Thunderbird
Ancient and awe-inspiring, these large flying beasts have
sharp and intelligent eyes, long necks, hooked beaks, and
feathers of blue, green, black, silver, and, in males, red.
Beak. Melee weapon attack: +11 to hit, reach Thunderbirds can conjure great and powerful storms,
5 ft., one target. Hit: 14 (2d8+5) piercing winds, and weather events. The flap of their enormous
damage. wings produces a deafening thunderclap, and a blink of
their eyes can produce flashes of lightning. Mature spec-
Talons. Melee weapon attack: +11 to hit, reach 5 ft., imens can discharge lightning from their eyes, and the
one target. Hit: 12 (2d6+5) slashing samage, and the tar- most powerful among them can control the intensity and
get is grappled (escape DC 19). Until this grapple ends, direction of the lightning, using it as a defense or weap-
the target is restrained, and the Thunderbird can’t use its on that immolates or electrocutes an enemy or obstacle.
talons on another target. Beating their wings in rapid succession can conjure gusts
and gales, or blow rain or hail directionally.
Eye Lightning. The Thunderbird may target an enemy
that it can see within 120 ft. That creature must make a Two thunderbirds acting in concert by flying in circles
Dexterity saving throw DC 19. On a failed save, they take in the same direction can create a tornado or a typhoon,
28 (8d6) lightning damage, or half as much damage on a depending on if over land or water. The “El Niño” storm
successful one. Recharge 5-6. events are believed to be instigated by thunderbirds who
appear to use the storms to alter the migratory patterns of
Thunder clap. The Thunderbird can create a mighty thun- their food sources and drive them toward the shore.
derclap and gust of wind by beating its wings together.
All creatures in a 30 ft. cone must make a Constitution Thunderbirds and mishipeshu, or water panthers, are
saving throw DC 19. On a failed save, they take 21 (6d6) mortal enemies. In rare instances, thunderbirds and
thunder damage and are knocked back 15 ft. prone, or mishipeshu can co-exist in the same geographical area,
take half damage and keep their feet on a successful one. but only through careful avoidance of each other. Every
Recharge 4-6. few years, a cataclysmic battle between thunderbirds
and water panthers takes place to establish dominance
Legendary Actions and redraw territorial lines. These battles result in terri-
ble storms, gale-force winds, torrential rains, flooding,
Fly. The Thunderbird can fly up to its movement. mudslides, and occasionally widespread wildfires sparked
Beak. The Thunderbird makes a beak attack. by the thunderbird’s lightning. When these occur, Magi-
Thunder Clap. The Thunderbird makes a Thunder mundi astromancers will use elemental magic to protect
Clap attack. their communities, and specially trained forces will head
into the heart of the storm to conduct a ritual and offer
There are few lucky enough to eyewitness a North gifts to the dueling entities.
American thunderbird, and those that do are forever
changed. To say that they are awe-inspiring is an under- Thunderbirds are highly respected by the Magimundi, as
statement. One of the largest flying beasts on the planet, legend holds that they came to the assistance of their an-
thunderbirds are ancient creatures stemming from more cestors in the Pacific Northwest by gifting fire to the an-
than 65 million years ago. The thunderbird has a wing- cient people. Some believe the origin of magic in humans
was a gift of the thunderbirds millennia ago, though that
span of up to 35 feet and weighs 200 pounds or cannot be corroborated scientifically. They are a protected
more. Thunderbirds have long necks and pro- species by edict of the Council of Five, and should not be
truding hooked beaks lined with tiny teeth. Their harmed or deliberately killed.
prominent eyes have large pupils and appear
(continued on next page)
intelligent, alert, and piercing. Their feathers can be
multi-colored, but are predominantly blue, green, black,
and silver. Male thunderbirds are also often adorned with
red feathers, particularly around the face and neck.
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Thunderbird
Ancient and awe-inspiring, these large flying beasts have
sharp and intelligent eyes, long necks, hooked beaks, and
feathers of blue, green, black, silver, and, in males, red.
(continued from previous page) Magimundi Classification
A dying thunderbird will sing a song that attuned Magimun- Thunderbird / Skookum azhdarchinae
di astromancers can hear. The song reveals its location and
Wizards will mount an expedition to provide hospice care for Family: Averine
the bird and to conduct rituals as it crosses over to the Spirit Classification: Semi-sapient
World. The thunderbird then gifts its body to the Wizards, who Manifestation: Corporeal
vow to use it with devotion, care, and ritual purification to cre-
ate magical potions, poultices, palliatives, artifacts, and art. Due Habitat: Due to their great size, thunderbirds require a good
to the long life-span of a thunderbird, many magi have never deal of space. Because of their propensity for water hunting,
been part of a Thunderbird Ritual. most thunderbirds live near the coast or other large bodies of
water. They have been found in the high desert, but they are not
Like their much smaller cousin, the raven, thunderbirds can fond of densely wooded areas due to their inability to maneuver
mimic sounds in their environment, including human speech. well in the close spaces.
The song of the thunderbird approaches a low rumble or growl,
but with a musical timbre. It often precedes the clap of the Biology: Thunderbirds are great birds of prey with a wingspan
thunderbird’s wings. Female thunderbirds also make clicking of up to 35 feet. Their large, pointed, golden beaks are lined
sounds for unknown reasons. with tiny yet razor-sharp teeth. Thunderbird talons are sharp
and able to grip the trunks of large trees. The second toe in par-
Thunderbirds tend to mate for life, though male thunderbirds ticular is pointed and dagger-like, and the thunderbird can use
live mostly solitary lives and female thunderbirds congregate in it to rake or stab in a fight. Tail feathers are particularly long,
matriarchal societies with delimited roles, shared egg-sitting, lustrous, and colorful and a single feather can be the height of a
and communal fledgling-rearing. Members of bonded pairs full-grown mage. Thunderbirds have prominent nares on their
communicate over great distances through the rumbling and large beaks, which allows them to take in large amounts of air.
flashes of light, and one mate can reproduce the call of its part-
ner to summon it to its side. Unlike mammals, thunderbirds have unidirectional airflow
through their lungs and heterogeneously partitioned parabron-
A juvenile thunderbird is called a fledgling. The collective noun chial lungs. This efficient breathing system allows them to get
for a group of thunderbirds is a murder. Thunderbirds have a oxygen even when exhaling, and to be able to breathe at great
natural lifespan of up to 1000 years. heights. It is believed that a thunderbird can take a deep breath
and remain underwater for as long as an hour, something it
does to pursue a mishipeshu retreating to its submarine lair.
Magical Uses: The blood, tears, bones and talons of a thunder-
bird are extremely valuable components for enchanting items
that deal thunder or lightning damage, control the weather,
grant flight, control elementals and any number of other uses.
Their feathers can be used in any kind of item that takes the
form of a feather, as well as items that allow for levitation and
flight. Residual magic from the remains of a thunderbird can
easily show if the remains were harvested from a thunderbird
who died naturally or violently, or in the cases of tears, blood
and feathers, whether they were donated willingly. Chain
lightning spells are enhanced by thunderbird talons, while their
feathers can be used to enhance conjure elemental spells, or as a
material substitution for revivify and reincarnate spells.
The breath of a thunderbird, whether stolen or freely given, can
heighten storm of vengeance spells and power word stun spells.
The remains of a thunderbird are so highly prized that they
are considered legendary items for the purpose of selling or
purchasing them.
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Triple Eagle
This bird of prey is similar to an American Bald Eagle,
save for its three heads. except for its three heads.
TRIPLE EAGLE
Small Beast, unaligned
Armor Class 12 (natural armor)
Hit Points 3 (1d4)
Speed: 10 ft., Fly 60 ft.
STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 8 (-1)
Saving Throws: N/A Finally, the triple eagle produces pellets like owls, which may be
Skills: Deception +3, Perception +4 dissected and the contents can be used for divination. The triple
Senses: Passive Perception 14 eagle needs all three of its heads to survive.
Languages: Common
Challenge: 1/4 (50 XP) Triple eagle (Familiar)
A triple eagle can become a familiar to any 7th level or
Abilities higher spellcaster.
Keen sight. The Triple Eagle has advantage on Wisdom (Per-
ception) checks that rely on sight. Magimundi Classification
Triple Eagle / Haliaeetus tricipitem
Divination. The Triple Eagle can cast divination as a 7th level
spell caster once per day. Family: Averine
Classification: Non-sapient
Actions Manifestation: Corporeal
Multiattack. The eagle makes four attacks: one with each beak
and one with its talons. Habitat: Triple eagles nest near open bodies of water from
which they can catch fish.
Beak. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit
4 (1d4 + 2) piercing damage. Biology: Triple eagles are essentially three-headed American
bald eagles. With the exception of the extra heads, they are
Talons. Melee weapon attack: +4 to hit, reach 5 ft., one target. biologically identical.
Hit 6 (2d4 + 2) slashing damage.
Magical Uses: Triple eagles are highly magical, and are sought
Native to North America and found in all five of the provinces, after by enchanters. Their talons can produce a fishing rod
the triple eagle mainly eats fish, and can be found near large that never fails to attract fish. Their eyes are used in items to
bodies of open water with trees for nesting. While similar to enhance vision. Their feathers, heartstrings and sinews are often
the American Bald Eagle in looks and habits, the triple eagle used in wands, and enchanted bows and arrows. A freshly killed
has the distinct advantage of three independently moving triple eagle may be used as a bloody material substitution for a
heads, which gives it a 360-degree vision. divination spell. Their pellets are often used as a material sub-
stitution for augury and clairvoyance spells and for similar item
Triple eagles always lay three eggs, and if one egg becomes enchantments. Meanwhile the feather from a triple eagle may
damaged or fails to hatch, the other two will inevitably die. It be used to quicken feather fall and levitation spells. The rem-
is bad luck to disturb a nest and wise cryptozoologists carry nants of a triple eagle are commonly available for purchase.
counter-charms when working with these eagles.
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Triple eagles are capable of three potent forms of divination
magic. First, they can be enchanted to give a verbal prophecy
on a specific subject; however, one of the heads always tells
the truth, one always lies, and one is occasionally unreliable.
Second, the feathers of the triple eagle can be used for dowsing.
