5050 Class Talents Wizard Arcane Tradition Focus The spells from the school of your chosen Arcane Tradition is harder to resist than normal. Prerequisite: Wizard level 3. Benefit: Increase the DC of the spells from the school of your chosen Arcane Tradition by 1. Arcane Tradition Prodigy You are more practiced and naturally talented in the school of your Arcane Tradition. You can cast more spells from your school of tradition more often than normal. Prerequisite: Wizard level 9. Benefit: Choose a spell of 3rd level or below from your spellbook that is under your school of your Arcane Tradition. You always have this spell prepared, it does not count against the number of spells you have prepared, and you can cast it once at its standard level without expending a spell slot. When you do so, you can not do so again until you finish a short or long rest. Greater Arcane Recovery You can regain higher magical energy than normal when studying your spellbook. Prerequisite: Wizard level 12, Improved Arcane Recovery. Benefit: You can use Arcane Recovery to recover spell slots of up to 6th level. Improved Arcane Recovery You regain more of your magical energy than normal when studying your spellbook. Prerequisite: Wizard level 3. Benefit: The spell slots you can recover is increased to two-thirds of your wizard’s level. Improved Arcane Ward Your Arcane Ward is more potent than normal. Prerequisite: Wizard level 6, School of Abjuration Arcane Tradition. Benefit: The hit points of your Arcane Ward is increased to thrice your Wizard’s level + twice your Intelligence modifier. Improved Grim Harvest You gain more benefits from your Grim Harvest than normal. Prerequisite: Wizard level 6, School of Necromancy Arcane Tradition. Benefit: Aside from the temporary hit points you gain when you kill a creature with a spell of 1st level or higher, your proficiency bonus is also temporarily increased by 1 until the end of your next turn. This effect does not stack.
Class Talents 51 Improved Instinctive Charm Your Instinctive Charm is more potent than normal. Prerequisite: Wizard level 6, School of Enchantment Arcane Tradition. Benefit: You can choose the attacker’s target when there are multiple creatures closest. Improved Portent You are better in reading the future compared to others. Prerequisite: Wizard level 6, School of Divination Arcane Tradition. Benefit: Increase the number of d20s you roll by 1. When you gain Greater Portent at 14th level, you roll four d20s. Improved Sculpt Spell You can choose more creatures than normal when you use Sculpt Spell. Prerequisite: Wizard 6, School of Evocation Arcane Tradition. Benefit: Increase the number of creatures you can choose to 1 + your Intelligence modifier + the spell’s level. Instinctive Benign Transposition You can use Benign Transposition even if it is not your turn. Prerequisite: Wizard level 6, School of Conjuration Arcane Tradition. Benefit: When you see a creature move within 5 feet of you, targeted by an attack from a creature that you can see, or forced to make a Dexterity saving throw, you can use your reaction to invoke Benign Transposition. Once you use this feature, you can’t use it again until you finish a short or long rest. Swift Illusion Spell You are an expert in the school of illusion that you can sometimes cast certain low level illusion spells without effort. Prerequisite: Wizard level 6, School of Illusion. Benefit: You can take a bonus action to cast a cantrip or a 2nd level spell or below from the school of Illusion. Once you use this feature, you cannot use it again until you finish a short or long rest. Swift Transmutation Spell You are an expert in the school of transmutation that you can sometimes cast certain low level transmutation spells without effort. Prerequisite: Wizard level 6, School of Transmutation. Benefit: You can take a bonus action to cast a cantrip or a 2nd level spell or below from the school of Transmutation. Once you use this feature, you cannot use it again until you finish a short or long rest.
