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

Latin American Monsters

Latin American Monsters

Falajitax Change Shape. The falajitax magically polymorphs into a Small or
Medium humanoid, into a Large giant, into a Small, Medium or Large
Large aberration, lawful evil beast or back into its true form. Other than its size, its statistics are
Armor Class 16 (natural armor) the same in each form. The falajitax’s earrings resize but are always
Hit Points 220 (21d10 + 105) visible and position appropriately on the creature it polymorphs into.
If the falajitax dies, it reverts to its true form.
Speed 30 ft., climb 30 ft., swim 40 ft.
Reaction
STR DEX CON INT WIS CHA
The falajitax can use the following reactions.
27 (+8) 7 (-2) 21 (+5) 10 (+0) 16 (+3) 12 (+1) Tendril Insertion. If a creature is grappled or otherwise helpless
Saving Throws Con +10, Wis +8, Cha +6
Skills Deception +6, Perception +8, Stealth +8 (including being unconscious, stunned or paralyzed) and that
Damage Immunities cold creature is within 20 feet of the falajitax, it may use grisly
Senses blindsight 10 ft. (120 ft. in water), darkvision 120 ft., passive puppeteer.
Shroud of Water. The falajitax uses shield in reaction to an attack
Perception 13 that hits it.
Languages Aklo, Aquan, Common, Draconic
Legendary Actions
Challenge 13 (10,000 XP)
Innate Spellcasting (Psionic, Hydrokinesis). The falajitax’s innate The falajitax can take 1 legendary action per two PCs it is fighting
with a minimum of 1, choosing from the options below. The number
spellcasting ability is Wisdom (spell save DC 16). It can innately of legendary actions can change during a battle if a PC is killed or
cast the following spells so long as it is contact with water – becomes a puppet of the falajitax. Only one legendary action option
including rainfall, requiring no components: can be used at a time and only at the end of another creature’s turn.
At will: control water, shape water, slick (as grease) The falajitax regains spent legendary actions at the start of its turn.
3/day each: suggestion, wall of water, telekinesis Phase Change. The falajitax uses one of its actions.
1/day each: artesian spring*, control weather, dream, flood tide* Tail Attack. The falajitax makes a tail attack.
Alien Anatomy. The falajitax has multiple glowing hearts that slither
about within its innards but all are decoys, with its real heart L AWater Bender (Costs 2 Actions). The falajitax uses its hydrokinesis trait.
located in its tail. Whenever an attacker would score a critical hit
against the falajitax, it can attempt a DC 20 Constitution saving air ctions
throw to instead treat it as a normal hit. When fighting inside its lair, an falajitax can invoke the ambient
Amphibious. The falajitax can breathe air and water. magic to take lair actions. On initiative count 20 (losing initiative ties),
Magic Resistance. The falajitax has advantage on saving throws the falajitax takes a lair action to cause one of the following effects:
against spells and other magical effects.
• The falajitax creates an opaque wall of water on a solid surface
Actions it can see within 120 feet of it. The wall can be up to 30 feet
long, 30 feet high, and 1 foot thick. When the wall appears,
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: each creature within its area is pushed 5 feet out of the wall’s
21 (3d8 + 8) piercing damage plus 13 (3d8) poison damage and space, appearing on whichever side of the wall it wants. Each
the target is grappled (escape DC 18). If the target is a Medium or 10-foot section of the wall has AC 5, 30 hit points, vulnerability
smaller creature, the falajitax may choose to swallow the grappled to fire damage, and immunity to acid, cold, necrotic, poison, and
creature. The target must succeed on a DC 18 Strength saving psychic damage. A creature that tries to push its way through
throw or be swallowed by the falajitax. A swallowed creature is the wall must make a DC 14 Strength ability check or get stuck
blinded and restrained, it has total cover against attacks and other in the wall. Another check can be made as an action on each
