Trust me, you can weaponize the koala, same as any other beast. A perfect companion, and small enough to perch on your shoulder. Diseased you say? Of course not, no. Maybe just a tad blind is all… Contagious? Dear gods, no! I wouldn’t sell you a dangerous disease-ridden thing… alright, alright, fine then–twenty silver–my final offer…” “ Chapter 3: Beasts 251
Barding of Animalistic Fury Armor (Plate), Very Rare (Requires Attunement by a Beast or Familiar) This heavy barding is etched with various animal figures locked in combat. While wearing this armor, the creature gains a +2 bonus to AC. In addition, it can make a single melee attack as a bonus action on each of its turns and if this attack scores a critical hit, they can immediately make a second melee attack against the same target. Hide of the Mammoth Armor (Hide), Rare (Requires Attunement by a Beast or Familiar without a Flying Speed) This thick hide barding is decorated with pieces of ivory and tusk. While wearing this armor, the creature gains a +1 bonus to AC. In addition, if it moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an additional 2d6 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Bracers of the Nimble Wondrous Item, Uncommon (Requires Attunement by a Beast or Familiar) These supple, decorative bracers are designed to strap to the fore limbs of most animals. The bracers of the nimble are adorned with images depicting several bounding deer running over hills. While wearing these bracers, the creature gains a +1 bonus to Dexterity saving throws. In addition, it ignores nonmagical difficult terrain, and has advantage on ability checks and saving throws to resist being knocked prone. Raptor’s Featherleaf Hood Wondrous Item, Uncommon (Requires Attunement by a Beast or Familiar with a Flying Speed) This light green, leather hood is etched to resemble several overlapping leaves. While wearing this hood, the creature’s flying speed is increased by 10 feet. In addition, it can fly through the branches, limbs, and leaves of trees without taking damage or having their movement speed reduced. Caparison of the Mounted Wondrous Item, Rare (Requires Attunement by a Beast or Familiar) This thick cloth-and-leather riding blanket features several buckles and straps to be fastened onto an animal. If the creature wearing this magic item is your animal companion or familiar, you can use a bonus action to speak the command word while it is within 30 feet of you. When you do so, your animal companion or familiar gains the effects of the enlarge option from the enlarge/reduce spell (no concentration required). In addition, when used in this manner, the caparison of the mounted summons a saddle and bridle appropriate for the animal companion or familiar. Your animal companion or familiar can be used as a mount if it is at least one size category larger than you. Once you use this feature, you can’t do so again until you finish a short or long rest. Mosswood Barding Armor (Scale Mail Barding), Rare (Requires Attunement by a Beast or Familiar) This scale mail barding is fitted with overlapping plates of hard wood and is covered in verdant green moss. While wearing this barding, the creature gains a +1 bonus to AC. When the creature finishes a short rest in direct sunlight, it gains 1d6 temporary hit points. In addition, it has advantage on Dexterity (Stealth) checks to hide in areas of foliage and vegetation. Magic Items for Beasts and Familiars Appendix A: Magic Items 253
Collar of the Awakened Wondrous Item, Uncommon (Requires Attunement by a Beast or Familiar with an Intelligence of 9 or Lower) This ornate collar is decorated with golden runes and trim. While wearing this collar, the creature’s Intelligence becomes 10, and it gains the ability to speak one language of your choice that you speak. Collar of the Summer Solstice Wondrous Item, Rare (Requires Attunement by a Beast or Familiar) This thick, leather collar is engraved with images of the sun. While wearing this collar, the creature’s unarmed strikes and natural weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When the creature hits with an unarmed strike or natural weapon attack, the target takes an additional 1d6 fire damage. In addition, whenever the creature finishes a long rest, it gains resistance to cold damage until it finishes a short rest. Collar of the Winter Solstice Wondrous Item, Rare (Requires Attunement by a Beast or Familiar) This thick leather collar is engraved with images of the moon. While wearing this collar, the creature’s unarmed strikes and natural weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When the creature hits with an unarmed strike or natural weapon attack, the target takes an additional 1d6 cold damage. In addition, whenever the creature finishes a short rest, it gains resistance to fire damage until it finishes a long rest. Band of Magical Attunement Wondrous Item, Common This simple, cloth-woven band hums with untapped magical potential. While wearing this band, the creature does not need to speak a language to activate the command words of magic items. It can activate them using sounds and vocalizations natural to it. In addition, if the creature wearing this band is a familiar summoned by the find familiar spell, and the familiar drops to 0 hit points or is temporarily dismissed, any items it is attuned to are transported to the pocket dimension along with the familiar (instead of being dropped in its space). If it is dismissed forever, any items it is attuned to are dropped in its space as normal. 254 Bergin’s Book of Beasts
Bestial Magic Items Spear of the Rhino Weapon (Spear), Uncommon (Requires Attunement) This rune-etched, wooden shaft is topped with the horn of a rhinoceros. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you move at least 20 feet straight toward a target and then hit it with a melee attack using this spear on the same turn, the target takes an additional 2d6 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Shield of the Tortoise Shield, Rare (Requires Attunement) This shield is fashioned from the shell of a giant tortoise, with faintly glowing runes lining the inside. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. The shield has 6 charges. As an action, you can expend 1 charge to gain a +5 bonus to AC until the start of your next turn. For the same duration, your speed is 0 and can’t be increased, you can’t take actions or reactions, and you have disadvantage on Dexterity saving throws. As a reaction, when you are hit by a weapon attack, you can expend 1 charge to reduce the damage taken by 1d6 + your proficiency bonus. The shield regains 1d4 expended charges daily at dawn. Snakeskin Vest Wondrous Item, Rare (Requires Attunement) This simple vest is made from the hide of a giant snake. The vest has 4 charges. While wearing this vest, you can use an action to expend 1 of its charges to gain one of the following benefits for 1 minute. You can only have one such benefit active at a time. • You gain blindsight out to a range of 10 feet. • You gain darkvision out to a range of 60 feet. If you already have darkvision, your darkvision is increased by 60 feet. • You gain a swimming speed equal to your walking speed. • When you hit with a melee weapon attack, the target takes an additional 1d6 poison damage. The vest regains 1d4 charges daily at dawn. Appendix A: Magic Items 255 Spear of the Rhino
Claws of the Predator Wondrous Item, Legendary (Requires Attunement by a Druid, Ranger, or Character with a Strong Connection to Nature) These rough hide gauntlets completely cover your hands and forearms. Made from the skins of various predatory creatures, they are stitched together with bits of bone and sinew and covered with various claws and fangs. When you attune to this magic item, each of your hands are transformed into the claws of a large predator. These claws are natural weapons, which you can use to make unarmed strikes. These unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. You have a +3 bonus to the attack and damage rolls you make with these claws. Each claw deals 1d8 slashing damage on a hit. Once on each of your turns when you attack with a Claw using the Attack action, you can make one additional Claw attack as part of the same action. If you move at least 20 feet straight toward a creature and then hit it with a Claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, you can make one Claw attack against it as a bonus action. In addition, you have advantage on Wisdom (Survival) checks and on Wisdom (Perception) checks that rely on smell or hearing. 256 Bergin’s Book of Beasts Claws of the Predator
Boots of the Prey Wondrous Item, Legendary (Requires Attunement by a Druid, Ranger, or Character with a Strong Connection to Nature) These boots completely cover your feet and shins. Made from the supple hide of various herd animals, they are stitched together with bits of horn and sinew, while fur covers the outer edges of the boots. The soles are hewn from hoof. When you attune to this magic item, each of your legs are transformed into the cloven hooves of a herd animal. While transformed, your movement speed is increased by 30 feet and your speed isn’t reduced as a result of wearing heavy armor or being encumbered. In addition, you can use your Dexterity modifier in place of your Strength modifier for all Strength (Athletics) checks made to jump and your jump distance is doubled. Once on each of your turns, as part of your movement, you can jump up to 20 feet horizontally, ignoring difficult terrain and not provoking opportunity attacks. This jump costs movement as normal. If you move at least 20 feet on your turn, you have advantage on Dexterity saving throws until the start of your next turn and if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage before then, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. In addition, you have advantage on Wisdom (Survival) checks and on Wisdom (Perception) checks that rely on smell or hearing. Horn of the Springbok Weapon (Scimitar), Very Rare (Requires Attunement) This scimitar is made from the horns of a springbok, etched with glowing runes, and has a leather and fur wrapped handle. Unless you are attuned to a second horn of the springbok, this weapon is nonmagical and you do not gain its benefits. If you are attuned to two horns of the springbok at the same time, you gain the following benefits: You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an additional 1d6 slashing damage. In addition, when you make two attacks with separate horns of the springbok against the same target in the same turn and both attacks hit, the target must succeed on a DC 17 Strength saving throw or be knocked prone. Honey Badger’s Hide Armor (Hide), Rare (Requires Attunement by a Druid or Ranger) This armor is made from the hides of honey badgers, stitched together with silver thread, and features pauldrons made to resemble the beast’s snarling head. While wearing this armor, you have advantage on Wisdom (Survival) checks and on Wisdom (Perception) checks that rely on smell. In addition, you can use an action to enter a frenzied state for 1 minute. While frenzied, you have resistance to bludgeoning, piercing, and slashing damage. You also have advantage on melee weapon attack rolls that use Strength, and attack rolls against you have advantage. Once you use this feature, you can’t do so again until you finish a long rest. Leopard Skin Cloak Wondrous Item, Rare (Requires Attunement by a Druid or Ranger) This cloak is made from a single, large leopard hide with the feline’s head serving as a cowl. While wearing this cloak, you gain a +1 bonus to saving throws. In addition, you can use an action to infuse yourself with the predatory instincts of the leopard for 1 minute. For the duration, you have advantage on Dexterity (Stealth) checks and on Wisdom (Perception) checks that rely on smell. Furthermore, if you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action. Once you use this feature, you can’t do so again until you finish a long rest. Appendix A: Magic Items 257
