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Published by mosasaurus.ateyou, 2022-01-04 00:59:34

Book of Vedic Monsters

Mostly weak indian enemies.

6 A storm giant who has been 5 Air Elemental
insulted by a hill giant. Their 5 Water Elemental
conflict is causing problems for 9 Vidyadhara
humans and elves in the area. 13 Storm Giant

Rudra’s Monsters. The following Piety Points
table lists some monsters that Rudra would
likely use on the party: You can earn piety points from Rudra by:
• Defeating a champion of Indra or Dyaus
CR Rudra Monsters • Taking vengeance against a powerful foe
1/2 Lizardfolk • Burning a settlement of your enemies
2 Lizardfolk Shaman • Defeating a rival warrior in single combat
2 Sea Hag You can lose piety points by:
4 Lizard King • Failing to carry out an oath or promise of
4 Weretiger
vengeance
• Losing a duel against a rival warrior or

champion of a rival storm god
• Rejecting a challenge or quest out of fear

Rudra’s Boons

The following boons are provided by Rudra:
Rudra’s Devotee (3+ Piety Points). As

a devotee of Rudra, you have proven yourself
a brutal warrior. You may cast wrathful smite
a number of times per day equal to your
Constitution modifier. Constitution is your
spellcasting ability for this spell.

Rudra’s Disciple (10+ Piety Points).
As a disciple of Rudra, your courage and
ferocity in battle has grown. You may cast
blinding smite once per day with this trait.
Constitution is your spellcasting ability for
this spell.

Rudra’s Priest (25+ Piety Points). As
a priest of Rudra, you have faced countless
terrors and fears. You have advantage on
saving throws against being charmed or
frightened.

Champion of Vengeance (50+ Piety
Points). You can increase your Strength or
Constitution score by 2, and also increase that
score’s maximum by 2.

50

Varuna 1d6 Varuna Quests
1 Defeat a sahuagin clan that is
Varuna is the god of the sea, order, and law.
He is the patron deity of sailors and disturbing local fishing villages
merchants, as well as warriors, kings, and 2 Take out a pirate base in the Varuna
ministers, and is considered the protector of
dharma, upholding the cosmic law and Isles
stopping the world from descending into 3 Build defenses to prepare a town for
chaos.
a goblin raid
Varuna values order and structure, and 4 Defeat a clan of lizardfolk
while other storm gods may represent the 5 Slay a sea monster that’s been
primal chaos of tempests, Varuna represents
the peace in nature, like the calm waves on the sinking trade ships
shore. When this serenity is upset however, 6 Protect the local peshwa from a
Varuna acts out in violence, sending enormous
waves to crash pirate ships, or summoning sea group of rebels and bandits
monsters to defeat an armada of conquering
asuras. Varuna’s Villains

Varuna’s Champions Villains who worship Varuna take his
message and corrupt it, teaching that peace
Varuna’s champions uphold the ideal that life can only be maintained through totalitarian
and nature has the ability to be perfect, but rule, and that they are the ones to implement
only when order is maintained. While Rudra’s this rule. Such villains are greedy and cruel,
followers see life as inherently chaotic, and use their faith to dismiss any doubts in
Varuna’s see it as peaceful and calm, their minds.
disturbed by the violence and chaos of evil.
Varuna as Campaign Villain. If the
Alignment. Almost always lawful, party is causing problems, disturbing the
usually good. peace, or otherwise making a nuisance of
themselves, Varuna and his followers may get
Suggested Classes. Cleric, Fighter, involved. While the god is strongest at sea,
Monk, Paladin, Wizard. parties that retreat inland may find that he has
followers in many places, and that many lakes
Suggested Backgrounds. Acolyte, and rivers (at least those connected to the
Entertainer, Hermit, Noble, Noble (Knight), ocean) are still under his control.
Sailor, Soldier.
Varuna’s Villains. The following
A Varuna Campaign. A campaign table lists some possible villains who worship
revolving around Lord Varuna will likely Lord Varuna:
involve coastal or oceanic adventures,
traveling from island to island defeating 1d6 Varuna Villains
pirates, sahuagin, and other enemies of order. 1 A sahuagin baron, who believes
Players may be ship captains, noble warriors,
or crew members aboard a warship. that through worship of Varuna, he
can be redeemed of his demonic
Varuna’s Quests. The following table birth.
describes some quests that Varuna might give 2 A druid who has shapeshifted into a
the party: fish and is leading the fish against
the fishermen.
3 A peshwa (noble) who orders every
moment of his citizen’s lives to
ensure peace.

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4 A priest of Varuna kidnaps and Varuna’s Disciple (10+ Piety Points).
drowns those who don’t follow the As a disciple of Varuna, you have learned how
strict rules of her temple. to protect the world from chaos. You may cast
glyph of warding once per day with this trait.
5 A powerful mage who is using his Intelligence is your spellcasting ability for this
magic to drown a village. spell.

6 An adventurer (scout) who is Varuna’s Priest (25+ Piety Points).
stealing pearls from merchants and As a priest of Varuna your will to preserve
sending them back to the sea, where order is strong. You have advantage on saving
he believes they belong. throws against being charmed or restrained.

Varuna’s Monsters. The following Champion of the Sea (50+ Piety
table lists some monsters that Varuna would Points). You can increase your Strength or
likely use on the party: Intelligence score by 2, and also increase that
score’s maximum by 2.
CR Varuna Monsters
1/2 Sahuagin Yama
2 Sahuagin Priestess
3 Water Weird Yama is the god of death and judgement, and
5 Sahuagin Baron stands apart from the other gods. He is known
5 Water Elemental as the Dharmaraaj, the king of dharma, and as
8 Timingila Kaala, or Time, for all creatures must die, even
10 Deva the gods, and Yama will be at the end, judging
16 Planetar their souls.

Piety Points With such a great responsibility, Yama
cannot falter, and the god is strict with his
You can earn piety points from Varuna by: rulings, letting no creature escape the cycle of
• Defeating a champion of Rudra death and reincarnation. He opposes the
• Building a temple to Varuna concept of rebirth without judgement, and any
• Defending a town against monsters creature that is revived in its old body is a
• Preventing cataclysmic change target of Yama and his servants, who will
You can lose piety points by: bring in the soul, no matter the consequences
• Disturbing the peace to the mortal world.
• Defending a pirate, or committing acts of
Yama’s Champions
piracy
• Worshipping Rudra or any of his Yama’s champions understand that all things
must come to an end, and seek to do what
incarnations good karma they can before their eventual
death and judgement. They act as Yama’s
Varuna’s Boons soldiers and servants in the living realms,
gaining favor with the god so that when they
The following boons are provided by Varuna: die, they’ll be judged better.
Varuna’s Devotee (3+ Piety Points).
Alignment. Mostly lawful neutral,
As a devotee of Varuna, you have proved however it’s not uncommon to find lawful
yourself a worthy warrior of the sea. You may good or true neutral champions.
cast fog cloud a number of times per day equal
to your Intelligence modifier. Intelligence is Suggested Classes. Cleric, Monk,
your spellcasting ability for this spell. Paladin, Ranger, Rogue, Warlock.

52

Suggested Backgrounds. Acolyte,
Hermit, Sage, Urchin.

A Yama Campaign. A campaign
revolving around Lord Yama will likely
include a large number of undead, and the task
of bringing justice to these monsters.
Characters will act as Yama’s hunters in the
realms of the living, finding and killing
undead creatures and bringing their souls back
to Naraka.

Yama’s Quests. The following table
describes some quests that Yama might give
the party:

1d8 Yama Quests
1 The souls of the dead aren’t

returning to Naraka. Find out why.
2 Slay a death knight
3 Defeat an escaped spirit, who’s

wrestling with a party member for
control of the body
4 Defeat an undead asura, who’s
afraid of burning in Naraka
5 Kill a skeleton pirate who’s been
terrorizing the seas
6 Build a temple to Lord Yama
7 A group of priests of Chandra
believe they can defy death. Prove
them wrong.
8 Stop a necromancer from raising the
dead

Yama’s Villains

Villains who worship Yama are cold and
grim, studying death and fearing their eventual
demise, when they must face the god they
worship. Such villains were evil before they
began worshipping Yama, and only worship
him to be judged better once they die.

Yama as Campaign Villain. After the
death of a party member, others in the party
might wish to make use of spells like revivify
or reincarnate, bringing their friend back from
the dead. Such an action will draw the
attention of Lord Yama, who will send his

53

angelic servants, the yamadutas, after the 4 Ghost
returned party member. 5 Earth Elemental
5 Wraith
Necromancer party members might 6 Kravyada
also attract the god’s attention. While working 10 Deva
with necromantic magic is not an issue, 10 Yamaduta
raising the dead is, as it pulls souls from 16 Planetar
Naraka to animate the skeletons and zombies
the necromancer creates. Raising the dead will Piety Points
cause a similar effect, and the yamadutas will
hunt down the raised creatures, and then the You can earn piety points from Yama by:
necromancer. • Providing the correct cremation rites for

It is important to note, however, that those who died in battle.
the yamadutas will only know a soul’s • Slaying an undead creature not associated
location when the soul’s body dies or is
revived, and can’t magically track the soul with Yama
without the use of scrying spells. • Providing a gift of gold or gems to Yama

Yama’s Villains. The following table at a holy temple
lists some possible villains who worship Lord • Returning an escaped soul to Naraka
Yama: You can lose piety points by:
• Denying a dying person their cremation
1d4 Yama Villains
1 A pirate captain (bandit captain) rites and prayers
• Defiling a tomb
that is repaying for his sins by • Aiding those who’ve escaped Naraka
sinking ships and dedicating the
treasures to Yama. Yama’s Boons
2 A yamaduta who is hunting the
wrong target. The following boons are provided by Yama.
3 An assassin who takes down those Yama’s Devotee (3+ Piety Points). As
who act against dharma without
giving them a chance to be a devotee of Yama, you have proven your
redeemed. worth to the Dharmaraaj. You may cast gentle
4 A priest of Yama who is demanding repose a number of times per day equal to
golden treasures to be paid to the your Wisdom modifier. Wisdom is your
temple, threatening the fires of spellcasting ability for this spell.
Naraka otherwise.
Yama’s Disciple (10+ Piety Points).
Yama’s Monsters. The following table As a disciple of Yama, you have a special
lists some possible villains who worship Lord connection with the dead. You may cast speak
Yama: with the dead oncer per day with this trait.
Wisdom is your spellcasting ability for this
CR Yama Monsters spell.
1/2 Shadow
1 Specter Yama’s Priest (25+ Piety Points). As a
2 Sarameya priest of Yama, you have special powers over
3 Ruru life and death. You may cast false life once
per day with this spell, requiring no material
components, and gaining an additional 25
temporary hit points. Wisdom is your
spellcasting ability for this spell.

54

Champion of Death (50+ Piety In addition to this, you should feel free
Points). You can increase your Intelligence or to invent your own gods. If a player wants to
Wisdom score by 2, and also increase that worship a god of board games, or a local
score’s maximum by 2. deity, and you can’t find information on one
online or in the Rigveda, create your own,
Other Deities using some of the ideas in the sections below.

These nine gods aren’t the only ones in the Boons. When creating boons for your
pantheon, and often, a player would like to god, look at the options for similar gods. If
serve a different god than these few. The you are creating a god of gambling, take a
minor gods have been split into a few look at tweaking Kubera’s boons. Boons for a
categories, and their personalities and general goddess of cities may take inspiration from
features are listed there. Lord Varuna, while a mountain god may use
Prithivi’s boons.
Minor, Local, and Created. The gods
listed here and the gods listed in the Religion Atmospheric Gods
chapter are not the only possible gods. Many
local gods exist as well, representing Atmospheric gods are the gods of the sky,
individual rivers, hills, and towns, and wind, clouds, and rain. They include major
extremely minor gods may represent small gods like Indra, Dyaus, and Rudra, as well as
aspects of life like baking or reading. minor gods like Parjanya and Vayu.