effects outside the falajitax, and it takes 35 (10d6) acid damage of the trapped creatures turn to force its way out. Each failed
at the start of each of the falajitax’s turns. attempt reduces the time the creature can hold its breath by
1d10 rounds. The wall disappears when the falajitax uses this
If the falajitax takes 30 damage or more on a single turn lair action again or when the falajitax dies.
from a creature inside it, the falajitax must succeed on a DC 18
Constitution saving throw at the end of that turn or regurgitate all • Pools of water within 90 feet of the falajitax surge outward in a
swallowed creatures, which fall prone in a space within 10 feet grasping tide. Any creature on the ground within 20 feet of such a
of the falajitax. If the falajitax dies, a swallowed creature is no pool must succeed on a DC 14 Strength saving throw or be pulled
longer restrained by it and can escape from the corpse by using 20 up to 20 feet into the water and knocked prone. The falajitax
feet of movement, exiting prone. If the attack is a critical hit and can’t use this lair action again until it has used a different one.
does 30 damage in a single strike the swallowed creature found
the falajitax’s true heart and kills it instantly. • Water in the falajitax’s lair magically becomes a conduit for the
creature’s rage. The falajitax can target any number of creatures it
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: can see in such water within 90 feet of it. A target must succeed on
17 (2d8 + 8) bludgeoning damage. If a target is hit by tail slap, a DC 14 Wisdom saving throw or take 7 (2d6) fire damage for the
the falajitax may use a bonus action and use constrict. attack as the creatures rage turns the water into steam. The falajitax
can’t use this lair action again until it has used a different one.
Constrict. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature.
Hit: 17 (2d8 + 8) bludgeoning damage, and the target is Regional Effects
grappled (escape DC 18). Until this grapple ends, the creature is
restrained, and the falajitax can’t constrict another target. A target The region containing a legendary falajitax’s lair is warped by the
that starts its turn grappled in this way automatically takes 17 (2d8 falajitax’s presence, which creates one or more of the following effects:
+ 8) bludgeoning damage.
• It is hot and humid within 6 miles of the falajitax’s lair. Treat this
Grisly Puppeteer. A falajitax can insert its tail tip into a helpless, area as extreme heat.
grappled or willing creature. An unwilling creature can resist this
with a DC 14 Wisdom saving throw. On a failed save, the creature • Cool precipitation falls within 6 miles of the falajitax’s lair almost
is dominated by the falajitax, as per the dominate monster spell constantly, sometimes forming thunderstorm conditions when the
(9th level), In order to maintain the effect, the falajitax must keep falajitax is at rest.
the creature within 20 feet of itself – this is the maximum reach of
its puppeteering tendrils. The falajitax can puppeteer 1 creature • As an action, the falajitax can create an illusory image of itself
up to 10 creatures at a time, though it usually prefers willing within 1 mile of the lair. The copy can appear at any location the
servants, not puppets. falajitax has seen before or in any location a creature charmed by
the falajitax can currently see. Once created, the image lasts for as
Water Blast (Recharge 5–6). The falajitax exhales water in a 60-foot long as the falajitax maintains concentration, as if concentrating on
cone. Each creature in that area takes 35 (10d6) cold damage on a spell. Although the image is intangible, it looks, sounds, and can
a failed DC 18 Dexterity saving throw, or half as much damage on move like the falajitax or a figure it chooses. The falajitax can sense
a successful one. If the target rolls a natural 1 on its saving throw it and speak from the image’s position as if present at that position. If
is also slowed as the spell. the image takes any damage, it disappears.