5252 Class Talents Faction Talents The Emerald Enclave Initiate of the Enclave You have earned the favor of the druids and priests of the Emerald Enclave and have been given special privileges. You gain the ability to cast certain spells. Prerequisite: The Emerald Enclave faction membership. Benefit: You know the druidcraft cantrip. Starting at 3rd level, you can also cast entangle or goodberry with this talent. Once you cast either spell with this talent, you can't cast it with this talent again until you finish a long rest. Wisdom or Charisma (your choice) is your spellcasting ability for these spells. Blessing of SIlvanus You channel the aid of Silvanus through your fingertips. You can cure a creature suffering from wounds or an affliction. Prerequisite: The Emerald Enclave faction membership, Character level 6. Benefit: On your turn, you can use an action and touch a creature. Choose from either of the two effects: Regenerate Wounds. This creature regains 1d4 hit points at the start of each of its turns for a number of rounds equal to your Charisma or Wisdom modifier (your choice). Cure Affliction. You end one disease or one condition afflicting the creature. The condition must be blinded, deafened, paralyzed, or poisoned. Once you use either feature, you cannot use it again until you finish a long rest. Naturalist You can survive in the harsh wilderness more effortlessly than others. Prerequisite: The Emerald Enclave faction membership. Benefit: You gain proficiency with the Herbalism Kit. After you roll for an ability check that involves the skill Animal Handling, Nature, Medicine, Perception (wilderness areas only), or Survival (wilderness areas only) but before the outcome is determined, you can roll a d10 and add it to the result. Once you use this feature, you cannot use it again until you finish a short or long rest. Preserve the Natural Order The natural order must be respected and preserved. You fight well against fiends and undead that threaten that order. Prerequisite: The Emerald Enclave faction membership. Benefit: You can reroll an attack roll made against a fiend or undead creature or you can reroll a saving throw made against a fiend or undead creature's attack or spell. In both cases, you must use the result of the second roll, even if it is lower. Once you use either feature, you cannot use any of them again until you finish a short or long rest.
Faction Talents 53 The Harpers Harp Aspirant You have earned the favor of the High Harpers and have been given special privileges. You gain the ability to cast certain spells. Prerequisite: The Harpers faction membership. Benefit: You know the friends cantrip. Starting at 3rd level, you can also cast disguise self or heroism with this talent. Once you cast either spell with this talent, you can't cast it with this talent again until you finish a long rest. Wisdom or Charisma (your choice) is your spellcasting ability for these spells. Harper Favored Foes Specialist You have trained against and carefully studied two specific evil organizations. You are very knowledgeable of their groups and can identify their members. You are often tapped to infiltrate their ranks and spy on them. Prerequisite: The Harpers faction membership. Benefit: Choose two evil organizations (Cult of the Dragon, Red Wizards, Zhentarim, etc.). You have advantage on Wisdom (Perception), Wisdom (Survival), Charisma (Deception), and Charisma (Intimidation) ability checks made against them, as well as on Intelligence checks to recall information about them. You can retake this talent as many times you want. Each time you take it, it must be two different evil organizations. Harper Knowledge The life of a Harper has provided you with the opportunity to pick up odds and ends of knowledge. Prerequisite: The Harpers faction membership. Benefit: You gain proficiency in one of the following tools: the Disguise kit, Forgery kit, Gaming Set, an Instrument, or Thieves’ Tools. After you roll for any Intelligence ability check but before the outcome is determined, you can roll a d10 and add the result. Once you use this feature, you cannot use it again until you finish a short or long rest. Tymora’s Smile You call upon Lady Luck to bestow upon you good fortune for a short period of time, or until your luck runs out. Prerequisite: Harper faction membership, Character level 6. Benefit: As a bonus action, you gain advantage on all saving throws. The benefit lasts for 1 minute or until you fail a saving throw. Once you use this feature, you cannot use it again until you finish a long rest.
5454 Class Talents Unite Against the Dark You inspire your allies, uniting them to fight back against the dark forces that threaten you. Prerequisite: The Lords' Alliance faction membership. Benefit: Use an action to choose a number of creatures other than yourself within 30 feet of you that you can see equal to 3 plus your Charisma modifier (a minimum of three). The creatures gain advantage on their next saving throw forced on them by an evil creature. The benefit lasts for 1 minute. Once you use this feature, you cannot use it again until you finish a long rest. The Lords' Alliance Agent of the Council As an agent of the Council of Lords, you gain certain privileges while spending time within the territories that are part of the Lords' Alliance. Prerequisite: The Lords' Alliance faction membership. Benefit: While within the borders of Amphail, Baldur's Gate, Berdusk, Elturel, Goldenfields, Gundarlun Island, Iriaebor, Leilon, Longsaddle, Mirabar, Neverwinter, Silver Marches, Silverymoon, Sundabar, and Waterdeep, you gain advantage on Intelligence (Investigation), Wisdom (Perception), Wisdom (Insight), Wisdom (Survival), Charisma (Persuasion), and Charisma (Deception) ability checks. Best Defense is a Strong Offense You are trained to strike first at a creature that is attacking you, potentially making the creature miss. Prerequisite: The Lords' Alliance faction membership, Character level 6. Benefit: When you are attacked by a creature with a melee weapon attack but before the outcome is determined and that creature is within reach of your melee weapon attack, you can use your reaction to make a single melee weapon attack against that creature. If your attack hits, you impose disadvantage to the creature’s attack. Once you use this feature, you cannot use it again until you finish a long rest. Glory and Honor You call your allies into action, inspiring them to fight and perform better for the glory and honor of your alliance. Prerequisite: The Lords' Alliance faction membership. Benefit: Use an action to choose a number of creatures other than yourself within 30 feet of you that you can see equal to 3 plus your Charisma modifier (a minimum of three). The creatures gains advantage on their next attack roll or ability check until the start of your next turn. Once you use this feature, you cannot use it again until you finish a long rest.