55

Personality. The personality of an may grow fond of their followers and will lash
atmospheric god greatly depends on the part out at any who threaten them.
of the sky they represent. Rudra represents
storms, thunder, and monsoons, and is an Societal Gods
oftentimes furious and raging god while
Dyaus represents the morning sky, and is Societal gods rule over the aspects of society,
inspiring and thoughtful. Atmospheric gods from the complex ideas behind law and
are usually very specific in their domains. rulership to individual professions like
Dyaus and Indra are both sky gods, but have architecture or smithing. Societal gods often
domains over different features of the sky. take a secondary domain as well, controlling
Parjanya and Rudra are both rain gods, but natural elements like fire and water, or
one represents torrential rain, and the other the celestial forces like the sun and moon.
soft rain between the dry and wet seasons.
Personality. Societal gods fall into two
Relationships. Atmospheric gods are categories: the gods of law and the gods of art.
also known to be great rivals. Their overly Societal gods of law (such as Agni and
specific domains cause many atmospheric Varuna) are usually stern rulers, seeing
gods to fight over the overlapping parts, humanoids as their subjects and themselves as
warring over rights to the evening sky or benevolent kings. They believe that without
cloudy days. their steady hand, chaos would spread across
the world, and they are required to keep the
The conflict between atmospheric gods peace. This brings them in conflict with many
could make a good backdrop for a campaign, natural and atmospheric gods, who often
as two gods fight over domains and beliefs, embrace the chaos instead of fighting it.
characters may be trying to mitigate the
damage. Artistic gods are more kind, viewing
their followers like children, who require rules
Nature Gods and boundaries, but are full of creativity.
These gods are less likely to go to war with
Nature gods rule over aspects of the earth and others but are also less powerful, and far less
sea, and tend to be calmer and more logical popular with mortals.
than storm gods. Nature gods are cooperative,
working together to ensure that the world Relationships. Unlike nature gods,
functions as it should. Most nature gods rule societal gods are detached, forming few
over individual hills, rivers, and mountains, relationships with their followers. When they
and are revered by the locals, who bring gifts do form relationships, it is often with their
of flowers and gold. chosen champions, who they use as their
weapons in the mortal world, protecting
Personality. Nature gods value society from the threats of chaos.
harmony and cooperation, seeing themselves
as pieces of a puzzle rather than competitors Among other gods, they respect those
in a game. Nature gods are slow to anger, but who are like them, and distrust those who
when riled up, will use every tool at their aren’t. Most are followers of Indra, and will
disposal to defeat their enemies. accompany him in war against the asuras who
threaten Svarga.
Relationships. Nature gods form close
relationships, both with other gods and with
their worshippers. A nature god’s worshippers
will bring simple offerings to a local shrine,
and will commune with the god, learning how
to best protect the god’s domain. Nature gods

56

Chapter 8: Monsters

Mahavedia is full of all types of demons, fey
creatures, and monstrous creatures. This
chapter goes over 44 new monsters from
Vedic and Hindu stories.

Reflavoring 5e Monsters

There are many similarities between the
monsters of Vedic myth and the monsters of
5th Edition, and many 5E monsters can be
reflavored to fit the Mahavedia setting. The
different types of monsters are listed below,
along with ideas on how to reflavor them.

Celestials

The angels are the weapons of the gods,
travelling across the realms to enforce the
cosmic law of dharma and carry out the will of
their divine leaders. Devas, planetars, and
solars make good angels for a Mahavedia
campaign.

Constructs

Constructs are human creations, imbued with
divine or arcane magic, and given simple
instructions. Most constructs guard temples,
palaces, and treasure vaults. Animated
armors, flying swords, and helmed horrors
make good guardian constructs. Rugs of
smothering and scarecrows are simple
constructs that one would might find in a town
or village.

Golems are powerful constructs,
created by the greatest sculptors and
magicians of the world. They are given the
soul of elementals, and can think a little for
themselves. Use the golem stat blocks from
the MM to represent such creatures.

Elementals

Elementals carry the power of the five original
elements: water, earth, fire, air, and spirit.
They might be found in a temple dedicated to

57

an elemental god or summoned to protect a
palace or treasury. Standard elementals, as
well as galeb duhrs, invisible stalkers, and
water weirds work well for Mahavedian
elementals.

Fey and Fiends

The fiends of 5th Edition have been replaced
with asuras and rakshasas, while most fey
have been replaced with the yakshas and other
followers of Lord Kubera. However, some
nature spirits fall into the clutches of evil and
become evil hags. The green hag, sea hag,
and night hag stat blocks can represent these
evil yakshas. The dryad stat block may
represent the kinder nature spirits who dwell
in the jungle.

Giants

The giants of 5th Edition can be used to
represent the daityas, a powerful group of
demon clans who are exceptionally tall and
strong. They range from Large creatures (use
ettin and troll stat blocks) to Huge creatures
(use the giant stat blocks from the MM). The
daityas are the enemies of the gods, and often
work with the asuras in their wars against
humanity and heaven.

The daityas are made up of many
clans, which can be represented by the various
types of giants. A clan of warlike daityas from
the Southern Peaks might be frost giants and
stone giants while a clan of kinder daityas
from the east coast might be storm giants.

Humanoids

There are a variety of humanoid monsters that
can be reflavored for Mahavedia. These
monsters are outlined below:

Goblinoids. Goblins, bugbears, and
hobgoblins are semi-magical creatures,
distantly related to the asuras and lacking their
innate magical power.

The goblins are the most distantly
related, and the weakest of the bunch, living in

58

crude settlements in the jungle and caves. the southeast. The griffon and hippogriff stat
Bugbears are more powerful and chaotic, and blocks can be used to represent other kinds of
terrorize the civilized races of the jungle. chimeras.
Hobgoblins are ordered and lawful, and march
in armies against the humanoid kingdoms of Krakens. Krakens are enormous sea
the plains and deserts. monsters that sink ships and destroy coastal
towns. They are a major threat in the
Lizardfolk. In Mahavedia, the Mahavedian ocean.
lizardfolk are reptilian humanoids, cursed for
their cruelty by Lord Varuna. Purple Worms. These creatures are
large, scaled worms that burrow through the
The lizardfolk were originally a desert sands, hunting for food.
collection of elvish clans, living by the coast
in small fishing communities. One night, a Yetis. Yetis are giant-like creatures
villainous naga convinced the king of these that prowl in the Southern Peaks. Yetis are
elvish clans and told him to kill Varuna’s afraid of fire however, and can be repelled by
priests for suspected treason. The king had the bright lights and torches.
order carried out, and Lord Varuna, angered
by the slaughter of his priests, cursed the Hydras. Hydras are large, multi-
elvish clans to look like the snakes and lizards headed monstrosities that have much in
they connived with. common with nagas. They can be found in the
Dakshina and Pavitr jungles, hunting and
Lycanthropes. Lycanthropes are hoarding gold.
humanoid creatures that resemble certain
animals and take some of the traits of those Merrows. Merrows are merfolk,
creatures. In Mahavedia, they are known as corrupted by asuras into monstrous beasts.
beast men, and when the stars align on an They lurk in the deep ocean, attacking merfolk
auspicious day, the beast men transform from and fighting alongside sahuagin. At times,
ordinary humans to crazed hybrid creatures. they may swim to the surface in large numbers
to attack a passing ship.
Merfolk. Merfolk are humans (or
occasionally vanaras) from the waist up and Minotaurs. Minotaurs are humans
fish from the waist down. In Mahavedia, they with the head of an ox. In Mahavedia, they are
are the allies of Lord Varuna and the enemies called mahishasuras, and their type changes
of sahuagin and merrow. from monstrosity to fiend (asura).

Sahuagin. Sahuagin are another type Plants
of demonic monster, related to the asuras and
goblins. They live by the sea or in underwater Many sorts of animated plants live in the
kingdoms, and once served the nivatakavachas jungles of Mahavedia. Most deadly of these
in Manimati (see: Asuras). The sahuagin are are the blights: evil, twisted plants that have
the enemies of the gods and humans. been corrupted by nagas and demons.

Monstrosities Undead

There are a number of 5E monstrosities that There are a number of undead creatures that
have their place in Mahavedia: exist in Mahavedia, from the ghosts of Naraka
to the zombies and skeletons that haunt the
Chimeras. Chimeras are monstrous mortal world. Most undead creatures in the
hybrids, who live and hunt in the deserts of MM can be ported over to Mahavedia without
need for reflavoring.

59

Angiri Angiri

The angiris are a group of angels, descended Medium celestial, neutral good
from the fire god Agni, who guard sacrificial
fires and the priests of Agni. Armor Class 16 (Natural Armor)
Hit Points 126 (23d8 + 23)
Protectors of Yajna. Yajna is a special Speed 30 ft., fly 30 ft.
ritual conducting by priests to send gifts and
sacrifices to the gods. During the ritual, a STR DEX CON INT WIS CHA
sacrificial fire is lit, mantras are chanted, and 16 15 13 12 14 13
offerings are placed in the fire. Sacrifices that (+3) (+2) (+1) (+1) (+2) (+1)
make their way through the fire reach Svarga,
where Agni and the angiris deliver the Saving Throws WIS +5
sacrifices to the gods. Skills Athletics +6, Religion +4
Damage Immunities Fire
The angiris protect priests during this Senses Darkvision 60 ft., Passive
ritual, ensuring that the sacrifices reach Lord Perception 12
Agni safely. Languages Celestial, Common
Challenge 8 (3,900 XP)

Angelic Weapons. The angiri's weapon
attacks are magical. When the angiri hits
with any weapon, the weapon deals an extra
4d8 radiant damage (included in the attack).

Shapechanger. The angiri can use its action
to polymorph into a fire elemental or back
into its true form, which is humanoid. Its
statistics, other than its weapon attacks, are
the same in each form. Any equipment it is
wearing or carrying isn't transformed. It
reverts to its true form if it dies.

Actions______________________

Multiattack. The angiri makes three mace
attacks in its humanoid form or two flaming
fist attacks in its elemental form.

Mace (humanoid form only). Melee
Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning
damage, plus 18 (4d8) radiant damage.

Flaming Fist (elemental form only). Melee
Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 21 (6d6) fire damage, plus 18
(4d8) radiant damage.

60

Apsaras Gandharva

Apsaras are celestial cloud and rain spirits that Medium celestial, chaotic good
are associated with the performing arts,
especially music and dance. Armor Class 13
Hit Points 26 (4d8 + 8)
Dancers and Musicians. The apsaras Speed 30 ft.
are female spirits who can take the form of
humans, horses, or birds, and dance in Indra’s STR DEX CON INT WIS CHA
court to the music of the gandharvas, their 9 16 14 11 13 16
male counterparts. They are rumored to live in (-1) (+3) (+2) (+0) (+1) (+3)
clouds and fly to the mortal world to spy on
heroes and villains for Lord Indra. Saving Throws CHA +5
Skills Performance +5
Apsara Senses Passive Perception 11
Languages Celestial, Common, Sylvan
Medium celestial, chaotic good Challenge 1/2 (100 XP)

Armor Class 13 Shapeshifter. The gandharva can use its
Hit Points 26 (4d8 + 8) action to shapeshift into a draft horse or a
Speed 30 ft. blood hawk. The gandharva's equipment is
transformed into its new form, and the
STR DEX CON INT WIS CHA gandharva can shapeshift back as an action.
9 16 14 11 13 16 The gandharva reverts to its true form when
it dies.
(-1) (+3) (+2) (+0) (+1) (+3)
Actions______________________
Saving Throws CHA +5
Skills Performance +5 Multiattack. The gandharva makes two
Senses Passive Perception 11 dagger attacks.
Languages Celestial, Common, Sylvan
Challenge 1/2 (100 XP) Dagger. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3)
Shapeshifter. The apsara can use its action piercing damage.
to shapeshift into a draft horse or a blood
hawk. The apsara's equipment is Adventure Hook: Missing Gandharva
transformed into its new form, and the
apsara can shapeshift back as an action. The Weeks ago, Lord Indra sent a gandharva to
apsara reverts to its true form when it dies. the court of Ashok Maharaaj to spy on the
king. One night, the gandharva went
Actions______________________ missing, and never returned to the court.
Lord Indra sent a message to the priests in
Multiattack. The apsara makes two dagger his temple, asking them to find the
attacks. gandharva as soon as possible and to return
it to Svarga.
Dagger. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3)
piercing damage.

