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

Latin American Monsters

Latin American Monsters

Tsamtas

A tsamtás (plural tsamtáx) is a bizarre, vaguely serpentine
creature that lives suspended in the upper reaches of the air as the
endless blistering it radiates scorches the land below into a sere
wasteland. Each end of its serpentine body ends in a huge set of
jaws, while the heaving belly in the center of its body bears a third
massive gaping orifice. The tsamtás stretches nearly 40 feet long
and weighs several tons, though gas bladders within it bear it aloft.

Sky Hunter. The tsamtás seeks to devour all avian creatures,
but its favorite prey are the thunderbirds that soar across the
highland plateaus. It is not known whether this is due to the save
of the thunderbirds’ flesh or if it is a deeper enmity rooted in their
feathered rivals’ control of the weather. After all, how can the
tsamtás bring ruin and waste to the lands below and the skies
above if the thunderbird is allowed to bring rain to the land?

Father Devourer. While the ordinary tsamtás are a terrible
menace, the elder abominations that spawned them are even
worse. Larger and far deadlier than their common kin, the
tosetáx can bring ruin to entire nations if its foul influence is left
unchecked. Aside from its greater size, the tosetáx bears the same
red and green scales and ivory underbelly of the tsamtás, though
its hateful eyes glow a lambent green.

Tsamtás each round or gain one level of exhaustion. A creature cannot
gain more than one level of exhaustion in this fashion.
Gargantuan aberration, neutral evil Mastery Against Flyers. The tasmtás gains a +1 bonus on attack
Armor Class 17 (natural armor) rolls against flying creatures as well as on saving throws against
Hit Points 218 (23d12+92) spells and magical abilities used by flying creatures (including
Speed 10 ft., fly 80 ft. those using magical spells or similar effects to gain the power
of flight).
STR DEX CON INT WIS CHA
Actions
24 (+7) 20 (+5) 18 (+4) 10 (+0) 16 (+3) 16 (+3)
Saving Throws Dex +9, Wis +7 Multiattack. The tsamtás makes three bite attacks.
Damage Immunities fire, lightning, thunder Bite. Melee Weapon Attack. +11 to hit, reach 15 ft., one target.
Skills Athletics +11, Perception +7
Senses darkvision 60 ft., passive Perception 17 Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) fire and 7
Languages Common (2d6) necrotic damage on a successful hit.
Challenge 10 (5,900 XP) Wing Ripper. If the tsamtás hits a creature that uses wings to fly
Desecrated Nest. The tasmtás builds its nest on high, inaccessible with two bites in the same round, the target takes an additional
11 (2d10) piercing damage and must succeed on a DC 19
spires, as it fears the blessings of priests and shamans. Pouring Strength saving throw or its wings are damaged, reducing its
holy water on its nest deals 7 (2d6) radiant damage to the fly speed by half until it completes a short rest or receives a
tasmtás, as does casting a bless spell at its nest. This damage regenerate spell. If the tsamtás hits such a creature with all three
can be dealt only once per round, no matter how much holy bites in the same round, the extra damage is increased to 16
water or how many bless spells are used. (3d10) and the save DC is increased to 21.

Dispel evil and good cast upon the nest deals 35 (10d6) Regional Effects
radiant damage to the tasmtás, or half as much on a successful
DC 15 Constitution saving throw. In addition, if it fails this saving The region containing a tsamtás’ lair becomes hotter and drier as
throw the tasmtás gains one level of exhaustion. it is tainted by the creature’s presence.
• Weather conditions within a 5-mile radius become one step
Hallow permanently ruins the nest and causes the tasmtás to hotter, winds are calmed by one step, and precipitation is
become poisoned until it can construct a new nest, which takes reduced by one step (see the control weather spell). Each
it 1d6 + 1 days. Each day that passes, the maximum hit points additional tasmtás that is present in the same area can
of the tasmtás are reduced by 20 (6d6), and it cannot regain choose to increase the radius of this effect by 5 miles or to
these hit points until its new nest is complete. increase each effect by one step.
Drought Aura. The tasmtás radiates an oppressive heat within 60 • Surface water sources within 1 mile of its lair become warm,
feet, causing creatures to take 7 (2d6) fire damage each round bitter, and sulfurous, with shallow ponds and streams drying up
at the beginning of their turn. In addition, any living creatures in within 1 week (GM’s discretion).
this area that are at fewer than half of their maximum hit points • If control weather is cast within 5 miles of the tsamtás’ nest, it can
(and any aquatic creature not currently in the water, regardless spend 10 minutes focusing its drought aura to dispel it, as if it
of hit points) must succeed on a DC 16 Constitution saving throw had cast dispel magic using Wisdom as its spellcasting ability.

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Tosetáx Hit: 49 (6d12 + 10) piercing damage plus an additional 14
(4d6) fire and 14 (4d6) necrotic damage.
Gargantuan aberration (titan), neutral evil Wing Ripper. If the tosetáx hits a creature that uses wings to fly
Armor Class 19 (natural armor) with two bites in the same round, the target takes an additional
Hit Points 499 (27d20+216) 26 (4d12) piercing damage and must succeed on a DC 26
Speed 20 ft., fly 120 ft. Strength saving throw or its wings are damaged, reducing its
fly speed by half until it completes a short rest or receives a
STR DEX CON INT WIS CHA regenerate spell. If the tsamtás hits such a creature with all three
bites in the same round, the extra damage is increased to 39
30 (+10) 28 (+9) 26 (+8) 10 (+0) 20 (+5) 16 (+3) (6d12) and the save DC is increased to 28.

