Heavys Monster Sightings

by Fighterofsun

Search GM Binder Visit User Profile
Heavys Monster Sightings

Obsidian Barroth

A tougher variant than its cousin Jade Barroth; Specialized for a volcanic environment, the Obsidian Barroth's colors match the surrounding rock and even provide rudimentary camouflage while the creature is asleep.

The Obsidian Barroth is substantially larger than the common variety and has a much darker coloration to match its surroundings. Its namesake obsidian armor is smooth and glassy, and while it is most commonly black in color, it may come in a variety of subtle hues due to impurities. Its eyes resemble smoldering coals, which lends it an unearthly appearance.

Finding insects to eat trapped inside berly and amber deposits, the excess minerals have transformed its hide to be tougher and harder, adopting an obsidian color.

Due to the enhanced scales, the Barroth ridge has morphed into a type of jagged crown of hardened obsidian spikes that is uses to dig around for burried amber and beryl deposits. While sturdy enough to dig, this obsidian is brittle in combat and therefore prone to fractures with very sharp edges, which serves as another protective measure against monsters that might attack the Barroth.

Unlike other Barroth, the Obsidian Barroth does not bury itself in mud to cool off, More extraordinary, however, is the beast's tolerance for intense heat which makes it capable to wade into hot lava and immerse itself without issue, allowing it to temper and harden its scales, as well as loosen its mineral rich body. If the Obsidian barroth gets too hot, it let's out extra heat from its ridge, resembling a flaming crown.

If the obsidian barroth cools down too much its body's stiffens and it cant move. Dead barroth have been found like standing statues, theorized that they wondered too far away from a source of significant heat.

Hunters Notes

A species of Barroth built to withstand the inhospitable environment of volcanoes. Bigger and meaner than the common variety, the sheer force of its attacks can cause miniature eruptions, earning it the name of Eruption Wyvern.



Obsidian Barroth

Large wyvern (brute), unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 150 (12d10 + 84)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 24 (+7) 9 (-1) 8 (-1) 4 (-3)

  • Skills Perception +4, Stealth +7
  • Damage Resistances piercing, slashing
  • Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 14
  • Languages
  • Challenge 15 (13,000 XP)

Brittle Armor. When a creature is hit by the barroths headbutt or tail attacks it must succeed on a DC 17 Constitution saving throw or lose 2 (1d4) hit points at the start of each of its turns due to an open wound. Each time the barroth hits the wounded target with another headbutt attack, the damage dealt by the wound increases by 2 (1d4). Any creature can take an action to stanch the wound with a successful DC 17 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Lava Armor. The barroths body is covered in a lavalike armor which hardens when cooled and softens when heated. At the end of its turn, if the barroth did not use the shake action, it gains 1 toughness that provides the following benefits and penalties:

  • It gains a +1 bonus to its AC.
  • Its movement speed is reduced by 5 feet.
  • It reduces all damage taken by 1.

The barroth can stack up to a maximum of five toughness at a time, but it loses 1 toughness whenever it is hit with an attack that deals fire damage. Additionally, when the barroth uses the wallow action, its toughness is reset to 0.

Legendary Resistance (3/day). If the barroth fails a saving throw, it can choose to succeed instead.

Mineral Camouflage. The barroth has advantage on Dexterity (Stealth) checks made to hide in Volcanic terrain.

Sure-Footed. The barroth has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Trampling Charge. If the barroth moves at least 20 ft. straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the barroth can make another tail attack against it as a bonus action.

Actions

Multiattack. The barroth makes two attacks: one with its headbutt and one with its stomp.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Headbutt. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Wallow. When the barroth sloshes around in lava it gains the benefits of its lava armor. When the barroth takes more than 30 damage in a single turn, the lava armor snaps and breaks off the barroth's body, its toughness is reset to 0, and its cannot gain any toughness until it uses the wallow action again.

Shake (Requires Lava Armor). The barroth can use its action to shake globs of lava free from its body causing them to land in a 10-foot radius around it. Each creature in that area must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage and be restrained by the cooling lava. As an action, the restrained creature can make a DC 17 Strength check, bursting from the cooling lava on a success. The cooling lava can also be attacked and destroyed (AC 15; HP 20).

Eruption (Recharge 6). The barroth slams its head on the ground, sending massive globs of lava in a 30-foot cone in front of it. Each creature in that area must make a DC 15 Dexterity saving throw, taking 38 (7d10) fire damage on a failed save, or half as much damage on a successful one. The eruption ignites flammable objects in that area that aren't being worn or carried. On a failed save the creature takes 5 (1d10) fire damage at the start of each of its turns and must take an action to douse the fire.

Legendary Actions

The Barroth 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 Barroth regains spent legendary actions at the start of its turn.

Flaming Crown (Cost 3 Actions). The barroth spews out flames from its head, each creature in a 20-foot cone must make a DC 15 Dexterity saving throw; taking 18 (4d8) fire damage on a failed save or half as much damage on a successful one. The flaming crown ignites flammable objects in the area that aren’t being worn or carried. On a failed save the creature takes 5 (1d10) fire damage at the start of each of its turns and must take an action to douse the fire.

Attack. The barroth makes a Headbutt attack.

Move. The barroth moves up to half its speed.



Obsidian Barroth

Challenge Rating 15                               Carves/Captures 3

Carve Chance Capture Chance Material Slots
1-3 1-2 Obsidian Chip (A,W)
4-7 3-5 O.Barroth Ridge (A,W)
8-10 6-9 O.Barroth Carapace (A,W)
11-13 10-12 O.Barroth Claw (A,W)
14-16 13-16 O.Barroth Tail (A,W)
18-19 17-18 O.Barroth Scalp (A,W)
20 19-20 O.Barroth Gem (A,W)

ARMOR MATERIAL EFFECTS
Obsidian Chip
Geologist. When you successfully gather a mining resource, you instead gather 2

O.Barroth Ridge
Heat Guard. While wearing this armor you are immune to damage from lava and you are unaffected by extreme heat.

O.Barroth Carapace
Well Rested+. When you finish a long rest, you gain 10 temporary hit points for 24 hours while attuned to this armor.

O.Barroth Claw
Negate Bleeding. You are immune to wounding effects, such as the Odogaron's bloody wound or the bearded devil's infernal wound while you wear this armor.

O.Barroth Tail
Rock Steady. While wearing this armor, you can't be unwillingly knocked prone and you ignore effects like the kushala daora and amatsu's wind barrier

O.Barroth Scalp
Divine Blessing+2. When you take damage you are not immune or resistant to, roll a d8 and reduce the damage you take by the number rolled. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

O.Barroth Gem
Bounty Hunter. Whenever you carve a creature of CR 5 or higher, you can carve it two extra times. This property does not stack with any other carve effect equipped by your or others.


WEAPON MATERIAL EFFECTS
Obsidian Chip
Siege. This weapon deals double damage to objects and structures.

O.Barroth Ridge
When you hit a creature with this weapon, it must succeed on a DC 16 Constitution saving throw or lose 1d4 hit points at the start of each of its turns due to an open wound. Any creature can take an action to stanch the wound with a successful DC 16 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

O.Barroth Carapace (Sorcerer & Wizard only)
Critical Element (fire). When you critically hit with a weapon or spell that deals fire damage, you deal an extra 1d8 fire damage.

O.Barroth Claw
MiniBombardier. This weapon has 5 runes. While holding it, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: burning hands (1 rune) scorching ray (2 runes), aganazzar's scorcher (2 runes), or flaming sphere (2 runes). This weapon regains 1d4 + 1 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.

O.Barroth Tail
Partbreaker+1. You deal an extra 1d8 damage when you critically hit with this weapon.

O.Barroth Scalp
Heavy Polish. This weapon ignores a creature's resistance to slashing damage.

O.Barroth Gem
Honed Blade. This weapons damage die is increased by 1 size up to a maximum of a d10. A d6 becomes a d8, and a d8 becomes a d10

Jester Tzitzi-ya-ku.

Thanks to an advanced scouting unit in the wildspire waste, we were able to capture and research this particular specimen; let me tell you, this creature is something to behold and, although smaller and weaker than its parent species, should not be underestimated as it seems to have significantly higher intelligence and understanding.

The standard flash of the Tzitzi-ya-ku has little to no effect on the creatures who resided in the wildspire waste as their eyes have adapted to the harsh sun reflecting off the sandy dunes. This subspecies, in order to survive the harsh environment, has had to adapt.

Unlike the normal Tzitzi-ya-ku, who's biology evolved by synthesizing luminescent microorganisms in its body as well as its diet of Flying Meduso and Luminescent Coral, this particularly sub species has evolved by eating the vibrant fruits of the desert cactus, the small halucenetic geckos, and the auger bugs that litter the dunes.

Rather than expand its fins outward to blind enemies, the Jester Tzitzi-ya-ku wraps its fins completely around its head like a cloth mask, leaving a small gap for it to see out of. Its body synthesizes the chemicals from its diet to allow the cells on its fin membrane to let out light in various strobe patterns as well as continuously alter the pigmentation throughout its body.

The combination of flashing lights and swirling patterns can mesmerize those who see it into seeing mirages of the Jester Tzitzi-ya-ku. The mirages are so convincing that those who fall far them, often hurt themselves whilst trying to fight the hallucinations. When the Tzitzi-Ya-Kus defenses fail, its use its glands to spit out a thick mucus that blinds its enemies, allowing it to try to escape

Other strobe patterns suggest that this subspecies can even hypnotize others into fighting their own allies in its stead. When its prey becomes too weak or exhausted, it comes in for the final strike.



Jester Tzitzi-Ya-Ku

Large beast (theropod), unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 97 (15d10 + 15)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
9 (-1) 18 (+4) 13 (+1) 16 (+3) 18 (+4) 6 (-2)

  • Saving Throws Dex +7, Int +6, Wis +7
  • Skills Perception +7, Stealth +7
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities psychic
  • Condition Immunities charmed
  • Senses blindsight 30 ft., truesight 10 ft., passive Perception 17
  • Languages
  • Challenge 6 (2,300 XP)

Convincing Mirage. Any creature that attacks the tzitzi-ya-ku or its duplicates and misses, takes physic damage equal to their proficiency modifier.

Cunning Action. On each of its turns, the tzitzi-ya-ku can use a bonus action to take the Dash, Disengage, or Hide action.

Displacement. The tzitzi-ya-ku projects an 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 tzitzi-ya-ku is incapacitated or has a speed of 0, or when any number of duplicates are active.

False Pack The tzitzi-ya-kus has advantage on attack rolls against a creature if it has at least one duplicate within 5 feet of the creature.

Pounce. If the tzitzi-ya-ku moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is prone, the tzitzi-ya-ku can make one talon attack against it as a bonus action.

Standing Leap. The tzitzi-ya-ku's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The tzitzi-ya-ku makes two attacks: one bite attack and one with its tail.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 8 (2d8 - 1) piercing damage.

Talon. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (2d6 - 1) Slashing damage.

Tail. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (2d6 - 1) bludgeoning damage.

Blinding spit. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) acid damage. A creature hit by this attack make DC 15 Dexterity saving throw or be blinded until the end of their next turn. As an action a creature can wipe the spit away, ending the blind condition.

Mesmerizing Flash (Recharge 6). The tzitzi-ya-ku wraps its fins around its head as pulsing lights and intricate patterns swirl around. Each creature that can see the tzitzi-ya-ku must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature becomes charmed for 1 minute; While the target is charmed in this way, a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself and the tzitzi-ya-ku.

    On the tzitzi-ya-kus subsequent turns, it must use its action to maintain control, or the effect ends. Also, the target repeat the saving throw at the end of each of its turns. On a success, the effect ends.

Strobing Flash (3/day). The tzitzi-ya-ku wraps its fins around it head and emits a series of patterned flashes. Three illusory duplicates of the tzitzi-ya-ku appear in the nearest unoccupied space; these duplicates are indistinguishable from the real tzitzi-ya-ku. On the tzitzi-ya-kus turn, it can mentally command the duplicates to move up to its movement speed (no action required). While a duplicate is out the tzitzi-ya-ku can act as though it were in that space, any damage dealt while a duplicate is out is considered magical.

    Each time a creature Targets the tzitzi-ya-ku with a spell or an Attack, roll a d20 to determine whether the creature attacked one of the duplicates.

    If there are three duplicates, a roll of 6 or higher changes the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

    A duplicate's AC is equal to the tzitzi-ya-kus AC. If an Attack hits a duplicate, the duplicate is destroyed and the attacking creature takes the damage the would be dealt as psychic damage. A duplicate can be destroyed only by an Attack that hits it. It ignores all other damage and Effects.

    A creature is unaffected by this ability if it can perceive illusions as false, as with truesight. If this ability is used again before all the duplicates are destroyed, then the maximum number of duplicates is restored.

Legendary Actions

The Jester Tzitzi-Ya-Ku 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 Jester Tzitzi-Ya-Ku regains spent legendary actions at the start of its turn.

Move. The tzitzi-ya-ku moves up to its speed without provoking opportunity attacks.

Attack. The tzitzi-ya-ku makes one talon or one spit attack.

Detect. The tzitzi-ya-ku makes a Wisdom (Perception) check.



