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Planegea is primal fantasy roleplaying. Whatever you want to explore in 5E—slaying monstrous creatures, navigating political intrigue, exploring ancient ruins, crafting enchanted weapons, infiltrating evil cults, battling, building, casting, carousing—it’s all here. Planegea rises out of our earliest ancestral memory, a world we can barely recognize, which holds all the adventure we can imagine. You won’t find limitations on class or kinship here; rather, the world is filled with ideas and inspiration for running a long and glorious game set before written words, hammered ore, and plowed fields.

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Published by Kavvai, 2022-12-31 17:34:20

Planegea - The Star Shaman's Song

Planegea is primal fantasy roleplaying. Whatever you want to explore in 5E—slaying monstrous creatures, navigating political intrigue, exploring ancient ruins, crafting enchanted weapons, infiltrating evil cults, battling, building, casting, carousing—it’s all here. Planegea rises out of our earliest ancestral memory, a world we can barely recognize, which holds all the adventure we can imagine. You won’t find limitations on class or kinship here; rather, the world is filled with ideas and inspiration for running a long and glorious game set before written words, hammered ore, and plowed fields.

Creating a God Example: Making Gheim Shadow-Whisper
Let’s make a god called Gheim Shadow-Whisper. We’ll
When running a Planegea campaign, you may want to make him a 2nd-strata god, because we want him to rule
create your own gods—as a benevolent patron, a deadly part of the Cult Riverlands as a villainous idol that our PCs
adversary, or simply a neutral power in the world. As will eventually encounter.
beings of immense magic and might, gods aren’t simple
to design, and their ultimate challenge ratings can vary His name sounds ominous, so let’s go ahead and say
wildly depending on the choices you make. But to enable that’s his personality: he’s creepy and loves to cause fear
you as the DM to spin your own adventures into being, this and dismay in his cult and especially outsiders.
section offers guidance for how to make your very own
proto-god stat block. For his origin, let’s use the name as our inspiration…
maybe he’s literally a whispering shadow from the
1. START WITH A NAME & CONCEPT interior of a cave. Imagine a cave, carved by a long-dried
river, where dark magic pooled and the shadows started
To create a god, it’s a good idea to start with a name and a to whisper secrets and threats. Over time, it became so
big-picture idea of how you want this god to operate in the feared that it became a god.
world, the scope of its power, and the way it interacts with
others. Here are some elements to consider: For his hallow, we’ll choose an existing map of a small
cave system. Let’s say the map shows some deep, dark
Strata. How powerful is your god in Planegea? Gods pits, has three entrances, and we’ll say it sits in a little
of the 1st strata are gods over only what they can see. canyon. That’ll do for a hallow for now.
2nd-strata gods rule local areas, like specific forests or
hills, and are very common. 3rd-strata gods are rare and Let’s choose Trickery and Death for his domains.
rule entire regions, while those of the 4th strata are almost Since we want Gheim Shadow-Whisper to be our villain,
unheard of, and powerful enough to stretch their influence those should give us good options for both him and his
across the world. followers.

Personality. Is your god kind or wrathful, eerie or Lastly, what regional effects should Gheim give us?
playful, curious or passive? Is it quick to anger or stoic Well, his name suggests an obvious one—when you
and unresponsive? Is it quick to grant gifts but also quick stand in shadows within his reach, you hear whispering
to make demands, or does it only reluctantly encounter voices, whose words you can’t quite make out. Let’s say
outsiders? Choosing the overall demeanor of your god will also that birds and beasts nearby seem frightened and
help you make decisions through the rest of this process. thin, and when you sleep in his reach, you’re prey to bad
dreams of whispering dark.
Origin. What was your god at first? In Planegea, gods
are not abstract concepts, but creatures, places, or things 2. CHOOSE A BASE STAT BLOCK
where the world’s magic knots and pools through some
quirk of mortal reverence. Where did your god begin Now that you have an overall schema for your god, the next
and how did it become a god? Was it simply very old and stage is to build a stat block so your characters can encoun-
honored by a local clan, or was there a strange and sudden ter the deity. Note that not every god needs a stat block—
event that brought into godhood? some gods are so powerful, mysterious, or distant that only
a name is required. But if your characters are going to fight
Hallow. The hallow is the place in the world most shaped a god or enter its hallow, it’s a good idea to work out the
by your god’s will. Consider its location, layout, and shape. mechanics of its interaction with them—that’s what steps 2
What are its entrances and exits? Is it easy to get to or hard? thru 9 are for.
How do its worshipers get there? Does your god tend to
remain in the center of the hallow or prowl its edges? Are To get started, choose an existing creature with features
there any environmental hazards within the hallow? It and abilities that fit the vibe of the god you’re creating. Don’t
may be helpful to sketch a simple map for your notes. worry about appearance, creature type, or alignment yet—
we’ll get to those. Instead, look at creatures by CR and think
Domain(s). A god’s domain is a description of its person- about whether their attacks and abilities match up with your
ality and the types of magic it favors. Some gods are easily concept. If you want a god who’s mostly a dominating phys-
described with a single domain, while others have multi- ical bruiser, you might choose a different stat block than you
ple. What domain expresses your god’s personality? Do would for a god full of trickery and mischief.
different followers of your god revere different aspects of
its nature? Look at creatures with these CRs for each strata level:
• 1st strata: CR 10–15
Regional effects. Gods of different strata can influence • 2nd strata: CR 16–20
the world beyond their hallow to different extents. How • 3rd strata: CR 21–25
does your god affect the world within its reach? Does it • 4th strata: CR 26–30
bless the area surrounding its hallow or curse it? Do its
visitants regularly roam the land, or do plants and animals If you are more confident in creature design, you can also
wither and creep far away from its seat of power? How is use the ability scores of a creature of the recommended
the water and air affected by the god’s nature? Are there CR and put them onto a different stat block. But be aware
particular creatures it favors that thrive near it? that has downstream implications, and will require you
to recalculate ability checks, saving throw, and attack and
damage rolls.

298 Chapter 13 | Gods & Monsters

Gheim is 2nd strata, which means we need a CR 16–20 Charisma score. Gods are powerful forces of personality.
monster. After considering a few options, we’re going to Increase your god’s Charisma score to a number within
go with the Mummy Lord. It’s a relatively rare monster to a given range, based on their strata: 1st strata, 14–17; 2nd
encounter and our players haven’t fought one yet, so its strata, 18–21; 3rd strata, 22–25; 4th strata, 26–30. If their
abilities should surprise them. Charisma score is already in this range or higher, no
change is necessary.
A lot of his spells and abilities will need to be tweaked
for our theme, but that’s just fine! Most of that can be The Mummy Lord already had plenty of resistances, so
done with simple flavor changes. we’ll leave that alone. We’ll add truesight and Infernal,
but leave Common off the list. This seems fun because
3. RE-SKIN THE BASICS maybe those whispers are in Infernal, which are generally
scary and maddening and meaningless to those who
The next step is to adjust the basic elements of the stat don’t speak the language. Gheim can use telepathy to
block to suit your concept. These changes won’t have too communicate with the characters once they enter his
much of an impact on the math of your god’s stat block, but hallow. Since the Mummy Lord already had high Charisma,
may require some tinkering. we’ll put Gheim’s Charisma at 20, near the top of his range.

Size. Most gods appear as larger than life. Consider 5. ADD INNATE SPELLCASTING
whether you want to increase the size of your god for
visual and story impact. (This will also increase its hit dice: All gods in Planegea have the same spellcasting method—
Small, d6; Medium, d8; Large, d10; Huge, d12; Gargantuan, they can innately prepare and cast any spells from shaman
d20.) (cleric) or guardian (paladin) spell lists, as well as spells
granted to clerics of their domain(s). They don’t require any
Alignment. Choose your god’s alignment. Good gods in material components to cast these spells, and can prepare
Planegea have the celestial creature type, and evil gods different spells at the end of a long rest or by using their
have the fiend type. Neutral gods are by far the most Gather Magic feature, which we’ll look at in the next step.
common, and can have any creature type other than celes-
tial, fiend, humanoid, or giant. Think about law and chaos Use your god’s strata to determine the number of spells
as they fit your adventure and how they relate to mortal they can prepare, and choose prepared spells as those
clans—a lawful god will likely exercise more direct domin- it favors in general, special circumstances aside. If your
ion and judgment than a chaotic god, who might encourage chosen stat block has other innate spellcasting, replace it
more individual choice and chance. with these spells.

Creature type. Now that you have your alignment, Your god’s spellcasting ability is Charisma. Their spell-
change the creature type of your chosen stat block if neces- casting attack modifier is equal to their Charisma modifier
sary, and add the (god) tag. Look at other monsters with the + their proficiency bonus, and their spell save DC is equal
same creature type. If they have any standard features such to 8 + their Charisma modifier + their proficiency bonus.
as undead nature, add those (and remove standard features
from the creature’s former type, if any). 1ST STRATA
• At-will: Six cantrips, 1st-, or 2nd-level spells
Gheim’s Mummy Lord base stat block is Medium undead, • 1/Day: Three 3rd-level spells
lawful evil. We’ll make Gheim a Large fiend (god), lawful
evil: His lawful nature and his in-world role as a Riverlands 2ND STRATA
idol will make him a devil, not a chaotic demon. • At-will: Nine cantrips, 1st-, or 2nd-level spells
• 3/Day: Six 3rd- to 5th-level spells
The Mummy Lord doesn’t seem to have any features • 1/Day: Three 6th-level spells
that wouldn’t work for Gheim—even his Rejuvenation
feature seems like something that could work well, if 3RD STRATA
re-skinned. We’ll keep all his features as they are. • At-will: Twelve cantrips, 1st-, or 2nd-level spells
• 6/Day: Nine 3rd- to 6th-level spells
4. ADD BASIC DIVINE TRAITS • 3/Day: Six 7th- to 8th-level spells
• 1/Day: Three 9th-level spells
Gods in Planegea have some basic traits that they all share
in common. Add the following, if the base stat block 4TH STRATA
doesn’t already have them: • At-will: Twelve cantrips or 1st- to 6th-level spells
• 6/Day: Nine 7th- or 8th-level spells
Resistance. Give your god resistance to bludgeoning, • 3/Day: Six 9th-level spells
piercing, and slashing from nonmagical weapons. • 1/Day: A miracle (not governed by the limits of normal

Senses. Give your god truesight to a range of 15 feet. magic or spellcasting)
Languages. Give your god telepathy within the hallow,
Common, and any languages usually granted by your
creature type (such as Celestial for celestials, Abyssal for
demons, Infernal for devils, Primordial for elementals, etc).

Chapter 13 | Gods & Monsters 299

Since Gheim is 2nd strata and uses the Trickery and Death also runs the risk of seriously challenging your players to
domains, we’ll have him prepare the following spells: a potentially unwinnable fight. Do this thoughtfully and
rarely, unless it’s something you’re comfortable with.
At-will: bane, blindness/deafness, charm person, command,
false life, ray of sickness, silence, thaumaturgy Looking through the Mummy Lord’s features one at a time,
we’ll make Rejuvenation refer to its divine ivory, turn its
3/Day: blight, dispel magic, vampiric touch, banishment, Rotting Fist into a Shadow Fist, and keep its Dreadful Glare
geas, scrying exactly as it is.

1/Day: dominate person, modify memory, cloudkill Under legendary actions, we’ll call Blinding Dust
“Swirling Shadow,” but keep the mechanics the same. Let’s
6. ADD STANDARD DIVINE FEATURES make Blasphemous Word target non-fiendish creatures,
leave Channel Negative Energy the same, and make
Next, we’ll add a few features that are standard for all gods Whirlwind of Sand into “Living Darkness.”
in Planegea. Many high-level monsters will already have
the Legendary Resistance feature, but if not, add it as well: And just like that, with a few simple name changes
and one minor targeting adjustment, we’ve turned our
Legendary Resistance (3/Day). If the god fails a saving Mummy Lord into a living shadow god!
throw, it can choose to succeed instead.
DAMAGE BY STRATA
Gather Magic (Recharge 5–6). The god focuses on their
connection to the world’s magic. If they have cast any When deciding on average damage per round, consider
spells with a per-day limit, the limit is reset as if they had the god’s other capabilities. Does it boast a higher or
not cast any such spells yet. When using this action, they lower AC? Are they especially tough or fragile? Do their
can also exchange prepared spells for other known spells. attacks and effects debilitate their enemies? If a god
is weaker in other categories, then the damage should
Spiritual Form. When the god would be reduced to 0 hit be on the upper end of the range. If it’s stronger, the
points, they are instead reduced to 1 hit point. They gain damage should probably be on the lower end of the
a number of temporary hit points equal to half of their range or right in the middle:
maximum hit points and end all conditions affecting them.
• 1st strata: 60–99
They then take on their Spiritual Form, and their • 2nd strata: 100–140
features and actions change accordingly. They retain their • 3rd strata: 141–230
hit dice and hit point maximum, and features with limited • 4th strata: 231–320
uses that are present across multiple forms—such as
Legendary Resistance, do not regain spent uses. While in If your god has legendary actions that allow it to make
their Spiritual Form, the god cannot take Lair Actions. attacks (most do), this should have an impact on the
calculated damage of the god’s attacks.
Surprisingly, the Mummy Lord doesn’t have Legendary
Resistance, so we’ll add that to Gheim along with Gather 8. CREATE LAIR ACTIONS
Magic and Spiritual Form!
Referring back to your hallow sketch from Step 1, add three
7. ADJUST ATTACKS & FEATURES lair actions. If the base creature already has lair actions,
you can choose your two favorites and adjust those just like
Now that you have your god mostly built, it can be helpful the tweaks you made in Step 6. But all gods need to have
to look through its features and attacks to ensure they the Visitants lair action:
fit your concept well. Here are three tools for aligning
anything that’s missing, from simplest to most complex: Visitants. The god destroys and creates visitants. The visi-
tants may only have the same creature type as their god, and
Reflavor. Ideally, you’ll be able to make your god feel the combined challenge rating of all visitants cannot exceed
unique just by adjusting the language or flavor of what its the strata’s maximum visitant CR: 1st strata, 2; 2nd strata, 6;
attacks and features can do. This might include changing 3rd strata, 12; 4th strata, 18. (CR 0 visitants count as ¼ for this
damage type (say, from cold to radiant), or simply express- calculation.) Newly created visitants appear at locations of
ing the exact same mechanical effect through a different the god’s choosing within their hallow and immediately roll
visual experience. Reflavoring is best whenever you can get initiative. Any visitants the god destroys vanish. All effects
away with it, as you know it won’t affect the final crea- maintained by destroyed visitants instantaneously end.
ture’s balance too much.
Control. For one of your god’s lair actions, choose an
Borrow. If you can’t find the feature or attack you want, effect that allows it to move things or creatures around the
look at other monsters of the same CR or the same creature battlefield. This action might not cause direct harm to the
type and borrow their abilities. This may require some characters, but enables the god to take control of a fight
careful examination of where their numbers are coming
from (if it’s a melee attack, do the Strength scores between
the original monster and your new stat block match?), but
borrowing is relatively safe, as 5E mechanics are carefully
constructed for game balance.

Invent. If you’re careful and confident, you can invent
wholly new features and attacks from scratch. This can be
lots of fun and make your god feel wholly unique—but it

300 Chapter 13 | Gods & Monsters

that’s not going their way by shifting the field of battle. attack action, the action’s total damage should fall within
Examples might be creating blinding effects, teleporting the expected damage range. The target may suffer other
creatures, teleporting the god, or creating difficult terrain. harmful effects on a hit, and the god may also do splash
damage to other creatures.
Offense. For the final lair action, create an offensive
action that directly deals damage to players who fail a Deadly presence. Consider whether to give your god a
saving throw. Many lair actions in 5E fit this model. Skim harmful effect simply when moving through or occupying
through high-CR creatures in lairs to get an idea of the another creature’s space. The damage for this effect should
kind of offensive action that might fit your god. be low, but now that the god is unbound and unpredictable,
even standing near it might be dangerous.
We’ll give Gheim Shadow-Whisper the Visitants lair action,
obviously. As for its other two actions, we’ll give Gheim Legendary Resistance. The spiritual form retains any
an action that allows him to switch the locations of two remaining uses of Legendary Resistance the god has not
creatures (including himself) in the darkness, and one yet used.
based on the idea of Maddening Whispers that deals 3d6
psychic damage to creatures who fail a saving throw Other attacks and features. Since the spiritual form is so
versus his spell save DC. brief, usually only lasting a single round, it’s okay to throw
some experimental attacks and features into this moment.
9. CREATE ITS SPIRITUAL FORM Be careful not to overload your god—they’ll probably not
survive long enough to use too many abilities. But having
All gods have the Spiritual Form feature, which—when some fun with the final moment of your god’s existence
they would reach 0 hit points—unleashes their hidden will make their death stick in the minds of your players
spiritual nature into its final death throes, which are long after the battle ends.
incredibly dangerous for the PCs. This form replaces all
features and attacks with the following: Let’s say that when Gheim is finally dealt the killing blow,
the shadow drops away and all that’s left is the madness.
Thematic transformation. Consider how you want to To disorient our players, we’ll have him turn into a chaotic
flavor the god’s transformation into this, their final form. It swirl of lights, formed of colors no mortal eye has ever
should be an awe-inspiring moment, and may reshape the seen or imagined. He’ll go from Large to Gargantuan and fill
lair around the god for a last round of combat. his hallow, occupying the same space as all the PCs. We’ll
keep the Fiend creature type, and drop spellcasting, lair
Size increase. Usually, the spiritual form is at least 1 size actions, and all visitants.
category bigger than the god’s physical form.
We’ll add the following three abilities: For his nova
Creature type change. Some gods may change crea- attack, we’ll say that he can deal psychic damage to all
ture types when they transform, becoming more like an players in his space (which is everyone). For his Deadly
elemental, monstrosity, etc. Adjust their type as you see fit, Presence, we’ll say he can try to shatter an individual mind
but keep the (god) tag. with insane screams. We’ve already dealt with his Deadly
Presence in the nova attack, but just to make things
End spellcasting, lair actions, and visitants. Gods in their interesting, we’ll add a final feature that says that as a
spiritual forms are creatures of pure emotion and instinct, legendary action, he can cause a player to make a Wisdom
and cannot cast complex spells or command their lairs. All saving throw versus his spell save DC or attack the nearest
visitants are destroyed as the god sucks all of its magic back friendly creature, chosen randomly.
into itself for a final onslaught.
And just like that, Gheim Shadow-Whisper is complete,
Nova attacks. Using the god’s spiritual form for inspi- and ready to menace our characters from the gloom of his
ration, add an attack meant to be used in a large burst, deadly cavern!
harming the most creatures it can. Creatures within range
should make a saving throw versus the god’s spell save DC. CREATING A SUBSTRATA GOD
On a failure, they should take damage of a type you choose,
using the Damage By Strata sidebar. Difficulty in 5E is If you want to build a god below CR 11, choose a crea-
generally balanced around a party of four player characters, ture to base it on. Adjust its alignment and creature
so a safe bet when calculating damage for nova effects is type, giving it the “god” creature type tag. Give it the
to take the expected damage per round and divide by four. basic divine traits and increase its Charisma up to 12 (if
Creatures who fail the saving throw may also suffer addi- needed). Give it innate spellcasting, with 3/Day 1st-level
tional effects, such as being knocked prone, briefly blinded, spells and a 1/day 2nd level spell.
or restrained. On a success, they should take half damage,
and not suffer an additional effect. Give it Legendary Resistance and Gather Magic, but
not Spiritual Form. Leave all attacks and features as they
Slaughter attacks. If there’s one character that has suffi- are. Grant it a hallow (no larger than 25 ft. in diameter),
ciently enraged a god, it may only want to target that char- and allow it to create up to 12 visitants with a combined
acter. Give your god a slaughter attack, where it’s targeting CR of no more than 1. It does not have regional effects.
a specific creature. Its attack roll will be based on an
ability score that you choose + its proficiency bonus, and
its damage on a hit should be of a type you choose, using
the Damage By Strata sidebar. When the god takes the

Chapter 13 | Gods & Monsters 301

Gods of Planegea is almost unthinkable that they should descend to a lower
order of being.
To fight a god is to know true fear. The divinities of Plane-
gea, although they are not the cosmos-spanning entities of Fourth Strata. The 4th strata is practically theoretical.
later epochs, are beings of immense magical and physical Only one god could claim to even approach this strata—
power, and are always encountered within their hallows, Mala Long-Song, whale god of Scattersea. A 4th-strata god
which bend and warp reality itself to the will of the god. would have power to work wonders indescribable, bring
forth visitants of titanic might, and could stretch their
The gods are as varied as the land and the creatures that influence across the surface of Planegea. But even a god
inhabit it. And any single god can present many faces—one of the 4th strata would be confined to their hallow, and
to its worshipers and another to its enemies. But gods are ultimately capable of death or descent, given sufficient loss
always powerful, and should not be lightly stirred to wrath. of health or glory.

DIVINE FORMS DIVINE ALIGNMENT

These pages describe two forms of each god. In truth, a god A god’s alignment is both a description and a definition.
can have many forms, but these represent the main ways Most gods do not enter the world with a particular align-
they express themselves in their hallows. ment—it’s far more common to find a neutral god than
one which is particularly evil or good. But as glory accrues,
Physical Form. A god’s physical form is the face they gods of higher strata are more likely to take on evil or good
show to mortals. This form usually resembles their pre-di- qualities, depending on the nature of their worship and
vine nature—although they are almost always larger and followers.
more wondrous than before they ascended to godhood.
Evil. Evil gods are those whose worship takes the form
Spiritual Form. Glimpsing a god’s spiritual form is the of wicked rites and dark devotion. Such gods take on
rarest and most awe-inspiring of experiences. When a god the fiend creature type, and can become either chaotic
is brought low by sword or spell, its very being begins demons or hierarchical devils. Once a god has become evil,
to splinter and break apart, and the magic that bound it its redemption is almost impossible, as violence begets
together unravels into a final expression of power. The violence and its legacy is saturated with fear.
spiritual form is the god’s essence made manifest, and it is
terrible to behold—and difficult to survive. Neutral. Neutrality is the natural alignment of most
deities, for they are not particularly concerned with good
DIVINE STRATA or evil, but rather focused on survival, like most creatures
in Planegea. Neutral gods may favor order or chaos, but
The shamans of Seerfall have roughly classified the known generally are not devoted to grand principles of any kind.
gods into four categories called strata. These are not strict Their creature type is tied to their pre-divine origin.
categories, and gods move through them fluidly as they
gain and lose glory—yet they are useful for discussing the Good. Good gods are beloved by their followers, and
relative might and power of divine beings. exercise their power for blessing and justice. Such honor-
able beings acquire the celestial creature type. A good
First Strata. Gods of the 1st strata are demigods, able to god is still unpredictable—such beings are good, but not
act only as far as they can physically see, with limited spells tame—and good gods can prefer law or chance, depending
and relatively weak visitants (created servants). Even a god on their personality and history. Happy are the people who
of the 1st strata is a deadly challenge to most mortals, but serve a celestial… but beware, for in a world of violence and
these are usually gods who have either only recently mani- danger, even a good god can be tempted to rage and wrath.
fested their divinity, or who have waned after a long lack of
worship into a shadow of their former selves. I have spent more years than can be named on
Planegea fighting against the dark gods, beating
Second Strata. The 2nd strata is perhaps the most
common classification of gods. Deities of the 2nd strata them back and binding their powers. Without
have powerful magic at their command, and can create those of us who oppose them, surely their chaos
daunting visitants. They rule local areas such as partic- and cruel laws would blot out the very Day-Star’s
ular forests, valleys, or mountains, and are honored by a
sufficient stream of glory from mortals. Some gods are light in a matter of a few short years.
content to remain in the 2nd strata. Indeed rising above it
is difficult, requiring great devotion from followers, such
that only a few gods have achieved it.