Class Talents 55 The Order of the Gauntlet Deputy of the Order You have earned the favor of the military clergy of the Church of Helm, Hoar, Torm, or Tyr and have been given special privileges. You gain the ability to cast certain spells. Prerequisite: Order of the Gauntlet faction membership. Benefit: You can cast heroism with this talent. Starting at 3rd level, you can also cast branding smite with it. Once you cast either spell with this talent, you can't cast a spell with this talent again until you finish a long rest. Wisdom or Charisma (your choice) is your spellcasting ability for these spells. Faith Against Evil You call upon your faith to resist evil spells and effects. Prerequisite: Order of the Gauntlet faction membership. Benefit: As a bonus action, you utter a quick prayer and gain advantage on all saving throws made against an evil creature's attack, ability, or spell. The benefit lasts for a number of turns equal to 1 plus your Wisdom or Charisma modifier (your choice, minimum of one). Once you use this feature, you cannot use it again until you finish a long rest. Punish the Evil Driven by a sense of justice, you can impose your will on an evil creature, reducing its capabilities to fight and perform. Prerequisite: Order of the Gauntlet faction membership, Character level 6. Benefit: As a bonus action, choose an evil-aligned creature you can see within 60 feet that you have dealt damage to or has failed a saving throw against your spell or class feature within the previous turn. The creature is allowed a saving throw to negate the effect. The DC is equal to 8 + your proficiency bonus + your main ability modifier. If the creature fails its saving throw, the creature becomes frightened and its speed becomes 0 until the end of your next turn. If you have successfully used this feature, you cannot use it again until you finish a long rest. Strength and Bravery You have extraordinary strength of will when battling evil. Prerequisite: Order of the Gauntlet faction membership. Benefit: After you roll an attack roll against an evil creature, Strength ability check, or a saving throw against being frightened but before the outcome is determined, you can roll an additional d8 and add it to the result. Once you use this feature, you cannot use it again until you finish a short or long rest.
5656 Class Talents Mannix "Dragonix" Manansala Benefit: You gain proficiency with the Disguise Kit, Forgery Kit, Gaming Set, or Thieves’ Tools (your choice). After you roll an ability check that involves the skill Deception, Investigation (urban areas only), Perception (urban areas only), Sleight of Hand, or Survival (urban areas only) but before the outcome is determined, you can roll an additional d12 and add it to the result. Once you use this feature, you cannot use it again until you finish a short or long rest. Zhentarim Thug You are a ruthless thug working for the Zhentarim Organization. You are the muscle that does the dirty work. Prerequisite: The Zhentarim faction membership. Benefit: You gain proficiency with the Poisoner’s Kit. After you roll an ability check that involves the skill Athletics, Intimidation, Survival (urban areas only), Stealth, or a Dexterity (Thieves’ Tools) check, but before the outcome is determined, you can roll an additional d12 and add it to the result. Once you use this feature, you cannot use it again until you finish a short or long rest. The Zhentarim Acolyte of the Black Network You have earned the favor of the high priests of the Church of Bane or Cyric and have been given special privileges. You gain the ability to cast certain spells. Prerequisite: The Zhentarim faction membership. Benefit: You can cast bane with this talent. Starting at 3rd level, you can also cast hold person with it. Once you cast either spell with this talent, you can't cast a spell with this talent again until you finish a long rest. Wisdom or Charisma (your choice) is your spellcasting ability for these spells. Cheap Shot You can exploit a creature’s momentary distraction when it is hit by an attack, takes damage, or fails a saving throw. Prerequisite: The Zhentarim faction membership, Character level 6. Benefit: When a creature within 5 feet of you is hit by an attack, takes damage, or fails a saving throw from a spell or ability made by a creature other than you, you can use your reaction to make a melee weapon attack against that creature. Once you use this feature, you cannot use it again until you finish a long rest. Zhentarim Agent You are a secret operative under the employ of the Black Network. Your primary objective is to infiltrate and gather information in urban areas and territories normally hostile to the Zhentarim. Prerequisite: The Zhentarim faction membership.
