Anorupatisu
Huge monstrosity, unaligned
- Armor Class 15 (natural)
- Hit Points 275 (22d12+132)
- Speed 40ft, swim 80ft, fly 30ft, burrow, 30ft
STR DEX CON INT WIS CHA 23 (+6) 18 (+4) 22 (+6) 6 (-2) 12 (+1) 6 (-2)
- Skills Intimidation +6, Stealth + 8
- Damage Resistances Cold
- Senses passive Perception 11
- Languages "-"
- Challenge 11 (7,200 EXP.)
Blood Frenzy. The Anorupatisu has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Charge. If the Anorupatisu moves at least 20ft straight toward a target and hits it with a gore attack, the target takes an extra 13 (3d8) piercing damage.
Hold Breath. The Anorupatisu can hold its breath for 1 hour.
Wounded Fury. While the Anorupatisu has 62 or fewer Hit Points, all of its melee attacks deal an extra 9 (2d)8 damage of the appropriate damage typeActions
Multiattack. The Anorupatisu can make 2 attacks each turn; one with its gore and 1 with its tail, or it makes 2 icicle spear attacks. It cannot target the same creature with its tail that it does with its gore.
Gore. melee weapon attack: +10 to hit, Reach 5ft, one target. Hit: 28 (5d8+6) piercing damage
Tail. melee weapon attack: +10 to hit, Reach 5ft, one target. Hit: 24 (4d8+6) bludgeoning damage.
Icicle Spear. ranged weapon attack: +8 to hit, Range 60ft, one target. Hit: 10 (1d12+4) piercing damage + 6(1d12) cold damage
Violent Saw Wyvern. The Anorupatisu is a massive combination of a shark and a wyvern with a massive saw like horn protruding forward like a spear. The creature is among the most violent and deadly predators of the polar seas. Its massive front wings also come with massive claws, allowing it to burrow through ice and snow with ease. It also is capable of out swimming most other creatures. It hunts anything that moves and it is extremely territorial.
Deadly Rage. Anorupatisu are feared for their rage. They will attack anything, either believing it to be prey if it is weaker than it, or a rival too dangerous to be left alive if it is as strong than the Anorupatisu. Anorupatisu also have no qualms against attacking creatures that are far stronger than themselves, such as dragons. When its life is on the line, the Anorupatisu can fill its body with powerful magical energy, causing it emit a black and red aura. This magical energy greatly increases the Anorupatisu's physical might. It is also capable of exhaling freezing cold mist to create icicles to impale creatures.
Emporer of the Frozen Sea. Anorupatisu hunt largely beneath the the surface of the sea. They do nest on land, and are capable of hunting there as well. Anorupatisu are ambush predators, preferring to quietly sneak up on slower moving prey before rushing in to kill. To hunt on land, the Anorupatisu finds areas where the sea ice is thinner and lurks beneath it, waiting until prey has come along before quickly burrowing through the ice to attack it. Due to its shark heritage, the smell of blood drives an Anorupatisu into a feeding frenzy.
Baruragaru
Large monstrosity, unaligned
- Armor Class 17 (natural)
- Hit Points 231 (22d10+110)
- Speed 30ft, swim 30ft
STR DEX CON INT WIS CHA 24 (+7) 15 (+2) 20 (+5) 6 (-2) 12 (+1) 4 (-3)
- Skills Perception +5, Stealth +6
- Damage Immunities Poison
- Condition Immunities Paralyzed, Poisoned
- Senses Darkvision 60ft passive Perception 15
- Languages "-"
- Challenge 12 (8,400 EXP.)
Actions
Multiattack. The Baruragaru can make 3 attacks each turn, 2 with its Tongue Whip, and 1 with its Tail. It can substitute a Blood Drain for 1 Tongue Whip
Blood Drain. melee attack: +11 to hit, Reach 5ft, one creature grappled by the Baruragaru. Hit 10 (1d6 +7) piercing damage 10(3d6) necrotic damage. The target's hit point maximum is reduced by the amount of necrotic damage taken. If the target's Hit Point Maximum becomes 0 because of this effect, the target dies. The creature's Hit Point Maximum is restored to normal after it completes a long rest.