Third Strata. Few indeed are the gods of the 3rd strata. In
fact, only four are commonly known: the Brothers (Urhosh,
Kho, and Glelh) and their southern sister, Twr the Tyrant.
These gods have influence that stretches across an entire
region, and their visitants are legendary in their might.
3rd-strata gods are capable of the most powerful magic
known to mortals, and once a god ascends to this level, it

302 Chapter 13 | Gods & Monsters

GLELH THE UNBLINKING LAIR ACTIONS
On initiative count 20 (losing initiative ties), Glelh takes a
Deep in the hill country of the Lion Clan, a circle of stones lair action to cause one of the following effects:
juts from atop a steep rise. The hill is decorated with • Glelh creates visitants. His visitants may only have
colored paints and powders, fluttering flags and feath-
ers, and carved chimes that rattle in the wind. This is the a combined challenge rating of CR 12 or less. Newly
hill-hallow of Glelh the Unblinking, god of the Lion Clan. created visitants appear at locations of Glelh’s choos-
ing within his hallow and immediately roll initiative.
Those who are bidden to approach Glelh describe first Visitants remain until they die, Glelh chooses to dismiss
and foremost, his eyes—unwavering amber depths, like them (no action required), or Glelh’s spiritual form acti-
staring into the Day-Star. Those eyes transfix the weak and vates. All effects maintained by visitants end when they
the mighty, and sink into the soul like claws. Glelh takes disappear.
the form of a mighty lion, long saber-teeth bared at any • A beam of blinding light cast by a celestial body
sign of disrespect or folly, yellow mane dusted with the (Day-Star during day, moon during night) illuminates a
powders of sacred pigments brought as offerings by the 20-foot-radius, 60-foot-high cylinder within 120 feet of
hypnotized shamans. Glelh is almost never seen outside his Glelh (and in his line of sight). All creatures in that area
circle of stones, from which it is said that he watches the must make a DC 18 Constitution saving throw, becom-
whole world, seeing all in stony silence. ing blinded on a failure. A blinded creature can repeat
the saving throw at the end of subsequent turns, ending
Beauty & serenity. Glelh is best pleased with that which the effect on a success. The effect also ends if Glelh uses
is pleasant to gaze upon, and his worshipers fashion bright this lair action again or when Glelh enters his spiritual
colors and beautiful patterns to honor him. He is unforgiv- form.
ing towards weakness, believing that those who are worthy • A pride of celestial lions briefly apparate and attack
will endure even terrible suffering, and his rites can be creatures in a 20-foot-square centered on a point Glelh
truly cruel as they weed the weak from the stoic. But to can see within 120 feet. The lions attack each creature
those in whom he delights, Glelh gives great visions of far of Glelh’s choice in the area with a +10 bonus to hit,
places, enabling glimpses into the very edges of reality and dealing 10 (3d6) slashing damage and 10 (3d6) radiant
beyond. damage on a hit.

The Feast of Longest Day. Glelh’s high holy day is the REGIONAL EFFECTS
Feast of Longest Day, in the heart of summer. On the day Throughout the hilly domain of the Lion Clan, Glelh’s
when there is the most sun to behold color and light and influence can be clearly felt.
beauty, the Lion Clan engages in many ceremonies and • People within his reach are inspired to create art, infatu-
artistic celebrations and voyages deep into the far places
of the mind’s eye on vision-walks. On the Feast of Longest ated with color and pattern. Visions of great works of art
Day, Glelh invests nearly all his power into visitants in often appear in dreams, stirring those who have such
the form of powerful lions. They walk among the people, dreams to throw themselves into trying to recreate what
beholding their artwork closely and testing their fortitude they have seen.
with deadly glares and radiant claws. • Aside from music or the jangling of wind chimes, the
land is quiet. The DC for Wisdom (Perception) checks
Piercing eyes, rending claws. Glelh’s hypnotic power is made with hearing is decreased by 2.
perhaps most dangerous when causing one to forget that, • Glelh sees all in his domain unless creatures make a
in his heart, Glelh is a ravenous beast. The hilltop of his DC 20 Wisdom saving throw to shake off his vision. If
hallow is stained red with the blood of prey drawn from creatures he can see act in a way that displeases him, he
afar—even though as a god he has no physical hunger. His sends word to his shamans or visitants, and 1d6 guards
claws and teeth are terrible, and his might is immense or 1 visitant arrives to punish wrongdoing in 1d4–1
when he is aroused to anger—as is his roar, which is said to hours after a crime against his will is committed.
only be heard once in a generation.
If Glelh dies, these effects end in 2d4 weeks.
GLELH’S HALLOW

As a 3rd-strata god, Glelh has influence over an entire
region. The epicenter of his power is his stone-encircled
hilltop. The entire hill, however, is the hallow of Glelh,
and a creature who steps foot onto that hill immediately
feels an overwhelming sense of being fully seen and fully
known, and judged guilty or favored in a moment.

The hilltop is strewn with colored art pieces of all sorts,
some of which conceal cleverly-constructed traps and
tricks hidden by shamans to protect their god against fools
and the unfaithful. Its top is slick with the blood that coats
the base of the standing stones, where Glelh feasts in the
darkness, his eyes all that can be seen in the shadows.

Chapter 13 | Gods & Monsters 303

GLELH THE UNBLINKING
Huge celestial (god), neutral good

Armor Class 21 (natural armor) Innate Spellcasting. Glelh’s spellcasting ability is Charisma
Hit Points 300 (24d12+144) (spell save DC 20). Glelh can innately cast any spell from the
Speed 60 ft. guardian (paladin) or shaman (cleric) spell list, requiring no
material components, and has the following spells prepared:
STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 22 (+6) 14 (2) 19 (+4) 20 (+5) At-will: aid, command, cure wounds, detect evil and good,
detect magic, guidance, guiding bolt, healing word, hold
Saving Throws Dex +10, Int +9, Wis +11, Cha +12 person, lesser restoration, sacred flame (4d8), silence
Skills Athletics +22, Insight +18, Perception +18,
6/day: banishment, daylight, dispel evil and good,
Stealth +17 flamestrike, greater restoration, hallow, heal, mass
Condition Immunities charmed, frightened healing word, remove curse
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical weapons 3/day: control weather, divine word, firestorm, holy aura,
Senses truesight 120 ft., darkvision 120 ft., passive Perception 26 planeshift, regenerate
Languages Common, Celestial, telepathy 120 ft.
Challenge 23 (50,000 XP) 1/day: gate, foresight, mass heal

Spiritual Form. When Glelh would be reduced to 0 hit points, Magic Resistance. Glelh has advantage on saving throws
he is instead reduced to 1 hit point. He gains a number of against spells and other magical effects.
temporary hit points equal to half of his maximum hit points and
ends all conditions affecting him. He then takes on his Spiritual Legendary Resistance (3/day). If Glelh fails a saving throw, he
Form, and his features and actions change accordingly. can choose to succeed instead.

Keen Senses. Glelh has advantage on Wisdom (Perception) Actions
checks.
Multiattack. Glelh uses unblinking gaze and makes three
Running Leap. With a 10-foot start, Glelh can long jump up attacks: two with his claws and one with his bite.
to 50 feet.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Pounce. If Glelh moves at least 20 feet straight toward a Hit: 22 (4d6 + 8) slashing damage.
creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 23 Strength saving throw or Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
be knocked prone. If the target is prone, Glelh can make one bite Hit: 30 (4d10 + 8) piercing damage and the target is grappled
attack against it as a bonus action. (escape DC 19).

Unblinking Gaze. As a bonus action, Glelh chooses one Hunt God’s Fury (Recharges 5–6). Glelh makes six claw
creature within 60 feet that he can see and subjects it to one attacks.
of the following gazes:
Gather Magic (2/Day). Glelh focuses on his connection to the
1. Fiery Gaze. The creature must make a DC 20 Dexterity world’s magic. If he has cast any spells with a per-day limit, the
saving throw, taking 35 (10d6) radiant or fire damage on limit is reset as if he had not cast any such spells yet.
a failure, or half as much on a success (Glelh’s choice).
Legendary Actions
2. Blinding Gaze. The creature must make a DC 20
Constitution saving throw, becoming blinded for 1 Glelh can take 3 legendary actions, choosing from the options
minute on a failure. below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Glelh regains
3. Paralyzing Gaze. The creature must make a DC 20 spent legendary actions at the start of his turn.
Wisdom saving throw, becoming paralyzed until the
end of Glelh’s next turn on a failure. Claw. Glelh makes a claw attack.

4. Shunting Gaze. The creature must make a DC 20 Maneuver. Glelh moves up to half his speed without
Charisma saving throw. On a failure, the creature is provoking attacks of opportunity.
magically teleported to an unoccupied space within 60
feet of Glelh. Gaze (Costs 2 Actions). Glelh uses Unblinking Gaze.

5. Hypnotic Gaze. The creature must make a DC 20 Wisdom Lunging Bite (Costs 2 Actions). Glelh moves up to half his
saving throw, becoming charmed for 1 minute on a failure. speed and makes a bite attack.
While charmed, the creature is incapacitated and must
spend its movement on each of its turns moving towards
Glelh in the most direct manner possible, making no
attempts to avoid attacks of opportunity. When the
creature takes damage from a source other than Glelh, the
target can repeat the Wisdom saving throw, ending the
charm effect on a success.

304 Chapter 13 | Gods & Monsters

GLELH, SPIRITUAL FORM
Huge celestial (god), neutral good

Armor Class 21 (natural armor) Actions
Hit Points 300 (24d12+144)
Speed 40 ft., fly 40 ft. (hover) Multiattack. Glelh makes two searing touch attacks and uses
either Sunglimpse or Resonating Roar, if available.
STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 22 (+6) 14 (+2) 19 (+4) 20 (+5) Searing Touch. Melee Weapon Attack: +15 to hit, reach 10 ft.,
one target. Hit: 32 (7d6 + 8) radiant or fire damage (Glelh’s
Saving Throws Dex +10, Int +9, Wis +11, Cha +12 choice).
Skills Athletics +22, Insight +18, Perception +18,
Sunglimpse (Recharge 5-6). Burning light erupts in a 30-foot
Stealth +17 sphere centered on a point Glelh can see within 60 feet of him.
Condition Immunities charmed, frightened All creatures in the area must make a DC 21 Dexterity saving
Damage Resistances bludgeoning, piercing, and slashing throw, taking 42 (12d6) radiant damage on a failure, or half as
from nonmagical weapons much on a success. Additionally, creatures that fail their saving
Damage Imunities radiant throw are blinded until the end of Glelh’s next turn.
Senses truesight 120 ft., darkvision 120 ft., passive Perception 26
Languages Common, Celestial, telepathy 120 ft. Resonating Roar (Recharge 5-6). Glelh releases a roar laced
Challenge 23 (50,000 XP) with divine energy. Each time he roars before his Spiritual
Form ends, the roar evolves, as shown below. Once Glelh
Spiritual Form. When Glelh takes on his spiritual form, he has used his final roar, he cannot roar for the remainder of his
retains his hit dice and hit point maximum from his previous spiritual form.
form. Features with limited uses that are present across
multiple forms, such as Legendary Resistance, do not regain 1. First Roar. Glelh gains resistance to damage until the
spent uses. While in his Spiritual Form, Glelh cannot take lair start of his next turn, and all other creatures within
actions. 300 feet must make a DC 21 Wisdom saving throw,
becoming incapacitated until the end of Glelh’s next
Shattered Silence. When Glelh enters his spiritual form, he turn on a failure.
uses Resonating Roar and his physical body is consumed
by inner light, leaving behind a silhouette of divine energy. 2. Second Roar. All other creatures in Glelh’s hallow must
All magical darkness in Glelh’s hollow is dispelled, and make a DC 21 Strength saving throw. On a failure, a
all creatures within 120 feet of Glelh must make a DC 20 creature is knocked prone and their movement speed
Constitution saving throw or be blinded until the end of their is reduced to 0 for 1 minute. At the end of a prone
next turn. Glelh can maintain this form for 1 minute, after creature’s turn, they can repeat the saving throw,
which he returns to his physical form, loses his temporary hit standing up and regaining their movement speed on a
points, and takes 5 points of exhaustion, which can only be success.
removed by resting or a wish spell.
3. Third Roar. All other creatures in Glelh’s hallow must
Avatar of Light. Glelh sheds bright light in a 50-foot radius and make a DC 21 Constitution saving throw, becoming
dim light for an additional 50 feet. When a creature starts their stunned for 1 minute on a failure. A stunned creature
turn within 10 feet of Glelh or comes within 10 feet of Glelh for can repeat the saving throw at the end of each of their
the first time on a turn, they must make a DC 20 Constitution turns, ending the effect on a success.
saving throw or become blinded until the start of their next
turn. 4. Final Roar. All other creatures in Glelh’s hallow must
make a DC 21 Wisdom saving throw, taking 55 (10d10)
Radiant Form. When a creature touches Glelh or hits him with force damage on a failure, or half as much on a success.
a melee attack while within 10 feet of him, they take 14 (4d6) If a creature that failed their saving throw has 100 hit
radiant damage. Whenever Glelh would take radiant damage, points or less, they instead die.
he instead takes no damage and regains hit points equal to the
radiant damage dealt. Legendary Actions

Magic Resistance. Glelh has advantage on saving throws Glelh can take 3 legendary actions, choosing from the options
against spells and other magical effects. below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Glelh regains
Legendary Resistance (3/day). If Glelh fails a saving throw, spent legendary actions at the start of his turn.
he can choose to succeed instead.
Searing Touch. Glelh makes a searing touch attack.

Unsight (Costs 2 Actions). All blinded creatures within 60
feet of Glelh must make a DC 21 Constitution saving throw,
becoming blinded for an additional 1 minute on a failure.

Roar (Costs 3 Actions). Glelh uses Resonating Roar.

Chapter 13 | Gods & Monsters

MALA LONG-SONG MALA’S HALLOW

Planegea’s most powerful god may also be its most elusive. The hallow of Mala Long-Song is a cylinder of water near
Mala Long-Song, deity of the Whale Clan, dwells at the the very last islands of Scattersea. These islands are sacred
very edge of the mortal world, at the far reaches of Scatter- places, where only shamans and their chosen acolytes may
sea. There, from her underwater hallow, she watches over travel, and where divine magic seeps from every stone and
all the islands in her vast domain, and she is worshiped by rises from every drop of water. The hallow stretches from
landfolk and merfolk alike. the ocean’s surface to an amphitheater of shells far below.
Within the cylinder, shining lights from Mala’s countless
Mala is an ancient whale-goddess, the size of an island. visitants circle and echo a never-ending song. It’s said that
She ascends to the surface only once a year for air, and her those who hear Mala’s choir hear the song of themselves, of
ascension marks the holiest day in all of Scattersea. At all all those who came before, and visions of what will come
other times, she remains far below the waters, in her cylin- to pass in long years ahead.
drical hallow of light and song. Her skin is patterned with
barnacles and scars that form graceful whirls and swirls, LAIR ACTIONS
reminiscent of wave patterns and the tides. On initiative count 20 (losing initiative ties), Mala takes a
lair action to cause one of the following effects:
Firstborn. Some say Mala Long-Song was the first god • Mala creates visitants. Her visitants may only have a
that mortals ever knew, in days nearly forgotten, when the
sea was almost all there was. Mala protected the young combined challenge rating of CR 18 or less. Newly created
clans as they tried to cling to life on the surface of the visitants appear at locations of Mala’s choosing within her
waters, and was repaid with gratitude and reverence. Her hallow and immediately roll initiative. Visitants remain
songs and island shrines have made her name great over until they die, Mala chooses to dismiss them (no action
the generations, and now there is no known god on land or required), or Mala’s spiritual form activates. All effects
sea who exceeds her in glory. maintained by visitants end when they disappear.
• A swarming school of celestial fish appear in a 20-foot
Above & Below. Mala is worshiped not only by the sphere centered on a point Mala can see within 120
mortals who sail in canoes and catamarans, dwelling in feet. Creatures that start their turn in the area or move
coves and caves, but also by the merfolk below. These bring into it for the first time on a turn must make a DC 20
her offerings from the bounty of the sea, and news of the Wisdom saving throw or become stunned until the end
movements of the deep. The merfolk are proud and quar- of their turn. The school remains until Mala enters her
relsome, and have little to do with the “dry people,” except spiritual form or Mala uses this lair action again.
for their high shaman, who by law is wedded to the high • Phantoms of the dead apparate and attack a creature
shaman from the world above in united worship of Mala. that Mala can see within 120 feet. The creature must
make a DC 20 Constitution saving throw, taking 42
The Day of Breath. Once a year, Mala rises from her (12d6) necrotic damage on a failure, or half as much on a
swirling depths in a shining beam of light to breach the success. Additionally, a creature that failed their saving
surface of the waters. Merfolk sing as she swims, and throw begins drowning, provided it was holding its
every canoe and catamaran in Scattersea gathers to hail breath. The phantoms then disappear.
her ascent on the Day of Breath. The moments she spends
above the water are most mortals’ only glimpse of the great REGIONAL EFFECTS
goddess, and it’s said that she blesses all who share in the Scattersea is full of Mala’s magic, but it grows more intense
one great breath that sustains her for the year to come. closer to her hallow, near the Shaman Isles.
• Floating song can be heard in the air, soothing emotion
Long Reach. Of all the gods in Planegea, only Mala is
able to see across the entire world, and exert her will even and giving creatures advantage on Wisdom (Insight)
in distant and dry places where other gods hold sway. Yet checks, Intelligence (History) checks, and Wisdom
Mala is patient and wise, and has not lived as long as she saving throws.
has by encroaching on others’ domains. Mala is slow to • Groups of 2d6 merfolk travel through the water, bring-
act, preferring to allow her followers to learn wisdom over ing offerings on a pilgrimage to Mala’s hallow, or
their lifetimes and pass along their knowledge from parent returning home after an audience with the goddess.
to child. But when she is stirred to action, the song of her • Soft, white flowers appear from nowhere, blossoming in
magic can pierce rock and bone, air and fire and shadow. midair and drifting down to float on the ocean’s surface.
At night they glow with a gentle radiance, casting dim
light in for 1 foot.
• Creatures unable to breathe water are able to hold their
breath for twice as long.

If Mala dies, these effects end after 2d8 months.

306 Chapter 13 | Gods & Monsters

MALA LONG-SONG Actions

Gargantuan celestial (god), neutral good Multiattack. Mala uses Deepsong. She then makes two
attacks: one with her tail and one with her Divine Gaze. Mala
Armor Class 22 (natural armor) can use Prison Realm in place of her Divine Gaze.
Hit Points 615 (30d20 + 300)
Speed 0 ft., swim 60 ft. Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., up to
three targets that are not grappled by Mala. Hit: 28 (4d8 +
STR DEX CON INT WIS CHA 10) bludgeoning damage. This damage is magical.
30(+10) 12(+1) 30(+10) 22(+6) 24(+7) 26(+8)
Divine Gaze. Ranged Spell Attack: +17 to hit, range 120 ft.,
Saving Throws Dex +10, Int +15, Wis +16, Cha +17 one target. Hit: 29 (6d6 + 8) radiant damage, and the target
Skills Arcana +15, History +15, Insight +16, Perception +16, must make a DC 24 Constitution saving throw or be stunned
until the end of their next turn.
Religion +15
Damage Resistances radiant; bludgeoning piercing, and Prison Realm. Mala makes a Divine Gaze attack against a
stunned, restrained, paralyzed, or blinded creature. If the
slashing from nonmagical attacks attack hits, the target takes the Divine Gaze’s damage and
Damage Immunities cold must make a DC 24 Charisma saving throw or be affected as
Condition Immunities frightened by the maze spell.
Senses truesight 120 ft., darkvision 120 ft., passive
Deepsong (6/day). Mala sings a divine note that
Perception 26 reverberates with magic. Mala chooses one of the following
Languages all, telepathy 120 ft. effects:
Challenge 30 (155,000 XP)
1. Song of Creation’s Fire. Creatures of Mala’s choice
Spiritual Form. When Mala would be reduced to 0 hit within 120 feet must make a DC 24 Dexterity saving
points, she is instead reduced to 1 hit point. She gains throw, taking 33 (6d10) fire damage on a failure, or
a number of temporary hit points equal to half of her half as much on a success.
maximum hit points and ends all conditions affecting her.
She then takes on her Spiritual Form, and her features and 2. Song of the Captive. Creatures of Mala’s choice
actions change accordingly. within 120 feet must make a DC 24 Strength saving
throw or become restrained for 1 minute. A restrained
Reflective Hide. Any time Mala is targeted by a magic creature can repeat the saving throw at the end of
missile spell, a line spell, or a spell that requires a ranged each of their turns, ending the restrained effect on a
attack roll, roll a d6. On a 1 to 5, Mala is unaffected. On a 6, success.
Mala is unaffected, and the effect is reflected back at the
caster as though it originated from Mala, turning the caster 3. Song of the Starry Traveler. Creatures of Mala’s
into the target. choice within 120 feet must make a DC 24 Charisma
saving throw or be transported to a random location
Magic Resistance. Mala has advantage on saving throws as if by the plane shift spell. The plane of existence to
against spells and other magical effects. which they are sent is randomly determined by the DM.

Innate Spellcasting. Mala’s spellcasting ability is Charisma Mala cannot use the same song two times in a row.
(spell save DC 25). Mala can innately cast any spell from any
spell list, requiring no material components, and has the Crushing Vortex (Recharge 5-6). Mala creates a swirling
following spells prepared: vortex in a 60-foot sphere centered on a point Mala can
see within 120 feet. Creatures in the area must make a DC
At-will: aid, bane, bless, command, cure wounds, detect 24 Strength saving throw, taking 44 (8d10) bludgeoning
evil and good, detect magic, faerie fire, fog cloud, damage and being dragged 30 feet towards the center of
healing word, hold person, lesser restoration, light, the vortex on a failure, or taking half as much damage and
sacred flame (4d8), spare the dying being dragged only 15 feet on a success.

9/day: arcane eye, banishment, bestow curse, blade Legendary Actions
barrier, call lightning, daylight, death ward, dispel magic,
greater restoration, harm, heal, speak with dead Mala can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
6/day: divine word, feeblemind, forcecage, holy aura, used at a time and only at the end of another creature’s turn.
planeshift, regenerate, sunburst, symbol, teleport Mala regains spent legendary actions at the start of her turn.

3/day: foresight, gate, imprisonment, power word kill, Swim. Mala moves up to her swim speed without
timestop, wish provoking attacks of opportunity.

Legendary Resistance (3/Day). If Mala fails a saving throw, Tail. Mala makes a tail attack.
she can choose to succeed instead.
Deepsong (Costs 2 Actions). Mala uses Deepsong.

Show of Power (Costs 3 Actions). Mala uses one of her
rechargeable abilities, if available.

Cast a Spell (Costs 3 Actions). Mala casts a spell from her
list of prepared spells, consuming a spell slot as normal.

Chapter 13 | Gods & Monsters

MALA, SPIRITUAL FORM
Large celestial (god), neutral good

Armor Class 22 (natural armor) Touch of Life. Melee Spell Attack: +17 to hit, reach 5 ft., one
Hit Points 615 (30d20 + 300) target. Hit: 29 (6d6 + 8) radiant damage.
Speed fly 60 ft.
Extinguish Soul. Mala chooses a creature that she can see
STR DEX CON INT WIS CHA within 120 feet. That creature must make a DC 24 Constitution
30(+10) 12 (+1) 30 (+10) 22 (+6) 24 (+7) 26 (+8) saving throw, taking 44 (8d10) necrotic damage on a failure. If
this damage reduces the creature to 0 hit points, the creature
Saving Throws Dex +10, Int +15, Wis +16, Cha +17 dies, and cannot be returned to life by any means short of a
Skills Arcana +15, History +15, Insight +16, Perception +16, wish spell until Mala dies.