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Design Dragonix Facebook Home Page Cover Art Sandeson Gonzaga Interior Art Sandeson Gonzaga Arcana Games' Character Stock Art The Homebrewery DMG Creator Resource Art Playtesters Mycko David, Kirby Gonzaga, Teddy Gonzaga, Marky Erquiza, James Manansala, Marco Pasamba, Jeff Quilala, Raffy San Antonio, TJ Sese, Teejay Suaring, Michael Tiongson, Dave Young, Rowell Zaragoza, Rowena Zaragoza About the Cover I wanted the cover for this book to be special, and at the same time, wanted to pay tribute to the classic D&D books. This was about monsters so I looked at the classic Monster Manual covers. Nothing jumped at me until I saw the classic Players Handbook cover by David Trampier. I thought, what if the devil statue was actually a golem? So I commissioned Sandy Gonzaga as usual and asked him, if that statue is a golem and it is about to come alive to deal with the interlopers, what would it look like 5 seconds later? The result is what you see. About this Book (v1.01) DM Options: Monster Talents is the third book about the Talents concept. The first two books (Character Options: Talents and Character Options: Talents II) have been successful and made a huge impact to a lot of players' gaming experience. However, it did have balance issues that a DM had to address. And this book will finally help the DM do that. This time, the talents are not for the players (well, most of it, see Chapter 3). This time, it's the DM who gets to have the fun choosing and playing around with feat-like options for monsters. This book covers the creatures from the Monster Manual book, providing several talents to choose from for each critter, depending on their CR. The higher the creature's CR, the more talents they can have and the bigger their selection. As a result, you'll have plenty of options to make the tired and typical encounters your players have gone accustomed to dealing with suddenly fresh and exciting. With talents like the Stirge's insidious Anesthetic Bite, the Beholder's obnoxious Redirect Central Eye, the Balor's destructive Meteor Strike, the Tarrasque's terrifying Disintegration Breath, and the truly horrifying rage-quit inducing Potent Antennae of the Rust Monster to arm your monsters with, you'll have a delightful time tormenting and shocking your players. If you didn't purchase the Character Options: Talents books, don't fret. This book can still provide you with ideas on how to create or customize your monsters. To help with this, take a look at the Elite Monster template provided in Chapter 4 and some elite creature samples. With over 150 pages of talents, you'll find a lot you can use here! Enjoy! Acknowledgement DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
Chapter 1 Monster Manual Creatures A Aarakocra, Aboleth, Angels, Animated Objects, Ankheg, Azer. B Banshee, Basilisk, Behir, Beholders, Blights, Bugbears, Bulette. C Cambion, Carrion Crawler, Centaur, Chimera, Chuul, Cloaker, Cockatrice, Couatl, Cyclops. D Darkmantle, Death Knight, Demilich, Demons, Devils, Dinosaurs, Displacer Beast, Doppleganger, Dracolich, Dragon, Shadow, Dragons, Dragon Turtle, Drider, Dryad, Duergar. E Elementals, Elves: Drow, Empyrean, Ettercap, Ettin, Faerie Dragon, Flameskull, Fomorian, Fungi. G Galeb Duhr, Gargoyle, Genies, Ghost, Ghouls, Giants, Gibbering Mouther, Githyanki, Githzerai, Gnolls, Gnome, Deep, Goblins, Golems, Gorgon, Grell, Grick, Griffon, Grimlock. H Hags, Harpy, Hellhound, Helmed Horror, Hippogriff, Hobgoblins, Homunculus, Hook Horror, Hydra. I Intellect Devourer, Invisible Stalker. J Jackalware. K Kenku, Kobolds, Kraken, Kuo-toa. L