Ikoria Bestiary

by ChrisBCG

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Ikoria Bestiary

Foreward

Hello! I'm glad you were able to find this pdf! This has been a passion project of mine, and I'd like to just let you know a couple of things before going further. crystal

  1. This is very much a work in progress. Please do read the statblocks ahead of time as they have not been thoroughly playtested yet.
  2. There are some new mechanics I've implemented, so please read the Crystals section.
  • One of these new mechanics is Mutate. Monsters can and will change and develop new abilities mid combat. Tables have been provided.
  • The other new mechanic is Cycle. Cycle is similar to mutate as it will change the flow of combat, but it's in favour of the players. At the start of the round the DM will roll for cycling or mutate, and if they roll a 1, this round is a Cycle Round. During a cycle round, spells will have additional affects.

Version 0.29

What's in this PDF?

  • New mechanics specificly tailored to Ikoria.
  • A bundle of monsters
  • 5 regions to play in, 3 human civilizations
  • Details on the Ikoria region
  • Tables for making your own monster

What to expect in future updates?

  • a couple equipment items,
  • 1 or more backgrounds
  • hopefully a feat or two
  • at least one druid class
  • Mechanics for bonding with monsters

How can I check for updates?

Check out my twitter (@ChrisStewartBCG). At the time of writing this, I have a Google Drive share link pinned. The link stays the same, however the file version gets updated.

World

The land of Titans

Ikoria is world truly ruled by the wild. The world is populated by humans and 'monsters'. Humans, being all to aware of their low chances of survival in the wild have collected together and built monster proof sanctuaries. It's important to know, that humans didn't always reside in sanctuaries.

Cyrstals

Long ago, there were no crystals across the land. During those times the monsters were more animalistic, and less dangerous. They were no different than predicable wild life. When the crystals came, the monsters grew in size, violence, and intelligence. Monsters would directly attack human settlements, the most notorious of them was Snapdax. The surviving humans knew that their only chance of survival was to band together, and thus the sanctuaries were built.

The crystals do many thing. The glow when non-humanoids are near, they are the source of monster mutations, and they seem to increase the potency of magic.

Today small crystal fractions are broken off and refined into gear to utilize their functionality as a "monster warning". While in small fragments (smaller than a human head) the crystals seem to have such a small area of affect that there is no risk of monster mutations, while also still providing the benefit of spell enhancement.

Sanctuaries

Drannith, The Invincible City

Location. Egali (Lowlands of Savai), east end of the Jal Korcha, (terror road)

Ideals. The extermination of all monsters will bring peace and prosperity to the human race, and this can only be achieved with might.

Bonds. "Lives taken are lives not easily forgotten." The people of Drannith hold strong bonds with one another.

Flaws. Monumentally stubborn, and driven by revenge. The people of Drannith hold grudges against monsters for their fallen friends. These same people will then die fighting monsters only to foster more grudges.

Drannith is the largest human sanctuary on the plane, a thriving city with tens of thousands of residents. Located on eastern point of the Jal Korcha (Terror Road) in lush plain of Egali in the lowlands of Savai, it's rooted by a gigantic crystal pillar and protected by concentric circles of high stone walls. Drannith's highly trained military is second to none at warding off monster attacks; according to the locals, its walls have never fallen since their creation. Drannith was founded in a time when humanity's numbers were wearing thin, which lead to a culture with a deep rooted fear of monsters.

Drannith is built around the Argalith, the largest single crystal in the world and a symbol of hope and protection for Drannith's residents. The Argalith forms the city's central axle and is the foundation of Drannith's magical defenses against monsters.

Defense Strategy

Drannith's survival strategy is strength; they face monstrous threats head-on, beating them back from within their walls. The Drannith Defense Force, informally called the Coppercoats for their banded uniforms and polished buttons, is the most well-resourced, powerful military force in the world. The Coppercoats are a tight-knit militia of city defenders, uniformed defense mages, and magistrates.

Economics

Situated in the prairies, the citizens of Drannith have a strong agricultural economy, being able to harvest grains (I)n very well guarded fields.)

Given the deep rooted cultural hate towards monsters, Drannith also hosts the highest concentration of the poachers market for selling monster parts.

Jal Korcha (Terror Road)

Terror road is the 'safest' route of passage between Drannith and Lavabrink. The road starts at Drannith and heads westward along the shore of Attrayal, and through the mountains of Rougrin before reaching the city of Lavabrink. The savai stretch of the road involves crossing many precarious stone bridges over the triome's many trenches.

From lavabrink, the Jal Korcha winds for thousands of miles southwest of the city into the Ongra range, along the shore of Attayal, and to drannith on the great Etali plain

Lavabrink

Location. Ongra Range (Raugrin)

Ideals. The perfect defense is the only path to longevity and peace. Unlike Drannith, the people of Lavabrink avoid sending soldiers out to needlessly risk their lives killing monsters

Bonds. The people of Lavabrink seek to protect one another in whatever way they can. They're raised to always look out for one another. This can be seen in their strength in the armoury market. Citizens of Lavabrink not only make the best weapons and armour, but they do so at an affordable price.

Flaws. While save, the citizens of Lavabrink live in one of the most dangerous triomes. Incidentally, while precautious the people are incredibly to the point to the point of potentially offending others.

Lavabrink is a sanctuary city tucked under a huge volcanic shelf in the Ongra Range in Raugrin. Rivulets of lava pour over the shelf into carefully maintained canals and floodways, running out to Kauld, the lava lake. Lavabrink's dwellings and marketplaces are built on bridges and walkways over these canals of lava.

Lavabrink's survival strategy is inaccessibility. By building under a volcanic shelf, Lavabrink has created a powerful defense mechanism that offers a compelling incentive for hungry monsters to find another less-deadly meal elsewhere. Mages called stonesingers can call out to the huge igneous dams on the slopes above the town, tuning the flow of lava as they desire. In dire circumstances, Lavabrink can create an almost continuous curtain of lava in front of the entire city, blocking entry to all but the most persistent of monsters.

The residents of Lavabrink are a hardy lot, choosing to live in an incredibly dangerous situation in order to ward off even more dangerous monsters.

Lavabrink citizens have excellent access to around-the-clock volcanic heat and are renowned for their blacksmithing, metalworking, toolmaking, and sculpting. The best weapons and gear are all made in Lavabrink.

Defense Strategy

Lavabrink's strategy is to make the most use of their environment and to minimize casualties by needlessly sending out soldiers.

The city is tucked underneath a volcanic ledge hidden behind a lava curtain.

Skysail

Location. No set location.

Ideals. A conflict avoided, is a conflict won.

Bonds. The people of Skysail are an eclectic group of people with different origins. While the original balloons were from the ruins of Orn, other balloons joined Skysail from different parts of Ikoria. All are welcome in Skysail.

Flaws. Due to their defense strategy, if ever prompted with a fight that they can flee from, people from skysail will avoid the conflict if at all possible.

Skysail is a "city" in the sky made of dozens of balloon-driven airships. The sanctuary's balloons and rudder-sails grant it almost permanent flight, allowing it to fly high above the threat of monsters that walk, crawl, or swim. Its floors and girders are made from extremely light wood and hollow pterodactyl bones, and individual balloon-ships can detach or reattach at will.

The people of Skysail are bold and independent, preferring a life on the move to sitting and waiting for an attack. Though the sanctuary still boasts a military force, however they only see action if Skysail can't avoid monsters.

The citizens of Skysail are mostly descendants of the walled city once known as Orn. Orn was a sanctuary in Indatha. The city stayed safe by training bioluminescent

nightcats and batbirds to circle the sanctuary and nest in its

towers, keeping the sanctuary lit at all hours. But one night, for unknown reasons, the luminous creatures did not come, and nightmares breached the gates under cover of darkness. Some of the residents of Orn escaped, salvaging some of Orn's raw materials to construct rudimentary hot-air balloons. Over time, more and more balloonists joined their vessels together, forming what's now known as Skysail.

Defense Strategy

Skysail's survival strategy is mobility. The sanctuary never stays in one place for very long, allowing it to avoid the migration paths of Ikoria's many flying monsters. When an attack does happen, Skysail can scatter into many smaller pieces and reassemble later in a safe place—or they can send off decoy ships to lure flying threats away from the main bulk of the fleet.

Economy

With zero land available to them, the citizens of skysail focus their economics in crafting non-metal goods with the materials they purchase from Drannith.

Additionally, given their lack of needing to travel by ground, Skysail has the perfect opportunity to collect and sell fish.

New Rules

Crystals

The plane of Ikoria is abundant in naturally occurring crystals that cause sudden and rapid mutations among the monsters in the plane. Within a monsters lifetime it can gain new limbs or become a completely unrecognizable creature. A tiger may grow limbs like wings, additional legs, or simply grow in size. In contrast that tigers sibling may become a tiger-dinosaur-nightmare hybrid.

These same crystals also mutate magic itself. Spells intended to subdue a monster may surge and shock it as well. Or a shield spell that has surged may give minor healing.

Monster Mutations

If combat is in an area with crystals in the environment there is a possibility that the monsters in combat can mutate. If a monster does mutate this will happen on the same initiative account as lair actions (initiative count 20).

On initiative count 20 roll for mutation. If there are 3 or less monsters you can roll for each monster, however in larger combats this can be time consuming and so it is recommended to instead just roll for one or two monsters. If more than one mutation happens during the combat mutate a monster that hasn't already mutated.

A mutation occurs if you role a 12. When a creature mutates you can either roll on your preferred mutation table, or you can roll to determine what kind of mutation occurs.

Managing Mutations. Depending on the situation it's possible you may have to keep track of multiple mutations. If you suspect this may be the final mutation table is dedicated to mutations that are easier to keep track of.

Mutation Type

d6 Name
1 Beast Mutation
2 Cat Mutation
3 Dinosaur Mutation
4 Elemental Mutation
5 Nightmare Mutation
6 Other Mutations

Pre-planned Mutations. Don't hesitate to use these tables to craft your own monster ahead of time, or to use them as inspiration for your own legendary Beast-Cat-Elemental-Nightmare monsters.

Important. Keep in mind that mutations are permanent. This can lead to a cool narrative where the party re-encounters the same Fire bonded T-rex they fought last session.

However, this can also work against the players. If the party fought Snapdax and failed to kill it, Snapdax keeps all mutations that it built up during the combat.

Beast Traits

The monster is mutated into being more beast-like if it wasn't already. It may have grown a thick bristle coat, boney protrusionss hooves, horns.

d8 Name Description
1 Solid Footing The monster's CON modifier is added to both its AC and i's damage rolls.
2 Thick Fur/Bristles +2 to the monsters AC
3 Horns The monster now has a Ram or Gore Attack.
4 Chameleon tongue The monster gains a Whip Tongue attack
5 Quills The monster grows large quills on its back and gains the Quill Missiles attack.
6 Bestial strength The monster get +2 STR to its strength attribute score.
7 Trumpetting Call The monster can make a Call for Aid, that will summon a Gnarr
8 Venomous The monsters melee attacks inflict an additional 1d12 poison damage

Cat Traits

The monster has mutated to take on a more feline appearance. It may have developed a smooth fur coat, retractable claws, or perhaps saber-like canines.

If it wasn't already carnivorous, the monster is now, and may change its behaviour accordingly.

d8 Name Description
1 Pride Cats The monster can now Call for help. When it does it summons 1 Sabre Tooth Tiger.
2 Dark Vision The monster now has 120 ft Dark Vision.
3 Feline Claws The monster gains a 20 ft climb speed & a claw attack.
4 Feline Grace The monster's Dexterity attribute score is increased by 2
5 Heightened Reflexes Creatures provoke an opportunity attack from you when they enter your reach.
6 Improved Initiative If the monsters initiative is lower than 15, it is now 15.
7 Leap The monster can now high jump 15 ft. up, or long jump 40 ft.
8 Sabretooth Canines The monster grows large sabretooth teeth and gains a bite attack.

Dinosaur Traits

The monster has mutated to take more prehistoric qualities. It may be larger, bulging with muscles, or have developed a scaly hide.

Dinosaurs can take as wide of a variety of shapes and sizes as any other creature, so the mutated monster may not change its "shape" as much as its characteristics would.

d8 Name Description
1 Durable +2 bonus to to the monsters constitution score.
2 Grow The monster grows 1 size category larger. It gets +10 max HP & rolls an additional damage die when rolling for damage.
3 Hammer Tail The monster's gains a tail attack.
4 Hardened Shell The monster grows a large shell and gets a permanent +5 bonus to its AC.
5 Hardened Scales The monster grows thick scales and gets a permanent +3 bonus to its AC.
6 Prehistoric Strength +4 bonus to the monsters strength score.
7 Tougher +20 to the monsters Max HP.
8 Trample If the monster reduces a creature to 0 hit points, it can make an additional melee.

Elemental Traits

The monster mutates and becomes an elemental. This can take many forms. The monsters body may become a writhing mass of vines, or glowing light can be seen from within their mouths. Their body may become covered in stone, or the air around them may be supernaturally cold.

Most often the shape of the monsters body will stay the same. An elemental cat will still look like a cat, but it may look like a cat made of stone.

d8 Name Description
1 Air Bond The monster can now levitate and gains a flying speed of 30ft.
2 Fire Bond Immunity to fire damage, its melee attacks deal an additional 1d6 fire damage.
3 Fire Breathing The monster gains a fire breath attack.
4 Foliage Bond Weakness to fire damage, the monster can innately cast the following spells at will, requiring no components: druidcraft, thornwhip, plant growth, and grasping vine.
5 Ice Bond Immunity to cold damage, its melee attacks deal an additional 1d6 cold damage.
6 Lightning bond Immunity to lightning damage, its melee attacks deal an additional 1d6 lightning damage.
7 Earth Bond The monster gaints a burrow speed of 30 ft. and gains resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
8 Water Bond Immunity to fire damage, attacks from the monster are considered critical hits against creatures attuned to the element of fire.

General Mutation Traits

d8 Name Description
1 Burrowing claws Gain a burrowing speed of 30 ft. and a claw attack
2 Camoflage The monster gains proficiency in stealth, and rolls stealth checks at advantage.
3 Magical Imbuement As an action the monster can cast one of the following cantrips: Acid Splash, Fire Bolt, Ray of Frost, Thorn Whip, or Shocking Grasp
4 Magic Resistance The monster has advantage on saving throws against spells and other magical effects
5 Sudden Spinnerets The monster develops spinnerets and can do make a Web attack.
6 Charisma Increase +2 bonus to to the monsters Charisma score.
7 Intelligence Increase +2 bonus to to the monsters Intelligence score.
8 Wisdom Increase +2 bonus to to the monsters Wisdom score.