Cheetah Skin Cloak Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak is made from a single, large cheetah hide with the feline’s head serving as a cowl. While wearing this cloak, your speed increases by 10 feet and you can use the Dash action as a bonus action. In addition, you can use a bonus action to triple your movement speed until the beginning of your next turn. This movement does not provoke opportunity attacks. Once you use this feature, you can’t do so again until you finish a short or long rest. Enchanted Egg Wondrous Item, Uncommon This large, white-and-blue, speckled egg glows faintly with a mystical light. As an action, the enchanted egg can be thrown against a solid surface within 20 feet. Upon striking a surface, the egg breaks and summons a single creature from the table below. The creature appears in an unoccupied space within 5 feet of where the egg broke. Roll a d10 to randomly determine the creature summoned. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. The creature will obey any verbal commands that you issue it (no action required by you). If you don’t issue any commands, the creature will defend themselves from hostile creatures, but otherwise take no actions. The summoned creature remains for 1 hour or until it drops to 0 hit points, after which it disappears. d10 Creature 1 Cassowary 2 Iguana 3 Platypus 4 Chameleon 5 Terror bird 6 Ostrich 7 Goose 8 Caiman 9 Penguin 10 Shoebill 258 Bergin’s Book of Beasts Cheetah Skin Cloak
Bracers of the Porcupine Wondrous Item, Uncommon (Requires Attunement) These long, metallic bracers are covered in the quills of a porcupine. When you hit with an unarmed strike while wearing these bracers, the target takes an additional 1d4 piercing damage. In addition, when a creature grapples you or hits you with an unarmed strike or natural weapon, that creature takes 1d4 piercing damage. Petrified Leech Wondrous Item, Uncommon This magically petrified leech is kept in a small glass jar attached to a long, silver chain. When removed from its jar, the leech reanimates, though it still retains its stony appearance. As an action, you can attach the animated leech to yourself, taking 1d4 necrotic damage. Your hit point maximum is reduced by an amount equal to the necrotic damage taken. While the leech is still attached, the first time you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead and regain an amount of hit points equal to the necrotic damage taken, at which time the leech crumbles to dust and this magic item is destroyed. At the end of your next long rest, your hit point maximum returns to normal. You can gain the benefits of a petrified leech only once every 24 hours. Shrimp Pistol Weapon (Any Crossbow), Rare (Requires attunement) This driftwood crossbow is covered in barnacles, while the sharp-pointed limbs are made from a pinkish carapace. The butt of the crossbow has a small glass orb affixed to it, filled with salt water and with a small pistol shrimp inside. You gain a +1 to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an additional 1d4 thunder damage and 1d4 force damage. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls while underwater. As an action, you can release a blast of cacophonous force from the shrimp pistol. Each creature in a 15-foot cone must make a DC 15 Constitution saving throw. On a failure, a creature takes 2d4 thunder damage and 2d4 force damage and is deafened for 1 minute. On a success, a creature takes half as much damage and isn’t deafened. If this feature is used underwater, the damage dice are doubled and the DC for the Constitution saving throw increases by 2. Once you use this feature, you can’t do so again until you finish a short or long rest. Appendix A: Magic Items 259 Shrimp Pistol Bracers of the Porcupine
Tusked Lance of the Narwhal Weapon (Lance), Very Rare (Requires Attunement) This lance, with its pale wooden haft, is topped with the long, helical tusk of a narwhal. You gain a +2 to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an additional 1d8 radiant damage. When you roll a 20 on your attack roll with this weapon, the target takes an additional 2d12 damage of the weapon’s type. The lance has 4 charges. While holding the lance, you can use an action to expend 1 or more of its charges to cast one of the following spells: cure wounds (1 charge), detect poison and disease (1 charge), protection from poison (2 charges). The lance regains 1d4 expended charges daily at dawn. Dodo’s Feather Wondrous Item, Uncommon (Requires Attunement) This dull gray feather glows with a faint magical light and can be attached to a helmet or tied to a weapon. When you finish a long rest while attuned to this item, you gain a number of temporary hit points equal to twice your level + your proficiency bonus. In addition, you have disadvantage on death saving throws. Belt of the Pack Wondrous Item, Uncommon (Requires Attunement) This thick leather belt is trimmed in fur and is decorated with several claws and fangs. While attuned to this item, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. Horn of the Herd Wondrous Item, Uncommon (Requires Attunement) This magical bull’s horn is inlaid with gold and features crude paintings of various animals. This horn can be used as a spellcasting focus by a bard. When blown, it is audible up to 600 feet away. When you finish a short or long rest while attuned to this item, choose one of the following types of beasts: amphibians, birds, fish, invertebrates, mammals, or reptiles. Only the chosen type of beast can be affected by the horn of the herd’s features. The horn has 6 charges. While holding the horn, you can use an action to expend 1 charge to cast one of the following spells: animal friendship (save DC 15, chosen beast type only), speak with animals (chosen beast type only). The horn regains 1d6 expended charges daily at dawn. Urchin’s Flail Weapon (Flail), Uncommon (Requires Attunement) This flail is comprised of a piece of barnacle-encrusted driftwood with a woven-seaweed strap attached to a spiked sea urchin. This magic weapon deals piercing damage instead of the bludgeoning damage normal for a flail. When you hit with an attack using this weapon, the target takes an additional 1d6 piercing damage. In addition, you can use an action to cause the ground within 20 feet of you to sprout dozens of spiked sea urchins. The area becomes difficult terrain for 1 minute. When a creature (except you) moves within this area, it takes 1d4 piercing damage for every 5 feet it travels. Once you use this feature, you can’t do so again until you finish a long rest Axe of the Beaver Weapon (Any Axe), Uncommon (Requires Attunement) This axe has a partially chewed, wooden handle and an iron pommel that resembles a beaver. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a Plant creature, or an object or structure that is made from vegetation or wood with an attack using this axe, the target takes an additional 1d6 slashing damage. Leather of the Sorrel Squirrel Armor (Leather), Uncommon (Requires Attunement) This supple, fur-lined leather is incredibly light and flexible. While wearing this armor, you have advantage on Dexterity (Acrobatics) checks and on Wisdom (Perception) checks that rely on hearing. In addition, you gain a climbing speed equal to your walking speed and if you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage. 260 Bergin’s Book of Beasts
Bow of the Serpent Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) This simple oaken bow has string grooves that resemble serpentine heads. You gain a +1 to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an additional 1d6 poison damage. This bow doesn’t require ammunition to attack (though it can fire arrows if you choose). Instead, pulling back the string without nocking an arrow summons a projectile that resembles a spectral snake. When used in this fashion, the bow deals poison damage instead of the piercing damage normal for a bow. The bow has 4 charges. When you miss with an attack using this bow, you can expend 1 charge to cause the wayward arrow to transform into a spectral snake that appears in an unoccupied space within 5 feet of the original target. This spectral snake has the statistics of a poisonous snake. At the end of your turn, any spectral snakes created by this effect can make a single attack. At the start of your next turn, any spectral snakes created by this effect transform back into an arrow. The bow regains 1d4 expended charges daily at dawn. Appendix A: Magic Items 261 Bow of the Serpent Axe of the Beaver
Of course, I had heard myriad tales of magical creatures, both wondrous and fearsome. For that is what tavern life consists of in a land like Dalriada, where the arcanascapes of the Feywild are but a thin veil away. Bards and traveling tinkers have little in common, yet both make a living peddling these tales – one for entertainment and the other to distil that same old superstition on which their trinket-sales flourish. Yes, I had heard of geese so enormous they could be ridden by a fey-dwarf into battle; of a host of restless dead hunting for unsanctified souls to join their flock; of capricious fey granting blessings or blights based on nothing more than whatever whim takes their fancy. Yet, I had never encountered such a thing and nor did I waste time pondering on it. All myths, I thought, and nothing to cry over, for the wide array of creatures that blessed the lands with their scampering, their pouncing, their leaping, and their song were already, to me, a joy to study and a thrill to watch. In their own right, they won my heart, cast wonder into my soul, and calmed my wayward thoughts. Still, even as I contented myself studying these curious and magnificent beasts, I found my feet itching to explore further afield. Indeed, I began to have visions in my sleep: eyes like orbs of molten gold, floating in a dark expanse of emptiness; followed by the sudden swish of nine tufted tails, swirling in a flash of purple, flicking back and forth, before coalescing into a spiraling whirlpool, which itself soon gave way to a gentler motion, as one tuft curled in on itself, forming a bulbous body with eight tails. Yet, no, now they were not tails. But rather tentacles, gently pulsing through the viscous black depths of the ocean, crowned in blue coral majesty. Over and over the visions appeared to me, always shifting and changing, too ephemeral to fully grasp, like clutching at shadows. But their meaning was clear enough. These mystical creatures were beckoning me, challenging me to find them. Across seas and distant lands, they bid me come. These creatures, even in the briefest half-glimpse of a vision, were so wondrous that the mere thought of them eclipsed the beauty of any creature I had ever encountered. If there was even the remotest possibility that they existed somewhere in the vast unchartered territories, I knew I must find them. Study them. Protect them. These visions marked a change in course for me. They guided me, like a ship’s rudder, to new and distant lands, to exotic, ancient places, and deep, damp darkness. I had a new purpose in life. A new quest. And I became a new man; a missionary, bent on documenting these magical creatures, to leave a lasting legacy to their splendor. It led me into danger, and it led me to great delight. But either way, it led me, at a time when I was adrift, floating and lost, in search of a harbor onto which to secure my line. This journal became my purpose and these beasts became my hope. Appendix B: Bergin’s Journal of Wild Wonder 263
