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.
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Robert Collings (Order #31510355)
Jiwa Setan
The Jiwa Setan is a two-dimensional spectral entity that
manifests as a shadow independent of a subject.
50
Robert Collings (Order #31510355)
Jiwa Setan
The Jiwa Setan is a two-dimensional spectral entity that
manifests as a shadow independent of a subject.
JIWA SETAN Most commonly found in Solaris Province and the
Caribbean Islands, the jiwa setan hides in naturally oc-
Large Elemental, neutral evil curring shadows during the day and emerges to hunt at
dawn or dusk.
Armor Class 16
Hit Points 172 (19d10+72) It subsists on a diet of emotions harvested from anyone
Speed 40 ft. ground unfortunate enough to come within their grasp. It prefers
strong, positive emotions like joy or love from magic-
STR DEX CON INT WIS CHA users but will feed on Mundanes. Victims of a jiwa setan
4 (-3) 18 (+4) 16 (+3) 3 (-3) 14 (+2) 14 (+2) attack experience pallor, listlessness, and a complete loss
of pleasure for 12 hours, though repeated feedings on a
Damage Resistance: Acid, cold, fire, thunder, bludgeon, particular victim can render this state permanent.
pierce, slash, from nonmagical and non-silvered
Damage Immunities: Necrotic, poison Being shadowy in nature, the jiwa setan may be harmed
Damage Vulnerabilities: Radiant or even destroyed by a strong source of light, but other
Condition Immunities: exhausted, grapple, paralyzed, than this, the only known way for a jiwa setan to perish is
petrified, poisoned, prone through starvation.
Senses: darkvision 120 ft., passive Perception 15
Challenge: 10 Magimundi Classification
Abilities Jiwa Setan / Tenebris umbraculum
Incorporeal movement. A jiwa setan can move through Family: Spirit
other creatures and objects as if they were difficult terrain. Classification: Non-sapient
It takes 5 (1d10) force damage if it ends its turn inside an Manifestation: Spectral
object.
Habitat: Jiwa setan live in the shadows of the Solaris
Sunlight sensitivity. While in sunlight, the jiwa setan has Province, as well as on the islands of the Caribbean Sea.
disadvantage on attack rolls, as well as on wisdom (Per- They prefer areas that are naturally shady, but need to be
ception) checks that rely on sight. close to humankind to feed.
Shadow Stealth. While in dim light or darkness, the jiwa Biology: It is difficult to accurately measure the size of a
setan can take the hide action as a bonus action. jiwa setan. They seem to be composed entirely of shadow,
possess a shadow’s flexibility, and are flat to the point of
Actions two-dimensionality.
Joyless touch. Melee weapon attack: +7 to hit, reach 10 Magical Uses: None. A destroyed jiwa setan leaves no
ft. One creature. Hit 34 (5d10+4) necrotic damage. The trace behind.
target must succeed on a Wisdom saving throw DC 15
and take one level of exhaustion as the joy is drained from
their body. This reduction lasts until the target finishes a
long rest.
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Robert Collings (Order #31510355)
Kumcharangi
Kumcharangi are subterranean winged snakes with
mottled black-and-brown scales and glowing eyes.
KUMCHARANGI
Medium Monstrosity, chaotic neutral
Armor Class 17 (natural)
Hit Points 35 (6d8 + 10)
Speed 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 10 (+0) 12 (+0) 14 (+2)
Saving Throws: Dexterity +5
Skills: Stealth +5
Damage Vulnerabilities: fire
Damage Resistance: Magical Resistance
Senses: Darkvision 80 ft., passive Perception 16
Challenge: 4 (1100 XP)
Abilities
Aphotic Bane. When the Kumcharangi successfully
inflicts damage with a bite attack, Roll a percentile die. If
50% or higher, Target must make a Constitution saving
throw. Upon failing the Constitution saving throw, they
gain disadvantage for the remainder of the combat as well
as take 1 damage per round of combat.
Actions
Bite. Melee weapon attack: +4 to hit, reach 10 ft., one crea-
ture. Hit 6 +1d8 piercing damage.
Burrow. Stealth underground moving 35 ft. to any acces-
sible square. Players can detect the location of the Kum-
charangi by rolling Wisdom, Perception, 18 or higher.
Surprise Attack Bite. +7 to hit, reach 10 ft., one target.
Hit 10 +2d8 piercing damage.
Adult kumcharangi can grow up to ten feet long. Sol-
itary creatures, they hunt by tracking the vibrations of
their intended prey, bursting from the ground and using
their wings to glide towards their target with a deafening
shriek. While their wings are insufficient for sustained
flight, they have been known to drop down on their prey
from trees.
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Robert Collings (Order #31510355)
Kumcharangi
Kumcharangi are subterranean winged snakes with
mottled black-and-brown scales and glowing eyes.
Typically, they eat small to medium-sized mammals,
which they prefer to swallow whole, but kumcharangi
are not above attacking humans. The victim of an adult
kumcharangi bite has a 45% chance of contracting an
affliction called Aphotic Bane, which incapacitates its
host (mentally and physically) gradually over a number
of years, and for which there is currently no cure. The
best defense against a kumcharangi is either a fire spell
or a gust of wind strong enough to interrupt their initial
spring or glide.
Magimundi Classification
Kumcharangi / Serpens pinnatus
Family: Reptilian
Classification: Non-sapient
Manifestation: Corporeal
Habitat: The kumcharangis live in small burrows in the
loamy soil of the Solaris Province. Cold weather makes
them sluggish, and some may even hibernate during the
winter months.
Biology: Adult kumcharangis can grow up to ten feet
long, with a wingspan of six feet. Their glowing eyes are
magical in nature, as no evidence of bioluminescence has
been found. An adult kumcharangi sheds its skin about
once a month, but growing neonates shed even more
frequently.
Magical Uses: Though hunting kumcharangi is danger-
ous, it can be worth it to some hunters. Although their
venom quickly loses its toxicity after harvesting, their
eyes are useful for items that grant darkvision and their
bones are useful for items that control animals. The emp-
tied venom sac of a kumcharangi fortifies the target of a
death ward spell or it can be used to enhance a casting of
phantasmal killer. A kumcharangi tongue can quicken a
passwall spell, while an intact eye can enhance a casting
of dominate person. The remnants from a kumcharangi are
rare items, due to the deadliness of hunting them.
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Lightning Snake
Technically a giant electric eel, the lightning snake is a
sea creature native to the coastline of the northern Thun-
derbird Province.
LIGHTNING SNAKE Tail. Melee weapon attack: +12 to hit, reach 10ft., one
target. Hit 16 (2d8+7) bludgeoning damage.
Gargantuan Elemental, neutral
Electrical Discharge. The lightning snake releases a burst
Armor Class 20 (Natural Armour) of electricity from its skin and targets a creature within
Hit Points 341 10ft. Targets must make a Dexterity saving throw DC
Speed Swim 40 ft. 20, taking 26 (3d12+7) lightning damage on a hit. If the
target fails this saving throw, it must make a Constitution
STR DEX CON INT WIS CHA saving throw DC 16, and on a failure, become stunned for
12 (+1) one round.
25 (+7) 20 (+5) 18 (+4 ) 13 (+1) 13 (+1)
Call Lightning (Recharge 5-6 normally, or Recharge 4-6
during a thunderstorm). The lightning snake calls down a
Saving Throws: Constitution +10, Wisdom +6 bolt of lightning within 60 ft., creating a cylinder of radi-
Skills: Perception +5 us 15ft. Any creature in that area must make a Dexterity
Senses: Blindsight 60 ft. Saving Throw DC 18, taking 52 lightning damage on a
Damage Immunities: Lightning failed save, or half as much on a successful one. This dam-
Challenge: 17 (18,000 XP) age affects a creature whether it is underwater, airborne or
on land.
Abilities
Adult lightning snakes can grow as large as 50 feet in
Electrical Senses. If the lightning snake is rendered unable length and weigh up to 1,800 pounds. They are capable
to produce any electricity, or if placed in an environment of producing bursts of electricity up to 25,000 volts for
with low electrical conductivity, it loses its Blindsight purposes of defense or communication. Lightning snakes
ability as well as its +5 to perception. are carnivorous, eating any aquatic animal smaller than
themselves, but have also been known to attack sail-
Thunderbird Subservience. When in the presence of a ing vessels if they find the cargo interesting enough. In
thunderbird, a lightning snake will act completely accord- addition, lightning snakes have the ability to cause storms
ing to the Thunderbird’s will. at sea and draw lightning down from the sky to replenish
their electrical charge. While hatchling lightning snakes
Cloud Dependent. The lightning snake cannot use its Call will often devour each other in infancy, their only natu-
Lightning ability unless at least a few clouds are present ral predator in adulthood is the Thunderbird, in whose
in the sky. If there is a thunderstorm present, the recharge presence lightning snakes have been seen calmly allowing
for Call Lightning becomes (Recharge 4-6) themselves to be eaten.
Storm Caller. If a lightning snake spends 10 minutes Magimundi Classification
doing nothing other than moving and concentrating, it
can create a thunderstorm around it. The lightning snake Lightning Snake / Electrophorus electricus giganticus
must concentrate to maintain the storm, for up to an
hour. If its concentration is broken, the storm dissipates Family: Icthyolios
in one round. Classification: Non-sapient
Manifestation: Corporeal
Actions
Multiattack. The Lightning Snake makes three attacks:
one with its bite, and two with its tail. It can make one
electrical discharge attack in place of its two tail attacks.
Bite. Melee weapon attack: +12 to hit, reach 15ft., one
target. Hit 26 (3d12+7) piercing damage.
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Robert Collings (Order #31510355)
Lightning Snake
Technically a giant electric eel, the lightning snake is a
sea creature native to the coastline of the northern Thun-
derbird Province.
Habitat: Lightning snakes live in the coastal waters of
Thunderbird Province. They are saltwater dwelling. They
live in dens, or tunnels formed under the ocean
floor.
Biology: Lightning snakes have the same in-
ternal organs as the electric eel, only on a larger
scale. Instead of 5,000 to 6,000 electroplaques, a
lightning snake could have 20 times as many, in
a much larger size. In most ways, they resemble
their smaller knifefish brethren.
Magical Uses: If one can slay a
lightning snake, the survivors
would be able to retire from the
riches they harvest from
the body. Its skin is
integral in several
formulae for items
that grant lightning
resistance, while its elec-
troplaque and bones are frequently
used for items that deal lightning
damage. The electroplaque can also be used
to enhance castings of lightning bolt, chain
lightning, or heighten a prismatic spray
spell. The eye from a lightning snake
can be used to fortify the target of an
animal shapes spell. Remains from a lightning
snake are considered legendary for the purpose of
selling or purchasing.
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Robert Collings (Order #31510355)
Loup-Garou
Loup-garoux are a select group of Magimundi who
have undergone a ritual giving them the ability to
transform into ferocious, wolf-like warriors.
LOUP-GAROU (HUMAN) Actions
Medium Humanoid (human, shapechanger), any alignment Multiattack (Humanoid or Hybrid Form Only). In hu-
manoid form, loup-garou makes two longsword attacks.
Armor Class 12 in humanoid form, 13 (natural armor) in In hybrid form, it can attack substitute one bite attack for
wolf or hybrid form (15 with mage armor) a longsword attack.