Nightmare Traits

d12 Name Description
1 Additional Eyes Advantage on visual Perception checks and on saving throws against being blinded.
2 Additional Head Advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
3 Additional Legs The monster gains a +10 to its walking speed, and can make an additional claw attack
4 Bioilluminecent In the dark the monster have small glowing patterns that help it blend in with its surroundings (ex. light through bushes, among fireflies, etc.
5 Shadow Blend While in dim light or darkness, the monster can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the monster uses a bonus action to end it or until the monster attacks, is in bright light, or is incapacitated.
6 Blood Curdling Shriek The monster releases a blood curdling cry. (constructs and undead are immune). All other creatures within 30 ft. that can hear it must make a DC 13 Constitution saving throw. On failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
7 Deathtouch On a successful hit, the target must succeed on a DC 10 Constitution saving throw against being stunned. On a failed save, the creature is is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
8 Lifelink When the creature makes a succesful attack against a creature, it regains health equal to half the damage dealt.
9 Menace If there is only one enemy creature within 5 ft of it, it can't provoke attacks of opportunity and when making attacks against that creature it can make one additional attack.
10 Mimicry The monster can impersonate the sounds of other creatures including humanoids speech (such as cries for help). Additionally the monster can manipulate its appearance to look like another creature.
11 Night Vision The monster now has 120 ft Dark Vision.
12 Smoke Teleport The monster can teleport in a puff of smoke as an action as if casting misty step.

Basic Mutations

Feel like the mutations above might be a bit overwhelming. In this table below you will find a selection of the easier to manage mutations.

d12 Name Description
1 Solid Footing The monster's CON modifier is added to both its AC and its damage rolls.
2 Thick Fur/Bristles +2 to the monsters AC
3 Hardened Shell The monster grows a large shell and gets a permanent +5 bonus to its AC.
4 Extra appendages The monster can make an additional melee attack.
5 Lifelink When the monster deals melee attack damage it recovers hit points equal to half the damage dealt.
6 Metal coatings The monsters fangs and claws have an additional +3 to hit and to damage.
7 Growth The monster is one size category larger. It rolls 1 additional damage dice whenever dealing damage, and gains 10 hit points.
8 Fire Bond The monster is immune to fire and its melee attacks deal an additional 1d6 fire damage.
9 Night VIsion The monster now has 120 ft. Dark Vision.
10 Leap The monster can now high jump 15 ft. up, or long jump 40 ft.
11 Wings The monster gains a fly speed of 40 ft..
12 Burrow The monster gains a 30 ft. burrow speed.

Combat Mutation Reference Table

When referencing the to hit bonus, use the monsters existing to hit bonus in their existing attack actions. The attacks below are for creatures that are Large or smaller. For larger creatures add an additional dice for each size category.

Name Description
Call for Aid 1/day the monster summons a Gnarr, Sabre Tooth Tiger, or beast of CR 3 or lower.
Claw attack Melee Weapon Attack: reach 5 ft., one target. Hit: 2d6 + STR modifier slashing damage.
Fire Breath (Recharge 5–6). The monster exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
Gore Melee Weapon Attack: reach 5 ft., one target. Hit: 2d8 + STR modifier piercing damage.
Hooves Melee Weapon Attack: reach 5 ft., one creature. Hit: 4d8 + STR modifier bludgeoning damage.
Quill Missiles Ranged Weapon Attack: reach 20 ft., one target. Hit: 2d6 + CON modifier Piercing damage.
Name Description
Ram Melee Weapon Attack: reach 5 ft., one target. Hit: 2d6 + STR modifier bludgeoning damage.
Sabretooth Bite Melee Weapon Attack: reach 5 ft., one target. Hit: 2d10 + STR modifier piercing damage.
Tail attack Melee Weapon Attack: reach 10 ft., one target. Hit: 3d6 + STR modifier bludgeoning damage.
Web (Recharge 5–6). Ranged Weapon Attack: range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Whip Tongue Melee Weapon Attack: reach 15 ft., one target. Hit: 1d6 + STR modifier bludgeoning damage.

Making your Own Monster

Arguably, the coolest part about Ikoria is the monsters. The idea that there going a fire elemental-ankylosaurus-lion is too cool to pass up, so I wanted to give you some tools to help you homebrew your own monsters for your Ikoria adventure.

Base

d6 Name Description
1 Beast The creature most likely resides in Zagoth.
2 Cat The creature most likely resides in Savai.
3 Dinosaur The creature most likely resides in Raugrin.
4 Elemental The creature most likely resides in Ketria. (roll on the elemental table below.
5 Nightmare The creature most likely resides in Indatha.
6 Reroll Roll again (or choose your favourite).

Elemental Base

d8 Element Base properties
1 Air The monster can fly without the need for wings with a fly speed of 90 ft.
2 Earth The monster has a burrow speed of 30 ft. and has resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
3 Fire The monster is immune to fire damage, takes 1d6 cold damage for each 1 square foot of water it passes through. All of its melee weapon attacks deal an additional 1d8 fire damage.
4 Ice The monster is immune to cold damage, has a vulnerability to fire damage. All of the monsters melee weapon attacks deal an additional 1d10 cold damage.
5 Lightning The monster is immune to lightning damage. All of the monsters melee weapon attacks deal an additional 1d6 lightning damage.
6 Plant The monster has a vulnerability to fire damage. The monster can innately cast the following spells at will requiring no components: druidcraft, thornwhip, plant growth, and grasping vine
7 Water The monster has a 90 ft. swim speed, and gains resistance to cold, and fire damage.
8 Reroll Roll again (or choose your favourite).

Head Attack

d6 Name Description
1 Beast The monster has a Horn, Tusk, or Gore attack with a range of 5 ft., and deals 2d8 piercing damage (or bludgeoning damage) + STR modifier.
2 Cat The monster has a feline like head with a Bite attack with a range of 5 ft., and deals 2d10 piercing damage + STR modifier.
3 Herbivorous Dinosaur The monster has a head with either thick bone plating, or a bone plate and horns. The horns provide a Ram attack that deals 2d8 bludgeoning damage. The Gore attack that deals 2d8 piercing damage. Both heads provide the monster +1 AC.
4 Carivorous Dinosaur The monster has a head with large blade like teeth. The monster has a Bite attack with a range of 5 ft. that deals 3d8 piercing damage and can grapple the target.
5 Elemental The monster does not have a head attack.
6 Nightmare The monster has a Bite attack with a range of 5ft., that deals 1d6 piercing damage and 2d4 poison damage. The target must make a Constitution save or be poisoned. The DC is 8 + Prof bonus + CON modifier.

Body

d6 Name Description
1 Beast Charge. The monster has the charge trait. If it moves at least 20 ft. straight tward a target and hits it with a "head" attack (ex. Tusk, Horn, Gore, or Ram) attack on the same turn, the target takes an extra 9 (2d8) damage (of the same type). If the target is a creature, it must succeed a STR saving throw or be knocked prone. DC is 8 + STR modifier + proficiency bonus.
2 Cat Pounce. If the monster moves at least 20 ft. straight tward a creature and hits it with an attack on the same turn, that target must succeed a STR saving throw or be knocked prone. If the target is prone the monster can make a bite attack against it as a bonus action.
3 Dinosaur The monster has +2 AC, and is huge (using d12 for hit dice). The monsters attack damage deals 1 additional dice each, and the monster as a tail attack with a reach of 10 ft. that deals 3d10 +STR modifier bludgeoning damage.
4 Elemental The monster rolls on the Elemental Base table. If the monster has already done so, it does so again (and rerolls if it lands on the same value as before).
5 Nightmare **Lifelink.**When the monster deals damage with a melee weapon attack, it heals hit points equal to half the damage dealt.
6 Reroll Roll again (or choose your favourite).

Limbs

d6 Name Description
1 Beast The monster has a Hoof attack with a 5ft range that deals 3d8 + STR mod bludgeoning damage.
2 Cat The monster has a Claw attack with a 5ft. range that deals 2d6 + STR (or DEX) mod slashing damage. This attack can be used twice in a multi-attack
3 Dinosaur The monster has a Stomp attack with a 5ft. range that deals 2d10 + STR mod bludgeoning damage.
4 Elemental The monster has a Claw attack with a 5ft. range that deals 2d6 + STR mod slashing damage and 2d6 + CON mod of either Fire, Cold, or Lightning damage.
5 Nightmare The monster has a Claw attack with a 5ft. range that deals 1d6 + STR modifier slashing damage and 3d6 + CON modifer necrotic damage.
6 Reroll Roll again (or choose your favourite).

Modifying existing monsters.

Another method of creating a new monster is to take something basic as a template and updating it using previous tables. As an example, lets take the Giant Ape and run it through the tables.

Because we already have a base monster we'll skip the base section. To start, for the head I rolled a 1 so our Giant Ape is going to have a horn, tusk, or gore attack (Personally I'm thinking large tusks).

For the body roll I rolled a 6 so I get to pick. I'm a strong believer that there aren't enough cool elemental monsters so I'm gonna pick option 4 and roll on the elemental table. 6 again! Alright, so now we have a big plant elemental giant ape. Giving our giant elemental ape access to grasping vine could be really cool for board control and making an impact on where creatures are.

Next we have Limbs. I rolled a 3, so our big ape has some dinosaur limbs. That's cool. I'm picturing it kinda looks like a really weird elephant, or almost like the ape bear from the card survivors bond.

Given the results from the rolls, I'd say we have a unique new monsters. Now with that in mind, this was done with only the second set of tables in Making Your Own Monster. This example is the result of a simple additive design.


Simian Plantasaurus

Huge elemental, unaligned


  • Armor Class 12
  • Hit Points 157 (15d12 +60)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)

  • Skills Athletics +9, Perception +4
  • Damage Vulnerabilities fire
  • Senses Passive Perception 14
  • Languages --
  • Challenge 7 (2,900 XP)

Innate Spellcasting. The Plantasaurus's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:

at will: druidcraft, thornwhip, plant growth, and grasping vine

Actions

Multiattack. The plantasaurus makes three melee attacks: one with its gore, and two with its stomp attacks.

Gore. Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage

Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.

Making your own Apex monster.

The apex monsters are really cool, and maybe you have your own idea on how you want them to be. Maybe you want to use more than just the basic tables, and so you're going to use the first tables as well. Well I'd say that's a great idea!

When making an Apex, if you want it to mesh well with the other's and feel genuine that in magic, the Apex's are a combination of three mana colours that coincide with a different creature type. In my example I'm going to set out to make a creature that is Green, Red, & Black. With the canonical Apex's, red is dinosaurs, but I'm going to change it up and have red represent elementals (go ahead, be a rebel), specifically fire and earth elementals which in magic are most commonly red.

To start off our monster I want to use the giant ape again. It's a nice CR 7 monster and I think I feel that turning a giant gorilla into a monstrosity is slightly more unique than doing that with dinosaurs. As for other aspects, my goal is going to have a nightmare elemental beast. In this book you'll find that if a magic cards creatuer type was nightmare I always give the resulting D&D monster the aberration type so this monster will be no different.

Like last time we're going to skip the first table. Unlike last time I'm going to use the Elemental Base table and simply pick two types i want. I'm gonng go with the Earth and Fire results. Given our 'ape' is huge i'm gonna upscale the burrow speed to 40 ft, and the 1d8 fire damage to 3d8.

Next we're gonna go to the Head section and grab ourselves a beast trait. This time I'm feeling big antlers. Next we skip body because we already helped ourselves to two elemental bases and we'll skip limbs as well. Now for the other tables.

This is going to be an APEX MONSTER so don't feel shy about rolling on these more than once or even just picking which ones you like the most. For beast traits I rolled a 1 and a 6, so we're gonna have a monster that will hit like a truck. I think I'll call this the Apex of Might.

Moving on to the Elemental Traits table I'm gonna go pick myself up a Fire breathing. Now for the Nightmare traits. All good nightmares have lots of eyes so I'm going to give it additional eyes, menace, and night vision. Lastly we have the Basic Mutations. Here I'm gonna give our monster wings and extra appendages.

Now we haven't currently have a list of mutate abilities for monster to select one so we'll have to go with what we think makes sense (or borrow from another monster). Given that I've decided this monster is the Apex of might I feel it would be fitting if it's mutate ability reflected that.

After doing all this we need to then make our final adjustments, fine tune a few things here and there, increase the hit points maybe adjust the damage, and calculate the CR.

Calculating HP. If you're unsure on how to calculate HP the WotC way the formula is this ((Dice count x dice type) + (Dice Count - 1))/2 + HP mod. In Chogai it looks like this ((21 x 12) + 20))/2 + 80



Chogai, Apex of Might

Huge aberration, unaligned


  • Armor Class 16
  • Hit Points 216 (21d12+80)
  • Speed 40 ft., burrow 40 ft., climb 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)

  • Saving Throws saving_throws
  • Skills Athletics +13, Perception +7
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities fire
  • Senses Dark Vision 120 ft., Passive Perception 17
  • Languages
  • Challenge 20 (25,000 XP)

  • Menace. If Chogai is engaged in melee combat with only one creature, attacks made against it are made at a disadvantage.

Actions

Multiattack. Chogai makes five melee attacks: one with its ram, and four with its fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 11) bludgeoning damage and 13 (3d8) fire damage

Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d12 + 11) piercing damage

Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 7) bludgeoning damage.

Fire Breath (Recharges 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Mutate. If Chogai mutates it slams all four of it's fists into the ground. All creatures within 30 feet must make a DC 21 Strength saving throw or be pushed 30 feet away from Chogai and knocked prone.

Spell Cycling

On initiative count 20 and rolling the d12, a roll of 12 will mean a monster mutates. If that same dice rolls on a 1, spells will cycle.

How it works

During a spell cycle round, if a spell is cast the DM will have to decide if it's an offensive spell or a defensive spell. Then the DM will roll on the appropriate table and adds the resulting effect to the spell.

Example. Riley casts Hold Monster. The DM decides this is an offensive spell as it is used against the target. The monster has fails their save and the DM rolls on the offense table and gets additional fire damage. Now the monster is under the affect of Hold Monster and takes 2d6 fire damage.

Monster Reactions

Thanks to the crystals some monsters have adapted to magic and react more violently when spells are cast or when spells are cycled. If a monster has a Cycle reaction, they will react to the first spell cast that had a cycle effect.

Note. Just as monsters of Ikoria do not voluntarily mutate, the effects added to the spells can not be declined if you are using these cycle mechanics. Please be sure to discuss this with your table as some players may not want their spells tampered with.

Deciding what table to roll on. Some spells may not feel inherently defensive or offensive, or they may feel like 'there's no obvious target'. Some examples of this might be summon spells. In a summon spell there is no target. In this situation I would advise using the defensive table and having the caster be the 'target' of the added effect.

In the case of Area of Effect spells the added spell effect will consider all creatures within the area as 'targets'. Some spells allow for more than one target (like bless or aid). These spells would clearly benefit multiple creatures. As such, the same is applied for spells like fireball, or cone of cold.