Tail. melee attack: +11 to hit, Reach, 10ft, one target. Hit 16 (2d8+7) bludgeoning damage
Tongue Whip. melee attack: +11 to hit, Reach 10ft, one creature. Hit 10 (1d6 +7) piercing damage + 3 (1d6) slashing damage and the target is grappled (DC 19 to escape.)
Blood Mist Breath. (recharge 5-6) The Baruragaru exhales a corrosive mix of blood in a 30ft cone. Each creature in that area must make a DC 17 Dexterity save or take 56 (16d6) acid damage on a failure or half on a success.
Blood Drinking Wyvern. The Baruragaru (bar-U-ra-gar-U) is a large reptilian creature that appears as a horrific as a single headed hydra. It lives in almost any climate and the appearance of one can desimate ecosystems. Its main source of food is the blood of other creatures. It feeds on them by attaching its long tube like tongue to them and sucking all of the blood out of them.
Unsatiable Bloodlust. The Baruragaru is always hunting food, not because it needs more food, but because its most powerful weapon, a breath attack that melts everything it touches, is fueled by the blood of the creatures it consumes. Its desire to always have this ability at the ready drives it be constantly feeding. While it can appear anywhere, it prefers moist environments with large populations of easy prey animals. While it is capable of easily claiming and holding a territory, it tends to leave an area if something more threatening than itself moves in. Otherwise, a Baruragaru remains in place until the area is devoid of convenient prey.
Adaptive Biology. Baruragaru have massive glands located near the base of their long necks. These glands act a filtration system for the blood that the Baruragaru consumes. These sacs also give the Baruragaru a unique ability. Once they have consumed sufficient quantities of blood from a creature that is poisonous by nature, Baruragaru can replicate that poison within their own bodies, allowing them to add poisonous effects to their blood breath.
Alternate Blood Mist Breaths
Some Baruragaru have different effects that their diet has added to their breath weapons. The two main alterations are the Paralytic Baruragaru and the Toxic Baruragaru.
To create a Paralytic Baruragaru increase the CR to 13 (10,000 EXP.) and replace its Blood Mist Breath with the following feature.
Paralytic Breath. (recharge 5-6) The Baruragaru exhales a corrosive mix of paralyzing blood in a 30ft cone. Each creature in that area must make a DC 17 Dexterity save or take 56 (16d6) acid damage on a failure or half on a success. A creature that fails the saving throw is also paralyzed for 1 minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
To create a Toxic Baruragaru increase the CR to 13 (10,000 EXP.) and replace its Blood Mist Breath with the following feature.
Toxic Breath. (recharge 5-6) The Baruragaru exhales a corrosive mix of poisonous blood in a 30ft cone. Each creature in that area must make a DC 17 Dexterity save or take 56 (16d6) poison damage on a failure or half on a success. A creature that fails the saving throw takes an additional 1d6 poison damage at the start of its turn. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Diorekkusu
Huge monstrosity, unaligned
- Armor Class 19 (Iron Plating)
- Hit Points 341 (22d12+198)
- Speed 40ft, climb 40ft, fly 20ft
STR DEX CON INT WIS CHA 28 (+9) 22 (+6) 28 (+9) 6 (-2) 16 (+3) 6 (-2)
- Saving Throws STR + 13
- Skills Perception +7
- Damage Immunities Lightning
- Senses Darkvision 60ft, passive Perception 17
- Languages "-"
- Challenge 21 (33,000 EXP.)
Electric Charge. The Diorekkusu deals an extra 18 (4d8) lightning damage on all of its attacks (included in attack description.)
Iron Plating. A thick shell of iron ore coats the Diorekkusu's skin. This coating gives the Diorekkusu an AC of 19. The Diorekkusu is always a target for the spell Heat Metal and it is unable to let go of its iron ore coating.
Magnetic Skin. When a creature hits the Diorekkusu with a melee weapon that is made of metal, the creature must succeed on a DC 21 STR saving throw, or the weapon becomes stuck to the Diorekkusu. If the creature is unwilling or is unable to let go of the weapon, the creature is grappled by the Diorekkusu. The creature may use its action to repeat the saving throw to remove the weapon.
Standing Leap. The Diorekkusu's long jump is upto 30ft and its high jump is upto 15ft with or without a running start.Actions
Multiattack. The Diorekkusu makes 3 attacks two of which can be Stampede.
