Laughing Boar (Daeodon) prey, for nothing can shake their pursuit once they have
begun it.
Sometimes, the hand of luck will turn against mortals,
and they will stumble across a stretch of land savaged by a Favorite of the Winter Gods. Due to their chaotic and
destructive force that uproots trees, scrapes the earth bare, destructive nature, laughing boars are well-liked by the
slaughters creatures, desecrates graves, and covers the Winter Gods and other chaotic fiends. Many of them are
ground with filth. This is the work of the laughing boar, kept by such gods as special pets or servants, given a taste
also known as the demon hog. of their favorite prey, and then set loose upon the world to
wreak havoc.
Standing taller than a grown human, these hulking
porcine monsters rush at tremendous speeds on their long LAUGHING BOAR WIS CHA
legs, backs bristling with spiny black hair, mouths agape, Large beast, unaligned 5 (–3) 5 (–3)
panting and drooling through long teeth, each of which Armor Class 13 (natural armor)
could be called a tusk in its own right. The laughing boar’s Hit Points 76 (8d10 + 32)
face is frozen in a horrible smile, and its cry sounds like Speed 50 ft.
the whooping laughter of a hyena mixed with the squeal of
a frantic pig. STR DEX CON INT
19 (+4) 9 (–1) 18 (+4) 2 (–4)
Chaotic omnivores. Laughing boars eat everything—
plants, manylegs, animals, mortals… even some stones Senses darkvision 60 ft., passive Perception 7
make food for these monsters. Their strategy is to explode Languages —
out of hiding with a noise so terrifying, and behavior so Challenge 4 (700 XP)
frantic and unpredictable, that it throws their prey or
competition into a panic. A laughing boar can devastate Erratic Movement. Opportunity attacks against the
eighty feet of ground in a matter of minutes, covering it in boar are made at disadvantage.
wreckage and gore.
Instinctive Pursuit. If a hostile creature that starts its
Gleeful pursuit. A laughing boar takes turn within 20 feet of the boar ends its turn more than
special delight in chasing
fleeing prey, even if their 20 feet away from the boar as a result of using
victim isn’t worth the movement, the boar must use its movement on
effort. To run from a its next turn to move directly towards the target,
laughing boar is to making no attempt to avoid opportunity attacks
incite its bloodlust, or hazardous terrain.
and the monsters
have been known If multiple hostile creatures trigger the boar’s
to break their instinctual pursuit in a single round, the boar
ankles and
necks chasing chooses the closest triggering creature.
after clever
Charge. If the boar moves at least 10 feet
straight toward a target and then hits it
with a slam attack on the same turn, the
target takes an extra 7 (2d6) bludgeoning
damage. If the target is a creature, it must
succeed on a DC 14 Strength check or be
pushed up to 10 feet away and knocked
prone.
Actions
Multiattack. The boar makes two slam attacks
or one slam attack and one bite attack.
Slam. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 11 (2d6 +4) bludgeoning
damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage.
348 Chapter 13 | Gods & Monsters
Manylegs BLIND DEATH
Huge beast, unaligned
Planegea is full of beauty and wonder—breathtaking land-
scapes, shining gods, sacred clanfires. But it is also home to Armor Class 16 (natural armor)
many horrors. And of all the terrible things that creep and Hit Points 126 (12d12 + 48)
slither and scurry in the dark, perhaps none is worse than Speed 15 ft.
the simple, mindless hunger of the giant insects, spiders,
worms, and crustaceans collectively known simply as STR DEX CON INT WIS CHA
manylegs. 21 (+5) 12 (+1) 18 (+4) 2 (-4) 12 (+1) 5 (-3)
Manylegs come in countless forms. Small bugs can be a Skills Perception +4, Stealth +7
nuisance, even a danger, with their stings and slimes. But Senses blindsense 30 ft., passive Perception 14
the giant manylegs are truly awful beings, large enough Languages —
to prey on mortals, feared and hated by even the giants for Challenge 6 (2,300 XP)
their endless, animal appetites and love of filth and decay.
False Appearance. While motionless, the blind death
Domestication. Some manylegs can be domesticated, if looks almost identical to a fallen tree, a log, or another
their would-be tamer is patient and hardy of stomach. The piece of detritus. It automatically succeeds on Stealth
Glunches of Ghostmire have long lived in symbiosis with checks opposed by passive Perception and gains
giant bugs, even using them as steeds. But most consider advantage on checks against active Perception.
taming manylegs a strange and wicked deed, undertaken
only by those without a sense of decency. Death Strike. If the blind death hits a surprised
creature with its bite attack, it is a critical hit and the
Useful harvests. When hunters seek out manylegs, or creature is also blinded and unable to breathe until the
fight off one of their blind attacks, they can harvest many grapple ends.
useful parts from the repulsive creatures. Manylegs often
have toxins, biles, acids, or venoms that can be useful for Actions
poisons or potions. Their ichor is often a strong bonding or
greasing agent, depending on the creature, and their chitin Multiattack. The blind death makes two attacks: one
is remarkably useful for armor. with its constrict and one with its bite.
BLIND DEATH Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 18 (3d8 + 5) piercing damage and the target
The giant, carnivorous tube-worm known as blind death is is grappled (escape DC 16). A Large or smaller creature
initially hard to discern from a rotting log. But as it starts is restrained while grappled in this way. Until this
to squirm, its carapace peels back to reveal a fleshy protu- grapple ends, the blind death can’t bite another target.
berance, which ends in a whirling maw of piercing tooth-
rings. Blind death prefers to allow its prey to approach it, Constrict. Melee Weapon Attack: +8 to hit, reach 10
then grasp them—ideally by the skull—for a quick kill and ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage,
a long digestion. and if the target is Medium or smaller, it is pulled into
the blind death’s space and grappled (escape DC 16).
CLAWED GREATSPIDER While grappled this way, the creature is restrained, and
the blind death cannot use constrict against another
The clawed greatspider is a semi-aquatic webspinner, creat- target.
ing large, messy webs on rocky coasts that catch both fish
and mortals. The clawed greatspider cracks bones and cara-
paces with its massive pincers, then cocoons its prey in its
web, allowing saltwater to drown and preserve its victims
until it requires them.
DIRE LOCUST
This huge, hopping creature can deafen a person with the
rattling drone of its dry wings. Originally found in swarms
vast enough to devour the world, only a few dire locusts
remain—but their massive shearing mandibles are enough
to strike fear into the hearts of even proud chieftains, and
some say their young slumber below the feet of the clans
and the hallows of gods, biding time until they emerge
again to consume all living things.
Chapter 13 | Gods & Monsters 349
CLAWED GREATSPIDER WIS CHA DIRE LOCUST
Huge monstrosity, unaligned 14 (+2) 6 (-2)
Armor Class 18 (natural armor) Large beast, unaligned
Hit Points 147 (14d12 + 56)
Speed 40 ft., climb 40 ft. Armor Class 12 (natural armor)
Hit Points 76 (8d10 + 32)
STR DEX CON INT Speed 40 ft., fly 60 ft.
22 (+6) 14 (+2) 19 (+4) 3 (-4)
STR DEX CON INT WIS CHA
Skills Perception +8, Stealth +8 19 (+4) 11 (+0) 17 (+3) 2 (-4) 10 (+0) 3 (-4)
Senses darkvision 60 ft., passive Perception 18
Languages — Sensesdarkvision 60 ft., passive Perception 10
Challenge 8 (3,900 XP) Languages —
Challenge 3 (700 XP)
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing to Debiliting Drone. As a bonus action, the locust can
make an ability check. begin emitting a loud droning sound, to which it and
other dire locusts are immune. The drone is audible
Web Sense. While in contact with a web, the spider up to 120 feet away and any creature that can hear the
knows the exact location of any other creature in droning of a locust must make a DC 13 Constitution
contact with the same web. saving throw, becoming disoriented for 1 minute on a
failure. A disoriented creature has halved movement
Web Walker. The spider ignores movement speed, has disadvantage on attack rolls and Wisdom
restrictions caused by webbing. (Perception) checks made to hear or see, and if the
disoriented creature is hit by an attack, the creature
Craggy Appearance. While motionless with its legs must make a DC 13 Strength saving throw or fall prone.
folded close to its body, the spider appears to be a If a creature succeeds on their saving throw or the
jagged rock formation. It gains advantage on Stealth disoriented effect ends for them, they are immune to
checks, but a creature within 30 feet of the spider can the locust’s drone for 1 hour. The drone lasts until the
make a DC 17 Intelligence (Nature) or Wisdom (Nature) locust dies, is incapacitated, or ends it as a bonus action.
check to discern its true nature.
For every additional droning locust that is audible,
Actions the DC of the saving throw increases by 1, to a
maximum of 20.
Multiattack. The spider makes three attacks: two with
its pincers and one with its bite. It can use Web in place Actions
of its bite.
Multiattack. The dire locust makes an attack with its
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., mandibles and an attack with its leg spikes.
one target. Hit: 16 (3d6 + 6) slashing damage and the
creature is grappled (escape DC 15). While grappled, Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft.,
a Medium or smaller creature is restrained. The one target. Hit: 13 (2d8 + 4) slashing damage, and the
spider has two claws, each of which can grapple target is grappled (escape DC 14).
only one target.