Jester Tzitzi-Ya-Ku

Challenge Rating 6                                Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-6 1-4 J.Tzitzi-Ya-Ku Scale (A,W)
7-11 5-8 J.Tzitzi-Ya-Ku Hide (A,W)
12-14 9-11 J.Tzitzi-Ya-Ku Claw (A,W)
15-19 12-13 J.Tzitzi-Ya-Ku Photophore (A,W)
14-16      Med Monsterbone      (O)
17-19 Dash Extract (O)
20 20 J.Tzitzi-Ya-Ku Gem (A,W)

Made by Amellwind


ARMOR MATERIAL EFFECTS
J.Tzitzi-Ya-Ku Scale
While you wear this armor in dim light, a rorschach mask magically appears on your face. The mask displays a constantly morphing inkblot based on the ambiguous designs.

J.Tzitzi-Ya-Ku Hide
You suffer no harm from temperatures as warm as 120 degrees Fahrenheit while you wear this armor. You have a +2 bonus to Investigation checks while you wear this armor.

J.Tzitzi-Ya-Ku Claw
Jump Master+. While wearing this armor, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

J.Tzitzi-Ya-Ku Photophore
Whenever you make a saving throw against the blinded condition you do so with a +2 bonus.

J.Tzitzi-Ya-Ku Gem
While you're wearing this armor, you can speak its command word as an action to cast the blur spell. Once you use this property, you can't use it again until you finish a long rest.

WEAPON MATERIAL EFFECTS
J.Tzitzi-Ya-Ku Scale
You have a +2 bonus to Performance checks while you are attuned to this weapon.

J.Tzitzi-Ya-Ku Hide
While you hold this weapon, you can use an action to speak this weapon's command word to ignite the magic in it, causing it to flare brilliantly. Each creature within a 10-foot radius of you that can see you, must use their reaction to shield their eyes or be blinded until the end of their next turn.

J.Tzitzi-Ya-Ku Claw
While attuned to this weapon you know the minor illusion cantrip (spell save DC 12).

J.Tzitzi-Ya-Ku Photophore
This weapon has 3 runes. When you hit a creature, you can expend 1 of its runes to have the target make a DC 14 Constitution saving throw. On a failed save, the target is blinded for 1 minute. This weapon regains 1 expended rune daily at dawn.

J.Tzitzi-Ya-Ku Gem
Critical Clone. When you make a weapon attack with this weapon, and roll a 20 for the attack roll, a duplicate of yourself appears as if by the mirror image spell.


OTHER MATERIAL EFFECTS
Med Monsterbone
Rare armor upgrade material.

Dash Extract
Crafting material for mega dash juice.



Heat Wave Lagombi

Large beast (Fanged), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 136 (13d10 + 65)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 6 (-2) 9 (-1) 8 (-1)

  • Saving Throws Con +9
  • Skills Acrobatics +6, Perception +3, Survival +3
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 13
  • Languages
  • Challenge 9 (5,000 XP)

Pink Belly. The heat wave lagombi is accustomed to moving through volcanic environments, as such it ignores difficult terrain for ash, crags, as well it is immune to other hot weather effects.

Keen Hearing. The heat wave lagombi has advantage on Wisdom (Perception) checks that rely on hearing.

Hot Flash. The heat wave lagombies reflexes and agility allow it to move with a burst of speed. When it moves on its turn in combat, it can double its speed while traveling in a straight line. If the heat wave lagombi runs into a creature after moving at least 20 feet, the creature must make a DC 16 Strength saving throw or be knocked prone. The heat wave lagombi cannot use this skill again until it moves 0 feet on one of its turns.

Heated Body. Any creature that touches the heat wave lagombi, is knocked prone by the Hot Flash ability, or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Evasion. If the heat wave lagombi is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the heat wave lagombi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Multiattack. The heat wave lagombi makes three claw attacks. It can replace one of these attacks with its lava rock attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) fire damage.

Lava Rock. Ranged Weapon Attack: range 100 ft., Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a DC 14 Dexterity saving throw or take 7 (1d6 + 4) bludgeoning damage plus 10 (4d4) fire damage.

Its rather rare to see a case of subspecies diverge in such an extreme direction. In most cases of tundra related species we find that the subspecies would diverge into the desert, such as the Sandstorm Barrioth and the Tigerstripe Zamtrios.

The Heatwave Lagombi seems to have adapted to it's new environment with a harsh diet of hot peppers and fire bugs. The new eating habits has caused an evolution of its stomach to develop a weaker version of a flame sac found in fire breathing Wyverns. This underdeveloped organ absorbs the mass quantities of heat generated by the food and redistributes it throughout its body; the excess heat can be seen radiating off its body and excessively through its pink belly, giving off a type soft glow.

To combat from overheating, the lagombis body has had to shed layers of fat. Its skin has also hardened up to allow it so slide over the significantly harder and rougher surface of the volcanic landscape. This combination has allowed the lagombi to become more agile and resilient.

Most of the lagombies fur has been singed off while whatever is left seems to have been blackened with sulfur and soot giving its ears, claws, feet, and nose a 'burnt' appearance. The claws however are more than just for show as it seems the lagombi can release excess heat through its hands, making its claw attacks much more volatile. Because the lagombi is used to the heat, this allows the lagombi to actually lift near molten rocks out and hurl them at any creature it deems a threat.

On a side note, I cant help but feel that there is an ecological niche that has been missed with this discovery. As if theres a subspecies in between. If that's true, perhaps that could be a clue to a new undiscovered subspecies to the Barrioth and Zamtrios.



Heat Wave Lagombi

Challenge Rating 9                                Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-7 1-3 HW.Lagombi Pelt (A)
8-11 4-10 HW.Lagombi Plastron (A,W)
12-13 11-15 HW.Lagombi Fireclaw (A,W)
14-15 16-18 HW.Lagombi Jumbo Bone (W,O)
16-20 19-20 HW.Lagombi Ear (A,W)

Made by Amellwind


ARMOR MATERIAL EFFECTS
HW.Lagombi Pelt
Volcanic Ecologist. When you successfully gather a resource in a volcanic region, you instead gather 2.

HW.Lagombi Plastron
While attuned to this armor you can move across and climb volcanic surfaces without needing to make an ability check. Additionally, difficult terrain composed of ash, crags, or lava doesn't cost it extra moment.

HW.Lagombi Fireclaw
Evade Extender (M). You have a +2 bonus to Dexterity saving throws while you wear this armor.

HW.Lagombi Ear
You have resistance to fire damage while you wear this armor.


WEAPON MATERIAL EFFECTS
HW.Lagombi Pelt
While holding this weapon it emanates heat in a 1-foot area around it. The heat could keep you warm on a cool day, or slowly melt 1-cubic-foot of ice over the course of an hour.

HW.Lagombi Plastron (Light bowgun only)
When you hit a creature or flammable object with your fire ammo, it ignites. Until a creature takes an action to douse the fire, the burning creature takes 2 (1d4) fire damage at the start of each of its turns. You can use this property a number of times equal to your proficieny modifier, regaining all expended uses when you finish a long rest.

HW.Lagombi Fireclaw
While you are holding this weapon, you can use an action to make this weapon deal fire damage instead of its normal damage type. This effect lasts one hour and cannot be used again until you have finished a long rest. You can use another action to end the effect before the duration expires.

HW.Lagombi Jumbo Bone
Your weapon deals an extra 1d6 bludgeoning damage.

HW.Lagombi Ear (Sorcerer & Wizard only)
Mini-Bombardier. This weapon has 5 runes. While holding it, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: burning hands (1 rune) scorching ray (2 runes), aganazzar's scorcher (2 runes), or flaming sphere (2 runes). This weapon regains 1d4 + 1 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.


OTHER MATERIAL EFFECTS
HW.Lagombi Jumbo Bone
Uncommon armor upgrade material.



Barrier Reef Uragaan

Gargantuan beast (Brute), Unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 232 (15d20 + 75)
  • Speed 30 ft., swim 30 ft.

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

  • Saving Throws Con +11, Cha +6
  • Skills Perception +7
  • Damage Resistances fire
  • Damage Immunities poison
  • Senses passive Perception 17
  • Languages
  • Challenge 19 (22,000 XP)

Amphibious. The Uragaan can breathe air and water.

Bountiful Reef. All Uragaan carry various amounts of aquatic life amidst their reefs, so much so that the it affects the type of damage that its tidal wave, roll, and fling do. Roll 1d6 to determine the type of damage and condition that each move will do. 1-2 poison/poisoned, 3-4 lightning/paralysis, 5-6 thunder/stunned.

Legendary Resistance (2/day). If the Uragaan fails a saving throw, it can choose to succeed instead.

Sharp body. A creature that touches the Uragaan or hits it with a melee attack while within 5 feet of it takes 7 (3d4) piercing damage.

Underwater camouflage. The Uragaan has advantage on Dexterity (Stealth) checks made to hide underwater.

Urchin friendly. The Uragaan had advantage on rolls to avoid being poisoned, stunned, or paralyzed.

Actions

Multiattack. The Uragaan makes one tail attack and two chin slam attacks.

Chin Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning 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 the Uragaan can't make another chin slam attack.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage and the target must succeed on a DC 19 or be poisoned with water blight until then end of its next turn.

Roll (Recharge 5-6). The Uragaan rolls its body into a wheel and moves up to its speed, during this move it may move through other creatures without provoking opportunity attacks. Any creatures the Uragaan moves through must succeed on a DC 19 Dexterity saving throw or take 24 (7d6) bludgeoning damage plus 24 (7d6) ??? damage, and suffer from the condition for 1 minute; The condition and type of damage is based on the Bountiful Reef ability. A creature can repeat the saving through at the end of their turn, on a success the condition ends.

Fling. The Uragaan can fling an object from its reef or one medium or smaller object or creature that is in a grapple with the Uragaan up to 30 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 7 (1d4 + 5) bludgeoning damage and 7 (1d4 + 5) ??? damage for every 10 feet it was thrown. If the target was thrown at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone as well as suffer from a condition for 1 minute. The condition and type of damage is based on the Bountiful Reef ability. A creature can repeat the saving through at the end of their turn, on a success the condition ends.

Tidal wave (2/per Long rest). The Uragaan releases a wave of water from its underside in a 30-foot radius around it. Each creature in that area must make a DC 19 Dexterity saving throw, taking 33 (6d10) cold plus 33 (6d10) ??? damage and gets pushed 30 feet away from the Uragaan on a failed save and suffer from the condition for 1 minute, on a success and the creature takes half damage, is only pushed 10 feet, and does not suffer from the condition. The condition and type of damage is based on the Bountiful Reef ability. A creature can repeat the saving through at the end of their turn, on a success the condition ends.

Legendary Actions

The Uragaan 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 Uragaan regains spent legendary actions at the start of its turn.

Attack. The Uragaan makes a Chin Slam attack.

Move. The Uragaan moves up to its speed.

Attack (Cost 2). The Uragaan makes a tail or Fling attack.

Call of the reef (cost 3) (Recharge 6). The Uragaan calls for aid, summoning 1 (1d2) Royal Ludroth.



Barrier Reef Uragaan

Challenge Rating 19                                Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-4 1-5 B.Uragaan Carapace (A,W)
5-9 6-9 B.Uragaan Scale (A,W)
10-11 Coral Reef Stone (A,W)
10-14 12-15 B.Uragaan Scute (A,W)
16-18 B.Torrent Sac (A,W)
15-17 19-20 B.Uragaan Marrow (W)
18-19 B.Uragaan Jaw (A,W)
20 B.Uragaan Ruby (A)

Made by Amellwind


ARMOR MATERIAL EFFECTS
B.Uragaan Carapace
While you are attuned to this armor, you have a swimming speed of 30 feet and you have advantage on Dexterity (Stealth) checks made to hide underwater.

B.Uragaan Scale
Constitution. The duration from slowing effects, such as the slow spell or a copper dragon's breath attack, are reduced by half while you wear this armor.

Coral Reef Stone
You have advantage on saving throws to avoid being poisoned, stunned, or paralyzed.

B.Uragaan Scute
Guard. You cannot be pushed or knocked backwards while you wear this armor.

B.Torrent Sac
You are immune to cold damage while you wear this armor.

B.Uragaan Jaw.
Stamina Surge+2. While wearing this armor, you can use an action to cast the haste spell from it once per day, but can target only yourself when you do so and you gain 1 level of exhaustion when the spell ends.

B.Uragaan Ruby
Barrier Reef Uragaan Protection. When you must make a saving throw while in the water or when taking the dodge action, you can use your Armor Class in place of making the roll. You can use this property four times, regaining all uses when you finish a long rest.


WEAPON MATERIAL EFFECTS
B.Uragaan Carapace
Abnormal Status Atk up (L). Whenever you inflict a condition on a creature or object that has a duration of 1 minute or longer, the maximum duration of the condition is increased by 30 seconds.

B.Uragaan Scale
Carver. You have advantage on your first carve attempt on a creature while you are attuned to this weapon.

Coral Reef Stone
Coalescence. Whenever you succeed on a saving throw to end a condition, you gain a +1 bonus to your attack rolls and spell save DC, and your weapon or spell attacks deal an extra 1d4 cold, fire, or lightning damage (your choice) until the end of your next turn.

B.Uragaan Scute
Partbreaker+3. You deal an extra 1d10 damage when you critically hit with this weapon.

B.Torrent Sac
When you cast a spell that deals cold damage, it deals an extra 1d6 cold damage.

B.Uragaan Marrow
When you finish a long rest choose one of the following damage types: poison, lightning, or thunder. Your weapon deals an extra 1d8 damage of the chosen damage type.