Robert Collings (Order #31510355)
Tupilaq
A tupilaq is an animated carving created by mages for
the purpose of enacting revenge upon a specific target.
TUPILAQ A tupilaq is an animated carving created by mages typ-
ically from the northernmost regions of North America
Medium Construct, neutral and Greenland. It is traditionally carved from the bones
of animals, though in certain disturbing cases, tupilaq
Armor Class 16 have been made from the remains of children.
Hit Points 97 (12d8+44)
Speed 40 ft., Swim 30 ft. The creation of a tupilaq is a private affair and those who
make them are quite secretive about the process. The
STR DEX CON INT WIS CHA ritual is always performed at night during a new moon. It
14 (+2) 18 (+4) 18 (+4) 6 (-2) 10 (+0) 6 (-2) is believed that the mage must have their face covered so
the tupilaq cannot identify them, because a mage pos-
Damage Immunities: acid, poison, psychic, cold sessing greater powers than the tupilaq’s creator can turn
Condition Immunity: charm, exhaustion, frightened, the tupilaq back against them. It is also believed that the
paralyzed, petrified, poison mage performs a ritual endowing the tupilaq with some
Senses: Darkvision 60 ft., Passive Perception: 10 life energy, although the specifics are unknown. The final
Challenge: 9 (5,000 XP) step of the ritual is to place the tupilaq in the ocean to
allow it to travel to its destination to fulfil its purpose.
Abilities
A tupilaq is created specifically for purposes of revenge.
Immutable form. The tupilaq is immune to any spell or The creating mage must have been wronged in some way
effect that would alter its form. or be acting on behalf of someone who wishes vengeance.
The tupilaq starts its journey in the ocean and makes its
Battle of wills. An individual may attempt to gain control way unerringly and without rest to its target, regardless of
over the tupilaq by engaging in a battle of wills. Roll a how far away the target might be. Having found its target,
d20 and an add half of your level. Casters may sacrifice the tupilaq transfers a powerful curse to its victim via a
a spell slot for a bonus to the roll equal to the slot sacri- bite, after which it crumbles into dust. The victims of a
ficed. If successful, the tupilaq is under the control of the tupilaq bite invariably die. The tupilaq’s bite does not have
individual. Usually, it is then sent to get vengeance on the to break the skin for the curse to be felt by the victim.
person that created it. The original creator is always aware
if this occurs. Tupilaqs are often carved with several legs and arms and
gaping mouths filled with sharp teeth. Their physical form
Actions allows them to be trapped, although they are notorious
for destroying their cages in pursuit of their goal.
Multiattack. The tupilaq can make three bite attacks per
turn. Tupilaqs neither breathe nor eat; their energy comes from
the ritual that created them. They do not age or die of
Bite. +7 to hit, one target, 13 (2d8+4) piercing damage. natural causes. If they are damaged, the undamaged parts
If the target is the mark that the tupilaq was after, sub- will attempt to continue on their task. If the mage who
ject makes a Wisdom saving throw DC 18. On a failed created the tupilaq dies, the tupilaq will revert into its
save, the tupilaq immediately falls apart, lifeless, and the component parts immediately.
victim is cursed, taking 2d10 necrotic damage. Every hour
after, the target makes another saving throw, or suffers Tupilaqs do not reproduce. There is no such thing as a ju-
2d10 necrotic damage. The victim regains only half of the venile tupilaq. The collective noun for a group of tupilaqs
number of hit points from spending Hit Dice and no hit is a collection.
points from a long rest. This effect persists until it is cured
or the subject dies.
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Tupilaq
A tupilaq is an animated carving created by mages for
the purpose of enacting revenge upon a specific target.
Magimundi Classification
Tupilaq / Animus ossum
Family: Animata
Classification: Non-sapient
Manifestation: Corporeal
Habitat: Tupilaqs do not have a specific
habitat. They are typically created in the icy
north and need to be placed in the sea as
part of their creation ritual.
Biology: Tupilaqs are generally created
from animal bone, tooth, or horns, but can
also be woven together from sinew, flesh,
and hair.
Magical Uses: None. A tupilaq is already
infused with specific magic, which dissipates
upon destruction.
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Waheela
With sleek, white fur and large, prominent fangs, these
dangerous hunters resemble the Arctic wolf, though
considerably larger.
WAHEELA At a time and place known only to the waheela, a group
of 20 or more will come together to howl, encourage the
Large Monstrosity, lawful neutral pups to play-fight, and choose a member of the tribunal
to be hunted and killed. The dead waheela is never eaten.
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10) The howl of a waheela causes feelings of loss and loneli-
Speed 50 ft. ness in those who hear it, and a weaponized waheela cry
has been known to cause its targets to faint.
STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 12 (+1) 7 (-1) Magimundi Classification
17 (+3) 15 (+2) Waheela / Canis lupis gigantus
Skills: Perception +3, Stealth +4 Family: Mammalian
Senses:: Passive Perception 13 Classification: Non-sapient
Languages: Waheela Manifestation: Corporeal
Challenge: 1 (200 XP)
Abilities Habitat: The waheela prefers northern areas, from the
Pacific Northwest of the United States up to the Arctic
Keen Hearing and Smell. The Waheela has advantage on Circle. It requires a habitat with a good amount of prey
Wisdom (Perception) checks that rely on hearing and and also some covering.
smell.
Pack Tactics. The Waheela has advantage on an attack Biology: The waheela is, essentially, a very large wolf,
roll against a creature if at least one of the wolf ’s allies is with the same biology as an Arctic wolf.
within 5 feet of the creature and the ally isn't incapacitat-
ed. Magical Uses: The waheela are often sought after by
enchanters for the wide breadth of uses their bodies hold.
Actions The pelt of a waheela are often integrated into items that
resist cold and is used for items that grant stealth as well.
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a crea- With the right enchantment, their howls can be bottled
ture, it must succeed on a DC 13 Strength saving throw and used for enchantments that deal thunder damage.
or be knocked prone. Their teeth can be used in items that summon animals.
The shin bone of a waheela is a material substitution for
Fearful Howl. All who hear the Waheela’s mournful howl the spell mordenkainen’s faithful hound, its blood can be
must make a DC 14 Wisdom save or be frightened for 1 used to enhance elemental weapon spells that deal cold
minute. The saving throw can be repeated at the end of damage, while its eye can heighten fear magic.
each of its turns, ending the effect on a success.
An adult waheela can stand 8 ft. high at the shoulder and The waheela’s teeth can be used to heighten a sleet storm
weigh up to 1,750 pounds, large enough to take down spell, while an intact lung will heighten a gust of wind
a moose or bear on their own and decapitate it with a spell. The remains of a waheela are uncommon items.
single bite. Waheela are extremely persistent hunters and
have been known to track their chosen prey for weeks.
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Waheela
With sleek, white fur and large, prominent
fangs, these dangerous hunters resemble
the Arctic wolf, though considerably
larger.
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Robert Collings (Order #31510355)
Wampus Cat
These reclusive chimerical creatures have the head and
torso of a human, and the lower body of a large cat, such
as a mountain lion or puma.
WAMPUS CAT Wampus cats are excellent hand-to-hand fighters and
have a keen eye with ranged weapons as well.
Large Monstrosity, chaotic good
Despite the legends of wampus cats being only female,
Armor Class: 12 they do exist in both sexes. They are matriarchal, living in
Hit Points: 45 (6d10+12) large family units ruled by an alpha female. They can be
Speed: 50 ft. friendly to humans and are known to be allies to indige-
nous peoples.
STR DEX CON INT WIS CHA
10 (+0) 11 (+0) See Magimundi Classification on next page.
18 (+4) 14 (+2) 15 (+2) 13 (+1)
Skills: Perception +3, Survival +3
Senses: Passive Perception 13
Challenge: 2 (450 XP)
Abilities
Multiple Organs. If a Wampus Cat is hit by a critical hit,
it may immediately make a DC 13 Constitution saving
throw to treat the attack as a non-critical hit instead.
Actions
Multiattack. The Wampus Cat makes two attacks: one
with its pike and one with its claws, or two with its long-
bow.
Pike. Melee weapon attack: +6 to hit, reach 10 ft., one
target. Hit 9 (1d10+4) piercing damage.
Claws. Melee weapon attack: +6 to hit, reach 5 ft., one
target. Hit 11 (2d6+4) slashing damage.
Longbow. Ranged weapon attack: +4 to hit, range 15/600
0 ft, one target. Hit 6 (1d8+2) piercing damage.
Wampus cats are a protected species. As
intelligent as humans, they prefer to
live in the wild in their own com-
munities and not generally mix
with the Magimundi. They work
with tools and are as comfortable
using their hands in combat as
their claws.
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Wampus Cat, Hexapaw
This “double-cat” monster lacks the human features and
dexterity of its wampus cat parents but also possesses
superior strength, ferality, and fighting ability.
HEXAPAW WAMPUS CAT Habitat: Wampus cats tend to live in the southern and
midwestern United States, with the largest concentration
Medium Monstrosity, neutral being around Tennessee. They prefer forested areas with
lots of prey. They dislike urbanized areas and will avoid
Armor Class 12 them if at all possible.
Hit Points 39 (6d8+12)
Speed 50 ft. Biology: Wampus cats have dual sets of internal organs,
one human and one feline. They can survive if one of the
STR DEX CON INT WIS CHA organs is damaged but will lose skill and stamina.
16 (+3) 12 (+1) 15 (+2) 7 (-2) 10 (+0) 10 (+0)
Magical Uses: The fur from a wampus cat can be used
Skills: Perception +3 for stealth charms, while its blood can be used to grant
Senses: Passive Perception 13 resistance to damage types. The claws from a wampus
Challenge: 1 (200 XP) cat quicken the spell jump, while their hearts can be used
as a material substitution for revivify spells. Their fur
Abilities is more freely given, and can be used to quicken a pass
without trace spell. The remains of a wampus cat are rarely
Multiple Organs. If a Hexapaw is hit by a critical hit, available in civilized areas, and only the most depraved
it may immediately make a DC 13 Constitution saving creatures have them for sale. When they do, the remnants
throw to treat the attack as a non-critical hit instead are uncommon, except their hearts, which are rare.