264 Bergin’s Book of Beasts Armored Octopus
Armored Octopus Also termed “King of the Reef,” the armored octopus is a fearsome creature of the ocean depths, known for its protective nature, powerful defenses and seamless camouflage. Its body is covered in armored plates of reefrock, making it nearly impervious to attack, while the top of its head is adorned with a helmet of luminescent blue coral, adding to its regal appearance. Coral patterns swirl along the length of the octopus’s powerful tentacles, further allowing it to blend flawlessly into its environment. Despite its fearsome appearance, the armored octopus glides through the water with a mesmerizing grace and fluidity. Protector of the Reef. The armored octopus is a fierce protector of the coral reefs it calls home. It will attack any creature that threatens its territory, using its powerful tentacles and armored plates to devastating effect. King of the Reef. A grand title, and one that some might mistakenly believe is better suited to a great shark or a sea serpent. Yet, the majesty of the armored octopus is undeniable. It was when I was staying with an unconventionally welcoming tribe of sahuagin nine seasons ago, that I first encountered the armored octopus. I had endeared myself to the tribe by teaching them the principles of sustainable fishing, for they had been suffering an increasingly dire food shortage. Though at first, they were wary of me and my “kookoo soft talk” they recognized that my advice had merit. In return, they took it upon themselves to train me in the art of reef-diving. It was a tricky skill to master, requiring time and dedication to deep breathing. “You must breathe as deep as the reef you wish to wander,” as their saying goes, though something is lost in the translation. Harnessing the energy of stillness and the breath of inner peace did not come naturally to me. But after several moons, I had finally struck some success and was able to delve into deeper waters, exploring shipwrecks and undersea caverns. Always with a sahuagin guide, of course. I was navigating through an archway of coral reef, when my guide began flailing his arms at me, warning me off. I twisted in the water, preparing myself to face some gargantuan sea-monster, but instead all I could see was inky blackness. Horrified and confused, I kicked to the surface where the sahuagin emerged, howling with laughter. When he recovered from his fit of hysterics, we dove down again, so he could show me what I’d missed. With a few deep breaths and a few downwards kicks, I approached the archway once more, cautiously this time. And there I spotted him – regal and enthroned atop the arch, almost imperceptible against the backdrop of reef. His bulbous head crowned in luminescent blue coral and his tentacles an array of colorful patterns, he was camouflaged perfectly against the coral reef. I watched in awe as he unraveled himself from the archway and floated away with inimitable grace. Off to hunt, perhaps, or in search of another throne. Armored Octopus Large Monstrosity, Unaligned Armor Class 14 (natural armor) Hit Points 78 (12d10 + 12) Speed 10 ft., swim 60 ft. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 13 (+1) 4 (−3) 10 (+0) 4 (−3) Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Hold Breath. While out of water, the octopus can hold its breath for 1 hour. Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only underwater. Actions Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can’t use its Tentacles on another target. Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Hide action as a bonus action. Master of Camouflage. The armored octopus is a master of camouflage, able to blend seamlessly into its surroundings to avoid detection. Its armored plates conceal it against the rocky reef environments it inhabits, while its tentacles mimic the surrounding coral patterns to further enhance its stealth. Inky Navigator. Armored octopuses have on occasion been adopted as pets or helpers by merpeople, pirates, and others who are native to its rocky ocean habitat. In these instances, the octopus can be trained to lead lost souls to safety through the darkness of the ocean depths, using its ink cloud, when necessary, to provide additional cover from would-be predators. Appendix B: Bergin’s Journal of Wild Wonder 265
Crystal Gecko An overgrown lizard with a spine of multi-colored quartz crystals and bulbous, moonstone eyes that swirl milkywhite, the crystal gecko is often encountered deep in jungle caves. It scales the rocky surfaces with ease, making its home among the outcroppings of quartz that have formed there, its distinctive laugh-like call echoing through the humid caverns. Mystics believe that the gecko’s moonstone eyes can foretell windfall fortunes and devastating disasters, making it a prime target for poachers, who would strip it of its crystals and gouge out its eyes, trading them in shadowy back-alley markets. Or, worse, the gecko may be held captive and used as a medium for fortune-telling rituals. Quartz Regrowth. The crystal gecko can regrow its crystals over time. Foresight. The crystal gecko’s moonstone eyes can foresee significant events on its timeline, meaning it cannot be surprised by an attack. Their eyes can also foresee significant events for others, provided that it is friendly towards the inquirer and the right inquiries are made. The milky-white swirls will form into vague shapes playing out the most likely future occurrence. This ability is nullified when the eye is removed from the gecko’s body. Enraged is an understatement. As I returned to the crystal caverns of Inardesta to gather my strength in the light of the lavender quartz, I was eager to check on the rare colony of crystal geckos I had encountered some years before. So remote and so well-hidden, I had naively assumed the cavern in which they lived was a haven where they could thrive, safe from the greedy and ruthless gouging knives of the Inardese poachers. I was gravely mistaken. There, the geckos’ laughing call echoed through the tunnels, beckoning me ever-closer to their crystalline home. The joy that had filled my heart upon hearing their calls, turned to a nauseating dread when I saw them. Skittering along the walls and the ceilings, the crystals on their backs shimmering in the dim light, the geckos stared at me from sunken hollows where their eyes once shone. Their milky, magical moonstone eyes had been gouged out and the poor creatures left blind, abandoned to their fate. Somehow, they had learned to adapt to their new condition, though the colony’s numbers had dwindled, likely picked off by predators they could no longer foresee. There was nothing I could do for them, but to swear vengeance on those responsible. As I knelt, weeping on the cavern floor, they gathered unto me and their crystal spines began to glow softly, a pulsing purple light. Crystal Gecko Large Monstrosity, Unaligned Armor Class 15 (natural armor) Hit Points 52 (8d10 + 8) Speed 40 ft., climb 20 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 12 (+1) 3 (−4) 8 (−1) 4 (−3) Damage Resistances radiant Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Magic Resistance. The crystal gecko has advantage on saving throws against spells and other magical effects. Foresight. The crystal gecko cannot be surprised while it is not blinded. Actions Multiattack. The crystal gecko makes two attacks: one with its Bite and one with its Tail. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. 266 Bergin’s Book of Beasts Crystal Gecko’s Close Up
Appendix B: Bergin’s Journal of Wild Wonder 267 Crystal Gecko
Dragon Salamander Large, black, fire-breathing lizards with distinctive red markings, dragon salamanders ordinarily inhabit volcanoes, lava flows, and sun-scorched mountainous terrain. As they crawl across blackened rock, their undulating slither is reminiscent of swirling plumes of smoke, while their bright red markings flicker along their flanks. They are believed to have arrived on the Material Plane when a fiery meteor crashed to earth, reducing the ancient kingdom of Gilbarren to an ashen crater so deep that rivers of molten lava glowed beneath the cracked earth. Whether the dragon salamanders arrived with the meteor or crawled from the molten lava below, no one knows. Fire-forged Collector. Like a true dragon, the dragon salamander is an avid collector of treasure and trinkets. Above all, it is attracted to metal that has withstood the test of fire and come out of the forge strengthened. When it spies the glint of armor, sword, or coin, the dragon salamander can’t resist testing its fortitude with a sharp breath of flame. The wearer or bearer becomes mere collateral damage. However, the dragon salamander’s fondness for fire-resilience has been known to extend even to the humanoids behind the armor, showing deference to adventurers who can withstand its flame and, on occasion, becoming a traveling companion or steed to one who has earned its respect through demonstrating its resilience to the forge. Fire Allies. Dragon salamanders are often captured and trained by both fire giants and azers, who have harnessed the lizard’s instinctive ability to protect their fortresses. Acting as way guardians, the salamander uses its collector instincts to attack any armed trespasser when it spies the glint of metal. In turn, the fire giants and azers placate the salamander by lining their dens with bits and pieces of fire-forged metals and glittering gemstones. Golden Eggs. Dragon salamanders are born of golden eggs, which they burn their way through as hatchlings. If a hatchling is too weak to burn through the shell, the golden shell thickens until the hatchling is crushed within and it becomes a solid gold egg. The mother will fiercely protect her golden eggs, unable to accept that her offspring inside has perished. Dragon Salamander Large Dragon, Unaligned Armor Class 12 Hit Points 75 (10d10 + 20) Speed 30 ft., swim 20 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 2 (−4) 8 (−1) 3 (−4) Damage Vulnerabilities cold Damage Immunities fire Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Amphibious. The dragon salamander can breathe air and water. Hold Breath. The dragon salamander can hold its breath for 1 hour. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the salamander can’t bite another target. Swallow. The dragon salamander makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the salamander, and it takes 10 (3d6) acid damage at the start of each of the salamander’s turns. The dragon salamander can have only one target swallowed at a time. If the dragon salamander dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Expel Flame (Recharge 6). The dragon salamander belches fire in a 40-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failure, or half as much damage on a success. 268 Bergin’s Book of Beasts