If the falajitax dies, the fog and precipitation fade within 1 day. The
heavy rain and heat fade away over the course of 1d10 days.

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Guallipen Guallipen

Guallipen (sometimes called huallepen) are odd near-beast Medium monstrosity, neutral evil
monstrosities that appear like a sheep with a calf’s head. They can Armor Class 12
be quite stubborn and attach themselves to various herds in a vain Hit Points 75 (10d8 + 30)
attempt to fit in. Invariably, their warping aura causes them to be Speed 50 ft.
unwelcome by both herds and farmers.
STR DEX CON INT WIS CHA
Because they are such a nuisance, they are often targeted with
bounties by villages that wish to be rid of them. Even though a 15 (+2) 18 (+4) 17 (+3) 2 (-4) 13 (+1) 6 (-2)
guallipen is normally docile if unbothered, they fight ferociously if Skills Perception +3
forced to leave an adopted herd. Condition Immunities charmed, frightened, paralyzed,

Malformed Birth. Given enough time, a guallipen will restrained
eventually cause malformations to herd, eventually leading to the Senses darkvision 60 ft., passive Perception 13
live birth of another guallipen. Once this happens, the original Languages –
guallipen leaves the herd. The newborn guallipen then also leaves Challenge 3 (700 XP)
to start the process again in another herd. Amphibious. The guallipen can breathe air and water.
Malform. Creatures that end their turn within 10 feet of the

guallipen must make a DC 14 Constitution saving throw.
On a failure, their limbs are warped, causing their speed
to be reduced to half. If the saving throw fails by 5 or
more, their arms and hands are also warped, causing
disadvantage on actions involving those limbs, including
attack rolls. Creatures affected in this way can make
another saving throw when they finish a long rest, ending
the effect on a success. If an affected creature fails three
times in a row, the change is permanent until removed with
a lesser restoration or remove curse spell.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 11 (2d8 + 2) bludgeoning damage and 7
(2d6) poison damage.
Warp. The guallipen extends its warping power, choosing up
to two creatures within 30 feet that are not more than 10
feet away from each other. Those creatures must make a
DC 13 Constitution saving throw. Creatures that fail this
saving throw take 12 (5d4) force damage and have their
walking speed reduced to half until the end of their next
turn. A creature has disadvantage on this saving throw if
they are within 10 feet of the guallipen.

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Guardian Stela

Common stelae are monuments fashioned by Mesoamerican
cultures, typically carved from stone in relief but sometimes
embellished with brightly colored paints, turquoise, or precious
metals and inscribed with mask-like faces or entire bodies to
honor great lords or priests. Guardian stelae are imbued with
mystic power to serve as sacred guardians for those within the
temples, monuments, or palaces they protect. They may be carved
in the likeness of the one they protect or created in their honor to
protect others.

Guardian Stela If the linked creature takes damage while within 30 feet of
the guardian stela, as a reaction can either cast hellish rebuke
Medium construct, unaligned on the creature that damaged its linked creature or else the
Armor Class 15 (natural armor) guardian stela can take half of that damage instead of the
Hit Points 52 (5d10 + 25) linked creature. A creature that fails its saving throw against
Speed 5 ft., climb 5 ft. the guardian stela’s hex deals an extra 1d6 necrotic damage
whenever the linked creature hits it with an attack. A creature
STR DEX CON INT WIS CHA cannot be linked to more than one guardian stela.

3 (-4) 9 (-1) 20 (+5) 8 (-1) 15 (+2) 14 (+2) Watchful Guardian. The guardian stela can see invisible creatures
Skills Intimidation +4, Perception +6 and adds double its proficiency bonus on Wisdom (Perception)
Damage Immunities poison, psychic; bludgeoning, piercing, and checks and on Dexterity saving throws. If the guardian stela
spends at least 1 hour adjacent to a portal or opening, it can
slashing from nonmagical attacks that aren’t adamantine cast arcane lock on it. This arcane lock remains in place until
Condition Immunities charmed, exhaustion, frightened, dispelled or until the guardian stela moves away from it for more
than 1 hour.
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16 Innate Spellcasting. The guardian’s spellcasting ability is Charisma
Languages understands the languages of its creator (spell save DC 12). It can innately cast the following spells,
Challenge 2 (450 XP) requiring no material components:
Immutable Form. The guardian stela is immune to any spell or
At will: counterspell, hex, magic circle
effect that would alter its form, and it treats critical hits against 3/day each: alarm, hellish rebuke, unseen servant
it as normal hits. 1/day each: telekinesis
Sacred Link. A guardian stela can perform a ritual taking 1 hour
to attune itself to another creature. Once it has done so, the Actions
linked creature becomes more watchful, gaining a +1 bonus
on Wisdom (Perception) checks and initiative rolls. It receives Slam. Melee Weapon Attack: -2 to hit, reach 5 ft., one target. Hit:
warnings from the guardian stela’s alarm spells and can pass 1 bludgeoning damage.
freely through an arcane lock created by the guardian stela.

