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Published by uygufguuydadsdas, 2022-08-17 05:05:00

Latin American Monsters

Latin American Monsters

L Conrad Ward (Order #31470884)

Authors: Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson

Additional Material By: James-Levi Cooke, Michael Mifsud, Drew Zambrotta

Editing and Development: Eytan Bernstein, Matt Kimmel, Jason Nelson, David N.

Ross

Artists: Gonzalo Apestegui, Gabriella Noriega Arana, Bruno Balixa, Jesus Blones,

Martin Cabrera, Felipe Carneiro, Guillermo Cartay, Daniel Cotter, Andrew Doris,
Rodrigo Gallo, Cristian Huerta, Michael Jaecks, Matthias Kinnigkeit, Jarek Madyda,
Anna Marcano, Mitch Mueller, Julio Oliveira Rocha, Banu Satrio, Tanyaporn
Sangsnit, Phill Simpson, Phil Stone, Bob Storrar, David Suarez, Cam Taylor, Justin
Usher, Marco Morales Yáñez (Peyeyo), Simon Zhong

Design and Layout: Rick Kunz

Chief Executive Officer: Jason Nelson

Chief Strategic Officer: Shirline Wilson

Chief Business Officer: Rachel Ventura

Special Thanks to Our Latinx Creators on the

Boricubos and Latin American Monsters Project
Argentina: Anna Marcano
Brazil: Felipe Carneiro, Pedro Coelho, Renan Moraes, Júlio Cesar Oliveira Rocha
Chile: Rodrigo Gallo, Cristian Huerta, Marco Morales Yáñez
Colombia: David Suarez
Costa Rica: Gonzalo Apestegui
Guatemala: Gabriella Noriega Arana
Mexico: Robert J. Grady, Ismael Alvarez
Paraguay: Martin Cabrera
Puerto Rico: Joseph Blomquist, Miguel Colon, Aaron Lascano
Venezuela: Jesús Blones, Guillermo Cartay

Latin American Monsters (5E) © 2021, Legendary Games
Legendary Games; Authors Miguel
Colon, Ismael Alvarez, Robert J. Grady, 524 SW 321st St.
Jason Nelson, James Abendroth, Jeremy Federal Way, WA 98023-5656
Corff, Matt Goodall, Anthony Saunders, makeyourgamelegendary.com
Mike Welham.
ISBN: 978-1-955320-09-2
First printing October 2021.
Printed in USA.

L Conrad Ward (Order #31470884)

Introduction Quetz Pinahuiztli
Tletli Praying Mantis
Creatures by Cultural Origin Xiuh
Creatures by Type Cuauhxicalli Blood Mantis
Creatures by Challenge Stone Eagle Deadly Mantis
Abúhukü Stone Jaguar Qasoǵonaǵa
Acalica Great Stone Jaguar Quetzal
Ahuizotl Cuero Rahara
Aíǰe Sporewing Romŝiwamnari
Curupira Saci Perere
Aíǰe Tadpole Eel Saguaroi
Adult Aíǰe Electric Eel Sayona
Ancient Aíǰe Giant Moray Eel Serpents
Alicanto Eintykára Chimalcoatl
Alux Encantado Tililcoatl
Amaru Falajitax Velachif
Anaconda Guariba-boia Xicalcoatl
Giant Anaconda Guecubu Siéhnam
Araǵanaqlta’a Guallepin Sihuanaba
Grandfather Araǵanaqlta’a Huecuva Sloth
Armadillo Jarjacha Mapinguary
Giant Armadillo Jinete de Tormento Megatherium
Boiúna Kori Sombreron
Cadejo Lakuma Soucouyant
Caiman Lizard Teja Jagua
Black Caiman Giant Beaded Lizard Thunderbird
Blood Caiman Giant Gecko Timbo
Dwarf Caiman Giant Horned Lizard Tlahuelpuchi
Carbunclo Giant Iguana Tortoise
Carnivorous Plants Llorona Ancient One
Giant Flytrap Luison Common Tortoise
Giant Pitcher Plant Lusca Island Tortoise
Giant Sundew Lycanthropes Tsamtás
Carreta Nagua Werecaiman Tosetáx
Sinslain Minion Werejaguar Tunche
Cat, Great Werejaguar Nagual Tuyango
Margay Madremonte Swarm of Tuyango Hatchlings
Jaguar Magüi Tzitzimitl
Ocelot Mantis Shrimp Wako
Puma Giant Mantis Shrimp Wako Matriarch
Ccoa Reefhammer Wako Pup
Cherufe Mazacoatl Xipe Totec
Chonchón Mbói Tu’i Xolo Guardian
Chupacabra Mico Brujo Xtabay
Colocolo Muki Yohualtepoztli
Couatl Munuane Zuvembie
Auwaz Okpe
Chicome Peuchen Appendix: New Spells
Mix
ii
L Conrad Ward (Order #31470884)

What You Will Find Inside Latin American Monsters

Latin American Monsters is the latest specialty 5E bestiary from Legendary Games, bringing
you richly detailed and evocatively described monsters for the 5th Edition of the world’s
most famous roleplaying game, drawing upon the myths and legends of the real world
and throughout the history of RPGs. You can check out the fantastic flair of these monster
accessories in the companion volumes Asian Monsters, Mythos Monsters, Sea Monsters, Coldwood
Codex, Boreal Bestiary, and Construct Codex! This volume brings you monsters from cultures
across the Caribbean and Central and South America, from Puerto Rico to Paraguay, Bolivia
to the Bahamas, Costa Rica to Chile, and more! This exciting monster supplement has been
developed with care by our expert game designers in conjunction with almost 20 Latinx authors
and artists to bring you over 120 magnificent monsters from the myths and legends of Latin
America to enrich your 5E campaign!

The Legendary Games tradition is to combine rich story and background,
innovative layout, beautiful aesthetics, and excellence in design that is second to
none, allowing you to enliven and enrich your campaign in amazing and exciting
ways. This product is the latest in that tradition, and we hope you enjoy using it as
much as we enjoyed making it. Game on!
- Jason Nelson

Special Electronic Features

We’ve hyperlinked this product internally from the Table of Contents and externally with links to the
official System Reference Document or 5eSRD. If it is in the core rulebook, we generally didn’t link to
it unless the rule is an obscure one. The point is not to supersede the game books, but rather to help
support you, the player, in accessing the rules, especially those from newer books or that you may not
have memorized.

About Legendary Games

Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer
Games, Inc. and managed by Jason Nelson, Legendary Games uses a cooperative, team-based approach to
bring you, the Paizo fan, the best expansion material for your game. We are gamers and storytellers first,
and we believe that passion shows in our products. So check us out, and Make Your Game Legendary! Visit
us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.

1

L Conrad Ward (Order #31470884)

INTRODUCTION match those more common in a Latin American-inspired setting,
there is no need to change anything mechanically about how
The cultures of Latin America and the Caribbean are rich and the creature functions and plays at the table. Any RPG monster
diverse and offer a vast array of interesting myths and legends drawing upon real-world myths, legends, folklore, or religion, of
of heroes and monsters, serpents and shapechangers, ogres course, is just a representation of an idea, a convenient shorthand
and demons, and so much more. Latin American culture as a for how to use it as a creature in the game. Like the pegasus
feature of roleplaying games has been around since at least the or medusa from Greek mythology, in those stories they may be
1st Edition of AD&D, with monsters like the couatl and classic unique creatures, but in an RPG world they can represent a kind
adventures like C1 The Hidden Shrine of Tamoachan, but while of creature, or even an entire category of creatures. They may
Latin American themes cropped up here and there over the years be spirits or demons in one telling of the tale and creatures of
with expansions like the Maztica boxed set for Forgotten Realms, flesh and blood in another but finding similar creatures that work
it never quite reached the mainstream. Even what little appeared across genres is a way to save time at the table while still finding
focused almost exclusively on Aztec and Mayan cultures, or at fun monsters to use that convey at least some of the themes and
least an outsider’s interpretation of that they might have been tropes of different cultures.
like, or occasionally a “conquistadors meet natives” colonization
and conquest story. Likewise, Caribbean influences mostly The standard merfolk can be the iara in fantasy Brazil, with
showed up as Age of Sail pirate adventures and supplements their more savage ipupiara counterparts having the same
but little else. As the majority of RPG books and settings and statistics as a merrow. The Taino hupia could be the equivalent
adventures leaned into a Western style of Euro-medieval fantasy, of common ghosts, but their legends often refer to luring the
there was always the question of what lies beyond in other parts living into the forest or swamps, very much like the will-o’-wisp.
of the world. Earth has a vast array of cultures and legends; While bugbears in roleplaying games share little more than a
should fantasy worlds be any different? name with the vague and conflicting English and German roots
of the name, the idea of a race of hairy humanoid hunters could
Whether they are the core of a campaign or a mysterious far- be a match with the maricoxi of Brazil or the mono grande or
off land beyond the borders of where adventurers usually tread, marimondas of Venezuela.
in a world with teleportation, flight, and plane travel there’s no
reason they can’t impact things right on an adventurer’s doorstep The couatl is definitely the 5E creature most directly
thousands of miles away. A spellcaster summoning beings from inspired by the mythology of Central America, evoking the
other planes could just as well tap into whole new categories feathered serpent iconography of the god Quetzlcoatl. Other
of creatures whose folkloric roots are in the Americas as into monsters like merfolk, zombies, ogres, ghosts, and ghouls
the more well-known otherworldly hosts of angels and devils, have near equivalents in Latin American folklore, but they
demons and genies. An epic journey could take adventurers far are certainly not unique to them. Most of the animals, plants,
from home into empires inspired by the Americas of our world, and similar common beasts like giant insects in Appendix
or in your fantasy campaign cultures that grew up continents A: Miscellaneous Creatures of the 5E Manual of Monsters
apart on Earth could be just across the narrow straits from are eminently suitable for use in a Latin American-themed
each other. An interplanar metropolis is just as likely to have campaign. If ever in doubt about whether a given creature
adventurers and planeswalkers from magical lands with a Latin is likely to appear—at least in our world—in an area of your
American or Caribbean flair as a European one. campaign world that resembles a real-world country or region,
a quick search of the internet or any of the fantastic nature
Regardless of whether your fantasy world is vast, with far- documentaries available today can reveal the habitat and range
separated cultures like those on Earth or include everything of any natural creature. Just because hyenas and lions are native
and the kitchen sink packed in together in a genre-spanning to the African savannah on Earth doesn’t mean they couldn’t
free-for-all, an awesome collection of Latin American-inspired appear in your fantasy equivalent of Central or South America,
monsters is a terrific tool for diversifying the kinds of challenges but if you’re going to the effort of populating your adventures
and threats your heroes must face. For players who are not with the flavor and feel of the Americas, it’s probably better
already familiar with them, they can bring a vibrant spark to the to choose animals that better suit those themes, and we’ve
game, surprising your players and adding a touch of naturalism
to campaigns that might otherwise grow stale with more of included a variety of those in this book for just that reason.
the same common Western fantasy standards. Some are
glorious and resplendent beings like the beatific madremonte LIST OF CREATURES BY
or an entire family of couatl, offering wisdom and counsel, CULTURAL ORIGIN:
while the vicious and cruel guariba-boia and soucouyant make
deliciously diabolical villains. You’ll find low-level foes like the The creatures in this tome were drawn from cultures across
alux, chonchón, and colocolo, tricksters like the curupira and Latin America and, in a few cases, beyond. If you’re working to
saci perere, spirits of nature like the tunche and rahara, and an evoke a fantasy version of a particular culture in your campaign,
awesome array of undead and shapeshifters. While the myths you can use this list as a guide. In all cases, however, this guide
and legends of Mexico are the most prominent in RPG lore, is necessarily incomplete, since many of these creatures exist
Latin American Monsters also brings in creatures from all over across cultures and have evolved and changed over time. For
the Caribbean and Latin America, from Puerto Rico to Paraguay, example, the duppy of Jamaica and Barbados is called the
Bolivia to Nicaragua, Chile to Costa Rica, Haiti to Argentina, and jumbie in many other islands of the Caribbean, and both trace
more. From serpents and shapechangers to forlorn ghosts of their roots to West African ghost legends. The being called
the villages and deadly jungle killers, Latin American Monsters madremonte (sometimes also called marimonda) in Colombia
brings you a ton of magnificent monsters to open up a whole new is very similar to the sayona of Venezuela (though we’ve chosen
world of adventure for your 5E campaign! to develop them as two separate RPG monsters in this book),
as well as to La Tunda and La Patasola. The mapinguary of the
EXISTING 5E CREATURES WITH LATIN Amazon are sometimes also called the kida harara, segamai,
AMERICAN ORIGINS or kida so’emo in other parts of Brazil, owhuama in Venezuela,
or jucucu in Bolivia. The seductive siguanaba of Guatemala is
Some creatures in the official 5E SRD are already drawn from the sihuanaba in Costa Rica, cegua in Nicaragua, and sucia in
Latin American myths and legends or are sufficiently universal Honduras, sometimes with slight variations as to whether she is
in their appearance and lore underpinnings that, aside from a ghost or a demon, and each one shares much in common with
potentially using different gear from clothing to weapons to the llorona of Mexico.

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L Conrad Ward (Order #31470884)

Creating monsters for a fantasy game is about drawing Elemental: alicanto, ccoa, okpe
inspiration from exciting and interesting stories in the real world
and from fantasy and fiction. This book is a gaming supplement, Fey: acalica, alux, curupira, eintykára, encantado, madremonte,
not an academic treatise, and shows the places where we drew mico brujo, muki, pinahuiztli, saci perere, sombreron, tunche,
inspiration for exciting and interesting monsters you can introduce xicalcoatl
into your campaign, with the abundant caveat that the cultural
DNA of some of these creatures comes from across Central and Fiend: abúhukü, chonchón, colocolo, guariba-boia, luison,
South America and the Caribbean rather than having a single clear sihuanaba, soucouyant, xipe totec
and distinct source in folklore and mythology. We hope you enjoy
the creatures we’ve created, and if you feel inspired dig deep into Giant: munuane
these fascinating cultures and create your own. This book only
scratches the surface of a world of adventure. Humanoid: werecaiman, werejaguar, werejaguar nagual

Note: In real-world legends, many creatures represented here Monstrosity: ahuizotl, amaru, ancient one tortoise, cadejo,
have the gendered article ‘el’ or ‘la’ appended to their names, as carbunclo, cherufe, chimalcoatl, chupacabra, guallipen, kori,
they typically represent a unique legendary creature. As RPG lusca, mapinguary, magüi, mazacoatl, mboi tu’i, peuchen,
monsters, none of these creatures are unique (save perhaps for siéhnam, teju jagua, thunderbird, timbo
Xipe Totec, if you wish for him to be so), so we have dropped
the article just as RPGs drop it for creatures like Pegasus, Ooze: lakuma
Medusa, and so on that are unique figures in Greek mythology
but just another type of monster in RPG rules. Plant: giant flytrap, giant pitcher plant, giant sundew, rahara,
saguaroi, xtabay
Argentina: araganqlta’a, chonchón, lakuma, okpe, qasognaga,
siéhnam, tuyango Undead: carreta nagua, guecubu, huecuva, jarjacha, jinete de
tormento, llorona, sayona, sinslain minion, tlahuelpuchi,
Bahamas: lusca tzitzimitl, zuvembie

Bolivia: acalica, aíǰe, tosetáx, tsamtás LIST OF CREATURES BY CHALLENGE:

Brazil: boiúna, curupira, encantado, giant anaconda, guariba- The following section lists all monsters included in this book,
boia, mapinguary, romŝiwamnari, saci perere alphabetically by their Challenge level.

Chile: alicanto, amaru, carbunclo, cherufe, colocolo, cuero, 0: armadillo, common tortoise, margay, ocelot, sloth
guallipen, guecubu, huecuva, peuchen
1/8: chimalcoatl, pinahuiztli
Colombia: abúhukü, kori, madremonte, munuane, werecaiman
1/4: alux, colocolo, dwarf caiman, electric eel, swarm of tuyango
Costa Rica: sihuanaba hatchlings, tadpole aíǰe, tlilcoatl, wako pup

Cuba: magüi 1/2: alicanto, island tortoise, puma, quetzal, sinslain minion,
velachif
El Salvador: cadejo, mico brujo
1: blood mantis, carbunclo, chonchón, giant gecko, jaguar,
Guatemala: alux, quetzal, sombreron tuyango, wako, xtabay

Haiti: soucouyant, zuvembie 2: blood caiman, curupira, giant armadillo, giant moray eel,
guardian stela, muki, stone eagle, timbo, xicalcoatl
Honduras: timbo
3: black caiman, deadly mantis, giant horned lizard, guallipen,
Mexico: ahuizotl, couatl, cuauhxicalli, guardian stela, llorona, huecuva, mapinguary, mazacoatl, werecaiman, werejaguar,
mazacoatl, pinahuiztli, saguaroi, thunderbird, tzitzimitl, xipe xolo guardian, yohualtepoztli
totec, xolo guardian, xtabay, yohualtepoztli
4: acalica, anaconda, chupacabra, lakuma, megatherium, saci
Nicaragua: carreta nagua, jinete de tormento, sinslain minion perere, sombreron, werejaguar nagual

Paraguay: eintykára, falajitax, luison, mboi tu’i, teju jagua 5: cadejo, eintykára, giant iguana, kori, sihuanaba, soucouyant,
tlahuelpuchi, wako matriarch, zuvembie
Peru: amaru, ccoa, jarjacha, muki, tunche
6: abúhukü, cuero, giant flytrap, saguaroi, sporewing, stone
Puerto Rico: chupacabra jaguar

Venezuela: rahara, sayona, wako 7: giant beaded lizard, giant pitcher plant, jinete de tormento,
mico brujo
Real Animals and Plants: anaconda, armadillo, caiman,
carnivorous plants, eels, jaguar, mantis shrimp, margay, 8: ccoa, encantado, guariba-boia, luison, mix couatl, qasoǵonaǵa
ocelot, praying mantis, puma, sloth, tortoise
9: adult aíǰe, giant mantis shrimp, jarjacha, magüi, rahara
LIST OF CREATURES BY TYPE:
10: ancient one tortoise, guecubu, tsamtás
The following section lists all monsters included in this book,
alphabetically by their type. 11: great stone jaguar, llorona, mboi tu’i, okpe, sayona

Aberration: cuero, falajitax, sporewing, tosetáx, tsamtás 12: araǵanaqlta’a, giant sundew, madremonte, peuchen, xiuh
couatl
Beast: anaconda, armadillo, black caiman, blood caiman, blood
mantis, boiúna, common tortoise, deadly mantis, dwarf 13: carreta nagua, falajitax, giant anaconda, munuane,
caiman, electric eel, giant anaconda, giant armadillo, giant thunderbird
beaded lizard, giant gecko, giant horned lizard, giant iguana,
giant mantis shrimp, giant moray eel, island tortoise, jaguar, 14: quetz couatl, teju jagua
margay, megatherium, ocelot, puma, reefhammer, sloth,
tililcoatl, tuyango, velachif 15: amaru

Celestial: auwaz couatl, chicome couatl, mix couatl, 16: grandfather araǵanaqlta’a
qasoǵonaǵa, quetz couatl, quetzal, tletli couatl, xiuh couatl
17: ancient aíǰe
Construct: cuauhxicalli, guardian stela, xolo guardian,
yohualtepoztli 18: cherufe, reefhammer

Dragon: araganaqlta’a 19: tzitzimitl

L Conrad Ward (Order #31470884) 21: tunche
22: boiúna, lusca

25: tosetáx

30: xipe totec

3

Abúhukü

These nocturnal fiends are deadly hunters who embody plagues,
poisons, and all manner of physical taint and corruption that rots
bodies from the inside out. They are said to arise from the spirits
of poisoners and murderers in life, or even adulterers and carnal
predators, reborn in filthy, hairy, stinking bodies that embody
their every bestial craving and murderous impulse. They often
pierce or carve a hole in the skull of their victims before sucking
out the entire content of bodily fluids and organs. They may roll
unconscious prey in palm leaves and beat or roast the body to
tenderize it. In either case, they usually leave the empty skin of
their victim hanging from a tree after they have completed their
feast. The abúhukü is 6 feet tall and weighs 150 to 200 pounds.