Leg Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one one target. Hit: 9 (2d4 + 4) piercing damage or 14 (4d4
grappled target. Hit: 15 (2d8 + 6) piercing damage + 4) piercing damage if the target is grappled by the
and the target must make a DC 15 Constitution locust or prone.
saving throw, taking 18 (4d8) poison damage and
becoming poisoned for 1 minute on a failure. On a
success, the target is not poisoned and takes half as
much poison damage.
Web (Recharge 5–6). The spider sprays webbing
in a 10-foot square centered on a point it can see
within 60 feet. All creatures in the area must make a
DC 17 Dexterity saving throw, becoming restrained
by webbing. As an action, the restrained target can
make a DC 17 Strength check, bursting the webbing
on a success. The webbing can also be attacked and
destroyed (AC 13; hp 10; vulnerability to fire damage;
immunity to bludgeoning, poison, and psychic
damage).
Additionally, the ground in that area is covered
in webbing and becomes difficult terrain until the
webbing is cleared or destroyed.
350 Chapter 13 | Gods & Monsters
FAKU-BAZ
This towering mantis is the most intelligent of all manyl-
egs, able to hold rudimentary conversations and even cast
simple spells. Faku-baz have alien minds, unsympathetic
to the plights of mortals, and cannot be reasoned
with by any conventional means. Mostly, they
seek food and to spawn their young—
although some say that faku-baz
hives have been built where deeper
meanings have been buzzed and
clicked in languages mortals dare
not imagine.
FAKU-BAZ WIS CHA
Large monstrosity, unaligned 12 (+1) 9 (-1)
Armor Class 15 (natural armor)
Hit Points 97 (13d10 + 26)
Speed 40 ft.
STR DEX CON INT
18 (+4) 15 (+2) 14 (+2) 9 (-1)
Skills Investigation +2, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages faku-baz, telepathy 60 ft.
Challenge 6 (1,800 XP)
Jungle Camouflage. The faku-baz has advantage on
Dexterity (Stealth) checks made to hide in jungle and
forest terrain.
Regeneration. The faku-baz regains 5 hit points at the
start of its turn if it has at least 1 hit point. If the faku-baz
takes acid or fire damage, this trait doesn’t function at
the start of its next turn.
Innate Spellcasting. The faku-baz’s innate
spellcasting ability is Intelligence (spell save DC
10). It can innately cast the following spells
without requiring components:
3/day each: light, minor illusion, magic
missile
1/day: detect thoughts
Actions
Multiattack. The faku-baz makes three attacks: two
with its arm scythes and one with its spearlimbs. Faku-
baz can use capture in place of an arm scythe attack.
Arm Scythe. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Spearlimbs. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage.
Capture. Melee Weapon Attack: +7 to hit, reach 5
ft., one Medium or smaller creature. Hit: the target
is grappled (escape DC 15) by one of the faku-baz’s
two scythes. Until this grapple ends, the target is
restrained, and the faku-baz cannot use the same
scythe to make an arm scythe attack against another
target. The faku-baz can grapple only one target with
each scythe.
Chapter 13 | Gods & Monsters 351
GIANT MILLIPEDE (ARTHROPLEURA) KU-ZUG
Unlike its cousin, the giant millipede is no predator. If threat- Of all manylegs, the ku-zug are the most commonly
ened, it curls into a great armored ball and emits a flood of domesticated, even ridden. These giant, eyeless crabs
noxious bile, warning away any who approach it. The bile is scuttle through the world, using blindsight granted by
enough to kill some weaker beings, and the giant millipede, their antennae to detect their surroundings. Their rela-
once it uncurls, is a scavenger who is more than happy to pick tively modest appetites and dislike for rot finds them a
over the bones of that which frightened it. home among some of the clans who live on the shores of
freshwater lakes and pools.
GIANT MILLIPEDE WIS CHA KU-ZUG
Large beast, unaligned 5 (-3) 2 (-4) Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 51 (6d10 + 18) Armor Class 16 (natural armor)
Speed 20 ft. Hit Points 45 (6d10 + 12)
Speed 40 ft., swim 30 ft.
STR DEX CON INT
14 (+2) 9 (-1) 16 (+3) 1 (-5) STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 4 (–3) 14 (+2) 4 (–3)
Senses blindsight 30 ft., darkvision 60 ft., passive
Perception 7 Skills Perception +4
Senses blindsight 30 ft., passive Perception 13
Languages — Languages —
Challenge 2 (450 XP) Challenge 2 (450 XP)
Corrosive Secretions. If a creature touches the Sensitive Antennae. The ku-zug’s antennae can be
millipede or hits it with a melee attack while within 5 targeted by attacks and have an AC of 21. If the ku-zug’s
feet of it, the creature takes 2 (1d4) acid damage. antennae are damaged by an attack, the ku-zug takes
the damage as normal and until the end of its next turn
Actions the ku-zug is blinded and can’t use its blindsight.
Noxious Bile. The millipede sprays noxious bile in a Actions
30-foot cone. Each creature in the area must make a DC
13 Dexterity saving throw, taking 14 (4d6) acid damage Multiattack. The ku-zug makes two attacks with its
on a failure, or half as much on a success. pincers.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft.,
target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) one target. Hit: 10 (2d6 + 3) bludgeoning damage and
acid damage. the target is grappled (escape DC 13). The ku-zug has
two pincers, each of which can grapple only one target.
Defensive Curl. The millipede curls up. While curled
up, the millipede can’t use its bite action, its movement
speed becomes 0, its AC increases to 16, and it is
treated as having three-quarters cover against ranged
attacks and effects. This lasts until the millipede dies or
uses its bonus action to uncurl.
Reactions
Curl Up. In response to taking damage, the giant
millipede can use Defensive Curl.
352 Chapter 13 | Gods & Monsters
LONGWING (MEGANEUROPSIS) LONGWING
Medium beast, unaligned
The giant dragonfly called a longwing is to be feared for its Armor Class 13
taste for children, with whom it can easily fly away. Yet a Hit Points 9 (2d8)
mature longwing is no threat to adults, and many consider Speed 10 ft., fly 60 ft.
the appearance of such a graceful creature a good omen—
as long as there are no young ones in sight. STR DEX CON INT
10 (+0) 17 (+3) 10 (+0) 1 (–3)
WIS CHA
9 (–1) 3 (–4)
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1/4 (50 XP)
Swift. The longwing can dash as a bonus action.
Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage.
Snatch. The longwing attempts to capture a Small
or smaller creature or an object weighing 20 pounds
or less that a creature is holding. If the longwing
targets a creature, the creature must make a DC 10
Strength saving throw or become grappled by
the longwing (escape DC 10). While grappled
this way, the creature is restrained. If the
longwing targets an object, the creature must
make a contested Strength (Athletics) check
against the longwing. If the longwing wins, the
longwing pries the object from the creature’s
grasp.
Chapter 13 | Gods & Monsters 353
SALT SPIDER SEA SCORPION (EURYPTERID)
Most commonly found among salt deposits, this white With its sharklike eyes, enormous pincers, and long, flat
spider is naturally disguised with a rugged abdomen, body tipped in a stinger, the sea scorpion is more than a
allowing it to blend into its surroundings. When creatures match for merfolk hunters, often chasing them away from
come to taste the precious mineral, the salt spider attacks, their prey or crawling onto land to pursue those who are
and its webs are usually littered with terribly well-pre- foolish enough to canoe near its colony.
served corpses.
SQUIDSHRIMP (ANOMALOCARIS CANADENSIS)
SALT SPIDER
Medium beast, unaligned The squidshrimp is most recognizable for its bulbous eyes
and its two long mandibles, which reach out to scrape
Armor Class 16 (natural armor) at what it might suppose is food, before latching on with
Hit Points 22 (4d8 + 4) terrifying strength as it approaches its chosen prey on
Speed 30 ft., climb 30 ft. dozens of swimming claws.
STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 12 (+1) 3 (–4) 12 (+1) 4 (–2)
Skills Stealth +8, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages —
Challenge 1 (200 XP)
Pack Tactics. The spider has advantage on an attack
roll against a creature if at least one of the spider’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Salt Camouflage. The spider has advantage on
Dexterity (Stealth) checks made to hide among salt
deposits and similar terrain.
Standing Leap. The spider’s long jump is up to 15
feet and its high jump is up to 10 feet, with or without
a running start.
Actions
Multiattack. The salt spider makes an attack
with its barbed legs and its bite.
Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 6 (1d4 + 4)
piercing damage plus 5 (2d4) poison
damage.
Barbed Legs. Melee Weapon
Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing
damage, and if the target
is a medium or smaller
creature, the creature is
grappled (escape DC 12).
354 Chapter 13 | Gods & Monsters
SEA SCORPION SQUIDSHRIMP WIS CHA
Large beast, unaligned Large beast, unaligned 12 (+1) 3 (–4)
Armor Class 17 (natural armor) Armor Class 14 (natural armor)
Hit Points 95 (10d10 + 40) Hit Points 52 (7d10 + 14)
Speed 30 ft., swim 30 ft. Speed swim 40 ft.
STR DEX CON INT STR DEX CON INT
19 (+4) 9 (–1) 18 (+4) 2 (–4) 19 (+4) 10 (+0) 14 (+2) 1 (–5)
WIS CHA Skills Perception +5
9 (–1) 3 (–4) Senses passive Perception 15
Languages —
Skills Stealth +5 Challenge 2 (450 XP)
Senses blindsight 30 ft., passive Perception 19
Languages — Water Breathing. The squidshrimp can breathe only
Challenge 5 (1,800 XP) underwater.