Saving Throws Dex +17, Wis +13 Legendary Actions
Damage Resistance bludgeoning, piercing, and slashing from
The tosetáx can take 3 legendary actions, choosing from the
nonmagical attacks options below. Only one legendary action option can be used
Damage Immunities fire, lightning, thunder at a time and only at the end of another creature’s turn. It
Skills Athletics +18, Perception +13 regains spent legendary actions at the start of its turn.
Senses darkvision 60 ft., passive Perception 23
Languages Common Fly. The tosetáx can gain a fly speed for 1 minute.
Challenge 25 (75,000 XP) Frightening Aura. All creatures within 60 feet of the tosetáx must
Desecrated Nest. As the tsamtás.
Drought Aura. The tosetáx radiates an oppressive heat within 60 succeed a DC 21 Wisdom saving throw or become frightened
of the tosetáx. A frightened creature can attempt a saving
feet, causing creatures to take 14 (4d6) fire damage each throw at the end of each of its turns to end the condition.
round at the beginning of their turn. In addition, any living Resist Energy. The tosetáx gains resistance against one type of
creatures in this area that are at fewer than half of their damage of its choice for 1 round.
maximum hit points (and any aquatic creature not currently
in the water, regardless of hit points) must succeed on a DC Regional Effects
25 Constitution saving throw each round or gain one level of
exhaustion. A creature cannot gain more than two levels of The region containing a tosetáx’s lair becomes hotter and drier as
exhaustion in this fashion. it is tainted by the creature’s presence.
Legendary Resistance (3/Day). If the tosetáx fails a saving throw, it • Weather conditions within a 10-mile radius become one step
can choose to succeed instead. hotter, winds are calmed by one step, and precipitation is
Mastery Against Flyers. The tosetáx gains a +1 bonus on attack rolls reduced by one step (see the control weather spell). Each
against flying creatures as well as on saving throws against spells week the tosetáx remains in or near its lair, it can increase
and magical abilities used by flying creatures (including those the radius of this hot, dry weather increases by 10 miles or it
using magical spells or similar effects to gain the power of flight). can increase the heat, calm winds, and reduced precipitation
by one additional step.
Actions • Surface water sources within 1 mile of its lair become warm,
bitter, and sulfurous, with shallow ponds and streams drying
Multiattack. The tosetáx makes three bite attacks. up within 1 week (GM’s discretion). Each week, the radius of
Bite. Melee Weapon Attack. +18 to hit, reach 60 ft., one target. this effect spreads by 1 additional mile.

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Tunche Tunche

A tunche is a bizarre forest creature with twisted feline legs, a Huge fey, chaotic neutral
dense body resembling jungle undergrowth, clawed arms like Armor Class 19 (natural hides and bark armor)
those of a praying mantis, and a head resembling a cross between Hit Points 411 (28d12 + 224)
a monstrous spider’s head and a jungle orchid. Although it has Speed 15 ft.
plant and animal features, a tunche is actually a fey and is not
subject to spells designed to affect plants and beasts. A tunche STR DEX CON INT WIS CHA
stands 20 feet tall and weighs 4,000 pounds.
26 (+8) 23 (+6) 26 (+8) 12 (+1) 20 (+5) 27 (+8)
Wild Protector. Considering itself the ultimate protector of the Saving Throws Dex +13, Wis +12
jungle, a tunche prowls its domain in search of any who might Skills Nature +8, Perception +12, Stealth +13
despoil this vibrant and lush environment. If a tunche encounters Senses darkvision 60 ft., passive Perception 22
travelers who treat the jungle with proper respect, it might simply Languages All
observe them or demand an offering in exchange for allowing Challenge 21 (33,000 XP)
them to pass through its territory. A tunche especially enjoys Feather Step. The tunche ignores the negative effects of
toying with its victims, using its magic to confuse and mislead its
opponents. A tunche rarely kills a foe without toying with it first difficult terrain.
unless the target is actively harming plants or animals. Hide In Plain Sight. The tunche can make Dexterity (Stealth)

ability checks even when being observed, but only in
forest or jungle terrain.
Rise of the Jungle. So long as the tunche is in a forest or
jungle terrain, it can make attacks against any creature
within 100 feet with its vines attacks regardless of
whether or not they would normally reach the creature.

Actions

Multiattack. The tunche makes four attacks: two with its claws
and two with its vines.

Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 30 (4d10 + 8) slashing damage.

Vines. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 30 (4d10 + 8) slashing damage plus 14 (4d6)
poison damage.

Absorb Jungle Denizen. The tunche can try to absorb an
adjacent beast or plant creature into its form, requiring
the creature to make a DC 20 Dexterity saving throw or
be swallowed by the tunche’s mass and killed instantly. The
tunche gains a number of hit points equal to the creature’s
Hit Dice.

Composite Creature. The tunche is an amalgam of jungle
plants and animals, and it can separate into two individual
creatures as an action. The tunches have the same statistics
but half the original tunche’s current hit points. As an
action, if they are adjacent, the individual tunches can
recombine, combining the two tunche’s current hit points.

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Tuyango Tuyango

The tuyango is a large flightless bird of monstrous nature that Large beast, chaotic neutral
preys upon humans and other humanoids. Tuyangos live in Armor Class 13 (natural hide)
marshlands where their mottled feathers blend with swamp Hit Points 55 (10d8 + 10)
grasses and tangled briars. They possess an excellent sense of Speed 40 ft.
smell and can accurately detect the presence of humanoids within STR DEX CON INT WIS CHA
a 1/4-mile radius; however, they have poor eyesight. This forces
the creatures to rely on stealth and surprise. Patient ambushers, 14 (+2) 17 (+3) 12 (+1) 2 (-4) 14 (+2) 5 (-3)
the monstrous avians are known to track prey for hours or even
days and can remain still for long periods in wait for the perfect Skills Stealth +4
opportunity to strike. Once a target comes within range, the Senses passive Perception 12
tuyango leaps from its hiding place with a piercing squawk and Languages --
uses its long legs to propel itself across the swampy grounds Challenge 1 (200 XP)
towards its prey at uncanny speed. Once a tuyango tastes Blood Lust. If a tuyango damages a humanoid creature with its
humanoid flesh, it becomes crazed and continues attacking
until it or its target is slain. If the bird drops its prey, it ignores beak, it gains advantage on its next attack against that same
all other threats and attempts to drag off the kill to gorge on its target.
flesh. For this reason, the grounds surrounding a tuyango nest are Doom Squawk. When the tuyango initiates combat, it unleashes
notoriously littered with cracked humanoid bones. a horrid squawk which throws its victim off guard. All
creatures within a 60-foot radius and capable of hearing the
Eggs and Hatchlings. Tuyangos live in flocks consisting of two sound must make a DC 13 Wisdom save or become startled,
to five adults that infrequently reproduce throughout the year. forcing them to make their Initiative check at disadvantage.
Females lay eggs in multiple clutches of 8 to 12 and aggressively Poor Eyesight. Tuyangos have poor eyesight and have difficulty
protect their nests. The eggs are about 8 inches in length with spotting stationary creatures. They have disadvantage on any
pale yellow shells and pepper-colored speckles. The eggs have vision-based Wisdom (Perception) checks to spot stationary
an incubation time of around six weeks. Hatchlings emerge or hidden creatures.
featherless and near-blind but every bit as vicious and bloodthirsty Smell Humanoid. The tuyango has advantage on Wisdom
as their parents. Born ravenous, as soon as the hatchlings (Perception) checks against humanoids that rely on smell.
emerge, they clamber from the nest and merge into swarms that
scour their surroundings for bones and other scraps of food. Evil Actions
humanoids living in proximity to tuyangos have been known to
steal their eggs and sell or pawn them off to unsuspecting victims. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 10 (2d8 + 2); slashing damage.