Hit Points 71 (11d8+22)
Speed 30 ft. (40 ft. in wolf form) Bite (Wolf or Hybrid Form Only). Melee weapon attack:
+6 to hit, reach 5 ft., one target. Hit 7 (1d8+3) piercing
STR DEX CON INT WIS CHA damage.
17 (+3) 14 (+2) 14 (+2) 17 (+3) 12 (+1) 11 (+0)
Longsword (Hybrid or Human Form Only). Melee weap-
Saving Throws: Intelligence +6, Wisdom +4 on attack: +6 to hit, reach 5 ft., one target. Hit 7 (d8+3)
Skills: Arcana +6, Perception +4, Stealth +5 slashing damage.
Damage Immunities: bludgeoning, piercing, and slashing
damage from non-magical weapons that aren’t silvered A Loup-Garou who is not a spellcaster will have identical
Senses: Passive Perception 14 traits, but cannot cast spells and is only Challenge 3 (700
Languages: Common (can’t speak in wolf form) and any xp).
3 other languages
Challenge: 7 (2,900 xp) Loup-garou are highly intelligent, and retain the ability
to reason, understand speech, and some degree of manual
Abilities dexterity even when in hybrid form. They are also able
to walk upright when fully shifted, and coordinate their
Shapechanger. The loup-garou can use its action to poly- attacks as a group.
morph into a wolf-humanoid hybrid or into a wolf or
back into its true form, which is humanoid. Its statistics, Unlike werewolves, loup-garoux can control their change
other than its AC, are the same in each form. Any equip- and shift into their forms at will. When shifted into the
ment it is wearing or carrying isn’t transformed. It reverts hybrid form, a loup-garou can easily reach a height of 9
to its true form if it dies. ft.
Keen Hearing and Smell. The loup-garou has advantage Loup-garoux and werewolves differ in several ways,
on Wisdom (Perception) checks that rely on hearing or the primary way being the means by which they come
smell. about their powers. While a werewolf is infected by a
bite, scratch, or perhaps a pact with a demonic entity, a
Spellcasting. The loup-garou is a 11th level spellcaster. Its loup-garou is chosen by a 'Lodge' to undergo a carefully
spellcasting ability is Intelligence (Spell Save DC 14, +6 guarded rite that turns them into a loup-garou.
to hit with spell attacks). The loup-garou has the follow-
ing wizard spells prepared: Loup-garoux also differ from werewolves in the degree
of awareness and self-control they maintain during their
Cantrips (at will) - Mage Hand, Mending, Message, time shifted into their hybrid form. A loup-garou in its
Shocking Grasp hybrid form is completely capable of reasoning and can
1st level (4 slots) - Detect Magic, Expeditious Retreat, understand language as well as they can in their human
Fog Cloud, Mage Armor, Thunderwave form. There have even been examples of loup-garou
2nd level (3 slots) - Alter Self, Melf ’s Acid Arrow, Web communicating via speech, although the anatomy of their
3rd level (3 slots) - Counterspell, Nondetection wolflike jaw prohibits all but the simplest of words and
4th level (3 slots) - Confusion, Dimension Door phrases.
5th level (2 slots) - Hold Monster, Rary’s Telepathic
Bond
56 6th level (1 slot) - Chain Lightning
Robert Collings (Order #31510355)
Loup-Garou
Loup-garoux are a select group of Magimundi who have
undergone a ritual giving them the ability to transform
into ferocious, wolf-like warriors.
Special Rite of the Change. Loup-garoux can, as a group Magimundi Classification
(the ‘Lodge’), perform a magical rite upon an individual
turning them into a loup-garou. The nature of this rite is Loup-Garou / Homo lupus loquax
a closely guarded secret and is believed to have been dis-
covered by accident. The subject need not necessarily be Family: Chimerical Humanoid
willing, though they usually are. If the subject is unwilling Classification: Sapient
they may make a Constitution saving throw DC 16 to Manifestation: Corporeal, Phasic
avoid changing.
Habitat: Loup-garoux can live anywhere in North
America, but are clustered particularly in Destiny Prov-
ince and Mishipeshu north of the Great Lakes. A smaller,
but growing, contingent can be found in Solaris. When
in wolf-form, loup-garoux seem to prefer wooded areas,
where they can satisfy their urge to hunt.
Biology: When in human form, a loup-garou is physical-
ly indistinguishable from another human. However, one
loup-garou can detect another loup-garou by a particular
scent issuing from the neck. Nemort (undead) creatures
can also sense the presence of a loup-garou. When in
wolf form, a loup-garou retains injuries or distinguishing
characteristics of the human. For example, a loup-garou
missing a hand in human form would shift to a wolf
missing a paw.
Magical Uses: None. A loup-garou’s body is no different
than that of a mortal creature once killed.
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Maloghast
These terrifying creatures have cloven hooves, raptor-like
forepaws, and prehensile tentacles powerful enough to
strangle the average human.
MALOGHAST Rhythmic Fascination. The maloghast can be subdued by
rhythmic chanting. Any opponent taking an action and
Large Aberration, chaotic evil succeeding on a DC 19 Charisma (Performance) check
will inflict the stunned condition on the maloghast until
Armor Class: 18 (natural armor) the end of their next turn, or until the maloghast suffers
Hit Points: 210 (20d10+100) damage. A damaged maloghast may not be stunned by
Speed: 30 ft. this method for the remainder of the combat.
STR DEX CON INT WIS CHA Single-Minded. The maloghast knows the distance and
15 (+3) 16 (+3) 21 (+5) 22 (+6) 13 (+1) 18 (+4) direction of anyone it has targeted, even if the creature
and the maloghast are on different planes of existence.
Saving Throws: Constitution +10, Wisdom +6, Charisma
+9 Actions
Skills: Perception +6 Multiattack. The maloghast makes up to three tentacle
Damage Immunities: psychic, bludgeoning, piercing, and attacks at three different targets, uses Reel and makes one
slashing weapons from non-magical attacks. attack with its bite.
Condition Immunities: blinded, charmed, exhaustion,
paralyzed, petrified, poisoned Tentacle. Melee weapon attack: +8 to hit, reach 15 ft., one
Senses: Darkvision 120 ft., passive Perception 16 target. Hit 19 (4d6+5) bludgeoning damage. The target is
Languages: Telepathy 120 ft. also grappled (escape DC 16). Until the grapple ends, the
Challenge: 15 (13,000 XP) target is restrained and will not be subjected to further
tentacle attacks.
Abilities
Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target
Creature of Nightmares. The maloghast whispers across who is restrained. Hit 27 (4d10+5) bludgeoning damage.
the realm, creating nightmares in areas where powerful
magic has been cast. The maloghast is the color of mid- Reel. The maloghast pulls each creature it grapples 15 ft.
night, with hooves, sharp fangs, tentacles and too many toward the maloghast.
eyes.
Immortal. If the maloghast finds its body discorporat- Target. As an action, the maloghast may create a link be-
ed, it returns to the Realm of Whispers, where it will tween itself and a target. This link cannot be broken, save
arise again. It is unknown how to destroy the maloghast by a remove curse spell or similar magic. The maloghast
forever. may have any number of linked targets. The maloghast’s
target takes an additional 14 (4d6) psychic damage from
Aura of Terror. Any creature hostile to the maloghast that the maloghast’s attacks.
starts its turn within 20 ft. of the maloghast must make
a Wisdom saving throw DC 17, unless the maloghast is Pray you don’t meet one of these in a dark alley. These
incapacitated. On a failed save, the creature is frightened immortal creatures have been brought here from another
until the start of its next turn. If a creature’s saving throw plane of existence and are both angry and and insatiably
is successful, the creature is immune to the maloghast’s hungry. They have tentacles with a 15-foot reach, multiple
Aura of Terror for the next hour. eyes giving them 360 degrees of infrared and low-light vi-
sion, raptor-like claws on their forearms and a formidable
Magic Resistance. The maloghast has advantage on saving set of teeth. Their preferred diet consists of human souls
throws versus spells or similar effects. and flesh, and a bite to the neck or other major artery is
usually fatal.
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Maloghasts can fade in and out of existence Magimundi Classification
on this plane, giving them an excellent escape Maloghast / Exterreri rex
strategy for ranged and melee attacks. It is said that dron-
ing music, such as Gregorian Chants, can calm a raging Family: Spirit
maloghast, but it is difficult to attain the proper tones Classification: Para-sapient
when in a panic. Manifestation: Phasic
There are ancient tales of powerful wizards gaining mind Habitat: Maloghasts live in the Whisper Realm, a plane
control over a maloghast and using it to do their bid- parallel to ours. Not enough information is know about
ding, but the side effects of merging one’s mind with an the Whisper Realm to be able to describe its ecosystem.
extra-planar dark entity are unknown. Maloghasts can
survive in any habitat, but prefer forests and areas with Biology: Maloghasts have cloven hooves, claws, and
dense population where they can more easily hide. tentacles. They have dozens of eyes, all about their bod-
ies. Because they are from another plane of existence,
The Maloghast may be a singular creature. Only one invulnerable to harm, and seemingly immortal, we have
experience with one has ever been recorded and widely no detailed information on their internal organs, family
disseminated. What is known is that it is a denizen of the units, or how they reproduce.
little understood Realm of Whispers and that it does not
take kindly to trespassers in its realm. Magical Uses: Unknown. If the maloghast is destroyed,
its body immediately dissipates.
Robert Collings (Order #31510355)
59
Mannegishi
Mannegishi are humanoid, generally 4-5 feet tall, with
long, thin arms and legs, and a large head lacking a nose.
MANNEGISHI
Small Humanoid, neutral evil
Armor Class 16
Hit Points 49 (9d6 + 18)
Speed 40 ft.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 19 (+4) 19 (+4) 17(+3) 16 (+3)
Saving Throws: Constitution +6
Skills: Perception +5 , Deception +5, Stealth +5
Senses: passive Perception 15
Languages: Common, Telepathy 60 ft.
Challenge 2 (450xp)
Actions Magimundi Classification
Mannegishi / Mannegishi sexdactylous
Charm. The mannegishi targets one humanoid or beast they
can see within 30 feet. If the target can see the mannegishi, it Family: Humanoid
must succeed on a Wisdom saving throw DC 14 or be magical- Classification: Para-sapient
ly Charmed. The Charmed creature regards the mannegishi as a Manifestation: Phasic
trusted friend to be heeded and protected. Although the target
isn't under the mannegishi’s control, it takes the mannegishi’s Habitat: The mannegishi are almost exclusively found in Can-
requests or Actions in the most favorable way it can. ada. They do not like warm weather, and will stay in the water
to keep themselves cool during the summer.
Each time the mannegishi or its allies do anything harmful to
the target, it can repeat the saving throw, ending the effect on
itself on a success. Otherwise, the effect lasts 24 hours or until
the mannegishi dies, is on a different plane of existence from
the target, or ends the effect as a Bonus Action. If a target’s
saving throw is successful, the target is immune to the manneg-
ishi’s Charm for the next 24 hours. The mannegishi can have
no more than one humanoid and up to three Beasts Charmed
at a time.