61

Asuras

Asuras are demons, who live deep
underground in Patala and are the archenemies
of the gods.

Distinctive Appearance. The asuras
have red, grey, or blue skin and can have
many arms and heads. Their teeth are long and
sharp, and they have small curled horns on
their heads.

Magical Illusions. The asuras are
masters of illusion magic, which they use to
disguise themselves as humans or to trick their
enemies in battle. Asuras might also use their
magic to appear even more monstrous by
disguising their faces to look like animal
heads.

Kalakeyas. Long ago, there was a
demoness named Kalka who lived in the
floating city of Hiranyapura with her children.
When the gods went to war with the asuras,
they attacked Hiranyapura, but Kalka kept
moving the city to escape them. Eventually,
with the help of the hero Arjuna, the city was
brought down and the demons inside were
attacked. Those who escaped to Patala formed
an especially powerful clan of asuras known
as the kalakeyas.

Nivatakavachas. While the warlike
kalakeyas lived in Hiranyapura in the air, the
nivatakavachas lived in the underwater city of
Manimati. The city was ultimately destroyed
by the hero Arjuna, and the demons that
escaped the city were known as the
nivatakavachas, who were masters of magic
and illusions.

Adventure Hook: Ruins of Hiranyapura

An explorer from the Tekadi Raajy believes
that he has found the ruins of Hiranyapura,
which was rumored to be rich in gold and
gems. Now, adventurers from all over the
subcontinent are racing to reach the city and
claim their part of the treasure, despite the
terrors that might still be haunting the city.

62

Asura Archer Asura Battlerager

Medium fiend (asura), chaotic evil Medium fiend (asura), chaotic evil

Armor Class 15 (Studded Leather) Armor Class 18 (Scale Mail, Shield)
Hit Points 39 (6d8 + 12) Hit Points 52 (8d8 + 16)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

11 16 14 15 8 9 18 15 14 11 8 9

(+0) (+3) (+2) (+2) (-1) (-1) (+4) (+2) (+2) (+0) (-1) (-1)

Saving Throws DEX +5 Saving Throws STR +6
Skills Intimidation +1 Skills Intimidation +1
Senses Darkvision 60 ft., Passive Senses Darkvision 60 ft., Passive
Perception 9 Perception 9
Languages Common, Infernal Languages Common, Infernal
Challenge 1 (200 XP) Challenge 3 (700 XP)

Keen Eyesight. The asura has advantage on Reckless. At the start of its turn, the asura
Wisdom (Perception) checks that rely on can gain advantage on all melee weapon
sight. attack rolls during that turn, but attack rolls
against it have advantage until the start of
Actions______________________ its next turn.

Multiattack. The asura makes two ranged Actions______________________
attacks or two melee attacks.
Multiattack. The asura makes two melee
Shortsword. Melee Weapon Attack: +5 to attacks.
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage. Khanda. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4)
Longbow. Ranged Weapon Attack: +5 to slashing damage. On a hit, the asura may
hit, range 150/600 ft., one target. Hit: 7 use its bonus action to attempt another
(1d8 + 3) piercing damage. attack dealing 6 (1d4 + 4) piercing damage.

Katar. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d6 + 4)
piercing damage.

63

Asura Illusionist Nivatakavacha

Medium fiend (asura), chaotic evil Medium fiend (asura), chaotic evil

Armor Class 14 (Studded Leather) Armor Class 15 (Chain Shirt)
Hit Points 84 (13d8 + 26) Hit Points 110 (17d8 + 34)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

11 15 14 18 8 9 11 15 14 9 8 20

(+0) (+2) (+2) (+4) (-1) (-1) (+0) (+2) (+2) (-1) (-1) (+5)

Saving Throws INT +7 Saving Throws CHA +8
Skills Arcana +7, Intimidation +2 Skills Deception +8, Intimidation +8
Senses Darkvision 60 ft., Passive Senses Darkvision 60 ft., Passive
Perception 9 Perception 9
Languages Common, Infernal Languages Common, Infernal
Challenge 5 (1,800 XP) Challenge 7 (2,900 XP)

Spellcasting. The asura is an 8th-level Spellcasting. The nivatakavacha is an 8th-
spellcaster. Its spellcasting ability is level spellcaster. Its spellcasting ability is
Intelligence (spell save DC 15, +7 to hit Charisma (spell save DC 16, +8 to hit with
with spell attacks). The asura has the spell attacks). The nivatakavacha has the
following wizard spells prepared: following sorcerer spells prepared:
Cantrips (at will): chill touch, firebolt, Cantrips (at will): chill touch, fire bolt,
minor illusion, ray of frost message, minor illusion, ray of frost, true
1st level (4 slots): burning hands, disguise strike
self, magic missile, shield, silent image 1st level (9 slots): burning hands, charm
2nd level (3 slots): darkness, invisibility, person, disguise self, fog cloud, sleep
mirror image 2nd level (4 slots): darkness, gust of wind,
3rd level (3 slots): fear, fireball, vampiric invisibility, shatter
touch 3rd level (3 slots): counterspell, fear,
4th level (2 slots): hallucinatory terrain, ice fireball
storm 4th level (3 slots): blight, ice storm,
polymorph
Actions______________________ 5th level (2 slots): cone of cold, insect
plague
Multiattack. The asura makes two attacks
with its baagh nakh.

Baagh Nakh. Melee Weapon Attack: +3 to Actions______________________
hit, reach 5 ft., one target. Hit: 3 (1d6)
slashing damage. Multiattack. The nivatakavacha makes two
scimitar attacks.

Scimitar. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2)
slashing damage, and the target must make
a DC 13 Constitution saving throw, taking
14 (4d6) poison damage on a failed save, or
half as much damage on a successful one.

64

Kalakeya

Medium fiend (asura), chaotic evil

Armor Class 20 (Plate, Shield)
Hit Points 104 (16d8 + 32)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 9 (-1) 8 (-1) 11 (+0)

Saving Throws CON +5
Skills Athletics +8, Intimidation +3
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Infernal
Challenge 8 (3,900 XP)

Reckless. At the start of its turn, the kalakeya can gain advantage on all melee weapon attack rolls
during that turn, but attack rolls against it have advantage until the start of its next turn.

Spellcasting. The kalakeya is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save
DC 11, +3 to hit with spell attacks). The kalakeya has the following sorcerer spells prepared:
Cantrips (at will): chill touch, fire bolt, minor illusion, ray of frost, true strike
1st level (5 slots): burning hands, disguise self, fog cloud, shield, sleep
2nd level (4 slots): darkness, invisibility, scorching ray, suggestion
3rd level (3 slots): fear, fireball, sleet storm

Actions________________________________________________________

Multiattack. The kalakeya makes three khanda attacks or three longbow attacks.

Khanda. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage,
and the target must make a DC 16 Constitution saving throw, taking 14 (4d6) poison damage on a
failed save, or half as much damage on a successful one. On a hit, the kalakeya may use its bonus
action to attempt another attack dealing 6 (1d4 + 4) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6)
poison damage on a failed save, or half as much damage on a successful one.

65

Bhoots Pretas. Pretas are the spirits of greedy
and gluttonous people. They are thin and
Bhoots are ghoulish undead creatures that hungry, but are incapable of eating, cursed to
haunt cremation grounds and swamps. being constantly hungering for food. They can
only pass on to Naraka through a ritual death,
Hunting Mortals. Bhoots track and in which they eat sixteen rice cakes each night
kill mortal creatures, and love human flesh for three nights. Unless the preta has finished
especially. They might disguise themselves as the ritual, it will keep being reborn, and will
elderly people or travelers in distress to lure in keep hungering for food.
mortals.
Vetalas. Vetalas are witches who
Backwards Feet. Most types of bhoots inhabit cremation and burial grounds and can
have feet that face backwards, which they tell a person’s fortune. They sneak into
can’t disguise, no matter how much illusion settlements and drive people mad and kill and
magic they use. Bhoots might hide their feet eat humanoids.
by wearing long robes or large shoes, so that
their prey won’t become aware of the trickery.

Failed to Reincarnate. Bhoots are the
spirits of creatures that failed to reincarnate,
which may be due to a violent death, an
improper burial/cremation, or unsettled
matters in the mortal world.

Aleyas. Aleyas are will-o’-wisps that
lurk near swamps, glowing to attract curious
travelers. They use their magic to make the
ground look solid when their prey is walking
deeper and deeper into the swamp. It is
rumored that aleyas are the ghosts of vengeful
fishermen.

Bhoots. Bhoots are the spirits of those
who died violent or bloody deaths. They haunt
battlefields, cremation grounds, and
cemeteries, and may occasionally stray near
settlements. Bhoots can be repelled by incense
and holy symbols, and are hurt by touching
iron or water. Bhoots have backwards feet that
can’t be disguised by magic.

Churels. When a mother dies during
childbirth and the proper precautions are not
taken (including prayer or offerings to the
gods), the body is reborn as a churel. Churels
are a specific type of bhoot that can shapeshift
into bestial or humanoid forms to lure in
travelers. Like bhoots, they have backwards
feet that can’t be disguised by magic or
shapeshifting.

66

Aleya

Small undead, neutral evil

Armor Class 11
Hit Points 38 (7d6 + 14)
Speed 30 ft., (hovering)

STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 15 (+2)

Saving Throws CHA +4
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands Common but can't speak it
Challenge 3 (700 XP)

Consume Life. As a bonus action, the aleya can target one creature it can see within 5 feet of it
that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving
throw against this magic or die. If the target dies, the aleya regains 10 (3d6) hit points.

Ephemeral. The aleya can't wear or carry anything.

Incorporeal Movement. The aleya can move through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spellcasting. The aleya is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save
DC 12, +4 to hit with spell attacks). The aleya has the following sorcerer spells prepared:
Cantrips (at will): chill touch, dancing lights, firebolt, light, minor illusion
1st level (6 slots): charm person, false life, fog cloud, magic missile, silent image, sleep
2nd level (4 slots): mirror image, misty step, scorching ray, suggestion
3rd level (3 slots): fireball, hypnotic pattern, lightning bolt
4th level (2 slots): blight, wall of fire

Actions________________________________________________________

Ghostly Lure. The aleya flashes its magical lights. Every humanoid within 300 feet of the aleya
that can see the lights must succeed on a DC 11 Wisdom saving throw or be charmed until the
song ends. The aleya must take a bonus action on its subsequent turns to continue luring targets
with its lights. It can stop glowing at any time. The lights go out if the aleya is incapacitated.

While charmed by the aleya, a target is incapacitated and ignores the lights of other aleyas. If the
charmed target is more than 5 feet away from the aleya, the target must move on its turn toward
the aleya by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks,
but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from
a source other than the aleya, the target can repeat the saving throw. A charmed target can also
repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect
ends on it.

A target that successfully saves is immune to this aleya's lights for the next 24 hours.

