
Using this Ruleset
Brief description and intentions
This Monster Hunter Ruleset has been created as an exciting supplement for your Dungeons & Dragons campaigns. Its main goal is to provide players with a challenging and rewarding monster hunting experience inspired by the Monster Hunter universe.
Through new combat mechanics, powerful creatures, and the opportunity to obtain valuable resources, this ruleset aims to add additional layers of strategy and excitement to your D&D adventures.
If you're looking to face epic challenges, acquire unique rewards, and immerse yourself in the dangerous and thrilling world of Monster Hunter within your D&D campaign, this ruleset is designed for you.
Get ready to embark on the perilous and exhilarating journey of Monster Hunter within your D&D campaign.
What you will find within
Chapter 1: In this chapter you will find an specific combat system that this Ruleset encourages you to use: The 'Modular Beast Combat' (MBC). This system was created to add more layers of complexity to the actual combat, as this can end up having an impact on the rewards given to the players after the fight.
Chapter 2: Here we introduce new resources that will be dropped by the monsters shown in 'Chapter 3'. Also, there will be a table showing the chances and value of each resource.
Chapter 3: This section will introduce new creatures that are brought from the 'Monster Hunter series'. They work mainly as theme, because of their movements, attacks and features being different or a complete alteration from the original source material.
These creatures will also work as an example to use the 'MBC' system with your own creatures.
Chapter 4: (Adding new content) Here you will find custom weapons and armor made of the resources obtained from the beasts. This will also work as an example to make your own items.
It's All Optional
Everything in this book is optional. Each group, guided by the DM, decides which of these options, if any, to incorporate into a campaign. You can use some, all, or none of them. We encourage you to choose the ones that fit best with your campaign's story and with your group's play style.
Whatever options you choose to use, this book relies on the rules in the Player's Handbook, Monster Manual, and Dungeon Master's Guide, and it can be paired with the rules and options in Xanathar's Guide to Everything and other D&D books.
Introduced Mechanics Summary
- Beasts and Creatures.
- Modular Beast Combat (weak points, different AC per creature part, etc.).
- New resources and creature drops or carves.
- New equipment with examples to build your own weapons and armor.
Context where using this Ruleset
'A chaotic arcane disorder happened...' can be a great example in which you can introduce these beasts.
You can also use them as part of the natural wildlife, meaning that these monsters did already exist, but remember that this beasts are meant to be special, not "easy creeps".



