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Published by Ricketsai, 2021-09-20 15:10:50

Magimundi_Bestiary_5th_Edition_(5e)

Magimundi_Bestiary_5th_Edition_(5e)

compatible

Robert Collings (Order #31510355)

Robert Collings (Order #31510355)

compatible

Robert Collings (Order #31510355)

Credits Product Identity

Original Creature Creators: Mike Young, Maury Brown and Permission to copy, modify and distribute the files collectively known
Ben Morrow as the System Reference Document 5.1 (“SRD5”) is granted solely
Development Coordinator: Josh Heath through the use of the Open Gaming License, Version 1.0a.
Lead Developer: W. Ryan Carden
Developers: Jason Arne, Sharang Biswas, W. Ryan Carden, This material is being released using the Open Gaming License Ver-
Elizabeth DeLyser, Clio Yun-Su Davis, Brandon Hare, Ben sion 1.0a and you should read and understand the terms of that license
Morrow, Eric Schiller before using this material. The text of the Open Gaming License itself
Lead Editor: Anna Yardney is not Open Game Content. Instructions on using the License are pro-
Editors: Lee Parmenter, Tara Clapper, Shayna Cook vided within the License itself.
Art Director: Dan Blanchett
Graphic Design: Dan Blanchett The following items are designated Product Identity, as defined in
Cover Artist: Dagmara Gąska Section 1(e) of the Open Game License Version 1.0a, and are subject
Creature Artists: Ffion Evans, Dagmara Gąska to the conditions set forth in Section 7 of the OGL, and are not Open
Magimundi logo design: Anna Kovatcheva Content: Dungeons & Dragons, D&D, Player’s Handbook, Dun-
Magimundi Bestiary logo: Browning Porter geon Master, Monster Manual, d20 System, Wizards of the Coast,
Producer: Maury Brown d20 (when used as a trademark), Forgotten Realms, Faerûn, proper
names (including those used in the names of spells or items), places,
Special Thanks: All of the backers of our Kickstarter Cam- Underdark, Red Wizard of Thay, the City of Union, Heroic Domains
paign, Kirk Schroder, Ben Morrow, Mike Young, Dylan Grey of Ysgard, EverChanging Chaos of Limbo, Windswept Depths of
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(Inexorable Media, 2016). of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wil-
derness of the Beastlands, Olympian Glades of Arborea, Concordant
Magimundi Bestiary is published by Inexorable Media, LLC. Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds,
First printing January 2020. Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baa-
tezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber
ISBN: 9781945097058 hulk, yuan-ti.

All of the rest of the SRD5 is Open Game Content as described in
Section 1(d) of the License.

No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written
permission.

Magimundi Bestiary (Dungeons & Dragons Roleplaying Game
Compatible) is published by Inexorable Media, LLC under the Open
Game License version 1.0a © 2000 Wizards of the Coast, Inc.

Magimundi and the Magimundi logo are registered trademarks Magimundi and the Magimundi logo are registered trademarks of In-
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All characters and their distinctive likenesses are property of Reference Document and Monster Manual are trademarks of Wizard
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© 2016-2019 Inexorable Media, LLC. All rights reserved.
Printed in the USA and UK.

2

Robert Collings (Order #31510355)

Table of Contents

INTRODUCTION 4 Polhappler’s Mantis 72
Pukwudgie 74
BEASTS Revenant 76
113-Year Locust 7 Sasquatch 77
Ahuizotl 8 Sayona (Las Sayonas) 80
Alieagle 10 Scarecrow 82
Ball-Tailed Cat 12 Shagamaw 84
Bisonatee 14 Snallygaster 86
Cactus Cat 16 Snipe 88
Chupacabra 18 Snow Dragon 90
Double-Headed Snake 20 Soucriant 92
Duwende 22 Squonk 94
Fairymaid 24 Stoneclad 96
Father of the Forest 26 Thunderbird 98
Fiddle Spider 28 Triple Eagle 101
Fiji Mermaid 30 Tupilaq 102
Fluffernut 32 Waheela 104
Gallinax 34 Wampus Cat 105
Ghost Helicoprion 35 Wampus Cat Hexapaw 106
Gillygaloo 36 Wasco 108
Golem (sand, stone, clay) 37 Wendigo (Colossus) 110
Gremlin 38 Wendigo ( Juvenile) 112
Grunch 40 Wendigo (Mature) 114
Hoop Snake 41 Wyverns (Magimundi) 116
Hugag 42
Humfaerie 43 American Giant 118
Jackalope 44 Cumberland Berger 117
Jersey Devil 46 Élbert Teacup 117
Jesswilee 48 Great Meerhunt 116
Jiwa Setan 50
Kumcharangi 52 APPENDICES
Lightning Snake 54 1: Monsters by Type 120
Loup-garou 56 2: Monsters by CR 120
Maloghast 58 3: Monsters by Size 121
Mannegishi 60 4: Harvesting of Monsters 122
Merperson 61 5: Spells 122
Mishipeshu 62 6: Magical Uses 123
Mothman 66 7: Sasquatch Traits 128
Nagual 68
Piasa 69 LICENSES 129
Polebat 70

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Robert Collings (Order #31510355)

Introduction

Welcome to the Magimundi Bestiary, compatible Monster descriptions in this Bestiary are presented in the
with the 5th edition of the world’s greatest same format as the 5e Monster Manual. Each monster is
roleplaying game. listed alphabetically. If a group of monsters shares similar
traits, the creature’s basic name is listed first.

In this book, you will find new monsters and creatures For example, all of the wyverns are together, with individ-
you can introduce to your players as they explore the ual stats for different sub-species of wyverns underneath
Magimundi setting or any world you create. The creatures the general description.
have been drawn from several sources: real world legends,
myths, and folklore, particularly of North America; in- Familiars
spirations from fiction and other role-playing games, and
our own imaginations. As with other beasts in the 5e Bestiaries or other com-
patible monster manuals, Magimundi creatures may be
In order to fully use the creatures in this Bestiary in your taken as Familiars. If a creature is eligible for becoming
5e games, you’ll need a copy of the 5e Dungeon Master’s a Familiar, a section on the levels and bonuses required
Guide, which include the necessary basics for 5th edition follows the creature listing in this book. Standard 5e rules
RPG. We also recommend a copy of the 5e Monster for Familiars apply.
Manual, which includes rules for making and using mon-
sters and creatures in your campaigns. A familiar is a spirit in an animal form chosen by a spell-
caster. Several beasts in this book are suitable for use as a
For more information about Magimundi monsters, cryp- familiar summoned by a find familiar spell. All rules from
tids, and creatures, please see the Compendium of North the pact of the chain feature, warlock invocations, and
American Cryptids and Magical Creatures, Vol. I, by Mike find familiar spell still apply.
Young, Maury Brown and Ben Morrow, which can be
purchased on Amazon.com. Volume 2 will be published All information about Magimundi beasts eligible to
in 2020. become Familiars are located at the end of applicable
creature entries.
Each monster in this bestiary is unique, but many pos-
sess similar special attacks, defenses, and qualities to each
other or to other creatures in the 5e Monster Manual.

Note: Standard 5e Monster Manual rules apply unless
otherwise listed. Unique abilities are listed below the monster’s
stat block.

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Robert Collings (Order #31510355)

Introduction

The Classification of Magical Beings This classification is hotly debated in the fields of
in the Magimundi Cryptozoology and Magical Jurisprudence.

The Magimundi Council of Five established a series of Manifestation is used to classify how a creature presents
classifications which govern magical laws, policies, and itself in the physical world. Creatures may be classified
regulations. Restrictions on what may be harvested, when, as corporeal, spectral, or, in rare cases, phasic. A corporeal
by whom, and how often are formed as a result of the being has mass, can touch and be touched, and directly
research and recommendations of cryptozoologists; this interacts with the physical world. Spectral beings are
guide uses the official designations and rulings set down apparitions that can be perceived using one or more of
by the Council. the senses, but do not have mass and cannot directly in-
teract with the physical world. Phasic beings may change
The Magimundi bestiary guide uses four different between corporeal and spectral in accordance with their
systems of classification: Latin, Sapience, Manifestation, will or circum-
and Family. stances.

The Latin classification describes the properties of a
creature and helps connect similar species. Latin classifi-
cations are included to foster further study of the subject
and to align with Mundane taxonomy practices. Latin
has a long history of being used in the sciences as a lingua
franca, and these classifications help Wizards and magi
from around the world compare and categorize creatures.

The most complex classification is Sapience, which
includes four designations: Sapient, Non-sapient,
Semi-Sapient and Para-Sapient. This classification
explains whether a creature has the ability of self-re-
flection and is capable of understanding moral and
ethical reasoning.

Beings with these abilities are called sapient creatures.
Any creature lacking these characteristics is classified as
non-sapient. Non-sapient creatures can sometimes
behave like sapient creatures, but since they are governed
by instincts and cannot reflect on their actions, they are
not sapient.

Creatures can be called semi-sapient if they seem to
exhibit sapience in some scenarios but not always. This
category may also be used if the status of the creature is in
dispute in magi-academic circles.

Creatures with a non-human or otherworldly under- 5
standing of morals and ethics are called para-sapient and
appear to be capable of a sort of self-reflection, though
any system of morals and values they may possess does
not correlate with that of human beings.

Robert Collings (Order #31510355)

Introduction

Family allows for a basic grouping of creatures by traits or Mammalian (Beast, Humanoid, Monstrosity)
habitat. A listing of the Families of magical creatures follows. This family contains a large number of varied species. These
creatures are warm-blooded, covered in hair, and nurse their
Families young.

Animata (Construct. Elemental) Miroven (Fey)
These creatures tend to be non-sapient constructs Members of the Miroven family are from the “fair folk” or “fey”
created by magi or by natural magic. It is possible for some an- realm, known as Bèlmounae. Miroven are typically humanoid,
imata creatures to gain para-sapience through magical means. though their true form is much smaller than an average human.
Both homunculi and golems are examples of creatures from the They have supernatural abilities, a connection to nature, and
animata family. their realm intersects with humans at times. Miroven magic is
not the same as Magimundi magic, and works best in their own
Arboreal (Plant) realm.
Creatures in the arboreal family look and behave like plants,
but many are sapient or para-sapient. There is considerable Nemort (Undead)
debate between the cryptozoologists and the parabotanists as to The Nemort family is comprised both of undead and reanimat-
the true category of arboreal beings as both sides would like to ed creatures, few of which display typical signs of life such as
lay claim. heartbeat, breathing, and electrical or magical currents in the
body (vampires are a notable exception). Nemorts are created
Averine (Beast, Elemental) or born from the body and/or soul of a creature previously alive.
The averine family is defined by their birdlike characteristics. The vast majority of undead creatures are non-sapient; however
An averine creature has feathered wings but does not need the some, such as vampires and liches (see revenant), are para-sapi-
ability to fly in order to qualify. Nesting and roosting are also ent.
common denominators for all averine creatures, all of which lay
eggs with hard shells and care for their young. Reptilian (Beast, Dragon, Monstrosity)
Members of the reptilian family are usually covered in scales of
Chimerical (Aberration, Beast, Monstrosity) some sort. They are cold-blooded creatures who often prefer to
Chimeras are creatures that are seemingly comprised of parts of settle in dark, damp places. Reptiles lay eggs and then usually
other creatures. Sometimes these creatures seem to be from dif- leave the young to fend for themselves, with the exception of
ferent families; in which case, they are listed with the complete dragons who care for their young.
familial classification.
Spirit (Undead)
Humanoid (Humanoid) Spirit creatures can be recognized by their connection to the
The humanoid family includes all human-like creatures that are spirit realm. They differ from the undead in that the undead
neither nemort (undead) nor spirit. They are either completely have a physical body, while the spirit creatures tend to be spec-
human in appearance or share the most noticeable human traits tral or, in rare cases, phasic.
such as an upright posture and human head, hands, and feet.
Most humanoids are sapient or para-sapient but exceptions Reptilian (Pathfinder: Animal or Magical Beast or Dragon)
exist. Many humanoids are also mammalian, but not always. Members of the reptilian family are usually covered in scales of
some sort. They are cold-blooded creatures who often prefer to
Ichthyolios (Beast, Elemental, Monstrosity) settle in dark, damp places. Reptiles lay eggs and then usually
Members of the Ichthyolios family have piscine (fishlike) quali- leave the young to fend for themselves with the exception of
ties and live in bodies of fresh or salt water. dragons, who care for their young.
Ichthyoids tend to be cold-blooded, with the noticeable excep-
tion of the Merpeople. Spirit (Pathfinder: Outsider)
Spirit creatures can be recognized by their connection to the
Insectoid (Beast) spirit realm. They differ from the undead in that the undead
The family of insectoids are cold-blooded creatures with more have a physical body, while the spirit creatures tend to be spec-
than four legs and compound eyes. Insectoids lay eggs with a tral or, in rare cases, phasic.
soft shell. This family includes arachnid (spider-like) creatures
as well as coleoptera (beetle) and muscidae (fly-like) ones.