Speed Strike. If the tuyango can move at least 20 feet towards
its target, it can charge the individual, delivering a brutal
flesh-ripping blow with its cruelly hooked beak. If the attack
hits, it deals an additional 18 (4d8) slashing damage.

Swarm of Tuyango Hatchlings

Medium swarm of tiny beasts, chaotic neutral
Armor Class 12 (natural hide)
Hit Points 24 (7d8 - 7)
Speed 20 ft.
STR DEX CON INT WIS CHA

6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,

paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 12
Languages --
Challenge 1/4 (50 XP)
Swarm. The tuyango swarm can occupy another creature’s

space and vice versa, and the swarm can move through any
opening large enough for a Tiny tuyango hatchling. The
swarm cannot regain hit points or gain temporary hit points.
Blood Lust. If a tuyango hatchling swarm damages a humanoid
creature with its beak, it gains advantage on its next attack
against that same target.
Poor Eyesight. Tuyango hatchlings have poor eyesight and
have difficulty spotting stationary creatures. The swarm has
disadvantage on any vison-based Wisdom (Perception)
checks to spot stationary or hidden creatures.

Actions

Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in
the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6);
piercing damage if the swarm has half of its hit points or fewer.

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Tzitzimitl

These immense four-armed skeletons wear ancient priestly accoutrements, including skirts of what seem like woven light and
darkness, almost like bits of space with stars and galaxies moving within. Their bony forms are suffused with eldritch fires, flaring
to deadly brightness in their empty eye sockets and around their clawed hands. A tzitzimitl is 50 feet tall.

Apocalyptic Herald. Enigmatic creatures of darkness, some cultures claim tzitzimitls attack and consume entire suns to “shut
down worlds” in preparation for the end of days. Sages say that these creatures come from the cold, dark places between the
stars, and that in the darkness of any eclipse, one can see their immense, world-darkening shadows.

Tzitzimitl Reactions

Gargantuan undead, neutral evil Light to Dark (3/Day). The tzitzimitl can convert an effect within 60
Armor Class 19 (skeletal armor) feet that does radiant damage to necrotic damage. The tzitzimitl
Hit Points 341 (22d20 + 110) takes no necrotic damage from the effect and instead regains a
Speed 40 ft., fly 60 ft. number of hit points equal to half the effect’s original damage.

STR DEX CON INT WIS CHA Legendary Actions

22 (+6) 17 (+3) 20 (+5) 17 (+3) 18 (+4) 22 (+6) The tzitzimitl can take 3 legendary actions, choosing from the options
Saving Throws Con +11, Wis +10 below. Only one legendary action option can be used at a time and
Skills Insight +10, Perception +10, Religion +9 only at the end of another creature’s turn. The tzitzimitl regains spent
Damage Resistance cold, lightning, necrotic legendary actions at the start of its turn.
Damage Immunities bludgeoning, piercing and slashing from Eclipse (Costs 3 Actions). Magical darkness spreads from a point

nonmagical attacks, poison the tzitzimitl chooses within 150 feet to fill a 20-foot-radius
Condition Immunities charmed, exhaustion, frightened, sphere for the duration. The darkness spreads around corners.
A creature with darkvision can’t see through this darkness, and
paralyzed, poisoned nonmagical light can’t illuminate it, though the tzitzimitl can see
Senses darkvision 120 ft., truesight 120 ft., passive Perception 20 perfectly fine in this area of darkness. If any of this ability’s
Languages Abyssal, Common, Deep Speech, Celestial area overlaps with an area of light created by a spell of
Challenge 19 (22,000 XP) 8th level or lower, the spell that created the light is dispelled.
Innate Spellcasting. A tzitzimitl’s spell casting ability is Charisma Any creatures in the area of darkness when it is created must
make a DC 20 Constitution saving throw. On a failed saving
(spell save DC 20). It can innately cast the following spells, throw, a creature takes 28 (8d6) necrotic damage and until the
requiring no material components: end of the tzitzimitil’s next turn cannot use reactions and may
3/day: animate dead, bestow curse, contagion, darkness either move or take an action (not both) on the it’s own turn; on
1/day: create undead (as a 9th-level spell) a successful saving throw, a creature takes half damage and
Magic Resistance. The tzitzimitl has advantage on saving throws may act normally. The darkness lasts for 1 minute or until the
against spells and other magical effects. Tzitzimitl uses this legendary action again.
Eye Beam (Costs 2 Actions). The tzitzimitl targets one creature
Actions within 120 feet that it can see. It makes a ranged attack (+19
to hit) and on a hit does 21 (6d6) force damage plus 21 (6d6)
Multiattack. The tzitzimitl makes four attacks with its claws. necrotic damage.
Claws. Melee Weapon Attack: +12 to hit, 20 ft. reach, one Snatch. The tzitzimitl makes a claw attack against a Large or smaller
target. On a hit, the target is grappled (escape DC 19). Until this
target. Hit: 19 (2d12 + 6) slashing damage plus 7 (2d6) force grapple ends, the creature is restrained, and the tzitzimitl can’t
damage and 7 (2d6) necrotic damage. snatch another target with that claw and can only make another
Accursed Touch. If the tzitzimitl hits a creature with two claw claw attack using that claw against the creature it grappled.
attacks in the same round, as a bonus action it can cast bestow
curse or contagion on that creature.