Chapter 1
Modular Beast Combat
In the untamed wilderness of this setting, each monster is a battlefield of its own. Combat against these towering creatures is not just about reducing their hit points; it’s about understanding their anatomy, exploiting weaknesses, and strategically dismantling them piece by piece.
Modular combat transforms every encounter into a tactical puzzle where the players’ decisions shape the flow of battle.
Introduction to M.B.C.
Modular combat allows players to target specific parts of a creature during battle, aiming to weaken its abilities, disable its most dangerous attacks, or carve valuable rewards mid-fight. This system mimics the immersive experience of hunting legendary monsters, where success depends on understanding the creature's anatomy and focusing attacks on key areas.
By incorporating zones of weakness, damage thresholds, and tactical opportunities, modular combat rewards strategic thinking and teamwork, creating encounters that are as dynamic as they are challenging.
Targetable Zones
Each creature’s body is divided into several targetable zones. These zones represent key areas that players can attack to gain tactical advantages. A creature may have the following zones (depending on its anatomy):
- Head
- Body (Torso)
- Extremities (Legs, Arms)
- Tail
- Wings (if applicable)
- Horns/Claws (if applicable)
General Rules for Targeting Zones
Single AC
Creatures retain a single Armor Class (AC) regardless of the zone targeted. Players declare the zone they wish to attack before rolling to hit.
Proximity Requirement
A player must be within melee or ranged attack range of the targeted zone. For example:
-
A melee attacker standing near the creature’s head cannot strike its tail unless they first move to a position within range.
-
Ranged attackers can target any zone visible to them within the range of their weapon.
Durability Threshold
Each zone has a hit point threshold representing its durability. These hit points are independent of the creature’s total HP.
Weaknesses and Resistances by Zone
Different zones of a creature may be more or less susceptible to certain damage types. Instead of using separate AC values, zones rely on vulnerabilities and resistances:
Vulnerable zones
Take double damage from specific types of attacks (e.g., slashing, piercing, or bludgeoning).
Resistant zones
Take half damage from specific types of attacks.
Example
A Rathalos’s wings might be vulnerable to piercing damage; or its legs could be resistant to slashing damage, while its head could be vulnerable to both damage types.
These vulnerabilities and resistances encourage players to adapt their tactics based on the weapon and damage type available to their characters.
Breaking Parts
When a zone’s durability threshold is reduced to 0 hit points, that zone is considered broken. Breaking a part can disable abilities, weaken the creature’s attacks, or create opportunities for further tactical advantages.
Effects of Breaking Parts
- Head: Reduces the effectiveness of bite or breath attacks. Certain creatures may lose the ability to use abilities like Fireball or Roar.
- Wings: Reduces flight speed and maneuverability or prevents flying entirely.
- Tail: Removes tail-based attacks and special effects (e.g., poison from a Rathalos’s tail).
- Horns/Claws: Weakens charge or grapple-based attacks.
- Body (Torso): Breaking the torso may weaken the creature’s overall endurance, causing it to lose legendary actions or speed.
Carves and Rewards
Some broken parts may drop items immediately during combat, rewarding players who focus on specific zones. These items, known as "carves," can be used for crafting or sold for gold. For example:
-
Cutting a Rathalos’s tail may yield a "Rathalos Tail" mid-combat.
-
Breaking a Bazelgeuse’s head could yield some "Bazelgeuse's Scales".
Calculating Thresholds for Monster Parts
The Threshold HP of a monster's body parts represents their durability and determines how much damage the part can sustain before breaking or being severed. These thresholds are independent of the creature's main HP pool, allowing parts to break without necessarily reducing the creature's total health. Below are general guidelines for calculating thresholds based on the creature's size, challenge rating (CR), and specific body parts:
General Threshold Guidelines
Use the following formula to determine the base HP of each body part:
Threshold HP
This divisor varies by the importance and durability of each part:
- Head: Divide by 2 (usually the most critical and durable zone).
- Body: Divide by 2 (most exposed and resilient area).
- Legs: Divide by 3 (each leg, if the creature has four or more, is slightly less important than the body).
- Wings: Divide by 4 (each wing, often less durable but vital for flight).
- Tail: Divide by 4 (if it can be severed, it has moderate durability).
Adjusting for CR and Size
To better balance Threshold HP with the expected damage output of the party, adjust the base Threshold HP as follows:
CR Adjustment
- For creatures with a CR above 10, multiply the base Threshold HP by 1.25 to reflect their greater durability.
- For CR below or equal 10, multiply by 1.1.
Size Adjustment
For creatures larger than Large, add a flat bonus to each part's Threshold HP based on size:
- Gargantuan: +25 HP per part.
- Huge: +10 per part.
Example: Rathalos Thresholds
Rathalos (CR 10, Huge, ~213 HP total):
Head: Base HP = 213 ÷ 2 ≈ 106 → Adjusted HP = 106 × 1.1 (CR adjustment) + 10 (size bonus) ≈ 126 HP.
Body: Base HP = 213 ÷ 2 ≈ 106 → Adjusted HP = 106 × 1.1 (CR adjustment) + 10 (size bonus) ≈ 126 HP.
Legs (each): Base HP = 213 ÷ 3 ≈ 71 → Adjusted HP = 71 × 1.1 (CR adjustment) + 10 (size bonus) ≈ 88 HP.
Wings (each): Base HP = 213 ÷ 4 ≈ 53 → Adjusted HP = 53 × 1.1 (CR adjustment) + 10 (size bonus) ≈ 68 HP.
Tail: Base HP = 213 ÷ 4 ≈ 53 → Adjusted HP = 53 × 1.1 (CR adjustment) + 10 (size bonus) ≈ 68 HP.
Balancing Thresholds for Encounters
Avoid giving every part extremely high HP unless the encounter is meant to last an extended period or span multiple phases. Focus on key breakable parts that impact gameplay (e.g., wings for flight, head for special attacks).
For simpler battles or lower-level parties, consider setting one or two critical parts with breakable thresholds and treat the rest as flavor or optional zones.
Declaring and Resolving Targeted Attacks
To attack a specific zone, a player must follow these steps:
-
Declare Target Zone: The player states which part of the creature they are attacking (e.g., “I aim for the wings”).
-
Attack Roll: The attack is resolved against the creature’s AC. If the attack hits, damage is dealt.
Apply Damage:
Damage is applied to both the creature’s total HP and the targeted zone’s durability threshold. If the zone’s threshold is reduced to 0, the zone is considered broken, and its effects are applied immediately.
Optional Rule: Attempts to Escape
When a creature sustains significant damage to multiple zones, it may attempt to flee. This represents the iconic retreat behavior of monsters in the source material.
Fleeing Conditions
A creature with more than half its zones broken may attempt to flee. The DM determines the method of escape (e.g., flight, digging, or running).
Players may pursue the creature to finish the encounter or let it escape, potentially losing certain rewards.
Chapter 2
Resources and Drops
How does Carving work?
When defeating a monster, you may want to obtain its resources by carving its body in search of materials. Carving allows you to extract valuable resources that can be used for crafting equipment.
First, before carving, the party must determine who will be the person in charge of carving the creature. Only one person can perform the carving process.
Then, to determine the amount of materials you extract, you need to make two ability checks: Sleight of Hand and Survival. These checks will determine both the quality and quantity of the materials obtained.
The person who carves must make both checks, while the rest of the party can provide assistance to the carver. For every two individuals assisting in the carving process, an extra material (+1d100) is added. After that, you will throw d100 using the Carving Tables to check what materials did you obtain.
Carving: Ability Checks
There is a specific order to follow when making the throws. First, you make the Quality check, which is determined by your ability to extract materials gently, knowing where to cut and how to do it. This check determines the Carving Table from which you will roll to determine the materials obtained.
Next, you make the Quantity check, which is determined by your knowledge of the creature's anatomy. This check determines the number of materials you extract from the Carving Table.
Quality Check
This check will determine in which of the four Carving Tables will you throw for your materials.
Table | Sleight of Hand Check | Table Tier |
---|---|---|
Failure | DC 1-5 | -1 |
Normal | DC 6-13 | 0 |
Success | DC 14-19 | +1 |
Great Success | DC 20+ | +2 |
Quantity Check
This check will determine how many materials (d100) will you extract from the Carving Table.
Check | Survival Check | Carving Amount |
---|---|---|
Failure | DC 1-2 | 3 |
Regular | DC 3-5 | 6 |
Normal | DC 5-13 | 9 |
Success | DC 14-18 | 12 |
Great Success | DC 19+ | 16 |
Carving: Obtaining Materials
After making the ability checks for Quality and Quantity, it's time to determine the specific materials you obtain through the process of carving. This is done by rolling a d100 a number of times equal to the carving amount obtained in the Quantity check and consulting the appropriate Carving Table based on the Quality check result.
For example, let's say you made a Sleight of Hand check of 10 and a Survival check of 12. Since your Sleight of Hand check falls within the 'Normal' range, you will use the 'Normal' Carving Table. Additionally, your Survival check of 12 indicates that you will be able to extract 8 materials from the creature.
Now, you will roll the d100 eight times and consult the Normal Carving Table to determine which materials you obtained. Each roll will correspond to one material.
For instance, if the first roll results in a value of 35, you would consult the 'Normal' Carving Table and find that you obtained a Shell. Repeat this process for each roll, referring to the table to determine the materials obtained.
Material Notes
All materials are specific to the creature from which they are obtained. For example, if you successfully obtain an "Elemental Sac" from carving a Rathalos, it will be a "Fire Elemental Sac" since Rathalos is a fire-based creature.
Some creatures have specific materials. For instance, "Webbings" are the membranous wings of creatures like Rathalos or Gore-Magala. If you hunt a creature that doesn't have wings, such as a Barroth or an Odogaron, you will not be able to obtain "Webbings".
In such cases, if you roll on the Carving Table and land on a chance to obtain "Webbings", the DM can substitute it with a common material of their choice, such as a Scale or a Shell.
Creature Types and Material Rarity
There are two types of creatures: Raptors and Colossi. This distinction also applies to the materials they yield. Raptors do not have materials of epic rarity; their materials range up to rare in the Carving Tables.
It's important for the DM to take into account the specific nature of each creature when determining the materials that can be obtained through carving.
Carving Tables
Failure (-1)
Drop Quality | Material | Chance |
---|---|---|
Common | Scale | 1-40 |
Common | Shell | 41-64 |
Common | Webbing | 65-80 |
Uncommon | Marrow | 81-90 |
Uncommon | Claw | 91-96 |
Uncommon | Tail | 97-100 |
Rare | Plate | 0 |
Rare | Elemental Sac | 0 |
Rare | Monster Bone | 0 |
Epic | Elemental Gem | 0 |
Epic | Elemental Tear | 0 |
Normal (0)
Drop Quality | Material | Chance |
---|---|---|
Common | Scale | 1-25 |
Common | Shell | 26-40 |
Common | Webbing | 41-50 |
Uncommon | Marrow | 51-65 |
Uncommon | Claw | 66-74 |
Uncommon | Tail | 75-80 |
Rare | Plate | 81-88 |
Rare | Elemental Sac | 89-93 |
Rare | Monster Bone | 94-95 |
Epic | Elemental Gem | 96-99 |
Epic | Elemental Tear | 100 |
Success (+1)
Drop Quality | Material | Chance |
---|---|---|
Common | Scale | 1-20 |
Common | Shell | 21-32 |
Common | Webbing | 33-40 |
Uncommon | Marrow | 41-58 |
Uncommon | Claw | 59-70 |
Uncommon | Tail | 71-76 |
Rare | Plate | 77-85 |
Rare | Elemental Sac | 86-91 |
Rare | Monster Bone | 92-94 |
Epic | Elemental Gem | 95-98 |
Epic | Elemental Tear | 99-100 |
Great Success (+2)
Drop Quality | Material | Chance |
---|---|---|
Common | Scale | 1-15 |
Common | Shell | 16-24 |
Common | Webbing | 25-30 |
Uncommon | Marrow | 31-52 |
Uncommon | Claw | 53-65 |
Uncommon | Tail | 66-72 |
Rare | Plate | 73-83 |
Rare | Elemental Sac | 84-90 |
Rare | Monster Bone | 91-93 |
Epic | Elemental Gem | 94-97 |
Epic | Elemental Tear | 98-100 |
Chapter 3
Monster Hunter Beasts
Monster Hunter Beasts
Monster Hunter Beasts are ferocious and powerful creatures, often hunted to keep them in check and protect towns, cities, and other settlements from their potential threat.
These creatures exhibit aggressive and territorial behavior, not only towards other animals but also towards humans and other beasts.
This behavior is largely due to their relatively small habitats, as many of these colossal animals prefer extreme and exclusive biomes such as extreme cold or heat, or lush temperate forests teeming with life.
Categorization
These Monsters are classified into three main categories based on their physical attributes and abilities: Wyverns, Leviathans, and Raptors. Each category represents a distinct group of creatures with unique characteristics.
Wyverns are characterized by their possession of wings, two or more legs, and a tail. They are often found soaring through the skies and are known for their aerial prowess. On the other hand, Leviathans, which lack wings, thrive in amphibious biomes due to their amphibious behavior, making them formidable foes both in and out of the water.
The Raptor category comprises swift and agile creatures, such as the Jaggis, with bipedal stances, sharp claws, and keen intelligence. These creatures are highly social and tend to live in tight-knit packs, displaying remarkable teamwork and coordination during hunts.
Apart from these categories, some beasts are labeled as Colossi, denoting their considerable size and solitary nature. Colossi are massive creatures, often found roaming alone in their territories, making them particularly challenging adversaries. On the other hand, there are creatures, like the Luthdrot, that exhibit similar social behaviors to Raptors, even though they belong to the Leviathan category.
Additionally, some creatures within their respective species are known as Alphas, such as the Great Jaggi or Royal Ludroth. Alphas are dominant members of their smaller-sized species, commanding respect and authority among their kin.
Last but not least, this categorization system will be used alongside a letter (D, N or D/N) to symbolize the creature's preferred activity hours, being 'D' for daytime, 'N' for nighttime and 'D/N' when there is no preference.
This classification system allows hunters and adventurers to better understand the nature of the beasts they encounter, aiding them in their quests and preparations for the unique challenges each category presents.
Sub-Species
A Sub-Species is an alternate version of a monster that diverges from the original beast in terms of coloration, behaviors, and even habitat. In some cases, they may also exhibit unique physiological differences.
These monsters are typically referred to by their distinct coloration or behavior that sets them apart from the common variety. For instance, the Silver Rathalos boasts shimmering silver scales instead of the traditional red hue, making it a formidable and sought-after adversary.
Unofficial Monsters & Sub-Species
To add an extra touch of creativity, this manual introduces reinterpretations (such as the Ebony/Blood Odogaron) or unofficial sub-species that are not part of the official Monster Hunter saga (as the Arcane Mizutsune shows).
These sub-species have been crafted to integrate certain mechanics and concepts from the magic and arcane world of D&D into the Monster Hunter universe.
For example, the Arcane Mizutsune is an unofficial sub-species, blending arcane elements with the graceful characteristics of the Mizutsune. These adaptations provide a unique twist and challenge for adventurers who are familiar with both the realms of Monster Hunter and D&D.
The integration of D&D's equipment and weapons into the Monster Hunter world allows for exciting new possibilities and encounters for players seeking a fresh experience.
Materials
Over time, the tradition of hunting and researching these creatures led to the discovery of the various valuable materials they possess.
Through craftsmanship and careful study, the inhabitants of this world have learned to harness these materials to create powerful armaments, equipment, and tools.
These materials, derived from the mighty beasts, have become essential resources for the hunters and craftsmen who seek to enhance their capabilities and face the challenges posed by the formidable creatures.
Beasts
Alpha Ice Raptor (D/N)
Large monstrosity, unaligned
Scientific Name: 'Gia-drome'
Preferred Habitat: Alpine / Tundra (Low Temperatures)
- Armor Class 15 (natural armor)
- Hit Points 102 (12d10 + 36)
- Speed 40ft.
STR DEX CON INT WIS CHA 10 (0) 16 (+3) 16 (+3) 4 (-3) 8 (-1) 3 (-4)
- Damage Vulnerabilities fire, lightning
- Damage Resistances cold
- Senses Passive perception 14
- Challenge 4 (1.100 XP)
Distress Call (1 use per day). The alpha ice raptor can use an action to call three members of its pack (three Ice Raptors).
Actions
Multiattack. The alpha ice raptor makes three attacks: Twice with its claws and once with its bite.
Claw. Melee Weapon Attack: +6 to hit, one target. Hit: 7 (2d4 + 3) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, one target. Hit: 6 (1d6 + 3) piercing + 6 (1d6 + 3) cold damage.
Ice Blast (Recharge 2). The alpha ice raptor fires a cold projectile to a target up to 30ft. The target must make a Dexterity saving throw DC 12 or take 6d4 of cold damage and also have its speed is halved for 1 minute.
Ice Raptor (D/N)
Medium monstrosity, unaligned
Scientific Name: 'Gia-prey'
Preferred Habitat: Taiga / Tundra (Low Temperatures)
- Armor Class 12 (natural armor)
- Hit Points 60 (11d8 + 11)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (0) 14 (+2) 12 (+1) 3 (-4) 5 (-3) 3 (-4)
- Damage Vulnerabilities fire, lightning
- Damage Resistances cold
- Senses Passive perception 10
- Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, one target. Hit: 6 (1d6 + 3) piercing + 6 (1d6 + 3) cold damage.
Claw. Melee Weapon Attack: +4 to hit, one target. Hit: 7 (2d4 + 3) slashing damage.
Pounce (Recharge 2). The Ice Raptor leaps towards its target with its claws, causing the targeted creature to make a Dexterity saving throw DC 12 to avoid being knocked prone and grappled by the creature.
If the target fails the saving throw, it is considered grappled by the Ice Raptor. While grappled, the Ice Raptor has advantage on its Bite attacks against the target, but it cannot use its Claw attack.

Alpha Moon Raptor (N)
Large monstrosity, unaligned
Scientific Name: 'Great Ba-ggi'
Preferred Habitat: Forest / Taiga (Low Temperatures)
- Armor Class 16 (natural armor)
- Hit Points 142 (15d10 + 60)
- Speed 40ft.
STR DEX CON INT WIS CHA 17 (+3) 11 (0) 18 (+4) 4 (-3) 7 (-2) 4 (-4)
- Damage Vulnerabilities lightning, dragon*
- Condition Immunities paralyzed, poisoned, sleep
- Senses Passive perception 14
- Challenge 4 (1.100 XP)
Charge. If the alpha moon raptor moves at least 10ft straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 23 (5d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Distress Call (1 use per day). The alpha moon raptor can use an action to call three members of its pack (three moon Raptors).
Actions
Multiattack. The alpha moon raptor makes two attacks: Twice with its claws.
Claw. Melee Weapon Attack: +6 to hit, one target. Hit: 7 (2d4 + 3) slashing damage.
Gore. Melee Weapon Attack: +7 to hit, one target. Hit: 6 (1d6 + 3) piercing + 6 (1d6 + 3) necrotic damage.
Moon Raptor (N)
Medium monstrosity, unaligned
Scientific Name: 'Ba-ggi'
Preferred Habitat: Forest / Taiga (Low Temperatures)
- Armor Class 13 (natural armor)
- Hit Points 66 (12d8 + 12)
- Speed 30ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 4 (-3) 5 (-3) 3 (-4)
- Damage Vulnerabilities lightning, dragon*
- Condition Immunities paralyzed, poisoned, sleep
- Senses Passive perception 10
- Challenge 1 (200 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, one target. Hit: 6 (1d6 + 3) piercing + 6 (1d6 + 3) cold damage.
Claw. Melee Weapon Attack: +4 to hit, one target. Hit: 7 (2d4 + 3) slashing damage.
Pounce (Recharge 2). The Moon Raptor leaps towards its target with its claws, causing the targeted creature to make a Dexterity saving throw DC 12 to avoid being knocked prone and grappled by the creature.
If the target fails the saving throw, it is considered grappled by the Moon Raptor. While grappled, the Moon Raptor has advantage on its Bite attacks against the target, but it cannot use its Claw attack.