Lamia, Lich, Lizardfolk, Lycanthropes. M Magmin, Manticore, Medusa, Mephits, Merfolk, Merrow, Mimic, Mind Flayer, Minotaur, Modrons, Mummies, Myconids. N Nagas, Nightmare, Nothic. O Ogres, Oni, Oozes, Orcs, Otyugh, Owlbear. P Peryton, Piercer, Pixie, Pseudodragon, Purple Worm. Q Quaggoth. R Rakshasa, Remorhazes, Revenant, Roc, Roper, Rust Monster. S Sahuagin, Salamanders, Satyr, Scarecrow, Shadow, Shambling Mound, Shield Guardian, Skeleton, Slaadi, Spectre, Sphinxes, Sprite, Stirge, Succubus/Incubus. T Tarrasque, Thri-Kreen, Treant, Troglodyte, Troll. U Umber Hulk, Unicorn. V Vampires. W Water Weird, Wight, Will-o'-wisp, Wraith, Wyvern. X Xorn. Y Yetis, Yuan-ti, Yugoloths. Z Zombies. Chapter II Miscellaneous Monsters Death Dog, Dire Wolf, Giant Ape, Giant Boar, Giant Hyena, Giant Crocodile, Giant Scorpion, Giant Shark, Lion/Tiger, Mammoth, Phase Spider, Polar Bear, Sabretoothed Tiger, Winter Wolf, Wolf/ Worg. Chapter III Character Races Aasimar, Firbolg, Goliath, Kenku, Lizardfolk, Tabaxi, Triton. Chapter IV Elite Monster Template Balor, Chimera, Ettin, Frost Giant, Goblin, Manticore, Mind Flayer. Table of Contents
This chapter covers every creature listed in the Monster Manual. Under each creature's name is the number of talents it has followed by a list of available talents the creature can have. Aarakocra The aarakocra (CR 1/4) can have 1 talent. Flyby Type: Trait. The aarakocra doesn't provoke an opportunity attack when it flies out of an enemy's reach. Improved Dive Attack Type: Trait. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the target takes an extra 3 (1d6) damage and must succeed on a DC 10 Strength saving throw or be knocked prone. Multiattack Type: Trait. The aarakocra makes two attacks: one with its javelin and one with its talon. Chapter 1. Monster Manual Creatures
Aboleth The aboleth (CR 10) can have 4 talents. Extra Legendary Action Type: Trait. The aboleth can take 1 additional legendary action before the start of its next turn. The aboleth can retake this talent up to two additional times. The additional legendary action stacks. Improved Enslave Type: Trait. The aboleth can target up to two creatures it can see within 30 feet with its Enslave feature. Improved Multiattack Type: Trait. When the aboleth uses Multiattack, it makes four attacks: three with its tentacles and one with its tail. Innate Spellcaster (Psionics) Type: Action. Talent Cost: 2 (Counts as 2 Talents). The aboleth's innate spellcasting ability is Intelligence (DC 16). It can innately cast the following spells requiring no material components: 3/day (each): hypnotic pattern, phantasmal force 2/day (each): hallucinatory terrain, major image 1/day: project image Slime Orb Type: Legendary Action. Slime Orb. Ranged Spell Attack: +9 to hit, range 120ft., one target. Hit: 14 (4d6) acid damage and the target must make a DC 14 Strength saving throw or be restrained until the end of the aboleth's next turn. Slime Sphere Type: Legendary Action (Costs 2 Actions). Slime Sphere. The aboleth conjures a ball of acidic slime that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Strength saving throw. On a failed save, the target takes 14 (4d6) acid damage and is restrained, or half as much damage and isn't restrained on a successful one. A restrained creature takes 10 (3d6) acid damage at the start of each of the Aboleth's turns. A restrained creature can use an action to perform a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success. Tail Bash Type: Trait. If the aboleth's tail attack roll against a target succeeds by 5 or more, the target must make a DC 14 Constitution saving throw or be stunned until the end of the aboleth's next turn.