Defensive

D100 Description
1 For 1 min. the targets attacks deal an additional 1d4 acid damage.
2 For 1 min. the targets attacks deal an additional 1d4 cold damage.
3 For 1 min. the targets attacks deal an additional 1d4 fire damage.
4 For 1 min. the targets attacks deal an additional 1d4 force damage.
5 For 1 min. the targets attacks deal an additional 1d4 lightning damage.
6 For 1 min. the targets attacks deal an additional 1d4 necrotic damage.
7 For 1 min. the targets attacks deal an additional 1d4 poison damage.
8 For 1 min. the targets attacks deal an additional 1d4 psychic damage.
9 For 1 min. the targets attacks deal an additional 1d4 radiant damage.
10 For 1 min. the targets attacks deal an additional 1d4 thunder damage.
11 For 1 hr. the target gains resistance to acid damage.
12 For 1 hr. the target gains resistance to bludgeoning, piercing, & slashing damage.
13 For 1 hr. the target gains resistance to cold damage.
14 For 1 hr. the target gains resistance to fire damage.
15 For 1 hr. the target gains resistance to force damage.
16 For 1 hr. the target gains resistance to lightning damage.
17 For 1 hr. the target gains resistance to necrotic damage.
18 For 1 hr. the target gains resistance to poison damage.
19 For 1 hr. the target gains resistance to psychic damage.
20 For 1 hr. the target gains resistance to radiant damage.
21 For 1 hr. the target gains resistance to thunder damage.
22 For 30 sec. (5 rounds) the target gains immunity to acid damage.
23 For 30 sec. (5 rounds) the target gains resistance to non-magical bludgeoning, piercing, & slashing damage.
24 For 30 sec. (5 rounds) the target gains immunity to cold damage.
25 For 30 sec. (5 rounds) the target gains immunity to fire damage.
26 For 30 sec. (5 rounds) the target gains immunity to force damage.
27 For 30 sec. (5 rounds) the target gains immunity to lightning damage.
28 For 30 sec. (5 rounds) the target gains immunity to necrotic damage.
29 For 30 sec. (5 rounds) the target gains immunity to poison damage.
30 For 30 sec. (5 rounds) the target gains immunity to psychic damage.
31 For 30 sec. (5 rounds) the target gains immunity to radiant damage.
32 For 30 sec. (5 rounds) the target gains immunity to thunder damage.
33 For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 acid damage.
34 For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 cold damage.
35 For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 fire damage.
36 For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 force damage.
37 For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 lightning damage.
38 For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 necrotic damage.
39 For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 poison damage.
40 For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 psychic damage.
41 For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 radiant damage.
42 For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 thunder damage.
43 For 1 min. the targets weapon has a +1 bonus to attack and damage rolls, and deals an extra 1d6 acid damage
44 For 1 min. the targets weapon has a +1 bonus to attack and damage rolls, and deals an extra 1d6 cold damage
45 For 1 min. the targets weapon has a +1 bonus to attack and damage rolls, and deals an extra 1d6 fire damage.
46 For 1 min. the targets weapon has a +1 bonus to attack and damage rolls, and deals an extra 1d6 lightning damage.
47 For 1 min. the targets weapon has a +1 bonus to attack and damage rolls, and deals an extra 1d6 thunder damage.
48 For 1 min. the target has advantage on STR saves & STR skill checks.
49 For 1 min. the target has advantage on DEX saves & DEX skill checks.
50 For 1 min. the target has advantage on CON saves & CON skill checks.
51 For 1 min. the target has advantage on INT saves & INT skill checks.
52 For 1 min. the target has advantage on WIS saves & WIS skill checks.
53 For 1 min. the target has advantage on CHA saves & CHA skill checks.
54 Until the end of its next turn the target gains a 30 ft fly speed.
55 Until the end of its next turn the target gains a 30 ft climb and swim speed.
56 For the next min. the target can't be blinded. If it is already temporarily blinded it is no longer blinded.
57 For the next min. the target can't be charmed. If it is already charmed it is no longer charmed.
58 For the next min. the target can't be deafened. If it is already temporarily deafened it is no longer deafened.
59 The target is cured of all its current exhaustion levels.
60 For the next min. the target can't be frightened. If it is already frightened it is no longer frightened.
61 For the next min. the target can't be paralyzed. If it is already paralyzed it is no longer paralyzed.
62 For the next min. the target can't be poisoned. If it is already poisoned it is no longer poisoned.
63 For the next min. the target can't be stunned. If it is already stunned it is no longer stunned.
64 For 1 min the target can see normally in both magical and nonmagical darkness up to 120 ft.
65 For 1 min the target has truesight up to 60 ft.
66 For 1 min the target has tremorsense out to a range of 60 ft.
67 The target heals 1d4+1.
68 For the next hour, the targets max HP increases by 2d6.
69 For 1 min. if the targets AC is lower than 16 it becomes 16.
70 The targets alignment is restored if it had changed.
71 For 1 min. the target has advantage on INT saves & INT skill checks.
72 For 1 min. if the target makes an attack roll or a saving throw, they can roll 1d4 and add the number rolled to the attack roll or saving throw.
73 For 10 min. the target gains a +2 bonus to AC.
74 The target sees a glimpse of the future. Until the end of their next turn they have advantage on all rolls they make, and all attacks against them are made at disadvantage.
75 For the next 1 hr. the next time the target would drop to 0 hit points due to damage it instead drops to 1 hit point instead.
76 For 1 min. the next time a creature would attack the target it must succeed a DC 13 WIS save. If it fails the save the target is protected from the attack.
77 The targets speed increases by 30 feet until the end of its next turn.
78 Until the end of its next turn the target is invisible.
79 Until the end of its next turn the target as +10 to Dexterity (Stealth) checks and can't be tracked by non-magical means.
80 Until the end of its next turn the target has an additional extra attack.
81 Until the end of your next turn prevent all acid, cold, fire, lightning or thunder damage that would be dealt to the target. The target instead heals this much HP.
82 For 1 min. the target can communicate with beasts.
83 For 1 min. you can communicate telepathically with the target.
84 For 1 min. the target can speak and understand all languages.
85 For 30 sec. (5 rounds). the targets attacks are all made with advantage.
86 For 1 min. the target does not provoke attacks of opportunity.
87 For 30 sec. (5 rounds). the target can add its CON modifier to its damage rolls.
88 For 1 hr. the next time the target would reduce a creature to 0 hp, it can take another action.
89 Until its next long rest, the target may use its STR modifier for calculating max HP instead of using its CON modifier.
90 For the next week, the target cannot gain exhaustion points.
91 For 1 hr. the target regains 5 HP each time it makes a melee attack.
92 The target learns a hidden truth. The DM in secret tells the player a deeply hidden secret.
93 The next time the target would cast a spell that spell is cycled and is rolled on either the defensive or offensive table for an added effect. (This does not cause other spells to cycle).
94 The spell the caster cast is copied. The caster may choose new targets.
95 The spell slot that was spent to cast this spell is restored.
96 10 rabbits with 1 hp are conjured as close to the caster as possible. For 1 min if a hostile creature makes an attack and a rabbit is within range, it must target at least one rabbit.
97 The next time the target would recieve damage from an attack, they instead take half damage, and the attacker takes the other half.
98 For 1 min. an illusion of the target appears next to it. If an attack would made against the target roll 1 d20. On a roll of 1-10 the attack his the illusion and the illusion disappears.
99 For 1 min. if the target would succesfully be hit with an attack it is instead teleported in a safe spot behind the attacker within 10 feet.
100 The target can issue a challenge to a hostile creature of the targets choice. The hostile creature must spend all of its movement to get closer to the targeted creature, and use all of its actions to fight the targeted creature. At the end of its turn the hostile creature makes a DC 13 WIS save. On a success this effect ends.

Offensive

D100 Description
1 For 1 min. the target has a weakness to acid damage.
2 For 1 min. the target has a weakness to bludgeoning damage.
3 For 1 min. the target has a weakness to cold damage.
4 For 1 min. the target has a weakness to fire damage.
5 For 1 min. the target has a weakness to force damage.
6 For 1 min. the target has a weakness to lightning damage.
7 For 1 min. the target has a weakness to necrotic damage.
8 For 1 min. the target has a weakness to piercing damage.
9 For 1 min. the target has a weakness to poison damage.
10 For 1 min. the target has a weakness to psychic damage.
11 For 1 min. the target has a weakness to radiant damage.
12 For 1 min. the target has a weakness to slashing damage.
13 For 1 min. the target has a weakness to thunder damage.
14 The spell deals an additional 2d6 acid damage.
15 The spell deals an additional 2d6 bludgeoning damage.
16 The spell deals an additional 2d6 cold damage.
17 The spell deals an additional 2d6 fire damage.
18 The spell deals an additional 2d6 force damage.
19 The spell deals an additional 2d6 lightning damage.
20 The spell deals an additional 2d6 necrotic damage.
21 The spell deals an additional 2d6 piercing damage.
22 The spell deals an additional 2d6 poison damage.
23 The spell deals an additional 2d6 psychic damage.
24 The spell deals an additional 2d6 radiant damage.
25 The spell deals an additional 2d6 slashing damage.
26 The spell deals an additional 2d6 thunder damage.
27 For 1 min. if the target takes acid damage it has disadvantage on attack rolls & ability checks until its next turn.
28 For 1 min. if the target takes acid damage it has disadvantage on attack rolls & ability checks until its next turn.
29 For 1 min. if the target takes cold damage it has disadvantage on attack rolls & ability checks until its next turn.
30 For 1 min. if the target takes fire damage it has disadvantage on attack rolls & ability checks until its next turn.
31 For 1 min. if the target takes force damage it has disadvantage on attack rolls & ability checks until its next turn.
31 For 1 min. if the target takes lightning damage it has disadvantage on attack rolls & ability checks until its next turn.
32 For 1 min. if the target takes necrotic damage it has disadvantage on attack rolls & ability checks until its next turn.
33 For 1 min. if the target takes poison damage it has disadvantage on attack rolls & ability checks until its next turn.
34 For 1 min. if the target takes psychic damage it has disadvantage on attack rolls & ability checks until its next turn.
35 For 1 min. if the target takes radiant damage it has disadvantage on attack rolls & ability checks until its next turn.
36 For 1 min. if the target takes thunder damage it has disadvantage on attack rolls & ability checks until its next turn.
37 For 1 min. the target loses all damage resistances.
38 For 1 min. the target loses all damage and condition immunities.
39 All hostile creatures within a 10 ft radius of the creature takes 1d6 acid damage.
40 All hostile creatures within a 10 ft radius of the creature takes 1d6 cold damage.
41 All hostile creatures within a 10 ft radius of the creature takes 1d6 fire damage.
42 All hostile creatures within a 10 ft radius of the creature takes 1d6 force damage.
43 All hostile creatures within a 10 ft radius of the creature takes 1d6 lighting damage.
44 All hostile creatures within a 10 ft radius of the creature takes 1d6 necrotic damage.
45 All hostile creatures within a 10 ft radius of the creature takes 1d6 poison damage.
46 All hostile creatures within a 10 ft radius of the creature takes 1d6 psychic damage.
47 All hostile creatures within a 10 ft radius of the creature takes 1d6 radiant damage.
48 All hostile creatures within a 10 ft radius of the creature takes 1d6 thunder damage.
49 For 1 min. the target makes STR saves and STR ability checks at disadvantage.
50 For 1 min. the target makes DEX saves and DEX ability checks at disadvantage.
51 For 1 min. the target makes CON saves and CON ability checks at disadvantage.
52 For 1 min. the target makes INT saves and INT ability checks at disadvantage.
53 For 1 min. the target makes WIS saves and WIS ability checks at disadvantage.
54 For 1 min. the target makes CHA saves and CHA ability checks at disadvantage.
55 The target is blinded for 1 min.
56 The target is charmed for 1 min.
57 The target is deafened for 1 min.
58 The target gains 2 levels of exhaustion.
59 The target is frightened of the caster for 1 min.
60 The target is grappled (escape DC 13).
61 The caster is invisible to the target for 1 min.
62 The target is paralyzed for 1 min.
63 The target is petrified for 12 secs. (2 rounds).
64 The target is poisoned for 1 min.
65 The target is knocked prone.
66 The target is restrained (escape DC 13).
67 The target is stunned for 12 secs. (2 rounds).
68 The target is unconscious. The creature will wake up if it takes any damage.
69 The target is set aflame. Until the creature takes an action to douse the fire it takes 5 (1d10) fire damage at the start of each of its turns.
70 The target is illuminated. Attacks made against the target are made with advantage.
71 For 1 min. the target is levitated into the air and unable to move if it does not have a fly speed (it can still attack).
72 For 1 min. the target goes mad and is unable to differentiate friend from foe.
73 The target is pushed 5 feet away from the caster.
74 The target is pulled 5 feet towards from the caster.
75 Until its next turn, the target cannot use its reactions.
76 for 1 min., the targets speed is halved.
77 Until the end of your next turn, attacks against the creature are critical hits on a roll of 19-20.
78 The target shrinks by one size category. All of its attacks deal 1d4 less damage.
79 6 diseased giant rats are summoned within 10 feet of the target. The rats are friendly to you and your allies. The rats disappear after 1 hour.
80 6 diseased giant rats are summoned within 10 feet of the target. The rats are friendly to you and your allies. The rats disappear after 1 hour.
81 6 diseased giant rats are summoned within 10 feet of the target. The rats are friendly to you and your allies. The rats disappear after 1 hour.
82 6 Mastiffs are summoned within 10 feet of the target. The mastiffs are friendly to you and your allies. The mastiffs disappear after 1 hour.
83 6 Stirges are summoned within 10 feet of the target. The stirge are friendly to you and your allies. The stirge disappear after 1 hour.
84 4 Constrictor Snakes are summoned within 10 feet of the target. The snakes are friendly to you and your allies. The snakes disappear after 1 hour.
85 4 Giant Centipedes are summoned within 10 feet of the target. The centipedes are friendly to you and your allies. The centipedes disappear after 1 hour.
86 4 Giant Poisonous Snakes are summoned within 10 feet of the target. The snakes are friendly to you and your allies. The snakes disappear after 1 hour.
87 4 Giant Wolf Spiders are summoned within 10 feet of the target. The spiders are friendly to you and your allies. The spiders disappear after 1 hour.
88 3 Apes are summoned within 10 feet of the target. The apes are friendly to you and your allies. The apes disappear after 1 hour.
89 3 Black bears are summoned within 10 feet of the target. The bears are friendly to you and your allies. The bears disappear after 1 hour.
90 3 Giant Wasps are summoned within 10 feet of the target. The wasps are friendly to you and your allies. The wasps disappear after 1 hour.
91 2 Brown Bears are summoned within 10 feet of the target. The bears are friendly to you and your allies. The bears disappear after 1 hour.
92 2 Dire Wolves are summoned within 10 feet of the target. The wolves are friendly to you and your allies. The wolves disappear after 1 hour.
93 2 Giant Vulture is summoned within 10 feet of the target. The vultures are friendly to you and your allies. The vultures disappears after 1 hour.
94 2 Lions is summoned within 10 feet of the target. The lions are friendly to you and your allies. The lions disappears after 1 hour.
95 2 Tigers is summoned within 10 feet of the target. The tigers are friendly to you and your allies. The tigers disappears after 1 hour.
96 1 Allosaurus is summoned within 10 feet of the target. The allosaurus is friendly to you and your allies. The allosaurus disappears after 1 hour.
97 1 Giant Boar is summoned within 10 feet of the target. The boar is friendly to you and your allies. The boar disappears after 1 hour.
98 1 Giant Constrictor Snake is summoned within 10 feet of the target. The snake is friendly to you and your allies. The snake disappears after 1 hour.
99 1 Giant Elk is summoned within 10 feet of the target. The elk is friendly to you and your allies. The elk disappears after 1 hour.
100 1 Polar Bear is summoned within 10 feet of the target. The bear is friendly to you and your allies. The bear disappears after 1 hour.

