 3 (2d4-2) fire damage (minimum of 1 fire damage).

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Raging Brachydios Head
d20
13-15 Immortal Reactor
16-20 Brach Warhead
Raging Brachydios Arm
d20
1-6 Indestructable Ebonshell
7-12 Flashpoint Slime
13-17 Brach Obliterator
Raging Brachydios Tail (Severed)
d20
1-6 Indestructable Ebonshell
9-13 Brachydios Lash
18-20 Brach Pallium


Barroth


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Barroth Head. (AC 17; HP 27)
After Breaking this part, all Headbutt attacks are made with disadvantage.

Barroth Arm. (AC 16; HP 20)
After Breaking this part, the Barroth has disadvantage on Strength Checks.

Barroth Legs. (AC 16; HP 27)
After Breaking this part, the Barroths Wallow now recharges on a 5-6.

Barroth Tail. (AC 17; HP 21) Severable
When the tail is severed the Barroth moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Barroth to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, all Stomp attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Barroth Head
d20
1-4 Fertile Mud
5-11 Barroth Ridge
15-20 Barroth Scalp
Barroth Arms
d20
1-4 Fertile Mud
6-12 Barroth Shell
13-20 Barroth Claw
Barroth Legs
d100
1-4 Fertile Mud
8-14 Barroth Shell
16-20 Wyvern Tear
Barroth Tail (Severed)
d20
1-5 Fertile Mud
19-20 Barroth Gem


Deviljho


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Deviljho Head. (AC 20; HP 34) This part can be broken three times. When the Head reaches 0 hit points for the first time, its considered Scratched and then Scarred and then finally Broken. Each time the parts HP resets to full. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Bite damage is reduced by 1d8.

(2) Any creature that makes a saving throw in response to Fire Breath does so with advantage.

(3) All Bite attacks are made with disadvantage.

Deviljho Stomach (AC 21; HP 42)

After Breaking this part, the Swallow attack action now requires 20 points of damage instead of 40.

Deviljho Tail. (AC 21; HP 54) Severable

When the tail is severed the Deviljho moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Deviljho to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking/severing this part, all tail attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.


Deviljho Head (Scratched)
d20
4-9 Deviljho Scale
10-15 Deviljho Tallfang
Deviljho Head (Scarred)
d20
10-15 Deviljho Tallfang
16-19 Deviljho Scalp
Deviljho Head (Broken)
d20
9-12 Deviljho Scalp
13-18 Deviljho Saliva
19-20 Deviljho Gem

Deviljho Stomach
d20
1-5 Deviljho Hide
6-11 Deviljho Scale
19-20 Deviljho Gem
Deviljho Tail (Severed)
d20
4-9 Deviljho Scale
15-18 Deviljho Tail
19-20 Deviljho Gem


Savage Deviljho


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Savage Deviljho Head. (AC 20; HP 34) This part can be broken Four times. When the Head reaches 0 hit points for the first time, its considered Scratched, Wounded, Scarred, and then finally Broken. Each time the parts HP resets to full. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Bite damage is reduced by 1d10.

(2) Any creature that makes a saving throw in response to Dragons Breath does so with advantage.

(3) All Bite attacks are made with disadvantage.

(4) Bite damage is reduced by an additional 1d10

Savage Deviljho Stomach (AC 21; HP 42)

After Breaking this part, the Swallow attack action now requires 30 points of damage instead of 40.

Savage Deviljho Tail. (AC 21; HP 53) Severable

When the tail is severed the Savage Deviljho moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Savage Deviljho to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking/severing this part, all tail attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.


Savage Deviljho Head (Scratched)
d20
1-5 Savage Hide
6-11 Savage Scale
Savage Deviljho Head (Wounded)
d20
4-9 Savage Scale
10-15 Savage Tallfang
Savage Deviljho Head (Scarred)
d20
9-14 Savage Tallfang
15-18 Savage Scalp
19-20 Savage Gem
Savage Deviljho Head (Broken)
d20
8-11 Savage Scalp
12-17 Savage Saliva
18-20 Savage Gem

Savage Deviljho Stomach
d20
1-5 Savage Hide
6-11 Savage Scale
17-20 Savage Gem
Savage Deviljho Tail (Severed)
d20
4-9 Savage Scale
15-18 Savage Tail
19-20 Savage Gem


Duramboros


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Duramboros Horn. (AC 17; HP 39)
After breaking this part, all Horn attacks are made with disadvantage

Duramboros Hump. (AC 18; HP 54)
After breaking this part, the Duramborus AC is reduced by 1

Duramboros tail. (AC 17; HP 28) Severable This part can be broken two times. When the tail reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The tail cannot be severed until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play. In addition to slashing damage, this tail can be severed by bludgeoning damage.

(1) All Tail attack are made with disadvantage.

(2) The Tail attacks damage is reduced by 1d12, in addition any creature that makes a saving throw in response to Jump Attack does so with advantage.

When the tail is severed the Duramboros moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Duramboros to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Boulder Tail Reward

While the Duramboros tail is scarred, but before it is severed, and the monster is knocked prone while you are within 5 feet, as an action you can choose to mine from the Duramboros tail provided you have a miners pick. Immediately afterwards you can use a bonus action to mine once more. Roll 1d20 for every attempt; The Durmaboros tail can only be mined for a total of three times.

d20
1-11 Duram Carapace
12-18 Duram Tailcase
19-20 Duram Sacrum

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Duramboros Horn
d20
1-8 Duram Carapace
15-19 Duramboros Horn
Duramboros Hump
d20
1-5 Duram Carapace
6-13 Hard Mossplate
14-19 Duramboros Hump
20 2x Duramboros Hump
Duramboros Tail (Scarred)
d20
1-8 Duram Carapace
13-18 Duram Tailcase
Duramboros Tail (Severed)
d20
13-18 Duram Tailcase
19-20 Duram Sacrum


Glavenus


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Glavenus Head. (AC 19; HP 30) This part can be broken two times. When the Head reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The Head cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) The Bite attack action does 1d8 less damage.

(2) All Bite attacks are made with disadvantage.

Glavenus Forelimbs. (AC 19; HP 30)
After breaking this part, the Glavenus has disadvantage on Strength saving throws and its speed is reduced by 10 feet.

Glavenus Back. (AC 20; HP 45)
After breaking this part, the Glavenus has disadvantage on Dexterity and Constitution saving throws.

Glavenus tail. (AC 20; HP 30) Severable This part can be broken two times. When the tail reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The tail cannot be severed until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Tail Spin does so with advantage.

(2)Tail Spin damage is reduced by half before applying Resistances and immunity.

When the tail is severed the Glavenus moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Glavenus to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Hazard Break

When the tail is severed and the creature that reduced the tails hit points to zero is within 5 feet of the monster, that creature and any creature next to it must make a DC 17 Dexterity saving throw, taking 28 (8d6) slashing damage and 28 (8d6) fire damage on a failed save or half as much on a successful one.

Special Break

If at any moment, Cold damage is dealt or a Natural 20 is rolled when targeting the head while the Glavenus Sharpen is active, Sharpen immediately ends and the Glavenus drops a Shiny within 5 feet of it. This Special Break only happens two times, once before the face is scarred and once more after.

d6
1-2 Wyvern Tear
3 Flaming Bursa
4-5 Large Wyvern Tear
6 Solar Bursa

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Glavenus Head (Scarred)
d20
4-8 Glavenus Fang
9-14 Glavenus Pyroshell
Glavenus Head (Broken)
d20
9-14 Glavenus Pyroshell
18-20 Glavenus Plate

Glavenus Forelimbs
d20
1-6 Glavenus Scale
7-11 Glavenus Carapace
Glavenus Back
d20
6-10 Glavenus Carapace
11-16 Glavenus Pyroshell

Glavenus Tail (Scarred)
d20
6-10 Glavenus Pyroshell
11-15 Glavenus Tail
16-19 Glavenus Tailpiece
Glavenus Tail (Severed)
d20
9-13 Glavanus Tail
14-17 Glavenus Tailpiece
19-20 Glavenus Fire Orb


Acidic Glavenus


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Acidic Glavenus Head. (AC 19; HP 42) This part can be broken two times. When the Head reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The Head cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) The Bite attack action does 1d12 less damage.

(2) All Bite attacks are made with disadvantage.

Acidic Glavenus Forelimbs. (AC 20; HP 45)
After breaking this part, the DC for all Tail Spin actions is reduced by 2.

Acidic Glavenus Back. (AC 20; HP 63)
After breaking this part, the Acidic Glavenus has disadvantage on Strength saving throws and its speed is reduced by 10 feet, in addition any creature that makes a saving throw in response to Multiattack does so with advantage.

Acidic Glavenus tail. (AC 19; HP 39) Severable This part can be broken two times. When the tail reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The tail cannot be severed until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Tail Spin does so with advantage.

(2) Tail Spin damage is reduced by half before applying Resistances and immunity.

When the tail is severed the Acidic Glavenus moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Acidic Glavenus to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Hazard Break

When the tail is severed and the creature that reduced the tails hit points to zero is within 5 feet of the monster, that creature and any creature next to it must make a DC 21 Dexterity saving throw, taking damage equal to Acid Tail Spin or Sharpened Tail Spin, whichever state is current. damage dealt from the tail in this way is not reduced by any part break.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Acidic Glavenus Head (Scarred)
d20
1-7 Acidic Glavenus Shard
8-15 Acidic Glavenus Hardfang
Acidic Glavenus Head (Broken)
d20
3-10 Acidic Glavenus Hardfang
11-16 Honed Acidcryst

Acidic Glavenus Forelimbs
d20
1-7 Acidic Glavenus Shard
8-16 Acidic Glavenus Cortex
Acidic Glavenus Back
d20
4-12 Acidic Glavenus Cortex
14-20 Acidic Glavenus Spineshell

Acidic Glavenus Tail (Scarred)
d20
8-13 Honed Acidcryst
14-20 Acidic Glavenus Spineshell
Acidic Glavenus Tail (Severed)
d20
11-17 Acidic Glavenus Spineshell
18-20 Acidic Glavenus Tailedge


Radobaan


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Bone Armor

The Radobaans Bone Armor ability applies to to all Vital Points, however if a part breaks, its to be treated as if the conditions for the ability are met and the AC for all parts including the monster drops by 1. This drop in AC can go no lower than the inital +4 that the ability provides.


Vital Points

Radobaan Chin. (AC 20; HP 42)
After breaking this part, the Radobaan makes all Chin Slam attacks with disadvantage.

Radobaan Back. (AC 21; HP 24)
After breaking this part, any creature that makes a saving throw in response to the Radobaan Roll action does so with advantage.

Radobaan Legs. (AC 21; HP 30)
After breaking this part, the Radobaans Roll action now allows attacks of opportunity. If two characters deal damage during the roll, the Radobaan looses any remaining movement and is knocked prone.

Radobaan tail. (AC 20; HP 20) Severable This part can be broken two times. When the tail reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The tail cannot be severed until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) All Tail attacks are made with disadvantage.

(2) The Tail attack action can no longer be used. (must be severed)

When the tail is severed the Radobaan moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Radobaan to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Prone Bonus Reward

Whenever the Radobaan is prone and you are within 5 feet of it, as an action you can choose to mine from the Radobaan back provided you have a miners pick, immediately afterwards you can use a bonus action to mine once more. Roll 1d20 for every attempt; The Radobaan can only be mined for a total of three times.

d20
1-8 Sm Monsterbone
9-12 Radobaan Oilshell
13-18 Jumbo Bone
19-20 Monsterbone+

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Radobaan Chin
d20
10-17 Radobaan Oilshell
18-20 Radobaan Gem
Radobaan Back
d20
1-6 Radobaan Shell
7-14 Radobaan Scale
16-20 Radobaan Marrow
Radobaan Legs
d20
13-17 R.Sleep Sac
16-20 Radobaan Marrow
Radobaan Tail (Scarred)
d20
8-15 Radobaan Oilshell
16-20 Radobaan Marrow
Radobaan Tail (Severed)
d20
13-17 Radobaan Marrow
16-20 Radobaan Gem


Uragaan


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Uragaan Chin. (AC 16; HP 40)
After breaking this part, the Uragaan makes all Chin slam attacks with disadvantage.

Uragaan Back. (AC 17; HP 40)
After breaking this part, any creature that makes a saving throw in response to the Uragaans Roll action does so with advantage.

Uragaan tail. (AC 17; HP 45) Severable
This part must be broken before it can be severed.

When the tail is severed the Uragaan moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Uragaan to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement

After breaking this part, the Uragaan makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used.

Prone Bonus Reward

Whenever the Uragaan is prone and you are within 5 feet of it, as an action you can choose to mine from the Uragaans back provided you have a miners pick, immediately afterwards you can use a bonus action to mine once more. Roll 1d20 for every attempt.

d20
1-8 Stone
9-12 U.Firecell Stone
13-18 Earth Crystal
19-20 Hard Armor Sphere

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Uragaan Chin
d20
17-20 Uragaan Jaw
Uragaan Back
d20
9-16 Uragaan Scute
Uragaan Tail (Severed)
d20
16-18 Uragaan Scute
19-20 Uragaan Ruby

Carapaceon



Shogun Ceanataur


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Shogun Ceanataur Shell (AC 18; HP 44) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Hyrdopump does so with advantage.

(2) Hydropump now recahred on a 6.

Shogun Ceanataur Claw (AC 19; HP 34) This part can be broken twice, once for each claw. You can track each claw separately or as a whole, resetting the health once its reached 0; damage does not rollover from one claw to another. For each claw destroyed an additional effect will come into play.

(1) Claws reach is reduced by 5 feet.

(2) Sweeping Strike now cost 3 actions, additionally all Claw attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Shogun Ceanataur Shell (Scarred)
d20
1-8 Ceanataur Shell
9-14 Monster Toughbone
17-20 Black Pearl
Shogun Ceanataur Shell (Broken)
d20
1-8 Ceanataur Shell
9-14 Monster Toughbone
15-18 Black Pearl
19-20 Ceanataur Claw
Shogun Ceanataur Claw
d20
9-17 Ceanataur Leg
18-20 Ceanataur Claw


Daimyo Hermitaur


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Daimyo Hermitaur Shell (AC 20; HP 44) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) The Retreat reaction now has a recharge of 3-6.

(2) Any creature that makes saving throw in response to Crush does so with advantage.

Daimyo Hermitaur Claw (AC 20; HP 40) This part can be broken twice, once for each claw. You can track each claw separately or as a whole, resetting the health once its reached 0; damage does not rollover from one claw to another. For each claw destroyed an additional effect will come into play.

(1) Claws damage is reduced by 1d10.

(2) All Claw attacks are made with disadvantage. If the Daimyo Hermitaur Shell is scarred the Retreat reaction now recharges on a 5-6.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Daimyo Hermitaur Shell (Scarred)
d20
1-9 Hermitaur Shell
10-16 Monsterbone+
17-20 Black Pearl
Daimyo Hermitaur Shell (Broken)
d20
1-11 Monsterbone+
12-17 Black Pearl
18-20 Decayed Crimson Horn
Daimyo Hermitaur Claw
d20
1-5 Crab Pearl
10-20 Hermitaur Claw


Shen Gaoren


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Shen Gaorens Shell Unlike most monsters the Shen Gaorens breakable parts are already listed in the Monster Hunter Monster Manual. For this monster I will only list rewards given once the part breaks. The only excpetion is the Shen Gaoren Shell, although in the guide it can only be broken once. In this case it can be Wounded, Scarred and then finally broken when it reaches 0 hit points.

When the "Lao-Shun Skull" reaches 134 HP it is considered wounded.

When the "Lao-Shun Skull" reaches 68 HP it is considered scarred.

When the "Lao-Shun Skull" reaches 0 HP it is considered broken.

Shen Gaoren leg In the Monster Hunter Monster Manual this part can be broken several times and regenerates after a certain period of time. The same rules will apply however you can only receive a reward from breaking the legs up to a total of four times during the duration of the hunt.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Shen Gaoren Shell (Wounded)
d20
1-5 Gaoren Shell
6-10 Elder Dragon Bone
11-20 Lao-Shan Scale
Shen Gaoren Shell (Scarred)
d20
1-4 Gaoren Carapace
5-9 Elder Dragon Bone
10-20 Lao-Shan Shell
Shen Gaoren Shell (Broken)
d20
1-5 Gaoren Spine
6-18 Elder Dragon Bone
19-20 Lao-Shan Horn
Shen Gaoren Leg
d20
5-10 Gaoren Pincer
12-17 Goaren Claw

Elder Dragons



Alatreon


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Alatreon Horns (AC 22; HP 50) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Ice Storm, Lightning Storm, or Flame Strike does so with advantage.

(2) Ice Storm, Lightning Storm, and Flame Strike each have a recharge of 5-6.

Alatreon Claws (AC 21; HP 41)
After breaking this part, all claw attacks are made with disadvantage.

Alatreon Wings (AC 21; HP 50)
After breaking this part, when the Alatreon uses its Tail Sweep legendary action, attacks of opportunity are made with advantage.

Alatreon Tail (AC 22; HP 70) Severable
After breaking this part, all Tail attacks are made with disadvantage. If this part was Severed, the "Tail" attack option cannot be used.

When the tail is severed the Alatreon moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Alatreon to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Alatreon Horns (Scarred)
d20
1-4 Elder Dragon Blood
5-14 Alatreon Scute
15-20 Alatreon Plate
Alatreon Horns (Broken)
d20
1-11 Alatreon Scute
12-17 Alatreon Plate
18-20 Skypiercer
Alatreon Claws
d20
1-6 Elder Dragon Blood
7-10 Alatreon Talon
11-14 2 x Alatreon Talon
15-20 Alatreon Plate
Alatreon Wings
d20
1-6 Alatreon Scute
7-14 Alatreon Webbing
15-20 Alatreon Plate
Alatreon Tail (Severed)
d20
1-12 Alatreon Tail
13-18 Alatreon Plate
19-20 Azure Dragongem


Amatsumagatsuchi


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Break Exception

Unlike other elder dragons, the Amatsumagatsuchi is a unique specimen. Breaking parts of Amatsu or severing its tail doesn't have any effect on its powers. However when Amatsu's arms and back fins break, the Amatsu must land for at least one round to recover before it can continue to fly.


Vital Points

Amatsumagatsuchi Horn (AC 18; HP 30) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

Amatsumagatsuchi Back Fin (AC 19; HP 35)

Amatsumagatsuchi Arms (AC 19; HP 23) This part can be broken twice, once for each arm. You can track each arm separately or as a whole, resetting the health once its reached 0; damage does not rollover from one arm to another.

Amatsumagatsuchi Tail (AC 18; HP 40) Severable

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Amatsumagatsuchi Horn (Scarred)
d20
1-9 Amatsu Carapace
10-16 Storm Vesicle
17-20 Amatsu Horn
Amatsumagatsuchi Horn (Broken)
d20
6-13 Storm Vesicle
13-16 Amatsu Horn
17-20 Heavenly Dragongem
Amatsumagatsuchi Back Fin
d20
9-12 Storm Vesicle
13-15 Amatsu Webbing
16-18 2 x Amatsu Webbing
19-20 Heavenly Dragongem
Amatsumagatsuchi Arms
d20
1-9 Amatsu Carapace
10-14 Amatsu Webbing
15-20 Amatsu Hardclaw
Amatsumagatsuchi Tail (Severed)
d20
1-9 Amatsu Carapace
10-14 Amatsu Webbing
15-20 Amatsu Stormtail


Behemoth


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Behemoth Horns (AC 23; HP 170)
After breaking this part, the damage dealt by the horn attack is halved.

Behemoth Claws (AC 23; HP 50) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) Any creature that makes a saving throw in response to the claw attack does so with advantage.

(2) All claw attacks are made with disadvantage.

Behemoth Tail (AC 24; HP 190) Severable
After breaking this part, all Tail attacks are made with disadvantage, excluding the creature targeted by the Enmity ability. If this part was severed, the "Tail" attack option cannot be used.

When the tail is severed the Behemoth moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Behemoth to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Behemoth Horns
d20
1-6 Behemoth Mane
7-11 2 x Behemoth Mane
12-18 Behemoth Great Horn
19-20 2 x Behemoth Great Horn
Behemoth Claws
d20
1-10 Behemoth Bone
11-17 Behemoth Shearclaw
18-20 2 x Behemoth Shearclaw
Behemoth Tail (Severed)
d20
1-6 Behemoth Bone
7-16 Behemoth Tail
17-18 2 x Behemoth Tail
19-20 Aetheryte Shard


Ceadeus


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Ceadeus Beard (AC 17; HP 160)
After breaking this part, the ceadeus looses its proficiency in charisma saving throws.

Ceadeus Hood (AC 16; HP 204)
After breaking this part, the move Torpedo now provokes attacks of opportunity, however its movement cannot be interrupted by effects like from the feat sentinel.

Ceadeus Tail (AC 16; HP 240) Not Severable
After breaking this part, all tail attacks are made with disadvantage.

Special Break

The Ceadeus Horn HP does not count towards the Ceadeus's total health if you are using that ruleset. The Ceadeus horns break, you roll 2 times on the bonus reward table.

Ceadeus Horn (AC 17; HP 250) After breaking this part, any creature that makes a saving throw in response to torpedo does so with advantage, in addition torpedo now cost 3 actions.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Ceadeus Horn
d20
1-5 Ceadeus Scale
6-10 Ceadeus Hide
11-17 Crooked Horn
18-20 Deep Dragongem
Ceadeus Beard
d20
1-7 Ceadeus Scale
8-12 Luminous Organ
13-20 Ceadeus Fur
Ceadeus Hood
d20
1-6 Ceadeus Scale
6-11 2 x Ceadeus Scale
12-17 Ceadeus Hide
18-20 2 x Ceadeus Hide
Ceadeus Tail
d20
1-11 Ceadeus Hide
12-20 Ceadeus Tail


Chameleos


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Chameleos Horn (AC 18; HP 42)
After breaking this part, any check made to spot or locate the chameleos by sight are made with advantage.