67

Bhoot Churel

Medium undead, neutral evil Medium undead, neutral evil

Armor Class 13 (Leather) Armor Class 14 (Leather)
Hit Points 94 (21d8) Hit Points 110 (20d8 + 20)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14
16 15 11 8 9 (+2) 16 16 12 9 9 15

(+3) (+2) (+0) (-1) (-1) (+3) (+3) (+1) (-1) (-1) (+2)

Saving Throws CON +3 Saving Throws CON +4
Skills Deception +5, Stealth +5 Skills Deception +5, Stealth +6
Damage Resistances Poison Damage Immunities Poison
Condition Immunities Poisoned Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Senses Darkvision 60 ft., Passive
Perception 9 Perception 9
Languages Common Languages Common
Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)

Bhoot Weakness. The bhoot has the Shapeshifter. The churel can use its action
following flaws: to shapeshift into any beast or humanoid
creature with a CR of 2 or lower. The
Holy Symbols. The bhoot takes 10 radiant churel's equipment is transformed into its
damage if it starts its turn within 10 ft. of a new form, and the churel can shapeshift
holy symbol or burning stick of incense. back as an action. The churel reverts to its
true form when it dies.
Water and Iron. The bhoot takes 20 acid
damage if it starts its turn in water or in Churel Weakness. The churel has the
contact with iron. following flaws:

Actions______________________ Holy Symbols. The churel takes 10 radiant
damage if it starts its turn within 10 ft. of a
Multiattack. The bhoot makes three claw holy symbol or burning stick of incense.
attacks.

Claw. Melee Weapon Attack: +6 to hit, Water and Iron. The churel takes 20 acid
reach 5 ft., one target. Hit: 7 (1d8 + 3) damage if it starts its turn in water or in
piercing damage, and the target must make contact with iron.
a DC 15 Constitution saving throw, taking
14 (4d6) necrotic damage on a failed save, Actions______________________
or half as much damage on a successful one.
Multiattack. The churel makes three claw
attacks.

Claw. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3)
piercing damage, and the target must make
a DC 15 Constitution saving throw, taking
14 (4d6) necrotic damage on a failed save,
or half as much damage on a successful one.

68

Preta Vetala

Medium undead, neutral evil Medium undead, neutral evil

Armor Class 12 Armor Class 12
Hit Points 31 (9d8 - 9) Hit Points 45 (10d8)
Speed 25 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 15 8 14 11 9
(+2) (+2) (-1) (+2) (+0) (-1) 14 15 11 16 8 9

Skills Sleight of Hand +4 (+2) (+2) (+0) (+3) (-1) (-1)
Damage Vulnerabilities Poison
Senses Darkvision 60 ft., Passive Saving Throws WIS +1
Perception 10 Skills Insight +1
Languages Common Damage Resistances Poison
Challenge 1/2 (100 XP) Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive
Ritual Death. The preta can only die if it is Perception 9
fed rice cakes in a special ritual. If the Languages Common
preta's body is destroyed before it could Challenge 1 (200 XP)
complete the ritual, its soul lingers. After 24
hours, the soul inhabits and animates Undead Fortitude. If damage reduces the
another humanoid corpse and regains all its vetala to 0 hit points, it must make a
hit points. While the soul is bodiless, a wish Constitution saving throw with a DC of 5 +
spell can be used to force the soul to go to the damage taken, unless the damage is
Naraka and not return. The preta will stop radiant or from a critical hit. On a success,
animating corpses once it has eaten 16 rice the vetala drops to 1 hit point instead.
cakes every night for three nights.
Spellcasting. The vetala is a 2nd-level
Actions______________________ spellcaster. Its spellcasting ability is
Intelligence (spell save DC 13, +5 to hit
Multiattack. The preta makes two claw with spell attacks). The vetala has the
attacks. following wizard spells prepared:
Cantrips (at will): chill touch, dancing
Claw. Melee Weapon Attack: +4 to hit, lights, true strike
reach 5 ft., one target. Hit: 6 (1d8 + 2) 1st level (3 slots): false life, fog cloud,
piercing damage. hideous laughter

Actions______________________

Multiattack. The vetala makes three claw
attacks.

Claw. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.

69

Crocotta homes. Once a person leaves their house, the
crocotta paralyzes and eats them.
Crocottas are dog/wolf hybrids that mimic
voices and paralyze their prey. Magical Eyes. The eyes of a crocotta
are multicolored gems, which can paralyze
Voice Mimicry. The crocotta can creatures that look directly into them. Once
mimic the voices of humanoid creatures, the crocotta is dead, the eyes are harmless, but
which it uses to lure townsfolk out of their can give the powers of divination to a person
that puts one under their tongue.

Crocotta

Medium monstrosity, chaotic evil

Armor Class 12
Hit Points 45 (7d8 + 14)
Speed 35 ft.

STR DEX CON INT WIS CHA

16 14 15 11 9 12

(+3) (+2) (+2) (+0) (-1) (+1)

Saving Throws CON +4
Skills Deception +3, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 9
Languages Common
Challenge 4 (1,100 XP)

Paralyzing Gaze. When a creature that can see the crocotta's eyes starts its turn within 30 feet of
the crocotta, the crocotta can force it to make a DC 16 Constitution saving throw if the crocotta
isn't incapacitated and can see the creature. If the saving throw fails, the creature is instantly
paralyzed. The paralysis lasts until the creature is freed by the greater restoration spell or other
magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If
the creature does so, it can't see the crocotta until the start of its next turn, when it can avert its
eyes again. If the creature looks at the crocotta in the meantime, it must immediately make the
save.

Actions________________________________________________________

Multiattack. The crocotta makes two claw attacks and one bite attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage,
plus 7 (2d6) necrotic damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage,
plus 7 (2d6) necrotic damage.

70

Dvarapala Dvarapala

Dvarapalas are stone giants that guard gates Large construct, lawful neutral
and temples.
Armor Class 16
Gate Guardians. Dvarapalas are Hit Points 76 (9d10 + 27)
created to guard the entrances to sacred Speed 20 ft.
temples and royal palaces. The dvarapala will
fight to the death to protect the temple or STR DEX CON INT WIS CHA
palace it was placed in but will take great care 18 13 16 7 14 9
in leaving the room undamaged. (+4) (+1) (+3) (-2) (+2) (-1)

Groups of Four. Dvarapalas are built Saving Throws STR +8, CON +7
in groups of four, each giant guarding one of Skills Athletics +8, Intimidation +3,
the four cardinal directions. Large palaces Perception +6
may have eight, twelve, or even sixteen Damage Resistances Bludgeoning,
dvarapalas protecting it, while small temples Piercing, and Slashing from Nonmagical
may only have four. Shrines to local deities or Attacks
demigods might only have one dvarapala. Damage Immunities Poison
Condition Immunities Poisoned
Creating a Dvarapala. Dvarapalas are Senses Darkvision 60 ft., Passive
made of stone or clay and animated by a Perception 16
wizard or sorcerer. They are usually given Languages Common, Sylvan
large stone mauls called gada and are crafted Challenge 10 (5,900 XP)
with a demonic face to scare away thieves.
False Appearance. While the dvarapala
remains motionless, it is indistinguishable
from an inanimate statue.

Immutable Form. The dvarapala is immune
to any spell or effect that would alter its
form.

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

Magic Weapons. The dvarapala's weapon
attacks are magical.

Actions______________________

Multiattack. The dvarapala makes three
attacks with its enchanted maul.

Enchanted Maul. Melee Weapon Attack:
+8 to hit, reach 5 ft., one target. Hit: 18
(4d6 + 4) bludgeoning damage, plus 10
(3d6) force damage.

71

Farasi Bahari Gajasimha

Farasi bahari are rare horses that live Gajasimhas are lions with the heads of
underwater and breathe through gills. elephants.

Aquatic Horses. Farasi bahari are Symbols of Power. The gajasimha is a
green haired horses that live and breathe symbol of power, representing both the pride
underwater. Due to their life at sea, farasi of a lion and the wisdom of an elephant, and
bahari have stronger lungs, finned limbs, and the symbol of a gajasimha is used in royal
gills on their necks. crests and heraldic seals.

Prize Possessions. The farasi bahari is Gajasimha
a rare creature that seldom visit the coast, but
when they do, they are the talk of the town. Large monstrosity, unaligned
Farmers often hire adventurers to catch farasi
bahari and bring them to the farm to breed Armor Class 12
with the other horses. The children will appear Hit Points 58 (9d10 + 9)
to be normal horses but will have stronger Speed 45 ft.
lungs and small gills on their necks.
STR DEX CON INT WIS CHA
Farasi Bahari 17 14 13 7 14 8
(+3) (+2) (+1) (-2) (+2) (-1)
Large monstrosity, unaligned
Saving Throws STR +5
Armor Class 13 Skills Stealth +4, Survival +4
Hit Points 30 (4d10 + 8) Senses Passive Perception 12
Speed 60 ft., swim 60 ft. Languages --
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
16 17 14 5 10 7 Pounce. If the gajasimha moves at least 20
(+3) (+3) (+2) (-3) (+0) (-2) feet straight toward a creature and then hits
it with a claw attack on the same turn, that
Senses Darkvision 60 ft., Passive target must succeed on a DC 13 Strength
Perception 10 saving throw or be knocked prone. If the
Languages -- target is prone, the gajasimha can make one
Challenge 1/2 (100 XP) gore attack against it as a bonus action.

Amphibious. The farasi bahari can breathe Actions______________________
air and water.
Multiattack. The gajasimha makes three
Actions______________________ claw attacks or two gore attacks.

Multiattack. The farasi bahari makes two Claw. Melee Weapon Attack: +5 to hit,
attacks with its hooves. reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.
Hooves. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 8 (2d4 + 3) Gore. Melee Weapon Attack: +5 to hit,
bludgeoning damage. reach 5 ft., one target. Hit: 7 (1d8 + 3)
piercing damage.

72

Kimpurushas Kimpurusha Chief

The kimpurushas are a tribe of fierce, lion- Medium humanoid (kimpurusha), any
headed warriors. alignment

Mountainous Villages. The Armor Class 17 (Chain Shirt, Shield)
kimpurushas live in the Southern Peaks in Hit Points 52 (8d8 + 16)
small villages. These villages are nestled Speed 30 ft.
between the mountains, and occasionally trade
with the raajye to their north or the dwarves of STR DEX CON INT WIS CHA
Laakuda. 16 15 14 10 13 11
(+3) (+2) (+2) (+0) (+1) (+0)
Fierce Warriors. Kimpurusha warriors
are exceptionally fierce, growing up in a Saving Throws STR +5
harsh, mountainous environment where Skills Survival +3
weakness could mean death. Some Senses Passive Perception 11
kimpurushas find work as mercenaries, Languages Common, Kimpurusha
trading their skills in battle for food and metal Challenge 2 (450 XP)
for their tribe.
Actions______________________
Kimpurusha
Multiattack. The kimpurusha chief makes
Medium humanoid (kimpurusha), any two warhammer attacks and one bite attack.
alignment
Warhammer. Melee Weapon Attack: +5 to
Armor Class 17 (Chain Shirt, Shield) hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
Hit Points 38 (7d8 + 7) bludgeoning damage, or 8 (1d10 + 3)
Speed 30 ft. bludgeoning damage if used with two
hands.
STR DEX CON INT WIS CHA
16 14 13 10 11 11 Bite. Melee Weapon Attack: +5 to hit, reach
(+3) (+2) (+1) (+0) (+0) (+0) 5 ft., one target. Hit: 8 (1d10 + 3) piercing
damage.
Skills Survival +2
Senses Passive Perception 10 Adventure Hook: Kimpurusha Attack
Languages Common, Kimpurusha
Challenge 1 (200 XP) A group of kimpurusha tribes have united
under the rulership of Durma Raaj, a
Actions______________________ powerful kimpurusha chief. Now, the
kimpurushas are attacking dwarven mines
Multiattack. The kimpurusha makes two and raiding north into the Tekadi and Nadi
warhammer attacks or one bite attack. raajye. Help is needed to defeat Durma Raaj
and instate a new king for the kimpurushas.
Warhammer. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
bludgeoning damage, or 8 (1d10 + 3)
bludgeoning damage if used with two
hands.