Amphibious. The scorpion can breathe air and water. Adapted Sight. The squidshrimp has advantage on
Wisdom (Perception) checks based on sight, and its
Actions sight is not hindered by lightly obscuring effects.
Multiattack. The scorpion makes three attacks: two Actions
with its claws and one with its sting.
Mandibles. Melee Weapon Attack: +6 to hit, reach 10
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if
target. Hit: 9 (1d10 + 4) bludgeoning damage, and the the target is a Medium or smaller creature, the creature
target is grappled (escape DC 15). The scorpion has two is grappled (escape DC 14). While grappled this way, the
claws, each of which can grapple only one target. creature is restrained, and the squidshrimp can’t use its
mandibles on another target.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking
14 (4d6) poison damage and becoming paralyzed for 1
minute on a failure, or taking half as much on a success.
A paralyzed creature can repeat the saving throw at
the end of each of their turns, ending the paralysis on a
success.
Chapter 13 | Gods & Monsters 355
SIMBAKUBWA WIS CHA Simbakubwa
Large beast, unaligned 13 (+1) 9 (–1)
Armor Class 15 (natural armor) The immense simbakubwa dwarfs its cousin, the lion. As
Hit Points 85 (10d10 + 30) big as a bear, with a skull heavy as that of a rhinoceros,
Speed 50 ft. this cat dominates the landscape wherever it takes hold. A
single simbakubwa can deplete the prey in an entire region.
STR DEX CON INT When one moves in, nearby clans often call a truce to
20 (+5) 16 (+3) 17 (+3) 3 (–4) whatever disagreements they may have and work together
to eradicate the beast before it devours all prey.
Skills Stealth +6, Perception +4
Senses darkvision 60 ft., passive Perception 14 Isolated gluttons. Simbakubwa do not live in colonies,
Languages — preferring to hunt alone. Mated pairs are not uncommon,
Challenge 5 (1,800 XP) but usually even these quarrel and separate. A simbakubwa
has no aversion to rotting meat, and will often go on an
Keen Smell. The simbakubwa has advantage on extended killing spree, hunting far more than it can eat,
Wisdom (Perception) checks that rely on smell. and then circling back to the carcasses over several weeks
to devour its fill over and over again.
Pounce. If the simbakubwa moves at least 20 feet
straight toward a creature and then hits it with its claws Killpact. The killpact—a truce called to hunt a simba-
on the same turn, that target must succeed on a DC 16 kubwa—is a tradition known across the Great Valley. These
Strength saving throw or be knocked prone. If the target beasts are such a direct threat to every clan’s survival that
is prone, the simbakubwa can make one bite attack all hostilities between clans are dropped until the giant
against it as a bonus action. lion is slain. Since such hunts can take many days, the
members of a clan not dedicated to hunting often take
Glutslumber. After the simbakubwa gorges itself, its advantage of the brief peace to trade, exchange stories,
attacks and ability checks are made at disadvantage, feast, and even fall in love. Some elders say that a simba-
and its speed is reduced by half. This effect ends after kubwa is equal parts curse and blessing.
the simbakubwa takes a long rest.
Glutslumber. The best time to kill a simbakubwa is after
Actions it has eaten so much it can barely walk, and crawls back
to its den in a stupor called the glutslumber. Many mated
Multiattack. The Simbakubwa makes three attacks: simbakubwa pairs keep watch for each other during this
two with its claws and one with its bite. time—but a giant lion without a mate is so vulnerable after
gorging that some hunters consider it dishonorable to kill
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one it in such a state.
target. Hit: 16 (2d10 + 5) piercing damage, and if the
target is a Large or smaller creature, it is grappled
(escape DC 14).
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
356 Chapter 13 | Gods & Monsters
Stickymouth Bewildering parasite. The stickymouth secretes a
natural toxin that dazes its host, elevating their tempera-
An ox staggers through the landscape, its steps erratic ture to a high fever and causing them to stumble towards
as it makes its way back to the herdkeeper who raised it. whatever they consider to be safety. A stickymouth can
From a distance, it’s obvious that there’s something wrong prey for some time on its host’s community in this way,
with it—it must be sick, or hurt. But as the herdkeeper by waiting until it is alone with a potential victim. It uses
approaches, there is a horrible slurping, gurgling sound. A its host’s stomach to hold the nutrients it seeks, and can
second head emerges from the shoulders, this one made remain quite small even when well fed and strong, even as
of purple, dripping ooze. The beast has been infested by its host’s belly distends from its feasts.
a stickymouth, and it’s the last thing that the herdkeeper
will ever see. Humanoid hosts. It is rare, but not unheard of, for a
stickymouth to latch onto a humanoid host. Such events
A stickymouth is a parasitic ooze, related to the mimic, are particularly dangerous to small clans, where even a
which attaches itself primarily to herbivores. Once latched single stickymouth might present a real danger of wiping
on, it flattens itself against the beast, taking its color and out an entire clanfire in a single attack. There is a rumor
shape. It waits until the affected creature, confused by the that some clans have sought to weaponize the monster,
stickymouth’s toxin, approaches another unguarded creature. sending livestock intentionally infested with stickymouths
Then the stickymouth swells outward like a huge mouth, and towards the borders of the giant empires. Nobody knows
attempts to devour its victim in a single bite, if it can. yet whether these efforts have had any effects… although
there have been rumors of plagues and madness in some
Horrors from the jungle. Stickymouths were first seen in giant border cities of late.
the Venom Abyss, but because of their ability to disguise
themselves and asexually reproduce, they are now a known Chapter 13 | Gods & Monsters 357
menace in the Great Valley. Animals seen stumbling or
wandering erratically are often shot with bows at long
range to avoid an encounter with the awful ooze.
STICKYMOUTH INT WIS CHA Parasitic Nature. While attached to a host, the stickymouth
Large ooze, unaligned 4 (–3) 8 (–1) 1 (–5) shares the host’s space, moves with the host, and has
Armor Class 6 a movement speed of 0. Additionally, the stickymouth
Hit Points 59 (7d10 + 21) gains the senses of its host creature. As a bonus action, the
Speed 10 ft., climb 10 ft. stickymouth can detach from its host. A stickymouth also
detaches from its host as a reaction if its host dies.
STR DEX CON
17 (+3) 3 (–4) 16 (+3) Bewildering Toxin. A creature that touches the
stickymouth or hits it with a weapon attack while within
Damage Immunities poison 5 feet of it takes 4 (1d8) poison damage and must make
Condition Immunities blinded, charmed, deafened, a DC 12 Constitution saving throw or become poisoned
until the end of its next turn. While poisoned in this way,
exhaustion, frightened, poisoned, prone the creature is affected as if by the confusion spell. The
Senses blindsight 30 ft. (blind beyond this radius), stickymouth’s host is immune to this feature.
passive Perception 9 Actions
Languages —
Challenge 4 (1,100 XP) Multiattack. The stickymouth makes two attacks: one
with its pseudopod and one with its adhesive maw.
Grappler. The stickymouth has advantage on attack rolls
against any creature grappled by it. Pseudopod. Melee Weapon Attack. +5 to hit, reach 5
ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage
Damage Transfer. While attached to its host creature, the plus 4 (1d8) poison damage, and must make a DC 12
stickymouth takes only half the damage dealt to it (rounded Constitution saving throw or become poisoned until
down). The host creature takes the other half. the end of its next turn. While poisoned in this way, the
creature is affected as if by the confusion spell.
Host Appearance. While the stickymouth remains
motionless, it is indistinguishable from its host creature, Adhesive Maw. Melee Weapon Attack. +5 to hit, reach
provided it has one. Wisdom (Insight) checks may be able 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage plus
to determine that something is wrong with the host’s 4 (1d8) poison damage, and the target is grappled by
behavior, and a close examination with a DC 13 Wisdom the stickymouth (escape DC 13). While the creature is
(Medicine) check can identify the infestation marks. grappled, it takes 9 (2d8) poison damage at the start of
each of its turns, and the stickymouth cannot use this
attack against another target.
Swordquill INFESTATION
The stickymouth chooses an incapacitated creature
Resembling nothing so much as colorful giant hedgehogs, within 5 feet and attaches to it. As an action, another
swordquills are ambling, squinting beasts covered in creature can detach the stickymouth from its victim with
vibrant quills. Their beady black eyes, delicate noses, and a successful DC 13 Strength check. The stickymouth is
shuffling gait endear them to mortals quickly, and they are also detached from the creature if it is forcibly moved 5
more than content to live companionably alongside clan or more feet away from it. At the end of the victim’s next
encampments as long as they are well-fed. turn, the stickymouth disappears beneath its skin, and
the victim becomes its new host. The victim is poisoned
The genial swordquill is well-liked by the clans of the and charmed by the stickymouth for as long as it is its
Great Valley, and invaluable both for its spines and its appe- host.
tite for giant manylegs. Often kept as domestic animals,
swordquills are a common sight in mortal encampments. SWORDQUILL
Large beast, unaligned
Bug eaters. There is nothing a swordquill likes so much
as the fresh flesh of a giant manylegs. Keeping swordquills Armor Class 13 (natural armor), 9 while prone
close to the campfire has protected countless clans from Hit Points 45 (6d10 + 12)
onslaughts of slithering, skittering things, and the cheerful Speed 30 ft., burrow 20 ft.
swordquills are more than happy to protect their minders
and get a free meal at the same time. STR DEX CON INT WIS CHA
15 (+2) 9 (–1) 14 (+2) 3 (–4) 11 (+0) 6 (–2)
Bright spines. The spines of a swordquill are natu-
rally colorful, ranging in hue from deep red to pale blue Senses passive Perception 10
or green. Especially colorful breeds are valued highly in Languages —
trade, and rare colorations fetch a great barter. Their quills, Challenge 1 (200 XP)
which only detach through age, illness, death, or distress,
are collected by mortals and used for rapier-like blades, as Poor Sight. The swordquill has disadvantage on
well as in all manner of construction and crafting. Wisdom (Perception) checks that use sight.