B.Uragaan Jaw (Bowgun only)
Spread up+. When you hit a creature with spread ammo and they are within half your normal bowgun range, increase the damage die size by 1. Additionally instead of splitting the damage, the target takes full damage from the spread ammo and each adjacent creature must succeed on a Dexterity saving throw equal to your ammo save DC. On a failed save, the target is dealt the same damage as the target. On a successful save, the target takes half as much damage as the target.

Moon Howler Zinogre

It is said, that when the moon is full and looms over the land at its highest point, you can hear a lonesome howl echo into the stars. It draws all wildlife out of their dens and nest with its loving tone as they bask in a moment of peace and tranquility. Those few who are fortunate enough to be out in the wilds and hear the howl tell stories of even the most violent monsters stopping to lounge is its tender grasp.

Unfortunately some elders tell us a different truth. This howl is not one of warmth and affection but rather, a cry of despair and exhaustion; a call from a creature longing for death.

According to the sparse text and tales of elder wyverians, somewhere out there is lives a Zinogre that has out lived even the oldest of the veggie elders; a Zinogre that does not share a relationship with Thunderbug nor Fulgerbugs, but instead is the host to Godbugs, insects that are said to live a millennium.

They don’t know how this symbiosis came to be, they only tell stories of ancient hunters attempting to hunt or capture the monster. However unlike other monsters that simply fight to their end, this one seems to hunt back.

The stories tell of the ancient hunters chasing an elderly looking Zinogre through various environments. They would fall into hazardous pitfalls, get snared by sappy vines, or find themselves dodging random falling boulders. These perils had signs of a craftsman but were clearly of a different origin; they were intricate but blended in with their surrounding elegantly. Nothing advanced like the ancient hunters used but too complex for lynians.

Once the hunting party was wounded enough the Zinogre would suddenly stop running and begin to fight back. Its fur held no spark and it attacked with no elements. There are only shredded accounts from the ancient hunters when they called the guild for aid, but even so it seems unreasonable.

“S.O.S … separated from team … it took our weapons … something hunting us … it knows us … IT UNDERSTANDS US … tricked us into traps … send all guild knights … it cannot die.”

From what the archives state there are no known reports from first hand witnesses. Only the stories of the ancient wyverians and the tattered SOS notes of the old hunters. One ancient wyverian even claims that she saw the Zinogre. She even has a rough sketch of the Zinogre making the traps for hunters to get caught in, although this claim was never proven as seems to have misplaced it.

The few remaining wyverians that passed down these stories say this Zinogre is one of a kind. They have given it the name, “Moon Howler Zinogre”. According to them, even if hunters did manage to “kill” it, the godbugs would never allow their host to die; they’d give their life force and resurrect the Zinogre, allowing the creature to grow smarter through its failures to hunt the hunters that failed to bring it peace.

Trap Setup

The trap section for the Zinogre is vague to allow you to come up with whatever trap you can think of based on the environment that the monster is currently in. When fighting the Moon Howler Zinogre keep in mind that this particular monster is used to fighting hunters and is meant to have a number of traps set up before the fight. These traps can be found based on a perception check of the same save DC on the table below unless the players can see the Zinogre make the trap.

Trap Danger Save DC Attack Bonus
Setback 10-11 +3 to +5
Dangerous 12-15 +6 to +8
Deadly 16-20 +9 to +12
Character Level Setback Dangerous Deadly
1st - 4th 1d10 2d10 4d10
5th - 10th 2d10 4d10 10d10
11th - 16th 4d10 10d10 18d10
17th - 20th 10d10 18d10 24d10


Moon Howler Zinogre

Huge beast, Chaotic Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 246 (17d12 + 136)
  • Speed 40 ft., climb 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 26 (+8) 18 (+4) 20 (+5) 11 (+0)

  • Saving Throws Con +15, Int +11, Wis +12
  • Skills Insight +12, Investigation +11, Perception +12, Stealth +8, Survival +19
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 22
  • Languages understands Common but cannot speak.
  • Challenge 22 (41,000 XP)

Evasive Footwork When you move, you can expend one tactician die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack You can expend one tactician die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the tactician die to the attack's damage roll.

Menacing Attack When you hit a creature with an attack, you can expend one tactician die to attempt to frighten the target. You add the tactician die to the attack's damage roll, and the target must make a DC 20 Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Precision Attack When you make an attack roll against a creature, you can expend one tactician die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack When you hit a creature with an attack, you can expend one tactician die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a DC 19 Strength saving throw. On a failed save, you push the target up to 15 feet away from you in a direction of your choice.

Trip Attack When you hit a creature with an attack, you can expend one tactician die to attempt to knock the target down. You add the tactician die to the attack's damage roll, and if the target is Large or smaller, it must make a DC 19 Strength saving throw. On a failed save, you knock the target prone.

Cunning Action. On each of its turns, the Zinogre can use a bonus action to take the Dash, Disengage, or Hide action.

Hardened Mind and Body. The Zinogre has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

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

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

Legendary Resistance (3/day). If the Zinogre fails a saving throw, it can choose to succeed instead.

Regeneration. The Zinogre regains 11 (1d6 + 8) hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The Zinogre makes three attacks, two with its claws and one with its tail.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target is grappled (escape DC 19).

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Fling. The Zinogre throws one medium or smaller object or a creature that is in a grapple with the Zinogre is thrown up to 30 feet in a direction of the Zinogres choosing and is knocked prone. If a thrown target strikes a solid surface, the target takes 6 (1d4 + 4) bludgeoning damage and and additional 6 (1d4 + 4) damage for every 10 feet it was thrown. If the target was thrown at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone as well.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.

Reactions

True Parry. The Zinogre adds +7 to its AC against one attack that would hit it. To do so, the Zinogre must see the attacker.

Legendary Actions

The moon howler zinogre 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 moon howler zinogre regains spent legendary actions at the start of its turn.

Attack. The Zinogre can make a Bite, Claw or Fling attack.

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

Focus (Costs 2). You regain one tactician die.

Hunter Trap (Cost 3). The Zinogre quickly makes an improvised trap on the field that is visible to any creature that can see the Zinogre make it. The trap takes up a 5 foot space. Any creature other than the Zinogre that steps on the trap must succeed a dexterity saving throw or take the traps damage. The trap is immediately destroyed on a success or failure.

Damage and DC are based on the trap table.



Moon Howler Zinogre

Challenge Rating 22                                Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-2 1-2 Godbug x4 (O)
3-5 3-5 Moon Howler Carapace (A,W)
6-9 6-9 Moon Howler Fur (A,W)
10-12 10-13 Moon Howler Claw (A,W)
13-14 14-17 Moon Howler Shell (A,W)
15-19 Moon Howler Tail (A,W)
20 18 Moon Howler Jasper (A,W)
19-20 Moon Howler Plate (A,W)

Made by Amellwind


ARMOR MATERIAL EFFECTS
Moon Howler Carapace
Stam Recov+. When you take a long rest, you reduce your exhaustion by 3 levels instead of 1.

Moon Howler Fur
Rapid Recovery. While you are attuned to this armor you can use an action to expend a number of hit die to rapidly heal yourself. For every two hit die your expend, you regain (1d# + your Constitution modifier) hit points (where # is equal to your hit die size). Once you use this property, you can't use it again until you finish a long rest.

Moon Howler Claw
Health Boost+. While wearing this armor, your hit point maximum increases by 2 for each character level you have.

Moon Howler Shell
Your Intelligence score is 19 while you wear this armor. It has no Effect on you if your Intelligence is already 19 or higher without it.

Moon Howler Tail (Cleric, druid, ranger only)
While you wear this armor you know the pass without trace spell. If you have to prepare spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Moon Howler Jasper
Iron Wall. You have a +2 bonus to your armor class while you wear this armor.

Moon Howler Plate
Recovery Up+. You regain the maximum number of hit points possible from potions or plants that you consume.


WEAPON MATERIAL EFFECTS
Moon Howler Carapace
While you are attuned to this weapon, any trap you place has its save DC or attack roll increased by 4.

Moon Howler Fur
Awaken. When this material is placed in a weapon that does not deal cold, fire, lightning, necrotic, or thunder damage, it rolls one extra damage die when it hits. For example a shortsword now rolls 2d6 and a greatsword deals 3d6.

Moon Howler Claw
Your weapon deals an extra 1d10 slashing damage.

Moon Howler Shell
Offensive Guard. Whenever you use a reaction that increases your AC, the next attack you make with that weapon deals extra damage equal to the bonus AC the reaction provided.

Moon Howler Tail
Weakness Exploit+. When you have advantage on an attack roll with this weapon and you hit the target, you can have your weapon deal its maximum damage if the lower of the two d20 rolls would also hit the target (all extra damage dice must still be rolled). You can use this property a number of times equal to your Strength or Dexterity modifier (your choice), regaining all expended uses when you finish a short or long rest.

Moon Howler Jasper
When a creature must succeed on a saving throw due to the effect of your weapon attack, increase the save DC by 2.

Moon Howler Plate
Brutality. Your weapon attacks critical hit range is increased by 2 and you deal an extra 1d10 damage when you critically hit with this weapon.


OTHER MATERIAL EFFECTS
Godbug.
Item found in (AGtMH p.74)



Resonating Diablos

Huge Wyvern (flying), Unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 23 (+6) 6 (-2) 14 (+2) 9 (-1)

  • Saving Throws Str +13, Con +12
  • Skills Intimidation +5, Performance +5
  • Damage Resistances piercing, and slashing from nonmagical attacks
  • Damage Immunities thunder
  • Condition Immunities deafened, paralyzed, petrified
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
  • Languages
  • Challenge 20 (25,000 XP)

Bell Toll. When the diablos takes bludgeoning damage or thunder damage, the diablos lets out piercing sound. Each creature within 5 feet of the diablos takes 5 (1d10) thunder damage and gains one resonance charge.

Grounded. When the diablos burrows underground, any creature that has a gained a resonance charge from that monster loses those charges.

Legendary Resistance (3/day). If the diablos fails a saving throw, it can choose to succeed instead.

Resonate. See the resonance table on the page below for the effects that creatures suffer from depending on how many resonance charges they have.

Underground Charge. If the diablos moves at least 20 feet straight toward a creature while underground, it can then make a horn attack as a bonus action.

Unnatural frequency. A melee weapon deals one extra die of its damage as thunder damage when the diablos hits with its attack. (included in the attack). Thunder damage take in this way bypasses resistance to thunder damage and treats immunity to thunder damage as resistance.

Actions

Multiattack. The diablos makes two attacks: one with its horn and one with its tail.

Horn. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 5 (1d10) thunder damage and the target gains one resonance charge.

Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and 4 (1d8) thunder damage and the target gains one resonance charge.

Resonating Roar (Recharge 5-6). The diablos roars out a deep tone causing its horns to reverberate at an intense frequency out in cone of 60 feet. Each creature within 15 feet of the diablos must make a DC 21 Constitution

saving throw, taking 49 (14d6) thunder damage, gains one resonance charge, and be deafened for 1 minute on a failed saving throw, or half as much damage, does not gain a resonance charge, and is not deafened on a successful one. Each creature in the remaining area (beyond 15 feet) must make a DC 16 Constitution saving throw, taking 24 (7d6) thunder damage and gains one resonance charge on a failed save, or half as much damage and does not gain a resonance charge on a successful one.

Legendary Actions

The diablos 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 diablos regains spent legendary actions at the start of its turn.

Attack. The diablos makes a horn or tail attack.

Dig. The diablos burrows underground and moves up to half its burrow speed.

Quake (Costs 2 Actions). The diablos strikes the ground with its maul-like tail, triggering a frequency tremor. All ground in a 30 foot radius becomes difficult terrain until the diablos burrows. All creatures on the ground within 60 feet of the diablos must succeed on a DC 22 Strength saving throw or be knocked prone.

Piercing Roar (Costs 3 Actions). The diablos lets out an ear shattering roar. Each creature that is within 20 feet of the diablos must succeed on a DC 21 Constitution saving throw or be incapacitated until the end of its next turn. If the saving throw fails by 5 or more, the target is instead stunned until the end of its next turn.

Horns of Jericho (Cost 3 actions Recharge 6). The diablos builds up an inner hymn, while pointing its horns into the air and letting out a powerful unstable vibration. At the start of the diablos next turn each creature in a 120-foot-radius centered on the diablos gains one resonance charge and must make a DC 21 Constitution saving throw, taking 42 (12d6) thunder damage and one of the following effects on a failed save:

  • Armor The equipped armor takes a cumulative -1 penalty to the AC based on the number of Resonance charges the creature has. Nonmagical armor reduced to an AC of 10 is rent and cannot be used until repaired. Magical armor reduced to an AC of 10 no longer gains the benefits of any of its properties for one week, but its AC returns to normal after a long rest.

  • Weapon. The weapon takes a cumulative -1 penalty to its attack and damage rolls based on the number of resonance charges the creature has. A nonmagical weapon reduced to -5 to its attack or damage rolls is considered rent and cannot be used until repaired. A magical weapon reduced to -5 no longer gains the benefits of any of its properties for one week, but it becomes a +0 weapon after a long rest.

On a successful save, the creature takes half as much and does not suffer from one of the effects above. A creature made of inorganic material such at stone, crystal, or metal has disadvantage on this saving throw.


Resonance.

When a creature is hit with thunder damage from any of the diablo's attacks or abilities they gain one resonance charge, up to a max of six charges. For each charge of resonance the creature suffers a cumulative penalty based on the 1resonance table.