Player

Options

Heritage

The world of Ikoria is inhabited only by humans, however the cultures and origins of these humans have lead most of them being raised with prioritizing certain skills and traits.

Universal Traits

Humans of all heritages have the following traits

Age. Humans reach adulthood in their late teens and live less than a century.

Size Humans vary widely in height and build, the 'average' human ranges from barely 5 feet to well over 6 feet tall. While this is the average, Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Language. You can speak, read, and write Common.

Drannith Humans

The humans of Drannith sanctuary most commonly live a lives of danger, going out of their way to hunt and kill monsters.

Ability Score Increase. +2 to STR and +1 to a different ability score of your choice.

Alignment. Drannith is a sanctuary that is largely run by military influence. As such, most humans are of a lawful nature.

Survival of the fittest. At a young age, civilians of Drannith are taught survival tactics. You have proficiency in the Perception and Survival skills.

Lavabrink Humans

The humans of Lavabrink are constantly exposed to a harsh climate environment. As such humans from Lavabrink share the following traits:

Ability Score Increase. +2 to CON and +1 to a different ability score of your choice.

Alignment. Lavabrink is a free and open city. Here there is no "most common" alignment.

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice in one of the following: smith’s tools, or mason’s tools.

Armour Artisans. You have proficiency with light and medium armor.

Skysail Humans

The humans of Skysail live high up in the sky with the goals of not fighting a conflict that can potentially be avoided. Humans of skysail share the following traits.

Ability Score Increase. +2 to DEX and +1 to a different ability score of your choice.

Alignment. Skysail is a sanctuary focused on survival. Several members of Skysail are either of non-evil, or non-lawful aligntments. Of course there are plenty of exceptions to this.

Natural Acrobats. Living in Skysail makes a superb sense of balance key to survival. Falling from Skysail means certain death. You have proficiency in the Acrobatics and Perception skills.

The Free

Not all humans are born within the walls of sanctuaries. Some humans are the children of bonders, born out in the wild. Those who live within sanctuaries refer to them as "wild humans". These people born in the wilds don't have an official name for themselves, however if you were to ask, they would answer "We are the truly free".

Ability Score Increase. +2 to WIS and +1 to a different ability score of your choice.

Alignment. Having been born and raised out in the wilderness where there are no laws but ones given word, a majority of bonders are chaotic in alignment. While it's not impossible for a person of the free to be lawful, to them this will more likely be represented in their beliefs of reputation, trustworthiness, and what they consider to be basic human freedoms and rights..

Survival Instincts. You have proficiency in the Animal Handling and Nature skills.

Backgrounds

The world of Ikoria isn't drastically different from that of other realms and planes of existence that you might encounter in your fantasy adventure games. Rather, the most significant difference that players will encounter is the significance of particular roles that might be witnessed or experienced in day to day life.

Characters in Ikoria can share any number of backgrounds found in the players handbook, but the ones found here may be considered more predominant or suited for Ikoria.

Monster Hunter

You've made your living in the world by hunting and slaying monsters. Whether it was for the good of human kind, for sport, or for money, your knowledge of monsters comes from first hand exposure to them. The sort of knowledge that isn't learned in a book.

Skill Proficiencies: Insight, and Survival

Tool Proficiencies: Cartographer's Tools, vehicles (land)

Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp

Feature: Eye of the wild

You have a developed knack for identifying monsters. After all, you've fought several of them.

When you see a monster you can make a Wisdom (Perception) roll to identify a non-humanoid's creature type as well as its subtype.

Suggested Characteristics

Monster hunters are common place in Ikoria, and their job is always in demand. While monster hunters may all share the same job (killing monsters), their intended goals and purposes may vary. For example, one may only patrol sanctuary perimeters, while another hunter may go in search of particular problematic monsters to prevent them from wrecking havoc.

d8 Personality Trait
1 I often find myself in situations over my head.
2 My hunting party is my family.
3 Life's like a hunting expedition. You never know which day is your last.
4 I have a dark sense of humour.
5 A life of fighting monsters has made me fearless.
6 You learn a lot about people by hunting with them.
7 To be honest, I'm terrified of monsters. You would be too if you'd seen what I have.
8 I’ve lost too many friends, and I’m slow to make new ones.
d6 Ideal
1 Good of Humanity. I hunt monsters so that the lands can be safer.
2 Might. Killing monsters is a feat of strength and in this world, only the strong can survive.
3 Fame. I hope to kill the most dangerous of monsters so that I may hang its head in my home and tell the tale.
4 Wealth. There's a high demand for monster parts, and they sell for a high price.
5 Revenge. Monsters killed someone close to me. I won't rest until all monsters are dead.
6 Nature. I don't kill all monsters. I only hunt the ones that disrupt the natural balance.
d6 Bond
1 I will always have the backs of those I hunt with.
2 We may die, but it will be in the effort of protecting the people.
3 I'll never forget those who've fallen at my side. I will live on for them.
4 One day I will find the monster that killed my loved ones.
5 My mentor taught me how to hunt and track monsters. I owe my skills to them.
6 My earnings from monster hunting to my loved ones back home.
d6 Flaw
1 It's hard for me to make new friends. Too many have died in front of me.
2 Some consider me heartless. I simply think they're weak.
3 I feel nothing for my dead colleagues. It's survival of the fittest out here.
4 I feel nothing regarding the harm of monsters. For all I know, that horse is going to grow fangs and try eating me.
5 I distance myself from those who don't protect themselves.
6 Bonders are no different than the monsters they're connected to. As far as I'm concerned, they're part of the hunt.

Items

Equipment

Monster Climbing Gear. A generic term for a wide category of gear used both by bonders and by monster hunters. This specialized gear can take many forms from long poles with hooks, knotted ropes with rings and hoops at the end.

Using the gear uses an action and requires a DC 10 skill check with either an Animal handling, Acrobatics, or Athletics check. On a success you manage to climb atop the monster if its large or huge. If the monster is gargantuan you only make it halfway up the monster.

Springjaw Trap. A trap that is set out on the ground. Setting the trap requires an action. The trap is activated if a creature steps on it. Once activated, multiple spikes spring inward puncturing the limb dealing 13 (3d8) piercing damage. While the trap is attached to the creature foot its walking speed is halved.

Due to its design of inward facing blades, unlike a bear trap a creature cannot simply "pull away" from the trap. Rather it stays attached to the limb in question. As such, the trap is unlikely to be removed without assistance. If not removed, the monster regains its full walking speed in a month.

Injection Dart. A one time use special ammunition that can that can be loaded into a crossbow. The dart is designed to hold up to two doses of poison. Due to its design, the dart can only do 1 point of damage. On a hit, if the dart contains two doses of the same poison, any saves the target must make due to the poison must be made at disadvantage. The darts each single use.

Magic Items

Truly magical items are incredibly rare in Ikoria. The only magical items found around Ikoria are those which utilize the innate magic of the crystals.

Crystal Adorned Armour

Armour, Common

The armour has straps with crystals attached to it on the shoulders, chest, and back. If there is a non-humanoid creature within 120 ft. of the wearer the crystals will glow, generating with a 10 ft. radius of dim light.

While the crystals are glowing around you, you have disadvantage on stealth checks unless surrounded by crystals.

Bonder's Amulet

Wonderous item, rare (requires attunement)

To attune to the Bonder's Amulet, you must be a bonder with a monster that you have formed Eludah with.

While attuned with the Bonder's Amulet, both you and your bonded monster have +1 to hit and +1 to damage when making melee weapon attacks.

Sanctuary Blade

Twinning Staff

Bestiary

Friends and Foes

Ikoria is home to an every growing variety of creatures. Some of which already exist in the world of dungeons and dragons but there are several of which that do not.

Triomes

The land of Ikoria is broken down into 5 major regions (called triomes). These regions are Savai, Ketria, Indatha, Raugrin, and Zagoth.

Below are tables of creatures that can be found in those regions. These creatures will either be from within this pdf, the Monster Manual (MM), Volo's Guide to Monsters (VGM), or Mordenkainen's Tome of Foes (MTF), or even the System Reference Document (SRD).

Savai

Challenge Creature Source
0 Garrison Cat (Cat) MM/SRD
0 Goat MM/SRD
0 Hawk MM/SRD
0 Hyena MM/SRD
0 Jackal MM/SRD
0 Lizard MM/SRD
0 Rat MM/SRD
0 Scoprion MM/SRD
Cat Bird IB
Blood Hawk MM/SRD
Challenge Creature Source
Giant Rat MM/SRD
Pony MM/SRD
¼ Panther MM/SRD
¼ Riding Horse MM/SRD
1 Death Dog MM/SRD
1 Giant Hyena MM/SRD
1 Giant Vulture MM/SRD
1 Hippogriff MM/SRD
1 Lion MM/SRD
1 Swarm of Agitator Ants IB
1 Tiger MM/SRD
2 Dirge Bat IB
2 Griffon MM/SRD
2 Peryton MM
2 Savai Sabertooth (Saber-Toothed Tiger) MM/SRD
2 Skycat Soverign IB
3 Huntmaster Liger IB
3 Necropanther IB
3 Patagia Tiger IB
3 Savai Thundermane IB
5 Cubwarden IB
6 Tigorilla IB
11 Roc MM/SRD
18 Snapdax, The All-Hunter IB

Ketria

Challenge Creature Source
0 Awakened Shrub MM/SRD
0 Baboon MM/SRD
0 Eagle MM/SRD
0 Frog MM/SRD
0 Giant Fire Beetle MM/SRD
0 Quipper MM/SRD
0 Thieving Otter IB
Dolphin VGM
½ Crocodile MM/SRD
1 Fire Snake MM
1 Frost Lynx IB
1 Giant Strider VGM
1 Thorny VGM
2 Awakened Tree MM/SRD
3 Water Weird MM
5 Eon Frolicker IB
5 Shambling Mound MM/SRD
5 Lutri, the Spellchaser IB
9 Frost Salamander MTF
10 Kalamax, the Stormsire IB

To be added

  • Dreamtail Heron
  • Ethereal Forager
  • Fertilid
  • Glimmerbell
  • Ivy ELemental
  • Illuna, Apex of Wishes
  • Jegantha, the Wellspring
  • Pako, Arcane Retriever
  • Parcelbeast
  • Phase Dolphin

Indatha

Challenge Creature Source
0 Bat MM
0 Giant Fly MM/SRD
0 Owl MM/SRD
0 Rat MM/SRD
0 Raven MM/SRD
0 Scorpion MM/SRD
¼ Giant Bat MM/SRD
¼ Giant Owl MM/SRD
¼ Skeleton MM/SRD
¼ Swarm of Bats MM/SRD
¼ Swarm of Rats MM/SRD
¼ Zombie MM/SRD
½ Swarm of Insects MM/SRD
1 Ghoul MM/SRD
2 Carrion Crawler MM
2 Dirge Bat IB
2 Gibbering Mouther MM/SRD
2 Ochre Jelly MM/SRD
2 Shadow Mastiff VGM
3 Cave Fisher VGM
3 Flying Horror GGR
3 Slitherwisp IB
3 Leucrotta VGM
3 Necropanther IB
3 Phase Spider MM/SRD
4 Black Pudding MM/SRD
4 Chuul MM/SRD
5 Catoplebas VGM
5 Frondland Felidar IB
7 Umori, the Collector IB
8 Cloaker MM/SRD
12 Gray Render MTF
15 Skittering Horror GGR
23 Nethroi, The Death Dweller IB

Raugrin

Challenge Creature Source
0 Crab MM/SRD
0 Eagle MM/SRD
0 Goat MM/SRD
0 Hawk MM/SRD
0 Lizard MM/SRD
0 Octopus MM/SRD
Giant Crab MM/SRD
Mule MM/SRD
Stirge MM/SRD
Cave Badger OOA
¼ Dimetrodon VGM
¼ Hadrosaurus VGM
¼ Giant Lizard MM/SRD
¼ Pteranodon VGM
¼ Velociraptor VGM
½ Giant Goat MM/SRD
1 Deinonychus VGM
1 Giant Eagle VGM
1 Sprite Dragon IB
1 Swarm of Agitator Ants IB
2 Allosaurus MM
2 Peryton MM
2 Quetzalcoatlus VGM
2 Regal Leosaur IB
3 Ankylosaurus MM
3 Zirda, the Dawnwaker IB
4 Stegosaurus VGM
5 Brontosaurus VGM
5 Pyroceratops IB
5 Surly Badgersaur IB
5 Triceratops MM/SRD
6 Wingfold Pteron IB
6 Wyvern MM/SRD
7 Cloudpiercer IB
8 Tyrannosaurus Rex MM/SRD
8 Vantasaur IB
11 Roc MM/SRD

Raugrin Sea

Challenge Creature Source
0 Eagle MM/SRD
Dolphin VGM
½ Reef Shark MM/SRD
½ Sea Lion TYP/GSM/LR
1 Giant Octopus MM/SRD
2 Hunter Shark MM/SRD
2 Plesiosaurus MM/SRD
2 Shell Shark GoS
3 Giant Lightning Eel TYP
3 Killer Whale MM/SRD
4 Giant Coral Snake GoS
4 Two-Headed Plesiosaurus TP
5 Giant Crocodile MM
5 Giant Shark MM/SRD
5 Sea Lion (monstrosity) TYP
6 Pouncing Shoreshark IB
6 Wyvern MM/SRD
7 Umori, the Collector
20 Gyruda, Doom of Depths IB
20 Leviathan MTF
24 Archipelagore IB

Zagoth

Challenge Creature Source
0 Baboon MM/SRD
0 Bat MM/SRD
0 Deer MM/SRD
0 Flying Monkey ToA
0 Frog MM/SRD
0 Quipper MM/SRD
0 Rat MM/SRD
0 Raven MM/SRD
Flying Snake MM/SRD
Giant Weasel MM/SRD
Poisonous Snake MM/SRD
Stirge MM/SRD
¼ Axe Beak MM/SRD
¼ Boar MM/SRD
¼ Constrictor Snake MM/SRD
¼ Elk MM/SRD
¼ Giant Badger MM/SRD
¼ Giant Centipede MM/SRD
¼ Giant Frog MM/SRD
¼ Giant Poisonous Snake MM/SRD
¼ Giant Wolf Spider MM/SRD
¼ Panther MM/SRD
¼ Wolf MM/SRD
¼ Zagoth Mamba IB
½ Amphisbaena GoS
½ Ape MM/SRD
½ Black Bear MM/SRD
½ Crocodile MM/SRD
½ Giant Wasp MM/SRD
1 Brown Bear MM/SRD
1 Dire Wolf MM/SRD
1 Giant Spider MM/SRD
1 Giant Toad MM/SRD
2 Giant Boar MM/SRD
2 Giant Constrictor Snake MM/SRD
2 Giant Elk MM/SRD
2 (Trumpeting) Gnarr IB
2 Swarm of Poisonous Snakes MM/SRD
3 Owlbear MM/SRD
4 Girallon VGM
5 Giant Crocodile MM/SRD
7 Giant Ape MM/SRD
9 Kogla, the Titan Ape IB
10 Froghemoth MM/SRD
13 Skyswimmer GGR
14 Wurm GGR
24 Titanoth Rex IB

Almighty Brushwagg

"Laughed at the brushwagg" A hunters expression meaning "Died unexpectedly"

A small and unassuming looking creature. The brushwagg may seem harmless however, there are countless tales of foolish youths who have lost their lives due to playing 'pranks' at the brushwagg's expense

Out of the way. Humans seem to be the only creatures in Ikoria that take the brushwagg's might for granted. Out in the wild characters may find monsters a much larger size give the brushwagg a significant amount of space. Powerful carnivores may even be witnessed abandoning their kill if the brushwagg shows that it wants to eat the carnivores meal.