Spiky Hide. When a creature touches the swordquill or
Battlequills. Though the swordquill is not naturally an hits it with a melee attack while within 5 feet of it, the
aggressive creature, it can be brought to a kind of hypnotic swordquill can choose to deal 7 (2d6) piercing damage.
ferocity with careful training. Some clans depend on these
entranced swordquills, called battlequills, when they go Actions
into conflict against other mortals.
Multiattack. The swordquill makes two attacks: one
with its claws and one with its spines.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Spines. Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
Chapter 13 | Gods & Monsters 359
Terror Birds KELENKEN
The ground rumbles and small creatures flee as the mighty The kelenken is the tallest and fastest of all the terror birds.
terror bird races at its prey, razor-sharp beak clacking, the Standing over ten feet tall, it can outrun almost any living
air split with a horrible shriek of hunger. Terror birds are creature, and has been known to leap across chasms and up
apex predators, afraid of nothing, easily outrunning horses vertical walls in pursuit of its desperate prey.
and taking pleasure in sinking their beaks and talons into
even the toughest prey. The giant armadillo, in particular, BRONTORNIS
is a favorite feast of these flightless monsters, and a party of
hunters is a quick and easy meal. Where the kelenken is long and lean, the brontornis is a
massive, heavy creature. Standing just under ten feet tall,
Terror birds tower well over the heads of most mortals, with it lies in wait for its prey, surprises them with a sudden
thick legs built for running, long necks, short, flightless wings, sprint, then crushes them with its enormous beak and
and sharp beaks. They are brightly colored, needing no camou- powerful legs.
flage—by the time you see one, your fate is already sealed.
ANDALGALORNIS
Magic-defiant. Something in the nature of terror
birds makes magic slide off them. They are resistant to Smallest of the terror birds, the andalgalornis is a mere six
magical effects, difficult or impossible to enchant or harm feet in height, but incredibly fast. It does not wait to catch
through spellcraft, and seem to hunt spellskins, druids, its prey before it attacks, but leaps forward with its pointed
and shamans with equanimity, as if enjoying slaughtering beak, stabbing at its victims as they run.
anything that seeks to bend reality to any will other than
raw physical power. KELENKEN
Large beast, unaligned
Honored by orcs. Terror birds have no need of gods or Armor Class 13 (natural armor)
magic, and no fear of any living thing. Their boldness in Hit Points 52 (8d8 + 16)
the face of a strange and arcane world makes them objects Speed 60 ft., climb 20 ft.
of great admiration to the orcs, who see much of their
spirit in the birds. For an orcish hunter to bring down STR DEX CON INT
a terror bird is a great honor. Their beaks, plumage, and 17 (+3) 13 (+1) 15 (+2) 3 (–4)
talons are valued symbols in orcish rites and rituals, and
the oils from their bodies are used to make potions to
rebuff all manner of magics.
ANDALGALORNIS WIS CHA
Medium beast, unaligned 13 (+1) 6 (–2)
Armor Class 13
Hit Points 16 (3d8 + 3) INT WIS CHA Skills Perception +3, Athletics +4
Speed 50 ft. 5 (–2) 12 (+1) 6 (–2) Senses passive Perception 13
Languages —
STR DEX CON Challenge 3 (700 XP)
14 (+2) 17 (+3) 13 (+1)
Hatred of Magic. When the terror bird sees a creature
Skills Perception +3, Stealth +5 within 100 feet cast a spell, it gains advantage on all
Senses passive Perception 13 attack rolls and deals an additional 7 (2d6) damage
Languages — when it hits with an attack until the end of its next turn.
Challenge 1/4 (50 XP)
Magic Diffusion. The terror bird has resistance to
Hatred of Magic. When the terror bird sees a creature damage dealt by spells. When the terror bird fails a
within 100 feet cast a spell, it has advantage on all saving throw against a spell, roll a d6. If the result is a 4
attack rolls and deals an additional 4 (1d8) damage or higher, the terror bird instead succeeds.
when it hits with an attack until the end of its next turn.
Aggressive. As a bonus action, the terror bird can move
Magic Diffusion. The terror bird has resistance to up to its speed toward a hostile creature that it can see.
damage dealt by spells. When the terror bird fails a
saving throw against a spell, roll a d6. If the result is a 4 Standing Leap. The terror bird’s long jump is up to 30
or higher, the terror bird instead succeeds. feet and its high jump is up to 20 feet, with or without a
running start.
Pack Tactics. The andalgalornis has advantage on
an attack roll against a creature if at least one of the Actions
andalgalornis’ allies is within 5 feet of the creature and
the ally isn’t incapacitated. Multiattack. The kelenken makes two attacks: one
with its beak and one with its claws.
Actions
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
target. Hit: 7 (1d8 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
360 Chapter 13 | Gods & Monsters
BRONTORNIS WIS CHA Magic Diffusion. The terror bird has resistance to
Large beast, unaligned 12 (+1) 6 (–2) damage dealt by spells. When the terror bird fails a saving
Armor Class 12 (natural armor) throw against a spell, roll a d6. If the result is a 4 or higher,
Hit Points 60 (8d8 + 24) the terror bird instead succeeds.
Speed 40 ft.
Surprise Attack. If the brontornis surprises a creature and
STR DEX CON INT hits it with an attack during the first round of combat, the
19 (+4) 11 (+0) 17 (+3) 3 (–4) target takes an extra 7 (2d6) damage from the attack.
Skills Perception +3, Stealth +4 Actions
Senses passive Perception 13
Languages — Multiattack. The brontornis makes two attacks: one
Challenge 3 (700 XP) with its beak and one with its claws.
Hatred of Magic. When the terror bird sees a creature Beak. Melee Weapon Attack. +6 to hit, reach 5 ft., one
within 120 feet cast a spell, it has advantage on all attack target. Hit: 13 (2d8 + 4) piercing damage, and the target
rolls and deals an additional 7 (2d6) damage when it hits must make a DC 14 Strength saving throw or be knocked
with an attack until the end of its next turn. prone.
Claws. Melee Weapon Attack. +6 to hit, reach 5 ft., one
target. Hit: 15 (2d10 + 4) slashing damage. If this attack hits
a Large or smaller creature that is prone, the creature is
restrained until the terror bird moves, falls prone, or makes
a claw attack against another creature. A pinned creature
can use an action to make a DC 14 Strength (Athletics) or
Dexterity (Acrobatics) check, ending the restrained
effect on themselves on a success
Chapter 13 | Gods & Monsters 361
Tricerataur Dying breed. Tricerataurs are hated and hunted wher-
ever they are found. They are rarely seen now and are
Long ago, in the days when the Brothers were simple considered a relic of dark days by most. They are specially
beasts dwelling beside unsettled rivers, there was a despised by saurians, whose ancestors remind their
powerful three-horned dinosaur god whose name is children of the dangers that once were. There are few
long forgotten. This god was mighty, and his worshipers tricerataurs left in the world, and it may be hoped that
many. Their carvings and totems can still be found in old soon—perhaps in this generation of men—the last tricer-
places throughout the Great Valley. The god was cruel and ataur may be exterminated, putting to end an awful lineage.
enslaved his followers, forcing them into backbreaking
labor on his behalf. His shamans rose up against him and Cursed weapons. Tricerataurs are the possessors of
betrayed him, then conspired to share his flesh amongst weapons crafted by the dark mind of their ancient god,
themselves, devouring it to partake of his power. handed down ritually by bloodlines. Their weapons have
strong black magic, often whispering in the ear of their
Their offspring, these long generations later, are the wielder or inciting them to madness, giving them great
accursed tricerataurs. These wandering brutes of tyran-
nical instincts and bloodlust strike fear into the hearts of gifts of power in exchange for their continual
those who have the ill fate to encounter them. Half-man, sacrifices of innocent flesh.
half-triceratops, they wield ancient ritual weapons handed
down by their ancestors, and kill with impunity.
Heirs of darkness. It has been many lifetimes since
the curse befell the traitorous shamans, but their chil-
dren still enact the meaningless ancient rites of their
dead god. They kidnap innocents, bind them to dark
altars, and gore them with three-pronged spears
while chanting words that long since have passed
beyond language. Tricerataurs live in hiding,
fearful of discovery and the sun, despising all
life—including their own.
362 Chapter 13 | Gods & Monsters
TRICERATAUR Visitants, Celestial
Large monstrosity, lawful evil
When a god extends its magic power to shape a being into
Armor Class 16 (natural armor) existence from nothing, that being is called a visitant.