Resonance Charges Effect
1 The creature has disadvantage on ability checks.
2 At the start of the creature's turns, it must succeed on a DC 15 Constitution saving throw or have their speed halved.
3 The creature can use either an action or a bonus action, not both.
4 The creatures speed is halved. If a creature fails their saving throw at the start of their turn, their speed is reduced to 5 feet.
5 The creature has disadvantage on attacks rolls and saving throws.
6 The creature takes 21 (6d6) thunder damage and its charges are reduced to 0. Damage taken in this way ignores resistances and immunity.

The creatures resonance charge is reduced by 1 every 10 minutes spent without gaining a charge.

Resonance Reduction
  • A creature that is attuned to a Hunting Horn with a rarity of very rare or higher is immune to this trait.
  • When a Hunting Horn plays a melody, it reduces a number of charges for everyone within range based on the number of notes played. A creature does not need to hear the notes in order to have their charges removed.
  • Using a Field Horn reduces a users Resonance charge by two and creatures within 30 feet by one.
  • Using a Small Field Horn reduces a users Resonance charge by one.
  • If a creature has ores or armor spheres with a rarity of very rare or higher on there person and they receive a charge of resonance, a single piece of material is destroyed instead.
Small Field Horn

As a bonus action, when you play this horn, each creature within 30 feet of you must succeed on a DC 12 Wisdom saving throw, that creature will do everything it can on its next turn to move towards you and attack you. This effects only works on Small or smaller creatures.

Jerichos Fix
  • A usage of a whetstone can prevent the effects of "Horns of Jericho" on a weapon once per use.
  • A usage of a mini whetstone or wyvern fang can remove a -1 penalty on a weapon, each use restoring a weapon back to hits normal modifiers.
Whetstone

During a short or long rest you can spend your time sharpening a bladed weapon or reinforcing a bludgeoning weapon. When you hit a creature for the first time after using this item the weapon deals its maximum bludgeoning, piercing, or slashing damage to the target.

Mini Whetstone / Wyvern Fang

As an action you can quickly sharpen or reinforce your weapon. you can add your proficiency bonus to your next damage roll a number of times equal to half of your proficiency bonus (round down).



Resonating Diablos

Challenge Rating 20                                Carves/Capture 4

Carve Chance Capture Chance Material Slots
1-6 1-3 Resonating Carapace (A,W)
7-9 4-5 Resonating Fang (x3 if capture) (A,W)
10 6-11 Resonating Shell (A,W)
11 12-13 Resonating Ridge (A,W)
12-15 14-16 Resonating Tailcase (A,W)
16 17-18 Resonating Marrow (A,W)
19 Blos Medulla (A,W)
17-18 R.Twisted Horn (A,W)
19 R.Majestic Horn (A,W)
20 20 Resonating Stone (O)

Made by Amellwind


ARMOR MATERIAL EFFECTS
Resonating Carapace
HG Earplugs. While you are attuned to this armor, you can use a bonus action to conjure two earplugs in the shape of your choice. While using these earplugs, you ca only hear creatures you choose to be able to hear and you have advantage on saving throws against thunder damage.

Resonating Fang
You gain a burrowing speed of 25 feet while you wear this armor.

Resonating Shell
Wind Resistance. You have resistance to thunder damage and you suffer no ill effects from strong winds (DMG p.110) while you wear this armor.

Resonating Ridge
While you wear this armor, any creature that hits you with a melee weapon, an unarmed strike, or a natural melee weapon takes 1d6 thunder damage.

Resonating Tailcase
While you are wearing this armor, you have tremorsense out to a range of 15 feet.

Resonating Marrow
While you are attuned to this armor, you can speak its command word as an action to conjure a Horn of Valhalla (Silver) (DMG p.175). Once you use this property, you can't use it again until one week passes.

Blos Medulla
Alert. You can’t be surprised while you are conscious.

R.Twisted Horn
While you are attuned to this armor, you can speak its command word as an action to conjure Horn of Blasting (DMG p.174). If the horn is destroyed, it reforms after one week.

R.Majestic Horn
Defenseve Boost (Thunder) While wearing this armor, you gain a +1 bonus to AC, you are immune to thunder damage.


WEAPON MATERIAL EFFECTS
Resonating Carapace
Siege. This weapon deals double damage to objects and structures.

Resonating Fang
Your weapon deals an extra 1d8 piercing damage.

Resonating Shell
While attuned to this weapon, you can use an action to say its command and let out an ear shattering roar. Each creature within 20 feet of you must make a DC 15 Constitution saving throw or be incapacitated until the end of its next turn. If the saving throw fails by 5 or more, the target is instead stunned until the end of its next turn. Once you use this property, you can't use it again until you finish a long rest.

Resonating Ridge
Your weapon deals an extra 1d10 thunder damage.

Resonating Tailcase
When you cast a spell that deals thunder damage, you gain a +3 bonus to its spell attack roll or you increase the spell dave DC by 3

Resonating Marrow (Spellcaster only)
This Weapon has 7 runes. While holding itm you can use an action to expend 1 or more of its runes to cast the thunder wave spell (save DC 17) from it. For 1 runem you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional rune you expend.

This weapon regains 1d6+1 expended runes daily at dawn. If you expend the weapon;s last rune, roll a d20. On a 1, the runes connont recharge for a week.

Blos Medulla
Charger. When you use your action to Dash, you can use a bonus action to shove a creature.

R.Twisted Horn
While you are attuned to this weapon your thunder spells bypass a creatures resistance and immunities.

R.Majestic Horn
Critcal Status (Resonance). When you roll a 20 when you make a weapon attack with this weapon or when you make a spell attack that deals thunder damage, roll a d6 and consult the diablo's resonance table. A 1, 2, & 4 have a duration of 1 minute. A 5, last until the end of their next turn.


OTHER MATERIAL EFFECTS
Resonating Stone
Legendary armor or weapon upgrade material.



Great Bassi

Large beast (Theropod), Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 10 (+0) 10 (+0) 9 (-1)

  • Skills Athletics +4, Performance +3
  • Senses passive Perception 10
  • Languages
  • Challenge 3 (700 XP)

Brute. A melee weapon deals one extra die of its damage when the Great Bassi hits with it (included in the attack).

Pounce. If the Great Bassi moves at least 20 ft. straight toward a target and then hits it with a tail attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Great Bassi can make another bite attack against it as a bonus action.

Wild Melody. When the Great Bassi hits a creature with its tail attack, it can choose to elicit a note, (max of 3) as a bonus action to form a melody. Notes with the same name can't be used in the same melody. Elemental damage also does not stack, but if multiple elemental damage notes are active, the Great Bassi can choose the type of damage. The notes can be stored for 1 minute or until a melody is completed.

As an action the Great Bassi can complete the melody, providing the magical benefits of the notes in the melody to itself, and all allies of the Great Bassi while they are within 20 feet And able to hear the Great Bassi. The melody lasts for 1 minute, until the Great Bassi creates a new melody, is knocked unconscious, or uses a bonus action to end the current melody.

Wild Chime. As an action the Great Bassi can whistle into its tail to activate a single note melody. When the Great Bassi does, the Great Bassi and its allies that remain within 20 feet of it, gain the benefit of a note of your choice for 1 minute.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) piercing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Alpha Alarm (1/day). The Great Bassi calls out for help and 2d6 Bassi appears to assist it.

Bassi Melodies

2d8-1 Melody Effect
1 Damage up (s) +1 bludgeoning, slashing, and piercing damage
2 Movement up (s) Walking speed is increased by 5 ft.
3 Skill up (s) +1 to attack bonus
4 Defense up (s) +1 bonus to AC
5 Fire Attack up (s) +2 fire damage
6 Cold Attack up (s) +2 cold damage
7 Lightning Attack up (s) +2 lightning damage
8 Poison Attack up (s) +2 poison damage
9 Acid Attack up (s) +2 acid damage
10 Thunder Attack up (s) +2 thunder damage
11 Force Attack up (s) +2 force damage
12 Psychic Attack up (s) +2 psychic damage
13 Radiant Attack up (s) +2 radiant damage
14 Necrotic Attack up (s) +2 necrotic damage
15 Affinity Up Critical hit range is increased by 1
Great Bassi exclusive Melodies
  • Temperate. Allies suffer no harm from extreme cold or extreme heat
  • Water Walking. Allies can stand on and move across any calm liquid as if it were solid ground
  • Damage up (L). +3 bludgeoning, slashing, and piercing damage

The Great Bassi and its gang

Rumored to be the initial inspiration for the Hunting Horn, the rare Great Bassi roams the lands in its traveling packs called "Gangs". Not much in known about the Great Bassi or its smaller troupes, Bassi, but the normal sign of Bassi's nearby is their band of wild unceremonious songs being played as they run around wildly playing their notes.

A Bassi is able to play and elicit the notes through their porous spined bone tail by simply swinging it around allowing the wind to naturally funnel in and produce its sound. Other than the Great Bassi, smaller Bassi can only Elicit a single note and since every Bassi's tail develops differently not all Bassi are able to play the same songs.

Unlike other the other Theropod families strength does not determine the pack leader. What determines a Great Bassi is the amount of notes the individual bassi can play. Its gang would allow it larger portions of food hoping for it to grow in size and allowing its tail to be able to produce more notes.

Due to the creatures rarity not much else is known about the Bassi's Behavior. However it is speculated that their is no limit to the Bassi's tail size or the potential notes the Bassi can play since their tails porousness is completely random and grows new paths as the creature gorws in size.

A forewarning for those seeking to fight a gang of Bassi. Individually there power is weak but their true strength comes when they work together, as their songs can vary wildly and overwhelm a hunter if they are outnumbered.



Bassi

Medium beast (Theropod), Unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 7 (-2) 8 (-1) 5 (-3)

  • Skills Athletics +4
  • Senses passive Perception 9
  • Languages
  • Challenge 1 (200 XP)

Brute. A melee weapon deals one extra die of its damage when the Bassi hits with it (included in the attack).

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

Wild Melody. When the Bassi hits a creature with its tail attack, it can choose to elicit a note, (max of 1) as a bonus action to form a melody. Notes with the same name can't be used in the same melody. Elemental damage also does not stack, but if multiple elemental damage notes are active, the Bassi can choose the type of damage. The notes can be stored for 1 minute or until a melody is completed.

Wild Chime. As an action the Bassi can whistle into its tail to activate a single note melody. When the Bassi does, the Bassi and its allies that remain within 20 feet of it, gain the benefit of a note of your choice for 1 minute.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.


Great Bassi

Challenge Rating 3 Carves/Captures 2

Carve Chance Capture Chance Material Slots
1-2 - G.Bassi Scale (A)
3-5 1-5 G.Bassi Air Sac (O)
6-12 6-8 G.Bassi Hide (A)
13-17 9-11 G.Bassi Claw (W)
18-19 12-19 G.Bassi Head Feather (A,W)
20 20 G.Bassi Tail Casing (A,W)

ARMOR MATERIAL EFFECTS
G.Bassi Scale
You have a +2 bonus to Performance checks while you wear this armor.

G.Bassi Hide
While you wear this armor, the first time you take elemental damage in a round, the amount is reduced by 3.

G.Bassi Head Feather
Luck. Roll a d20 at the end of a successful hunt. On a 18-20, you get one additional material from the creature.

G.Bassi Tail Casing
Evade extender. You have a +1 bonus to Dexterity saving throws while you wear this armor.


WEAPON MATERIAL EFFECTS

G.Bassi Claw
While attuned to this weapon, the first time you deal elemental damage in a round, the amount is increased by 3.

G.Bassi Head Feather
Palico Rally. NPC allies within 10 feet of you gain +1 AC and +1 to attack rolls while you are attuned to this weapon.

G.Bassi Tail Casing (Hunting Horn Only)
While attuned to this weapon, when using the skill Single Note melody, you can play an additional note. You can use this property twice, regaining all expended uses when you finish a short or long rest.


OTHER MATERIAL EFFECTS
G.Bassi Air Sac (Hunting Horn Only)
When you activate your hunting horn melody, you can double its range, you can use this feature twice per long rest.


Bassi

Challenge Rating 1 Carves 1

Carve Chance Material Slots
1-3 Bassi Scale (A)
4-6 Bassi Air Sac (O)
7-14 Bassi Claw (W)
15-18 Sm Monsterbone (O)
19-20 Bassi Tail Casing (O)

ARMOR MATERIAL EFFECTS
Bassi Scale
You have a +1 bonus to Performance checks while you wear this armor.


WEAPON MATERIAL EFFECTS
Bassi Claw
While attuned to this weapon, the first time you deal elemental damage in a round, the amount is increased by 1.


OTHER MATERIAL EFFECTS
Bassi Air Sac (Hunting Horn Only)
When you activate your hunting horn melody, you can double its range, you can use this feature once per long rest.

Sm Monsterbone.
Uncommon weapon upgrade material.

Bassi Tail Casing (Trinket Only)
Once per long rest, you can activate your trinket as a bonus action and play a random melody from the Bassi Melodies table. This melody last for 1 minute and has a range of 15 feet.


Great Apypos

Large beast (theropod), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 30 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 6 (-2)

  • Skills Athletics +6
  • Senses darkvision 60 ft. passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

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

Keen Sight. The Great Apypos has advantage on Wisdom (Perception) checks that rely on sight.

Pounce. If the Great Apypos moves at least 20 ft. straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Great Apypos can make another bite attack against it as a bonus action.

Sand Walker The Great Apypos ignores difficult terrain on muddy and sandy environments that are not magical.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage.