Bite. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 8 (1d10 + 3) piercing
damage.

73

Kimpurusha Elder Kinnaras

Medium humanoid (kimpurusha), any Kinnaras are small celestial creatures with the
alignment lower half of a bird and the upper half of a
human.
Armor Class 13 (Leather, 16 With
Barkskin) Harmless Musicians. The kinnaras are
Hit Points 65 (10d8 + 20) mostly harmless and pacifist creatures that
Speed 30 ft. have a talent for music and bardic magic. The
kinnaras are known to be kind, forgiving, and
STR DEX CON INT WIS CHA naïve. Evil kings and peshwas take advantage
15 14 14 11 15 11 of this naivety at times, luring kinnaras into
(+2) (+2) (+2) (+0) (+2) (+0) cages to be displayed as living trophies.

Saving Throws WIS +4 Strong Lovers. The kinnaras
Skills Survival +4 experience especially strong feelings of love
Senses Passive Perception 12 between each other, choosing to live alone
Languages Common, Kimpurusha, Sylvan with their romantic partners for the rest of
Challenge 3 (700 XP) their long lives. The kinnaras live together in
pairs in the forest of Himavanta, hidden in the
Spellcasting. The kimpurusha elder is a 5h- Pavitr Jungle.
level spellcaster. Its spellcasting ability is
Wisdom (spell save DC 12, +4 to hit with
spell attacks). The kimpurusha elder has the
following druid spells prepared:
Cantrips (at will): druidcraft, guidance,
produce flame
1st level (4 slots): cure wounds, faerie fire,
fog cloud, longstrider
2nd level (3 slots) barkskin, flame blade,
heat metal
3rd level (2 slots): call lightning, plant
growth

Actions______________________

Multiattack. The kimpurusha elder makes
two warhammer attacks and one bite attack.

Warhammer. Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
bludgeoning damage, or 7 (1d10 + 2)
bludgeoning damage if used with two
hands.

Bite. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (1d10 + 2) piercing
damage.

74

Kinnara Kinnara Chief

Small celestial, neutral good Small celestial, neutral good

Armor Class 12 Armor Class 12
Hit Points 18 (4d6 + 4) Hit Points 45 (10d6 + 10)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 14 12 11 13 15 8 15 12 12 13 15
(-1) (+2) (+1) (+1) (+1) (+2)
(-1) (+2) (+1) (+0) (+1) (+2)
Saving Throws CHA +4
Saving Throws CHA +4 Skills Perception +4
Skills Performance +4 Senses Passive Perception 11
Senses Passive Perception 11 Languages Celestial, Common, Sylvan
Languages Celestial, Common, Sylvan Challenge 1 (200 XP)
Challenge 1/4 (50 XP)
Spellcasting. The kinnara chief is a 2nd-
Spellcasting. The kinnara is a 1st-level level spellcaster. Its spellcasting ability is
spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with
Charisma (spell save DC 12, +4 to hit with spell attacks). The kinnara chief has the
spell attacks). The kinnara has the following following bard spells prepared:
bard spells prepared: Cantrips (at will): dancing lights, vicious
Cantrips (at will): dancing lights, vicious mockery
mockery 1st level (3 slots): charm person, healing
1st level (2 slots): charm person, healing word, sleep
word
Actions______________________
Actions______________________
Multiattack. The kinnara chief makes three
Rapier. Melee Weapon Attack: +4 to hit, rapier attacks or one shortbow attack.
reach 5 ft., one target. Hit: 6 (1d8 + 2)
piercing damage. Rapier. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2)
Shortbow. Ranged Weapon Attack: +4 to piercing damage.
hit, range 80/320 ft., one target. Hit: 5 (1d6
+ 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to
hit, range 80/320 ft., one target. Hit: 5 (1d8
+ 2) piercing damage.

75

Nagas to cave systems or small pieces of dry land
where the naga can store its gold and scrolls
Nagas are wise and magical serpentine safely. Nagas also work with asuras,
creatures that guard gold, gems, and rakshasas, human followers, who build
knowledge in their underwater lairs. defenses, traps, and hidden gates in the naga’s
lair, guarding it from thieves. A naga might
Vedic Dragons. The nagas are a type lair in a cave system beneath a river, at the
of wingless and legless dragon, with magical bottom of a lake, or in and around an island in
powers and poisonous breath. Like most the ocean.
dragons, the nagas hoard gold and gems, but
also scrolls, books, and other pieces of Nagaloka. While the nagas of the
knowledge, which they hide in their lairs. overworld live in oceans and rivers, the nagas
of Patala live in the gem filled caverns of
Humanoid Nagas. Not all nagas have Nagaloka, the seventh lair of the underworld.
or use a draconic form, and instead live as The nagas of Nagaloka are mostly true nagas
half-human half-cobra creatures in Nagaloka and seven-headed nagas, who are ruled by
and the mortal world. Nagas who are born Vasuki, the nagaraaj (king of the nagas). The
with their draconic form have the ability to lairs of the nagas of Nagaloka are covered in
shapeshift into humans, human-cobra hybrids, bright gems, and are guarded by clans of
or back into their true form. These, more multiple nagas.
powerful nagas, are known as True Nagas, and
they rule over the other nagas. Lair Actions.

Seven-Headed Nagas. Some nagas are On initiative count 20 (losing initiative ties),
born with multiple heads, and grow to become the naga takes a lair action to cause one of the
stronger, wiser, and deadlier than the other following effects; the naga can’t use the same
nagas. These nagas are the most powerful effect two rounds in a row:
monsters in the world, only subordinate to the • Pools of water that the naga can see within
gods themselves. The seven-headed nagas
build multiple lairs and establish a base of 120 feet of it surge outward in a grasping
followers, who bring their leader wealth and tide. Any creature on the ground within 20
knowledge. feet of such a pool must succeed on a DC
15 Strength saving throw or be pulled up
Wise and Dangerous. Nagas crave to 20 feet into the water and knocked
knowledge above all other things. They collect prone.
scrolls, books, even capture sages or priests to • A tremor shakes the lair in a 60-foot radius
teach them ancient magic. Nagas rarely share around the naga. Each creature other than
their knowledge to outsiders, and will only the naga on the ground in that area must
impart their wisdom to people that they trust. succeed on a DC 15 Dexterity saving
throw or be knocked prone.
Not all nagas are evil, but all nagas • Lightning arcs, forming a 5-foot-wide line
seek knowledge. Evil nagas will use their between two of the lair's solid surfaces
knowledge to manipulate and trick its that the naga can see. They must be within
enemies, while a good-aligned naga will use 120 feet of the naga and 120 feet of each
its wisdom to help those in need. Regardless, a other. Each creature in that line must
naga is slow to trust, and an outsider must succeed on a DC 15 Dexterity saving
prove its worth to the naga to be rewarded throw or take 10 (3d6) lightning damage.
with gold or wisdom.

Underwater Lairs. Nagas live in
underwater lairs or grottos, where they can
swim freely. These lairs are usually connected

76

Regional Effects. • Underwater plants within 6 miles of the
naga’s lair take on dazzlingly brilliant
The region containing a legendary naga’s lair
is warped by the naga’s magic, which creates hues.

one or more of the following effects. • Gems and pearls within 1 mile of the
naga’s lair sparkle and gleam, shedding
• Once per day, the naga can alter the
dim light in a 5-foot radius.
weather in a 6-mile radius centered on its
If the naga dies, changed weather reverts to
lair. The naga doesn't need to be outdoors;
normal, as described in the spell, and the other
otherwise the effect is identical to the
effects fade in ld10 days.
control weather spell.

77

Naga

Huge dragon, any alignment

Armor Class 18 (Natural Armor)
Hit Points 115 (10d12 + 50)
Speed 40 ft., swim 80 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 17 (+3) 20 (+5) 13 (+1)

Saving Throws STR +10, CON +10, INT +8, WIS +10
Skills Arcana +8, Deception +6, History +8, Insight +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 15
Languages Celestial, Common, Infernal
Challenge 16 (15,000 XP)

Legendary Resistance (3/Day). If the naga fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The naga's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit
with spell attacks). The naga can innately cast the following spells, requiring no material
components:
1/day each: call lightning, control water, insect plague, mass cure wounds, polymorph

Amphibious. The naga can breathe air and water.

Actions________________________________________________________

Multiattack. The naga can use its Frightful Presence. It then makes two bite attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing
damage plus 13 (2d12) poison damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 5)
bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the
creature is restrained, and the naga can't constrict another target.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning
damage.

Frightful Presence. Each creature of the naga's choice that is within 120 feet of the naga and
aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is immune
to the naga's Frightful Presence for the next 24 hours.

78

Poison Breath (Recharge 5–6). The naga spits poison in a 90-foot line that is 5 feet wide. Each
creature in that line must make a DC 17 Dexterity saving throw, taking 66 (12d10) poison damage
on a failed save, or half as much damage on a successful one.

Legendary Actions_______________________________________________

The naga can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. The naga regains
spent legendary actions at the start of its turn.

Detect. The naga makes a Wisdom (Perception) check.

Tail Attack. The naga makes a tail attack.

Constrict (Costs 2 Actions). The naga makes a constrict attack.

Seven Headed Naga

Gargantuan dragon, any alignment

Armor Class 18 (Natural Armor)
Hit Points 186 (12d20 + 60)
Speed 40 ft., swim 80 ft.

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 20 (+5) 19 (+4) 27 (+8) 15 (+2)

Saving Throws STR +16, CON +12, INT +11, WIS +15
Skills Arcana +9, Deception +7, History +9, Insight +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages Celestial, Common, Infernal
Challenge 23 (50,000 XP)

Legendary Resistance (3/Day). If the naga fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The naga's innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit
with spell attacks). The naga can innately cast the following spells, requiring no material
components:
1/day each: call lightning, control water, hallucinatory terrain, insect plague, mass cure wounds,
mirage arcane, polymorph, scrying

Multiple Heads. The naga has seven heads. While it has more than one head, the naga has
advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and
knocked unconscious.

79

Whenever the naga takes 25 or more damage in a single turn, one of its heads dies. If all its heads
die, the naga dies.

Reactive Heads. For each head the naga has beyond one, it gets an extra reaction that can be used
only for opportunity attacks.

Wakeful. While the naga sleeps, at least one of its heads is awake.

Amphibious. The naga can breathe air and water.

Actions________________________________________________________

Multiattack. The naga can use its Frightful Presence. It then makes two bite attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing
damage plus 19 (3d12) poison damage.

Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 27 (4d8 + 9)
bludgeoning damage, and the target is grappled (escape DC 24). Until this grapple ends, the
creature is restrained, and the naga can't constrict another target.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) bludgeoning
damage.

Frightful Presence. Each creature of the naga's choice that is within 120 feet of the naga and
aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is immune
to the naga's Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6). The naga spits poison in a 120-foot line that is 10 feet wide. Each
creature in that line must make a DC 17 Dexterity saving throw, taking 88 (16d10) poison damage
on a failed save, or half as much damage on a successful one.

Legendary Actions_______________________________________________

The naga can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. The naga regains
spent legendary actions at the start of its turn.

Detect. The naga makes a Wisdom (Perception) check.

Tail Attack. The naga makes a tail attack.