Predatory Parenting. Abúhuküs may be male or female, and as
demons they continue to prey on those they abused in life. Either
gender of abúhukü is liable to spare children after murdering
their parents, raising them like changelings to become feral
and cannibalistic. Abúhuküs are quite stupid and can often be
outwitted by clever tricks or even by children.

Toxic Tincture. The hairs of an abúhukü’s armpits are said
to enhance poisons, whether freely given or harvested from a
captive creature, cut with a corn husk, and reduced to ashes by a
smoldering fire. When mixed into a poultice and then dried and
powdered, this residue can be added to any poison to increase the
save DC by 1.

Abúhukü will fight, however, while within the range of the capsicum smoke
it has disadvantage on all attack rolls.
Medium fiend (demon), chaotic evil Grappler. The abúhukü has advantage on attack rolls against any
Armor Class 15 (natural armor) creature grappled by it.
Hit Points 71 (13d8 + 13) Magic Resistance. The abúhukü has advantage on saving throws
Speed 20 ft., climb 40 ft. against spells and other magical effects.
Sloth Transformation. When an abúhukü is killed it transforms into
STR DEX CON INT WIS CHA an ordinary sloth which wanders away (slowly) if left alone.
Spider Climb. The abúhukü can climb difficult surfaces, including
15 (+2) 15 (+2) 12 (+1) 5 (-3) 14 (+2) 10 (+0) upside down on ceilings, without needing to make an ability
Saving Throws Dex +5, Wis +5 check.
Skills Perception +5 Stupidity. In addition to its low Intelligence score, the abúhukü has
Damage Resistances cold, fire, lightning disadvantage on Wisdom (Insight) checks.
Damage Immunities poison
Condition Immunities poisoned Actions
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15
Languages Abyssal; telepathy 120 ft. Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Challenge 6 (2,300 XP) creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6)
Adhesive. The abúhukü adheres to anything that touches it. A Huge necrotic damage, and the target’s hit point maximum is reduced
by an amount equal to the necrotic damage taken. If this effect
or smaller creature adhered to the abúhukü is also grappled by reduces a creature’s hit point maximum to 0, the creature dies.
it (escape DC 12). Ability checks made to escape this grapple This reduction to a creature’s hit point maximum lasts until the
have disadvantage. creature finishes a long rest or until it is affected by a spell like
Capsicum Weakness. Capsicum smoke is toxic to abúhukü, and they greater restoration.
can be easily driven away by burning peppers. If cornered it

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L Conrad Ward (Order #31470884)

Acalica Acalica

Tiny fey, neutral These small fey resemble a wizened old men that live on the high
mountains and dry plateaus of their homelands. Some dress
Armor Class 18 simply in bits of leaves, fur, and scraps of discarded fabric, while
others wear more elaborate clothing in the style of the cultures
Hit Points 32 (13d4) of the high mountains and dry plateaus, including caps, jackets,
and robes intricately woven and beaded in decorative patterns.
Speed 10 ft., fly 40 ft. They have diaphanous latticework wings resembling those of a
dragonfly but they keep to themselves and out of sight, preferring
STR DEX CON INT WIS CHA privacy to interacting with mortals. While they prefer to dwell
in caves, they have considerable magical power to influence the
2 (-4) 20 (+5) 10 (+0) 10 (+0) 14 (+2) 15 (+2) weather of the lands above, and the colors of their wings can shift
Skills Perception +4, Stealth +7 and shimmer in harmony with changing seasons and temperature.
They sometimes reveal themselves to druids and hedge witches
Senses passive Perception 14 who honor nature and study the shifting skies and seasons.

Languages Common, Sylvan

Challenge 4 (1,100 XP)
Innate Spellcasting. The acalica’s innate spellcasting ability

is Charisma (spell save DC 12). He can innately cast the
following spells, requiring no material components:
At will: dancing lights, detect evil and good, detect thoughts,
druidcraft, invisibility (self only)
1/day each: confusion, dispel magic, gust of wind, phantasmal
force, sleep, sleet storm, wind wall
1/week each: control weather, wind walk
Glimmer. The acalica is invisible when looked at directly.
It can only be seen out of the corner of the viewers eye
unless the acalica decides otherwise. Attack rolls against
the acalica have a -1d4 penalty.
Magic Resistance. The acalica has advantage on saving
throws against spells and other magical effects.
Weathervane. The acalica can predict the weather for the next
24 hours with 100 percent accuracy. Their colouring also
reflects the current weather pattern and hints at the forecast
as well. For example, on a hot day but with rain the
following day, he will appear reddish/orange with blue/
green wings and cap.

Actions

Sky-Bolt. Ranged Spell Attack: +4 to hit, range 90 ft., one
target. Hit: 12 (3d6 + 2) energy damage. The acalica can
determine the damage type as part of the attack which can
be cold, lightning or thunder. This attack does an additional
7 (2d6) damage if the target could not see the acalica
when the attack hits.

Reactions

Glimmer Man. When an attack misses the acalica he may
become invisible until the end of his next turn or until he
attacks.

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L Conrad Ward (Order #31470884)

Ahuizotl

Carnage-hungry denizens of the swamp, at a glance ahuizotls
look little different than overlarge otters or a variety of other
water-dwelling mammals. Their hindquarters reveal them to be
far stranger beasts, though, as each possesses a powerful tail
ending in a fifth hand with deadly claws. From the depths of
their aquatic homes, ahuizotls look skyward, watchful for any
boat or intruder that might trespass into their territories. Upon
sighting such prey, their tentacle-like tails burst from the murk,
dragging their victims down to meet death amid their powerful
jaws and the drowning mire. Yet for all their ferocity, ahuizotls
are blasphemously wasteful, for all they desire from their meals
are the crunch of dismembered teeth and nails and the cool slime
of freshly extracted eyes. What remains they release forth to the
waves, to other aquatic predators, and to their victims’ shocked
mourners. Ahuizotls measure roughly 8 feet long, with a
powerful build causing their weights to average around
1,300 pounds.

Ahuizotl or be compelled to dive into the water and move towards the
illusion, while suffocating in the water. The affected creature
Large monstrosity, neutral evil can survive in the water for a number of rounds equal to its
Armor Class 15 (natural hide) Constitution modifier (minimum 1 round). At the start of its next
Hit Points 170 (20d10 + 60) turn, it drops to 0 hit points and is dying. A suffocating creature
Speed 30 ft., swim 50 ft. can attempt another Wisdom saving throw at the end of each
of its turns in order to end this effect. Creatures immune to the
STR DEX CON INT WIS CHA charmed condition are immune to this effect, and creatures that
save are immune to this ability for 24 hours.
22 (+6) 20 (+5) 17 (+3) 9 (–1) 14 (+2) 16 (+3) Voice Mimicry. An ahuizotl can perfectly mimic the sound of
Saving Throws Str +9, Dex +8 humanoid sobbing and can even attempt to mimic voices it
Skills Deception +6, Stealth +8 has heard. When mimicking a voice, an ahuizotl must make a
Senses darkvision 60 ft., passive Perception 12 Charisma (Deception) ability check opposed by its listener’s
Languages Common Wisdom (Insight) check. If the listener has never heard the
Challenge 7 (2,900 XP) voice the ahuizotl is attempting to mimic, the listener has
Drowning Distress. While the ahuizotl is swimming within a body disadvantage on its Wisdom (Insight) check.

of water, it can create an audible and visual illusion of a beast Actions
or humanoid splashing and crying out in distress in a body
of water. The illusion’s speech is incoherent and panicked but Multiattack. The ahuizotl makes three attacks: one with its bite and
draws beasts or humanoids (as chosen by the ahuizotl) to its two with its claws.
aid. Creatures of the chosen type within 30 feet that are able
to see or hear the illusion are drawn toward the illusion unless Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
they succeed a DC 15 Wisdom saving throw. A creature that 28 (4d10 + 6) piercing damage.
reaches the water’s edge must attempt the saving throw again
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 11 (1d10 + 6) slashing damage.

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Aíje Companions. An aíǰe tadpole can be raised in captivity, being
fed and cared for and using its magical skills for the betterment of
Thriving in the murky waterways of dark jungles and dank
swamps to the brackish waters of large estuaries are a species of those that befriend it. However, they grow equally quickly when
mythical aquatic beings referred to by the local population as the
aíǰe. This amphibious creature has magical skin that camouflages so contained, and those that fail to release them into waterways
them on land and makes them virtually undetectable in the water.
An unsuspecting party or beast would not notice them until they and swamps when they outgrow their pools and ponds earn
hear the aíǰe’s song, and then it is often too late. Their magical
song makes it very hard for anyone to kill them. They use their their wrath. They never forget those who have raised them, and
song to mesmerize their captors or prey. Fortunately, the aíǰe is
not aggressive by nature, but if crossed, it would be wisest to flee while an aíǰe can be vengeful to those who have mistreated it, it
with haste. They have a face of teeth like a piranha and can use is equally devoted to the welfare of those that have treated it well.
them to razor through anything that displeases them.
If called upon in times of need, the aíǰe will
Naturally Cultured. Aíǰe have a fondness for good music and always seek to answer.
dance and can be persuaded to leave others unarmed or even to
help if impressed or distracted with a skilled performance.
Gifts of flowers and feathers also please them, as do gifts
of food, but they are temperamental and may respond
angrily if offered something they perceive as poor
quality or beneath their dignity.

Growth Cycle. The youngest aíǰe are vulnerable to
their surroundings and rarely leave the water. They rely on stealth
and their magical skin to remain invisible while in the water. They
continue to grow in size and magical power throughout their
lives, eventually developing the ability to waddle clumsily up onto
land. Huge adult aíǰe are irascible and can be violent, lashing out
with fangs or with magical songs that can sway entire villages.
Ancient elder aíǰe swim in fresh and salt water alike, growing
to immense size with thick, callused skin, but are more
patient than in their adult years and sometimes bestow
blessings and healing on the lucky few that encounter
them.

Aíje Tadpole Song of the Aíǰe. The aíǰe sings a
magical song, causing all humanoids and fey within 30 feet
Small monstrosity, unaligned to become charmed if they fail a DC 10 Wisdom saving
Armor Class 13 (natural armor) throw. Creatures that cannot hear the song are immune.
Hit Points 7 (1d12) The aíǰe must use a bonus action each round to continue
Speed 5 ft., swim 30 ft. singing. Charmed creatures more than 5 feet away from the
aíǰe must use all possible movement on their turn to move
STR DEX CON INT WIS CHA toward the aíǰe by the most direct route. They are otherwise
incapacitated and become deafened to all sounds other
8 (-1) 20 (+5) 10 (+0) 8 (-1) 10 (+0) 11 (+0) than the aíǰe’s song. Creatures moving toward the aíǰe don’t
Skills Perception +2, Stealth +7 avoid opportunity attacks, but before moving into damaging
Senses passive Perception 12 or obviously dangerous terrain, such as a river rapid or a
Languages Aquan cliff, and whenever it takes damage from a source other than
Challenge 1/4 (50 XP) the aíǰe, a target can repeat the saving throw. A creature
Amphibious. The aíǰe can breathe air and water. can also repeat the saving throw at the end of each of its
Hold Breath The aíǰe can hold its breath for 1 hour. turns. If a creature’s saving throw is successful, the effect
Innate Spellcasting. The aíǰe’s innate spellcasting ability is ends on it. A target that successfully saves is immune to this
aíǰe’s song for the next 24 hours.
Charisma. The aíǰe can innately cast the following spells,
requiring no components: Once a charmed creature is within 10 feet of the
At will: detect poison and disease, locate animals or plants aíǰe they must present an offering, any combination of
1/day each: cure wounds, speak with animals, speak with plants flowers, feathers, dance or song and succeed on a DC 16
Invisible in Water. The aíǰe is invisible while fully immersed in water. Charisma (Persuasion) or Charisma (Performance) check
with disadvantage to coerce the aíǰe to stop playing its
Actions magical song. Creatures immune to the song do not have
disadvantage on such checks when presenting their gifts
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: to the aíǰe. After two failed checks by any combination of
4 (1d6 + 1) piercing damage. creatures, the aíǰe becomes offended and swims away.

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L Conrad Ward (Order #31470884)

Adult Aíje to convince it to stop singing, and two failed checks cause it to
attack rather than departing.
Large monstrosity, unaligned
Armor Class 16 (natural armor) Water Torpedo. If the aíǰe moves at least 20 feet in the water
Hit Points 157 (15d12 + 60) straight toward a target and then hits it with a bite attack on
the same turn, the target takes an extra 13 (2d12) bludgeoning
Speed 20 ft., swim 90 ft. damage. If the target is a Large creature or smaller, it must
succeed on a DC 16 Constitution saving throw or be stunned
STR DEX CON INT WIS CHA
Aucnttiilothnesend of its next turn.
18 (+4) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 15 (+2)
Damage Resistances cold Multiattack. The aíǰe makes one bite attack and one tail attack.
Saving Throws Str +8, Con +8, Cha +5
Skills Athletics +8, Nature +5, Perception +11, Stealth +6, Survival Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 30 (4d12 + 4) piercing damage. If the target is a Medium
+9 or smaller creature, it is grappled (escape DC 16). Until this
Senses passive Perception 19 grapple ends, the target is restrained, and the aíǰe can’t bite
Languages Aquan, Common another target.
Challenge 9 (5,000 XP)
Amphibious. The aíǰe can breathe air and water. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
Hold Breath. The aíǰe can hold its breath for 1 hour. 17 (3d8 + 4) bludgeoning damage.
Innate Spellcasting. The aíǰe’s innate spellcasting ability is Charisma
Swallow. When the aíǰe grapples a Medium or smaller creature,
(spell save DC 14). The aíǰe can innately cast the following it can make a Strength (Athletics) check as a bonus action,
spells, requiring no components: opposed by the target’s Strength (Athletics) or Dexterity
At will: detect poison and disease, locate animals or plants, speak (Acrobatics) check. The aíǰe has advantage on this check if
with animals, speak with plants the target is Small or Tiny. If the check succeeds, the creature
1/day each: mass cure wounds, heal, greater restoration, mass is swallowed and the grapple ends. A swallowed target is
suggestion blinded and restrained and has total cover against attacks
Invisible in Water. The aíǰe is invisible while fully immersed in water. and other effects outside the aíǰe. It also takes 17 (2d12 + 4)
Land Charge. If the aíǰe moves at least 20 feet on land straight bludgeoning damage each round at the beginning of its turn
toward a target and then hits it with a bite attack on the same until it escapes. The aíǰe can have only one Medium creature or
turn, the target takes an extra 6 (1d12) bludgeoning damage. up to 2 Medium or Tiny creatures swallowed at a time. When
If the target is a Large creature or smaller, it must succeed on a the aíǰe is submerged under water, swallowed creatures must
DC 16 Strength saving throw or be knocked prone. hold their breath if unable to breathe water. They cannot speak
Song of the Aíǰe. As an aíǰe tadpole, but the save DC is 16. The DC and can continue holding their breath for a number of rounds
of Charisma (Persuasion) and Charisma (Performance) checks equal to its Constitution modifier (minimum of 1 round). At the
start of their next turn, they drop to 0 hit points and is must
begin making death saves and can’t regain hit points until they
lcoanngberreraetshtreaaingeadinb.yIfitthaendaícǰeandieessc,aapsewfarollomwtehde creature is no
feet of movement, exiting prone if on land. corpse using 5

Ancient Aíǰe Water Torpedo. If the aíǰe moves at least 20 feet in the water
straight toward a target and then hits it with a bite attack on
Gargantuan monstrosity, unaligned the same turn, the target takes an extra 26 (4d12) bludgeoning
Armor Class 20 (natural armor) damage. If the target is a Large creature or smaller, it must
Hit Points 310 (20d20 + 100) succeed on a DC 16 Constitution saving throw or be stunned
until the end of its next turn.
Speed 20 ft., swim 60 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack. The aíǰe makes one bite attack and one tail attack.
25 (+7) 10 (+0) 20 (+5) 14 (+2) 18 (+4) 17 (+3) Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., one target.

Saving Throws Str +13, Con +11, Wis +10, Cha +8 Hit: 33 (4d12 + 7) piercing damage. If the target is a Huge
or smaller creature, it is grappled (escape DC 21). Until this
Skills Athletics +13, Nature +7, Perception +10, Stealth +6, grapple ends, the target is restrained, and the aíǰe can’t bite
Survival +10 another target.

Senses passive Perception 20 Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target.
Hit: 34 (5d8 + 7) bludgeoning damage.
Languages Aquan, Common, Sylvan
Swallow. As an adult aíǰe, but swallowed creatures take 33 (4d12
Challenge 17 (18,000 XP) + 7) bludgeoning damage per round and it can swallow up to
1 Huge, 2 Large, or 4 Medium or smaller creatures.
Amphibious. The aíǰe can breathe air and water.
Legendary Actions
Hold Breath The aíǰe can hold its breath for 1 hour.
The ancient aíǰe can take 3 legendary actions, choosing from the
Inn(sasppteeellSlslp,seraellvcqeausDitriiCnngg1. 7nToh).ecToahmeíǰepa’osíǰneinencnaatstn:einspnaetlleclaystciangst ability is Charisma options below. Only one legendary action option can be used at
the following a time and only at the end of another creature’s turn. The aíǰe
regains spent legendary actions at the start of its turn.
At will: detect poison and disease, detect magic, locate animals or
plants, speak with animals, speak with plants Move (1 Action). The aíǰe moves up to half its speed.
BresuarcfhacteheofSuthrfeawceat(e3rAitcctiroenaste).sWa hmeanssthiveeawíǰaevbertehaactheexstethneds in
1/day each: greater restoration, mass heal, mass suggestion
a 50-foot radius centered on the aíǰe. Creatures in the area
Land Charge. If the aaníǰde moves at least 20 feet on land straight take 33 (6d10) bludgeoning damage, or half as much on a
toward a target then hits it with a bite attack on the same successful DC 21 Dexterity saving throw. On a failed save,
turn, the target takes an extra 26 (4d12) bludgeoning damage. creatures are pushed back up to 30 feet or until they meet
If the target is a Large creature or smaller, it must succeed on a a solid object large enough to halt their movement (GM’s
DC 16 Strength saving throw or be knocked prone. discretion).

Legendary Resistance (3/Day). If the aíǰe fails a saving throw, it can Bite (2 Actions). The aíǰe makes a bite attack.
choose to succeed instead. Tail (1 Action). The aíǰe makes a tail attack.

Song of the Aíǰe. As an aíǰe tadpole, but the save DC is 18.

Water Camoflauge. The aíǰe is only invisible while fully immersed
in water if it is not moving. If the aíǰe is moving in water it has

8advantage on Dexterity (Stealth) checks to remain hidden.