Almighty Brushwagg

Small monstrosity, unaligned


  • Armor Class 11
  • Hit Points 10 (3d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 12 (+1) 4 (-3) 12 (+1) 13 (+1)

  • Skills Perception +3
  • Senses Darkvision 60 ft.,Passive Perception 13
  • Languages --
  • Challenge 1 (200 XP)

  • Alimighty. If the Brushwagg has the enlarge cast on it, in addition to the spells effects the Brushwagg also gains the following effects. The Brushwagg gains +6 to its Strength score. It gains +2 to it's AC, and its hit point maximum and current hit points increase by 10 for the duration.
  • Keen Hearing and Smell. The brushwagg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Prickly. A creature that touches the Brushwagg or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage
  • Trample. If the brushwagg reduces a creatures HP to 0 the brushwagg may make an attack as a bonus action.

Actions

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

Enlarge (Recharge 5-6). The Brushwagg grows as if the Enlarge spell was cast on it. This causes the brushwaggs Almighty ability to activate.

Berserker. It's unclear if the brushwagg's body is a result of crystal mutations, or if it was always like this. Regardless of the reason, what is clear is that the brushwagg has an incredibly violent temper. So much so, that some hunters will keep spare food on them to offer any brushwagg that may be encountered during their travels. Despite the intention, such peace offerings only work somtimes.

Archipelagore

Off the shore of Attrayal there aren't numerous threats, but there aare certainly big ones. One such monster being the deceptive Archipelagore.

That's no Island. While capable of surviving in the deeper sections of the sea, the archiplegore more often stays in the more shallow sections of the shoreline, hiding amongst small islands posing as one.

Part of the Geography. It's difficult to prove, but some believe that all of the archipelago islands off of the shore of Attrayal are archipelagores. They believe the ones that are 'actual islands' are actually the corpses of dead archipelagores and were simply terraformed into islands over time.

"Laughed at the brushwagg" A hunters expression meaning "Died unexpectedly"



Archipelagore

Gargantuan monstrosity, unaligned


  • Armor Class 20
  • Hit Points 483 (28d20 + 189)
  • Speed 40 ft., swim 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 30 (+10) 7 (-2) 11 (+0) 11 (+0)

  • Saving Throws STR + 17
  • Damage Resistances Fire
  • Condition Immunities Prone
  • Senses Darkvision 120 ft.,Passive Perception 14
  • Languages --
  • Challenge 24 (62,000 XP)

  • Amphibious. The archipelagore can breathe air and water.
  • False appearance. While the archipelagore remains motionless with it's head and claws pulled in, it is indistinguishable from a normal small island.
  • Siege Monster. The archipelagore deals double damage to objects and structures.
  • Legendary Resistance (3/day). If the archipelagore fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. The archipelagore makes three attacks: two with its claws and one with its bite.

Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage, and the target is grappled (escape DC 25). The Archipelagor has two claws, each of which can grapple only one target.

Reactions

  • Mutate. When the archipelagore mutates, the archipelagore targets a creature or structure for each time it has mutated. A whirlpool appears in the water beneath the target and pulls it 60 feet under the waters surface.


Cat Bird

small beast, unaligned


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 40 ft. fly 40 ft.

STR DEX CON INT WIS CHA
6 -2) 15 (+2) 10 (+0) 4 (-3) 14 (+2) 7 (-2)

  • Skills Perception +4, Stealth +4
  • Senses Darkvision 60 ft.,Passive Perception 15
  • Languages --
  • Challenge 1/8 (25 XP)

  • Keen Smell. The cat bird has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The cat bird has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

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

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


Cloudpiercer

Gargantuan beast (dinosaur), unaligned


  • Armor Class 15 Natural Armmour
  • Hit Points 100 (7d20 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 4 (-3) 10 (+0) 9 (-1)

  • Saving Throws STR +8
  • Senses Passive Perception 10
  • Languages --
  • Challenge 7 (2,900 XP)

Actions

Multiattack. The cloudpiercer makes two attacks (so long as they are different attacks).

Bite. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 21 (3d10 +5) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +8 to hit, reach 25 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage.

Reactions

  • Mutate. If the cloudpiercer mutates, all spells cast for the round roll on the cycle tables.


Cubwarden

Large beast, unaligned


  • Armor Class 15 Natural Armmour
  • Hit Points 106 (12d10 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 22 (+6) 6 (-2) 15 (-2) 11 (+0)

  • Skills Perception +5, Stealth +9
  • Senses Darkvision 60 ft.,Passive Perception 15
  • Languages --
  • Challenge 5 (1,800 XP)

  • Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
  • Lifelink. Whenever the cubwarden deals damage it regains half as many hit points.
  • Pack Tactics. The cubwarden has advantage on an attack roll against a creature if at least one of the cubwarden’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Multiattack. The tiger makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d10 +5) bludgeoning damage.

Reactions

Mutate. Whenever the cubwarden mutates it lets out a cry that summons a lion to join in the combat. The lion takes its turn after the cubwarden in initiative.


Dirge Bat

Large beast, unaligned


  • Armor Class 13
  • Hit Points 54 (8d10 + 10)
  • Speed 10 ft., fly 60 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 15 (+2) 8 (-1) 14 (+2) 6 (-2)

  • Skills Perception +6
  • Senses Blindsight 120 ft.,Passive Perception 16
  • Languages --
  • Challenge 2 (450 XP)

  • Echolocation. The bat can't use its blindsight while deafened.
  • Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack. The bat makes three attacks: one with its bite and two with its claws.

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

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 6 (1d6 + 3) slashing. damage.

Reactions

Flash (1/day). At the end of a players turn, the dirge bat can change its spot in the initiative order to initiative count 21.

  • Mutate. If the bat mutates, target a hostile creature within 60 ft. must make a DC 12 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.



Eon Frolicker

Large elemental, unaligned


  • Armor Class 17
  • Hit Points 59 (8d10 + 15)
  • Speed 40 ft., fly 40 ft. swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 20 (+5) 17 (+3) 6 (-2) 15 (+2) 9 (-1)

  • Saving Throws Dex +8
  • Skills Perception +5, Stealth +8
  • Senses Dark Vision 120 ft., Passive Perception 21
  • Languages --
  • Challenge 5 200 XP)

  • Keen Smell. The Eon Frolicker has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Time Disruption (1/day). The aeon frolicker casts the haste spell on a creature within 30 ft. without requiring components. While under the effect of haste, that creature cannot attack the aeon frolicker, or target it with spells or other affects.



Frondland Felidar

Large beast, unaligned


  • Armor Class 18
  • Hit Points 90 (11d10 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 22 (+6) 16 (+3) 12 (-1) 21 (+5) 9 (-1)

  • Saving Throws Dex +8
  • Skills Perception +11, Stealth +9
  • Senses Dark Vision 120 ft., Passive Perception 21
  • Languages --
  • Challenge 5 (1,800 XP)

  • Keen Smell. The felidar has advantage on Wisdom (Perception) checks that rely on smell. *Pack Tactics. The felidar has advantage on an attack roll against a creature if at least one of the felidar's allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Pounce. If the felidar moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Dexterity saving throw or be knocked prone. If the target is prone, the felidar can make one bite attack against it as a bonus action.
  • Running Leap. With a 10-foot running start, the felidar can long jump up to 25 feet.
  • Vigilant. The felidar can't be surprised, and attacks of opportunity made against it are made at disadvantage.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.



Frost Lynx

Small elemental, unaligned


  • Armor Class 12
  • Hit Points 38 (8d6 + 10)
  • Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 5 (-3) 12 (+1)9 (-1)

  • Skills Perception +3, Stealth +6
  • Damage Vulnerabilities Fire
  • Damage Immunities Cold
  • Senses Dark Vision 60 ft., Passive Perception 13
  • Languages --
  • Challenge 1 (100 XP)

  • Keen Smell. The lynx has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the lynx moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Nyxborn lynx can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and 5 (1d4 + 3) cold damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage and 5 (1d4 + 3) cold damage.

Freezing Burst (1/day). The lynx releases a blast of freezing air in a 30-foot radius. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 6 (2d6) cold damage and is stunned for 6 seconds. On a success the creature takes half damage and isn't stunned.


Gnarr

Large beast, unaligned


  • Armor Class 13 Natural Armour
  • Hit Points 35 (4d10 + 13)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 5 (-3) 16 (+3) 6 (-2)

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

  • Charge. If the gnarr moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Multiattack. The Gnarr makes two attacks: one with its Gore and one with its hooves.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 9 (2d4 + 4) bludgeoning damage.


Trumpeting Gnarr

Large beast, unaligned


  • Armor Class 13 Natural Armour
  • Hit Points 35 (4d10 + 13)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 5 (-3) 16 (+3) 6 (-2)

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

  • Charge. If the gnarr moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Multiattack. The Gnarr makes two attacks: one with its Gore and one with its hooves.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 9 (2d4 + 4) bludgeoning damage.

Reactions

  • Mutate. If the gnarr mutates, it releases a bellowing howl which summons another gnarr to aid it. The new Gnarr takes its turn after the howling gnarr that summoned it.

Gyruda, Doom of Depths

As I stopped by a port town to refresh my supplies, I heard some sailors speak of a demonic kraken feasting on trade ships. I tried to charter a boat to investigate, but I couldn't find any willing captains. Could a monster like this be someone's fate companion?

Tales of krakens are not unheard of in Ikoria. They're not common, nor scarce. However there is one kraken in particular that all sailors dread. Beyond the shoreline of the Zagoth resides a demonic Kraken known as Gryuda.

Surprisingly It's not Gyruda's sheer might that demands fear and respect from sailors. Rather it's Gyruda's seemingly supernatural prowess that haunts the dreams of survivors. Inexplicably Gyruda is never alone. As it arrives, its very presence seems to call an ally to assist it. Sometimes from familiar sailors who were thought to have been lost to the sea.

Ingested summons table
D10 Name
1. 6 Bandit Captains with a boat
2. 6 Faerie Dragon (Older)
3. 2 Sea Hags
4. 2 Ghost
5. 2 Chuul
6. 2 Banshee
7. Wyvern
8. Young Green Dragon
9. Young Bronze Dragon
10. Froghemoth



Gyruda, Doom of Depths

Gargantuan Fiend, Neutral evil


  • Armor Class 20 Natural Armour
  • Hit Points 432 (26d20 + 160)
  • Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 26 (+8) 14 (+2) 14 (+2) 14 (+2)

  • Saving Throws STR + 14, CON +14, INT +8, WIS +8
  • Damage Resistences Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from nonmagical Attacks that aren't Silvered
  • Condition Immunities Frightened, Paralyzed, Poisoned
  • Senses Darkvision 120 ft., Passive Perception 12
  • Languages Abyssal, Aquan, Infernal, Telepathy 120 ft. (Only with its bonder) but can't speak
  • Challenge 20 (25,800 XP)

  • Amphibious. Gyruda can breathe air and water.
  • Companion. Gryuda can only be bonded to a character who’s base attribute scores are all even numbers and is at level 20.
  • Ingested Summons. At the beginning of combat as a bonus action Gyruda can spit out creatures that it has consumed in the past to fight alongside it.
  • Legendary Resistance (3/Day). If Gyruda fails a saving throw, he can choose to succeed instead.
  • Siege Monster. Gyruda deals double damage to objects and structures.

Actions

Multiattack. Gyruda makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature grappled by Gyruda, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Gyruda, and it takes 42 (12d6) acid damage at the start of each of Gyruda's turns.

If Gyruda takes 50 damage or more on a single turn from a creature inside it, Gyruda must succeed on a DC 24 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Gyruda. If Gyruda dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +14 to hit, reach 60 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Gyruda has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by Gyruda is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Legendary Actions

Gyruda can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.

Tentacle Attack or Fling. Gyruda makes one tentacle attack or uses its Fling.

Ink Cloud (Costs 3 Actions). While underwater, Gyruda expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Gyruda. Each creature other than Gyruda that ends its turn there must succeed on a DC 22 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Gyruda's next turn.



Huntmaster Liger

Large beast, unaligned


  • Armor Class 14
  • Hit Points 80 (10d10 + 25)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 17 (+3) 5 (-3) 16 (+3) 10 (+0)

  • Saving Throws STR +7
  • Skills Perception +5, Stealth +7
  • Senses Darkvision 120 ft., Passive Perception 15
  • Languages
  • Challenge 3 (700 XP)

  • Keen Smell. The liger has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The liger has advantage on an attack roll against a creature if at least one of the liger's allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Pounce. If the liger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the liger can make one bite attack against it as a bonus action.

Actions

Multiattack. The liger makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Reactions

  • Mutate. If the liger mutates, until the end of the round, all of the liger's allies within 120 ft. get +1 to their AC and can make an additional attack for each time the Liger has mutated.