Unarmed strike. Melee weapon attack: +5 to hit, reach 5 ft. One Biology: An adult mannegishi can grow to four to five feet in
target, Hit 1d6-1, bludgeoning damage. height. They are amphibious and must keep their skin moist to
survive. They can breathe both air and water. The mannegishi
Rock Throw. Ranged weapon attack: +5 to hit, range 120 ft. One are normally corporeal, but they may turn spectral at times to
target. Hit 1d10-1, bludgeoning damage. travel.
The mannegishi are amphibious tricksters found in and Magical Uses: Mannegishi organs rarely appear for sale, but
around rivers and other bodies of water in Canada. While they are quite valuable. Their skin makes enchanted, wa-
they enjoy capsizing boats on their rivers and meddling with ter-proof clothing, while their eyes and organs are useful in a
local teleportation spells, they also have a history of being variety of magical potions and charms. The finger bones from
willing to speak and trade with human beings under the right a mannegishi can be used to fortify the target of nondetection
circumstances. Mannegishi are rumored to possess a kind of or misty step spells. Their lungs can be used to heighten a slow
telepathy that allows them to communicate with others and spell. The mannegishi only rarely have their remains available
even penetrate the human mind, so precautions should be taken for purchase.
when engaging them.
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Robert Collings (Order #31510355)
Merperson
Water-dwelling chimerical creatures with the head and
torso of a human and the lower extremities of a compara-
bly-sized fish.
MERPERSON River mermaids are thought be to extinct in North
America due to human pollution and habitat destruc-
Medium Humanoid, chaotic evil tion. South American river mermaids exist in some of the more
remote parts of the Amazon River.
Armor Class 11
Hit Points 11 (2d8 + 2) Biology: Mermaids possess dual mammalian and piscine
Speed 30 ft., Swim 50 ft. biologies. They may breathe air, like sea mammals, but also
have gills which they may use to filter water for oxygen. It is
STR DEX CON INT WIS CHA presumed that they reproduce like fish based on dissection of
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1) mermaid bodies, but this remains theoretical.
Saving Throws: N/A Magical Uses: Only a cruel person would hunt the merfolk for
Damage Resistance: Water their body parts, but those parts are useful for a variety of foul
Senses: Passive Perception 12 enchantments. Their tongues can be used to enhance a casting
Languages: Common of hellish rebuke or armor of agathys. Their scales can be used to
Challenge: 1/4 (50 XP) enhance inflict wounds and dissonant whisper spells. Their hair,
which can be ethically harvested, can be used to enhance a false
Actions life spell. Merfolk remains are commonly available in the most
savage and lawless places, as well as places where evil has sway.
Spear. Melee or Ranged weapon attack: +2 to hit, reach 5 ft. or More gentle economies will never see their remains for sale.
range 20/60 ft., one target. Hit 4 (1d6 + 1) piercing damage.
Mermaids are considered as intelligent as humans and have a
long history of trading with magical seafaring communities. All
mermaids have the ability to breathe air and speak to the land-
bound, though they rarely leave the water for extended periods
of time. Freshwater mermaids currently inhabit the Great
Lakes, but interaction with them has become difficult due to an
ongoing war between groups. Saltwater mermaids prefer more
temperate climates and many notable groups or stirpes may
be found between Bermuda and French Guiana. The Council
of Five has declared merpeople a protected species; anyone
who perpetrates violence against merpeople with the intent to
harvest the bodies will be subject to prosecution.
Magimundi Classification
Merperson / Mulier piscus
Family: Ichthyolios-Humanoid Chimera
Classification: Sapient
Manifestation: Corporeal
Habitat: Salt water mermaids live in stirpes along the
coasts of temperate climes. There are many notable stirpes of
Atlantic mermaids ranging as far north as Bermuda, and as far
south as French Guiana. There are several stirpes of freshwater
mermaids who live in the Great Lakes of North America.
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Mishipeshu
The mishipeshu, or “Great Lynx”, is a scaled animal with
the head and body of a giant cat, the antlers of a deer, and
sharp spines running down its back.
MISHIPESHU Gore. Melee weapon attack:+12 to hit, reach 5 ft., one
target. Hit 24 (4d8+6) piercing damage.
Large Monstrosity, neutral
Trampling Pounce. If the Mishipeshu moves at least 20
Armor Class 21 (natural armor) ft. straight toward a creature and then hits it with a gore
Hit Points 198 (22d10+88) attack on the same turn, that target must succeed on a
Speed 50 ft., Swim 60 ft., Climb 30 ft. Strength saving throw DC 19 or be knocked prone. If the
target is prone, the Mishipeshu can make one bite and
STR DEX CON INT WIS CHA one claw attack against it as a bonus action.
16 (+3) 22 (+6) 18 (+4) 12 (+1) 15 (+2) 12 (+1)
Legendary Actions
Legendary Resistance: (3/day) If the Mishipeshu fails a
saving throw, it can choose to succeed instead. Move. The Mishipeshu may move up to its full move-
Saving Throws: Dexterity +12, Constitution +10 ment.
Skills: Perception +8, Athletics +9, Acrobatics +12,
Stealth +12 Swim. The Mishipeshu may move up to its full swim
Damage Resistance: Acid, cold, lightning, piercing/slash- speed if in water without provoking attacks of opportu-
ing/bludgeoning from non-magical weapons nity.
Senses: Passive Perception 18, darkvision 120 ft.
Languages: Understands Common and Aquan Waterspout. As long as the Mishipeshu is within 60 ft. of
Challenge: 17 (18,000 XP) a body of water, it can create a 10 ft. diameter, 60 ft. high
waterspout. Any creature caught within the waterspout
Abilities must make a Dexterity saving throw DC 19 or take 28
(8d6) bludgeoning damage and be caught in the water-
Trackless Step (snow). The Mishipeshu has advantage on spout (escape DC 19) on a failed throw and half as much
stealth checks when in snow-covered areas. and not be caught on a successful one. Recharge 5-6.
Keen Smell. The Mishipeshu has advantage on Wisdom Mishipeshu live in family groups called “chains” in the
(Perception) checks that rely on smell. islands of the Great Lakes. Aside from their external
physical advantages, mishipeshu have the ability to
Waterbreathing. The Mishipeshu can breathe underwater. breathe underwater and to move through the snow with-
out leaving tracks. No magic-user has ever successfully
Mortal Enemy Thunderbird. The Mishipeshu gains challenged a mishipeshu and lived to tell about it; the
advantage on all saving throws and attacks against the best way to survive encountering one of these creatures is
Thunderbird. It will fight to the death when facing a to appease them by dropping to the knees and pressing
Thunderbird. one’s head to the ground. If this show of deference pleases
them, they have been known to spare lives, or even gift
Actions their supplicants with precious stones or thunderbird
Multiattack. The Mishipeshu may make a Trampling components.
Pounce attack or make 3 attacks: one with its bite and
two with its claws. Magimundi Classification
Bite. Melee weapon attack:+12 to hit, reach 5 ft., one tar- Mishipeshu / Lynx subaqua
get. Hit 17 (2d10+6) piercing damage
Family: Mammalian
Claws. Melee weapon attack:+12 to hit, reach 5 ft., one tar- Classification: Semi-sapient
get. Hit 13 (2d6+6) slashing damage. Manifestation: Corporeal
62 Habitat: The mishipeshu live in small family groups in
the islands of the Great Lakes.
Robert Collings (Order #31510355)
Mishipeshu
The mishipeshu, or “Great Lynx”, is a scaled animal with
the head and body of a giant cat, the antlers of a deer, and
sharp spines running down its back.
Biology: Mishipeshu have the head and paws of a giant Daring magicians might anger a mishipeshu
cat, the antlers of a deer, dagger-like spikes running along so that they might trap its breath or roar in carefully
its back and tail, and is completely covered in scales. prepared bottles. These bottles can be used for a variety
of effects. The bottled roar can also be used to quicken
Magical Uses: The mighty mishipeshu’s body contains castings of heal and mass heal. Their blood can be used to
many potentially useful components. The pelt itself is use- heighten a dominate monster or feeblemind spell. Pieces
ful for creating magical hide armor, elementally-re-
sistant items and magical robes. Their antlers from the body of a mishipe-
and spikes are used for magical weapons shu are almost never avail-
and wands. able, and are considered to be
legendary.
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Robert Collings (Order #31510355)
Mothman
The mothman is a bipedal humanoid with feathered
wings, claws, iridescent skin, and glowing red eyes.
THE MOTHMAN The experiment warped his appearance and destroyed his
sanity, and he fled the colony in 1588 to the wilds near
Large Aberration, chaotic evil the confluence of the Ohio and Kanawha Rivers where
according to various witnesses he remains today. The
Armor Class 20 (natural) mothman’s wings allow him to fly or glide short distances.
Hit Points 116 (12d10 +50)
Speed: 55 ft. He is preternaturally fast, has a resistance to most spells,
and wounds taken from his claws or teeth are prone to
STR DEX CON INT WIS CHA infection. The Mothman is extremely aggressive and magi
22 (+6) 16 (+3) 18 (+4) 11 (+0) 11 (+0) 16 (+3) should not seek to initiate contact.
Saving Throws: Constitution +8 There are stories of magi travelling to attempt commu-
Skills: Athletics +10, Perception +4 nication with him, although the purpose or outcome of
Damage Resistance: acid, cold, electricity, fire, thunder these interactions is unknown.
Senses: Passive Perception 14
Languages: Common Magimundi Classification
Challenge: 10 (5,900 XP) Mothman / Homo lepidoptera
Abilities Family: Humanoid
Classification: Para-Sapient
Magical Resistance. The Mothman has advantage on sav- Manifestation: Corporeal
ing throws against spells and other magic effects.
Actions Habitat: The Mothman lives near the confluence of the
Ohio and Kanawha Rivers, in what is commonly known
Bite. Melee weapon attack: +10 to hit, reach 10 ft., one as West Virginia. It is believed that he lives in an under-
target, Hit 22 (5d8) piercing damage. ground cave system that has not yet been discovered.
Claw Attack. Melee weapon attack:+10 to hit, reach 10 ft., Biology: The exact biology of the Mothman is unknown,
multitarget, any in range, Hit 18(4d8) slashing damage. but it is believed that his internal biology is human, with
the addition of feathered wings.
Otherworldly Gaze (3/day). The Mothman has seen
things, known things, and gone places that mortals were Magical Uses: Though based strictly on conjecture, the
never supposed to. The Mothman targets one creature it body of the Mothman could produce a cornucopia of
can see within 60 ft. If the target can see the Mothman, pieces that would be useful for enchanters. The only
the target must succeed on a DC 15 Wisdom save or leavings currently found from the Mothman are feathers,
take 59 (17d6) cold damage and has disadvantage on all which can be used in items that protect from scrying. The
Dexterity checks for the next minute. The target takes feathers can also be used to enhance invisibility spells and
half as much damage on a successful save, and does not fortify the target of greater invisibility spells. The leavings
suffer disadvantage on Dexterity checks. A target who of the Mothman are very rare items.
succeeds on this save is immune to the mothman’s gaze
for the next hour.
The Mothman is a single entity, the result of a terrible
spell misfiring on its caster, Thomas Crowley, a colonist
of Roanoke and magical adept. A talented shapeshifter,
Crowley’s religious views led him to attempt transform-
ing himself into an angel.