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Guariba-boia Guariba-boia

This large golden-scaled snake has the head of a shrieking howler Large fiend, chaotic evil
monkey with long, flowing golden fur. A pair of short arms with Armor Class 15 (natural armor)
webbed fingers aid it in swimming in its home rivers and also in Hit Points 142 (15d10 + 60)
burrowing out undercuts beneath the banks where it lies in wait Speed 40 ft., climb 40 ft., swim 40 ft.
for unsuspecting prey to approach. They unleash thunderous
roars from beneath the waters, drawing the curious near, and STR DEX CON INT WIS CHA
their calls echo throughout the jungle on rainy nights. Their fangs
are needle-sharp and envenomed, with even a small bite leading 25 (+7) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1)
to agonizing death. They are equally satisfied with consuming Saving Throws Con +7
animals as humanoids, but sometimes overturn canoes and tear Skills Perception +5, Stealth +6
their occupants apart when hungry or simply feeling malicious. Damage Resistances psychic
Damage Immunities acid, poison
Fiendish Hybrid. The first guariba-boias came into the world Condition Immunities poisoned
as demonic monkey familiars to tribal shamans and warlocks, but Senses darkvision 60 ft., passive Perception 15
upon the death of their masters ordinary jungle snakes sought Languages Abyssal, Common, Draconic
to consume them to still their squalling cries. Infused with the Challenge 8 (3,900 XP)
fiendish powers of the nether regions, these demon-monkeys Innate Spellcasting. The guariba-boia’s spellcasting ability
savagely clawed apart their attackers even as they were being
devoured, but their eldritch savagery merged them into a new and is Wisdom (spell save DC 12). The guariba-boia can
monstrous form of life that merged the two into a hideous blend innately cast the following spells, requiring no material
of mammal and reptile. Instilled with fiendish power, the guariba- components:
boias have spread throughout the jungles, somehow propagating At will: darkness, poison spray (2d12)
themselves through collecting the bones of their victims and 3/day each: dissonant whispers, invisibility (self only), misty
weaving them together in strange rituals into more fiendish step
horrors like themselves. 2/day each: pass without trace, suggestion
1/day each: call lightning, confusion, hypnotic pattern
Keen Sight. The guariba-boia has advantage on Wisdom
(Perception) checks that rely on sight.
Whooping Howl. The guariba-boia produces a whooping
howl to which fiends and monstrosities are immune. Any
other creature that starts its turn within 30 feet of the
guariba-boia must make a DC 13 Constitution saving
throw, taking 3d10 psychic damage on a failed save, or
half as much damage on a successful one. A creature that
can’t hear the howl automatically succeeds on the save.

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 12 (1d8 +7) piercing damage and the target
must make a DC 15 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as much
damage on a successful one. Additionally, if the creature
fails the Constitution saving throw with a total of 5 or less
they are instantly paralyzed for 1 minute. At the end of
each of the creature’s turns, they can make a Constitution
saving throw. On a success, the condition ends.

Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 20 (3d8 + 7) bludgeoning damage, and
the target is grappled (escape DC 18). Until this grapple
ends, the creature is restrained, and the guariba-boia 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.