It was as challenging a battle as ever I’d fought, chiefly because I intended the dragon salamander no harm. Of course, she wasn’t to know that, whereas I ought to have known better than to have approached with metal glinting at my hip–an oversight. I came upon her hoard and nest as I rounded the final bend within the warren of tunnels forged by ancient lava flows. As I set my eyes on her den, I barely had time to take in the bedlam of metal tat piled roughshod to the roof of the tunnel, before I was suddenly engulfed in a fire ball. It seemed the salamander had sensed my arrival and was willing to fight tooth and nail to protect her only remaining golden egg, which glimmered down from atop the metal hoard. I was faced with a choice then, to fight the creature until it was dead, or worse, left permanently maimed, or to bow out and admit defeat. Or…perhaps another option…to bow out and spread the word that the final salamander egg had been claimed before my arrival. For, who would then risk the fiery volcanic tunnels, the ash mephits, and the wrath of the dragon salamander, seeking a golden egg that had reportedly been claimed? And now that I had seen the salamander myself, I realized that the poor, infertile beast did not deserve to be harassed and eventually killed for the sake of a few coin. No. If even I could not retrieve the egg without harming her, there was little likelihood anyone after me could. So, I left, limping and singed, muttering curses as I emerged from the mouth of the tunnel. “Gone!” I proclaimed to the merchant waiting for me. “What do you think you were playing at, sending me into the den of a dragon salamander to collect an egg that isn’t there?!” I blustered and I swore at him until he seemed really quite sorry. I like to think my performance was rather convincing. For, to my knowledge, there were no further attempts to steal the salamander’s remaining egg. I, on the other hand, returned on occasion to visit with the beast, to study her habits and behaviors. Of course, when I did return, I remembered to leave any gleaming metals behind. Appendix B: Bergin’s Journal of Wild Wonder 269 Dragon Salamander
270 Bergin’s Book of Beasts Frostfang Spider
Frostfang Spider The frostfang spider is a vicious arachnid that makes its home on glaciers and among frigid snow-capped mountain peaks, preying on any creature smaller than itself. White, with a pale blue underbelly and eight piercing blue eyes, the spider is at one with its environment. It moves deftly atop the crisp, virgin snow on needling legs that leave pin prick tracks to its lair. It is identifiable by its most unique feature – icicle-shaped fangs that constantly ooze venom as if a drop of water is melting from its tip. This venom is potent, freezing the blood as it courses through its victim’s body. Arctic Artisan. The frostfang spider weaves a web of snow and ice so fine and so strong that it is known to endure long after its venomous creator has perished. If an unoccupied web can be cut free, it can be sold as a fishing net, a hunter’s trap, or even a dream catcher. However, it is difficult to discern whether the web is occupied, given its creator’s propensity for camouflage. Snow Piercer. The frostfang spider is as adept at moving through the snow as over it. It may burrow under the snow during an encounter in order to flee, or it may make a den there, covering the opening with a layer of webbing so thick that it is almost indiscernible from the snow around it. “Only around one in five,” the web carver grunted, in answer to my question. One in five webs occupied by a monstrous, lethal arachnid. Calling it an occupational hazard doesn’t seem to do it justice. And yet, for the burly, frostbitten web carvers it seemed they knew no different, and simply accepted the danger as one might accept that the sky is blue or that it may rain before lunch. Each day, the same routine: up and don their furs, a warm breakfast, a sharpening of their curved blades, and then…out in search of frostfang spider webs to harvest. I wondered if the very real possibility of death haunted their minds. If it did, they certainly didn’t let it show. On the contrary, they were a rather cheerful bunch, bawdy and full of laughter. Even today, of all days…as they drank to their fallen kin…sadness and fear barely touched the corners of their eyes. And tomorrow, they would rise and don their furs as always and, eventually, a new web carver would join their number to replace poor Fjornai. “If only the damned sun hadn’t struck the snow at such a blinding angle,” one grumbled. “If only that early snowfall hadn’t covered the damned spider’s tracks,” another added. “If only the web wasn’t so damned thick – “ “Or the spider so damned fast – “ “Poor Fijornai might’ve carved himself out a cracker of a web,” the first web-carver finished their thoughts. “At least that beauty of a web will still be there tomorrow for the carving.” “As will the spider,” I reminded them. “Aye. Him too…” one replied. It wasn’t fear that darkened his eyes as he said. But ice-cold vengeance. Frostfang Spider Large Monstrosity, Unaligned Armor Class 14 (natural armor) Hit Points 68 (11d10 + 11) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 13 (+1) 2 (−4) 11 (+0) 4 (−3) Skills Stealth +7 Damage Immunities cold Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 11 (2d10) cold damage on a failure, or half as much damage on a success. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Appendix B: Bergin’s Journal of Wild Wonder 271
Great Horned Serpent A beast of prowess and brute strength, the great horned serpent is as wide around as a tree trunk, with iridescent crystalline scales, a single diamond shaped crystal set in the center of its forehead, and distinctive red antlers crowning its head in glory. It claims dominion over the seas, undulating through the water’s surface as it carves a path towards unsuspecting prey. With its smooth, sleek scales and silent approach, only its antlers rising above the water’s surface warn of his presence, before it lurches up and attacks, its pestilential breath sweeping over its victim in a fine, poisonous mist. Ancestral enemy to the thunderbird, the two species are locked in an eternal power struggle for dominion over the land. Gatekeeper of the Seas. The great horned serpent rules over the oceans with territorial fervor, demanding libations from those who wish to cross unscathed. Wave Soarer. The great horned serpent is known to glide atop a cresting wave, using the wave’s power as it breaks to soar into the sky and deliver a venomous strike against a creature in flight. Great Horned Serpent Gargantuan Monstrosity, Unaligned Armor Class 16 (natural armor) Hit Points 225 (18d20 + 36) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 23 (+6) 15 (+2) 15 (+2) 8 (−1) 14 (+2) 8 (−1) Saving Throws Str +11, Dex +7, Wis +7 Skills Perception +7 Damage Immunities poison Senses blindsight 20ft., passive Perception 17 Languages — Challenge 15 (13,000 XP) Proficiency Bonus +5 Hold Breath. The great horned serpent can hold its breath for 1 hour. Keen Smell. The great horned serpent has advantage on Wisdom (Perception) checks that rely on smell. Legendary Resistance (3/Day). If the great horned serpent fails a saving throw, it can choose to succeed instead. Actions Multiattack. The great horned serpent makes two attacks: one with its Bite and one with its Constrict. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) piercing damage plus 7 (2d6) poison damage. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the great horned serpent can’t constrict another target. Poison Breath (Recharge 5–6). The great horned serpent exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 49 (14d6) poison damage on a failure, or half as much damage on a success. Legendary Actions The great horned serpent 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 great horned serpent regains spent legendary actions at the start of its turn. Constrict. The great horned serpent makes a Constrict attack against a target it has grappled. Swim. The great horned serpent moves up to half its swim speed. Poison Spit. The great horned serpent spits a fine spray of poison. Each creature in a 15-foot cone must succeed on a DC 17 Constitution saving throw, taking 14 (4d6) poison damage on a failure, or half as much damage on a success. 272 Bergin’s Book of Beasts Great Horned Serpent’s Scales
At every dock, another altar, another shrine, another epitaph. All in the name of the great horned serpent that rules over the seas, demanding honor, respect, and sacrifice. It seemed gratuitous, even to me, and clearly a foreign sailor or two agreed, standing idly by, watching through cynical eyes, smirking even, as the native sailors prostrated themselves before the shrines and offered their first catch of the day as libation to the gatekeeper of the sea. Only once the rituals were complete and every native sailor was marked with the malodorous blood of the sacrificial fish, did they board their ships, still bowing with hands clasped in prayer. The cynical foreign sailors sauntered up the gangway, lackadaisical, scoffing and joking with one another, putting faith in their compass and their helms and their sails. But a compass is no match against a beast as thick as a tree. A helm cannot turn a ship away from the swift, tightening coils of a great serpent. And a sail is no shield against its putrid cloud of poisonous breath. The ship had barely left the harbor when the red antlers of the great horned serpent began gliding across the surface of the swells. The smarmy sailors never stood a chance, having smirked away any hope of mercy or reprieve back on the docks. The horned serpent coiled itself around the ship, stopping it dead in the water. The locals fell to their knees, throwing their blood-smeared faces to the sky, chanting their ritual supplications. I watched in fascination and horror as the serpent used its antlers to gently swipe the praying sailors to one side, before opening its mouth in a gaping yawn. I prepared myself to watch it lunge and bite one of the sailors, but instead, a fine green mist sprayed from its cavernous mouth. The smarmy sailors coughed and spluttered, falling to their knees. It struck me, as the serpent picked them off one by one and slithered back to its watery dominion, that the monster had a way of bringing every sailor in Fortamberlin to their knees, in one way or another. Appendix B: Bergin’s Journal of Wild Wonder 273 Great Horned Serpent