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Mothman
The mothman is a bipedal humanoid with feathered
wings, claws, iridescent skin, and glowing red eyes.
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Nagual
Nagualli are humans who possess the ability to turn into
an animal, typically (but not always) a large cat such as
a jaguar.
NAGUAL (FEAT) Magimundi Classification
Nagual / Homo sapiens chimerical
Medium Humanoid (human, shapeshifter), neutral
Family: Chimerical Humanoid
Prerequisite: Human Classification: Sapient
Manifestation: Corporeal
Some humans are gifted at birth with the ability to
change into the form of a single animal. Sometimes, Habitat: Nagualli can be found in any Magimundi
however, this gift does not show itself until later in life. community. They are people. It is possible for a nagual to
You have unlocked your hidden ability and are now able transform into an animal that would be outside its native
to change at will. habitat.
• You may choose one animal following the rules for a Biology: When in the form of a person, a nagual is bio-
Druid’s Wild Shape ability using your character level logically identical to a person. When in animal form, they
to determine your Druid level. Shifting requires a are biologically identical to that animal. When a nagual
standard action, but there is no time limit on how dies, it returns to human form.
long you can stay in your animal form.
Magical Uses: None. A nagual’s animal parts are com-
• You gain advantage on Perception checks. pletely useless for any sort of spell component or en-
chantment.
Nagualli are humans who possess the ability
to turn into an animal, typically (but
not always) a large cat such as a
jaguar, puma, mountain lion,
leopard, lion, or tiger.
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Piasa
Piasas are a species of manticore (human-horse-bat-
scorpion chimerae).
PIASA Magimundi Classification
Piasa / Manticorus inimicus
Large Monstrosity, neutral
Pronunciation: pee-ah-zuh
Armor Class 14 (natural) Family: Chimerical (natural)
Hit Points 100 (12d10+24) Sapience: Sapient
Speed 30 ft., Fly 50 ft. Manifestation: Corporeal
STR DEX CON INT WIS CHA Habitat: Piasa can be found in plains and plateau ar-
17 (+3) 16 (+3) 17 (+3) 14 (+2) 12 (+1) 8 (-1) eas where they tend to try and avoid large mammals. If
threatened, they will hide or attack with their stingers.
Skills: Survival +3, Stealth +5, Nature +4 They live in groups and form a community.
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Common, Piasa Biology: The Piasa is much like any other manticora ex-
Challenge: 4 (1,100 XP) cept they are capable of speech and will interact peaceful-
ly if not immediately threatened.
Abilities
Magical Uses: The Piasa’s venom can be harvested to
Flyby. The Piasa doesn’t provoke an opportunity attack create a poison. Initial ingestion of this poison requires a
when it flies out of an enemy’s reach. Constitution saving throw DC 12 to overcome. On a fail-
ure, the character takes 1d4 damage. If the Stinger is kept
Actions intact and used as a weapon, it is treated as a dagger and
the DC for the Constitution saving throw is increased to
Multiattack. The Piasa makes three attacks, two with 14.
claws and one with its tail; or while flying, four attacks
with its claws.
Claws. Melee weapon attack: +5 to hit, reach 5 ft., one
target. Hit 9 (2d6+2) slashing damage.
Tail. Melee weapon attack: +5 to hit, reach 10 ft., one tar-
get. Hit 7 (1d8+2) Piercing damage and 11 (3d6) poison
damage.
Piasas are a species of manticore. They stand about
8 ft. tall, and their leathery, bat-like wings have a
wingspan of 10-15 feet.
Their horse-sized body ends in a scorpion tail, tipped
with a venomous stinger hidden by a tuft of fur or feath-
ers. Their faces are human-like in appearance, although
monstrous with wide mouths and large fangs.
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Polebat
The polebat is a chimera of a black bat and a skunk. It was created
as a prank by an 18th century wizard and then self-bred. They
multiplied quickly without natural predators, and now live in
caves, chimneys, and abandoned buildings everywhere.
POLEBAT Magimundi Classification
Polebat / Tadarida Mephitidae
Tiny Monstrosity, unaligned
Family: Chimerical Mammal/Mammal (created)
Armor Class 12 Sapience: Non-sapient
Hit Points 7 (2d4+2) Manifestation: Corporeal
Speed 30 ft., Fly 30 ft.
Habitat: The polebat prefers warm, dry climates with lots
STR DEX CON INT WIS CHA of open space to fly but also with some trees and scru-
4 (-3) 15 (+2) 12 (+1) 2 (-4) 12 (+1) 4 (-3) bland to nest. They eat insects as well as fruit.
Senses: blindsight 60 ft. (cannot be used when deafened), Biology: Polebats are mammals. They have more skunk-
passive Perception 11 like features than bat. They have leathery wings instead
Challenge: ¼ (50 xp) of forelegs, and powerful scent glands near their anus.
Polebats can range in size from the size of a mouse to the
Abilities size of a fox, depending on what chimerical combination
they are as a result of wild inter-breeding.
Keen Hearing and Smell. The polebat has advantage on
Wisdom (Perception) checks that rely on Magical Uses: The extract of polebat scent can be used
hearing and smell. in a number of magical potions elixirs; however, the side
effect of all of these is that they inevitably end up smell-
Actions ing terrible. The leather from polebat wings can be sewn
into comfortable boots that allow an awkward levitation
Bite. Melee weapon attack: +0 to hit, reach 5 ft., one crea- or flight. It is said that a potion made from polebat scent
ture. Hit: 1 piercing damage. and squonk water can cure any mundane illness if you can
force yourself to swallow the whole thing. Polebat fur can
Spray. A polebat can spray a stream of noxious musk at be used to quicken a casting of the darkness spell. Polebat
a single target within 15 ft. The creature struck by this scraps are common ingredients.
spray must make a DC 11 Constitution save or suffer the
poisoned condition. The target may make a Constitution
save each turn to end the effect. On a successful saving
throw, the creature is immune to the spray of any polebat
for 1 hour.
Screech (Recharge 6). A polebat can produce an ear-split-
ting screech that affects all creatures in a 20 ft. radius
burst. All targets in the area must make a DC 11 Con-
stitution save or suffer 5 (d10) Thunder damage and are
deafened until the end of their next turn.
The polebat is a chimera of a black bat and a skunk. It
was created as a prank by an 18th century wizard to get
revenge on a jilted lover. Polebats were able to breed with
both skunks and bats, with the chimera being dominant.
As a result, they multiplied quickly without natural pred-
ators, and now live in caves, chimneys, and abandoned
buildings everywhere.
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Polebat
The polebat is a chimera of a black bat and a skunk. It was created
as a prank by an 18th century wizard and then self-bred. They
multiplied quickly without natural predators, and now live in
caves, chimneys, and abandoned buildings everywhere.
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Polhappler’s Mantis
Native to the plains of Mishipeshu, Baja, and Central
America, Polhappler’s Mantis resembles a praying
mantis, but it is the size of a small pony.
POLHAPPLER’S MANTIS In addition, at the apex of a Polhappler’s Mantis’ jump, a
Large Beast, unaligned simple spell may be performed which will transport rider,
mantis, and any cargo it carries up to 100 miles away.
Armor Class 12 (natural armor) They are classified as ambush predators and have the
Hit Points 18 (4d8) ability to alter their color to suit their surroundings, like a
Speed 30 ft. chameleon.
STR DEX CON INT WIS CHA Magimundi Classification
12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4) Polhappler’s Mantis / Mantis colossaeus
Skills: Perception +2 Family: Insectoid
Damage Resistance: N/A Classification: Non-sapient
Senses: darkvision 30 ft., passive Perception 12 Manifestation: Corporeal
Languages: Can understand some basic commands in
Common if trained Habitat: Polhappler’s Mantises thrives in large open ar-
Challenge: 1/4 (50 XP) eas, like fields and prairies. They require a source of fresh
water. They do not create dens or shelters, but will rest
Abilities under trees during heavy rains.
Standing Leap. The mantis’ long jump is up to 30 ft. and Biology: Polhappler’s Mantises are similar to the com-
its high jump is up to 20 ft., with or without a running mon praying mantis, although much larger. Adults have
start. four non-functional wings. The necks of the Polhappler’s
mantis are more articulated than other mantises, allowing
Actions them a farther range of vision.
Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target. Magical Uses: The antennae of a Polhappler’s Mantis
Hit 4 (1d6 +1) piercing damage, and the target is grap- can be used as the core of a wand. Their molted shells are
pled (escape DC 11). Until this grapple ends, the target is often integrated into items that give the wearer superi-
restrained, and the mantis can’t bite another target. or leaping abilities. A piece of shell from a Polhappler’s
Mantis quickens a casting of jump, or fortifies the caster
Head-butt. Melee weapon attack: +6 to hit, reach 5 ft., one of expeditious retreat. The leavings of a dead mantis are
target. Hit 9 (2d4 + 4) bludgeoning damage. commonly available.
The Polhappler’s Mantis shares most characteristics of its
basic biology with the praying mantis, including two rap-
torial forelegs, four posterior legs, four translucent wings
which do not develop until adulthood, and a fully articu-
lated neck. The major difference is size: the Polhappler’s
Mantis grows to between 6-8 ft. tall and weighs between
175-250 pounds. The females are significantly larger than
the males. Polhappler’s Mantises have been successfully
domesticated and used as both a means of transportation
and draft animals in agricultural work. They cannot fly
but are capable of jumping up to 20 ft. in the air, making
“mantis rodeos” a popular event in Baja Province.
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Polhappler’s Mantis
Native to the plains of Mishipeshu, Baja, and Central
America, Polhappler’s Mantis resembles a praying mantis,
but it is the size of a small pony
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Pukwudgies
Pukwudgies are arboreal spirits born from the bark of
an ash tree, averaging 2-3 feet tall and resembling short,
flat humans.
PUKWUDGIES A pukwudgie, or pok-wejee-man, is a small arboreal spirit
similar to a gnome or pixie. Made of the bark of an ash
Small Plant, neutral evil tree, they stand 2-3 feet in height and resemble short, flat
humans. A new pukwudgie is created when an ash tree
Armor Class 17 sloughs off some of its bark in a process known as puk-
Hit Points 100 (12d6+48) wudgination. Pukwudgies are only created from the ash
Speed 30 ft. See rolling ability tree, and only in the Destiny and Mishipeshu Provinces,
as far west as the Great Lakes.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 9 (-1) Pukwudgies are mischievous protectors of the forest.
According to legend, they were once friendly toward
Damage Resistance: bludgeoning, piercing humans, but as settlers started deforestation, the puk-
Damage Vulnerabilities: Fire wudgies turned hostile. Pukwudgies have been known to
Challenge: 6 disable logging equipment, and are definitely responsible
for at least ten deaths during the construction of the Erie
Abilities Canal.
Blending. A pukwudgie that flattens itself against another Pukwudgies are technically genderless, but have tradi-
tree has advantage on Dexterity (stealth) checks. tionally been referred to as male. Pukwudgies absorb
carbon dioxide and “exhale” oxygen through their skin.