Kogla, the Titan Ape

Huge beast, unaligned


  • Armor Class 12
  • Hit Points 190 (20d12 + 60)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 23 (+6) 10 (+0) 14 (+2) 11 (+0)

  • Saving Throws STR +11, CON +10
  • Skills Athletics +11, Perception +6
  • Condition Immunities Frightened
  • Senses Passive Perception 16
  • Languages Understands the languages of its bonder but cannot speak.
  • Challenge 9 (5,000 XP)

  • Legendary Resistance (3/Day). If Kogla fails a saving throw, he can choose to succeed instead.
  • Siege Monster. Kogla deals double damage to objects and structures.

Actions

Multiattack. Kogla makes two fist attacks.

Fist. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.

Rock. Ranged Weapon Attack: +11 to hit, range 50/100 ft., one target. Hit: 31 (7d6 + 7) bludgeoning damage.

Rescue (Recharges after a Short or Long Rest). Kogla picks up its bonder if it's within 10 feet. Kogla then moves up to 40 feet and can move through the space of any creature smaller than huge. Neither Kogla nor its bonder provoke attacks of opportunity during this move.



Labyrinth Raptor

Huge aberration (dinosaur), unaligned


  • Armor Class 12
  • Hit Points 53 (6d12 + 14)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 13 (+1) 8 (-1) 18 (+4) 13 (+1)

  • Skills Acrobatics +7, Perception +7, Stealth +10
  • Condition Immunities Frightened
  • Senses Passive Perception 17
  • Languages --
  • Challenge 5 (1,800 XP)

  • Pounce. If the raptor moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the raptor can make one bite attack against it as a bonus action.
  • Menace. If the raptor is engaged in melee combat with only one creature attacks made against it are made at a disadvantage.
  • Whirl of Blades. At the end of the raptors turn, if there are two or more hostile creatures within 10 ft. of the raptor, it can use its bonus action to force one of the creatures to make a DC 15 Dexterity saving throw. On a failure the raptor deals 16 (3d10) necrotic damage to the creature.

Actions

Multiattack. The raptor makes three attacks: two with it’s claws, and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 15 ft, one target. Hit: 15 (2d10 +4) slashing damage.

Nightmare Wail. The raptor lets out a horrifying cry. Each of the raptors allies within 60 ft. each make their attacks with advantage until the raptors next turn.



Lutri, the Spellchaser

Large aberration, unaligned


  • Armor Class 16
  • Hit Points 27 (3d4 + 20)
  • Speed 35 ft., climb 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 22 (+6) 12 (+1) 8 (-1) 18 (+4) 5 (-3)

  • Saving Throws DEX +9
  • Skills Perception +7, Stealth +9
  • Damage Resistances Cold, Fire, Lightning
  • Senses Darkvision 60 ft., Passive Perception 17
  • Languages --
  • Challenge 6 (2,300 XP)

  • Companion. Lutri can only be bonded to a character if they are a spellcaster. While bonded, Lutri's bonder cannot cast the same spell twice in one day.
  • Keen Hearing and Smell. The otter has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Legendary Resistance (1/day). If Kostchtchie fails a saving throw, he can choose to succeed instead.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (1d10 + 4) piercing damage and 7 (1d8 + 3) necrotic damage.

Reactions

Twincast (1/day). Lutri copies a spell cast by it's bonder. Lutri can pick new targets for the spell. It's modifier to hit, and DC's are the same as it's bonder.



Necropanther

Large aberration, unaligned


  • Armor Class 13
  • Hit Points 54 (8d10 + 10)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 6 (-2) 17 (+3) 10 (+0)

  • Skills Intimidation +4, Perception +5, Stealth +7
  • Damage Resistances Necrotic
  • Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 15
  • Languages --
  • Challenge 3 (700 XP)

  • Keen Smell. The necropanther has advantage on Wisdom (Perception) checks that rely on smell.
  • Pounce. If the necropanther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the necropanther can make one bite attack against it as a bonus action.
  • Running Leap. With a 10-foot running start, the necropanther can long jump up to 25 feet.

Actions

Multiattack. The necropanther makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (1d10 + 4) piercing damage and 7 (1d8 + 3) necrotic damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damageand 7 (1d8 + 3) necrotic damage.

Reactions

  • Mutate. If the necropanther mutates, one of its dead allies that is CR 3 or lower reanimates as an undead with half of its total HP. If the necropanther does not have any dead allies, a zombie rises from the ground to join the combat. It will take its turn in initiative after the necropanther's turn.


Patagia Tiger

Large beast, unaligned


  • Armor Class 14
  • Hit Points 75 (10d10 + 20)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 4 (-3) 15 (+2) 8 (-1)

  • Skills Perception +4, Stealth +7
  • Senses Darkvision 120 ft., Passive Perception 14
  • Languages --
  • Challenge 3 (700 XP)

  • Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
  • Dive. If the tiger moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be grappled. If the target is grappled, the tiger dash as a bonus action to fly off the ground (while still grappling the creature).

Actions

Multiattack. The tiger makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., target creature. Hit: 12 (2d6 + 5) slashing damage.


Pouncing Shoreshark

Large beast, unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 141 (12d10 + 10)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 15 (+2) 7 (-2) 14 (+2) 7 (-2)

  • Skills Perception +4, Stealth +5
  • Senses Dark Vision 120 ft., Passive Perception 14.
  • Languages --
  • Challenge 6 (2,300 XP)

  • Amphibious. the Shark can breathe air and water.
  • Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • Keen Smell. The shark has advantage on Wisdom (Perception) checks that rely on smell.
  • Pounce. If the shark moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the shark can make one bite attack against it as a bonus action.
  • Swimming Leap. With a 10-foot swimming start, the shark can long jump out of or across the water up to 25 feet.

Actions

Multiattack. The shark makes three attacks: one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Reactions

Mutate. If the shark mutates, it can move its full movement speed towards a creature and make a claw attack with advantage. The target then must make it's saving throw against the shark's pounce ability with disadvantage.



Pyroceratops

Huge elemental (dinosaur), unaligned


  • Armor Class 14
  • Hit Points 88 (9d12 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 22 (+6) 6 (-2) 12 (+1) 6 (-2)

  • Damage Immunities Fire
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages --
  • Challenge 5 (1,800 XP)

  • Prowess. If a spell is cast within 120 ft. of the pyroceratop, for the next 24 hours it gets a +1 to its AC, and rolls an additional dice every time it rolls for dealing damage.
  • Trample. If the pyroceratops reduces a creatures HP to 0 the pyroceratops may make an attack as a bonus action.
  • Trampling Charge. Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one claw attack against it as a bonus action.
  • Water Susceptibility. For every 5 feet the Pyroceratops moves in 1 foot or more of water, it takes 2 (1d4) cold damage.

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 3) slashing damage and 17 (2d10 + 6) fire damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage and 11 (1d10 + 6) fire damage.



Regal Leosaur

Large beast (dinosaur), unaligned


  • Armor Class 12
  • Hit Points 37 (5d10 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 13 (+1) 3 (-4) 19 (+4) 10 (+0)

  • Saving Throws STR +6
  • Skills Perception +6, Stealth +6
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages --
  • Challenge 2 (450 XP)

  • Keen Smell. The leosaur has advantage on Wisdom (Perception) checks that rely on smell..
  • Pack Tactics. The leosaur has advantage on an attack roll against a creature if at least one of the leosaur's allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Pounce. If the leosaur moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the leosaur can make one bite attack against it as a bonus action.

Actions

Multiattack. The leosaur makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Reactions

  • Mutate. If the leosaur mutates, until the end of the round, all of the leosaur's allies within 120 ft. get +1 to their AC and can make two additional attacks.



Savai Thundermane

Large elemental, unaligned


  • Armor Class 12
  • Hit Points 75 (10d10 + 15)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 13 (+1) 4 (-2) 15 (+2) 8 (-1)

  • Skills Perception +4, Stealth +7
  • Senses Darkvision 120 ft., Passive Perception 14
  • Languages --
  • Challenge 6 (2,300 XP)

  • Keen Smell. The thundermane has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The Thundermane has advantage on an attack roll against a creature if at least one of the thundermane's allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Pounce. If the thundermane moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the thundermane can make one bite attack against it as a bonus action.

Actions

Multiattack. The thundermane makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage and 3 (1d6) lightning damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 3 (1d6) lightning damage.

Reactions

Cycle. If a spell is cast and has a cycle effect, or if there is a wildmagic surge the thundermane can use its reaction to deal 11 (2d10) lightning damage to a target within 120 ft.. The thundermane recovers life equal to the amount of damage dealt this way.



Skycat Soverign

Large elemental, unaligned


  • Armor Class 12 Natural Armour
  • Hit Points 60 (10d10 + 5)
  • Speed 50 ft., fly 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 7 (-2) 16 (+3) 13 (+1)

  • Skills Perception +7, Stealth +4
  • Senses Darkvision 120 ft., Passive Perception 17
  • Languages --
  • Challenge 2 (450 XP)

  • Keen Smell. The skycat has advantage on Wisdom (Perception) checks that rely on smell.
  • Lord of the Sky. The skycat gets +2 to its strength (to a maxium of 30), rolls an additional 1d6 when rolling for damage, its hit point maximum and current hit points increase by 10, and +1 to its AC (to a maximum of 25) for each ally within 300 ft. that has a flying speed. Whenever one of the skycats flying allies dies or flees combat, the skycat loses the benefits that were gained from the proximity of that ally.
  • Pack Tactics. The skycat has advantage on an attack roll against a creature if at least one of the skycat's allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Dive. If the skycat moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 11 (increases with strength mod) Strength saving throw or be grappled. If the target is grappled, the skycat dash as a bonus action to fly off the ground (while still grappling the creature).

Actions

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

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Kindred Summons (Recharge 5–6). The skycat lets out a bellow that calls a cat bird to combat.

Designers note. The Lord of the sky ability can be cumbersome to keep track of if there are multiple flying creatures in combat. If running an aerial combat it's recommended to use no more than two skycat sovereigns and to note down the buffs ahead of time based on how many allies the skycat has.

Lastly, a skycat with two allies is CR 3, three allies, CR 5, four allies, CR 8 & 4 allies, CR 9.



Slitherwisp

Medium aberration, unaligned


  • Armor Class 13
  • Hit Points 74 (10d8 + 30)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 7 (-2) 12 (+1) 11 (+0)

  • Saving Throws DEX +5, CHA +2
  • Skills Perception +3, Stealth +5
  • Senses Blindsight 30 ft. Darkvision 60 ft., Passive Perception 13
  • Languages --
  • Challenge 3 (700 XP)

  • Avoidance. If the slitherwisp is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Displacement. The slitherwisp projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the slitherwisp is incapacitated or has a speed of 0.
  • Freeze. If the slitherwisp takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
  • Life Magic. If the slitherwisp is bonded and its bonder uses a reaction to cast a spell, the bonder may choose to lose 10 life. If they do, they regain an expended spll slot of 3rd level or lower.
  • Water Blend. While in water, the slitherwisp is nearly invisible. To spot the slitherwisp, a creature must make a DC 17 Wisdom (perception) check. This effect ends as soon as the slitherwisp is out of the water.

Actions

Multiattack. The thundermane makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Frightful Presence. Each creature of the slitherwisps choice that is within 120 feet of it (and aware of the slitherwisp) must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A ccreature can repeat the saving throw at the end of each of its turns, ending the effect on a success.


Sprite Dragon

Tiny dragon, chaotic neutral


  • Armor Class 13
  • Hit Points 18 (5d4 + 6)
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 11 (+0) 15 (+2) 13 (+1)

  • Saving Throws DEX +8
  • Skills Arcana +2, Perception +4, Stealth +5
  • Senses Dark Vision 60 ft., Passive Perception 13
  • Languages --
  • Challenge 1 (200 XP)

  • Hasty Start. During the first round of combat the dragon has twice the movement speed and can make an additional attack.
  • Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
  • Prowess. If a non-cantrip spell is cast within 30 ft. of the dragon, for the next 24 hours it gets +1 to AC and gets to make an additional attack.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.



Surly Badgersaur

Large beast, unaligned


  • Armor Class 18
  • Hit Points 71 (8d10 + 27)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
17 (+3) 9 (-1) 17 (+3) 4 (-3) 12 (+1) 5 (-3)

  • Senses Dark Vision 30 ft., Passive Perception 11
  • Languages --
  • Challenge 5 (1,800 XP)

  • Keen Smell. The badgersaur has advantage on Wisdom (Perception) checks that rely on smell.
  • Not to be Disturbed. During spell cycle rounds, the badgersaur can take one reaction per turn, rather than only one per round.
  • Siege Monster. The badgersaur deals double damage to objects and structures.
  • Spines. A creature that hits the badgersaur with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.

Actions

Multiattack. The badger makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, and 8 (2d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Reactions

Cycle. If a spell is cast during a spell cycle round, the badgersaur makes all attacks with advantage until the end of the round. The badgersaur may then move up to its full movement, and make a tail attack.



Swarm of Agitator Ants

Medium swarm of Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 2 (-4) 7 (-2) 2 (-4)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Blindsight 10 ft., Passive Perception 8
  • Languages --
  • Challenge 1 (200 XP)

  • Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

The creature must succeed a DC 18 Constitution saving throw or be poisoned for 1 minute. At the beginning of the poisoned creatures turn it gains an additional +1 to its AC, and an additional +2 to its Strength score (to a maximum of 30). The poisoned creature must then use all of its actions, bonus actions, and movement to attack the closest creature within 30 feet that's not the swarm. If there are no other creatures, the poisoned creature may attack the swarm. At the end of the creatures turn, it may make another Constitution saving throw against the poison.

After 1 minute, the creature loses all benefits gained by the poison.


Thieving Otter

Tiny beast, unaligned


  • Armor Class 16
  • Hit Points 1 (1d4 - 1)
  • Speed 35 ft., swim 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 22 (+6) 9 (-1) 6 (-2) 15 (+2) 5 (-3)

  • Saving Throws DEX +8
  • Skills Perception +4, Sleight of Hand +10, Stealth +8
  • Senses Passive Perception 14
  • Languages --
  • Challenge 0 (10 XP)

  • Keen Smell. The otter has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Kleptomania. If the otter damages a creature, the otter can use its bonus action to make a sleight of hand check vs the targets passive perception. On a success the otter steals the targets coin purse (or jems) and can move up to 30 feet without provoking attacks of opportunity.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1 piercing damage.