Religion +15 Terrible Revelation. Mala shares a piece of terrible
Damage Resistances acid, radiant; bludgeoning piercing, and knowledge with a creature of her choice that she can see
within 120 feet. The creature must make a DC 24 Intelligence
slashing from nonmagical attacks saving throw, taking 28 (8d6) psychic damage on a failure, or
Damage Immunities cold, radiant, necrotic half as much on a success. A creature that fails its saving throw
Condition Immunities frightened, charmed becomes wracked with a passing madness until the end of its
Senses passive Perception 26 next turn. A maddened creature rolls a d6 to determine what
Languages all, telepathy 120 ft. it will do with its turn. On a 1-3, the creature does nothing. On
Challenge 30 (155,000 XP) a 4-5, the creature takes no action but spends its movement
to move in a random direction, determined by a d8. On a 6, the
Spiritual Form. When Mala takes on her spiritual form, she creature takes the attack action against a random creature, or
retains her hit dice and hit point maximum from her previous it does nothing if no creature is within reach.
form. Features with limited uses that are present across
multiple forms, such as Legendary Resistance, do not regain Mass Dispel (Recharge 5-6). All creatures of Mala’s choice
spent uses. While in her Spiritual Form, Mala cannot take Lair within her hallow must make a DC 24 Charisma saving throw.
Actions. When a creature fails their saving throw, any spells affecting
the creature end. Additionally, any magical items the creature
The Keeper’s Heart. When Mala’s spiritual form feature is carrying or has equipped are suppressed, becoming
activates, Mala’s physical form swells even as it dissipates, nonmagical for 1 minute. An affected creature can repeat
and all creatures in Mala’s hollow are drawn into the realm the saving throw at the end of each of their turns, ending the
of Mala’s spiritual heart; an ethereal place where darkness magic suppression on a success.
meets light and life meets death. What remains of Mala is her
spiritual heart, an orb of swirling black-and-white essence. Baleful Star (Recharge 5-6). All creatures of Mala’s choice
While within Mala’s heart realm, creatures are always within within her hollow must make a DC 24 Constitution saving
range of Mala’s attacks, spells, and magical abilities. Mala can throw, taking 33 (6d10) cold damage and 33 (6d10) radiant
maintain this form for 1 minute, after which she returns to damage on a failure, or half as much on a success. Creatures
her physical form, loses her temporary hit points, and takes 5 that fail their saving throw by 5 or more are blinded for 1
points of exhaustion, which can only be removed by resting or minute. Blind creatures can repeat the saving throw at the end
a wish spell. of each of their turns, ending the blind effect on a success.

Presence of the First Keeper. Creatures that start their turn Legendary Actions
within 30 feet of Mala must make a DC 25 Constitution saving
throw, taking 10 (3d6) radiant or necrotic damage (Mala Mala can take 3 legendary actions, choosing from the options
chooses) on a failure, or half as much on a success. Creatures below. Only one legendary action option can be used at a time
that fail their saving throw are also deafened and unable to and only at the end of another creature’s turn. Mala regains
speak until the start of their next turn. spent legendary actions at the start of her turn.

Magic Resistance. Mala has advantage on saving throws Attack. Mala makes an attack with Touch of Death or Touch of
against spells and other magical effects. Life.

Magic Weapons. Mala’s weapon attacks are magical. Extinguish Soul (Costs 2 Actions). Mala uses Extinguish Soul.

Legendary Resistance (3/Day). If Mala fails a saving throw, Revelation (Costs 2 Actions). Mala uses Terrible Revelation.
she can choose to succeed instead.
Unleashed Power (Costs 3 Actions). Mala uses one of her
Actions rechargeable abilities, if available.

Multiattack. Mala uses Terrible Revelation and Extinguish
Soul. She then makes two attacks: one with Touch of Life and
one with Touch of Death.

Touch of Death. Melee Spell Attack: +17 to hit, reach 5 ft., one
target. Hit: 29 (6d6 + 8) necrotic damage.

308 Chapter 13 | Gods & Monsters

KHO MANY-ARMS see can shift according to Kho’s whim, but the great tree
always remains at the center of the hallow, unchanged.
The Oldest Brother. The Weary One. The Many-Armed
Ape-God. Generous in his slumber and dangerous when he LAIR ACTIONS
wakes, Kho is a difficult god with many names. The Ape On initiative count 20 (losing initiative ties), Kho takes a
Clan seeks to surround him in the drumbeats that soothe lair action to cause one of the following effects:
his mind, keeping him asleep—for in his sleep, he is kind. • Kho creates visitants. His visitants may only have a

Kho appears as a massive ape, covered in dark hair and combined challenge rating of CR 12 or less. Newly created
amulets. True to his name, he has many arms—some visitants appear at locations of Kho’s choosing within his
physical, some spiritual, formed of golden light. He moves hallow and immediately roll initiative. Visitants remain
slowly, unless he is aroused to wrath. As long as the drums until they die, Kho chooses to dismiss them (no action
thunder and glory flows towards him, Kho can be seen required), or Kho’s spiritual form activates. All effects
resting in the branches of his gargantuan tree-hallow, maintained by visitants end when they disappear.
slumbering the seasons away as he dreams of long ago. • An arm formed from spirit energy appears at a point
Kho can see on a surface within 120 feet. The arm has
Ancient torpor. Except for Mala Long-Song, Kho is the an AC of 16, 35 hit points, and shares Kho’s damage
most ancient god in Planegea. His years have wearied him, resistances. When it appears and on each of Kho’s turns,
and he takes no pleasure in the gone-in-a-blink concerns the arm makes a melee weapon attack against a creature
of mortals. Kho wants nothing more than to sleep, and the of Kho’s choice (+16 to hit, reach 30 ft., one target). On a
Ape Clan scurries to serve his unconscious will, working hit, it deals 23 (4d6 + 9) force damage. The arm disap-
magic to bind him in his dreams and holding their breath pears if it is reduced to 0 hit points, if Kho uses this lair
at the least sign of his awakening. action again, or if Kho’s spiritual form triggers.
• Kho’s hollow briefly shifts, merging the realms of the
Dreams of youth. Kho dreams of the living forests of his physical and dream worlds. Each creature in Kho’s
youth, when he was a mere apeling, leaping through high hollow must make a DC 18 Wisdom saving throw. On a
branches without worry or power. His dreams are full of failure, the creature is affected as by the confusion spell.
fun, adventure, and good spirits. Because of his magic, his If Kho uses this lair action again or enters his spiritual
dreams are often made manifest, and those who approach form, the effect ends on any affected creatures.
his tree-hallow can be caught up in them, carried into the
past with their god on the slippery surface of time. Kho REGIONAL EFFECTS
can bring objects from the past of his dreams into the Throughout Ape Clan territory, Kho’s dreaming or waking
present, and—if he is pleased—make almost anything real. is clearly felt, an ever-present reassurance or terrifying
threat, depending on the mood of the god.
Wrathful waking. When the drumming stops, or his • Families of apes wander freely, unchallenged and sacred
dream is interrupted, Kho descends from his tree in dark
spirits. Those within reach of his power tremble, for his to the Ape Clan. These apes are allowed to go where
waking is full of unbridled rage at time and the world. they please and take or eat whatever they wish.
Each year, when the Ape Clan travels through the passages • A creature who presses their ear to the ground and
of Nod to Wintersouth, the year’s worst criminal is left succeeds on a DC 10 Wisdom (Perception) check can
behind as punishment, the last person banging the drum hear the faint rumble of Kho’s sleeping breath.
to keep Kho asleep. And though they try to bang on the • Doorways to Nod are commonplace while Kho sleeps.
drum as long as they can, eventually they tire and the beat In places of shadow or mist, a doorway can be found
falters—and then the titanic tree begins to shake with the on a successful DC 18 Intelligence (Investigation) check.
rage of the waking god… When a door is found, roll 1d20. On a 5 or lower, the
door opens to the Nightmare World. On a 6 or higher,
KHO’S HALLOW the door opens to the Dream World.
• Creatures and places glimmer and change slightly
Kho sleeps in a gargantuan tree, as ancient as himself, according to Kho’s dreams. While his dreams are pleas-
whose roots are so deep and so powerfully thirsty that they ant, translucent flowers and fey beings can be briefly
bend the Ape River towards it. The tree is a landmark that glimpsed, but vanish if approached. If Kho’s dreams are
can be seen for miles. Its lowest branches are filled with troubled, shadowy forms of malice flicker at the edges
gifts and toys that dangle from leather straps, which Kho’s of vision, disappearing when examined.
followers toss up from below as offerings. Every now and • When Kho awakes, all other regional effects end (except
then, Kho will stir, and a toy will catch his eye—a massive for the wandering apes), and the land shakes in an
finger will reach out from the tree, touch the toy, and the earthquake. Creatures must succeed on a DC 12 Dexter-
god will go back to sleep again, mollified for the moment. ity saving throw or be knocked prone, and all structures
take 10 points of bludgeoning damage.
The tree and the ground surrounding its base are the
hallow of Kho, and to enter his hallow is to step inside If Kho dies, these effects end in 2d4 weeks.
either his dreamworld or the epicenter of his waking
wrath. As long as he sleeps, the hallow occupies a differ-
ent time than the outer world—it may be day inside and
night outside, or vice versa. Inside the dream, what mortals

Chapter 13 | Gods & Monsters

KHO MANY-ARMS
Gargantuan celesetial (god), chaotic good

Armor Class 20 (natural armor) Actions
Hit Points 350 (20d20 + 140)
Speed 50 ft., climb 50 ft. Multiattack. Kho uses Manifest Missile twice or makes four
melee attacks, two of which can be fist attacks.
STR DEX CON INT WIS CHA
29 (+9) 15 (+2) 24 (+7) 18 (+4) 20 (+5) 24 (+7) Fist. Melee Weapon Attack: +17 to hit, reach 15 ft., one
creature. Hit: 31 (4d10 + 9) bludgeoning damage. If the target
Saving Throws Dex +10, Con +15, Wis +13, Cha +15 is a creature, Kho can choose to grapple the creature (escape
Skills Athletics +23, Insight +13, Perception +21 DC 20) instead of dealing damage. While grappled, a medium
Condition Immunities charmed, frightened or smaller creature is restrained. Kho can grapple up to two
Damage Resistances bludgeoning, piercing, and slashing creatures this way.

from nonmagical weapons Arm of Many. Melee Weapon Attack: +17 to hit, reach 30 ft.,
Senses truesight 30 ft., darkvision 120 ft., passive Perception 27 one target. Hit: 23 (4d6 + 9) force damage.
Languages Common, Celestial, telepathy 120 ft.
Challenge 25 (75,000 XP) Manifest Missile. Kho hurls a missile of spiritual energy to
a point that he can see within 120 feet, where it explodes in
Spiritual Form. When Kho would be reduced to 0 hit points, a 10-foot radius. All creatures in the area must make a DC 23
he is instead reduced to 1 hit point. He gains a number of Dexterity saving throw, taking 28 (8d6) force damage on a
temporary hit points equal to half of his maximum hit points and failure, or half as much on a success.
ends all conditions affecting him. He then takes on his Spiritual
Form, and his features and actions change accordingly. Fearsome Display (Recharge 5-6). If Kho is in a wakeful rage,
he beats his chest and lets out a roar. All creatures within
Wakeful Rage (1/day). When Kho starts his turn with half or 150 feet of Kho that can see or hear him must make a DC 23
less of his hit points, he flies into a wakeful rage. While raging, Wisdom saving throw, becoming frightened until the end of
Kho has advantage on ability checks and saving throws that Kho’s next turn on a failure. While a creature is frightened by
use Strength, he has resistance to piercing, slashing, and this effect, the creature is also paralyzed.
bludgeoning damage, and when he makes a weapon attack,
he gains a +7 bonus to the damage roll. This rage lasts for 1 Gather Magic (2/Day). Kho focuses on his connection to the
minute, until Kho is incapacitated, or until his Spiritual Form world’s magic. If he has cast any spells with a per-day limit, the
feature triggers. limit is reset as if he had not cast any such spells yet.

Vigilance of the Many-Armed God. Kho can take four extra Reactions
reactions per round, which can only be used to make attacks
of opportunity with his arms of many or use spirit guard. Spirit Guard. Kho adds 7 to his AC against one attack that
Additionally, creatures trigger attacks of opportunity from would hit him, provided he can see the attacker.
Kho if they move 15 or more feet while within his reach.
Legendary Actions
Innate Spellcasting. Kho’s spellcasting ability is Charisma
(spell save DC 23, +15 to hit with spell attacks). Kho can Kho can take 3 legendary actions, choosing from the options
innately cast any spell from the Paladin or Cleric spell list, below. Only one legendary action can be used at a time and
requiring no material components, and has the following only at the end of another creature’s turn. Kho regains spent
spells prepared: legendary actions at the start of his turn.

At-will: blindness/deafness, blink, calm emotions, Move. Kho moves up to his walk or climb speed.
command, cure wounds, faerie fire, healing word, hold
person, mirror image, sleep, silence, remove curse Arm of Many. Kho makes an attack with his Arm of Many.

6/day: arcane eye, banishment, dimension door, dream, Fist (Costs 2 Actions). Kho makes a fist attack.
geas, hallow, harm, hold monster, modify memory
Manifest Missile (Costs 2 Actions). Kho uses Manifest
3/day: control weather, divine word, etherealness, maze, Missile.
mirage arcane, planeshift
Show of Power (Costs 3 Actions). Kho uses one of his
1/day: astral projection, gate, weird rechargeable abilities.

Legendary Resistance (3/day). If Kho fails a saving throw, he Cast a Spell (Costs 3 Actions). Kho casts a spell from his list of
can choose to succeed instead. prepared spells, consuming a spell slot as normal.

310 Chapter 13 | Gods & Monsters

KHO, SPIRITUAL FORM
Gargantuan celestial (god), chaotic good

Armor Class 20 (natural armor) Induce Slumber. Kho chooses one creature he can see within
Hit Points 350 (20d20 + 140) 120 feet. The creature must make a DC 23 Wisdom saving
Speed 0 ft., fly 60 ft. (hover) throw or fall unconscious for 1 minute and be subjected to a
dream of Kho’s choice. Up to six creatures can be under the
STR DEX CON INT WIS CHA effects of a dream at a time, and while at least one creature
29 (+9) 15 (+2) 24 (+7) 18 (+4) 20 (+5) 24 (+7) is dreaming, Kho is concentrating as if concentrating on a
spell. Creatures who are unconscious but not yet in a dream
Saving Throws Dex +10, Con +15, Wis +13, Cha +15 automatically fail this saving throw.
Skills Athletics +23, Insight +13, Perception +21
Condition Immunities charmed, frightened, exhaustion, 1. Dreams of Deep Waters While asleep, the creature
dreams of deep, frozen waters. At the start of each
grappled, paralyzed, petrified, poisoned, prone, restrained, of their turns, the creature must make a DC 23
unconscious Constitution saving throw, taking 22 (4d10) cold
Damage Immunities psychic damage on a failure, or half as much on a success.
Damage Resistances poison, radiant; bludgeoning, piercing,
and slashing from nonmagical weapons 2. Dreams of Spreading Fire While asleep, the creature
Senses truesight 30 ft., darkvision 120 ft., passive Perception 27 dreams of engulfing flames. At the start of each of their
Languages Common, Celestial, telepathy 120 ft. turns, the creature must make a DC 23 Dexterity saving
Challenge 25 (75,000 XP) throw, taking 22 (4d10) fire damage on a failure, or half
as much on a success.
Spiritual Form. When Kho takes on his Spiritual Form, he
retains his hit dice and hit point maximum from his previous 3. Dreams of Crushing Rock While asleep, the creature
form. Features with limited uses that are present across dreams of being crushed by falling rocks. The creature
multiple forms, such as Legendary Resistance, do not must make a DC 23 Strength saving throw, taking 18
regain spent uses. While in his Spiritual Form, Kho cannot (4d8) bludgeoning damage on a failure, or half as much
take lair actions. on a success.

Soul of Serenity. When Kho enters his spiritual form, his 4. Dreams of a Cage in the Darkness While asleep,
physical form melts away, dissolving into celestial light that the creature dreams of lightless imprisonment. The
scatters and dissipates. Kho teleports to an unoccupied space creature must make a DC 23 Intelligence saving throw,
within 60 feet and uses Dreamwave. Kho can maintain this taking 18 (4d8) necrotic damage on a failure, or half as
form for 1 minute, after which he returns to his physical form, much on a success.
loses his temporary hit points, and takes 5 points of exhaustion,
which can only be removed by resting or a wish spell. If an unconscious creature succeeds on two of the saving
throws against the dream, the creature wakes up, ending the
Intangible. Kho is invisible, and he can occupy a creature’s dream. The dream also ends if the creature is reduced to 0 hit
space and vice versa without treating it as difficult terrain. If points or if Kho’s concentration is broken.
any effect would cause Kho to become visible, he appears as
a vaguely ape-shaped nebula of celestial light and stardust- Tormented Awakening. Kho chooses up to six sleeping
like material. creatures that he can see within 60 feet. Each creature wakes
up and must make a DC 23 Wisdom saving throw, taking
Magic Resistance. Kho has advantage on saving throws 36 (8d8) psychic damage on a failure, or half as much on a
against spells and other magical effects. success.

Legendary Resistance (3/day). If Kho fails a saving throw, he Legendary Actions
can choose to succeed instead.
Kho can take 3 legendary actions, choosing from the options
Actions below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Kho regains
Multiattack. Kho makes two Dreamtouch attacks and uses spent legendary actions at the start of his turn.
Induce Slumber or Tormented Awakening.
Dreamtouch. Kho makes a Dreamtouch attack.
Dreamtouch. Melee Weapon Attack: +14 to hit, reach 30 ft.,
one target. Hit: 13 (2d6 + 6) psychic damage, and for 1 minute, Dreamwalk. Kho moves up to half his fly speed.
the target has disadvantage on Wisdom ability checks and
saving throws. Slumber (Costs 2 Actions). Kho uses Induce Slumber.

Dreamwave (Recharge 5-6). Kho releases a wave of sleep- Awakening (Costs 2 Actions). Kho uses Tormented
weave magics in a 30-foot radius centered on himself. All Awakening.
other creatures must make a DC 23 Wisdom saving throw or
fall unconscious until the end of Kho’s next turn on a failure.

Chapter 13 | Gods & Monsters

TWR THE TYRANT TWR’S HALLOW

The winter gods are violent and chaotic, thriving on the There is a place where the Ox River splits and where
fear and misery of mortals, drawing their glory from the shadows grow to blot out the sun. There is no sound of bird
desperation that comes at the edge of death. Of all these or beast, only the bubbling roar of the boiling river and the
dark deities, one stands head and shoulders above the rest— crackle of fire as it burns on the shore. This steaming dark-
Twr the Tyrant, a powerful goddess of fire and water, ruler ness is the Hallow of Twr. It is a terrifying place, unsuitable
of the Ox River and dread power of the Wintersouth. for any but her shamans, who are granted protection if
they please her, and searing death if they do not.
Cult paintings of Twr depict her as a towering female
form with sweeping, batlike wings, clad in shadow, fire, LAIR ACTIONS
smoke, and steam. She has long, sharp horns like an ox, On initiative count 20 (losing initiative ties), Twr takes a
and her mouth, eyes, and skull-like nostrils burn with lair action to cause one of the following effects:
shimmering red flame. Twr wears bone armor, cracked • Twr creates visitants. Her visitants may only have a
and blackened from the heat of her blazing body, and her
symbol is a flaming whip and a raging bull. combined challenge rating of CR 12 or less. Newly created
visitants appear at locations of Twr’s choosing within her
The Boiling River. Twr is a goddess of flame, bound to hollow and immediately roll initiative. Visitants remain
the Ox River and the arid Wintersouth. It is said that long until they die, Twr chooses to dismiss them (no action
ago a frenzied she-ox was bound to a rock by the river, required), or Twr’s spiritual form activates. All effects
and so great was her fury that she survived on rage alone, maintained by visitants end when they disappear.
boiling the water with the heat of her anger. Over time, the • A 30-foot-radius cloud of steam rises from the surface
legend grew, the magic of the world pooled with the fear of Twr’s river hollow, centered on a point Twr can see
of mortals, and Twr took form as a goddess. Her hallow is a within 90 feet. The cloud’s area is heavily obscured for
fork in the river, wrapped in perpetual darkness, where the all creatures except Twr, and when a creature starts their
water scalds any who touches it. For miles in each direc- turn within or enters the cloud’s area, they must make
tion, the water bubbles and steams, one of the only reliable a DC 18 Constitution saving throw or take 10 (3d6) fire
sources of heat in all of the wintry lands that surround it. damage. The cloud remains until it is dispersed, Twr uses
this lair action again, or her spiritual form triggers.
Sister Cults. The Brothers of the Great Valley—the Bear, • Mud superheats and hardens in a 20-foot square
Ape, and Lion gods and their clans—are rivaled in power centered on a point on the ground that Twr can see
only by Twr, goddess of the third strata, who could look within 120 feet. All creatures in the area must make a
any of them in the eye and laugh in defiance. Calling DC 18 Dexterity saving throw or be restrained by hard-
herself the Sister, Twr exerts great influence over the clans ened mud. At the start of their turn, a restrained crea-
who travel south to escape the Great Valley’s harsh winter. ture takes 7 (2d6) fire damage. A restrained creature can
Some clans see her as their primary god, since it is by her be freed if it or another creature takes an action to make
whim and craving for power that they are allowed to live a DC 18 Strength check. If Twr uses this lair action again
under her shadow for the long winter months. These Ox or her spiritual form triggers, the mud liquifies, releas-
Clans or Sister Cults dwell by the boiling river and serve ing any trapped creatures.
Twr’s will in a hallowcamp built of skulls and black pelts.
REGIONAL EFFECTS
Ivory Eater. Since early in her divinity, Twr has aggres- A wide region surrounding the Ox River is under the sway
sively sought out the divine ivory of other gods, sending of Twr the Tyrant. Travelers through her lands should be
her best warriors and most powerful visitants to assault cautious, for her wrath simmers just out of sight…
weak winter gods in nearby hallows. Her hunger for ivory • Steam rises from underground pools, drawing creatures
is nearly as endless as her hunger for glory. When a god
devours divine ivory, they take on aspects of the god they seeking relief from the frigid winter nights. The steam
consume, and the merging of the forms occurs in such a scalds any who touch it, dealing 1d6 fire damage on a
way as to make the god take on a slightly more humanoid or failed DC 14 Dexterity saving throw.
giantish form. Twr has eaten the divine ivory of a great bat • Roaming visitants threaten and harrass mortals. Every
and gained spreading wings, as well as the divine ivory of 24 hours, roll 1d20. On a 5 or lower, 1d6 quasits attempt
a lizard god, granting her clawed hands and a long, lashing to intimidate the characters in the name of Twr.
tail, Twr stands upright, like a giant she-minotaur, and • Domesticated beasts turn bad-tempered, and are liable
sends out her worshipers for more of the ivory she craves. to injure their masters and break free of their bonds.
Freed beasts have a 50% chance of attacking their former
Endless Menace. Twr’s pride and tyranny are a never- masters, otherwise they seek to escape into the wild.
ending threat to the greater powers of the region. Her • Those who sleep have dreams about drowning in scald-
claws and ambitions stretch northward towards Edge- ing water or being lost in fiery darkness without end.
gather, and southward towards Seerfall. Sister Cults erect
shrines and propagate her worship in those cities, which If Twr dies, these effects end in 2d4 weeks.
are quickly torn down by those opposed to her worship. It
is not uncommon for her to send a violent visitant into the
midst of mortals to inspire terror and awe.

312 Chapter 13 | Gods & Monsters

TWR THE TYRANT INT WIS CHA Longsword. Melee Weapon Attack: +17 to hit, reach 15 ft.,
Huge fiend (god), chaotic evil 22 (+5) 18 (+4) 24 (+7) one target. Hit: 22 (3d8 + 9) slashing damage plus 13 (3d8)
Armor Class 23 (bone armor) lightning damage.
Hit Points 324 (24d12 + 168)
Speed 40 ft., fly 80 ft. Whip. Melee Weapon Attack: +17 to hit, reach 30 ft., one target.
Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) fire damage, and
STR DEX CON the target must succeed on a DC 24 Strength saving throw or
29 (+9) 16 (+3) 24 (+7) be knocked prone and pulled up to 25 feet toward Twr.

Saving Throws Str +17, Con +15, Wis +12, Cha +15 Scalding Spout. Twr creates a spout of scalding water in a
Damage Resistances cold, lightning; bludgeoning, piercing, 10-foot-radius cylinder that is 30 feet high. All creatures in
the area must make a DC 23 Dexterity saving throw, taking 35
and slashing from nonmagical attacks (10d6) fire damage on a failure, or half as much on a success.
Damage Immunities fire, poison
Condition Immunities poisoned Bolt of Flame. Ranged Spell Attack: +15 to hit, range 120 ft.,
Senses truesight 120 ft., passive Perception 13 one target. Hit: 21 (4d6 + 7) fire damage.
Languages Abyssal, telepathy 120 ft.
Challenge 25 (75,000 XP) Teleport. Twr magically teleports, along with any equipment
she is wearing or carrying, up to 120 feet to an unoccupied
Spiritual Form. When Twr would be reduced to 0 hit points, space she can see.
she is instead reduced to 1 hit point. She gains a number
of temporary hit points equal to half of her maximum hit Steam Breath (Recharge 5-6). Twr exhales scalding steam in
points and ends all conditions affecting her. She then takes a 60-foot cone. Each creature in the area must make a DC 23
on her Spiritual Form, and her features and actions change Constitution saving throw, taking 70 (20d6) fire damage on a
accordingly. failure, or half as much on a success.