Swallow. The guariba-boia makes one bite attack against
a Large or smaller target it is grappling. If the attack
hits, the target is swallowed, and the grapple ends.
The swallowed target is blinded and restrained, it has
total cover against attacks and other effects outside the
guariba-boia, and takes 13 (3d8) acid damage at the
start of each of the guariba-boia’s turns. The guariba-
boia can have only one Large creature or up to 2 Medium
or smaller creatures swallowed at a time. If the guariba-
boia dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 5 feet of
movement, exiting prone if on land.

51

L Conrad Ward (Order #31470884)

Guecubu Guecubu

Often when a particularly evil criminal is executed, suspicious folk Medium undead, chaotic evil
fear that the criminal’s remains might rise from death to continue Armor Class 17 (natural armor with earth covering)
to plague the living. To combat this possibility, many mobs or Hit Points 208 (32d8 + 64)
rural justices take to the practice of burning the bodies, grinding Speed 30 ft., burrow 15 ft.
the bones, and scattering the remains in the wild. Yet in the case
of particularly evil criminals, even these steps are in vain, for STR DEX CON INT WIS CHA
their will is enough to reassemble a body from earth, stone, roots,
and plants drawn from the region into which the remains were 24 (+7) 18 (+4) 14 (+2) 13 (+1) 18 (+4) 23 (+6)
scattered. Such an undead horror rises as a guecubu, a harbinger Saving Throws Str +11, Cha +10
of misfortune and vengeance from beyond the grave. A guecubu is Skills Perception +8, Stealth +8
6 feet tall and weighs 100 pounds. Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
Bitter Memories. A newly formed guecubu remembers well
how its enemies treated it, and while the undead creature retains poisoned
none of its previous life’s talents, its undead state grants it many Senses darkvision 60 ft., tremorsense 60 ft., passive
new tools to seek revenge with. Typically, a guecubu does not limit
its revenge to those directly involved with its execution—entire Perception 18
villages and towns fall victim to its rage. The guecubu’s tactics Languages Abyssal, Common
tend toward the subtle, and it seeks to spread misfortune and Challenge 10 (5,900 XP)
death on a person-by-person basis, slaying its enemies one at a Broken Ground. The ground in a 30-foot radius around a
time until they flee, so that all that remains is a ghost town.
guecubu ripples and shudders unnaturally. This transforms
the area surrounding a guecubu into difficult terrain. A
guecubu can move through this area with no penalty.
This ability does not affect ground under the effects of a
hallow spell or the area in a magic circle spell.
Misfortune. Any creature that the guecubu successfully hits
with its bite attack must succeed a DC 16 Wisdom save
or be cursed with misfortune, gaining disadvantage on all
attack rolls, saving throws, and ability checks until they are
subject to a remove curse spell.
Unlucky Aura. All living creatures within 20 feet of the
guecubu suffer disadvantage on all attack rolls, saving
throws, and ability checks.

Actions

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

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 29 (4d10 + 7) piercing damage.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 17 (2d10 + 7) piercing damage.

Eruptive Exhumation. While the guecubu is using its burrow
speed, all creatures within 20 feet of the guecubu
must succeed a DC 16 Dexterity saving throw or take
3d10 (bludgeoning damage) and be knocked prone.
A successful saving throw halves the damage and the
creature is not knocked prone.

52

L Conrad Ward (Order #31470884)