274 Bergin’s Book of Beasts Kitsune Fox
Kitsune Fox A magical creature of oriental origins, the kitsune fox usually appears as a purple fox with nine tails and is distinguished by its white chest and white tail tips, while its bright golden eyes reflect its mischievous nature. It shifts into the form of a humanoid at will, though its transformation is almost always imperfect, inadvertently retaining fox-like features, such as whiskers, talons, or even a tail. Some kitsune foxes appear as wise and holy spirits offering aid and wisdom, while others appear as vengeful tricksters, using their shapeshifting abilities to make fools of those who have committed perceived wrongs, or worse, to exact a cruel revenge upon them. The two forms are indiscernible from one other, making it unclear whether they are the same beings with a dual nature, or two distinct sub-species, and more importantly, making it impossible to know which form of kitsune fox one is dealing with at any time. Vengeful Spirits. According to legend, kitsune foxes are the spirits of the departed who have returned to the mortal world to seek revenge for perceived wrongs. They are particularly vengeful against those who have wronged them in life, or against those who disrespect their territory or sacred spaces. Herald of Aid. Countless tales abound of a sighting of a kitsune fox at a time of great desperation, swiftly followed by a salvific reprieve. Whether the fox is simply an omen of good tidings or an instrumental celestial helper, is unclear and, to the communities it has saved, unimportant. Mischievous Trickster. Kitsune foxes thrive on mischief and trickery, taking great pleasure in deceiving and confusing their opponents by using their shapechanging abilities to sow chaos and confusion. The clan had welcomed me as one of their own and I joined with them each night in their ritual of fireside tea and story-telling. Though they gave me pride of place and insisted on a tale each night, I was as intrigued by their own stories as they were by mine. In particular, one fable kept repeating, in hushed tones of dire warning or in knee-slapping regaling of giddy glee – the legend of the kitsune fox. One dainty girl, barely more than a child began a slow and steady skipping chant she had grown up singing. As she recited the rhythmic chant, one by one the whole congregation stopped their tea-drinking and joined in. It comes in the night to bless the crops. It comes by the moon to feed the flocks. It comes in the dark as the twilight drops. It comes by the stars, the purple fox. Or it comes by the sun, a maiden fair, Who appears at the dawn with purple hair. It comes to deceive, to cast despair, To eat a man’s pride and lay his sin bare. It comes with a blessing or comes with a curse. It tricks and it shifts and cares not who it hurts. It comes with a vengeance it’s eager to serve, And as they crumble to pieces it cackles in mirth. Kitsune Fox Small Monstrosity, Unaligned Armor Class 13 Hit Points 31 (9d6) Speed 30 ft., burrow 5 ft. STR DEX CON INT WIS CHA 2 (−4) 16 (+3) 11 (+0) 3 (−4) 12 (+1) 6 (−2) Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Keen Hearing. The kitsune fox has advantage on Wisdom (Perception) checks that rely on hearing. Innate Spellcasting. The kitsune fox’s innate spellcasting ability is Wisdom (spell save DC 11). It can cast the following spells, requiring no material components: At will: greater invisibility (self only) 1/day each: confusion, dancing lights, polymorph (self only) Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Appendix B: Bergin’s Journal of Wild Wonder 275
Razor Crab Thriving amongst reef rocks and amid shipwrecks, these adept crustaceans are armed not only with razor-sharp pincers, but also with pointed legs that they use as much for combat as mobility. The razor crab has a disturbing visage with its dark blue, barnacle crusted shell in sharp contrast to the translucent white of its underbelly, and long eye stalks that sweep through the currents in a state of constant vigilance, as it hunts for prey and guards against intruders. Though they prefer hunting on the seabed, they are also known to scuttle across rockpools and along shingle shorelines in search of a meal when pickings are scarce. Nimble Movement. The razor crab’s sharpened legs act as crampons, piercing even the toughest rockface with quick, sharp blows, and allowing it to scuttle nimbly across any surface. Armored Shell. The razor crab’s blue shell provides it with a natural armor, strengthened by the thick layer of barnacles that grow there. However, in breeding season the crab will molt its shell in order to attract a mate through its natural scent. At this time, it may be vulnerable to attack, but becomes twice as territorial and aggressive towards perceived threats or rivals. Aquatic Senses. The razor crab’s eyes have evolved to be as effective in dim light below the ocean’s surface as they are in bright light. Their eye stalks are also sensitive to irregular vibrations on the currents, helping them to better detect approaching predators or prey. For some who undertake the perilous pursuit of shipwreck diving, it is sunken treasures they seek – coin and gemstone and casks of expensive liquor. I pity them and their shortsightedness. For they dive with blinkers on, never truly seeing the treasures the ocean itself has to offer. It is both a shame and a hazard, for they become so singularly focused and so excited upon seeing the glint of gold, that they forget the beautiful hazards the ocean has to offer. So it was with the foolish diver today. I came across him while we were exploring the same shipwreck and of course he assumed I was competing for the finery that had sunk with the aristocrats on board. I was looking for nothing of the sort. Yet, when he glimpsed a ruby necklace that I happened to be swimming towards, he couldn’t help himself but to snake under me and make a grab for it. Of course, he completely missed the beady eyestalks and razor-sharp pincers poking out from beneath the rotting wood where the necklace was entwined. Before I could intervene (assuming I would have done so) the diver’s arms were cut to ribbons and he was flailing around in a pool of blood, grappled in the huge razor crab’s pincers. I must admit, I was tempted to simply watch and to make a study of how the razor crab hunts and feeds. Yet, despite myself, I felt compelled to free the wretch…who thanked me by snatching away the ruby necklace and kicking to the surface without a backwards glance. Next time, I shall let nature run its course… Razor Crab Medium Monstrosity, Unaligned Armor Class 15 (natural armor) Hit Points 72 (16d8) Speed 30 ft., climb 15 ft., swim 20 ft. STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 11 (+0) 1 (−5) 9 (−1) 3 (−4) Skills Stealth +4 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Amphibious. The crab can breathe air and water. Actions Multiattack. The razor crab makes three attacks: one with its Claw and two Impale attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). The crab has two claws, each of which can grapple only one target. Impale. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage 276 Bergin’s Book of Beasts
Appendix B: Bergin’s Journal of Wild Wonder 277 Razor Crab
Swarm of Blinding Lightning Bugs The swarm of blinding lightning bugs lends credence to the saying that the whole is greater than the sum of its parts. Individually, these small flashing insects are a harmless and mesmerizing spectacle to behold, their transparent bulbous abdomen sparking with innocuous electrical charges. However, when threatened, they instinctively form a swarm and begin synchronizing their flashes until together they emit one synchronized, blindingly bright flash of light. Starlight Navigators. Blinding lightning bugs feed primarily on sugary secretions from tropical vegetation, and on the grubs that live there. They can thus lead weary travelers to a simple source of hydration and food, if followed at a safe distance. Weather Warnings. Blinding lightning bugs can sense an inbound storm and whip into a fiery frenzy, sending their own electrical charges amidst one another like a crackling storm cloud. As such, they provide a vital warning to prepare for a stormy onslaught. Swarm of Blinding Lightning Bugs Medium Swarm of Tiny Monstrosities, Unaligned Armor Class 11 Hit Points 22 (5d8) Speed 10 ft., fly 20 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 4 (−3) 8 (−1) 2 (−4) Damage Resistances bludgeoning, piercing, slashing Damage Immunities lightning Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10ft., passive Perception 9 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. Lightning Flash (Recharge 6). The swarm begins to glow brighter before releasing a blinding flash. Each creature within 15 feet of the swarm of lightning bugs must succeed on a DC 14 Constitution saving throw or be blinded for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Femme Fatales. Some females of the species use seductive flashing patterns to attract male mates, before devouring them and digesting them to create a fiery venom they store in a venom sac beneath their abdomen. They will later use this venom to suffuse their eggs, protecting them from would-be predators. A potent vial of femme fatale venom can fetch a high price on the black market. 278 Bergin’s Book of Beasts Swarm of Blinding Lightning Bugs
The jungle is a fierce testing ground, hot and humid, the underbrush crawling with poisonous predators and the canopy teeming with vicious beasts. And as if this is not enough to contend with, the paths that carve through the thick vegetation twist and turn through the indistinguishable landscape, leading one ever deeper into its eternal twilight, but never, so it seems, towards any source of water. I was famished and had sweated out every drop of water in my body, so my skin was hot and dry, with no reprieve from the scorching heat that was baking me alive. In a feverish state, I lay on the jungle floor, one eye propped open, keeping a half-hearted watch for danger–yet what was the point, for if danger came calling at that point, I would have no fight to give. Indeed, the real danger was that I may fall asleep and never resume my search for water. As I lay there, I prayed to the gods of every tribe I had visited on my travels, begging for a reprieve. I will never know which god saw fit to answer me and will spend the rest of my days making sacrifices of gratitude to them all. For, as dusk settled in the jungle, the twilight turned to velvety darkness, the air cooled and, just before I closed my eyes and accepted my fate, I saw a flicker of light. A mirage, I thought at first, borne of fever and desperation. But no…again it flickered, closer this time, twinkling electric blue and fiery red, hovering just above my nose–a lightning bug. Bolstered with hope, I rolled to my knees, dragged myself to my feet, and began to stumble after it, pushing through the thick flora of the jungle, following it to the clearing of my salvation. As I stumbled into the clearing, a mesmerizing light show greeted me. Thousands of blinding lightning bugs twinkling as they feasted on the sugary water secreted from the palm leaves overhead. Ever so cautiously, I approached, letting them become accustomed to my presence, letting them know I was no danger to them. As they accepted me into their midst, landing on me in a seal of approval, I was able to scramble up the trunk of the palm tree and siphon off the sweet juices coursing through the swaying leaves. Of course, not every creature is as wary of the blinding lightning bugs as I. Some mistakenly regard them as easy prey. An ignorant baboon soon came swinging into the clearing, scooping up the bugs and stuffing them into its mouth. At once, they united in a swarm, gathering strength in their number. Electric charges began shooting from one bug to another, clashing in the midst of them as they swirled into a frenzied tornado of tiny insects. As the baboon reached out to grab another handful, I nearly forgot to shield my eyes as the swarm’s energy reached its zenith and, as a single entity, they lit up in synchronicity, erupting in one great explosion of blinding light. The baboon screeched, swinging away through the trees, blind, dazed, and confused. As soon as the threat retreated, the lightning bugs resumed their sugary feast, as innocuous as ever, twinkling like stars in the velvet night. Appendix B: Bergin’s Journal of Wild Wonder 279 Blinding Lightning Bug