Alpha Jungle Raptor (D/N)
Large monstrosity, unaligned
Scientific Name: 'Great Ja-ggi'
Preferred Habitat: Anywhere with Hot Temperatures
- Armor Class 15 (natural armor)
- Hit Points 123 (15d10 + 45)
- Speed 35ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 4 (-3) 8 (-1) 3 (-4)
- Damage Vulnerabilities cold
- Senses Passive perception 13
- Challenge 4 (1.100 XP)
Distress Call (1 use per day). The alpha jungle raptor can use an action to call three members of its pack (three Jungle Raptors).
Pact Tactics. The alpha jungle raptor has advantage on an attack roll against a creature if at least one of the alpha raptor's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The alpha jungle raptor makes two attacks: Once with its tail and once with its bite.
Bite. Melee Weapon Attack: +7 to hit, one target. Hit: 9 (2d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, one target. Hit: 12 (3d6 + 3) bludgeoning damage.
Jungle Raptor (D/N)
Medium monstrosity, unaligned
Scientific Name: 'Ja-ggi'
Preferred Habitat: Anywhere with Hot Temperatures
- Armor Class 13 (natural armor)
- Hit Points 71 (13d8 + 13)
- Speed 35ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 3 (-4) 5 (-3) 3 (-4)
- Damage Vulnerabilities cold, slashing
- Senses Passive perception 10
- Challenge 1 (200 XP)
Pact Tactics. The jungle raptor has advantage on an attack roll against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, one target. Hit: 8 (3d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, one target. Hit: 8 (2d6 + 2) slashing damage.
Pounce (Recharge 2). The Jungle Raptor leaps towards its target with its claws, causing the targeted creature to make a Dexterity saving throw DC 12 to avoid being knocked prone and grappled by the creature.
If the target fails the saving throw, it is considered grappled by the Jungle Raptor. While grappled, the Jungle Raptor has advantage on its Bite attacks against the target, but it cannot use its Claw attack.

Armored Colossus (D)
Huge monstrosity, unaligned
Scientific name: 'Ba-rroth'
Preferred Habitat: Desert / Steppe (Hot Temperatures)
- Armor Class 18 (natural armor)
- Hit Points 180 (20d12 + 60)
- Speed 40ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (0) 16 (+3) 6 (-2) 8 (-1) 4 (-3)
- Saving Throws Strength +9, Constitution +7
- Damage Vulnerabilities bludgeoning
- Special Vulnerabilities water (with mud), fire (no mud armor)
- Condition Immunities charmed, paralyzed, poisoned
- Senses Passive perception 14, Darkvission 60ft.
- Challenge 7 (2.900 XP)
Reactive Armor. The armored colossus has its body covered by 6 plates of dry mud. If the colossus receives 20 or more points of damage in a single attack, one of its mud plates is broken.
When a creature breaks any of its mud plates, the colossus' armor expels a dark, heavy mud near the colossus, covering a 5ft. radius area where it falls.
All creatures within that zone must make a Dexterity saving throw DC 14 to avoid being prone.
When the colossus has all its mud plates broken, it loses 2 AC, but gains +2 to all its attack and damage rolls.
Actions
Multiattack. The blood colossus makes two attacks: one with its tail and one with its bite.
Bite. Melee Weapon Attack: +7 to hit, one target. Hit: 12 (3d6 + 3) piercing damage.
Gore. Melee Weapon Attack: +9 to hit, one target. Hit: 22 (4d8 + 6) bludgeoning damage.
Tail. Melee Weapon Attack: +9 to hit, one target. Hit: 15 (3d6 + 6) bludgeoning damage.
Unstoppable stampede (Recharge 3). If the armored colossus moves at least 10 feet straight towards a target and then hits it with a 'Gore' attack on the same turn, the target takes an extra 30 (10d6) of piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away and knocked prone.

Blood Colossus (N)
Huge monstrosity, unaligned
Scientific name: 'Ebony Odo-ga-ron'
Preferred Habitat: Forest / Jungle
- Armor Class 16 (natural armor)
- Hit Points 177 (25d12 + 75)
- Speed 40ft.
STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 16 (+3) 6 (-2) 14 (+2) 6 (-2)
- Saving Throws Dexterity +8, Constitution +7
- Skills Perception +6
- Damage Vulnerabilities lightning
- Damage Resistances piercing
- Condition Immunities charmed, frightened
- Senses Passive perception 16
- Challenge 8 (3.900 XP)
Blood Frenzy. The blood colossus has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Blood Smell. The blood colossus has constant perception over any creature that doesn't have all its hit points.
Vampiric Restoration. When a creature that doesn't have all its hit points gets hit by the blood colossus, this one will regenerate 5 hit points per hit.
Actions
Multiattack. The blood colossus makes three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +7 to hit, one target. Hit: 12 (3d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, one target. Hit: 14 (3d6 + 5) slashing damage.
Savage Assault (Recharge 3). When at 20ft. or more from a creature, the blood colossus will jump towards it. The creature targeted will require to make a Dexterity Saving throw DC 15 to avoid being grappled.
If failed, the colossus grapples the creature and starts bitting it, resulting in three consecutive bite attacks per turn in this status. The creature grappled can make an Strength (Athletics) Saving throw DC 15 to try to escape.
Legendary Actions
The blood colossus 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. This creature regains spent legendary actions at the start of its turn.
Bite Attack. The blood colossus makes one Bite attack.
Tail Bash (Costs 3 Actions). The blood colossus makes an attack with its tail that will push 15ft all creatures in a cone of 25ft while inflicting 4d10 of bludgeoning damage. To avoid this, all creatures in the area must pass a Dexterity Saving throw DC 17.
Putrefying Shot (Costs 2 Actions). The blood colossus fires a black projectile from its mouth to an objective within 60ft range. The target must make a Dexterity saving throw DC 15 or take 6d6 necrotic damage. Hit or miss, the projectile explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw DC 15 or take 6d6 necrotic damage.

Magma Colossus (D)
Huge monstrosity, unaligned
Scientific Name: 'Gla-venus'
Preferred Habitat: Desert / Volcanic Mountains
- Armor Class 16 (natural armor)
- Hit Points 192 (27d12 + 81)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 16 (+3) 8 (-1) 10 (0) 10 (0)
- Saving Throws Strength +9, Constitution +7
- Skills Intimidation +6, Perception +6
- Damage Vulnerabilities cold (Boiling)
- Damage Resistances bludgeoning, piercing, slashing (Hardened)
- Damage Immunities fire
- Condition Immunities charmed, paralyzed, poisoned
- Senses Passive perception 16
- Challenge 11 (7.200 XP)
Adaptive Body. The magma colossus alternates between two states: Hardened and Boiling. Starting in the Hardened state, the colossus changes through them after four attack actions.
Hardened State: The magma colossus its not vulnerable to cold damage and gains resistance to non-elemental damage.
Boiling State: The magma colossus has vulnerability to cold damage, but deals an additional 9 (2d8) fire damage with its melee attacks.
Actions
Multiattack. The magma colossus makes two attacks: one with its tail and one with its bite.
Bite. Melee Weapon Attack: +5 to hit, one target. Hit: 11 (2d8 + 1) piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft, one target. Hit: 21 (4d8 + 5) slashing damage.
Lava Train (Recharge 3-5). The magma colossus charges forward in a 20-foot straight line, biting at the ground with its molten jaws and leaving behind a trail of molten slag. Each creature in the line must make a Dexterity saving throw (DC 16). On a failed save, the creature takes 20 (4d10) fire damage, reducing its movement speed by half until the end of its next turn.
Creatures who succeed on the save take half damage and their speed is not reduced. The molten slag in the area remains hot for 1 minute, creating a 15-foot-wide line of difficult terrain that deals 7 (2d6) fire damage to creatures entering or ending their turn there.
Blazing Blade Sweep (Recharge 4-6). The magma colossus grips its massive, blade-like tail with its jaws, heating it to a fiery glow before sweeping it in a devastating arc. The attack targets all creatures in a 20-foot cone originating from the colossus.
Each creature in the area must make a Dexterity saving throw DC 16. On a failed save, the creature takes 25 (5d10) slashing damage plus 20 (4d10) fire damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.
The sweep makes the Glavenus move 15ft forward while also ignites the ground in the cone, turning it into difficult terrain until the end of the colossus's next turn.
Legendary Actions
The magma colossus 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. This creature regains spent legendary actions at the start of its turn.
Tail Swipe. The magma colossus makes one Tail attack.
Infernal Blast (Costs 3 Actions). The magma colossus fires a fire projectile from its mouth to an objective within 40ft range. The target must make a Dexterity saving throw DC 16 or take 30 (10d6) fire damage. Hit or miss, the projectile explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw DC 15 or take another 10d6 fire damage.

Lake Colossus (D/N)
Huge monstrosity, unaligned
Scientific Name: 'Mizu-tsune'
Preferred Habitat: Wetlands / Forests (near water)
- Armor Class 15 (natural armor)
- Hit Points 181 (24d12 + 24)
- Speed 50ft., swim 60ft
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 13 (+1) 15 (+2) 20 (+5) 6 (-2)
- Saving Throws Wisdom +9
- Skills Perception +10
- Damage Resistance cold
- Damage Vulnerabilities lightning, dragon*
- Condition Immunities charmed, paralyzed
- Senses Passive perception 20, Darkvission 120ft
- Challenge 9 (5.000 XP)
Slippery Trail The lake colossus leaves a slippery and soapy substance wherever it moves, creating difficult terrain in its wake until the start of its next turn.
Mistweaver's Presence. The lake colossus exudes a constant mist of water and soap-like bubbles in a 10-foot radius around it. This mist lightly obscures the area and imposes disadvantage on ranged attack rolls against it. Additionally, creatures entering the mist for the first time on a turn or starting their turn within the area must succeed on a DC 15 Dexterity saving throw or fall prone due to the slick surface created by the soap-like substance.
Actions
Multiattack. The lake colossus makes two attacks: one with its claws and one with its tail.
Claws. Melee Weapon Attack: +7 to hit, one target. Hit: 10 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +4 to hit, one target. Hit: 14 (4d6 + 2) bludgeoning damage.
Hydro Burst (Recharge 3). The lake colossus unleashes a violent surge of water in a 60-foot long line. Each creature within range must make a DC 15 Dexterity saving throw. On a failed save, creatures take 60 (10d12) cold damage, are pushed 10 feet backward, and become prone. On a successful save, creatures take half damage and avoid being pushed or knocked prone.
Legendary Actions
The lake colossus 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. This creature regains spent legendary actions at the start of its turn.
Tail Swipe. The lake colossus makes one Tail attack.
Aqua Barrage (Costs 2 Actions) The lake colossus forms four spherical bubbles, each with a 5-foot radius, and launches them in four directions (North, South, East, and West) up to a distance of 30 feet. If these bubbles encounter an obstacle or creature before reaching their maximum range, they explode prematurely.
Creatures caught in the explosion must make a DC 15 Dexterity saving throw. On a failed save, they take 5d10 cold damage and become drenched in the bubble's soapy substance, reducing their speed by half until the end of their next turn. A successful save negates the damage and the movement penalty.