Two-headed. The Hexapaw has advantage on Wisdom
(Perception) checks on saving throws against being blind-
ed, charmed, deafened, stunned, frightened or knocked
unconscious.
Actions
Multiattack. The Hexapaw makes two bite attacks or two
claw attacks, or one of each.
Bite. Melee weapon attack:+6 to hit, reach 5 ft., one target.
Hit 8 (1d8+4) piercing damage.
Claws. Melee weapon attack: +5 to hit,
reach 5 ft., one target. Hit 11 (2d6+4)
slashing damage.
Magimundi Classification
Wampus Cat / Puma hominus
Family: Chimerical Humanoid/Mammalian
Classification: Para-sapient
Manifestation: Corporeal
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Wasco
This chimerical creature has the legs, claws, and head of
a wolf, but the body, tail, and dorsal fin of a dolphin. It is
equally comfortable on land or sea.
WASCO Wasco live in social groupings of about 10 to 12 individ-
uals called pods if they are in the water, and packs if they
Medium Monstrosity, unaligned are on land. Wascos make clicking noises and use echolo-
cation underwater, but they do not vocalize on land.
Armor Class 14 (natural armour)
Hit Points 37 Magimundi Classification
Speed 30 ft., Swim 40 ft. Wasco / Grampus lupis
STR DEX CON INT WIS CHA Family: Chimerical Mammalian
6 (+3) 15 (+2) 15 (+2) 10 (+0) 13 (+1) 10 (+0) Classification: Non-sapient
Manifestation: Corporeal
Skills: Athletics +4, Perception +3 (if in water)
Senses: Blindsight 60 ft. Habitat: Wascos live in the coastal areas of British
Damage Vulnerabilities: Lightning Columbia and the Pacific Northwest. They require an
Challenge: 1 (200 XP) area that has both a good amount of cold saltwater and
easily accessible land. There is argument between crypto-
Abilities zoologists as to the nature of the wasco. Some claim that
the wasco is a sea-dwelling creature that spends time on
Echolocation. Wascos can’t use blindsight if not in water land; others say it is a land creature that is well-adapted
or if deafened. for swimming. A wasco does need to sleep on land, but is
comfortable spending all its waking moments in the sea.
Pack Tactics. Wasco has advantage on attack rolls against
a creature if at least one of the Wasco’s allies is within 5 ft. Biology: Wascos have the bodies of dolphins, with the
of the creature and the ally is not incapacitated. legs, teeth, and claws of wolves. Their main internal or-
gans are similar to dolphins.
Heightened Lungs. Wascos can hold their breath for 20
minutes at a time. Magical Uses: A wasco’s teeth
and claws are often used in
Actions the creation of enchanted
weapons, and talismans that
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one enhance the wearer’s physical abili-
target. Hit: 10 (2d6+3) piercing damage. If the target is a ties. Their eyes can be used in items that
creature, it must make a Strength saving throw DC 13 or grant darkvision, while their paw bones
be knocked prone. are used for wands and staffs with powers
over water and cold. A wasco’s fur enhances a
Wascos have the thick skin of a dolphin, a dolphin’s blow- fog cloud spell, while their blood can be used
hole, great lung capacity, and can remain submerged for to heighten a casting of grease. The wasco’s
up to twenty minutes before coming up to breathe. leavings are common items.
Wascos have coloration similar to orca whales, with white
bellies and black dorsal areas. Modern day wizards still
command the wasco for transportation or hunting and
gathering, but they also can use them for political pur-
poses such as disrupting whaling ships or protecting the
migratory routes of salmon.
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Wasco
This chimerical creature has the legs, claws, and head of a
wolf, but the body, tail, and dorsal fin of a dolphin.
It is equally comfortable on land or sea.
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Wendigo (Colossus)
Standing over 30 feet tall, the colossus is the result of
many wendigo coming together to form a single creature
which can discard and replace “body parts” as needed.
WENDIGO (COLOSSUS) Wendigo Psychosis (Su). Infection with toxoplasma wen-
digum; save constitution save DC 23; cure 3 consecutive
Huge Undead, chaotic evil saves. A Wendigo’s bite infects its victim with the toxo-
plasma wendigum parasite. The parasite attaches itself to
Armor Class 19 (natural armor) its victim’s brain, causing horrific nightmares and increas-
Hit Points 380 (20d12 + 112) ing the creature’s height and strength to that of a Wendi-
Speed 60 ft. go. The transformation concludes within ten days of the
initial infection, upon which the host dies and its body
STR DEX CON INT WIS CHA is immediately reanimated as a wendigo. Wendigos seek
24 (+7) 6 (-2) 24 (+7) 3 (-4) 12 (+1) 5 (-3) additional human flesh to sustain and spread the parasite,
and they will attack any humans on sight. True resurrec-
Saving Throws: Strength +13, Constitution +13, Wisdom tion, miracle, or wish cannot restore a victim to life. There
+7 is no known cure for toxoplasma wendigum.
Skills: Perception +7, Insight +7
Damage Vulnerabilities: Radiant, fire (during the day) Actions
Damage Resistance: Acid, poison, lightning, thunder,
necrotic, fire (at night) Multiattack. The Wendigo Colossus makes three attacks:
Damage Immunities: Cold; bludgeoning, slashing, and one with its bite and two with its Rotting Touch.
piercing from non-magical weapons
Condition Immunities: Charmed, exhaustion, fright- Bite. Melee weapon attack: +13 to hit, reach 10 ft., one
ened, paralyzed, poisoned, unconscious target. Hit 40 (6d10+7) piercing damage and 20 (6d6)
Senses: Passive Perception 17, darkvision 120 ft. cold damage. If the target is a creature, it must succeed
Challenge: 19 (22,000 XP) on a DC 23 Constitution saving throw or take 20 (6d6)
necrotic damage and become infected with Wendigo Psy-
Abilities chosis on a failed save. Creatures immune to the poisoned
condition are immune to this disease.
Turn Resistance. The Wendigo Colossus has advantage on
saving throws against any effect that turns undead. The wendigo parasite invades the infected creature’s
system, turning the creature into a wendigo in a number
Legendary Resistance (3/day). If the Wendigo Colossus of days equal to 1d10 + the creature’s Constitution score,
fails a saving throw, it can choose to succeed instead. unless the parasite is removed. The creature becomes poi-
soned after the first 12 hours for the duration.
Magic Resistance. The Wendigo Colossus has advantage
on saving throws against spells and other magical effects. Rotting Touch. Melee weapon attack: +13 to hit, reach 10
The Wendigo Colossus is vulnerable to fire and radiant ft., one target. Hit 25 (4d8+7) necrotic damage.
damage and resistant to other spell damage, but only
during the day. At night, the Wendigo Colossus gains Legendary Actions
a natural spell resistance, and will only be vulnerable to
radiant damage until dawn arrives. The Wendigo Colossus can take 3 legendary actions,
choosing from the options below. Only one legendary
Howl (Ex). Three times per day, a wendigo can emit a for- action option can be used at a time and only at the end
lorn howl that can be heard up to a mile away. Any who of another creature’s turn. The Wendigo Colossus regains
hear the howl must make a Constitution saving throw spent legendary actions at the start of its turn.
DC 23 to avoid becoming frightened for an hour.
Absorb Wendigo. The Wendigo Colossus can absorb an-
other Wendigo into itself, healing hit points equal to the
Wendigo’s remaining hit points.
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Wendigo (Colossus)
Standing over 30 feet tall, the colossus is the result of
many wendigo coming together to form a single creature
which can discard and replace “body parts” as needed.
Create Wendigo. The Wendigo Colossus can expel a Wen- Detect Living. The Wendigo Colossus makes a Wisdom
digo from it by losing 51 hit points. A Wendigo ( Juve- (Perception) check to find any living creatures.
nile) is then created in a space adjacent to the Wendigo
Colossus. See Magimundi Classification on page 113.
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Wendigo ( Juvenile)
This starved-looking corpse is animated by the magical
parasite that killed it.
WENDIGO ( JUVENILE) The parasite attaches itself to its victim’s brain, causing
horrific nightmares and increasing the creature’s height
Large Undead, chaotic evil and strength to that of a Wendigo. The transformation
concludes within ten days of the initial infection, upon
Armor Class 14 (natural armor) which the host dies and its body is immediately reanimat-
Hit Points 51 (6d10 +21) ed as a wendigo. Wendigo’s seek additional human flesh
Speed 30 ft. to sustain and spread the parasite, and they will attack
any humans on sight. True resurrection, miracle, or wish
STR DEX CON INT WIS CHA cannot restore a victim to life. There is no known cure for
18 (+4) 3 (-4) 12 (+1) 5 (-3) toxoplasma wendigum.
19 (+4) 8 (-1)
Saving Throws: Strength +7, Constitution +7, Wisdom
+4
Skills: Perception +4, Insight +4
Damage Vulnerabilities: Radiant, Fire (during the day)
Damage Resistance: Acid, poison, lightning, thunder,
necrotic, fire (at night)
Damage Immunities: Cold; bludgeoning, slashing, and
piercing from non-magical weapons
Condition Immunities: Charmed, exhaustion, fright-
ened, paralyzed, poisoned, unconscious
Senses: Passive Perception 14, darkvision 60 ft.
Challenge: 7 (2,900 XP)
Abilities
Turn Resistance. The Wendigo has advantage on saving
throws against any effect that turns undead.
Magic Resistance. The Wendigo has advantage on saving
throws against spell and other magical effects. The Wen-
digo is vulnerable to fire and radiant damage and resistant
to other magical damage, but only during the day. At
night, the Wendigo gains a natural resistance to magic,
and will only be vulnerable to radiant damage until dawn
arrives.
Howl (Ex). Three times per day, a wendigo can emit a for-
lorn howl that can be heard up to a mile away. Any who
hear the howl must make a Constitution saving throw
DC 15 to avoid becoming frightened for an hour.
Wendigo Psychosis (Su). Infection with toxoplasma wen-
digum; save constitution save DC 15; cure 3 consecutive
saves. A Wendigo’s bite infects its victim with the toxo-
plasma wendigum parasite.