Chameleos Wings (AC 17; HP 64)
After breaking this part, the ability Silent Step now uses an action.

Chameleos Tail (AC 17; HP 72) Severable
After breaking this part, any creature that makes a saving throw in response to Poison Mist does so with advantage.

When the tail is severed the Chameleos moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Chameleos to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Dual Part Break

While the Chameleos's horn is broken and its tail severed, it cannot use its Invisible Passage action.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Chameleos Horn
d20
2-13 Chameleos Speckled Hide
14-18 Chameleos Horn
19-20 Chameleos Gem
Chameleos Wings
d20
2-7 Chameleos Speckled Hide
8-12 Chameleos Webbing
Chameleos Tail (Severed)
d20
4-9 Chameleos Speckled Hide
14-18 Chameleos Tail
19-20 Chameleos Gem


Tempered Chameleos


Vital Points

T.Chameleos Horn (AC 20; HP 52)

T.Chameleos Wings (AC 19; HP 71)

T.Chameleos Tail (AC 19; HP 77) Severable

Tempered Chameleos

For all part break effects, use the same effects as the ones located in the Chameleos block.

Dual Part Break

While the T.Chameleos's horn is broken and its tail severed, it cannot use its Invisible Passage action.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Chameleos Horn
d20
2-13 T.Chameleos Speckled Hide
14-18 T.Chameleos Spike
19-20 T.Chameleos Gem
Chameleos Wings
d20
2-7 T.Chameleos Speckled Hide
8-12 T.Chameleos Wing
Chameleos Tail (Severed)
d20
4-9 T.Chameleos Speckled Hide
14-18 T.Chameleos Tail
19-20 T.Chameleos Gem


Dalamadur


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Dalamadur Head (AC 19; HP 53) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) Any creature that makes a saving throw in response to the Bite attack does so with advantage.

(2) All Bite attacks are made with disadvantage.

Dalamadur Chest (AC 19; HP 66) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) Any creature that makes a saving throw in response to Fire Breath does so with advantage.

(2) Any creature that makes a saving throw in response to Constrict does so with advantage.

Dalamadur Front Leg (AC 19; HP 76)

After breaking this part, the DC to escape Constrict is reduced by 1.

Dalamadur Hind Leg (AC 20; HP 76)

After breaking this part, the DC to escape Constrict is reduced by 1.

Dalamadur Back (AC 20; HP 69) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) The Squeeze legendary action not cost 2 actions.

(2) Any creature that makes a saving throw in response to Meteor does so with advantage.

Dalamadur Tail (AC 20; HP 65) Severable
This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be severed until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) The Tail attack damage is now 2d8.

(2) Must be severed; The Tail attack now has a reach of 10 feet.



Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Dalamadur Head (Scarred)
d20
1-5 Dalamdur Glaive
6-20 Dalamdur Gazer
Dalamadur Head (Broken)
d20
1-15 Dalamdur Gazer
16-17 2 x Dalamdur Gazer
18-20 Skyblade Gem

Dalamadur Chest (Scarred)
d20
1-2 2 x Elder Dragon Blood
3-6 Dalamdur Glaive
7-20 Dalamdur Pectus
Dalamadur Chest (Broken)
d20
1-11 Dalamadur Steel
11-13 D.Vortex Bone
14-16 Dalamadur Pectus
17-18 Dalamadur Talon
19-20 Skyblade Gem

Dalamadur Front Leg
d20
1-4 Dalamdur Glaive
5-19 Dalamadur Talon
20 2 x Dalamadur Talon
Dalamadur Hind Leg
d20
1-3 Dalamadur Glaive
4-13 D.Vortex Bone
14-20 Dalam Tail Scale

Dalamadur Back (Scarred)
d20
1-9 Dalamadur Steel
10-14 D.Vortex Bone
15-18 Dalam Tail Scale
19-20 Skyblade Gem
Dalamadur Back (Broken)
d20
1-3 Dalamadur Glaive
4-16 Dalamadur Fanblade
17-18 2 x Dalamadur Fanblade
19-20 Skyblade Gem

Dalamadur Tail (Scarred)
d20
1-2 D.Vortex Bone
3-6 Dalam Tail Scale
7-18 Dalam Tail Shell
19-20 2 x Dalam Tail Shell
Dalamadur Tail (Severed)
d20
1-4 Dalamadur Glaive
5-17 Dalam Tail Shell
18-20 Skyblade Gem


Shah Dalamadur


Gargantuan Constitution

The HP belonging to a part does not count towards the Shah Dalamadur's total health.

Vital Points

Shah Dalamadur Head (AC 24; HP 148) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) Any creature that makes a saving throw in response to the Bite attack does so with advantage.

(2) All Bite attacks are made with disadvantage.

Shah Dalamadur Chest (AC 19; HP 171) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) Any creature that makes a saving throw in response to Fire Breath does so with advantage.

(2) Any creature that makes a saving throw in response to Constrict does so with advantage.

Shah Dalamadur Front Leg (AC 24; HP 158)

After breaking this part, the DC to escape Constrict is reduced by 2.

\columnbreak Shah Dalamadur Hind Leg (AC 25; HP 158)

After breaking this part, the DC to escape Constrict is reduced by 2.

Shah Dalamadur Back (AC 25; HP 169) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) The Squeeze legendary action not cost 2 actions.

(2) Any creature that makes a saving throw in response to Meteor does so with advantage.

Shah Dalamadur Tail (AC 25; HP 165) Severable
This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be severed until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) The Tail attack damage is now 2d8.

(2) Must be severed; The Tail attack now had a reach of 10 feet.



Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Shah Dalamadur Head (Scarred)
d20
1-5 S.Dalamdur Glaive
6-20 S.Dalamdur Gazer
Shah Dalamadur Head (Broken)
d20
1-15 S.Dalamdur Gazer
16-17 2 x S.Dalamdur Gazer
18-20 Skyblade Dragon Sapphire

Shah Dalamadur Chest (Scarred)
d20
1-2 2 x Elder Dragon Blood
3-6 S.Dalamdur Glaive
7-20 S.Dalamdur Pectus
Shah Dalamadur Chest (Broken)
d20
1-11 S.Dalamadur Steel
11-13 S.Vortex Bone
14-16 S.Dalamadur Pectus
17-18 S.Dalamadur Ripper
19-20 Skyblade Dragon Sapphire

Shah Dalamadur Front Leg
d20
1-4 S.Dalamdur Glaive
5-19 S.Dalamadur Ripper
20 2 x S.Dalamadur Ripper
Shah Dalamadur Hind Leg
d20
1-3 S.Dalamadur Glaive
4-13 S.Vortex Bone
14-20 S.Dalam Tail Scale

Shah Dalamadur Back (Scarred)
d20
1-9 S.Dalamadur Steel
10-14 S.Vortex Bone
15-18 S.Dalam Tail Scale
19-20 Skyblade Dragon Sapphire
Shah Dalamadur Back (Broken)
d20
1-3 S.Dalamadur Glaive
4-16 S.Dalamadur Fanblade
17-18 2 x S.Dalamadur Fanblade
19-20 Skyblade Dragon Sapphire

Shah Dalamadur Tail (Scarred)
d20
1-2 S.Vortex Bone
3-6 S.Dalam Tail Scale
7-18 S.Dalam Tail Shell
19-20 2 x S.Dalam Tail Shell
Shah Dalamadur Tail (Severed)
d20
1-4 S.Dalamadur Glaive
5-17 S.Dalam Tail Shell
18-20 Skyblade Dragon Sapphire


Dire Miralis


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

D.Miralis Head (AC 20; HP 35)
After breaking this part, Greater Fireball now recharges on a 6.

D.Miralis Chest (AC 19; HP 44)
After breaking this part, Magma Armors AC increase is reduced by 2.

D.Miralis Shoulder (AC 20; HP 35)
After breaking this part, all Magma Glob attacks are made with disadvantage.

D.Miralis Tail (AC 19; HP 41) Not severable
After breaking this part, any creature that makes a saving throw in response to Crush does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

D.Miralis Head
d20
1-5 Miralis Scale
15-18 Miralis Evil Eye
19-20 Dire Dragongem
D.Miralis Chest
d20
9-11 Gushing Magma
12-16 Immortal Heart
19-20 Dire Dragongem
D.Miralis Shoulder
d20
7-10 Miralis Fireclaw
15-18 Miralis Hellwing
19-20 Dire Dragongem
D.Miralis Tail
d20
1-3 Elder Dragon Blood
9-11 Gushing Magma
13-16 Miralis Smelter


Fatalis


Gargantuan Constitution

The HP belonging to a part does not count towards the Fatalis total health.

Vital Points

Fatalis Head (AC 24; HP 200) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) After breaking this part, Fireball now has a recharge of 4-6.

(2) All Bite attacks are made with disadvantage.

Fatalis Chest (AC 23; HP 250)
Any creature that makes a saving throw in response to a breath attack does do with advantage.

Fatlis Wings (AC 23; HP 180)
After breaking this part, any creature that makes a saving throw in response to the Wing attack legendary action do with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.


Fatalis Head (Scarred)
d20
1 Fatalis B.Scale
2 Fatalis R.Scale
3 Fatalis W.Scale
4-20 Fatalis Horn
Fatalis Head (Broken)
d20
1 Fatalis B.Scale
2 Fatalis R.Scale
3 Fatalis W.Scale
4-20 Fatalis Eye

Fatalis Chest
d20
1-5 Fatalis Shell
6-20 Fatalis Cortex
Fatalis Wings
d20
1 Fatalis B.Scale
2 Fatalis R.Scale
3 Fatalis W.Scale
4-20 Fatalis Fellwing


Gaismagorm


Gargantuan Constitution

The HP belonging to a part does not count towards the Gaismagorms total health.

Crystallized Protection

Breaks and damage to parts cannot occur until after the Gaismagorm has gone through its first health pool.

Vital Points

Gaismagorm Head (AC 26; HP 150)
After breaking this part, All DC's coming from an attack originating from the Giasmagorms mouth are reduced by 2.

Gaismagorm Horn (AC 27; HP 210)
After breaking this part, the Giasmagorms looses two of its legendary resistances. If it has zero by the time this part breaks, it instead has disadvantage on the next two saving throws it makes in response to a spell of level 3 or higher.

Gaismagorm Wingarm (AC 26; HP 120) This part can be broken twice, once for each Wingarm. You can track each Wingarm separately or as a whole, resetting the health once its reached 0; damage does not rollover from one arm to another. For each claw destroyed an additional effect will come into play.

(1) Wingarms reach is reduced by 5 feet, additionally any saving throw made in response to the Wingarm Sweep legendary action is made with advantage.

(2) The Rampage mythic action no longer deals doubled damage, additionally any saving throw made in response to the Wingarm attack action is made with advantage.

Gaismagorm Tail (AC 26; HP 180) Severable
When the tail is severed the Gaismagorm moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Gaismagorm to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Gaismagorm makes all tail attacks with disadvantage. Additionally if this part was severed, the Tail attacks range is halved and any saving throw made in response to a tail attack is made with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Gaismagorm Head
d20
1-6 Archdemon Backshell
17-20 Abyssal Dragonsphire
Gaismagorm Horn
d20
16-20 Archdemon Doomhorn
Gaismagorm Wingarm
d20
6-9 Consumption Parasite
10-15 Archdemon Wingtalon
Gaismagorm Tail (Severed)
d20
1-5 Abyssal Dragonscale
12-16 Archdemon Tailhook
17-20 Abyssal Dragonsphire


Gogmazios


Gargantuan Constitution

The HP belonging to a part does not count towards the Gogmazios total health.

Vital Points

Gogmazios Head (AC 21; HP 120)
After breaking this part, any creature that makes a saving throw in response to a breath weapon does so with advantage.

Gogmazios Chest (AC 21; HP 100)
After breaking this part, the DC for the Pitch ability is reduced by 3.

Gogmazios Left/Right Wingclaw (AC 21; HP 75) This part can be broken twice, once for each wingclaw. You can track each wingclaw separately or as a whole, resetting the health once its reached 0; damage does not rollover from one arm to another. For each claw destroyed an additional effect will come into play.

(1) The reach for the Claw attack is reduced to 5 feet.

(2) All Claw attacks are made with disadvantage.

Gogmazios Back (AC 22; HP 160) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) Any creature that makes a saving throw in response to Wing Attack does so with advantage.

(2) Wing attack not cost 3 actions.

Gogmazios Tail (AC 22; HP 180) Severable
After breaking this part, the Gogmazios makes all tail attacks are with disadvantage. If this part was Severed, the standard Tail attack option cannot be used and the Tail legendary action now cost 2 actions.

When the tail is severed the Gogmazios moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Gogmazios Head
d20
1-15 Gogmazios Fortress
16-18 2 x Heavy Drakesbone Oil
19-20 Wartorn Dragonsphire
Gogmazios Chest
d20
1-4 2 x Heavy Drakesbone Oil
5-20 Gogmazios Gasher
Gogmazios Wingclaw, Left/Right
d20
1-4 Gogmazios Offenders
5-18 Gogmazios Fiberwing
19-20 2 x Heavy Drakesbone Oil

Gogmazios Back (Scarred)
d20
1-4 Heavy Drakesbone Oil
5-16 Gogmazios Battlement
17-20 Gogmazios Gasher
Gogmazios Back (Broken)
d20
1-15 2 x Gogmazios Battlement
16-18 Gogmazios Gasher
19-20 Wartorn Dragonsphire

Gogmazios Tail (Severed)
d20
1-4 Gogmazios Battlement
5-18 Gogmazios Briartail
19-20 Wartorn Dragonsphire


Jhen Mohran


Gargantuan Constitution

The HP belonging to a part does not count towards the Jhen Mohran's total health.

Vital Points

Jhen Mohran Arms (AC 23; HP 183)
After breaking this part, body slam attacks are made with disadvantage.

Jhen Mohran Spine Crack (AC 21; HP 120) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) The DC for the Shake off legendary action is reduced by 2.

(2) Any creature that makes a saving throw in response to Shake Off does so with advantage.

Jhen Mohran Tusks (AC 22; HP 90) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) Any creature that makes a saving throw in response to Horn Sweep does so with advantage.

(2) Rolling a successful save in response to Horn sweep no longer deals damage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Jhen Mohran Arms
d20
1-4 Mohran Scale
5-17 Mohran Brace
18-20 2 x Mohran Brace

Jhen Mohran Spine Crack (Scarred)
d20
1-3 Elder Dragon Blood x4
4-13 Mohran Scale
14-20 Mohran Carapace
Jhen Mohran Spine Crack (Broken)
d20
1-10 Mohran Rockskin
11-14 Bathycite Ore
15-17 2 x Bathycite Ore
18-20 Earth Dragongem

Jhen Mohran Tusks (Scarred)
d20
1-5 Elder Dragon Bone x4
6-15 Mohran Scale
16-20 Sturdy Fang
Jhen Mohran Tusks (Broken)
d20
1-5 Sturdy Fang
6-17 2 x Sturdy Fang
18-20 Earth Dragongem

Kirin


Vital Points

Kirin Horn (AC 18; HP 80)
After breaking this part, Kirins DC for all its innate spellcasting is reduce by 3.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Kirin Horn
d20
1-16 Kirin Thunderhorn
17-20 Kirin Azure Horn


Kulve Taroth


Gargantuan Constitution

The HP belonging to a part does not count towards the Kulve Taroths total health.

Paragon Protection

Breaks and damage to parts, excluding the Gold plate, cannot occur until after the Kulve Taroth has gone through its first health pool.

Golden Cloak

The Kulve Taroth Horn and Tail cannot be damaged until the Gold Plate has been broken at least once. additionally the Kulve Taroth Tail cannot be broken until the third paragpn phase.

Vital Points

Kulve Taroth Gold Plate (AC 20; HP 150)
This part can be broken two times, once during the second paragon phase and again in the third. When this part reach 0 hit points for the first time, its considered Softened and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) The AC bonus provided by the Gold Mantle ability is reduced by 1

(2) The AC bonus provided by the Gold Mantle ability is now reduced by 2, additionally the Roll over action now provokes attacks of opportunity but cannot be affected by the effects of feats or skills like sentinel

Kulve Taroth Horn (AC 21; HP 84)
This part can be broken two times, once during the second paragon phase and again in the third. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) Ram's reach is reduced by 5 feet.

(2) Any creature that makes saving throw in response to Molten Gold Breath does so with advantage.

Kulve Taroth Tail (AC 21; HP 110) Not severable
After breaking this part, all tail attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Kulve Taroth Gold Plate (Softened)
d20
1-8 Elder Dragon Blood
9-15 Golden Shell
16-20 Golden Scale
Kulve Taroth Gold Plate (Broken)
d20
1-3 Elder Dragon Blood
4-8 Golden Shell
9-15 Golden Scale
16-20 Golden Nugget

Kulve Taroth Horn (Scarred)
d20
1-10 Elder Dragon Bone
11-15 Golden Shell
16-20 Golden Tailshell
Kulve Taroth Horn (Broken)
d20
4-8 Golden Shell
7-11 Golden Spiralhorn
19-20 Golden Glimstone

Kulve Taroth Tail
d20
1-6 2x Golden Nugget
7-12 Golden Tailshell
13-17 4x Golden Nugget
18-20 Golden Glimstone


Kushala Daora


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Kushala Daora Head (AC 21; HP 64)
After breaking this part, all Bite attacks have a reach of 5 feet.

Kushala Daora Wings (AC 20; HP 50)
After breaking this part, any creature that makes a saving throw in response to Tornado gets a +2 bonus.

Kushala Daora Tail (AC 22; HP 75) severable
When the tail is severed, any creature that makes a saving throw in response to Wind tunnel does so with advantage.

When the tail is severed the Kushala Daora moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Kushala Daora to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Dual Part Break

When the Kushala Daoras Head is broken and tail is severed, its Wind Barrier ability no longer functions; additionally Dust Devils legendary action now cost 3 actions.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Kushala Daora Head
d20
1-4 Daora Dragon Scale
5-18 Daora Horn
19-20 Daora Gem
Kushala Daora Wings
d20
1-8 2x Daora Claw
9-20 Daora Webbing
Kushala Daora Tail (Severed)
d20
1-4 Daora Carapace
5-18 Daora Tail
19-20 Daora Gem


Lao-Shan Lung


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures total health.

Vital Points

Lao-Shan Lung Head (AC 29; HP 245)
After breaking this part, the DC for Shake off is reduced by 3.

Lao-Shan Lung Horn (AC 30; HP 276)
After breaking this part, the creature has disadvantage on charisma saving throws.

Lao-Shan Lung Back (AC 30; HP 307)
After breaking this part, the creature no longer benefits from its Magic Resistance trait.

Lao-Shan Front Legs (AC 29; HP 200) This part can be broken twice, once for each front leg. You can track each part separately or as a whole, resetting the health once its reached 0; damage does not rollover from one part to another. For each part destroyed an additional effect will come into play.

(1) The first time the creature makes a Stomp attack in a round, it does so with disadvantage.

(2) The Stomp Attack legendary action now cost 2 actions.

Special Carve

When a creature is atop the Lao-Shan Lung and successfully saves against the Shake Off action by 5 or more and is still on the creature, they can use their action at the start of their turn to carve from the table below. Carving in this way can only occur three times for the encounter.

d20 Lao-Shan Lung Head
1-3 Elder Dragon Bone x2
6-10 Lao-Shan Shard
11-14 Lao-Shan Cortex
15-18 Dragon Healing Crystal

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Lao-Shan Lung Head
d20
11-14 Lao-Shan Cortex
19-20 Pure Dragon Blood
Lao-Shan Lung Horn
d20
13-15 Lao-Shan Mantle
16-18 Lao-Shan Hardhorn
Lao-Shan Lung Back
d20
1-3 Elder Dragon Bone x2
11-14 Lao-Shan Cortex
15-17 Lao-Shan Mantle
Lao-Shan Front Legs
d20
8-12 Lao-Shan Shard
13-16 Lao-Shan Cortex
17-19 Lao-Shan Mantle


Lunastra


Large/Huge Constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Toughened Vital

The Lunastras horn is immune to all damage except necrotic.

Vital Points

Lunastra Horn (AC 17; HP 80)
After breaking this part, the lunastra looses its immunities to the charmed and frightened condition, additionally it no longer has a bonus to charisma saving throws.

Lunastra Wingtalon (AC 17; HP 50) This part can be broken twice, once for each wingtalon. You can track each part separately or as a whole, resetting the health once its reached 0; damage does not rollover from one part to another. For each part destroyed an additional effect will come into play.

(1) Lunastras movement is halved when using its Move legendary action.

(2) Any creature that makes a saving throw made in response to Devil's Powder does so with advantage.

Lunastra Tail (AC 18; HP 60) Severable
After breaking this part, any creature that makes a saving throw made in response to its Tail attack does so with advantage. If this part was severed, the Tail attack option cannot be used.

When the tail is severed the Lunastra moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Lunastra to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Dual Part Break

While the Lunastras Horns and both Wingtalons are broken, any creature that makes a saving throw in reponse to a "1/day" action does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Lunastra Horn
d20
1-3 2x Elder Dragon Blood
4-7 2x Elder Dragon Bone
18-20 Lunastra Horn
Lunastra Wingtalon
d20
12-15 Lunastra Wing
16-19 Lunastra Mane
Lunastra Tail (Severed)
d20
4-7 2x Elder Dragon Bone
11-15 Lunastra Tail
19-20 Lunastra Gem


Malzeno


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Malzeno Head (AC 22; HP 82[62])
This part can be broken two times, once during the creatures normal phase and again in its empowered phase. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken if it has not reached 0 hit points by the time it reaches its second phase. Damage does not rollover from one phase to another.