Bite. melee weapon attack: + 13 to hit, Reach 5ft, one target. Hit: 25 (3d10+9) piercing damage + 18 (4d8) lightning damage.
Claws. melee weapon attack: + 13 to hit, Reach 5ft, one target. Hit: 22 (3d8+9) slashing damage + 18 (4d8) lightning damage.
Tail. melee weapon atttack + 13 to hit, Reach 10ft, one target. Hit: 19 (3d6 +9) bludgeoning damage + 18 (4d8) lighting damage.
Stampede. The Diorekkusu moves upto its movement speed in a straight line and can move through large or smaller creature's spaces. All creatures that it moves through must succeed on a DC21 Dexterity saving throw. On a failure, the creature takes 15 (2d6+9) bludgeoning damage + 7 (2d6) slashing damage + 18(4d8) lightning damage and fall prone. On a success, the creature takes half damage and is not knocked prone.
Lightning Breath. (recharge 5-6) The Diorekkusu exhales lightning in a 60ft cone. All creatures in that area must make a DC21 Dexterity saving throw, taking 104 (16d12) lightning damage on a failure or half on a success.Legendary Actions
The Diorekkusu 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. Diorekkusu regains spent legendary actions at the start of their turn.
Electromagnetic Surge. All creatures that are grappled by the Diorekkusu take 18(4d8) lightning damage.
Tail. The Diorekkusus makes a tail attack.
Blasting Roar (Costs 2 Actions) The Diorekkusu unleashes a massive roar that blows away all creatures around it. All creatures within 10ft of the Diorekkusus must succeed a DC21 Constitution saving throw. On a failure the creature takes 20 (2d10+9) thunder damage and be pushed upto 15ft straight backward. On a success a creature takes half damage and is not pushed back.
Thunder Roaring Wyvern. A relative of the fearsome Tigrex, the Diorekkusu is a massive creature that commands electrical charges. It uses these electrical charges to magnetize iron ore and other metals onto its skin, to serve as a suit of armor. It does this because its normal skin is actually quite soft. The Diorekkusu is incredibly aggressive and will attacks almost anything on site. The Diorekkusu has a very fast metabolism to help it generate its electricity. Because of this, the Diorekkusu is almost always hunting for prey.
Ruler of Iron Mountains. The Diorekkusu always lives in areas rich in iron or other magnetic ores. They prefer mountainous terrain, as the mountains are often more rich in prey than most other terrain that have rich deposits of ore. These creatures are also the bane of Dwarves, as the they will also attack Dwarvish mines to steal the ores that the Dwarves are mining.
Diorekkusu Lairs
Diorekkusu lair atop mountains or in abandoned mines that are rich in magnetic ores. In these lairs, magnetic storms are frequent as are massive boulders that are levitating due to the powerful electromagnetic currents.
Lair Actions
Starting on initiative count 20 (losing initiative ties), the Diorekkusu can take one of the following Lair actions. It cannot take the same lair action 2 turns in a row.
- Lightning strikes a point within 120ft of the Diorekkusu. All creatures within 5ft of that point must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6) lightning damage on a failure or half as much on a success.
- The Diorekkusu tears lose a 20ft radius circle of rock from the floor within 120ft of its self and causes it to float as if it where under the effect of the Levitate spell. (ignore the spell's weight limit.) This creates a 5ft deep hole. Any creatures standing in the area are now standing on top of this floating rock. It can support 200,000 lbs of weight.
- The Diorekkusu makes all floating rocks within 120ft of itself move upto 20ft in any direction. If the rock comes into contact with any object or creature during the movement, the rock stops and it deals no damage.
- The Diorekkusu causes all floating rocks within 120ft of itself to smash to the floor. All creatures standing underneath the rocks must succeed a DC15 saving throw, taking 1d12 bludgeoning damage per 10ft the rock fell, or half as much on a success. Creatures standing on top of the rocks take half the normal falling damage. The rocks then shatter, filling the area with difficult terrain.
Regional Effects
The region around a Diorekkusu's lair is warped by its magnetic field which causes one or more of the following effects.
- The area within 6 miles of the area is always covered in a powerful thunder storm. The area is always under dim light and checks made to stay on the right path are made with disadvantage.