Arcane Colossus (N)
Huge monstrosity, unaligned
Scientific Name: 'Ar-cane Mizu-tsune'
Preferred Habitat: Arcane Forests / Taiga
- Armor Class 17 (natural armor)
- Hit Points 236 (22d12 + 97)
- Speed 40ft.
STR DEX CON INT WIS CHA 8 (-2) 14 (+2) 18 (+4) 12 (+1) 22 (+6) 8 (-1)
- Saving Throws Dexterity +8, Wisdom +10
- Skills Perception +10
- Damage resistance all magic damage
- Condition Immunities charmed, paralyzed, poisoned
- Senses Passive perception 20, Darkvission 120ft
- Challenge 11 (7.200 XP)
Chromatic Body. The arcane colossus has resistance to all spells and damaging conjurations made trough magic.
Chromaic Claws. When a creature gets hit by the arcane colossus, it loses any kind of magical effect that it was casted over it previously. This effect is the same as casting 5th-level 'Dispel Magic' over the creature.
Actions
Multiattack. The arcane colossus makes four attacks: two with its claws, one with its tail and one with its bite.
Bite. Melee Weapon Attack: +5 to hit, one target. Hit: 14 (3d8 + 2) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, one target. Hit: 12 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +5 to hit, one target. Hit: 17 (5d6 + 2) bludgeoning damage.
Chromatic Cone (Recharge 4). The arcane colossus exhales fire/cold/lightning in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 60 (12d8) of fire/cold/lightning damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The arcane colossus 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. This creature regains spent legendary actions at the start of its turn.
Misty Escape. The arcane colossus can move 40ft without provoking any opportunity attacks.
Tail Swipe. The arcane colossus makes one Tail attack.
Minor Antimagic Field (Costs 3 Actions). The arcane colossus can use the 8th-level 'Antimagic field' until its next turn, instead of 1hr. duration.

Dark Colossus (N)
Huge monstrosity, unaligned
Scientific Name: 'Gore Ma-gala'
Preferred Habitat: Arcane Forest / Forest (Rare) / Taiga
- Armor Class 17 (natural armor)
- Hit Points 262 (24d12 + 92)
- Speed 50ft., fly 25ft.
STR DEX CON INT WIS CHA 10 (0) 20 (+5) 18 (+4) 12 (+1) 15 (+2) 5 (-3)
- Saving Throws Dexterity +10, Constitution +9
- Skills Perception +7
- Damage Resistance necrotic
- Condition Immunities charmed, poisoned
- Senses Passive perception 17, Darkvission 120ft
- Challenge 12 (8.400 XP)
Frenzy Virus. When any creature is within 15ft range from the dark colossus, they will require to make a Constitution Saving throw DC 16 to avoid being infected by the virus. If any creature becomes infected with the virus, it will not be able to heal any hit points from any source until its gets away from range at least for 1 minute.
Hellish Resurgence (1 use per day). When the dark colossus gets its hit points reduced to half total, black fire surrounds the dark colossus while this makes a powerful scream. The dark flames reach up to 25ft. radius that will inflict 60 (6d12 + 30) of half fire half necrotic damage to all creatures that fail a Constitution Saving throw DC 18, receiving half of the damage on a successful throw.
After the explosion, the dark colossus activates its feature: Void Anger.
Void Anger. (If Hellish Resurgence used) The dark colossus opens its wings, liberating its two hidden arms and purple horns. When in this state, the dark colossus changes its multiattack to avoid biting but hitting four times with its claws while also gaining 1 AC and resistance to bludgeoning, piercing and slashing.
Actions
Multiattack. The dark colossus makes three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +8 to hit, one target. Hit: 13 (2d8 + 5) piercing + 12 (2d8 + 4) necrotic damage.
Claws. Melee Weapon Attack: +11 to hit, one target. Hit: 14 (3d6 + 5) slashing + 6 (1d4 + 4) necrotic damage.
Void Barrage (Recharge 2). The dark colossus exhales a necrotic mist, firing from it three black bots of dark energy up to 90ft of range. Each creature shot must make a DC 16 Dexterity saving throw, taking 50 (10d8 + 10) of necrotic damage on a failed save, or half as much damage on a successful one.
Death Veil (Recharge 3). The dark colossus uses 4th-level 'Greater Invisibility' spell that will last until its next turn.
Legendary Actions
The dark colossus 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. This creature regains spent legendary actions at the start of its turn.
Bite Attack. The dark colossus makes one 'Bite' attack.
Dark Blast (Cost 3 Actions). The dark colossus fires a black bolt of energy that inflicts 40 (6d10 + 15) necrotic damage on hit.

Venom Colossus (D/N)
Huge monstrosity, unaligned
Scientific name: 'Rath-ian'
Preferred Habitat: Forest / Wetlands (Rare)
- Armor Class 17 (natural armor)
- Hit Points 170 (20d12 + 40)
- Speed 40ft., fly 30ft.
STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 16 (+3) 7 (-2) 14 (+2) 5 (-3)
- Saving Throws Dexterity +8, Constitution +6
- Skills Perception +8
- Damage Resistances fire
- Damage Vulnerabilities lightning, dragon*
- Damage Invulnerabilities poison
- Condition Immunities charmed, frightened, poisoned
- Senses Passive perception 18
- Challenge 8 (3.900 XP)
Air Combatant. While flying, the Venom Colossus does not provoke opportunity attacks and its melee attacks gain a 5-foot reach bonus.
Venomous Predator. When the Venom Colossus hits a creature with a Claw or Tail attack, the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute, while also taking 7 (2d6) poison damage at the start of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.
Queenslayer’s Tail. The Tail attack of the Venom Colossus deals an additional 10 (3d6) poison damage if the attack is a critical hit.
Actions
Multiattack. The Venom colossus makes two attacks: one with its tail and one with its bite.
Bite. Melee Weapon Attack: +7 to hit, one target. Hit: 11 (2d6 + 3) piercing + 8 (1d8 + 3) fire damage.
Claw. Melee Weapon Attack: +9 to hit, one target. Hit: 13 (2d6 + 5) slashing + 7 (1d6 + 3) poison damage.
Tail. Melee Weapon Attack: +7 to hit, one target. Hit: 19 (4d6 + 3) piercing + 7 (1d6 + 3) poison damage.
Fire Blast (Recharge 2-3). The Venom colossus fires one flaming projectile towards a creature within 90ft range. The target must make a Dexterity saving throw DC 13 or take 25 (5d8) fire damage. Hit or miss, the projectile explodes, forcing the target and each creature within 5 feet of it must succeed on a Dexterity saving throw DC 13 or take 10 (2d8) fire damage.
Legendary Actions
The Venom colossus 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. This creature regains spent legendary actions at the start of its turn.
Tail Swipe. The Venom colossus makes one Tail attack.
Wing Blast (while flying, Cost 2 Actions). The Venom Colossus beats its wings powerfully, pushing a blast of wind in a line of 30ft long and 15ft wide. Each creature within range must succeed on a DC 13 Strength saving throw or be pushed 20ft away while getting prone.
Deafening Roar (Costs 2 Actions). The Venom colossus screams at full power, making all creatures within 15ft from it take a Constitution saving throw DC 15 to avoid being paralyzed for their next turn and deafened for 1 minute, while also receiving 3d8 thunder damage. Creatures in range that succeed their save, receive half damage and no altered conditions.

Fire Colossus (D/N)
Huge monstrosity, unaligned
Scientific name: 'Rath-a-los'
Preferred Habitat: Anywhere with High Temperatures
- Armor Class 17 (natural armor)
- Hit Points 213 (22d12 + 66)
- Speed 25ft., fly 50ft.
STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 16 (+3) 8 (-1) 14 (+2) 4 (-3)
- Saving Throws Dexterity +10, Constitution +7
- Skills Perception +8
- Damage Invulnerabilities fire
- Damage Resistances poison
- Damage Vulnerabilities lightning, dragon*
- Condition Immunities charmed, frightened
- Senses Passive perception 18
- Challenge 10 (5.900 XP)
Air Combatant. When the Fire colossus is flying, its multiattack feature improves, making it attack with its Claw attack twice, instead of once with its Bite attack. Also, while in the air, all attacks have 5ft extra range and flying does not provoke opportunity attacks.
Venomous Talons. When the Fire colossus hits a creature with a Claw attack, the target must make a Constitution saving throw DC 15 to avoid being poisoned for 1 minute.
Actions
Multiattack. The Fire colossus makes two attacks: one with its tail and one with its bite.
Bite. Melee Weapon Attack: +6 to hit, one target. Hit: 12 (2d8 + 2) piercing + 8 (1d8 + 3) fire damage.
Claw. Melee Weapon Attack: +10 to hit, one target. Hit: 16 (3d6 + 6) slashing + 7 (1d6 + 3) poisonous damage.
Tail. Melee Weapon Attack: +6 to hit, one target. Hit: 14 (3d6 + 2) piercing + 7 (1d6 + 3) poisonous damage.
Fire savage (Recharge 3). The Fire colossus fires two big burning projectiles from its mouth to any objective within 60ft range. The targets must make a Dexterity saving throw DC 15 or take 6d8 fire damage. Hit or miss, the projectile explodes. The target and each creature within 10 feet of it must succeed on a Dexterity saving throw DC 15 or take 2d8 fire damage.
Legendary Actions
The Fire colossus 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. This creature regains spent legendary actions at the start of its turn.
Tail Attack. The Fire colossus makes one Tail attack.
Deafening Roar (Costs 2 Actions). The Fire colossus screams at full power, making all creatures within 20ft from it to take a Constitution saving throw DC 15 to avoid being paralyzed for their next turn and deafened for 1 minute, while also receiving 3d8 thunder damage. Creatures in range that succeed their save, receive half damage and no altered conditions.
Blazing Barrage (Costs 3 Actions). The Fire colossus expels a barrage of fire close to it while launching itself into the air. All creatures within a 25ft cone will need to make a Dexterity saving throw to take half the damage.