(1) Health regained by Bite is now doubled, but the the targets hit point maximum reduction is halved.

(2) Explosive Breath DC is reduced by 3. Health regained by Bite is now considered temporary HP.

Malzeno Wings (AC 21; HP 80[59])
This part can be broken two times, once during the creatures normal phase and again in its empowered phase. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken if it has not reached 0 hit points by the time it reaches its second phase. Damage does not rollover from one phase to another.

(1) Wind Blast now has a range of a 30-foot line.

(2) Wind Blast can no longer knock a target prone and its DC is reduced by 2.

Malzeno Forelegs (AC 21; HP 70[50])
After breaking this part, Claws range is reduced by 5 feet.

Malzeno Tail (AC 23; HP 65[45]) severable
This part can be broken two times, once during the creatures normal phase and again in its empowered phase. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be severed if it has not reached 0 hit points by the time it reaches its second phase. Damage does not rollover from one phase to another.

When the tail is severed the Malzeno moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Malzeno to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

(1) Tails reach is reduced by 5 feet.

(2) Any creature that makes a saving throw in response to the Tail attack does so with advantage.

Dual Part Break

When Malzenos wings are broken and its tail severed, Crimson Ire now has a recharge or 4-6, additionally Crimson Ire now provokes opportunity attacks.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Malzeno Head (Scarred)
d20
1-10 Elder Dragon Blood
11-16 Malzeno Shard
17-20 Malzeno Hardfang
Malzeno Head (Broken)
d20
1-8 Malzeno Shard
9-17 Malzeno Hardfang
18-20 Malzeno Bloodstone

Malzeno Wings (Scarred)
d20
1-5 Elder Dragon Bone
6-12 Malzeno Cortex
13-20 Bloody Parasite
Malzeno Wings (Broken)
d20
1-9 Malzeno Cortex
8-13 Bloody Parasite
14-20 Malzeno Fellwing

Malzeno Forelegs
d20
1-10 Malzeno Cortex
11-20 Bloody Parasite

Malzeno Tail (Scarred)
d20
1-5 Elder Dragon Bone
6-12 Malzeno Shard
13-20 Malzeno Cortex
Malzeno Tail (Severable)
d20
1-10 Malzeno Cortex
11-17 Malzeno Tail
18-20 Malzeno Bloodstone


Namielle


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Namielle Head (AC 18; HP 49)
After breaking this part, whenever a creature successfully saves against the Namielle's "Water Beam" legendary action, they instead take no damage.

Namielle Wings (AC 18; HP 46)
After breaking this part, any creature that makes a saving throw in response to Namielle's "Electric current" legendary action does so with advantage.

Namielle Forelegs (AC 19; HP 38)
After breaking this part, all claw attacks now deal 2d4+2 slashing damage. Additionally the range of water globule is halved.

Namielle Tail (AC 19; HP 35) severable
After breaking this part, any creature that makes a saving throw in response to "electric divebomb" adds a +2 to their roll.

When the tail is severed, Namielle moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause Namielle to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Namielle Head
d20
4-9 Namielle Finehide
12-15 Namielle Whisker
Namielle Wings
d20
4-9 Namielle Finehide
14-18 Namielle Fellwing
Namielle Forelegs
d20
1-3 Elder Dragon Bone
4-9 Namielle Finehide
10-15 Namielle Hardclaw
Namielle Tail (Severed)
d20
2-5 Elder Dragon Bone
15-28 Namielle Lash
19-20 Namielle Mantle


Nergigante


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Nergigante Horns (AC ; HP )
This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1)

(2)

Nergigante Wings (AC ; HP )
After breaking this part,

Nergigante Forelegs (AC ; HP )
After breaking this part,

Nergigante Tail (AC ; HP ) severable
After breaking this part,

When the tail is severed, Nergigante moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause Nergigante to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Nergigante Head
d20
Nergigante Wings
d20
Nergigante Forelegs
d20
Nergigante Tail (Severed)
d20


Valstrax


Huge/large constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Valstrax Head (AC 18; HP 42)
After breaking this part, Bites reach is now 5ft.

Valstrax Back (AC 19; HP 40)
After breaking this part, any creature that makes a saving throw in response to Ignition does so with advantage.

Valstrax Wings (AC 18; HP 34)
After breaking this part, Dragonbolts minimum and maximum range is halved.

Valstrax Legs (AC 19; HP 30)
After breaking this part, Claws damage dice are now 2d4.

Valstrax Tail (AC 20; HP 43) severable
When the tail is severed, any creature that makes a caving throw in response to Dragon Rush does so with advantage.

When the tail is severed the Valstrax moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Valstrax to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Valstrax Head
d20
1-2 Elder Dragon Blood
3-10 Valstrax Shard
11-16 Shimmering Dragonfluid
17-20 Ruby Dragon Mindstone
Valstrax Back
d20
1-3 Elder Dragon Bone
4-9 Valstrax Shard
10-14 Valstrax Cortex
15-20 Valstrax Cortex and a Valstrax Shard
Valstrax Wings
d20
1-6 Valstrax Hardclaw
7-10 2x Valstrax Hardclaw
11-15 Shimmering Dragonfluid
16-20 2x Shimmering Dragonfluid
Valstrax Legs
d20
1-6 Valstrax Shard
7-15 Valstrax Hardclaw
16-20 Valstrax Cortex
Valstrax Tail
d20
1-2 Elder Dragon Bone
3-8 Valstrax Shard
9-18 Valstrax Helixtail
19-20 Ruby Dragon Mindstone

Teostra


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Teostra Horn. (AC 18; HP 40)
After breaking this part allows the targets of "Deadly Leap" to make their Dexterity Saving throw with Advantage.

Teostra Webbing . (AC 16; HP 50)
After breaking this part "Explosive cloud" ability can now only create two clouds of explosive powder and the Teostras flying speed is reduced by 10 ft. If the Teostra is flying when the Webbing breaks, it falls to the ground prone and takes 1d6 bludgeoning damage for every 10 feet the creature fell.

Teostra Tail . (AC 17; HP 35) Severable
After breaking this part, the Teostra makes all Tail attacks with disadvantage. If this part was Severed, the "Tail" attack option cannot be used.

When the tail is severed the teostra moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Teostra Horn
d20
19-20 Teostra Horn
Teostra Webbing
d20
12-16 Teostra Webbing
Teostra Tail (Severed)
d20
14-17 Teostra Tail
19-20 Teostra Gem

Fanged Beasts



Arzuros


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Arzuros Front legs. (AC 16; HP 30)
After breaking this part, the Arzuros looses its Aggressive ability.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Arzuros Front Legs
d20
6-15 Arzuros Pelt
17-20 Arzuros Brace


Congalala


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Congalala Head. (AC 15; HP 45)
After breaking this part, the Congalala makes a DC 12 constitution saving throw or be Stunned until the end of its next turn.

Congalala Claws. (AC 14; HP 30)
After breaking this part, the Congalalas climb speed is reduced by 20 feet and when the Congalala makes a multiattack, the second fist is made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Congalala Head
d20
1-5 Congalala Pelt
16-20 Vibrant Pelt
Congalala Claws
d20
4-11 Congalala Claw


Blood Soaked Arzuros


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

B.Arzuros Front legs. (AC 16; HP 50)
After breaking this part, the B.Arzuros looses its Aggressive ability.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Arzuros Front Legs
d20
6-15 Bloodsoaked Arzuros Pelt
17-20 Bloodsoaked Allbrace

Blangonga


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Blangonga Fangs. (AC 20; HP 50)
After breaking this part, any creature making a saving throw against the Blangongas Ice Spray attacks does so with advantage.

Blangonga Tail. (AC 19; HP 40) Not Severable
After breaking this part, the Blangonga Retreat distance is reduced by 10 feet and its Charge distance requires a minimum of 30 feet.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Blangonga Fangs
d20
19-20 Blangonga Fang
Blangonga Tail
d20
1-8 Blangonga Pelt
13-19 Blangonga Tail


Bishaten


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Bishaten Head (AC 17; HP 40)
After breaking this part, all fruit toss max ranges are now 80.

Bishaten Wings (AC 16; HP 31)
After breaking this part, the Corkscrew legendary action now recharges on a 5-6.

Bishaten Tail (AC 16; HP 52) Not Severable
After breaking this part, the tail attacks damage is reduced 1d12+2.

Tactical Shiny

When a creature attacks the Bishaten while its gliding in the air and either lands a critical, deal maximum damage on any of its damage die, or has advantage on the attack and hits, the bishaten drops a shiny where it lands; Roll 1d100. This shiny can drop can happen for a total of 3 times.

d100
1-40 Beast Tear
41-59 Bishaten Fur
60-85 Bisha Feather
86-100 Bishaten Tailcase

Shiny Drop

If the Bishaten fails a saving throw and is blinded, or if it is attacked when it uses its Fruit Toss attack. The Bishaten drops 1d4 Random fruit from the loot table. The fruit dropped does not count towards the total number of fruit the Bishaten has.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Bishaten Head
d20
1-6 Bishaten Fur
18-20 Bishaten Horn
Bishaten Wings
d20
1-8 Bishaten Fur
9-14 Bishaten Talon
15-20 2x Bishaten Talon
Bishaten Tail
d20
11-15 Brute Bone
16-20 Bishaten Tailcase


Gammoth


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Gammoth Head Plate. (AC 21; HP 20) This part cannot recover HP unless its by magical means.

After breaking this part, the Gammoth makes a DC 19 constitution saving throw or be Stunned until the end of its next turn

Gammoth Scalp. (AC 17; HP 41) This part can only be targeted after the Gammoth Head Plate has been broken.

After breaking this part, the Gammoth looses its resistances to bludgeoning, piercing, and slashing attacks.

Gammoth Trunk. (AC 19; HP 37)
After breaking this part, any character that makes a saving throw in response to the Cold breath attack does so with advantage

Gammoth Legs (x4). (AC 19; HP 25) This part can be broken four times, one for each leg. You can track each leg separately or as a whole, resetting the health once its reached 0; damage does not rollover from one leg to another. For each leg destroyed an additional effect will come into play.

(1) The Gammoths walking speed is reduced by 10 feet.

(2) The stomp attack is rolled with disadvantage.

(3) Any character that makes a saving throw in response to Trampling Charge does so with advantage.

(4) The Gammoth looses its Ice Walk ability and its Crush legendary action.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Gammoth Head Plate
d20
1-7 Gammoth Shell
8-13 Gammoth Pelt
Gammoth Scalp
d20
14-17 Gammoth Fang
18-20 Gammoth Scalp
Gammoth Trunk
d20
7-13 Gammoth Redfur
14-18 Trunkspine
Gammoth Leg
d20
3-12 Gammoth Shell
14-20 Snowlod (500 gp)


Garangolm


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Garangolm Head. (AC 22; HP ) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another.

(1) Any creature that makes a saving throw in response to Headbutt does so with advantage.

(2) Violent Roar can no longer stun a creature.

Garangolm arms. (AC 23; HP ) This part can be broken twice, once for each arm. You can track each arm separately or as a whole, resetting the health once its reached 0; damage does not rollover from one arm to another. For each arm destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Elemental Slam does so with advantage.

(2) The DC for Molten Fist and Mossy Fist are reduced by 2.

Garangolm Tail. (AC 22; HP ) Not Severable

After breaking this part, any creature that makes a saving throw in response to Bellyflop does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.


Garangolm Head (Scarred)
d20
1-8 Garangolm Shard
9-15 Garangolm Hardfang
16-20 2x Garangolm Hardfang
Garangolm Head (Broken)
d20
1-8 2x Garangolm Hardfang
9-15 Golm Thick Juice
16-20 Garangolm Mantle

Garangolm Arm
d20
1-3 Garangolm Cortex
4-9 Garangolm Shard
10-14 Golm Thick Juice
15-19 Garangolm Fist
20 2x Garangolm Fist
Garangolm Tail
d20
1-5 Garangolm Cortex
6-11 Garangolm Shard
12-18 Golm Ploughtail
19-20 Garangolm Mantle


Goss Harag


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Goss Harag Head (AC 20; HP 82)
After breaking this part, any creature that makes a saving throw in response to Cold Breath does so with advantage.

Goss Harag Forelegs (AC 21; HP 40) This part can be broken two times, once for each foreleg. You can track each foreleg separately or as a whole, resetting the health once its reached 0; damage does not rollover from one foreleg to another. For each foreleg that is destroyed an additional effect will come into play.

(1) All melee attack have a -3 to hit

(2) All melee attacks are made with disadvantage.

Goss Harag Back (AC 20; HP 90)
After breaking this part, Jump now cost 2 actions. In addition Standing leap now provokes attack of opportunity.

Shiny Drop

When the Ice sword breaks its drops a shiny next to the creature, Roll 1d00; this shiny can happen for a total of 3 times.

d100
1-35 Large Beast Tear
36-68 Block of Ice
69-83 Beast Tear
84-96 Goss Harag Claw
97-100 Harag Gem

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Goss Harag Head
d20
4-11 Goss Harag Hide
12-17 Goss Harag Horn
18-20 Harag Gem
Goss Harag Forelegs
d20
5-11 Goss Harag Brace
12-17 Goss Harag Claw
18-20 Goss Harag Claw x2
Goss Harag Back
d20
1-6 Goss Harag Fur
7-11 Frost Sac
12-20 Goss Harag Hide


Kecha Wacha


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Kecha Wacha Ears. (AC 15; HP 40)
After breaking this part, the Kecha Wacha can no longer use the Earmuff reaction.

Kecha Wacha Claws. (AC 14; HP 26)
After breaking this part, the Kecha Wacha can now only make two claw attacks as part of its multiattack.

Kecha Wacha tail. (AC 15; HP 35) Not Severable
After breaking this part, the Kecha Wacha looses its spider Climb ability.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Kecha Wacha Ears
d20
14-17 Kecha Ear
Kecha Wacha Claws
d20
1-9 Kecha Longbone
15-20 Kecha Talon
Kecha Wacha tail
d20
1-8 Kecha Pelt
9-14 Kecha Longbone


Lagombi


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Lagombi Ears. (AC 16; HP 40)
After breaking this part, the Lagombi looses its Keen Hearing ability and makes sound based saving throws with disadvantage .

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Lagombi Ear
d20
1-8 Lagombi Pelt
15-20 Lagombi Ear


Rajang


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Rajang Horn. (AC 20; HP 120)
After breaking this part, any creature that makes a saving throw in response to the Meteor action does so with advantage.

Rajang Forelegs. (AC 18; HP 30)
After breaking this part, the Rajangs Fist attacks deal 1 less damage die.

Rajang Tail. (AC 19; HP 50) Not Severable
After breaking this part, the Rajang legendary can only take 2 legendary actions

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Rajang Horns
d20
17-19 Rajang Horn
Rajang Forelegs
d20
13-19 Rajang Claw
Rajang Tail
d20
13-16 Rajang tail


Furious Rajang


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

F.Rajang Horn. (AC 24; HP 150)
After breaking this part, any creature that makes a saving throw in response to the Meteor and Quake action does so with advantage.

F.Rajang Forelegs. (AC 21; HP 40)
After breaking this part, the Rajangs Fist attacks deal 1 less damage die.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

F.Rajang Horns
d20
13-16 Rajang Hardhorn
19-20 Ghoulish Gold Gorer
F.Rajang Forelegs
d20
13-20 Rajang Hardclaw


Volvidon


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Volvidon back. (AC 17; HP 60)
After breaking this part, the Volvidons Rollout attack action now recharges on a 6.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Volvidon Back
d20
1-11 Volvidon Carapace
16-20 Volvi Rickrack

fanged Wyverns



Dodogama


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Dodogama Head. (AC 18; HP 50)
After breaking this part, all bite attacks are made with disadvantage.

Dodogama Forelegs (AC 17; HP 60)
After breaking this part, Molten Rocks max range is reduced to 60.

Dodogama Tail (AC 17; HP 42) Severable
When the tail is severed the Dodogama moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Dodogama to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, any creature that makes a saving throw in response to Charge does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Dodogama Head
d20
6-10 Dodogama Jaw
Dodogama Forelegs
d20
17-20 Dodogama Talon
Dodogama Tail (Severed)
d20
14-18 Dodogama Tail


Great Girros


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Great Girros Head. (AC 16; HP 35) This part can be broken two times. When the head reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The head cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Bite does so with advantage.

(2) All Bite attacks are made with disadvantage.

Great Girros Forelegs (AC 17; HP 20)
After breaking this part, the Great Girros movement speed is now 30.

Great Girros Tail (AC 16; HP 33) Severable
When the tail is severed the Great Girros moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Great Girros to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, any creature that makes a saving throw in response to Charge does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Great Girros Head (Scarred)
d20
5-10 Great Girros Hood
13-19 Great Girros Fang
Great Girros Head (Broken)
d20
9-15 Great Girros Fang
16-20 Girros Paralysis Sac
Great Girros Forelegs
d20
2-8 Great Girros Hide
Great Girros Tail (Severed)
d20
13-17 Great Girros Tail


Great Jagras


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Great Jagras Head. (AC 16; HP 37)
After breaking this part, all Bite attacks are made with disadvantage.

Great Jagras Forelegs (AC 17; HP 20)
After breaking this part, all Claw attacks are made with disadvantage.

Great Jagras Chest (AC 16; HP 33)
After breaking this part, any creature that makes a saving throw in response to Rollover does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Great Jagras Head
d20
10-16 Great Jagras Mane
Great Jagras Forelegs
d20
14-20 Great Jagras Claw
Great Jagras Chest
d20
4-12 Great Jagras Hide


Lunagaron


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Lunagaron Head (AC 18; HP 70)
After breaking this part, Flash Freeze and Cold Breath have their DC reduced by 2.

Lunagaron Forelegs (AC 19; HP 55) This part can be broken two times, once for each foreleg. You can track each foreleg separately or as a whole, resetting the health once its reached 0; damage does not rollover from one foreleg to another. For each foreleg that is destroyed an additional effect will come into play.

(1) Claws DC is reduced by 2.

(2) Furious Swipes now recharges on a 6.

Lunagaron Tail (AC 19; HP 62) Not Severable
After breaking this part, the DC for the Tail attack is reduced by 2, additionaly opportunity attacks made against the monster when it uses Tail Flip are no longer made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Lunagaron Head
d20
1-10 Lunagaron Shard
11-17 Frostborn Hardfang
18-20 Lunagaron Frost Jewel
Lunagaron Foreleg
d20
1-8 Lunagaron Cortex
9-15 Luna Vermilion Hardclaw
16-20 2x Luna Vermilion Hardclaw
Lunagaron Tail
d20
1-10 Lunagaron Shard
11-17 Lunagaron Lash Shell
18-20 Lunagaron Frost Jewel


Magnamalo


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Magnamalo Head (AC 16; HP 57)
After breaking this part, bites damage dice is reduced to 1d6.

Magnamalo Armblade (AC 16; HP 30) This part can be broken two times, once for each Armblade. You can track each armblade separately or as a whole, resetting the health once its reached 0; damage does not rollover from one armblade to another. For each armblade that is destroyed an additional effect will come into play.

(1) Claws damage die is reduced to 1d6.

(2) All claw attacks are made with disadvantage.

Magnamalo Back (AC 17; HP 50)
After breaking this part, Hellfire orbs now only targets 2 creatures. Additionally, any creature that makes a saving throw in response to Hellfire Divebomb does so with advantage.

Magnamalo Tail (AC 17; HP 40) Severable
When the tail is severed the Magnamalo moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Magnamalo to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

When this part is severed, tails damage is reduced to 2d8 and its damage type is changed to slashing.

Quench Shiny

While any part of the Magnamalo is in its hellfire state, that part can be targeted for an attack if that attack were to deal cold damage; AC equal to the Magnamalos current AC. If the attack hits and deals 10 cold damage or more, that part is no longer in its hellfire state. Damage dealt in this way does not harm the Magnamalao. If 2 or more parts are quenched in this way, a shiny drops on the floor.

d100
1-50 Wyvern Tear
51-80 Magnamalo Scale
81-99 Magna Ghostprism
100 Magnamalo Plate

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Magnamalo Head
d20
3-10 Magnamalo Shell
11-17 Magnamalo Horn
18-20 Magnamalo Plate
Magnamalo Armblade
d20
1-10 Magnamalo Scale
11-15 Magnamalo Blade
Magnamalo Back
d20
2-9 Magnamalo Shell
10-14 Magnamalo Scute
15-20 Magna Ghostprism
Magnamalo Tail (Severed)
d20
1-6 Magnamalo Scale
11-15 Magnamalo Tail


Odogaron


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Odogaron Head. (AC 17; HP 40)
After breaking this part, the Bite action now requires an attempt to grapple when the attack hits.

Odogaron Legs. (AC 17; HP 35) This part can be broken two times. When the legs reach 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The legs cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Claws does so with advantage.

(2) The Damage dealt by Claws is reduced by 1d6.

Odogaron Tail (AC 18; HP 46) Severable
When the tail is severed the Odogaron moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Odogaron to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

When this part is severed, the Odogaron has disadvantage on dexterity saving throws, as well Uncanny dodge now recharges on a 4-6.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Odogaron Head
d20
13-17 Odogaron Fang
18-20 Odogaron Gem

Odogaron Legs (Scarred)
d20
1-5 Odogaron Sinew
9-14 Odogaron Claw
Odogaron Legs (Broken)
d20
9-14 Odogaron Claw
17-20 Odogaron Plate

Odogaron Tail (Severed)
d20
12-16 Odogaron Tail
17-20 Odogaron Plate


Ebony Odogaron


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Ebony Odogaron Head. (AC 17; HP 42)
After breaking this part, any creature that makes a saving throw in response to Bite does so with advantage.