Angel Angelic Presence Type: Trait. Talent Cost: 2 (Counts as 2 Talents). While the angel has more than half of its hit points, all melee and ranged attacks made against the angel have disadvantage. Aura of Radiance Type: Trait. A hostile creature that starts its turn within 5 feet of the Angel takes 4 (1d8) radiant damage. Angel of Vengeance Type: Trait. Once per short or long rest, the angel can take a bonus action to mark a target hostile creature it can see within 10 feet of it. The angel gains advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or is incapacitated. Burst of Healing Type: Action. The angel expends three uses of its Healing Touch and each creature within 20 feet of the angel regains hit points and is freed of any curse, disease, poison, blindness, or deafness, as if targeted by the angel's Healing Touch feature. Extra Legendary Action Type: Trait. Prerequisite: Solar. The solar can take 1 additional legendary action before the start of its next turn. The solar can retake this talent up to two additional times. The additional legendary action stacks. Flyby Type: Trait. The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach. Guardian Angel Type: Reaction. The angel designates a creature as its ward. It can use its reaction to move up to half its flying speed and add 6 to the AC of the ward against one attack that would hit it. To do so, the angel must be within 5 feet of its ward, see the attacker, and be wielding a melee weapon. Improved Angelic Weapons Type: Trait. The radiant damage dealt by the angel's weapon is increased by 9 (2d8).
Improved Aura of Radiance Type: Trait. Prerequisite: Aura of Radiance. A hostile creature that starts its turn within 10 feet of the angel takes 9 (2d8) radiant damage. Regeneration Type: Trait. The angel regains 10 hit points at the start of its turn if it has at least 1 hit point. lf the angel takes necrotic damage, this trait doesn't function at the start of the angel's next turn. Spell Reflection (3/day) Type: Reaction. Talent Cost: 2 (Counts as 2 Talents). If the angel makes a successful saving throw against a spell, or a spell attack misses it, the angel can use its reaction to choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the angel. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. Swift Spellcaster (3/day) Type: Trait. Talent Cost: 3 (Counts as 3 Talents). The angel can take a bonus action to cast a spell that has a casting time of 1 action. ___________________________________________________________ Animated Objects An animated object can have 1 talent. Ever Vigilant Type: Trait. The animated object has advantage to Initiative rolls and Wisdom (Perception) checks. Magic Weapons Type: Trait. The animated object's weapon attacks are magical. ___________________________________________________________ Ankheg The ankheg (CR 2) can have 1 talent. Hardened Carapace Type: Trait. The ankheg is resistant to piercing and slashing damage from nonmagical weapons that aren't adamantine.
Rising Burst (Recharge 6) Type: Action. The ankheg bursts out from underneath its victims. This sprays rock and dirt into the air and causes the ground around it to shake violently. Each creature standing within that 20-foot cube area centered on the ankheg must make a DC 13 Strength saving throw. A creature takes 11 (2d10) bludgeoning damage and is knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least one minute to clear by hand. Spiked Carapace Type: Trait. A creature that hits the ankheg with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage. Vitriolic Acid Spray Type: Trait. If a creature fails its saving throw against the ankheg's acid spray, it takes 7 (2d6) acid damage at the start of ankheg's next turn. Azer The azer (CR 2) can have 1 talent. Aura of Fire Type: Trait. A creature that starts its turn within 5 feet of the Azer takes 5 (1d10) fire damage. Chains of Flame (Recharge 6) Type: Action. The azer can use Chains of Flame. Chains of Flame. Ranged Melee Attack: +5 to hit, range 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage and 3 (1d6) fire damage and the target must succeed on a DC 13 Strength saving throw or become restrained until the end of the azer's next turn. Hurl Flame Type: Action. The azer can use Hurl Flame. Hurl Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 4 (1d8) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Improved Heated Weapons Type: Trait. The fire damage dealt by the Azer's weapon is increased by 3 (1d6). Banshee The banshee (CR 4) can have 2 talents. Deathly Whispers (3/day) Type: Action. The banshee whispers a baleful melody that only one creature of its choice within 30 feet can hear, wracking it with terrible pain and grief. The target must make a DC 13 Wisdom saving throw. On a failed save, it takes 10 (3d6) psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from the banshee. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. Groaning Spirit Type: Trait. The Banshee produces and maintains a series of eerie, mournful groans and cries that can be
Mannix 'Dragonix' Manansala heard up to 120 feet. A creature that can hear it and is concentrating on a spell must make a DC 13 Constitution saving throw each turn to maintain concentration. In addition, a creature that can hear it must make a DC 13 Wisdom saving throw or become frightened for as long as it can hear the banshee. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that successfully saves against the effect is immune to the banshee’s groaning spirit for the next 24 hours. Hypnotic Glare (3/day) Type: Reaction. When a creature the banshee can see targets the banshee with an attack and the creature is within 30 feet of the banshee, the banshee can use its reaction and glare at the creature. The target must succeed on a DC 13 Wisdom saving throw against this magic or be charmed until the end of the banshee's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the banshee's Hypnotic Glare for the next 24 hours. Improved Wail Type: Trait. Talent Cost: 2 (Counts as 2 Talents). As Wail, except that a creature that fails its saving throw has its hit point maximum magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect , the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic. Kiss of Death Type: Action. Talent Cost: 2 (Counts as 2 Talents). The banshee can use kiss of death. Kiss of Death. Melee Spell Attack; +5 to hit, reach 5 ft., one charmed or frightened male humanoid creature. Hit: The target must make a DC 13 Constitution saving throw. On failed save, the target’s hit points is reduced to 0. On a success, the creature takes 12 (3d6 + 2) necrotic damage. Basilisk The basilisk (CR 3) can have 2 talents. Multi-Claw Rake Type: Trait. If the basilisk hits a target creature with its bite, it can take a bonus action to immediately target it with its multi-claw rake attack. Multi-Claw Rake. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (4d4+3) slashing damage.