L Conrad Ward (Order #31470884)

Alicanto

These small flightless birds live in hills and caves where precious
metal and ores can be found. Their feathers bear a brilliant
metallic shine in bright light, and even glow in areas of darkness,
with their color reflecting the type of ore the alicanto has most
recently consumed. When they lay eggs, the shells are typically
made of the same metal, and cruel hunters may poach their eggs
to sell or melt down. Some alicantos are coppery green, but most
commonly their feathers are cool silver or burnished gold. Their
feathers are always a glowing, gleaming silvery-white.

Metal Eaters. Alicantos hunger for metals much like a xornSRD,
and clever prospectors who spot an alicanto may follow them
through the mountains hoping that the bird’s unerring sense for
ore might lead them to a rich deposit. Legend has it that alicantos
can sense the intentions of creatures nearby, however, and that
if they perceive those following them to be too greedy or not of
good heart, they may lead them off a cliff or into an ambush by
predators.

Alicanto Breath Weapon (Recharge 6). The alicanto has a breath weapon
based on the type of metal it has been devouring:
Small elemental (earth), unaligned
Armor Class 12 • Copper Breath. The alicanto exhales gas in a 15-foot cone. Each
Hit Points 12 (5d4) creature in that area must succeed on a DC 10 Constitution
Speed 30 ft. saving throw. On a failed save, the creature can’t use reactions,
its speed is halved, and it can’t make more than one attack on
STR DEX CON INT WIS CHA its turn. In addition, the creature can use either an action or a
bonus action on its turn, but not both. These effects last for 1
5 (-3) 14 (+2) 10 (+0) 2 (-4) 11 (+0) 10 (+0) minute. The creature can repeat the saving throw at the end
Skills Perception +2, Stealth +4 of each of its turns, ending the effect on itself with a successful
Damage Vulnerabilities thunder save.
Damage Immunities poison
Condition Immunities poisoned • Silver Breath. The alicanto exhales a 15- foot cone of cold air.
Senses darkvision 60 ft., passive Perception 12 Each creature in that area must succeed on a DC 10 Dexterity
Languages - saving throw, taking 5 (2d4) cold damage on a failed save, or
Challenge 1/2 (100 XP) half as much damage on a successful one. This leaves a silvery
Keen Hearing and Sight. The alicanto has advantage on Wisdom residue on the target worth 1d10 sp.

(Perception) checks that rely on hearing or sight. • Gold Breath. The alicanto exhales a 15-foot cone of molten
Metallic Illumination. The alicanto sheds bright light in a 5- to 20-foot gold. Each creature in that area must make a DC 10 Dexterity
saving throw, taking 7 (2d6) fire damage on a failed save, or
radius and dim light for an additional number of feet equal to the half as much damage on a successful one. This leaves golden
chosen radius. The alicanto can alter the radius as a bonus action, flakes on the target worth 1d10 gp.
including turning off its illumination completely.
Treasure Sense. The alicanto can pinpoint, by scent, the location of Light Shadow. As a bonus action, the alicanto can douse its metallic
precious metals, such as coins and veins, within 60 feet of it. illumination and become invisible, while creating an illusory
duplicate of itself, as the mislead spell. That duplicate can
Actions continue with any unused movement remaining on the alicanto’s
turn. As long as the real alicanto remains stationary, it can
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. concentrate on maintaining this light shadow and directing its
Hit: 4 (1d4 + 2) piercing damage. movements. When it begins to move on its own, it can no longer
continue concentrating.

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Alux

An alux is a creature of field, stone, and cave. Aluxes are helpful
to their friends, but suspicious, mischievous, and even dangerous
to strangers. Farmers value their assistance in growing maize and
performing various helpful chores. Aluxes look like tiny people
with wide staring eyes, dressed in ordinary rustic clothing.

Little Houses. Farmers sometimes attract aluxes intentionally,
by building little stone houses with appropriate offerings. If an alux
is pleased, it will cross over from the Feywild and serve a tenancy
of seven years. Farmers sometimes seal or destroy the little
houses after seven years, as an unbound alux is unpredictable.

Tiny But Proud. An alux is generally benign and secretive.
However, they can be offended by destruction of nature,
trespassing, being talked about by name, or unsuitable offerings.
An offended alux may engage in pranks or sabotage.

Subtle. Aluxes rarely make themselves visible, and do not like
the attention of strangers (who may be dangerous). Although
rarely seen, an alux has potent nature magic.

Alux

Tiny fey, chaotic neutral
Armor Class 15
Hit Points 15 (6d4)
Speed 20 ft.

STR DEX CON INT WIS CHA

6 (-2) 20 (+5) 10 (+0) 11 (+0) 12 (+1) 13 (+1)
Skills Nature +2, Perception +3, Sleight of Hand +7, Stealth

+7
Senses passive Perception 13
Languages Sylvan
Challenge 1/4 (50 XP)
Innate Spellcasting. The alux’s innate spellcasting ability is

Charisma (spell save DC 11). The alux can innately cast the
following spells, requiring no material components:
3/day each: druidcraft
1/day each: goodberry (creates magical corn instead of
berries), pass without trace, plant growth
Little House. As an action, the alux can use its cave or stone
house lair to travel to or from its corresponding location in
the Feywild. If the lair is destroyed, the alux will have to
find a new suitable location and spend an hour preparing its
new lair.
Magic Resistance. The alux has advantage on saving throws
against spells and other magical effects.

Actions

Club. Melee Weapon Attack: +7 to hit, reach 0 ft., one target.
Hit: 1 bludgeoning damage.

Invisibility. The alux magically turns invisible until it attacks
or casts a spell, or until its concentration ends (as if
concentrating on a spell). Any equipment the alux wears or
carries is invisible with it.

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Amaru

Amarus are primal creatures who have flown the skies since ancient
times. An amaru has a long, serpentine body, condor-like wings,
four legs ending in dangerous talons, and a puma-like face. They
can converse with humanoids, but rarely do so unless the petitioner
can pique their curiosity or sympathy. An
amaru may turn is wrath
on the impudent or profane,
or it may choose to guide and
protect innocent beings. At other
times, they seem as capricious and
destructive as nature itself in its fury.
It is difficult to bribe an amaru, as
there are few things they truly need
or covet. However, they are not above
temptation if the prize is truly great.

Territorial. Amarus, much like
dragons, create lairs in high places. Their
territories are often near but not overlapping
with those of their own kind. An amaru is unlikely to
challenge a dragon unless enraged, but will without
hesitation drive away most other intruders that
threaten its domain. Amarus rarely amass coins, but
may collect gems, pieces of art, or magic items. They live alone,
entertaining only the most powerful and intriguing guests, if any.

Earth and Sky. Amarus are masters of the elemental forces
of earth and air, able to fly through storms and even call down
lightning. Their range extends even to the Ethereal and the
elemental planes, where they sometimes lair.

Amaru Claw. Melee Weapon Attack: +11 to hit, reach 20 ft., one target.
Hit: 15 (2d8 + 6) slashing damage.
Large monstrosity, neutral
Armor Class 18 (natural armor) Call Lightning (Recharge 5-6). The amaru magically calls down
Hit Points 199 (19d10 + 95) a bolt of lightning from above to a point within 120 feet it
Speed 40 ft., fly 80 ft. can see. Each creature within 5 feet of that point must make
a DC 18 Dexterity saving throw. A creature takes 44 (8d10)
STR DEX CON INT WIS CHA lightning damage on a failed save, or half as much damage on
a successful one. Outdoors in stormy conditions, the increases to
23 (+6) 15 (+2) 21 (+5) 13 (+1) 19 (+4) 15 (+2) 49 (9d10) lightning damage.
Saving Throws Dex +7, Con +10, Int +6, Wis +9, Cha +7
Skills Insight +9, Perception +9 Plane Shift (1/Day). The amaru and up to one willing rider travel
Damage Resistances lightning, thunder to the Ethereal Plane, the Elemental Plane of Air or Earth, or
Senses passive Perception 19 back to the material plane. The amaru magically teleports to
Languages Auran, Draconic a general location it chooses, or to a teleportation circle sigil
Challenge 15 (13,000 XP) known to it.
Legendary Resistance (2/Day). If the amaru fails a saving throw, it
Legendary Actions
can choose to succeed instead.
Stormwing. While flying an amaru’s movement is unaffected by The amaru can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
wind and weather conditions. a time and only at the end of another creature’s turn. The dragon
regains spent legendary actions at the start of its turn.
Actions Claw Attack. The amaru makes a claw attack.
Detect. The amaru makes a Wisdom (Perception) check.
Multiattack. The amaru makes three attacks: one with its bite and Wing Attack (2 actions). The amaru beats its wings. Each creature
two with its claws.
within 10 feet of the amaru must succeed on a DC 18 Dexterity
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. saving throw or take 13 (2d6 + 6) bludgeoning damage and
Hit: 17 (2d10 + 6) piercing damage. be knocked prone. The amaru can then fly up to half its flying
speed.

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Anaconda Anaconda

These massive snakes spend most of their time underwater or Huge beast, unaligned
in caves along riverbanks, but they are known to climb trees in Armor Class 14 (natural armor)
search of birds and their nests. They range in color from yellow Hit Points 95 (10d10 + 40)
to shades of green, with some species having spots or speckled Speed 20 ft., climb 20 ft., swim 30 ft.
patterns. They devour any prey they can catch, primarily fish and
amphibians but also herd animals coming near the water’s edge or STR DEX CON INT WIS CHA
their treed lairs, and even other predators like caimans and other
snakes. They feed on carrion when available, and cannibalism of 23 (+6) 14 (+2) 18 (+4) 1 (-5) 13 (+1) 2 (-4)
other anacondas is not uncommon, especially by the females after Saving Throws Con +6
mating. Fully grown anacondas can stretch up to 20 or even 30 Skills Perception +3
feet long and weigh over 500 pounds. Senses passive Perception 13
Languages -
River Monsters. Far rarer but even more deadly, gargantuan Challenge 4 (1,100 XP)
anacondas lurk in vast river networks, usually far from human
habitation. When they venture into settled areas, however, they Actions
can depopulate entire villages, destroying boats and houses in a
feast of death and destruction. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 16 (3d6 + 6) piercing damage.

Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage, and the
target is grappled (escape DC 18). Until this grapple
ends, the creature is restrained, and the anaconda has
disadvantage on attack rolls to constrict another target.
If it has one Large or two Medium or smaller creatures
constricted, it can’t constrict another target.

Squeeze. The anaconda can force a creature it has
grappled to make a DC 16 Strength saving throw. On a
failure, the creature loses its air and begins suffocating
immediately. When a creature runs out of breath or is
choking, it can survive for a number of rounds equal to
its Constitution modifier (minimum of 1 round). At the start
of its next turn, it drops to 0 hit points and is must begin
making death saves, and it can’t regain hit points until it
can breathe again.

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Giant Anaconda Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
Hit: 64 (10d10 + 9) piercing damage.
Gargantuan beast, unaligned
Armor Class 16 (natural armor) Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one
Hit Points 279 (18d20 + 90) target. Hit: 64 (10d10 + 9) bludgeoning damage, and the
Speed 20 ft., climb 20 ft., swim 20 ft. target is grappled (escape DC 22). Until this grapple ends, the
STR DEX CON INT WIS CHA creature is restrained, and the anaconda has disadvantage on
constrict attacks. If it is grappling one Huge creature, two Large
28 (+9) 12 (+1) 21 (+5) 1 (-5) 13 (+1) 2 (-4) creatures, or four Medium or smaller creatures, it can’t constrict
Saving Throws Con +10 another target.
Skills Perception +6
Senses passive Perception 16 Encircle. If the anaconda moves no more than half its speed, it
Languages - can use the length of its body to form an enclosed barrier
Challenge 13 (10,000 XP) surrounding an open 20-foot-square space. The outer edge
Dangerous Wake. When the giant anaconda moves 10 feet or of the anaconda’s space becomes a 40-foot square until the
beginning of its next turn. The space in between is considered
more, any space it moves through becomes difficult terrain occupied by the anaconda. Creatures that would be in the
until the beginning of its next turn. Creatures that pass through occupied space can choose to be moved to the nearest space
any affected underwater spaces must make a DC 22 Strength inside or outside the anaconda; the anaconda cannot encircle
saving throw; on a failed save, they are pulled under. if any creature of Huge or larger size occupies the intended
Inescapable Grasp. Immunity to being grappled or restrained does space. The anaconda may then bite or constrict.
not protect a creature from the giant anaconda’s actions and it
is immune to the effects of freedom of movement on creatures it Squeeze. The anaconda can force a creature it has grappled to
grapples, although those creatures have advantage on escape make a DC 22 Strength saving throw. On a failure, the creature
attempts. loses its air and begins suffocating immediately. When a
creature runs out of breath or is choking, it can survive for a
Actions number of rounds equal to its Constitution modifier (minimum of
1 round). At the start of its next turn, it drops to 0 hit points and
is must begin making death saves, and it can’t regain hit points
until it can breathe again.

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L Conrad Ward (Order #31470884)

Araganaqlta’a

These massive snakes can be found in nearly any environment, but
they best love deep caves and dark forested rivers. The araganaqlta’a
is brightly colored in a riot of hues, with ridges of bright red saw-
toothed spikes running along each of its flanks and a double-hooked
claw at the tip of its tail. These clever shapeshifters often walk
amongst mortals in humanoid guise, almost always elegantly
dressed as befits their station. They see themselves as the rulers of
all snakes and serpentine creatures, and they expect deference if not
obedience from those to whom they reveal their true nature. The
enjoy conversation and interaction with humanoids, who possess a
cleverness that is often missing in their relations with snakes and

other beasts of the field. They enjoy rewarding those that please or
entertain them with worthy and memorable connections, but they
are quick to punish desecrators of nature and any who persecute

snakes. In its natural form the araganaqlta’a is over 30 feet long
and weighs over 700 pounds.

Grandfather Araǵanaqlta’a. None but the araganaqlta’a
themselves know whether the creature (or creatures)
called Grandfather Araganaqlta’a is actually
a unique creature or merely an
honorific granted to the eldest, wisest,
and most powerful of their kind.
They may be primordial scions
of some elder being or a material
embodiment of the spiritual essence
of snakes. What is certain is that any
creature bearing the title of Grandfather
Araganaqlta’a has command of virtually
every snake within his domain and often have

either created or attracted many new species of snakes
unobserved anywhere else.

While some fear the giant snake entity, Grandfather
Araganaqlta’a is both intelligent and benevolent, sometimes
entertaining guests who do not draw his ire, conversing with them
and asking news of the outside world. Grandfather Araganaqlta’a
rarely acts on the affairs of mortals but has been known to do so
when the stakes are high enough.

Araganaqlta’a Spikes. Whenever the araganaqlta’a is struck in melee, the
attacker takes 3 (1d6) piercing damage. A creature that ends
Large dragon, chaotic good its turn grappled by the araganaqlta’a takes 7 (2d6) piercing
damage.
Armor Class 17 (natural armor)
Hit Points 247 (26d10+104) Actions
Speed 30 ft., swim 40 ft.
Multiattack. The araganaqlta’a makes one bite attack and one
STR DEX CON INT WIS CHA tail spike attack.

20 (+5) 22 (+6) 18 (+4) 16 (+3) 17 (+3) 24 (+7) Bite. Melee Weapon Attack. +10 to hit, 10 ft. reach, one target.
Skills Deception +11, Persuasion +11 Hit: 23 (4d8 + 5) piercing damage and the target must make
Senses darkvision 60 ft., passive Perception 13 a DC 17 Constitution saving throw, taking 14 (4d6) poison
Languages Common, Sylvan damage on a failed save, or half as much damage on a
Challenge 12 (8,400 XP) successful one. Fiends that are resistant or immune to poison
Amphibious. The araganaqlta’a breathes air and water. take radiant damage instead.
Rainbow Blood. Whenever the araganaqlta’a takes piercing or
Tail Hook. Melee Weapon Attack: +10 to hit, reach 10 ft.,
slashing damage, all creatures adjacent to it must succeed a one target. Hit: 14 (2d6 + 7) piercing damage. Instead of
DC 17 Dexterity saving throw or take 7 (2d6) damage. Roll a dealing damage, the araganaqlta’a can grapple the target
1d4 to determine what type of damage this deals: 1 equals (escape DC 17).
acid damage, 2 equals cold damage, 3 equals fire damage, 4
equals lightning damage. Transformation. The araganaqlta’a can transform into a Small
or Medium humanoid or back into its original form. In this
humanoid form, it loses its slam attack. The araganaqlta’a can
appear as a humanoid but its features always give it away as
the araganaqlta’a.

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Grandfather Araganaqlta’a commands. The combined total of snakes summoned can be up to
Challenge 15. Snakes summoned this way remain until they die or
Huge dragon, neutral are dismissed as a bonus action.
Armor Class 18 (natural armor)
Hit Points 300 (24d12+144) Spikes. Whenever the araganaqlta’a is struck in melee, the
Speed 25 ft., swim 40 ft. attacker takes 3 (1d6) piercing damage. A creature that ends
its turn grappled by the araganaqlta’a takes 7 (2d6) piercing
STR DEX CON INT WIS CHA damage.

25 (+7) 16 (+3) 23 (+6) 20 (+5) 19 (+4) 12 (+1) Actions
Saving Throws Dex +8, Con +11, Wis +9, Cha +6
Skills Athletics +12, History +10, Nature +10, Perception +14, Multiattack. Grandfather Araganaqlta’a makes three attacks: one
Persuasion +11, Sense Motive +14 with his bite and two with his tail hook.
Condition Immunities charmed, paralyzed, poisoned, prone,
stunned Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
Senses blindsight 60 ft., tremorsense 120 ft., passive Perception 24 34 (6d8 + 7) piercing damage and the target must make a DC
Languages Common, Sylvan, telepathy 120 ft. 20 Constitution saving throw, taking 21 (6d6) poison damage on a
Challenge 16 (15,000 XP) failed save, or half as much damage on a successful one. Fiends that
Legendary Resistance (3/Day). If Grandfather Araganaqlta’a fails are resistant or immune to poison take radiant damage instead.
a saving throw, he can choose to succeed again.
Magic Resistance. Grandfather Araganaqlta’a has advantage on Tail Hook. Melee Weapon Attack: +11 to hit, reach 15 ft., one
saving throws against spells and other magical effects. target. Hit: 21 (4d6 + 7) piercing damage. Grandfather
Shapechange. Grandfather Araganaqlta’a magically polymorphs Araganaqlta’a can choose to deal half damage and grapple the
into a humanoid or reptile beast that has a Challenge no higher target (escape DC 20).
than his own, or back into his true form. He reverts to his true
form if he dies. In a new form, Grandfather Araganaqlta’a Legendary Actions
retains his alignment, hit points, hit dice, ability to speak,
proficiencies, Legendary Resistance, and Intelligence, Wisdom, Grandfather Araganaqlta’a can take 3 legendary actions,
and Charisma scores, as well as this action. His statistics and choosing from the options below. Only one legendary action
capabilities are otherwise replaced by those of the new form, option can be used at a time and only at the end of another
except any class features or legendary actions of that form. creature’s turn. Grandfather Araganaqlta’a regains spent
Snake Loyalty. Any snake within 1 mile of Grandfather legendary actions at the start of his turn.
Araganaqlta’a is considered to be charmed. As an action,
the Grandfather Araganaqlta’a can summon snakes or snake Tail Attack. Grandfather Araganaqlta’a makes a tail hook attack.
swarms. The called snakes arrive within 1 round, and act as
allies of the Grandfather Araganaqlta’a, obeying his telepathic Move and Bite (Costs 2 actions). Grandfather Araganaqlta’a
moves up to his speed and bites

Command Snakes (Costs 3 actions). Grandfather Araganaqlta’a
commands all snakes within 100 feet to attack. Any snake
or snake swarm in this radius must use its reaction if able to
make an immediate attack against one enemy of Grandfather
Araganaqlta’a within the snake’s reach.