Apex Fire Colossus (D/N)
Huge monstrosity, unaligned
Scientific name: 'Sil-ver-ios'
Preferred Habitat: Volcanic Mountains
- Armor Class 18 (natural armor)
- Hit Points 375 (33d12 + 165)
- Speed 20ft., fly 60ft.
STR DEX CON INT WIS CHA 16 (+3) 24 (+7) 20 (+5) 10 (0) 16 (+3) 6 (-2)
- Saving Throws Dexterity +11, Constitution +9
- Skills Perception +12
- Damage Resistances poison
- Damage Invulnerabilities fire
- Condition Immunities charmed, frightened, poisoned
- Senses Passive perception 22
- Challenge 14 (11.500 XP)
Air Combatant. When the Apex F. colossus is flying, its multiattack feature improves, making it attack with its Claw attack twice, instead of once with its Bite attack. Also, while in the air, all attacks have 5ft extra range and flying does not provoke opportunity attacks.
Blazing Sun. When the Apex F. colossus uses its action to make an special attack (as 'Flammen-Cannon'), it burns the ground where the attack had effect, which leaves a glowing-red fire for the next turn. This inflicts 2d6 fire damage to all creatures standing in the flaming area that fail a Constitution Saving throw DC 15.
Poisonous Spikes. When the Apex F. colossus hits a creature with a Claw or Tail attack, the target must make a Constitution saving throw DC 14 to avoid being poisoned for 1 minute.
Actions
Multiattack. The Apex F. colossus makes two attacks: one with its tail and one with its bite.
Bite. Melee Weapon Attack: +8 to hit, one target. Hit: 19 (4d8 + 3) piercing + 9 (1d8 + 5) fire damage.
Claw. Melee Weapon Attack: +12 to hit, one target. Hit: 16 (3d6 + 7) slashing + 9 (1d8 + 5) poisonous damage.
Tail. Melee Weapon Attack: +10 to hit, one target. Hit: 12 (3d6 + 3) piercing + 9 (1d8 + 5) poisonous damage.
Flammen-Cannon (Recharge 1-2). The Apex F. colossus expels a fireball at lightning speed up to 90ft away. Each creature in a 15ft radius sphere centered on that point must make a DC 18 Dexterity saving throw, taking 60 (10d8 + 10) fire damage on a failed save, or half as much on a successful one.
This feature can be fired at 5 feet range as a cone or line, allowing the colossus to change the fireball for a fire breath, being 30ft long and 15ft wide for the line area, and a 40ft radius for the cone.
Azure Anger (Recharge 5-6). The Apex F. gathers intense flames within its throat, glowing with an ominous blue and red hue. On its next turn, it releases a gigantic blue fireball up to 90ft range, which makes each creature caught within a 30ft radius take 100 (16d10 + 15) fire damage on a failed Dexterity saving throw DC 18 or half as much on a successful one.
Legendary Actions
The Apex F. colossus 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. This creature regains spent legendary actions at the start of its turn.
Tail Attack. The Apex F. colossus makes one Tail attack.
Fire Savage (Costs 3 Actions). The Apex F. colossus uses its Flammen-Cannon feature twice, but using a lower DC of 15 and a lower damage of 40 (8d8 + 5).
Blazing Roar (Costs 3 Actions). The Apex F. colossus makes a thunderous scream while unleashing a wave of silver-blue fire, making all creatures within 30ft from it take a Constitution saving throw DC 16 to avoid being paralyzed for their next turn, deafened for 1 minute and also receive 3d6 thunder + 3d6 fire damage. Creatures that succeeded in their save, receive half the damage and no altered conditions.

Cave Colossus (N)
Huge monstrosity, unaligned
Scientific Name: 'Khe-zu'
Preferred Habitat: Caves
- Armor Class 15 (natural armor)
- Hit Points 196 (26d12 + 26)
- Speed 40ft., climb 30ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+3) 13 (+1) 15 (+2) 20 (+5) 6 (-2)
- Saving Throws Wisdom +9
- Skills Perception +8
- Damage Invulnerabilities lightning
- Damage resistance cold, dragon*
- Damage Vulnerabilities fire
- Condition Immunities charmed, paralyzed
- Senses Passive perception 18, Darkvission 60ft
- Challenge 8 (3.900 XP)
Lurking Strike. If the cave colossus is in dim light or darkness, it can use its bonus action to make a Bite attack against a creature it is hidden from. On a hit, the target takes an extra 10 (3d6) lightning damage.
Actions
Multiattack. The cave colossus makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +4 to hit, one target. Hit: 14 (2d8 + 4) piercing + 7 (1d8 + 4) lightning damage.
Tail. Melee Weapon Attack: +4 to hit, one target. Hit: 14 (4d6 + 2) bludgeoning damage.
Conductive Bite (Recharge 1-2). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) lightning damage. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the Khezu's next turn..
Thunder Discharge (Recharge 4-5). The cave colossus fires a burst of electricity towards a point within 40ft range. Every creature within a 20-foot radius from that point must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) lightning damage and is paralyzed until the end of its next turn. On a successful save, it takes half damage and suffers no additional effects.
Lightning Cage (Recharge 6). The cave colossus creates an electrified aura in a 10-foot radius around it for 1 minute. Creatures that start their turn within the aura or enter it for the first time must succeed on a DC 14 Constitution saving throw or take 12 (3d8) lightning damage and be restrained by electrified tendrils. A restrained creature can repeat the saving throw at the end of its turn, ending the effect on a success.
Legendary Actions
The cave colossus can take 1 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. This creature regains spent legendary actions at the start of its turn.
Bite Attack. The cave colossus make one bite attack.
Ceiling Drop (Costs 2 Actions). The cave colossus moves up to its speed along a vertical surface or ceiling, then drops onto a target within 10 feet below it. The target must succeed on a DC 15 Dexterity saving throw or take 26 (6d6 + 5) bludgeoning damage and be knocked prone. On a success, the target takes half damage and avoids being knocked prone.

Fury Colossus (D/N)
Huge monstrosity, unaligned
Scientific Name: 'Ti-grex'
*Preferred Habitat: Desert / Forest (rare) *
- Armor Class 17 (natural armor)
- Hit Points 220 (23d12 + 69)
- Speed 40ft.
STR DEX CON INT WIS CHA 18 (+4) 19 (+4) 16 (+3) 6 (-2) 6 (-2) 3 (-4)
- Saving Throws Strength +9, Dexterity +9
- Damage Invulnerabilities fire
- Damage Resistance lightning
- Damage Vulnerabilities cold
- Condition Immunities charmed, paralyzed
- Senses Passive perception 12, Darkvission 60ft
- Challenge 10 (5.900 XP)
Savage Combatant. When the fury colossus scores a critical hit, it can make a Bite attack with no cost.
Hunting Sprint. The fury colossus can take the dash action as a bonus action.
Actions
Multiattack. The fury colossus makes three attacks: twice with its claws and one with its bite. Or it can attack once with each 'Weapon Attack'.
Bite. Melee Weapon Attack: +8 to hit, one target. Hit: 20 (3d10 + 4) piercing.
Claws. Melee Weapon Attack: +10 to hit, one target. Hit: 16 (3d6 + 4) slashing.
Tail. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage.
Earth Barrage (Recharge 3). The fury colossus claws at the ground, hurling stones and mud toward a creature within 40 feet. All creatures within a 5-foot radius of the target must succeed on a DC 13 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone.
Furious Assault (Recharge 3). The fury colossus leaps forward, moving up to 30 feet in a straight line and making a Bite attack against a target within range. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 16) while taking 18 (3d10 + 4) piercing damage. If the target succeeds on the saving throw, it takes half damage and avoids the grapple.
Legendary Actions
The fury colossus 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. This creature regains spent legendary actions at the start of its turn.
Claw Attack. The fury colossus makes one 'Claw' attack.
Frenzied Leap (Costs 2 Actions). The fury colossus jumps up to 20ft towards a target. Every creature within a 10ft radius from the landing point have to take a Strength saving throw DC 14. On a failed check, the creature gets prone while receiving 3d8 bludgeoning damage.
Deafening Roar (Costs 2 Actions). The fury colossus lets out a thundering roar. All creatures within 20 feet must make a DC 15 Constitution saving throw. On a failed save, a creature takes 33 (6d10) thunder damage, becomes paralyzed for 1 turn, and is deafened for 1 minute. On a successful save, a creature takes half damage and suffers no conditions.

Amphibian Colossus (D)
Huge monstrosity, unaligned
Scientific Name: 'La-gia-crus'
Preferred Habitat: Coasts / Wetlands
- Armor Class 17 (natural armor)
- Hit Points 210 (28d12 + 28)
- Speed 25ft., swim 60ft
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 13 (+1) 18 (+4) 6 (-2)
- Saving Throws Constitution +7, Wisdom +9
- Skills Perception +10, Stealth +6
- Damage Resistance cold, lightning
- Damage Vulnerabilities fire (not charged), dragon* (when charged)
- Condition Immunities charmed, paralyzed
- Senses Passive perception 20, Darkvission 60ft
- Challenge 12 (8,400 XP)
Aquatic Dominion. The amphibian colossus is adapted to fight in both water and land. While underwater, it has advantage on Dexterity (Stealth) checks and creatures without a swim speed have disadvantage on attack rolls against it.
Elemental Surge. The colossus has two states: Neutral and Charged.
Neutral State: The creature deals its normal damage.
Charged State (activated by Charged Roar) : The colossus becomes surrounded by crackling electricity, empowering its attacks. While charged, its attacks deal an extra 2d8 lightning damage, and creatures within 5 feet of it take 5 (1d10) lightning damage at the start of their turns. After 3 rounds or if the colossus takes 30 or more points of fire damage, it reverts to its neutral state.
Actions
Multiattack. The amphibian colossus makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +6 to hit, one target. Hit: 12 (2d8 + 4) piercing + 8 (1d8 + 4) lightning damage.
Body Slam. Melee Weapon Attack: +10 to hit, line 15ft wide. Hit: 30 (5d10 + 8) bludgeoning damage.
Tail. Melee Weapon Attack: +7 to hit, one target. Hit: 15 (4d6 + 3) bludgeoning damage.
Water Spray (Recharge 1-3) The amphibian colossus expels a pressurized water in a 30ft cone, making each creature within range make a Dexterity Saving throw DC 14. On a failed save, the creature receives 12 (3d8) cold damage, gets pushed 10ft back and soaked for the next minute or until it dries with heat of any kind.
Charged Roar (Recharge 4-6). The colossus releases a thunderous roar, electrifying the area around it and entering its charged state. Each creature within 20 feet must make a DC 16 Constitution saving throw, taking 27 (6d8) lightning damage on a failed save or half as much on a success. Creatures standing in water or soaked have disadvantage on this save.
Legendary Actions
The amphibian colossus 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. This creature regains spent legendary actions at the start of its turn.
Tail Slam. The colossus makes one 'Tail' attack.
Bolt Strike (Costs 2 Actions). The colossus unleashes a bolt of lightning at a creature within 60 feet. The target must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) lightning damage.
Submerge (Costs 3 Actions). If in water, the colossus dives beneath the surface and becomes heavily obscured. It reappears at any point within 60 feet at the start of its next turn. Creatures standing in water within 10 feet of where it emerges must succeed on a DC 15 Dexterity saving throw or take 14 (3d8) lightning damage.