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Wendigo ( Juvenile)
This starved-looking corpse is animated by the magical
parasite that killed it.
Actions Magimundi Classification
Multiattack. The Wendigo makes two attacks: one with Wendigo / Homo comedenti
its bite and one with its Rotting Touch or two with its
Rotting Touch. Family: Nemort
Classification: Para-sapient
Bite. Melee weapon attack: +7 to hit, reach 5 ft., one Manifestation: Corporeal
target. Hit 22 (6d6+4) piercing damage. If the target
is a creature, it must succeed on a DC15 Constitution Habitat: Wendigos live in forested areas across the north.
saving throw or take 7 (3d6) necrotic damage and be- They prefer cold weather and nighttime.
come infected with the wendigo parasite on a failed save.
Creatures immune to the poisoned condition are immune Biology: A juvenile wendigo looks like a gaunt human
to this disease. between seven and nine feet tall. As they age, they grow
more bestial, with the skull elongating and the head
The wendigo parasite invades the infected creature’s becoming more skeletal in appearance, teeth lengthening
system, turning the creature into a wendigo in a number and claws forming, and finally antlers will grow from
of days equal to 1d10 + the creature’s Constitution score, their head. Wendigos do not reproduce, but are created as
unless the parasite is removed. The creature becomes poi- part of the lifecycle of the toxoplasma wendigum parasite.
soned after the first 12 hours for the duration. The parasite spreads through the bite of the wendigo, as
well as surviving on the dead flesh of humans, which if
Rotting Touch. Melee weapon attack: +7 to hit, reach 5 ft., consumed, will infect the eater.
one target. Hit 9 (2d4+4) necrotic damage.
Magical Uses: Technically none. The remains of a
A wendigo is a supernatural creature created when a Wendigo are potent, and can be used in the creation of
human becomes infected by the ethereal parasite, toxo- powerful magical items. But these items will inevitably
plasma wendigum. The parasite lodges in the brain of the be cursed, and also will eventually infect any user with
infected person and causes nightmares and a craving for toxoplasma wendigum. Similarly, its fangs can be used to
human flesh. If left unchecked, the parasite will grow in heighten a contagion spell or enhance a blight spell. Its
power, feeding from the life force of its host and of the claws can heighten a finger of death spell and its heart can
people devoured. The host will become taller and stronger, be used as a material substitution for reincarnate. How-
but no matter how much they eat they retain their gaunt ever, anyone in possession of even the riven pieces of the
appearance. Eventually, the host’s body will die and leave cursed body of a wendigo must roll daily to see if they are
the corpse under the control of the parasite. This being is infected by toxoplasma wendigum. Riven parts of a wendi-
known as a wendigo. go’s body are almost never available for sale on the open
market, and there are no buyers insane enough to pursue
their purchase openly.
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Wendigo (Mature)
In its mature form the wendigo stands seven to nine feet tall. Its skull
becomes increasingly elongated until it terminates in jagged points, it
grows grows rough hair down the back of its shoulders, arms and legs
as well as a scraggly beard, and produces a pair of antlers.
WENDIGO (MATURE) The transformation concludes within ten days of the
initial infection, upon which the host dies and its body
Large Undead, chaotic evil is immediately reanimated as a wendigo. Wendigo’s seek
additional human flesh to sustain and spread the parasite,
Armor Class 16 (natural armor) and they will attack any humans on sight. True resurrec-
Hit Points 81 (12d10 +21) tion, miracle, or wish cannot restore a victim to life. There
Speed 40 ft. is no known cure for toxoplasma wendigum.
STR DEX CON INT WIS CHA Actions
20 (+5) 8 (-1) 20 (+5) 3 (-4) 12 (+1) 5 (-3)
Multiattack. The Wendigo makes two attacks: one with
Saving Throws: Strength +9, Constitution +9, Wisdom its bite and one with its Rotting Touch or two with its
+5 Rotting Touch.
Skills: Perception +5, Insight +5
Damage Vulnerabilities: Radiant, Fire (during the day) Bite. Melee weapon attack: +9 to hit, reach 5 ft., one
Damage Resistance: Acid, poison, lightning, thunder, target. Hit: 29 (6d8+5) piercing damage. If the target is a
necrotic, fire (at night) creature, it must succeed on a DC17 Constitution saving
Damage Immunities: Cold; bludgeoning, slashing, and throw or take 10 (4d6) necrotic damage and become in-
piercing from non-magical weapons fected with the wendigo parasite on a failed save. Crea-
Condition Immunities: Charmed, exhaustion, fright- tures immune to the poisoned condition are immune to
ened, paralyzed, poisoned, unconscious this disease.
Senses: Passive Perception 15, Darkvision 60ft
Challenge: 11 (7,200 XP) The wendigo parasite invades the infected creature’s
system, turning the creature into a wendigo in a number
Abilities of days equal to 1d10 + the creature’s Constitution score,
unless the parasite is removed. The creature becomes poi-
Turn Resistance. The Wendigo has advantage on saving soned after the first 12 hours for the duration.
throws against any effect that turns undead.
Rotting Touch. Melee weapon attack: +9 to hit, reach 5 ft.,
Magic Resistance. The Wendigo has advantage on saving one target. Hit 12 (3d6+5) necrotic damage.
throws against spells and other magical effects. The Wen-
digo is vulnerable to fire and radiant damage and resistant A wendigo is a supernatural creature created when a
to other spell damage, but only during the day. At night, human becomes infected by the ethereal parasite, toxo-
the Wendigo gains a natural spell resistance, and will only plasma wendigum. The parasite lodges in the brain of the
be vulnerable to radiant damage until dawn arrives. infected person and causes nightmares and a craving for
human flesh. If left unchecked, the parasite will grow in
Howl (Ex). Three times per day, a wendigo can emit a for- power, feeding from the life force of its host and of the
lorn howl that can be heard up to a mile away. Any who people devoured. The host will become taller and stronger,
hear the howl must make a Constitution saving throw but no matter how much they eat they retain their gaunt
DC 17 to avoid becoming frightened for an hour. appearance. Eventually, the host’s body will die and leave
the corpse under the control of the parasite. This being is
Wendigo Psychosis (Su). Infection with toxoplasma wen- known as a wendigo.
digum; save constitution save DC 17; cure 3 consecutive
saves. A Wendigo’s bite infects its victim with the toxo-
plasma wendigum parasite. The parasite attaches itself to
its victim’s brain, causing horrific nightmares and increas-
ing the creature’s height and strength.
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Wendigo (Mature)
Magimundi Classification
Wendigo / Homo comedenti
Family: Nemort
Classification: Para-sapient
Manifestation: Corporeal
Habitat: Wendigos live in forested areas across the
northern midwest Canada. They prefer cold weather and
nighttime.
Biology: A juvenile wendigo looks like a gaunt human
between seven and nine feet tall. As they age, they grow
more bestial, with the skull elongating and the head
becoming more skeletal in appearance, teeth lengthening
and claws forming, and finally antlers will grow from
their head. Wendigos do not reproduce, but are created as
part of the lifecycle of the toxoplasma wendigum parasite.
The parasite spreads through the bite of the wendigo, as
well as surviving on the dead flesh of humans, which if
consumed, will infect the eater.
Magical Uses: Technically none. The remains of a Wendi-
go are potent, and can be used in the creation of powerful
magical items. But these items will inevitably be cursed,
and also will eventually infect any user with toxoplasma
wendigam. Similarly, its fangs can be used to heighten
a contagion spell, enhance a blight spell, its claws can
heighten a finger of death spell and its heart can be used
as a material substitution for reincarnate.
However, anyone in possession of even the riven pieces of
the cursed body of a wendigo must roll daily to see if they
are infected by toxoplasma wendigum. Riven parts of a
wendigo’s body are almost never available for sale on the
open market, and there are no buyers insane enough to
pursue their purchase openly.
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Wyverns (Magimundi)
These domesticated dragon-creatures have reptilian skin,
wings, long tails, and come in all sizes and colors.
GREAT MEERHUNT WYVERN
Large Dragon, neutral
The Great Meerhunt Wyvern has statistics identical to
the standard Wyvern, save that it doesn’t have a Stinger
attack. Instead, its multiattack action consists of a bite
and 2 claw attacks.
Speed 20 ft., Flying 90 ft.
Challenge 3 (700 XP)
Wyvern Variants
Menorviento
The Menorviento breed is a variation of the Cumber-
land Berger, which has been bred for racing and daring
acrobatics.
Abilities
Keen Sight. The wyvern has advantage on Wisdom (Per-
ception) checks that rely on sight.
Flyby. The wyvern doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach.
Agile Flyer. The wyvern had advantage on Dexterity sav-
ing throws while airborne.
Wessex Standard
The Wessex Standard breed is a variation of the Great
Meerhunt Wyvern.
Actions Actions
Multiattack. The wyvern makes three attacks; one with its
bite and two with its barbed tail. If flying, it may use its Fire Breath (Recharge 5-6). The wyvern exhales a blast
claws in place of one other attack. of fire in a 30-foot cone. Each creature in that area must
make a Dexterity saving throw DC 15, taking 45 (10d8)
Barbed Tail. Melee weapon attack: +7 to hit, reach 10 ft., fire damage on a failed save, or half as much damage on a
one creature. Hit 14 (3d6+4) piercing damage. successful save.
Marlborough Comfort and Service Animals. The smallest species of
The Marlborough breed is a variation of the Great Meer- Magimundi Wyverns, such as the Élbert Teacup, have
hunt Wyvern. fully opposable thumbs, and are often used as service ani-
mals. Others provide emotional support or are just spoiled
pets. The mixed heritage Élbert family of Baja Province
have become very wealthy from wyvern breeding.
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Wyverns (Magimundi)
These domesticated dragon-creatures have reptilian skin,
wings, long tails, and come in all sizes and colors.