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Armadillo Giant Armadillo

These squat-bodied mammals are easily recognizable thanks to their Large beast, unaligned
distinctive leathery shells, which provide them with natural protection Armor Class 16 (natural armor)
against numerous dangers and predators in their native environs. Hit Points 51 (6d10 + 18)
Armadillos have very poor eyesight, perceiving the world largely Speed 20 ft., burrow 5 ft.
through scent and touch. They are exceptional diggers, and they
burrow both to find food and to make their dens. When an armadillo STR DEX CON INT WIS CHA
goes underwater, it swallows air to increase its buoyancy, inflating its
stomach up to twice its normal size so it won’t immediately sink. An 19 (+4) 9 (-1) 16 (+3) 2 (–4) 12 (+1) 5 (-3)
armadillo is 2-1/2 feet long and weighs roughly 10 pounds. Senses passive Perception 11
Languages -
Giant Armadillo. The giant armadillo is often hunted for the Challenge 2 (450 XP)
value of its outer armor, made up of bony plates in turn composed Poor Eyesight. The giant armadillo has disadvantage on
of many smaller, knobby “scales.” The creature is quite capable
of defending itself with swipes from its deadly claws, as its ill- Wisdom (Perception) checks that rely on vision.
tempered nature often urges it to do.
Actions
Armadillo
Multiattack. The giant armadillo makes two attacks with its
Tiny beast, unaligned claws.
Armor Class 14 (natural armor)
Hit Points 4 (1d4 + 1) Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 30 ft., burrow 5 ft. target. Hit: 8 (1d8 + 4) slashing damage.

STR DEX CON INT WIS CHA Rollover (Recharge 3-6). When the giant armadillo has used
its protective ball ability, on its next turn it can roll itself
3 (-4) 9 (-1) 12 (+1) 2 (–4) 12 (+1) 7 (-2) up to 20 feet in any direction. It can move through squares
Senses passive Perception 11 containing Medium or smaller creatures and its movement
Languages - does not provoke opportunity attacks from those in its
Challenge 0 (10 XP) path. It can make a single attack roll against each such
Buoyant. An armadillo can hold its breath underwater or can creature in its path; each successful hit deals 9 (1d10 + 4)
bludgeoning damage, or half as much on a successful DC
float without requiring a Strength (Athletics) check for up 13 Dexterity saving throw. Creatures failing their saving
to 5 minutes. throw are likewise knocked prone.
Carrier. The armadillo is a carrier of disease but is rarely
afflicted by them. It has advantage on saving throws to Reactions
resist catching a disease or to recover from it. Creatures
that have handled an armadillo for at least 1 minute or Protective Ball. If attacked, the giant armadillo can roll up
who have eaten its flesh have disadvantage on saving into a ball, increasing its AC to 18; however, its speed is
throws to avoid catching a disease or recovering from it reduced to 0 ft. for the remainder of its turn. It can unroll
until they complete a long rest. itself as a bonus action on its next turn, but this reduces it
Poor Eyesight. The armadillo has disadvantage on Wisdom speed on its next turn by 10 feet.
(Perception) checks that rely on vision.

Reactions

Protective Ball. If attacked, the armadillo can roll up into a
ball, increasing its AC to 16; however, its speed is reduced
to 0 ft. for the remainder of its turn. It can unroll itself as
a bonus action on its next turn, but this reduces it speed on
its next turn by 10 feet.

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Boiúna

This titanic serpent has scales of midnight black above and lighter
gray below, glistening with water as it haunts the deepest and
widest lakes and rivers. Its massive eyes glow like orange bonfires,
and their lambent glow can mesmerize creatures who look upon
them with the overwhelming presence of the boiúna. Its onyx scales
absorb shadows the living shadows of creatures nearby, sapping
their vital energy and causing them to waste and die within days.

These titanic beasts keep can grow hundreds of feet long and
their bodies may span 20 to 30 feet across. They keep to the
deepest freshwater they can find. In dry seasons when lakes and
rivers become shallow or dry up, they may gouge new channels with
their massive bodies or simply slither through the plains and forests
to find a new home. They may dig immense holes underwater to
find hidden springs or ensure it has a sufficient water supply.

River Kings. Belying its monstrous size and appearance,
the boiúna is a highly intelligent creature, even gregarious
when properly approached by shamans or others
performing the proper rites or seances. They occasionally
don human guise, often appearing as wealthy nobles
or merchants, and attend parties and dances as they
mingle with mortal. Some keep a hordes of
smaller snakes in and around their riverine
homes in a serpentine semblance of the
kingdoms they visit on land.

Boiúna WIS CHA succeed on a DC 20 Constitution saving throw. They remain
poisoned until they complete a short rest. A successful save
Gargantuan beast (titan), lawful evil grants immunity to the boiúna’s stench for 24 hours.
Armor Class 19 (natural armor) Unstoppable. The boiúna’s movement is never impeded by difficult
Hit Points 465 (30d20+150) terrain.
Speed 30 ft., swim 100 ft.
Actions
STR DEX CON INT
Multiattack. The boiúna makes one bite attack and one tail attack.
30 (+10) 22 (+6) 20 (+5) 18 (+4) 22 (+6) 26 (+8) Bite. Melee Weapon Attack. +17 to hit, 60 ft. reach, all targets
Condition Immunities charmed, grappled, restrained
Skills Athletics +17, Deception +16, Perception +13 in a 10-foot square. Hit: 75 (10d12 + 10) piercing damage. If
Senses darkvision 60 ft., passive Perception 23 the boiúna bites a single Large or smaller creature, the target
Languages Aquan, Common must succeed on a DC 25 Dexterity or Strength saving throw
Challenge 22 (41,000 XP) (target’s choice) or be swallowed by the boiúna. A swallowed
Amphibious. The boiúna breathes air and water. creature is blinded and restrained, it has total cover against
Serpentiginous Rebirth. A creature slain by the boiúna is reincarnated attacks and other effects outside the boiúna, and it takes 10
(3d6) acid damage and 21 (6d6) bludgeoning damage at
24 hours later as an ordinary river snake with no recollection of the start of each of the boiúna’s turns. If the boiúna dies, a
their former life. Their former body (but not their gear) dissolves into swallowed creature is no longer restrained and can escape
mud. Once they are reincarnated, they cannot be returned to life by from the corpse by using 30 feet of movement, exiting prone.
raise dead or resurrection, though reincarnate or wish can bring them Tail. Melee Weapon Attack. +17 to hit, 60 ft. reach, all targets in
back in their original form even if their body is not present by simply a 20-foot line, 5 feet wide. Hit: 48 (14d10 + 10) bludgeoning
touching the body of water where they were slain, or the body of damage and targets must succeed on a DC 25 Strength or
the boiúna, or the snake they became when reborn. Dexterity saving throw (target’s choice) or be pushed 10 feet in
Siege Monster. The boiuna deals double damage to objects and a direction chosen by the boiúna.
structures. Change Shape. The boiúna can transform into a Small or Medium
Steal Shadow. A creature that ends its turn adjacent to the boiúna humanoid or back into its original form. In this humanoid form, it
must succeed a DC 23 Charisma saving throw or have its loses its bite and tail attacks.
shadow stolen from it. Starting on its next turn, and every hour Enchanting Gaze. A boiúna can attempt to charm a creature within
thereafter, a creature that has its shadow stolen must succeed a 120 feet of it with its gaze. The creature must succeed a DC 23
DC 23 Constitution saving throw or gain 1 level of exhaustion. Wisdom saving throw or be charmed for 1 minute.
If the boiúna is killed or if remove curse is cast on a creature Immobilize Ship. The boiúna can turn the power of its gaze on
whose shadow has been stolen, its shadow returns and they a ship within 120 feet, causing it to halt as if stuck fast on a
no longer need to save against gaining levels of exhaustion, sandbar or anchor. If the ship has a pilot or captain, they can
but any exhaustion already accrued remains. The boiúna can attempt a DC 23 Wisdom saving throw to resist this effect.
suppress or regain use of this ability as a bonus action. On a success, their ship is immune to this effect for 24 hours.
Stench. The awful reek of the boiúna causes non-reptilian If failed, the ship cannot move for 1 hour unless the boiúna
creatures within 60 feet to become poisoned unless they releases it. Casting remove curse on the ship grants the pilot or
captain a new saving throw with advantage to end the effect.

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Cadejo White Cadejo

These mystical spirits resemble large hounds with wide muzzles, but their Medium celestial, lawful good
feet end in cloven hooves rather than soft canine paws. Their eyes are Armor Class 15 (natural armor)
bright and intelligent, glowing with an inner fire, and they can speak with Hit Points 136 (21d8 + 42)
those that summon them or whose plight or whose sinful behavior has Speed 30 ft.
caught their attention, warning them of dangers to come or threatening
them with the judgment that has only just now arrived. The cadejo is 2-3 STR DEX CON INT WIS CHA
feet high at the shoulder and 4 feet long and weighs nearly 100 pounds.
18 (+4) 12 (+1) 15 (+2) 10 (+0) 12 (+1) 14 (+2)
Black Cadejo. These black-furred hounds resemble cloven-hooved Saving Throws Wis +7
mastiffs with eyes that burn a fiery orange-red. They seek out the sinful Condition Immunities frightened
to strike terror in their hearts, though they are not above a bit of wanton Damage Resistance fire, radiant
murder when the opportunity presents itself and they come upon a lonely Skills Athletics +7, Insight +4, Perception +7
traveler in the dark. Each black cadejo bears a red-hot glowing iron shackle Senses darkvision 60 ft., passive Perception 17
on one of its legs, trailing a short length of burning chain, emblematic of Languages Celestial, Common
the hellish bondage awaiting the corrupt souls they pursue. Challenge 5 (1,800 XP)
Aura of Good Luck. The white cadejo and any creatures
White Cadejo. The white cadejo is a long-furred hound with a coat of
silvery white and eyes glowing a soft blue or purple. They seek out the it considers its allies within 30 feet have advantage on
lonely, forlorn, and oppressed and bring comfort and protection. They are attack rolls, saving throws, and ability checks.
especially protective of children, warding them from the predations of their Keen Senses. The white cadejo’s adds double its proficiency
black cadejo counterparts. They comfort the dying and provide succor to bonus on Perception checks and saving throws against
those whose loved ones pass into the afterlife, guiding lost souls to their illusions.
final reward. Radiant. The white cadejo glows with a pale silvery-white
light within 20 feet, as light spell.
Paired Attraction. Whenever a cadejo of either color is summoned or
appears in the world, there is a chance that a second cadejo of the opposite Actions
color is also summoned somewhere within a mile. Each cadejo is aware of
the other and knows the general direction of its opposite. Multiattack. The white cadejo makes two hoof and a bite
attack.
Reversed Colors. In some tellings of cadejo folklore, the colors of
the dogs are reversed, with the black dog being the faithful guardian and Bite. Melee Weapon Attack. +6 to hit, 5 ft. reach, one
protector and the white dog being the sinister stalker and punisher of sin. target. Hit: 11 (2d6 + 4) piercing damage and the
target must succeed on a DC 13 Strength saving throw or
be knocked prone.

Hoof. Melee Weapon Attack. +6 to hit, 5 ft. reach, one
target. Hit: 18 (4d6 + 4) bludgeoning damage.

Restore (Recharge 6). The lick of the white cadejo restores
energy and vitality, removing one level of exhaustion or
affecting the target as lesser restoration, as the cadejo
chooses. The white cadejo can instead use this ability to
heal a creature as if casting spare the dying; when used
in this way it automatically recharges on the cadejo’s
next turn.

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Black Cadejo Charisma for 24 hours. If they fail three consecutive saving throws,
this curse becomes permanent unless broken with remove curse.
Medium fiend, lawful evil Implacable Hunter. A black cadejo has advantage on Intimidation
Armor Class 15 (natural armor) checks and on Survival checks made to track.
Hit Points 136 (21d8 + 42) Incense Sensitivity. Burning incense irritates the senses of a black
Speed 30 ft. cadejo, negating its advantage on Intimidation and Survival
checks to track for 1 hour and causing them to become sickened
STR DEX CON INT WIS CHA for 1 round if they fail a DC 10 Constitution saving throw. If
they fail two consecutive saving throws, they become frightened
18 (+4) 12 (+1) 15 (+2) 10 (+0) 12 (+1) 14 (+2) for 1 minute and must avoid the area of incense until this
Condition Immunities frightened condition ends.
Damage Resistance fire, necrotic
Skills Intimidation +5, Perception +4, Stealth +4, Survival +4 Actions
Senses darkvision 60 ft., passive Perception 14
Languages Common, Infernal Multiattack. The black cadejo makes two hoof and a bite attack.
Challenge 5 (1,800 XP) Bite. Melee Weapon Attack. +6 to hit, 5 ft. reach, one target. Hit:
Aura of Bad Luck. Any creature the black cadejo considers an enemy
11 (2d6 + 4) piercing damage and the target must succeed on
(except other cadejos) within 30 feet has disadvantage on attack a DC 13 Strength saving throw or be knocked prone.
rolls, saving throws, and ability checks. Hoof. Melee Weapon Attack. +6 to hit, 5 ft. reach, one target.
Burning Shackle. If the black cadejo hits a creature with both of its Hit: 18 (4d6 + 4) bludgeoning damage.
hooves in the same round, that target is also lashed by the dangling Terrifying Gaze (Recharge 5-6). The black cadejo can fix its eyes
red-hot chain that hangs from the burning iron shackle on its leg, like burning coals on a creature within 30 feet, causing them to
taking 10 (3d6) fire damage. become incapacitated with fear unless they succeed on a DC 13
Curse of the Fool. A creature that fails two consecutive saving Wisdom saving throw. An incapacitated creature can attempt a
throws against the black cadejo’s terrifying gaze is cursed with new saving throw each round at the end of their turn. When a
disadvantage on ability checks and saving throws made with creature succeeds on a saving throw against the black cadejo’s
terrifying gaze, it is frightened for 1 round and then the effect
ends.

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Caiman Dwarf Caiman

These crocodilians inhabit warm climates and wetlands, many Small beast, unaligned
favoring rivers but the largest of them comfortable swimming and Armor Class 10
hunting in salt water as well. Hit Points 5 (1d6 + 2)
Speed 10 ft., swim 30 ft.
Dwarf Caimans. These small crocodilian predators live amid
the fast-running streams of tropical rainforests and swamps. STR DEX CON INT WIS CHA
These patient predators sometimes lie in awkward positions for
hours before they strike their prey, their mottled scales disguising 10 (+0) 11 (+0) 15 (+2) 2 (-5) 11 (+0) 5 (-3)
them as floating wood. Saving Throws Dex +2, Con +4
Skills Athletics +2, Stealth +2
Blood Caimans. A blood caiman is a primeval reptile that Senses passive Perception 10
dwells in swamps or along the banks of rivers, a habitat that often Languages —
puts it in violent contact with unsuspecting prey that come to the Challenge 1/4 (50 XP)
water’s edge to drink. Silent Swimmer. The dwarf caiman has advantage on Stealth

Black Caimans. The black caiman resembles its land-based checks while in or under water.
cousins in general body shape and size, though its legs are a hybrid Sprint. Once per minute, a dwarf caiman can sprint,
of webbed feet and nascent fins. Its long tail is thinner and flatter
than those of traditional crocodilians, allowing the black caiman to increasing its base speed to 30 feet for 1 round.
swim with alarming speed as it whips its tail back and forth.
Actions
These large caimans generally remain in warm, shallow oceans
and seas. They spend most of their time at sea hunting fish, sea Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
mammals, aquatic humanoids, and monstrous humanoids like Hit: 2 (1d4) piercing damage.
baracuden and sahuagin. Only when breeding and laying eggs
do black caimans venture onto land (where they are slow and
clumsy), before returning to the sea.

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Black Caiman Blood Caiman

Medium beast, unaligned Medium beast, unaligned
Armor Class 14 (natural armor) Armor Class 15 (natural armor)
Hit Points 60 (8d8 + 24) Hit Points 45 (6d8 + 18)
Speed 15 ft., swim 50 ft. Speed 20 ft., swim 30 ft.

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

20 (+5) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 5 (-3) 19 (+4) 12 (+1) 17 (+3) 2 (-5) 12 (+1) 5 (-3)
Saving Throws Dex +3, Con +5 Saving Throws Dex +3, Con +5
Skills Athletics +7, Perception +3 Skills Athletics +6, Perception +3, Stealth +3
Senses passive Perception 13 Senses passive Perception 13
Languages — Languages —
Challenge 3 (700 XP) Challenge 2 (450 XP)
Hold Breath. The black caiman can hold its breath for 30 Hold Breath. The blood caiman can hold its breath for 30

minutes. minutes.
Silent Swimmer. The blood caiman has advantage in Stealth
Actions
checks while in or under water.
Multiattack. The black caiman makes two attacks: one with its Sprint. Once per minute a blood caiman may sprint,
bite and one with its tail slap.
increasing its land speed to 40 feet for 1 round.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage. If the target is a Actions
creature, it is grappled (escape DC 15). Until this grapple
ends, the target is restrained, and the black caiman can’t Multiattack. The blood caiman makes two attacks: one with
use its tentacles on another target. its bite and one with its tail slap.

Tail Slap. Melee Weapon Attack: +7 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
target. Hit: 12 (2d6 + 5) bludgeoning damage. If the Hit: 2 (1d6 + 4) piercing damage. If the target is a
target is a creature, it must succeed on a DC 14 Strength creature, it is grappled (escape DC 14). Until this grapple
saving throw or be knocked prone. ends, the target is restrained, and the blood caiman can’t
use its bite on another target.
Death Dive. When grappling a foe of its size or smaller, a black
caiman can perform a deadly dive as its action. As it clings Tail Slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one
to its foe, it uses the force of its powerful tail to propel it target. Hit: 9 (1d10 + 4) bludgeoning damage. If the
downward in the water, allowing it to inflict bite damage and target is a creature, it must succeed on a DC 14 Strength
drag the target up to the black caiman’s swimming speed. saving throw or be knocked prone.
The creature is still grappled by the black caiman.
Death Roll. When grappling a foe of its size or smaller, a
blood caiman can perform a death roll on its subsequent
turn as its action. As it clings to its foe, it tucks in its legs and
rolls rapidly, twisting and wrenching its victim. The blood
caiman inflicts its bite damage and knocks the creature
prone. The creature is still grappled by the blood caiman.