- Large rocks float through the air as if under the Levitate spell. These rocks sometimes randomly fall. Every hour the party travels through the area, roll a d20. On a roll of 1, one of these rocks falls on one of the party members. They must make a DC 15 Dexterity save or take 1d12 bludgeoning damage.
- Magnetic fields can aid or benefit those wearing armor. Creatures that are wearing medium or heavy armor roll a d20 each hour that they travel through the area. On a roll of 11 or higher, the creature gains the benefit of the Levitate spell. On a roll of 10 or lower, the creature becomes encumbered for as long as it is wearing the armor.
Espinas
Huge monstrosity, unaligned
- Armor Class 20 (natural)
- Hit Points 594 (36d12+360)
- Speed 30ft, fly 30ft
STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 30 (+10) 4 (-3) 14 (+2) 6 (-2)
- Damage Resistances Fire
- Damage Immunities Poison
- Condition Immunities Paralyzed, Poisoned
- Senses Darkvision 60ft, passive Perception 12
- Languages "-"
- Challenge 13 (10,000 EXP.)
Noxious Spines. Any creature that makes a melee weapon attack against the Espinas must make a DC 22 Dexterity save or take 3(1d6) piercing damage from the spikes covering the Espinas's body. A creature that fails by 5 or more also takes an additional 10(3d6) poison damage.
Passive Nature. The Espinas starts combat asleep. It remains asleep until its Hit Points are 300 or lower. Even once awake it only takes the disengage action on its turn.
Raging Fury. Only once the Espinas has been reduced to 150 or fewer Hit Points will it start attacking. Additionally it can take the Dash action as a bonus action.
Spiky Weapons. The Espinas's melee weapons deal an extra 3(1d6) piercing + 10(3d6) poison damage (included in weapon description.)Actions
Multiattack. The Espinas makes 3 attacks: 1 gore + 1 slam + 1 tail; or 3 Blazing Poison Blasts
Gore. melee weapon attack: +9 to hit, Reach 5ft, one target. Hit: 15(3d6+5) slashing damage + 3(1d6) piercing + 10(3d6) poison damage.
Slam. melee weapon attack: +9 to hit, Reach 5ft, one target. Hit 23(4d8+5) bludegeoning damage + 3(1d6) piercing +10(3d6) poison damage.
Tail. melee weapon attack: +9 to hit, Reach 10ft, one target. Hit 14(2d8+5) bludgeoning damage + 3(1d6) piercing + 10(3d6) poison damage.
Blazing Poison Blast. ranged weapon attack: +9 to hit Range 60ft, one target. Hit: 15(3d6+5) fire damage + 10(3d6) poison damage. The target must also make a DC 22 Constitution saving throw. On a failure, the target becomes paralyzed and takes 10(3d6) poison damage at the start of each of its turns for the next minute. The creature can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on a success, and reducing the recurring poison damage by 1d6 for each success.
** Rose Thorn Wyvern.** The Espinas is a massive creature with a unique hunting tactic. It spends most of its time sleeping in the middle of clearings in the forests that it calls home. Other creatures take notice of this and try to attack it. Instead, they break their teeth and claws on its hard shell, and impale themselves on the Espinas's poisonous spines. When the Espinas wakes up, it feeds on the pile of corpses left behind by these foolish creatures. The poison of the Espinas is so strong that creatures that attempt to feed on other creatures killed the poison die from it themselves.
Surprisingly Passive. The Espinas's hunting style leads it to be an incredibly passive monster. Most of the time, it will not even wake up from its sleep if it comes under attack from creatures that can actually hurt it. Even when it does wake up, the Espinas often just spends some time walking around hoping the troublesome creatures will leave, as often happens because most creatures realize that the Espinas is not worth the effort put into killing it. However, a creature that pushes the Espinas too far learns that the passive creature has a deadly rage when it finally realizes that its life may be in danger.
Unique Poison. The Espinas has a special poison. It kills extremely fast, and it paralyzes creatures as well. To make matters worse, the Espinas will often ignite its poison before hurling at its foes, causing the target to burn as well.
Ashen Thorn Wyvern. Some times a rare Espinas is born, with ash white scales instead of the forest green. These Espinas are far more deadly, having a more potent poison and far greater ability to produce and control flames. They are also far more aggressive than normal Espinas, often waking from their slumber at the first sign of danger and almost immediately enters its raging state.