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113-Year Locust

The 113-year locust is a species of grasshopper made up of 112
sub-species which rotate their swarming in a cycle of 113 years.

113-YEAR LOCUST The 113-year locusts are not naturally aggressive unless you
possess their favored food-stuff. (The GM will have to decide
Medium Swarm of Tiny Beasts, Unaligned what the locusts are hungry for this year, or let players discover
it.) Swarms are generally no larger than half a mile in diameter
Armor Class 12 but may be so thick with locusts, they can prove visually im-
Hit Points 22 (5d8) penetrable. Locusts are typically more pest than predator unless
Speed 0 ft., Fly 30 ft. you happen to possess the foodstuff they want.

STR DEX CON INT WIS CHA Habitat: The swarm appears in a small area of very arable
2 (-4) 15 (+2) 4 (-3) 2 (-4) 12 (+1) 4 (-3) farmland in Mishipeshu Province and can travel from there. It
is unknown where the locusts go when dormant.

Senses: Passive Perception 12 Biology: For the most part, the locusts resemble the common
Challenge: 1/4 (50 XP) American grasshopper, especially in size and shape. However,
each sub-species is adapted to feed upon their preferred food
Abilities source.
Swarm. The swarm can occupy another creature’s space and
vice versa, and the swarm can move through any opening large Magical Uses: The body of a single 113-year locust is almost
enough for a tiny locust. The swarm can't regain hit points or useless for enchanting. But, gather enough of their bodies and
gain temporary hit points. they can enhance a sleep spell or quicken a casting of entangle.
The shells of dead 113-year locusts are available everywhere,
Actions though buying them
Bite. Melee weapon attack: +4 to hit, reach 0 ft., one creature in bulk is the equiv-
in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) alent of a common
piercing damage if the swarm has half its hit points of fewer. purchase.

(If the PCs encounter the full swarm of locusts, they should treat
every square in a 30-foot radius as if it contains a swarm)

Magimundi Classification
113-Year Locust / Schistocerca centum-tredecim

Family: Insectoid
Sapience: Non-sapient
Manifestation: Corporeal

There are 112 different subspecies of the 113-year locust, and
they cycle through periods of activity: one subspecies per year
with the exception of the 113th year in which no locusts swarm
at all. Each of the 112 subspecies prefers a different food,
varying from the mundane (e.g. grass, mammal flesh, air) to the
esoteric (e.g. abstract concepts like time, love, or fear). Unlike
other locusts, the 113-year locust does not simply burrow un-
derground, but seems to wink out of existence entirely between
cycles.

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Robert Collings (Order #31510355)

Ahuizotl

The ahuizotl is a dog-like magical creature prevalent in the
Baja Province and other hot, dry climates. It has dexterous
paws and a fully articulated hand on its tail, which it uses to
snatch its prey, dragging it into the depths to drown it.

AHUIZOTL Magimundi Classification
Ahuizotl / Ahuizotl aqua
Medium Beast, neutral evil
Family: Mammalian
Armor Class 13 (natural armor) Sapience: Non-sapient
Hit Points 11 (2d8 + 2) Manifestation: Corporeal
Speed 40 ft., Swim 50 ft.
An ahuizotl is a mammal and breathes air. It has the
STR DEX CON INT WIS CHA ability to hold its breath submerged in the water for hours
12 (+1) 15 (+2) 12 (+1) 7 (-2) 12 (+1) 8 (-1) so it can better stalk its prey.

Saving Throws: N/A Ahuizotl live near bodies of water. There are river and lake
Skills: Perception +3, Stealth +5 varieties of ahuizotl and, while they prefer fresh water,
Damage Resistance: Bludgeoning they can adapt to salt water if necessary. They prefer to
Damage Immunities: N/A hunt via submerged capture but they are able to survive
Senses: Passive Perception 13 on land during dry spells. In this case, they will use their
Languages: N/A tail-hand to snatch their prey, holding it down with the
Challenge: 1/4 (50 XP) front paws; a bite to the neck will usually finish the kill.
In rare instances ahuizotl will scavenge by following a
Abilities pack of coyotes and sharing their meals.

Mimicry. The Ahuizotl can mimic animal sounds and The ahuizotl has the ability to mimic the distress calls
humanoid voices. A creature that hears the sounds of a variety of young animals, including human infants.
can tell they are imitations with a successful Wisdom Ahuizotls use this cry to lure their prey to the banks of
(Insight) check DC 14. the water where they then snatch the victim, pull them in
and drown them.
Keen Hearing and Smell. The Ahuizotl has advantage
on Wisdom (Perception) checks that rely on hearing or Ahuizotls live in a pack with a dominant female, her
smell. mate and their pups, though ahuizotl have been known to
adopt orphans and stragglers from other packs as well. A
Pack Tactics. The Ahuizotl has advantage on attack rolls grown ahuizotl is about the size of a large dog. A juvenile
against a creature if at least one of the ahuizotl’s allies is ahuizotl is called a pup. The collective noun for a group of
within 5 feet of the creature and the ally isn’t incapacitat- ahuzoitls is a pack.
ed.

Actions Habitat: Ahuizotls live near lakes and rivers. They can
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. survive dry spells as scavengers but prefer to hunt for prey.
Hit 7 (2d4 + 2) piercing damage. If the target is a crea-
ture, it must succeed on a DC 11 Strength saving throw Biology: Ahuizotls are carnivorous aquatic mammals
or be knocked prone. and have a special bladder that they can use to store air
and survive underwater for up to four hours. They have
Tail Hand Grapple. Special Melee Attack: +4 to hit, reach raccoon-like hands instead of paws as well as a fifth, fully
10 ft., one target. Hit Ahuizotl may make a free bite articulated, human-like hand on the end of their tail. The
attack. The Ahuizotl usually uses this to grab and hold fur of the ahuizotl has a blue sheen and is rubbery, water
their foe under water until they pass out or drown. resistant, and clumps easily, forming spikes. They require
high amounts of keratin and calcium in their diet so they
8 tend to consume the nails and teeth of their victims first
before moving on to the soft tissue.
Robert Collings (Order #31510355)

Ahuizotl

The ahuizotl is a dog-like magical creature prevalent in the
Baja Province and other hot, dry climates. It has dexterous
paws and a fully articulated hand on its tail, which it uses to
snatch its prey, dragging it into the depths to drown it.

Magical Uses: The fur and bones of an ahuizotl are
commonly used in enchantments that allow for im-
proved swimming or underwater breathing. Their tail
is commonly used to enhance a casting of false life, aid
or a thunderwave spell. The remnants of an ahuizotl are
common items.

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Robert Collings (Order #31510355)

Alieeagle

A chimera of alligator and golden eagle, this fearsome
creature is a formidable foe on land, water, or in the air.

ALIEAGLE Claws/Talons. Melee weapon attack:+6 to hit, reach 5 ft.,
one target. Hit 10 (2d6+3) slashing damage.
Large Monstrosity, neutral
Tail. Melee weapon attack:+6 to hit, reach 10 ft., one target
Armor Class 14 not grappled by the Alieagle. Hit 12 (2d8+3) bludgeoning
Hit Points 102 (10d10+20) damage. If the target is a creature, it must succeed on a
Speed 20 ft., Swim 30 ft., Fly 80 ft. Strength saving throw DC 14 or be knocked prone.

STR DEX CON INT WIS CHA Magimundi Classification
16 (+3) 15 (+2) 14 (+2) 7 (-2) 12 (+1) 8 (-1) Alieagle / Tadarida Mephitidae

Saving Throws: Strength +6, Dexterity +5 Pronunciation: Alley-ee-gull
Skills: Stealth +8, Perception +7 Family: Chimerical Averine/Reptile (created)
Senses: Passive Perception 15 Sapience: Naon-sapient
Languages: Understands Common and Auran but can’t Manifestation: Corporeal
speak them
Challenge: 7 (2,900 XP) While it may seem ungainly with its long crocodile tail,
front talons, eagle torso, and toothed beak, the alieagle’s
Abilities chimerical properties have given it the strengths of each
Hold Breath. The Alieagle can hold its breath for 30 of its component parts. Strong wings, spanning as much
minutes. as 10 ft. across can lift the creature into the air and allow
it to hover while it can thrash with its tail. Unlike alliga-
Keen Sight. The Alieagle has advantage on Wisdom (Per- tors, whose vision is mediocre, the alieagle possesses the
ception) checks that rely on sight. keen eye of the eagle, and can spot movement at distances
of over a half-mile (up to 1 km). Its chest is covered with
Flyby. The Alieagle doesn’t provoke an opportunity attack the armored hide of the alligator, making it difficult to
when it flies out of an enemy’s reach. pierce, while the alieagle can use its front talons to rake
and stab while supporting itself on its tail and hind legs.
Dive Attack. If the Alieagle is flying and dives at least 30
feet straight toward a target and then hits with a melee Alieagles are strong swimmers and can move quickly in
weapon attack, the attack deals an extra 9 (2d8) damage water, either fully submerged or with their eyes above wa-
to the target. ter to spot prey on the surface, or on the shore. Alieagles
breathe air through their nostrils but can stay submerged
Magic Resistance. The alieagle has advantage on saving underwater for up to 30 mins before needing to surface.
throws against all spells and magical attacks. Their nests are large stick-built structures found on cliffs
or at the water’s edge. Their eggs are highly prized as a
Actions potion ingredient, especially for healing and fortification/
Multiattack. The Alieagle makes three attacks two Claw/ strengthening magic.
Talon attacks and either a bite or tail attack.
Habitat: Alieagles prefer swampy wetlands with grass-
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target. es or shrubs to make nests. Nests can be found on the
Hit 19 (3d10+3) piercing damage, and the target is grap- ground or in lower trees.
pled (escape DC 14). Until this grapple ends, the target is
restrained, and the crocodile can’t bite another target.

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Robert Collings (Order #31510355)

Alieeagle

A chimera of alligator and golden eagle, this fearsome crea-
ture is a formidable foe on land, water, or in the air.

Biology: They have the front half of a golden eagle and
the back half of an alligator. The two halves are fused
together clumsily, and they have several duplicate internal
organs. They are carnivores and scavengers, and are not
afraid of humans. Alieagles lay eggs, which look more
reptilian than avian.

Magical Uses: Though the alieagle is a magical hybrid
creature, its remnants are indistinguishable from those of
eagles and alligators, and have limited use for enchanting.

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Ball-tailed cat

The ball-tailed cat is a partially armored mountain lion that has up to
three bludgeon balls at the end of its very long tail. It swings its tail like a
bolas, and can trip, wrap, or hit its prey with stunning or killing force.