Ruined Colossus (D/N)
Large monstrosity, unaligned
Scientific Name: 'Scarred Yian-Ga-ruga'
Preferred Habitat: Jungles / Volcanic Highlands
- Armor Class 18 (natural armor)
- Hit Points 207 (23d10 + 69)
- Speed 40ft., fly 50ft.
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 16 (+3) 9 (-1) 14 (+2) 8 (-1)
- Saving Throws Dexterity +9, Constitution +7
- Skills Acrobatics +9, Perception +6
- Damage Resistance fire, piercing
- Damage Vulnerabilities cold
- Damage Invulnerabilities poison
- Condition Immunities charmed, paralyzed, poisoned
- Senses Passive perception 16, Darkvission 60ft
- Challenge 11 (7,200 XP)
Venomous Predator. When the Ruined Colossus hits a creature with a Claw or Tail attack, the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute, while also taking 12 (4d6) poison damage at the start of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the condition on a success.
Blighted Fury. When reduced to half its hit points or fewer, the Ruined Colossus enters a frenzied state. Its movement speed increases by 10 feet, and it gains advantage on Dexterity saving throws.
Aerial Aggression. While flying, the Ruined Colossus can use its bonus action to Dash or make a single Claw attack.
Actions
Multiattack. The ruined colossus makes two attacks: once with its tail and once with its claws; or twice with its beak.
Beak. Melee Weapon Attack: +8 to hit, one target. Hit: 24 (4d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, one target. Hit: 13 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 5) piercing damage.
Blazing Barrage (Recharge 5-6). The Ruined Colossus launches a rapid volley of fireballs while airborne. Each creature within a 30-foot radius from a point up to 20ft range must make a DC 16 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much on a success.
Legendary Actions
The ruined colossus can take 2 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. This creature regains spent legendary actions at the start of its turn.
Wing Slash. The Ruined Colossus makes one Claw attack.
Poison Bomb (Costs 2 Actions). The Ruined Colossus slams its tail into the ground, releasing a burst of poisonous spikes in a 25-foot cone. Each creature in the area must succeed on a DC 16 Constitution saving throw or receive 10 (3d6) and become poisoned for 1 minute. While poisoned, a creature takes 10 (3d6) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of its turns, ending the effect on a success.