Ashen Espinas
Huge monstrosity, unaligned
- Armor Class 22 (natural)
- Hit Points 742 (45d12+450)
- Speed 30ft. fly 30ft
STR DEX CON INT WIS CHA 26 (+8) 26 (+8) 30 (+10) 6 (-2) 14 (+2) 6 (-2)
- Damage Immunities Fire, Poison
- Condition Immunities Paralyzed Poisoned
- Senses Darkvision 60ft, passive Perception 12
- Languages "-"
- Challenge 24 (62,000)
Noxious Spines. Any creature that makes a melee weapon attack against the Espinas must make a DC 25 Dexterity save or take 3(1d6) piercing damage from the spikes covering the Espinas's body. A creature that fails by 5 or more also takes an additional 21(6d6) poison damage.
Passive Nature. The Espinas starts combat asleep. It wakes up whenever it first takes damage. Even once awake it only takes the disengage action on its turn.
Raging Fury. Only once the Espinas has been reduced to 560 or fewer Hit Points will it start attacking. Additionally it can take the Dash action as a bonus action.
Spiky Weapons. The Espinas's melee weapons deal an extra 3(1d6) piercing + 21(6d6) poison damage (included in weapon description.)Actions
Multiattack. The Espinas makes 3 attacks: 1 gore + 1 slam + 1 tail; or 3 Blazing Poison Blasts
Gore. melee weapon attack: +15 to hit, Reach 5ft, one target. Hit: 18(3d6+8) slashing damage + 3(1d6) piercing + 21(6d6) poison damage.
Slam. melee weapon attack: +15 to hit, Reach 5ft, one target. Hit 26(4d8+8) bludegeoning damage + 3(1d6) piercing +21(6d6) poison damage.
Tail. melee weapon attack: +15 to hit, Reach 10ft, one target. Hit 17(2d8+8) bludgeoning damage + 3(1d6) piercing + 21(6d6) poison damage.Blazing Poison Blast. ranged weapon attack: +15 to hit Range 60ft, one target. Hit: 29(6d6+8) fire damage + 21(6d6) poison damage. The target must also make a DC 25 Constitution saving throw. On a failure, the target becomes paralyzed and takes 21(6d6) poison damage at the start of each of its turns for the next minute. The creature can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on a success, and reducing the recurring poison damage by 1d6 for each success.
Infernal Tornado. (recharge 6) The Ashen Espinas chooses a point within 100ft of itself. A all creatures within a 60ft radius, 30ft tall cylinder centered on that point must make a DC 25 dexterity saving throw as the area is engulfed by spirals of fire and poison. A creature that fails the saving throw takes 63(18d6) fire damage and 63(18d6) poison damage. Also on a failure, the creature becomes paralyzed and takes 21(6d6) poison damage at the start of each of its turns for the next minute. The creature can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on a success, and reducing the recurring poison damage by 1d6 for each success. On a success, the target takes half the initial damage and suffers none of the other effects.Legendary Actions
The Espinas 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. Espinas regains spent legendary actions at the start of their turn.
Charge. The Espinas moves upto its movement speed without provoking opportunity attacks.
Tail. The Espinas makes 1 tail attack.
Puddle Strike (cost 2 actions). The Espinas creates a 10ft radius puddle of its poison within 60ft of itself for 1 minute. Any creature that starts its turn inside the puddle must make a DC 25 Constitution saving throw, taking 21(6d6) fire damage on a failure or half on a success. Also on a failure, the creature becomes paralyzed and takes 21(6d6) poison damage at the start of each of its turns for the next minute. The creature can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on a success, and reducing the recurring poison damage by 1d6 for each success.
Unknown Wyvern
Huge monstrosity, unaligned
- Armor Class 17 (natural armor)
- Hit Points 825 (50d12+500)
- Speed 30ft, fly 120ft
STR DEX CON INT WIS CHA 30 (+10) 25 (+7) 30 (+10) 8 (-1) 20 (+5) 6 (-2)
- Saving Throws STR +18, Dex +15, Con +26
- Skills Intimidation +6 Perception +21
- Damage Immunities Fire
- Senses Darkvision 120ft, passive Perception 31
- Languages "-"
- Challenge 32 (195,000 EXP.)