Rolling. A pukwudgie can roll itself into a ball to cover They also absorb nutrients through their feet by means of
more ground. Its speed becomes 50 ft. but only when tiny rootlets.
moving in a straight line or charging.
Innate spell casting. The pukwudgie’s innate spellcasting Pukwudgies live in small groups, usually around 6-10
ability is Charisma (DC 14). The pukwudgie can innately individuals. They seem to act like extended families, but
cast the following spells, requiring no material compo- they do not actually care for each other, raise each other,
nents: or have true parents or children. Pukwudgies rarely gather
together in groups of more than 11 or 12.
At will - unseen servant, minor illusion
Actions Pukwudgies exhibit many supernatural abilities: they can
Multiattack. The pukwudgie can make 2 slam or thorn roll themselves into a ball to travel along the forest floor,
attacks. flatten themselves around the base of a tree and vanish
from sight, shoot venomous thorns from their “hands”,
Slam. +8 to hit, reach 5 ft., one target. Hit 11 (2d6+4) create minor illusions, and even control the souls of those
they killed and send them to perform simple errands.
Thorns. +6 to hit, range 60/120 ft., one target. Hit 7 It is generally considered bad luck to see a pukwudgie.
(1d6+3). Target must make a Constitution Saving throw
DC 14 or take 10 (3d6) poison damage. They take half as They have no love of humans, and will try to find a way to
much on a successful save. hurt or kill you. While they are considered sapient crea-
tures, they are not protected by edict and may be harvest-
ed for magical components.
There is no such thing as a juvenile pukwudgie. A group
of pukwudgies is called a grove.
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Pukwudgies
Pukwudgies are arboreal spirits born from the bark of
an ash tree, averaging 2-3 feet tall and resembling short,
flat humans.
Magimundi Classification Habitat: Pukwudgies live in small dens in the base of
ash trees in the forests of the northeast. They require this
Pronunciation: puk-WUJ-ē habitat and will die in captivity.
Family: Arboreal Humanoid
Classification: Para-sapient Biology: Pukwudgies are living, mobile ash tree bark,
Manifestation: Corporeal and as such they have no internal organs. They possess
retractable roots in their feet by which they absorb water
and nutrients from the earth.
Magical Uses: The bark of a pukwudgie can be used in
magical scrolls for Druid and Ranger spells. Their bodies
contain little else of use. That same bark can fortify the
caster of a barkskin spell or heighten a grasping vine spell.
The bark and residue from a pukwudgie are rare items,
when they are available for sale.
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Revenant
These reanimated corpses or spirits are most often brought
to life through a necromantic ritual for the purpose of
carrying out a task assigned by the creator.
REVENANT Habitat: Revenants do not have a habitat per se. Some
stay near where they were created; others wander. They
Medium Undead, lawful evil tend to avoid water as they can become waterlogged,
which disrupts their ability to move and hastens their
Armor Class: 11 sloughing decay.
Hit Points: 16 (3d8+3)
Speed: 30 ft. Biology: Revenants are magically animated human
corpses. They do not have working internal organs, but
STR DEX CON INT WIS CHA they seem to be able to see, hear, and think. They have
13 (+1) 6 (-2) 16 (+3) 10 (+0) 12 (+1) 5 (-3) limited senses of taste, smell, and touch. They do not feel
Senses: Passive Perception 11 pain or discomfort. They do not get sick, and
Damage Vulnerabilities: Fire they do not heal injuries.
Damage Immunities: Poison
Languages: Common Magical Uses: While a revenant may be
Challenge: 1/2 (100 XP) nearly useless for enchantments, the ashes
of a destroyed revenant will enhance a
Actions disintegrate spell. The ashes of a destroyed
revenant are considered rare items.
Thwack. Melee weapon attack: +3 to hit, reach 5 ft., one
target. The revenant reaches out and bashes its target
with one of its limbs. Hit: 4 (1d6 + 1) bludgeon-
ing damage.
A revenant is a reanimated corpse or spir-
it, usually brought back by a necromantic
ritual. Revenants are created in order to
perform a specific task set by the Wizard.
Such a revenant may be just as intelligent as it
was in life, but its will is usually bound by the
Wizard who summons and controls it.
Once the revenant completes its task, it disperses
into dust and cannot be revived again. The specifics of the
ritual, and the control of the corpse, are beyond the scope
of this book.
Magimundi Classification
Revenant / Homo mortis
Family: Nemort
Classification: Para-sapient
Manifestation: Corporeal, Phasic
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Sasquatch
Simian in appearance and completely covered in fur,
sasquatch were the indigenous giants of North America.
SASQUATCH The sasquatch, or Bigfoot, are indigenous giants
of North America, completely covered in shaggy fur.
Medium Humanoid, neutral Standing upright an adult male could reach 8-10 feet in
height. Mature male sasquatch gain a streak of gray or
Armor Class: 12 (natural armor) silver fur on their head and back.
Hit Points: 45 (6d8 + 18)
Speed: 35 ft., Climb 35 ft. Sasquatch were nearly exterminated in the Magma Wars.
Small communities of surviving sasquatch have moved
STR DEX CON INT WIS CHA far to the north in remote areas, and sightings are rare.
18 (+4) 12 (+1) 16 (+3) 12 (+1) 13 (+1) 10 (+0)
The sasquatch were gentle creatures who were frightened
Saving Throws: N/A by the cruelty of humankind. Sasquatch had a natural en-
Skills: Darkvision 60 ft., Perception +3, Stealth +3 ergetic magic that affects the human mind, confusing the
Damage Resistance: Cold human and causing them to forget the encounter with
Damage Immunities: N/A the sasquatch. (continued on next page)
Senses: Passive Perception 13
Languages: Sasquatch
Challenge: 3 (700 XP)
Abilities
Fear of Fire. If the sasquatch takes fire damage, it has dis-
advantage 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.
Keen Smell. The sasquatch has advantage on Wisdom
(Perception) checks that rely on smell.
Forest Camouflage. The sasquatch has advantage on Dex-
terity (stealth) checks made to hide in forested terrain.
Innate Spellcasting. The sasquatch’s innate spellcasting
ability is Wisdom (spell save DC 11). The sasquatch can
innately cast the following spells, requiring no material
components:
2/day - Water Shield
1/day - Lesser Modify Memory
Powerful Build. The sasquatch counts as one size category
larger when determining their carrying capacity and the
weight they can drag, push or lift.
Actions 77
Multiattack. The sasquatch makes two claw attacks.
Claw. Melee weapon attack: + 6 to hit, reach 5 ft., one
target. Hit 10 (1d12 + 4) slashing damage.
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Sasquatch
Simian in appearance and completely covered in fur,
sasquatch were the indigenous giants of North America.
(continued from previous page)
Every so often, there are reports of sasquatch sightings,
but they are usually discredited. Some expeditions are
taken solely to prove the existence of sasquatch, but any
proof is never infallible.
A juvenile sasquatch is called a smallfoot. The word sas-
quatch is both singular and plural, like sheep or fish. The
collective noun for a group of sasquatch is a troop.
Magimundi Classification
Sasquatch or North American Giant (includes Bigfoot,
Skunk Ape) / Gigantopithecus Inmensas
Family: Mammalian
Classification: Semi-sapient
Manifestation: Corporeal
Habitat: The sasquatch live in small family units in dens
and caves in the forests of Thunderbird Province. The
sasquatch are shy creatures, avoiding humans if at all pos-
sible. A subspecies of sasquatch known as Swamp Apes
lived in the swamps and everglades of Solaris Province,
and a particular breed known as the Skunk Ape were
found there who possessed an olfactory weapon that has
become legendary.
Biology: Sasquatch resemble tall apes with very large
feet, often fifteen inches in length or more. The largest
known sasquatch foot was twenty four inches in length.
Magical Uses: The pelt of a sasquatch is useful for mak-
ing items that grant the wearer resistance to cold, or for
creating bags that conjure animals. Their liver is a
key ingredient for size-changing potions, while
their heart can help grant superior strength.
Sasquatch hair is an ingredient for items that
give off light, and even sunlight. A preserved paw from
a sasquatch will heighten an entangle spell, while their
tongue enhanced a casting of animal messenger or conjure
animals. The remainder from a dead sasquatch will fetch
prices as uncommon ingredients.
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Sayona
Una sayona is a phasic undead humanoid creature that
can shift between physical and spirit forms.
SAYONA Actions
Multiattack. La Sayona makes two claw attacks.
Medium Undead, lawful evil
Horrifying Claws. Melee weapon attack: +6 to hit, reach 5
Armor Class 12 ft., one target. Hit 16 (3d8+3) slashing damage.
Hit Points 85 (10d8+30)
Speed 30 ft. Vanish (1/day). As an action, La Sayona may disappear,
becoming invisible. They do not typically do this unless
STR DEX CON INT WIS CHA fleeing an area or if they feel they cannot destroy the
16 (+3) 14 (+2) 17 (+3) 6 (-2) 9 (-1) 14 (+2) target of their vengeance.
Saving Throws: Wisdom +2, Charisma +5 Disguised Nature. They appear to be normal, at first. But
Skills: Deception +5 their appearance is illusory. Those who see through the
Damage Immunities: necrotic, poison, bludgeoning, illusion will see their true nature. Their appearance can
piercing, and slashing from nonmagical attacks. vary, some look skeletal, while others appear as a muti-
Condition Immunities: exhaustion, frightened, poisoned, lated corpse, or completely transparent. Las Sayonas are
unconscious phasic, becoming corporeal or insubstantial at will.
Senses: Darkvision 60 ft., passive Perception 9
Languages: Understands the languages it knew in life. Spirit of Vengeance. They most often appear at night,
Challenge: 5 (1,800 XP) disguised as a stranger, usually in need. They usually claim
to be searching for someone or claim they are stranded
Abilities and desiring rescue. Las Sayonas appear, obtain what they
Incorporeal Movement. La Sayona can move through desire and then vanish quickly. They shed their disguise
other creatures and objects as if they were difficult terrain. when attacking their target. Once a Sayona has gained
They take 5 (1d10) force damage if they end their turn enough vengeance, they vanish forever. Some Sayonas at-
inside an object. tack a single target, then depart forever, while others seek
to wreak havoc on the loved ones of their targets.
Disguise. La Sayona appears alive, as though affected by a
disguise self spell. This disguise drops if La Sayona attacks Undead Nature. Las Sayonas don’t require air, food, drink
a target. La Sayona will only don their disguise again or sleep.
when alone.
Sayonas are created when a person, usually a woman,
Relentless Tracker. La Sayona instinctively knows the im- dies in a way that is unjust. They come back as a spirit to
mediate direction of the target of their vengeance, though take revenge upon those who wronged them. They rarely
not the distance to them. Nor do they have an instinctive appear during the day. At night, they will appear as a
knowledge of any barriers or obstructions in their way. stranger-in-need, often searching for someone or seeking
transportation.
Empathic Transmission. Las Sayonas are able to project
their desires, in lieu of traditional speech. These messages They will appear to be a normal human, but upon second
may contain falsehoods or deceptions, just like normal glance, they may have a skeletal face, or be transparent,
speech. or appear as a mutilated corpse. This “true sight” happens
just for an instant, and then they appear normal again.
Magic Resistance. Las Sayonas have advantage on saving
throws against spells and other magical effects. Communications with las sayonas has proven difficult.