Ebony Odogaron Legs. (AC 17; HP 38) This part can be broken two times. When the legs reach 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The legs cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Claws does so with advantage.

(2) The Damage dealt by Claws is reduced by 1d6.

Ebony Odogaron Tail (AC 18; HP 48) Severable
When the tail is severed the Ebony Odogaron moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Ebony Odogaron to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

When this part is severed, the Ebony Odogaron has disadvantage on dexterity saving throws, as well Uncanny dodge now recharges on a 4-6.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Ebony Odogaron Head
d20
13-17 Ebony Odogaron Hardfang
18-20 Ebony Odogaron Mantle

Ebony Odogaron Legs (Scarred)
d20
1-5 Hard Ebony Odogaron Sinew
9-14 Ebony Odogaron Hardclaw
Ebony Odogaron Legs (Broken)
d20
9-14 Ebony Odogaron Hardclaw
17-20 Ebony Odogaron Gem

Ebony Odogaron Tail (Severed)
d20
12-16 Ebony Odogaron Lash
17-20 Ebony Odogaron Mantle

Tobi-Kadachi


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Tobi-Kadachi Head. (AC 15; HP 32)
After breaking this part, all Bite attacks are made with disadvantage.

Tobi-Kadachi Back. (AC 16; HP 23)
After breaking this part, Wounded Fury damage is reduce by 1d6.

Tobi-Kadachi Forelegs (AC 15; HP 32)
After breaking this part, the tobi-kadachi's climb speed is halved.

Tobi-Kadachi Tail (AC 16; HP 36) Not severable
After breaking this part, the Tails attack range is reduce by 5 feet.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Tobi-Kadachi Head
d20
3-8 Tobi-Kadachi Pelt
16-20 Tobi Electro Sac
Tobi-Kadachi Back
d20
3-8 Tobi-Kadachi Pelt
9-15 Tobi-Kadachi Scale
Tobi-Kadachi Forelegs
d20
8-13 Tobi-Kadachi Membrane
14-20 Tobi-Kadachi Claw
Tobi-Kadachi Tail
d20
14-18 Tobi Electro Sac
19-20 Kadachi Gem

Viper Tobi-Kadachi


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Viper Tobi-Kadachi Head. (AC 17; HP 45)
After breaking this part, all Bite attacks are made with disadvantage.

Viper Tobi-Kadachi Back. (AC 18; HP 36)
After breaking this part, any creature that makes a saving throw in response to Poison Spikes does so with advantage.

Viper Tobi-Kadachi Forelegs (AC 17; HP 45)
After breaking this part, the tobi-kadachi's climb and glide speed is halved.

Viper Tobi-Kadachi Tail (AC 18; HP 50) Not severable
After breaking this part, the Tails attack range is reduce by 5 feet.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Viper Tobi-Kadachi Head
d20
1-5 V.Tobi-Kadachi Thickfur
7-11 V.Deadly Poison Sac
Viper Tobi-Kadachi Back
d20
1-5 V.Tobi-Kadachi Thickfur
3-10 V.Tobi-Kadachi Shard
Viper Tobi-Kadachi Forelegs
d20
9-14 V.Tobi-Kadachi Membrane
15-20 V.Tobi-Kadachi Hardclaw
Viper Tobi-Kadachi Tail
d20
15-18 V.Ultraplegia Sac
19-20 V.Kadachi Gem


Zinogre


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Zinogre Horns. (AC 19; HP 24) This part can be broken two times. When the horns reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The horns cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Damage dealt by Lightning Aura is reduced by 1.

(2) Damage dealt by Lightning Aura is reduced by 2. (minimum of 1 damage)

Zinogre Claws (AC 20; HP 26) This part can be broken two times, one for each claw. You can track each claw separately or as a whole, resetting the health once its reached 0; damage does not rollover from one claw to another. For each claw destroyed an additional effect will come into play.

(1) Claw attacks deal 1d8 less damage.

(2) All Claw attack are made with disadvantage.

Zinogre Back (AC 20; HP 39)
After breaking this part, any creature that makes a saving throw in response to Charge does so with advantage.

Zinogre Tail. (AC 19; HP 50) Severable
When the tail is severed the Zinogre moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Zinogre to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Zinogre makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used.

Prone Bonus Reward

Whenever the Zingore is prone and you are within 5 feet of it, as an action you can choose to capture bugs from the Zinogres back provided you have a Bug net, immediately afterwards you can use a bonus action to try once more. Roll 1d20 for every attempt; The Zinogre back can only be successfully gathered from for a total of three times.

d20
1-6 Zinogre Electrofur
8-12 Thunderbug
14-20 Fulgurbug

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Zinogre Horns (Scarred)
d20
1-6 Zinogre Carapace
12-14 Zinogre Shell
Zinogre Horns (Broken)
d20
12-14 Zinogre Shell
18-20 Zinogre Plate
Zinogre Claw
d20
8-12 Zinogre Claw
13-19 Zinogre Shocker
20 2x Zinogre Shocker
Zinogre Back
d20
1-7 Zinogre Carapace
8-13 Zinogre Electrofur
14-20 Zinogre Shocker
Zinogre Tail (Severed)
d20
1-5 Zinogre Carapace
6-11 Zinogre Electrofur
12-16 Zinogre Tail
17-20 Zinogre Jasper

Flying Wyverns



Akantor


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Akantor Head. (AC 19; HP 46) This part can be broken two times. When the Akantor Head reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. Damage does not rollover from one break to another. When this part reaches 0 HP for the second time, its considered Broken. Each time the part is destroyed an additional effect will come into play.

(1) After Breaking this part, The Bite attack action is made with disadvantage, additionally any creature that makes a saving throw in response to Swallow does so with advantage.

(2) Any creature that makes a saving throw in response to Bite does so with advantage, additionally the Chomp now cost 3 legendary actions.

Akantor Chest. (AC 20; HP 30)
After Breaking this part, Any creature that makes a saving throw in response to Sonic Blast and Crush does so with advantage.

Akantor Back. (AC 19; HP 45)
After Breaking this part, the Akantor looses 1 use of its legendary resistance, additionally the DC for Sonic Blast is reduced by 2.

Akantor Claws (AC 20; HP 21) This part can be broken two times, once for each claw. You can track each claw separately or as a whole, resetting the health once its reached 0; damage does not rollover from one claw to another. For each claw destroyed an additional effect will come into play.

(1) The Claw attacks range is reduced by 5 feet.

(2) Claw attacks are made with disadvantage, and its damage reduced by 1d6.

Akantor Tail. (AC 19; HP 30) Severable
When the tail is severed the Akantor moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Akantor to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Akantor makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used.

Special Carve

When the Akantor Tail is successfully severed, the tail Bonus Reward grants 2 rolls instead of 1.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Akantor Head (Scarred)
d20
1-8 Akantor Scale
16-18 Akantor Tallfang
Akantor Head (Broken)
d20
1-8 Akantor Scale
16-18 Akantor Tallfang
19-20 Akantor Gem
Akantor Chest
d100
1-56 Akantor Scale
57-84 Akantor Carapace
85-94 A.Firecell Stone
95-100 Akantor Gem
Akantor Back
d20
7-13 Akantor Carapace
18-20 Akantor Spike
Akantor Claws
d20
1-8 Akantor Carapace
12-15 Akantor Hardclaw
20 2x Akantor Hardclaw
Akantor Tail (Severed)
d20
1-8 Akantor Carapace
16-20 Akantor Tail


Astalos


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Astalos Horn. (AC 18; HP 55)
After breaking this part, all Horn attacks are made with disadvantage.

Astalos Back. (AC 18; HP 50)
After breaking this part, the Astalos immediately falls prone. If the Astalos is flying when this part breaks it falls to the ground taking 1d6 bludgeoning damage for every ten feet fallen.

Astalos Wings. (AC 17; HP 30) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The Astalos Flying speed is reduced by 10 feet.

(2) The Astalos Flying speed is reduced by an additional 10 feet, as well all Wing attacks are now made with disadvantage.

Astalos Tail. (AC 17; HP 45) Severable
When the tail is severed the Astalos moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Astalos to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Astalos makes all Tail attacks with disadvantage; If this part was severed, the Tail attack action cannot be used.

Special Break

If a part is broken after the Astalos deals lightning damage, it immediately drops a "Shiny" Roll 1d100, on a 1-2 you find an Astalos Plate; 3-25 you find an Astalos scale; 26-100 you find a Wyvern Tear.

When at least 2 parts of the Astalos are broken, both wings counting as 1 part, the Astalos looses its Dive attack ability and its Lightning Pillar now recharges on a 6.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Astalos Horn
d20
16-17 Electroscale
19-20 Astalos Plate
Astalos Back
d20
3-9 Astalos Shell
16-18 Electroscale
19-20 Astalos Plate
Astalos Wings
d20
5-11 Astalos Membrane
12-16 Astalos Wingtalon
17-20 Electroscale
Astalos Tail (Severable)
d20
8-16 Astalos Scissortail
17-20 Electroscale


Barioth


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Barioth Tusks. (AC 17; HP 40) This part can be broken two times. When the Barioth Tusks reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. Damage does not rollover from one break to another. When this part reaches 0 HP for the second time, its considered Broken. Each time the part is destroyed an additional effect will come into play.

(1) The Barioth Bite damage is reduced by 1d8.

(2) The Barioth makes its Bite attacks with disadvantage.

Barioth Wing Spikes/Talons. (AC 18; HP 40) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The Barioth must make a Dexterity saving throw, DC 20, after it uses its Ice Slide Legendary action on ice or slippery terrain. On a failure the Barioth is knocked prone.

(2) The Barioth has disadvantage on dexterity saving throws when on icy or slippery terrain, additionally its movement speed is reduced by 10 feet.

Barioth Tail. (AC 17; HP 30) Severable
When the tail is severed the Barioth moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Barioth to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

If this part was severed, any creature that makes a saving throw in response to Tail Swipe does so with advantage, additionally all Tail Swipe attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Barioth Tusks (Scarred)
d20
1-5 Barioth Cortex
9-14 Cryo Sack
17-20 Amber Tusks
Barioth Tusks (Broken)
d20
1-5 Barioth Cortex
6-11 Cryo Sack
12-20 Amber Tusks
Barioth Wing Spikes/Talons
d20
1-7 Barioth Fur
8-13 Barioth Talon
14-18 Barioth Spike
Barioth Tail (Severable)
d20
1-5 Barioth Cortex
14-20 Barioth Tail


Frostfang Barioth


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

FF.Barioth Tusks. (AC 17; HP 50) This part can be broken two times. When the Barioth Tusks reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. Damage does not rollover from one break to another. When this part reaches 0 HP for the second time, its considered Broken. Each time the part is destroyed an additional effect will come into play.

(1) The FF.Barioth Bite damage is reduced by 1d8.

(2) The FF.Barioth makes its Bite attacks with disadvantage.

FF.Barioth Wing Spikes/Talons. (AC 18; HP 50) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) Claws damage die is reduced to 1d8

(2) Any creature that makes a saving throw in response to Deadly leap does so with advantage.

FF.Barioth Tail. (AC 17; HP 50) Severable
When the tail is severed the Barioth moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Barioth to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

If this part was severed, any creature that makes a saving throw in response to Tail Swipe does so with advantage, additionally all Tail Swipe attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

FF.Barioth Tusks (Scarred)
d20
9-14 Cryo Sac
15-20 Silverwhite Frostfang
FF.Barioth Tusks (Broken)
d20
4-9 Cryo Sac
10-15 Silverwhite Frostfang
16 2x Silverwhite Frostfang
17-20 Silversnow Gem
FF.Barioth Wing Spikes/Talons
d20
1-5 Silversnow Pelt
6-12 Bergcrusher Claw
FF.Barioth Tail (Severable)
d20
1-5 Silversnow Pelt
6-11 Barioth Lash
17-20 Silversnow Gem


Basarios


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Basarios Back. (AC 20; HP 61)
After breaking this part, the Basarios looses its Stone Camouflage ability and its burrow speed is reduced by 10 feet.

Basarios Chest. (AC 19; HP 41)
After breaking this part, the Sleep Gas attack action now recharges on a 6.

Basarios Tail. (AC 19; HP 41) Severable
When the tail is severed the Basarios moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Basarios to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Basarios Trampling Charge ability now requires at least 30 feet of movement.

Prone Bonus Reward

After the Basarios back is "broken", whenever the Basarios is prone and you are within 5 feet of it, as an action you can choose to mine from the Basarios back provided you have a miners pick, immediately afterwards you can use a bonus action to mine once more. Roll 1d20 for every attempt.

d20
1-12 Earth crystal
13-19 Machalite Ore
20 Basarios Carapace

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Basarios Back
d20
10-18 Machalite Ore
19-20 Basarios Carapace
Basarios Chest
d20
1-10 B.Poison Sac
11-19 Machalite Ore
Basarios Tail (Severed)
d20
1-10 Basarios Shell
11-19 Machalite Ore


Bazelgeuse


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Bazelgeuse Head. (AC 21; HP 45)
After Breaking this part, the Headbutt attack is made with disadvantage.

Bazelgeuse Chest. (AC 21; HP 55)
After Breaking this part, the Carpet Bomb ability now dislodges and explosive scale every 35 feet, additionally any creature that makes a saving throw in response to Fire Breath does so with advantage.

Bazelgeuse Wings (AC 22; HP 45) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The Wing attack damage is decreased by 1d10, The bazelgeuse flight speed is reduced 10 feet.

(2) Wing attacks are made with disadvantage, the Dive Attack now requires 40 feet of movement.

Bazelgeuse Tail. (AC 21; HP 67) Severable
When the tail is severed the Bazelgeuse moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Bazelgeuse to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Bazelgeuse makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Bazelgeuse Head
d20
1-6 Bazelgeuse Scale
9-14 Bazelgeuse Fuse
Bazelgeuse Chest
d20
1-7 Bazelgeuse Scale
8-14 Bazelgeuse Carapace
15-20 Bazelgeuse Fuse
Bazelgeuse Wings
d20
4-10 Bazelgeuse Carapace
16-20 Bazelgeuse Wing
Bazelgeuse Tail (Severed)
d20
13-18 Bazelgeuse Tail
19-20 Bazelgeuse Gem


Seething Bazelgeuse


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

S.Bazelgeuse Head. (AC 21; HP 50)
After Breaking this part, the Headbutt attack is made with disadvantage.

S.Bazelgeuse Chest. (AC 21; HP 75)
After Breaking this part, the Carpet Bomb ability now dislodges and explosive scale every 35 feet, additionally any creature that makes a saving throw in response to Fire Breath and No Man's Landing does so with advantage.

S.Bazelgeuse Wings (AC 22; HP 50) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The Wing attack damage is decreased by 1d10, The Seething bazelgeuse flight speed is reduced 10 feet.

(2) Wing attacks are made with disadvantage, the Dive Attack now requires 40 feet of movement.

S.Bazelgeuse Tail. (AC 21; HP 60) Severable
When the tail is severed the Seething Bazelgeuse moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Seething Bazelgeuse to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Seething Bazelgeuse makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

S.Bazelgeuse Head
d20
1-6 Bazelgeuse Shard
9-14 Bazelgeuse Hardclaw
S.Bazelgeuse Chest
d20
1-7 Bazelgeuse Shard
8-14 Flickering Silvershell
15-20 Bazelgeuse Hardclaw
S.Bazelgeuse Wings
d20
4-10 Flickering Silvershell
16-20 Scorching Silverwing
S.Bazelgeuse Tail (Severed)
d20
13-18 Bazelgeuse Flail
19-20 Seething Gem


Diablos


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Diablos Horn. (AC 21; HP 45) This part can be broken two times. When the Diablos Horn reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. Damage does not rollover from one break to another. When this part reaches 0 HP for the second time, its considered Broken. Each time the part is destroyed an additional effect will come into play.

(1) The Diablos Horn damage is reduced by 1d10.

(2) The Diablos makes all Horn attacks with disadvantage.

Diablos Back. (AC 22; HP 35)
After breaking this part, the Diablos looses one use of its Legendary resistance, additionally any creature that makes a saving throw in response to Violent Roar does so with advantage.

Diablos Tail. (AC 21; HP 60) Severable
When the tail is severed the Diablos moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Diablos to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

If this part was severed, the Tail attack action and the Quake Legendary action can no longer be used.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Diablos Horn (Scarred)
d20
16-20 Twisted Horn
Diablos Horn (Broken)
d20
13-17 Twisted Horn
18-20 Majestic Horn
Diablos Back
d20
8-12 Diablos Ridge
13-17 Diablos Marrow
18-20 Blos Medulla
Diablos Tail (Severed)
d100
1-54 Diablos Carapace
55-84 Diablos Tailcase
85-96 Blos Medulla
97-100 Diablos Stone

Gigginox


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Gigginox Head. (AC 18; HP 40)
After breaking this part, the gigginox looses its Keen Sight ability.

Gigginox underbelly. (AC 19; HP 63)
After breaking this part, the Poison Gas attack action now recharges on a 6.

Gigginox Tail. (AC 18; HP 70) Not Severable
After breaking this part, all tail attacks rolls with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Gigginox Head
d20
1-8 Gigginox Hide
10-13 Uncanny Hide
17-20 Fearsome Maw
Gigginox underbelly
d20
1-8 Gigginox Hide
10-13 Uncanny Hide
17-20 Foul Venom Gland
Gigginox Tail
d20
1-8 Gigginox Hide
10-13 Uncanny Hide
17-20 Foul Venom Gland

Chaotic Gigginox


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Chaotic Gigginox Head. (AC 19; HP 59)
After breaking this part, the gigginox looses its Keen Sight ability.

Chaotic Gigginox underbelly. (AC 20; HP 82)
After breaking this part, the gigginox looses its Keen Sight ability.

Chaotic Gigginox Tail. (AC 19; HP 89) Not Severable
After breaking this part, all tail attacks rolls with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Chaotic Gigginox Head
d20
1-8 C.Gigginox Hide
10-13 Chaotic Hide
17-20 Shocking Maw
Chaotic Gigginox underbelly
d20
1-8 C.Gigginox Hide
10-13 Chaotic Hide
17-20 Noxious Venom Gland
Chaotic Gigginox Tail
d20
1-8 C.Gigginox Hide
10-13 Chaotic Hide
17-20 Noxious Venom Gland


Gravios


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Gravios Head. (AC 23; HP 70)
After breaking this part, any creature that must make a saving throw in response to the gravios Heat Beam attack does so with advantage.

Gravios Chest. (AC 23; HP 52) This part can be broken two times, resetting the health once its reached 0; damage does not rollover. Each time this part is destroyed an additional effect will come into play.

(1) any creature that must make a saving throw in response to the gravios Sleep gas attack does so with advantage.

(2) The gravios looses its resistance to piercing and slashing damage from magical attacks

Gravios Back. (AC 24; HP 52)
After breaking this part, the Heat Beam attack action now recharges on a 6.

Gravios Wings. (AC 23; HP 52) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) any creature that must make a saving throw in response to the gravios Trampling Charge ability does so with advantage.

(2) the Quake legendary action now cost 3 actions.

Gravios Legs. (AC 20; HP 40) This part can be broken two times, once for each leg. You can track each leg separately or as a whole, resetting the health once its reached 0; damage does not rollover from one leg to another. For each leg destroyed an additional effect will come into play.

(1) the gravios movement speed is reduced by 5 feet.

(2) When the gravios makes a body slam attack, it falls prone.

Gravios Tail. (AC 23; HP 60) Severable
When the tail is severed the Gravios moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Gravios to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the gravios makes all Tail attacks with disadvantage; If this part was severed, the Tail attack action and Tail legendary action cannot be used.

Broken Leg Bonus Reward

Each time the Gravios legs break a "Shiny" drops immediately onto the ground; Roll 1d100.

d100
1-47 Wyvern Tear
48-94 Large Wyvern Tear
95-100 Firecell Stone

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Gravios Head
d20
1-7 Gravios Carapace
11-15 Gravios Scalp
19-20 Firecell Stone
Gravios Chest
d20
1-7 Gravios Carapace
8-13 Gravios Shell
14-18 G.Sleep Sac
Gravios Back
d20
1-7 Gravios Carapace
12-19 Gravios Wing
Gravios Wings
d20
12-19 Gravios Wing
Basarios Tail (Severed)
d20
1-7 Gravios Carapace
18-20 Gravios Medulla


Khezu


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Khezu Head. (AC 19; HP 80)
After breaking this part, attack rolls with Bite and Lightning Ball are made with disadvantage.

Khezu body. (AC 18; HP 80)
After breaking this part, any creature that makes a saving throw in response to Electric Current and Deadly Leap does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Khezu Head
d100
1-67 Flabby Hide
68-92 Pale Extract
93-100 Pale Bone
Khezu Body
d100
1-45 Flabby Hide
46-75 Pale Extract
76-100 Electro Sac


Legiana


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Legiana Head. (AC 18; HP 35)
After breaking this part, all Bite attacks are made with disadvantage.

Legiana Back. (AC 19; HP 50)
After breaking this part, the Legiana looses 1 use of its legendary resistance, additionally the legianas Talon damage is reduce by 1d8.

Legiana Wings. (AC 18; HP 25) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The legianas fly speed is reduce by 20 feet.

(2) The Legiana looses its Flyby ability, additionally any creature that makes a saving throw in response to Corkscrew does so with advantage.

Legiana Tail. (AC 19; HP 50) Not Severable
After breaking this part, The Legianas Tail attack can no longer leave a layer of frost.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Legiana Head
d20
1-6 Legiana Hide
7-13 Legiana Scale
17-20 Legiana Plate
Legiana Back
d20
1-6 Legiana Hide
17-20 Legiana Plate
Legiana Wings
d20
1-6 Legiana Hide
12-16 Legiana Wing
Legiana Tail
d100
1-70 Legiana Scale
71-95 Frost Sac
96-100 Legiana Plate


Shrieking Legiana


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

S.Legiana Head. (AC 18; HP 35)
After breaking this part, all Bite attacks are made with disadvantage.