Bomber Colossus (D/N)
Huge monstrosity, unaligned
Scientific Name: 'Ba-zel-geu-se'
Preferred Habitat: Anywhere
- Armor Class 17 (natural armor)
- Hit Points 176 (23d12 + 23)
- Speed 30ft., fly 60ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
- Saving Throws Strength +9, Constitution +7
- Skills Perception +6
- Damage Resistance dragon*
- Damage Vulnerabilities lightning
- Damage Invulnerabilities fire
- Condition Immunities frightened
- Senses Passive perception 16, Darkvission 60ft
- Challenge 11 (7.200 XP)
Volatile Scales. At the start of its turn, the Inferno Bomber Colossus sheds 4 explosive scales, which it drops in unoccupied spaces within 10 feet of itself. Each scale is a Tiny object with AC 14, 10 hit points, and immunity to poison and psychic damage.
↑ Explosion Trigger: Scales detonate if struck by an attack, if they are within the radius of an explosion, or at the start of the Inferno Bomber Colossus' next turn.
↑ Explosion Effect: When a scale explodes, all creatures within 10 feet must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.
Detonation Instinct. When the Inferno Bomber Colossus takes damage, roll a d6. On a 4–6, one scale sheds from the colossus and drops within 5 ft of itself.
Explosive Dive. If the Inferno Bomber Colossus flies at least 30 feet in a straight line toward a target and hits it with a Dive Slam attack, it causes all scales within 20 feet to detonate simultaneously.
Actions
Multiattack. The Bomber Colossus makes two attacks: one with its Bite and one with its Tail Slam.
Bite. Melee Weapon Attack: +9 to hit, one target. Hit: 17 (2d10 + 4) piercing damage.
Tail Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 4) bludgeoning damage.
Dive Slam. Melee Weapon Attack: +9 to hit, one target. Hit: 22 (3d10 + 4) bludgeoning damage. If this attack triggers an Explosive Dive, the explosion damage is applied immediately.
Scale Carpet Bomb (Recharge 4–6). The Inferno Bomber Colossus flies up to half its flying speed and scatters 6 explosive scales in a 30-foot line that is 10 feet wide.
Infernal Roar (Recharge 6). The Inferno Bomber Colossus releases a deafening roar, causing all scales within 30 feet to detonate immediately. Creatures in the area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.
Legendary Actions
The amphibian colossus 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. This creature regains spent legendary actions at the start of its turn.
Bite. The Bomber Colossus makes one Bite attack.
Explosive Slam (Costs 2 Actions). The Inferno Bomber Colossus makes one Tail Slam attack. All scales within 10 feet of the target detonate immediately after the attack.
Brutal Colossus (D/N)
Huge monstrosity, unaligned
Scientific Name: 'De-vil-jho'
Preferred Habitat: Anywhere
- Armor Class 17 (natural armor)
- Hit Points 251 (23d12 + 100)
- Speed 50ft.
STR DEX CON INT WIS CHA 26 (+8) 12 (+1) 21 (+5) 4 (-3) 14 (+2) 8 (-1)
- Saving Throws Constitution +9, Strength +12
- Skills Perception +8
- Damage Resistance dragon*; bludgeoning, piercing, and slashing (nonmagical)
- Damage Vulnerabilities lightning
- Condition Immunities frightened, charmed, paralyzed
- Senses Passive perception 18, Darkvission 120ft
- Challenge 13 (10.000 XP)
Insatiable Hunger. When the Brutal Colossus reduces a creature to 0 hit points, it can use its bonus action to regain hit points equal to half the creature's maximum hit points.
Dragon’s Vein. The Brutal Colossus’s dragon attacks ignore resistance to necrotic damage.
Rampage. When the Brutal Colossus reduces a creature to 0 hit points with a melee attack, it can move up to half its movement speed and make a Bite attack as part of the same action.
Actions
Multiattack. The Brutal Colossus makes three attacks: one with its Bite and two with its Stomp.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 8) piercing + 10 (3d6) necrotic damage.
Stomp. Melee Weapon Attack: +12 to hit, one target. Hit: 18 (2d10 + 8) bludgeoning damage.
Jump Slam (Recharge 2-3). The Brutal Colossus jumps up to 30 feet into an unoccupied space within range. Creatures in a 15-foot radius of where it lands must make a DC 16 Dexterity saving throw, taking 28 (4d10 + 8) bludgeoning damage and falling prone on a failed save, or half as much damage and no prone condition on a successful save.
Draconic Breath (Recharge 5–6). The Brutal Colossus exhales a torrent of necrotic energy in a 60-foot cone. Each creature in the area must make a DC 16 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much on a success. Creatures that fail this save by 5 or more are weakened (disadvantage on Strength-based rolls and attacks) until the end of their next turn.
Legendary Actions
The brutal colossus 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. This creature regains spent legendary actions at the start of its turn.
Bite. The Brutal Colossus makes one Bite attack.
Move. The Brutal Colossus moves up to half its movement speed without provoking opportunity attacks.
Anger Burst (2 Actions). The Brutal Colossus releases a pulse of necrotic energy in a 10-foot radius around itself. Each creature in the area must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage.
Horned Colossus (D/N)
Huge monstrosity, unaligned
Scientific Name: 'Dia-blos'
Preferred Habitat: Deserts / Arid Canyons
- Armor Class 18 (natural armor)
- Hit Points 184 (18d12 + 72)
- Speed 40ft., burrow 30ft.
STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 18 (+4) 6 (-2) 10 (0) 8 (-1)
- Saving Throws Strength +11, Constitution +9
- Skills Perception +8
- Damage Resistance bludgeoning, piercing, and slashing
- Damage Vulnerabilities cold
- Condition Immunities charmed, frightened, paralyzed
- Senses Passive perception 15, tremorsense 120 ft.
- Challenge 10 (5.900 XP)
Territorial Charge. If the Horned Colossus moves at least 20 feet in a straight line before hitting a target with a Gore attack, the attack deals an extra 14 (4d6) piercing damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone.
Burrowing Menace. As a bonus action, the Horned Colossus can burrow underground and move up to half its burrow speed. While underground, it has total cover and can’t be targeted directly. It can emerge from the ground, causing creatures within 10 feet to make a DC 17 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.
Enraged Fury. When the Horned Colossus drops below half its hit points, its speed increases by 10 feet, it gains advantage on attack rolls, and it deals an additional 7 (2d6) bludgeoning damage with melee attacks.
Actions
Multiattack. The horned colossus makes two attacks: one with its Gore and one with its Tail Slam.
Gore. Melee Weapon Attack: +11 to hit, one target. Hit: 22 (3d10 + 6) piercing damage.
Tail Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 6) bludgeoning damage.
Burrow Strike (Recharge 2–4). The Horned Colossus burrows underground and erupts in a 20-foot line. Creatures in the area must make a DC 18 Dexterity saving throw, taking 28 (8d6) bludgeoning damage and being knocked prone on a failed save, or half as much on a successful save.
Sandstorm Roar (Recharge 5–6). The Horned Colossus releases a deafening roar, creating a localized sandstorm in a 30-foot radius around it. Creatures in the area must make a DC 17 Constitution saving throw, taking 27 (6d8) thunder damage on a failed save, or half as much on a successful one. Creatures that fail the save are also blinded until the end of their next turn.
Legendary Actions
The horned colossus 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. This creature regains spent legendary actions at the start of its turn.
Tail Sweep. The Horned Colossus makes one Tail Slam attack.
Charge (2 Actions). The Horned Colossus moves up to its speed in a straight line. If it passes through a creature's space, that creature must succeed on a DC 17 Dexterity saving throw or take 13 (3d6) bludgeoning damage and be knocked prone.
Burrow Dash (2 Actions). The Horned Colossus burrows up to 20 feet underground, gaining total cover.
Nightshade Colossus (N)
Large monstrosity, unaligned
Scientific Name: 'Nar-ga-cuga'
Preferred Habitat: Jungles / Forests
- Armor Class 17 (natural armor)
- Hit Points 150 (20d10 + 40)
- Speed 50ft., climb 30ft.
STR DEX CON INT WIS CHA 18 (+4) 22 (+6) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
- Saving Throws Dexterity +9, Wisdom +6
- Skills Stealth +12, Perception +10, Acrobatics +9
- Damage Vulnerabilities fire, lightning
- Condition Immunities charmed, frightened
- Senses passive Perception 20, darkvision 120ft.
- Challenge 10 (5,900 XP)
Ambush Predator. The Nightshade Colossus has advantage on attack rolls against any creature it surprises.
Deadly Precision. Critical hits from the Nightshade Colossus deal an additional 20 (5d8) damage.
Shadow Stalker. While in dim light or darkness, the Nightshade Colossus can take the Hide action as a bonus action.
Actions
Multiattack. The Nightshade Colossus makes three attacks: one with its bite, one with its claw, and one with its tail.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 4) bludgeoning damage, and the target must make a DC 17 Strength saving throw or be knocked prone.
Spike Barrage (Recharge 4-6). When the Nightshade Colossus uses this ability, it can launch a rapid volley of sharp tail spikes in a 20-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw or take 28 (8d6) piercing damage and begin bleeding. A bleeding creature takes 7 (2d6) damage at the start of each of its turns until it receives magical healing or succeeds on a DC 15 Medicine check as an action.
Legendary Actions
The Nightshade colossus can take 2 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. This creature regains spent legendary actions at the start of its turn.
Shadow Leap. The Nightshade Colossus moves up to half its speed without provoking opportunity attacks. If it ends this movement in dim light or darkness, it can make a Stealth check.
Tail Spike. The Nightshade Colossus makes a Tail Slam attack.
Fade into the Shadows (2 Actions). The Nightshade Colossus vanishes into any darkness it can reach within 50ft range. When doing so, it becomes invisible until the start of its next turn or until it makes an attack.
Arc Colossus (D/N)
Huge monstrosity, unaligned
Scientific Name: 'As-ta-los'
Preferred Habitat: Forest / Highlands
- Armor Class 18 (natural armor)
- Hit Points 180 (16d12 + 78)
- Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 19 (+4) 6 (-2) 13 (+1) 10 (+0)
- Saving Throws Dexterity +8, Strength +9
- Skills Perception +7
- Damage Resistance lightning, dragon*
- Damage Vulnerabilities cold
- Condition Immunities charmed, paralyzed, stunned
- Senses Passive perception 17, Darkvission 120ft
- Challenge 11 (7.200 XP)
Electrified Body. When the arc Colossus starts its turn, it becomes charged with lightning for 1 minute. While charged, its melee attacks deal an additional 7 (2d6) lightning damage, and creatures that hit it with a melee attack take 4 (1d8) lightning damage.
Shock Pulse. Whenever the arc Colossus is hit by a critical hit, it emits a pulse of electricity. Creatures within 10 feet must succeed on a DC 16 Dexterity saving throw or take 11 (2d10) lightning damage.
Air Superiority. The arc Colossus has advantage on Dexterity saving throws and attack rolls while flying.
Aggressive Flier. As part of its movement, the arc Colossus can pass through the spaces of creatures Large or smaller without provoking opportunity attacks.
Creatures in its path must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone.
Actions
Multiattack. The arc colossus makes two attacks: once with its bite or wings and once with its wings or tail.
Bite. Melee Weapon Attack: +9 to hit, one target. Hit: 18 (2d10 + 5) piercing damage.
Wing Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage.
Tail Sweep. Melee Weapon Attack: +9 to hit, reach 10 ft., all creatures in a 15-foot cone. Hit: 17 (2d10 + 5) bludgeoning damage.
Electro Divebomb (Recharge 5–6). The arc Colossus flies up to 30 feet and slams into a 20-foot radius area. Creatures in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) lightning damage and falling prone on a failed save, or half as much on a successful save.
Legendary Actions
The arc colossus 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. This creature regains spent legendary actions at the start of its turn.
Wing Attack. The arc Colossus makes one Wing Slam attack.
Flyby Strike. The arc Colossus flies up to half its flying speed and makes a Tail Sweep attack.
Lightning Burst (2 Actions). The arc Colossus emits a burst of lightning in a 10-foot radius. Creatures in the area must succeed on a DC 16 Constitution saving throw or take 13 (3d8) lightning damage and be stunned until the end of their next turn.
Chapter 4
Weapons and Armor
An ancient tradition
These creatures's scales, shells and others have special properties that long forgotten cultures and people had once discovered.
With these materials they made weapons and armors that was tough competition to the traditional metal workers equipment.
Time has shown that this type of craft was unsustainable for many reasons, mainly the danger of obtaining the materials and, at the same time, their scarcity.
How was it discovered?
The old languages say that strange experiments combining the new knowledge coming from metal forging together with the tribal traditions of bone-made tools, made known this incredible equipment endowed with the magic and strength of these dangerous beasts.
What is Dragon damage?
This antique and distinct culture call "Dragon" to what traditional adventurers call "Necrotic" damage, associating this with the more obscure creatures from realms like the Abyss or the Shadowrealm.
Basics of 'Monster-Crafting'
As we already know, the elemental energy of these beasts endows the weapons and armor that are created using their materials. However, the weight and shape of these materials means that not all types of equipment can be created based on a single beast.
Let's take the case of fire element weapons, for example: The high temperatures reached by weapons created with these properties make it necessary to craft them with a high density and weight, ending up in the creation of weapons such as longswords or greatswords and failing when crafting daggers or shortswords.
Also, when trying to build poisonous weapons, we find that this element needs a finesse in its construction like no other weapon. So building daggers or rapiers is an excellent choice.
Crafting Equipment
So, now that we know how these equipment is designed, lets learn how to craft it.
When reaching out to any smith who is familiar with these materials and traditions, they will most commonly ask for two things: materials and a payment (for labor).
Generally, you will be given a recipe which will serve as a guide for the correct collection of these materials and, above all, for an estimate of what the requested weapon will be.
As an example, here is a Fire Longsword recipe, which is the most balanced and most requested of all swords.
Ra-venus Longsword
Special Equipment, Longsword
- Damage: 1d8 slashing
- Properties: Versatile (1d10)
- Special Properties: —
Main Recipe (1st-level)
Recipe: Rathalos — 2 Scales, 1 Marrow, 1 Webbing + Glavenus — 2 Scales, 3 Shells, 1 Tail.
Effect: The sword gains additional 1d4 fire damage.
Greater Upgrade (2nd-level)
Recipe: Rathalos — 1 Claw, 1 Shell + Glavenus — 1 Plate, 1 Monster Bone.
Effect: Additional damage goes from 1d4 to 1d6.
Master Upgrade (3rd-level)
Recipe: Any — 1 Fire Sac, 1 Fire Gem.
Effect: Additional damage goes from 1d6 to 1d8.
Legendary Upgrade (4th-level)
Recipe: Rathalos — 1 Plate + Any — 1 Fire Gem, 1 Fire Tear.
Effect: It gains the ability to cast 3rd-level Burning Hands spell from the sword by using an action.
As you can see, the recipe shows all the different levels of craft that the weapon has. As shown, after creating the 'basic' version of the weapon, you will require more resources to upgrade it to the next level.
Also, you need to know that to upgrade a weapon to a certain level, you will need to reach the previous level first.
Equipment Examples
Studded Tigrex Leather
Special Equipment, Light Armor
- Armor Class: 13 + Dex. Mod.
- Properties: Light armor
- Special Properties: Stealth Disadvantage
Main Recipe (1st-level)
Recipe: Tigrex — 4 Scales, 1 Claw, 1 Webbing.
Effect: The armor gains 1 AC.
Greater Upgrade (2nd-level)
Recipe: Tigrex — 1 Claw, 3 Shells.
Effect: The armor looses its stealth disadvantage.
Master Upgrade (3rd-level)
Recipe: Tigrex — 1 Thunder Sac, 1 Plate, 2 Monster Bone.
Effect: The armor gains resistance to bludgeoning damage.
Gore-Magala Breastplate
Special Equipment, Light Armor
- Armor Class: 14 + Dex. Mod.
- Properties: Light armor
- Special Properties: —
Main Recipe (1st-level)
Recipe: Gore M. — 3 Shells, 2 Claws, 1 Tail.
Effect: The armor gains advantage in stealth checks.
Greater Upgrade (2nd-level)
Recipe: Gore M. — 2 Scales, 2 Marrows, 1 Plate.
Effect: The armor gains 1 AC.
Master Upgrade (3rd-level)
Recipe: Gore M. — 1 Necrotic Sac, 2 Monster Bone.
Effect: Perception checks against you have disadvantage.
Legendary Upgrade (4th-level)
Recipe: Gore M. — 1 Necrotic Tear, 1 Plate.
Effect: It gains the ability to cast 2nd-level spell Darkness from the armor, once per short rest by using an action.
Disclaimer
From now on, this chapter will only have indicative information for the DM, since the equipment presented can be used as described or customized at your convenience.
Tigrex Warhammer
Special Equipment, Warhammer
- Damage: 1d8 bludgeoning
- Properties: Versatile (1d10)
- Special Properties: —
Main Recipe (1st-level)
Recipe: Tigrex — 2 Claws, 1 Webbing, 1 Marrow + Barroth — 3 Shells.
Effect: The weapon gains an additional 1d6 thunder damage.
Greater Upgrade (2nd-level)
Recipe: Tigrex — 1 Tail, 1 Claw, 1 Plate.
Effect: The weapon gains a +1 bonus to attack rolls.
Master Upgrade (3rd-level)
Recipe: Tigrex — 1 Wyvern Gem, 1 Monster Bone.
Effect: Additional damage goes from 1d6 to 1d8.
Legendary Upgrade (4th-level)
Recipe: Tigrex — 1 Thunderous Tear, 1 Plate, 2 Shells.
Effect: Once per long rest, the wielder can unleash a mighty Thunderclap, creating a 20-foot radius sphere centered on the target. Each creature in that area must make a Dexterity saving throw DC 15 or take 4d6 thunder damage and be stunned until the end of their next turn.