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Wako Wako

These slick-furred predators resemble a large-fanged capybara, Medium beast, neutral evil
with splay-fingered paws and a gaping mouth. Individually, they Armor Class 13 (natural armor)
present little threat to even modestly skilled adventurers, but they Hit Points 26 (4d10 + 4)
lair in interconnecting burrows of small, low tunnels, disgorging Speed 30 ft., burrow 30 ft.
in a squealing swarm when unfortunates disturb them. Their oily
dark brown fur aids them in slithering through tight spaces. They STR DEX CON INT WIS CHA
have poor hearing and eyesight but an incredible sense of smell,
digging in the dark like massive moles but always ready to pounce 14 (+2) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 8 (-1)
when prey is found. An adult wako stands 2 feet high and over 4 Skills Perception +3, Stealth +3
feet long, weighing 150 pounds. Senses darkvision 60 ft., tremorsense 30 ft., passive

Family Groups. Wakos are surprisingly protective of their Perception 13
young, often leaving their burrows to slay humanoid prey and drag Languages – None
the corpses back to feed their pups. Adult wakos will sacrifice their Challenge 1 (200 XP)
lives if their pups (which typically range from 15 to 30 pounds) are Ao, Ao, Ao. Wakos use vocal calls to communicate and can
threatened in an effort to allow them to flee to safety.
relay exact location and even basic emotions within 30
Each wako pack is led by an oversized female, typically rising to feet (60 feet underground). When three or more wakos
leadership due to greater size and strength. These leaders hone are present, all non-wakos take 7 (2d6) thunder damage
their communication with the pack with their chilling call of ao-ao- each round at the beginning of their turn, or half as much
ao and can rouse them quickly in times of danger. on a successful DC 11 Constitution saving throw. Creatures
failing their save are deafened for 1 minute, though they
Wako Pup Oil can attempt a new save each round to end this effect and
once they save they cannot be deafened by wakos for 1
Alchemical item, common hour.
If a wako pup is captured, a successful DC 13 Wisdom (Animal Contortionist. The wako’s oily coat and flexible skeleton allow
Handling) check allows a creature to calm the pup enough to expel them to fit through spaces as easily as a Small creature,
oil from scent glands in its paws, the ridge of its spine, and under and they can stand up from prone as a bonus action.
its limbs and chin sufficient to rub over one Medium or smaller Pack Tactics. The wako has advantage attack rolls if at least
creature. This oil renders the use invisible to wakos for 1 hour, one of its wako allies is within 5 feet of its target and isn’t
though attacking breaks the invisibility effect. incapacitated.
Senses. The wako has advantage on Wisdom (Perception)
checks that rely on scent but has disadvantage on Wisdom
(Perception) checks that rely on sight and hearing.
Tunneler. The wako can burrow through solid rock at half
their standard burrow speed leaving a tunnel behind them
equal to their size in diameter.

Actions

Multiattack. The adult wako makes one bite and one claw
attack.

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

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage.

Oil Slick (Recharges after a Long Rest). The wako moves up to
20 feet and creates an area of grease (DC 11) lasting 1
minute and filling the squares it passes through.

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Wako Pup Wako Matriarch

Tiny beast, chaotic evil Medium beast, neutral evil
Armor Class 12 (natural armor)
Hit Points 11 (2d10) Armor Class 15 (natural armor)
Speed 30 ft., burrow 30 ft.
Hit Points 85 (10d12 + 20)
STR DEX CON INT WIS CHA
Speed 30 ft., burrow 30 ft.
10 (+0) 12 (+1) 10 (+0) 8 (-1) 8 (-1) 12 (+1)
Skills Perception +1, Stealth +4 STR DEX CON INT WIS CHA
Senses darkvision 30 ft., tremorsense 15 ft., passive
18 (+4) 10 (+0) 13 (+2) 10 (+0) 14 (+2) 8 (-1)
Perception 11 Skills Perception +5, Stealth +3
Languages –
Challenge 1/4 (50 XP) Senses darkvision 60 ft., tremorsense 30 ft., passive
Ao, Ao, Ao. As an adult wako, but its calls reach only 15 Perception 14

feet (30 feet underground). If only wako pups and no Languages –
adult wakos are present, the damage dealt by this ability
decreases to 3 (1d6) and the save DC is 9. Challenge 5 (1800 XP)
Pack Tactics. As an adult wako.
Senses. As an adult wako. Ao, Ao, Ao. As an adult wako, but its calls reach 60 feet
(120 feet underground), and if a wako matriarch is
Actions present the damage dealt by this ability increases to 10
(3d6) and the save DC is 13.
Attack. The wako pup makes one attack.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Contortionist. As an adult wako.

Hit: 3 (1d4 + 1) piercing damage. Pack Tactics. As an adult wako.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Senses. As an adult wako.
target. Hit: 2 (1d3 + 1) slashing damage.
Tunneler. As an adult wako.

Actions

Multiattack. The wako matriarch makes one bite attack and
two claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) slashing damage.

Oil Slick. As an adult wako, but the save DC is 13.

Lair Actions

On initiative count 20 (losing initiative ties), the wako matriarch
takes a lair action to cause one of the following effects; the
wako matriarch can’t use the same effect two rounds in a row:
• Crumbling Cave. Continual burrowing causes a part of the ceiling

to collapse above one target that the creature can see within 30
feet of it. The target must succeed on a DC 13 Dexterity saving
throw or take 10 (3d6) bludgeoning damage and be knocked
prone and buried. The buried target is restrained (escape DC
10) and unable to breathe, see, hear, or stand up.

• Rouse Pack. A wako matriarch a 50% chance to call
upon additional members of the pack. She can call
either 1 adult wako (25%) or 1d3 wako pups
(25%) to protect the den. They will enter from
the closest access point or burrow up to 60 ft.
away to join the matriarch.

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Xipe Totec

This exceptionally tall golden-skinned man wears another
humanoid’s skin as a suit; the flayed creature’s hands dangle
from the man’s wrists. He wields a blood-dipped dagger in his left
hand and a staff topped with a rattling arrow in his right hand.
He exudes an unmistakeable aura of divinity. Xipe Totec is either
a former deity whose followers have dwindled in number due to
conquests by external forces, and he seeks to regrow or retain his
following, or he is on the cusp of transcendence after amassing
several fervently warlike cults. His abilities to transfer his power
and energize his worshippers point to a divine capability. Xipe
Totec stands 9 feet tall and weighs a massive 2 tons.