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Index Abundant Step, 38 Acolyte of the Black Network, 56 Agent of the Council, 54 Agile, 7 Arcane Exploit, 44 Arcane Inclination, 20 Arcane Knowledge, 18 Arcane Tradition Focus, 50 Arcane Tradition Prodigy, 50 Armor Focus, 15 Ascetic Missionary, 9 Astute, 7 Bardic Prodigy, 28 Beast Combo Strike, 42 Beast Intercept, 42 Best Defense is a Strong Offense, 54 Blessed Divine Smite, 40 Blessing of SIlvanus, 52 Blinding Strike, 30 Bloodhunt, 24 Bloodline of Fire, 15 Born Sneaky, 22 Breath Weapon Focus, 16 Brilliant Academic, 9 Brilliant Mind, 7 Brutal Strikes, 25 Built, 7 Called Strike, 36 Channel Divinity Focus, 30 Cheap Shot, 56 Cleave, 13 Commanding Presence, 7 Conservator, 20 Crafty Dealer, 9 Cunning, 8 Cunning Spy, 9 Daring Explorer, 10 Dark Forte, 48 Dashing Scoundrel, 10 Deadly Breath Weapon, 16 Deadly Divine Smite, 40 Deadly Rage, 25 Deadly Sneak Attack, 44 Deft Sneak Attack, 44 Deputy of the Order, 55 Distracting Intrusion, 48 Divine Fortune, 30 Divine Lore, 40 Divine Recovery, 31 Divine Sneak Attack, 31 Double Wing Strike, 46 Dragon Wing Shield, 46 Dragonborn Fury, 16 Dragonborn Heritage, 17 Druidic Lore, 42 Drunken Mongoose, 38 Dwarven Bullheadedness, 17 Dwarven Racial Foe Expertise, 17 Dwarven Weapon Expert, 18 Eldritch Weapon, 36 Elemental Combo, 38 Elemental Focus, 15 Elemental Shape, 31 Elven Focus, 18 Elven Precision, 18 Elven Racial Foe Expertise, 19 Elven Senses, 21 Elven Vigilance, 19 Elven Weapon Training, 21 Extra Action Surge, 36 Extra Attunement, 15 Extra Bardic Inspiration, 28 Extra Channel Divinity, 31 Extra Circle Spells, 34 Extra Combat Maneuver, 36 Extra Dark One’s Luck, 48 Extra Defensive Tactics, 42 Extra Domain Knowledge, 31 Extra Elemental Discipline, 38 Extra Entropic Ward, 49 Extra Expertise, 28, 44 Extra Favored Enemy, 42 Extra Favored Terrain, 42 Extra Fey Presence, 49 Extra Fighting Style, 36, 40, 42 Extra Hunter’s Prey, 42 Extra Invocation, 49 Extra Ki, 38 Extra Metamagic, 46 Extra Rage, 25 Extra Sacred Oath Channel Divinity, 40 Extra Sorcery Points, 46 Extra Superiority Die, 36 Extra Wild Shape, 34 Fade, 21 Faith Against Evil, 55 Favored Enemy Slayer, 43 Fortunate, 22 Furious Assault, 22 Gallant Hero, 10 Galvanizing Strike, 29 Gift of Lightning, 32 Glory and Honor, 54 Gnomish Furtiveness, 21 Gnomish Racial Foe Expertise, 21 Gouge, 44 Great Cleave, 13 Great Fortitude, 8 Greater Arcane Recovery, 50 Greater Infernal Legacy, 24 Greater Ki-Empowered Strikes, 38 Greater Rage, 26 Greater Ranger’s Companion, 43 Grizzled Veteran, 11 Hamstring, 44 Harp Aspirant, 53 Harper Favored Foes Specialist, 53 Harper Knowledge, 53 Human Aptitude, 23 Human Ingenuity, 23 Human Resolve, 23 Imbued Wildshape, 34 