Hit Points 95 (10d10 + 40) These beings can take many forms, each according to the
Speed 40 ft. will of the god who created it. Plant gods create plant visi-
tants, beast gods create beasts, and so on, each according to
STR DEX CON INT WIS CHA their power and type.
20 (+5) 9 (–1) 18 (+4) 6 (–2) 14 (+2) 7 (–2)
Gods aligned with the forces of good can create celes-
Skills Stealth +5, Perception +5 tial visitants, who serve their god joyfully as extensions of
Senses darkvision 60 ft., passive Perception 14 their will. On rare occasions, a visitant might turn against
Languages Abyssal their god, but such moments are rare and dangerous for
Challenge 5 (1,800 XP) the visitant, which can be snuffed from existence by the
god’s mere thought in its hallow.
Charge. If the tricerataur moves at least 10 feet
straight toward a target and then hits it with a gore The orders of being. Celestials instinctively crave truth,
attack on the same turn, the target takes an extra 11 beauty, and goodness. Most willingly serve more-power-
(2d10) piercing damage. If the target is a creature, it ful celestials, believing in their shared goal. Yet some seek
must succeed on a DC 16 Strength saving throw or be joy in bringing complexity to the patterns of light, adding
pushed up to 10 feet away and knocked prone. chaos to bring about more beauty. Greater celestials see it
as their duty to care for and shepherd the lesser, and will
Reckless. At the start of its turn, the tricerataur can willingly sacrifice themselves to protect lesser celestials
choose to gain advantage on all melee weapon attack who are in danger.
rolls it makes during that turn, but attack rolls against it
have advantage until the start of its next turn. Manifest light. Many celestials are formed of living light,
and use that divine light to heal the injured and blind
Cursed Weapons. When the tricerataur hits a creature or smite the wicked. A light-formed celestial typically
with a weapon attack, the target can’t regain hit points grows brighter the closer it is to the source of its creation,
until the start of the Triceratuar’s next turn. and a dim celestial is a sign that it has been sent—or has
wandered—far from home.
Actions
GLIMMER
Multiattack. The tricerataur makes two attacks; one
with its maul and one with its gore. The least of all celestials is little more than a living spark
of light. Tiny in form and power, glimmers are often
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one mistaken for pixies or sprites. They chime softly, smell
target. Hit: 19 (4d6 + 5) bludgeoning damage. of flowers and fresh breezes, and have a touch that can
slightly heal a minor wound.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) piercing damage. NOTAR
These small, amber-winged beings flit and swirl around
their deities, carrying their messages and singing their
praises. Notars have heartbreakingly beautiful voices,
and their warm glow can lift the spirit and mend broken
bones. They are the living embodiment of a single thought
or feeling of their god, and cannot express anything other
than the idea or emotion by which they were created.
OTHER VISITANTS
For fiendish visitants, you can use the myriad demons,
devils, and other fiends of 5th Edition. Similarly, you can
use other celestial creatures as visitants, too, while using
the lower-CR celestial visitants detailed here to flesh out
their ranks in Planegea or any 5th Edition campaign.
Chapter 13 | Gods & Monsters 363
CHORISTER GLIMMER INT WIS CHA
Tiny celestial, neutral good 2 (–4) 11 (+0) 6 (–2)
Choristers are greater notars, gifted with the same power Armor Class 13
of music and flight, but also able to turn the light of their Hit Points 1 (1d4 – 1)
deities against those who would violate their sacred Speed 10 ft. hover
law. While notars can only hold a single feeling and idea,
choristers understand nuance and complexity, and are STR DEX CON
the lowest order of celestial that may be said to be good 1 (–5) 17 (+3) 9 (–1)
company for mortals, engaging in playful banter and enter-
taining with glorious songs—though the lyrics are always Condition Immunities charmed, exhaustion,
about their own god. frightened, grappled, paralyzed, poisoned, prone,
restrained, unconscious
R EFR AC TOR
Senses passive Perception 10
A refractor is a warrior spirit, created by gods to turn their Languages —
light into weapons of wrath and judgment against those Challenge 0 (0 or 10 XP)
who displease them. Refractors’ faces shine brightly, but
their backs are pitch black holes. From their eyes come Glimmerchime. The glimmer continually emits a faint
piercing rays of solid light, which can separate flesh from chiming sound and pleasant scents such as flowers and
bone and blacken skin. A refractor’s joy is in justice and the fresh breeze.
execution of their god’s will despite the harm that comes
to others as it is carried out. Glow. The glimmer casts dim light in a 1-foot. radius.
EMISSARY Lifesense. The glimmer can sense living creatures up
to 1 mile away. The glimmer does not know their exact
An emissary may pass as a mortal if they choose, but they location, only general direction.
are not of the world. Though they may cloak themselves
in humble guises to carry messages for their deity beyond Actions
their hallow’s reach, an emissary sees the world through
the eyes of their god’s will and speaks with their authority, Lifespark. The glimmer touches a willing creature and
healing and harming according to their god’s demeanor. heals it for 1 hit point. The glimmer then dies.
Emissaries are spirits trusted with delicate tasks, and have
great grasp of the nuances of mortal logic, the better to
communicate on behalf of their deity.
ENVOY
An envoy is the being a god sends when they have no
need for subtlety. Towering and glowing, envoys shine
with divine authority, and wield martial weapons blessed
by their god, in case a point needs to be made with force.
Envoys are the celestials sent into war on behalf of the god,
to the border of other hallows to speak with rival gods face
to face, or to enact judgment against wayward tribes. A
wrathful envoy is a terrible sight, and—with their blinding
light—may be the last sight a mortal ever beholds.
IMAGE BEARER
Sometimes called avatars or “little gods,” image bearers are
celestials made in the image of the god themselves, shaped
to carry a message as if from the very mouth of the god.
Image bearers are a rare sight, usually glimpsed only on
high holy days or in official negotiations between warring
gods or clans. An image bearer is a great risk for a god to
send out, as it often requires a great deal of the god’s
magic to create. If it is destroyed outside the hallow,
the divine magic is scattered, and it may take the god
many long days to reclaim its wasted power.
364 Chapter 13 | Gods & Monsters
NOTAR WIS CHA CHORISTER
Tiny celestial, lawful good 11 (+0) 5 (–3) Small celestial, lawful good
Armor Class 14
Hit Points 2 (1d4) Armor Class 14
Speed 0 ft., fly 25 ft. (hover) Hit Points 18 (4d6 + 4)
Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT
1 (–5) 19 (+4) 10 (+0) 2 (–4) STR DEX CON INT WIS CHA
7 (–2) 19 (+4) 12 (+1) 11 (+0) 12 (+1) 14 (+2)
Damage Resistances radiant
Condition Immunities charmed, exhaustion, Damage Resistances radiant
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, poisoned, prone,
restrained, unconscious frightened, grappled, paralyzed, poisoned, prone,
Senses passive Perception 10 restrained, unconscious
Languages Celestial Senses passive Perception 11
Challenge 1/4 (50 XP) Languages Common, Celestial
Challenge 1/2 (100 XP)
Channel Emotion. The notar is created to express a
single emotion, such as joy, disgust, fear, sadness, or Innate Spellcasting. The chorister’s innate
anger. Its emotional state cannot be altered. spellcasting ability is Charisma (spell save DC 12).
The chorister can innately cast the following spells,
Incorporeal Movement. The notar can move through requiring no components:
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn At will: charm, light, message, prestidigitation,
inside an object. guidance, sacred flame, toll the dead
Innate Spellcasting. The notar’s innate spellcasting 3/day each: bless, command, guiding bolt, inflict
ability is Charisma (spell save DC 7). The notar can wounds
innately cast the following spells, requiring no
components: 1/day each: calm emotions, spiritual weapon
At will: light, message, prestidigitation, guidance Actions
1/day each: bless, command
Multiattack. The chorister makes two light attacks.
Actions
Light Attack. Ranged Weapon Attack: +6 to hit, range
Cheer. The notar ends the frightened condition 60/120 ft., one target. Hit: 6 (1d4 + 4) radiant damage.
affecting one creature it can see.
Uplift. The chorister can end one of the following
Healing Song (2/day). The notar chooses a willing conditions affecting one creature it can see: charmed,
creature it can see within 30 feet. The target is healed frightened, stunned.
for 3 (1d4 + 1) hit points.
Healing Song (2/day). The chorister chooses a willing
creature it can see within 30 feet. The
target is healed for 7 (2d4 + 2) hp.
Incorporeal Movement. The chorister
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 365
REFRACTOR EMISSARY
Small celestial, neutral good Medium celestial, lawful good
Armor Class 14 Armor Class 13
Hit Points 27 (6d6 + 6) Hit Points 45 (6d8 + 18)
Speed 0 ft., fly 30 ft. (hover) Speed 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 13 (+1) 13 (+1) 12 (+1) 15 (+2) 16 (+3) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3)
Damage Resistances radiant Saving Throws Wis +4, Cha +5
Condition Immunities charmed, exhaustion, Skills Insight +4, Perception +4, Stealth +6
Damage Resistances radiant
frightened, poisoned Condition Immunities charmed, exhaustion,
Senses darkvision 60 ft., passive Perception 11
Languages Common, Celestial frightened, poisoned
Challenge 1 (200 XP) Senses darkvision 60 ft., passive Perception 14
Languages all
Magic Resistance. The refractor has advantage on Challenge 2 (700 XP)
saving throws against spells and other magical effects.