Fire Aura. At the start of each of Twr’s turns, each creature Whipcrack (Recharge 5-6). Twr cracks her whip, creating a
within 5 feet of her takes 10 (3d6) fire damage, and flammable wave of concussive sound. All creatures of Twr’s choice within
objects in the aura that aren’t being worn or carried ignite. A 60 feet of her must make a DC 23 Constitution saving throw,
creature that touches Twr or hits her with a melee attack while taking 22 (4d10) thunder damage and becoming stunned
within 5 feet of her takes 10 (3d6) fire damage. for 1 minute on a failure, or taking half as much damage on a
success. A stunned creature can repeat the saving throw at
Magic Resistance. Twr has advantage on saving throws the end of each of their turns, ending the effect on a success.
against spells and other magical effects.
Gather Magic (2/Day). Twr focuses on her connection to the
Magic Weapons. Twr’s weapon attacks are magical. world’s magic. If she has cast any spells with a per-day limit,
the limit is reset as if she had not cast any such spells yet.
Innate Spellcasting. Twr’s spellcasting ability is Charisma
(spell save DC 23). Twr can innately cast the following spells, Legendary Actions
requiring no material components:
Twr can take 3 legendary actions, choosing from the options
At-will: blindness/deafness, command, cure wounds, below. Only one legendary action option can be used at a time
healing word, hold person, inflict wounds, lesser and only at the end of another creature’s turn. Twr regains
restoration, pass without trace, scorching ray, shatter, spent legendary actions at the start of her turn.
silence, suggestion
Fly. Twr moves up to half her fly speed.
6/day: banishment, bestow curse, blade barrier, contagion,
control water, dimension door, dispel magic, harm, wall Tyrant’s Strike. Twr makes a longsword or whip attack.
of fire
Bolt of Flame. Twr uses Bolt of Flame.
3/day: antimagic field, control weather, divine word,
earthquake, firestorm, symbol Scalding Spout (Costs 2 Actions). Twr uses Scalding Spout.

1/day: gate, imprisonment, meteor swarm Teleport (Costs 2 Actions). Twr uses Teleport.

Legendary Resistance (3/Day). If Twr fails a saving throw, Show of Power (Costs 3 Actions). Twr uses one of her
she can choose to succeed instead. rechargeable abilities, if available.

Actions

Multiattack. Twr uses Scalding Spout and makes two attacks:
one with her longsword and one with her whip. She can use
Bolt of Flame in place of either or both of these attacks.

Chapter 13 | Gods & Monsters

TWR, SPIRITUAL FORM Actions

Huge fiend (god), chaotic evil Multiattack. Twr makes two furylash attacks and uses either
Grasping Current or Essence Bolt.
Armor Class 23 (natural armor)
Hit Points 324 (24d12 + 168) Furylash. Melee Weapon Attack: +17 to hit, reach 30 ft., one
Speed 0 ft., fly 40 ft. (hover) target. Hit: 19 (4d6 + 9) bludgeoning damage plus 14 (4d6)
fire damage.
STR DEX CON INT WIS CHA
29 (+9) 16 (+3) 24 (+7) 22 (+5) 18 (+4) 24 (+7) Essence Bolt. Ranged Spell Attack: +15 to hit, range 120 ft.,
one target. Hit: the target is subject to one of the following
Saving Throws Str +17, Con +15, Wis +12, Cha +15 effects:
Damage Resistances cold, lightning; bludgeoning, piercing,
1. Essence of Fire The target takes 33 (6d10) fire damage
and slashing from nonmagical attacks and must make a DC 23 Dexterity saving throw or ignite
Damage Immunities fire, poison and burn for 1 minute. At the end of a burning creature’s
Condition Immunities poisoned turn, they can repeat the Dexterity saving throw,
Senses truesight 120 ft., passive Perception 13 taking 16 (3d10) fire damage on a failure and ending the
Languages Abyssal, telepathy 120 ft. burning effect on a success.
Challenge 25 (75,000 XP)
2. Essence of Water The target takes 33 (6d10)
Spiritual Form. When Twr takes on her spiritual form, she bludgeoning damage and must make a DC 23 Strength
retains her hit dice and hit point maximum from her previous saving throw or be restrained by watery tethers. At the
form. Features with limited uses that are present across end of a restrained creature’s turn, they can repeat the
multiple forms, such as Legendary Resistance, do not regain Strength saving throw, ending the restrained effect on
spent uses. While in her Spiritual Form, Twr cannot take lair a success.
actions.
Grasping Current. Twr chooses a creature within 60 feet.
Soul of Water and Flame. When Twr enters her spiritual form, That creature must make a DC 23 Strength saving throw,
her physical form is disintegrated in a burst of flame. All other taking 21 (6d6) bludgeoning damage and being moved up to
creatures within 60 feet must make a DC 23 Dexterity saving 30 feet in a direction Twr chooses on a failure, or taking half as
throw, taking 70 (20d6) fire damage on a failure and falling much damage and not being moved on a success.
prone on a failure, or taking half as much on a success. Twr’s
river hallow dries up as the water rises into Twr’s spiritual Teleport. Twr magically teleports, along with any equipment
form: a mass of roiling water that crudely imitates Twr’s it is wearing or carrying, up to 120 feet to an unoccupied space
physical form. Twr can maintain this form for 1 minute, after she can see.
which she returns to her physical form, loses her temporary
hit points, and takes 5 points of exhaustion, which can only be Wrath of the Boiling One (Recharge 5-6). Scalding water
removed by resting or a wish spell. erupts in five 10-foot-radius cylinders that are 60 feet high
at points of Twr’s choosing within 120 feet. Each creature in
Scalding Aura. Twr is heavily obscured by a veil of perpetual a cylinder’s area must make a DC 23 Dexterity saving throw,
steam, and when a creature starts their turn within 15 feet of taking 66 (12d10) fire damage on a failure, or half as much on
her, they take 14 (4d6) fire damage. A creature that touches a success.
Twr or hits her with a melee attack while within 5 feet of her
takes 14 (4d6) fire damage. Legendary Actions

Magic Resistance. Twr has advantage on saving throws Twr can take 3 legendary actions, choosing from the options
against spells and other magical effects. below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Twr regains
Magic Weapons. Twr’s weapon attacks are magical. spent legendary actions at the start of her turn.

Legendary Resistance (3/Day). If Twr fails a saving throw, Fly. Twr moves up to half her fly speed.
she can choose to succeed instead.
Flamelash. Twr makes a Furylash attack.

Unleashed Power (Costs 2 Actions). Twr uses either Essence
Bolt or Grasping Current

Teleport (Costs 2 Actions). Twr uses Teleport.

Wrath (Costs 3 Actions). Twr uses Wrath of the Boiling One,
if available.

314 Chapter 13 | Gods & Monsters

UNKILLABLE URHOSH LAIR ACTIONS
On initiative count 20 (losing initiative ties), Urhosh takes a
Excess in all things is the mark of Unkillable Urhosh, lair action to cause one of the following effects. The god
cave-bear god of the Brothers. An unstoppable force of can’t use the same effect two rounds in a row:
life, Urhosh began his existence long ago as a massive cave • Urhosh creates visitants. His visitants may only have
bear whom no hunter, predator, or natural disaster could
topple—and over the years, as tales of his hardiness grew, a combined challenge rating of CR 12 or less. Newly
so did the respect and reverence of the mortals of the created visitants appear at locations of Urhosh’s choosing
region, who started to swear by Urhosh’s name and call within his hollow and immediately roll initiative. Visi-
upon his power. tants remain until they die, Urhosh chooses to dismiss
them (no action required) or Urhosh’s spiritual form
Urhosh is a huge, shaggy brown cave bear. His back and activates. All effects maintained by visitants end when
flanks bristle with snapped spears and arrows, fired by they disappear.
hunters from years ago, which have stuck into his matted • A wave of protective magic washes through Urhosh’s
pelt, but that he never even felt. His eyes glow with white hollow. All creatures of Urhosh’s choice gain 24 (4d8
light, and he seems to feel neither pain nor heat nor cold. + 6) temporary hit points. These temporary hit points
remain until they are depleted, until Urhosh uses this
Lord of Feasts & Honey. Urhosh is a god of plenty, provid- lair action again, or until Urhosh’s spiritual form acti-
ing bounty for his people and expecting bounty in return. vates.
He is most pleased by great feasts held at the mouth of • Visions of a grand feast that occupy a 5-foot cube appear
his cave-hallow, and blesses his followers with friendly centered on a point that Urhosh can see within 60 feet.
beehives and powerful magic. From revelry to wrestling, All creatures within 30 feet of that point must make a
boasting matches to bold raids on the clan’s enemies, DC 18 Wisdom saving throw or become charmed and
Urhosh’s clan pour their hearts into all they do. use their movement on each of their turns to move
as close as possible to the illusory feast. Creatures can
Fearless Immortality. On the rare occasions where repeat the Wisdom saving throw before they would pass
Urhosh is stirred to violence, there is no subtlety in his through obviously harmful terrain, when they take
approach. He is a god who has lived all his days unable damage, or when they end their turn within 5 feet of
to die, and he charges into combat without the slightest the illusion. If Urhosh deals damage to a charmed crea-
fear of pain or defeat. Urhosh knows that he will live, and ture, the effect on them ends. The illusory feast lasts
grants that confidence and life force to his hunters and until Urhosh uses this lair action again or until Urhosh’s
warriors, preparing them to rush headlong into danger just spiritual form activates.
as he does.
REGIONAL EFFECTS
Winter’s Rest. When the Bear Clan departs southward Urhosh’s power extends far and wide, thanks to the bold-
on the Winterwalk, the gregarious Urhosh retreats to his ness of the Bear Clan in building his hive shrines for miles
cave to hibernate. For many years, his high shaman—the in every direction.
tiny, white-haired Lak’hayel—has entered the hallow with • Honeybees swarm plentifully, providing natural bounty
him at autumn’s end to great ceremony. Ther she falls into
a magical slumber and rests by the side of her god until everywhere. A creature that succeeds on a DC 10
spring comes, and the returning clan reawakens both god Wisdom (Survival) check can find a nearby hive with
and high shaman. fresh honeycomb.
• Wild vegetables grow doubly large here, infused by the
URHOSH’S HALLOW lifegiving power of the god. Creatures who gather plant
food collect twice as much as usual.
The hallow of Urhosh is a deep cave set into the side of • After three days in Urhosh’s domain, a creature must
a rocky hill, as well as its threshold, where a great stone make a DC 8 Wisdom saving throw. On a failure, they
feasting table has been set up for time immemorial, and believe themselves invincible to pain or harm. The effect
dozens of hives of honeybees buzz their endless honey- ends when they take damage.
song. Entering Urhosh’s hallow bestows a feeling of deep • When taking a short rest, creatures gain an additional
wellbeing, of bold recklessness and invincibility. His cave 1d4 hit points.
descends deep into the earth, and Urhosh has many curios-
ities of his long life hidden far within its recesses. Few ever If Urhosh dies, these effects end in 2d4 weeks.
pass beyond the threshold, though, and Urhosh is usually
eager to come out and spend time with his people as they
feast in his presence.

Chapter 13 | Gods & Monsters 315

UNKILLABLE URHOSH
Huge celestial (god), lawful good

Armor Class 19 (natural armor) Actions
Hit Points 396 (24d12 + 240)
Speed 50 ft., swim 40 ft. Multiattack. Urhosh makes three attacks: two with his claws
or Ferocious Swipe and one with his bite. He can replace any of
STR DEX CON INT WIS CHA these attacks with Conjure Weapon.
27 (+8) 12 (+1) 30 (+10) 17 (+3) 22 (+6) 22 (+6)
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Saving Throws Dex +10, Con +17, Int +10, Cha +11 Hit: 18 (3d6 + 8) slashing damage, or 29 (6d6 + 8) slashing
Skills Athletics +22, Perception +13, Insight +13 damage if the target is prone.
Damage Resistances radiant; bludgeoning, piercing, and
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
slashing from nonmagical attacks Hit: 26 (4d8 + 8) piercing damage. The target must make a DC 23
Condition Immunities charmed, exhaustion, frightened, Strength saving throw or be knocked prone.

poisoned Conjure Weapon. Ranged Spell Attack: +13 to hit, range 120 ft.,
Senses truesight 120 ft., passive Perception 23 one target. Hit: 17 (2d10 + 6) radiant damage.
Languages all, telepathy 120 ft.
Challenge 24 (62,000 XP) Ferocious Swipe (Recharge 4-6). Urhosh makes a claw attack
with advantage against a creature within reach. On a hit, the
Spiritual Form. When Urhosh would be reduced to 0 hit creature suffers the attack’s effects as normal, and a Large or
points, he is instead reduced to 1 hit point. He gains a number of smaller creature must make a DC 23 Strength saving throw or
temporary hit points equal to half of his maximum hit points and be hurled up to 60 feet in a direction of Urhosh’s choice. If it lands
ends all conditions affecting him. He then takes on his Spiritual or collides with a surface that halts its movement, the creature
Form, and his features and actions change accordingly. takes 1d6 bludgeoning damage for every 10 feet traveled and
falls prone.
Regeneration. Urhosh regains 30 hit points at the start of
his turn if he has at least 1 hit point. If Urhosh takes 30 or more Daunting Roar (Recharge 5-6). Urhosh unleashes a bone-
necrotic damage in a single turn, this trait doesn’t function at shaking roar. All creatures within 90 feet that can hear him
the start of his next turn. must make a DC 21 Wisdom saving throw. A creature that fails
its saving throw becomes frightened for 1 minute, and must
Spirit Hive. Urhosh is surrounded by a swarm of spirits that use its action to move as far as its speed allows away from
take the form of buzzing bees. The hive extends 10 feet from Urhosh. A frightened creature can repeat the saving throw at
Urhosh in every direction. When a creature starts their turn the end of each of their turns, ending the effect on a success.
within the hive or enters it for the first time on a turn, they
must make a DC 21 Constitution saving throw, taking 13 (3d8) Gregarious Word (Recharge 5-6). Urhosh makes a good-
radiant damage on a failure, or half as much on a success. natured remark laced with enchantment magic. All other
Urhosh can choose any number of creatures to be immune to creatures within 60 feet of Urhosh that can hear him must
this effect. make a DC 21 Wisdom saving throw or become charmed by
Urhosh for 1 minute. Whenever the charmed creature takes
Magic Resistance. Urhosh has advantage on saving throws damage, it can repeat the saving throw, ending the charmed
against spells and other magical effects. effect on a success.

Magic Weapons. Urhosh’s weapon attacks are magical. Gather Magic (2/Day). Urhosh focuses on his connection to
the world’s magic. If he has cast any spells with a per-day limit,
Innate Spellcasting. Urhosh’s spellcasting ability is Charisma the limit is reset as if he had not cast any such spells yet.
(spell save DC 21). Urhosh can innately cast the following
spells, requiring no material components: Legendary Actions

At-will: aid, command, cure wounds, detect evil and good, Urhosh can take 3 legendary actions, choosing from the
detect magic, guidance, guiding bolt, healing word, hold options below. Only one legendary action option can be used
person, lesser restoration, protection from poison, sacred at a time and only at the end of another creature’s turn. Urhosh
flame regains spent legendary actions at the start of his turn.

6/day: banishment, confusion, create food and water, dispel Move. Urhosh moves up to half his speed.
evil and good, greater restoration, hallow, heal, heroes’
feast, insect plague Claw. Urhosh makes a claw attack.

3/day: divine word, earthquake, holy aura, planeshift, Conjure Weapon. Urhosh uses Conjure Weapon.
regenerate, symbol
Incite Laughter. Urhosh casts hideous laughter without
1/day: astral projection, mass heal, gate expending a spell slot.

Legendary Resistance (3/Day). If Urhosh fails a saving throw, Regenerate (Costs 2 Actions). Urhosh heals himself for 30
he can choose to succeed instead. hit points. Urhosh cannot take this legendary action if his
Regeneration feature isn’t functioning.

Show of Power (Costs 3 Actions). Urhosh uses one of his
rechargeable abilities, if available.

316 Chapter 13 | Gods & Monsters

URHOSH, SPIRITUAL FORM WIS CHA Actions
Gargantuan celestial (god), lawful good 22 (+6) 22 (+6)
Armor Class 19 (natural armor) Multiattack. Urhosh uses Overflow or Absorb Life. Then he
Hit Points 396 (24d12 + 240) makes two claws attacks and one bite attack. He can replace
Speed 60 ft. any of these three attacks with Conjure Weapon.

STR DEX CON INT Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
27 (+8) 12 (+1) 30 (+10) 17 (+3) Hit: 18 (3d6 + 8) slashing damage, or 29 (6d6 + 8) slashing
damage if the target is prone.
Saving Throws Dex +10, Con +17, Int +10, Cha +11
Skills Athletics +22, Perception +13, Insight +13 Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Damage Resistances bludgeoning, piercing, and slashing Hit: 34 (4d12 + 8), and the target must make a DC 23 Strength
saving throw or fall prone.
from nonmagical attacks
Damage Immunities radiant Conjure Weapon. Ranged Spell Attack: +13 to hit, range 120 ft.,
Condition Immunities charmed, exhaustion, frightened, one target. Hit: 17 (2d10 + 6) radiant damage.

poisoned Overflow. Urhosh chooses a creature within 60 feet that he
Senses truesight 120 ft., passive Perception 23 can see, and attempts to oversaturate it with life energy. The
Languages all, telepathy 120 ft. creature must make a DC 25 Constitution saving throw, taking
Challenge 24 (62,000 XP) 33 (6d10) radiant damage on a failure, or half as much on a
success. A creature that fails their saving throw by 5 or more is
Spiritual Form. When Urhosh takes on his spiritual form, he incapacitated until the end of their next turn.
retains his hit dice and hit point maximum from his previous
form. Features with limited uses that are present across Absorb Life. Urhosh chooses a creature within 5 feet that he
multiple forms, such as Legendary Resistance, do not regain can see and attempts to absorb its life force into his own. The
spent uses. While in his Spiritual Form, Urhosh cannot take lair creature must make a DC 25 Constitution saving throw, taking
actions. 44 (8d10) necrotic damage on a failure. If this damage reduces
the creature to 0 hit points, it is absorbed, leaving behind any
Unbound Life. When Urhosh’s spiritual form triggers, his equipment and armor it was wearing. The absorbed creature
body becomes wreathed in crackling life energy, and the can be restored to life by nothing short of a wish spell.
plant life in his hollow undergoes explosive growth. The
ground in Urhosh’s hollow becomes difficult terrain for all Life’s Weight (Recharge 5-6). Urhosh creates a magical field
other creatures, and all creatures of Urhosh’s choice must of crushing weight in a 20-foot radius, 80-foot-high cylinder
make a DC 25 Strength saving throw or be restrained by centered on a point that Urhosh can see within 120 feet. All
grasping vines, provided they are on the ground. A restrained creatures in the area must make a DC 25 Strength saving
creature can be freed if it or another creature takes an action throw, taking 27 (5d10) bludgeoning damage and 27 (5d10)
to make a DC 21 Strength check and succeeds. The vines can radiant damage and falling prone on a failure, or taking half as
also be attacked and destroyed (AC 15; hp 25; vulnerability to much damage on a success.
slashing damage; immunity to psychic damage). Urhosh can
maintain this form for 1 minute, after which he returns to his Legendary Actions
physical form, loses his temporary hit points, and is affected
as by 5 points of exhaustion, which can only be removed by Urhosh can take 3 legendary actions, choosing from the
resting or a wish spell. options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. Urhosh
Awakened Hive. Urhosh is surrounded by a swarm of spirits regains spent legendary actions at the start of his turn.
that take the form of buzzing bees. The hive extends 15 feet
from Urhosh in every direction, and when a creature starts Move. Urhosh moves up to his speed.
their turn within the hive’s area or enters it for the first time
on a turn, they must make a DC 25 Constitution saving throw, Claw. Urhosh makes a claw attack.
taking 18 (4d8) radiant damage on a failure, or half as much on
a success. Urhosh can choose any number of creatures to be Conjure Weapon. Urhosh uses conjure weapon.
immune to this effect. Additionally, when a creature within the
hive’s area receives magical healing, the healing they receive is Bite (Costs 2 Actions). Urhosh makes a bite attack.
reduced to 0 and they take 18 (4d8) radiant damage.
Unleashed Power (Costs 2 Actions). Urhosh uses overflow
Magic Resistance. Urhosh has advantage on saving throws or absorb life.
against spells and other magical effects.
Life’s Weight (Costs 3 Actions). Urhosh uses life’s weight,
Magic Weapons. Urhosh’s weapon attacks are magical. if available.

Legendary Resistance (3/Day). If Urhosh fails a saving throw,
he can choose to succeed instead.

Chapter 13 | Gods & Monsters

BESTIARY morsels. When trees are scarce, it uses its tusks to dig
for roots and water, which is key to survival in the arid
N OW WE COME TO A DEADLY SPAN OF PAGES— Wintersouth.
the details of the many beasts and monsters that
roam the land, sea, and sky of Planagea. The crea- Common Ivory. The arctusks’ ivory, though not as long or
tures listed here are simply the very outer edge of fine as that of a mammoth, is plentiful, since the arctusks
all that exists in the world. All the beings of 5th are able to regrow lost or broken tusks over time. An
Edition have their place in Planegea. But the ones described arctusk sighting often prompts a clan to send gatherers out
here are particular to this world. to follow it at a distance, watching for dropped ivory in its
path, which can be of great use in crafting and building.
Arctusk (Deinotherium) Some clans have successfully domesticated arctusks, who
make excellent companions for most of the year—although
Trees bend and creak as the mighty arctusk wraps its thick the clan must be careful to turn them loose and stay far
trunk around their branches, using its long curving tusks away during musk season.
to strip them of leaves and bark. The arctusk looks like a
tall, slender elephant, with small ears, a short, thick trunk, Musk Season. The normally docile arctusk is harmless
and two curving tusks that curve downward from its enough until late spring—also known as musk season.
lower lip towards its heart. When the males are driven to mate, they exude a powerful,
reeking musk, which hangs in the air in a stinking cloud
Shearing Browser. A gentle but powerful beast, the and can be smelled for miles. During this time, they are
arctusk is primarily interested in finding food. It grips tree belligerent, even frenzied, and use shows of aggression to
branches with its trunk and then runs its downward-curv-
ing tusks along the branch and tree, covering the ground ARCTUSK
in plant matter. It then browses the sheared greenery at its Huge beast, unaligned
Armor Class 12 (natural armor)
leisure, and can be Hit Points 76 (8d12+24)
quite choosy Speed 40 ft.
about its
favorite STR DEX CON INT
21 (+5) 9 (–1) 17 (+3) 3 (–4)
WIS CHA
9 (–1) 6 (–2)

Senses passive Perception 10
Languages —
Challenge 4 (1,100 XP)

Charge. If the arctusk moves at least 20 feet straight
toward a creature and then hits it with a bash attack on
the same turn, that creature must succeed on a DC 13
Strength saving throw or be knocked prone. If the target
is prone, the arctusk can make one tusk attack against
the target.

Musk Madness. Male arctusks in mating season emit
musk that can be smelled in a 1-mile radius. A musking
arctusk uses its action to attack a randomly determined
creature within its reach, unless that creature is a female
arctusk, and has advantage on melee weapon attacks.
Attack rolls against it have advantage.

Actions

Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage.

Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 21 (3d10 + 5) piercing damage.