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Carbunclo Carbunclo

Never have legend and misinformation met upon a more Tiny monstrosity, unaligned
inauspicious brow than that of the lowly carbunclo. They appear Armor Class 12
to be little more than ungainly reptiles but are set apart by their Hit Points 21 (6d4 + 6)
strange magical abilities and the fist-sized gemstone horn jutting Speed 20 ft.
from above their bulging eyes. Although tales differ regarding the
type and value of the stone, many claim it is a ruby or garnet. In STR DEX CON INT WIS CHA
truth, however, a carbunclo’s gem is merely a highly reflective
growth, not unlike a fingernail. 6 (-2) 17 (+3) 12 (+1) 7 (-2) 13 (+1) 10 (+0)
Skills Stealth +5, Survival +3
Cowardly but practical creatures, carbuncles make their dens Damage Resistances slashing
wherever they might live comfortably and with little threat from Damage Immunities acid
predators and hunters. This typically means near groves of fruit Condition Immunities blinded, deafened, exhaustion
trees deep within ancient forests, amid berry briars in stagnant Senses darkvision 60 ft., passive Perception 11
marshlands, or near falls thick with water bugs. Wherever a Languages –
carbuncle can eat its fill and hide from both real and imagined Challenge 1 (200 XP)
dangers, these nervous creatures are satisfied. Such tendencies Empath. Carbunclos possess a crude form of telepathy,
contribute to the species’ rarity, as they have little reason or desire
to ramble. Thus, only those who wander the most secluded paths allowing them to detect thinking creatures within 60 feet.
of the world—and even then only those with sharp eyes—ever This grants the carbunclo advantage on Dexterity (Stealth)
stumble across carbuncles. checks made to hide from creatures it has detected.
Creatures other than constructs, plants, and undead cannot
Most carbuncles regard others of their kind with indifference. succeed on a Dexterity (Stealth) check made to sneak up
A safe and comfortable glen far from scary creatures might hold on a carbunclo.
up to a half dozen carbuncles, but as soon as the group proves too Innate Spellcasting. The carbunclo’s innate spellcasting ability
large for the sanctuary to support, the youngest slink off in search is Wisdom (spell save DC 11). The carbunclo can innately
of new homes. Carbuncles—even those living in close proximity— cast the following spells, requiring no components:
have little to do with others of their kind. While certainly intelligent At will: feign death, levitate (self only)
enough to form relationships and societies, most carbuncles would 1/day each: fear
rather spend their days pilfering honeysuckle, floating in cool Spell Vulnerability. A carbunclo is affected by spells that
springs, or reclining amid shadowy tree branches. Some carbuncle normally only affect beasts.
groups have even been known to die out, as none of the members
can be bothered to mate. Yet should a group be threatened, they Actions
can prove quite clever in distracting enemies from others of their
kind. A frequent tactic involves using their empathic abilities Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
to create pleasing smells and sensations to coax dangerous Hit: 6 (1d6 + 3) piercing damage.
trespassers into the path of other threats while the wily carbuncle
quietly slips away.

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Carnivorous Plants Giant Flytrap

Hardy plants that grow in areas with poor soil but abundant Huge plant, unaligned
animal life, some plants turn carnivorous. Whereas their smaller Armor Class 17 (natural armor)
kin supplement their growth by catching insects, giant carnivorous Hit Points 157 (15d12 + 60)
plants do the same with animals, humanoids, and anything else Speed 10 ft.
foolish enough to draw too near. Given that their prey is generally
much smarter than insects, these deadly plants have evolved into STR DEX CON INT WIS CHA
much more aggressive hunters than their tiny cousins.
19 (+4) 16 (+3) 19 (+4) 1 (-5) 12 (+1) 6 (-2)
Flytrap. Local legends call this plant names like “mancatcher,” Damage Resistances acid
“snapperjaw plant,” “dragonleaf plant,” “cowbiter,” and “green Condition Immunities blinded
gulper,” but adventurers know it simply as the giant flytrap. A giant Skills Perception +4, Stealth +6
flytrap’s stalks are 20 feet long, but generally sprawl relatively Senses tremorsense 60 ft.; passive Perception 14
close to the central mass—a set of full-grown flytrap jaws is 7 feet Languages -
across. A giant flytrap weighs 9,000 pounds. Challenge 6 (2,300 XP)
Vegetation Cover. In a forest environment, a giant flytrap has
Giant flytraps can lumber slowly along the ground, using their
writhing roots like tentacles to relocate to more populous hunting advantage on Dexterity (Stealth) checks.
grounds, they are quite canny at blending in with the surrounding
foliage. A giant flytrap’s jaws and stalks are swift-moving—it Actions
reaches out and snaps at passersby with lightning speed. The
plant itself even has a modicum of intelligence, and is capable of Multiattack. The giant flytrap attacks with four bites. A
limited tactical choices, such as knowing when to break off an giant flytrap makes one less bite for each creature it has
attack against a powerful foe. engulfed (see below).

Pitcher Plant. A single petal hovers above the opening of a Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target,
giant pitcher plant, with a bulb larger than a full-grown human. Hit: 8 (1d8 + 4) piercing damage. If the target is a Medium
The petal acts as a lid above rows of jagged spines that fold or smaller creature, it must succeed on a DC 15 Dexterity
inward, overlapping each other almost like shark’s teeth. As soon saving throw or be engulfed by the giant flytrap. An
as a victim comes near this maw, the overhanging petal slams engulfed creature is blinded and restrained, it has total cover
down and the flower rapidly constricts. Its spines gnaw upon against attacks and other effects outside the giant flytrap,
the captured prey, drawing it into the large, hollow pitcher to be and it takes 10 (3d6) acid damage at the start of each of
dissolved in sweet-scented but acidic and toxic nectar. Because the giant flytrap’s turns. If the giant flytrap dies, a swallowed
monstrous pitcher plants gain their nutrients from decomposing creature is no longer restrained by it and can escape from
organisms, the plant is nearly rootless and moves about by the corpse by using 20 feet of movement, exiting prone. As
extending and retracting four thick clusters of rootlike shoots. long as it has a creature engulfed, the giant flytrap cannot
Giant pitcher plants typically grow between 8 to 10 feet tall and make a bite attack with that set of jaws.
weigh 320 pounds.
While native to the southeastern United States on Earth,
Sundew. Giant sundews use their shallow but sturdy roots to flytraps have been transplanted to other areas as tourist
creep through boggy environments, slamming targets with its curiosities where they have become locally endemic and
thick, leaflike fronds, each of which is covered with globules of could easily thrive in a fantasy version of Latin America.
sticky, acidic goo. The giant sundew exudes an unmistakable scent
of honey—an attractive odor that often proves irresistible to nearby
creatures until they find themselves stuck fast and slowly dissolved
and digested in the sundews deadly fronds. Although the giant
sundew is not quite a mindless monstrosity, its intellect is barely
more than instinctive, and it has little ability to discern between
allies and enemies, though if it encounters creatures immune to
acid or adhesive qualities, the sundew is smart enough to choose
other targets. A full-grown giant sundew can reach a height of over
20 feet and weighs 4,000 pounds.

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Giant Pitcher Plant Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
19 (3d8 + 5) piercing damage. If the target is Medium sized
Large plant, unaligned or smaller, it must succeed on a DC 15 Dexterity saving throw
Armor Class 16 (natural armor) or be swallowed by the pitcher plant. A swallowed creature is
Hit Points 133 (14d10 + 56) blinded and restrained, it has total cover against attacks and
Speed 20 ft. effects outside of the pitcher plant and takes 14 (4d6) poison
damage at the start of each of the pitcher plant’s turns. The
STR DEX CON INT WIS CHA pitcher plant can hold one Medium sized creature or two Small
sized or smaller creatures in its body at a time.
20 (+5) 12 (+1) 14 (+2) 1 (-5) 13 (+1) 7 (-2)
Saving Throws Con +5 If the pitcher plant takes 15 damage or more in a single
Damage Resistances acid turn from a creature inside it, the pitcher plant must succeed
Condition Immunities blinded, deafened, exhaustion on a DC 15 Constitution saving throw at the end of that turn
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11 or regurgitate all swallowed creatures, which fall prone in a
Languages – space within 5 feet of the pitcher plant. If the pitcher plant
Challenge 7 (2,900 XP) dies, a swallowed creature is no longer restrained by it and can
Excavator. The area around a giant pitcher plant out to a radius escape from the corpse by using 5 feet of movement, exiting
prone.
of 20 feet is treated as difficult terrain for all non-plant
creatures without a burrow speed. Vine. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.
Gushing Wound. When a creature deals slashing damage to the Hit: 21 (3d10 + 5) bludgeoning damage, and the target is
giant pitcher plant, they must make a DC 14 Dexterity saving grappled (escape DC 14). The pitcher plant has two vines, each
throw. On a failure, they take 10 (3d6) poison damage from of which can grapple one target.
the pitcher plant’s poisonous fluids. If the saving throw fails by 5
or more, the affected creature is also poisoned for 1 minute. A Toxic Splash (Recharge 5-6). The pitcher plant sprays its poison out
creature poisoned in this way can make another saving throw at to a radius of 20 feet. Each creature in this radius must make
the end of each of their turns, ending the effect on a success. a DC 15 Constitution saving throw, taking 28 (8d6) poison
damage on a failure, and half as much on a success. Creatures
Actions that fail this saving throw by 5 or more are also considered
poisoned for 1 minute. A creature poisoned in this way can
Multiattack. The giant pitcher plant makes one bite attack and one make another saving throw at the end of each of their turns,
vine attack. ending the effect on a success.

Giant Sundew burns through most organic material but does not affect metal
or stone. If the sundew takes cold damage, its acid is neutralized
Huge plant, unaligned until the end of its next turn after taking the cold damage.
Armor Class 19 (natural armor)
Hit Points 210 (20d12 + 80) Actions
Speed 20 ft.
Multiattack. The sundew makes two slam attacks.
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one

26 (+8) 14 (+2) 19 (+4) 1 (-5) 12 (+1) 7 (-2) target. Hit: 24 (3d10 + 8) piercing damage plus 10 (3d6)
Saving Throws Dex +6, Con +8 fire damage, and the target is grappled (escape DC 17).
Skills Perception +5 The sundew can grapple up to 4 Medium sized creatures and
Damage Resistances slashing continue making slam attacks.
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion Rections
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 15
Languages – Stupefication Pollen (1/Day): When the sundew has lost at least
Challenge 12 (8,400 XP) half of its hit points, it releases a pollen cloud that fills the area
Acidic. A creature that touches the sundew or starts its turn in a 20-foot radius around the giant sundew. Creatures other
than the sundew in the area must succeed a DC 16 Constitution
grappled by the sundew takes 4 (1d8) acid damage. This acid save or be poisoned for 1 minute. While a creature is poisoned
in this way, it is stunned. Afflicted creatures can make a new
saving throw at the end of each of their turns, ending the
poisoned effect on a success.

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Carreta Nagua Sinslain Minion

This mystical oxcart is an oversized wagon, often in the shape Medium undead, lawful neutral
of a cross, brightly painted with calaveras and skeletons of all Armor Class 12
manner of humanoids. It travels to collect souls corrupted by Hit Points 22 (3d8 + 9)
bad deeds. The innocent can sleep peacefully, unable to hear or Speed 30 ft.
see the carreta nagua, while the guilty caught out by night on
the road have no hope. The oxen’s bleached bones glow with a STR DEX CON INT WIS CHA
preternatural blue light of their own right through their translucent
flesh. 14 (+2) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 6 (-2)
Damage Vulnerabilities bludgeoning
Innkeeper’s Warning. Good innkeepers who value their Damage Immunities poison, necrotic
customers and hope for return business often warn their foreign Condition Immunities charmed, exhaustion, frightened,
guests shortly after paying their room and board that at some
point during middle of the night they may be awakened by the poisoned
loud sounds of hooves and wheels clattering over cobblestones. Senses darkvision 60 ft., passive Perception 10
The townspeople know better and rarely dare to lift the shade or Languages understands languages it knew in life; telepathy
pull back the curtain to look out a window. For those with a guilty
conscience, it is best not to take a chance at serious illness or a 60 ft. (with carreta nagua only)
fate worse than death. Even a peek could gain the attention of the Challenge 1/2 (100 XP)
carreta nagua to come and claim your soul. Soul Bound. Unless the soul of the sinslain minion is released

Called to Collect. Potent magical rituals can call the carreta from its soul cage, it reanimates behind the carreta nagua
nagua to appear, but only powerful casters should attempt such the following night.
spells, lest they be taken hostage, their souls doomed to ride in Telepathic Bond. The sinslain minion unconditionally follows
the wagon and their animated bones walk behind it for all eternity. the commands of the carreta nagua that created it. It acts
To have some power over this nightmare, the bravest could try to on the same initiative count as the carreta nagua, taking
steal an animated bone, but they must do it blindfolded to survive. its actions after the end of the carreta nagua’s turn.

Sinslain Minions. When first encountered, a carreta nagua is Actions
often being followed by 1d4 + 3 sinslain minions under its control.
Their life force is bound to the soul cage coffins in the wagon. If Chattering Teeth. Melee Weapon Attack: +5 to hit, reach 5
their bones are recovered, they might be able to be turned back ft., one target. Hit: 7 (1d6 + 4) piercing damage.
into their original form. The minions can either be attached to
the wagon or alongside the cart. They have the stat block of a Bone Missile. Range Weapon Attack: +5 to hit, range 80
skeleton minion and take all their turns at the end of the carreta ft./320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
nagua’s turn.

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L Conrad Ward (Order #31470884)

Carreta Nagua Sudden Swerve. The carreta nagua can turn only very gradually,
moving left or right 5 feet for every 40 feet straight it moves.
Huge undead, lawful neutral However, as a bonus action it instantaneously turn itself in any
Armor Class 14 (17 for rider with mage armor) direction.
Hit Points 230 (20d12 + 100)
Speed 40 ft. Actions

STR DEX CON INT WIS CHA Multiattack. The carreta nagua makes two ox horn or ox hoof
attacks in any combination.
20 (+5) 16 (+3) 20 (+5) 12 (+1) 12 (+1) 18 (+4)
Saving Throws Con +9, Wis +6, Cha +9 Ox Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Skills Athletics +10, Intimidation +9, Perception +6 target. Hit: 19 (4d6 + 5) piercing damage.
Damage Resistances bludgeoning, piercing and slashing from
Ox Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one
nonmagical attacks not made with silvered weapons target. Hit: 14 (2d8 + 5) bludgeoning damage.
Damage Immunities necrotic
Condition Immunities charmed, exhaustion, frightened, Trample. The carreta nagua can move through the space of
Medium or smaller creatures. Each creature in its path takes
paralyzed, poisoned 27 (6d8) bludgeoning damage, or half as much on a successful
Senses darkvision 60 ft., passive Perception 16, sin sense Strength saving throw. Creatures failing their save are also
Languages Abyssal, Common, Infernal, understands languages it knocked prone as the carreta nagua rolls over them; this
movement does not provoke opportunity attacks from prone
knew in life; telepathy 60 ft. (sinslain minions only) creatures. Creatures succeeding on their saving throw can move
Challenge 13 (10,000 XP) out of the carreta nagua’s path. This does not count against
Innate Spellcasting. The carreta nagua’s innate spellcasting ability their movement on their next turn. A creature in the path of the
carreta nagua’s trample may forfeit their saving throw in order
is Charisma (spell save DC 17). The carreta nagua can innately to make an opportunity attack against the creature; this is
cast the following spells, requiring no material components: resolved prior to the carreta nagua entering their space.
At will: detect thoughts, invisibility, speak with dead, spare the dying
3/day each: bestow curse, soul cage* XGtE Legendary Actions
1/day each: plane shift, raise dead
Legendary Resistance (3/Day). If the carreta nagua fails a saving The carreta nagua can take 3 legendary actions, choosing from
throw, it can choose to succeed instead. the options below. Only one legendary action option can be
Not Maneuverable. Because the carreta nagua cannot turn quickly, used at a time and only at the end of another creature’s turn.
a creature attacking it in melee has advantage on their attack The carreta nagua regains spent legendary actions at the start
roll if another ally has already attacked it that round from the of its turn.
carreta nagua’s opposite side. Command Sinslain Minions (1 Action). The carreta nagua commands
Sin Sense. The carreta nagua can perceive the exact location of
evil creatures (and any other sinful or corrupt creatures, at the up to three minions to attack.
GM’s discretion) within 60 feet, as if it had blindsight. Misty Trot (1 Action). The carreta nagua can misty step up to 30
Spirit Wagon. When the carreta nagua uses its soul cage ability
on a humanoid, its spirit is bound within one of the six coffins feet away in a new direction and does not provoke opportunity
borne by the wagon, while its body shambles behind the attacks.
wagon as a sinslain minion under the carreta nagua’s Ox Stomp (2 Actions). The undead oxen drawing the carreta
command. Each coffin is covered with a white burial shroud, nagua stomp their feet on the ground, causing all creatures
and any creature removing the shroud from a coffin takes 27 within 10 feet to take 14 (4d6) thunder damage, or half as
(5d10) necrotic damage unless they first cast remove curse much on a successful DC 18 Strength saving throw. Creatures
on the shroud. Once the shroud is removed, the coffin can be failing their saving throw are also knocked prone.
smashed open with a DC 20 Strength check or by dealing it Soul Cage (1 Actions). The carreta nagua performs one of the
20 points of bludgeoning or slashing damage; this does not features of the soul cage spell.
harm the carreta nagua’s hit points. If a coffin is smashed, Undead Fortitude. If damage reduces the sinslain minion to 0 hit
that spirit is released one of the carreta nagua’s sinslain points, it must make a Constitution saving throw with a DC of 5
minions (chosen randomly) collapses into a pile of inert flesh + the damage taken, unless the damage is radiant or from a
and bone. critical hit. On a success, the sinslain minion drops to 1 hit point
instead.

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Cats, Great Margay

The Americas are home to a wide variety of hunting cats, from small but Tiny beast, unaligned
fierce hunters of frogs, birds, and monkeys to large and deadly prowlers Armor Class 12
capable of taking down very large prey. Hit Points 2 (1d4)
Speed 30 ft., climb 20 ft.
Margay. The margay is a small cat that lives in dense tropical forests,
preferring to spend most of its life in the trees. During the day, a margay STR DEX CON INT WIS CHA
lounges in liana tangles far above the ground, and at night it chases birds,
frogs, lizards, and monkeys through the treetops. A margay can use its 4 (-3) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 9 (-1)
sound mimicry ability to imitate the sounds of any animal of its own size or Skills Acrobatics +4, Perception +3, Stealth +6
one size category smaller, and it often does so to lure prey into an ambush. Senses passive Perception 13
A margay weighs around 8 pounds and may reach a length of 3–4 feet, Languages -
nearly half of which is its tail. Challenge 0 (10 XP)
Keen Smell. The margay has advantage on Wisdom
Ocelot. Ocelots are spotted nocturnal predators that are equally
at home on the ground or in trees. They are skilled climbing, leaping, (Perception) checks that rely on smell.
and swimming and prefers to hunt close to water sources with dense Leaper. A margay can leap 12 feet horizontally.
vegetation cover, though it ranges from grasslands to swamps as well as Mimicry. A margay can mimic the sounds of tamarin monkeys
forests. Ocelots are typically 1-1/2 feet tall and weigh 20-35 pounds.
and other prey animals, which it uses to ambush prey. A
Puma. Pumas are ambush hunters and stalkers. They wait in dense creature that hears the sounds can tell they are imitations
vegetation or underbrush, or rocky outcroppings for potential prey to with a successful DC 11 Wisdom (Insight) check.
wander by. When in range, the puma springs to the attack and bites and Stealthy. A margay adds double its proficiency bonus on
rakes its foe. Pumas are excellent hunters and often stalk potential prey Dexterity (Stealth) checks.
for several miles before attacking. Pumas stand about two feet tall and are
about 4-5 feet long with a tail 2-3 feet long. A typical puma weighs around Actions
125 pounds. It has short, coarse, fur with a white underbelly and a black-
tipped tail. Its fur color (except its underbelly) is typically brown, black, Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
rust, or gray. Its eyes are golden. target. Hit: 1 slashing damage.