The Culling. Xipe Totec believes that much as the soil must
be turned to produce better crops, so too must people be weeded
out through warfare to produce a better civilization. As his power
grows, his cults become more prominent and sweep through ever-
widening regions to achieve greater conquests.
Xipe Totec also promotes the agricultural growth through
sacrifice. As maize sheds its skin to reveal its treasure, a sacrifice
must be made in similar fashion to promote that growth. He
prefers noble warriors for sacrifice, since their prowess in battle
and purity encourages the best growth. Additionally, as he, or
one of his most powerful followers, dons the skin of a mighty
warrior, the power granted by that skin increases drastically over
an ordinary sacrifice. If Xipe Totec is engaged in
battle himself, he ensures the preservation of a
notable combatant for a symbolic battle ending in
an honorable death.

While Xipe Totec detects as an evil being, he
does not view his actions as evil. He instead sees
his teachings and the sacrifices he demands as
necessary for the benefit of all civilization. After
all, no one would want weak and unsustaining
yields from their crops, so he reasons that no
civilization can survive with people who cannot
provide fully to its greater good.

Sole Survivor. Xipe Totec is a unique creature,
but he refers to three lost brothers who have fallen
to internecine fighting or the conquests that have
diminished his power. He does not recall them with any
sort of fondness and is quite satisfied with the idea that
he is the only survivor.

Master of Metals. In addition to promoting warfare
and agriculture, Xipe Totec is a gifted blacksmith, primarily
working in silver and gold. He crafted the dagger he always
uses in combat and bolstered it to allow it to maintain its
edge during the rigors of battle. When he is not leading
troops or overseeing sacrifices, he acts as a mentor to other
silver- and goldsmiths and blesses exemplary weapons and
armor they produce.

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Xipe Totec Legendary Actions

Large fiend, chaotic evil Xipe Totec can take 3 legendary actions, choosing from the
Armor Class 19 (golden skin) options below. Only one legendary action option can be used at
Hit Points 826 (48d10 + 576) a time and only at the end of another creature’s turn. Xipe Totec
Speed 100 ft. regains spent legendary actions at the start of its turn.
STR DEX CON INT WIS CHA Heart Eater (Costs 3 actions). If Xipe Totec is adjacent to an

28 (+9) 26 (+9) 35 (+12) 18 (+4) 28 (+9) 30 (+10) incapacitated creature, he can rip their heart out and feast on
Saving Throws Str +18, Con +21, Wis +18 it. He immediately gains hit points equal to the creature’s Hit
Skills Deception +19, Insight +18, Intimidation +19 Dice. Any excess hit points above Xipe Totec’s hit point maximum
Damage Resistance cold, lightning are treated as temporary hit points. The affected creature must
Damage Immunities fire, poison; bludgeoning, piercing, and succeed a DC 23 Constitution saving throw or die immediately.
On a successful saving throw, the creature is reduced to 0 hit
slashing damage from nonmagical attacks points and starts dying. The creature automatically fails its
Damage Vulnerabilities radiant death saving throws. A regenerate spell is necessary to be cast
Condition Immunities charmed, disease, frightened, paralyzed, on the creature before they can be stabilized and raised above
0 hit points.
poisoned Movement. Xipe Totec can move up to his speed.
Senses darkvision 60 ft., passive Perception 19 Power Word Blind (Costs 2 Actions). Xipe Totec targets one
Languages Auran, Common, Sylvan, Terran creature he can see within 30 feet of him. If the target can hear
Challenge 30 (155,000 XP) him, the target must succeed on a DC 21 Constitution saving
Disease Spreader. Any creature struck be Xipe Totec’s rattlestaff throw or be blinded until magic such as the lesser restoration
spell removes the blindness.
must succeed a DC 23 Constitution saving throw or be afflicted
with a disease of Xipe Totec’s choice. Lair Actions
Flaying Critical. Any creature struck with a critical hit by Xipe
Totec’s golden dagger must succeed a DC 23 Constitution On initiative count 20 (losing initiative ties), Xipe Totec takes a lair
saving throw or be flayed alive. The creature immediately action to cause one of the following effects; Xipe Totec can’t use
drops to 0 hit points and begins dying, automatically failing the same effect two rounds in a row:
their death saving throws. They can be revived, however, they • Xipe Totec can will his current corporeal form to die, shedding
lose 10 (3d6) hit points every round until they are affected by
a regenerate spell. his epidermis, which then sinks into the ground. During the next
Innate Spellcasting. Xipe Totec’s spellcasting ability is Charisma rainfall, after a 10-minute period he returns to life at full hit
(spell save DC 27). He can innately cast the following spells, points and any conditions affecting him before he died are
requiring no material components: ended. Xipe Totec’s gear crumbles to dust when he uses this
At will: contagion, control weather, haste ability but reforms when he does.
3/day each: dispel magic, flame strike, power word stun • Until the next lair action is taken, all of Xipe Totec’s allies that
1/day each: dominate monster, power word kill, time stop are within 60 feet of him gain advantage on all attack rolls
Legendary Resistance (3/Day). If Xipe Totec fails a saving throw, he and saving throws.
can choose to succeed instead. • Xipe Totec can empower the second skin with the power of a
Regenerate. Xipe Totec regains 30 hit points at the start of his god, granting him advantage on all saving throws against spells
turn. If Xipe Totec takes radiant damage, this trait doesn’t and other magical effects.
function at the start of Xipe Totec’s next turn. Xipe Totec dies
only if he starts his turn with 0 hit points and doesn’t regenerate. Regional Effects

Actions The region containing Xipe Totec’s lair is warped by the his
godlike power, which creates one or more of the following effects:
Multiattack. Xipe Totec makes six attacks: three with his golden • Diseases become far more frequent and potent within the
dagger and three with his rattlestaff.
region, causing all creatures which make a saving throw against
Golden Dagger. Melee Weapon Attack: +18 to hit, reach 10 ft., a disease to do so with disadvantage.
one target. Hit: 58 (9d10 + 9) slashing damage. • Humanoids become drawn to Xipe Totec’s lair, feeling an
unnatural desire to stop whatever they are doing and head
Rattlestaff. Melee Weapon Attack: +18 to hit, reach 10 ft., one there.
target. Hit: 48 (6d12 + 9) bludgeoning damage. • Those who acknowledge Xipe Totec’s divinity are bolstered and
gain temporary hit points equal to his Charisma modifier. These
hit points are renewed every hour.