Mud Glob. The Great Apypos spits a glob of thickened mud at a location within 60 feet of it; this location becomes difficult terrain. Each creature within a 5-foot radius of that location must succeed a DC 14 Constitution saving throw suffer from the muddy condition for 1 minute. A creature can repeat this saving throw at the end of there turn to shake off the excess mud.

Alpha Call (1/day). The Great Apypos calls out for help and 3 (1d6) Apypos appears to assist it.


Apypos

Medium beast (theropod), unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

  • Senses darkvision 60 ft. passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

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

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

Sand Walker. The Apypos ignores difficult terrain on muddy and sandy environments that are not magical.

Actions

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

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


Condition: Muddy

  • A creature, object, or area who is muddied, is covered in thickened soil. This conglomeration can be attacked and destroyed (AC 8; hp 20; vulnerability to cold damage; immunity to fire damage), ending the muddied condition on the creature.
  • A creature who is muddied treats all terrain as difficult terrain.
  • The creature cannot make an attack or action that requires their hands or use spells that require somatic components.


Great Apypos

Challenge Rating 2 Carves/Captures 2

Carve Chance Capture Chance Material Slots
1-2 - G.Apypos Scale (A)
3-5 1-4 G.Apypos Blue Mud Sac (W,O)
6-12 5-7 G.Apypos Hide (A)
13-17 8-10 G.Apypos Stub Claw (W)
18-19 11-17 G.Apypos Chin Figure (A,W)
20 18-20 G.Apypos Head Dress (A)

ARMOR MATERIAL EFFECTS
G.Apypos Scale
You have a +1 bonus to History checks while you wear this armor.

G.Apypos Hide
You reduce cold damage you take by 3 while you wear this armor.

G.Apypos Chin Figure
You have a +1 bonus to Intelligence saving throws while wearing this armor.

G.Apypos Head Dress
Once per day, while attuned to the armor, you may harvest from a resource node once without it counting towards the total number of resources you can gather.


WEAPON MATERIAL EFFECTS
G.Apypos Blue Mud Sac
When you hit a creature with this weapon, it must succeed on a DC 12 Constitution saving throw or become muddied for 1d4 turns or until they take damage. Once you use this property, you cannot use it again until you finish a short or long rest.

G.Apypos Stub Claw
Your bludgeoning weapon deals an extra 1 bludgeoning damage.

G.Apypos Chin Figure (Magus staff only)
While attuned to this weapon you know the shape water cantrip.


OTHER MATERIAL EFFECTS
G.Apypos Blue Mud Sac
Fertile Soil Crafting ingredient that can be used as a substitution for any common or uncommon plant or mushroom.



Avalanche Dodogama

Large Fanged, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 184 (16d10 + 96)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 22 (+6) 5 (-3) 12 (+1) 10 (+0)

  • Saving Throws Str +10, Con +10
  • Skills Intimidation +4
  • Damage Immunities cold
  • Senses passive Perception 11
  • Languages
  • Challenge 10 (5,900 XP)

Charge. If the Dodogama moves at least 20 ft. straight toward a target and then hits it with a Bite attack on the same turn, the target takes an extra 9 (2d8) damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Cold Burn. If the Dodogama takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. For that turn all cold damage from the Dodogamas attacks now deal fire damage and frozen stones damage is now 2d8. Any creature hit with the frozen stone attack during this turn takes 1d4 fire damage at the start of their turn. A creature can end this damage by using its action to make a DC 11 Dexterity check to extinguish the flames.

Ice Walker. The Dodogama is accustomed to moving through the frozen tundras, as such it ignores difficult terrain for snow, ice, and other cold weather effects.

Actions

Multiattack. The Dodogama makes two Bite attacks. When subjected to the Cold Burn ability, it can instead make one bite attack and one Frozen stone attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) Cold damage.

Frozen Stone. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 7 (2d6) cold damage. On a miss a 5ft area next to the target creature becomes difficult terrain.

Avalanche (Recharge 6). The Dodogama spits out a combination of Snow, rock, and mucus in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 14 (4d6) cold damage and 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by by 5 or more they are afflicted by iceblight, 10 or more they are considered tarred.



Avalanche Dodogama

Challenge Rating 10 Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-3 1-3 Lg Monster Bone+ (O)
4-6 4-7 A.Dodogama Hide (A,W)
7-9 8-9 A.Dodogama Jaw (W)
10-12 Nourishing Extract (O)
10-14 13-17 A.Dodogama Scale (A)
15-17 A.Dodogama Tail (A,W)
18-20 18-20 A.Dodogama Talon (A,W)

ARMOR MATERIAL EFFECTS
A.Dodogama Hide
While you are wearing this armor, you can use your reaction or bonus action to gain resistance to fire or cold damage until the end of your next turn. You can use this property twice, regaining all uses when you finish a long rest.

A.Dodogama Scale
You have a +3 bonus to survival checks while you wear this armor.

A.Dodogama Tail
Whenever you make a saving throw against an attack or spell that deals fire or cold damage, you do so with a +2 bonus.

A.Dodogama Talon
Critical Element. When you critically hit with a weapon or spell that deals cold or fire damage, you deal an extra 1d8 damage of that type.


WEAPON MATERIAL EFFECTS
A.Dodogama Hide
While attuned to this weapon, you gain a +1 bonus to your spell attack rolls when casting cold spells.

A.Dodogama Jaw (If the spell is apart of your spell list)
You know an augmented version of the fire bolt cantrip that deals cold damage while attuned to this weapon.

A.Dodogama Tail (If the spell is apart of your spell list)
Mini-Bombardier. This weapon has 5 runes. While holding it, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: burning hands (1 rune) scorching ray (2 runes), aganazzar's scorcher (2 runes), or flaming sphere (2 runes). This weapon regains 1d4 + 1 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week. A spell cast in this way can deal Fire or Cold damage.

A.Dodogama Talon
Your weapon attacks deal an additional 1d6 cold damage. When you take fire damage, until the end of your next turn, you deal an additional 1d6 fire damage.


OTHER MATERIAL EFFECTS
LG Monster Bone+
Very rare armor upgrade material.

Nourishing Extract
A material that replaces the catalyst for crafting demondrug or armorskin potions. It can also be used in place of mega nutrients when crafting max potions or ancient potions.



Generator Bulldrome

Large beast (Fanged), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 2 (-4) 7 (-2) 7 (-2)

  • Saving Throws Dex +6
  • Skills Athletics +4
  • Damage Immunities lightning
  • Condition Immunities paralyzed
  • Senses passive Perception 8
  • Languages
  • Challenge 2 (450 XP)

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

Charge. If the bulldrome moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Motor Charge. When the bulldrome uses the aggressive trait, it gains 1 Motor charge, maximum 3.

Static. When a creature enters a space next to the bulldrome for the first time on a turn or starts its turn in an adjacent space, it takes lightning damage equal to the number of motor charges.

Actions

Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Taser Tusk (Cost 1 motor charge). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage and 2 (1d4) electric damage.

Discharge (Cost 2 Motor charge). The bulldrome releases a flare of electricity in a 10-foot circle centered on itself, striking all creatures around it. Each creature in that area must succeed on a DC 13 Dexterity saving throw, or take 10 (4d4) electric damage and is pushed back 5 feet.

Telepork (Cost 3 Motor Charges). The bulldrome moves at such speed that it seemingly teleports to a space up to 40 feet away in a straight line; this movement does not provoke attacks of opportunity. Each creature in that line must make a DC 14 Dexterity saving throw, taking 13 (3d8) lightning damage on a failed save or half as much damage on a successful one. If a creature fails the save by 5 or more; it is also stunned until the end of its next turn, or paralyzed if it fails its save by 10 or more.

Thrash (Recharge 5-6). The bulldrome thrashes about striking all creatures within 5-foot radius of it. Each creature in the area must make a DC 12 Dexterity saving throw, taking 9 (2d6+2) slashing damage on a failed save or half as much damage on a successful save.



Generator Bulldrome

Challenge Rating 2                             Carves/Capture 3

Carve Chance Capture Chance Material Slots
1 Raw Meat (O)
2-7 1-13 G.Bulldrome Hide (A)
8-12 14-17 Bulldrome Jumbo Bone (O)
13-16 G.Stout Bone (A,W)
17-19 18 G.Bulldrome Tusk (W)
20 19-20 G.Bulldrome Head (A,W)

Made by Amellwind


ARMOR MATERIAL EFFECTS
G.Bulldrome Hide
You have a +1 bonus to Arcana checks while you wear this armor.

G.Stout Bone
You reduce lightning damage you take by 3 while you wear this armor.

G.Bulldrome Head
When you dash while attuned to this weapon, you gain one motor charge. You can have a maximum of three motor charges.

The charges remain for 1 minute, until your speed is reduced to 0, or if you fall unconscious, When you have at least one motor charge, a creature that enters a space next to you for the first time on a turn or starts its turn in an adjacent space, it takes lightning damage equal to the number of motor charges.


WEAPON MATERIAL EFFECTS
G.Stout Bone
Your weapon deals an extra 2 lightning damage.

G.Bulldrome Tusk (Hammer & Lance only)
You gain a +1 bonus to you arrack rolls if you move 20 feet in a straight line towards a creature without taking damage.

G.Bulldrome Head
Fast Charge When you roll for initiative, your greatsword, longsword, or charge blade gains 1 charge, spirit, or phial charge.


OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked.

Bulldrome Jumbo Bone
Uncommon armor upgrade material.



Emerald Rathian

Gargantuan Wyvern (Gem), Unaligned


  • Armor Class 21 (natural armor)
  • Hit Points 332 (19d20 + 133)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 24 (+7) 14 (+2) 17 (+3) 17 (+3)

  • Saving Throws Dex +9, Con +14, Int +9
  • Skills Acrobatics +9, Arcana +9, Deception +10, Perception +10
  • Damage Resistances psychic; bludgeoning, piercing, and slashing from magical attacks
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 20
  • Languages
  • Challenge 23 (50,000 XP)

Emerald terrain. As emeralds shards litter the ground that space becomes magical difficult terrain. When a creature enters the area for the first time on a turn or ends its turn in that area, it takes 2 (1d4) piercing damage plus 2 (1d4) psychic damage.

Flyby. The emerald rathian doesn't provoke an opportunity attack when she flies out of an enemy's reach.

Legendary Resistance (3/day). If the emerald rathian fails a saving throw, it can choose to succeed instead.

Psychotic Emerald Flames. When the emerald rathian successfully makes an attack against a creature, the target suffers the attack’s normal effects, as green fire to leaps from the target to every creature of the emerald rathians choice within 10 feet of the target, taking 11 (2d8 + 2) psychic damage.

Tunneler. The emerald rathian can burrow through solid rock at half its burrow speed and leaves a 20-foot-diameter tunnel in its wake.

Actions

Multiattack. The emerald rathian uses its charming presence. It then makes two attacks: one with her bite and one with her mind stinger. While flying, she uses her talons in place of her bite attack. She can replace any of these attacks with her emerald bolt attack.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage and 10 (3d6) poison damage.

Emerald bolt. Ranged Weapon Attack: +9 to hit, range 80/240 ft., two targets. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) psychic damage.

Tail. Melee Weapon Attack: +14 to hit, reach ??? ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 4 (1d8) psychic damage. If the target is a creature it must succeed on a DC 22 Strength saving throw or be knocked prone.

Talons. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage and 3 (1d6) psychic damage.

Charming Presence. Each creature of the emerald rathian's choice that is within 120 feet of the emerald rathian and aware of it must succeed on a DC 18 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the emerald rathian's Charming Presence for the next 24 hours.

Emerald shell. The emerald rathian flexes its body causing emeralds to point out in all directions. All creatures within 5 feet of the emerald rathian must succeed on a DC 22 Dexterity saving throw or take 7 (2d6) psychic damage plus 7 (2d6) piercing damage or half as much damage on a successful one. Alternatively a creature can use its reaction to avoid damage from this move entirely.

Mind Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 10 (1d6 + 7) piercing damage plus 14 (4d6) poison damage plus 10 (3d6) psychic damage. the target must make a DC 22 Constitution saving throw, or be poisoned for 1 minute. While poisoned in this way, the poisoned creature takes 7 (2d6) poison damage plus 3 (1d6) psychic damage at the start of each of its turns. A creature may repeat its saving throw at the end of its turn, ending the poison on a successful save.

Blazing Emerald (Recharge 5-6). The emerald rathian exhales a heated emerald mass at a point within 90 feet of it which then explodes. Each creature in a 30-foot radius sphere centered on that point must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage, 24 (7d6) slashing damage, 10 (3d6) psychic damage, and 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The 10 foot surrounding area from the selected point becomes Emerald terrain.

Legendary Actions

The emerald rathian 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 emerald rathian regains spent legendary actions at the start of its turn.

Attack. The emerald rathian makes a tail attack.

Fly. The emerald rathian moves up to half its flying speed.

Emerald shell (Cost 2). The emerald rathian uses its emerald shell.

Emerald Rain (Cost 3). The emerald rathian flys up and sheds its scales to rain down below in a 240 foot radius. 10 scales embed themselves into ground. whenever a creature other than the emerald rathian comes within 30 feet of a scale for the first time on a turn or ends its turn there, a scale flies up to strike it. The creature must succeed on a DC 22 Dexterity saving throw or take 3 (1d6) piercing damage plus 3 (1d6) psychic damage. The scale is then destroyed as it leaves behind emerald terrain in a 5ft radius centered around the target.