Jaguar. The jaguar is a highly aggressive and ferocious great cat that Puma
makes its home in dense forests or swampy areas near a source of fresh
water. Of all the big cats, the jaguar is the most at home in the water. They Medium beast, unaligned
are excellent swimmers and stalk their prey through deep water where Armor Class 12
other cats won’t go. They also excel at climbing and often spend time Hit Points 26 (4d8 + 8)
hunting tree-dwelling animals (such as monkeys). The jaguar is highly Speed 40 ft.
territorial with its personal hunting ground often covering an area of
several square miles. The typical jaguar subsists on a diet of animals such STR DEX CON INT WIS CHA
as deer, tapir, elk, fish, armadillos, and other small animals. If hungry or
its food supply is thin, jaguars have been known to attack prey much larger 15 (+2) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)
than itself. Jaguars stalk their prey and prefer to attack from ambush, Skills Perception +3, Stealth +6
swooping in and felling prey with one swift stroke of their powerful jaws or Senses passive Perception 13
locking on until their prey is dead. Languages -
Challenge 1/2 (100 XP)
Keen Smell. The puma has advantage on Wisdom

(Perception) checks that rely on smell.
Pounce. If the puma moves at least 20 feet straight toward

a creature and then hits it with a claw attack on the same
turn, that target must succeed on a DC 12 Strength saving
throw or be knocked prone. If the target is prone, the puma
can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the puma can
long jump up to 40 feet.
Stealthy. A puma adds double its proficiency bonus on
Dexterity (Stealth) checks.

Actions

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

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.

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Ocelot Jaguar

Small beast, unaligned Medium beast, unaligned
Armor Class 12 Armor Class 12
Hit Points 5 (1d6 + 2) Hit Points 39 (6d8 + 12)
Speed 40 ft., climb 20 ft. Speed 40 ft., climb 20 ft., swim 20 ft.

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

13 (+1) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2) 16 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)
Skills Acrobatics +4, Athletics +3, Perception +3, Stealth +6 Skills Acrobatics +4, Perception +3, Stealth +4
Senses passive Perception 13 Senses passive Perception 13
Languages - Languages -
Challenge 0 (10 XP) Challenge 1 (200 XP)
Ambush. If an ocelot hits a creature with a claw attack, Ambush. If a jaguar hits a creature with a claw attack, and

and the creature is surprised, the ocelot may use a bonus the creature is surprised, the jaguar may use a bonus
action to make a bite attack. action to make a bite attack.
Keen Smell. The ocelot has advantage on Wisdom High Jumper. With a 10-foot running start, the jaguar can
(Perception) checks that rely on smell. long jump up to 25 feet. The jaguar can jump 10 feet
Stealthy. An ocelot adds double its proficiency bonus on vertically and can safely land twice that distance.
Dexterity (Stealth) checks. Keen Smell. The jaguar has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage. If the jaguar scores a
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one critical hit, it rolls damage dice three times, instead of twice.
target. Hit: 3 (1d4 + 1) slashing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.

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Ccoa Ccoa

Tiny elemental, chaotic neutral Ccoa are tiny shape-changing beings that manifest from dark storm
Armor Class 18 (natural) clouds that roam the lofty peaks marking the sacred rifts through
Hit Points 64 (16d4 + 32) which mortals attempt to cross into the spirit kingdoms. When
Speed 30 ft., fly 50 ft. (cloud-form only) confronting mortals, these dark clouds coalesce into small, feline
creatures. Slightly larger than a cat but more bestial in appearance,
STR DEX CON INT WIS CHA the ccoa is covered with a thick coat of coarse gray fur streaked
with black stripes that run the length of its torso. Eerily, its eyes
12 (+1) 23 (+6) 14 (+2) 17 (+3) 14 (+2) 16 (+3) glow with a soft green phosphorescence and its long jaws grimace
Saving Throws DEX +9, INT +6, WIS +5 with rows of broad pointed teeth or less frequently, small tusks.
Senses darkvision 60 ft., passive Perception 15
Languages Auran, Common Supernatural Agents. Some ccoa act as agents for more
Challenge 8 (3,900 XP) powerful spirits or gods; others mask their allegiances and
Shapechanger. The ccoa can use its action to polymorph into intentions. They enjoy teasing and toying with mortals when
they enter their domains, even those that share an alliance with
the form of a dark storm cloud or back to its cat-like form. their spirit masters. They are intolerant of trespassers, and upon
In cloud form, the ccoa appears as a swirling 10-foot-tall first sighting them, attempt to drive them off or even slay them.
black storm cloud with a 30-foot radius. The cloud form Some ccoas enter pacts with priests or warlocks, viewing them as
has a fly speed of 40 ft., can move through a hostile channeling the same eldritch powers they themselves wield.
creature’s space and stop there, and move through a
space as narrow as 1 inch wide without squeezing. Mercurial Extortionists. Ccoas frequently use their powers to
Regeneration (cloud form only). While in cloud form, the ccoa humble the efforts of civilized folk by sweeping through fields and
regenerates damage taken. The ccoa regains 10 hit points at villages and demolishing homes and crops. Mortals can attempt to
the start of its turn. The ccoa only dies if it is slain in cat-form. appease a ccoa’s malicious behavior by presenting it with offerings
and gifts; however, ccoas are mercurial creatures that may as
Actions graciously accept or violently reject an identical offering from one
moment to the next. Some may ask for precious metals, incense,
Bite (cat-form only). Melee Weapon Attack: +10 to hit, reach or wine, while others demand obscure items like a couatl feather
5 ft., one target. Hit: 4 (1d6 + 3) piercing damage. The or a baby’s tears; rarely can mortals simply guess the object of the
target must also make a DC 16 Charisma save or become ccoa’s desire. Failure to deliver the offering earns the ccoa’s wrath,
overwhelmed by hopelessness for 1 minute. During this but if the gift is delivered before sunset the following day, the ccoa
time, the target cannot attack⁠ or target any creature with grants its boon, such as exposing an enemy’s weakness, aiding it
harmful Abilities, Spells, or other magical Effects. in combat, blessing a harvest, influencing the weather, or revealing
an unknown location or forgotten secret.
Ice Stare (cat-form only). The ccoa can set its otherworldly
gaze on a single target within 60 feet causing patches
of ice to crystallize on its exposed flesh. The crystallized
patches deal 22 (5d8) points of cold damage and
reduce the target’s speed by 10 feet until the start of its
next turn. A successful DC 16 Constitution save halves the
damage and the target’s movement is unaffected.

Hailstorm (cloud-form only). Ranged spell attack: +10 to hit,
120 ft., one target. Hit: 14 (3d6) bludgeoning plus 14
(3d6) cold damage.

Lightning Blast (Recharge 5-6). While in cloud form, the ccoa
can target a single creature within any space it occupies
with a bolt of lightning. The targeted creature and
each creature within 5 feet of that point must make
a Dexterity saving throw. A creature takes 27
(5d10) lightning damage on a failed save, or
half as much damage on a successful one.
Outdoors in stormy conditions, the damage
increases to 38 (7d10) lightning damage.

Reactions

Vaporize (Recharge 5-6). If an opponent successfully
strikes the ccoa’s cat-form, the creature
can use a reaction to vaporize
itself, instantaneously assuming its
cloud form and ignoring any damage
from the attack.

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Cherufe

Cherufes make their homes in the caverns of active volcanoes,
where they have not only adapted to survive in these extreme
conditions, but actually thrive in the pools of molten lava
found therein. The cherufe’s unique physiology lets
it feed off of radiating heat, providing sustenance
for the creature as well as mending its wounds.
The hotter the source, the faster a cherufe recovers.
If taken away from a source of intense heat, a
cherufe slowly withers and dies, leaving behind
a stony shell of a carcass. A cherufe stands about
18 feet tall and weighs close to 8,000 pounds. As
long as it remains near a heat source, a cherufe can
live for hundreds or even thousands of years.

Vengeful Vulcanism. Due to their long lifespans,
nearby humanoids often believe the creatures
immortal, and spread legends about the
“gods of the volcanoes.” Some cultures
worship cherufes, likening them to gods
or great dragons. A cherufe’s depraved and
often malicious personality means that it particularly enjoys
receiving sacrificial victims. The creature will often toy with an
unfortunate sacrifice for days before finally decapitating the corpse
and immolating the head. Cherufes cow nearby settlements
with threats of earthquakes and volcanic eruptions, though the
creatures have little desire to cause such havoc in their own
homes and usually exaggerate the power they possess.

Cherufe Actions

Huge monstrosity, neutral evil Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Armor Class 18 (obsidian scales) Hit: 48 (8d10 + 4) slashing damage plus 38 (7d10) fire
Hit Points 327 (19d12 + 114) damage.
Speed 50 ft., swim 30 ft.
Fiery Boulder. Ranged Weapon Attack: +7 to hit, 20/60 ft., one
STR DEX CON INT WIS CHA target. Hit: 44 (8d10) bludgeoning damage plus 44 (8d10) fire
damage.
19 (+4) 13 (+1) 22 (+6) 11 (+0) 14 (+2) 11 (+0)
Saving Throws Con +12 Legendary Actions
Skills Athletics +10, Perception +8
Damage Resistance bludgeoning, piercing, and slashing damage The cherufe can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
from nonmagical attacks a time and only at the end of another creature’s turn. The cherufe
Damage Immunities fire regains spent legendary actions at the start of its turn.
Damage Vulnerabilities cold Ashfall (Costs 2 Actions). The cherufe can create an ashstorm that
Senses darkvision 60 ft., passive Perception 18
Languages Common blinds all creatures except for itself within 30 feet of it unless
Challenge 18 (20,000 XP) they succeed a DC 18 Constitution saving throw. This area also
Fiery Aura. An aura of intense heat surrounds a cherufe. All becomes difficult terrain. These effects last until the beginning
of the cherufe’s next turn.
creatures within 5 feet of the cherufe take 3 (1d6) points of fire Explosive Rock. A cherufe can infuse a thrown rock with part of its
damage at the beginning of the cherufe’s turn. It can suppress fiery essence. The rock explodes in a burst of fire dealing 10
or activate this aura at will as a reaction. (2d6) points of fire damage to all creatures in a 20-foot radius.
Fiery Blood. A creature striking a cherufe with a melee weapon Creatures in this area can attempt a DC 18 Dexterity saving
attack with a slashing or piercing weapon takes 3 (1d6) points throw to halve this damage.
of fire damage unless they succeed a DC 18 Dexterity saving Lava Stomp. A cherufe can stomp on the ground (in its square or
throw. an adjacent square) and draw forth a gout of lava with which
Legendary Resistance (3/Day). If the cherufe fails a saving throw, it it targets a single creature within 20 feet of it. The target takes
can choose to succeed instead. 21 (4d6) points of fire damage unless it succeeds a DC 18
Dexterity saving throw which halves the damage. The target’s
space is treated as difficult terrain afterwards.

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Chonchon Chonchón

These bizarre creatures resemble a monstrous head lacking a Tiny fiend, chaotic (any)
body, with piercing red eyes, sharp-taloned claws, a gaping fanged Armor Class 12
mouth, and hideous oversized ears that it flaps like wings to be Hit Points 13 (3d4 + 6)
able to fly. The whole bestial head is covered with shaggy fur. Speed 5 ft., fly 40 ft.
These mysterious flying beasts are signs of ill omen wherever
they soar, its croaking call presaging illness and death or some STR DEX CON INT WIS CHA
other mischance. They are reputed to suck the blood of sleeping
creatures but also reportedly feed on the misery of mortals. They 6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)
are sometimes confused with the chuncho, a hooting owl whose Skills Perception +5, Stealth +4
cry sounds similar to that of the chonchón. Damage Resistances cold, fire, lightning
Damage Immunities poison
Arcane Pact. While chonchóns are naturally demons, since Condition Immunities poisoned
ancient times certain spellcasters researching into forbidden lore Senses darkvision 120 ft., passive Perception 8
discovered the means to borrow the chonchón’s form and likeness Languages understands Abyssal, Common, and Infernal, but
for themselves. In this shape, they leave their bodies behind and
soar across the land in the monstrous form of the chonchón, can’t speak them
unseen by all who lack their arcane gifts and free to wreak Challenge 1 (200 XP)
mischief. Of course, their bodies remain vulnerable while their Arcane Invisibility. The chonchón is invisible to all creatures
heads are detached, so those discovering the headless body of the
chonchón host might simply turn the body on its stomach so the that cannot cast spells that appear on the sorcerer,
chonchón cannot reattach its head. warlock, or wizard spell list.
Flyby. The chonchón doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach when using its talons
attack.
Keen Hearing and Sight. The chonchón has advantage on
Wisdom (Perception) checks that rely on hearing or sight.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison
damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) slashing damage.

Call of Misfortune. The chonchón makes a strange hooting
sound: tué, tué, tué. Humanoids and beasts within 30 able
to hear it must succeed on a DC 12 Wisdom saving throw
or be frightened until the end of the chonchón’s next turn,
gaining disadvantage on all die rolls (including damage
rolls). Creatures successfully saving are immune to the call
of misfortune of all chonchóns for 1 hour.

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Chupacabra Chupacabra

These notorious predators have an undeniable thirst for blood. Small monstrosity, unaligned
Chupacabras prefer to prey upon the weak and slow, often Armor Class 14 (natural hide)
watching potential prey from hiding for long periods before Hit Points 121 (22d6 + 44)
attacking. Spry and stealthy, they prefer to keep to areas of Speed 30 ft.
high grass and protective rock, their slightly reflective scales
allowing them to blend in well with such surroundings. With a STR DEX CON INT WIS CHA
preference for lone travelers and farm animals (particularly goats),
chupacabras leave little evidence of their presence apart from the 13 (+1) 16 (+3) 14 (+2) 3 (–4) 15 (+2) 6 (–2)
grisly blood-drained husks of their meals, often leading locals to Saving Throws Dex +5
believe a reckless vampire lives in the area. A typical chupacabra Skills Stealth +5
measures nearly 5-1/2 feet from muzzle to tail tip and stands just Senses darkvision 60 ft., passive Perception 12
under 4 feet tall. Slightly built and light of bone, most weigh close Languages Aklo (cannot speak)
to a hundred pounds. Challenge 4 (1,100 XP)
Chupar. A chupacabra that successfully hits a creature with
Vicious Packs. Although chupacabras are typically solitary, in
bountiful areas small gangs of the beasts can form. These groups its bite attack sucks the creature’s blood and reduces the
work well together, becoming bold enough to attack larger groups creature’s Constitution by 1. The target dies if this reduces
of animals and more dangerous prey. Stories of chupacabras its Constitution to 0. Otherwise, the reduction lasts until the
attacking travelers or laying siege to farmhouses typically stem target finishes a short or long rest.
from the hunting practices of such gangs. Cunning Camouflage. At the end of each of its turns, a
chupacabra can make a Dexterity (Stealth) ability check.
They mate rarely and only during the hottest months, with It can make this ability check even when observed so long
the females each producing a single egg that hatches into a tiny, as it is in undergrowth or rocky terrain.
dehydrated creature. The mother typically leaves helpless prey in
her cave so the hatchling can immediately feed. Actions

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

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d8 + 1) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) slashing damage.

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Colocolo Colocolo

The colocolo is a small fiendish rodent similar in appearance Tiny fiend (demon), chaotic evil
to a grotesquely formed opossum with patchy brown fur and a Armor Class 13 (natural hide)
long slender tongue.  These nocturnal fiends prey upon sleeping Hit Points 10 (3d4 + 3) 
humanoids; creeping into their beds and absorbing their vital Speed 30 ft.
essence by consuming their saliva. Victims awaken weakened
and exhausted. Night after night the creature returns, draining the STR DEX CON INT WIS CHA
individual until she becomes so weak she perishes. Those attacked
by the creature suffer nightmares of being feasted upon by a 6 (-2) 14 (+2) 13 (+1) 4 (-3) 9 (-1) 5 (-3)
rooster-headed serpent. The strange visions depict the creature’s Skills Deception +2, Stealth +4
birth form, which hints at the nature of its foul origin. Colocolo Senses darkvision 60 ft., passive Perception 9
hatch from eggs laid in small clutches near humanoid settlements Languages Understands Abyssal but cannot speak
in old barns, stables, or even outhouses. A clutch consists of 8 to Challenge 1/4 (50 XP)
12 eggs. When the eggs hatch, the serpentine forms slither off to Steal Stamina. The colocolo feeds by spitting an anesthetizing
build nests and burrows, where they live until they mature and
undergo metamorphosis.   toxin into the mouth of a sleeping victim, then slithers its
slender tongue into the victim›s throat to extract its vital
When threatened or injured by an opponent, a colocolo essence through the saliva. The individual wakes the
unleashes a high-pitched cry that bears disturbing resemblance to following day having gained no benefit from the long
a wailing infant. The creature’s cry can be deceptive when heard rest and instead suffers 1 level of exhaustion. A DC 13
from a distance. A DC 13 Intelligence (Nature) check determines Constitution save negates the anaesthesia, permitting the
the wailing seems eerily repetitive and more consistent with the victim to wake up before the colocolo drains her.
calls of a beast than those of a baby.
Actions
Cowardly Thieves. Small and relatively weak, the colocolo
relies on keeping itself hidden from its prey. While they defend Multiattack. The colocolo makes two attacks: one with its bite
themselves if cornered or captured, their first instinct is always to and one with its claws.
flee. In regions where the colocolo are prevalent, once the victim’s
ailment has been identified as a colocolo attack, a local shaman Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
can usually be called upon to perform a ceremony that drives creature. Hit: 4 (1d4 + 2) piercing damage.
the pest off. Such ceremonies involve painting the victims with
special woads and sprinkling sleeping areas with salts and herbs Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
to drive off the colocolo. It is undetermined whether the ceremony target. Hit: 5 (1d6 + 2) slashing damage.
provides magical protection or simply scares off the cowardly fiend
by alerting it that the prey has detected its presence.  Reactions

Filthy Regurgitation. If interrupted while feeding upon a
sleeping mortal, the colocolo immediately regurgitates
into the victim›s face as a means of defence before
fleeing. A target splattered with the putrescent fluids is
Blinded and Poisoned until the end of its turn. The target
can make a DC 13 Dexterity save to avoid being struck
by the fluid, unless it is still incapacitated. Anyone coming
in contact with the putrid contents of the colocolo’s stomach
is exposed to Sewer Plague.