318 Chapter 13 | Gods & Monsters

attract their mates. Many clans have been scattered by the Batface
mad, stabbing and stomping onslaught of a musking arctusk.
Many hapless wanderers, taking shelter for the night in a
Hated by Treants. Though treants and other awakened cave or under cliffs, have woken to find themselves silently
plants have little patience for large herbivores at the best surrounded by scores of glittering eyes. Bipedal mouselike
of times, they reserve a special hatred for arctusks, whose creatures, covered in sleek gray fur with a white ruff at
hunger can leave an entire grove stripped and bare in a their necks, are the last beings their victims ever see. Black,
matter of hours. If treants become aware of an arctusk in pushed-in faces with enormous ears at first give a sweet,
the area, whether wild or domesticated, they will avoid if eerie impression—and then the batfaces bite with their
it or kill it before it damages them and their slumbering needle-like teeth.
brethren.
The bite of a batface has a natural toxin that numbs,
BATFACE charms, and induces drowsiness. Bitten creatures lose
Small monstrosity, neutral evil consciousness quickly, and their last thought is euphoric—
they feel that the world is kind and beautiful; it’s good that
Armor Class 13 they can provide food for these adorable, noble creatures.
Hit Points 4 (1d6+1)
Speed 20 ft. Silent Crag-Dwellers. Batfaces make their homes among
rocks, in tribes of about fifty, ruled by a pair of matriarchs.
STR DEX CON INT WIS CHA They fashion primitive nets and ropes and shabby shelters
5 (–3) 16 (+3) 9 (–1) 8 (–1) 12 (+1) 9 (–1) made from the gear and skin of their victims, and live
in silent squalor, using gestures with their tiny, nimble
Skills Stealth +5 hands to communicate. When not hunting or expanding
Senses darkvision 60 ft., passive Perception 11 their settlement, batfaces use stones to make countless tiny
Languages — scratches on the wall, like prisoners counting the days of
Challenge 1/4 (25 XP) their confinement. Nobody knows the significance of these
marks except the batfaces, but learned travelers know to
Pack Tactics. The batface has advantage on attack avoid caves with such marks.
rolls against a creature if at least one of the batface’s
allies is within 5 feet of the creature and the ally isn’t Creeping Threat. Batfaces are carnivores who never
incapacitated. attack directly and scatter if threatened, subsisting on
insects when larger beasts are scarce. Their chief method
Actions of securing prey is to find a creature sleeping within their
territory, surround them noiselessly, and secure them
Bind. As an action, the batface can make a Dexterity gently with ropes and nets. Once satisfied that their prey is
(Stealth) check versus the passive Perception of a trapped, they begin to bite. The bite usually wakes up the
Large or smaller sleeping creature to secure it with ensnared creature, but by then it’s already too late.
ropes and nets. On a success, the sleeping creature
is restrained. Valued Toxin. Batfaces meet their stealthy match in
halflings, who know their ways well, and have spent many
The bindings have AC 10 and 10 hit points. A creature long nights struggling against the little creatures in silent
can use its action to make a DC 10 Strength check to darkness. Halflings hunt them for their toxin, which they
free itself or another creature within reach. Each time a apply to their weapons. It can also be distilled into a power-
batface uses the bind action on the same creature, the ful, euphoric liquor called smiledrink.
DC to free that creature increases by 1.
SMILEDRINK
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1d4+3 piercing damage, and the target Smiledrink is a thick, clear liquid with a pearlescent
must make a DC 12 Constitution saving throw against glitter, made from the toxin of the batface. A creature
batface toxin. On a failure, the target is charmed by that consumes smiledrink becomes poisoned for 1 hour,
the toxin’s euphoric effect and regards all creatures as during which time they experiences euphoria and pow-
friendly for up to 1 hour. erful feelings of universal love and peace.

At the end of its next turn, the target can repeat the Any creature that consumes smiledrink has a 10 per-
saving throw, ending the effect on a success. On a cent chance of falling unconscious for the duration of the
failure, if the creature has less than half of its hit point drink’s effect. When the creature awakes, it must suc-
maximum, it falls unconscious for 1 hour or until woken ceed on a DC 15 Wisdom saving throw or be stunned for
by magic such as protection from poison or lesser 1d4 hours. The stunned creature experiences feelings of
restoration. deep longing, grief, and melancholy.

Chapter 13 | Gods & Monsters 319

Dinosaurs & Leatherbeasts BOULDERTAIL WIS CHA
Huge beast, unaligned 10 (+0) 6 (-2)
The world of Planegea is rich with saurian life, but the Armor Class 16 (natural armor)
dinosaurs and other huge reptiles called leatherbeasts— Hit Points 76 (9d12 + 18)
those great monsters of old bloodlines and long memories— Speed 30 ft.
are among the most powerful and ferocious.
STR DEX CON INT
Arising primarily from the Venom Abyss, these crea- 21 (+5) 10 (+0) 15 (+2) 2 (-4)
tures come in myriad forms, with scales and feathers of
every color. Although some have been domesticated, even Saving Throws Str +8, Con +5
tame dinosaurs and leatherbeasts are creatures of instinct, Skills Athletics +11, Perception +3
respecting no authority besides hunger. Damage Resistances bludgeoning, slashing
Senses passive Perception 13
BOULDERTAIL (ANKYLOSAURUS) Languages —
Challenge 6 (2,900 XP)
Though they may graze on bush and brush, the giant,
armored bouldertail is to be feared. With bones like stone Rumbling Trample. Once per turn, immediately after
fused to their backs and bodies, and tails like war-clubs, the bouldertail moves at least 15 feet (up to a maximum
they crush bone and cripple the legs of even the largest of of 30 feet), all creatures that the bouldertail passed
monsters, smashing the chests of many who have tried to within 10 feet of must succeed on a DC 16 Strength or
approach them. Dexterity saving throw or take 19 (4d6+5) bludgeoning
damage. A Huge or smaller creature that fails its saving
Bouldertails are long-lived and fearsome, and a single throw is also knocked prone.
tamed bouldertail can provide protection and muscle for
a clan for generations. Human-led clans have been known
to risk everything to capture and befriend a bouldertail,
knowing that such thundering power on their side will be
worth the cost of the lives lost in the attempt.

Actions

Multiattack. The bouldertail uses Body Slam and
makes a Tail attack.

Body Slam. The bouldertail throws its weight against
a creature it can see within 5 feet. That creature must
succeed on a DC 16 Strength saving throw, taking 13
(2d6 + 5) bludgeoning damage on a failure, or half as
much on a success. A Large or smaller creature that
fails its saving throw is pushed up to 10 feet away,
where it falls prone.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 15 (2d8 + 5) bludgeoning damage, and
the bouldertail subjects the target to one of the
following effects:

• Launch. A target that is Large or smaller and is
not prone, must succeed on a DC 16 Strength
saving throw or be launched up to 15 feet
away, where it lands prone, taking 3 (1d6)
bludgeoning damage from the fall.

• Crush. If the target is prone, it takes an
additional 9 (2d8) bludgeoning damage.

Bonus Actions

Groundpound. The bouldertail makes a tail attack
against a prone creature.

320 Chapter 13 | Gods & Monsters

CHATTERCREST (CAVIRAMUS) To see one doomclaw is to be hunted by at least two
others, and those bright, bloodstained feathers are the last
These gregarious little soarers are remarkable for their thing many hunters have ever seen. Doomclaws mark their
brightly colored crests and their ability to mimic even territory with long gashes, gouged in trees and earth with
complex human speech patterns. Domesticated long ago, their terrifying claws, and filled with the fresh blood of
chattercrests can be trained to fly far-flung routes and their victims, poured out like an offering to the dark spirits
deliver spoken or sung messages, making them invaluable the doomclaws revere.
messengers for mortal clans.
DOOMCLAW
Edgegather is famous for its chattercrest aviaries, where Large beast, unaligned
obsessive collectors barter enormous deals for creatures
with unusually spectacular frills. Here chattercrest races Armor Class 16 (natural armor)
and singing competitions are popular occasions for enter- Hit Points 52 (7d10 + 14)
tainment and gambling. Speed 45 ft.

DEATHWALKER (GIGANTOSAURUS) STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 15 (+2) 4 (–3) 10 (+0) 8 (–1)
The horrors of the Nightmare World seem flimsy and frail
when compared to the terror of the monster they call the Saving Throws Dex +7
deathwalker. A mountain of muscle and malice, with teeth Skills Athletics +6, Perception +6, Stealth +10
like swords and all the raw power of the Venom Abyss in Senses blindsight 30 ft., darkvision 60 ft., passive
its roar, the deathwalker (p. 324) is a beast made of pure
fear. Even the tyrantmaw flees like a frightened shrub-hen Perception 16
when the deathwalker bellows. Languages Doomclaw
Challenge 5 (1,800 XP)
No deathwalker has ever been glimpsed outside of the
Venom Abyss. If one was, it would certainly be worshiped Apex Ambusher. In the first round of a combat, the
immediately as a god—though such worship would doomclaw has advantage on attack rolls against any
scarcely save those it chose as prey. creature it surprised. Any hit the doomclaw scores
against a surprised creature is a critical hit.
DOOMCLAW (UTAHRAPTOR)
Keen Sight and Smell. The doomclaw has
These feathered, sickle-clawed predators are feared advantage on Wisdom (Perception) checks that rely
throughout the Venom Abyss. With sleek bodies, beauti- on sight or smell.
ful plumage, and long tails, at first they appear as graceful
jungle spirits. Their eyes sparkle with predatory cunning, Natural Camouflage. The doomclaw has advantage
and they speak in a rough language of their own (with on Dexterity (Stealth) checks made to hide.
some even grasping the basics of other tongues).
Pack Tactics. The doomclaw has advantage on
CHATTERCREST INT WIS CHA attack rolls against a creature if at least one of the
Tiny beast, unaligned 5 (-3) 12 (+1) 6 (-2) doomclaw’s allies is within 5 feet of the creature and
Armor Class 13 the ally isn’t incapacitated.
Hit Points 2 (1d4)
Speed 10 ft., fly 60 ft. Pounce. If the doomclaw moves at least 20 feet
straight toward a creature and then hits it with a claw
STR DEX CON attack on the same turn, that target must succeed on
3 (-4) 16 (+3) 10 (+0) a DC 15 Strength saving throw or take an additional 7
(2d6) slashing damage and fall prone.
Skills Performance +0
Senses passive Perception 14 Actions
Languages —
Challenge 0 (0 or 10 XP) Multiattack. The doomclaw makes two attacks: one
with its bite and one with its claws.
Skilled Mimic. The chattercrest can imitate complex
sounds and speech patterns it’s heard before up to 1 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
minute in length. A creature that hears the sounds can target. Hit: 15 (4d4 + 5) piercing damage, and if the
tell they are imitations with a successful DC 8 Wisdom target is Large or smaller, it is grappled (escape DC 14)
(Insight) check.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Actions target. Hit: 13 (2d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Reactions
target. Hit: 1 piercing damage.
Opportunistic Strike. When a creature within 5 feet
of the doomclaw makes an attack against a target
other than the doomclaw, the doomclaw can make an
opportunity attack against the attacking creature.

Chapter 13 | Gods & Monsters 321

OTHER DINOSAURS FLINTBACK (STEGOSAURUS)

The creatures listed here are only a handful of those This shimmering plant-eater is a sight to behold. Beloved
that roam the world of Planegea, and are by no means by mortals across the Great Valley and considered good
an exhaustive list. Many 5th Edition materials list iconic fortune, a herd of flintbacks is occasion for a clan to
beasts like those listed below—be sure to draw them stop work for the day to draw near and gaze in wonder.
from those sources as well for your games. Slow-moving and calm, flintbacks can ignite their large
back plates with magical light, causing a sense of hope and
• Beakchaser (Hadrosaurus) euphoria in those who behold the sight.
• Hornbeast (Triceratops)
• Littleclaw (Deinonychus) FLINTBACK
• Razormaw (Allosaurus) Huge beast, unaligned
• Sailcrawler (Dimetrodon)
• Stompwalker (Brontosaurus) Armor Class 15 (natural armor)
• Tyrantmaw (Tyrannosaurus Rex) Hit Points 95 (10d12 + 30)
• Wavesnake (Plesiosaurus) Speed 35 ft.

FARLOPER (GALLIMIMUS) STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 17 (+3) 2 (–4) 10 (+0) 7 (–2)
These long-legged, ostrich-like dinosaurs are favorite steeds
of plains-dwellers. They are bad-tempered and nervous, but Saving Throws Str +9
intelligent, and can be tamed quickly if raised from the egg. Skills Intimidation +4, Perception +3
A farloper can cover enormous distances quickly, and is Senses passive Perception 13
strong enough to carry two or three riders at once. Languages —
Challenge 8 (3,900 XP)
In the wild, farlopers travel in massive herds, which can
cover an entire plain in their numbers. A farloper stam- Keen Smell. The flintback has advantage on Wisdom
pede that fills the land with its drumming feet can cut off (Perception) checks that rely on smell.
the route of travelers for days at a time.
Ignite Scales. At will, a flintback can ignite the plate-
FARLOPER WIS CHA like scales on its back. These cast bright light in a
Large beast, unaligned 12 (+1) 4 (-3) 30-foot radius and dim light for an additional 30 feet.
Armor Class 13 (natural armor)
Hit Points 30 (4d10 + 8) Shimmering Scales. At the start of each of its turns
Speed 50 ft. while it isn’t incapacitated, the flintback shifts its plate-
like scales, creating a shimmering pattern of color in
STR DEX CON INT two 15-foot cubes originating from the flintback, which
18 (+4) 14 (+2) 15 (+2) 2 (-4) are positioned opposite each other. Any creature in a
cube’s area who can see the flintback must succeed on
Skills Perception +3 a DC 14 Wisdom saving throw or become charmed until
Senses Darkvision 60 ft., passive Perception 13 the end of its next turn. While charmed in this way, a
Languages — creature is incapacitated and has a speed of 0.
Challenge 1 (200 XP)
The charm ends for an affected creature if it takes
Pack Tactics. The farloper has advantage on attack any damage or if someone else uses an action to shake
rolls against a creature if at least one of the farloper’s the creature out of its stupor.
allies is within 5 feet of the creature and the ally isn’t
incapacitated. Actions

Sprinter. The farloper can Dash as a bonus action. Multiattack. The flintback makes two tail attacks.

Actions Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 16
(3d6 + 6) piercing damage plus 7 (2d6) bludgeoning
Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one damage.
target. Hit: 11 (2d6 + 4) slashing damage.
Sweeping Tail. Melee Weapon Attack: +9 to hit, reach
10 ft., two targets. Hit: 13 (2d6 + 6) piercing damage
plus 7 (2d6) bludgeoning damage, and the target
must succeed on a DC 17 Strength saving throw or be
knocked prone.

Reactions

Parry. The flintback adds +3 to its AC against one
melee attack that would hit it. To do so, the flintback
must see the attacker.

322 Chapter 13 | Gods & Monsters

From a distance, flintbacks are delightful, but the Frilled spitters rarely make their way out of the Venom
dazzling display is deadly up close. When predators or Abyss, but when they do, the Venomguard seeks to hunt
hunters attempt to harm a flintback, its magical gleam them down as quickly as possible—they breed quickly and
stops them in their tracks. This creates an opening in lay scores of eggs in a clutch, so a few frilled spitters on the
which its spiked tail can swing in and smash the would-be loose can quickly become an epidemic.
attacker while they stare at the beauty that kills them.
Particularly strategic warlords have been known to mount GREAT-HOOK (THERIZINOSAURUS)
elite hunters on enraged flintbacks, using their magic and
might to disarm and destroy those who oppose them. The towering great-hook looks like a gigantic cross
between a sloth and a chicken, and would be comical if it
FRILLED SPITTER (DILOPHOSAURUS) weren’t so staggeringly enormous. Its huge hooked claws
lock onto the trunk of a tree while it uses its long neck to
Only a little larger than a dog, these lean therapods have browse for delicate foliage and moss.
intelligent eyes and long, delicate claws held close to their
chests as if they are afraid to get them dirty. At first, they The great-hook moves slowly and deliberately, and even
give a harmless and curious impression—they seem eager when threatened demonstrates a kind of slow-motion
to get close to other animals, and have a playful and cheery grace in its arced neck and extended claws. Great-hooks
air. That is, until they attack. are among the only dinosaurs known to face down the
tyrantmaw and live, their immense claws providing ample
When they strike, the frilled spitter expands a bright, defense against even the most aggressive predator.
colorful neck-frill that rattles, and they emit a shrill hiss,
like a cobra. The hiss is followed by an expulsion of an The enormous claws of the great-hook are highly sought
acidic venom that blinds and stings their prey, rendering by crafters, and many tribes have tried to domesticate the
them vulnerable to the frilled spitter’s needle-sharp teeth. gentle titan. However, mortal clans seem to be beneath its
notice, as it continues on its deliberate way, searching for
the next leafy tree.

FRILLED SPITTER WIS CHA GREAT-HOOK
Medium beast, unaligned 12 (+1) 11 (+0) Huge beast, unaligned
Armor Class 12 (natural armor) Armor Class 13 (natural armor)
Hit Points 13 (2d8 + 4) Hit Points 116 (9d20 + 27)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT STR DEX CON INT
13 (+1) 16 (+3) 14 (+2) 2 (-4) 23 (+6) 13 (+1) 17 (+3) 2 (-4)

Skills Intimidation +2 WIS CHA
Senses Darkvision 60 ft., passive Perception 11 13 (+1) 7 (-2)
Languages —
Challenge 1/2 (100 XP) Skills Perception +4
Senses passive Perception 14
Startling Display. As a bonus action, the frilled spitter Languages —
can expand its frill, displaying its bright colors with a Challenge 7 (2,900 XP)
sudden show. When it uses this feature, creatures that
can see it cannot take attacks of opportunity against Actions
the frilled spitter for the rest of its turn. Creatures
cannot be affected by the same frilled spitter’s Multiattack. The great-hook makes three attacks: two
Startling Display more than once. with its claws and one stomp attack.

Actions Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 19 (3d6 + 6) slashing damage. If the target
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one is a Large or smaller creature, it must make a DC 17
target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) Strength saving throw, falling prone on a failure.
acid damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Acid Spit (Recharge 5–6). The frilled spitter spews prone target. Hit: 27 (6d6 +6) bludgeoning damage.
acid at a creature it can see within 30 feet. The target
must make a DC 13 Dexterity saving throw. On a
failure, it takes 7 (2d6) acid damage and is blinded for
1 minute. On a success, it takes half damage and is not
blinded. A creature blinded by the acid spit can repeat
its saving throw at the start of its turn, ending the
effect on a success.

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DEATHWALKER Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., two targets
Gargantuan beast (defiant), unaligned that are not grappled by the deathwalker. Hit: 27 (4d8 + 9)
bludgeoning damage, and the target must succeed on a DC 25
Armor Class 16 (natural armor) Strength saving throw or be knocked prone.
Hit Points 385 (22d20 + 152)
Speed 50 ft. Fearsome Roar (Recharge 5-6). The deathwalker lets
out a terrifying roar. Each creature within 120 feet of the
STR DEX CON INT WIS CHA deathwalker that can hear it must succeed on a DC 23 Wisdom
28 (+() 13 (+1) 24 (+7) 2 (–4) 15 (+2) 10 (+0) saving throw or become frightened for 1 minute. A creature
that fails its initial saving throw by 5 or more is paralyzed while
Saving Throws Dex +9, Con +15, Int +4, Wis +9 frightened in this way. A creature can repeat the saving throw
Skills Athletics +25, Intimidation +16, Perception +9 at the end of each of its turns, ending the effect on itself on a
Damage Resistances psychic success.
Condition Immunities charmed, frightened
Senses blindsight 50 ft., darkvision 120 ft., passive Perception 19 Bonus Actions
Languages —
Challenge 26 (90,000 XP) Must Go Fast. The deathwalker moves up to its speed toward
a hostile creature that it can see.
Keen Sight and Smell. The deathwalker has advantage on
Wisdom (Perception) checks that rely on sight or smell. Tyrant’s Rampage. When the deathwalker reduces a creature
to 0 hit points with a melee attack on its turn, the deathwalker
Legendary Resistance (3/day). If the deathwalker fails a can move up to half its speed and make a tail or slam attack.
saving throw, it can choose to succeed instead.
Whiplash. The deathwalker whips its head and tries to throw
Strength Sense. The deathwalker is aware of the presence a creature it is grappling with its bite attack. The target must
of creatures within 5 miles of it that have a Constitution or succeed on a DC 25 Strength saving throw. On a failure, the
Strength score of 16 or higher. It knows the approximate target is hurled up to 60 feet in a direction of the Deathwalker’s
distance and direction to each creature, as well as each choice and lands prone, taking 3 (1d6) bludgeoning damage for
creature’s Constitution and Strength scores. every 10 feet it was thrown. On a success, the target slips from
the deathwalker’s mouth and lands in an unoccupied space
Titanic Impact. Once on each of its turns, immediately after within 5 feet of it.
the deathwalker moves at least 20 feet straight towards
a creature on the ground and comes within 5 feet of it, the Reactions
deathwalker can opt to end its movement in a titanic impact.
All other creatures within 10 feet of the deathwalker when Bloodied Rage. When the deathwalker is reduced to half its
it ends its movement in this way must succeed on a DC 25 hit point maximum or less, it immediately recharges and uses
Strength or Dexterity saving throw, taking 36 (8d6 + 9) its Fearsome Roar.
bludgeoning damage on a failure. A huge or smaller creature
that fails its saving throw is pushed up to 20 feet away, where Legendary Actions
it falls prone.
The deathwalker can take 3 legendary actions, choosing
Tyrant’s Hide. Whenever the deathwalker takes bludgeoning, from the options below. Only one legendary action can be
piercing, or slashing damage, it is reduced by 7. used at a time and only at the end of another creature’s turn.
The deathwalker regains spent legendary actions at the start
Withstand (3/day). If the deathwalker takes damage from an of its turn.
attack that was not a critical hit, it can reduce the damage from
the attack to 0. Move. The deathwalker moves up to its speed without
provoking attacks of opportunity.
Actions
Attack. The deathwalker makes a tail or slam attack.
Multiattack. The deathwalker makes two attacks: one with
its bite or slam and one with its tail. Tyranny (Costs 2 Actions). The deathwalker makes a bite
attack.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 48 (6d12 + 9) piercing damage. If the target is a Large Rushing Fury (Costs 3 Actions). The deathwalker moves
or smaller creature, it is grappled (escape DC 20). Until this up to its speed in a straight line. During this movement, the
grapple ends, the target is restrained, and the deathwalker deathwalker can move through the spaces of other creatures,
can’t bite another target. If the deathwalker scores a critical and whenever it enters the space of another creature for the
hit, it rolls damage dice three times, instead of twice. first time, it can make a slam attack against that creature.

Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 25 (4d6 + 9) bludgeoning damage. If the target is a Large
or smaller creature, it is hurled up to 30 feet in a direction of
the deathwalker’s choice and lands prone, taking 10 (3d6)
bludgeoning damage from the fall.

324 Chapter 13 | Gods & Monsters

GREATWING WIS CHA Wing Buffet. The greatwing beats its wings while on
Huge beast, unaligned 12 (+1) 8 (–1) the ground. Each Medium or smaller creature within 20
Armor Class 14 (natural armor) feet of the greatwing must succeed on a DC 15 Dexterity
Hit Points 76 (8d12 + 24) saving throw or fall prone. The greatwing can then fly up
Speed 35 ft., fly 60 ft., swim 10 ft. to half its speed.

STR DEX CON INT Reactions
17 (+3) 19 (+4) 16 (+3) 2 (–4)
Kick Up. In response to being attacked by a creature
Saving Throws Dex +8 within 15 feet, the greatwing beats its wings, kicking
Skills Athletics +6, Intimidation +5, Perception +7, up dirt and debris. The creature must succeed on a DC
15 Constitution saving throw or subtract a d6 from any
Stealth +7 attacks it makes until the end of its turn, including the
Senses darkvision 90 ft., passive Perception 17 triggering attack (potentially causing it to miss).
Languages —
Challenge 7 (2,900 XP) Creatures that are immune to the blinded condition or
perceive their surroundings through senses other than
Keen Hearing and Sight. The greatwing has sight automatically succeed on their save. The greatwing
advantage on Wisdom (Perception) checks must be on the ground to take this reaction.
that rely on hearing or sight.