Huecuva Huecuva

Huecuvas are the risen corpses of heretical priests who Medium undead, chaotic evil
blasphemed and renounced their deities before meeting death. In Armor Class 13 (natural armor)
unlife, they hate and seek to destroy those pious souls who keep Hit Points 52 (8d8 + 16)
their vows. Most huecuvas remember little of their former lives Speed 30 ft.
except for the blasphemies that led them to their cursed fates.
They often find themselves drawn to the ruins of old temples, STR DEX CON INT WIS CHA
where they rage against or seek hopeless absolution from the
deities who so afflicted them. Huecuvas sometimes work in 13 (+1) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 12 (+1)
concert with other undead creatures that share the same area Skills Deception +3, Intimidation +3, Perception +3, Stealth +4
Damage Resistances bludgeoning, piercing, and slashing
Shroud of Life. Although easily mistaken for zombies or even
skeletons, huecuvas have a spark of intelligence that makes them from nonmagical attacks that aren’t silvered
cunning and deceptive foes. During daylight hours, a huecuva Damage Immunities necrotic, poison
becomes shrouded in an illusion that causes it to appear as it did Condition Immunities charmed, frightened, poisoned
in life—at these times, a huecuva might seek to infiltrate society to Senses darkvision 60 ft., passive Perception 13
dwell among those it hates. When night falls, it emerges to seek Languages Common
out its prey. Fortunately for the living, the typical huecuva has only Challenge 3 (700 XP)
fragments of intellect remaining, so it is usually not long before Aura of Faithlessness. The huecuva radiates an unholy aura
the undead creature makes an error of judgment or simply reveals
itself for the monster it is. with a 30-ft. radius. The huecuva and any undead within
the aura have advantage on saving throws against effect
that turns undead.
False Humanity. During the day, a huecuva is wreathed in
a false appearance that is identical to its living form.
The effect is similar to a disguise self spell. Creatures
that interact with a huecuva can make a DC 12 Wisdom
(Insight) check to see through the deception. Whether the
deception is accepted, huecuvas always exude a stench
of decay and grave soil. Any creature with an augmented
scent ability makes the Wisdom (Insight) check with
advantage. When the sun sets, the illusion is peeled back,
and the huecuva’s true form is revealed.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) slashing damage. If the target
is a creature, it must succeed on a DC 12 Constitution
saving throw against disease or become poisoned until
the disease is cured. Every 24 hours that elapse, the
target must repeat the saving throw, reducing its hit point
maximum by 5 (1d10) on a failure. The disease is cured
on a success. The target dies if the disease reduces its hit
point maximum to 0. This reduction to the target’s hit point
maximum lasts until the disease is cured

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L Conrad Ward (Order #31470884)

Jarjacha

This curious creature resembles nothing so much as an oversized
two-headed llama with long necks and glowing eyes, with each of
its heads wearing a ceremonial death mask, intricately painted
and inlaid with semiprecious stones. Its fur is shaggy and
grayish-white, and as it moves it utters a loud, rattling
cry of “jar-jar-jar” that echoes through the hills and
villages. It has a hunger for human flesh, but particularly
the flesh of the sinful and cruel who have committed
carnal crimes against their families, friends, and
communities.

Beast of Judgment. The onset of the jarjacha brings fear
and trembling to the villages nearby. All who know its call
know it means there is a terrible sinner among them, and friends
and family may turn on one another in seeking out the corrupt in
their midst to be punished by divine retribution. Some may seize
those they believe to be guilty and burn them at the stake in
an attempt to turn aside the jarjacha’s wrath.