BALL-TAILED CAT Tail. Melee weapon attack: +5 to hit, reach 5 ft., one target.
Hit 10 (2d6+2) bludgeoning damage. If the target is a
Medium Monstrosity, neutral creature, it must succeed on a Strength saving throw DC
14 or be knocked prone. This attack ignores AC bonuses
Armor Class 16 from magical sources.
Hit Points 45 (6d8+12)
Speed 50 ft., Climb 40 ft. Magimundi Classification

STR DEX CON INT WIS CHA Ball-tailed cat / Felis caudaglobosa
16 (+3) 15 (+2) 14 (+2) 7 (-2) 12 (+1) 8 (-1)
Family: Chimerical Mammalian/Reptile
Saving Throws: Dexterity +5, Constitution +5 Sapience: Under debate (non-sapient/parasapient)
Skills: Survival +4, Stealth +8, Perception +7, Investiga- Manifestation: Corporeal
tion +7
Damage Resistance: Bludgeoning/slashing/piercing Ball-tailed cats are fierce hunters. They are lithe and
damage from non-magical weapons dexterous but also partially armor-plated. They have up
Senses: Lowlight Vision 60 ft., passive Perception 15 to three thick balls of bone at the end of their long tail,
Languages: Understands Common but can’t speak it which they can swing with devastating effect, similar to
Challenge: 5 (1,800 XP) a bolas. They are curious and intelligent. Ball-tailed cats
tend to be loners, although they will stay in family units
Abilities when raising kittens. They tend to be nocturnal and cre-
puscular, although daytime sightings do occur.
Friend of mages. The Ball-tailed cat has a neutral attitude
toward all spellcasters unless provoked. The Animal Friend Ball-tailed cats make excellent familiars. They respond
spell can be used to make it friendly towards a spellcaster especially well to magic users and quickly bond with them
instead and the effect will only end if the caster or their and take commands. They can be used to store magical
allies become hostile towards the Ball-tailed cat. The Ball- energy and possess the ability to communicate effortlessly
tailed cat can also become a familiar. with their familius. Ball-tailed cats will be friendly to-
ward those with magical potential, but are usually hostile
Magic breaker. The Ball-tailed cat may choose to deal to those with none.
no damage with its tail when attacking a magical barrier
and instead make an opposed Constitution Save against Ball-tailed cats prefer wooded areas away from human
the save DC of the caster to destroy the barrier. Nothing civilization, but they have also been spotted in high tem-
happens on a failed save. perate deserts as well as warm ones. They tend to either
live in natural caves or sleep in trees.
Actions
Habitat: Ball-tailed cats live in the forests of the Pacific
Multiattack. The Ball-tailed cat makes either three melee Northwest and throughout Thunderbird Province. They
attacks (one with its bite and two with its claws) or two prefer wooded areas away from human civilization. They
attacks, one with its bite and one with its tail. tend to either live in natural caves or sleep in trees.

Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Biology: The Ball-tailed cat is a chimerical combination
Hit 5 (1d6+2) piercing damage. of a mountain lion and ankylosaurus. Internally, and in
shape and size, it resembles a mountain lion, but it has up
Claws. Melee weapon attack: +5 to hit, reach 5 ft., one to 3 large bony balls at the end of its tail.
target. Hit 4 (1d4+2) slashing damage.

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Robert Collings (Order #31510355)

Ball-tailed cat

The ball-tailed cat is a partially armored mountain lion that has up to three
bludgeon balls at the end of its very long tail. It swings its tail like a bolas,
and can trip, wrap, or hit its prey with stunning or killing force.

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Robert Collings (Order #31510355)

Bisonatee

Cousin to the sea cow, the bisonatee also left the land and
returned to the water for food and protection. This creature
has the head, horns, and neck of a bison, with the large
flippers and tail of a manatee.

BISONATEE Tail. Melee weapon attack: +6 to hit, reach 5 ft., one target.
Hit 6 (1d6+2) bludgeoning damage.
Large Monstrosity, neutral
Magimundi Classification
Armor Class 18 (natural) Bisonatee / Trichechus Bison
Hit Points 172 (14d10+84)
Speed 10 ft., Swim 40 ft. Pronunciation: By-sahn-uh-tee
Family: Chimerical Mammal/Mammal (natural)
STR DEX CON INT WIS CHA Sapience: Under debate (non-sapient/parasapient)
14 (+2) 8 (-1) 22 (+6) 13 (+1) 20 (+5) 16 (+3) Manifestation: Corporeal

Saving Throws: Constitution +10, Wisdom +9 A bisonatee will affect you long before you see, hear, or
Skills: Survival +9, Stealth +3 (+7), Perception +9 sense it. This large, usually peaceful creature floats in the
Senses: Lowlight Vision 60 ft., Blindsight 30 ft., Passive water, feeding off the energy of both land and aquatic
Perception 17 prey of varying sizes. It has no interest in swimming
Languages: Understands Common and Aquan, but can’t quickly or expending additional energy, and prefers to loll
speak them about and munch seaweed and other water plants. It has
Challenge: 9 (5,000 XP) a natural resistance to magic, and given its ability to drain
the energy of hostile creatures, it rarely needs to resort to
Abilities physical measures to defend itself.

Charge. If the Bisonatee moves at least 10 feet straight When provoked however, the bisonatee is quite capable
toward a target and then hits it with a gore attack on the of defending itself with its horns and its large tail, goring
same turn, the target takes an extra 9 (2d8) piercing dam- or thrashing with such power as to overturn a boat, drown
age. If the target is a creature, it must succeed on a DC a creature, or knock its attacker unconscious. Bisonatees
12 Strength saving throw or be pushed up to 10 feet away are thought to be operating on a different plane than
and knocked prone. typical animals, and to have access to cosmic insights that
grant them their sense of inner peace and indifference to
Magic Resistance. The Bisonatee has advantage on saving violence.
throws against spells and other magical effects.

Draining Aura. Creatures fighting a bisonatee find them- Habitat: Bisonatees prefer warm saltwater areas, where
selves plagued with laziness and distraction. Each hostile they can slowly swim and relax in the sun. They do not
creature within 60 ft. of the bisonatee takes one point of do well in captivity, as they need a large body of water in
temporary ability damage to both strength and dexterity which to swim. Also, they tend to have head on collisions
each round. Points are restored at a rate of 1/hour. with the walls in their enclosure, which can damage the
walls over time, if not properly maintained.
Camouflage. The Bisonatee has natural camouflage. It
gains +4 to stealth and has advantage on stealth rolls Biology: Bisonatees are herbivores, eating many different
when it is still. types of saltwater plants. They have the typical internal
processes for an herbivore, and have a second stomach to
Actions allow them to chew cud. They do have an unusual lobe
in their brain which is presumed to be the source of their
Multiattack. The Bisonatee makes one gore attack or two calming aura.
tail attacks.

Gore. Melee weapon attack: +6 to hit, reach 5 ft., one tar-
get. Hit 11 (2d8+2) piercing damage.

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Robert Collings (Order #31510355)

Bisonatee

Cousin to the sea cow, the bisonatee also left the land and
returned to the water for food and protection. This creature
has the head, horns, and neck of a bison, with the large
flippers and tail of a manatee.

Magical Uses: The bisonatee’s body does not produce
items that are much use in offensive magic or enchant-
ment, but their pelt, hair, horns and organs are all ex-
cellent ingredients for items that grant divination and
calmness. The horn of a bisonatee will fortify the target of
a mind blank spell. The organs of a freshly killed bisonatee
will act as the material substitute for legend lore, divi-
nation and find the path spells. Properly treated remains
from a bisonatee are considered to be very rare.

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Cactus Cat

The cactus cat, found in Baja Province, is actually a mobile
cactus which resembles a feline roughly the size of a bobcat
with a spiky coat and a branched tail.

CACTUS CAT Cactus cats photosynthesize like all plants but they also
obtain nutrients by using their razor sharp claws to cut
Tiny Plant, unaligned into local cacti and drink the sap. They will return to the
cactus many times as the sap ferments, and, when they
Armor Class 15 overindulge, enjoy a drunken caterwaul long into the
Hit Points 28 (8d4+8) night. Upon occasion, cats from multiple territories will
Speed 40 ft., Climb 30 ft. congregate when drunk and conduct a group yowl.

STR DEX CON INT WIS CHA The catsap a cactus cat produces after drinking from
4 (-3) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 10 (+0) normal cacti is very potent and the resulting hangover is
entirely resistant to magical cures. While it does not harm
Saving Throws: Dexterity +4 the cat to harvest the catsap, they will likely resist the
Skills: Perception +3, Stealth +4 process of extracting it.
Damage Vulnerabilities: Fire
Damage Resistance: Bludgeoning, Piercing In late summer, the cats will produce a flower on the head
Immunities: Poison or neck, which can give them the appearance of wearing a
Senses: Passive Perception 13 hat or jewelry.
Challenge: 1/2 (100 xp)
Magimundi Classification
Abilities Cactus cat / Felis cactaceae

Attracted to Alcohol. A cactus cat has disadvantage on Family: Arboreal
Wisdom (Perception checks) when it is able to smell al- Sapience: Non-sapient
cohol. Anyone with alcohol on their person gains advan- Manifestation: Corporeal
tage to all Charisma checks against the cat. When alcohol
is in the area, the cactus cat loses its Keen Smell ability. cactus cat (familiar)
A cactus cat can become a familiar to any 7th level spell-
Keen Smell. The cactus cat has advantage on Wisdom caster with the Improved Familiar feat.
(Perception) checks that rely on smell.

Spined Hide. Anyone striking a cactus cat with a melee Habitat: Cactus cats live in dry, arid areas with some
weapon attack takes 4 (1d8) piercing damage, as they are native vegetation. They can commonly be found in the
struck with several spines from the cat’s hide. southwestern United States. They do not sleep, per se, but
do rest from time to time in the sun.
Actions
Multi-Attack. The cactus cat makes two melee attacks: Biology: Internally, cactus cats resemble the cacti they
one with its claws and one with its tail. feed from however, they do have sensory organs on their
face and a mass of tissue in the head area resembling a
Claws. Melee weapon attack: +2 to hit, reach 5 ft, one brain. They have sharp, retractable claws, and spines on
target. Hit 4 (1d4+2) slashing damage. their “pelt.” Cactus cats reproduce sexually via pollination
of a female cat’s flowers.
Spiked Tail. Melee weapon attack: +2 to hit, reach 5 ft, one
target. Hit 5 (1d6+2) piercing damage. Magical Uses: The cactus cat’s body contains a wealth of
useful components for enchanting. Their spines are com-
monly used in wands, their flowers and saps are useful for
brewing potions, especially potions that heal or increase
the drinker’s quickness.

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Robert Collings (Order #31510355)

Cactus Cat

The cactus cat, found in Baja Province, is actually a mobile
cactus which resembles a feline roughly the size of a bobcat
with a spiky coat and a branched tail.

Magical Uses (continued): Their sap is a common ingre-
dient in items that transmute liquids, and their sensory
organs are useful for items that grant enhanced senses.
The paw of a cactus cat can be enchanted into a con-
sumable item that grants the possessor the ability to cast
feather fall.

Their spines can be used to enhance a casting of hail of
thorns. And of course, their sap can be brewed
into a sweet, delicious, potent mead.
The leavings of a dead cactus cat are
common items.

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Chupacabra

Light green in color with darker spots and large black eyes, the
chupacabra is a reptile the size of a small bear with a row of spines
from the neck down to the base of the tail.

CHUPACABRA

Large Monstrosity, neutral

Armor Class: 14 (natural armor)
Hit points: 52 (7d10+14)
Speed: 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 15 (+2) 8 (-1) 10 (+0) 3 (-4)

Senses: Passive Perception 9
Challenge: 4 (1,100 XP)

Abilities

Pack Tactics. The chupacabra has advantage on attack rolls
against a creature if at least one of the chupacabra’s allies
is within 5 feet of the creature and the ally isn’t incapaci-
tated.

Actions

Multiattack. The chupacabra makes three attacks: two
with its claws and one with its bite.

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, and the target is
grappled (escape DC 12). The chupacabra has two claws,
each of which can grapple only one target.

Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target.
Hit: 14 (4d6) piercing damage, and the target must make
a DC 15 Constitution saving throw, taking 22 (4d10)
poison damage on a failed save, or half as much damage
on a successful one.

Chupacabra are found throughout the Americas, al-
though they prefer the warmer climates of Central
America and the southwestern United States. The wild
chupacabra population was devastated during the Magma
Wars and they are only beginning to rebound. Chupaca-
bra ranches have proven to be highly successful and cur-
rently supply the Avernus prison with all of its chupaca-
bra guards. These highly aggressive animals are intelligent
enough to solve problems, follow commands, and even
mimic the human voice.

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Robert Collings (Order #31510355)

Chupacabra

Light green in color with darker spots and large black eyes, the
chupacabra is a reptile the size of a small bear with a row of spines from
the neck down to the base of the tail.

While currently classified as semi-sapient, there is a
growing move to change their classification to para-
sapient even though there is little evidence they have a
sense of self or ability to act in other than an instinctive
manner.

Magimundi Classification

Chupacabra / Hircum potator

Family: Reptilian
Sapience: Semi-Sapient
Manifestation: Corporeal

Habitat: Chupacabra used to thrive in the Baja Prov-
ince but were culled during the Magma Wars. The wild
chupacabra is on the rebound now.