Constrict (Costs 2 Actions). The naga makes a constrict attack.

80

Narakas Yama. When a creature dies, the yamadutas
arrive to guide the soul to Naraka. The
The narakas are the divine creatures that live yamadutas are also the soldiers and
in Naraka and are ruled by their king, Lord gatekeepers of Pitrloka, and torment evil souls
Yama, the god of death. in Naraka.

Lord Yama. Lord Yama is the god of Adventure Hook: Saving a Soul
death and justice, and judges the souls of the
dead. Yama rules the realm of Naraka (hell) The great hero Anjali Gupta was killed in
and is king of the spirits that live in Naraka battle against a fearsome rakshasa prince.
known as the narakas. The rakshasa used a magic clay jar to trap
Anjali’s soul and escaped before the
Judgement and Reincarnation. When yamadutas could arrive. Now, new heroes
a creature dies, its soul is taken to Pitrloka, the are needed to defeat this rakshasa and save
city of death, to be judged by Lord Yama. If Anjali’s soul from whatever terrible fate
the soul had bad karma, it spends time being awaits her.
tormented in Naraka before being reborn. If
the soul had good karma, it is sent to Svarga to Ruru
live with the gods before it is reborn. Good
karma cannot cancel out bad karma, and most Large undead, lawful neutral
souls spend some time in both Naraka and
Svarga. Armor Class 16 (Natural Armor)
Hit Points 67 (9d10 + 18)
Naraka. Naraka is the Vedic hell, and Speed 35 ft.
separate from the realms of Bhoomi, Patala,
and Svarga. The 28 layers of Naraka are ruled STR DEX CON INT WIS CHA
by Lord Yama from the capital city of 17 13 14 14 11 8
Pitrloka. Naraka is filled with souls, ghosts, (+3) (+1) (+2) (+2) (+0) (-1)
and other such undead, and is the land of
torment for the souls of creatures with bad Skills Intimidation +1
karma. Damage Resistances Necrotic
Senses Darkvision 120 ft., Passive
Rurus. Rurus are large serpents that Perception 10
live in Naraka, torturing the souls of the Languages Celestial, Common
greedy or selfish. The rurus are the souls of Challenge 3 (700 XP)
creatures that have been harmed the greedy
soul’s actions. Actions______________________

Kravyadas. The especially evil and Multiattack. The ruru makes two bite
greedy souls are tortured by flesh eating rurus attacks.
called kravyadas. Kravyadas are larger and
more fearsome than typical rurus. Bite. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 14 (2d10 + 3) piercing
Sarameyas. Mass murderers, evil damage.
kings, and people who abuse their power are
tortured by the sarameyas. The sarameyas are Constrict. Melee Weapon Attack: +5 to hit,
the sons of the minor goddess Sarama (the reach 5 ft., one creature. Hit: 12 (2d8 + 3)
goddess of dogs and wolves). They take the bludgeoning damage, and the target is
form of four-eyed dogs with black fur and grappled (escape DC 15). Until this grapple
razor-sharp teeth. ends, the creature is restrained, and the ruru
can't constrict another target.
Yamadutas. The yamadutas are the
angels of death and the servants of Lord

81

Kravyada Sarameya

Huge undead, lawful neutral Large celestial, lawful neutral

Armor Class 18 (Natural Armor) Armor Class 12
Hit Points 93 (11d12 + 22) Hit Points 60 (8d10 + 16)
Speed 40 ft. Speed 45 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 15 14 14 11 12 17 15 14 12 13 10
(+3) (+2) (+2) (+2) (+0) (+1) (+3) (+2) (+2) (+1) (+1) (+0)

Skills Intimidation +4 Damage Resistances Necrotic
Damage Immunities Necrotic Senses Darkvision 120 ft., Passive
Senses Darkvision 120 ft., Passive Perception 11
Perception 10 Languages Can understand Celestial, but
Languages Celestial, Common can't speak it
Challenge 6 (2,300 XP) Challenge 2 (450 XP)

Actions______________________ Actions______________________

Multiattack. The kravyada makes three bite Multiattack. The sarameya makes two bite
attacks. attacks.

Bite. Melee Weapon Attack: +6 to hit, reach Bite. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 19 (3d10 + 3) piercing 5 ft., one target. Hit: 14 (2d10 + 3) piercing
damage. damage.

Constrict. Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 16 (3d8 + 3)
bludgeoning damage, and the target is
grappled (escape DC 16). Until this grapple
ends, the creature is restrained, and the
kravyada can't constrict another target.

82

Yamaduta

Medium celestial, lawful neutral

Armor Class 16 (Natural Armor)
Hit Points 156 (24d8 + 48)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 13 (+1) 16 (+3) 12 (+1)

Saving Throws WIS +6
Skills Insight +7, Religion +5
Damage Immunities Necrotic
Senses Darkvision 120 ft., Passive Perception 12
Languages Celestial, Common
Challenge 10 (5,900 XP)

Angelic Weapons. The yamaduta's weapon attacks are magical. When the yamaduta hits with any
weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

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

Shapechanger. The yamaduta can use its action to polymorph into its wraith form or back into its
true form, which is humanoid. Its statistics, other than its weapon attacks, are the same in each
form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions________________________________________________________

Multiattack. The yamaduta makes four scimitar attacks in its humanoid form or three life drain
attacks in its wraith form.

Scimitar (humanoid form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) slashing damage, plus 18 (4d8) radiant damage.

Life Drain (wraith form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14
(4d6) necrotic damage, plus 18 (4d8) radiant damage.

83

Panis Pani Chieftain

Panis are a clan of weak demons who steal Medium fiend (asura), chaotic evil
livestock and grain from villages.
Armor Class 17 (Chain Shirt, Shield)
Thieves and Raiders. The panis raid Hit Points 55 (10d8 + 10)
agrarian villages for grain, livestock, and gold, Speed 30 ft.
which they horde in their caves. While the
panis are evil and cruel, they are above all STR DEX CON INT WIS CHA
demons of greed, and can be bribed with food
or gold. 12 16 13 8 9 15

Stolen Cows. According to the (+1) (+3) (+1) (-1) (-1) (+2)
Rigveda, the panis stole the celestial cows of
Indra and hid them in a riverside cave, Skills Deception +4
blocking the cave’s entrance with a large Senses Passive Perception 9
boulder. Sarama arrived with Lord Indra and a Languages Common, Infernal
few angiris who went to battle with the hordes Challenge 2 (450 XP)
of panis to reclaim the stolen cows. The panis
scattered and fled at the sight of Indra and the Actions______________________
angiris.
Mulitattack. The pani chieftain makes two
shortsword attacks or one light crossbow
attack.

Pani Shortsword. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
Medium fiend (asura), chaotic evil piercing damage.

Armor Class 13 Light Crossbow. Ranged Weapon Attack:
Hit Points 26 (4d8 + 8) +5 to hit, range 80/320 ft., one target. Hit: 7
Speed 30 ft. (1d8 + 3) piercing damage.

STR DEX CON INT WIS CHA

11 16 14 8 7 15

(+0) (+3) (+2) (-1) (-2) (+2) Adventure Hook: Pani Raids

Skills Deception +4 In recent weeks, villages in the Nadi Raajy
Senses Passive Perception 8 have been raided by panis and their allies, a
Languages Common, Infernal clan of powerful asuras. The decadent king
Challenge 1/2 (100 XP) of the raajy does nothing to protect his
people from the raids, and the village
Actions______________________ leaders have turned to adventurers to defeat
the panis and recover the stolen gold.
Multiattack. The pani makes two
shortsword attacks.

Shortsword. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.

84

Pishacha

The pishachas are a clan of powerful, anger-filled demons that possess their victims and fill them
with rage.

Personifications of Anger. Just as the panis are the personifications of greed, the pishachas
are the personifications of anger and the brothers of the demon lord Kali. They are fierce warriors
who haunt cremation grounds and serve as demonic soldiers.

Pishacha

Medium fiend (asura), chaotic evil

Armor Class 12
Hit Points 93 (17d8 + 17)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 7 (-2) 6 (-2) 15 (+2)

Senses Darkvision 60 ft., Passive Perception 8
Languages Common, Infernal
Challenge 5 (1,800 XP)

Spellcasting. The pishacha is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell
save DC 13, +5 to hit with spell attacks). The pishacha has the following sorcerer spells prepared:
Cantrips (at will): chill touch, minor illusion, ray of frost, shocking grasp, true strike
1st level (4 slots): disguise self, false life, silent image, sleep
2nd level (3 slots): darkness, invisibility, suggestion
3rd level (3 slots): fear, hypnotic pattern, slow
4th level (2 slots): blight, greater invisibility

Actions________________________________________________________

Multiattack. The pishacha makes three demonic claw attacks.

Demonic Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing
damage, plus 7 (2d6) necrotic damage.

Possession (Recharge 6). One humanoid that the pishacha can see within 5 feet of it must succeed
on a DC 12 Charisma saving throw or be possessed by the pishacha; the pishacha then disappears,
and the target is incapacitated and loses control of its body. The pishacha now controls the body
but doesn't deprive the target of awareness. The pishacha can't be targeted by any attack, spell, or
other effect, and it retains its alignment, Intelligence, Wisdom, and Charisma scores. It otherwise
uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the pishacha ends it as a bonus action, or
the pishacha is forced out by an effect like the dispel evil and good spell. When the possession
ends, the pishacha reappears in an unoccupied space within 5 feet of the body. The target is
immune to this pischacha's Possession for 24 hours after succeeding on the saving throw or after
the possession ends.

85

Rakshasas Brahmarakshasas. When a brahmin
misuses his power or does evil deeds during
Rakshasas are vampiric demons that live in his life, he is reborn as a brahmarakshasa.
the mortal world and prey on humanoid These rakshasas are especially powerful and
creatures. intelligent, and hunt and attack other
brahmins.
Fierce Demons. Rakshasas are fierce
creatures, resembling tall, strong humans with
grey or brown skin, flaming red eyes and
sharp fangs. Some rakshasas have the physical
characteristics of animas, like a lion’s head or
a tiger’s claws.

Magical Powers. The rakshasas are
magical demons, and masters of illusion and
enchantment. They frequently shapeshift to
sneak into cities or create illusory terrain to
trick their enemies.

Enemy of Mortals. While the asuras
live in the depths of Patala and are the sworn
enemies of the gods, the rakshasas live in the
mortal world and are the enemies of the
humanoid races. Rakshasas conquer humanoid
kingdoms, drink the blood of their enemies,
and hunt humanoid creatures. Powerful
rakshasas will often attract many allies, from
clans of asuras to influential nagas, who they
use to reach their goals.

Ritual Death. Each rakshasa has a
unique boon, or gift, that specifies the
conditions of its death. For example, Lord
Ravan from the Ramayan couldn’t be killed
by a god or yaksha, but only by a human.
Example boons are shown in the table below:

1d6 Rakshasa Boon
1 The rakshasa can only be killed by

an arrow to the forehead
2 The rakshasa is immune to

magical effects
3 The rakshasa must be killed

underwater
4 The rakshasa can only be killed by

a wooden weapon
5 The rakshasa is immune to

piercing and slashing damage
6 The rakshasa must be killed while

in one of its fortresses

86

Rakshasa

Medium fiend (rakshasa), lawful evil

Armor Class 17 (Chain Shirt, Shield)
Hit Points 121 (22d8 + 22)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 13 (+1) 12 (+1) 8 (-1) 17 (+3)

Saving Throws CHA +6
Skills Deception +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Infernal
Challenge 7 (2,900 XP)

Spellcasting. The rakshasa is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save
DC 14, +6 to hit with spell attacks). The rakshasa has the following sorcerer spells prepared:
Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion
1st level (4 slots): burning hands, charm person, disguise self, sleep
2nd level (3 slots): darkness, enlarge/reduce, invisibility
3rd level (2 slots): fireball, hypnotic pattern

Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 2 or lower.
The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back
as an action. The rakshasa reverts to its true form when it dies.