ÉLBERT TEACUP WYVERN CUMBERLAND BERGER WYVERN
Tiny Dragon, neutral Medium Dragon, neutral
Armor Class 13 (natural armor) Armor Class 15 (natural armor)
Hit Points 7 (2d4+2) Hit Points 45 (6d8+18)
Speed 30 ft., Flying 60 ft. Speed 30 ft., Flying 80 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 13 (+1) 5 (-3) 12 (+1) 10 (+0) 6 (+3) 14 (+2) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
Skills: Insight +3, Perception +3 Skills: Perception +3
Senses: Darkvision 60 ft., passive Perception 13 Senses: Darkvision 60 ft., passive Perception 14
Challenge: ¼ (50 XP) Challenge: 2 (450 XP)
Abilities Abilities
Keen Senses (Smell). The wyvern has advantage on Wis- Keen Hearing and Smell. The wyvern has advantage on
dom (Perception) checks that rely on smell. Wisdom (Perception) checks that rely on hearing or
sight.
Actions
Pounce. If the wyvern moves at least 20 feet straight to-
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one crea- ward a creature and then hits it with a claw attack on the
ture. Hit 1 piercing damage. same turn, that target must succeed on a Strength saving
throw DC 13 or be knocked prone. If the target is prone
Soothing Presence. When the wyvern uses the Help the wyvern can make one bite attack against it as a bonus
action, the ally may choose to gain advantage on its next action.
Wisdom or Intelligence saving throw made that round,
instead of attack roll.
Elbert Teacup Wyvern (Familiar) Actions
A teacup wyvern can become a familiar to any character Multiattack. The wyvern makes two attacks; one with its
who can summon one. bite and one with its claw.
Bite. Melee weapon attack: +5 to hit, reach 5 ft., one crea-
ture. Hit 8 (2d4+3) piercing damage.
Claw. Melee weapon attack: +5 to hit, reach 5 ft., one crea-
ture. Hit 10 (2d6+3) slashing damage.
Cryptid Herder. In the mountains of northern Solaris,
there are numerous families that make their living from
farming Cryptids. With the numerous threats from
undead, spirits, fey and other magical beasts, the local
families bred a specific type of wyvern for their needs.
The Cumberland Berger (pronounced bare-zhay), named
for the Virginia township where the first one was born,
is a herding animal, designed to herd and protect farm
animals from other cryptids.
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Wyverns (Magimundi)
These domesticated dragon-creatures have reptilian skin,
wings, long tails, and come in all sizes and colors.
AMERICAN GIANT WYVERN Wyverns are a smaller dragon species. They were domes-
ticated millennia ago and are used as hunters, pets, steeds,
Huge Dragon, neutral and guards by the Magimundi. There are hundreds of
different breeds of wyvern, each with their own distinctive
Armor Class 15 (natural armor) markings. They are an invasive species with no real pred-
Hit Points 142 (15d12+45) ators and have caused a good deal of harm to the local
Speed 30 ft., Flying 60 ft. cryptosystem.
STR DEX CON INT WIS CHA Because of the wide variety of wyvern breeds, it is impos-
24 (+7) 8 (-1) 16 (+3) 5 (-3) 12 (+1) 6 (-2) sible to say what a typical wyvern looks like.
Skills: Perception +4 All wyverns have reptilian scales, a tail, and wings, with
Senses: Darkvision 60 ft., passive Perception 14 talons at the end of the wings and on their claws, and
Challenge: 7 (2,900 XP) some have tufts of feather-like growths. Some have
barbed tails. All breeds of wyverns can fly.
Actions
Multiattack. The wyvern makes two attacks; with its bite Magimundi Classification
and tail. While airborne, the wyvern may choose to make
a claw attack in place of another attack Wyvern / Draconis vipera
Family: Reptilian
Bite. Melee weapon attack: +10 to hit, reach 10 ft., one Classification: Non-sapient
creature. Hit 17 (3d6+7) piercing damage. Manifestation: Corporeal
Claw. Melee weapon attack: +10 to hit, reach 5 ft., one Habitat: Feral wyverns will build nests in areas of oppor-
creature. Hit 20 (3d8+7) slashing damage. tunity. The nests are usually at about tree level, but wyvern
nests have been found on the ground, and on the roofs of
Tail. Melee weapon attack: +10 to hit, reach 5 ft., one crea- tall buildings. Domesticated wyverns do not need nests,
ture. Hit 16 (2d8+7) bludgeoning damage. If the target but their owners will usually have some sort of nest-style
is a creature, it must succeed on a Strength saving throw bed for them.
DC 18 or be pushed up to 10 ft. away from the wyvern
and be knocked prone. Biology: Wyverns are similar to smaller dragons, much
like dogs are similar to smaller wolves. They have a scaly
The American Giant is the largest breed of wyvern. They hide and wings. Some wyverns have special glands in the
are very uncommon, and are rarely found in the wild. throat that allow them to breathe a short burst of flame.
Most Giants have been bred to be docile and gentle,
because their size makes them so destructive. Magical Uses: Wyverns bodies produce many excellent
components for enchantment. Wyvern scales are very
common in magical armor, their claws and fangs are used
for weapon enchantments and their skin and organs are
used in a variety of items. Wyvern scales, properly treated,
can fortify the caster of a shield spell, and their paws are
often used to heighten enlarge/reduce. Similarly, a teacup
wyvern’s tongue can be used to heighten a calms emotions
spell, and fire bladder of the menorviento wyvern can
be used to enhance burning hands or scorching ray spells.
Properly treated wyvern remains are considered to be
uncommon.
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Wyverns (Magimundi)
These domesticated dragon-creatures have reptilian skin,
wings, long tails, and come in all sizes and colors.
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Appendices
1: Monsters By Type Humanoid Undead
Listed below are all of the monsters in Fiji Mermaid Ghost Helicoprion
this book, organized alphabetically by Mannegishi Revenant
type. Merfolk Sayona
The Mothman Wendigo (Colossus)
Aberration Sasquatch Wendigo ( Juvenile)
Wendigo (Mature)
Humanoid (Human,
Grunch Shapechanger)
Maloghast Loup-garou 2: Monsters by CR
Nagual
Beast The following section lists all monsters
Monstrosity included in this book, alphabetically by
113-Year Locust (Swarm) CR. Variant monsters are not included.
Double-Headed Snake Ahuizotl
Gillygaloo Alieagle Fiddle Spider 0
Hoop snake Ball-Tailed Cat
Hugag Bisonatee Gillygaloo 0
Jackalope Chupacabra
Polhappler’s Mantis Fiddle Spider Snipe 0
Squonk Fluffernut
Triple Eagle Gallinax Squonk 0
Jesswilee
Kumcharangi Duwende ⅛
Mishipeshu
Polebat 113-Year Locust (Swarm) ¼
Shagamaw
Snallygaster Ahuizotl ¼
Snipe
Construct Soucriant Duwende (Swarm) ¼
Thunderbird
Golem (sand, stone, clay) Waheela Humfaerie ¼
Wampus Cat
Homunculus Wampus Cat (Hexapaw) Jesswilee ¼
Wasco
Scarecrow Mermaid ¼
Plant
Tupilaq Polebat ¼
Cactus Cat
Pukwudgie Polhappler’s Mantis ¼
Dragon Swarm of tiny Fey Snipe (Swarm) ¼
American Giant Wyvern Duwende (swarm) Teacup Wyvern ¼
Cumberland Berger Wyvern
Jersey Devil Swarm of tiny Monstrosities Triple Eagle ¼
Marlborough Wyvern
Meerhunt Wyvern Snipe (swarm) Cactus Cat ½
Menorviento Wyvern
Snow Dragon Gallinax ½
Teacup Wyvern
Jackalope ½
Revenant ½
Fiji Mermaid 1
Gremlin 1
Hugag 1
Scarecrow 1
Elemental Waheela 1
Jiwa Setan Wampus Cat 1
Lightning snake
Stoneclad Wampus Cat (Hexapaw) 1
Wasco 1
Cumberland Berger Wyvern 2
Fluffernut 2
Fey Mannegishi 2
Duwende Soucriant 2
Fairymaid
Gremlin Golem (sand, stone, clay) 3
Humfaerie
Hoop snake 3
Menorviento Wyvern 3
Sasquatch 3
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Appendices
Chupacabra 4 3: Monsters by Size Large
Fairymaid 4 Tiny Ahuizotl
Alieagle
Kumcharangi 4 Cactus Cat Bisonatee
Duwende Chupacabra
Shagamaw 4 Fiddle Spider Grunch
Fluffernut Hugag
Ball-Tailed Cat 5 Homunculus Jiwa Setan
Humfaerie Maloghast
Sayona 5 Jesswilee Marlborough Wyvern
Polebat Meerhunt Wyvern
Grunch 6 Snipe Mishipeshu
Squonk Polhappler’s Mantis
Marlborough Wyvern 6 Teacup Wyvern Shagamaw
Snallygaster
Meerhunt Wyvern 6 Small Stoneclad
The Mothman
Pukwudgie 6 Gillygaloo Thunderbird
Gremlin Waheela
Alieagle 7 Jackalope Wampus Cat
Mannegishi Wendigo ( Juvenile)
American Gigant Wyvern 7 Pukwudgie Wendigo (Mature)
Triple Eagle
Loup-garou 7 Tupilaq Huge
Wendigo ( Juvenile) 7 Medium American Giant Wyvern
Ghost Helicoprion
Ghost Helicoprion 8 Ball-Tailed Cat Wendigo (Colossus)
Cumberland Berger Wyvern
Bisonatee 9 Fairymaid Gargantuan
Fiji Mermaid
Tupilaq 9 Gallinax Double-Headed Snake
Golem (sand, stone, clay) Lightning snake
Jiwa Setan 10 Hoop snake Snow Dragon
Jersey Devil
Stoneclad 10 Kumcharangi
Loup-garou
The Mothman 10 Menorviento Wyvern
Mermaid
Wendigo (Mature) 11 Nagual
Revenant
Double-Headed Snake 13 Sasquatch
Sayona
Snallygaster 14 Scarecrow
Snipe (Swarm)
Maloghast 15 Soucriant
Wampus Cat (Hexapaw)
Lightning snake 17 Wasco
Mishipeshu 17
Thunderbird 17
Wendigo (Colossus) 19
Jersey Devil 20
Snow Dragon 25
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Appendices
4: Harvesting from Monsters 5: Spells
The remains of a dead monster can be harvested for its body Lesser Modify Memory
parts. Harvesting a monster’s body can be
difficult, and requires a Wisdom (Medicine or Religion) or Intel- 2nd level enchantment
ligence (Nature or Arcana) test, depending on the monster’s type. Casting Time: 1 action
Range: 30 feet
Rarity Harvesting DC Value (gp) Components: V, S
Common 10 25 Duration: Concentration, up to 1 minute.