Biology: Chupacabra are lizards with sharp claws, point-
ed teeth and a venomous bite. They walk upright. They are
carnivorous, preferring small to medium livestock such as
goats and sheep. Adult chupacabra have been known to
prey on cattle as well, leading to rumors among mundane
ranchers of cattle mutilators from outer space.

Magical Uses: The venom of a chupacabra is useful
enough on its own, but it can also be integrated into
weapons that deal poison damage, as can their teeth,
which can also be used in items that protect the wearer
from poison. The spines of a chupacabra can be integrated
into offensive magical staffs and wands. The venom of a
chupacabra can be used to quicken a casting of protection
from poison or feign death. The remnants from a
chupacabra are uncommon items.

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Robert Collings (Order #31510355)

Double-headed snake

The double-headed snake resembles a giant anaconda, but has a
fully functioning head at both ends of its body, and a paralyzing
gaze. They are revered for their rarity and prowess.

DOUBLE-HEADED SNAKE

Gargantuan Beast, unaligned

Armor Class 13 (natural armor)
Hit Points 310 (20d20+100)
Speed 30 ft., Climb 30 ft., Swim 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 16 (+3) 1 (-5) 10 (+0) 3 (-4)

Skills: Perception +5, Stealth +5
Senses: Blindsight 10 ft., passive Perception 15
Challenge: 13 (10,000 XP)

Abilities

Multiple Heads. The snake has two heads. It has advan-
tage on saving throws against being blinded, charmed,
deafened, frightened, stunned and knocked unconscious.

Reactive Heads. The snake has an additional reaction,
which can be used only for opportunity attacks.

Actions

Multiattack. The snake makes two bite attacks and one
constrict attack.

Bite. Melee weapon attack: +11 to hit, reach 5 ft., one tar-
get. Hit 24 (4d8+6) piercing damage.

Constrict. Melee weapon attack: +11 to hit, reach 5 ft., one
target. Hit 28 (4d10+6) bludgeoning damage and the tar-
get is grappled (escape DC 19). Until this grapple ends,
the creature is restrained and the snake can’t constrict
another target.

Swallow. The snake makes one bite attack against a
Medium or smaller target it is grappling. If the attack
hits, the target is swallowed, and the grapple ends. The
swallowed target is blinded and restrained, it has total
cover against attacks and other effects outside the snake
and it takes 21 (6d6) acid damage at the start of each of
the snake’s turns.

20

Robert Collings (Order #31510355)

Double-headed snake

The double-headed snake resembles a giant anaconda, but has a
fully functioning head at both ends of its body, and a paralyzing
gaze. They are revered for their rarity and prowess.

If the snake takes 30 damage or more on a single turn
from a creature inside it, the snake must succeed on a DC
15 Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in
a space within 10 feet of the snake. If the snake dies, a
swallowed creature is no longer restrained by it and can
escape from the corpse using 5 feet of movement, exiting
prone.

There are many slithering predators hiding in jungles,
forests, and swamps, but it’s a lucky—or unlucky—party
that stumbles upon a double-headed snake. As large as
the giant anaconda, but with a fearsome head at each end,
the double-headed snake is revered and respected for its
awesome power. It is incredibly strong, stealthy, and is
capable of taking down and devouring creatures the size
of elephants, dinosaurs, or giants. Their mottled skin gives
them exceptional camouflage, and they have a stare that
paralyzes their prey. Double-headed snakes can exceed 60
feet in length and are an exceptional foe to contend with.

Magimundi Classification

Double-Headed Anaconda (Giant) / Sucuriju Gigante
Janus

Family: Reptilian
Sapience: Non-sapient
Manifestation: Corporeal

Habitat: Double-headed anaconda come from the Ama-
zon rainforest and prefer wet, warm climates. They do not
need a large body of water to survive.

Biology: The easiest way to think of a double-headed
anaconda is that it is like two normal anacondas joined
close to the tail. However, the two heads are connected
via a spinal column and can coordinate movement and
attacks. They have one cloaca.

Magical Uses: The skin of a double-headed snake is
especially well-suited for enchanted leather armor. Their
tongue, if substituted for a normal snaketongue for a sug-
gestion or mass suggestion spell, would cause the spell to be
heightened. Similarly, a snakeskin glove made for a bigby’s
hand spell would enhance the spell. The remnants from a
dead double-headed snake are very rare items.

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Robert Collings (Order #31510355)

Duwenden

The duwende is a tiny fey creature with luminescent wings
similar to the European Will O’ The Wisp.

DUWENDEN The duwende is a tiny luminous fey creature, cousin to
the European Will O’ the Wisp, and are as likely to lead a
Tiny fey, chaotic neutral traveler astray as guide them to safety. Duwenden con-
gregate in underground caverns and water passageways
Armor Class 11 in the American and Canadian Midwest and will likely
Hit Points 1 be familiar to students of the Great Plains School of the
Speed 5 ft., Fly 40 ft. Magical Arts as they make their way to school each fall.

STR DEX CON INT WIS CHA See Magimundi Classification on next page.
3 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 8 (-1)

Challenge 1/8
Senses Darkvision 60 ft., passive Perception 13

Abilities

Flyby. The duwende does not provoke attacks when it
flies out of an enemy’s reach.

Variable illumination. The duwende sheds bright light
in a 0 to 20-foot radius and dim light for an addi-
tional number of feet equal to the chosen
radius. The duwende can alter the radius as a
bonus action.

Bite. Melee weapon attack: +3 to hit. Reach 5 ft.
one target. Hit 1 piercing damage.

Death Burst. The duwende explodes when it
drops to 0 hp. Each creature within 10 ft must
succeed on a DC 12 reflex save of take 7 (2d6)
radiant damage. Those that fail the save also
have any magic enhancing vision dispelled and
are unable to benefit from spells as such for 1d10
minutes.

Variant:. The duwende soldier and queen also has the
following abilities:

Spit. Bonus action. +4 hit. One target. Target must suc-
ceed on a Constitution saving throw DC 13 or be blinded
for 1 round.

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Robert Collings (Order #31510355)

Duwenden Swarm

The duwende is a tiny fey creature with luminescent wings
similar to the European Will O’ The Wisp.

DUWENDEN SWARM Found in the American and Canadian Midwest, duwende
colonies consist of sterile females (the workers or sol-
Medium swarm of Tiny fey, chaotic neutral diers), some fertile males (drones) and one or more fertile
females called “queens”.
Armor Class 12
Hit Points 41 (10d8-7) Duwenden feed exclusively on ectoplasm derived from
Speed 5 ft., Fly 40 ft. draining the life-force of plants in their vicinity, and it is
this ectoplasm that allows them to glow.
STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 8 (-1) Duwenden will swarm when the colony becomes over-
sized; the old queen leaves the colony taking about half
Challenge: ¼ of population with her while the younger queen stays
Damage Resistance: Bludgeoning, piercing, slashing behind. Swarming usually occurs in late spring or early
Immunities: charmed, frightened, paralyzed, petrified, summer, always at midnight. Duwenden are generally not
prone, restrained, stunned. dangerous unless a queen is being threatened, in which
Senses: Darkvision 60 ft. Passive perception 13 case a lightning spell is an effective defense.

Actions Encounters with duwende are generally with the worker
class. They are usually harmless but may be mischievous
Swarm. the swarm can occupy another creature’s space and have been known to lead travelers astray rather than
and vice versa, and the swarm can move through any to safety. Sightings of a solitary duwende should be treat-
opening large enough for a tiny duwende. The swarm ed as an indication that a swarm is nearby.
cannot regain hit points of gain temporary hit points.

Variable illumination. The duwende swarm sheds bright Magimundi Classification
light in a 0 to 100-foot radius and dim light for an ad-
ditional number of feet equal to the chosen radius. The Duwenden / Lux volant
duwende swarm can alter the radius as a bonus action. Family: Spirit
Sapience: Non-sapient
Bite. Melee weapon attack: +4 to hit. Reach 5 ft. one target. Manifestation: Spectral
Hit 7 (2d6) piercing damage or 3 (1d6) if the swarm has
half of its hit points or fewer. Habitat: Duwenden dwell in caves and caverns in the
midwestern United States and Canada, or Mishipeshu
Death Burst. When the duwende swarm takes damage, Province.
it has a 50% chance to explode. Each creature within
10 ft must succeed on a Dexterity saving throw DC 12, Biology: A duwende appears as a small pale green sphere
including the swarm itself or take 7 (2d6) radiant damage. internally illuminated by a swirling glow. It produces an
This can, and has, caused a series of explosions destroy- ectoplasm which can be concentrated into a weapon.
ing the entire swarm as if the swarm takes damage from
the burst. It will need to make another check or explode Magical Uses: The ectoplasm of a duwende has limited
again. Those that fail the save also have any magic en- use, but it is still sought after. Gather enough of it, and it
hancing vision dispelled and are unable to benefit from acts are a material substitution for continual flame spells,
spells as such for 1d10 minutes. The duwende swarm is and can double the number of words passed along by
unaffected by the secondary effect. a casting of sending. Duwende ectoplasm is a common
alchemical ingredient.

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Fairymaid

Fairymaids are tall, lovely half-fey humans typically dressed
in loose-flowing gowns made of feathers. They have blond
hair, glowing eyes, and a cloven hoof on one leg.

FAIRYMAID Fireball (Bird Form Only, 1/Day). A bright streak flashes
from the fairymaid’s hand to a point the fairymaid chose
Medium Fey, any alignment within range and then blossoms with a low roar into an
explosion of flame. Each creature in a 20-foot-radius
Armor Class 14 (natural armor) sphere centered on that point must make a Dexterity sav-
Hit Points 52 (7d10+14) ing throw 16. A target takes 8d6 fire damage on a failed
Speed 30 ft., Fly 40 ft. save, or half as much damage on a successful save.

STR DEX CON INT WIS CHA Fairymaids are able to shift between solid and incorporeal
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) forms and have powerful fire-based abilities that can be
used to cause droughts, burn crops, or even induce fevers.
Skills: Deception +9, Insight +5, Perception +5, Persua- While they enjoy flower nectar, they primarily feed on at-
sion +9, Stealth +7 tention and will cast spells to enchant other creatures and
Senses: Passive Perception 15 humans. Fairymaids perpetuate themselves by means of a
Languages: Common, Sylvan captivating dance which lures humans to join them, and
Challenge: 4 (1,100 XP) the resulting energy expended by their target will be used
to create new fairymaid children. This process usually
Abilities occurs three times a year.

Shapechanger. The fairymaid can use its action to poly- Occasionally, a fairymaid will mate with a human and
morph into a Small or Medium humanoid, large bird, or produce a female child which will appear human but
back to its true form. Without wings, the fairymaid loses exhibits charisma similar to that of a fairymaid. The best
its flying speed. Other than its size and speed, its statistics way to placate a fairymaid is with an offering of two pairs
are the same in each form. Any equipment it is wearing of shoes.
or carrying are not transformed. The fairymaid reverts to
its true form if they die. Magimundi Classification

Actions Fairymaid / Samodiva america

Fiery Touch. Melee weapon attack: +4 to hit, reach 5 ft., Family: Humanoid
one target. Hit 5 (1d6 + 2) fire damage. Classification: Para-sapient
Manifestation: Phasic
Charm. One humanoid the fairymaid can see within 30
feet must succeed on a Wisdom saving throw DC 14 or Habitat: Fairymaids live in wooded areas throughout
be magically charmed for 1 day. The charmed target obeys North America. They prefer temperate climates, and
the fairymaid’s verbal commands. If the target suffers any become rarer to the deep north and south.
harm or receives a suicidal command, it can repeat the
saving throw, ending the effect on a success. If the target Biology: Fairymaids closely resemble humans in biology,
successfully saves against the effect, or the effect on it except that they have one hoofed foot and wings which
ends, the target is immune to this fairymaid’s Charm for allow flight. They also have a specialized digestive system
the next 24 hours. The fairymaid can only have one target that allows them to feed off attention.
charmed at a time. If it charms another, the effect on the
previous target ends. Magical Uses: The wings of a fairymaid can be used for
items that allow flight and levitation. The wings can even
Firebolt. +6 to hit, reach 120ft., one target. The fairymaid quicken levitate spells and enhance castings of the fly
hurls a mote of fire at a creature or object within range. spell. The blood of a fairymaid can be used to enhance
On a hit, the target takes 1d10 fire damage. A flamma- a casting of conjure woodland beings. The remains of a
ble object hit by this spell ignites if it isn’t being worn or fairymaid are rare items, and almost never available on
the open market.
24 carried.