S.Legiana Back. (AC 19; HP 55)
After breaking this part, the Shrieking Legiana looses 1 use of its legendary resistance, its Talon damage is reduce by 1d8, and Frost Armor now gives a +1 to AC instead of +2.

S.Legiana Wings. (AC 18; HP 27) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The Shrieking legianas fly speed is reduce by 20 feet, additionally Wing Buffets range is reduced by 20 feet.

(2) The Shrieking Legiana looses its Flyby ability, additionally any creature that makes a saving throw in response to Corkscrew or Wing Buffet does so with advantage.

S.Legiana Tail. (AC 19; HP 52) Not Severable
After breaking this part, The Shrieking Legianas Tail attack can no longer leave a layer of frost.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

S.Legiana Head
d20
1-7 Rime Hide
19-20 S.Legiana Gem
S.Legiana Back
d20
1-7 Rime Hide
19-20 S.Legiana Gem
S.Legiana Wings
d20
1-7 Rime Hide
12-16 Stark Wing
S.Legiana Tail
d20
15-18 Legiana Tail Webbing
19-20 S.Legiana Gem


Monoblos


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Monoblos Horn. (AC 20; HP 75)
After breaking this part, all Horn attacks are made with disadvantage.

Monoblos Back. (AC 21; HP 50)
After breaking this part, any creature that makes a saving throw in response to Violent roar does so with advantage.

Monoblos Tail. (AC 20; HP 55) Severable
When the tail is severed the Monoblos moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Monoblos to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

If this part was severed, the Tail attack action can no longer be used.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Monoblos Horn
d6
2-6 Scarlet Finehorn
Monoblos Back
d20
1-9 Monoblos Carapace
10-15 Monoblos Thoracic
Monoblos Tail (Severable)
d20
1-9 Monoblos Carapace
16-20 Blos Medulla


Nargacuga


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Nargacuga Face. (AC 17; HP 40)
After breaking this part, the Nargacuga has disadvantage on perception checks and its Bite attack deals 1d8 less damage.

Nargacuga Wings. (AC 18; HP 60) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The Bladed Wings damage is reduced by 1d6.

(2) The Nargacuga makes all Bladed Wings attacks with disadvantage. As well any creature that makes a saving throw in response to Feral Pounce does so with advantage.

Nargacuga Tail. (AC 18; HP 65) Severable This part can be broken two times. When the tail reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The second effect does not come into play until the tail is severed. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) The Nargacuga makes all Tail Swipe attacks with disadvantage.

(2) The Tail Spike attack action can no longer be used.

When the tail is severed the Nargacuga moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Nargacuga to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Nargacuga Face
d20
1-8 Nargacuga Scale
10-15 Nargacuga Fang
17-20 Narga Medulla
Nargacuga Wings
d100
1-60 Nargacuga Scale
61-80 Nargacuga Pelt
81-100 Nargacuga Razor
Nargacuga Tail (Scarred)
d20
15-18 Narga Medulla
19-20 Nargacuga Tailspike
Nargacuga Tail (Severed)
d20
10-13 Nargacuga Razor
14-18 Nargacuga Tail
19-20 Nargacuga Tailspike


Silverwind Nargacuga


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

S.Nargacuga Face. (AC 18; HP 45)
After breaking this part, the Silverwind Nargacuga has disadvantage on perception checks and its Bite attack deals 1d8 less damage.

S.Nargacuga Wings. (AC 19; HP 65) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The Bladed Wings damage is reduced by 1d6.

(2) The Nargacuga makes all Bladed Wings attacks with disadvantage. As well any creature that makes a saving throw in response to Feral Pounce does so with advantage.

S.Nargacuga Tail. (AC 19; HP 70) Severable This part can be broken two times. When the tail reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The tail cannot be severed until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) The Silverwind Nargacuga makes all Tail Swipe attacks with disadvantage. As well any creature that makes a saving throw in response to Razor Winds initial trigger does so with advantage.

(2) The Tail Spike and attack action can no longer be used. Additionally the Tail Slam maximum length is reduced by half and any creature that makes a saving throw in response to Tail Slam does so with advantage.

When the tail is severed the Silverwind Nargacuga moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Silverwind Nargacuga to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

S.Nargacuga Face
d20
1-8 Silverwind Scale
10-15 Silverwind Fang
17-20 Silverwind Medulla
S.Nargacuga Wings
d100
1-60 Silverwind Scale
61-80 Silverwind Blackfur
81-100 Silverwind Razor
S.Nargacuga Tail (Scarred)
d20
15-18 Silverwind Medulla
19-20 Silverwind Tailspike
S.Nargacuga Tail (Severed)
d20
10-13 Silverwind Razor
14-18 Silverwind Tail
19-20 Silverwind Tailspike

Paolumu


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Paolumu Neck Pouch. (AC 17; HP 50)
After breaking this part, Wind Burst now recharges on a 6.

Paolumu Back. (AC 18; HP 30)
After breaking this part, any creature that makes a saving throw in response to Wind Burst does so with advantage.

Paolumu Wings. (AC 17; HP 40)
After Breaking this part, any creature that makes a saving throw in response to Dive Bomb does so with advantage.

Paolumu Tail. (AC 18; HP 25) Not Severable
After breaking this part, the Paolumu makes all Tail attacks with disadvantage;

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Paolumu Neck Pouch
d20
11-17 Paolumu Pelt
Paolumu Back
d100
11-17 Paolumu Pelt
Paolumu Wings
d20
15-20 Paolumu Webbing
Paolumu Tail
d100
5-9 Paolumu Shell

Nightshade Paolumu


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Nightshade Paolumu Neck Pouch. (AC 17; HP 55)
After breaking this part, any creature that makes a saving throw in response to Deep Breath does so with advantage.

Nightshade Paolumu Back. (AC 18; HP 55)
After breaking this part, the Sleep Cloud action range is reduced to 30 feet, in addition the Sleep legendary action now has a cost of 3.

Nightshade Paolumu Wings. (AC 17; HP 45)
After Breaking this part, the Nightshade Paolumus flight speed is reduced by 20 feet, as well the Dive Bomv action now requires 15 feet of movement. any creature that makes a saving throw in response to Dive Bomb does so with advantage.

Nightshade Paolumu Tail. (AC 18; HP 35) Not Severable
After breaking this part, the Paolumu makes all Tail attacks with disadvantage;

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Nightshade Paolumu Neck Pouch
d20
1-6 Nightshade Paolumu Thickfur
Nightshade Paolumu Back
d20
1-6 Nightshade Paolumu Thickfur
Nightshade Paolumu Wings
d20
15-20 Nightshade Paolumu Fellwing
Nightshade Paolumu Tail
d20
11-18 Paolumu Cortex


Rathalos


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Rathalos Horn. (AC 20; HP 27)
After breaking this part, Bite attacks now rolls with disadvantage.

Rathalos Back. (AC 21; HP 32)
After breaking this part, the Talons damage is reduced by 1d6, as well any creature that makes a saving throw in response to the Fireball does so with advantage

Rathalos Wings. (AC 20; HP 27) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The Rathalos flying speed is reduce by 10 feet.

(2) The Rathalos flying speed is now 40 feet and has disadvantage on wing attacks.

Rathalos Tail. (AC 21; HP 52) Severable
When the tail is severed the Rathalos moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Rathalos to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

If this part was severed, the Rathalos makes all Talon attacks with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Rathalos Horn
d100
1-68 Rathalos Scale
69-88 Rathalos Carapace
89-96 Rathalos Plate
97-100 Rathalos Ruby
Rathalos Back
d20
1-10 Rathalos Carapace
11-13 Rathalos Marrow
17-18 Rathalos Plate
19-20 Rathalos Ruby
Rathalos Wings
d100
1-15 Rathalos Scale
16-30 Rathalos Webbing
31-100 Rathalos Wingtalon
Rathalos Tail (Severed)
d100
1-45 Rathalos Scale
46-60 Rathalos Carapace
61-70 Rathalos Webbing
71-90 Rathalos Tail
91-97 Rathalos Plate
98-100 Rathalos Ruby


Rathian


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Rathian Horn. (AC 18; HP 25)
After breaking this part, Bite attacks now rolls with disadvantage.

Rathian Back. (AC 19; HP 30)
After breaking this part, the Talons damage is reduced by 1d6, as well any creature that makes a saving throw in response to the Fireball does so with advantage

Rathian Wings. (AC 18; HP 25) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The Rathians flying speed is reduce by 10 feet.

(2) The Rathians flying speed is now 40 feet and has disadvantage on constitution saving throws.

Rathian Tail. (AC 19; HP 50) Severable
When the tail is severed the Rathian moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Rathian to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Rathian makes all Stinger attacks with disadvantage; If this part was severed, the Stinger attack action can no longer deal its piercing damage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Rathian Horn
d100
1-68 Rathian Scale
69-88 Rathian Carapace
89-96 Rathian Plate
97-100 Rathian Ruby
Rathian Back
d20
1-10 Rathian Carapace
11-13 Rathian Spike
17-18 Rathian Plate
19-20 Rathian Ruby
Rathian Wings
d100
1-15 Rathian Scale
16-30 Rathian Webbing
31-100 Rathian Wingtalon
Rathian Tail (Severed)
d100
1-45 Rathian Scale
46-60 Rathian Carapace
61-70 Rathian Spike
71-90 Rathian Tail
91-97 Rathian Plate
98-100 Rathian Ruby


Seregios


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Seregios Horn. (AC 15; HP 58)
After breaking this part, the Seregios makes one less Bladed Scales attack when using its Multiattack.

Seregios Leg Claws. (AC 16; HP 36)
After breaking this part, any creature that makes a saving throw in response to the Talon Attack action does so with advantage.

Seregios Tail. (AC 15; HP 58) Severable
When the tail is severed the Seregios moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Seregios to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Seregios makes all Tail attacks with disadvantage; If this part was severed, the Tail attack action cannot be used.

Special Break

Seregios Wingtalons. (AC 16; HP 44)
The Seregios Wings can only be broken after the Seregios Horn or Seregios Leg Claws have been broken.

After Breaking this part, any creature that makes a saving throw in response to the Open Wound ability does so with advantage. As well, the DC for being afflicted by the Open Wound ability is reduced by 1.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Seregios Horn
d20
1-7 Seregios Slavescale
19-20 Seregios Dissenter
Seregios Wingtalons
d100
1-60 Seregios Slavescale
61-90 Seregios Airblade
91-100 Seregios Scraper
Seregios Leg Claws
d20
8-13 Seregios Carver
Nat 20 2 x Seregios Carver
Seregios Tail (Severed)
d100
1-69 Seregios Slavescale
70-89 Seregios Airblade
90-98 Seregios Impaler
99-100 Seregios Dissenter


Tigrex


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Tigrex Face. (AC 19; HP 70)
After Breaking this part, all Bite attacks are made with disadvantage, additionally any creature that makes a saving throw in response to Violent Roar does so with advantage.

Tigrex Wings/Claw (AC 20; HP 37) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The Claw damage is reduced by 1d6.

(2) All Claw attacks are made with disadvantage, additionally any creature that makes a saving throw in response to Trample does so with advantage.

Tigrex Tail. (AC 19; HP 30) Severable
When the tail is severed the Tigrex moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Tigrex to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Tigrex makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Tigrex Face
d20
5-14 Tigrex Carapace
15-18 Tigrex Fang
19-20 Tigrex Scalp
Tigrex Wings/Claw
d20
4-11 Tigrex Claw
Tigrex Tail (Severed)
d20
1-6 Tigrex Scale
12-18 Tigrex Tail


Brute Tigrex


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

B.Tigrex Face. (AC 19; HP 100)
After Breaking this part, all Bite attacks are made with disadvantage, additionally any creature that makes a saving throw in response to Brutal Roar does so with advantage.

B.Tigrex Wings/Claw (AC 20; HP 50) This part can be broken two times, once for each wing. You can track each wing separately or as a whole, resetting the health once its reached 0; damage does not rollover from one wing to another. For each wing destroyed an additional effect will come into play.

(1) The Claw damage is reduced by 1d6.

(2) All Claw attacks are made with disadvantage, additionally any creature that makes a saving throw in response to Trample does so with advantage.

B.Tigrex Tail. (AC 19; HP 45) Severable
When the tail is severed the Brute Tigrex moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Brute Tigrex to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Brute Tigrex makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

B.Tigrex Face
d20
5-14 Brute Tigrex Cortex
15-18 Brute Tigrex Hardfang
19-20 Tigrex Mantle
B.Tigrex Wings/Claw
d20
4-11 Brute Tigrex Hardclaw
B.Tigrex Tail (Severed)
d20
1-6 Brute Tigrex Shard
12-18 Brute Tigrex Lash


Ukanlos


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Ukanlos Head. (AC 21; HP 50) This part can be broken two times. When the Ukanlos Head reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. Damage does not rollover from one break to another. When this part reaches 0 HP for the second time, its considered Broken. Each time the part is destroyed an additional effect will come into play.

(1) The Bite attack action is made with disadvantage, additionally any creature that makes a saving throw in response to Launch does so with advantage.

(2) Any creature that makes a saving throw in response to Bite does so with advantage, additionally the DC for Launch is reduced by 2.

Ukanlos Chest. (AC 22; HP 34)
After Breaking this part, Any creature that makes a saving throw in response to Ice Beam does so with advantage, additionally the ice caused by Ice Beam now has an AC of 11 and 15 hit points.

Ukanlos Back. (AC 21; HP 51)
After Breaking this part, the Ukanlos looses 1 use of its legendary resistance, additionally any creature that makes a saving throw in response to Swim does so with advantage.

Ukanlos Claws (AC 22; HP 26) This part can be broken two times, once for each claw. You can track each claw separately or as a whole, resetting the health once its reached 0; damage does not rollover from one claw to another. For each claw destroyed an additional effect will come into play.

(1) The Claw attacks range is reduced by 5 feet.

(2) Claw attacks are made with disadvantage, additionally the first half of the Ice walk ability no longer applies to the Ukanlos

Ukanlos Tail. (AC 21; HP 35) Severable
When the tail is severed the Ukanlos moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Ukanlos to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

After breaking this part, the Ukanlos makes all Tail attacks with disadvantage; If this part was severed, the Tail attack option cannot be used.

Special Carve

When the Ukanlos Tail is successfully severed, the tail Bonus Reward grants 2 rolls instead of 1.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Ukanlos Head (Scarred)
d20
7-13 Ukanlos Underscale
18-20 Ukanlos Shoveljaw
Ukanlos Head (Broken)
d20
7-13 Ukanlos Underscale
14-16 Ukanlos Shoveljaw
17-20 Ukanlos Gem

Ukanlos Chest
d20
1-8 Ukanlos Carapace
9-15 Ukanlos Underscale
18-20 Ukanlos Gem
Ukanlos Back
d20
1-8 Ukanlos Carapace
12-19 Ukanlos Fin
Ukanlos Claws
d20
1-8 Ukanlos Carapace
12-15 Ukanlos Digger
Ukanlos Tail (Severed)
d20
1-8 Ukanlos Carapace
16-20 Ukanlos Tail

Leviathans



Almudron


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Almudron Head (AC 19; HP 40)
After breaking this part, the Almudrons blindsight range is halved and has disadvantage on saving throws and ability checks that are related to sight.

Almudron Claws (AC 18; HP 22) This part can be broken two times, once for each claw. You can track each claw separately or as a whole, resetting the health once its reached 0; damage does not rollover from one claw to another. For each claw destroyed an additional effect will come into play.

(1) Claws Damage die is reduced to 1d8.

(2) The Almudrons burrow and swim speed is reduced by 10 feet, additionally the distance covered by the jump legendary action is also reduced by 10.

Almudron Back (AC 19; HP 25)
After breaking this part, Wallow has a recharge of a 5-6, additionally when the almudron uses its standing leap ability, it now allows attacks of oppurtunity.

Almudron Tail (AC 18; HP 51) Severable This part can be broken two times. When the tail reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The second effect does not come into play until the tail is severed. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Tails damage die is reduced to 2d6 or 5d6 while holding the giant mudball.

(2) Mud artillery now launches 2 mud globules, as well asny creature that makes a saving throw in response to mud artillery does so with advantage.

When the tail is severed the Almudron moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Almudron to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.



Tactical Shiny

While the Almudron has the giant mudball out and the mudball is destroyed, it leaves behind 3 smaller mudballs. These mudballs can be attacked and destroyed; AC 12; HP 12; and the same immunity and resistances as the normal giant mudball. The Almudron can pick up these mudballs and use them as if it were carrying the giant mudball however the damage bonus is just a single die increase and the DC for the effect is 16.

When a smaller mudballs is destroyed a shiny appears on the ground

d100
1-10 Wyvern Tear
11-50 Large Wyvern Tear
51-68 Almudron Scale
69-92 Golden Muck
93-96 Almudron Plate
97-100 Golden Almudron Orb

Bonus Rewards

Almudron Head
d20
7-12 Almudron Fin
13-16 Almudron Whisker
18-20 Almudron Plate
Almudron Claws (Scarred)
d20
1-6 Almudron Scale
11-19 Almudron Claw
20 2x Almudron Claw
Almudron Claws (Broken)
d20
1-5 Almudron Scale
6-12 Golden Muck
11-15 Almudron Claw
16-20 2x Almudron Claw

Almudron Back
d20
1-6 Almudron Scale
7-14 Almudron Shell
15-19 2x Almudron Shell
20 Golden Muck

Almudron Tail (Scarred)
d20
1-8 Almudron Shell
9-14 Almudron Fin
Almudron Tail (Severed)
d20
1-8 Almudron Shell
9-17 Almudron Fin
18-20 Golden Almudron Orb


Magma Almudron


Gargantuan Constitution

The HP belonging to a part does not count towards the creature's total health.

Vital Points

Almudron Head (AC 21; HP 40)
After breaking this part, the Almudrons blindsight range is halved and has disadvantage on saving throws and ability checks that are related to sight.

Almudron Claws (AC 20; HP 22) This part can be broken two times, once for each claw. You can track each claw separately or as a whole, resetting the health once its reached 0; damage does not rollover from one claw to another. For each claw destroyed an additional effect will come into play.

(1) Claws Damage die is reduced to 1d8.

(2) The Almudrons burrow and swim speed is reduced by 10 feet, additionally the distance covered by the jump legendary action is also reduced by 10.

Almudron Back (AC 21; HP 25)
After breaking this part, Tail Swipe legendary action now cast 3 actions, additionally when the almudron uses its standing leap ability, it now allows attacks of opportunity.

Almudron Tail (AC 20; HP 51) Severable This part can be broken two times. When the tail reaches 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The second effect does not come into play until the tail is severed. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Tails damage die is reduced to 2d6 or 5d6 while holding the magmaball.

(2) Mold Magma ball recharges on a 5-6, additionally any creature that makes a save in response to magma tail explosion does so with advantage.

When the tail is severed the Almudron moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Almudron to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.



Tactical Shiny

While the Magma Almudron has the magmaball out and the magmaball is destroyed, it leaves behind 3 smaller magmaballs. These magmaballs can be attacked and destroyed; AC 15; HP 15; and the same immunity and resistances as the normal magmaball. The Magma Almudron can pick up these magmaballs and use them as if it were carrying a magmaball however the damage bonus is just a single die increase.

When a smaller magmaballs are destroyed a shiny appears on the ground.

d100
1-10 Wyvern Tear
11-50 Large Wyvern Tear
51-68 Magmadron Shard
69-96 Inferno Lava Mud
97-100 Magmadron Mantle

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Magma Almudron Head
d20
4-9 Large Magmadron Fin
10-17 Magmadron Hardwhisker
18-20 Magmadron Mantle
Magma Almudron Claws (Scarred)
d20
1-6 Magmadron Shard
7-14 Magmadron Cortex
Magma Almudron Claws (Broken)
d20
3-10 Magmadron Cortex
11-16 Large Magmadron Fin

Magma Almudron Back
d20
1-6 Magmadron Shard
15-20 Inferno Lava Mud

Magma Almudron Tail (Scarred)
d20
9-15 Magmadron Tail
16-20 Inferno Lava Mud
Magma Almudron Tail (Severed)
d20
5-11 Magmadron Tail
12-17 Inferno Lava Mud
18-20 Magmadron Mantle


Gobul


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Gobul Lantern. (AC 16; HP 40) The Gobuls Lantern does not contribute to the monsters health pool.

After breaking this part, the Lure ability and Blinding Flash action cannot be used.

Gobul Tail (AC 15; HP 50) Severable

When the tail is severed the Gobul moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Gobul to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

When this part is severed, the Tail attack action has its range reduced by 5 feet, in addition any creature that makes a saving throw in response to Tail does so with advantage.

Special Carve

When Gobul is unaware of the hunter's presence and the hunter is within 5 feet of the gobul, its whiskers can be carved up to 2 times for the duration of the hunt. Carving in this way does not hurt the Gobul.

d20
1-8 Gobul Hide
7-13 Gobul Spike
16-20 Gobul Whisker

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Gobul Lantern
d20
2-20 Gobul Lantern
Gobul Tail (Severed)
d20
1-8 Gobul Hide
9-15 Gobul Spike
16-19 Gobul Fin


Lagiacrus


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Lagiacrus Head (AC 19; HP 45)
After breaking this part, all Bite attacks are made with disadvantage.

Lagiacrus Back (AC 19; HP 60)
After breaking this part, Lightning Charge now costs 3 actions, as well Lightning ball now recharges on a 6.