Uncommon 13 100
Rare 16 500 This spell immediately removes the caster from the target’s
Very Rare 20 2000 memories. One creature that you can see must make a Wisdom
Legendary 25 5000 saving throw. If you are fighting the creature, it has advantage on
the saving throw. On a failed save, the target becomes charmed
When using harvested monster ingredients for spell components, by you for the duration. The charmed target is incapacitated and
the spells gain a bonus, depending on unaware of its surroundings, though it can still hear you. If it
the spell and ingredient. An individual spell can only be en- takes any damage or is targeted by another spell, this spell ends,
hanced by a single ingredient, and only gain a and none of the target’s memories are modified.
single ingredient bonus. The following definitions specify what
bonuses are granted by a given spell. While this charm lasts, you can remove any memories of the
target encountering you and up to five allies within the last 10
Accurate: This ingredient allows a spellcaster to make their spell minutes. You permanently eliminate all memories of the event.
attack at advantage. This takes hold as soon as the spell ends. A remove curse or lesser
restoration spell cast on the target restores the creature’s true
Enhanced: This ingredient allows a spell to be cast at a spell slot memory
one-level higher than the spell cast.
At Higher Levels: When casting this spell using a spell slot of
3rd level or higher, you may effect an additional target for each
slot level above 2nd.
Heightened: This ingredient causes one target of the spell to Water Shield
make their first save vs the spell at
disadvantage. 1st level conjuration
Fortified: This ingredient causes the target of the spell to become Casting Time: 1 reaction, which you take when you are hit by an
fortified, and they gain temporary hit attack that deals fire damage, or roll a Dexterity save and would
points equal to twice the spell level. take fire damage on a failure or success.
Substitution: This ingredient can substitute for a normal consum- Range: Self
able ingredient when casting that spell. Components: V, S
Duration: Instant
Quickened: This ingredient causes the spell’s casting time to be
reduced to a bonus action. A barrier of water rises up to protect you from a fiery attack.
Until the start of the next turn, you have resistance against fire
damage. This includes the triggering attack.
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Appendices
6: Magical Uses Chupacabra: The venom of a chupacabra is useful
enough on its own, but it can also be integrated into
113-Year Locust: The body of a single 113-year locust is almost weapons that deal poison damage, as can their teeth, which can
useless for enchanting. But, gather enough of their bodies and also be used in items that protect the wearer from poison. The
they can enhance a sleep spell or quicken a casting of entangle. spines of a chupacabra can be integrated into offensive magical
The shells of dead 113-year locusts are available everywhere, staffs and wands. The venom of a chupacabra can be used to
though buying them in bulk is the equivalent of a common quicken a casting of protection from poison or feign death. The
purchase. remnants from a chupacabra are uncommon items.
Ahuizotl: The fur and bones of an ahuizotl are commonly used Double-headed Snake: The skin of a double-headed snake is
in enchantments that allow for improved swimming or underwa- especially well-suited for enchanted leather armor. Their tongue,
ter breathing. Their tail is commonly used to enhance a casting of if substituted for a normal snaketongue for a suggestion or mass
false life, aid or a thunderwave spell. The remnants of an ahuizotl suggestion spell, would cause the spell to be heightened. Similar-
are common items. ly, a snakeskin glove made for a bigby’s hand spell would enhance
the spell. The remnants from a dead double-headed snake are
Alieagle: Though the alieagle is a magical hybrid creature, its very rare items.
remnants are indistinguishable from those of eagles and alliga-
tors, and are limited use for enchanting. Duwende: The ectoplasm of a duwende has limited use, but it
is still sought after. Gather enough of it, and it acts are a mate-
Ball-tailed Cat: The hide and bones of a ball-tailed cat can be rial substitution for continual flame spells, and can double the
used in the creation of magical armor and shields. Their ball-tail number of words passed along by a casting of sending. Duwende
is often ground up to use in the enchantment of bludgeoning ectoplasm is a common alchemical ingredient.
weapons. Their teeth are frequently used in items that increase
agility or protect the wearer from hostile magic. The bones of a Fairymaid: The wings of a fairymaid can be used for items that
ball-tail can fortify the target of a stoneskin spell or heighten a allow flight and levitation. The wings can even quicken levi-
hold monster spell. Any parts from a ball-tail cat are considered tate spells and enhance castings of the fly spell. The blood of a
rare. fairymaid can be used to enhance a casting of conjure woodland
beings. The remains of a fairymaid are rare items, and almost
Bisonatee: The bisonatee’s body does not produce items that are never available on the open market.
much use in offensive magic or enchantment, but their pelt, hair,
horns and organs are all excellent ingredients for items that grant Fiddle Spider: The fiddle spider’s freshly spun web is sometimes
divination and calmness. The horn of a bisonatee will fortify the used as an ingredient in items that mimic arachnid traits, while
target of a mind blank spell. The organs of a freshly killed bison- their molted skin is often ground down to enhance magical
atee will act as the material substitute for legend lore, divination armor. Their webs can heighten a casting of the web spell, and
and find the path spells. Properly treated remains from a bisona- their molted skin can be used to fortify the caster of a mage
tee are considered to be very rare. armor spell. The webbing and molted shell of a fiddle spider are
common alchemical ingredients.
Cactus Cat: The cactus cat’s body contains a wealth of useful
components for enchanting. Their spines are commonly used Fiji Mermaid: Every part of a fiji mermaid is potentially useful
in wands, their flowers and saps are useful for brewing potions, for an enchanter. Their bones, teeth, eyes, cartilage, scales and
especially potions that heal or increase the drinker’s quickness. eggs fetch a decent price in unsavory places. Their teeth are
Their sap is a common ingredient in items that transmute liquids, useful for potions that grant resistance to cold, thunder and
and their sensory organs are useful for items that grant enhanced lightning. Their blood is useful for potions that grant water
senses. The paw of a cactus cat can be enchanted into a consum- breathing. Their eggs are useful for items that grant temporary
able item that grants the possessor the ability to cast feather fall. immunity to damage, while their cartilage and eyes are useful for
Their spines can be used to enhance a casting of hail of thorns. items that grant darkvision. The skull of a fiji mermaid fortifies
And of course, their sap can be brewed into a sweet, delicious, the caster of a create/destroy water spell. The remainder from a
potent mead. The leavings of a dead cactus cat are common dead fiji mermaid are uncommon items.
items.
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Fluffernut: The tail of the fluffernut can be a powerful magical poisonous snakes. Its eye can be used to heighten a casting of
ingredient, and are often ingredients for magical wands. The hold person, while its stinger can quicken a casting of haste.
bones from a Fluffernut’s tail may be lashed together with sinew Hoop Snake remnants are uncommon items on the open market.
to create a magical implement without any need for further
enchantment. Fluffernut fur is especially soft and luxurious and Hugag: The pelt of a hugag are extremely useful for creat-
can be used for all manner of magical apparel, including magical ing magical leather and hide armor. Their sap is often used in
cloaks. A charm person spell that uses a fluffernut’s eye compo- potions, especially healing potions. A properly enchanted hugag
nent is automatically enhanced. Fluffernut remains are uncom- tooth can act as a pearl of power. The same teeth can be used to
mon items heighten a calm emotions spell, while their hide can do the same
for a casting of spirit guardians. The leavings from a dead hugag
Gallinax: None. Despite coming from magical roots, there is are uncommon, due to the specificity in preparing them for spells
nothing especially magical about the products of the gallinax. or enchantments.
Magical Uses: None. Once destroyed, there is nothing left of Humfaerie: Humfaerie remains are sometimes harvested for
a ghost hilicoprion to harvest. Rumors abound that their teeth darker magics. They will sometimes freely donate their hair,
could be of use, if pried out of the jaw of one still animate. Un- which can be used in enchantments, especially those that involve
surprisingly, that wager has had few takers. shapechanging and disguise. Also, their hair can heighten faerie
fire spells. Humfairie remains are almost never openly available
Gillygaloo: The gillygaloo has numerous uses, and some en- for sale, though their hair is a common item to be found by
chanters breed them just for that purpose (also their eggs are alchemists.
delicious and extremely healthy). A hard-boiled gillygaloo egg
will never spoil. Potions brewed within a gillygaloo shell will Jackalope: Jackalopes are highly sought after by enchanters.
keep their potency for an extremely long time. Their feathers are Their pelt and paws are frequently used in items to make their
frequently used as magical quills and may be used as a material wearer faster or luckier. Their organs are used in several potions,
substitution for augury spells, while their wishbones will enhance oils and unguents, especially those that shrink the imbiber, make
the casting of a bless or aid spell. The heart of a gillygaloo can be them quicker or aid them in dealing with animals. Jackalope
used to enhance a command spell. The eggs and remains from a antlers are often used in wands or staffs, especially by druids. A
gillygaloo are common items, readily available. jackalope paw can be used to quicken a longstrider spell, and
their antlers can enhance a heroism or animal friendship spell.
Golem: None. The magic that animates the matter of a golem The leavings of a dead jackelope are common items.
cannot be used further.
Jersey Devil: None. The Jersey Devil is a powerful solo entity
Gremlin: Gremlins are frequently hunted by those seeking to who does not take kindly to humans attempting to access its
cast curses on others. Their skin, bones, teeth and eyes can foul body for parts.
any enchantment and curse the item. Their blood can be used to
heighten bestow curse spells, while their teeth can be used to en- Jesswilee: While most of the body of a jesswilee is useless for
hance bane and hex spells. Gremlin bodily scraps are uncommon enchanting purposes, their whiskers are often woven into items
items, any typically only sold by less-reputable vendors. that aid the wearer in stealth. Those same whiskers can enhance
an invisibility spell. Jesswilee whiskers are uncommon items.
Grunch: None. The dark magic that animates a grunch makes it
unsuitable for further use. Jiwa Setan: None. A destroyed jiwa setan leaves no trace behind.