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Couatl Auwaz Couatl

These winged serpents are greater cousins of the common Large celestial, chaotic good
couatlSRD, servants of gods of goodness who direct the actions Armor Class 17 (natural armor)
of their lesser kin and serve on more urgent or dangerous tasks. Hit Points 105 (14d8 + 42)
They watch from the shadows and influence them toward good Speed 20 ft., fly 50 ft., swim 60 ft.
deeds, spreading wisdom, peace, and cooperation with others.
They also stand ready to intervene when the forces of evil gather STR DEX CON INT WIS CHA
their forces in great strength that overwhelms mortals and their
allies alike. They are carnivorous, feeding on birds, mammals, and 16 (+3) 20 (+5) 17 (+3) 15 (+2) 15 (+2) 16 (+3)
the occasional evil humanoid, monster, or fiend. Saving Throws Con +6, Wis +5, Cha +6
Skills Deception +6, Insight +8, Nature +5, Perception +8,
Auwaz Couatl. The blue and green scales and feathers of these
serpents resemble ocean waters. The smallest of couatls, they are Survival +8
8 feet long with a 12-foot wingspan. They help those lost at sea find Damage Immunities psychic, bludgeoning, piercing, and
their way to safety, though when they find evil creatures adrift they
work to ensure they remain lost and taken by the deep. slashing damage from nonmagical attacks
Condition Immunities charmed, frightened
Chicome Couatl. Among the mightiest of their kind, these huge Senses darkvision 60 ft., passive Perception 18
servants have wings and scales of verdant green with a bright red Languages Celestial, Common, Draconic, telepathy 100 ft.
feathered crest. With bodies 40 feet long and a 30-foot wingspan, they Challenge 6 (2,300 XP)
leave golden pollen and showers of dew in their wake. These gentle Celestial Traits. The couatl does not need to breathe,
creatures seek to reestablish nature in shattered lands, especially Innate Spellcasting. The couatl’s spellcasting ability is
those recently cleansed from the ravages by evil. They may restore
natural beauty and settlements as well, using its magic to coax back Charisma (spell save DC 14). It can innately cast the
healthy life and growth. following spells, requiring no material components:
At will: detect good and evil, detect magic, detect thoughts,
Mix Couatl. The dark-scaled mix (pronounced “meesh”) are invisibility, speak with animals
midnight blue with nacreous flecks of silver and purple and 3/day each: bless, create food and water, cure wounds (cast
shadowy wings of blue and black feathers. Their bodies are 10 to as a 3rd-level spell), , lesser restoration, protection from
15 feet long with wingspans of 10 to 15 feet. They roam widely, poison, sanctuary, water breathing
seeking out fledgling societies and spreading knowledge, from 1/day each: call lightning, control water, dispel good and
prosaic skills like farming and medicine to more arcane and evil, modify memory
esoteric pursuits like the study of magic. Magic Weapons. The couatl’s weapon attacks are magical.
Shielded Mind. The couatl is immune to scrying and to any
Quetz Couatl. These iridescent serpents are the high messengers effect that would sense its emotions, read its thoughts, or
of benevolent deities and are devoted to bringing hope to mortals, detect its location.
aiding them in causes of righteousness. They have bodies 10 to 20 feet
long with scales of blue and green, weighing almost a ton, with wings Actions
spanning 15 feet, feathered in brilliant rainbow hues.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Tletli Couatl. With glimmering opalescent scales and burning target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8)
wings swathed in white-hot fire, the massive tletli are servants of poison damage. If the couatl hits a Medium or smaller
salvation and destruction in equal measure, protecting what must be target, it can make a constrict attack against that creature
defended and avenging what cannot. Their bodies are 35 feet long as a bonus action.
with wingspans of 25 feet, and they are thicker and more muscular Constrict. Melee Weapon Attack: +6 to hit, reach
than other couatls. Their flames are infused with holy power and sear 10 ft., one Medium or
the eyes and scorch the bodies of the unrighteous and destructive. smaller creature. Hit: 12
Redemption may be the path for other couatls but the way of the tletli (2d8 + 3) bludgeoning
is the way of judgment and retribution. damage, and the target is
grappled (escape DC 15).
Xiuh Couatl. Fiercer than other couatls, xiuh (pronounced “shoo”) Until this grapple ends, the
are dedicated to seeking out malevolent creatures and offering a final target is restrained and the
chance at redemption before meting out divine vengeance. Xiuh have couatl can’t constrict another target.
dark red scales with orange and Gift of the Sea (1/Day). An auwaz couatl can
golden flecks, and their rainbow- bestow a blessing or curse on a creature that
hued wings crackle with arcs of is within 120 feet. Either effect lasts for 24 hours. A blessed
electricity and sparks of creature gains the effects of the find the path spell related
flame. They sometimes to a port or destination they have if they are traveling. Also,
serve as the patrons any ship the blessed creature is on has favorable winds
of heroes, for the remainder of the effect, doubling its travel speed.
transforming A cursed creature has disadvantage on any ability checks
themselves related to sailing or navigation, and winds slow the cursed
into powerful creature’s boat, halving its travel speed.
weapons for
champions of
good.

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Chicome Couatl Magic Resistance. The couatl has advantage on saving throws
against spells and other magical effects.
Huge celestial, lawful good
Armor Class 20 (natural armor) Magic Weapons. The couatl’s weapon attacks are magical.
Hit Points 202 (15d12 + 105) Sacred Poison. The poison damage the couatl deals with its bite
Speed 30 ft., fly 90 ft.
attack or its Poison Breath bypasses any resistance or immunity
STR DEX CON INT WIS CHA to poison that fiends have.
Shielded Mind. The couatl is immune to scrying and to any effect
25 (+7) 20 (+5) 25 (+7) 18 (+4) 28 (+9) 23 (+6) that would sense its emotions, read its thoughts, or detect its
Saving Throws Con +12, Wis +14, Cha +11 location.
Skills Animal Handling +14, Insight +14, Intimidate +11, Nature
Actions
+14, Perception +11, Stealth +15, Survival +19
Damage Resistances cold, lightning, fire, radiant Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Damage Immunities acid, psychic; bludgeoning, piercing, and Hit: 34 (6d8 + 7) piercing damage and becomes poisoned
unless it succeeds on a DC 20 Constitution saving throw. The
slashing damage from nonmagical attacks that aren’t cold iron target also takes 18 (4d8) poison damage, or half as much on
Condition Immunities charmed, exhaustion, frightened, poisoned a successful save. If the couatl hits a Large or smaller target,
Senses darkvision 60 ft., passive Perception 24 it can make a constrict attack against that creature as a bonus
Languages Celestial, Common, Draconic, Druidic, telepathy 100 action.

ft. Constrict. Melee Weapon Attack: +12 to hit, reach 10 ft., one
Challenge 16 (15,000 XP) Large or smaller creature. Hit: 20 (2d12 + 7) bludgeoning
Aura of Resplendence. The couatl has an aura with a range of damage, and the target is grappled (escape DC 20). Until
this grapple ends, the target is restrained and the couatl can’t
100 feet. In this radius, normal vegetation grows thick and constrict another target.
overgrown. The couatl can control where and when the plants
grow, and can exclude up to 5 creatures from the effect. All Poison Breath (Recharge 5–6). The couatl exhales its poison breath
other creatures in range treat the terrain as difficult. The couatl in a 30-foot cone. Each creature in that area must make a DC
can suppress or resume the aura as a bonus action. If the couatl 19 Constitution saving throw, taking 55 (10d10) poison damage
takes a long rest with its aura on, it can bless a land as per the on a failed save, or half as much damage on a successful one.
plant growth spell as if the couatl had spent 8 hours casting the
spell. Change Shape. The couatl magically polymorphs into a humanoid
Innate Spellcasting. The couatl’s spellcasting ability is Charisma or beast that has a challenge rating equal to or less than its
(spell save DC 19). It can innately cast the following spells, own, or back into its true form. It reverts to its true form if it
requiring no material components: dies. Any equipment it is wearing or carrying is absorbed or
At will: animal friendship, detect good and evil, detect magic, detect borne by the new form (the couatl’s choice).
thoughts, etherealness, invisibility
3/day each: awaken, control weather, dispel magic, greater In a new form, the couatl retains its game statistics and
restoration, plane shift, speak with animals, teleport ability to speak, but its AC, movement modes, Strength,
1/day each: antipathy, dispel good and evil, heal, reincarnate Dexterity, and other actions are replaced by those of the new
form, and it gains any statistics and capabilities (except class
features, legendary actions, and lair actions) that the new form
has but that it lacks. If the new form has a bite attack, the
couatl can use its bite in that form.

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Mix Couatl At will: detect good and evil, detect magic, detect thoughts,
invisibility, produce flame, speak with animals
Large celestial, chaotic good
Armor Class 15 (scaled hide) 3/day each: bless, create food and water, cure wounds (cast
Hit Points 127 (15d8 + 60) as a 3rd-level spell), dispel good and evil, lesser restoration,
Speed 30 ft., fly 90 ft. protection from poison, sanctuary, shield

STR DEX CON INT WIS CHA 1/day each: fireball, modify memory, speak with plants
Magic Weapons. The couatl’s weapon attacks are magical.
18 (+4) 18 (+4) 19 (+4) 17 (+3) 19 (+4) 20 (+5) Sacred Poison. The poison damage the mix couatl deals with its
Saving Throws Con +7, Wis +7, Cha +8
Skills Arcana +6, Insight +7, Nature +6, Perception +7 bite attack or its Poison Breath bypasses any resistance or
Damage Resistances radiant immunity to poison that fiends have.
Damage Immunities psychic, bludgeoning, piercing, and slashing Shielded Mind. The couatl is immune to scrying and to any effect
that would sense its emotions, read its thoughts, or detect its
damage from nonmagical attacks location.
Condition Immunities charmed, frightened Star Serpent. The mix couatl has advantage on Dexterity (Stealth)
Senses darkvision 60 ft., passive Perception 17 checks and can Hide as a bonus action when outdoors at night.
Languages Celestial, Common, Draconic, telepathy 100 ft.
Challenge 8 (3,900 XP) Actions
Gift of Knowledge. When a mix couatl casts modify memory on a
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
willing creature, it can concentrate for 1 hour in order to grant 13 (2d8 + 4) piercing damage plus 9 (2d8) poison damage.
that creature proficiency with one of the following: Animal If the mix couatl hits a Medium or smaller target, it can make a
Handling, Arcana, History, Medicine, Nature, or one tool. The constrict attack against that creature as a bonus action.
character retains this proficiency permanently. A creature can
benefit from the Gift of Knowledge only once. Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Innate Spellcasting. The couatl’s spellcasting ability is Charisma Medium or smaller creature. Hit: 13 (2d8 + 4) bludgeoning
(spell save DC 20). It can innately cast the following spells, damage, and the target is grappled (escape DC 17). Until
requiring no material components: this grapple ends, the target is restrained and the couatl can’t
constrict another target.

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Quetz Couatl Magic Weapons. The couatl’s weapon attacks are magical.
Sacred Poison. The poison damage the quetz couatl deals with
Large celestial, lawful good
Armor Class 17 (scaled hide) its bite attack or its Poison Breath bypasses any resistance or
Hit Points 218 (19d10 + 114) immunity to poison that fiends have.
Shielded Mind. The couatl is immune to scrying and to any effect that
Speed 20 ft., fly 60 ft. would sense its emotions, read its thoughts, or detect its location.

STR DEX CON INT WIS CHA Actions

20 (+5) 16 (+3) 22 (+6) 18 (+4) 22 (+6) 20 (+5) Multiattack. The couatl makes three attacks: one with its bite and
Saving Throws Con +11, Wis +11, Cha +10 two with its wings.
Skills Insight +11, Perception +11, Persuasion +10
Damage Resistances radiant Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
Damage Immunities psychic, bludgeoning, piercing, and slashing 32 (6d8 + 5) piercing damage and becomes poisoned unless it
succeeds on a DC 20 Constitution saving throw. The target also
damage from nonmagical attacks takes 18 (4d8) poison damage, or half as much on a successful
Condition Immunities charmed, exhaustion, frightened, poisoned save. If the quetz couatl hits a Medium or smaller target, it can
Senses darkvision 60 ft., passive Perception 21 make a constrict attack against that creature as a bonus action.
Languages Celestial, Common, Draconic, telepathy 100 ft.
Wings. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Challenge 14 (11,500 XP) Hit: 14 (2d8 + 5) bludgeoning damage.
Feathered Serpent. A creature hit with both of a quetz couatl’s
Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft., one
wing attacks on the same turn must succeed a DC 19 Medium or smaller creature. Hit: 16 (2d10 + 5) bludgeoning
Constitution saving throw or be blinded until the start of the damage, and the target is grappled (escape DC 20). Until
quetz couatl’s next turn. this grapple ends, the target is restrained and the couatl can’t
Innate Spellcasting. The couatl’s spellcasting ability is Charisma constrict another target.
(spell save DC 20). It can innately cast the following spells,
requiring no material components: Poison Breath (Recharge 5–6). The couatl exhales its poison breath
At will: alter self, detect good and evil, detect magic, detect in a 30-foot cone. Each creature in that area must make a DC
thoughts, etherealness, invisibility, speak with animals 19 Constitution saving throw, taking 45 (10d8) poison damage
3/day each: dispel good and evil, teleport on a failed save, or half as much damage on a successful one.
1/day each: heal, charm monster, heal, scrying
Radiant Wings (Recharge 5-6). The quetz couatl spreads its
multicolored wings and all enemies within 30 feet must succeed on
a DC 20 Wisdom saving throw or be blinded for 1 minute. Even on
a successful save, enemies are dazzled and have disadvantage on
attack rolls for 1 round. Evil creatures that fail their saving throw
are stunned for 1 round.

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Tletli Couatl

Huge celestial, neutral good
Armor Class 18 (natural armor)
Hit Points 189 (14d12 + 98)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA

23 (+6) 19 (+4) 24 (+7) 17 (+3) 24 (+7) 23 (+6)
Saving Throws Con +12, Wis +12, Cha +11
Skills Arcana +13, Deception +16, Insight +12, Intimidation

+11, Perception +12, Stealth +14
Damage Resistances acid, cold, lightning
Damage Immunities psychic, radiant; bludgeoning, piercing,

and slashing damage from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened,

poisoned
Senses darkvision 120 ft., blindsight 30 ft., passive

Perception 22
Languages Celestial, Common, Draconic, telepathy 100 ft.
Challenge 14 (11,500 XP)
Innate Spellcasting. The couatl’s spellcasting ability is Charisma

(spell save DC 19). It can innately cast the following spells,
requiring no material components:
At will: burning hands, detect good and evil, detect magic,
detect thoughts, invisibility
3/day each: bless, branding smite, cure wounds (cast as a 3rd-
level spell), dispel good and evil, dispel magic, scorching ray
1/day each: divine word, flame strike, plane shift, wall of fire
Magic Resistance. The couatl has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The couatl’s weapon attacks are magical.
Sacred Poison and Flame. The poison and fire damage
the couatl deals with its bite attack, spells, or its
Blazing Breath bypasses any resistance or immunity
to damage that fiends have.
Shielded Mind. The couatl is immune to scrying and to
any effect that would sense its emotions, read its
thoughts, or detect its location.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 24 (4d8 + 6) piercing damage plus 13 (3d8) fire
damage. If the couatl hits a Large or smaller target, it can
make a constrict attack against that creature as a bonus action.

Constrict. Melee Weapon Attack: +13 to hit, reach 10
ft., one Medium or smaller creature. Hit: 15 (2d8 +
6) bludgeoning damage, and the target is grappled
(escape DC 18). Until this grapple ends, the target is
restrained and the couatl can’t constrict another target.

Blazing Breath (Recharge 5–6). The couatl breaths out a
gout of fire in an 80-foot line that deals 67 (15d8) fire
damage, or half as much on a successful DC 18 Dexterity
saving throw.

Bonus Action

Stoke the Flame. The couatl can cast burning hands if there
is a natural fire as big or larger than a campfire within
30 feet. When cast this way, the spell originates from any
part of the fire within 30 feet of the couatl.

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Xiuh Couatl resistances, and immunities while in this form. It can resume its
natural form as an action.
Large celestial, neutral good Magic Weapons. The couatl’s weapon attacks are magical.
Armor Class 16 (scaled hide) Sacred Poison. The poison damage the xiuh couatl deals with its
Hit Points 178 (17d10 + 85) bite attack or its Poison Breath bypasses any resistance or
immunity to poison that fiends have.
Speed 30 ft., fly 90 ft. Shielded Mind. The couatl is immune to scrying and to any effect
that would sense its emotions, read its thoughts, or detect its
STR DEX CON INT WIS CHA location.
Thoughtsense. A xiuh is aware of the location of any hidden or
20 (+5) 18 (+4) 21 (+5) 17 (+3) 19 (+4) 20 (+5) invisible creature within 30 feet of it
Saving Throws Con +9, Wis +8, Cha +9
Skills Insight +8, Intimidation +9, Perception +8, Survival +8 Actions
Damage Resistances radiant
Damage Immunities psychic, bludgeoning, piercing, and slashing Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) piercing damage plus 4 (1d8) fire damage
damage from nonmagical attacks and 4 (1d8) lightning damage. The target also becomes
Condition Immunities exhausted, poisoned poisoned unless it succeeds on a DC 18 Constitution saving
Senses darkvision 60 ft., passive Perception 18; thoughtsense throw and takes 13 (3d8) poison damage, or half as much on
Languages Celestial, Common, Draconic, telepathy 100 ft. a successful save. If the xiuh couatl hits a Medium or smaller
target, it can make a constrict attack against that creature as a
Challenge 12 (8,400 XP) bonus action.
Innate Spellcasting. The couatl’s spellcasting ability is Charisma
Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one
(spell save DC 19). It can innately cast the following spells, Medium or smaller creature. Hit: 13 (2d8 + 4) bludgeoning
requiring no material components: damage, and the target is grappled (escape DC 17). Until
At will: clairvoyance, detect good and evil, detect magic, detect this grapple ends, the target is restrained and the couatl can’t
thoughts, invisibility, see invisibility constrict another target.
3/day each: bless, cure wounds (cast as a 3rd-level spell), crusader’s
mantle, dispel good and evil, dispel magic, zone of truth Blazing Breath (Recharge 5–6). The xiuh
1/day each: dream, fear, phantasmal force, phantasmal killer, couatl breaths out a gout of fire and
plane shift, sending lightning in an 80-foot line that deals
Instrument of Retribution. The xiuh couatl can transform itself 22 (5d8) fire damage and 22 (5d8)
into any simple or martial weapon. This is weapon is magical, lightning damage, or half as much on
gaining a +2 bonus on attack and damage rolls, and also a successful DC 18 Dexterity saving
deals 3 (1d6) fire damage and 3 (1d6) lightning throw.
damage every time it hits. The xiuh couatl has
a damage threshold of 10 while in the
form of a weapon and retains its own hit
points, saving throws, senses, telepathy,

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Cuauhxicalli Stone Eagle

These stone carvings are typically carved from volcanic rock in the Medium construct, neutral evil
ferocious likeness of an eagle or jaguar, regarding those nearby Armor Class 13 (natural armor)
with a menacing stare baring their fangs or beak open and ready Hit Points 30 (4d10 + 8)
to strike. Each is nearly an effigy of an animal of near life size Speed 10 ft., fly 60 ft.
prepared to pounce and may be rendered in plain carved stone or
elaborately etched with geometric patterns and inlaid or banded STR DEX CON INT WIS CHA
with gold or silver, though some may be much larger.
16 (+3) 15 (+2) 14 (+2) 3 (-4) 15 (+2) 1 (-5)
Sacrificial Vessels. Carved into the back of each cuauhxicalli Skills Perception +4
is a bowl where the high priests who created them would burn the Damage Resistances fire
hearts extracted from sacrificial victims as an offering to the gods, Damage Immunities necrotic, poison, psychic; bludgeoning,
so that their gift would nourish and honor the creators of the world
and all those within it. While cuauhxicalli are merely statues in most piercing, and slashing from nonmagical attacks that aren’t
places, those touched with divinity and infused with magic can move adamantine
and strike as their masters command them, and often they are no Condition Immunities charmed, exhaustion, frightened,
mere passive spectators in the rite of sacrifice. Many serve as tireless paralyzed, petrified, poisoned
temple guardians that may far outlive their creators, ever ready to Senses darkvision 60 ft., passive Perception 14
bring death to those profaning the sacred places where they linger. Languages understands the languages of its creator but
can’t speak
Massive Monoliths. While most cuauhxicalli are similar in size to Challenge 2 (450 XP)
their animal equivalents, rare examples are built to a titanic size in Heart Devourer. If the stone eagle slays a creature which
the temples of the greatest priests or to celebrate a great conquest possesses a heart, it may use a bonus action to rend the
or victory. Mighty priests were said to infuse their living souls into creature’s heart from its chest and consume it. The stone
these immense constructs, even seeing through their eyes and eagle gains 10 temporary hit points and has advantage
speaking through them with the voice of the gods themselves. on attack rolls for the next round.
Immutable Form. The stone eagle is immune to any spell or
Stone Jaguar effect that would alter its form.
Magic Resistance. The stone eagle has advantage on saving
Large construct, neutral evil throws against spells and other magical effects.
Armor Class 15 (natural armor) Magic Weapons. The stone eagle’s weapon attacks are
Hit Points 127 (15d10 + 45) magical.