Impairing Critical, 37 Impairing Strike, 44 Improved Abjure Enemy, 40 Improved Arcane Recovery, 50 Improved Arcane Ward, 50 Improved Aura, 40 Improved Bardic Inspiration, 28 Improved Bend Luck, 46 Improved Blinding Strike, 32 Improved Cloak of Shadows, 32 Improved Conjuration, 34 Improved Control Chaos, 46 Improved Cutting Words, 28 Improved Dark One’s Blessing, 49 Improved Dodge, 13 Improved Draconic Resilience, 46 Improved Dwarven Armor Training, 18 Improved Elemental Affinity, 46 Improved Favored Enemy, 43 Improved Flexible Casting, 47 Improved Gift of Lightning, 32 Improved Grim Harvest, 50 Improved Initiative, 13 Improved Instinctive Charm, 51 Improved Ki-Empowered Strikes, 38 Improved Knowledge of Magic, 32 Improved Lay on Hands, 41 Improved Misty Escape, 49 Improved Multiattack, 43 Improved Natural Recovery, 34 Improved Nature’s Wrath, 41 Improved Portent, 51 Improved Ranger’s Companion, 43 Improved Sacred Weapon, 41 Improved Sculpt Spell, 51 Improved Second Wind, 37 Improved Song of Rest, 28 Improved Swift Cure Wounds, 32 Improved Taunt, 13 Improved Turn the Faithless, 41 Improved Turn the Unholy, 41 Improved Turn Undead, 32 Improved Unarmored Defense, 26, 38 Improved Uncanny Dodge, 45 Improved Vow of Enmity, 41 Improved War God’s Blessing, 33 Indomitable, 8 Infernal Fortitude, 24 Infernal Wrath, 24 Initiate of the Enclave, 52 Inspiring Strike, 29 Instinctive Bardic Inspiration, 29 Instinctive Benign Transposition, 51 Instinctive Shadow Step, 39 Instinctive Wild Shape, 35 Invigorating Rage, 26 Iron Will, 8 Ki Focus, 39 Knowledge of Magic, 32 Last Stand, 18 Lightning Reflexes, 8 Master Assassin, 45 Mighty Cleave, 14 Mighty Rage, 26 Multitasker, 15 Natural Diplomat, 21 Naturalist, 52 Nature Sense, 35, 43 Nimble Reaction, 23 Orcish Brute Ancestry, 22 Orcish Resilience, 22 Orcish Rush, 22 Orcish Weapon Familiarity, 22 Pernicious Magic, 49 Plant Form, 35 Point Blank Shot, 14 Poisoncraft, 45 Potent Breath Weapon, 17 Potent Divine Smite, 41 Power Attack, 14 Preserve the Natural Order, 52 Punish the Evil, 55 Rejuvenate, 35 Rugged Outdoorsman, 11 Sap, 45 Savagery, 26 Second Chance, 23 Selected Chaos, 47 Shadow Strike, 39 Shady Operator, 11 Skill Focus, 15 Spell Attack Focus, 14 Strength and Bravery, 55 Strongheart, 23 Summon Totem Spirit, 27 Sunlight Adaptation, 19 Swift Cure Wounds, 33 Swift Illusion Spell, 51 Swift Transmutation Spell, 51 Taunt, 14 Thief Acrobat, 45 Tool Focus, 15 Two-Weapon Rend, 14 Tymora’s Smile, 53 Uncanny Senses, 20 Unite Against the Dark, 54 Vicious Critical, 37 Vigorous, 8 War Strike, 33 Weapon Focus, 14 Weapon Specialization, 37 Winsome, 8 Witchcraft, 15 Zhentarim Agent, 56 Zhentarim Thug, 56
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