Homunculi: While a homunculus’ remains are useless for Kumcharangi: Though hunting kumcharangi is dangerous, it
enchanting, they may be turned against the homunculus’ cre- can be worth it to some hunters. While their venom quickly loses
ator. Such remains are basically mush, but allow a spellcaster to its toxicity after harvesting, their eyes are useful for items that
heighten bestow curse, dominate person and dominate monster grant darkvision and their bones are useful for items that control
spells, as well as enhancing disintegrate spells. The remains of animals. The emptied venom sac of a kumcharangi fortifies the
a homunculus are never available for sale, and are useless in the target of a death ward spell or it can be used to enhance a casting
open market. of phantasmal killer. The tongue can quicken a passwall spell,
while an intact eye can enhance a casting of dominate person.
Hoop snake: The venom of a hoop snake can be harvested and The remnants from a kumcharangi are rare items, due to the
used just like the venom of other giant serpents. The stinger deadliness of hunting them.
124 of a hoop snake is often used in items that conjure or create
Robert Collings (Order #31510355)
Appendices
Lightning snake: If one can slay a lightning snake, the survi- Mothman: Though based strictly on conjecture, the
vors would be able to retire from the riches they harvest from body of the Mothman could produce a cornucopia of pieces that
the body. Its skin is integral in several formulae for items that would be useful for enchanters. The only leavings currently found
grant lightning resistance, while its electroplaque and bones are from the Mothman are feathers, which can be used in items that
frequently used for items that deal lightning damage. The elec- protect from scrying. The feathers can also be used to enhance
troplaque can also be used to enhance castings of lightning bolt, invisibility spells and fortify the target of greater invisibility
chain lightning, or heighten a prismatic spray spell. The eye from spells. The leavings of the Mothman are very rare items.
a lightning snake can be used to fortify the target of an animal
shapes spell. Remains from a lightning snake are considered Nagual: None. A nagual’s animal parts are completely useless for
legendary for the purpose of selling or purchasing. any sort of spell component or enchantment.
Loup-garou: None. A loup-garou’s body is no different than that Piasa: The Piasa’s venom can be harvested to create a poison.
of a mortal creature once killed. Initial ingestion of this poison requires a Constitution saving
throw DC 12 to overcome. On a failure, the character takes 1d4
Maloghast: Unknown. If the maloghast is destroyed, its body damage. If the Stinger is kept intact and used as a weapon, it
immediately dissipates. is treated as a dagger and the DC for the Constitution saving
throw is increased to 14.
Mannegishi: The elusive mannegishi make it rare for their
organs to appear for sale, but also make them equally valuable. Polebat: The extract of polebat scent can be used in a number
Their skin makes enchanted, water-proof clothing, while their of magical potions elixirs; however, the side effect of all of these
eyes and organs are useful in a variety of magical potions and is that they inevitably end up smelling terrible. The leather from
charms. The finger bones from a mannegishi can be used to forti- polebat wings can be sewn into comfortable boots that allow an
fy the target of nondetection or misty step spells. Their lungs can awkward levitation or flight. It is said that a potion made from
be used to heighten a slow spell. The mannegishi only rarely have polebat scent and squonk water can cure any mundane illness if
their remains available for purchase. you can force yourself to swallow the whole thing. Polebat fur
can be used to quicken a casting of the darkness spell. Polebat
Merfolk: Only a cruel person would hunt the merfolk for their scraps are common among ingredients.
body parts, but those parts are useful for a variety of foul en-
chantments. In addition, their tongues can be used to enhance Polhappler’s Mantis: The antennae of a Polhappler’s Mantis can
a casting of hellish rebuke or armor of agathys. Their scales can be used as the core of a wand. Their molted shells are often inte-
be used to enhance inflict wounds and dissonant whisper spells. grated into items that give the wearer superior leaping abilities.
While their hair, which can be ethically harvested, can be used A piece of shell from a polhappler’s mantis quickens a casting of
to enhance a false life spell. Merfolk remains are commonly jump, or fortifies the caster of expeditious retreat. The leavings of
available in the most savage and lawless places, as well as places a dead mantis are commonly available.
where evil has sway. More gentle economies will never see their
remains for sale. Pukwudgie: The bark of a pukwudgie can be used in magical
scrolls for druid and ranger spells. Their bodies contain little else
Mishipeshu: The mighty mishipeshu’s body contains many po- of use. That same bark can fortify the caster of a barkskin spell
tentially useful components. The pelt itself is useful for creating or heighten a grasping vine spell. The bark and residue from a
magical hide armor, elementally-resistant items and magical pukwudgie are rare items, when they are available for sale.
robes. Their antlers and spikes are used for magical weapons and
wands. Daring magicians might anger a mishipeshu so that they
might trap its breath or roar in carefully prepared bottles. These
bottles can be used for a variety of effects. The bottled roar can
also be used to quicken castings of heal and mass heal. Their
blood can be used to heighten a dominate monster or feeblemind
spell. Pieces from the body of a mishipeshu is almost never avail-
able, and are considered to be legendary.
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Revenant: While a revenant may be nearly useless for enchant- Soucriant: The soucriant is as useful in death as they are un-
ments, the ashes of a destroyed revenant will enhance a disinte- wholesome while in existence. Their bones are useful for various
grate spell. The ashes of a destroyed revenant are considered rare potions and items that grant bursts of speed. Their skin can be
items. used in various shapechanging items. If trapped in fire form,
potions brewed over their fire are extra-potent. Their skin can be
Sasquatch: The pelt of a sasquatch is useful for making items used to fortify the target of a disguise self or haste spell, while
that grant the wearer resistance to cold, or for creating bags that their bones can enhance a casting of fireball or vampiric touch.
conjure animals. Their liver is a key ingredient for size-chang- The remnants of a soucriant are rare and hard to find.
ing potions, while their heart can help grant superior strength.
Sasquatch hair is an ingredient for items that give off light, an Squonk: Though it may seem like a creature such as the squonk
even sunlight. A preserved paw from a sasquatch will heighten an would not have much use in alchemy and enchantment, that
entangle spell, while their tongue enhanced a casting of animal would be incorrect. The tears and teeth of a squonk are useful
messenger or conjure animals. The remainder from a dead sas- in a variety of potions, especially those that allow an imbiber to
quatch will fetch prices as uncommon ingredients. breathe underwater or influence animals. However, squonk fur
can actually impede enchantment and those handling squonk re-
Sayona: None. A destroyed sayona leaves nothing behind. mains must be vigilant to keep their samples from being tainted
by squonk fur. The tears of a squonk allow a caster to quicken a
Scarecrow: None. A scarecrow’s body is of no further use once casting of purify food and drink, while their blood will height-
its animating force is gone. en a grease spell or enhance an animal friendship spell. Most
notably, squonk tears can be distilled into a powerful and tasty
Shagamaw: The horns from a shagamaw are used in various alcoholic beverage. The leavings of a squonk are common and can
enchanted musical instruments, especially those that wreak havoc be found in most alchemists’ shops.
on others. Their fur and organs are useful, especially for items
that create chaos or unpredictable effects. The fur of a shagamaw Stoneclad: None. The body and even gems of a stoneclad are
can be used to enhance chromatic orb spells, fortify the target of useless for further magic once the animating force behind it is
a blink or mirror image spell or heighten an enthrall spell. How- gone.
ever, using the remains from a shagamaw requires the caster to
roll a d20, and if the caster rolls a 1, they must roll on the Wild Thunderbird: The blood, tears, bones and talons of a Thunder-
Magic Surge table, just as if they were a Sorcerer with the Wild bird are extremely valuable components for enchanting items
Magic Origin. Remains from a shagamaw are considered to be that deal thunder or lightning damage, control the weather, grant
uncommon. flight, control elementals and any number of other uses. Their
feathers can be used in any kind of item that takes the form of
Snallygaster: Unknown. Parts of the snallygaster have been a feather, as well as items that allow for levitation and flight.
tested, but no uses have arisen. Residual magic from the remains of a thunderbird can easily
show if the remains were harvested from a thunderbird who died
Snipe: Snipe fur and snipe spores are useful for a variety of naturally or violently, or in the cases of tears, blood and feathers,
potions, including potions of healing. A smidge of snipe spores whether they were donated willingly. Chain lightning spells are
will heighten a sleep spell. Snipe spores and fur are common in enhanced by thunderbird talons, while their feathers can be used
alchemist and other magical shops. to enhance conjure elemental spells, or as a material substitution
for revivify and reincarnate spells. The breath of a thunderbird,
Snow Dragon: Harvested body parts from a snow dragon rarely whether stolen or freely given, can heighten storm of vengeance
appear for sale, and those that do are often believed to be from spells and power word stun spells. The remains of a thunderbird
dragons who died of natural causes, rather than violent ones. are so highly prized that they are considered legendary items for
Their organs can be used in all sorts of enchantments. The most the purpose of selling or purchasing them.
common remains are their scales, which they shed every few
centuries. The scales make superior scale armor with minimal
enchantments. Their scales can enhance a casting of cone of
cold or wall of ice, while even a small amount of flesh from their
wings will heighten a reverse gravity spell. The scales of a snow
dragon are legendary items, while the rest of their remains are
never available for sale.
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Triple eagle: Triple eagles are highly magical, and are sought Wasco: A wasco’s teeth and claws are often used in
after by enchanters. Their talons can produce a fishing rod that the creation of enchanted weapons, and talismans that
never fails to attract fish. Their eyes are used in items to enhance enhance the wearer’s physical abilities. Their eyes can be used
vision. Their feathers, heartstrings and sinews are often used in in items that grant darkvision, while their paw bones are used
wands, and enchanted bows and arrows. A freshly killed triple for wands and staffs with powers over water and cold. A wasco’s
eagle may be used as a bloody material substitution for a divina- fur enhances a fog cloud spell, while their blood can be used to
tion spell. Their pellets are often used as a material substitution heighten a casting of grease. The wasco’s leavings are common
for augury and clairvoyance spells and for similar item enchant- items.
ments. Meanwhile the feather from a triple eagle may be used to
quicken feather fall and levitation spells. The remnants of a triple Wendigo: Technically none. The remains of a Wendigo are po-
eagle are commonly available for purchase. tent, and can be used in the creation of powerful magical items.