Speed 40 ft., climb 20 ft. Actions

STR DEX CON INT WIS CHA Multiattack. The stone eagle makes two attacks: one with its
beak and one with its talons.
18 (+4) 15 (+2) 17 (+3) 3 (-4) 13 (+1) 1 (-5)
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Skills Athletics +7 creature. Hit: 6 (1d6 + 3) piercing damage.
Damage Resistances fire
Damage Immunities necrotic, poison, psychic; bludgeoning, Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (2d6 + 3) slashing damage
piercing, and slashing from nonmagical attacks that aren’t
adamantine Blinding Strike. If the stone eagle hits a creature with both its
Condition Immunities charmed, exhaustion, frightened, beak and its talons in the same round, as a bonus action
paralyzed, petrified, poisoned it can attempt to blind that creature. The target must
Senses darkvision 60 ft., passive Perception 11 succeed on a DC 12 Dexterity save or be blinded for
Languages understands the languages of its creator but can’t 1 minute. A blinded creature can attempt a new saving
speak throw as a bonus action on its turn to end the blindness.
Challenge 6 (2,300 XP) If the target rolls a natural 1 on its initial saving throw
Heart Devourer. If the stone jaguar slays a creature which (but not on subsequent saves to end the blindness), it is
possesses a heart, it may use a bonus action to rend the permanently blinded.
creature’s heart from its chest and consume it. The stone
jaguar gains 10 temporary hit points and has advantage on
attack rolls for the next round.
Immutable Form. The stone jaguar is immune to any spell or
effect that would alter its form.
Magic Resistance. The stone jaguar has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The stone jaguar’s weapon attacks are magical.
Pounce. If the stone jaguar moves at least 20 feet straight toward
a creature and then hits it with a claw 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, the stone jaguar can
make one bite attack against it as a bonus action.

Actions

Multiattack. The stone jaguar makes one bite and two claw
attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 11 (2d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 13 (2d8 + 4) piercing damage.

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Great Stone Jaguar Immutable Form. The great stone jaguar is immune to any spell or
effect that would alter its form.
Gargantuan construct, neutral evil
Armor Class 17 (natural armor) Leaper. The great stone jaguar has advantage on Strength
Hit Points 195 (17d10 + 102) (Athletics) checks made to jump and can jump double the
Speed 40 ft., climb 20 ft. normal distance.

STR DEX CON INT WIS CHA Magic Resistance. The stone jaguar has advantage on saving
throws against spells and other magical effects.
22 (+6) 13 (+1) 22 (+6) 3 (-4) 13 (+1) 1 (-5)
Skills Athletics +10 Magic Weapons. The great stone jaguar’s weapon attacks are
Damage Resistances fire magical.
Damage Immunities necrotic, poison, psychic; bludgeoning,
Actions
piercing, and slashing from nonmagical attacks that aren’t
adamantine Multiattack. The great stone jaguar makes two claw attacks and
Condition Immunities charmed, exhaustion, frightened, one bite attack.
paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11 Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Languages understands the languages of its creator but can’t Hit: 19 (3d8 + 6) slashing damage.
speak
Challenge 11 (7,200 XP) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Great Devourer. If the great stone jaguar slays a living creature Hit: 22 (3d10 + 6) piercing damage.
which possesses a heart, it may use a bonus action to consume
the creature’s entire body. The great stone jaguar gains 10 Deadly Pounce. If the great stone jaguar jumps at least 15 feet
temporary hit points and has advantage on attack rolls for as part of its movement, it can use this action to land on its feet
the next round. In addition, the creature’s body is considered in a space that contains one or more other creatures, each of
completely destroyed, along with everything it is wearing or which takes 19 (3d8 + 6) bludgeoning damage plus 19 (3d8
carrying except for magic items. The creature can be restored + 6) slashing damage, or half as much on a successful DC 18
to life only with true resurrection or wish. Strength or Dexterity saving throw (target’s choice). Creatures
that fail their saving throw are knocked prone, while those that
save are instead pushed 5 feet out of the stone jaguar’s space
into the nearest unoccupied space (target’s choice if more than
one space is equidistant).

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Cuero Sporewing

Farmers who graze their cattle near slow-moving rivers or placid Large aberration, neutral
lakes warn their neighbors when rumors of a cuero pass from Armor Class 14 (natural armor)
village to village. These strange, flat creatures haunt waterways in Hit Points 152 (16d10 + 64)
search of large prey to satisfy their voracious appetites. When more Speed 10 ft., climb 10 ft., fly 40 ft.
passive, cueros lie in wait at the bottom of a lake or river for suitable
prey to swim overhead. In lean times, cueros sit just beneath the STR DEX CON INT WIS CHA
water’s surface near the shore and stay perfectly still until an animal
comes near to drink. They sometimes even bury themselves in the 18 (+4) 16 (+3) 18 (+4) 6 (-2) 15 (+2) 9 (-1)
muddy banks of a river to surprise passersby. Their upper surface Skills Stealth +6
resembles wet, wrinkled cowhide, or perhaps a drowned animal, but Senses blindsight 15 ft., darkvision 60 ft., passive Perception 12
its underside is dominated by a toothy maw. A cuero is over 10 feet Languages Common
across, with a long dangling tail, and weighs around 600 pounds. Challenge 6 (2,300 XP)
Camouflage. A sporewing gains double the normal
Sporewings. Sporewings are cunningly evolved variant cueros,
adapted to life outside of the water. Their hunting and mating proficiency bonus on Stealth checks in areas where tall
habits are similar t their aquatic cousins, but they have developed grass, trees, or similar vegetation is present. If prone
buoyant air-sacs that enable them to hover and fly, using their on the ground where vegetation is present, it gains
muddy coloration while clinging to the ground or to mounds of advantage on Stealth checks.
vegetation to hide their presence before launching
themselves into the air to unleash their entangling Actions
spores onto their victims and gnawing them to death
once they have been overcome. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft. Hit:
13 (2d8 + 4) bludgeoning damage. Instead of dealing
damage, the sporewing can grapple the target (escape
DC 15).

Blood Drain. As a bonus action, a sporewing can use its
lamprey-like mouth to drain the blood from a grappled,
incapacitated, or restrained target within 5 feet. This
attack automatically hits and deals 14 (2d8 + 5) piercing
damage, plus the target gains one level of exhaustion due
to blood loss.

Sticky Sporecloud (1/Day). An area with a 20-foot radius
is affected as if by fog cloud. All Medium or smaller
creatures must make a DC 12 Strength saving throw or be
restrained for 1 round. All non-sporewings must also make
a DC 12 Wisdom saving throw or be stunned for 1 round.
These spores also stick to creatures for 1 minute, making
invisible creatures visible and causing creatures coated in
spores to suffer disadvantage on Stealth checks.

Cuero Actions

Large aberration, neutral Slam. Melee Weapon Attack: +8 to hit, reach 10 ft. Hit: 14 (2d8 +
Armor Class 15 (natural 5) bludgeoning damage. Instead of dealing damage, the cuero
can grapple the target (escape DC 15).
armor)
Hit Points 152 (16d10 + 64) Blood Drain. As a bonus action, a cuero can use its lamprey-like
Speed 10 ft., swim 40 ft. mouth to drain the blood from a grappled, incapacitated, or
restrained target within 5 feet. This attack automatically hits
STR DEX CON INT WIS CHA and deals 14 (2d8 + 5) piercing damage, plus the target gains
one level of exhaustion due to blood loss.
20 (+5) 15 (+2) 18 (+4) 6 (-2) 15 (+2) 9 (-1)
Muddy Cloud. A cuero can flap about in the water within 10 feet
Skills Stealth +5 of a riverbed or lakebed and stir up mud, silt, and other debris.
Senses blindsight 15 ft., darkvision 60 ft., passive Perception 12 All water within 30 feet becomes heavily obscured for 2d6
Languages Common rounds. In flowing water, this duration is halved, or reduced to 1
Challenge 6 (2,300 XP) round if the water is running exceptionally fast.
Camouflage. A cuero gains double the normal proficiency bonus

on Dexterity (Stealth) checks in water, and if prone in water it
gains advantage on Stealth checks.

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Curupira Curupira

The curupira is an enigmatic creature of the forest that enjoys Small fey, chaotic neutral
tricking others and protecting animals from hunters. Though they are Armor Class 12
nominally humanoid, their backwards feet mark them as something Hit Points 21 (6d4 + 6)
other than natural. Many curupira use these unusual feet to confound Speed 20 ft.
those who would follow or track them through the forest.
STR DEX CON INT WIS CHA
Though they are not typically violent in their ways, they can be
pushed to extremes when they must expel invaders or if they have 15 (+2) 16 (+3) 18 (+4) 13 (+1) 15 (+2) 9 (-1)
to deal with stubborn poachers. Though the curupira are capable Skills Perception +4, Stealth +5, Survival +4
combatants, they far prefer to confuse outsiders, potentially leading Damage Resistances poison
them out of their territory in the best case or causing them to Senses darkvision 60 ft., passive Perception 14
become hopelessly lost in the worst cases. Many stories of hunting Languages Sylvan
parties getting lost and starving can be attributed to angry curupira Challenge 2 (450 XP)
who weren’t content letting invaders leave with their lives. Backwards Gait. The curupira has backwards feet but can

walk normally. This grants advantage on ability checks
related to avoid being tracked in the wilderness. It also
grants disadvantage on creatures making rolls related to
tracking or investigating the curupira’s whereabouts.
Peccary Pet. Curupira often have a peccary companion
(use boarSRD statistics) that is loyal only to the curupira.
This creature is considered a fey creature rather than a
beast and is immune to the charmed condition. When the
curupira casts pass without trace or tree stride, its peccary
shares the effect of the spell as long as the curupira is
riding it.
Innate Spellcasting. The curupira’s innate spellcasting ability is
Wisdom (spell save DC 12). The curupira can innately cast
the following spells, requiring no components:
At will: animal friendship, pass without trace

1/day each: tree stride

Actions

Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 3) piercing damage and 10 (3d6)
psychic damage.

Whistle (1/Day). The curupira makes a deafening whistle.
Non-fey creatures within 30 feet of the curupira must
make a DC 12 Constitution saving throw. On a failure, the
target rolls a 1d6, and gains an affliction based on the
result, as follows:
1. Deafened
2. Restrained
3. Charmed
4. Frightened
5. Stunned
6. Sleep

Creatures can make a saving throw at the end of each of
their turns to end the condition.

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Eel Electric Eel

Eels are long, serpentine fish that typically lurk in the shallows, Small beast, unaligned
Armor Class 12
some in freshwater ponds and backwaters and others in warm Hit Points 13 (2d6 + 6)
Speed 5 ft., swim 30 ft.
tropical seas and reefs.
STR DEX CON INT WIS CHA
Electric Eel. The electric eel is a curious fish that breathes air
13 (+1) 14 (+2) 16 (+3) 1 (-5) 10 (+0) 4 (-3)
instead of water, yet certainly its most unusual characteristic is Damage Resistances lightning
Skills Perception +2, Stealth +4
its ability to generate powerful jolts of electricity. An electric eel is Senses blindsight 60 ft.; passive Perception 12
Languages -
6 feet long and weighs 45 pounds, emitting strange popping and Challenge 1/4 (50 XP)
Hold Breath. The electric eel can hold its breath for 10
snapping sounds as it moves.
minutes.
Moray Eel. The moray eel is a ferocious predator, capable
of holding prey in its primary jaws while a smaller set of jaws Actions
inside its throat chews away bite-sized portions. Ordinary moray
eels usually range from 6 to 8 feet long, but giant specimens Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target,
reach over twice that length and weigh over 150 pounds, moray Hit: 5 (1d6 + 2) piercing damage.
eels slither through the water with uncanny grace.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit:
5 (1d6 + 2) lightning damage. On a critical hit, the target must
succeed on a DC 13 Constitution saving throw or be stunned. At
the end of each of its turns, the target can make a new saving
throw; on a success, it is no longer stunned.

Giant Moray Eel

Large beast, unaligned
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA

18 (+4) 14 (+2) 15 (+2) 1 (-5) 12 (+1) 4 (-3)
Skills Perception +3, Stealth +4
Senses blindsight 60 ft.; passive Perception 13
Languages -
Challenge 2 (450 XP)
Water Breathing. The giant moray eel can breathe only

underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 11 (2d6 + 4) piercing damage, and the target
is grappled (escape DC 16). Until this grapple ends,
the creature is restrained, and the giant moray eel can’t
grapple another target.

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Eintykara Eintykára

Eintykára are living swarms of otherworldly stingless bees Medium swarm of Tiny fey, neutral good
that create strange golden honey with intoxicating or even Armor Class 12
hallucinogenic properties. These bees share a communal Hit Points 36 (8d8)
sentience and while each long, golden-bodied bee is about the Speed 30 ft.
size of a human finger, an entire hive of them have the ability to
meld their bodies together and assume the form of a humanoid STR DEX CON INT WIS CHA
creature. In this form they often live among humanoids that have
caught their interest, serving as diligent and tireless workers 9 (-1) 14 (+2) 10 (+0) 15 (+2) 11 (+0) 14 (+2)
and clever, caring, and intelligent companions. They do not eat Damage Resistances bludgeoning, piercing, slashing
humanoid food, however, and at least once a week must resume Condition Immunities charmed, frightened, grappled,
their swarm form, pollinating and visiting the forest plants until
they have gathered enough nectar to satisfy them and allow them paralyzed, petrified, prone, restrained, stunned
to reintegrate into humanoid form. Senses darkvision 30 ft., passive Perception 10
Languages Common
Challenge 5 (1,800 XP)
Golden Shapechanger. The swarm can polymorph into a

Medium or smaller humanoid creature up to Challenge
5. The creature always appears as an extremely
handsome version of its type, with golden skin and usually
black, white, or golden hair. In the new form the swarm
can use all the creature’s special abilities, traits and
attacks, creating the required equipment as needed.
The shapechanged eintykára retains its swarming trait in
the new form. It otherwise is identical to the polymorph
spell with a duration of 1 day and without the need to
concentrate. The eintykára loses its damage resistances
and condition immunities (other than immunity to being
charmed or frightened) when it assumes humanoid form.
Swarming. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny beast. The swarm can’t
regain hit points or gain temporary hit points. A swarm
takes half damage from attacks that use an attack roll
and double damage from effects that require it to make
a saving roll. Creatures that are not swarms are impaired
while they remain in the swarm’s space or within 5 feet of
it and have disadvantage on attack rolls and Constitution
saving throws to maintain concentration. The area of the
swarm is considered difficult terrain.

Actions

Mandible Bites (swarm form only). The swarm
automatically does 14 (4d6) piercing damage, or
7 (2d6) piercing damage if the swarm has half
of its hit points or fewer to creatures sharing
its space. A target that takes damage from
this attack must make a DC 11 Constitution
saving throw or become confused (as the
spell) due to the hallucinogenic properties
of the honey-coated mandibles.
Pheromone Surge (Recharges after a Short or
Long Rest). The eintykára can unleash a burst
of pheromones that are mildly intoxicating,
causing humanoids, beasts, and fey within 10
feet to become charmed unless they succeed
on a DC 13 Charisma saving throw. Charmed
creatures are incapacitated and have speed
0. The pheromone surge lasts only as long
as the eintykára concentrates, up to 1 minute.
Creatures with no sense of smell or that do not

breathe are immune.

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Encantado Encantado

Medium fey (shapechanger), chaotic neutral In their natural form, these graceful shapechangers combine the
Armor Class 16 (natural armor) features of a human and a bright pink river dolphin. These fey
Hit Points 104 (11d8 + 55) live on the fringes of humanoid societies. They are attracted to
Speed 30 ft., swim 80 ft. parties and change form into attractive humanoids to infiltrate
celebrations. When in dolphin form, encantados can still
STR DEX CON INT WIS CHA manipulate objects with their flippers as if the flippers were hands.

16 (+3) 21 (+5) 20 (+5) 13 (+1) 18 (+4) 21 (+5) Partygoers. When warm, humid nights in the jungle turn into
jubilant celebrations, one can be sure that an encantado can be
Skills Perception +7, Performance +8, Persuasion +8, found nearby. Skilled musicians and dancers, encantados blend
Stealth +8 into the festivities seamlessly. When encantados shapeshift, their
blowholes are still present, so they usually wear hats or wigs, or
Damage Resistances bludgeoning, piercing, or slashing arrange their hair into elaborate coiffures, to conceal this feature.
weapons that aren’t silvered
Fey Attraction. Many encantados are kind creatures who want
Senses darkvision 60 ft., passive Perception 17 only to celebrate joy, but others take their inclinations to influence
Languages Common, Sylvan others to an extreme, kidnapping the objects of their obsession and
Challenge 8 (3,900 XP) taking them away to their river dens. They usually tire swiftly of such
Amphibious. The encantado can breathe air and water.
Innate Spellcasting. The encantado’s innate spellcasting dalliances, however, and may thoughtlessly abandon their
erstwhile crush in the wild along the river as their
ability is Charisma (spell save DC 16). The encantado can attention wanders elsewhere.
innately cast the following spells, requiring no components:
At will: charm person, speak with animals, suggestion
1/day each: confusion, dominate beast
1/week: control weather
Silver Tongued. The encantado has advantage on Charisma
(Deception) and Charisma (Persuasion) checks.

Actions

Multiattack. The encantado makes two melee weapon
attacks with either its intoxicating slap or its spear.

Intoxicating Slap. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus
3 (1d6) psychic damage, and the target must succeed on
a DC 16 Charisma saving throw or become charmed

Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 8
(1d10 + 3) piercing damage if used with two hands to
make a melee attack.

Change Shape. The encantado magically polymorphs
into a dolphin or Medium humanoid that has a challenge
rating equal to or less than its own, or back into its true
form. It reverts to its true form if it dies. Any equipment it
is wearing or carrying is absorbed or borne by the new
form (the encantado’s choice).

In a new form, the encantado retains its game statistics and
ability to speak, but its AC, movement modes, Strength,
Dexterity, and other actions are replaced by those of
the new form, and it gains any statistics and capabilities
(except class features, legendary actions, and lair ations)
that the new form has but that it lacks.

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Falajitax

This strange beast appears like a large serpent with beautifully
striped scales and a head like an oversized rhea bird. Its eyes glow
with feral cunning and a blaze with lambent crimson radiance
when it is angered. Its plumage is dusty but it wears ornate golden
earrings a brightly colored feathers, and odd bulges and patches of
light pulse beneath its scales as its organs undulate. The falajitax
loves humidity and brings water wherever it goes in the form of
falling rain and springs welling up from below the ground.

Sinister Shaper. The falajitax is a cunning hunter, sometimes
luring creatures into its clutches by hiding its serpentine body
and allowing only its bird-like head to show amid foliage.
While the creature is not particularly agile, it easily transitions
from land to water to trees in pursuit of prey. It also uses its
shapechanging powers to assume an innocuous form like a horse
or lures people into riding it, galloping with them into a river or
lake to drown them.

Natural Guardians. The falajitax sometimes appoint
themselves as guardians of natural treasures or places of natural
beauty, and they have a particular fondness for honey. They
protect such hives from exploitation as they tend to them
and sup the honey for themselves, though if properly
approached with singing and offering of aromatic
ointments, they can sometimes be persuaded to
peacefully coexist with local shamans and their
villages to share such precious commodities.

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