Ruleset: Monster Hunter

by Gaston

Search GM Binder Visit User Profile
Monster Hunter Ruleset

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: (Work in progress) 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

???

WIP

???

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
  • 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
  • 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 ??? Raptor (D/N) [WIP]

Large monstrosity, unaligned

Scientific Name: 'Great Ba-ggi'

Preferred Habitat: Forest / Taiga (Low Temperatures)


  • Armor Class ??? (natural armor)
  • Hit Points ??? (12d10 + 36)
  • Speed 40ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (0) 18 (+4) 4 (-3) 7 (-2) 4 (-4)

  • Damage Vulnerabilities fire
  • Condition Immunities paralyzed, sleep
  • Senses Passive perception 14
  • Challenge 4 (1.100 XP)

Distress Call (1 use per day). The alpha ??? raptor can use an action to call three members of its pack (three ??? 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.

??? Raptor (D/N)

Medium monstrosity, unaligned

Scientific Name: 'Ba-ggi'

Preferred Habitat: Forest / Taiga (Low Temperatures)


  • Armor Class ??? (natural armor)
  • Hit Points ??? (11d8 + 11)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 4 (-3) 5 (-3) 3 (-4)

  • Damage Vulnerabilities fire
  • Condition Immunities paralyzed, 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 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 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 (14d10 + 42)
  • Speed 35ft.

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

  • Damage Vulnerabilities lightning
  • 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
14 (+2) 12 (+1) 12 (+2) 3 (-4) 5 (-3) 3 (-4)

  • Damage Vulnerabilities lightning
  • 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.



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
  • 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 fire
  • 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) 14 (+2) 4 (-3)

  • Saving Throws Strength +9, Constitution +7
  • Skills Perception +6
  • Damage Vulnerabilities cold, lightning
  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities fire
  • Condition Immunities charmed, paralyzed, poisoned
  • Senses Passive perception 16
  • Challenge 9 (5.000 XP)

Adaptive Body. The magma colossus has two states: Hardened and Boiling that changes through after four attack actions.

Hardened state. The colossus will have resistance to its vulnerabilities having, as consequence, none.

Boiling state. The colossus will be vulnerable, meaning that its vulnerabilities will be active and all its resistances will be nullified. However, when on this state, it will gain +3d8 of fire damage to all its 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: 18 (3d10 + 3) piercing damage.

Tail. Melee Weapon Attack: +7 to hit, one target. Hit: 21 (4d8 + 5) slashing damage.

Fire Eruption (Recharge 4). When one or more creatures are close to the colossus, this one will make fire erupt from its scales in a 10ft. radius.

Every creature around the colossus within this area will have to make a Dexterity Saving throw DC 14 to take half the damage. Any creature that fails the saving throw will receive 5d12 of fire damage.

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 10d6 of 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) [WIP]

Huge monstrosity, unaligned

Scientific Name: 'Mizu-tsune'

Preferred Habitat: Wetlands / Forests (near water)


  • Armor Class 15 (natural armor)
  • Hit Points 176 (23d12 + 23)
  • Speed 40ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 15 (+2) 20 (+5) 6 (-2)

  • Saving Throws Wisdom +9
  • Skills Perception +8
  • Damage resistance cold
  • Condition Immunities charmed, paralyzed
  • Senses Passive perception 18, Darkvission 60ft
  • 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.

. .

Actions

Multiattack. The lake colossus makes two attacks: one with its claws and one with its tail.

Claws. Melee Weapon Attack: +6 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 the range must make a Dexterity saving throw DC 15.

On a failed save, the creatures take 60 (10d12) cold damage and are pushed 10 feet backward, becoming prone. On a successful save, the creatures take half damage and avoids being pushed and getting 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 surrounding the creature (North, South, East, and West) up to a distance of 30 feet. If these bubbles encounter any obstacle or creature within their range before reaching the full distance, they will explode prematurely.

Creatures caught in the area of the explosion must make a Dexterity saving throw DC 15. 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. Those who succeed on the saving throw take no damage and remain unaffected by the bubble's viscosity.



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) [WIP]

Huge monstrosity, unaligned

Scientific name: 'Rath-ian'

Preferred Habitat: Forest / Wetlands (Rare)


  • Armor Class 17 (natural armor)
  • Hit Points 180 (12d12 + 40)
  • Speed 40ft., fly 30ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 17 (+3) 7 (-2) 13 (+1) 4 (-3)

  • Saving Throws Dexterity +10, Constitution +7
  • Skills Perception +6
  • Damage Invulnerabilities poison
  • Damage Resistances fire
  • Condition Immunities charmed, frightened
  • Senses Passive perception 16
  • Challenge 8 (3.900 XP)

Air Combatant. While in the air, all attacks have 5ft extra range and flying does not provoke opportunity attacks.