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Xolo Guardian Xolo Guardian

Dogs are revered as helpers and guides. In some cultures, Medium construct, unaligned
dogs are believed to even guide souls to the afterlife. Clerical Armor Class 15 (natural armor)
spellcasters create xolo guardians as a representation of that Hit Points 135 (18d8 + 54)
belief. They resemble ordinary statues of stalwart dogs, but when Speed 30 ft.
their domains are disturbed, they spring into action.
STR DEX CON INT WIS CHA
Guardians. While they sometimes guard temples and other
holy sites, xolo guardians are more typically employed to guard 17 (+3) 13 (+1) 16 (+3) 3 (-4) 12 (+1) 1 (-5)
tombs and palaces from robbers and undead. They serve as status Skills Perception +3
symbols, in addition to conveying security to the community. Xolo Damage Immunities poison, psychic
guardians are obedient. Their creators often instruct them to Damage Resistances necrotic
protect a particular family, and they are often given passwords, as Condition Immunities charmed, exhaustion, frightened,
well, to identify friendly creatures. Unless otherwise instructed, it
will use its sacred nose on fallen allies, prioritizing those that are paralyzed, petrified, poisoned
the highest status to the family. Senses darkvision 120 ft., passive Perception 13
Languages understands the languages of its creator but
Relentless. Xolo guardians may be instructed to remain at
guard to ruthlessly pursue those who disturb their territory. In can’t speak
either case, they are tireless and powerful protectors. Challenge 3 (700 XP)
False Appearance. While the guardian remains motionless, it
Unliving. Xolo guardians are essentially statues given the
appearance of life, and do not eat, breathe, or sleep. is indistinguishable from a statue.
See Invisibility. The guardian can see the invisible at all times,

as though affected by see invisibility.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) piercing damage. If the target
is a creature, it must succeed on a DC 13 Strength saving
throw or be knocked prone. If the target is an undead
creature, it takes an additional 4 (1d8) radiant damage.

Sacred Nose (1/Day). The guardian touches a corpse, which is
then magically protected as the spell gentle repose.

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Xtabay Xtabay

Small plant, unaligned This patch of vines is ornamented with beautiful crimson and
Armor Class 13 (natural armor) violet flowers, the petals of which seem to bear tiny faces. Known
Hit Points 71 (13d6 + 26) for their potent—and ultimately deadly—scent, xtabays are a floral
Speed 5 ft. hazard to the unwary. As fast-spreading as ivy, a xtabay’s vines
are sturdy and adaptive, making the plant a potential threat nearly
STR DEX CON INT WIS CHA everywhere—from gardens to wells to forest groves.

8 (–1) 13 (+1) 19 (+4) 2 (–4) 12 (+1) 11 (+0) Sweetly Deadly. Attractive flowers blossom from the vines
Saving Throws Con +6 of xtabays, emitting the spores that mean a slow death for their
Skills Stealth +3 victims. The strange, face-like patterns that grow on the petals
Damage Immunities poison are disturbing but seem to have no real function. Hermits or
Condition Immunities charmed, exhaustion, frightened, other reclusive types have been known to surround their territory
with xtabays, warding off pesky creatures and adventurers alike.
poisoned Instances of xtabays of larger-than-usual size have also been
Senses tremorsense 30 ft., passive Perception 11 reported. These massive plants possess tendrils as thick as tree
Languages – limbs and flowers that can fell even the hardiest of warriors with
Challenge 1 (200 XP) their overwhelming perfume. Underground, xtabays thrive in the
Camouflage. The xtabay looks like a normal bunch of flowers wet, dark environment, covering the walls and floors of entire
caverns and anesthetizing whole dens of subterranean creatures.
when at rest. A DC 13 Intelligence (Nature) ability check
reveals their true nature. Roaming Blossoms. Nomadic plants, xtabays traverse large
expanses of land until they sense nearby life, at which point they
Actions lie dormant and take on the guise of harmless flowers while
releasing their deceptive aroma. Once a creature is subdued,
Devour. A xtabay that shares the same space as an the beast-like plant wastes no time in devouring it, disregarding
incapacitated or sleeping creature can slowly sap the creatures unaffected by its aroma. Because of their carnivorous
life out of it. Each round the xtabay uses this action, the nature, xtabays only rarely run short on nutrients, consuming the
creature’s Constitution is reduced by 1. This does not entirety of a victim’s body over the course of several days following
wake the creature if it is under the effects of the xtabay’s the initial process of draining its blood. Xtabays are able to devour
soporific pollen but does wake the creature if it is asleep creatures thanks to their lengthy roots, which produce a corrosive
naturally. The target dies if this reduces its Constitution to acid that breaks down and absorbs flesh and bone.
0. Otherwise, the reduction lasts until the target finishes a
short or long rest.

Soporific Pollen. A xtabay can release sleep-inducing pollen
into the air around it. Each creature within a 10-ft.-
radius burst centered on the xtabay must make a DC
13 Constitution saving throw or fall asleep for 1 minute.
A creature that succeeds on the saving throw cannot
be affected by the same xtabay’s soporific pollen for
24 hours. A creature put to sleep by this pollen can be
awakened by vigorously shaking the sleeper using an
action or by damaging it.

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Yohualtepoztli Yohualtepoztli