Emerald Rathian

Challenge Rating 23                               Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-4 1-4 Emerald Scale (A,W)
5 5-7 Psionic Sac (A,W)
6-8 8-13 Emerald Carapace (A)
9 14-15 Emerald Webbing (A)
10 Emerald Spike (A,W)
11-15 16 Emerald Tail (A,W,O)
16-18 17-18 Emerald Wingtalon (A,W)
19 19 Emerald Plate (A,W)
20 20 Rathian Emerald (A,W)

Made by Amellwind


ARMOR MATERIAL EFFECTS
Emerald Scale
Enamoring Nobility. You have advantage on persuasion checks when interacting with nobles while you wear this armor.

Psionic Sac (Spellcaster only)
While you are attuned to this armor, you can use an action to speak its command word to cast the detect thoughts spell using your spell save DC. You can use this property a number of times equal to half your proficiency bonus, regaining all expended uses when you finish a long rest.

Emerald Carapace
You gain a burrowing speed of 20 feet while you wear this armor.

Emerald Webbing
Marathon Runner+. While wearing this armor, your walking speed increases by 10 feet and you ignore difficult terrain if it was not created by a magical effect.

Emerald Spike
Divine Blessing+3. When you take damage you are not immune or resistant to, roll a d10 and reduce the damage you take by the number rolled. You can use this property a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Emerald Tail
Recovery Speed+. Whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. Additionally, you regain all expended hit die when you finish a long rest.

Emerald Wingtalon
Stamina Surge+2. While wearing this armor, you can use an action to cast the haste spell from it once per day, but can target only yourself when you do so and you gain 1 level of exhaustion when the spell ends.

Emerald Plate
You are resistant to poison damage and immune to the poisoned condition while you wear this armor.

Rathian Emerald
You have Immunity to psychic damage while you wear this armor.


WEAPON MATERIAL EFFECTS
Emerald Scale
If you coat this weapon with poison, the poison’s save DC is increased by 2 and the creature has disadvantage on its saving throw against the poison.

Psionic Sac
You know the spike growth spell while attuned to this weapon. If you already know the spike growth spell, then the spell deals an extra 2d4 poison damage plus 2d4 psychic damage.

Emerald Spike
While attuned to this weapon, whenever you would deal poison damage, it is instead dealt as psychic damage.

Emerald Tail
Your weapon deals an extra 1d10 psychic damage.

Emerald Wingtalon
Noble Blade. You have advantage on Intelligence (Religion) checks and you increase any piercing, poison, or psychic damage die your weapon deals by one size. IE: a d6 becomes a d8.

Emerald Plate
You gain a + 2 bonus to your spell attack rolls and spell save DC while attuned to this weapon. This bonus increases to +4 when the spell you are casting deals poison or psychic damage, such as the vicious mockery or poison spray spell.

Rathian Emerald
While attuned to this weapon, you have advantage on attack rolls against a creature that is poisoned.


OTHER MATERIAL EFFECTS
Emerald Tail
Legendary armor or weapon upgrade material.



Blightful Bazelgeuse

Huge wyvern (flying), Unaligned


  • Armor Class 23 (natural armor)
  • Hit Points 324 (24d12 + 168)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 24 (+7) 14 (+2) 15 (+2) 17 (+3)

  • Saving Throws Dex +10, Con +14, Wis +9, Cha +10
  • Skills Athletics +12, Perception +9
  • Damage Resistances cold, fire, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 19
  • Languages
  • Challenge 21 (33,000 XP)

Colorful Carpet. For every 20 feet the Bazelgeuse flies, it dislodges a blightful scale which lands in an unoccupied space directly below it.

Elemental Dive. If the Bazelgeuse is flying and dives at least 30 feet straight toward a target and then hits it with a headbutt attack, the attack deals an extra 4 (1d8) damage to the target, the type of damage is determined based on the current state of the Bazelgeuse.

Blightful Scales. The Bazelgeuse scales, when dislodged from its body, act as a time bomb. On initiative count 20 (Winning all initiative ties) all scales explode dealing 10 (3d6) damage to all creatures in a 5-foot radius of them. The damage dealt is based on the type of scale. in addition each creature hit must make a DC 22 constitution saving throw or be afflicted with the appropriate blight.

Shed. Whenever the Bazelgeuse makes a melee weapon attack it dislodges a blightful scale which lands in an unoccupied space with 5 feet of its location.

Raging Display. While it has 100 hit points or fewer, the Bazelgeuse enters a Rainbow state gaining advantage on attack rolls. In addition, blightful scales grow, increasing their explosion radius by 5 feet, deal an extra 3 (1d6) damage, and the DC to blight increase by 2.

Actions

Multiattack. The Bazelgeuse makes three attacks: one with its headbutt, one with its wing, and one with its tail.

Headbutt. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 4 (1d8) elemental damage.

Wing. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage and 4 (1d8) elemental damage.

Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and 3 (1d6) elemental damage.

Rainbow Comet (Recharge 6). The Bazelgeuse soars 30 feet into the sky while scattering 15 explosive scales in a 60-foot radius around it, that are at least 15 feet apart. It then comes crashing back down to the ground creating a 20-foot wide explosion. Each scale in the explosions area is destroyed, and each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (14d8) elemental damage on a failed save, or half as much damage on a successful one. Any creature that fails the saving throw by 5 or more is afflicted with the appropriate elemental blight.

Legendary Actions

The Bazelgeuse 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 Bazelgeuse regains spent legendary actions at the start of its turn.

Fling. The Bazelgeuse dislodges 3 blightful scales and sends them flying with its tail. Choose a location within 60 feet of the Bazelgeuse, each scale lands in an unoccupied space within 15 feet of that location.

Chromatic Breath (Cost 3 Actions). The Bazelgeuse exhales fire in a 45-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 45 (7d12) elemental damage on a failed save, or half as much damage on a successful one. In addition any creature that fails throw succumbs to the appropriate elemental blight.



Blightful Bazelgeuse

Challenge Rating 21                                Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-5 1-4 Blightful Shard (A,W)
6-9 5-9 Flickering Rainbowshell (A,W)
10-13 10-12 Bazelgeuse Hardclaw+ (A,W)
14-16 13-16 Rainbow Blast Fluid (A,W)
17-19 17-18 Blightful Silverwing (A,W)
19-20 Rainbow Flail (A,W)
20 Rainbow Gem (A,W)

Made by Amellwind


ARMOR MATERIAL EFFECTS
Blightful Shard
Your armor has 10 colorful scales that regrown at dawn. When a creature hits you with a melee attack, you can use a reaction to cause one of these scales to explode dealing 3d4 acid, cold, fire, lightning or thunder damage (your choice) to the attacker.

Flickering Rainbowshell
Wide-Range. When you use Herbs, Antidotes, Cool Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all other creatures within a 10-foot radius of you gain its effect.

Bazelgeuse Hardclaw+
Survivor. When an ally, that you can see, is reduced to 0 hit points you can use your reaction to gain +1 AC, +1 damage, and +1 to attack rolls for 1 minute. Once this ability has been used, it cannot be used again until the next dawn.

Rainbow Blast Fluid
When you place this material in your armor choose two damage types from: cold, fire, lightning, necrotic, or poison. You have resistance to both damage types you chose while you wear this armor.

Blightful Silverwing
Blightproof. While wearing this armor you are immune to blight spells, spell like abilities, and conditions.

Rainbow Flail
Dragonheart. When you fall below half of your maximum hit points you gain the dragonblight condition for 1 minute. While affected by dragonblight, you have resistance to cold, fire, lightning, and necrotic damage.

Rainbow Gem
Guts+2. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this property, you can’t use it again until you finish a short or long rest.


WEAPON MATERIAL EFFECTS
Blightful Shard (Melee Weapon only)
When you hit a creature with this weapon, they must succeed on a DC 17 Constitution saving throw. On a failed save, the creature becomes burned for 1 minute. A burned creature takes 2d4 fire damage at the start of their turn. A creature may use its action to put out the flames early.

Flickering Rainbowshell
Abnormal Status Atk up (L). Whenever you inflict a condition on a creature or object that has a duration of 1 minute or longer, the maximum duration of the condition is increased by 30 seconds.

Bazelgeuse Hardclaw+
Blast Coat. This material provides one of the following weapon properties depending on which weapon it is placed in:

  • (Heavy Bowgun) Your cluster ammo deals an extra 2d6 fire damage.
  • (Bow) Your blast coating deals an extra 1d6 fire damage.


Rainbow Blast Fluid (Sorcerer & Wizard only)
Bombardier+. The weapon has 12 runes, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: aganazzar’s scorcher (2 runes), heat metal (2 runes), scorching ray (2 runes), melf's minute meteors (3 runes), wall of fire (4 runes), delayed blast fireball (7 runes). The weapon regains 1d8 + 4 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.

Blightful Silverwing
Critical Status (Blight). When you make a weapon attack with this weapon, and roll a 20 for the attack roll, the target is afflicted with a random blight until the end of your next turn. Roll a d6 and consult the table below:

d6 Blight
1 Iceblight
2 Fireblight
3 Waterblight
4 Blastblight
5 Thunderblight
6 Roll 1d6 twice, and the creature is afflicted with both blights rolled (you do not reroll if you roll a 6 again).


Rainbow Flail
While attuned to this weapon your spells or effects that cause blight conditions (iceblight, waterblight, dragonblight, etc) gain a +2 bonus to their save DC.

Rainbow Gem
Coalescence+. Whenever you succeed on a saving throw to end a condition, you gain a +2 bonus to your attack rolls and spell save DC, and your weapon or spell attacks deal an extra 1d6 cold, fire, or lightning damage (your choice) until the end of your next turn.

Chromatic scales

At the start of every creatures turn, (or at the start of every round), the Blightful Bazelgeuse scales change damage type. You can either roll on the table to determine its type or cycle through the list. Scales dropped during that change keep the element and blight when they drop and do not shift with the Bazelgeuse.

d6 Blight Damage Type
1 Iceblight Cold
2 Fireblight Fire
3 Waterblight Acid
4 Blastblight Thunder
5 Thunderblight Lightning
6 Poison Poison

Condition: Fireblight

  • A creature afflicted with fireblight takes 2d4 fire damage at the start of their turn.
  • A creature can use their action to attempt to put out the flames by making a DC 12 Dexterity saving throw.
  • If a creature take fire damage while afflicted with fireblight, damage from fireblight excluded, the damage from fireblight goes up by 1d4.

Condition: Blastblight

A creature, object, or area who is slimed, is covered in a light green moldy mucus that changes colors to yellow and then exploding when it turns a bright red.

  • A creature who is slimed gains a charge at the start of any creatures turn, maximum of 3.
  • On initiative count 20 (Winning all initiative ties), or when a creature, object, or area reaches 3 charges, the slime explodes for #d6 fire/thunder damage (whichever type deals the most damage) where the # is represented by the number of charges.
  • Any creature that enters an area covered in blastblight becomes afflicted with this condition and gains a charge.
  • If an area covered in blastblight explodes, any creature within 5 feet of the space must make DC 12 Dexterity saving throw taking the damage on a failure, or half as much on a successful one.
  • A creature can use their Reaction to wipe off all slime and its charges, ridding them of this condition.


Permafrost Arzuros

Large beast (Fanged), unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 18 (+4) 12 (+1) 14 (+2) 8 (-1)

  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 12 (8,400 XP)

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

Frenzy (1/Rest). As a bonus action, the Arzuros can trigger a berserk frenzy that last 1 minute. While in this frenzied state, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied Arzuros have advantage.

Frostblight. Whenever a creature takes cold damage from one of the Arzuross attacks or is within 5 feet of the Arzuros when it moves for the first time on its turn, it must make a DC 16 constitution saving throw or become afflicted with ice blight for 1 minute on failed save. A creature that is resistant to cold damage has advantage on this save and a creature that is immune to cold damage automatically succeeds on their saving throw.

Ice Walk. The Arzuros can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

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

Survivor. The Arzuros regains 10 hit points at the start of its turns if is has at least 1 hit point remaining, but fewer that half its hit point maximum.

Actions

Multiattack. The Arzuros makes three melee attacks: one with its bite, one with its claw, and one with its body slam.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 3 (1d6) cold damage..

Body slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 3 (1d6) cold damage..

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) cold damage..

Permafrost armor (Recharge 6). The Arzuros coats its body in ice, giving it +1 AC, -10 ft. movement, and 26 (4d12) temporary hit points for 1 minute or until it looses all its temporary hit points. This action cannot be used while the Arzuros has any temporary hit points remaining.

Legendary Actions

The Permafrost Arzuros 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 Permafrost Arzuros regains spent legendary actions at the start of his turn.

Move. The Arzuros moves up to its speed without provoking opportunity attacks.

Claw. The Arzuros makes one claw attack.

Permafrost armor (Cost 3 actions). The Arzuros uses its Permafrost armor action, if available.



Permafrost Arzuros

Challenge Rating 12                              Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-6 1-5 Iced Honey x2 (O)
7-14 6-7 P.Arzuros Pelt (A,W)
15-17 8-13 P.Arzuros Shell (A)
18 14-17 P.Arzuros Jumbo bone (W,O)
19-20 18-20 P.Arzuros Brace (A,W)

ARMOR MATERIAL EFFECTS
P.Arzuros Pelt
Honey Hunter+. When you use an herbalist kit to gather plants, you gather 1 honey with it. The honey has a 50% chance to be Iced honey.