They do not speak and rarely act as if they hear. They tend
80 to ignore written communication but will take gifts, if
offered.
Robert Collings (Order #31510355)
Those who have encountered them have said: “She didn’t 81
speak, but I knew she was searching for someone.” Or,
“They got in the car, and I could tell they needed a ride a
few miles down the road.”
Often, una sayona is seen by the side of a road, or at a
place frequented by hitchhikers, such as a tavern, inn,
crossroads, or transportation depot.
Las sayonas do not harm those who are not their targets.
While some say that encountering una sayona is an ill
omen, good fortune or a mysterious favor often occurs
in the days after helping one. Those who try to harm la
sayona or aid their targets also become the target of la
sayona’s vengeance.
Las sayonas are unrelenting in finding and wreaking
vengeance upon their target(s). They will appear in a
grotesque skeletal form and rend their targets, shredding
flesh and breaking bone. They will hunt their targets until
they have taken vengeance. Once that is completed, they
will disappear, never to be seen again.
Magimundi Classification
Sayona / Latin name: immortuos vindictae
Pronunciation: lah sigh-oh-nuh
Family: Nemort
Sapience: Semi-Sapient
Manifestation: Phasic
Habitat: Las sayonas are native to South America, but
they have spread throughout the world. They tend to
appear in more rural areas, but have been spotted in the
cities as well.
Biology: Las sayonas have the same sort of internal
structures as other nemort. When corporeal, they resem-
ble revenants and when incorporeal, they resemble ghosts.
They also have a natural glamour that allows them to look
human and communicate without words.
Magical Uses: None. A destroyed sayona leaves nothing
behind.
Robert Collings (Order #31510355)
Scarecrow
A scarecrow is a magically-animated construct tasked
with guarding a piece of land from specified invaders.
SCARECROW Those with legs can walk or run, and those without can
glide across flat surfaces. Scarecrows are easily defeated
Medium Construct, neutral physically, but the warding spells they contain cause a
violent fright and flight reaction in their targets. This fear
Armor Class 11 attack is especially effective on non-sapient creatures.
Hit Points 16 (3d8+3)
Speed 30 ft. When a scarecrow is created, the Wizard breathes life
into it. In that breath, the Wizard must tell the scarecrow
STR DEX CON INT WIS CHA the general area to be protected and a general description
11 (+0) 13 (+1) 11 (+0) 8 (-1) 8 (-1) 15 (+2) of the creatures it is to repel. For example, a scarecrow on
a farm might be told to protect the field from squonks.
Skills: Stealth +7, Intimidation +5
Senses: Passive Perception 11 Care must be taken when instructing the scarecrow as
Damage Vulnerabilities: Fire it follows the letter of the instructions given rather than
Languages: Common the intention. For example, an order to guard against all
Challenge: 1 (200 XP) Wizards will turn the scarecrow on its creator, and one to
guard against all enemies may mean the scarecrow chases
Actions any and all threats indiscriminately. Likewise, the area a
scarecrow is given to patrol must be proportionate to its
Claw. Melee weapon attack: +5 to hit, reach 5 ft., one ability to cover the area at any time; given too large an
target. Hit: 6 (2d4 + 2) slashing damage. area to patrol, it may not have time to get to its target
before the damage is done.
Terrifying Glare. The scarecrow targets one creature it
can see within 30 feet of it. If the target can see the scare- A well-made scarecrow can last about a year or two; a
crow, the target must succeed on a Wisdom saving throw ragman can last a bit longer. The enchanted straw loses its
DC 13 or be magically frightened until the end of the power when it falls out of the scarecrow, and cannot be
scarecrow’s next turn. The frightened target is paralyzed. replaced. Over time, the scarecrow becomes weaker and
slower and eventually just becomes a mundane scarecrow.
A scarecrow is an artificially animated guardian. They
are typically dressed in discarded clothing and may be No spell has yet been developed to allow a scarecrow to
made out of straw or rags (in which case they are called be refreshed.
ragmen). Once brought to life, they are set to defend a
certain area from specific intruders. Scarecrows get their There is no such thing as a juvenile scarecrow. The collec-
name from the mundane mannequin set in fields to dis- tive noun for a group of scarecrows is a gathering.
courage birds from eating crops, but magical scarecrows
may be placed anywhere and instructed to repel any kind Magimundi Classification
of being.
Scarecrow/ Animus stipulae
Part of the ritual to make a scarecrow does involve stuff-
ing rags or straw into clothing, but the final product can Family: Animata
take any shape the creating Wizard chooses. One thing Classification: Non-sapient
that remains constant for all scarecrows and ragmen is the Manifestation: Corporeal
more stuffing they possess, the more powerful they are.
Scarecrows are animate, and they may move quite quickly. Habitat: Scarecrows are created around the world. They
have no natural habitat, although they are most common-
ly used to defend fields from pests.
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Scarecrow
A scarecrow is a magically-animated construct tasked with
guarding a piece of land from specified invaders.
Biology: Scarecrows are made entirely of old clothes
stuffed with straw or rags. Any physical features (such
as arms, legs, or faces) present at their creation becomes
functional once animated. Their shape, size,
and mobility is determined by the
creating Wizard. Scarecrows
with faces are particularly
effective with their fear
effect. They generally walk
or glide. Scarecrows may be
planted in place by a long wood-
en pole, but they can lift this pole from the
ground and move around at will.
Diet: Scarecrows are animated by the
magic of the creating Wizard, and do
not require nourishment. Over time,
this magic wears out and the scarecrow
simply falls apart.
Defense: Fire is especially effective
against a scarecrow or ragman.
Magical Uses: Scarecrows are used as
magical guardians, especially against
non-sapient pests. A scarecrow’s body
is of no further use once its animating
force is gone.
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Shagamaw
A shagamaw is a half-bear/half-moose chimerical creature. It
has the head and forepaws of a bear with moose antlers and a
body that changes from bear to moose ending in moose legs.
SHAGAMAW Shagamaws are cagey and highly intelligent despite being
classified as non-sapient. They will observe mundane and
Large Monstrosity, neutral magical hunters and will employ clever tricks to try to
outwit them. One of their more clever tricks is to walk
Armor Class 14 (natural) on their hind legs for some time and then walk on their
Hit Points 104 (10d10+40) forelegs for a while. This confuses the hunters as they are
Speed 50 ft., Swim 20 ft. not certain if they are tracking a moose or a bear.
STR DEX CON INT WIS CHA Additionally, a shagamaw can produce the calls of many
22 (+6) 10 (+0) 18 (+4) 15 (+2) 13 (+1) 7 (-2) different kinds of animals, including birds. This can cause
hunters to believe they are facing a much more serious
Saving Throws: Constitution +6, Strength +8 threat, although a creature that is half-bear/half-moose is
Skills: Survival +8, Perception +8 not to be underestimated.
Senses: Lowlight Vision 60 ft., Passive Perception 16
Languages: Understands Common but can’t speak it
Challenge: 4 (5,000 XP)
Abilities
Charge. If the Shagamaw moves at least 10 feet straight
toward a target and then hits it with a gore attack on
the same turn, the target takes an extra 9 (2d8) piercing
damage. If the target is a creature, it must succeed on a
Strength saving throw DC 13 or be pushed up to 10 feet
away and knocked prone.
Mimicry. The Shagamaw can perfectly mimic any animal
sound it has ever heard.
Cunning Predator. The Shagamaw has advantage on
survival and perception checks.
Actions
Multiattack. The Shagamaw makes one gore attack or
one bite attack and one claw attack.
Gore. Melee weapon attack: +8 to hit, reach 5 ft., one tar-
get. Hit 15 (2d8+6) piercing damage.
Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target.
Hit 11 (1d8+6) piercing damage.
Claws. Melee weapon attack: +8 to hit, reach 5 ft., one
target. Hit 14 (2d6+6) slashing damage.
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Shagamaw
A shagamaw is a half-bear/half-moose chimerical creature. It has
the head and forepaws of a bear with moose antlers and a body
that changes from bear to moose ending in moose legs.
Shagamaws have a very strange diet. They prefer pro- A group of shagamaws is called a circus and a juvenile
cessed cloth and leather clothes. Shagamaws have been shagamaw is called a cub-calf.
known to steal laundry hung out to dry, as Shagamaw tend to only attack if threatened. If you en-
well as clothing from campsites. They prefer counter a shagamaw in the wild, it can often be distract-
natural fibers and have no taste for artificial ed by throwing an article of clothing at it, while slowly
fabrics like polyester or spandex. They have backing away. Physical defense spells will help against the
a special fondness for silk. shagamaw.
Shagamaws do not eat any other food source; Magimundi Classification
they are neither carnivores nor herbivores, but fabricvores. Shagamaw / Tadarida Mephitidae
It is unknown what shagamaws ate before humans wore
clothing. It is presumed that they would kill and skin Family: Chimerical Mammal/Mammal (natural)
Sapience: Non-sapient
smaller mammals and consume their fur. Manifestation: Corporeal
Habitat: Shagamaws are native to Destiny province in
the areas known as Maine, New Brunswick, and Nova
Scotia. They like heavily wooded areas, but require conve-
nient access to civilization for food.
Biology: From the front to the back, shagamaws go from
bear to moose. The only exception are its antlers, which
grow from its bear head. All genders of shagamaw grow
antlers and shed them in the late fall.
Magical Uses: The horns from a shagamaw are used in
various enchanted musical instruments, especially those
that wreak havoc on others. Their fur and organs are use-
ful, especially for items that create chaos or unpredictable
effects. The fur of a shagamaw can be used to enhance
chromatic orb spells, fortify the target of a blink or mirror
image spell or heighten an enthrall spell. However, 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
Magic Surge table, just as if they were a Sorcerer with
the Wild Magic Origin. Remains from a shagamaw are
considered to be uncommon.
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Snallygaster
The snallygaster seems to be a chimerical combination of
a wyvern, an octopus, and a bird of prey. It has only one
eye.
SNALLYGASTER Barbed Tail. Melee or Ranged weapon attack: +10 to hit,
reach 5 ft. Or range 100/200 ft., one target. Hit: 14
Large Monstrosity, neutral (2d6+4) piercing damage. The target must make a Consti-
tution saving throw DC 18, taking 20 (6d6) poison dam-
Armor Class 17 (natural) age on a failed save, or half as much on a successful one.
Hit Points 256 (28d10+84)
Speed 0 ft., Fly 80 ft. (hover) Tentacles. Melee weapon attack: +10 to hit, reach 15 ft.,
one target. Hit: 18 (3d6+4) bludgeoning damage. If the
STR DEX CON INT WIS CHA target is a creature, it is grappled (escape DC 18). Until
21 (+5) 12 (+1) 16 (+3) 9 (-1) 14 (+2) 7 (-2) this grapple ends, the target is restrained, and the Snally-
gaster can’t use its tentacles on another target.