Magic Resistance. The emissary has advantage on
Hidden Reverse. The refractor can remain concealed saving throws against spells and other magical effects.
by turning its dark back to a target. As a bonus action, the
refractor can become invisible until it attacks, casts a Innate Spellcasting. The emissary’s innate
spell, or moves. spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). The emissary can innately cast
Innate Spellcasting. The refractor’s innate the following spells, requiring no components:
spellcasting ability is Charisma (spell save DC 12).
The refractor can innately cast the following spells, At will: guidance, light, message, thaumaturgy
requiring no components: 3/day each: aid, hold person, pass without trace
1/day each: beacon of hope, dispel magic, remove
At will: light, message, sacred flame, thaumaturgy
3/day each: guiding bolt, inflict wounds, searing smite curse
1/day each: spiritual weapon
Actions
Actions
Multiattack. The emissary makes two attacks.
Multiattack. The refractor makes two piercing light
attacks or one piercing light attack and one attack with Blade of Light. Melee Weapon Attack: +5 to hit, reach
its divine weapon. The refractor can use sundering 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3
strike in place of an attack with its divine weapon. The (1d6) radiant damage.
refractor cannot make divine weapon attacks or use
sundering strike without a weapon it has summoned. Radiant Arrow. Ranged Weapon Attack: +5 to hit,
range 90/180 ft., one target. Hit: 5 (1d4 + 3) piercing
Piercing Light. Ranged Weapon Attack: +6 to hit, range damage plus 3 (1d6) radiant damage.
60/120 ft., one target. Hit: 9 (2d4 + 4) radiant damage.
Etherealness. The emissary gains the effects of the
Divine Weapon. Melee Weapon Attack: +6 to hit, reach etherealness spell. The emissary can use this action
5 ft., one target. Hit: 7 (1d6 + 4) piercing, slashing, or again to end the effects.
bludgeoning damage (refractor’s choice) plus 2 (1d4)
radiant damage. Healing Touch (2/day). The emissary touches another
creature. The creature magically regains 9 (3d4 + 2) hit
Sundering Strike. Melee Weapon Attack: +6 to hit, points.
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing, slashing,
or bludgeoning damage (refractor’s choice) plus 2 Change Shape. The emissary magically polymorphs
(1d4) radiant damage, and the weapon explodes in a into a Small or Medium humanoid or back into its true
burst of radiant energy. All creatures of the refractor’s form. Other than its size, its statistics are the same in
choice within 10 feet of the target must make a DC each form. If the emissary dies, it reverts to its true
14 Constitution saving throw, taking 7 (2d6) radiant form.
damage on a failure, or half as much on a success. The
refractor’s weapon is then destroyed. Divine Message. The emissary has a specific creature
they are tasked with delivering a message to, as
Create Weapon (Recharge 4–6). The refractor designated by their creator. If the intended recipient can
materializes a weapon made of divine light. hear the emissary, the emissary can speak a message
up to 1 minute in length and cast a spell of up to 9th level,
Teleport. The refractor magically teleports, along with which is chosen by their creator upon the emissary’s
any equipment it is wearing or carrying, up to 60 feet to creation.
an unoccupied space it can see.
366 Chapter 13 | Gods & Monsters
ENVOY Aura of Mending. At the start of the envoy’s turn,
Medium celestial, lawful good creatures of the envoy’s choice within 20 feet of it regain
4 (1d8) hit points. Creatures that have more than half of
Armor Class 16 (natural armor) their hit points cannot regain hit points in this way.
Hit Points 67 (9d8 + 27)
Speed 30 ft., fly 30 ft. (hover) Actions
STR DEX CON INT WIS CHA Multiattack. The envoy makes two attacks with either its
18 (+4) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 18 (+4) radiant staff, searing bolt, or both.
Saving Throws Wis +4, Cha +6 Radiant Staff. Melee Weapon Attack: +6 to hit, reach 10
Skills Athletics +6, Insight +4, Perception +4 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus
Damage Resistances radiant 4 (1d8) radiant damage.
Condition Immunities charmed, exhaustion, frightened,
Searing Bolt. Ranged Spell Attack: +6 to hit, range 90 ft.,
poisoned one target. Hit: 13 (2d8 + 4) radiant damage.
Senses darkvision 60 ft., passive Perception 14
Languages all Presence Pulse. The envoy flares its divine presence.
Challenge 4 (1,100 XP) Creatures of the envoy’s choice within 20 feet must make
a DC 14 Wisdom saving throw or become frightened of
Innate Spellcasting. The envoy’s innate spellcasting the envoy for 1 minute. A frightened creature can repeat
ability is Charisma (spell save DC 14, +6 to hit with spell the saving throw at the end of each of their turns, ending
attacks). The emissary can innately cast the following the effect on a success.
spells, requiring no components:
Teleport. The envoy magically teleports, along with any
At will: bless, command, guiding bolt, inflict wounds equipment it is wearing or carrying, up to 60 feet to an
3/day each: beacon of hope, daylight, dispel magic unoccupied space it can see.
1/day each: banishment, dimension door
Blinding Light (Recharge 5–6). The envoy releases a
Illuminating Form. The envoy sheds bright light in a burst of inner light. Creatures the envoy chooses within
10-foot radius and dim light in a 20-foot radius. 20 feet of it that can see it must make a DC 14 Constitution
saving throw or become blinded for 1 minute. A blinded
Divine Awareness. The envoy knows if it hears a lie. creature can repeat the saving throw at the end of each of
their turns, ending the effect on a success.
Chapter 13 | Gods & Monsters 367
IMAGE BEARER Divine Awareness. The image bearer knows if it hears a
Large celestial, neutral good lie.
Armor Class 17 (natural armor), 19 (with shield of faith) Domain Focus. The area within 30 feet of the image
Hit Points 94 (11d8 + 45) bearer is under the first effect of the hallow spell.
Speed 40 ft., fly 40 ft. (hover) Elementals, fey, fiends, and undead can’t enter the area,
nor can such creatures charm, frighten, or possess
STR DEX CON INT WIS CHA creatures within it (and those effects end if the creature
20 (+5) 15 (+2) 18 (+4) 14 (+2) 16 (+3) 20 (+5) suffering from them enters the area).
Saving Throws Wis +6, Cha +8 Actions
Skills Insight +6, Perception +6
Damage Resistances radiant Multiattack. The image bearer makes two attacks with
Condition Immunities charmed, exhaustion, frightened, its divine strike, radiant gaxe, or both. If the image bearer
hits the same creature with both attacks, the target must
poisoned make a DC 16 Strength saving throw or be knocked prone.
Senses darkvision 60 ft., passive Perception 16
Languages all, telepathy 60 ft. Divine Strike. Melee Weapon Attack: +8 to hit, reach 10
Challenge 6 (2,300 XP) ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7
(2d6) radiant damage.
Innate Spellcasting. The image bearer’s innate
spellcasting ability is Charisma (spell save DC 16, +8 to hit Radiant Gaze. Ranged Spell Attack: +8 to hit, range 90 ft.,
with spell attacks). The image bearer can innately cast the one target. Hit: 17 (5d6) radiant damage.
following spells, requiring no components:
Overwhelming Presence (Recharge 5-6). The image
At will: bless, command, guiding bolt, inflict wounds, bearer briefly channels the presence of their creator god.
shield of faith Creatures of the image bearer’s choice within 30 feet
must make a DC 16 Wisdom saving throw or become
3/day each: beacon of hope, dispel magic, hold person, stunned for 1 minute. Stunned creatures can repeat the
spirit guardians saving throw at the end of each of their turns, ending the
stunned effect on a success.
1/day each: banishment, dimension door, wall of fire
Divine Transport (1/day). The image bearer and up to
Dispersal. When the image bearer dies, it erupts in a five other willing creatures of its choice within 10 feet are
burst of divine energy. All creatures within 10 feet must transported as if by the teleport spell.
make a DC 16 Dexterity saving throw, taking 21 (6d6)
radiant damage on a failure, or half as much on a success.
Woolly Unicorn (Elasmotherium) and stomp from one end of its land to the other, seeing
that evil is overthrown before it can take root, and favor-
The tundra is home to the woolly unicorn, the cantanker- ing any good it finds with whatever help it’s willing to
ous, shaggy celestial that roams in endless watch over its offer in the moment.
chosen domain. It’s said that the first woolly unicorn was
herself a god who lost patience with the worship of mortals Still, woolly unicorns are known to be short-tempered
and let immortality slip from her grasp, choosing instead creatures and will dismiss even good-hearted supplicants
to wander the world and fight evil with horn and muscle as for petty reasons should they find fault with the way in
well as magic. which they are approached. A woolly unicorn has no
patience for flattery or idle chatter, preferring to get to
Most closely resembling an enormous rhinoceros covered the point of a matter as quickly as possible and take action,
in frost-hardened hair, the woolly unicorn is a towering rather than waste time in flowery speeches or high-
creature, its horn the height of a full-grown mortal. This minded sentimentality.
horn is the center of the woolly unicorn’s power to heal
and shatter. Its nose catches the scent of all who enter its Tundra Masters. Every square inch of a woolly unicorn’s
chosen domain, and woe to the evil creature that dares set marked tundra is under the power and protection of the
foot on its icy plain. celestial. Beasts and elementals bow to its will, and any
evil-inclined creatures are quickly run out or destroyed.