Robert Collings (Order #31510355)

Fairymaid

Fairymaids are tall, lovely half-fey humans typically dressed
in loose-flowing gowns made of feathers. They have blond
hair, glowing eyes, and a cloven hoof on one leg.

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Father of the Forest

Father of the Forest is an immense Sequoia sempervirens, or
Redwood tree. His roots are deep ochre, and he has a tall, strong trunk with
a bright tuft of evergreen on his head. A gentle and loving face is clear on
the side of his trunk.

FATHER OF THE FOREST Legendary Actions

Gargantuan Plant, lawful good Father of the Forest can take 3 legendary actions from the
options below. Only one legendary action option can be used
Armor Class 22 (natural armor) at a time and only at the end of another creature’s turn. Father
Hit Points 307 (15d20+150) of the Forest regains spent legendary actions at the start of its
Speed 10 ft. turn.

STR DEX CON INT WIS CHA Animate Trees. Father of the Forest may magically animate one
25 (+7) 8 (-1) 30 (+10) 18 (+4) 22 (+6) 16 (+3) or two trees he can see within 60 feet. These trees have the same
statistics as a treant, except they have Intelligence and Charis-
Saving Throws: Constitution +15, Wisdom +11 ma scores of 1, they can’t speak, and they have only the Slam
Skills: Survival +4, Stealth +8, Perception +7, Investigation +7 action option. An animated tree acts as an ally. The tree remains
Damage Resistance: Bludgeoning/slashing/piercing damage animate for 1 day or until it dies; until Father of the Forest dies
from non-magical weapons or is more than 120 feet from the tree; or until Father of the
Damage Immunities: Cold Forest takes a bonus action to Cast a Spell (Costs 2 Action).
Senses: Darkvision 180 ft., Passive Perception 16 Father of the Forest casts a spell from its list of prepared spells,
Languages: All languages using a spell slot as normal.

Challenge: 15 (13,000 XP) Summon Guardians. (Costs 3 Action). Father of the Forest may
summon any good aligned creatures within 1 mile to protect
Abilities him.

False Appearance. While Father of the Forest remains motion- Magimundi Classification
less, he is indistinguishable from a normal tree.
Father of the Forest / Sequoia Patridae
Siege Monster. Father of the Forest deals double damage to
objects and structures. Family: Arboreal
Sapience: Sapient
Actions Manifestation: Corporeal

Multiattack. Father of the Forest makes two slam attacks. The ancient coastal redwoods are renowned for their age,
Slam. Melee weapon attack: +12 to hit, reach 20 ft., one target. height, and beauty. Deep within the redwood forest is a more
Hit: 31 (6d8 + 7) bludgeoning damage. majestic and magical entity. Father of the Forest is a legendary
tree, taller than others, supremely intelligent, and inherently
Frightful Presence. Each creature of Father of the Forest’s magical. He is a careful manager, cultivating the forest which
choice that is within 120 feet of him and aware of him must surrounds him, seeking a harmonious existence. Those who seek
succeed on a DC 17 Wisdom saving throw or become fright- his wisdom and guidance must pass through a series of chal-
ened for 1 minute. A creature can repeat the saving throw at lenges to uncover his grove. Those who seek to harm him are
the end of each of its turns, ending the effect on itself on a suc- usually brought to ruin. Those who seek him and offer gifts of
honor and respect are gifted tokens of his appreciation.
cess. If a creature’s saving throw is successful or the effect ends
for it, the creature is immune to Father of the Forest’s Frightful Father of the Forest is an immense Sequoia sempervirens,
Presence for the next 24 hours. or Redwood tree. His roots are deep ochre, and he has a tall,
strong trunk with a bright tuft of evergreen on his head. A
Innate Spellcasting. Father of the Forest’s spellcasting ability is typically gentle and loving face is clear on the side of his trunk.
Wisdom (spell save DC 22). Father of the Forest can innately This face can move as needed from place to place, to better
cast any Druid spell once per day up to level 8, requiring no speak with beings of all sizes and shapes. When Father of the
material components. The Father of the Forest may also cast the Forest is angry, usually at those who would desecrate the woods
following spells: at will, detect evil and good, mending, shillelagh, willfully, he is a fright to behold.
druidcraft, control weather, regenerate, transport via plant, mass
cure wounds, conjure woodland beings, plant growth, and charm As a commander of treants, he can sometimes be persuaded to
person. ally with a band of travellers for the right cause.

26

Robert Collings (Order #31510355)

Father of the Forest 27

Father of the Forest is an immense Sequoia sempervirens, or
Redwood tree. His roots are deep ochre, and he has a tall, strong trunk with
a bright tuft of evergreen on his head. A gentle and loving face is clear on
the side of his trunk.

Habitat: Father of the Forest is found deep within Redwood
National Forest. It is unknown if any other similar creatures
exist. He tends to dwell within a carefully cultivated grove deep
in the forest.

Biology: Father of the Forest is a tree and as such absorbs
sunlight, water, and carbon dioxide to sustain himself.

Magical Uses: Father of the Forest is capable of bestowing an
artifact on those who seek him out and sufficiently impress
him. He will gift one of his branches which has several magical
properties.

Branch of the Father is a +3 magical quarterstaff.

Father’s Blessing. This magical quarterstaff has 11 charges and
regains 1d10-1 charges daily at dawn. You may expend a num-
ber of charges necessary to cast one of
the following spells from the staff,
using your own spellcasting
ability to do so.

1 Charge - cure wounds
(First level), goodberry,
sanctuary
2 Charges - aid, lesser
restoration
3 Charges - conjure
animals, plant growth
4 Charges - conjure
woodland beings, death
ward
5 Charges - mass cure
wounds, awaken

Speech of the Father. While attuned to the
staff, you are always under the effects of the speak
with animals spell.

The Branch. If a druid attunes to the Branch they
gain additional benefits.

Robert Collings (Order #31510355)

Fiddle Spider (Greater)

This magically modified spider plays music on its own legs.

FIDDLE SPIDER 200 years later, Cryptozoologist Regina St. Cartier suc-
cessfully experimented with enlarging the fiddle spider
Tiny Monstrosity, unaligned to five inches and increasing its intelligence in order to
create a fiddle spider orchestra. She called her creation
Armor Class 12 the greater fiddle spider, and while her orchestra was
Hit Points 2 famous for a few years she, like Wellington, was unable to
Speed 20 ft., Climb 20 ft. prevent them from escaping and now they are prevalent
in the wild.
STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 7 (-2) The greater fiddle spider is intelligent and can be kept as
3 (-4) 15 (+2) 10 (+0) a pet and taught tricks, especially to play music on com-
mand. Its diet consists of insects and small mammals.

Magimundi Classification
Skills: Performance +4
Challenge: 0 (10 XP) Fiddle Spider / Argiope ascheta lesser and Argiope ascheta
greater
Abilities
Family: Chimerical Insectoid
Spider Climb. The fiddle spider can climb difficult surfac- Classification: Para-sapient
es, including upside down on ceilings, without needing to Manifestation: Corporeal
make an ability check.
Fiddle Spider (greater) (familiar)
Web Sense. While in contact with a web, the fiddle spider
knows the exact location of any other creature in contact A fiddle spider can become a familiar to any 7th level or
with the same web. higher spellcaster.

Web Walker. The fiddle spider ignores movement restric- Habitat: Lesser fiddle spiders are found all over the
tions caused by webbing. Americas. Greater fiddle spiders are native to Destiny
Province, although they are quickly moving into the
Funeral Dirge. All sentient creatures hostile to the fiddle neighboring provinces as well. They are kept as pets and
spider must succeed on a DC 13 Charisma saving throw, familiars by magic users from all the provinces. All fiddle
or must make all attacks against the fiddle spider at a dis- spiders prefer dark, cool habitats.
advantage until the creature can no longer hear the dirge.
Creatures that cannot hear, or are unable to appreciate Biology: Fiddle spiders are an unholy combination of
musical beauty are immune to this effect. the camel cricket and the orb spider. The vast majority
of their biology is spider-like, but they can rub their legs
Actions together to produce music. Greater fiddle spiders have an
increased intelligence.
Bite. Melee weapon attack: +4 to hit, reach 5 ft, one target.
Hit 1 piercing damage. Magical Uses: The fiddle spider’s freshly spun web is
sometimes used as an ingredient in items that mimic
In 1683, Cryptozoologist Arisonda Wellington fused an arachnid traits, while their molted skin is often ground
orb spider and camel cricket to produce a musical spider. down to enhance magical armor. Their webs can height-
Her modified creations (now known as the lesser fiddle en a casting of the web spell, and their molted skin can
spider) subsequently escaped into the wild and became a be used to fortify the caster of a mage armor spell. The
nuisance pest. Because their eight legs can produce music webbing and molted shell of a fiddle spider are common
simultaneously, they are capable of producing harmonies, alchemical ingredients.
some of which may be hauntingly beautiful. Unfortu-
nately, the spider may play at a volume and duration that
annoys humans and animals within hearing range.

28

Robert Collings (Order #31510355)

Fiddle Spider (Greater)

This magically modified spider plays music on its own legs.

29

Robert Collings (Order #31510355)

Fiji Mermaid

Despite their name and humanoid features, Fiji
mermaids are piscine through and through.

FIJI MERMAID

Medium Humanoid, chaotic neutral

Armor Class 13
Hit Points 45 (6d10 + 12)
Speed 30 ft., Swim 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 8 (-1) 11 (+0) 9 (-1)

Damage Resistance: Water
Senses: Passive Perception 12
Challenge: 1 (200 XP)

Abilities

Instill Greed. Fiji mermaids have a particular fondness
for pretty objects, particularly opals. Tossing something
that the mermaids deem pretty amongst a school of them
causes them to immediately turn on each other. This de-
termines who actually receives the object. This confusion
lasts 1d6 rounds.

Actions

Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target.
Hit 8 (1d8 + 4) piercing damage.

Fiji mermaids are not smaller versions of the chimerical
merpeople found in both salt and freshwater; they are
fish with their upper torso resembling a mammal. Euro-
pean sailors and colonists were often given juvenile Fiji
mermaids as “gifts” upon their arrival to the islands. The
novelty of the creature led them to become highly desir-
able, and many expeditions were undertaken to catch and
sell them.

Unfortunately, while Fiji mermaids are docile in their
youth, they become increasingly aggressive, brutish, and
nasty as they age. After a series of violent attacks, the
species fell out of favor as pets, and many were released
into the ocean.

As a result, they are now found off the coasts of North
and South America, where they are considered an invasive
species, and a pressing danger to the cryptid ecosystem.

30

Robert Collings (Order #31510355)

Fiji Mermaid

Despite their name and humanoid features, Fiji mermaids are
piscine through and through.

Magimundi Classification
Fiji Mermaid / Simian piscus

Family: Ichthyolios
Classification: Non-sapient
Manifestation: Corporeal

Habitat: Fiji Mermaids are native to the south Pacific
but after being released into the wild they have flourished
on the east and west coasts of North and South America.

Biology: Fiji mermaids appear humanoid from the waist
up but they are entirely fish-like in nature. They breathe
through gills and reproduce by laying eggs in the same
manner as other fish. Male and female Fiji mermaids are
easily obtained. Fiji mermaids are omnivorous, eating
both animal and vegetable matter, and have been known
to scavenge the leftovers of other animals.

Magical Uses: Every part of a Fiji mermaid is potentially
useful for an enchanter. Their bones, teeth, eyes, cartilage,
scales and eggs fetch a decent price in unsavory places.
Their teeth are useful for potions that grant resistance to
cold, thunder and lightning. Their blood is useful for po-
tions that grant water breathing. Their eggs are useful for
items that grant temporary immunity to damage, while
their cartilage and eyes are useful for items that grant
darkvision. The skull of a Fiji mermaid fortifies the caster
of a create/destroy water spell. The remainders from a dead
Fiji mermaid are uncommon items.