Swooping Strike. If the greatwing is flying and
dives at least 20 feet straight toward a target
and then hits it with a beak attack, the target
takes an additional 10 (3d6) piercing damage, and
the target must succeed on a DC 15 Strength saving
throw or be knocked prone. If the target is knocked
prone, the greatwing can make a beak attack
against it as a bonus action.

Actions

Multiattack. The greatwing makes three beak
attacks. It can replace a beak attack with a use
of Wing Buffet.

Beak. Melee Weapon Attack: +7 to hit,
reach 10 ft., one target. Hit: 14 (3d6 +
4) piercing damage. Instead of dealing
damage, the greatwing can grapple a
Medium or smaller creature (escape DC
15) with its beak. Until this grapple ends, the
greatwing cannot make beak attacks.

GREATWING (QUETZALCOATLUS)

A huge, swiftly-moving shadow is the last thing one
sees before the horror begins. The greatwing is the apex
predator of the skies. A single greatwing can drop from
above, stabbing with a beak longer than a man is tall, then
chase down fleeing prey with a four-legged gallop before
spearing it in the back. But greatwings hunt in flocks, not
alone—and a handful of greatwings are more than enough
to devestate a clan and terrify an entire region.

Those who understand the secret ways of
greatwings know that they harbor a particular hatred
for dragons, and will band together to drive out a dragon
from their territory, even if doing so requires a suicidal
onslaught.

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LITTLESNAP (EUPARKARIA) LITTLESNAP INT WIS CHA
Tiny beast, unaligned 6 (-2) 10 (+0) 2 (-2)
These miniature raptors developed strength not as individ- Armor Class 13
uals, but in numbers. Tiny creatures who look like no more Hit Points 2 (1d4 - 1)
than hatchlings, littlesnaps are jewel-colored, with over- Speed 40 ft.
sized heads and feet.
STR DEX CON
Littlesnaps travel not in packs, but in swarms. Once they 2 (-4) 17 (+3) 10 (+0)
bring their prey to the ground, they can cover it entirely in
their brightly-colored bodies, picking its skeleton clean in a Senses darkvision 60 ft., passive Perception 10
matter of minutes. Languages —
Challenge 0 (0 or 10 XP)
MADCRASH (YI QI)
Blood Frenzy. The littlesnap has advantage on melee
These daredevil gliders are a joke at best and a terror at attack rolls against any creature that doesn’t have all
worst, hurtling with suicidal speed through the foliage of its hit points.
the primordial jungle. Awkward and clumsy, they lurch
from branch to branch, crashing constantly as they scrab- Actions
ble and careen in chaotic zig-zag movements.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
An angry madcrash (p. 328) is a dangerous enemy not target. Hit: 1 piercing damage.
because it is particularly powerful, but because it has no
sense of self-preservation whatsoever, and will divebomb LITTLESNAP SWARM CHA
even mighty creatures with snapping jaws and scrabbling Medium swarm of tiny beasts, unaligned 2 (-2)
claws until it or its target drops dead. Armor Class 13
Hit Points 36 (8d8)
MAMMOTHMAW Speed 40 ft.

This gargantuan dinosaur is mostly mouth, with a huge STR DEX CON INT WIS
head like an alligator and a short, sluggish body. The 2 (-4) 17 (+3) 10 (+0) 6 (-2) 10 (+0)
mammothmaw is an ambush predator who rarely moves
if it can help it. It finds a grove or canyon in which to Damage Resistances bludgeoning, piercing, slashing
wait, and remains perfectly still with its mouth hanging Condition Immunities charmed, frightened,
open. Once it lurches forward and snaps its jaw closed, it
locks down with such a powerful bite that it’s incapable of paralyzed, petrified, prone, restrained, stunned
opening its mouth again for an hour. Senses darkvision 60 ft., passive Perception 10
Languages —
Mammothmaws are patient, often allowing smaller Challenge 2 (450 XP)
beasts to scurry across their tongues, or even nest among
their teeth. They can eat as infrequently as once every few Blood Frenzy. The littlesnap swarm has advantage on
months, provided they can bring their huge bite down on a melee attack rolls against any creature that doesn’t have
sufficiently large victim. all its hit points.

SAILSTALKER (SPINOSAURUS) Swarm. The swarm can occupy another creature’s
space and vice versa, and the swarm can move
The swamps and marshes are dangerous lands. The shallow through any opening large enough for a Tiny
water and tall bush hide a dangerous monster. Quiet, littlesnap. The swarm can’t regain hit points or gain
stalking—then suddenly, with a rush, it lunges and sinks temporary hit points.
its teeth into its prey, thrashing its muscular neck, its
finned back flexing as it drowns its prey, then swallows it Actions
whole. Then, the sailstalker fades into the marshy edges,
waiting for its next meal. Bites. Melee Weapon Attack: +5 to hit, reach 0 ft.,
one target. Hit: 14 (4d6) piercing damage, or 7 (2d6)
Sailstalkers are most commonly found in Ghostmire. piercing damage if the swarm has half of its hit points
There, the undeath of the place has seeped into their skin, or fewer.
and the membrane of their sails faintly glows green and
rattles with the spirits of the creatures they have devoured.
Some even say that it’s possible to whisper to those long-
dead through such a creature’s sail—that the walls of death
are thin around such beasts—if you could only approach
one without joining the dead yourself.

326 Chapter 13 | Gods & Monsters

MAMMOTHMAW WIS CHA SAILSTALKER WIS CHA
Gargantuan monstrosity, unaligned 9 (-1) 6 (-2) Huge beast (defiant), unaligned 9 (–1) 8 (–2)
Armor Class 17 (natural armor) Armor Class 16 (natural armor)
Hit Points 198 (12d20 + 72) Hit Points 115 (10d12 + 50)
Speed 25 ft. Speed 35 ft., swim 20 ft.

STR DEX CON INT STR DEX CON INT
26 (+8) 5 (-3) 22 (+6) 2 (-4) 22 (+6) 16 (+3) 20 (+5) 2 (–4)

Saving Throws Con +10, Wis +3 Saving Throws Str +10, Con +9, Wis +3
Skills Perception +3, Stealth +1 Skills Perception +3, Stealth +11
Senses darkvision 60 ft., passive Perception 13 Senses blindsight 10 ft., darkvision 60 ft., passive
Languages —
Challenge 12 (8,400 XP) Perception 13
Languages —
Landblend. If the mammothmaw has been motionless for 1 Challenge 9 (5000 XP)
hour or more, its stealth bonus is improved to +10.
Ambusher. In the first round of a combat, the sailstalker has
Lockjaw. When the mammothmaw uses its Massive Bite advantage on attack rolls against any creature it surprised.
action, it is unable to open its mouth until it finishes a short
or long rest, and its mouth cannot be forced open except by Keen Sight and Smell. The sailstalker has advantage on
a DC 25 Strength check. If the mouth is successfully forced Wisdom (Perception) checks that rely on sight, hearing,
open, all creatures restrained by the mammothmaw’s or smell.
massive bite go free, exiting in an unoccupied space within
5 feet of the mammothmaw. Surprise Attack. If the sailstalker surprises a creature and
hits it with an attack during the first round of combat, the
If an attacker deals 30 slashing or piercing damage to target takes an extra 14 (4d6) damage from the attack.
the mammothmaw in a single turn, the attacker can open
a hole in the mammothmaw's hide. While the hole is open, Swampland Camouflage. The sailstalker has advantage on
creatures restrained by the mammothmaw’s massive Dexterity (Stealth) checks made to hide in swamp or marsh-
bite can use an action to make a DC 18 Strength (Athletics) like terrain.
or Dexterity (Athletics) check to break free. On a success,
a creature is no longer restrained and exits prone in an Actions
unoccupied space within 5 feet of the mammothmaw.
Multiattack. The sailstalker makes two attacks: one with
Actions its bite and one with its tail. It can’t make both attacks
against the same target.
Multiattack. The mammothmaw makes two tongue lash
attacks and uses wild thrashing, if possible. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 28 (4d10 + 6) piercing damage, and if the target is a
Tongue Lash. Melee Weapon Attack: +12 to hit, reach 5 ft., Medium or smaller creature, it is grappled (escape DC 16). Until
one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 7 this grapple ends, the target is restrained, and the sailstalker
(2d6) acid damage. can’t bite another target.

Wild Thrashing (Recharge 5–6). The mammothmaw Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one
uses its bulk to crush creatures around it. All Large or target. Hit: 19 (3d8 + 6) bludgeoning damage.
smaller creatures within 5 feet of the mammothmaw must
make a DC 18 Dexterity saving throw, taking 22 (4d6 + 8) Bonus Actions
bludgeoning damage and falling prone on a failure, or taking
half as much damage on a success. Aggressive. The sailstalker can move up to its speed
toward a hostile creature that it can see.
Massive Bite (1/Day). The mammothmaw chooses a point
within 10 feet to target with its massive bite. Huge or smaller Drown. If the sailstalker is in or adjacent to a body of water
creatures in a 15-foot radius from the chosen point must at least 5 feet deep, it can plunge a creature grappled by it
make a DC 20 Dexterity saving throw. On a failure, creatures into the water. The creature must make a DC 17 Constitution
are caught by the mammothmaw's massive bite, taking saving throw, taking 15 (2d8 + 6) slashing damage on a
36 (8d6 + 8) piercing damage plus 14 (4d6) bludgeoning failure, or half as much on a success. A creature that fails
damage, and are trapped inside the mammothmaw's mouth. its saving throw begins to suffocate as water fills its lungs
A creature inside the mouth is blinded and restrained, and unless it can breathe underwater or does not need to
it has total cover against attacks and other effects outside breathe. A suffocating creature can repeat the Constitution
the mammothmaw. Once the mammothmaw has used its saving throw at the end of subsequent turns, coughing
Massive Bite action, it can only target creatures inside its up the water and no longer suffocating on a success.
mouth with its Tongue Lash attacks. Alternatively, the creature can spend an action to cough up
the water, ending the suffocation.
The mammothmaw can fit a maximum of eight Medium
or smaller creatures, two Large creatures, or one Huge
creature in its mouth. If the mammothmaw holds a creature
in excess of these numbers, a random creature that was
already in its mouth due to its Massive Bite is freed, landing
prone in an unoccupied space within 5 feet of it.

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SEATOOTH (MOSOSAURUS) SKULLSMASHER (PACHYCEPHALOSAURUS)

This massive ocean predator strikes fear into all who cross A favorite companion of gatherers, the skullsmasher is a
the open waters. One does not see it approach. It strikes two-legged, beaked dinosaur with a thick, bony crown.
without warning from deep underneath, its jaws hitting Even-tempered and affectionate, the skullsmasher lives in
the side of the canoe like a great stone hammer. The harmony with many clans, hauling sledges and ramming
seatooth rivals any of the great monsters of the land for trees to shake down ripe fruit.
pure malice and savagery. They are especially well-known
for their cannabilistic ways, hunting each other with more Skullsmashers must be trained from a young age and
hunger and hatred than any other prey. bond to a single person. Their loyalty and enthusiasm can
become dangerous if their bonded mortal is threatened,
SEATOOTH WIS CHA since an angry skullsmasher is capable of killing someone
Huge beast (defiant), unaligned 12 (+1) 10 (+0) easily with their powerful ramming attack.
Armor Class 15 (natural armor)
Hit Points 149 (13d12 + 78) SNAKENECK (ELASMOSAURUS)
Speed 0 ft., swim 90 ft.
These aquatic beasts lurk in deep water, their snakelike
STR DEX CON INT necks waving slowly, eyes scanning the patterns of light
24 (+7) 15 (+2) 20 (+5) 2 (–4) above. When they see a school of fish—or a small mortal—
they rush upwards in a burst of speed, creating a vortex of
Saving Throws Str +11, Con +9, Wis +5 water with their swirling fins while their heads burst out
Skills Athletics +11, Perception +9, Stealth +6 of the water, only to plunge down again in an attempt to
Senses blindsight 60 ft., darkvision 90 ft., passive swallow any smaller creature whole.

Perception 19 Generally considered an ill omen by fishers and seagoers,
Languages — the snakeneck is particularly feared by halfling-kind, and
Challenge 9 (5,000 XP) many halfling fear-tales circle around the prowling snake-
neck and its sudden, terrifying hunger.
Echolocation. The seatooth can’t use its blindsight while
deafened. MADCRASH INT WIS CHA
Small beast, unaligned 2 (-4) 12 (+1) 6 (-2)
Hold Breath. The seatooth can hold its breath for 2 hours. Armor Class 12
Hit Points 4 (1d6 + 1)
Keen Sight. The seatooth has advantage on Wisdom Speed 10 ft., fly 30 ft.
(Perception) checks that rely on sight.
STR DEX CON
Actions 8 (-1) 14 (+2) 12 (+1)

Multiattack. The seatooth makes two bite attacks or Senses darkvision 60 ft., passive Perception 11
makes a bite attack and uses Swallow. Languages —
Challenge 1/8 (25 XP)
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 28 (6d6 + 7) piercing damage. If the target is a Medium Divebomb. If the madcrash moves at least 10 feet
or smaller creature, it is grappled (escape DC 17). Until this towards a creature and then hits it with a beak attack on
grapple ends, the target is restrained and the seatooth can’t the same turn, the target takes an extra 2 (1d4) damage
bite another target. and the madcrash can use a bonus action to take the
Disengage action and move up to half its speed.
Swallow. The seatooth attempts to swallow a creature it
is grappling. The target must succeed on a DC 19 Strength Actions
saving throw. On a failure, the target is swallowed, and
the grapple ends. While swallowed, the target is blinded Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
and restrained, it has total cover against attacks and other target. Hit: 4 (1d4 + 2) piercing damage.
effects outside the seatooth, and it takes 14 (4d6) acid
damage at the start of each of the seatooth’s turns. A
seatooth can have only one creature swallowed at a time.

If the seatooth takes 25 damage or more on a single turn
from the swallowed creature, the seatooth must succeed on
a DC 16 Constitution saving throw at the end of that turn or
regurgitate the creature, which falls prone in a space within
10 feet of the seatooth. If the seatooth dies, a swallowed
creature is no longer restrained by it and can escape from
the corpse by using 15 feet of movement, exiting prone.

Bonus Actions

Frenzied Thrashing. The seatooth violently thrashes a
creature it is grappling. The creature must succeed on a DC
19 Constitution saving throw, taking 17 (3d6 + 7) slashing
damaCgheaopntaerfa13ilu| rGeo,dosr&hMalof nasstmerusch on a success.

SNAKENECK
Huge beast (defiant), unaligned
Armor Class 14 (natural armor)
Hit Points 126 (12d12 + 44)
Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 2 (–4) 12 (+1) 10 (+0)

ma Saving Throws Dex +9, Con +8
ehgslrls oins a Skills Athletics +7, Perception +5, Stealth +9
Senses blindsight 30 ft., darkvision 60 ft., passive
ccycr
Perception 14
SKULLSMASHER WIS CHA Languages —
Medium beast, unaligned 11 (+0) 8 (-1) Challenge 9 (5,000 XP)
Armor Class 11 (natural armor)
Hit Points 22 (3d8 + 9) Ambusher. In the first round of a combat, the
Speed 40 ft. snakeneck has advantage on attack rolls against any
creature it surprised.
STR DEX CON INT
16 (+3) 10 (+0) 16 (+3) 4 (-3) Baitball. On its turn, the snakeneck can spend 80 feet
of movement to create a vortex of swirling water in a
Senses darkvision 60 ft., passive Perception 10 20-foot-radius sphere centered on a point underwater
Languages — that it can see within 20 feet. All other creatures in
Challenge 1/2 (100 XP) the sphere must make a DC 17 Strength saving throw.
On a failure, a creature is drawn 20 feet towards the
Charge. If the skullsmasher moves at least 20 feet sphere’s center and is restrained by the vortex until the
straight toward a target and then hits it with a ram end of its next turn. On a success, a creature is drawn
attack on the same turn , the target takes an extra 5 only 10 feet towards the sphere’s center and is not
(2d4) bludgeoning damage. If the target is a creature, it restrained. Immediately after using this feature, the
must succeed on a DC 13 Strength saving throw or be snakeneck can make two free bite attacks.
knocked prone.
Natural Camouflage. The snakeneck has advantage
Actions on Dexterity (Stealth) checks while underwater.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one Keen Hearing and Sight. The snakeneck has
target. Hit: 8 (2d4 + 3) bludgeoning damage. advantage on Wisdom (Perception) checks that rely on
hearing or sight.

Actions

Multiattack. The snakeneck makes two bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 15 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage. If the
target is Small or smaller creature, it must succeed
on a DC 17 Dexterity saving throw or be swallowed
by the snakeneck. A swallowed creature has total
cover against attacks and other effects outside the
snakeneck, and it takes 3 (1d6) bludgeoning damage
and 7 (2d6) acid damage at the start of each of the
snakeneck’s turns. If the snakeneck takes 20 damage
or more on a single turn from a creature inside it, the
snakeneck must succeed on a DC 17 Constitution
saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space
within 10 feet of the snakeneck. If the snakeneck dies,
a swallowed creature can escape from the corpse by
using 20 feet of movement, exiting prone.

Bonus Actions

Agile Swimmer. The snakeneck dashes or disengages.

Dimlurk. The snakeneck hides in dim light or darkness.

Chapter 13 | Gods & Monsters 329

SPIDER RAPTOR rocky hills of the Great Valley, using stealth, speed, and
their slender, agile claws to chase and hook unsuspecting
Through a quirk of the laws that govern survival, a strange prey in dark places.
and unsettling breed of raptor has been sighted by the
Venomguard. These creatures, called Spider Raptors, have SWIFTCLAW (VELOCIRAPTOR)
elongated limbs—spindly, reaching arms and long legs
suited to climbing, dangling, and springing great distances. With rustling hisses and squawking shrieks, a flock of
filthy swiftclaws swarms unwitting prey. Shedding blood-
Spider raptors have been seen scrambling up the great streaked feathers as they leap, swiftclaws sink their talons
cliffs that keep other creatures confined to the Venom into their quarry, then flap wildly to remain upright as
Abyss, and are starting to nest in the swamps, forests, and they tear into the flesh of their bewildered meal. A flock of
swiftclaws can devour a beast in a matter of minutes.
SPIDER-RAPTOR
Large beast, unaligned Hunters throughout Planegea know to avoid a certain
bloody, birdlike stench, a scattering of brown and blue
Armor Class 15 (natural armor) feathers, and a high, warbling call that sounds like wild,
Hit Points 37 (5d10 + 10) cursed laughter.
Speed 50 ft., climb 40 ft.
TENTWING (PTERANODON)
STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 7 (-2) This flying leatherbeast is a familiar sight throughout
Planegea. They are social creatures, hooting and gabbling at
Skills Stealth +5, Perception +4 all hours of the day and night, spreading their wings wide
Senses darkvision 60 ft., passive Perception 14 in the daylight like sentinels to plunge after some fish or
Languages — swimming lizard.
Challenge 2 (450 XP)
Because of the ubiquity of tentwings, some clans have
Keen Senses. The spider-raptor has advantage on Wisdom managed to tame them, using them for hunting or scout-
(Perception) checks that rely on sight, hearing, or smell. ing. Giants have been known to train them to land on their
forearms, and to screech at the sight of mortals running
Pack Tactics. The spider-raptor has advantage on an
attack rolls against a creature if at least one of the spider- from the raiding party.
raptor’s allies is within 5 feet of the creature and the ally
isn’t incapacitated.

Spider Climb. The spider-raptor can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.

Standing Leap. The spider-raptor’s long jump is up to 25
feet and its high jump is up to 15 feet, with or without a
running start.

Pounce. If the spider-raptor moves at least 20 feet straight
toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is prone,
the spider-raptor can make one bite attack against it as a
bonus action.

Actions

Multiattack. The spider-raptor makes three attacks: two
with its claws and one with its bite.

Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 6 (1d6 + 3) slashing damage, or 13 (3d6 + 3)
slashing damage if the target is prone.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (1d8 + 3) piercing damage, and the target is grappled
(escape DC 12).

330 Chapter 13 | Gods & Monsters

SWIFTCLAW WIS CHA the target (no action required), landing in an unoccupied
Medium beast, unaligned 10 (+0) 8 (–1) space within 5 feet of the target. For every swiftclaw
Armor Class 15 (natural armor) latched onto a Medium or smaller creature, the creature’s
Hit Points 22 (4d8 + 4) movement speed is reduced by 15 feet. If this reduction
Speed 40 ft. reduces a creature’s speed to 0, it falls prone and is
restrained until its movement speed is greater than 0.
STR DEX CON INT
13 (+1) 20 (+5) 12 (+1) 4 (–3) Natural Camouflage. The swiftclaw has advantage on
Dexterity (Stealth) checks made to hide.
Saving Throws Dex +8
Skills Athletics +3, Perception +2, Stealth +9 Pack Tactics. The swiftclaw has advantage on an attack
Senses passive Perception 13 roll against a creature if at least one of the swiftclaw’s
Languages — allies is within 5 feet of the creature and the ally isn’t
Challenge 1 (200 XP) incapacitated.

Keen Sight and Smell. The swiftclaw has advantage on Actions
Wisdom (Perception) checks that rely on sight or smell.
Multiattack. The swiftclaw makes three attacks: two
Latching Claws. If the swiftclaw hits a creature with with its claws and one with its bite. Alternatively, the
two claw attacks on the same turn, it can latch onto swiftclaw makes two bite attacks.
the creature with its claws, moving into the creature’s
space. While latched onto a creature, the swiftclaw Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
has advantage on attack rolls against the creature, but target. Hit: 8 (1d6 + 5) piercing damage.
can only make bite attacks. The swiftclaw’s speed also
becomes 0, it can’t benefit from any bonus to its speed, Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
and it moves with the target. target. Hit: 7 (1d4 + 5) slashing damage.

A creature can pry the swiftclaw off a latched creature Bonus Actions
by making a successful DC 13 Strength check as an
action. On its turn, the swiftclaw can detach itself from Swiftness. The swiftclaw takes the Disengage action.

TENTWING Keen Sight. The tentwing has advantage on Wisdom
Medium beast, unaligned (Perception) checks that rely on sight.

Armor Class 14 (natural armor) Swooping Strike. If the tentwing is flying and dives at
Hit Points 22 (4d8 + 4) least 20 feet straight toward a target and then hits it with a
Speed 25 ft., fly 50 ft., swim 10 ft. beak attack, the target takes an additional 4 (1d8) piercing
damage, and the target must succeed on a DC 14 Strength
STR DEX CON INT WIS CHA saving throw or be knocked prone. If the target is knocked
13 (+1) 19 (+4) 12 (+1) 2 (–4) 12 (+1) 8 (–1) prone, the tentwing can make a beak attack against it as a
bonus action.
Saving Throws Dex +6
Skills Athletics +3, Perception +3, Stealth +6 Actions
Senses darkvision 60 ft., passive Perception 13
Languages — Multiattack. The tentwing makes two beak attacks.
Challenge 1 (200 XP)
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Evasion. If the tentwing is subjected to an effect that target. Hit: 8 (1d8 + 4) piercing damage.
allows it to make a Dexterity saving throw to take only
half damage, the tentwing instead takes no damage if Bonus Actions
it succeeds on the saving throw, and only half damage
if it fails. Quickflight. The tentwing moves up to half its fly speed.
Flyby. The tentwing doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach.

Chapter 13 | Gods & Monsters 331

THUNDERFOOT (TITANOSAURUS) TRUMPETCREST (PARASAUROLOPHUS)

The greatest of all dinosaurs are hardly beasts at all—they A bugling cry breaks out across the water, and a riot of
are living mountains. They move through the world like color splashes the surface of the marsh. Trumpetcrests are
an earthquake, and mortals are mere pebbles to their slow well-loved beasts—beautiful, gentle, and playful, though
and majestic step. Forests and clans have been leveled by none too intelligent and easily startled. Hunters traveling
thunderfeet, without the creatures ever stopping to notice through wetlands must be careful not to alarm these crea-
that they passed through trees or fire. tures; one blast from their resounding cranial cavity and all
wildlife within half a day’s walk scatters.
Thunderfeet are incredibly secretive about their births
and deaths. If a calf is to be born or an elder is near the Because of their beauty, they are rarely hunted, yet trum-
end of its life, a herd of thunderfeet will withdraw beyond petcrest skulls are prized for the fashioning of instruments.
the ability of any nearby creatures to follow, guarding Often, young gatherers will dare each other to seek out
the start and end of their herdmate’s life with the jealous skulls in the wetlands, and many a clan has lost members
severity of titans. to those who ventured too deep into the wrong marsh for a
trumpetcrest skull.