Building Rage. The Unknown Wyvern gains power the closer to death it is. This is represented in the following 5 "Rage States." While the the Unknown Wyvern is between the listed Hit Point Value, it its in that "Rage State"
- Rage State 1. (590-720) Half of the radius of the Unknown's Volcanic Aura is lightly obscured.
- Rage State 2. (470-589) The damage of the Unknown's Volcanic Aura increases to 42 (12d6) fire damage. The Unknown can make any 4 attacks instead of any 3 attacks.
- Rage State 3. (360-469) The range of the Unknown's Volcanic Aura increases from 10ft to 20ft. The Unknown now has 4 uses of its Legendary Actions.
- Rage State 4. (240-359) The area within 5ft of the Unknown Wyvern is heavily obscured. The Unknown now recharges all of its recharge 5-6 on rolls of 4-6.
- Rage State 5.(239 or less) The range of the Unknown's Volcanic Aura becomes 40ft. The that is heavily obscured increases to a 10ft radius. The Unknown may substitute its Frightful Presences for any of its currently charged Recharge attacks.
Keen Vision. The unknown is not effected by lightly or heavily obscured areas.
Volcanic Aura. All creatures that start their turn or hit the Unkown Wyvern with a melee weapon while within 10ft of the Unknown Wyvern takes 31 (9d6) fire damage.Actions
Multiattack. The Unknown uses its Frightful Presence, then it can make any 3 attacks.
Bite. melee weapon attack: +18 to hit, Reach 5ft, one target. Hit 32 (4d10 +10) piercing damage.
Tail. melee weapon attack: +18 to hit, Reach 10ft, one target. Hit 36 (4d12 +10) bludgeoning damage.
Claws. melee weapon attack* +18 to hit, Reach 5ft, one target. Hit 24 (4d6 +10) slashing damage and the target must succeed on a DC 26 CON saving throw, taking 14 (4d6) poison damage. The Unknown cannot use this attack while standing on the ground.
Frightful Presence. The Unknown unleashes a wave of fear. All creatures within 120ft of the Unknown must make a DC 26 Wisdom saving throw or become frightened of the Unknown for the next minute. A creature can repeat the saving throw at the end of its turn. A creature that succeeds on this saving throw becomes immune to this effect for the next 24 hours.
Solar Fireball (recharge 5-6). The Unknown fires a massive fireball at a point within 300ft of itself. All creatures within a 60ft sphere must succeed on a DC 26 Dexterity saving throw or take 157 (45d6) fire damage.
Triple Fireball (recharge 5-6). The Unknown fires 3 fireballs at 3 different points within 120ft of itself. All creatures in a 20ft sphere focused on each of those points must make a DC 26 Dexterity sacing throw or take 49 (14d6) fire damage.Legendary Actions
The Unknown 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 Unknown regains all spent legendary actions at the start of its turn.
Fly. The Unknown flys upto its flying speed without provoking opportunity attacks.
Tail. The Unknown makes a Tail attack.
Stunning Roar. The Unknown unleashes a powerful roar. All creatures within 30ft of the Unknown must make a DC 15 Constitution saving throw or be stunned until the end of its next turn.
Art Credit
.
Monster Hunter Frontier Online by Capcom™
https://capcom.fandom.com/wiki/
Monster_Hunter_Frontier_OnlineAnorupatisu by Anorupatisu on Facebook https://www.facebook.com/Anorupatisu-393923834034857/
Blood Eating Wyvern by @BanndLagiacrus on Twitter https://twitter.com/banneddino/status/
1204440213600256002Thunder Roaring Wyvern by @BannedLagiacrus on Twitter https://twitter.com/banneddino/status/ 1206968274115874818
Lord of the Great Forest by @BannedLagiacrus on Twitter https://pbs.twimg.com/media/
DOjMwWbVoAAcKJe?format=jpg&name=900x900White Thorn Wyvern by @BannedLagiacrus on Twitter. https://twitter.com/banneddino/status/ 1291769427101351937
Black Flying Wyvern by @BannedLagiacrus on Twitter. https://twitter.com/banneddino/status/ 1303812469467631617
Work Credit
All monsters that appear in the document where designed and created for the Monster Hunter Frontier™ game series by Capcom™. Please to attempt to sell or market.