Venomous Spikes. When the Venom colossus hits a creature with a Claw or Tail attack, the target must make a Constitution saving throw DC 15 to avoid being poisoned for 1 minute.

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) poisonous damage.

Tail. Melee Weapon Attack: +7 to hit, one target. Hit: 19 (4d6 + 3) piercing + 7 (1d6 + 3) poisonous 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 Attack. The Venom colossus makes one Tail attack.

. .



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 (15d12 + 50)
  • Speed 25ft., fly 45ft.

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
  • Condition Immunities charmed, frightened
  • Senses Passive perception 18
  • Challenge 9 (5.000 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 avoid half of



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 (26d12 + 130)
  • 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 Invulnerabilities fire
  • Damage Resistances poison
  • 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 (D/N) [WIP]

Huge monstrosity, unaligned

Scientific Name: 'Khe-zu'

Preferred Habitat: ???


  • Armor Class 15 (natural armor)
  • Hit Points 176 (23d12 + 23)
  • Speed 40ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 15 (+2) 20 (+5) 6 (-2)

  • Saving Throws Wisdom +9
  • Skills Perception +8
  • Damage resistance cold
  • Condition Immunities charmed, paralyzed
  • Senses Passive perception 18, Darkvission 60ft
  • Challenge 8 (3.900 XP)

. .

. .

Actions

Multiattack. The cave colossus makes two attacks: one with its claws and one with its tail.

. Melee Weapon Attack: +6 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.

. .

Legendary Actions

The cave 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.

. .

(Costs 2 Actions) .



Fury Colossus (D/N)

Huge monstrosity, unaligned

Scientific Name: 'Ti-grex'


  • Armor Class 17 (natural armor)
  • Hit Points 131 (18d8 + 40)
  • 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 cold
  • Condition Immunities charmed, paralyzed
  • Senses Passive perception 12, Darkvission 60ft
  • Challenge 9 (5.000 XP)

Savage Combatant. When the fury colossus scores a critical hit, it can make a Bite attack with no cost.

Actions

Multiattack. The fury colossus makes four attacks: three with its claws and one with its bite.

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.

Earth Barrage (Recharge 3). The fury colossus pierces the earth with its claws and then launches all stones and mud towards a creature within 40ft range. All the targets within a 5ft area must succeed a Dexterity saving throw DC 13 to dodge the debris. The creature who fails the saving throw will receive 6d6 of bludgeoning damage while also getting knocked prone.

Deafening Roar (Recharge 3). The fury 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 1 turn and deafened for 1 minute, while also receiving 6d10 of thunderous damage.

The creatures that pass the saving throw, will only receive half of damage while ignoring both conditions.

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.

Deafening Roar (Costs 2 Actions). The fury colossus uses its Deafening Roar ability.



Amphibian Colossus (D/N) [WIP]

Huge monstrosity, unaligned

Scientific Name: 'La-gia-crus'

Preferred Habitat: ???


  • Armor Class 15 (natural armor)
  • Hit Points 176 (23d12 + 23)
  • Speed 40ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 15 (+2) 20 (+5) 6 (-2)

  • Saving Throws Wisdom +9
  • Skills Perception +8
  • Damage resistance cold
  • Condition Immunities charmed, paralyzed
  • Senses Passive perception 18, Darkvission 60ft
  • Challenge 9 (5.000 XP)

. .

. .

Actions

Multiattack. The amphibian colossus makes two attacks: one with its claws and one with its tail.

. Melee Weapon Attack: +6 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.

. .

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.

. .

(Costs 2 Actions) .



Ruined Colossus (D/N) [WIP]

Huge monstrosity, unaligned

Scientific Name: 'Scarred Yian-Ga-ruga'

Preferred Habitat: ???


  • Armor Class 15 (natural armor)
  • Hit Points 176 (23d12 + 23)
  • Speed 40ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 15 (+2) 20 (+5) 6 (-2)

  • Saving Throws Wisdom +9
  • Skills Perception +8
  • Damage resistance cold
  • Condition Immunities charmed, paralyzed
  • Senses Passive perception 18, Darkvission 60ft
  • Challenge 9 (5.000 XP)

. .

. .

Actions

Multiattack. The ruined colossus makes two attacks: twice with its claws or twice with its beak.

. Melee Weapon Attack: +6 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.

. .

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.

. .

(Costs 2 Actions) .

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.

Basics of 'Monster-Crafting'

As we already know, the elemental charge of these beasts endows the weapons and armor that are created using their materials with special properties.

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.


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.

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.

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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.
<

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)

Art copyright:

©Wizards of the Coast LLC. &

©Capcom Co., Ltd.


Created Using: GMBinder

 

This document was lovingly created using GM Binder.


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