Tigorilla

Large monstrosity, unaligned


  • Armor Class 13
  • Hit Points 122 (15d10 + 40)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 18 (+4) 7 (-2) 12 (+1) 8 (-1)

  • Saving Throws STR +8
  • Skills Athletics +8, Perception +4
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages --
  • Challenge 6 (2,300 XP)

  • Keen Smell. The tigorilla has advantage on Wisdom (Perception) checks that rely on smell
  • Menace. If the tigorilla is engaged in melee combat with only one creature, attacks made against it are made at a disadvantage.
  • Pounce. If the tigorilla moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the tigorilla can make one bite attack against it as a bonus action.
  • Trample. If the tigorilla reduces a creatures HP to 0 the tigorilla may make an attack as a bonus action.

Actions

Multiattack. The tigorilla makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target creature. Hit: 14 (2d8 + 5) slashing damage.



Titanoth Rex

Gargantuan monstrosity (dinosaur), unaligned


  • Armor Class 20
  • Hit Points 544 (28d20 + 250)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 7 (-2) 30 (+10) 7 (-2) 12 (+1) 8 (-1)

  • Saving Throws STR +17, CON +17
  • Skills Athletics +17, Perception +5
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Frightened
  • Senses Passive Perception 15
  • Languages --
  • Challenge 24 (62,000 XP)

  • Cycle. The titanoth rex emits an aura with a 120 ft. radius that encourages magic surges. When rolling for wild magic, spell cycles, mutations, or similar affect that would result in a magic surge, if the roll does not result in a magic surge, roll again.
  • Siege Monster. The titanoth rex deals double damage to objects and structures.
  • Trample. If the titanoth rex reduces a creatures HP to 0 the titanoth rex may make an attack as a bonus action.

Actions

Multiattack. The titanoth rex makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the titanoth rex can't bite another target.

Claw. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Horns. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Swallow. The titanoth rex makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the titanoth rex, and it takes 56 (16d6) acid damage at the start of each of the titanoth rex's turns.

Reactions

Trample Cycle If a crystal roll results in a spell cycle round, the titanoth rex can target a creature within 60 ft. of it. The targeted creature gains titanoth rex's trample ability.



Umori, the Collector

Medium ooze, unaligned


  • Armor Class 13
  • Hit Points 125 (15d8 + 40)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 5 (-3) 26 (+8) 9 (-1) 11 (+0) 9 (-1)

  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Acid
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
  • Languages --
  • Challenge 7 (2,900 XP)

  • Amorphous. Umori can move through a space as narrow as 1 inch wide without squeezing.
  • Companion. Umori can only bond with a character if all of their prepared spells share the same school of magic. To keep the bond the character must not prepare spells of a new school of magic unless they change all of their spells to match that new school. (ex. Umori's bonder is a cleric and all of their prepared spells are currently necromancy spells. The cleric wants to prepare some enchantment spells. The cleric can do this, but they must prepare all of their spells to be enchantment spells.)
  • Crystal Hoarder. Umori keeps with it a small collection of crystals. While Umori is within 60 ft. around, there will always be a crystal/mutation roll.
  • Empowered Casting. When Umori's bonder casts a spell, the spell is cast as if at a higher level. (ex. Umori's bonder spends a 3rd level spell slot to cast fireball, however the spell and its affects are cast as though a 4th level spell was spent. However, if the spell was to be countered, the fireball would still be considered being 3rd level.)
  • Legendary Resistance (1/day). If Umori fails a saving throw it can choose to succeed instead.

Actions

Pseudopod. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4 (2d4 -1) bludgeoning damage plus 13 (2d6 + 6) acid damage.



Vantasaur

Gargantuan beast (dinosaur), Neutral Good


  • Armor Class 20
  • Hit Points 165 (11d20 + 50)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 22 (+6) 5 (-3) 13 (+1) 7 (-2)

  • Saving Throws CON + 9
  • Skills Perception +4
  • Senses Passive Perception 14
  • Languages --
  • Challenge 8 (3,900 XP)

  • Vigilante. The vantasaur can't be surprised.
  • Cycle. The vantasaur emits an aura with a 120 ft. radius that encourages magic surges. When rolling for wild magic, crystal rolls, or similar affect that would result in a magic surge, if the roll does not result in a magic surge, roll again.

Actions

Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 36 (6d10 + 3) bludgeoning damage.

.

Raugrin’s coastline can be quite beautiful, as long as you avoid the volcanic dinosaurs, the sea dinosaurs, and the roaming beach dinosaurs.



Wingfold Pteron

Large beast (dinosaur), unaligned


  • Armor Class 18
  • Hit Points 96 (12d8 + 30)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 23 (+6) 18 (+4) 5 (-3) 18 (+4) 16 (+3)

  • Senses Passive Perception 15
  • Languages --
  • Challenge 5 (2,300 XP)

  • Flyby. The pteranodon doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
  • Limited Magic Immunity. The pteron can't be targeted by spells of 2rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. However, spells with area's of affect can still be pointed in the pteron's direction. When in an area of affect, the pteron has advantage on the saving throw.

Actions

Bite. Melee Weapon Attack: 6 to hit, reach 5 ft., one target. hit: 25 (5d8 + 3) piercing damage.

.

Its weak spot is easily spotted, but only if it's swooping down on you -- Jonald, mission naturalist.



Yidaro, Wandering Monster

Gargantuan beast (dinosaur), unaligned


  • Armor Class 19
  • Hit Points 410 (20d20 + 200)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
28 (+9) 13 (+1) 28 (+9) 9 (-1) 7 (-2) 11 (+0)

  • Saving Throws STR + 16, CON + 16
  • Skills Athletics +17, Perception +5
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Frightened, Restrained
  • Senses Passive Perception 15
  • Languages --
  • Challenge 24 (62,000 XP)

  • Cycle. Yidaro emits an aura with a 120 ft. radius that encourages magic surges. When rolling for wild magic, crystal rolls, or similar affect that would result in a magic surge, if the roll does not result in a magic surge, roll again.
  • Hasty Start. During the first round of combat Yidaro's movement speed is doubled and it can make an additional attack.
  • Legendary Resistance (3/Day). If Yidaro fails a saving throw, it can choose to succeed instead.
  • Nigh Unkillable (3/day). If Yidaro would be reduced to 0 HP Yidaro, is stable. If Yidaro is at 0 HP and there is a spell cycle round, Yidaro is returned to full hit points.
  • Siege Monster. Yidaro deals double damage to objects and structures.
  • Trample. If Yidaro reduces a creatures HP to 0 the Yidaro may make an attack as a bonus action.

Actions

Multiattack. Yidaro makes two attacks: one with its slam, one with its tail.

Slam. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage and knocks the target 10 ft. away from Yidaro.

Tail. Melee Weapon Attack: +16 to hit, reach 20ft., one target. Hit: 41 (5d12 + 9) bludgeoning damage. If the target is a creature, it is pushed back 15 ft. away from Yidaro and must succeed on a DC 24 Strength saving throw or be knocked prone.

Reactions

Rejuvenation Cycle. If a crystal roll has resulted in a spell cycle round for the fourth time in combat (or more), Yidaro recovers 200 hit points, its speed is doubled for the round, and it can make an additional attack. This reaction expends one use of Nigh Unkillable.

Shell Defense. Yidaro retracts into its shell adding 4 to its AC against one attack that would hit.

Legendary Actions

Yidaro can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yidaro regains spent legendary actions at the start of its turn.

Attack. Yidaro makes one melee weapon attack.

Charge. Yidaro moves up to its speed.

Tail Slam. Yidaro slams the ground with its tail. All creatures within 14 ft. that are large or smaller must make a DC 24 strength saving throw or be knocked prone.



Zirda, the Dawnwaker

Medium Elemental, Neutral Good


  • Armor Class 14
  • Hit Points 41 (7d8 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 17 (+3) 8 (-1) 12 (+1) 6 (-2)

  • Saving Throws DEX + 6
  • Skills Perception +5, Stealth +6
  • Damage Immunities Fire
  • Senses Passive Perception 15
  • Languages --
  • Challenge 3 (700 XP)

  • Companion. Zirda can only be bonded with a character who has at least one (non-spell slot) ability that only recharges from a long rest (ex. the sorcerer's sorcery points, or the fighters indomintable ability).
  • Heated Body. A creature that touches Zirda or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
  • Keen Hearing and Smell. Zirda has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. Zirda makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: ++6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Restore (1/day). If Zirda is within 60 ft. of their companion, Zirda restores all uses of one of their companions abilities.



Zagoth Mamba

Tiny aberration, unaligned


  • Armor Class 14
  • Hit Points 6 (2d4 + 1)
  • Speed 15 ft., swim 15 ft., climb 15 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 12 (+1) 1 (-5) 10 (+0) 9 (-1)

  • Skills Perception +4
  • Senses Truesight 30 ft. Passive Perception
  • Languages --
  • Challenge 1/4 (50 XP)

  • Keen Sight. The mamba has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (2d4 - 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 5 (1d8 + 1) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Mutate. If the mamba mutates, it spews out a noxious gas targeting one creature within 15 ft. The creature is poisoned for 1 hour and must make a DC 13 Constitution save. On a failed save the creature takes 7 (2d6) poison damage. While afflicted by this poison, the creature's Strength and Constitution score is reduced by 2.

Mythic

Monsters

Akim, the Soaring Wind

Orphaned as a hatchling, the reptilian Akim was adopted by a flock of birds and embraced as a member of the family. Now that it’s fully grown, it has proudly taken on the role of flock leader and is determined to protect its tribe. Under Akim’s lead, the flock has grown more aggressive than ever before, proactively assaulting any perceived threats.

Bane of Skysail. The citizens of skysail have grown anxious about Akim and find themselves often trying to keep a very safe distance from the shoreline that Akim and its family call home.

Birds of a Feather. As Akim was adopted into the flock, since Akim has lead the flock it has always welcomed other flying monsters into its flock, so long as they do not harm the eagles. As such, an encounter with Akim may be filled with additional non-eagle creatures.

Lord of the Flock Mutations

d6 Description
1 Gains a Fire Breath (recharge 5-6) attack. Range is a 60-foot cone. Targets must make a DC 19 DEX save, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one
2 Gains a +3 to its AC.
3 Akim grows a second head. Akim now can make an additional bite attack, and can grapple an additional creature with it's bite.
4 When Akim deals damage it recovers half as many hit points.
5 Akim's bite deals an additional 13 (2d12) poison damage
6 Akim can now use Misty Step as a bonus action.


Akim, the Soaring Wind

Gargantuan beast, unaligned


  • Armor Class 16
  • Hit Points 258 (16d20 + 90)
  • Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 23 (+6) 7 (-2) 17 (+3) 13 (+1)

  • Saving Throws Con + 11, WIS +8
  • Senses Passive Perception 18
  • Languages --
  • Challenge 16 (15,000 XP)

  • Dive Attack. If Akim is flying and ives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target..
  • Keen Sight. Akim has advantage on Wisdom (Perception) checks that rely on sight.
  • Flyby. Akim doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
  • Legendary Resistance (3/day). If Akim fails a saving throw, he can choose to succeed instead.
  • Lord of the Flock (Mythic Trait; Recharges after a Short or Long Rest). When Akim is reduced to 0 hit points, it doesn't die or fall unconscious. Instead Akim regaints 150 hit points, mutates (using the table provided) and calls to its aid 5 Giant Eagles.

Actions

Multiattack. Akim makes two attacks: one with its bite and one with its talons.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 35 (4d12 + 9) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and Akim can't bite another target.

Talons. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and Akim can't use its talons on another target.

Call the Flock (Recharge 5-6). Akim lets out a loud bellow calling for aid. 6 eagles join the combat to aid Akim.

Incite Aggression. All eagles within 120 ft. of Akim make a Talon attack.

Legendary Actions

Akim can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Akim regains spent legendary actions at the start of its turn.

Attack. Akim makes one melee weapon attack against a target.

Drop. Akim drops one creature that it currently has grappled.

Move. Akim moves up to its speed.

Mythic Actions

If Akim's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Lord of the Flock.

Screech. Akim lets out a loud cry. All hostile creatures within 60 feet of it must make a DC 19 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Terrifying Glare. Akim targets one creature it can see within 60 feet of it. If the target can see Akim, the target must succeed on a DC 14 Wisdom saving throw or be magically frightened until the end of Akim's next turn.

Call the Eagles (1/round). Akim calls for aid and one Eagle joins the combat to assist Akim.

Akim as a Mythic Encounter.

Akim is an exceptionally dangerous enemy if the party is not prepared. While not as as physically strong as some mythic encounters, a battle against Akim will most likely take place somewhere that Akim can pick up and drop characters from lethal heights. To make a battle against Akim even more memorable, have it use its Lord of the Flock ability. Once this ability is used Akim has access to use its mythic actions as legendary actions.

Read or paraphrase the following text when Akim uses Lord of the Flock:

The large reptilian bird lets out a loud screech. From all directions you hear more calls seemingly answering its call as five giant eagles swoop in to its aid. The monstrous bird's body begins to shift and writhe as it once again ascends

Fighting Akim as a mythic encounter is equivalent to taking on two challenge rating 16 creatures in one encounter. Award a party 30,000 XP for defeating Akim after it uses Lord of the Flock.

Akim's Lair

While Akim is commonly found outside of it's lair, it does

have a roost where it goes to rest. Akim has a massive collection of nests at the top of one of the mountain spires in Raugrin where it and its flock rest. Here Akim will be the most aggressive as it is where its flock lays their eggs.

Lair Actions.

On initiative count 20 (losing initiative ties), Akim can take a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.

  • An nearby egg hatches into a fully grown eagle which aids in the combat.
  • A strong gust blows across the lair. All medium sized characters on the ground must make a DC 10 Strength saving throw. On a failed save the target is moved 5 feet in the direction of the wind.
Regional effects

The region containing Akim’s lair is warped by its presence, which creates one or more of the following effects:

  • Creatures that mutate in the area are significantly more likely to grow wings (and gain a flying speed of 60 feet.)
  • Creatures with flying speeds are more aggressive and will actively fight perceived threats, fighting till the death.

If Akim dies, creatures with flying speeds will return to their normal (somewhat) more passive nature. Creatures that grew wings will still keep their wings.

Brokkos, the Forever Beast

Brokkos travels through the wetland forests of Zagoth. I was told it hibernates under the swamp for weeks at a time--and I just observed it rising from the depths. Rielle believes Brokkos has been around since the dawn of the world. Good morning, old one.

-- Vivien Reid, Field notes

Brokkos is the Apex Monster of the Zaggoth Triome, and is believed to be the oldest of all of the Apex Monsters. This gentle giant wanders the forests of Zagoth with it's own little forest of its own growing out of its back.

Time Divergence. It's unclear if it's simply because Brokkos is so old, but it's believed that Brokkos may experience time in a different way than the rest of us. Those who have observed it have shared that when Brokkos blinks it can take minutes, its breaths take hours, and when it sleeps it does so for weeks. According to Rielle, Brokkos's movement coincide with the changing seasons.