Lagiacrus Chest (AC 20; HP 35)
After breaking this part, any creature that makes a saving throw in response to Lightning Charge does so with advantage.

Lagiacrus Claws (AC 20; HP 30)
After breaking this part, all Claw attacks are made with disadvantage.

Lagiacrus Tail (AC 19; HP 34) Severable
When the tail is severed the Lagiacrus moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Lagiacrus to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

When this part is severed, the Lagiacrus swim speed is reduced by 15 feet.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Lagiacrus Head
d20
5-9 Lagiacrus Scale
11-18 Lagiacrus Horn
19-20 Lagiacrus Plate
Lagiacrus Back
d20
5-9 Lagiacrus Scale
14-20 Shell Shocker
Lagiacrus Chest
d20
1-6 Lagiacrus Hide
7-11 Lagiacrus Scale
Lagiacrus Claws
d20
1-4 Lagiacrus Scale
5-13 Lagiacrus Claw
14-20 Wyvern Claw
Lagiacrus Tail (Severed)
d20
5-9 Lagiacrus Scale
11-14 Lagiacrus Tail
19-20 Lagiacrus Plate


Royal Ludroth


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Royal Ludroth Crest. (AC 17; HP 45)
After breaking this part, the Royal Ludroth must succeed on a constitution saving throw, DC is equal to 8 + any damage rolled over after the part reached 0, or be stunned and knocked prone until the end of its next turn.

Royal Ludroth Mane. (AC 16; HP 55)
After breaking this part, any creature that makes a saving throw in response to Mucus Spit does so with advantage, as well the range of Mucus Spit is reduced by 30 feet.

Royal Ludroth Tail (AC 17; HP 35) Severable
When the tail is severed the Royal Ludroth moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Royal Ludroth to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

When this part is severed, any creature that makes a saving throw in response to Claws does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Royal Ludroth Crest
d20
2-10 R.Ludroth Scale
19-20 R.Ludroth Crest
Royal Ludroth Mane
d20
1-5 Spongy Hide
6-14 Dash Extract
15-20 Royal Aqua Sac
Royal Ludroth Tail (Severed)
d20
2-10 R.Ludroth Scale
16-20 R.Ludroth Tail


Mizutsune


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Mizutsune Head (AC 18; HP 23) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) All grapples made to escape Bite are made with advantage.

(2) All Bite attacks are made with disadvantage.

Mizutsune Claws (AC 19; HP 20) This part can be broken two times, once for each claw. You can track each claw separately or as a whole, resetting the health once its reached 0; damage does not rollover from one claw to another. For each claw that is destroyed an additional effect will come into play.

(1) The Mizutsune speed and swim speed is reduced by 10 feet.

(2) Any creature that makes a saving throw in response to Hydropump does so with advantage.

Mizutsune Back Fin (AC 18; HP 50)
After breaking this part, Hydropump now recharges on a 6.

Mizutsune Tail (AC 19; HP 24) Severable This part can be broken two times. Once when the tail reaches 0 hit points for the first time and is considered Scarred, this parts HP resets to full; then again after it is severed. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) All Tail attacks are made with disadvantage.

(2) The Tail attack action cannot be used.

When the tail is severed the Mizutsune moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Mizutsune to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Mizutsune Head (Scarred)
d20
1-7 Mizutsune Scale
8-15 Bubble Fluid
16-20 Mizutsune Fin
Mizutsune Head (Broken)
d20
1-9 Bubble Fluid
10-14 Mizutsune Fin
15-19 Mizutsune Plate
18-20 Mizutzune Water Gem

Mizutsune Claws
d20
1-6 Mizutsune Scale
7-14 Mizutsune Claw
15-17 Mizutsune Pelt
18-20 Mizutsune Purplefur
Mizutsune Back Fin
d20
1-3 Mizutsune Fin
4-12 Mizutsune Pelt
13-17 Mizutsune Fin
18-20 Mizutsune Purplefur

Mizutsune Tail (Scarred)
d20
1-7 Mizutsune Scale
8-13 Mizutsune Pelt
14-20 Mizutsune Tail
Mizutsune Tail (Severed)
d100
1-50 Mizutsune Pelt
51-71 Bubble Fluid
72-86 Mizutsune Pelt
87-94 Mizutsune Purplefur
95-98 Mizutsune Plate
99-100 Mizutzune Water Gem


Violet Mizutsune


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Violet Mizutsune Head (AC 18; HP 23) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1)

(2)

Violet Mizutsune Claws (AC 19; HP 20) This part can be broken two times, once for each claw. You can track each claw separately or as a whole, resetting the health once its reached 0; damage does not rollover from one claw to another. For each claw that is destroyed an additional effect will come into play.

(1)

(2)

Violet Mizutsune Back Fin (AC 18; HP 50)
After breaking this part,

Violet Mizutsune Tail (AC 19; HP 24) Severable This part can be broken two times. Once when the tail reaches 0 hit points for the first time and is considered Scarred, this parts HP resets to full; then again after it is severed. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1)

(2)

When the tail is severed the Violet Mizutsune moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Violet Mizutsune to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Violet Mizutsune Head (Scarred)
d20
1-7 Mizutsune Scale
8-15 Bubble Fluid
16-20 Mizutsune Fin
Violet Mizutsune Head (Broken)
d20
1-9 Bubble Fluid
10-14 Mizutsune Fin
15-19 Mizutsune Plate
18-20 Mizutzune Water Gem

Violet Mizutsune Claws
d20
1-6 Mizutsune Scale
7-14 Mizutsune Claw
15-17 Mizutsune Pelt
18-20 Mizutsune Purplefur
Violet Mizutsune Back Fin
d20
1-3 Mizutsune Fin
4-12 Mizutsune Pelt
13-17 Mizutsune Fin
18-20 Mizutsune Purplefur

Violet Mizutsune Tail (Scarred)
d20
1-7 Mizutsune Scale
8-13 Mizutsune Pelt
14-20 Mizutsune Tail
Violet Mizutsune Tail (Severed)
d100
1-50 Mizutsune Pelt
51-71 Bubble Fluid
72-86 Mizutsune Pelt
87-94 Mizutsune Purplefur
95-98 Mizutsune Plate
99-100 Mizutzune Water Gem


Nibelsnarf


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Nibelsnarf Gills. (AC 18; HP 67)
After breaking this part, any creature that makes a saving throw in response to Sand Cloud does so with advantage.

Nibelsnarf Front Legs (AC 19; HP 45)
After breaking this part, any creature that makes a saving throw in response to Wind Tunnel does so with advantage.

Nibelsnarf Uvula (AC 20; HP 40)
After breaking this part, the Gobul can only make two bite attacks as part of its multiattack.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Nibelsnarf Gills
d20
4-10 Nibel Carapace
11-17 Brilliant Fluid
18-19 Niblesnarf Scalp
20 2x Nibel Carapace
Nibelsnarf Front Legs
d20
1-11 Niblesnarf Hide
12-19 Niblesnarf Claw
20 2x Niblesnarf Claw
Nibelsnarf Uvula
d20
1 2x Brilliant Fluid
2-10 Nibel Carapace
11-17 Brilliant Fluid
18-19 Niblesnarf Scalp
20 2x Nibel Carapace


Somnacanth


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Somnacanth Head (AC 17; HP 43)
After breaking this part, any creature that makes a saving throw in response to sleep breath or siren song does so with advantage.

Somnacanth Arms (AC 17; HP 37)
After breaking this part, any creature that makes a saving throw in response to Deadly leap does so with advantage.

Somnacanth Tail (AC 18; HP 34) Not Severable
After Breaking this part, Frill Quills maximum range is reduced to 80.

Shiny Drop

When the Somnacanth breaks its shell a shiny drops on the ground next to the Somnacanth. This shiny can occur a maximum of three times during a hunt per Somnacanth.

Somnacanth Head
d100
1-20 Wyvern Tear
21-50 Large Wyvern Tear
51-60 Somnacanth Scale
61-89 Somnacanth Dust
90-99 Somnacanth Talon
100 Somnacanth Gem

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Somnacanth Head
d20
7-10 Somnacanth Fin
11-18 Somnacanth Dust
19-20 Somnacanth Gem
Somnacanth Arms
d20
1-8 Somnacanth Scale
12-17 Somnacanth Talon
18-20 2x Somnacanth Talon
Somnacanth Tail
d20
1-7 Somnacanth Scale
8-18 Somnacanth Shell
19-20 Somnacanth Gem


Agnaktor


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Agnaktor Beak. (AC 18; HP 25)
After breaking this part, all Bite attacks are made with disadvantage.

Agnaktor Chest. (AC 18; HP 25)
After breaking this part, any creature that makes a saving throw in response to Magma Beam does so with advantage.

Agnaktor Fin. (AC 17; HP 32)
After breaking this part, the Agnaktors burrow speed is halved.

Agnaktor Legs. (AC 17; HP 10) This part can be broken four times, once for each leg. You can track each leg separately or as a whole, resetting the health once its reached 0; damage does not rollover from one leg to another. For each leg that is destroyed an additional effect will come into play.

(1) Lava Armor maximum AC is now 3 and movement penalty is -15 feet.

(2) Lava Armor maximum AC is now 2 and movement penalty is -10 feet.

(3) Lava Armor maximum AC is now 1 and movement penalty is -5 feet.

(4) Lava Armor can no longer be used.

Agnaktor Tail (AC 17; HP 15) Severable This part can be broken two times. Once when the tail reaches 0 hit points for the first time and is considered Scarred, this parts HP resets to full; then again after it is severed. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) The Agnaktor looses its Volcanic Swimmer ability, treating lava as difficult terrain.

(2) The Agnaktor makes all dexterity saving throws with disadvantage.

When the tail is severed the Agnaktor moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Agnaktor to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

Recurring Lava

Lava Armor (AC 17;HP 20) This part does not contribute to the monsters total health pool nor does it benefit from any increase to AC. This part can only be targeted whenever the Lava Armor ability is active.

Destroying this part immediately reduces Lava armors state by one, resetting this parts HP back to full. When this part is destroyed it drops a "Shiny" on the ground next to the Agnaktor.

d100
1-72 Wyvern Tear
73-92 Agnaktor Scale
93-100 Firestone

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Agnaktor Beak
d20
1-6 Agnaktor Shell
15-17 Monsterbone+
18-20 Agnaktor Beak
Agnaktor Chest
d20
1-6 Agnaktor Scale
7-12 Agnaktor Hide
13-18 Firestone
Agnaktor Fin
d20
1-6 Agnaktor Hide
8-13 Agnaktor Scale
14-20 Agnaktor Fin
Agnaktor Legs
d20
4-8 Agnaktor Claw
9-14 Angkantor Scale
15-20 Firestone
Agnaktor Tail (Scarred)
d20
1-6 Agnaktor Shell
8-13 Firestone
14-20 Agnaktor Fin
Agnaktor Tail (Severed)
d20
7-10 Agnaktor Tail
11-17 Agnaktor Fin
18-20 Monsterbone+

Neopterons



Seltas


Vital Points

Seltas Horn (AC 16; HP 30)
After breaking this part, all Horn attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Seltas Horn
d20
1-9 Seltas Shell
17-20 Seltas Horn


Seltas Queen


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

S.Queen Claws (AC 19; HP 19)
After breaking this part, Claws damage dice are now a d6.

S.Queen Maw (AC 21; HP 15)
After breaking this part, Water Orb now has a recharge of 4-6.

S.Queen Legs (AC 19; HP 22) This part can be broken four times, once for each leg. You can track each leg separately or as a whole, resetting the health once its reached 0; damage does not rollover from one leg to another. For each leg that is destroyed an additional effect will come into play.

(1) The S.Queen walking, burrow, and climb speed is reduced by 5 feet.

(2) 1 attack in the S.Queen multiattack is made with disadvantage.

(3) The S.Queen has disadvantage on dexterity saving throws.

(4) All Tail attacks are made with disadvantage, additionally the action Call for Aid activates. Call for Aid used in this way does not count towards the amount of time this ability can be used.

S.Queen Tail (AC 20; HP 20) Not Severable
When this part is broken, any creature currently grappled by the S.Queen tail automatically escapes the grapple.

After breaking this part, any creature grappled by the tail rolls with advantage when trying to escape.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

S.Queen Claw
d20
4-14 S.Queen Pectus
15-20 S.Queen Claw
S.Queen Maw
d20
3-13 S.Queen Pectus
14-18 Torrent Sac
19-20 S.Queen Extract
S.Queen Legs
d20
1-10 S.Queen Shell
11-15 S.Queen Pectus
16-20 S.Queen Claw
S.Queen Tail
d20
1-9 S.Queen Shell
13-18 S.Queen Claw
19-20 S.Queen Extract

Piscine Wyverns



Beotodus


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Beotodus Head (AC 17; HP 35)
After breaking this part, all Horn attacks are made with disadvantage, additionally Sensitive Ears range is increased by 20 feet.

Beotodus Back Fin (AC 16; HP 44)
After breaking this part, all Hip Check attacks are made with disadvantage, additionally Wade now only grants Half Cover.

Beotodus Legs (AC 17; HP 30)
After breaking this part, any creature that makes a daving throw in response to Deadly Leap does so with advantage. If the Beotodus Tail is broken while this part is broken, Slip'n'Slide now recharges on a 6.

Beotodus Tail (AC 16; HP 40) Not Severable
After breaking this part, all Tail attacks are made with disadvantage, additionally any creature that makes a saving throw in response to Slip'n'Slide does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Beotodus Head
d20
2-20 Beotodus Hardhorn
Beotodus Back Fin
d20
6-11 Beotodus Cortex
12-17 Cryo Sac
Beotodus Legs
d20
1-5 Beotodus Shard
15-20 Beotodus Grandfin
Beotodus Tail
d20
1-5 Beotodus Shard
18-20 Beotodus Gem


Cephadrome


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Cephadrome Head (AC 17; HP 72)
After breaking this part, the Cephadrome has disadvantage on saving throws regarding sound, Ie; sonic bomb or thaumaturgy spell. Additionally Sand Blast max range is reduced by 40 feet.

Cephadrome Back Fin (AC 17; HP 63)
After breaking this part, all Hip Check attacks are made with disadvantage.

Cephadrome Tail (AC 18; HP 40) Not Severable
After breaking this part, all Tail attacks are made with disadvantage.

\colummbreak

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Cephadrome Head
d20
1-5 2x Cephalos Fang
6-20 Cephalos Fang
Cephadrome Back Fin
d20
2-20 Cephalos Fin
Cephadrome Tail
d20
1-7 Cephalos Scale
8-17 Cephalos Fin
18-20 Coral Cephalos Scale

Jyuratodus


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Jyuratodus Head (AC 18; HP 48)
After breaking this part, all Mud Ball attacks are made with disadvantage.

Jyuratodus Back Fin (AC 17; HP 55)
After breaking this part, all Hip Check attacks are made with disadvantage.

Jyuratodus Tail (AC 18; HP 39) Not Severable
After breaking this part, all Tail attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Jyuratodus Head
d20
10-15 Jyuratodus Fang
16-20 Aqua Sac
Jyuratodus Back Fin
d20
1-6 Jyuratodus Scale
15-20 Jyuratodus Fin
Jyuratodus Tail
d20
4-10 Jyuratodus Shell
13-18 Jyuratodus Fin
19-20 Jyuratodus Gem

Plesioth


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Plesioth Head (AC 16; HP 46)
After breaking this part, any creature that makes a saving throw in response to Water Jet does so with advantage.

Plesioth Back Fin (AC 15; HP 53)
After breaking this part, all Hip Check attacks are made with disadvantage.

Plesioth Tail (AC 16; HP 37) Not Severable
After breaking this part, all Tail attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Plesioth Head
d20
1-5 Plesioth Fang
6-10 Plesioth Scale
11-15 Plesioth Fin
16-20 Plesioth Head
Plesioth Back Fin
d20
1-7 Plesioth Scale
8-13 Plesioth Fin
14-20 Plesioth Webbing
Plesioth Tail
d20
1-10 Plesioth Scale
11-18 Plesioth Fin
19-20 Wyvern Stone


Lavasioth


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Lavasioth Head (AC 16; HP 35)
After breaking this part, all Bite attacks are made with disadvantage.

Lavasioth Back Fin (AC 16; HP 35)
After breaking this part, all Hip Check attacks are made with disadvantage.

Lavasioth Under Belly (AC 18; HP 34)
After breaking this part, slither now provokes attacks of opportunity, however its movement cannot be interrupted by effects like from the feat sentinel.

Lavasioth Tail (AC 17; HP 45) Not Severable
After breaking this part, all Tail attacks are made with disadvantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Lavasioth Head
d20
1-6 Lavasioth Carapace
7-13 Lavasioth Fang
14-20 2 x Lavasioth Fang
Lavasioth Back Fin
d20
2-8 Lavasioth Scale
9-14 Lavasioth Fin
15-20 2 x Lavasioth Fin
Lavasioth Under Belly
d20
5-11 Lavasioth Carapace
12-17 Lavasioth Fin
18-20 Lavasioth Gem
Lavasioth Tail
d20
5-11 Lavasioth Scale
12-17 Lavasioth Fin
18-20 Lavasioth Gem

Snake Wyverns



Najarala


Gargantuan Constitution

The HP belonging to a part does not count towards the creatures's total health.

Vital Points

Najarala Head (AC 17; HP 45)
After breaking this part, any creature that makes a saving throw in response to a Beak attack does so with advantage.

Najarala Back (AC 17; HP 40)
After breaking this part, a creature can use their reaction to escape the grapple if they are subject to the Constrict attack action. In addition all attempts to break free from a grapple that includes the Najarala are made with advantage.

Najarala Legs (AC 18; HP 34)
After breaking this part, any creature that makes a saving throw in response to sonic blast does so with advantage. additionaly the najaralas movement, burrow, and climb speed is reduced by 10.

Najarala Tail (AC 18; HP 40) Not Severable
After breaking this part, all tail attacks are made with disadvantage.

Special Break

If both the tail and back are broken, all sonic scale attacks are made with disadvantage and now has a max range of 80 feet.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain additional materials.

Najarala Head
d20
2-15 Najarala Fang
16-20 Chilling Beak
Najarala Back
d20
4-15 Najarala Shell
16-20 Najarala Sounder
Najarala Legs
d20
1-10 Najarala Shell
11-13 Najarala Fang
14-20 Najarala Hide
Najarala Tail
d20
1-7 Najarala Hide
8-18 Najarala Sounder
19-20 Najarala Marrow

Temnoceran



Nerscylla


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Nerscylla Hide. (AC 16; HP 44) This part cannot recover HP unless its by magical means.

After breaking this part, the Nerscylla gains a Weakness to thunder; whenever the monster takes thunder damage from any source, increase the damage by 3.

Nerscylla Poison Spike. (AC 17; HP 30) This part can be broken two times. When this part reaches 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to the Stinger attack action does so with advantage.

(2) All poison damage dealt by the Nerscylla is reduced by half.

Nerscylla Claw. (AC 16; HP 40)
After breaking this part, any creature that makes a saving throw to break out of a grapple caused by the Claws attack action does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Nerscylla Hide
d20
1-4 Rubbery Hide
5-11 Nerscylla Shell
Nerscylla Claw
d20
3-9 Nerscylla Shell
14-20 Nerscylla Claw
Nerscylla Poison Spike
d20
3-9 Nerscylla Shell
17-20 Nerscylla Spike


Rakna-Kadaki


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Rakna-Kadaki Head. (AC 21; HP 31)
After breaking this part, any creature that makes a saving throw in response to Fire Breath or Web Spray does so with advantage.

Rakna-Kadaki Claw. (AC 21; HP 25)
After breaking this part, the claws attack now deals 2d4 damage instead of 3d6.

Rakna-Kadaki Legs. (AC 20; HP 34)
After breaking this part, all claw attack are made with disadvantage.

Rakna-Kadaki Glowgut. (AC 20; HP 23) This part can be broken two times. When this part reaches 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Web Landmine does so with advantage.

(2) Silk Gown now only gives half its HP protection when used.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Rakna-Kadaki Head
d20
1-7 Rakna‑Kadaki Carapace
8-12 Rakna-Kadaki Silk
17-20 Monster Broth
Rakna-Kadaki Claw
d20
1-3 Drone Substance
4-10 Rakna-Kadaki Sharpclaw
11-17 2 x Rakna-Kadaki Sharpclaw
Rakna-Kadaki Legs
d20
5-10 Rakna-Kadaki Silk
11-15 2 x Rakna-Kadaki Silk
16-20 Rakna-Kadaki Spike

Rakna-Kadaki Glowgut (Scarred)
d20
1-6 Rakna-Kadaki Silk
7-10 Rakna-Kadaki Glowgut
11-15 Rakna-Kadaki Spike
Rakna-Kadaki Glowgut (Broken)
d20
7-10 Rakna-Kadaki Glowgut
11-15 Rakna-Kadaki Spike
16-20 2 x Rakna-Kadaki Spike


Pyre Rakna-Kadaki


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Pyre Rakna-Kadaki Head. (AC 22; HP 44)
After breaking this part, any creature that makes a saving throw in response to Fire Breath or Web Spray does so with advantage.

Pyre Rakna-Kadaki Claw. (AC 22; HP 37)
After breaking this part, the claws attack now deals 2d4 damage instead of 3d6.

Pyre Rakna-Kadaki Legs. (AC 21; HP 47)
After breaking this part, all claw attack are made with disadvantage.

Pyre Rakna-Kadaki Glowgut. (AC 20; HP 34) This part can be broken two times. When this part reaches 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Explosive slam does so with advantage.