P.Arzuros Shell
While wearing this armor, you have advantage on Wisdom (Perception) checks that rely on smell.

P.Arzuros Brace
While you are wearing this armor, you can use your action to go into a frenzy, gaining resistance to bludgeoning, piercing, and slashing damage for 30 seconds; after which you suffer from one level of exhaustion. Once you use this property, you cannot use it again until you finish a long rest.


WEAPON MATERIAL EFFECTS
P.Arzuros Pelt
When you cast a spell that deals cold damage, you gain a +2 bonus to its spell attack roll or you increase the spell save DC by 2.

P.Arzuros Jumbo bone
Your bludgeoning weapon deals an extra 1d6 cold damage.

P.Arzuros Brace
Critical Status (Iceblight). When you hit a creature with a weapon or spell that deals cold damage, and roll a 20 for the attack roll, the creature is afflicted with Iceblight for 1 minute. A creature can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.


OTHER MATERIAL EFFECTS
Iced Honey
You can add this to a Greater healing potion, the greater potion now grants you temporary HP for the amount rolled rather than heal. (Alchemy DC 14) .

P.Arzuros Jumbo bone
Very rare armor upgrade material.


Mossy Goss Harag

Huge beast (fanged), unaligned


  • Armor Class 21 (natural armor)
  • Hit Points 250 (20d12 + 120)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 22 (+6) 16 (+3) 8 (-1) 10 (+0)

  • Saving Throws Con +12, Int +9
  • Damage Resistances acid, necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses darkvision 120 ft., passive Perception 9
  • Languages
  • Challenge 17 (18,000 XP)

Create Para-Sword. After the Goss Harag uses its Spore breath, it can create a blade made of sticky resin on one or both of its fists as a bonus action. While using a para sword, it can also be attacked and broken (AC 10; hp 60; vulnerability to thunder and bludgeoning damage; immunity to acid, poison, and psychic damage). Breaking a sword deals no damage to the Goss Harag. A broken sword deals half as much damage (included in the attack).
     A broken sword can also be attacked and destroyed (AC 15; hp 30; vulnerability to thunder and bludgeoning damage; immunity to acid, poison, and psychic damage). Destroying a sword deals no damage to the Goss Harag.

Dense Moss. Any terrain covered in mossblight by the Goss Harags attacks is considered difficult terrain.

Forest Walk. The Goss Harag can move across surfaces covered by plant life, without needing to make an ability check. Additionally, difficult terrain composed of nonmagical plants and undergrowth doesn't cost it extra moment.

Standing Leap. The Goss Harag long jump is up to 30 feet and its high jump is up to 15 feet, without a running start. In addition, the Goss Harag does not incur opportunity attacks while moving with a jump.


Condition: Mossblight

Everytime a creature is afflicted with mossblight they gain a charge, maximum of five. While a creature is afflicted with mossblight they take a cumulative penalty equal to the number of current charges. When a creature is rid of mossblight, they're charges reset to zero.

  • Any creature that moves into a mossy terrain space for the first time on a turn or ends its turn there must succeed on a DC 12 Dexterity saving throw or gain a charge of mossblight.
  • A creature afflicted with mossblight looses #d4 hit points at the start of their turn, # equal to the amount of charges the creature has.
  • A creatures movement speed is reduced by 5 feet per charge.
  • A creature afflicted with mossblight is immune to the paralysis condition. This immunity bypasses any trait or property that would normally prevent a creature from being immune.


Actions

Multiattack. The Goss Harag makes two weapon attacks.

Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning plus 3 (1d6) poison damage.

Moss Hurl. Melee Weapon Attack: +8 to hit, reach 40/120 ft., one target. Hit: 6 (1d8 + 2) poison damage. Hit or miss, the area under the target becomes covered in mossy terrain.

Para-Sword (Requires Sword). Melee Weapon Attack: +11 to hit, reach 10 ft. (or 5 ft. when broken), one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (3d4) acid damage or 12 (2d6 + 5) slashing damage plus 2 (1d4) acid damage when the sword is broken. When a creature is hit with this attack they must succeed a DC 17 constitution saving throw or be paralyzed until the end of their next turn. A creature can repeat this saving throw at the start of their turn, no action required.

Throw Sword (Requires Sword). Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (3d4) acid damage or 8 (1d6 + 5) slashing damage plus 2 (1d4) acid damage when the sword is broken. Hit or miss, the sword explodes; the target and each creature within 5 feet of it must succeed on a DC 19 dexterity saving throw or take 2 (1d4) acid damage and become paralyzed until the end of their next turn. A creature can repeat this saving throw at the start of their turn, no action required.

Spore Breath (Recharge 5-6). The Goss Harag exhales toxic air in a 45-foot line that is 10 feet wide. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) poison damage on a failed save, or half as much damage on a successful one. If a creature fails the DC by five or more, they are poisoned for 1 minute. A creature can repeat this saving throw at the end of their turn.

Poison Sweep (3/long rest). The Goss Harag makes one fist attack against a creature within range or two creatures within range that are within 5 feet of each other, making a single attack role for both targets. If the attack hits, the creature(s) takes an extra 14 (4d6) bludgeoning damage plus 14 (4d6) poison damage. If the target(s) is a Medium or smaller creature, it is then grappled and restrained; Escape DC 20. If the Goss Harag has two creatures grappled, they make the save with advantage.

Mossy Amber (recharge 4-6). Ranged Weapon Attack: +11 to hit, range 30 ft., one target. Hit: 3 (1d6) acid damage plus 3 (1d6) poison damage. Hit or miss the area in a 10-foot radius, centered around the target, begins to rapidly grow toxic moss and is covered in mossy terrain. A creature must also make a DC 20 constitution saving throw or be afflicted with mossblight for 1 minute.

Reactions

Moss Bomb. When the Goss Harag hits a creature with its poison sweep, it can use its reaction to accumulate mossy spores to exhale on its prey. Until the start of its next turn, its movement is reduced to 0 and it can't use its jump legendary action. At the start of its next turn, if the target(s) of the poison sweep is still grappled by the Goss Harag. The Goss Harag exhales against the grappled targets, they must succeed on a DC 19 Constitution saving throw. On a failure the creature(s) takes a 13 (3d8) acid damage plus 13 (3d8) poison damage and are afflicted with two counts of moss blight, or half as much damage and one count of moss blight on a success. Additionally the area in a 10-foot radius around the Goss Harag becomes covered in mossy terrain.

Legendary Actions

The Mossy Goss Harag 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 Mossy Goss Harag regains spent legendary actions at the start of its turn.

Attack. The Goss Harag makes one attack with its fist, moss hurl, or para-sword.

Jump. The Goss Harag jumps up to 30 feet away without provoking opportunity attacks.

Ground Smash (Costs 2 Actions). The Goss Harag smashes its fist on the ground, spreading moss spores in a 30-foot line that is 5 feet wide, covering the area in mossy terrain. Each creature in line must make a DC 19 Dexterity saving throw, taking 13 (3d8) bludgeoning damage plus 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.



Mossy Goss Harag

Challenge Rating 17                              Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-5 1-2 M.Goss Harag Fur (A,W)
6-7 3-4 Chunk of Amber (A,W,O)
8-10 5-7 M.Goss Harag Hide (A,W)
11-12 8-10 M.Goss Harag Brace (A,W)
13-14 11 Harag Poison Sac (A,W)
15-16 Monster Toughbone (O)
12-15 M.Goss Harag Claw (A,W)
17-19 16-19 M.Goss Harag Horn (A,W)
20 20 M.Harag Gem (A,W)

Made by Amellwind


ARMOR MATERIAL EFFECTS
M.Goss Harag Fur
While you are attuned to this armor, after a long rest, a random mushroom grows on your shoulder.

d6 Mushroom
1-2 Blue Mushroom
3 Toadstool
4 Nitroshroom
5 Parashroom
6 Bindshroom

 

Chunk of Amber
You have resistance to acid damage while you wear this armor.

M.Goss Harag Hide
While wearing this armor you gain a +3 to intimidation checks. While in a forest you instead gain a +5.

M.Goss Harag Brace
Airborne. While wearing this armor, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Harag Poison Sac
You are immune to poison damage while you wear this armor.

M.Goss Harag Claw
Health Boost+. Your hit point maximum increases by 2 for each character level you have while wearing this armor.

M.Goss Harag Horn
Biology. You become proficient with dung bombs while you are wearing this armor, and you are immune to blight effects such as waterblight, iceblight, or the blight spell.

M.Harag Gem
Protection. You gain a +2 bonus to saving throws while you wear this armor.


WEAPON MATERIAL EFFECTS
M.Goss Harag Fur
You are proficient in unarmed strikes while you are attuned to this weapon. Additionally, your unarmed strikes deal acid damage instead of bludgeoning damage and you can use a d8 in place of the normal weapon damage dice with unarmed strikes.

Chunk of Amber
Your acid and poison spells deal an extra 1d6 damage while you are attuned to this weapon.

M.Goss Harag Hide
When you hit a creature with this weapon, they must succeed on a DC 15 Constitution saving throw or become poisoned until the end of their next turn.

M.Goss Harag Brace
Status Pursuit. You have advantage on opportunity attacks and creatures within your reach that are afflicted with a condition provoke opportunity attacks, even if they took the Disengage action.

Harag Poison Sac
You gain a +2 bonus to your spell attack rolls and spell save DC while attuned to this weapon. This bonus increases to +3 when the spell you are casting deals acid or poison damage.

M.Goss Harag Claw
When you hit a creature with this weapon, you can cover the target in a sticky resin. At the start of each of the creature’s turns, it takes 1d4 acid damage for each time applied the resin to it, and it can then make a DC 13 Strength saving throw, removing the resin on itself on a success. Alternatively, the creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Nature) check, ending the effect of such wounds on it on a success.

M.Goss Harag Horn
Your acid and poison spells ignore a creature's resistance to acid and poison damage while you are attuned to this weapon.

M.Harag Gem
Amplify. The elemental damage done by your weapon is increased by one die size and the duration of consumables is increased by 50%.


OTHER MATERIAL EFFECTS
Chunk of Amber
As an action you can crush this chunk of amber and consume it with water to regain 35 hit points and cure yourself of all diseases or poisons that is afflicting you.

Monster Toughbone
Very rare weapon upgrade material.



Arborus Gammoth

Gargantuan beast (fanged), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 248 (16d20 + 80)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 21 (+5) 10 (+0) 15 (+2) 17 (+3)

  • Saving Throws Str +13, Con +12, Wis +9, Cha +10
  • Damage Resistances cold, fire, lightning, thunder; bludgeoning, piercing, slashing from magical attacks
  • Damage Immunities acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 21 (33,000 XP)

False Appearance. While the Gammoth remains motionless, it is indistinguishable from forested vegetation.

Forest Walk. The Gammoth can move across surfaces covered by plant life, without needing to make an ability check. Additionally, difficult terrain composed of nonmagical plants and undergrowth doesn't cost it extra moment.

Spore Packed Fur. A creature that touches the Gammoth or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage.

Trampling Charge. If the Gammoth moves at least 20 feet straight toward a creature and then hits it with a tusk attack on the same turn, that target must succeed on a DC 21 Strength saving throw or be knocked prone. If the target is prone, the Gammoth can make one stomp attack against it as a bonus action.

Actions

Multiattack. The Gammoth makes two attacks: one with its tusk and one with its trunk.

Trunk. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning and 5 (1d10) poison damage and the target is grappled (escape 21)

Tusk. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage. and the target must succeed on a DC 21 dexterity saving throw or gain 1 charge of mossblight.

Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning and 4 (1d8) poison damage.

Fling. One Large or smaller object held or creature grappled by the Gammoth is thrown up to 60 feet in a random direction, gains a charge of mossblight, and is 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 23 Dexterity saving throw or take the same damage and be afflicted with mossblight and be knocked prone.

Spore Breath (Recharge 5-6). The Gammoth exhales a blast of poisonous spores in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 54 (12d8) poison damage on a failed save and be paralyzed for 1 minute. A creature can repeat this saving throw at the end of their turn.

Legendary Actions

The Gammoth 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 Gammoth regains spent legendary actions at the start of its turn.

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

Crush. The Gammoth makes a stomp attack.

Fling (Costs 2 Actions). The Gammoth uses its fling.

Autumn Rain (Costs 3 Actions). The Gammoth sheds its leaves atop its crown in a 20 foot radius, scattering them violently in the wind and erupting moss spores. Each creature must succeed on a DC 21 Dexterity saving throw or take 21 (6d6) slashing and 21 (6d6) poison damage on failed save or half as much on a successful one. If a creature is afflicted with mossblight, they take an additional #d4 necrotic damage where the # is equal the amount of charges the character has.



Arborus Gammoth

Challenge Rating 21                                Carves/Capture 3

Carve Chance Capture Chance Material Slots
1-6 1-3 A.Gammoth Pelt (A,W)
7-11 4-10 A.Gammoth Shell (A,W)
12-14 11-15 Gammoth Greenfur (A,W)
15-17 A.Trunkspine (A,W)
18-19 16-18 A.Gammoth Fang (A,W)
20 19-20 A.Gammoth Scalp (A,W)

Made by Amellwind


ARMOR MATERIAL EFFECTS
A.Gammoth Pelt
Botanist+. When you successfully gather a plant resource, you gather an extra 1d4 more.

A.Gammoth Shell
You have advantage on Dexterity (Stealth) checks in grassy terrain while you wear this armor.