Saving Throws: Strength +10
Skills: Survival +7, Perception +2 Much like wyverns or large birds of prey, snallygasters
Damage Resistance: psychic; bludgeoning, piercing, and attack from above using an ambush dive. It uses its ser-
slashing from non-magical weapons. rated beak to impale its prey with all of the force behind
Condition Immunities: poisoned, exhaustion, prone the dive. It follows up with its razor-sharp claws to inflict
Senses: Darkvision 60 ft., passive Perception 10 further damage, and will attack with its barbed tail should
Languages: Understands Common but can’t speak it the prey escape its grasp. A snallygaster can use its tenta-
Challenge: 14 (11,500 XP) cles to carry its prey to a remote location to feed.
Abilities Snallygasters have a strong affinity for alcohol, particu-
Poor Depth Perception. The Snallygaster has disadvantage larly fermented fruit. In autumn, groups of snallygaster
on any attack roll against a target more than 30 feet away. have been known to descend on apple orchards or a grove
It also has disadvantage on all Perception checks. of persimmon or paw-paw trees and slurp the rotten,
high-alcohol content fruit to excess. Drunken snallygaster
Fly-by Attack. The Snallygaster doesn’t provoke opportu- then tend to go on murderous rampages, seeking blood.
nity attacks when it flies out of an enemy’s reach. Snallygaster have been known to attack stills, distilleries,
wineries, and meaderies, seeking the fermented fruit
Magic Resistance. The Snallygaster has advantage on sav- mash.
ing throws against spells and other magical effects.
Some believe the snallygaster reaches a higher plane of
Tail Spike Regrowth. The Snallygaster has 24 tail spikes. consciousness through drunkeness and that its aura shifts
Used spikes regrow when the Snallygaster finishes a long when drunk. They also seem to experience a type of de-
rest. light and mischief, swooping down on human settlements
when not hunting and playing with their food before
Actions consuming it.
Multiattack. The Shagamaw makes one melee Tail attack,
one tentacle attack and one bite attack or one bite attack Magimundi Classification
and two claw attack, or three ranged Tail attacks.
Snallygaster / Adsunt formido
Bite. Melee weapon attack: +10 to hit, reach 5 ft., one tar- Family: Chimerical Averine/Reptilian/Ichthyolios
get. Hit 22 (4d6+4) piercing damage. Classification: Non-sapient
Manifestation: Corporeal
Claws. Melee weapon attack: +10 to hit, reach 5 ft., one
target. Hit 27 (4d8+4) slashing damage. Habitat: The snallygaster lives in moderate climates,
usually near both mountains and water.
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Snallygaster
The snallygaster seems to be a chimerical combination of
a wyvern, an octopus, and a bird of prey. It has only one
eye.
Biology: The snallygaster seems to be a chimerical com-
bination of a wyvern, an octopus, and a bird of prey. It is
almost certainly an experiment gone wrong. It has only
one eye.
Magical Uses: Unknown. Parts of the snallygaster have
been tested, but no uses have arisen.
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Snipe
Snipe are tiny arboreal creatures that are typically invisible,
but can be revealed by magic.
SNIPE SNIPE SWARM
Tiny Monstrosity, unaligned Medium swarm of Tiny Monstrosities, unaligned
Armor Class 12 Armor Class 12
Hit Points 1 (d4-1) Hit Points 17 (5d8-5)
Speed 20 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 12 (+1) 3 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 12 (+1)
Skills: Stealth +4 Skills: Stealth +4
Senses: Passive Perception 11 Damage Resistance: bludgeoning, piercing, slashing
Challenge: 0 (10 xp) Condition Immunities: charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Abilities Senses: Passive Perception 11
Challenge: 1/4 (50 xp)
Invisibility. The snipe is naturally invisible, but may be-
come visible at-will, and stays so for as long as it desires. Abilities
It maintains its invisibility while taking other actions, or
even while sleeping or unconscious. Invisibility. The snipe is naturally invisible, but may be-
come visible at-will, and stays so for as long as it desires.
Actions It maintains its invisibility while taking other actions, or
even while sleeping or unconscious.
Spore Burst (encounter). As a standard action, the snipe
creates a temporary cloud of spores around it. Each crea- Actions
ture within 5 ft. of the snipe must make a Constitution
saving throw DC 12 or experience extreme irritation of Swarm. The swarm can occupy another creature’s space
the eyes, causing the blindness condition until they take and vice versa and the swarm can move though any open-
an action wipe away the spores and clear their vision. ing large enough for a Tiny snipe. The swarm can’t regain
hit points or gain temporary hit points.
Snipe are tiny arboreal creatures that are typically invis-
ible, but can be revealed by magic. Appearing similar to Spore Burst. As a standard action, the swarm creates a
small balls of fur with antennae and feet, they like to in- temporary cloud of spores around it. Each creature within
habit small, dark places, like the corners of disused closets, 5 ft. of the snipe must make a DC 12 Constitution saving
or in the wild, they can be found under the exposed roots throw or experience extreme irritation of the eyes, causing
of trees, or in gullies or hollows. the blindness condition until they take an action to wipe
away the spores and clear their vision.
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Snipe
Snipe are tiny arboreal creatures that are typically invisible,
but can be revealed by magic.
Magimundi Classification
Snipe / Unigeminus grex
Family: Arboreal
Classification: Non-sapient
Manifestation: Corporeal
Habitat: The snipe can be found in temperate, tropical,
and subtropical zones. They live in wooded areas, such as
jungles or forests. They will occasionally infest a man-
made building, usually ones that are either unoccupied or
have areas that the inhabitants usually avoid. Gremlins
are a natural predator for snipes and a snipe infestation
may attract gremlins to the site.
Biology: An adult snipe can grow to 1-3 inches in
diameter. Snipe can live up to five or six years in the wild.
The antenna of the snipe can grow as long as 6 inches,
although this is very rare.
Magical Uses: Snipe fur and snipe spores are useful for a
variety of potions, including potions of healing. A smidge
of snipe spores will heighten a sleep spell. Snipe spores
and fur are common in alchemist and other magical
shops.
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Snow Dragon
Elusive and deadly, these large and clever dragons are rarely seen.
They resemble other dragons, but with white scales that blend in
with their surroundings giving them a perfect camouflage.
YOUNG SPECIMEN Cold Breath. The dragon exhales an icy blast in a 90-ft.
cone. Each creature in that area must make a DC 25
Gargantuan Dragon, chaotic neutral Constitution saving throw, taking 67 (15d8) Cold damage
on a failed save, or half as much damage on a successful
Armor Class: 23 (natural armor) one. Recharge 5-6.
Hit Points: 540 (27d20+270)
Speed: 20 ft., Fly 80 ft. Legendary Actions
STR DEX CON INT WIS CHA The Snow Dragon may make 3 legendary actions at the 20
14 (+2) 17 (+3) mark in each round.
30 (+10) 11 (+0) 30 (+10) 20 (+5)
Detect. The Snow Dragon makes a wisdom (perception)
Legendary Resistance: (3/day) If the Snow Dragon fails check.
a saving throw, it can choose to succeed instead.
Saving Throws: Dexterity +8, Constitution +18, Strength Tail Attack. The dragon makes a tail attack.
+18, Intelligence +13
Skills: Perception +18, Arcana +13, History +13, Percep- Wing Attack (costs 2 Actions). The dragon beats its wings.
tion +18 Each creature within 15 feet of the dragon must succeed
Damage Immunities: Cold on a DC 25 Dexterity saving throw or take 17 (2d6+10)
Senses: Passive Perception 28, Darkvision 120 ft., Blind- bludgeoning damage and be knocked prone. The dragon
sight 60 ft. can then fly up to half its flying speed.
Languages: Common, Draconic
Challenge: 25 (75,000 XP) Snow Dragons are native to Siberia but have a migratory
range reaching over the polar region into North America,
Abilities namely the Thunderbird province. Expeditions to hunt
Snow Dragons are usually disastrous and many have no
Snow Stealth. The Snow Dragon gains advantage on survivors, but the few existing reports from these ven-
stealth checks in snow. tures indicate the dragons will collapse their elaborate
cave systems and trigger avalanches to kill the wizards
Actions and their hunting parties. Additionally, there have been
reports of Snow Dragons working together to draw the
Multiattack. The Snow Dragon can use its Blinding wizards out of their camp so other dragons can steal the
Scales. It then makes 3 attacks: one with its bite and two supplies. Snow Dragons can alter the lustrousness of their
with its claws. white scales, making themselves virtually undetectable in
snow or blindingly brilliant by reflecting sunlight. Snow
Bite. Melee weapon attack: +18 to hit, reach 15 ft., one Dragons have a lifespan of over 1,000 years, are highly
target. Hit 21 (2d10+10) piercing damage. intelligent, and see themselves as apex predators. These
dragons are solitary creatures, but they sometimes form
Claws. Melee weapon attack: +18 to hit, reach 10 ft., one alliances with local Wizard communities.
target. Hit 17 (2d6+10) slashing damage.
Magimundi Classification
Tail. Melee weapon attack: +18 to hit, reach 20 ft., one
target. Hit 19 (2d8+10) bludgeoning damage. Snow Dragon / Draco major glacies
Blinding Scales. The Snow Dragon can make its scales Family: Reptillian
super reflective and cause any creature of its choice that is Classification: Para-sapient
within 60 ft. of it and aware of it to make a Constitution Manifestation: Corporeal
saving throw DC 25 or be blinded. The creature gets an
additional save at the end of each of its turns.
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Snow Dragon
Elusive and deadly, these large and clever dragons are rarely seen.
They resemble other dragons, but with white scales that blend in
with their surroundings giving them a perfect camouflage.
Habitat: The Snow Dragons live in the far north of the
Thunderbird Province. As there are no other dragons
(save the unique Jersey Devil) native to the Americas, it
is presumed that they crossed over from Siberia at some
point.
Biology: Dragons are typically very large reptiles. Their
hide is covered with thick, armored scales. They have
claws and wings, and can fly using magic. Some spe-
cies of dragons can breathe fire. It is speculated that
the Snow Dragon can breathe ice or snow.
Magical Uses: Harvested body parts from a
Snow Dragon rarely appear for sale, and
those that do are often believed to be
from dragons who died of natural
causes, rather than violent ones.
Their organs can be used in all
sorts of enchantments. The
most 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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Soucriant
This vampiric creature can appear as a ball of fire, a
flayed human being, or travel in the stolen skin of a
victim.
SOUCRIANT (BOO HAG) Ignite (true form only). The soucriant raises its tempera-
Medium Monstrosity, unaligned ture. All creatures within 5 ft. must succeed on a Consti-
tution saving throw DC 13, or take 3 (1d6) fire damage.
Armor Class 12 (skinless form), 14 (true form), 10 (hu- Soucriants are non-sapient beings that extract the life-
man form) force of a sleeping victim by sucking their blood or
Hit Points 59 breath. In the form of a spectral ball of fire, the soucriant
Speed 35 ft., Fly 30 ft. (true form) can travel moderate distances and shrink in size to gain
access to victims through an opening as small as a key-
STR DEX CON INT WIS CHA hole. Its second form, which resembles a skinned human,
6 (-2) 13 (+1) 9 (-1) is the shape in which the soucriant must feed and is at its
11 (+0) 14 (+2) 11 (+0) most vulnerable. In its third form, the soucriant wears the
stolen skin of a previous victim like a suit of clothing. The
skin is obtained when a soucriant drains a victim to death,
Damage Resistance: Fire at which time the victim’s skin sloughs off and may be
Challenge: 2 (450 XP) used by the soucriant to travel undetected during the day
so long as it can maintain the semblance of humanity.