(2) Blackened Silk Gownnow only gives half its HP protection when used.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Pyre Rakna-Kadaki Head
d20
1-6 Pyre-Kadaki Carapace
5-9 Pyre-Kadaki Silk
19-20 Monster Broth
Pyre Rakna-Kadaki Claw
d20
1-3 Drone Substance
5-9 Pyre-Kadaki Hardclaw
11-17 2x Pyre-Kadaki Hardclaw
Pyre Rakna-Kadaki Legs
d20
5-9 Pyre-Kadaki Silk
11-14 2x Pyre-Kadaki Silk
16-20 Pyre-Kadaki Spike

Pyre Rakna-Kadaki Glowgut (Scarred)
d20
5-9 Pyre-Kadaki Silk
11-14 Pyre-Kadaki Dull Glowgut
16-20 Pyre-Kadaki Spike
Pyre Rakna-Kadaki Glowgut (Broken)
d20
5-9 Pyre-Kadaki Dull Glowgut
11-15 2x Pyre-Kadaki Spike
18-20 Monster Broth

Theropods


Great Baggi


Vital Points

Great Baggi Crest. (AC 14; HP 35)
After breaking this part, the Great Baggi Alpha call summons 1 less Baggi. Instead, if this ability has been used before this part is broken, any remaining baggi in the area become frightened at the source of damage for 2 rounds.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Great Baggi Crest
d20
9-18 B.Kings Crest
19-20 Imperial Crest

Gendrome


Vital Points

Gendrome Crest. (AC 15; HP 20)
After breaking this part, the Gendromes Alpha call summons 1 less Genprey. Instead, if this ability has been used before this part is broken, any remaining Genprey in the area become frightened at the source of damage for 2 rounds.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Gendrome Crest
d20
17-18 Gendrome skull
19-20 Gendrome Shard

Iodrome


Vital Points

Iodrome Crest. (AC 15; HP 20)
After breaking this part, the Iodrome Alpha call summons 1 less Ioprey. Instead, if this ability has been used before this part is broken, any remaining Ioprey in the area become frightened at the source of damage for 2 rounds.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Iodrome Crest
d20
17-18 Iodrome skull
19-20 Iodrome Violet Scale

Great Jaggi


Vital Points

Great Jaggi Frill. (AC 14; HP 35)
After breaking this part, the Great Jaggi Alpha call summons 1 less jaggi and jaggia. Instead, if this ability has been used before this part is broken, any remaining jaggia and jaggi in the area become frightened at the source of damage for 2 rounds.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Great Jaggi Frill
d20
5-14 Kings Frill
15-18 Great Jaggi Head
19-20 Imperial Frill

Kulu-Ya-Ku


Vital Points

Kulu-Ya-Ku Forelegs. (AC 15; HP 27)
After breaking this part, the Kulu-Ya-Ku makes its Boulder Toss action with disadvantage.

Kulu-Ya-Ku Head. (AC 14; HP 20)
After breaking this part, the Kulu-Ya-Ku looses its Sensitive Beak ability.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Kulu-Ya-Ku Forelegs
d20
11-17 Kulu-Ya-Ku Plume
Kulu-Ya-Ku Head
d20
14-20 Kulu-Ya-Ku Beak

Great Maccao


Vital Points

Great Maccao Crest. (AC 16; HP 18)
After breaking this part, the Great Maccao makes a DC 11 constitution saving throw or be Stunned until the end of its next turn.

Great Maccao Tail. (AC 16; HP 20) Not severable
After breaking this part, players who make a saving throw caused by the Deadly Leap ability do so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Great Maccao Crest
d20
16-20 Champion's Crest
Great Maccao Tail
d20
1-6 Maccao Tailspike

Tzitzi-Ya-Ku


Vital Points

Tzitzi-Ya-Ku Head. (AC 17; HP 45)
After breaking this part, the Tzitzi-Ya-Ku Flash ability recharges on a 6.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Tzitzi-Ya-Ku Head
d20
11-20 Tzitzi-Ya-Ku Photophore

Velocidrome


Vital Points

Velocidrome Crest. (AC 14; HP 32)
After breaking this part, the Velocidromes Alpha call summons 1 less Velociprey. Instead, if this ability has been used before this part is broken, any remaining Velociprey in the area become frightened at the source of damage for 2 rounds.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Velocidrome Crest
d20
16-18 Velocidrome Head
19-20 Velocidrome Shard

Great Wroggi


Vital Points

Great Wroggi Beak. (AC 14; HP 35)
After breaking this part, the Great Wroggi Alpha call summons 1 less Wroggi. Instead, if this ability has been used before this part is broken, any remaining Wroggi in the area become frightened at the source of damage for 2 rounds.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Great Wroggi Beak
d20
9-18 W.Kings Crest
19-20 Kings Beak

Great Izuchi


Vital Points

Great Izuchi Head. (AC 15; HP 45)
After breaking this part, the Great izuchi's Alpha call summons 1 less izuchi . Instead, if this ability has been used before this part is broken, any remaining izuchi in the area become frightened at the source of damage for 2 rounds.

Great Izuchi Tail. (AC 16; HP 36)
After breaking this part, any creature that makes a saving throw in response to Rapid Spin does so with advantage.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Great Izuchi Head
d20
1-4 Screamer Sac
5-9 2 x Screamer Sac
10-19 Great Izuchi Pelt
20 Izu Gem
Great Izuchi Tail
d20
1-11 Great Izuchi Hide
12-18 Great Izuchi Tail
19-20 Izu Gem

Unknown



Gore Magala


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Gore Magala Face. (AC 21; HP 50)
After breaking this part, the Gore Magala had disadvantage on Charisma skill checks and saving throws.

Gore Magala Feelers. (AC 22; HP 45)
After breaking this part, the Gore Magala blindsight range is reduced to 90 feet and has disadvantage on perception checks against creatures that are not afflicted with the frenzy virus.

Gore Magala Wings. (AC 21; HP 52)
After breaking this part, its flight speed is reduced to 60 feet, additionally any creature that makes a saving throw in response to Virus Wave does so with advantage.

Gore Magala Wingarms. (AC 21; HP 51)
After breaking this part, the Gore Magala has disadvantage on Strength and Constitution skill checks and saving throws.

Gore Magala Tail (AC 22; HP 45) Severable
When the tail is severed the Gore Magala moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Gore Magala to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

When this part is severed, the Gore Magala had disadvantage on Dexterity skill checks and saving throws.

Special Break

Whenever a part is broken there is a chance for a Frenzy Crystal to drop on the ground.

Immediatly after a part breaks, roll 1d4, on a 4 you find a Frenzy Crystal on the ground.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Gore Magala Face
d20
1-6 Gore Magala Carapace
7-9 2x Gore Magala Carapace
10-14 Defiled Scale
15-18 Gore Magala Plate
19-20 Gore Magala Nyctgem
Gore Magala Feelers
d20
1-6 Gore Magala Carapace
13-16 Gore Magala Feeler
20 2x Gore Magala Feeler
Gore Magala Wings
d20
1-6 Gore Magala Carapace
7-13 Gore Magala Wing
20 2x Gore Magala Wing
Gore Magala Wingarms
d20
1-6 Gore Magala Carpace
7-15 Gore Magala Ripclaw
16-20 Defiled Scale
Gore Magala Tail (Severed)
d20
1-6 Gore Magala Carapace
7-12 Gore Magala Tail
13-17 Gore Magala Plate
18-20 Gore Magala Nyctgem


Chaotic Gore Magala


Large/Huge constitution

All damage dealt to a part is halved, rounded up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Chaotic Gore Magala Face. (AC 22; HP 68)
After breaking this part, Frenzy Breaths range is now a 60 foot cone. Additionally the Ch. Gore Magala has disadvantage on Charisma skill checks and saving throws.

Chaotic Gore Magala Feelers. (AC 23; HP 63)
After breaking this part, the Ch. Gore Magalas blindsight range is reduced to 90 feet and has disadvantage on perception checks against creatures that are not afflicted with the frenzy virus.

Chaotic Gore Magala Wings. (AC 22; HP 70)
After breaking this part, Aerial Lunge now cost 3 actions. Additionally its flight speed is reduced to 60 feet.

Chaotic Gore Magala Wingarms. (AC 22; HP 69)
After breaking this part, any creature that makes a saving throw in response to Ground Slam or the second save to winged arm does so with a plus 3 bonus.

Chaotic Gore Magala Tail (AC 23; HP 63) Severable
When the tail is severed the creature moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the creature to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

When this part is severed, the Gore Magala has disadvantage on Dexterity skill checks and saving throws.

Special Break

Whenever a part is broken there is a chance for a Frenzy Crystal to drop on the ground.

Immediately after a part breaks, roll 1d4, on a 4 you find a Frenzy Crystal on the ground.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Ch. Gore Magala Face
d20
10-14 S.Magala Hardhorn
19-20 S.Magala Mantle
Ch. Gore Magala Feelers
d20
10-16 Diametrical Horn
17-20 Contrary Scale
Ch. Gore Magala Wings
d20
3-8 Antinomic Wing
9-16 Chaos Scale
Ch. Gore Magala Wingarms
d20
1-6 S.Magala Cortex
7-14 Chaos Scale
15-20 Gore Magala Shredder
Ch. Gore Magala Tail (Severed)
d20
1-10 Gore Magala Tail
11-16 Chaos Scale
17-20 Contrary Scale


Shagaru Magala


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Shagaru Magala Horns. (AC 23; HP 47) This part can be broken two times. When the Horns reach 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The Horns cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) The Shagaru Magal has disadvantage on Intelligence skill checks and saving throws.

(2) The Shagaru Magal can now only take 2 legendary actions.

Shagaru Magala Wingarms. (AC 22; HP 50) This part can be broken two times. When the Wingarms reach 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The Wingarms cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Claws attack damage is reduced by 1d6.

(2) All Claw attacks are made with disadvantage, additionally the Shagaru Magala has disadvantage on Strength skill checks and saving throws.

Shagaru Magala Wings. (AC 22; HP 50) This part can be broken two times. When the Wings reach 0 hit points for the first time, its considered Scarred and this parts HP resets to full. The Wings cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Its flight speed is reduced to 50 feet,

(2) Any creature that makes a saving throw in response to Virus Geysers does so with advantage, additionally Virus Geyser now provokes attacks of opportunity.

Shagaru Magala Tail (AC 23; HP 80) Severable
When the tail is severed the Shagaru Magala moves up to its speed away from the source of damage. This movement does not provoke attacks of opportunity.

If movement in this way were to cause the Shagaru Magala to cause harm to itself when entering that space, it instead stops short and falls prone, ending its movement.

When this part is severed, the Shagaru Magala has disadvantage on Dexterity skill checks and saving throws.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Shagaru Magala Horns (Scarred)
d20
1-4 S.Magala Shard
9-12 S.Magala Hardhorn
14-16 S.Magala Phosgem
Shagaru Magala Horns (Broken)
d20
1 2x S.Magala Hardhorn
9-12 2x S.Magala Hardhorn
14-16 S.Magala Phosgem
18-20 S.Magala Mantle

Shagaru Magala Wingarms (Scarred)
d20
1-4 S.Magala Shard
5-8 S.Magala Cortex
9-11 S.Magala Purifier
Shagaru Magala Wingarms (Broken)
d20
3-6 S.Magala Cortex
9-11 S.Magala Purifier
12-15 Pure Scale
20 2x Pure Scale

Shagaru Magala Wings (Scarred)
d20
1-4 S.Magala Shard
5-7 S.Magala Purifier
8-10 S.Magala Lightwing
Shagaru Magala Wings (Broken)
d20
1-5 S.Magala Shard
6-10 S.Magala Lightwing
11-16 S.Magala Prismwing
20 2x S.Magala Prismwing

Shagaru Magala Tail (Severed)
d20
1-4 S.Magala Shard
7-10 S.Magala Lash
14-16 S.Magala Phosgem
17-19 S.Magala Mantle


Shagaru Magala

Shiny Drop

Immediately after a part breaks, a Shiny drops on the ground. When its picked up, roll 1d100 to determine what the shiny is.

d100
1-55 Old Dragon Treasure
56-95 Pure Scale
96-98 S.Magala Phosgem
99-100 S.Magala Mantle

Large Shiny Drop

Whenever a part breaks for the second time, a Large Shiny drops on the ground. When its picked up, roll 1d20 to determine what the shiny is.

d20
1-6 Wyvern Tear
7-11 Large Wyvern Tear
12-15 Pure Frenzy Crystal
16-20 Vile Frenzy Crystal


Leshen


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Leshen Antlers. (AC 19; HP 30) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Aura of Crows damage is reduced to 1d4.

(2) All Murder of Crows attacks are made with disadvantage.

Leshen Body. (AC 18; HP 52)
After breaking this part, any creature that makes a saving throw in response to Entangling Roots does so with advantage.

Leshen Legs. (AC 18; HP 45)
After breaking this part, Teleport now cost 2 actions.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Leshen Antlers (Scarred)
d20
5-11 Cursed Bone
13-19 Leshen Skull
Leshen Antlers (Broken)
d20
4-10 Cursed Bone
11-17 Leshen Skull
18-20 Leshen Antler
Leshen Body
d20
1-6 Leshin Claw
7-13 Cursed Bone
14-18 Leshen Resin
Leshen Legs
d20
5-11 Cursed Bone
12-16 Leshen Resin


Ancient Leshen


Large/Huge constitution

All damage dealt to a part is halved, round up, after applying resistances. If the attack roll was to miss the monster part but hit the monsters AC, treat all damage die rolls as 1, regardless of any feats, skills, or abilities.

Vital Points

Ancient Leshen Antlers. (AC 22; HP 30) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Aura of Crows damage is reduced to 1d6.

(2) All Murder of Crows attacks are made with disadvantage.

Ancient Leshen Body. (AC 21; HP 26) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Any creature that makes a saving throw in response to Entangling Roots does so with advantage.

(2) Any creature that makes a saving throw in response to Claws does so with advantage.

Ancient Leshen Legs. (AC 21; HP 23) This part can be broken two times. When this part reach 0 hit points for the first time, its considered Scarred and its HP resets to full. This part cannot be broken until it reaches 0 hit points in its second phase. Damage does not rollover from one phase to another. Each time the part is destroyed an additional effect will come into play.

(1) Teleports range is now 30 feet.

(2) Teleport now cost 2 actions.

Bonus Rewards

Breaking any of the listed parts allows a separate roll on the appropriate table for the chance to obtain addition materials.

Ancient Leshen Antlers (Scarred)
d20
5-11 Ancient Cursed Bone
13-19 Ancient Leshen Skull
Ancient Leshen Antlers (Broken)
d20
4-10 Ancient Cursed Bone
11-17 Ancient Leshen Skull
18-20 Ancient Leshen Antler

Ancient Leshen Body (Scarred)
d20
1-6 Ancient Leshin Claw
7-13 Ancient Cursed Bone
14-18 Ancient Leshen Resin
Ancient Leshen Body (Broken)
d20
1-6 Ancient Leshin Claw
7-13 Ancient Cursed Bone
14-18 Ancient Leshen Resin
19-20 2x Ancient Leshen Resin

Ancient Leshen Legs (Scarred)
d20
5-11 Ancient Cursed Bone
12-16 Ancient Leshen Resin
Ancient Leshen Legs (Broken)
d20
1-6 Ancient Leshen Claw
7-13 Ancient Cursed Bone
14-18 Ancient Leshen Resin
19-20 Ancient Cursed Bone and an Ancient Leshin Resin

Hunting Ranks (WIP)

Sometimes experience scaling can skyrocket faster than expected. Players end up out pacing the adventure either by chance or simply by design. This can prevent a lack of combat encounters or even a lack of true adventure since the exp cant be rewarded without combat and the players might feel cheated but hopefully they'd understand.

With this we can work with the familiar hunting ranks and allow a type exchange for experience. For now we can just read through the ranks in case you just wanted to use them rather than the entire thing.

Hunting Rank 1

Contracts (Basic)

The character has access to the easiest guild contracts, which generally includes simple tasks that every guild member should be able to complete.

Healing and Care

You can be healed in the guildhalls owned by your guild. Once per day, you can roll a number of hit dice equal to your rank to recover your health. The dice is determined by the character's class hit dice.

Information (Basic)

You get one piece of useful lore about the contract or bounty you're doing. As a group, you can only request this kind of information once per contract or bounty.

(Lodging and Food (Modest)

If you want, you can live in a local guildhall (your lifestyle expenses are covered by your membership).

Messaging (Basic)

You can use some of the guild messengers to deliver cards and small objects to another city or town. You can send up to 1 pound in weight from one guildhall to another location of your choice.

Training

You can learn a new language or training in a set of tools with a guild member. When training at the guild, the prize or time is reduced by half (player's choice). For additional information of what tool training are available at the guild, check the guild types later in this part.

Hunting Rank 2

Messaging (Advanced)

You are now allowed to send bigger objects to another city or town. You can send up to 5 pounds in weight from one guildhall to another location of your choice.

Crafting Workshop

Guild members are able to use the workshops in the guildhalls, where they can find one or more artisan's tools at their disposal for crafting. The number and type of artisan's tools are determined by the Dungeon Master (if any). These tools cannot be removed from the workshop.

Equipment (basic)

This includes simple weapons, light armors and basic equipment (like rations and torches). Guild members can also ask for horses for temporary use (no more than 1 week)

Hunting Rank 3

Contracts (advanced)

This contracts can include long-term and challenging quests, which are taken only by the guild member veterans. These contracts have a better pay and give more reputation than basic contracts

Information (advanced)

Your rank now allows you to get two pieces of useful lore about the contract or quest you're doing, or one piece of useful lore about anything you need. If you ask for a piece of useful lore about things, other than a guild contract or bounty, it takes at least 1d6 days for the guild to get you the information requested. You can ask for this kind of information once per week.

Lodging and food (comfortable)

If you want, you can live in a local guildhall (your lifestyle expenses are covered by your membership).

Equipment (Advanced)

This includes martial weapons, medium and heavy armors, some artisan tools and specialized adventuring kits. This also includes other services, such using one of the guild coach cabs, horses, or a ship passage to a near city.

Hunting Rank 4

Information (Exclusive)

You get three pieces of useful lore about anything you're looking for. If you ask for a piece of useful lore about other things than a guild contract or bounty, it takes at least 1d4 days for the guild to get you the information requested.

Messaging (Exclusive)

You can send large crates filled with objects to another city or town. You can send up to 50 pounds in weight from one guildhall to another location of your choice.

Equipment (Magical)

This includes giving potions, spell scrolls, and a magical items to the guild members. It could also include some spellcasting services, such as casting the Identify spell. Since magical items and services are rarer, it's up to the Dungeon Master to determine if the characters must pay a fee for using the guild magic items or for each time they want to use some of the guild spellcasting services.

Hunting Rank 5

HR 1

d6 CR amount needed
1 1/8 1d12+5
2 1/4 1d12+2
3 1/2 1d10
4 1 1d8
5 2 1d6
6 3 1d3+1

CR 1/8

d18 Monster
1 Anteka
2 Aptonoth
3 Arzuros Cub
4 etc...
5 etc...
6 etc...

CR 1/4

d17 Monster
1 Apceros
2 Baby Barroth
3 Baby Nargacuga
4 etc...
5 etc...
6 etc...

CR 1/2

d15 Monster
1 Blango
2 Ceanataur
3 Giaprey
4 etc...
5 etc...
6 etc...

CR 1

d24 Monster
1 Baby Basarios
2 Baggi
3 Boggi
4 etc...
5 etc...
6 etc...

CR 2

d12 Monster
1 Bulldrome
2 Cephalos
3 Gendrome
4 etc...
5 etc...
6 etc...

CR 3

d8 Monster
1 Gobling
2 Great Izuchi
3 Juvenile Uraggan
4 etc...
5 etc...
6 etc...

Found Factions

The Under Court

A faction of poachers who's obsession with the Vaal hazzak has taken them down a path unlike any other.

Their leader, St. Heath, is the head of the Under Court. A zealous individual who's power was gifted to them by their monster god, a Blackveil Vaal Hazzak. The leader has never shown their face and seems to always be around the Blackveil.

St. Heaths eight personal guards, known as the Twilight Fangs, are abominations. They never speak, not even to grunt in battle. They are loyal to a fault and follow St. Heaths orders without question, even if it means sacrificing themselves. They act more like machines that people.

The under courts armies consist of monsters and poachers alike, each afflicted with a unique strain of effluvial. The monsters act as mere brutes lacking any form of independent thought, while the poachers stand back and act as support for their monster pawns.

Whats worse is that there seems reports of even the most honorable hunters abandoning the guild and defecting to the under court. The reason is unknown but its worrisome all the same.

The goals of the under court are currently unknown as St. Heath has never made them public. What we do know is that they are allies to no one.

Neros Maw

A small but strong nomadic faction of poachers devoted to the fabled "Nero", a leader who was said to be man whos rage turned him into the first Deviljho. They Followers of Neros Maw are led by a former hunter named Vonder Gunst whom they believe to be the reincarnation of Nero.

Although there is no proof that Nero ever existed, there are verified claims of Vonder showing similar traits to that of the stories of Nero. It is said that it midst of battle Neros eyes would glow red as his muscles and skin would swell and reveal his old battle scars; each pulsing with dark energy. When Neros bloodlust grows he develops fangs, claws, and is even said to sprout a tail.

Neros rage and anger have been said to spread to his comrades and even to the very people he fights as they begin to go into a blind fury and swing at even their own allies.

The current goal of the followers of Neros Maw is to bring forth their storied prophecy; To bring Vonder to a such a heightened physical and mental state so extreme that it'll transform him to give birth to a new and more powerful Deviljho; The world eater.