Actions________________________________________________________

Multiattack. The rakshasa makes two attacks with its khanda and one bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage,
plus 14 (4d6) poison damage.

Khanda. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
On a hit, the rakshasa may use its bonus action to attempt another attack dealing 6 (1d4 + 4)
piercing damage.

87

Rakshasa Sorcerer

Medium fiend (rakshasa), lawful evil

Armor Class 14 (Studded Leather)
Hit Points 192 (35d8 + 35)
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 13 (+1) 13 (+1) 7 (-2) 19 (+4)

Saving Throws CHA +8
Skills Deception +8
Senses Darkvision 60 ft., Passive Perception 8
Languages Common, Infernal
Challenge 12 (8,400 XP)

Spellcasting. The rakshasa sorcerer is an 18th-level spellcaster. Its spellcasting ability is Charisma
(spell save DC 15, +7 to hit with spell attacks). The rakshasa sorcerer has the following sorcerer
spells prepared:
Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion, true strike
1st level (4 slots): burning hands, charm person, disguise self, sleep
2nd level (3 slots): darkness, enlarge/reduce, invisibility
3rd level (3 slots): fireball, fly, hypnotic pattern
4th level (3 slots): greater invisibility, polymorph, wall of fire
5th level (3 slots): cone of cold, dominate person, insect plague
6th level (1 slot): circle of death
7th level (1 slot): fire storm
8th level (1 slot): earthquake
9th level (1 slot): meteor storm

Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 4 or lower.
The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back
as an action. The rakshasa reverts to its true form when it dies.

Actions________________________________________________________

Multiattack. The rakshasa makes two attacks with its claws and one bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage,
plus 14 (4d6) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

88

Rakshasa Warlord

Medium fiend (rakshasa), lawful evil

Armor Class 18 (Chain Mail, Shield)
Hit Points 198 (36d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 13 (+1) 11 (+0) 7 (-2) 17 (+3)

Saving Throws CHA +8
Skills Deception +8, Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Infernal
Challenge 14 (11,500 XP)

Spellcasting. The rakshasa warlord is a 10th-level spellcaster. Its spellcasting ability is Charisma
(spell save DC 16, +8 to hit with spell attacks). The rakshasa warlord has the following sorcerer
spells prepared:
Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion, true strike
1st level (4 slots): burning hands, charm person, disguise self, sleep
2nd level (3 slots): darkness, enlarge/reduce, invisibility
3rd level (3 slots): fireball, fly, hypnotic pattern
4th level (3 slots): greater invisibility, polymorph, wall of fire
5th level (2 slots): cone of cold, insect plague

Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 4 or lower.
The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back
as an action. The rakshasa reverts to its true form when it dies.

Actions________________________________________________________

Multiattack. The rakshasa warlord makes three attacks with its poisoned khanda and one bite
attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage,
plus 21 (6d6) poison damage.

Poisoned Khanda. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
slashing damage, plus 10 (3d6) poison damage. On a hit, the rakshasa may use its bonus action to
attempt another attack dealing 6 (1d4 + 4) piercing damage.

89

Brahmarakshasa

Medium fiend (rakshasa), neutral evil

Armor Class 14 (Studded Leather)
Hit Points 137 (25d8 + 25)
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 13 (+1) 9 (-1) 11 (+0) 19 (+4)

Saving Throws WIS +5, CHA +9
Skills Arcana +4, Deception +9, Perception +5, Religion +4
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Infernal
Challenge 16 (15,000 XP)

Limited Magic Immunity. The brahmarakshasa can't be affected or detected by spells of 6th level
or lower unless it wishes to be. It has advantage on saving throws against all other spells and
magical effects.

Spellcasting. The brahmarakshasa is a 20th-level spellcaster. Its spellcasting ability is Charisma
(spell save DC 17, +9 to hit with spell attacks). The brahmarakshasa has the following sorcerer
spells prepared:
Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion, true strike
1st level (4 slots): burning hands, charm person, disguise self, sleep
2nd level (3 slots): darkness, enlarge/reduce, invisibility
3rd level (3 slots): fireball, fly, hypnotic pattern
4th level (3 slots): greater invisibility, polymorph, wall of fire
5th level (3 slots): cone of cold, dominate person, insect plague
6th level (2 slots): chain lightning, circle of death
7th level (2 slots): delayed blast fireball, fire storm
8th level (1 slot): earthquake
9th level (1 slot): meteor storm

Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 5 or lower.
The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back
as an action. The rakshasa reverts to its true form when it dies.

Actions________________________________________________________

Multiattack. The brahmarakshasa makes three attacks with its claws and one bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage,
plus 21 (6d6) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

90

Rikshas Riksha Raaj

Rikshas are human-bear hybrids that live in Medium humanoid, any alignment
the forests and mountains.
Armor Class 14 (Hide)
Black Bears. The rikshas are Hit Points 78 (12d8 + 24)
humanoid creatures with the thick fur and Speed 30 ft.
head of an Asian black bear. They are
distantly related to the vanaras, and are STR DEX CON INT WIS CHA
generally good-aligned creatures who help 16 14 15 11 9 14
heroes and gods on their quests. (+3) (+2) (+2) (+0) (-1) (+2)

King of the Bears. The rikshas live in Skills Survival +1
the Pavitr Jungle and are rued by King Senses Passive Perception 9
Jambavan, the Riksha Raaj or “King of the Languages Common, Riksha
Bears.” King Jambavan is a good king, and Challenge 4 (1,100 XP)
will aid any travelers who find themselves lost
in the mountains Keen Smell. The riksha raaj has advantage
on Wisdom (Perception) checks that rely on
Riksha smell.

Medium humanoid, any alignment Actions______________________

Armor Class 13 (Hide) Multiattack. The riksha raaj makes three
Hit Points 65 (10d8 + 20) poisoned greataxe attacks or two bite
Speed 30 ft. attacks.

STR DEX CON INT WIS CHA Poisoned Greataxe. Melee Weapon Attack:
16 13 14 11 10 11 +5 to hit, reach 5 ft., one target. Hit: 9
(+3) (+1) (+2) (+0) (+0) (+0) (1d12 + 3) slashing damage, and the target
must make a DC 12 Constitution saving
Skills Survival +2 throw or take 10 (3d6) poison damage on a
Senses Passive Perception 10 failed save, or half as much damage on a
Languages Common, Riksha successful one.
Challenge 2 (450 XP)
Bite. Melee Weapon Attack: +5 to hit, reach
Keen Smell. The riksha has advantage on 5 ft., one target. Hit: 8 (1d10 + 3) piercing
Wisdom (Perception) checks that rely on damage.
smell.
Adventure Hook: Riksha Safe House
Actions______________________
The adventurers have been traveling on foot
Multiattack. The riksha makes two greataxe for a while, but are getting low on health
attacks or two bite attacks. and spell slots. Up ahead, they see a large
wooden hut, the home of a riksha. Since
Greataxe. Melee Weapon Attack: +5 to hit, monsters had just passed through (perhaps
reach 5 ft., one target. Hit: 9 (1d12 + 3) the ones the adventurers were hunting), the
slashing damage. riksha is wary of strangers, and asks the
adventurers to prove their worth if they
Bite. Melee Weapon Attack: +5 to hit, reach want to earn food and shelter.
5 ft., one target. Hit: 8 (1d10 + 3) piercing
damage.

91

Timingila whales for food. At times, the timingila

The timingila is an enormous whale that swallows ships whole and the sailors who
swallows ships, sharks, and sea creatures.
survive timingila attacks rarely return to the
Terror of the Deep. The timingila sea, afraid that they’ll be attacked once more
lurks deep underwater, hunting sharks and
by the sea monster.

Timingila

Gargantuan monstrosity, unaligned

Armor Class 16 (Natural Armor)
Hit Points 125 (10d20 + 20)
Speed 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 15 (+2) 5 (-3) 14 (+2) 9 (-1)

Saving Throws CON +5
Senses Blindsight 120 ft., Passive Perception 12
Languages --
Challenge 8 (3,900 XP)

Echolocation. The timingila can't use its blindsight while deafened.

Hold Breath. The timingila can hold its breath for an hour.

Keen Hearing. The timingila has advantage on Wisdom (Perception) checks that rely on hearing.

Actions________________________________________________________

Multiattack. The timingila makes three bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.

Swallow. The timingila makes one bite attack against a Huge or smaller target it is grappling. If
the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and
restrained, it has total cover against attacks and other effects outside the timingila, and it takes 20
(8d4) acid damage at the start of each of the timingila's turns. The timingila can have only one
target swallowed at a time. If the timingila dies, a swallowed creature is no longer restrained by it
and can escape from the corpse using 5 feet of movement, exiting prone.

92

Vidyadhara weapon deals an extra 4d8 radiant damage
(included in the attack).
Vidyadharas are celestial air spirits, who serve
the gods. Magic Resistance. The vidyadhara has
advantage on saving throws against spells
Peaceful Demigods. The vidyadharas and other magical effects.
are a race of demigods, who live in the
Southern Peaks in small, mountainside Shapechanger. The vidyadhara can use its
villages. Vidyadhara communities are action to polymorph into an air elemental or
peaceful and orderly, and if the village comes back into its true form, which is humanoid.
under attack, the vidyadharas are more likely Its statistics, other than its weapon attacks,
to flee than fight back. If commanded to fight, are the same in each form. Any equipment it
the vidyadharas are powerful adversaries with is wearing or carrying isn't transformed. It
angelic weapons and magical powers. reverts to its true form if it dies.

Followers of Indra. The vidyadharas Actions______________________
are the followers of Indra, and many
vidyadharas live in Lord Indra’s court Multiattack. The vidyadhara makes three
alongside the kinnaras and apsaras. It is not scimitar or longbow attacks in its humanoid
uncommon, however, to find vidyadharas in form or two wind whip attacks in its
Lord Kubera’s court with the yakshas and elemental form.
guhyakas.
Scimitar (humanoid form only). Melee
Keepers of Knowledge. The Weapon Attack: +7 to hit, reach 5 ft., one
vidyadharas are the protectors of sacred texts target. Hit: 6 (1d6 + 3) slashing damage,
and magical secrets. Sages will travel through plus 18 (4d8) radiant damage.
the Southern Peaks, seeking out vidyadharas
for their wisdom and knowledge. Longbow (humanoid form only). Ranged
Weapon Attack: +7 to hit, range 150/600 ft.,
Vidyadhara one target. Hit: 7 (1d8 + 3) piercing
damage, plus 18 (4d8) radiant damage.
Medium celestial, lawful good
Wind Whip (elemental form only). Melee
Armor Class 16 (Natural Armor) Weapon Attack: +7 to hit, reach 10 ft., one
Hit Points 143 (22d8 + 44) target. Hit: 10 (3d4 + 3) slashing damage,
Speed 30 ft., fly 60 ft. plus 18 (4d8) radiant damage.