The spirits of the wilderness rankle at the presence of humanoids, Large construct, unaligned
and often seek to tempt or test them. The yohualtepoztli is Armor Class 14 (natural armor)
one such test. It appears from nowhere, looking like a large Hit Points 76 (8d10+32)
but headless wooden humanoid with a lidded chest cavity that Speed 35 ft.
contains a soft beating heart. The yohualtepoztli wanders into
villages at night, creating a rather loud cacophony as its chest lids STR DEX CON INT WIS CHA
bang open and closed with each step, daring all to grab its heart. It
is so loud that none can sleep through the noise. 17 (+3) 12 (+1) 19 (+4) 5 (-3) 11 (+0) 7 (-2)
Damage Vulnerabilities fire
Those who fail to at least approach the creature are cursed for Damage Immunities poison
one week. Those who succeed at its challenge are able to gain a Condition Immunities charmed, exhaustion, frightened,
gift from the spirits. As tempting as the gift is there is always a
chance that the yohualtepoztli beats and kills those that approach. paralyzed, petrified, poisoned
No test is without its risks. Senses tremorsense 60 ft., passive Perception 10
Languages —
Magic Item: Thorn of Courage Challenge 3 (700 XP)
Cursed Wake. A humanoid creature that hears the approach
Wondrous item, common
of the yohualtepoztli but does not move to confront it must
This agave thorn can be worn like a necklace. While wearing make a DC 13 Wisdom saving throw. On a failure, that
this necklace, you can use your reaction before making an attack humanoid creature is affected as if by the bane spell for
or saving throw to gain a 1d4 bonus on that roll. The necklace the next week, or until a remove curse is cast upon them.
regains this power after the next dawn. Heart of Courage. The yohualtepoztli has a heart in its chest
cavity that is loosely covered by two door like flaps. A
The thorn of courage ceases to function one month after it has creature can attempt to grab the heart, first by making a
been first activated. DC 13 Wisdom saving throw. On a success, the creature
can attempt to grab the heart with a DC 13 Strength
check. On a failure, the creature is frightened and must
use their reaction to move up to their walking speed away
from the yohualtepoztli.
Once the heart is held, the yohualtepoztli disappears, and
leaves 1d4 palm sized thorns. Each thorn is a common
magical item called the thorn of courage (see below).
Immutable Form. The yohualtepoztli is immune to any spell or
effect that would alter its form.
Unusual Nature. The yohuualtepoztli doesn’t require air, food,
drink, or sleep.

Actions

Multiattack. The yohualtepoztli makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 11 (2d6 + 4) bludgeoning damage.

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Zuvembie Zuvembie

Tied to the dark forces of nature and unholy magic, zuvembies Medium undead, neutral evil
employ fear and the wild creatures of the land to take their Armor Class 15 (natural armor)
vengeance upon the living. Zuvembies appear to be withered, Hit Points 136 (21d8 + 42)
animate corpses but possess ruthless minds and blasphemous Speed 30 ft.
vigor. Revenge fuels a zuvembie, a hatefulness directed toward
those who wronged it in life. Yet even when the last one who STR DEX CON INT WIS CHA
maligned it lies dead, its rage remains, turning against all who
live, especially the relatives of the target of its original hate. Most 13 (+1) 14 (+2) 14 (+2) 18 (+4) 14 (+2) 17 (+3)
zuvembies willingly performed the vile rituals to attain vengeance Saving Throws Int +7, Cha +6
through unlife, but the transformation can also be wrought upon a Skills Arcana +7, Stealth +5
helpless victim. Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common (can’t speak)
Challenge 5 (1,800 XP)
Innate Spellcasting. The zuvembie’s spellcasting ability is

Charisma (spell save DC 14). It can innately cast the
following spells, requiring no material components:
3/day each: animate dead, darkness, ray of enfeeblement

Actions

Multiattack. The zuvembie makes two attacks: one with its
axe and one with its claw.

Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d10 + 1) slashing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d10 + 1) slashing damage plus 21 (6d6)
necrotic damage.

Corpse Call. Zuvembies cannot speak, but their strange calls
and whistles captivate the minds of those who hear them.
Every living creature within 100 ft. of the zuvembie that
can hear the call must succeed on a DC 15 Wisdom saving
throw or be charmed until the call ends. The zuvembie
must take a bonus action on its subsequent turns to
continue calling creatures. It can stop the call at any time.
The call ends if the zuvembie is incapacitated.

While charmed by the zuvembie, a target is
incapacitated and ignores the call of other zuvembies.
If the charmed target is more than 5 ft. away from the
zuvembie, it must move on its turn toward the zuvembie by
the most direct route. It doesn’t avoid Opportunity Attacks,
but before moving into damaging terrain, such as lava or
a pit, and whenever it takes damage from a source other
than the zuvembie, a target can repeat the saving throw.
A creature can also repeat the saving throw at the end of
each of its turns. If a creature’s saving throw is successful,
the effect ends on it. A target that successfully saves is
immune to this zuvembie’s call for the next 24 hours.

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APPENDIX: NEW SPELLS In addition, you may designate a direction for the flood tide,
causing all creatures in the area to be pushed 30 feet in that
The following spells are used by some of the monsters in this book. direction if they fail a Strength saving throw.

Artesian Spring If you cast this spell while in or on a large source of water,
such as a lake, river, or ocean), you may choose to change the
2nd-level conjuration spell’s area to a 30-foot cone-shaped burst or a 10-foot-wide line,
60 feet long. This flood tide may flow towards you or away from
Classes: cleric, druid you, pushing or dragging creatures in the area as appropriate.

Casting time: 1 minute Soul Cage

Range: touch 6th-level necromancy

Components: V, S Classes: warlock, wizard

Duration: 1 day Casting time: 1 reaction

You create a spring of pure, fresh water bubbling forth from Range: 60 feet
an area of natural rock or earth you strike with the focus item,
producing a flow of 1d6 gallons of cool potable water each hour. Components: V, S, M (a tiny silver cage worth 100 gp)
You cannot create an artesian spring in a building or an area of
worked stone, nor can you create an artesian spring within 1 Duration: 8 hours
mile of an existing artesian spring.
When a humanoid within range dies, you can cast this spell to
At Higher Levels: When you cast this spell using a 3rd-level trap its soul inside a tiny cage (the material component of the
spell slot the artesian spring’s duration increases to 1 week. spell). The soul remains trapped until the spells ends or you
When you cast this spell using a 4th-level spell slot the artesian release it, and while trapped the creature cannot be revived from
spring’s duration increases to 1 month. When you cast this the dead. You can tap the soul’s power up to six times to gain
spell using a 5th-level spell slot or higher the artesian spring’s one of the effects below; after the sixth use of its power, the spell
duration increases to 1 year. When you cast this spell using a ends.
6th-level spell slot the artesian spring’s duration increases to
permanent. Steal Life. As a bonus action, you regain 2d8 hit points by draining
the soul’s vigor.
Flight of the Chonchón
Query Soul. You telepathically ask a question of the soul and it
2nd-level transmutation answers truthfully and to the best of its ability, though its answer maybe
cryptic and is only 1-2 sentences. You and the soul need not share a
Classes: warlock, wizard language to use this ability, but the soul only knows what it knew in life.
This does not require an action.
Casting Time: 1 action
Borrow Experience. As a bonus action, you can use the soul’s
Range: Self memories, skills, and experiences to inspire you, granting you advantage
on the next attack roll, ability check, or saving throw you make before
Components: V, S, M (owl feather) the start of your next turn.