Thunderbird High above the tallest mountain peaks, the thunderbird roosts in gathering storm clouds, flashes of lightning crackling along the vanes of its pure-white plumage. A bird of gargantuan proportions, it soars on four wings, its long tail swooping out behind it as it surveys the landscape through bright golden eyes. It is a beast of legend and wonder, sighted only on rare occasions and always immediately before the onslaught of a formidable storm. Indeed, so wondrous is the sight of a thunderbird, that it is sometimes mistaken for a celestial angel, with its wings of gleaming white and its golden talons and beak casting haloglints of light onto the dark storm clouds behind. Enemy of the great horned serpent, who seeks to establish dominion over the underworld, the thunderbird and the serpent are in a perpetual power-struggle with one another. Thunderbird Huge Monstrosity, Unaligned Armor Class 15 Hit Points 276 (24d12 + 120) Speed 10 ft., fly 80 ft. STR DEX CON INT WIS CHA 22 (+6) 21 (+5) 20 (+5) 8 (−1) 16 (+3) 10 (+0) Saving Throws Dex +10, Con +10, Wis +8 Skills Perception +8 Damage Immunities lightning, thunder Senses darkvision 60 ft., passive Perception 18 Languages — Challenge 16 (15,000 XP) Proficiency Bonus +5 Keen Sight. The thunderbird has advantage on Wisdom (Perception) checks that rely on sight. Legendary Resistance (3/Day). If the thunderbird fails a saving throw, it can choose to succeed instead. Lightning Absorption. Whenever the thunderbird is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. Actions Multiattack. The thunderbird makes two attacks: one with its Beak and two with its Talons. Beak. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) lightning damage. Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Lightning Breath (Recharge 5-6). The thunderbird shoots forth lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 60 (11d10) lightning damage on a failure, or half as much damage on a success. Legendary Actions The thunderbird 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 thunderbird regains spent legendary actions at the start of its turn. Talons. The thunderbird makes a Talons attack. Gust. The thunderbird moves up to half its movement. Storm Surge (Costs 2 Actions). The thunderbird calls on the power of storms. Each creature within 15 feet of the thunderbird must succeed on a DC 21 Constitution saving throw or take 20 (4d6 + 6) thunder damage Foreboding Omen. The thunderbird heralds an oncoming storm, causing a sense of foreboding to wash over the land-dwellers below. As it passes over a village, a collective shudder rolls through anyone caught beneath the shadow of its wings, whether they can see the thunderbird or not. Enmity and Animosity. The thunderbird summons storms seemingly at random, saving a village here from a crop-destroying drought, while elsewhere it may cause a river to overflow its banks or a landslide to eviscerate an entire kingdom. Yet, when examined closely, order begins to form from the chaos. For it becomes apparent that the thunderbird is a proud creature who demands respect, not only for itself, but also for its dominion over the skies and the lands below. It is quick to exact judgment on those who do not show the required respect, in both retribution and to eliminate the perceived threat to its environment. However, to those who tend the land, respect the fine-tuned balance of the skies, and pay homage to the thunderbird, it will provide protection and adequate rainfall. 280 Bergin’s Book of Beasts
It was the night of the harvest-moon festival when the farmers had gathered together with their meager crop offerings. This year, the festival was more of a commiseration than a celebration, given the poor harvest suffered by all. As watery stews were dished up and farmers and families seated themselves in the village hall, a shudder suddenly seemed to pass from the top of the table to the bottom. I would have called it a strange performance or a cultural anomaly, except for the fact that the shudder passed through me as if I was at one with the people. Entirely unintentionally and with no understanding why, a shiver shuddered through my body, causing me to quiver and a deep sense of foreboding filled me to my core, though I couldn’t have explained what I was afraid of. As one, the farmers and their families stood, arms outstretched to the heavens and chanted. “Bless the land and spare its people, Bless the land with rain no more. Bless the land and spare its people, Bless the land, o’er which you soar.” A thunderbird had soared overhead, the villagers explained to me, and its wings had cast a shadow over the land. That, they said, was the cause of the dread I had felt in my heart. The surlier farmers claimed this as an omen of misfortune, that next year’s harvest-moon festival would be even more paltry than this. Yet, other villagers took from it a glimmer of hope, that perhaps the thunderbird had come to see that they had suffered enough, and it would heed their supplications. Perhaps, finally, the storms that the great bird had sent to drown their crops would subside. Perhaps, the sun would reemerge from behind the clouds and allow their fields to flourish. Perhaps, next year, they would finally have reason to celebrate. And, perhaps, if the thunderbird made another appearance, a prayer of gratitude would be raised unto it instead. Appendix B: Bergin’s Journal of Wild Wonder 281 Thunderbird
282 Bergin’s Book of Beasts Twin Headed Cobra
Twin Headed Cobra Coiled within the roots of a mangrove tree, the twin headed cobra rests, awaiting an opportune moment to strike. One hooded head keeps watch while the other sleeps, the eye markings on either side of its hood seeming to gaze towards the horizon, twitching with every flex of the snake’s head, as if scanning for danger or prey. Sibling Rivalry. The twin heads of the cobra will compete with each other to execute the final strike against its victim, sometimes to its own demise, as one head turns on the other, attempting to intimidate it into backing down. Adventurers have been known to use this to their advantage, feigning near-death in order to goad the cobra into in-fighting, and then delivering a fatal blow as the twin heads are distracted, hissing at one another. Twin Headed Cobra Medium Monstrosity, Unaligned Armor Class 14 Hit Points 33 (6d8 + 6) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 13 (+1) 2 (−4) 10 (+0) 3 (−4) Skills Perception +2 Senses blindsight 10 ft., passive Perception 2 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Twin Heads. The twin headed cobra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Lightning Fast. The twin headed cobra gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the twin headed cobra sleeps, at least one of its heads is awake. Actions Multiattack. The twin headed cobra makes two Bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failure, or half as much damage on a success. 5 MINUTES Some damned serpent struck my heel as I passed by and I can already feel its venom spreading up through my ankle. Monitoring its effects is the only way I can deduce what breed of devil it was and what anti-venom I must administer. At this time, there is a bright red two-fanged puncture wound on the heel of my left foot, with a black ring spreading steadily outwards. 10 MINUTES The blackening has spread up my lower leg, the veins bulging deep plum beneath the ashen skin that stretches over them, the whole lower limb swollen grotesquely. My movements have become sluggish, dragging my injured leg along behind me as I trudge onwards. This must surely account for the susurrus of the leaves underfoot as I walk. Still, I can’t shake the sense that I am being followed. 20 MINUTES Well, I am now doubly as damaged as I was before, but I take comfort in the fact that I am not a mad man. The susurrus was, in fact, more sinister than I had wanted to believe. The damned snake had slithered behind me, stalking me through the jungle and, when it became apparent that its first strike hadn’t taken me down, the devil went at me again. At least this time, I saw the beast and, even in my current condition, could easily identify it–the two hooded cobra heads are fairly distinctive, afterall. It was a shame, really, that it wouldn’t relent from its attack, for I was reticent to kill such a wondrous creature. Then again, its skin will fetch me a hefty price at the local market, its fangs will make for excellent needles, and its venom can further the apothecary’s research. I only fear that I may not reach the apothecary with said venom, for its second strike is quickly taking effect. 45 MINUTES Should anyone find these observations upon my person, and (gods willing) death hasn’t yet taken me, if you could hasten this vial of venom to an apothecary to procure me an antidote, I would be eternally grateful. Slithering Stalker. The twin headed cobra will sometimes mark its quarry with a single venomous bite, before stalking the weakened creature through the undergrowth until its inevitable collapse. Of course, if the creature begins to fight back against the serpent or appears resilient to the first dose of venom, the second head of the cobra is always at the ready to deliver another dose. Appendix B: Bergin’s Journal of Wild Wonder 283