Gammoth Greenfur
While attuned to this armor it takes on the appearance of tree bark and you can't be paralyzed and poisoned.

A.Trunkspine
You are immune to poison damage and disease while you wear this armor.

A.Gammoth Fang
While you are attuned to this armor, you can make Intelligence (Nature) checks as a bonus action.

A.Gammoth Scalp
You are immune to cold damage while you wear this armor.


WEAPON MATERIAL EFFECTS
A.Gammoth Pelt (Hammer and Lance Only)
While attuned to this weapon, the distance require to use the hammer charge and charge properties of the hammer and lance is reduced by 10 feet and the bonus damage dealt is doubled on a normal hit.

A.Gammoth Shell
Your weapon deals an extra 1d10 poison damage.

Gammoth Greenfur
When you cast a spell that is on the druid spell list (excluding subclass spells), you gain a +3 bonus to its spell attack roll and you ignore half cover when making a spell attack.

A.Trunkspine (Requires Shield)
While attuned to this weapon your shield is decorated with flower petals. When you are hit by a creature within 5 feet of you, you can use your reaction to cause the petals to burst out from the shield at the attacker. The attacker must make a DC 16 Dexterity saving throw, taking 3d6 slashing damage plus 2d6 poison damage on a failed save, or half as much damage on a successful one. You can use this property a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

A.Gammoth Fang (Druid Only)
This weapon has 10 runes. While holding it, you can use an action to expend 1 or more of its runes to cast one of the following spells from it, using your spell save DC: cloudkill (5 runes), contagion (5 runes), gaseous form (3 runes), or plant growth (3 runes).

This weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the weapon's last rune, roll a d20. On a 1, the runes cannot recharge for a week.

A.Gammoth Scalp
While you are attuned to this weapon, moss grows on it. As an action you can remove the moss and throw it at a creature within 40 feet of you. That creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is paralyzed while poisoned in this way. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this property a number of times equal to your Constitution modifier, regaining all expended uses when you finish a long rest.



Shining Gravios

Gargantuan Wyvern (Brute), unaligned


  • Armor Class 22 (natural armor)
  • Hit Points 175 (10d20 + 70)
  • Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 24 (+7) 14 (+2) 11 (+0) 20 (+5)

  • Saving Throws Con +13, Wis +6, Cha +11
  • Skills Athletics +14, Perception +6, Stealth +7
  • Damage Resistances fire, lightning; piercing and slashing from magical attacks; bludgeoning from nonmagical attacks
  • Damage Immunities radiant; piercing and slashing from nonmagical attacks
  • Condition Immunities blinded, poisoned
  • Senses passive Perception 16
  • Languages
  • Challenge 19 (22,000 XP)

Geode Charge. If the gravios moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn , that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, the gravios can make one body slam attack against it as a bonus action.

    Additionally, as the gravios travels, it drops two large crystal boulders on the ground. Each boulder lands in a location within 10 feet of it, on opposite sides of its path. If the boulder lands in a space that is occupied, that creature or object must succeed on a DC 22 strength saving throw, or be knocked prone.

Legendary Resistance (3/day). If the gravios fails a saving throw, it can choose to succeed instead.

Perfect Crystals. The gravios's weapon attacks are magical. When the gravios hits with any weapon, the weapon deals an extra 4 (1d8) radiant damage (included in the attack).

Shining Aura. At the start of each of the gravios's turns, each creature within 5 feet of it takes 3 (1d6) Radiant damage. A creature that touches the gravios or hits it with a melee attack while within 5 feet of it takes 3 (1d6) Radiant damage.

Actions

Body Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage plus 4 (1d8) radiant.

Ram. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 4 (1d8) radiant damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) bludgeoning damage plus 4 (1d8) radiant damage. If the target is a Medium or smaller creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Expel Gas (Recharge 5-6). The gravios releases a gas from its underside. Roll a d6 to determine what type: On a 1-2: Glittering Gas. On a 3-6: Explosive Gas.

    Glittering Gas. Each creature within a 15-foot radius of the gravios must make a DC 21 Constitution saving throw or suffer from the crystallizing condition.

    Explosive Gas. The gravios releases and ignites flammable gas from its underside in a 20-foot radius around it. Each creature in that area must make a DC 21 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save or half as much damage on a successful one.

Reactions

Light Absorption. Whenever the gravios is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.

Legendary Actions

The Gravios 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 Gravios regains spent legendary actions at the start of its turn.

Move. The gravios moves up to half its speed.

Quake. The gravios flies 15 feet into the air and crashes into the ground violently shaking the earth. Each creature within 30 feet of the gravios must succeed on a DC 22 Strength saving throw or be knocked prone.

Tail. The gravios makes a tail attack.

Light Beam (Costs 3 Actions).. The gravios exhales brilliant energy in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one.

    If the beam collides with a Geode boulder that was dropped by the gravios, the beam can change direction as if it originated from that spot and can travel an additional 20 feet; a beam cannot hit the same geode twice. A creature that is hit by the attack in this way has disadvantage on its saving throw and instead takes 19 (3d12) radiant damage.


Condition: Crystallization

A creature who is crystallized will find themselves covered in sturdy crystals which must be shaken off or destroyed (AC 12; hp 30; vulnerability to thunder damage; immunity to fire damage) for the creature to perform normally.

  • A creature who is crystallized gains a charge at the start of any creatures turn, maximum of 5
  • A creature who is crystallized can only move 10 feet.
  • On the creatures turn, it can use either an action or a bonus action, not both; as well the creature can only make a single attack if it uses the attack action.
  • On initiative count 20 (winning all initiative ties), the crystals explode for #d6 radiant/slashing damage (whichever type deals the most damage) where the # is represented by the number of charges.

Charged Snow

Terrain that has been electrically charged with freezing bio-energy, it has debilitating effects on creatures that linger too long. The effect on the ground seems to dissipate after a 48 hour period.

  • Terrain under the effect of charged snow emits a dim light in a 5 foot radius.
  • Any creature that moves into a space that is under the effect of charged snow for the first time on a turn or ends its turn there must succeed on a DC 15 Constitution saving throw or be afflicted with thunderblight.
  • Terrain under the effect of charged snow is considered magical difficult terrain.
  • When a creature takes lightning damage while on a space under the effects of charged snow, the closest creature within 10 feet receives 1d10 cold damage.
  • If a creature is on a space under the effects of charged snow and takes cold damage they must succeed on a DC 14 Constitution saving throw or be afflicted with Iceblight until the end of their next turn.

Cobalt Astalos



Cobalt Astalos

Huge wyvern (flying), unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 217 (14d12 + 126)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 28 (+9) 14 (+2) 14 (+2) 16 (+3)

  • Saving Throws Dex +8, Con +16, Wis +9, Cha +10
  • Damage Resistances acid, radiant; bludgeoning, piercing, and slashing from magical attacks
  • Damage Immunities cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 24 (62,000 XP)

Cold Static. Any creature that comes within 10 feet of an ice sculpture immediately takes 4 (1d8) lightning damage and 4 (1d8) cold damage. If the creature is afflicted with thunderblight or iceblight they take an additional 4 (1d8) damage in the respective element.

Damage Transfer. While it is grappling a creature, the Astalos takes only half the damage dealt to it, and the creature grappled by the Astalos takes the other half.

Legendary Resistance (3/day). If the Astalos fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Astalos makes two attacks: one with its tail and one with its horn or wing. Or it makes two ices barb attacks.

Horn. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 4 (1d8) lightning damage and 4 (1d8) cold damage.

Wing. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 5 (1d10) lightning damage and 5 (1d10) cold damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) piercing damage plus 4 (1d8) lightning damage and 4 (1d8) cold damage. If the target is a creature of size large or smaller, it is grappled (escape DC 22).

Iced barbs. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 7 (2d6) cold and 7 (2d6) lightning damage. Hit or miss, an energized ice sculpture of the target appears in a 5ft space adjacent to to target.

Infusion bolt (recharge 5-6). The Astalos releases a bolt of freezing lightning into the ground from its wings in a 80-foot line that is 40 feet wide, turning the ground into charged snow. Each creature in that line must make a DC 24 Dexterity saving throw, taking 25 (4d8 + 7) lightning damage and 25 (4d8 + 7) cold damage and be

afflicted with thunderblight or iceblight, whichever element rolled higher damage; ties are thunderblight, for 1 minute on a failed save, or half as much damage and isn't afflicted with thunderblight and iceblight on a successful one.

Lightning Sculpture (Recharge 5-6). The Astalos causes lightning to strike down at three points it can see within 60ft of it, leaving behind an energized ice statue at each point. Each point must be at-least 20ft apart. Each creature in a 10ft-radius, 40ft-high-cylinder centered on each point must make a DC 24 Dexterity saving throw, taking 17 (5d6) lightning damage and 17 (5d6) cold damage on a failed save, or half as much damage on a success.

Icy Blade. A blade of charged ice forms over the Astaloss horn before striking the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 16 (2d8 + 7) lightning damage and 16 (2d8 + 7) cold damage and be afflicted with thunderblight for 1 minute on a failed save, or half as much damage and isn't afflicted with thunderblight on a successful one. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

     If the blade collides with an ice sculpture that was made by the Astalos, the blade can change direction as if it originated from that spot and can travel an additional 25 feet, turning that terrain into charged snow; the blade cannot hit the same sculpture twice. A creature that is hit by the attack in this way has disadvantage on its saving throw and instead takes 20 (2d12 + 7) lightning damage and 20 (2d12 + 7) cold damage.

Legendary Actions

The astalos 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 astalos regains spent legendary actions at the start of its turn.

Attack. The Astalos makes one iced barb or a tail attack

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

Lone Sculpture (Cost 2). A vertical column of lightning roars down from the sky in a location within 60 feet of the Astalos leaving an energized ice statue. Each creature in a 10-foot radius, 40-foot-high cylinder centered on that location must make a DC 24 Dexterity saving throw, taking 18 (4d8) lightning damage and 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Infusion bolt (Cost 3). The Astalos releases a bolt of freezing lightning into the ground from its wings in a 80-foot line that is 40 feet wide, turning the ground into charged snow. Each creature in that line must make a DC 24 Dexterity saving throw, taking 25 (4d8 + 7) lightning damage and 25 (4d8 + 7) cold damage and be afflicted with thunderblight or iceblight, whichever element rolled higher damage; ties are thunderblight, for 1 minute on a failed save, or half as much damage and isn't afflicted with thunderblight and iceblight on a successful one.



Hazard Blast Volvidon

Large beast (fanged), unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 7 (-2) 12 (+1) 4 (-3)

  • Saving Throws Con +8
  • Damage Immunities fire, necrotic
  • Condition Immunities stunned
  • Senses passive Perception 11
  • Languages
  • Challenge 11 (7,200 XP)

Standing Leap. The Volvidon's long jump is up to 20 ft. and its high jump is up to 15 ft., with or without a running start. In addition, the Volvidon does not incur opportunity attacks while moving with a jump.

Actions

Multiattack. The Volvidon makes one Tongue attack and two Claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: creature takes 11 (2d6 + 4) slashing damage and gains a slime charge. If this attack misses, a space next to the target becomes covered in slime.

Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) slashing damage and 3 (1d6) fire/thunder damage (whichever type deals the most damage). Additionally the target gains a charge of blastblight.

Rollout (Recharge 5-6). The Volvidon curls up into a ball, releasing slime that covers a five foot radius around it, and moves up to double its speed in a straight line. During this move, the Volvidon can move through other creatures without provoking opportunity attacks.

Each creature the Volvidon moves through must make a DC 15 Dexterity saving throw, taking 18 (4d8) bludgeoning damage and 18 (4d8) fire/thunder damage (whichever type deals the most damage) and be knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one. Either way a creature gains a slime charge.

Explosive Leap. If the Volvidon jumps at least 15 feet as part of its movement, it can then use this action to land in a space and cover an area in slime around itself in a 5 foot radius. If the space contains one or more other creatures, each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 17 (4d6 + 3) bludgeoning damage and gain a charge of slime. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the Volvidons space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the Volvidons space.

Reactions

Fart. When the Volvidon is hit by a melee weapon attack, it can use its reaction to release a blast powder fart at the attacker. The attacker must make a DC 16 Constitution saving throw, gaining a charge of blast blight and be afflicted with the stench condition on a failed save, or just just gain a a charge of blast blight on a successful one.

Legendary Actions

The Volvidon 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 Volvidon regains spent legendary actions at the start of its turn.

Attack. The Volvidon makes a Claw attack.

Gassy. The mon can make a fart as a reaction. Using this fart in this way does not consume the Volvidons reaction.

Leap (Cost 2). The Volvidon uses the Explosive leap action.



Charged Snow

Terrain that has been electrically charged with freezing bio-energy, it has debilitating effects on creatures that linger too long. The effect on the ground seems to dissipate after a 48 hour period.

  • Terrain under the effect of charged snow emits a dim light in a 5 foot radius.
  • Any creature that moves into a space that is under the effect of charged snow for the first time on a turn or ends its turn there must succeed on a DC 15 Constitution saving throw or be afflicted with thunderblight.
  • Terrain under the effect of charged snow is considered magical difficult terrain.
  • When a creature takes lightning damage while on a space under the effects of charged snow, the closest creature within 10 feet receives 1d10 cold damage.
  • If a creature is on a space under the effects of charged snow and takes cold damage they must succeed on a DC 14 Constitution saving throw or be afflicted with Iceblight until the end of their next turn.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.