332 Chapter 13 | Gods & Monsters

TRUMPETCREST WIS CHA THUNDERFOOT
Huge beast, unaligned 12 (+1) 8 (–1)
Armor Class 14 (natural armor) Gargantuan beast (defiant), unaligned
Hit Points 68 (8d12 + 16) Armor Class 14 (natural armor)
Speed 35 ft., swim 10 ft. Hit Points 186 (12d20 + 60)
Speed 30 ft.
STR DEX CON INT
21 (+5) 10 (+0) 15 (+2) 2 (–4) STR DEX CON INT WIS CHA
26 (+8) 8 (–1) 20 (+5) 2 (–4) 10 (+0) 10 (+4)
Saving Throws Wis +3
Skills Athletics +7, Perception +3, Survival +5 Saving Throws Str +13, Con +10, Wis +5
Condition Immunities deafened Skills Intimidation +10
Senses darkvision 60 ft., passive Perception 13 Damage Resistances thunder
Languages — Condition Immunities defeaned, frightened
Challenge 4 (1,100 XP) Senses tremorsense 60 ft., passive Perception 10
Languages —
Pack Tactics. The trumpetcrest has advantage on Challenge 13 (10,000 XP)
an attack roll against a creature if at least one of the
trumpetcrest’s allies is within 5 feet of the creature and Thick Skin. Any bludgeoning, piercing, or slashing
the ally isn’t incapacitated. damage dealt to the thunderfoot is reduced by 5.

Keen Hearing and Sight. The trumpetcrest has Towering Presence. A Large or smaller creature
advantage on Wisdom (Perception) checks that rely on that starts its turn within 30 feet of the thunderfoot
hearing or sight. or comes within 30 feet of it for the first time on its
turn must succeed on a DC 18 Wisdom saving throw
Trampling Charge. If the trumpetcrest moves at or become frightened until the start of its next turn.
least 20 feet straight toward a creature and then If a creature’s saving throw is successful or the effect
hits it with a tail attack on the same turn, the target ends for it, the creature is immune to the thunderfoot’s
takes an additional 9 (2d8) bludgeoning damage and Towering Presence for the next 24 hours.
must succeed on a DC 15 Strength saving throw or be
knocked prone. If the target is prone, the trumpetcrest Quaking Movement. The thunderfoot’s movement
can make one stomp attack against it as a bonus action. creates tremors through the ground. When the
thunderfoot comes within 20 feet of a large or smaller
Actions creature or moves while within 20 feet it for the first
time on a turn, the creature must succeed on a DC 18
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one Dexterity saving throw or fall prone.
target. Hit: 14 (2d8 + 5) bludgeoning damage.
Actions
Stomp. Melee Weapon Attack: +7 to hit, reach 5
ft., one prone target. Hit: 15 (3d6 + 5) bludgeoning Stomp. Melee Weapon Attack: +13 to hit, reach 10 ft.,
damage, and a Medium or smaller target is grappled one target. Hit: 52 (8d10 + 8) bludgeoning damage, and
(escape DC 14) until the trumpetcrest moves. Until if the target is Large or smaller, it is knocked prone and
this grapple ends, the creature is restrained and takes grappled (escape DC 20). Until this grapple ends, the
3 (1d6) bludgeoning damage at the start of each of creature is restrained and takes 10 (3d6) bludgeoning
its turns. While grappling a creature in this way, the damage at the start of each of its turns. While grappling
trumpetcrest’s speed is 0, and it can’t use its stomp a creature in this way, the thunderfoot’s speed is 0, and
attack against another creature. it can’t use its stomp attack against another creature.

Trumpet Call (Recharge 5-6). The trumpetcrest lets Tail. Melee Weapon Attack: +13 to hit, reach 30 ft., three
out a long, droning distress call that is audible out to targets within 20 feet of each other. Hit: 32 (7d6 + 8)
600 feet, provided it can breathe. If the trumpetcrest bludgeoning damage plus 10 (3d6) thunder damage
is accompanied by a herd and any herd members are in and the target must succeed on a DC 18 Constitution
the call’s audible range, 1d4 trumpetcrests arrive in 1d4 saving throw or be knocked prone. A creature that fails
rounds. its saving throw by 5 or more is stunned until the end of
its next turn.

Bonus Actions

Tremorstep. The thunderfoot can spend 5 feet of
movement to perform a tremorstep. Large or smaller
creatures within 60 feet of the thunderfoot are
subjected to the effects of its Quaking Movement
feature. Any Large or smaller creatures within 10 feet
of the thunderfoot take 14 (4d6) bludgeoning damage
on a failed save, or half as much on a success.

Chapter 13 | Gods & Monsters 333

Dire Sloth Living Towers. Dire sloths are so gentle and single-
minded in their pursuit of food that many migrating
Gigantic, slow-moving, and gentle, a group of dire sloths is clans use them as living lookout towers. A dire sloth, if
a common sight in grasslands, eternally shuffling forward, approached carefully, does not mind the little commotion
their conical muzzles browsing among tough grasses for of mortals, and scouting parties will often scale a sloth,
their favorite morsels. When rearing up on their hind legs climbing onto its neck and tempting it to rear up on its
to scan the horizon, they stand as tall as a mammoth, with hind legs with a handful of carefully chosen grass to allow
brown, shaggy coats, and a reputation for tranquility. a better view of the horizon.

Lazy Grazers. Although many clans have successfully Pixie Playgrounds. The gentle nature and sheer scale
domesticated dire sloths by tempting them with their of dire sloths often attracts the attention of pixies, those
favorite tender grasses, the feat is almost never worth the curious, playful, and gentlest of the fey. A family of dire
effort, since dire sloths are impossible to motivate to do sloths often lives in symbiosis with an encampment of
anything but shuffle forward and eat. pixies, and it’s not an uncommon site to see bobbing lights
swirling around a family as they browse the leaves. The
Tight-Knit Families. Dire sloths live in groups of 3 to 6, pixies use the dire sloths as a muscular shield from those
which are usually a single family of a few generations. At a who would hunt them for their dust, and the dire sloths
certain age, young males wander away to make their own are grateful for the pixie’s ability to steer them clear of
families. Once formed, these family units are inseparable. unnatural dangers beyond their slow-moving senses.
When threatened, a family of dire sloths will stand back-to-
back, relying on their size and their long curved claws to
fight off any threat.

DIRE SLOTH
Huge beast, unaligned

Armor Class 16 (natural armor)
Hit Points 103 (9d12 + 45)
Speed 15 ft., climb 15 ft., swim 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 7 (-2) 20 (+5) 5 (-3) 15 (+2) 6 (-2)

Skills Perception +5
Senses Darkvision 120 ft., passive Perception 15
Languages —
Challenge 5 (1,800 XP)

Desperate Speed. When the dire sloth takes damage,
it can choose to double its walking and climbing speeds
for 1 hour. At the end of the hour, the dire sloth takes 3
points of exhaustion.
Hold Breath. The dire sloth can hold its breath for
1 hour.

Actions

Multiattack. The dire sloth makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 15 (4d4 + 5) slashing damage.

334 Chapter 13 | Gods & Monsters

Ghost Monkey Confused and enraged. Ghost monkeys are bewildered
by the fate that has befallen them, and race from the
Of the many horrors of the Venom Abyss, there is a strange Nightmare Temple in fear and anger. Unable to eat or sleep,
place reserved for tales of ghost monkeys. These natter- and cast out by their tribes, they roam the Venom Abyss
ing, aggressive, arboreal spirits are enough to drive even a as wretched spirits, hurling phantasmal objects at living
seasoned wanderer mad. creatures and trying to understand a fate their minds could
never comprehend.
At first glance, these apparitions appear to be howler
monkeys—small, with prehensile tails and dirty reddish Immortal howls. The anguished howls of the ghost
fur with shaggy ruffs around their faces. However, when monkey are said to turn even the bravest heart to water.
they start to howl or show aggression, their true forms are These howls echo across the Venom Abyss at night, and it’s
revealed—rotting spirits with burning holes for eyes and not uncommon for a ghost monkey, seeking some kind of
ectoplasm drifting from their translucent bodies. cure or answer, to scale the cliffs of the Abyss and escape
into the Great Valley, where it hunts and howls in eternal
Cursed curiosity. Hidden deep within the twisting roots confusion and anger.
and rotting detritus of the Below, there is a dark cave that
sits half in the waking world and half in the Nightmare
World. This cave is used as a temple for the rites of undeath
by the dread elves of Nod, and there is a heavy curse
laid upon interlopers. Sometimes monkeys, curious and
unknowing, cross the threshold into the inner sanctum
and lose their lives to the dark secrets of undeath, turning
mad with the transformation.

GHOST MONKEY WIS CHA Actions
Small undead, chaotic evil 12 (+1) 16 (+3)
Multiattack. The ghost monkey uses Phantasmal
Armor Class 14 Throw twice or makes two attacks: one with its claws
Hit Points 31 (9d6) and one with its bite.
Speed 0 ft., fly 40 ft. (hover)
Phantasmal Throw. Ranged Weapon Attack: +6 to hit,
STR DEX CON INT range 60 ft., one target. Hit: 7 (1d6 + 4) necrotic damage.
5 (–3) 19 (+4) 10 (+0) 5 (–3)
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Resistances acid, fire, lightning, thunder; target. Hit: 9 (2d4 + 4) necrotic damage.
bludgeoning, piercing, and slashing from
nonmagical attacks Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) necrotic damage.
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, Maddening Howl (Recharge 5–6). The ghost monkey
unleashes a curse-laced howl. Creatures that it can
frightened, grappled, paralyzed, petrified, poisoned, see within 60 feet that can hear the howl must make
prone, restrained a DC 13 Wisdom saving throw. Creatures that fail
Senses darkvision 60 ft., passive Perception 11 their saving throw are subjected to the effects of the
Languages — confusion spell. Affected creatures can repeat the
Challenge 3 (700 XP) saving throw at the end of each of their turns, ending
the effect on a success.
Ethereal Sight. The ghost monkey can see 60 feet into
the Ethereal Plane when it is on the Material Plane, and
vice versa.

Incorporeal Movement. The ghost monkey can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.

Chapter 13 | Gods & Monsters 335

Giant Armadillo (Glyptodon) Hunter’s prize. Because of their hostility and their shells,
which are large enough to use as an armored tent, mortal
Remarkable for its toughness and cantankerous demeanor, hunters love to stalk the giant armadillo, considering it a
the giant armadillo trudges through a world it wants point of pride to bring down such a beast. Clever tactics
nothing to do with, sullen and solitary. must be used to expose the creature’s weak underbelly, and
such a hunt is dangerous—but the dual reward of prized
Sometimes called a walking boulder, the giant arma- shell and the eradication of a threat to the clanfire is more
dillo is a massive, four-legged beast that bears a passing than enough to trigger a bold hunt.
resemblance to a hairy tortoise, with a huge, pebbled shell,
armored head and limbs, and a long, spiked tail. Apex prey. The giant armadillo’s enormous size and
armor enable it to shake off all but the largest threats. The
Friendless fortress. Few beasts in Planegea are as only creatures the giant armadillo truly fears are terror
antisocial as the giant armadillo. Its nearly impenetrable birds, which stalk it relentlessly, favoring the taste of its
armor and massive size give it the freedom to carve a path meat. Mortal hunting parties would do well to be wary not
through the swamps and riverlands where it finds food, only of the dangers of the giant armadillo itself, but also
crushing nests and scattering smaller beasts carelessly. the very real threat of a nearby terror bird, hungry for the
taste of its salty flesh.
Tent stomper. Giant armadillos are known for their
particular dislike of mortal encampments. Whether driven
by ancestral memory of hunters, a dislike for fire, or sheer
ill-will, giant armadillos are known to thunder into peace-
ful encampments, crushing tents, scattering clanfires, and
trampling mortals until driven off or killed.

GIANT ARMADILLO Poorly Balanced. While prone, the armadillo is also
Huge beast, unaligned restrained. As an action, the armadillo can make a DC 15
Strength (Athletics) check to stand up from prone.
Armor Class 19 (natural armor), 9 while prone
Hit Points 115 (11d12 + 44) Actions
Speed 30 ft.
Multiattack. The giant armadillo makes two attacks:
STR DEX CON INT WIS CHA one with its tail and one with its bash.
24 (+7) 8 (–1) 19 (+4) 4 (–3) 9 (–1) 7 (–2)
Spiked Tail. Melee Weapon Attack: +10 to hit, reach 10
Skills Athletics +9 ft., one target. Hit: 17 (3d6 + 7) piercing damage.
Senses darkvision 60 ft., passive Perception 9
Languages — Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Challenge 8 (3,900 XP) target. Hit: 17 (3d6 + 7) bludgeoning damage.

Trampling Charge. If the giant armadillo moves at least Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one
20 feet straight toward a creature and then hits it with a target. Hit: 28 (6d6 + 7) bludgeoning damage.
bash attack on the same turn, that target must succeed
on a DC 18 Strength saving throw or be knocked prone.
If the target is prone, the giant armadillo can make one
stomp attack against it as a bonus action.

336 Chapter 13 | Gods & Monsters

Glunch

Deep in the Ghostmire, where undead lights glimmer and
giant manylegs slither through the muck, weary wanderers
far from the clanfire have stumbled across strange clusters
of swamp dwellings inhabited by a green-skinned, black-
eyed people known as Glunch.

Glunch are quiet and guarded, slow to interact with
outsiders. They prefer to remain hidden, and their natu-
rally slimy green bodies allow them to blend easily into
the swamps they inhabit. Their short, muscular forms are
topped with large bony spines, used in shows of domi-
nance and a peculiar style of whirling attack in single
combat.

Ghost-Gardeners. The Glunch have long lived in
harmony with the undead spirits that haunt the Ghost-
mire. They know more ways to pacify angry spirits
than any other living thing, and expertly weave subtle
enchantments into nets with which they catch the will-
o’-the-wisps that illuminate their village clusters. Their
mud-and-chitin dwellings are filled with dried roots and
herbs, wards, colored cords, and other charms against
vengeful ghosts.

Manylegs Riders. The Glunch language is
a gurgling, clicking sound unintelligible to
most. Yet strangely, it enables them to form
a rudimentary communication with the
giant insects, arthropods, worms, and
other creatures collectively known as
manylegs. Glunch patrols frequently
travel the swamps on the backs of giant
millipedes or the huge crabs known
as ku-zug. A Glunch rider’s bond
with its manylegs steed is a strange
one—not affectionate, but power-
fully codependent.

Fungal Memory. The Glunch
are known to fear mushrooms and
fungus of all kinds. Long ago,
their kind had something
to do with the mysterious
Temple of the Mushroom Lord,
and to this day they stay far from
that foreboding structure. Glunch
ghosts from long ago remember the
days when their people served in
the temple, and the terrible rites
that were enacted there in service
of their psychic masters.

Chapter 13 | Gods & Monsters 337

GLUNCH GLUNCH MANYLEGS RIDER
Medium humanoid, neutral evil Medium humanoid, neutral evil
Armor Class 15 (natural armor, shield)
Hit Points 16 (3d8 + 3) Armor Class 16 (natural armor, shield)
Speed 30 ft. Hit Points 33 (5d8 + 10)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0) STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Skills Perception +5, Stealth +3, Survival +3
Senses darkvision 60 ft., passive Perception 15 Skills Athletics +5, Perception +5, Stealth +3,
Languages Glunch Survival +3
Challenge 1/2 (100 XP)
Swamp Sneak. The Glunch can hide as a bonus action Senses darkvision 60 ft., passive Perception 15
in swampy terrain, and when it does, its stealth bonus Languages Glunch
is improved to +5. Challenge 2 (450 XP)
Ghost Coax. The Glunch has advantage on ability
checks and saving throws to interact with undead. Swamp Sneak. The Glunch can hide as a bonus action
Manylegs Speech. The Glunch can communicate in swampy terrain, and when it does, its stealth bonus
simple ideas, concepts, and emotions to insects, is improved to +5.
spiders, worms, and other bug-like creatures.
Ghost Coax. The Glunch has advantage on ability
Actions checks and saving throws to interact with undead.

Multiattack. The Glunch makes two attacks: one with Manylegs Speech. The Glunch can communicate
its spear and one with its spines. simple ideas, concepts, and emotions to insects,
Spear. Melee or Ranged Weapon Attack: +4 to hit, spiders, worms, and other bug-like creatures.
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 +
2) piercing damage plus 3 (1d6) poison damage, or 6 Actions
(1d8 + 2) piercing damage plus 3 (1d6) poison damage
if used with two hands to make a melee attack. Multiattack. The Glunch makes two melee attacks:
Spines. Melee Weapon Attack: +4 to hit, reach 5 ft., two with its lance or one with its shortsword and one
one target. Hit: 4 (1d4 + 2) piercing damage plus 3 with its spines.
(1d6) poison damage.
Blowgun. Ranged Weapon Attack: +3 to hit, range Lance. Melee Weapon Attack: +5 to hit, reach 10 ft.,
25/100 ft., one target. Hit: 1 piercing damage plus 7 one target. Hit: 9 (1d12 + 3) piercing damage plus 3
(2d6) poison damage. (1d6) poison damage.

338 Chapter 13 | Gods & Monsters Spines. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage plus 3
(1d6) poison damage.

Blowgun. Ranged Weapon Attack: +4 to hit, range
25/100 ft., one target. Hit: 1 piercing damage plus 5
(2d4) poison damage, and the target must make a DC
13 Constitution saving throw or become paralyzed
with manylegs toxin for 1 minute. A paralyzed
creature can repeat the saving throw at the end of
each of their turns, ending the paralysis on a success.

Horse-Ape (Chalicotherium) ei r
tzi t
Horse-apes are the unnerving inhabitants of treant groves, tri
traveling alongside the moving forests of Planegea as their zz
companions and protectors. The horse-apes have a rudi-
mentary society, speaking to each other in grunts and HORSE-APE WIS CHA
whinnies, and glaring with wary, wide-set eyes at any who Large monstrosity, lawful neutral 13 (+1) 6 (–2)
would approach their beloved trees. Armor Class 11 (natural armor)
Hit Points 51 (6d10 + 18)
The horse-ape has one of the strangest forms in all Plane- Speed 40 ft.
gea. It towers roughly nine feet tall, with a body much like
a ground-sloth or gorilla, topped with the head and neck STR DEX CON INT
of a horse. Their coats are striped or spotted with many 19 (+4) 10 (+0) 17 (+3) 7 (–2)
patterns, and some wear rudimentary crowns or cloaks of
leaves and vines given to them by the trees. Skills Athletics +6, Perception +3
Senses passive Perception 13
Tree guards. The horse-apes are by nature gentle grazers, Languages Horse-Ape
who enjoy ripe fruit and tender grass. Posing no threat to Challenge 2 (450 XP)
the trees, they were long ago befriended by the forests and
their rudimentary intelligence enhanced by the oldest and Fire Frenzy. If the horse-ape sees fire or smoke emitted
wisest of the treants, who saw use in their tall and power- from a flame within 60 feet of it, it flies into a rage,
ful builds. Horse-apes now dwell in and among awakened gaining the following effects until the end of its next
groves, ready to hurl boulders and bray fiercely at any who turn.
come too close to the trees.
• The horse-ape has advantage on melee attack
Reverent followers. Horse-apes are subservient to the rolls
trees, worshiping them as gods, and following their orders
without questioning. They live simple lives in small family • The horse-ape deals an additional 5 (1d10)
groups, grooming one another and enjoying the bounty damage when it hits with a weapon attack.
of their protected groves, and—when not actively defend-
ing the grove—can always be found eating. They are also • The horse-ape has disadvantage on Wisdom,
known to be fond of druids, who share a kinship with Intelligence, and Charisma saving throws.
some of the trees, and druid groves are not uncommonly
guarded by a horse-ape or two bound in service to the trees Actions
of that place.
Multiattack. The horse-ape makes two fist attacks.
Fire-crushers. Through long generations of service to
the trees, horse-apes have developed an instinctive fear Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one
and hatred of fire, and any whiff of smoke or glimpse of target. Hit: 9 (1d10 + 4) bludgeoning damage.
firelight sets them into a warlike rage. Those who would
manipulate horse-apes have sometimes surrounded them Rock. Ranged Weapon Attack: +6 to hit, range 30/60
with rings of torches, which the simple creatures treat as ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
impregnable cages. It’s said that there are warlords who
have used fire to drive captured horse-apes mad, using
these usually docile creatures as berserkers to smash
through enemy defenses.

U
zb

Chapter 13 | Gods & Monsters 339

Iramuk (Indricotherium) IRAMUK WIS CHA
Gargantuan beast, unaligned 13 (+1) 6 (–2)
“Lonely as an iramuk.” That’s how the saying goes. These Armor Class 15 (natural armor)
immense beasts tower huge and solitary, dwarfing even Hit Points 170 (11d20 + 55)
the mighty mammoth and tyrantmaw. They move through Speed 30 ft.
the world stately and slow, covering huge distances in their
lifetime, rarely ever aroused to more than a gentle plod. STR DEX CON INT
23 (+6) 9 (–1) 20 (+5) 3 (–4)
In shape, the iramuk is like a rhinoceros with a neck like
a giraffe and a long, prehensile upper lip, which they use to Senses passive Perception 11
dig for roots and strip leaves. Their hide is gray and tough, Languages —
and their footsteps shake the ground when they pass by. Challenge 7 (2,900 XP)

Lonely wanderers. The iramuk is among the most Trailmaker. The iramuk’s movement is unaffected by
solitary of creatures, only coming together briefly with difficult terrain, and when the iramuk moves through
others of its kind to mate for a few days each year. The rest terrain made difficult by snow, vegetation, or uneven
of its life is spent traversing enormous distances, searching ground, it becomes simple terrain.
for enough food to sustain its bulk. If two iramuks come
across any sign of each other, both will turn perpendic- Actions
ularly outward away from the other, putting as much
distance as possible between itself and others of its kind. Multiattack. The iramuk makes two attacks: one with
its neck and one with its stomp.
Living murals. Because of an iramuk’s wide range and
docile disposition, many of them are painted by various Neck. Melee Weapon Attack: +9 to hit, reach
human tribes who encounter them. It is a boast for 10 ft., one target that isn’t prone. Hit: 23
many young spellskins to draft a spell on the side of an (5d6 + 6) bludgeoning damage
iramuk—a feat that usually requires dangling from a and the target must make a DC
nearby tree or hovering in midair with a long brush. But 17 Strength saving throw or be
the act of painting an iramuk is not reserved for spellskins. knocked prone.
Druids, shamans, and even ambitious hunters seek to make
their mark on the beasts, and most iramuks are patterned Stomp. Melee Weapon Attack: +9
with years of paint and dye splashed around their lower to hit, reach 5 ft., one prone target
bodies, where mortals can reach. or one Medium or smaller target. Hit: 33
(5d10 + 6) bludgeoning damage.
Cautious mothers. Iramuks calve only rarely—their
mating season is so short that conception is infrequent,
and an iramuk spends three years in the womb. Because of
the great difficulty of raising offspring and their otherwise
solitary lives, iramuk mothers are terrifying when defend-
ing their calves, using their incredible size and their long
necks as weapons to trample and bash any predator who
would threaten their young.

Trail makers. Unless they encounter another of their
kind, iramuks tend to travel the same path year after year.
Their enormous weight and slow steps carve deep furrows
in the earth after only a few seasons, and since iramuks
plow through brush and hills and open places without
slowing their step, their pathways make excellent trails
for mortals. Iramuk trails are well known to the
local clans that dot their length, and traders
favor them to quickly move over long
distances in a straight line.

340 Chapter 13 | Gods & Monsters

Kelodhrosians ARCHPRIEST

The Kelodhrosians are newcomers to the world, emerging A Kelodhrosian archpriest is one who has completed their
from unknown origins in the Venom Abyss. Although they ascension, and of whom nothing remains of their origi-
have only existed for a few short generations, they have nal body except their blue eyes. Archpriests rule all lesser
already created a sprawling network of jungle ziggurats, Kelodhrosians, and their command of magic and ascension
hastily constructed for their rituals. Their kind is naturally is unparalleled among their own kind.
gifted in harnessing the power of primordial evolution,
and have learned—whether by instinct or some secret of
their creation—how to ritually extract physical aspects
from bound victims, stealing bodies to empower their own.