Surly Caretakers. Woolly unicorns are self-appointed In the land of the woolly unicorn, good travelers feel
watchers over particular stretches of the world—usually bolstered, better able to shoulder their way against the
icy plains and wintry wastelands. A woolly unicorn will
mark out its boundaries by gouging the ice with its horn,
368 Chapter 13 | Gods & Monsters
WOOLLY UNICORN WIS CHA Actions
Huge celestial, neutral good 17 (+3) 18 (+4)
Armor Class 17 (natural armor) Multiattack. The unicorn makes two attacks: one with its
Hit Points 184 (16d12 + 80) hooves and one with its horn.
Speed 50 ft.
Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one
STR DEX CON INT target. Hit: 17 (3d6 + 7) bludgeoning damage
24 (+7) 14 (+2) 21 (+5) 12 (+1)
Horn. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Damage Resistances cold target. Hit: 23 (3d10 + 7) piercing damage.
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned Healing Touch (3/Day). The unicorn touches another
Senses darkvision 60 ft., passive Perception 13 creature with its horn. The target magically regains 22
Languages Giant, Celestial, telepathy 60 ft. (4d8 + 4) hit points. In addition, the touch removes all
Challenge 13 (10,000 XP) diseases and neutralizes all poisons afflicting the target.
Trampling Charge. If the woolly unicorn moves at least Teleport (1/Day). The unicorn magically teleports itself
15 feet straight toward a target and then hits it with a horn and up to three willing creatures it can see within 5 feet of
attack on the same turn, the target must succeed on a it, along with any equipment they are wearing or carrying,
DC 16 Strength saving throw or be knocked prone. If the to a location the unicorn is familiar with, up to 1 mile away.
target is prone, the woolly unicorn can make one attack
with its hooves against it as a bonus action. Legendary Actions
Innate Spellcasting. The woolly unicorn’s innate The woolly unicorn can take 3 legendary actions,
spellcasting ability is Charisma (spell save DC 17). The choosing from the options below. Only one legendary
unicorn can innately cast the following spells, requiring action can be used at a time and only at the end of
no components: another creature’s turn. The woolly unicorn regains spent
legendary actions at the start of its turn.
At will: command, detect evil and good, detect magic,
heroism Hooves. The unicorn makes one attack with its hooves.
1/day each: banishment, blinding smite, daylight Shimmering Shield (Costs 2 Actions). The unicorn
exudes a burst of radiant energy, searing those nearby.
Magic Resistance. The woolly unicorn has advantage on All creatures of the unicorn’s choice within 15 feet must
saving throws against spells and other magical effects. make a DC 16 Constitution saving throw, taking 13 (3d8)
radiant damage and becoming blinded until the end of
Magic Weapons. The woolly unicorn’s weapon attacks the unicorn’s next turn on a failure, or taking half as much
are magical. damage on a success.
Heal Self (Costs 3 Actions). The unicorn magically
regains 22 (4d8 + 4) hit points.
wind, their feet more firmly planted and spines stiffer. Fiend-Breaker. There is no greater delight to a woolly
Flowers push their way through the ice, cracking it as they unicorn than the destruction of a fiend. Throwing their
stretch their faces to find the sun, even on the coldest of whole bulk into the attack, a woolly unicorn will charge a
days in midwinter. All this is in accordance to the nature fiend’s hallow, throwing aside visitants and grinding divine
of the woolly unicorn, which makes it possible—but not ivory to dust between its feet. Many winter gods have been
easy—for good to thrive. crushed in an attack by the woolly unicorn, unable to ward
off the thundering onslaught of light and rage.
Mighty Horns. The six-foot horn of a woolly unicorn is
where its magic is concentrated. Coveted by spellskins, a The best friend I ever had in this world or any
woolly unicorn’s horn is a sacred and glorious thing, able other was the sacred and savage woolly unicorn
to channel great power along its length. Unscrupulous
hunters have tried to kill woolly unicorns for their magic, known as Ut-Mur-Tu. She was my companion
and have succeeded from time to time. But the fools who across more miles than can be counted, and I owe
would dare harm such powerful beings are rewarded my life to her magic and wisdom. It was Ut-Mur-
shortly after with accidents that break their bones and Tu who helped me forge the Divine Constellation.
leave them shrieking from nightmares, unable to cast
spells at all by the time the woolly unicorn’s spirit is done It was her strength that turned back the
haunting them. Frostfang Onslaught, and her wisdom that found
me when I was most lost within myself.
Chapter 13 | Gods & Monsters 369
A WOOLLY UNICORN’S LAIR to bed down, gaining restful sleep despite harsh weather
conditions.
The lair of a woolly unicorn might be a glacial cavern or • When a good-aligned creature in the woolly unicorn’s
subterranean cave system running just under the surface domain is the target of a healing spell, that creature is
of the tundra, steam vents at the edge of a frozen lake, the healed for the maximum amount.
bones of some giant or evil creature it gored to death, or • If a good-aligned creature attempts to use divination
some other primal and inhospitable location. magic to locate an evil-aligned creature towards which
it is hostile, it has advantage on its checks when casting
REGIONAL EFFECTS such spells, and the evil-aligned creature, if it is within
The tundra claimed by a woolly unicorn is altered by its the woolly unicorn’s domain, has disadvantage on saving
rough-hewn magic. This alteration might be seen in any of throws against such magic.
the following effects:
• Creeping mists roll over the land, hiding good- or If the woolly unicorn dies, the effects end immediately.
neutral-aligned creatures—but the mists recoil from
evil-aligned creatures, making them plainly seen, with
nowhere to hide.
• When good-aligned creatures make camp, they find the
ground warm and soft underneath the place they choose
370 Chapter 13 | Gods & Monsters
NPCS ANCESTOR WIS CHA
Medium undead, any alignment 12 (+1) 5 (–3)
This section lists common stat blocks for nonplayer Armor Class 12
characters (NPCs) you might encounter in the world of Hit Points 7 (2d6)
Planegea. You can easily alter them by adjusting their Speed 0 ft., fly 10 ft. (hover)
personality traits, agendas, and access to magic and equip-
ment (including magic items). STR DEX CON INT
1 (–5) 14 (+2) 10 (+0) 12 (+1)
The assumption for these NPCs is a human as the base-
line, so adjusting any of these stat blocks to other kinships Damage Resistances acid, cold, fire, lightning,
will likely grant access to other languages and racial thunder; bludgeoning, piercing, and slashing from
features not listed here (such as darkvision). nonmagical attacks
ANCESTOR Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion,
An ancestor is a friendly spirit, who lingers after its death
to guide its living children and grandchildren. Many grappled, paralyzed, petrified, poisoned, prone,
ancestors must remain near the place where they died or restrained, unconscious
where they were buried, offering counsel and advice when Senses darkvision 60 ft., passive Perception 10
sought—and sometimes, when not. Very ancient spirits Languages all languages it knew in life
start to fade when nobody remembers them. Challenge 1/4 (50 XP)
HUNTER Ethereal Sight. The ancestor can see 60 feet into the
Ethereal Plane when it is on the Material Plane, and
Clans depend on hunters to be strong, fast, and cunning, vice versa.
skilled in stealth as well as combat, able to avoid predators
and bring down massive prey. Incorporeal Movement. The ancestor can move
through other creatures and objects as if they were
LEAD HUNTER difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object .
The lead hunter is the strongest and most experienced of
all the hunters, usually remarkable for their cunning, their Actions
ability to read the signs of the world to find prey, and their
skills in leading the wild energy of a hunt. Chilling Grasp. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) necrotic damage.
SHAMAN
Impart Knowledge. The ancestor touches a willing
In a small clan with only one shaman, this is the most creature and makes a DC 10 Intelligence or Wisdom
important figure, alongside the chief. The shaman commu- check. On a success, the creature can add a 1d4 to the
nicates directly with the gods, entering their hallows to next ability check it makes in the next 24 hours.
speak face to face with them, and working magic around
the clanfire for the good of the people. The shaman is
charged with all ceremonial rites including the naming of
children, marrying of couples, and funerals for the fallen.
HIGH SHAMAN
In large clans, many shamans may serve the same god,
often focusing on individual domains of the god’s power.
They all answer to a high shaman, whose gifts with divine
magic are astonishing and fearsome. High shamans are
half-immortal, usually given some greater access to long
life and health by the god they serve, that they can serve
them better and longer.
SORC ER ER
Clans look to sorcerers for their basic magical needs. While
a sorcerer is awarded no special status in the clan based on
their arcane talents, they can be quite dangerous if aroused
to combat.