STR DEX CON INT WIS CHA Adventure Hook: Vidyadhara Temple
13 16 15 12 14 13
(+1) (+3) (+2) (+1) (+2) (+1) A priest of Vayu, the wind god, has asked
the adventurers to travel to a temple in the
Saving Throws WIS +6 mountains and recover an ancient relic
Skills Acrobatics +7, Religion +5 which could control the winds. The temple
Damage Immunities Lightning was once a vidyadhara monastery before it
Senses Darkvision 60 ft., Passive was attacked by a horde of asuras and
Perception 12 became home to a variety of monstrosities
Languages Celestial, Common and fiends.
Challenge 9 (5,000 XP)

Angelic Weapons. The vidyadhara's
weapon attacks are magical. When the
vidyadhara hits with any weapon, the

93

Yakshas Adventure Hook: Finding Alaka

The yakshas are fey creatures who serve Lord A dwarf miner believed that he had found
Kubera and protect the natural world. the golden city of Alaka, and told his family
about his discovery. Now, he has been
Lord Kubera. Lord Kubera is the god murdered, and the map he made to the city
of wealth, thievery, and the king of the has been stolen. His brother, the dwarf
yakshas. He has many roles, to protect the Arjun, needs the help of adventurers to find
earth from humans and asuras, to distribute the murderer and recover the map.
wealth, and to fight the nagas, the hoarders of
wealth. Lord Kubera rules the yakshas from Guhyaka
his capital city of Alaka.
Small fey, neutral good
Guhyakas. Guhyakas are small,
winged humanoids who live in the mountains Armor Class 12
and forests. They are the messengers of Lord Hit Points 17 (5d6)
Kubera and deliver messages between the Speed 25 ft., fly 25 ft.
gods in Svarga and the yakshas in the mortal
world. At Kubera’s command, the guhyakas STR DEX CON INT WIS CHA
may lead heroes through the mountains and to 7 14 11 8 13 10
the golden city of Alaka. (-2) (+2) (+0) (-1) (+1) (+0)

Nairratas. Long ago, Lord Kubera was Skills Stealth +4
the ruler of Lanka, the island kingdom of the Senses Passive Perception 11
asuras and rakshasas. Kubera’s half-brother, Languages Celestial, Common, Sylvan
the demon Ravan betrayed Kubera and Challenge 1/4 (50 XP)
usurped the throne, taking Lanka for himself.
Lord Kubera escaped to Alaka in the Spellcasting. The guhyaka is a 1st-level
mountains, where he formed his new spellcaster. Its spellcasting ability is
kingdom, and with him, he took the nairratas, Wisdom (spell save DC 11, +3 to hit with
a clan of powerful asuras. spell attacks). The guhyaka has the
following druid spells prepared:
The nairratas are fearsome asuras, and Cantrips (at will): druidcraft, guidance
the loyal followers of Lord Kubera. They form 1st level (2 slots): healing word,
the bulk of his army when the yakshas go to thunderwave
war and are the protectors of the golden city of
Alaka. Actions______________________

Yakshas. The yakshas are nature Shortbow. Ranged Weapon Attack: +4 to
spirits, most of whom live in the mountains or hit, range 80/320 ft., one target. Hit: 5 (1d6
jungles of Mahavedia. They are the protectors + 2) piercing damage.
of the earth and the sworn enemies of the
nagas, who dig tunnels and hoard gold. They
resemble humans, but are typically shorter and
have magical powers.

94

Nairrata Nairrata General

Medium fiend (asura), chaotic neutral Medium fiend (asura), chaotic neutral

Armor Class 15 (Chain Shirt, Shield) Armor Class 16 (Chain Shirt, Shield)
Hit Points 39 (6d8 + 12) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 12 15 13 10 11
16 11 15 12 8 9 (+3) (+1) (+2) (+1) (+0) (+0)

(+3) (+0) (+2) (+1) (-1) (-1) Skills Athletics +6, Intimidation +3
Damage Resistances Bludgeoning,
Skills Athletics +5, Intimidation+1 Piercing, and Slashing from Nonmagical
Damage Resistances Bludgeoning, Attacks
Piercing, and Slashing from Nonmagical Senses Darkvision 60 ft., Passive
Attacks Perception 10
Senses Darkvision 60 ft., Passive Languages Common, Infernal, Sylvan
Perception 9 Challenge 5 (1,800 XP)
Languages Common, Infernal, Sylvan
Challenge 3 (700 XP) Actions______________________

Actions______________________ Multiattack. The nairrata general makes
three attacks with its poisoned khanda.
Multiattack. The nairrata makes three
attacks with its khanda. Poisoned Khanda. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 7 (1d8
Khanda. Melee Weapon Attack: +5 to hit, + 3) slashing damage, and the target must
reach 5 ft., one target. Hit: 7 (1d8 + 3) succeed on a DC 12 Constitution saving
slashing damage. On a hit, the nairrata may throw or take 10 (3d6) poison damage on
use its bonus action to attempt another failed save, or half as much damage on a
attack dealing 5 (1d4 + 3) piercing damage. successful one. On a hit, the nairrata general
may use its bonus action to attempt another
attack dealing 5 (1d4 + 3) piercing damage.

95

Yaksha Yaksha Shaman

Medium fey, any alignment Medium fey, any alignment

Armor Class 16 (Leather, Shield) Armor Class 14 (Leather)
Hit Points 27 (6d8) Hit Points 55 (10d8 + 10)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 16 11 10 11 14 13 16 13 10 15 12
(+1) (+3) (+0) (+0) (+0) (+2) (+1) (+3) (+1) (+0) (+2) (+1)

Damage Resistances Poison Saving Throws WIS +4
Senses Darkvision 60 ft., Passive Damage Resistances Poison
Perception 10 Senses Darkvision 60 ft., Passive
Languages Common, Sylvan Perception 12
Challenge 1/2 (100 XP) Languages Common, Sylvan
Challenge 2 (450 XP)
Actions______________________
Spellcasting. The yaksha shaman is a 3rd-
Multiattack. The yaksha makes two level spellcaster. Its spellcasting ability is
scimitar attacks. Wisdom (spell save DC 12, +4 to hit with
spell attacks). The yaksha shaman has the
Scimitar. Melee Weapon Attack: +5 to hit, following druid spells prepared:
reach 5 ft., one target. Hit: 6 (1d6 + 3) Cantrips (at will): druidcraft, poison spray
slashing damage. 1st level (4 slots): charm person, cure
wounds, faerie fire, fog cloud
2nd level (2 slots): flame blade, spike
growth

Actions______________________

Multiattack. The yaksha shaman makes two
attacks with its staff.

Staff. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 4 (1d6 + 1)
bludgeoning damage.

96

Monsters by CR Hippogriff Challenge 4
Kimpurusha
Challenge 1/8 Kinnara Chief Banshee
Scarecrow Crocotta
Bandit Specter Ettin
Cultist Spy Ghost
Guard Helmed Horror
Merfolk Challenge 2 Lizard King
Noble Riksha Raaj
Tribal Warrior Bandit Captain Wereboar
Twig Blight Berserker Weretiger
Cult Fanatic
Challenge 1/4 Druid Challenge 5
Gajasimha
Acolyte Ghast Air Elemental
Flying Sword Griffon Asura Illusionist
Goblin Kimpurusha Chief Bhoot
Guhyaka Lizardfolk Shaman Earth Elemental
Kinnara Merrow Fire Elemental
Needle Blight Minotaur Skeleton Flesh Golem
Skeleton Pani Chieftain Gladiator
Zombie Priest Hill Giant
Riksha Nairrata General
Challenge 1/2 Rug of Smothering Night Hag
Sahuagin Priestess Pishacha
Apsara Sarameya Revenant
Farasi Bahari Sea Hag Sahuagin Baron
Gandharva Wererat Shambling Mound
Hobgoblin Will-o’-Wisp Troll
Lizardfolk Yaksha Shaman Water Elemental
Pani Werebear
Preta Challenge 3 Wraith
Sahuagin
Scout Asura Battlerager Challenge 6
Shadow Bugbear Chief
Thug Green Hag Chimera
Vine Blight Hobgoblin Captain Churel
Warhorse Skeleton Kimpurusha Elder Galeb Duhr
Yaksha Knight Hobgoblin Warlord
Minotaur Invisible Stalker
Challenge 1 Nairrata Kravyada
Ruru Mage
Aleya Veteran Vetala
Animated Armor Water Weird
Asura Archer Werewolf Challenge 7
Bugbear Wight
Dryad Yeti Nivatakavacha
Ghoul Rakshasa
Goblin Boss 97 Stone Giant

Challenge 8 Challenge 21 Ghoul
Invisible Stalker
Angiri Lich Kalakeya
Assassin Solar Naga
Frost Giant Purple Worm
Hydra Challenge 23 Revenant
Kalakeya Scout
Timingila Kraken Seven-Headed Naga
Seven Headed Naga Wight
Challenge 9 Zombie
Monsters by Terrain
Abominable Yeti Forest / Jungle
Clay Golem Coastal
Cloud Giant Apsara
Fire Giant Aleya Asura Archer
Treant Bandit Asura Battlerager
Vidyadhara Bandit Captain Asura Illusionist
Berserker Bandit
Challenge 10 Druid Bandit Captain
Farasi Bahari Berserker
Deva Lizard King Bugbear
Dvarapala Lizardfolk Bugbear Chief
Stone Golem Lizardfolk Shaman Druid
Yamaduta Naga Dryad
Nivatakavacha Gajasimha
Challenge 12 Sahuagin Gandharva
Sahuagin Baron Goblin
Archmage Sahuagin Priestess Goblin Boss
Rakshasa Sorcerer Scout Green Hag
Sea Hag Griffon
Challenge 13 Seven-Headed Naga Hippogriff
Storm Giant Hydra
Storm Giant Tribal Warrior Kinnara
Water Weird Kinnara Chief
Challenge 14 Lizard King
Desert Lizardfolk
Rakshasa Warlord Lizardfolk Shaman
Air Elemental Minotaur
Challenge 15 Asura Archer Naga
Asura Battlerager Needle Blight
Purple Worm Asura Illusionist Riksha
Bandit Riksha Raaj
Challenge 16 Bandit Captain Scout
Bhoot Seven-Headed Naga
Brahmarakshasa Chimera Shambling Mound
Iron Golem Druid Treant
Naga Earth Elemental Tribal Warrior
Planetar Fire Elemental
Ghast
Challenge 17
98
Death Knight

Troll Hill Kimpurusha Chief
Twig Blight Kimpurusha Elder
Vine Blight Air Elemental Nairrata
Water Elemental Bandit Nairrata General
Water Weird Bandit Captain Riksha
Werebear Berserker Riksha Raaj
Wereboar Bhoot Stone Giant
Weretiger Chimera Storm Giant
Will-o’-Wisp Cloud Giant Vidyadhara
Yaksha Earth Elemental Yaksha
Yaksha Shaman Ettin Yaksha Shaman
Fire Elemental Yeti
Grassland Fire Giant
Gajasimha Naraka
Air Elemental Galeb Duhr
Asura Archer Goblin Banshee
Asura Battlerager Goblin Boss Death Knight
Asura Illusionist Griffon Ghast
Bandit Guhyaka Ghost
Bandit Captain Hill Giant Ghoul
Bhoot Hippogriff Invisible Stalker
Brahmarakshasa Hobgoblin Kravyada
Chimera Hobgoblin Captain Lich
Cloud Giant Hobgoblin Warlord Night Hag
Earth Elemental Hydra Revenant
Ettin Minotaur Ruru
Gajasimha Pani Sarameya
Goblin Pani Chieftain Shadow
Goblin Boss Pishacha Skeleton
Griffon Revenant Specter
Hill Giant Scout Warhorse Skeleton
Hippogriff Shambling Mound Wight
Hobgoblin Tribal Warrior Wraith
Hobgoblin Captain Troll Yamaduta
Hobgoblin Warlord Wereboar Zombie
Hydra
Invisible Stalker Mountain Swamp
Kalakeya
Minotaur Abominable Yeti Aleya
Pishacha Air Elemental Druid
Scarecrow Cloud Giant Dryad
Scout Earth Elemental Goblin
Shambling Mound Frost Giant Goblin Boss
Troll Galeb Duhr Green Hag
Wereboar Guhyaka Hydra
Weretiger Hill Giant Lizard King
Kimpurusha Lizardfolk
Lizardfolk Shaman
99


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