Mythos of Brokkos. Ancient cave paintings that predate the events when humanity was forced into sanctuaries tell a tale of Brokkos. Records of the tale say that the very first human was a hunter. When the hunter encountered Brokkos, she tried to slay the monster. However, instead of fighting back and killing the human Brokkos showed compassion and gave the human two gifts. The first was a vision of the past so she may learn from her mistakes. The second was a vision of the future, so she may lead others forward.

Unstoppable. Despite Brokkos's capacity for compassion and forgiveness, it is not infinite. Zaggoth is well fertilized from centuries of Brokkos's former challengers. If Brokkos was to decide that violence is unavoidable, it would be best to wish luck for Brokkos's opponent. They'll likely need it.

Brokkos as a Mythic Encounter

Brokkos as a mythic encounter while providing added difficulty is a great opportunity for revealing character details, sharing secrets that may have been missed by the players or other details that you may simply want to share.

By its nature Brokkos is not a creature of violence. As such, for its last actions it tries to share a last act of kindness. To share with the characters their past to they can learn from their mistakes, and to show them the future so that they can lead others forward.

Read or paraphrase the following text when Brokkos uses Apex of Forever:

The great beast falls to the ground with a crash. Everything is silent, as if granting a moment of silence for Brokkos.

As if calling for an end to the silence the great beasts opens it's eyes, all aglow. This won't be as simple as hunting some gnarr.

This is the forever beast..

Apex of Forever Mutations.

d6 Description
1 Gains a Bite attack that can be used instead of its gore attack in its multi-attack. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 9) piercing damage and 22 (4d10) poison damage.
2 Gains a +2 to its AC.
3 Gains a Tail attack that is added to its multi-attack. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage and knocks the target back 10 feet. The target must make a DC 12 strength save and is knocked prone on a failed save
4 Brokkos becomes immune to poison and necrotic damage and is immune to the poisoned condition.
5 Brokkos's current and maximum hit points increase by 100
6 Brokkos's skin turns hard and stone like. Brokkos gains resistance to Bludgeoning, Piercing, and Slashing damage.

Brokkos's Lair

Brokkos most commonly dwells deep within the wetland forests of Zaggoth (however Brokkos migrates to different regions of Zaggoth depending on the season). Here Brokkos lives a rather peaceful life as there are no human civilizations to disturb it. That is not to say that Brokkos never encounters conflicts, but when it does it is most commonly a large predator that does not understand who it's facing.

Lair Actions

On initiative count 20 (losing initiative ties), Brokkos can take a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.

  • Vines and roots on the ground writhe and curl making the ground within 120 of Brokkos considered difficult terrain for hostile creatures.
  • Plant life erupts below one target creature that is on the ground within the 120 ft. The creature must make a DC 23 Dexterity saving throw or be grappled (escape DC 16). Until the grapple ends, the target is restrained. The plants can be attacked (AC 19; 10hit points; immunity to psychic damage, vulnerable to fire damage).
  • Brokkos casts Wall of Thorns
Regional Effects

The territory within 10 miles of Brokkos's lair is impacted by Brokkos's presence which results in the following effects:

  • A large population of beasts dwell within Zaggoth
  • The region is a humid and vibrant wetland teeming with life.

If Brokkos dies, the beasts within the Zaggoth triome spread out. Some will remain but the population greatly diminishes, and the strongest monsters compete to become the new Apex of Zaggoth. The weather and climate of Zaggoth may change depending on the new Apex.



Brokkos, the Forever-Beast

Huge aberration, unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 371 (30d12 + 176)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 27 (+8) 15 (-2) 22 (+6) 17 (+3)

  • Saving Throws STR +16, CON + 15, WIS +15
  • Skills Perception +13
  • Senses Truesight 120 ft., Passive Perception 23
  • Languages --
  • Challenge 22 (41,000 XP)

  • Apex of Forever (Mythic Trait; Recharges after a Short or Long Rest). If Brokkos is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead its current hit points are set to 50, and it gains 150 temporary hit points, mutates rolling on the Apex of Forever mutation table.
  • Death and Rebirth. If Brokkos has died, after seven days Brokkos's body regenerates and returns to life regaining all its hit points. The only way to prevent this is if Brokkos's soul is destroyed, or if the wish spell is used to prevent its return.
  • Legendary Resistance (3/Day). If Brokkos fails a saving throw, it can choose to succeed instead.
  • Regeneration. Brokkos regains 10 hit points at the start of its turn. If Brokkos takes acid or fire damage, this trait doesn't function at the start of Brokkos's next turn. Brokkos dies only if it starts its turn with 0 hit points and doesn't regenerate.
  • Siege Monster. Brokkos deals double damage to objects and structures.
  • Trampling Charge. If Brokkos moves at least 20 feet straight toward a target and then hits it with a gore attack on the same the target takes an extra 26 (4d12) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked [condition]prone[condition]. If the target is [condition]prone[condition]., Brokkos can make one stomp attack against it as a bonus action.
  • Trample. If Brokkos reduces a creatures HP to 0 Brokkos may make an attack as a bonus action.
  • Innate Spellcasting Brokkos's is considered a 20th level caster. Brokkos's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Brokkos can innately cast the following spells, requiring no components:

At Will: Calm Emotions, Commune with Nature, Friends, Grasping Vine, Thorn Whip

1/day: Foresight, Druid Grove, Geas, Regenerate, Slow

Actions

Multiattack. Brokkos makes three attacks: one with its gore and two with its stomp.

Gore. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing.

Stomp. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage

Legendary Actions

Brokkos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Akim regains spent legendary actions at the start of its turn.

Attack. Brokkos makes one melee weapon attack against a target.

Move. Akim moves up to its speed.

Spell. Brokkos casts.either Grasping Vine, or Thorn Whip

Mythic Actions

If Brokkos's mythic trait is active, it can use the options below as legendary actions, as long as it has temporary hit points from Apex of Forever.

Peer into the Future. Brokkos targets a single creature within 60 feet of it. The creature gets waves of seeing a possible future must make a DC 22 Wisdom saving throw. On a failed save the creature loses concentration, and makes all attacks, and saves at disadvantage until Brokkos's next turn.

Haunted by the Past. Brokkos targets a single creature within 60 feet of it. The creature relives all of it's most regrettable moments and misdeeds. The creature must make a DC 22 Wisdom Saving throw. On a failed save the creature takes 19 (3d12) psychic damage and is frightened of Brokkos for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Kalamax, the Stormsire

Gargantuan elemental (dinosaur), unaligned


  • Armor Class 16
  • Hit Points 174 (7d20 + 100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 15 (+2) 6 (-2) 10 (+0) 9 (-1)

  • Damage Immunities Lightning
  • Senses Passive Perception 10
  • Languages
  • Challenge 10 (5,900 XP)

  • Legendary Resistance (3/Day). If Kalamax fails a saving throw, he can choose to succeed instead.
  • Lightning Storm. Creatures that end their turn within 10 ft. of Kamalax take 16 (3d10) lightning damage.

Actions

Multiattack. Kalamax makes two attacks: one with its stomp, and one with its tail.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Lightning Tail. Melee Weapon Attack: +8 to hit, reach 25 ft., one target. Hit: 26 (4d10 + 4) piercing damage and 24 (4d10 + 2) lightning damage.

Lightning Bolt (Recharge 5-6). Kalamax shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a DC 14 Dexterity saving throw, taking 28 (4d12) lightning damage on a failed save, or half as much damage on a successful one.

Reactions

Arcane Maelstrom. If a spell would target Kalamx, or if Kalamax is within the spells area of effect, Kalamax can copy the spell. If it does, the spell is copied as is at the current level and chosen effects.

Legendary Actions

Kalamax can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kalamax regains spent legendary actions at the start of its turn.

Attack. Kalamax makes a melee weapon attack.

Charge. Kalamax moves up to its speed.

Static Charge. Kalamax charges electricity for its Lightning Bolt attack. Roll a d6 to attempt a recharge.



Nethroi, The Death Dweller

Huge aberration, unaligned


  • Armor Class 18
  • Hit Points 349 (18d20 + 160)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 21 (+5) 27 (+8) 8 (-1) 14 (+2) 23 (+6)

  • Saving Throws DEX +11, CON +14, CHA +12
  • Skills Perception +8, Stealth +11
  • Damage Resistances Radiant
  • Damage Immunities Necrotic
  • Condition Immunities Frightened, Poisoned
  • Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 24
  • Languages --
  • Challenge 23 (50,000 XP)

  • Apex of Death (Mythic Trait; Recharges after a Short or Long Rest). If Nethroi is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead it regains 200 hit points, mutates rolling on the mutation table below. Nethroi can use its reaction an additional time in response to Apex of Death.
  • Body and Soul. If a creature dies from damage dealt by Nethroi's bite, or from its maximum hit points being reduced to 0 due to Nethroi's poison can't be revived by any means short of a wish spell.
  • Keen Smell. Nethroi has advantage on Wisdom (Perception) checks that rely on smell.
  • Legendary Resistance (3/day). If Nethroi fails a saving throw, it can choose to succeed instead.
  • Life Stealer. If Nethroi deals damage to a creature with an attack, it recovers hit points equal to half the damage dealt.

Actions

Multiattack. Nethroi makes three attacks, one with its bite, two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage and and 21 (3d10 + 5) necrotic damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and its maximum hit points is reduced by 16 (2d10 + 5) hit points at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The hit point reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Hoof. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Reactions

Legendary Actions

Nethroi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Nethroi regains spent legendary actions at the start of its turn.

Hooves Attack. Nethroi makes a hooves attack

Gaze of Death. Nethroi glares at a creature within 60 ft. The creature must succeed on a DC 21 Wisdom saving throw or become frightened of Nethroi for 1 min. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Nightmare Prowl. Nethroi moves up to half its speed. This movement doesn’t provoke opportunity attacks.

Mythic Actions

Nethroi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. Nethroi regains spent legendary actions at the start of its turn.

Beckon Apparition (Costs 2 Actions). Nethroi summons two Will-o'-Wisp.

Call of the Death-Dweller (Costs 2 Actions). Nethroi's eyes glow and summons an Wight and Ghast. Bite Attack. Nethroi makes a bite attack.

Nethroi as a Mythic Encounter.

Nethroi is a dangerous enemy with a mastery over death. To make an especially horrifying encounter, have Nethroi use its ability Apex of Death. After its ability has been used, it can use its mythic actions when using a legendary action.

Read or paraphrase the following text when Nethroi uses Apex of the Hunt:

The nightmare before you shifts and slinks, bleeding out necrotic energy. Mutating before you, Nethroi's wounds ooze out necrotic energy into the earth. The wounds close and the earth shakes. You now know why Nethroi is "the Apex of Death".

Fighting Nethroi as a mythic encounter is equivalent to taking on two challenge rating 20 creatures in one encounter. Award a party 50,000 XP for defeating Nethroi after it uses Apex of death.

Apex of Death Mutations

d4 Description
1 Gains resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
2 Gains a 40 ft. climb speed
3 Can cast Misty Step as a Legendary Action. (Costs 2)
4 Bonus action: Can turn invisible while in darkness/dim light. This invisibility lasts until Nethroi attacks.


Snapdax, The All-Hunter

Large Monstrosity (dinosaur), unaligned


  • Armor Class 19
  • Hit Points 230 (20d10 + 100)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 25 (+7) 20 (+5) 8 (-1) 14 (+2) 16 (+3)

  • Saving Throws STR +12, DEX +13, CHA +9
  • Skills Acrobatics + 13, Athletics +12, Perception +14, Stealth +19
  • Senses Dark Vision 120 ft., Truesight 60 ft., Passive Perception 24
  • Languages --
  • Challenge 18 (20,000 XP)

  • Apex of the Hunt (Mythic Trait; Recharges after a Short or Long Rest). If Snapdax is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead it regains 150 hit points, mutates twice (rolling on the tables below)
  • Blood Frenzy. Snapdax has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
  • Improved Critical. Snapdax's weapon attacks score a critical hit on a roll of 19 or 20.
  • Keen Sight and Smell. Snapdax has advantage on Wisdom (Perception) checks that rely on sight or smell.
  • Legendary Resistance (1/Day). If Snapdax fails a saving throw, it can choose to succeed instead.
  • Pounce. If Snapdax moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, Snapdax can make one claw attack against it as a bonus action.

Actions

Multiattack. Snapdax makes three attacks, one with its bite, two with its claws, and one with its gore.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 22 (3d10 + 6) slashing damage.

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 16 (3d6 + 6) slashing damage.

Reactions

Heightened Reflexes. Creatures provoke an opportunity attack from you when they enter your reach.

Mutate. When Snapdax mutates it releases a coiling bolt of necrotic energy at one creature it can see within 30 feet of it. The target must make a DC 21 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save or half as much damage on a successful one. Snapdax then gains temporary hit points equal to the amount of damage the target takes.

Legendary Actions

Snapdax can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Snapdax regains spent legendary actions at the start of its turn.

Claw Attack. Snapdax makes a claw attack.

Daunting Roar. Snapdax can let out an especially menacing roar. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 18 Wisdom saving throw or become frightened of Snapdax until the end of the creature’s next turn.

Nightmare Prowl. Snapdax moves up to half its speed. This movement doesn’t provoke opportunity attacks.

Mythic Actions

If Snapdax's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Apex of the Hunt.

Call the pride. Snapdax lets out a roar summong either,1 Cubarden, 1 Huntmaster Liger, 1 Patagia Tiger, or 1 Regal Leosaur.

Will of the All-Hunter. One creature other than Snapdax gets a +2 to STR (to a max of 30), and a +1 to AC (to a max of 25) for the next 24 hours.

Snapdax as a Mythic Encounter.

Snapdax is a powerful predator under any given situation. But to make the fight truly memorable, you can have it utilize Apex of the Hunt. Snapdax using this in response to defeat can throw the tides in Snapdax's favour. After its ability has been used, it can use its mythic actions when using a legendary action.

Read or paraphrase the following text when Snapdax uses Apex of the Hunt:

The nightmarish predator unleashes a deafening roar as its body begins to convulse. Bolts of purple lightning fire off from its body. Now in a new form, its many eyes on its quarry.

Fighting Snapdax as a mythic encounter is equivalent to taking on two challenge rating 18 creatures in one encounter. Award a party 40,000 XP for defeating Snapdax after it uses Apex of the Hunt.

Apex of the Hunt Mutations

d6 Description
1 No longer provokes attacks of opportunity
2 Gains a 40 ft. fly speed
3 Can cast Misty Step as a Legendary Action. (Costs 2)
4 Snapdax gets +2 to its AC
5 Melee attacks deal an addition 2d10 fire damage
6 Recovers hit points equal to half the damage dealt from melee attacks

NPC's

Other

Sources & References

Credits

Game Design

Chris Stewart (@ChrisStewartBCG) @BlackCrownGames

Art Credits

Practice

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Homebrewing

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