In their natural form, Kelodhrosians are small, hairless,
and slender, with long, awkward limbs and white, mask-
like faces. Their bulging blue eyes and lipless mouths
complete their unsettling visage. But these weak bodies
are only the beginning for the Kelodhros—a blank wall on
which their story of ascendance will be painted.

UNEMBRACED

Kelodhrosians who have yet to Embrace a victim
are feeble things, with no natural defenses except
their cunning. Unembraced seek to live out of
sight in well-camouflaged huts, their white
bodies a giveaway for predators in the dark
green jungle. From a young age, they are
taught to protect themselves with venom-
ous darts—and how to ritually bind a
captured victim for the Embrace.

ASPECTER

Those Kelodhrosians who have
Embraced only one or two victims
are called aspecters, so called
because they display a single aspect
of their chosen form. An aspecter
looks like an unembraced with
some mutation. Some may be stron-
ger, or faster, or have wings, gills,
scales, or whatever other aspect
they have chosen to extract from
their victims.

PRIEST

There are two types of priests,
or Kelodhrosians who have
Embraced many victims: hybrid
priests—who select their
preferred aspects from many
forms—and monoform priests,
who choose to only Embrace a
single kind of favored creature, the
better to emulate its perfection.

Both are menacing foes, for
while hybrid priests have many
strengths at their disposal,
monoform priests represent
discipline, focus, and absolute dedi-
cation to their chosen path of ascension.

Chapter 13 | Gods & Monsters 341

LOST SOUL ASPECTER WARRIOR
Medium monstrosity, neutral evil
Some Kelodhrosians lose themselves in the Embrace, due
to an interrupted ceremony, an unfit victim, or some Armor Class 15 (natural armor)
other corruption of mind, body, or spirit. Such beings Hit Points 37 (5d8 + 15)
become misshapen monsters, their bodies amorphous and Speed 30 ft.
mismatched, their minds broken. The Kelodhros watch over
their lost souls, holding their community accountable for STR DEX CON INT WIS CHA
the failed Embrace. Such beings often serve archpriests, who 16 (+3) 16 (+3) 16 (+3) 10 (+0) 11 (+0) 10 (+0)
are the only ones strong enough to soothe their wild hearts.
Skills Athletics +5, Perception +2
INFILTRATOR Senses darkvision 60 ft., passive Perception 12
Languages Kelodhrosian; the languages of any
A Kelodhros infiltrator is a specialized priest who only
Embraces humanoids, the better to blend into a society. creature it has embraced
Although Kelodhrosians cannot rid themselves of their Challenge 1 (200 XP)
telltale blue eyes, infiltrators excel at slipping in amongst
the clans, finding suitable victims for the Embrace, and Pack Tactics. The aspecter has advantage on an attack
scouting out the best locations for advancing colonies of roll against a creature if at least one of the aspecter’s
Kelodhros to construct their ritual ziggurats. allies is within 5 feet of the creature and the ally isn’t
incapacitated.
UNEMBRACED
Medium monstrosity, neutral evil Embraced Adaptation. The aspecter has a burrow,
swim, or climbing speed equal to half its walk speed
Armor Class 11 (choose one).
Hit Points 9 (2d8)
Speed 30 ft. Actions

STR DEX CON INT WIS CHA Multiattack. The aspecter makes two attacks: one
9 (–1) 13 (+1) 11 (+0) 10 (+0) 11 (+0) 8 (–1) with its battleaxe and one with its embraced weapons.

Skills Stealth +3, Perception +2 Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Senses darkvision 60 ft., passive Perception 12 one target. Hit: 7 (1d8 + 3) slashing damage.
Languages Kelodhrosian
Challenge 1/8 (25 XP) Embraced Weapons. The aspecter has one or more of
the following attack options, provided it has embraced
Pack Tactics. The unembraced has advantage on the appropriate creature:
an attack roll against a creature if at least one of the
unembraced’s allies is within 5 feet of the creature and • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
the ally isn’t incapacitated. one target. Hit: 10 (2d6 + 3) piercing damage.
Ascended Leadership. If the unembraced can see an
ally of a higher Challenge Rating within 60 feet, it adds • Claw. Melee Weapon Attack: +5 to hit, reach
1d4 to its attack and damage rolls. 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage, and the creature must make a DC 13
Actions Constitution saving throw or lose 3 (1d6) hit
points per turn due to heavy bleeding. Each
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one time the aspecter hits the bleeding target with
target. Hit: 3 (1d4 + 1) piercing damage. this attack, the damage dealt by the bleeding
Poison Blowgun. Ranged Weapon Attack: +3 to hit, increases by 3 (1d6). Any creature can take an
range 30/120 ft., one target. Hit: 1 piercing damage plus action to stanch the bleeding with a successful
7 (2d6) poison damage. If the poison damage reduces DC 10 Wisdom (Medicine) check. The bleeding
the target to 0 hit points, the target is stable but also ends if the target receives magical healing.
poisoned for 1 hour, even after regaining hit points, and
is paralyzed while poisoned in this way. • Slam. Melee Weapon Attack: +5 to hit, reach
Net. Ranged Weapon Attack: +3 to hit, ranged 10/20 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
ft., one Medium or smaller creature. Hit: The target is damage, and the creature must make a DC 13
restrained until it escapes the net. Any creature can use Strength saving throw or be knocked prone.
its action to make a DC 12 Strength check to free itself
or another creature in the net, ending the effect on a • Spit. Ranged Weapon Attack: +5 to hit, range
success. Dealing 10 slashing damage to the net (AC 10) 20/60 ft., one target. Hit: 10 (3d6) acid damage.
destroys the net and frees the target.

342 Chapter 13 | Gods & Monsters

ASPECTER MYSTIC HYBRID WARRIOR PRIEST
Medium monstrosity, neutral evil Medium monstrosity, neutral evil

Armor Class 12 (natural armor) Armor Class 16 (natural armor)
Hit Points 27 (5d8 + 5) Hit Points 72 (8d8 + 36)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4) 12 (+1) 12 (+1) 16 (+3)

Skills Stealth +2, Perception +3 Skills Athletics +7, Perception +4, Stealth +8
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 14
Languages Kelodhrosian; the languages of any Languages Kelodhrosian; the languages of any

creature it has embraced creature it has embraced
Challenge 1 (200 XP) Challenge 5 (1,800 XP)

Embraced Adaptation. The aspecter has a burrow, Hybrid Adaptations. The priest gains a fly, swim, or
swim, or climbing speed equal to half its walk speed climbing speed equal to half its walk speed (choose two).
(choose one).
Embraced Advantage. The priest deals an additional
Spellcasting. The aspecter is a 4th-level spellcaster. Its 4 (1d8) damage when it hits a creature with a weapon
spellcasting ability is Charisma (spell save DC 13, +5 to attack, provided it has advantage on the attack roll.
hit with spell attacks). The aspecter has the following
sorcerer spells prepared: Blood Frenzy. The priest has advantage on melee
attack rolls against any creature that doesn’t have all
Cantrips (at-will): fire bolt, ray of frost, chill touch its hit points.
1st-level: burning hands, fog cloud, ray of sickness
2nd-level: hold person, scorching ray, shatter Actions

Actions Multiattack. The priest makes three attacks: one with
each of its hybrid weapons.
Multiattack. The aspecter makes two attacks: one
with mystic bolt and one with its embraced magic. Hybrid Weapons. The priest has three of the
following attack options, provided it has embraced the
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one appropriate creature:
target. Hit: 3 (1d4 + 1) bludgeoning damage.
• Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Mystic Bolt. Ranged Weapon Attack: +5 to hit, range one target. Hit: 11 (2d6 + 4) piercing damage.
120 ft., one target. Hit: 7 (1d8 + 3) force damage.
• Claws. Melee Weapon Attack: +7 to hit, reach 5
Embraced Magic. The aspecter has one or more of the ft., one target. Hit: 9 (2d4 + 4) slashing damage.
following attack options, provided it has embraced the
appropriate creature: • Slam. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
• Arcane Bindings. The aspecter chooses a damage, and the target must make a DC 14
creature within 30 feet that it can see and Strength saving throw or be knocked prone.
attempts to magically bind it. The creature
must make a DC 13 Constitution saving throw • Tail. Melee Weapon Attack: +7 to hit, reach 10 ft.,
or take 7 (2d6) force damage and become one target. Hit: 8 (1d8 + 4) bludgeoning damage.
restrained for 1 minute. A restrained creature
can repeat the saving throw at the end of each • Gore. Melee Weapon Attack: +7 to hit, reach 5
of their turns, ending the effect on a success. ft., one target. Hit: 9 (1d10 + 4) piercing damage.

• Burning Ray. Ranged Spell Attack: +5 to hit, • Spike. Ranged Weapon Attack: +7 to hit, range
range 120 ft., one target. Hit: 8 (1d10 + 3) fire 60/180 ft., one target. Hit: 8 (1d8 + 4) piercing
damage. damage.

• Noxious Touch. Melee Spell Attack: +5 to hit, MONOFORM PRIEST TEMPLATE
reach 5 ft., one target. Hit: 12 (2d8 + 3) poison
damage. A monoform priest has taken on nearly all the aspects of
a singular creature. A monoform priest is represented by
the embraced creature’s stat block with the following
changes:

• The creature’s type changes to monstrosity.
• The creature adds Kelodhrosian to known languages.
• The creature’s eyes are bright blue.

Chapter 13 | Gods & Monsters 343

HYBRID MYSTIC PRIEST ARCHPRIEST WARRIOR
Medium monstrosity, neutral evil Large monstrosity, neutral evil

Armor Class 16 (natural armor) Armor Class 19 (natural armor)
Hit Points 52 (8d8 + 16) Hit Points 133 (14d8 + 70)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 15 (+2) 14 (+2) 16 (+3) 18 (+4) 20 (+5) 20 (+5) 20 (+5) 14 (+2) 15 (+2) 19 (+4)

Skills Arcana +5, Perception +6, Stealth +4 Skills Athletics +9, Perception +6, Stealth +9
Senses darkvision 60 ft., passive Perception 16 Senses truesight 15 ft., darkvision 60 ft., passive
Languages Kelodhrosian; the languages of any
Perception 16
creature it has embraced Languages Kelodhrosian; the languages of any
Challenge 5 (1,800 XP)
creatures it has embraced
Hybrid Adaptations. The priest gains a fly, swim, or Challenge 9 (5,000 XP)
climbing speed equal to half its walk speed (choose two).
Magic Diffusion. The archpriest has resistance to
Spellcasting. The mage is a 9th-level spellcaster. Its damage dealt by spells, and when the archpriest fails a
spellcasting ability is Charisma (spell save DC 15, +7 saving throw against a spell, roll a d6. If the result is a 4
to hit with spell attacks). The mage has the following or higher, the archpriest warrior instead succeeds.
wizard spells prepared:
Apex Adaptations. The archpriest gains a fly, swim, or
Cantrips (at will): chill touch, fire bolt, mage hand, climbing speed equal to its walk speed (choose two).
ray of frost
Actions
1st level (4 slots): detect magic, fog cloud, shield
2nd level (3 slots): misty step, suggestion Multiattack. The archpriest makes three attacks, using
3rd level (3 slots): counterspell, fireball, hypnotic each of its chosen weapons at least once.

pattern Poisonous Breath (Recharge 5-6). The archpriest
exhales poisonous gas in a 15-foot cone. Each creature
Actions in that area must make a DC 17 Constitution saving
throw, taking 35 (10d6) poison damage on a failed save,
Multiattack. The priest uses three of its hybrid magic or half as much damage on a successful one. Creatures
options. It cannot use the same option twice. that fail their saving throw by 5 or more are paralyzed
until the end of the archpriest’s next turn.
Hybrid Magics. The priest has three of the following
spell or attack options, provided it has embraced the Chosen Weapons. The archpriest has two or more of
appropriate creature: the following attack options, provided it has embraced
the appropriate creature:
• Elemental Orb. Ranged Spell Attack: +7 to hit,
range 90 ft., one target. Hit: 11 (2d6 + 4) acid, • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
cold, fire, or lightning damage (priest’s choice). one target. Hit: 18 (3d8 + 5) piercing damage,
and the target is grappled (escape DC 16).
• Stormgrasp. Melee Spell Attack: +7 to hit,
range 5 ft., one target. Hit: 13 (2d8 + 4) lightning • Claws. Melee Weapon Attack: +9 to hit, reach
damage. 5 ft., one target. Hit: 19 (4d6 + 5) slashing
damage.
• Corrosive Seeker. The priest chooses a
creature that it can see within 60 feet. The • Slam. Melee Weapon Attack: +9 to hit, reach
creature must make a DC 15 Dexterity saving 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning
throw, taking 14 (4d6) acid damage on a failure. damage, and the target must make a DC 17
Strength saving throw or be knocked prone.
• Mind-Venom. The priest chooses a creature
that it can see within 60 feet. The creature must • Tail. Melee Weapon Attack: +9 to hit, reach 10
make a DC 15 Wisdom saving throw, taking 13 ft., one target. Hit: 16 (2d10 + 5) bludgeoning
(3d8) psychic damage on a failure. damage.

344 Chapter 13 | Gods & Monsters

ARCHPRIEST MYSTIC LOST SOUL

Large monstrosity, neutral evil Huge monstrosity, chaotic evil

Armor Class 16 (natural armor) Armor Class 17 (natural armor)
Hit Points 105 (14d8 + 42) Hit Points 175 (14d12 + 84)
Speed 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 19 (+4) 19 (+4) 20 (+5) 25 (+7) 18 (+4) 22 (+6) 12 (+1) 19 (+4) 5 (–3)

Skills Arcana +8, Investigation +8, Nature +8, Skills Athletics +11, Stealth +8, Perception +8
Perception +8, Religion +8, Stealth +5 Senses truesight 30 ft., darkvision 120 ft., passive

Senses truesight 15 ft., darkvision 60 ft., passive Perception 18
Perception 16 Languages —
Challenge 12
Languages Kelodhrosian; the languages of any
creatures it has embraced. Maddening Presence. When a creature starts their
turn within 30 feet of the lost soul and can see it, the
Challenge 9 (5,000 XP) creature must make a DC 18 Wisdom saving throw or
become seized by a madness that lasts until the end of
Apex Adaptations. The archpriest gains a fly, swim, or its turn. A maddened creature rolls a d6 to determine
climbing speed equal to its walk speed (choose two). what it will do with its turn. On a 1-3, the creature does
nothing. On a 4-5, the creature takes no action but
Spellcasting. The archpriest is an 11th-level spends its movement to move in a random direction,
spellcaster. Its spellcasting ability is Charisma (spell determined by a d8. On a 6, the creature takes an attack
save DC 17, +9 to hit with spell attacks). The archpriest action against a random creature within reach (or does
can innately cast the following sorcerer spells, nothing if no creature is within reach).
requiring no material components:
Rampage. When the lost soul reduces a creature to 0
Cantrips (at-will): chill touch, mage hand, ray of hit points with a melee attack on its turn, the lost soul
frost, shocking grasp can take a bonus action to move up to half its speed and
make a bite attack.
1st-level (4 slots): detect magic, fog cloud, shield
2nd-level (3 slots): darkness, hold person, invisibility Excessive Adaptation. The lost soul gains a
3rd-level (3 slots): counterspell, fireball, slow burrowing, climbing, swimming, or flying speed equal
4th-level (3 slots): confusion, dimension door to its walking speed (choose three).
5th-level (2 slots): cone of cold, hold monster
Actions
Actions
Multiattack. The lost soul makes one attack with each
Multiattack. The archpriest uses its paralyzing gaze. of the following weapons:
It then uses two of its chosen magic options. It cannot
use the same option twice. In place of using a chosen Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
magic, the archpriest can cast a spell of 2nd level or target. Hit: 24 (5d6 + 7) piercing damage, and the target
lower. is grappled (escape DC 17). While grappled, a target is
restrained, and the lost soul cannot bite another target.
Paralyzing Gaze. The archpriest targets one creature
it can see within 30 feet of it. If the target can see the Rending Claws. Melee Weapon Attack: +11 to hit, reach
archpriest, the target must succeed on a DC 18 Wisdom 5 ft., one target. Hit: 21 (6d4 + 6) slashing damage,
saving throw or be paralyzed until the end of the and nonmagical armor worn by the target is partly
archpriest’s next turn. shredded, taking a permanent and cumulative −1
penalty to the AC it offers. The armor is destroyed if the
Chosen Magic. The priest has three spell or attack penalty reduces its AC to 10.
options, provided it has embraced the appropriate
creature: Sapping Tendril. Melee Weapon Attack: +11 to hit,
reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning
• Acid Jet. Ranged Spell Attack: +9 to hit, range damage and the target must make a DC 18 Strength
30 ft., one target. Hit: 27 (4d10 + 5) acid damage saving throw or have its movement speed reduced to 0
until the end of its next turn.
• Hurl Flame. Ranged Spell Attack: +9 to hit,
range 90 ft., one target. Hit: 26 (6d6 + 5) fire Stinging Tail. Melee Weapon Attack: +11 to hit, reach
damage. 15 ft., one target. Hit: 17 (3d6 + 7) piercing damage,
and the target must make a DC 18 Constitution saving
• Ruinous Touch. Melee Spell Attack: +9 to hit, throw, taking 21 (6d6) poison damage and becoming
reach 5 ft., one target. Hit: 31 (4d12 + 5) necrotic poisoned for 1 hour on a failure, or taking half as much
damage. damage on a success.

Chapter 13 | Gods & Monsters 345

INFILTRATOR KNUCKLECROWN WIS CHA
Small or Medium aberration, neutral evil Large beast, unaligned 9 (–1) 5 (–3)
Armor Class 13 (natural armor)
Armor Class 14 Hit Points 51 (6d10 + 18)
Hit Points 39 (6d8 + 12) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT
STR DEX CON INT WIS CHA 21 (+5) 7 (–2) 17 (+3) 1 (–5)
12 (+1) 19 (+4) 15 (+2) 14 (+2) 14 (+2) 12 (+1)
Senses passive Perception 9
Skills Deception +5, Persuasion +5, Perception +4, Languages —
Stealth +8 Challenge 2 (450 XP)

Senses darkvision 60 ft., passive Perception 12 Brave. The knucklecrown has advantage on saving
Languages Kelodhrosian; the languages of any throws against being frightened.

creature it has embraced Charge. If the knucklecrown moves at least 10 feet
Challenge 2 (450 XP) straight toward a target and then hits it with a bash
attack on the same turn, the target takes an extra 7 (2d6)
Embraced Appearance. The infiltrator appears as bludgeoning damage. If the target is a creature, it must
a Small or Medium humanoid creature (any kinship). succeed on a DC 15 Strength saving throw or be knocked
The infiltrator’s eye color does not change with its prone.
embraced appearance.
Actions
Surprise Attack. If the infiltrator surprises a creature
and hits it with an attack during the first round of Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
combat, the target takes an extra 5 (2d4) damage from target. Hit: 12 (2d6 + 5) bludgeoning damage.
the attack.
Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Actions target. Hit: 9 (2d8 + 5) piercing damage.

Multiattack. The infiltrator makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) bludgeoning damage.

Knucklecrown (Uintotherium) greenery in front of a knucklecrown, which will happily
amble towards the supposed meal for eight hours without
There isn’t a beast in all of Planegea with a greater ever slowing its pace or looking where it’s going.
reputation for sheer stupidity than the lumbering
knucklecrown. These heavyset, four-legged beasts are Too stupid to live. Wild knucklecrowns fare very
commonly domesticated by clans—an easy task given poorly, finding an ecological niche as very easy prey for
that even a young child can out-think a full-grown bull. any midsized predator. They survive largely because they
Their formidable, knobby head leaves very little room for mate frequently and have large litters of squirming pups,
thought, so they generally amble in the direction of food and because their meat has an oily, tasteless quality that
and away from pain or discomfort. Their terrible eyesight predators find disagreeable. Still, knucklecrowns tend only
and thick hide cause them to blunder directly through to prosper in out-of-the-way areas without much other
obstacles without slowing their pace, and a knucklecrown wildlife to compete with, as the blundering things always
who encounters a stone wall is as likely to bash itself fall behind even the most meager challenge.
senseless trying to get through it as it is to turn around.
Door-finders. One curious aspect of the knucklecrown
In form, knucklecrowns look very much like their is its ability to find hidden doorways to Nod. Because of its
cousin, the hippopotamus, but with a concave skull with lack of discernment, a knucklecrown in search of food will
between four and twelve knobby protrusions bulging from often stumble through illusions, too stupid to stop at what
forehead to snout. Males have large fangs descending below appears to be a cliff’s edge or a solid wall of rock. Druids
their bottom lip, but these are mostly used to attract a mate, and shamans often use trained knucklecrowns—insofar as
as the knucklecrown is far too moronic to hunt anything they can be trained­—to sniff out the herbs that grow in the
that moves. World of Dreams. Many a cleverly-concealed doorway to
Nod has been uncovered by the simplest of all the beasts.
Beasts of burden. Knucklecrowns are a favorite creature
for clans to tame, given how simple they are to manipu-
late. It’s common for migrating clans to dangle a morsel of

346 Chapter 13 | Gods & Monsters

Lapiscat

Even in Nod, lapiscats are rare. These sleek, blue crea- LAPISCAT
tures, roughly the size of a cheetah, have large round ears, Medium fey, chaotic neutral
a tufted tail, yellow eyes, and tiny yellow horns. Their
appearance is unsettling—they hold perfectly still for Armor Class 14
unnaturally long periods of time, and then, when they Hit Points 22 (4d8 + 4)
move, are almost perfectly silent on soft, quick feet. Speed 50 ft., climb 30 ft.

The lapiscat is a clever and magical ambush hunter. It STR DEX CON INT WIS CHA
stalks its prey on the border between the waking world 11 (+0) 19 (+4) 13 (+1) 9 (–4) 13 (+1) 14 (+2)
and the dreaming world. Its preferred prey are mortals
and beasts capable of dreams, although a lapiscat will hunt Skills Perception +5, Stealth +8
anything if it’s hungry enough. It is capable of innately Senses darkvision 60 ft., passive Perception 15
casting the dream spell, and gives its prey visions to tempt Languages understands Sylvan but can’t speak it
them towards the location where it lies in wait, ready to Challenge 1/2 (100 XP)
pounce.
Pounce. If the lapiscat moves at least 10 feet towards
Court messengers. Lapiscats are incapable of speech, but a creature and hits it with a claw attack, the creature
they are able to transmit nonverbal messages over great must make a DC 14 Strength saving throw or be knocked
distances through dreams. The powers of the World of prone. If the target is prone, the lapiscat can make one
Dreams breed and train fine strains of lapiscats to commu- bite attack against it as a bonus action.
nicate with those they would seek in the waking world.
Because of this, a dream of a lapiscat is seen as an import- Dreamhunt. The lapiscat deals an additional 3 (1d6)
ant omen, and a sign of great movements between the psychic damage to creatures it has targeted with dream
worlds, or a warning of things to come. within the last 24 hours when it hits it with an attack.

Border beings. Nobody knows whether lapiscats origi- Fey Ancestry. The lapiscat has advantage on saving
nated in Nod or in the waking world, or whether they are a throws against being charmed, and it cannot be put to
living expression of the place between waking and dream- sleep by magical means.
ing. Both worlds claim them as their own, but if a lapiscat
is glimpsed when one is awake, it’s usually a sign that a Light Step. The lapiscat moves silently, and cannot be
passageway to Nod is nearby. perceived by Wisdom (Perception) checks that rely on
hearing.
Unsleeping watchers. Lapiscats do not sleep—rather,
they enter a trance, much like an elf, where they remain Innate spellcasting. The lapiscat’s innate spellcasting
still as a statue for hours on end, their eyes fixed on the ability is Charisma (spell save DC 12, +4 to hit with
distance, ears slowly swiveling. Because they remain alert spell attacks). It can innately cast the following spells,
all night, they are favored as guard animals by those who requiring no material components:
are resourceful enough to acquire and keep them.
2/day: dream
67 8
Actions

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

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

Es sMs s s N8O 12 JyPA Chapter13|Gods&Monsters 347


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