Creatures by Challenge Rating For the purpose of this appendix, “giant” and “swarm of” variants are listed alphabetically by the name of the beast to which they apply. Challenge 0 (0-10 XP) Albatross Anglerfish Ant Anteater Armadillo Armadillo Lizard Arctic Shrew Assassin Bug Axolotl Beaver Giant Beaver Bee Binturong Blue-footed Booby Bombardier Beetle Bullet Ant Cane Toad Capuchin Capybara Giant Caterpillar Catfish Chambered Nautilus Chameleon Cockatoo Death’s-Head Hawkmoth Swarm of Death’s-Head Hawkmoths Dodo Dragonfish Dragonfly Duck Echidna Falcon Ferret Flamingo Fly Flying Squirrel Gazelle Goose Grasshopper Mouse Gull Hedgehog Hermit Crab Hornbill Hummingbird Iguana Ironclad Beetle Jellyfish Kingfisher Kiwi Bird Koala Koi Kookaburra Lamprey Leaf Slug Leech Lemur Leopard Gecko Giant Leopard Gecko Locust Swarm of Locusts Maned Wolf Meerkat Mosquito Moth Moustache Toad Musk Deer Otter Parrot Pelican Penguin Pheasant Pink Fairy Armadillo Pistol Shrimp Platypus Porcupinefish Puffin Racoon Red Crowned Crane Red Panda Robin Appendix C: Monsters by Challenge Rating and Environment 285
Salmon Scarab Sea Urchin Shoebill Skunk Sloth Slow Loris Squirrel Stick Insect Stork Giant Swallowtail Butterfly Tanuki Tapir Tenrec Termite Thorny Devil Tit Bird Tortoise Toucan Trapdoor Spider Trilobite Wombat Woodpecker Challenge 1/8 (25 XP) Giant Anglerfish Giant Axolotl Camel Spider Giant Catfish Compsognathus Desert Fox Electric Ray Giant Ferret Giant Flying Squirrel Giant Hedgehog Giant Hermit Crab Giant Koi Macaque Giant Maggot Manatee Pangolin Giant Penguin Giant Petrel Giant Platypus Poison Dart Frog Porcupine Giant Racoon Salamander Giant Salmon Scorpion Fish Sea Turtle Giant Skunk Giant Squirrel Sting Ray Stonefish Giant Tortoise Tree Kangaroo Vervet Monkey Challenge 1/4 (50 XP) Alpine Ibex Swarm of Ants Giant Armadillo Lizard Giant Armadillo Aye-aye Swarm of Bees Bison Caiman Giant Capybara Giant Chameleon Dimorphodon Donkey Giant Dragonfish Eel Swarm of Fleas Giraffe Honey Badger Giant Hummingbird Giant Iguana Giant Koala Swarm of Leeches Llama Marlin Moose 286 Bergin’s Book of Beasts
Swarm of Mosquitos Ostrich Giant Otter Painted Dog Rattlesnake Sable Antelope Swarm of Scarabs Giant Sea Turtle Giant Sea Urchin Swarm of Shrimp Spitting Cobra Springbok Giant Sting Ray Tasmanian Devil Swarm of Termites Giant Thorny Devil Wolverine Yak Challenge 1/2 (100 XP) Giant Assassin Bug Giant Bombardier Beetle Buffalo Caracal Cassowary Dilophosaurus Dingo Giant Dragonfly Giant Dung Fly Flying Fox Fossa Giant Ironclad Beetle Jaguar Kangaroo Komodo Dragon Lynx Giant Marlin Mountain Lion Ocelot Orangutan Pallas Cat Giant Panda Pit Viper Giant Porcupine Giant Scorpion Fish Giant Spitting Cobra Giant Stick Insect Giant Stonefish Sun Bear Utah Raptor Wildebeest Giant Woodpecker Giant Yak Challenge 1 (200 XP) Giant Albatross Swarm of Axolotls Barracuda Giant Chambered Nautilus Cheetah Swarm of Dragonfish Elephant Seal Giant Falcon Giant Flea Giant Ground Sloth Giant Jellyfish Swarm of Lampreys Leopard Giant Moth Giant Pangolin Giant Pelican Puma Giant Salamander Snow Leopard Giant Trapdoor Spider Swarm of Trilobites Challenge 2 (450 XP) Giant Barracuda Beluga Whale Giant Camel Spider Swarm of Compsognathi Appendix C: Monsters by Challenge Rating and Environment 287
Dunkleosteus Giant Earthworm Giant Fishing Spider Glyptodon Hippopotamus Leopard Seal Giant Locust Giant Mosquito Giant Short-faced Bear Giant Shrimp Giant Termite Woolly Rhinoceros Challenge 3 (700 XP) Giant Ant Giant Antlion Giant Assassin Snail Giant Bee Giant Bullet Ant Giant Centipede Giant Clam Humpback Whale Giant Leech Narwhal Paraceratherium Giant Pistol Shrimp Giant Praying Mantis Giant Scarab Terror Bird Titanoboa Whale Shark Challenge 4 (1,100 XP) Blue Whale Pachycephalosaurus Challenge 5 (1,800 XP) Giant Komodo Dragon Giant Land Snail Challenge 6 (2,300 XP) Giant Tardigrade Challenge 7 (2,900 XP) Baryonyx Challenge 8 (3,900 XP) Island Turtle Mosasaurus Giant Squid 288 Bergin’s Book of Beasts
Creatures by Environment Arctic Creatures Creature Challenge (XP) Arctic Shrew 0 (0 XP) Falcon 0 (10 XP) Penguin 0 (10 XP) Giant Penguin 1/8 (25 XP) Wolverine 1/4 (50 XP) Elephant Seal 1 (200 XP) Giant Falcon 1 (200 XP) Snow Leopard 1 (200 XP) Leopard Seal 2 (450 XP) Woolly Rhinoceros 2 (450 XP) Coastal Creatures Creature Challenge (XP) Dodo 0 (0 XP) Fly 0 (0 XP) Albatross 0 (10 XP) Anglerfish 0 (10 XP) Blue-footed Booby 0 (10 XP) Cane Toad 0 (10 XP) Chambered Nautilus 0 (10 XP) Dragonfish 0 (10 XP) Falcon 0 (10 XP) Flamingo 0 (10 XP) Gull 0 (10 XP) Hermit Crab 0 (10 XP) Jellyfish 0 (10 XP) Kingfisher 0 (10 XP) Lamprey 0 (10 XP) Otter 0 (10 XP) Pelican 0 (10 XP) Penguin 0 (10 XP) Pistol Shrimp 0 (10 XP) Porcupinefish 0 (10 XP) Puffin 0 (10 XP) Red Crowned Crane 0 (10 XP) Salmon 0 (10 XP) Creature Challenge (XP) Sea Urchin 0 (10 XP) Shoebill 0 (10 XP) Tortoise 0 (10 XP) Trilobite 0 (10 XP) Wombat 0 (10 XP) Giant Anglerfish 1/8 (25 XP) Compsognathus 1/8 (25 XP) Electric Ray 1/8 (25 XP) Giant Hermit Crab 1/8 (25 XP) Manatee 1/8 (25 XP) Giant Penguin 1/8 (25 XP) Giant Petrel 1/8 (25 XP) Giant Salmon 1/8 (25 XP) Scorpion Fish 1/8 (25 XP) Sea Turtle 1/8 (25 XP) Sting Ray 1/8 (25 XP) Stonefish 1/8 (25 XP) Giant Tortoise 1/8 (25 XP) Dimorphodon 1/4 (50 XP) Giant Dragonfish 1/4 (50 XP) Swarm of Fleas 1/4 (50 XP) Marlin 1/4 (50 XP) Giant Otter 1/4 (50 XP) Giant Sea Turtle 1/4 (50 XP) Giant Sea Urchin 1/4 (50 XP) Swarm of Shrimp 1/4 (50 XP) Giant Sting Ray 1/4 (50 XP) Tasmanian Devil 1/4 (50 XP) Cassowary 1/2 (100 XP) Giant Marlin 1/2 (100 XP) Giant Scorpion Fish 1/2 (100 XP) Giant Stonefish 1/2 (100 XP) Giant Albatross 1 (200 XP) Barracuda 1 (200 XP) Giant Chambered Nautilus 1 (200 XP) Swarm of Dragonfish 1 (200 XP) Elephant Seal 1 (200 XP) Giant Falcon 1 (200 XP) Giant Flea 1 (200 XP) Giant Jellyfish 1 (200 XP) Swarm of Lampreys 1 (200 XP) Giant Pelican 1 (200 XP) Swarm of Trilobites 1 (200 XP) Appendix C: Monsters by Challenge Rating and Environment 289
Creature Challenge (XP) Giant Barracuda 2 (450 XP) Beluga Whale 2 (450 XP) Swarm of Compsognathi 2 (450 XP) Dunkleosteus 2 (450 XP) Leopard Seal 2 (450 XP) Giant Shrimp 2 (450 XP) Giant Clam 3 (700 XP) Humpback Whale 3 (700 XP) Narwhal 3 (700 XP) Giant Pistol Shrimp 3 (700 XP) Whale Shark 3 (700 XP) Blue Whale 4 (1,100 XP) Giant Tardigrade 6 (2,300 XP) Baryonyx 7 (2,900 XP) Island Turtle 8 (3,900 XP) Mosasaurus 8 (3,900 XP) Giant Squid 8 (3,900 XP) Desert or Savanna Creatures Creature Challenge (XP) Ant 0 (0 XP) Armadillo Lizard 0 (0 XP) Chameleon 0 (0 XP) Ferret 0 (0 XP) Fly 0 (0 XP) Ironclad beetle 0 (0 XP) Lemur 0 (0 XP) Leopard Gecko 0 (0 XP) Locust 0 (0 XP) Moth 0 (0 XP) Scarab 0 (0 XP) Tenrec 0 (0 XP) Anteater 0 (10 XP) Echidna 0 (10 XP) Falcon 0 (10 XP) Gazelle 0 (10 XP) Grasshopper Mouse 0 (10 XP) Hummingbird 0 (10 XP) Giant Leopard Gecko 0 (10 XP) Swarm of Locusts 0 (10 XP) Creature Challenge (XP) Maned Wolf 0 (10 XP) Meerkat 0 (10 XP) Pink Fairy Armadillo 0 (10 XP) Skunk 0 (10 XP) Thorny Devil 0 (10 XP) Tortoise 0 (10 XP) Woodpecker 0 (10 XP) Camel Spider 1/8 (25 XP) Desert Fox 1/8 (25 XP) Giant Ferret 1/8 (25 XP) Porcupine 1/8 (25 XP) Giant Skunk 1/8 (25 XP) Giant Tortoise 1/8 (25 XP) Swarm of Ants 1/4 (50 XP) Giant Armadillo Lizard 1/4 (50 XP) Bison 1/4 (50 XP) Giant Chameleon 1/4 (50 XP) Donkey 1/4 (50 XP) Swarm of Fleas 1/4 (50 XP) Giraffe 1/4 (50 XP) Honey Badger 1/4 (50 XP) Giant Hummingbird 1/4 (50 XP) Ostrich 1/4 (50 XP) Painted Dog 1/4 (50 XP) Rattlesnake 1/4 (50 XP) Sable Antelope 1/4 (50 XP) Swarm of Scarabs 1/4 (50 XP) Spitting Cobra 1/4 (50 XP) Springbok 1/4 (50 XP) Giant Thorny Devil 1/4 (50 XP) Buffalo 1/2 (100 XP) Caracal 1/2 (100 XP) Dingo 1/2 (100 XP) Giant Ironclad Beetle 1/2 (100 XP) Kangaroo 1/2 (100 XP) Komodo Dragon 1/2 (100 XP) Mountain Lion 1/2 (100 XP) Pit Viper 1/2 (100 XP) Giant Porcupine 1/2 (100 XP) Giant Spitting Cobra 1/2 (100 XP) Wildebeest 1/2 (100 XP) Giant Woodpecker 1/2 (100 XP) 290 Bergin’s Book of Beasts
Creature Challenge (XP) Cheetah 1 (200 XP) Giant Falcon 1 (200 XP) Giant Flea 1 (200 XP) Giant Ground Sloth 1 (200 XP) Leopard 1 (200 XP) Giant Moth 1 (200 XP) Puma 1 (200 XP) Giant Camel Spider 2 (450 XP) Giant Locust 2 (450 XP) Giant Ant 3 (700 XP) Paraceratherium 3 (700 XP) Giant Praying Mantis 3 (700 XP) Giant Scarab 3 (700 XP) Giant Komodo Dragon 5 (1,800 XP) Forest Creatures Creature Challenge (XP) Ant 0 (0 XP) Bee 0 (0 XP) Chameleon 0 (0 XP) Cockatoo 0 (0 XP) Death’s-Head Hawkmoth 0 (0 XP) Dodo 0 (0 XP) Dragonfly 0 (0 XP) Ferret 0 (0 XP) Fly 0 (0 XP) Ironclad beetle 0 (0 XP) Kiwi Bird 0 (0 XP) Lemur 0 (0 XP) Mosquito 0 (0 XP) Moth 0 (0 XP) Racoon 0 (0 XP) Red Panda 0 (0 XP) Robin 0 (0 XP) Scarab 0 (0 XP) Sloth 0 (0 XP) Tenrec 0 (0 XP) Termite 0 (0 XP) Tit Bird 0 (0 XP) Toucan 0 (0 XP) Creature Challenge (XP) Anteater 0 (10 XP) Armadillo 0 (10 XP) Assassin Bug 0 (10 XP) Binturong 0 (10 XP) Bombardier Beetle 0 (10 XP) Bullet Ant 0 (10 XP) Capuchin 0 (10 XP) Capybara 0 (10 XP) Giant Caterpillar 0 (10 XP) Swarm of Death’s-Head Hawkmoths 0 (10 XP) Echidna 0 (10 XP) Falcon 0 (10 XP) Flying Squirrel 0 (10 XP) Grasshopper Mouse 0 (10 XP) Hedgehog 0 (10 XP) Hornbill 0 (10 XP) Hummingbird 0 (10 XP) Iguana 0 (10 XP) Koala 0 (10 XP) Kookaburra 0 (10 XP) Leaf Slug 0 (10 XP) Maned Wolf 0 (10 XP) Musk Deer 0 (10 XP) Parrot 0 (10 XP) Pheasant 0 (10 XP) Skunk 0 (10 XP) Slow Loris 0 (10 XP) Squirrel 0 (10 XP) Stick Insect 0 (10 XP) Stork 0 (10 XP) Giant Swallowtail Butterfly 0 (10 XP) Tanuki 0 (10 XP) Tapir 0 (10 XP) Tortoise 0 (10 XP) Trapdoor Spider 0 (10 XP) Wombat 0 (10 XP) Woodpecker 0 (10 XP) Giant Ferret 1/8 (25 XP) Giant Flying Squirrel 1/8 (25 XP) Giant Hedgehog 1/8 (25 XP) Macaque 1/8 (25 XP) Pangolin 1/8 (25 XP) Appendix C: Monsters by Challenge Rating and Environment 291
Creature Challenge (XP) Poison Dart Frog 1/8 (25 XP) Porcupine 1/8 (25 XP) Giant Racoon 1/8 (25 XP) Giant Skunk 1/8 (25 XP) Giant Squirrel 1/8 (25 XP) Giant Tortoise 1/8 (25 XP) Tree Kangaroo 1/8 (25 XP) Vervet Monkey 1/8 (25 XP) Swarm of Ants 1/4 (50 XP) Giant Armadillo 1/4 (50 XP) Aye-aye 1/4 (50 XP) Swarm of Bees 1/4 (50 XP) Giant Capybara 1/4 (50 XP) Giant Chameleon 1/4 (50 XP) Swarm of Fleas 1/4 (50 XP) Honey Badger 1/4 (50 XP) Giant Hummingbird 1/4 (50 XP) Giant Iguana 1/4 (50 XP) Giant Koala 1/4 (50 XP) Moose 1/4 (50 XP) Swarm of Mosquitos 1/4 (50 XP) Painted Dog 1/4 (50 XP) Rattlesnake 1/4 (50 XP) Sable Antelope 1/4 (50 XP) Swarm of Scarabs 1/4 (50 XP) Tasmanian Devil 1/4 (50 XP) Swarm of Termites 1/4 (50 XP) Wolverine 1/4 (50 XP) Giant Assassin Bug 1/2 (100 XP) Giant Bombardier Beetle 1/2 (100 XP) Caracal 1/2 (100 XP) Cassowary 1/2 (100 XP) Dingo 1/2 (100 XP) Giant Dragonfly 1/2 (100 XP) Flying Fox 1/2 (100 XP) Fossa 1/2 (100 XP) Giant Ironclad Beetle 1/2 (100 XP) Jaguar 1/2 (100 XP) Komodo Dragon 1/2 (100 XP) Lynx 1/2 (100 XP) Mountain Lion 1/2 (100 XP) Ocelot 1/2 (100 XP) Orangutan 1/2 (100 XP) Creature Challenge (XP) Giant Panda 1/2 (100 XP) Pit Viper 1/2 (100 XP) Giant Porcupine 1/2 (100 XP) Giant Stick Insect 1/2 (100 XP) Sun Bear 1/2 (100 XP) Utah Raptor 1/2 (100 XP) Giant Woodpecker 1/2 (100 XP) Giant Falcon 1 (200 XP) Giant Flea 1 (200 XP) Giant Ground Sloth 1 (200 XP) Leopard 1 (200 XP) Giant Moth 1 (200 XP) Giant Pangolin 1 (200 XP) Puma 1 (200 XP) Giant Trapdoor Spider 1 (200 XP) Giant Earthworm 2 (450 XP) Glyptodon 2 (450 XP) Giant Mosquito 2 (450 XP) Giant Short-faced Bear 2 (450 XP) Giant Termite 2 (450 XP) Giant Ant 3 (700 XP) Giant Antlion 3 (700 XP) Giant Bee 3 (700 XP) Giant Bullet Ant 3 (700 XP) Giant Centipede 3 (700 XP) Paraceratherium 3 (700 XP) Giant Praying Mantis 3 (700 XP) Giant Scarab 3 (700 XP) Terror Bird 3 (700 XP) Titanoboa 3 (700 XP) Pachycephalosaurus 4 (1,100 XP) Giant Komodo Dragon 5 (1,800 XP) Giant Land Snail 5 (1,800 XP) Grasslands Creatures Creature Challenge (XP) Ant 0 (0 XP) Arctic Shrew 0 (0 XP) Bee 0 (0 XP) Death’s-Head Hawkmoth 0 (0 XP) Dragonfly 0 (0 XP) 292 Bergin’s Book of Beasts