31

Robert Collings (Order #31510355)

Fluffernut

This sticky, fluffy, sweet creature is a chinchilla-gecko
cross with magical properties.

FLUFFERNUT

Tiny Monstrosity, unaligned

Armor Class 16 (natural armor)
Hit Points 16 (8d4+0)
Speed 20 ft., Climb 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 3 (-4) 8 (-1) 14 (+2)

Saving Throws: Dexterity +5, Charisma +4
Skills: Stealth +5, Deception +4, Survival +1
Condition Immunities: Charmed
Senses: Passive Perception 9, Darkvision 60 ft.
Challenge: 2 (450 XP)

Abilities

Magic Resistance. The Fluffernut has advantage on saving
throws against spells and other magical effects.

Innate Spellcasting. The Fluffernut’s spellcasting ability is
Charisma (spell save DC 12). The Fluffernut can innately
cast the following spells, requiring no material compo-
nents:

At Will - Minor Illusion
1/day - Invisibility

Detachable Tail. If a fluffernut is grappled, it may detach Actions
its tail to immediately escape the grapple. It can only do Multiattack. The fluffernut makes three attacks: one with
this once every 1d4 days. its bite and two with its claws or one with its tongue and
two with its claws.
Hypnotic Trance. The fluffernut may use a mesmerizing
stare accompanied by a low hum to attempt to fascinate a Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target.
creature. The target creature must make a Charisma sav- Hit 5 (1d4+3) Piercing damage.
ing throw DC 12 or become charmed. While charmed by
this ability, the creature is incapacitated and has a speed Claws. Melee weapon attack: +5 to hit, reach 5 ft., one
of 0. The effect ends for an affected creature if it takes any target. Hit 1 (1) slashing damage.
damage or if someone else uses an action to shake the
creature out of its stupor. Tongue. Ranged weapon attack: +5 to hit, reach 20 ft., one
target. This attack does no damage but on a successful hit
the target gains the grappled condition.

32

Robert Collings (Order #31510355)

Fluffernut

This sticky, fluffy, sweet creature is a chinchilla-gecko
cross with magical properties.

Fluffernuts are an artificial chimera created by experi- Habitat: Fluffernuts prefer tropical or temperate rainfor-
mental cryptozoologists. They typically live in tropical ests, but have adapted to any climate where the tempera-
areas, but many have been domesticated and kept by magi ture does not drop below freezing for more than a quarter
as pets. of the year.

Their sticky feet allow them to walk up sheer surfaces Biology: A fluffernut has the body and soft fur of the
like walls and trees, across ceilings or wires, and they are chinchilla, and the eyes, tongue, and feet of the gecko.
capable of leaping great distances. Its tail may detach and regrow like a lizard tail, but it is
covered with soft fur with a tuft at the end. Internally, the
Their tongue has a reach of 20 feet and is so fast that a fluffernut has mammalian organs. Its feet do allow it to
nabbed object or insect appears to be the object of an climb and walk upside down on flat surfaces.
invoco charm.
Magical Uses: The tail of the fluffernut can be a powerful
Fluffernut tails, topped with a fluffy pom-pom, are magical ingredient and are often ingredients for magical
autotomic like those of geckos, and may be detached as wands. The bones from a fluffernut’s tail may be lashed
a defense mechanism and regrown over time. Detached together with sinew to create a magical implement with-
fluffernut tails may be harvested by magi as alchemical out any need for further enchantment.
ingredients in charm spells.
Fluffernut fur is especially soft and luxurious and can be
Fluffernut eyes are kaleidoscopic and have a hypnotic used for all manner of magical apparel, including magical
quality to them. A fluffernut’s stare, accompanied by a cloaks. A charm person spell that uses a fluffernut’s eye
low hum, can cause confusion and retarded movement or component is automatically enhanced. Fluffernut remains
reaction time in the object of their gaze to the point of are uncommon items.
paralysis.

Magimundi Classification
Fluffernut / Caviomorpha lambo

Family: Chimerical Mammalian/Reptilian
Classification: Non-sapient
Manifestation: Corporeal

Fluffernut (Familiar)

A fluffernut can become a familiar to any 7th level or
higher spellcaster.

33

Robert Collings (Order #31510355)

Gallinax

Gallinax are almost the size of a cow and are the result of
genetic mixing of a cow, goat, and llama.

GALLINAX Magimundi Classification
Gallinax / Capra bos lama taurus
Medium Monstrosity, unaligned
Family: Chimerical Mammalian
Armor Class 13 (natural) Classification: Nonsapient
Hit Points 45 (6d8+12) Manifestation: Corporeal
Speed 40 ft.
Habitat: Gallinax prefer scrubland and plains where they
STR DEX CON INT WIS CHA can graze easily.
16 (+3) 14 (+2) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
Biology: The gallinax has several of the regular features of
Saving Throws: Strength +5, Constitution +4 the common herbivore. It has a four-segmented stomach,
Skills: Perception +2 which allows it to chew its cud. It has the split hooves
Senses: Passive Perception 10 and horns of a goat, the udders of a cow, and a thick, rich
Languages: none uppercoat of a llama. Gallanaxes need to be shorn every
Challenge: 1/2 (100 XP) spring or their coats become matted and unusable.

Actions Magical Uses: None. Despite coming from magical roots,
there is nothing especially magical about the products of
Hooves. Melee weapon attack: +5 to hit, reach 5 ft., one the gallinax.
target. Hit 10 (2d6+3) bludgeoning damage.

Acid Spit. Ranged weapon attack: +4 to hit, range 15/30 ft.,
one creature. Hit 4 (1d6) acid damage.

This creature is a combination of goat, llama, and cow
magically engineered and bred by wizards for its wool,
milk, and meat. While it is largely domesticated it can
still have a volatile temper, especially those that have
escaped ranches and gone feral. They run very quick-
ly, and have a powerful kick when angry. Their spit has
acidic/poisonous properties, and they can propel the spit
great distances. Gallinax milk is quite nutritious and is a
wizard staple. Gallinax wool is incredibly soft and tensile,
and makes the best cloaks and pouches. Gallinax can be
ridden if you are able to tame one and earn its trust. They
thrive in desert climes, eating chewing cacti and other
succulents, but are also at home in fields and prairies and
wooded areas. Domesticated gallinax seem to enjoy being
combed and sheared, and display a certain sense of vanity.

A gallinax may be selected as a mount by any class able to
do so.

Gallinax are prized for their wool and as a viable food
source. The cost for purchasing a gallinax is 70 gp, al-
though domesticated and trained gallinax may be more
expensive.

34

Robert Collings (Order #31510355)

Ghost helicoprion

Ghost helicoprion are the ghosts of giant prehistoric
sharks with whirling, circular teeth.

GHOST HELICOPRION

Huge Undead, unaligned

Armor Class 13 (natural armor)
Hit Points 95 (10d12 + 30)
Speed 0 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1)

Saving Throws: N/A
Skills: Perception +4
Damage Resistance: acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: Passive Perception 14, darkvision 60 ft.
Languages: None
Challenge: 8 (3,900 XP)

Abilities Magimundi Classification
Ghost helicoprion / Helicoprion spectral
Incorporeal Movement. The ghost helicoprion can move
through other creatures and objects as if they were diffi- Family: Spirit
cult terrain. It takes 5 (1d10) force damage if it ends its Classification: Non-sapient
turn inside an object. Manifestation: Spectral

Actions Habitat: The ghost helicoprion have been found in
Western North America, as far north as the Canadi-
Bite. Melee weapon attack: +10 to hit, reach 10 ft., one an Arctic, as far south as Mexico, and as far east as the
target. Hit 33 (4d12 + 7) piercing damage. If the target is Mississippi river. There have been unconfirmed sightings
a Medium or smaller creature, it is grappled (escape DC of the ghost helicoprion east of the Mississippi, but those
17). Until this grapple ends, the target is restrained, and have never been reliably substantiated.
the ghost helicoprion can’t bite another target.
Biology: Like a typical ghost, helicoprion are entirely
In the Early Triassic period (290-250 million years ago) spectral. They do not eat, breathe, eliminate, or mate.
the helicoprion was the top predator in the ocean. As the
species is now extinct, it is believed the ghost helicoprions
are residual spirits of these enormous sharks.

Like the living creatures they once were, these ghosts Magical Uses: None. Once destroyed, there is nothing
are very dangerous. They can be 10-30 feet in length, left of a ghost helicoprion to harvest. Rumors abound
and their non-corporeal state does not keep them from that their teeth could be of use, if pried out of the jaw of
causing severe injuries or even death with a unique bite one still animate. Unsurprisingly, that wager has had few
similar to that of a circular saw. Being ghosts, they neither takers.
consume food nor produce offspring, and must be ban-
ished rather than slain. 35

Robert Collings (Order #31510355)

Gillygaloo

Gillygaloo are birds which have evolved into a unique
cube shape for greater stability in the peaks of the Rocky
Mountains.

GILLYGALOO

Small Beast, unaligned

Armor Class 13
Hit Points 5
Speed 10 ft., Fly 30 ft. (true form)

STR DEX CON INT WIS CHA
4(-3) 13(+1) 8(-2)
5(-3) 16(+3) 11(+0)

Skills Performance +4
Challenge 0 (10 XP)

Actions

Talon. Melee weapon attack: +5 to hit, reach 5 ft., one target.
Hit 1 slashing damage.

Danger Call (“ahhhh-ohhhh”). The gillygaloo howls its danger
call. For any other gillygaloo within earshot, there is a 50%
chance that it flees in fright, a 25% that it flies over to try and
help its companion, and a 25% chance that it stands around
stupidly, unsure of how to react.

An adult gillygaloo is typically 11 inches tall, weighs approx- Gillygaloo (familiar)
imately 16 pounds, and has many of the same features as the
wild turkey. Their legs are yellow with short talons and their A gillygaloo can become a familiar to any 7th level or higher
feathers are grayish purple. The gillygaloo is an excellent exam- spellcaster.
ple of where the so-called Laws of Aerodynamics fail, as their
shape and density is no impediment to their ability to fly. They Habitat: Gillygaloos make their nests on the slopes of the
have unique vocalizations for when they’ve found food, are in Rocky Mountains. They migrate south to New Mexico and
danger, or are looking to mate. Kansas in the winter and to Colorado, Idaho, and Utah in the
summer.
Known for tasting like chicken, ranchers have been successful
with gillygaloo flocks, selling eggs and birds for consumption. Biology: With the exception of their square anatomy, the
gillygaloo resembles a smaller version of a wild turkey. Unlike a
Magimundi Classification turkey, they have feathered heads.

Gillygaloo / Averine quadratum Magical Uses: The gillygaloo has numerous uses, and some
enchanters breed them just for that purpose (also their eggs are
Family: Averine delicious and extremely healthy). A hardboiled gillygaloo egg
Sapience: Non-sapient will never spoil. Potions brewed within a gillygaloo shell will
Manifestation: Corporeal keep their potency for an extremely long time. Their feathers
are frequently used as magical quills and may be used as a
material substitution for augury spells, while their wishbones
will enhance the casting of a bless or aid spell. The heart of a
gillygaloo can be used to enhance a command spell. The eggs
and remains from a gillygaloo are common items.

36

Robert Collings (Order #31510355)

Golem

(Sand, Stone or Clay)

Golems are anthropomorphic constructs of inanimate matter
brought to life by a magi.

GOLEM By definition, a golem (or “unshaped form”) is a creature made
by animating matter. While a variety of materials (sand, clay,
Medium Construct, unaligned stone, wood, liquids, or dead flesh) may be used to create a
golem, it requires substantial magical talent to create one, which
Armor Class 14 (natural armor) is why they are rare. Golems must be created in humanoid
Hit Points 68 (8d8+32) shape (other shapes do not work) and be at least 4 feet tall or
Speed 20 ft. else the creation spell fails. If the magi is particularly skillful in
the creation of the golem, it may survive for upwards of forty
STR DEX CON INT WIS CHA years. While golems are capable of following very complicat-
18 (+4) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5) ed instructions, they are neither autonomous nor intelligent.
Golems are very literal in obeying the orders from their creator
Damage Immunities: poison, psychic or whomever their creator tells them to obey. Upon the death of
Condition Immunities: charmed, exhausted, frightened, para- their creator, golems crumble or dissolve.
lyzed, petrified, poisoned
Senses: Darkvision 60 ft., passive Perception 9 Magimundi Classification
Languages: understands the languages of its creator but can’t
speak Golem / Animus calculus
Challenge: 3 (700 xp)
Family: Animata
Abilities Classification: Non-sapient
Manifestation: Corporeal
Dispel Vulnerability. If the golem is the target of a dispel magic
spell, it must make a Wisdom saving throw, or be incapacitat- Habitat: Golems exist wherever they are created and com-
ed. It may repeat the saving throw on each of its turns but is manded to go.
incapacitated until the saving throw is made.
Biology: At minimum, golems re-
Immutable Form. The golem is immune to any spells that quire a source of magical energy to
would alter its form. animate them and an enchantment
to direct them. A disruption to
Magic Weapons. The golem’s weapon attacks are magical. either the energy source or to
the enchantment will cause
Actions the golem to cease func-
Multiattack. The golem makes two slam attacks. tioning.