When you cast this spell, your head detaches from your Eyes of the Dead. As an action, you can name a place the soul had
body and turns into a chonchón for the duration. You retain seen in life, allowing you to scry on that location with an invisible sensor
your proficiency bonus, Intelligence, Wisdom and Charisma (which resembles a translucent image of the humanoid whose soul is
scores and can cast any spell you know that has only a verbal trapped, for those who can see invisible things). You can observe that
component. Your equipment transforms with you. You otherwise location as long as you concentrate, up to 10 minutes, as if the sensor
take on the traits of the chonchón. Your body remains behind, had your senses.
and you are aware of its condition at all times.
Toll the Dead
At Higher Levels: When you cast this spell using a spell slot
of 3rd level or higher, you increase the spells duration by 1 hour. Necromancy cantrip

Flood Tide Classes: cleric, warlock, wizard

6th-level conjuration Casting time: 1 action

Classes: druid, warlock Range: 60 feet

Casting time: 1 action Components: V, S

Range: 100 feet Duration: Instantaneous

Components: V, S You point at a creature you choose and a tolling bell sounds in
the distance. The target takes 1d8 necrotic damage (1d12 if it
Duration: Instantaneous is missing any of its hit points) unless it succeeds on a Wisdom
saving throw.
You create a surging rush of water in a 20-foot-radius spread
that deals 10d6 points of bludgeoning damage to all creatures The spell’s damage increases by one die when you reach
and unattended objects in the area. A successful Dexterity 5th level (2d8/2d12), 11th level (3d8/3d12), and 17th level
saving throw halves this damage. Exposed natural fires in (4d8/4d12).
the area are extinguished. Magical fire effects in the area are
affected as if you had cast a dispel magic in a 6th level sell slot.

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OPEN GAME LICENSE Version 1.0a Content except as expressly licensed in another, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel
The following text is the property of Wizards of the independent Agreement with the owner of such Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff
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Content, You represent that Your Contributions are Alien Bestiary (5E) © 2018, Legendary Games; Authors Chris Harris, Dan Dillon, Rodrigo Garcia
Your original creation and/or You have sufficient Lead Designer: Jason Nelson. Authors: Anthony Carmona, and Wolfgang Baur.
rights to grant the rights conveyed by this License. Adam, Kate Baker, John Bennet, Eytan Bernstein, Tome of Beasts 2. © 2020 Open Design LLC;
6. Notice of License Copyright: You must update Robert Brookes, Russ Brown, Duan Byrd, Jeff Dahl, Authors Wolfgang Baur, Celeste Conowitch, Darrin
the COPYRIGHT NOTICE portion of this License Robyn Fields, Joel Flank, Matt Goodall, Robert Drader, James Introcaso, Philip Larwood, Jeff Lee,
to include the exact text of the COPYRIGHT NO- J. Grady, Jim Groves, Steven T. Helt, Thurston Kelly Pawlik, Brian Suskind, Mike Welham.
TICE of any Open Game Content You are copying, Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Tome of Horrors © 2018, Frog God Games, LLC;
modifying or distributing, and You must add the Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Authors: Kevin Baase, Erica Balsley, John “Pexx”
title, the copyright date, and the copyright holder’s Liddell, Jason Nelson, Richard Pett, Tom Phillips, Barnhouse, Christopher Bishop, Casey Christoffer-
name to the COPYRIGHT NOTICE of any original Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike son, Jim Collura, Andrea Costantini, Jayson ‘Rocky’
Open Game Content you Distribute. Shel, Neil Spicer, Todd Stewart, Russ Taylor, Ra- Gardner, Zach Glazar, Meghan Greene, Scott
7. Use of Product Identity: You agree not to Use chel Ventura, Mike Welham, George Loki Williams, Greene, Lance Hawvermale, Travis Hawvermale,
any Product Identity, including as an indication as Scott Young. Ian S. Johnston, Bill Kenower, Patrick Lawinger,
to compatibility, except as expressly licensed in Alien Codex (5E) © 2019, Legendary Games; Lead Rhiannon Louve, Ian McGarty, Edwin Nagy, James
another, independent Agreement with the owner Designer: Jason Nelson. Authors: Anthony Adam, Patterson, Nathan Paul, Patrick N. Pilgrim, Clark
of each element of that Product Identity. You agree Kate Baker, John Bennet, Eytan Bernstein, Robert Peterson, Anthony Pryor, Greg Ragland, Robert
not to indicate compatibility or co-adaptability Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill
with any Trademark or Registered Trademark in Jeff Dahl, Robyn Fields, Joel Flank, Matt Good- Webb.
conjunction with a work containing Open Game all, Robert J. Grady, Jim Groves, Steven T. Helt, Xanathar’s Guide to Everything © 2017 Wizards of
the Coast; Authors: Wizards RPG Team.
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Aw esome Adversaries of the Americas! 

Latin American Monsters  brings you  120 pages  of incredible  5th Edition  creatures
from Central and South America and the Caribbean, from  ahuizotl  to  zuvembie!
You’ll find divine messengers and protectors like the  magui  and  xiuh
couatl  alongside sinister fiends like the  soucouyant  and  xipe totec  the Flayed
Lord, living fey like the  curupira  and  encantado  alongside deathless terrors like
the llorona and tzitzimitl, living engines of destruction like the lusca and chupacabra and
unliving constructs like the  cuauhxicalli  and  xolo guardian. Guardians of the wild like
the  tunche  and  madremonte  stand beside fantastic versions of real-world creatures like

the anaconda, giant iguana, black caiman, jaguar, and giant mantis shrimp! 
Wherever your campaign takes you, you’ll find an incredible collection of marvelous monsters
to challenge the mightiest heroes. They are perfect for running a campaign directly inspired
by the Americas, of course, but are equally awesome whenever you just need exciting new
creatures your players may have never seen before! This incredible  5E  monster book  has
been developed with a creative team of nearly 20 Latinx authors and artists from the folklore
of Mexico, Brazil, Chile, Argentina, Paraguay, Colombia, Venezuela, Peru, Haiti, Puerto Rico,
Costa Rica, Honduras, Nicaragua, El Salvador, Cuba, and more,  beautifully illustrated and

ready to  help Make Your Game Legendary! 

LGP508LA015E
Price: $26.99

L Conrad Ward (Order #31470884)


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