Odogaron Furious Shortsword
Special Equipment, Shortsword
- Damage: 1d6 piercing
- Properties: Finesse, light
- Special Properties: —
Main Recipe (1st-level)
Recipe: Odogaron — 2 Scales, 2 Shells, 2 Claws.
Effect: The weapon gains an additional 1d4 piercing damage.
Greater Upgrade (2nd-level)
Recipe: Odogaron — 1 Plate, 3 Scales, 1 Marrow.
Effect: Additional damage goes from 1d4 to 1d6.
Master Upgrade (3rd-level)
Recipe: Odogaron — 1 Tail, 1 Plate, 1 Monster Bone.
Effect: Once per minute, you can cause one of your attacks to inflict a bleeding effect on the target. The creature must make a Constitution saving throw DC 15 to avoid bleeding. On a failed save, the creature takes 1d4 necrotic damage for the next minute or until it dies.
Legendary Upgrade (4th-level)
Recipe: Odogaron — 1 Fury Gem, 3 Shells + Giadrome — 2 Scales, 1 Claw.
Effect: As a bonus action, you can make an additional attack with the same weapon. The new attack wont add the modifier to the damage, but can still be used with the previous ability.
Tigrex Rageplate
Special Equipment, Heavy Armor
- Armor Class: 17
- Properties: Heavy armor
- Special Properties: Stealth Disadvantage
Main Recipe (1st-level)
Recipe: Recipe: Tigrex — 3 Scales, 1 Claw, 1 Fang + Jaggi — 3 Scales.
Effect: The wearer gains advantage on all saving throws against being frightened.
Greater Upgrade (2nd-level)
Recipe: Tigrex — 2 Fangs, 2 Shells, 1 Plate + Jaggi — 1 Marrow, 1 Scale
Effect: The armor gains resistance to slashing damage.
Master Upgrade (3rd-level)
Recipe: Tigrex — 1 Thunder Sac, 1 Scale + Jaggi — 1 Shell, 1 Tail.
Effect: Once per long rest, the wearer can unleash a frightful presence. Each creature of the wearer's choice within 30 feet must succeed on a Wisdom saving throw DC 16 or be frightened for 1 minute.
Legendary Upgrade (4th-level)
Recipe: Tigrex — 1 Thunder Gem, 1 Claw + Great Jaggi — 1 Claw, 1 Scale.
Effect: Once per day, the wearer can use their action to roar, forcing all creatures of their choice within 40 feet to make a Wisdom saving throw DC 16 or take the fear condition until the end of their next turn.



Mizutsune Powerbow
Special Equipment, Longbow
- Damage: 1d8 fire/cold/lightning
- Properties: Heavy, two—handed
- Special Properties: —
Main Recipe (1st-level)
Recipe: A. Mizutsune — 3 Scales, 1 Marrow, 1 Claw.
Effect: For each arrow you shoot, you can change its damage type to fire, cold or lightning damage.
Greater Upgrade (2nd-level)
Recipe: A. Mizutsune — 1 Tail, 2 Shells, 2 Claws.
Effect: The weapon damage goes from 1d8 to 1d12.
Master Upgrade (3rd-level)
Recipe: A. Mizutsune — 1 Plate, 1 Monster Bone + Any — 2 Any Elemental Sacs.
Effect: When your arrow hits or miss a target, it explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw DC 14 or take 2d6 of damage from the same type as the arrow (fire/cold/lightning).
Legendary Upgrade (4th-level)
Recipe: A. Mizutsune — 3 Shells, 1 Marrow + Any — 1 Any Elemental Gem.
Effect: Your arrow explosion gains +1d6 damage and its Dexterity saving throw goes from DC 14 to DC 16.
Glavenus Fireplate
Special Equipment, Heavy Armor
- Armor Class: 18
- Properties: Heavy armor
- Special Properties: Stealth Disadvantage, Str 15
Main Recipe (1st-level)
Recipe: Recipe: Glavenus — 2 Shells, 1 Scale, 1 Tail + Great Jaggi — 2 Claws.
Effect: The armor grants immunity to fire damage.
Greater Upgrade (2nd-level)
Recipe: Glavenus — 2 Claws, 2 Shells, 1 Plate.
Effect: The armor gains 1 AC.
Master Upgrade (3rd-level)
Recipe: Glavenus — 2 Monster Bones + Any — Fire Tear.
Effect: The wearer gains a fiery aura. Any creature that hits the wearer with a melee attack takes 1d6 fire damage.
Legendary Upgrade (4th-level)
Recipe: Glavenus — 2 Plates, 3 Shells + Any — 1 Fire Sac, 1 Fire Gem.
Effect: Once per long rest, the wearer can share the armor's burning energy with its weapon. For one minute, the weapon gains +2d8 of fire damage.
Giadrome Icebow
Special Equipment, Shortbow
- Damage: 1d6 cold
- Properties: Two—handed
- Special Properties: —
Main Recipe (1st-level)
Recipe: Giadrome — 2 Scales, 1 Shell + Giaprey — 2 Shells.
Effect: Your arrows froze when shot, inflicting cold damage instead of piercing.
Greater Upgrade (2nd-level)
Recipe: Giadrome — 1 Claw, 1 Tail.
Effect: When hitting an enemy with one of your arrows, you mark it for 1 minute. If you or any ally inflicts cold damage to the marked target, the hit damage gains +1d4 of cold damage.
Master Upgrade (3rd-level)
Recipe: Giadrome — 1 Plate, 1 Monster Bone.
Effect: Your arrows ignore resistance to cold damage.
Barroth Earthcrusher
Special Equipment, Maul
- Damage: 2d6 bludgeoning
- Properties: Heavy, two—handed
- Special Properties: —
Main Recipe (1st-level)
Recipe: Barroth — 3 Scales, 2 Shells, 1 Claw + Jaggi — 2 Scales, 1 Shell.
Effect: On a critical hit against a creature, you continue your strike towards the ground, creating a tremor. All creatures within 15 feet of you must make a Dexterity (Acrobatics) saving throw DC 15 to avoid being knocked prone.
Greater Upgrade (2nd-level)
Recipe: Barroth — 2 Shells, 2 Plates + Great Jaggi — 1 Marrow, 2 Shells.
Effect: The weapons damage goes from 2d6 to 3d6.
Master Upgrade (3rd-level)
Recipe: Barroth — 1 Earth Gem, 2 Scales.
Effect: Once per short rest, you can strike the ground to make it erupt. This creates a 25ft cone that deals 4d10 bludgeoning damage to all creatures within the area who fail a Dexterity saving throw DC 17. After the avalanche, the area becomes difficult terrain.
None Yet
Special Equipment, !!
- Damage: 1d6 cold
- Properties: Two—handed
- Special Properties: —
Main Recipe (1st-level)
Recipe: !! — 2 Scales, 1 Shell + Giaprey — 2 Shells.
Effect: Your arrows froze when shot, inflicting cold damage instead of piercing.
Greater Upgrade (2nd-level)
Recipe: !! — 1 Claw, 1 Tail.
Effect: When hitting an enemy with one of your arrows, you mark it for 1 minute. If you or any ally inflicts cold damage to the marked target, the hit damage gains +1d4 of cold damage.
Master Upgrade (3rd-level)
Recipe: !! — 1 Plate, 1 Monster Bone.
Effect: Your arrows ignore resistance to cold damage.
None Yet
Special Equipment, !!
- Damage: 1d6 cold
- Properties: Two—handed
- Special Properties: —
Main Recipe (1st-level)
Recipe: !! — 2 Scales, 1 Shell + Giaprey — 2 Shells.
Effect: Your arrows froze when shot, inflicting cold damage instead of piercing.
Greater Upgrade (2nd-level)
Recipe: !! — 1 Claw, 1 Tail.
Effect: When hitting an enemy with one of your arrows, you mark it for 1 minute. If you or any ally inflicts cold damage to the marked target, the hit damage gains +1d4 of cold damage.
Master Upgrade (3rd-level)
Recipe: !! — 1 Plate, 1 Monster Bone.
Effect: Your arrows ignore resistance to cold damage.
Legendary Upgrade (4th-level)
Recipe: !! — 1 Monster Bone, 3 Shells + Any — 1 Fire Gem, 1 Fire Tear.
Effect: The fiery explosions caused become even more devastating. The saving throw DC increases to 17
Rathalos Blazestorm
Special Equipment, Glaive
- Damage: 1d10 fire
- Properties: Heavy, reach, two—handed
- Special Properties: —
Main Recipe (1st-level)
Recipe: Rathalos — 2 Scales, 1 Webbing, 2 Claws.
Effect: The weapon burns with an intense fire, inflicting fire damage instead of slashing. Also, while wielding this weapon, a bonus action can be used after your attack action to make a lighter attack of 1d4 fire damage on hit.
Greater Upgrade (2nd-level)
Recipe: Rathalos — 2 Shells, 1 Marrow, 1 Claw, 1 Plate.
Effect: The weapon damage goes from 1d10 to 1d12.
Master Upgrade (3rd-level)
Recipe: Rathalos — 1 Plate, 2 Claws, 2 Webbings + Any — 1 Fire Sac.
Effect: Twice per long rest, you can use an action to leap towards a creature within 30 feet of you. Upon landing, you strike the ground, causing a fiery explosion. The target and each creature within 10 feet of the explosion must make a Dexterity saving throw DC 15. On a failed save, they take 4d10 fire damage. On a successful save, they take half damage.
Legendary Upgrade (4th-level)
Recipe: Rathalos — 1 Monster Bone, 3 Shells + Any — 1 Fire Gem, 1 Fire Tear.
Effect: The fiery explosions caused become even more devastating. The saving throw DC increases to 17, and the damage of the explosion becomes 6d10 fire damage. Additionally, creatures that fail the saving throw are also set ablaze, taking an additional 1d6 fire damage at the start of each of their turns until they use an action to extinguish the flames.
Glavenus Infernal Sword
Special Equipment, Great Sword
- Damage: 2d6 fire
- Properties: Heavy, two—handed
- Special Properties: —
Main Recipe (1st-level)
Recipe: Glaveuns — 4 Shells, 1 Tail.
Effect: Your sword burns with an intense fire, inflicting fire damage instead of slashing. Also, when hitting a target, this one will be set ablaze, taking an additional 1d6 fire damage at the start of each of their turns for 1 minute or until they use an action to extinguish the flames.
Greater Upgrade (2nd-level)
Recipe: Glaveuns — 2 Scales, 1 Marrow, 2 Claws.
Effect: The weapon damage goes from 2d6 to 3d6.
Master Upgrade (3rd-level)
Recipe: Glaveuns — 1 Plate, 1 Tail + Any — 1 Fire Tear.
Effect: Once per short rest, channeling the intense power of the sword, you forcefully drag the weapon forward, unleashing a blazing cone of 35ft. Each creature in the area must make a Dexterity saving throw DC 15. On a failed save, they take 6d6 fire damage, and half on a successful save.
Additionally, any creature that fails the saving throw will be set ablaze, taking an additional 1d6 fire damage at the start of each of their turns for 1 minute or until they use an action to extinguish the flames.
Legendary Upgrade (4th-level)
Recipe: Glaveuns — 2 Shells, 2 Plates + Any — 1 Fire Sac.
Effect: When the wielder is targeted by an attack, it can use its reaction to wield the sword in a masterful display of skill, reducing the incoming damage by 3d6.

Monster Hunter Ruleset
By Gaston Sanmiguel
Art Credits:
Cover Image: 'Zerochan' - Monster Hunter Series Mobile Wallpaper #376740
Page #: Jhen Mohran fanart - Instagram post by Legionaries News Network
Page #: Snek in the sunset - Valky_29 (Reddit)
Introduction: nolan192 (@billowypillow) on X
©Wizards of the Coast LLC. &
©Capcom Co., Ltd.
Created Using: GMBinder