Slam. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit Magical Uses: None.
9 (d10+4) bludgeoning damage. The magic that
animates the matter
Variations of a golem cannot be
used further.
The above Golem is made of clay, sand, wood or another soft
substance. Other variations:

Magimundi Golem (Stone or Metal)
Armor Class 17 (natural armor)

Magimundi Golem (Liquid) 37
Armor Class 11 (natural armor)
Damage Resistance: acid, fire; bludgeoning, piercing and
slashing from nonmagical weapons.
Damage Immunities: poison, psychic
Condition Immunities: exhaustion, grappled, paralyzed,
poisoned, prone, restrained

Robert Collings (Order #31510355)

Gremlin

Gremlins range in height from 3 to 5 feet, are generally
hairless except for tufts on their head and ears, and are
orange-ish brown in color.

GREMLIN Gremlins have proven to be a particularly invasive pest
since the rapid growth of technology in the late 20th
Small Humanoid, neutral century. They are clever creatures, skilled at hiding and
evasion, and prefer to nest in tangles of electrical wiring.
Armor Class 14 (natural) If threatened, they will attack with claws and teeth, but
Hit Points 52 (10d6+10) usually only insofar as to facilitate escape.
Speed 25 ft., Climb 10 ft.
Gremlins are both curious and clever, and have some
STR DEX CON INT WIS CHA problem-solving abilities. The best way to deal with an in-
8 (-1) 17 (+3) 12 (+1) 16 (+3) 12 (+1) 7 (-2) festation is to appease the gremlins by offering them food.
There are also gremlin exterminators who use charms to
Saving Throws: Dexterity +5 ward off the bad luck associated with killing them.
Skills: Survival +3, Stealth +5, Arcana +5, Investigation
+5 Magimundi Classification
Senses: Lowlight Vision 60 ft. Passive Perception 11
Languages: Communicates with hand gestures and Gremlin / Vexatio dahl
sounds.
Challenge: 2 (450 XP) Family: Humanoid
Classification: Semi-sapient
Actions Manifestation: Corporeal

Destructive. A Gremlin deals double damage to all con- Habitat: The gremlin can be found in temperate, tropical,
structs, machines, and vehicles. and subtropical zones. It is believed that they originally
burrowed underground; however, infestations now occur
Nimble Escape. The Gremlin can take the Disengage or exclusively in man-made buildings or mechanical trans-
Hide action as a bonus action on each of its turns. portation. It is unknown what draws gremlins to tech-
nology, but they seem to have an innate desire to tangle
Avoidance. If the Gremlin is subjected to an effect that themselves up in ducts and wiring. Any technological
allows it to make a saving throw to take only half damage, creation is vulnerable to these creatures.
it instead takes no damage if it succeeds on the saving
throw and only half damage if it fails. Biology: An adult gremlin can grow to up to 5 feet in
height. Gremlins can live up to 15 years in the wild. One
Actions subspecies of gremlin has flaps of skin connecting its
wrists to its torso, similar to the flying squirrel, and may
Multiattack. The gremlin makes one bite attack and one use them to glide short distances.
claw attack.

Bite. Melee weapon attack: +5 to hit, reach 5ft., one target. Magical Uses: Gremlins are frequently hunted by those
Hit 6 (1d4+3) piercing damage. seeking to cast curses on others. Their skin, bones, teeth
and eyes can foul any enchantment and curse the item.
Claws. Melee weapon attack: +5 to hit, reach 5ft., one Their blood can be used to heighten bestow curse spells,
target. Hit 7 (1d6+3) slashing damage. while their teeth can be used to enhance bane and hex
spells. Gremlin bodily scraps are uncommon items, and
typically only sold by less-reputable vendors.

38

Robert Collings (Order #31510355)

Gremlin

Gremlins range in height from 3 to 5 feet, are generally
hairless except for tufts on their head and ears, and are
orange-ish brown in color.

39

Robert Collings (Order #31510355)

Grunch

While distantly related to the chupacabra, the grunch is
smaller (averaging 3 feet) and is vaguely dog-like with a
distinct ridge along their back.

GRUNCH

Large Aberration, lawful evil

Armor Class 14 (natural)
Hit Points 60 (8d10+20)
Speed 30 ft., Fly 50 ft.

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

Damage Immunities: piercing, bludgeoning, ice Grunches are quite intelligent, capable of using tools like
Condition Immunities: charm, exhaustion, frightened primates and opening doors. Once mistaken for huge,
Senses: Passive Perception 13 rabid raccoons, they’ve been a menace in the wet areas
Skills: Stealth 7 of Louisiana for centuries. Highly vocal, the grunch will
Languages: Understands Infernal but cannot speak howl, scream, bellow, or screech when disturbed. Reports
Challenge: 6 (2,300 XP) indicate their eyes glow a peculiar red-orange or a blue-
green, and that they emit a terrible smell. Grunches are
Abilities carnivores and will eat organs but prefer blood. One way
to identify a grunch attack is the single hole they leave
Howl like a wolf. When a grunch howls, a foul stench when extracting blood from their prey.
erupts from their mouth. All creatures within 30 ft. must
make a Constitution saving throw DC 14 or gain disad- Magimundi Classification
vantage for 4 rounds.
Grunch / Hircum Potator Mortis Corruptorem
Actions
Family: Nemort
Multiattack. The grunch makes two melee attacks, one Classification: Non-sapient
with its claws, one with its bite. If the bite is successful, Manifestation: Corporeal
the character is grappled and the grunch initiates a blood
drain. Habitat: Grunches are artificially created beings and
have no natural habitat.
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target.
Hit 16 (4d6+2) piercing damage. Biology: Very little is known about the biology of the
grunch. It is presumed they have the internal organs simi-
Claws. Melee weapon attack: +7 to hit, reach 5 ft., one lar to a chupacabra. They have no bodily functions, similar
target. Hit 10 (2d8+2) slashing damage. to a revenant. Unlike revenants, they will not decay over
time, likely due to the corruptor that has forged with
Blood Drain. At the start of every round any creature them.
currently grappled and bitten by the Grunch loses 10
hit points of blood. Further, the target must make a DC Magical Uses: None. The dark magic that animates a
15 Constitution saving throw, taking 22 (4d10) poison grunch makes it unsuitable for further use.
damage on a failed save, or half as much damage on a
successful one.

Ecology

Environment any (Hell), Forest
Organization solitary, pair, or pack (3-8)

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Robert Collings (Order #31510355)

Hoop Snake

The hoop snake is an 8-foot reticulated pit viper with venom sacs
at both ends of its body and the ability to roll itself along the ground
like a wheel.

HOOP SNAKE and their tails. Hoop snakes can live anywhere but prefer
open areas where rolling is easier.
Medium Beast, unaligned
A hoop snake can become a familiar to any 7th level or
Armor Class 14 higher spellcaster.
Hit Points 26 (5d8)
Speed 30 ft., (80 ft. when rolling) Magimundi Classification
Hoop Snake / Agkistrodon circulus
STR DEX CON INT WIS CHA
12 (+1) Family: Reptilian
13 (+1) 17 (+3) 14 (+2) 11 (+0) 10 (+0) Classification: Non-sapient
Manifestation: Corporeal

Skills: Acrobatics +3 Habitat: The hoop snake can be found throughout the
Senses: Darkvision 60 ft., passive Perception 10 Americas. They prefer large open areas, such as prairies,
Challenge: 3 (700 XP) that make rolling easy.

Abilities Biology: Hoop snakes are similar to pit vipers with the
exception of the stinger with venom sacs on their tails.
Rollout. When taking a Dash action, the Hoopsnake will
curl into a circle. They may move up to 80 ft. during the Magical Uses: The venom of a hoop snake can be har-
round. They may only move in a straight line while using vested and used just like the venom of other giant ser-
this ability. pents. The stinger of a hoop snake is often used in items
that conjure or create poisonous snakes. Its eye can be
Actions used to heighten a casting of hold person, while its stinger
can quicken a casting of haste. Hoop Snake remnants are
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one uncommon items on the open market.
target. Hit: 6 (1d6+3) piercing damage, and the target
must make a DC 12 Constitution saving throw or take
10 (3d6) poison damage on a failed save, or half as much
damage on a successful one.

Tail Lash. Melee weapon attack: +5 to hit, reach 10 ft., one
target. Hit: 5 (1d4+3) piercing damage, and the target
must make a DC 12 Constitution saving throw or take
10 (3d6) poison damage on a failed save, or half as much
damage on a successful one.

Hoop snakes are closely related to other American pit vi-
pers (such as the cottonmouth and copperhead), and their
poison is just as deadly. Their coloring blends better with
the landscape, however, making them harder to avoid.

Hoop snakes are reticulated and can reach up to 8 feet in
length. They earned their name because, when hunting,
they will latch onto their tail and pursue prey at rolling
speeds of up to 40 miles per hour in short bursts. Once
they’ve caught up to their prey, they can incapacitate
them with the venom sacs they possess in their mouths

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Robert Collings (Order #31510355)

Hugag

Comparable to a moose without antlers, the hugag has a
stilted gait due to the absence of knee joints in its legs.

HUGAG Magimundi Classification

Large Beast, unaligned Hugag / Rythmopes inarticulatus

Armor Class 15 (natural armor) Family: Mammalian
Hit Points 22 (4d10) Classification: Non-sapient
Speed 50 ft. Manifestation: Corporeal

STR DEX CON INT WIS CHA Habitat: The hugag lives in central North America,
16 (+3) 8 (-1) 16 (+3) 2 (-4) 10 (+0) 6 (-2) primarily around the Great Lakes region and parts north.
They require woodlands to live as they cannot graze or lie
Damage Resistance: Bludgeoning, piercing, slashing down.
Senses: Passive Perception 12
Languages: N/A Biology: Hugags most closely resemble moose, although
Challenge: 1 (200 XP) without antlers and with a gentler disposition.

Abilities Magical Uses: The pelt of a hugag is extremely useful for
creating magical leather and hide armor. Their sap is often
Charge. If the hugag moves at least 20 feet straight used in potions, especially healing potions. A properly
toward a target and then hits it with a ram attack on enchanted hugag tooth can act as a pearl of power. The
the same turn, the target must take an extra 9 (2d6+2) same teeth can be used to heighten a calm emotions spell,
damage. If the target is a creature, it must succeed on a while their hide can do the same for a casting of spirit
Strength saving throw DC 14 or be knocked prone. guardians. The leavings from a dead
hugag are uncommon, due to the
Actions specificity in preparing them
for spells or enchantments.
Ram. Melee weapon attack: +5 to hit, reach 5 ft., one tar-
get. Hit 7 (2d4 + 2) bludgeoning damage.

Hooves. Melee weapon attack: +5 to hit, reach 5 ft., one
prone creature. Hit 8 (2d4 + 3) bludgeoning damage.

Found in the Lake States of Northern Mishipeshu
Province, the hugag is typically 13 feet tall and weighs six
hundred pounds. It looks prehistoric with a leathery head
and neck and an upper lip so long that grazing from the
ground is impossible. The hugag’s unusual legs do not al-
low it to lie down; instead, it must brace its weight against
a tree in order to sleep. Trees leaning at unusual angles are
often a sign that a hugag has spent the night there. Like
most herbivores, it is a gentle animal, and generally only
causes harm to whatever it leans against.

Hugags have incredible stamina and roam extensively,
making them very hard to track, although many have
tried.

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Robert Collings (Order #31510355)

Humfaerie

While most people will only see a hummingbird, humfaeries actually
resemble tiny humans with wings.