Abilities
Magimundi Classification
Shapechanger. The soucriant can use its action to change
between its three shapes: a skinless form, a true form and Soucriant (Boo Hag) / Lamia ignis
a human form.
Family: Spirit
False Appearance (human form only). While not under Classification: Semi-sapient
close scrutiny, the soucriant appears to be a normal hu- Manifestation: Phasic
man. Attempts to interact with the soucriant, or a suc-
cessful DC 13 Wisdom (perception) check will reveal its Habitat: Soucriants live in abandoned houses, or in the
monstrous nature. This appearance may resemble the last homes of their killed and skinned victims. Sometimes,
victim the soucriant killed. they will simply appear as homeless persons that live on
the street.
Actions
Biology: Soucriants are spirit beings that take on a
Multiattack (skinless form only). The Soucriant can make physical form to hide and rest during the day. In their
2 attacks every round: either two Claw attacks, or one true form, they appear as a ball of fire that burns with
Claw attack and one Life Drain attack. no source. They can also appear as a skinless form, but it
has no internal organs or systems other than bones and
Claw (skinless form only). Melee weapon attack: +6 to hit, muscles. They can also appear as a human being when
reach 5 ft., one target. Hit 11 (2d6+4) slashing damage. wearing their suit of skin. When in skinless form, the
soucriant has a musculature and bone structure similar to
Life Drain (skinless form only). Ranged weapon attack: +5 humans; however, they have no true internal organs. They
to hit, range 10 ft., one creature. Hit 8 (1d8+4) necrotic do not breathe or digest matter. They have no blood that
damage. The target must succeed on a DC 13 Consti- circulates. They do feel pain. The skin used by the sourcri-
tution saving throw, or its hit point maximum is reduced ants is not truly part of their bodies and will deteriorate
by an amount equal to the damage taken. This reduction and rot. Soucriants will eventually abandon unusable skin.
lasts until the target finishes a long rest. The target dies if
its hit point maximum is reduced to 0.
A human slain by this attack rises 24 hours later as a
“newborn” soucriant.
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Soucriant
This vampiric creature can appear as a ball of fire, a flayed
human being, or travel in the stolen skin of a victim.
Magical Uses: The soucriant is as useful in death as they
are unwholesome while in existence. Their bones are
useful for various potions and items that grant bursts of
speed. Their skin can be used in various shapechanging
items. If trapped in fire form, potions brewed over their
fire are extra-potent. Their skin can be used to fortify the
target of a disguise self or haste spell, while their bones can
enhance a casting of fireball or vampiric touch. The rem-
nants of a soucriant are rare and hard to find.
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Squonk
Squonk are reclusive magical creatures with their entire
bodies covered in moles, boils, and pustules.
SQUONK Squonks live a solitary life in burrows, only coming into
contact with other squonks to mate. Squonks are noctur-
Tiny Beast, unaligned nal, and tend to be most active during dusk. They can live
in moderately cold weather but will hibernate in northern
Armor Class 10 climes. Squonks’ incisors never stop growing and are kept
Hit Points 3 (1d4+1) in check by constant gnawing on wood and other vegeta-
Speed 20 ft., Swim 5 ft. tion.
STR DEX CON INT WIS CHA Squonk (Familiar)
3 (-4) 10 (+0) 12 (+1) 3 (-4) 10 (+0) 3 (-4) A squonk can become a familiar to any 7th level or higher
spellcaster.
Senses: Darkvision 30 ft.
Challenge: 0 Magimundi Classification
Squonk / Lacrimacorpus dissolvens
Abilities
Family: Mammalian
Easily tracked. Characters always have advantage on Wis- Classification: Non-sapient
dom (Survival) when trying to track a squonk due to the Manifestation: Corporeal
tears it trails behind itself.
Habitat: Squonks typically live alone in an underground
Actions burrow. They are native to the eastern coast, ranging as far
north as New England and as far south as Florida.
Dissolve into tears. When afraid or cornered, the squonk
can dissolve into a puddle of its own tears. While in this Biology: Squonks are rodents with typical mammalian
form, the squonk is immune to damage so long as the wa- biology. The process by which they can dissolve into tears
ter does not get diluted. If it does, the squonk can “swim” and then reform is not well understood.
through the water. However if part of the squonk gets
separated, the creature could perish. Magical Uses: Though it may seem like a creature such
as the squonk would not have much use in alchemy and
Bite. +0 to hit. One target. Hit 1 damage. enchantment, that would be incorrect. The tears and teeth
of a squonk are useful in a variety of potions, especially
The squonk is a large rodent, usually growing to about 20 those that allow an imbiber to breathe underwater or in-
inches in length and 20 pounds in weight. Squonks are fluence animals. However, squonk fur can actually impede
non-aggressive and will not attack even when cornered. enchantment and those handling squonk remains must
Instead, they will dissolve into a puddle of their tears. be vigilant to keep their samples from being tainted by
squonk fur.
Squonks are considered nuisance animals; they have an
appetite for magical crops and are extremely difficult to The tears of a squonk allow a caster to quicken a casting
keep out of gardens by physical means given their ability of purify food and drink, while their blood will heighten
to liquify and re-form at will. There are a few effective a grease spell or enhance an animal friendship spell. Most
squonk deterrents: certain charms and wards will keep notably, squonk tears can be distilled into a powerful and
them out, but will need to be recast on a regular basis; an tasty alcoholic beverage. The leavings of a squonk are
ice spell can immobilize them in their liquid state; and common and can be found in most alchemists’ shops.
wyverns can be trained to hunt them, albeit with great
difficulty because even wyverns hate the taste of squonk
water.
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Squonk
Squonk are reclusive magical creatures with their entire
bodies covered in moles, boils, and pustules.
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Stoneclad
These protectors of the Earth are covered in living stone
and powered by the talismans embedded in their skin.
STONECLAD Innate Spellcasting. The talismans allow the stoneclad to
cast certain spells. The stoneclad’s innate spellcasting abil-
Large Elemental, lawful neutral ity is Intelligence (spell save DC 16, +8 to hit with spell
attacks). It can innately cast the following spells, requiring
Armor Class 18 no material components:
Hit Points 180 (18d10+90)
Speed 30 ft. At will - Druidcraft, Mage Hand
3/day - Alarm
STR DEX CON INT WIS CHA 1/day each - Meld Into Stone, Misty Step
20 (+5) 10 (+0) 20 (+5) 14 (+2) 10 (+0) 6 (-2)
Actions
Skills: Arcane +7, Perception +4
Damage Vulnerabilities: thunder Multiattack. The Stoneclad makes two slam attacks.
Damage Resistance: cold
Damage Immunities: bludgeoning, piercing or slashing Slam. Melee weapon attack: +10 to hit, reach 5 ft, one
from non-magical weapon attacks, poison target. Hit: 14 (2d8+5) bludgeoning damage
Condition Immunities: exhaustion, paralyzed, petrified,
poisoned, unconscious Alternate Talismans. A stoneclad’s spells depend on
Senses: Darkvision 60 ft., tremorsense 60 ft., passive their talismans, and different talismans grant a stoneclad
Perception 10 different spells. The following are alternate spells that a
Languages: understands all the languages it did in life. stoneclad might have:
Most commonly, those languages are Common &
Draconic Nature-Oriented:
Challenge: 10 (5900 xp) At will - Druidcraft, Thorn Whip
2/day - Entangle
1/day each - Spike Growth, Meld Into Stone
Abilities Detection-Oriented:
At will - Druidcraft, Mage Hand, Detect Magic
Talismans. The talismans that animate the stoneclad are 2/day - Detect Thoughts
both its best weapon and greatest weakness. 1/day - Counterspell
The talismans are a weak spot, which can be targeted. Offensive-Oriented:
Each time the stoneclad suffers a critical hit, one of the At will - Shocking Grasp, True Strike
talismans is assumed to have been hit and destroyed. For 2/day - Shield
each talisman destroyed, the stoneclad loses access to one 1/day - Scorching Ray, Slow
of their innate spells, starting with the spell that they have
the fewest uses of. Stoneclads are humans who undergo a grueling ritual
wherein a magical stone such as granite is placed under
If all five talismans are destroyed, the stoneclad is reduced the skin and anchored in place with runes and precious
to 0 hit points, and becomes an immobile statue. Indi- stones that act as talismans. Over time, the stone will
vidual talismans can be targeted. They have AC 22 and grow to envelop the entire body until only the talismans
15 hit points each. Any spell, including area-effect spells, remain visible from the surface. These talismans are both
that do not target AC are too imprecise to strike the talis- the power source and the weak spot of a stoneclad, for
mans and hit the stoneclad instead. they cannot be repaired if damaged, If the talismans are
destroyed, the stoneclad becomes a lifeless statue.
Stoneclad do not reproduce nor is there any special term
for a newly created stoneclad.
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Stoneclad
These protectors of the Earth are covered in living stone
and powered by the talismans embedded in their skin.
Magimundi Classification
Stoneclad / Homo petrosa
Family: Humanoid Chimerical
Classification: Para-sapient
Manifestation: Corporeal
Habitat: Stoneclads can withstand the elements and have
no need for shelter. However, they still prefer to live in
simple dwellings within Magimundi communities. Many
stoneclad prefer to live with their family and friends,
but they do eventually tend to congregate into smaller
sub-communities of just stoneclad. These communities
are often called stonetowns or stone ghettos, although
there are those who feel those terms are offensive.
Biology: Stoneclads have a thick coating of stone as their
dermis. Their bones and muscles are changed from human
to support the weight of their skin. They still breathe and
eat, but they no longer sweat, and have to release heat by
panting.
Magical Uses: None. The body and even gems of a
stoneclad are useless for further magic once the animating
force behind it is gone.
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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.
THUNDERBIRD
Large Monstrosity, neutral
Armor Class 19 (natural armor)
Hit Points 220 (22d10+110)
Speed 20 ft., Fly 80 ft.
STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 21 (+5) 11 (+0) 16 (+3) 12 (+1)
Legendary Resistance: (3/day) If the Thunderbird fails a
saving throw, it can choose to succeed instead.
Saving Throws: Dex +11, Con +11
Skills: Perception +15, Athletics +10, Perform (singing)
+7
Damage Resistance: Thunder, piercing/slashing/blud-
geoning from non-magical weapons
Damage Immunities: Lightning
Senses: Passive Perception 19, darkvision 120 ft.
Languages: Understands Common and Auran
Challenge: 17 (18,000 XP)
Abilities
Mimicry. The Thunderbird can mimic animal sounds and
humanoid voices. A creature that hears the sounds can
tell they are imitations with a successful DC 19 Percep-
tion (Insight) check.
Keen Sight. The Thunderbird has advantage on Wis-
dom (Perception) checks that rely on sight.
Hold Breath. The Thunderbird can hold its breath for
up to one hour without making Constitution saving
throws.
Mortal Enemy. Mishipeshu. The Thunderbird gains
advantage on all saving throws and attacks against
the Mishipeshu. It will fight to the death when facing a
Mishipeshu.
Actions
Multiattack. The Thunderbird makes 2 attacks: one with
its beak and one with its talons.
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