But these items will inevitably be cursed, and also will eventually
Tupilaq: None. A tupilaq is already infused with specific magic, infect any user with toxoplasma wendigam. Similarly, its fangs
which dissipates upon destruction. can be used to heighten a contagion spell, enhance a blight spell,
its claws can heighten a finger of death spell and its heart can be
Vampire: Though a vampire leaves only dust behind when they used as a material substitution for reincarnate. However, anyone
are destroyed, that dust can be used in certain necromantic in possession of even the riven pieces of the cursed body of a
enchantments, as well as the enchantments to hinder and destroy wendigo must roll daily to see if they are infected by toxoplasma
the undead or to foil mind-control. If taken before destruction, wendigam. Riven parts of a wendigo’s body are almost never
the blood of a vampire can also be a potent enchantment tool, available for sale on the open market, and there are no buyers
and is one that vampires rarely hesitate to use. The dust from a insane enough to pursue their purchase openly.
vampire can be used to quicken antilife shell and gaseous form
spells, to enhance a casting of animate dead, or as a material Werewolf: A werewolf ’s bones, teeth and hair have all been used
substitution for hallow spells. Their blood heightens dominate to create cursed items, as well as items to help spread magical
person spells and can enhance a casting of vampiric touch. Dust diseases. A werewolf ’s heart will heighten a bestow curse spell,
from a destroyed vampire is rare on the open market. just as its paw can enhance a longstrider spell. Werewolf remains
are considered rare.
Waheela: The waheela are often sought after by enchanters for
the wide breadth of uses their bodies hold. The pelt of a waheela Wyvern: Wyvern’s bodies produce many excellent components
are often integrated into items that resist cold, and is used for for enchantment. Wyvern scales are very common in magical
items that grant stealth as well. With the right enchantment, armor, their claws and fangs are used for weapon enchantments
their howls can be bottled and used for enchantments that deal and their skin and organs are used in a variety of items. Wyvern
thunder damage. Their teeth can be used in items that summon scales, properly treated, can fortify the caster of a shield spell, and
animals. The shin bone of a waheela is a material substitution for their paws are often used to heighten enlarge/reduce. Similarly, a
the spell mordenkainen’s faithful hound, its blood can be used to teacup wyvern’s tongue can be used to heighten a calms emotions
enhance elemental weapon spells that deal cold damage, while spell, and fire bladder of the menorviento wyvern can be used to
its eye can heighten fear magic. The waheela’s teeth can be used enhance burning hands or scorching ray spells. Properly treated
to heighten a sleet storm spell, while an intact lung will heighten wyvern remains are considered to be uncommon.
a gust of wind spell. The remains of a waheela are uncommon
items.
Wampus Cat: The fur from a wampus cat can be used for stealth
charms, while its blood can be used to grant resistance to damage
types. The claws from a wampus cat quicken the spell jump, while
their hearts can be used as a material substitution for revivify
spells. Their fur is more freely given, and can be used to quicken
a pass without trace spell. The remains of a wampus cat are rarely
available in civilized areas, and only the most depraved creatures
have them for sale. When they do, the remnants are uncommon,
except their hearts, which are rare.
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Appendices
7: Sasquatch Traits Languages. You can speak, read and write Common and Sas-
quatch.
Your sasquatch character has the following racial traits.
Spells
Ability Score Increase. Your Strength score increases by 2, and (2/day) - Water Shield
your Constitution score increases by 1. (1/day) - Lesser Modify Memory
Age. Sasquatch mature faster than humans, reaching adulthood
around age 14. They age quickly, and rarely live longer than 75
years.
Alignment. Sasquatches tend toward good alignments, but are
also independent and value freedom, which inclines them toward
chaotic alignments.
Size. Sasquatches tend to be between seven and eight feet tall,
and weigh between 280 and 340 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet. You have a climbing
speed equal to your walking speed.
Darkvision. You have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were bright
light and in darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
Thick Fur. You have resistance to cold damage.
Forest Camouflage. You have advantage on Dexterity (Stealth)
checks made to hide in forest terrain.
Keen Senses (Smell). You have advantage on Wisdom (Percep-
tion) checks that rely on smell.
Elusive Nature. You can cast the water shield spell once with this
trait and regain the ability to do so once you finish a long rest.
When you reach 3rd level, you may cast water shield a second
time between rests. When you reach 5th level, you can cast the
lesser modify memory spell once with the trait and regain the
ability to do so when you finish a long rest. Wisdom is your
spellcasting ability for these spells.
Powerful Build. You count as one size larger when determining
your carrying capacity and the weight you can push, drag or lift.
Fear of Fire. If the sasquatch takes fire damage, it has disadvan-
tage on attack rolls and ability checks until the end of its next
turn. A Sasquatch that uses their water shield spell does not
trigger their fear of fire that round.
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Licenses
OPEN GAME LICENSE Version 1.0a 3. Offer and Acceptance: By Using the Open Game
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Licenses
11. Use of Contributor Credits: You may not market or adver- Brown and Mike Young
tise the Open Game Content using the name of any Contrib- Alieagle © 2018 Inexorable Media, LLC; Authors: Maury
utor unless You have written permission from the Contributor Brown and Mike Young
to do so. Grizzly Condorwolf © 2018 Inexorable Media, LLC; Authors:
Maury Brown and Mike Young
12. Inability to Comply: If it is impossible for You to comply Gallinax © 2018 Inexorable Media, LLC; Authors: Maury
with any of the terms of this License with respect to some or Brown and Mike Young
all of the Open Game Content due to statute, judicial order, Grunch © 2016 Inexorable Media, LLC; Authors: Mike
or governmental regulation then You may not Use any Open Young, Maury Brown and Ben Morrow.
Game Material so affected. Maloghast © 2018 Inexorable Media, LLC; Authors: Maury
Brown and Mike Young
13. Termination: This License will terminate automatically if Triple Eagle © 2016 Inexorable Media, LLC; Authors: Mike
You fail to comply with all terms herein and fail to cure such Young, Maury Brown, and Ben Morrow
breach within 30 days of becoming aware of the breach. All Polebat © 2018 Inexorable Media, LLC; Authors: Maury
sublicenses shall survive the termination of this License. Brown and Mike Young
Humfaerie © 2016 Inexorable Media, LLC; Authors: Mike
14. Reformation: If any provision of this License is held to Young, Maury Brown, and Ben Morrow
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Piasa © 2019 Inexorable Media, LLC; Authors: Maury Brown
15. COPYRIGHT NOTICE and Mike Young
Sayona © 2019 Inexorable Media, LLC; Authors: Maury
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Brown and Mike Young
System Reference Document. © 2000. Wizards of the Coast, Teacup wyvern © 2016 Inexorable Media, LLC; Authors:
Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, Mike Young, Maury Brown and Ben Morrow.
based on material by E. Gary Gygax and Dave Arneson. Menorviento wyvern © 2016 Inexorable Media, LLC; Authors:
Mike Young, Maury Brown and Ben Morrow.
Kumcharangi. © 2016 Inexorable Media, LLC; Authors: Mike Meerhunt wyvern © 2016 Inexorable Media, LLC; Authors:
Young, Maury Brown and Ben Morrow. Mike Young, Maury Brown and Ben Morrow.
Duwende. © 2016 Inexorable Media, LLC; Authors: Mike Maverick wyvern © 2016 Inexorable Media, LLC; Authors:
Young, Maury Brown and Ben Morrow. Mike Young, Maury Brown and Ben Morrow.
Snipe. © 2016 Inexorable Media, LLC; Authors: Mike Young,
Maury Brown and Ben Morrow. All images are © 2016-2020 Inexorable Media, LLC. All rights
Jiwa Setan. © 2016 Inexorable Media, LLC; Authors: Mike reserved.
Young, Maury Brown and Ben Morrow.
Wendigo Colossus. © 2016 Inexorable Media, LLC; Authors:
Mike Young, Maury Brown and Ben Morrow.
113-Year Locust. © 2016 Inexorable Media, LLC; Authors:
Mike Young, Maury Brown and Ben Morrow.
Polhappler’s Mantis. © 2016 Inexorable Media, LLC; Authors:
Mike Young, Maury Brown and Ben Morrow.
Fairymaid © 2016 Inexorable Media, LLC; Authors: Mike
Young, Maury Brown and Ben Morrow.
Fiddle Spider © 2016 Inexorable Media, LLC; Authors: Mike
Young, Maury Brown and Ben Morrow.
Jesswilee © 2016 Inexorable Media, LLC; Authors: Mike
Young, Maury Brown and Ben Morrow.
Fluffernut © 2018 Inexorable Media, LLC; Authors: Mike
Young, Maury Brown.
Stoneclad. © 2016 Inexorable Media, LLC; Authors: Mike
Young, Maury Brown and Ben Morrow.
Bisonatee © 2018 Inexorable Media, LLC; Authors: Maury
130
Robert Collings (Order #31510355)
Introduction
131
Robert Collings (Order #31510355)
Enhance your Game with
Never-Before-Seen
Fantasy Beasts!
GM: A portal opened on the plains, a wide and vast portal, and the creatures came
pouring out, all unique, strange and never before seen. The ruckus was thunderous
as they all sought to get away from each other and broke out upon the countryside.
Player 1: Never before seen? How many different types?
GM: I would say threescore as a poor estimate.
Player 1: How many is a score?
Player 3: Isn’t score strictly a unit of time?
GM: A score is twenty. He means around 60 unique
creatures.
Player 2: Around 60 unique creatures?
GM: Yes.
Player 3: You’ve bought a brand new monster book, haven’t you?
Encounter new companions or familiars, new ingredients to harvest, beasts to battle, creatures to en-
counter, and treasure to find. From ancient and wise solitary creatures to hordes of vermin, it’s all here
in the Magimundi® Bestiary for the 5th Edition of the world’s greatest role-playing game!
For more lore about these creatures, see The Compendium of compatible
North American Cryptids & Creatures, Vol. 1, by Mike Young,
Maury Brown, and Ben Morrow, available on Amazon.com.
© 2016-2019 Inexorable Media, LLC
Visit us on the web at magimundi.wiki
Robert Collings (Order #31510355)