Chapter 13 | Gods & Monsters 371
372 Chapter 13 | Gods & Monsters
HUNTER SORCERER
Medium humanoid (any kinship), any alignment Medium humanoid (any kinship), any alignment
Armor Class 12 (leather armor) Armor Class 15 (mage armor)
Hit Points 16 (3d8 + 3) Hit Points 39 (6d8 + 12)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 15 (+2) 13 (+1) 11 (+0) 17 (+3)
Skills Perception +3, Survival +3 Skills Arcana +3, Insight +2, Persuasion +5
Senses passive Perception 13 Senses passive Perception 10
Languages Common Languages Common
Challenge 1/4 (50 XP) Challenge 3 (1,100 XP)
Actions Twinned Spell (1/Long Rest). When the sorcerer casts
a spell that targets only one creature and doesn’t have
Spear. Melee or Ranged Weapon Attack: +3 to hit, a range of Self, they can target a second creature in
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) range with the same spell. The spell must be incapable
piercing damage, or 5 (1d8 + 1) piercing damage if used of targeting more than one creature at the spell’s
with two hands to make a melee attack. current level.
Longbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing Spellcasting. The sorcerer is a 6th-level spellcaster.
damage. Their spellcasting ability is Charisma (spell save DC 13,
+5 to hit with spell attacks). The sorcerer knows the
LEAD HUNTER following spells:
Medium humanoid (any kinship), any alignment
Cantrips (at-will): chill touch, mage hand, ray of
Armor Class 14 (stone-studded leather armor) frost, shocking grasp
Hit Points 39 (6d8 + 12)
Speed 30 ft. 1st-level (4 slots): burning hands, detect magic,
mage armor*, shield
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 10 (+0) 2nd-level (3 slots): hold person, scorching ray, web
3rd-level (3 slots): counterspell, fireball
Skills Perception +4, Survival +4, Intimidation +2,
Stealth +6 *The sorcerer casts these spells on themself
before combat if able.
Senses passive Perception 14
Languages Common Actions
Challenge 2 (50 XP)
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
Actions reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
Multiattack. The lead hunter makes two attacks: two
with their spear or two with their longbow. Chapter 13 | Gods & Monsters 373
Spear. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3)
piercing damage, or 7 (1d8 + 3) piercing damage if used
with two hands to make a melee attack.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Reactions
Camouflage. The lead hunter can use its reaction
whenever it perceives another creature, to take the Hide
action. When the lead hunter does so, any allies it can
see can also use their reaction to take the Hide action.
Hunting Shout. When an ally the lead hunter can see
makes an attack roll, the lead hunter can use its reaction
to shout encouragement or instruction, granting the ally
an additional 1d4 on the attack roll.
SHAMAN HIGH SHAMAN
Medium humanoid (any kinship), any alignment Medium humanoid (any kinship), any alignment
Armor Class 13 (beast hide) Armor Class 14 (heavy fur)
Hit Points 33 (6d8 + 6) Hit Points 59 (9d8 + 18)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 13 (+1) 12 (+1) 16 (+3) 14 (+2) 11 (+0) 12 (+1) 14 (+2) 15 (+2) 18 (+4) 16 (+3)
Skills Insight +5, Perception +5, Religion +3 Skills Insight +6, Perception +6, Religion +4
Senses passive Perception 14 Senses passive Perception 14
Languages Common, one of the following: Celestial, Languages Common, one of the following: Celestial,
Infernal, or Abyssal. Infernal, or Abyssal.
Challenge 2 (50 XP) Challenge 4 (1,100 XP)
Divine Eminence. As a bonus action, the shaman can Divine Eminence. As a bonus action, the high shaman
expend a spell slot to cause their own melee weapon can expend a spell slot to cause their melee weapon
attacks to magically deal an extra 10 (3d6) radiant attacks to magically deal an extra 10 (3d6) radiant
damage to a target on a hit. This benefit lasts until the damage to a target on a hit. This benefit lasts until the
end of the turn. If the shaman expends a spell slot of end of the turn. If the high shaman expends a spell slot
2nd level or higher, the extra damage increases by 1d6 of 2nd level or higher, the extra damage increases by
for each level above 1st. 1d6 for each level above 1st.
Spellcasting. The shaman is a 5th-level spellcaster. Spellcasting. The high shaman is an 8th-level
Their spellcasting ability is Wisdom (spell save DC spellcaster. Their spellcasting ability is Wisdom (spell
13, +5 to hit with spell attacks). The shaman has the save DC 14, +5 to hit with spell attacks). The high
following cleric spells prepared: shaman has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, 1st level (4 slots): cure wounds, guiding bolt,
sanctuary sanctuary
2nd level (3 slots): lesser restoration, spiritual 2nd level (3 slots): lesser restoration, spiritual
weapon, magic weapon weapon, magic weapon
3rd level (2 slots): dispel magic, spirit guardians 3rd level (3 slots): dispel magic, sleet storm, spirit
Actions guardians
4th level (2 slots): banishment, divination, wall of
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) fire
piercing damage.
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1)
piercing damage.
374 Chapter 13 | Gods & Monsters
APPENDIX A
NAME GENERATOR
SYLLABLES 51. Lum- ENDINGS 51. -na
1. Alek- 52. Maz- 1. -a 52. -nos
2. Ame- 53. Magh- 2. -ah 53. -naz
3. Anu- 54. Manu- 3. -ad 54. -nak
4. Ans- 55. Meku- 4. -ai 55. -nu
5. Antu- 56. Napu- 5. -ag 56. -nesh
6. Apr- 57. Nhei- 6. -al 57. -o
7. Aru- 58. Ni- 7. -ar 58. -os
8. Aya- 59. Nu- 8. -ash 59. -ol
9. Bar- 60. Nha- 9. -ath 60. -osi
10. Bhi- 61. Nisa- 10. -az 61. -osh
11. Bha- 62. Ok- 11. -azh 62. -pa
12. Bhaku- 63. Odhek- 12. -ba 63. -pi
13. Bhanda- 64. Ortak- 13. -bos 64. -pu
14. Bazr- 65. Os- 14. -bi 65. -r
15. Dah- 66. Per- 15. -d 66. -ra
16. Dhar- 67. Perik- 16. -da 67. -ri
17. Dreun- 68. Peth- 17. -dai 68. -ros
18. Dhes- 69. Ran- 18. -das 69. -reth
19. Dokh- 70. Rib- 19. -du 70. -rek
20. Dhu- 71. Redrak- 20. -eb 71. -s
21. Eigd- 72. Reok- 21. -ek 72. -sa
22. Embh- 73. Rhu- 22. -el 73. -si
23. Eis- 74. Ro- 23. -em 74. -shu
24. Enki- 75. Sai- 24. -en 75. -su
25. Eii- 76. Samuk- 25. -esh 76. -t
26. Eresh- 77. Sekh- 26. -ezh 77. -ta
27. Eta- 78. Senh- 27. -g 78. -tar
28. Fulga- 79. Seregh- 28. -gos 79. -ti
29. Gham- 80. Sha- 29. -ha 80. -tu
30. Ghel- 81. Sim- 30. -i 81. -tak
31. Gedh- 82. Sidu- 31. -ia 82. -u
32. Ghar- 83. Sora- 32. -im 83. -ush
33. Goz- 84. Tari- 33. -ik 84. -ur
34. Had- 85. Tam- 34. -il 85. -uz
35. Hekeh- 86. Tak- 35. -iki 86. -um
36. Hum- 87. Tieg- 36. -jha 87. -va
37. Hola- 88. Tor- 37. -k 88. -vai
38. Hurs- 89. Tula- 38. -ka 89. -vo
39. Hru- 90. Uek- 39. -ko 90. -vem
40. Ish- 91. Uk- 40. -ki 91. -var
41. Insu- 92. Ul- 41. -ku 92. -ya
42. Khar- 93. Urta- 42. -la 93. -yu
43. Kauti- 94. Ursha- 43. -las 94. -z
44. Khu- 95. Ut- 44. -lor 95. -za
45. Kle- 96. Ulko- 45. -lath 96. -zu
46. Khrati- 97. Uz- 46. -m 97. -zem
47. Ki- 98. Vi- 47. -ma 98. -zo
48. Lakh- 99. Wo- 48. -mak 99. -zi
49. Lil- 100. Yugh- 49. -mos 100. -zesh
50. Lughul- 50. -n
375
APPENDIX B
INSPIRATION & MEDIA
10,000 BC (2008 film) Legend of Zelda: Breath of the Wild (2017 game)
1491 by Charles C. Mann Living in the Stone Age (podcast)
Adventure Time with Finn & Jake (2010 show) Mad Max: Fury Road (2015 film)
Alpha (2018 film) Many Waters by Madeleine L’Engle
Apocalypto (2006 film) The Manifest Zone (podcast)
The Appendix N Book Club (podcast) Midsommar (2019 film)
“A Story of the Stone Age” by H.G. Wells Moana (2016 film)
At the Earth’s Core by Edgar Rice Burroughs Prehi/stories (podcast)
Atlantis: The Lost Empire (2001 film) Quest for Fire (1981 film)
Battle in the Dawn by Manly Wade Wellman Road to El Dorado (2000 film)
Clan of the Cave Bear by Jean M. Auel Road to El Dorado (2000 film)
The Croods (2013 film) Stuff to Blow Your Mind (podcast)
The Dawn of Everything by David Graeber & David Wengrow The Time Machine (2002 film)
Dawn of Man (2018 game) West of Eden by Harry Harrison
Early Man (2018 film)
Far Cry Primal (2016 game)
The Flintstones (1960 series)
Food—A Culinary Cultural History Podcast (podcast)
Genndy Tartakovsky’s Primal (2019)
History of the World Podcast (podcast)
King Kong (2005)
376