HUMFAERIE

Tiny Fey, neutral good

Armor Class 15
Hit Points 1 (d4-1)
Speed 10 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2)

Skills: Perception +4, Stealth +7
Senses: Passive Perception 12
Languages: Sylvan
Challenge: ¼ (50 xp)

Actions Magimundi Classification

Illusionary Form. The humfaerie may use its action to Humfaerie / Homo pinnatus vegrandis
create the illusion that it is a hummingbird until its con- Pronunciation: HUM-FĀR-ē
centration ends (as if concentrating on a spell). Family: Humanoid
Sapience: Para-sapient
Summon Swarm (3/day). The humfaerie may use its Manifestation: Corporeal
action to summon a Swarm of Insects. The swarm appears
in an unoccupied space within 60 feet of the humfaerie, Habitat: There are different clans of humfaeries living
acts as an ally of its summoner and remains for 10 in various locations across North America. They tend
minutes, until its summoner dies, or until its summoner to congregate near fresh water as it acts as a conduit to
dismisses it as an action. amplify their magic. Because of the Great Lakes that sur-
round it, Michigan is a natural home to one of the largest
Humfaeries protect themselves by means of a charm that kingdoms of humfaeries in North America. Their individ-
makes them appear as nothing more than hummingbirds, ual family homes are made from clay they excavate from
though magi are sometimes lucky enough to catch a the beds of rivers and lakes. They build their kingdoms
glimpse of them in their true form. They are typically 3-4 inside innocuous looking hollowed-out tree trunks.
inches tall with transparent wings, and though coloration
can vary, most have golden skin and brown eyes. Biology: Internally, humfaeries resemble very small hu-
man beings. They have insect-like wings.
Humfaeries were identified in the early 1800s and given
their name based upon the distinctive hum they make Magical Uses: Humfaerie remains are sometimes har-
while in flight. Highly intelligent and social, humfaeries vested for darker magics. They will sometimes freely
mate for life and live in large communities using magic donate their hair, which can be used in enchantments,
to keep themselves hidden. They farm mushrooms and especially those that involve shapechanging and disguise.
spider silk for trade with magi, and tame other insects like Also, their hair can heighten faerie fire spells. Humfairie
yellowjackets and hornets to act as security and defense remains are almost never openly available for sale, though
against intruders. their hair is a common item to be found by alchemists.

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Robert Collings (Order #31510355)

Jackalope

Neither hare nor antelope, the jackalope resembles a jack-
rabbit with antlers. Exceptionally fast and highly adept
at camouflage, they are hard to catch.

JACKALOPE When hunting jackalope or during their rutting season,
magi are strongly encouraged to wear protective leg-gear
Small Beast, unaligned to protect themselves from a charging jackalope’s antlers.
Only male jackalopes have antlers, but female jackalopes
Armor Class 16 are faster.
Hit Points 13 (3d6+3)
Speed 50 ft. Jackalopes enjoy music. When cowboys gather around a
fire to tell stories and sing songs, jackalopes often join in
STR DEX CON INT WIS CHA the singing, mimicking the human voices.
3 (-4) 18 (+4) 12 (+1) 2 (-4) 12 (+1) 8 (-1)
Magimundi Classification
Saving Throws: Dexterity +6
Skills: Sneak +6 Jackalope / Lepus antilocapra
Senses: Darkvision 60 ft., Passive Perception 11
Challenge: ½ (100 xp) Family: Mammalian
Classification: Non-sapient
Abilities Manifestation: Corporeal

Charge. If the jackalope moves at least 20 ft. straight Jackalope (Familiar)
toward a target and then hits it with a gore attack on
the same turn, the target takes an extra 7 (2d6) piercing A jackalope can become a familiar to any 7th level or
damage. If the target is a creature, it must succeed on a higher spellcaster.
Strength saving throw DC 14 or be knocked prone.
Habitat: The jackalope lives in northwestern North
Keen Senses of Hearing and Sight. The jackalope has ad- America, primarily around Wyoming. They prefer flat,
vantage on Wisdom (Notice) checks that rely on hearing empty grasslands. Jackalopes are solitary, like hares, and
or sight. live in simple nests above the ground.

Magic Resistance. The jackalope gains advantage on all Biology: Jackalopes are physically hares in their biology
saving throws against spells and other magical effects. except for the growth of antlers. They are preternaturally
fast, naturally resistant to magic, and slightly more ag-
Mimicry. The jackalope can mimic simple sounds it has gressive than normal hares. Jackalopes have some natural
heard, such as a person singing, a baby crying or an ani- camouflage abilities and can change the color of their fur
mal chittering. A creature that hears the sounds can tell to almost any color at will. It is thought that the color
they are imitations with a successful Wisdom (Insight) reflects their emotional state, but they may also change
check DC 10. color just to be difficult.

Natural Camouflage. The jackalope has advantage on all Magical Uses: Jackalopes are highly sought after by
Dexterity (Stealth) checks if it doesn’t move. enchanters. Their pelt and paws are frequently used in
items to make their wearer faster or luckier. Their organs
Actions are used in several potions, oils and unguents, especially
those that shrink the imbiber, make them quicker or aid
Gore. Melee weapon attack: +5 to hit, reach 5 ft., one tar- them in dealing with animals. Jackalope antlers are often
get. Hit 7 (d6+4) piercing damage. used in wands or staffs, especially by druids. A jackalope
paw can be used to quicken a longstrider spell, and their
Jackalopes live in Thunderbird Province and have an espe- antlers can enhance a heroism or animal friendship spell.
cially large presence in Wyoming. They are herbivores, The leavings of a dead jackelope are common items.
and typically solitary except during mating season when
the males become aggressive.

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Robert Collings (Order #31510355)

Jackalope

Neither hare nor antelope, the jackalope resembles a jack-
rabbit with antlers. Exceptionally fast and highly adept at
camouflage, they are hard to catch.

45

Robert Collings (Order #31510355)

Jersey Devil

The Jersey Devil is a kangaroo-like creature with the
head of a goat, leathery bat-like wings, horns, small arms
with clawed hands, cloven hooves, and a forked tail.

JERSEY DEVIL Wing Gust. Jersey Devil beats its wings, each creature/
character within 15 feet of the devil must make a DC 19
Medium Drake, chaotic neutral Dexterity save or be knocked prone and take 10+(3d6)
Damage. The Jersey Devil may then fly up to a max of 40
Armor Class: 21 (natural) ft. in the air.
Hit Points: 428 (25d20 + 220)
Speed: 40 ft., Fly 60 ft. Breath of Fire. (Requires 2 Legendary Action Points)
The Jersey Devil spews a cone of fire from its mouth
STR DEX CON INT WIS CHA (Cone shape Spray attack 20 ft. range). All creatures in
27 (+8) 14 (+2) 25 (+7) 23 (+6) 16 (+3) 21 (+5) the attack zone make a DC 22 Dexterity Save. Creatures
failing the save take 26 +(4d6) Fire Damage.
Saving Throws: Dexterity +6, Constitution +8, Wisdom
+3 The Jersey Devil is a legendary creature said to inhabit the
Skills: Stealth +5, Perception +5, Arcana +6, Persuasion Pine Barrens of Southern New Jersey. It has been report-
+9 ed to move quickly and often is described as emitting a
Damage Resistance: Magical Resistant (Exception of blood-curdling scream.
Fire-based spells)
Senses: Darkvision 120 ft., Passive Perception 10 The Jersey Devil is quite intelligent and magi can, and
Languages: Common have, communicated with it. However, as its motives are
Challenge: 20 (25,000 XP) unknown and it is quick to anger (and quite deadly), the
number of people who have survived a conversation with
Abilities the Jersey Devil is fewer than 15.

Keen Senses & Vision. Jersey Devil gets +4 to Wisdom The Jersey Devil is capable of flight and has great skill at
checks in darkness and low light. moving unseen through the tree-tops. It can see in perfect
darkness, although using this power causes its eyes to
Actions glow red. The scream of the Jersey Devil can cause bleed-
ing from the ears and eyes, rupturing of the ear-drums,
Bite. Melee weapon attack: +5 to hit, reach 10 ft. at start of and, in some cases, permanent deafness. The Jersey Devil
round, one target, Hit: 12 + 2d10 piercing damage. can also breathe flame, although it seems to be rarely
willing to do so.
Devil’s Scream. The Jersey Devil emits an ear-piercing
scream, All characters within 75 ft. of the Jersey Devil Magimundi Classification
make a DC 14 Constitution save otherwise they become
deaf for the next 10 minutes and take (2d8 Damage). Jersey Devil / Draco minor igneus

Divebomb. The Jersey Devil can Dive from the air to a Family: Reptilian
target within 50 ft. with its talons fully extended. +5 to Classification: Para-Sapient
hit Prone or unaware characters. Upon striking a charac- Manifestation: Corporeal
ter, they are knocked prone if not already. Melee weapon
attack: Hit 20 (2d12+8) piercing damage. Habitat: The Jersey Devil lives in a small cave in the Pine
Barrens of Southern New Jersey. It has enchanted the
Legendary Actions cave so that Mundanes cannot find it.

The Jersey Devil may make 3 Legendary actions, using a Biology: The exact biology of the Jersey Devil is un-
max of one action per round. The Jersey Devil regains 1 known, but it is presumed to have a biology similar to the
spent legendary action every 5 rounds of combat. drakes of Europe and Asia.

46

Robert Collings (Order #31510355)

Jersey Devil

The Jersey Devil is a kangaroo-like creature with the head
of a goat, leathery bat-like wings, horns, small arms with
clawed hands, cloven hooves, and a forked tail.

47

Robert Collings (Order #31510355)

Jesswilee

Jesswilee are highly intelligent, phasic six-legged cats,
that bond with humans they find worthy, sometimes in
order to facilitate a connection with dragons.

JESSWILEE Paleo-cryptozoologists indicate the jesswilee is likely
phasic, based on reports of seeing a shadow slowing solid-
Tiny Monstrosity, any alignment ifying into the outline of the cat. Jesswilee are believed to
be highly-empathic and will enhance the magical skills of
Armor Class 13 a wizard.
Hit Points 10 (3d4+3)
Speed 40 ft., Climb 30 ft. Magimundi Classification

STR DEX CON INT WIS CHA Jesswilee / Felis hexiscrurius
3 (-4) 16 (+3) 12 (+1) 15 (+2) 12 (+1) 11 (+0)
Family: Mammalian
Skills: Perception +5, Stealth +5 Sapience: Para-sentient
Senses: Darkvision 60 ft., passive Perception 8+1+X Manifestation: Phasic
Languages: Common, Draconic
Challenge: 1/4 (50 xp) Jesswilee (familiar)

Abilities With the DM’s permission, a Warlock with the Pact of
the Chain may take a jesswilee as their familiar.
Keen Smell. The jesswilee has advantage on Wisdom
(Perception) checks that rely on smell. Habitat: It is believed that jesswilee lived in the
forests of the mid-Atlantic states, near the Appala-
Innate Spellcasting. The jesswilee’s spellcasting ability is chian mountains. Trees bearing claw marks that were
Intelligence (spell save DC 12). The jesswilee can innately likely jesswilee-related have been found in Maryland,
cast the following spells, requiring no material compo- Virginia, and North Carolina.
nents.
Biology: Jesswilee have an extra set of legs and other-
3/day: pass without trace (self-only) wise resembled a lynx, including the pointed ears.
They have retractable claws, and unusual colors
Actions and markings. They have the ability to fade
into an invisible non-corporeal state.
Claws. Melee weapon attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (d4+2) slashing damage. Magical Uses: While most of the body
of a jesswilee is useless for enchanting
Hide In Plain Sight. The jesswilee can spend its bonus purposes, their whiskers are often woven
action to take the Hide action. into items that aid the wearer in stealth.
Those same whiskers can enhance an
Sighting a jesswilee is extremely rare ­‑ so much so that invisibility spell. Jesswilee whiskers are
they were thought to be extinct. However, historical doc- uncommon items.
uments indicate magi from Roanoke Colony worked with
them to communicate with the dragons they handled and
tamed.

Jesswilee range in color from lavender to dark purple with
charcoal points on ears, feet, and tail. Striking silver-green
eyes, which appeared to glow the dark, make them stun-
ning.

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