Vonder Gunst

Medium humanoid (goliath), Chaotic Neutral


  • Class Barbarian 1  Armor Class 16 (Half plate)
  • background Gladiator   Hit Points 14 (1d12+2)
  • Occupation Guild Leader   Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 12 (+1) 10 (+0) 8 (-1)

  • Saving Throws Str +5, Con +4
  • Skills Acrobatics +3, Athletics +5, Intimidation +1, Performance +1, Survival +2
  • Tools Disguise Kit, Flute
  • Damage Resistances cold, (bludgeoning, piercing, slashing while raging)
  • Senses passive Perception 10
  • Languages Common, Giant
  • Challenge 2 (450 XP)

Powerful build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Stones Endurance (Recharges after a short or long rest). You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Rage (2/day). On his turn, Vonder Gunst can enter a rage as a bonus action. He gains advantage on Strength checks and Strength saving throws, a +2 bonus to damage when making Strength based melee attacks, and resistance to bludgeoning, piercing, and slashing damage. Rage lasts for 1 minute; it ends early if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. He can also choose to end his rage early as a bonus action.

Unarmed Defense. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Vou can use a shield and still gain this benefit.

Actions

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

Dual Blades. Melee: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Bonus Action

Off-hand Dual Blades. Melee: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Overview

Growing up in the arena used by outsiders for entertainment fighting both monsters and people, Vonder knew only to fight to survive. His hatred for his captors and his anger for lost comrades would push him forward and give him the hunger and strength he needed to win at any cost. Years would go by until he was liberated by hunters who gave him a second chance at life. Albeit an event that the guild would grow to regret.

As Vonder would hunt monsters, his fellow hunters would begin to notice his ruthless and reckless tendencies. He would ignore hunt regulation and go outside the intended target if it meant the target monster was easier to take down. He had a tendency to fail capture quests as he would rather kill the target than take it alive. He would needlessly put his own body on the line if it meant getting the fatal blow, regardless if there was support from other hunters.

Eventually after too many failed hunts, unsanctioned monster killings, and other hunters refusing to work with him did he loose his license and outcast himself from the guild.

Personality Traits

"My Rage knows only a beginning. I will find its end even if I have to slay the world to get there." Vonder Gunst is a Man who has abandoned any hope of salvation. He only wants to find a way to satisfy his infinite rage.

Ideals

"The only thing that matters is being the last one standing. Talking is just another form of submission and I submit to no one." Vonder always sees combat as the only way to truly resolve a conflict.

Bonds

"The want of my death was nothing more than a way to sate their hunger for entertainment. Now I will be sated by their." Vonders hatred for those who enslaved him drive him to rage over anyone who hangs power over him.

Flaws

"Only those who hold false power choose to talk when facing death, My power is real and you will feel it." Talking is temporary to Vonder. He would rather fight to resolve an issue than talk it out. In his world, might was always right.

Roleplaying Vonder Gunst

Vonder Gunst will do anything if it means it sates his rage, even if he has to kill his own men to do so. He values strength above all else and his growing rage drives to be on top, although that wont stop him from killing anything beneath him. When not raging he is a somewhat reasonable man although still difficult to deal with, and despite his bottomless bloodlust, insults towards him do nothing to make him fight; as he sees it, talking is the weapon of the weak and once he rages all chances of peaceful talks cease. He will gladly take on a duel when challenged Although, any attempt to attack him even in jest will be met with an unreasonable and needless fight until is rage is sated.

Vonder Gunst critical, attack and damage rolls. (level 1)

Vonder Gunst critical damage, attack and damage modifiers sway drastically and are not respectfully shown in the statblock. What is shown is the base damage while not raging and no materials are active unless stated otherwise. In these note blocks will be the varying attack and damage formulas to help aid you in combat. Some are reminders to add a damage die to help from scrolling back and forth.

  • Attack rolls score a critical hit on a 19-20

  • Raging Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 5)

  • Raging Dual Blades. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 5) piercing damage.

Vonder Gunst critical, attack and damage rolls. (level 4)

  • Attack rolls score a critical hit on a 19-20
  • Raging Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing.


Vonder Gunst (level 4)

Medium humanoid (goliath), Chaotic Neutral


  • Class Barbarian 4  Armor Class 16 (Half plate)
  • background Gladiator   Hit Points 43 (4d12+12)
  • Occupation Guild Leader   Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 12 (+1) 10 (+0) 8 (-1)

  • Saving Throws Str +6, Con +5
  • Skills Acrobatics +3, Athletics +6, Intimidation +1, Perception +2, Performance +1, Survival +2
  • Tools Disguise Kit, Flute
  • Damage Resistances cold
  • Senses passive Perception 10
  • Languages Common, Giant
  • Challenge 3 (700 XP)

Vonder Gunst retains all previous abilities in addition to the following.

Rage (3/day)

Danger Sense Vonder Gunst has advantage on Dexterity saving throws against effects he can see, such as traps and spells, as long as he is not blinded, deafened, or incapacitated.

Deviljhos Rage When Vonder Gunst rages, he can transform, revealing a bestial power within. Until the rage ends, he manifests a natural weapon; You choose the weapon's form each time you rage between Bite, Claws, or Tail. It counts as a simple melee weapon and add his Strength modifier to the attack and damage rolls when he attacks with it.

Reckless Attack When making his first attack on his turn, Vonder Gunst may choose to attack recklessly, giving him advantage on all Strength-based attacks during his turn, but granting advantage to all attacks made against him until his next turn

Actions

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

Bite (while raging). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 2 (1d4) fire damage. Once on each of your turns when you damage a creature with this attack, you regain a 2 hit points, provided you have less than half your hit points when you hit.

Claws (while raging). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 2 (1d4) fire damage. Once on each of your turns when you attack with a claw, you can make one additional claw attack as part of the same action

Tail (while raging). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 2 (1d4) fire damage.

Reactions

Tail (while raging). If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.



Vonder Gunst (level 8)

Medium humanoid (goliath), Chaotic Evil


  • Class Barbarian 8  Armor Class 17 (Half plate)
  • background Gladiator   Hit Points 89 (8d12+44)
  • Occupation Guild Leader   Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 8 (-1)

  • Saving Throws Str +7, Con +6
  • Skills Acrobatics +5, Athletics +7, Intimidation +2, Perception +3, Performance +2, Survival +3
  • Tools Disguise Kit, Flute
  • Damage Resistances cold
  • Senses passive Perception 10
  • Languages Common, Giant
  • Challenge 6 (2,300 XP)

Vonder Gunst retains all previous abilities in addition to the following.

Rage (4/day).

Deviljhos Soul. The feral power within Vonder Gunst increases, causing the natural weapons of his Deviljhos Rage to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. He can also alter his form to help him adapt to his surroundings. When he finishes a short or long rest, he chooses one of the following benefits, which lasts until he finishes the next short or long rest:

  • He gains a swimming speed equal to his walking speed, and he can breathe underwater.
  • He gains a climbing speed equal to his walking speed, and he can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When he jumps, he can make a Strength (Athletics) check and extend his jump by a number of feet equal to the check's total. He can make this special check only once per turn.

Fast movement. When Vonder Gunst isnt wearing heavy armor, his speed increases by 10 feet. (included in speed)

Feral Instinct. Vonder Gunst has advantage on initiative rolls. Additionally if Vonder Gunst is surprised at the beginning of combat and isn't incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.

Actions

Multiattack Vonder gunst makes two attacks Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Bite (while raging). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 3 (1d6) fire damage. Once on each of your turns when you damage a creature with this attack, you regain a 3 hit points, provided you have less than half your hit points when you hit.

Claws (while raging). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 3 (1d6) fire damage. Once on each of your turns when you attack with a claw, you can make one additional claw attack as part of the same action

Tail (while raging). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 3 (1d6) fire damage.

Bonus Action

Pounce When Vonder Gunst enters his rage, he can move up to half his speed.

Reactions

Tail (while raging). If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Vonder Gunst critical, attack and damage rolls. (level 8)

  • Attack rolls score a critical hit on a 19-20
  • Resentment Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  • Raging Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
  • Resentment Raging Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.
  • Resentment Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 3 (1d6) fire damage.
  • Resentment Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage plus 3 (1d6) fire damage.
  • Resentment Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 3 (1d6) fire damage.
  • All attacks roll an extra 1d6 weapon damage when they critically hit.


Vonder Gunst (level 12)

Medium humanoid (goliath), Chaotic Evil


  • Class Barbarian 12  Armor Class 17 (Half plate)
  • background Gladiator   Hit Points 150 (12d12+72)
  • Occupation Guild Leader   Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 18 (+4) 12 (+1) 10 (+0) 8 (-1)

  • Saving Throws Str +11, Con +8
  • Skills Acrobatics +6, Animal Handling +3, Athletics +11, Intimidation +3, Perception +4, Performance +3, Survival +4
  • Tools Disguise Kit, Flute
  • Damage Resistances cold, (Dragonheart, Heroics Material)
  • Senses passive Perception 10
  • Languages Common, Giant
  • Challenge 11 (7,200 XP)

Vonder Gunst retains all previous abilities in addition to the following.

Rage (5/day). Rages bonus to damage rolls is now a +3

Brutal Critical When Vonder Gunst scores a critical hit he rolls one additional damage die when determining extra damage.

Infectious Rage (3/day) When Vonder Gunst hits a creature with his natural weapons while hes are raging, the beast within curses his target with rabid fury. The target must succeed on a DC 15 Wisdom saving throw or suffer one of the following effects (your choice)

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage.

Relentless Rage. If Vonder Gunst drops to O hit points while he's raging and doesn't die outright, he can make a DC 10 Constitution saving throw. On a success he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. Reseting to 10 on a short or long rest.

Actions

Multiattack Vonder gunst makes two attacks Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Bite (while raging). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) piercing damage. Once on each of your turns when you damage a creature with this attack, you regain a 4 hit points, provided you have less than half your hit points when you hit.

Claws (while raging). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 10) plus 4 (1d8) slashing damage. Once on each of your turns when you attack with a claw, you can make one additional claw attack as part of the same action

Tail (while raging). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.

Bonus Action

Pounce When Vonder Gunst enters his rage, he can move up to half his speed.

Reactions

Tail (while raging). If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Vonder Gunst critical, attack and damage rolls. (level 12)

  • Attack rolls score a critical hit on a 19-20
  • When under the effect of any condition or status effect, add an extra 1d8 to weapon damage.
  • When below 25% health, add 1d4 damage to all attacks
  • Resentment Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 8) piercing damage.
  • Raging Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d6 + 10) piercing damage.
  • Resentment Raging Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d6 + 11) piercing damage.
  • Resentment Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d8 + 11) piercing damage.
  • Resentment Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (1d6 + 11) slashing damage plus 4 (1d8) slashing damage.
  • Resentment Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 11) piercing damage.
  • Critical Crisis Resentment Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 42 (7d8 + 11) piercing damage + 11 (2d10) piercing damage.
  • Weakness exploit, Heriocs, Critical Crisis Resentment Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 67 piercing damage + 11 (2d10) piercing damage + 5 (2d4) piercing damage.


Vonder Gunst (level 16)

Medium humanoid (goliath), Chaotic Evil


  • Class Barbarian 16  Armor Class 17 (Half plate)
  • background Gladiator   Hit Points 212 (16d12+108)
  • Occupation Guild Leader   Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 18 (+4) 12 (+1) 10 (+0) 8 (-1)

  • Saving Throws Str +12, Con +9
  • Skills Acrobatics +7, Animal Handling +5, Athletics +12, Intimidation +4, Perception +5, Performance +4, Survival +5
  • Tools Disguise Kit, Flute
  • Damage Resistances cold, (Dragonheart Material)
  • Senses passive Perception 10
  • Languages Common, Giant
  • Challenge 15 (13,200 XP)

Vonder Gunst retains all previous abilities in addition to the following.

Rage (5/day). Rages bonus to damage rolls is now a +4

Brutal Critical Vonder Gunst now rolls two additional damage die when determining extra damage for a critical hit.

Infectious Rage (5/day) The DC for infectious rage is now 17

Devils Hunt.(5/day) When Vonder Gunst enters a rage, he can choose a number of other willing creatures within 30 feet of him equal to your Constitution modifier (minimum of one creature). He gains 5 temporary hit points for each creature that accepts this feature. Until his rage ends, the chosen creatures can each use the following benefit once on each of their turns: When the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

Insatiable Rage. Vonder Gunst Rage end early only if he falls unconscious or if he chooses to end it.

Piercer Once per turn, when Vonder Gunst hits a creature with an attack that deals piercing damage, he can reroll one of the attack's damage dice, and must use the new roll. Additionally when he scores a critical hit that deals piercing damage to a creature, he can roll one additional damage die when determining the extra piercing damage the target takes.

Actions

Multiattack Vonder gunst makes two attacks

Bite (while raging). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (3d8 + 11) piercing damage. Once on each of your turns when you damage a creature with this attack, you regain a 5 hit points, provided you have less than half your hit points when you hit.

Claws (while raging). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 11) plus 4 (1d8) slashing damage. Once on each of your turns when you attack with a claw, you can make one additional claw attack as part of the same action

Tail (while raging). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) piercing damage.

Bonus Action

Pounce When Vonder Gunst enters his rage, he can move up to half his speed.

Reactions

Tail (while raging). If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Vonder Gunst critical, attack and damage rolls. (level 16)

  • Attack rolls score a critical hit on a 19-20
  • When under the effect of any condition or status effect, add an extra 1d8 to weapon damage.
  • Resentment Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 26 (3d8 + 13) piercing damage.
  • Resentment Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 13) slashing damage plus 4 (1d8) slashing damage.
  • Resentment Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (3d8 + 13) piercing damage.
  • Critical Crisis Resentment Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 51 (9d8 + 13) piercing damage + 13 (2d12) piercing damage.
  • Weakness exploit, Critical Crisis Resentment Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 83 piercing damage + 13 (2d12) piercing damage.

Bite does 1d8 piercing damage. Awaken adds 1d8, Agitator adds 1d8 = 3d8; crit = 6d8; brutal critical adds 2 extra weapon die, +2d8 for 8d8, piercer adds an additional damage die for a total of 9d8.



Vonder Gunst (level 20)

Medium humanoid (goliath), Chaotic Evil


  • Class Barbarian 20  Armor Class 19 (Natural Armor)
  • background Gladiator   Hit Points 345 (20d12+205)
  • Occupation Guild Leader   Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 24 (+7) 12 (+1) 10 (+0) 8 (-1)

  • Saving Throws Str +13, Con +13
  • Skills Acrobatics +8, Animal Handling +6, Athletics +13, Intimidation +5, Perception +6, Performance +5, Survival +6
  • Tools Disguise Kit, Flute
  • Damage Resistances cold
  • Senses passive Perception 10
  • Languages Common, Giant
  • Challenge 17 (18,000 XP)

Vonder Gunst retains all previous abilities in addition to the following.

Rage (Unlimited).

Brutal Critical When Vonder Gunst scores a critical hit he rolls three additional damage die when determining extra damage

Infectious Rage (5/day) The DC for infections rage is now 21

Devils Might. If Vonder Gunst total for a strength check is less than his strength score, he can use that score in place of the total.

Actions

Multiattack Vonder gunst makes two attacks

Bite (while raging). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 24 (3d8 + 11) piercing damage. Once on each of your turns when you damage a creature with this attack, you regain a 6 hit points, provided you have less than half your hit points when you hit.

Claws (while raging). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (3d6 + 11) slashing damage. Once on each of your turns when you attack with a claw, you can make one additional claw attack as part of the same action

Tail (while raging). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) piercing damage.

Bonus Action

Pounce When Vonder Gunst enters his rage, he can move up to half his speed.

Reactions

Tail (while raging). If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Vonder Gunst critical, attack and damage rolls. (level 20)

  • Bloodrage
  • Attack rolls score a critical hit on a 18-20
  • When under the effect of any condition or status effect, add an extra 1d12 to weapon damage.
  • Resentment Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (3d8 + 13) piercing damage.
  • Resentment Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 23 (3d6 + 13) slashing damage.
  • Resentment Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (3d8 + 13) piercing damage.
  • Critical Crisis Resentment Brutality Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 56 (10d8 + 13) piercing damage + 13 (2d12) piercing damage + 5 (1d10) piercing.
  • Weakness exploit, Critical Crisis Resentment Brutality Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 93 piercing damage + 13 (2d12) piercing damage + 5 (1d10) piercing damage.

Vonder Gunst Equipment

Level 1

Common Half plate

  1. Speed Eating: While you are attuned to this armor, you can use any consumable, such as a potion or food, as a bonus action; so long as you are the one consuming it.

Common Greatsword

  1. Critical Eye: This weapon attacks critical hit range is increased by 1.

Level 4

Uncommon Half plate

  1. Speed Eating
  2. Guts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this property, you can’t use it again for 2 days.

Uncommon unarmed item (applies to unarmed and natural weapons only)

  • Cosmetic Your eyes glow red while you are touching your weapon.
  1. Critical Eye: This weapon attacks critical hit range is increased by 1.
  2. Weakness Exploit: When you have advantage on an attack roll with this weapon and you hit the target, you can have your weapon deal its maximum damage if the lower of the two d20 rolls would also hit the target (all extra damage dice must still be rolled). You can use this property a number of times equal to your Strength or Dexterity modifier (your choice), regaining all expended uses when you finish a long rest.
  3. Your weapon deals an extra 1d4 fire damage.

Level 8

Rare Half plate

  1. Speed Eating.
  2. Guts+. Now recharges on a long rest
  3. Health Boost. While wearing this armor, your hit point maximum increases by 1 for each character level you have. (included in hit points)

Rare Unarmed Item

  • Cosmetic Your eyes glow red while you are touching your weapon.
  1. Resentment. Until the end of your turn, you gain a +1 bonus to attack and damage rolls against any creature that has damaged you since the end of your last turn.
  2. Chain Crit. Every consecutive hit on a creature increases your crit range by 1 until you score a critical hit, miss an attack, or hit a different creature.
  3. Partbreaker+1. You deal an extra 1d6 damage when you critically hit with this weapon.
  4. Your weapon deals an extra 1d6 fire damage.

Level 12

Very Rare Half plate

  1. Speed Eating
  2. Guts+
  3. Health Boost.
  4. Dragonheart. When you fall below half of your maximum hit points you gain the dragonblight condition for 1 minute. While affected by dragonblight, you have resistance to cold, fire, lightning, and necrotic damage.

Very Rare Unarmed Item

  • Cosmetic Your eyes glow red while you are touching your weapon.
  1. Resentment.
  2. Chain Crit.
  3. Agitator. Your weapon attacks critical hit range is increased by 1 and your weapon deals an extra 1d8 weapon damage.
  4. Crisis+. While you are attuned to this weapon and suffering from an abnormal status effect caused by a hostile creature or object, such as poisoned, burning, slowed, blinded, etc, all attacks and spells deal an extra 1d10 spell or weapon damage.
  5. While attuned to this weapon, your Strength score changes to 25. If your Strength is already equal to or greater than 25, the material has no effect on you.

Level 16

Legendary Half plate

  1. Speed Eating
  2. Guts+2. Now recharges on a short or long rest.
  3. Health Boost+. your hit point maximum now increases by 2 per level
  4. Dragonheart.
  5. Whenever you critically hit with a weapon attack, Red lightning arcs from your armor for 1 minute. While under this effect, you gain temporary hit points at the start of each of your turns equal to half your character level.

Legendary Unarmed Item

  • Cosmetic Your eyes glow red while you are touching your weapon.
  1. Resentment+. Until the end of your turn, you gain a +2 bonus to attack and damage rolls against any creature that has damaged you since the end of your last turn.
  2. Chain Crit.
  3. Agitator.
  4. Crisis+2. 1d10 is now a 1d12
  5. While attuned to this weapon, your Strength score changes to 25. If your Strength is already equal to or greater than 25, the material has no effect on you.
  6. Awaken. When this material is placed in a weapon that does not deal cold, fire, lightning, necrotic, or thunder damage, it rolls one additional damage die when it hits. For example a shortsword now rolls 2d6 and a greatsword deals 3d6.

Level 20

Legendary Half plate

  1. Speed Eating
  2. Guts+2.
  3. Health Boost+2. your hit point maximum now increases by 3 per level
  4. Dragonheart.
  5. Whenever you critically hit with a weapon attack, Red lightning arcs from your armor for 1 minute. While under this effect, you gain temporary hit points at the start of each of your turns equal to half your character level.

Legendary Unarmed Item

  • Cosmetic Your eyes glow red while you are touching your weapon.
  1. Resentment+.
  2. Chain Crit.
  3. Crisis+2. 1d10 is now a 1d12
  4. Brutality. Your weapon attacks critical hit range is increased by 2 and you deal an extra 1d10 damage when you critically hit with this weapon.
  5. Awaken+. This weapon now rolls 2 additional damage die.
  6. Bloodrage. When you are reduced below half of your maximum hit points while raging, you can use your reaction to enter a bloodrage until your rage ends. When in a bloodrage, you gain the effects of the haste spell, but you do not need to concentrate on it. Once you use this property, you can't use it again until you finish a short or long rest.

Trinkets

Level 1 and 4

Trinket 1

  • Recovery Speed: Whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Trinket 2

  • Negate Sleep. You cannot unwillingly be put to sleep by any means while wearing this armor.

Level 8

Trinket 1

  • Recovery Speed

Trinket 2

  • Weakness Exploit+. now recharges on a short or long rest.

Level 12

Trinket 1

  • Heroics. While below 25% of your maximum hit points your weapon attacks deal 1d4 extra damage and you have resistance to all damage except psychic damage.

Trinket 2

  • Weakness Exploit+.

Level 16

Trinket 1

  • Recovery Level. Whenever you suffer an effect that deals damage to you at the start of your turn your armor flashes white and ends the effect. This could include such effects as a bleeding wound, acid or poison that continues to damage you over time, being set on fire, etc. They have no effect on environmental effects, damage that you take from being in a given location or spell's area of effect or similar damage sources.

Trinket 2

  • Weakness Exploit+

Level 20

Trinket 1

  • Recovery Level.

Trinket 2

  • Weakness Exploit+
 

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