Creature Challenge (XP) Ferret 0 (0 XP) Fly 0 (0 XP) Leopard Gecko 0 (0 XP) Locust 0 (0 XP) Mosquito 0 (0 XP) Moth 0 (0 XP) Robin 0 (0 XP) Scarab 0 (0 XP) Tenrec 0 (0 XP) Termite 0 (0 XP) Tit Bird 0 (0 XP) Anteater 0 (10 XP) Armadillo 0 (10 XP) Assassin Bug 0 (10 XP) Bombardier Beetle 0 (10 XP) Capybara 0 (10 XP) Giant Caterpillar 0 (10 XP) Swarm of Death’s-Head Hawkmoths 0 (10 XP) Echidna 0 (10 XP) Falcon 0 (10 XP) Gazelle 0 (10 XP) Hedgehog 0 (10 XP) Hummingbird 0 (10 XP) Leaf Slug 0 (10 XP) Giant Leopard Gecko 0 (10 XP) Swarm of Locusts 0 (10 XP) Maned Wolf 0 (10 XP) Meerkat 0 (10 XP) Pheasant 0 (10 XP) Pink Fairy Armadillo 0 (10 XP) Skunk 0 (10 XP) Squirrel 0 (10 XP) Stick Insect 0 (10 XP) Giant Swallowtail Butterfly 0 (10 XP) Thorny Devil 0 (10 XP) Tortoise 0 (10 XP) Trapdoor Spider 0 (10 XP) Woodpecker 0 (10 XP) Giant Ferret 1/8 (25 XP) Giant Hedgehog 1/8 (25 XP) Pangolin 1/8 (25 XP) Porcupine 1/8 (25 XP) Giant Skunk 1/8 (25 XP) Creature Challenge (XP) Giant Squirrel 1/8 (25 XP) Giant Tortoise 1/8 (25 XP) Swarm of Ants 1/4 (50 XP) Giant Armadillo 1/4 (50 XP) Swarm of Bees 1/4 (50 XP) Bison 1/4 (50 XP) Giant Capybara 1/4 (50 XP) Donkey 1/4 (50 XP) Swarm of Fleas 1/4 (50 XP) Giraffe 1/4 (50 XP) Honey Badger 1/4 (50 XP) Giant Hummingbird 1/4 (50 XP) Llama 1/4 (50 XP) Moose 1/4 (50 XP) Swarm of Mosquitos 1/4 (50 XP) Ostrich 1/4 (50 XP) Painted Dog 1/4 (50 XP) Rattlesnake 1/4 (50 XP) Sable Antelope 1/4 (50 XP) Swarm of Scarabs 1/4 (50 XP) Springbok 1/4 (50 XP) Swarm of Termites 1/4 (50 XP) Giant Thorny Devil 1/4 (50 XP) Wolverine 1/4 (50 XP) Giant Assassin Bug 1/2 (100 XP) Giant Bombardier Beetle 1/2 (100 XP) Buffalo 1/2 (100 XP) Dingo 1/2 (100 XP) Giant Dragonfly 1/2 (100 XP) Giant Dung Fly 1/2 (100 XP) Jaguar 1/2 (100 XP) Kangaroo 1/2 (100 XP) Mountain Lion 1/2 (100 XP) Pallas Cat 1/2 (100 XP) Giant Porcupine 1/2 (100 XP) Giant Stick Insect 1/2 (100 XP) Wildebeest 1/2 (100 XP) Giant Woodpecker 1/2 (100 XP) Cheetah 1 (200 XP) Giant Falcon 1 (200 XP) Giant Flea 1 (200 XP) Leopard 1 (200 XP) Giant Moth 1 (200 XP) Appendix C: Monsters by Challenge Rating and Environment 293
Creature Challenge (XP) Giant Pangolin 1 (200 XP) Giant Trapdoor Spider 1 (200 XP) Giant Earthworm 2 (450 XP) Glyptodon 2 (450 XP) Giant Locust 2 (450 XP) Giant Mosquito 2 (450 XP) Giant Short-faced Bear 2 (450 XP) Giant Termite 2 (450 XP) Woolly Rhinoceros 2 (450 XP) Giant Ant 3 (700 XP) Giant Antlion 3 (700 XP) Giant Bee 3 (700 XP) Giant Praying Mantis 3 (700 XP) Giant Scarab 3 (700 XP) Terror Bird 3 (700 XP) Pachycephalosaurus 4 (1,100 XP) Giant Land Snail 5 (1,800 XP) Jungle Creatures Creature Challenge (XP) Chameleon 0 (0 XP) Cockatoo 0 (0 XP) Dragonfly 0 (0 XP) Fly 0 (0 XP) Kiwi Bird 0 (0 XP) Lemur 0 (0 XP) Mosquito 0 (0 XP) Moth 0 (0 XP) Racoon 0 (0 XP) Red Panda 0 (0 XP) Scarab 0 (0 XP) Sloth 0 (0 XP) Termite 0 (0 XP) Toucan 0 (0 XP) Assassin Bug 0 (10 XP) Binturong 0 (10 XP) Bullet Ant 0 (10 XP) Capuchin 0 (10 XP) Capybara 0 (10 XP) Falcon 0 (10 XP) Flying Squirrel 0 (10 XP) Creature Challenge (XP) Grasshopper Mouse 0 (10 XP) Hornbill 0 (10 XP) Hummingbird 0 (10 XP) Iguana 0 (10 XP) Kingfisher 0 (10 XP) Koala 0 (10 XP) Kookaburra 0 (10 XP) Leaf Slug 0 (10 XP) Maned Wolf 0 (10 XP) Parrot 0 (10 XP) Pheasant 0 (10 XP) Slow Loris 0 (10 XP) Squirrel 0 (10 XP) Stick Insect 0 (10 XP) Stork 0 (10 XP) Giant Swallowtail Butterfly 0 (10 XP) Tanuki 0 (10 XP) Tapir 0 (10 XP) Woodpecker 0 (10 XP) Giant Flying Squirrel 1/8 (25 XP) Macaque 1/8 (25 XP) Poison Dart Frog 1/8 (25 XP) Giant Racoon 1/8 (25 XP) Giant Squirrel 1/8 (25 XP) Tree Kangaroo 1/8 (25 XP) Aye-aye 1/4 (50 XP) Caiman 1/4 (50 XP) Giant Capybara 1/4 (50 XP) Giant Chameleon 1/4 (50 XP) Swarm of Fleas 1/4 (50 XP) Honey Badger 1/4 (50 XP) Giant Hummingbird 1/4 (50 XP) Giant Iguana 1/4 (50 XP) Giant Koala 1/4 (50 XP) Swarm of Mosquitos 1/4 (50 XP) Rattlesnake 1/4 (50 XP) Swarm of Scarabs 1/4 (50 XP) Tasmanian Devil 1/4 (50 XP) Swarm of Termites 1/4 (50 XP) Giant Assassin Bug 1/2 (100 XP) Cassowary 1/2 (100 XP) Dilophosaurus 1/2 (100 XP) 294 Bergin’s Book of Beasts
Creature Challenge (XP) Giant Dragonfly 1/2 (100 XP) Flying Fox 1/2 (100 XP) Fossa 1/2 (100 XP) Jaguar 1/2 (100 XP) Komodo Dragon 1/2 (100 XP) Mountain Lion 1/2 (100 XP) Ocelot 1/2 (100 XP) Orangutan 1/2 (100 XP) Giant Panda 1/2 (100 XP) Pit Viper 1/2 (100 XP) Giant Stick Insect 1/2 (100 XP) Sun Bear 1/2 (100 XP) Utah Raptor 1/2 (100 XP) Giant Woodpecker 1/2 (100 XP) Giant Falcon 1 (200 XP) Giant Flea 1 (200 XP) Giant Ground Sloth 1 (200 XP) Leopard 1 (200 XP) Giant Moth 1 (200 XP) Puma 1 (200 XP) Giant Earthworm 2 (450 XP) Glyptodon 2 (450 XP) Hippopotamus 2 (450 XP) Giant Mosquito 2 (450 XP) Giant Termite 2 (450 XP) Giant Bullet Ant 3 (700 XP) Giant Centipede 3 (700 XP) Giant Praying Mantis 3 (700 XP) Giant Scarab 3 (700 XP) Titanoboa 3 (700 XP) Giant Komodo Dragon 5 (1,800 XP) Giant Land Snail 5 (1,800 XP) Mountain Creatures Creature Challenge (XP) Armadillo Lizard 0 (0 XP) Bee 0 (0 XP) Ferret 0 (0 XP) Fly 0 (0 XP) Moth 0 (0 XP) Red Panda 0 (0 XP) Creature Challenge (XP) Robin 0 (0 XP) Scarab 0 (0 XP) Echidna 0 (10 XP) Falcon 0 (10 XP) Grasshopper Mouse 0 (10 XP) Hedgehog 0 (10 XP) Hummingbird 0 (10 XP) Musk Deer 0 (10 XP) Skunk 0 (10 XP) Giant Swallowtail Butterfly 0 (10 XP) Trapdoor Spider 0 (10 XP) Wombat 0 (10 XP) Woodpecker 0 (10 XP) Giant Ferret 1/8 (25 XP) Giant Hedgehog 1/8 (25 XP) Macaque 1/8 (25 XP) Giant Skunk 1/8 (25 XP) Vervet Monkey 1/8 (25 XP) Alpine Ibex 1/4 (50 XP) Giant Armadillo Lizard 1/4 (50 XP) Swarm of Bees 1/4 (50 XP) Donkey 1/4 (50 XP) Swarm of Fleas 1/4 (50 XP) Honey Badger 1/4 (50 XP) Giant Hummingbird 1/4 (50 XP) Llama 1/4 (50 XP) Rattlesnake 1/4 (50 XP) Swarm of Scarabs 1/4 (50 XP) Wolverine 1/4 (50 XP) Yak 1/4 (50 XP) Dingo 1/2 (100 XP) Lynx 1/2 (100 XP) Mountain Lion 1/2 (100 XP) Pallas Cat 1/2 (100 XP) Giant Panda 1/2 (100 XP) Giant Woodpecker 1/2 (100 XP) Giant Yak 1/2 (100 XP) Giant Falcon 1 (200 XP) Giant Flea 1 (200 XP) Leopard 1 (200 XP) Giant Moth 1 (200 XP) Puma 1 (200 XP) Appendix C: Monsters by Challenge Rating and Environment 295
Creature Challenge (XP) Snow Leopard 1 (200 XP) Giant Trapdoor Spider 1 (200 XP) Glyptodon 2 (450 XP) Giant Short-faced Bear 2 (450 XP) Giant Bee 3 (700 XP) Giant Scarab 3 (700 XP) Rivers and Lakes Creatures Creature Challenge (XP) Arctic Shrew 0 (0 XP) Axolotl 0 (0 XP) Beaver 0 (0 XP) Catfish 0 (0 XP) Duck 0 (0 XP) Fly 0 (0 XP) Koi 0 (0 XP) Leech 0 (0 XP) Robin 0 (0 XP) Giant Beaver 0 (10 XP) Cane Toad 0 (10 XP) Flamingo 0 (10 XP) Goose 0 (10 XP) Kingfisher 0 (10 XP) Lamprey 0 (10 XP) Moustache Toad 0 (10 XP) Otter 0 (10 XP) Pelican 0 (10 XP) Platypus 0 (10 XP) Red Crowned Crane 0 (10 XP) Salmon 0 (10 XP) Shoebill 0 (10 XP) Giant Swallowtail Butterfly 0 (10 XP) Giant Axolotl 1/8 (25 XP) Giant Catfish 1/8 (25 XP) Giant Koi 1/8 (25 XP) Manatee 1/8 (25 XP) Giant Platypus 1/8 (25 XP) Poison Dart Frog 1/8 (25 XP) Salamander 1/8 (25 XP) Giant Salmon 1/8 (25 XP) Vervet Monkey 1/8 (25 XP) Creature Challenge (XP) Caiman 1/4 (50 XP) Giant Dragonfish 1/4 (50 XP) Eel 1/4 (50 XP) Swarm of Leeches 1/4 (50 XP) Giant Otter 1/4 (50 XP) Spitting Cobra 1/4 (50 XP) Jaguar 1/2 (100 XP) Giant Spitting Cobra 1/2 (100 XP) Utah Raptor 1/2 (100 XP) Swarm of Axolotls 1 (200 XP) Swarm of Dragonfish 1 (200 XP) Swarm of Lampreys 1 (200 XP) Giant Pelican 1 (200 XP) Giant Salamander 1 (200 XP) Giant Fishing Spider 2 (450 XP) Hippopotamus 2 (450 XP) Giant Antlion 3 (700 XP) Giant Assassin Snail 3 (700 XP) Giant Leech 3 (700 XP) Giant Squid 8 (3,900 XP) Swamp Creatures Creature Challenge (XP) Ant 0 (0 XP) Arctic Shrew 0 (0 XP) Beaver 0 (0 XP) Death’s-Head Hawkmoth 0 (0 XP) Dragonfly 0 (0 XP) Duck 0 (0 XP) Fly 0 (0 XP) Leech 0 (0 XP) Mosquito 0 (0 XP) Moth 0 (0 XP) Racoon 0 (0 XP) Scarab 0 (0 XP) Anteater 0 (10 XP) Armadillo 0 (10 XP) Assassin Bug 0 (10 XP) Giant Beaver 0 (10 XP) Swarm of Death’s-Head Hawkmoths 0 (10 XP) Flamingo 0 (10 XP) 296 Bergin’s Book of Beasts
Creature Challenge (XP) Goose 0 (10 XP) Kingfisher 0 (10 XP) Leaf Slug 0 (10 XP) Maned Wolf 0 (10 XP) Moustache Toad 0 (10 XP) Otter 0 (10 XP) Platypus 0 (10 XP) Red Crowned Crane 0 (10 XP) Shoebill 0 (10 XP) Skunk 0 (10 XP) Squirrel 0 (10 XP) Giant Swallowtail Butterfly 0 (10 XP) Giant Maggot 1/8 (25 XP) Giant Platypus 1/8 (25 XP) Poison Dart Frog 1/8 (25 XP) Giant Racoon 1/8 (25 XP) Salamander 1/8 (25 XP) Giant Skunk 1/8 (25 XP) Giant Squirrel 1/8 (25 XP) Swarm of Ants 1/4 (50 XP) Giant Armadillo 1/4 (50 XP) Caiman 1/4 (50 XP) Eel 1/4 (50 XP) Swarm of Fleas 1/4 (50 XP) Swarm of Leeches 1/4 (50 XP) Swarm of Mosquitos 1/4 (50 XP) Giant Otter 1/4 (50 XP) Rattlesnake 1/4 (50 XP) Swarm of Scarabs 1/4 (50 XP) Giant Assassin Bug 1/2 (100 XP) Cassowary 1/2 (100 XP) Dilophosaurus 1/2 (100 XP) Giant Dragonfly 1/2 (100 XP) Giant Dung Fly 1/2 (100 XP) Jaguar 1/2 (100 XP) Mountain Lion 1/2 (100 XP) Giant Flea 1 (200 XP) Giant Ground Sloth 1 (200 XP) Giant Moth 1 (200 XP) Giant Salamander 1 (200 XP) Giant Earthworm 2 (450 XP) Hippopotamus 2 (450 XP) Creature Challenge (XP) Giant Mosquito 2 (450 XP) Giant Ant 3 (700 XP) Giant Assassin Snail 3 (700 XP) Giant Centipede 3 (700 XP) Giant Leech 3 (700 XP) Giant Scarab 3 (700 XP) Giant Land Snail 5 (1,800 XP) Baryonyx 7 (2,900 XP) Underwater Creatures Creature Challenge (XP) Axolotl 0 (0 XP) Catfish 0 (0 XP) Koi 0 (0 XP) Leech 0 (0 XP) Anglerfish 0 (10 XP) Chambered Nautilus 0 (10 XP) Dragonfish 0 (10 XP) Gull 0 (10 XP) Hermit Crab 0 (10 XP) Jellyfish 0 (10 XP) Lamprey 0 (10 XP) Pistol Shrimp 0 (10 XP) Porcupinefish 0 (10 XP) Salmon 0 (10 XP) Sea Urchin 0 (10 XP) Trilobite 0 (10 XP) Giant Anglerfish 1/8 (25 XP) Giant Axolotl 1/8 (25 XP) Giant Catfish 1/8 (25 XP) Electric Ray 1/8 (25 XP) Giant Hermit Crab 1/8 (25 XP) Giant Koi 1/8 (25 XP) Manatee 1/8 (25 XP) Giant Salmon 1/8 (25 XP) Scorpion Fish 1/8 (25 XP) Sea Turtle 1/8 (25 XP) Sting Ray 1/8 (25 XP) Stonefish 1/8 (25 XP) Caiman 1/4 (50 XP) Giant Dragonfish 1/4 (50 XP) Appendix C: Monsters by Challenge Rating and Environment 297
Creature Challenge (XP) Eel 1/4 (50 XP) Swarm of Leeches 1/4 (50 XP) Marlin 1/4 (50 XP) Giant Sea Turtle 1/4 (50 XP) Giant Sea Urchin 1/4 (50 XP) Swarm of Shrimp 1/4 (50 XP) Giant Sting Ray 1/4 (50 XP) Giant Marlin 1/2 (100 XP) Giant Scorpion Fish 1/2 (100 XP) Giant Stonefish 1/2 (100 XP) Swarm of Axolotls 1 (200 XP) Barracuda 1 (200 XP) Giant Chambered Nautilus 1 (200 XP) Swarm of Dragonfish 1 (200 XP) Elephant Seal 1 (200 XP) Giant Jellyfish 1 (200 XP) Swarm of Lampreys 1 (200 XP) Swarm of Trilobites 1 (200 XP) Creature Challenge (XP) Giant Barracuda 2 (450 XP) Beluga Whale 2 (450 XP) Dunkleosteus 2 (450 XP) Leopard Seal 2 (450 XP) Giant Shrimp 2 (450 XP) Giant Assassin Snail 3 (700 XP) Giant Clam 3 (700 XP) Humpback Whale 3 (700 XP) Giant Leech 3 (700 XP) Narwhal 3 (700 XP) Giant Pistol Shrimp 3 (700 XP) Whale Shark 3 (700 XP) Blue Whale 4 (1,100 XP) Giant Tardigrade 6 (2,300 XP) Island Turtle 8 (3,900 XP) Mosasaurus 8 (3,900 XP) Giant Squid 8 (3,900 XP) 298 Bergin’s Book of Beasts
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/ or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Appendix C: Monsters by Challenge Rating and Environment 299
300