Jarjacha GM’s discretion as to when and how a creature might be
considered guilty of one or more of the following sins. Each sin
Large undead, lawful neutral stacks, for example, traitorous murderer would trigger both
Armor Class 18 (natural armor) related effects:
Hit Points 104 (11d10 + 44) • Attacks do double damage vs murderers
Speed 40 ft. • Advantage on attack rolls vs traitors.
• AC 20 vs deserters and cowards.
STR DEX CON INT WIS CHA • Advantage on all saves vs blasphemers.
• Fire does double damage vs oath-breakers.
20 (+5) 15 (+2) 18 (+4) 10 (+0) 16 (+3) 14 (+2) • Torturers are automatically hit.
Saving Throws Con +8, Wis +7 • A non-specified sin as determined by the GM - add the
Skills Insight +7, Perception +7
Damage Immunities necrotic, poison energy drain effect to each of its attacks: Unless the target is
Condition Immunities blinded, charmed, deafened, exhaustion, immune to fire damage, its Strength score is reduced by 1d4.
The target dies if this reduces its Strength to 0. Otherwise,
frightened, poisoned the reduction lasts until the target finishes a short or long rest.
Senses truesight 120 ft., passive Perception 17 • Incestuous creatures suffer all these affects.
Languages all Targets become aware of the specific sin and the additional
Challenge 9 (5,000 XP) effects associated with that sin after the first interaction with the
Deathless Fortitude. If damage reduces the jarjacha to 0 hit points, it jarjacha.
Two Heads. The jarjacha has advantage on Wisdom (Perception)
must make a Constitution saving throw with a DC equal to 5 + the checks and on saving throws against being stunned or knocked
damage taken, unless the damage is radiant or from a critical hit. unconscious.
On a success, the jarjacha drops to 1 hit point instead. Vigilant. The jarjacha can’t be surprised.
Inquisitorial Aura. The jarjacha can detect sin within 100 feet and
knows precise detail about the particular sin committed – who, Actions
when, where, how – and so forth. It also knows when a creature
lies within this aura. Finally, any creature in combat with the Multiattack. The jarjacha makes two bite attacks.
jarjacha that has committed a sin (GM’s discretion) takes 3 (1d6) Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
fire damage each round at the start of its turn. A creature that
has committed the sin of incest takes 10 (3d6) fire damage. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) necrotic
Sin-Eater. The jarjacha fights more effectively against sinners, damage.

54

L Conrad Ward (Order #31470884)

Jinete de Tormento Jinete de Tormento

The undead spirits, dressed in hooded white robes and carrying Medium undead, lawful neutral
scythes, serve the gods of death directly. Also called riders of Armor Class 14 (17 with mage armor)
torment, they may be found riding nightmares or skeletal horses, Hit Points 127 (17d8 + 51)
but they have a unique synergy with the carreta nagua, serving as Speed 30 ft. hover
its spectal drivers, guardians, and guides. They sometimes ride
invisibly to observe the spirit-cart’s nightly rounds, their flickering STR DEX CON INT WIS CHA
skeletal hands nevertheless holding the reins unseen, while the
light of the caged souls illumes the white canopy covering the 10 (+0) 18 (+4) 16 (+3) 12 (+1) 12 (+1) 18 (+4)
wagon. To hear their fell voices sends chills down the spine, to Saves Con +6, Wis +4, Cha +7
see them can easily freeze a person in their tracks and potentially Skills Intimidation +7, Perception +4, Persuasion +7,
be fatal. Those lucky enough to only hear their cries and whispers
should heed their warning and close their windows and doors Religion +4
tightly until the avatars of death have passed. Damage Resistances bludgeoning, piercing and slashing

from nonmagical attacks not made with silvered weapons
Damage Immunities necrotic
Condition Immunities charmed, exhaustion, frightened,

paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 15, telepathy

60 ft.
Languages Abyssal, Common, Infernal, understands

languages it knew in life
Challenge 7 (2,900 XP)
Detect Impure Thoughts. Each creature within 60 feet of the

jinete must succeed on a DC 15 Intelligence saving throw or
have their most sinister thoughts detected. Line of sight is not
required to sense a creature’s consciousness, and the jinete
can knows the creature’s exact location as if it had blindsight.
A creature can repeat the saving throw each round at the
end of its turn to sever this link. Once it saves, it is immune to
this ability for the next 24 hours.
Eyes Straight Ahead. When riding a carreta nagua, the jinete
stares straight ahead in the direction the cart is traveling.
However, if it detects someone watching or inappropriate
thoughts the jinete snaps its head in that direction.
Soul Cage Synergy. When riding a carreta nagua, the jinetes
de tormento can tap into any of the soul cages it carries to
benefit itself or the carreta nagua. When it uses its own soul
cage ability, it can either trap the creature’s soul within its own
white shroud or it can deposit the soul into the carreta nagua’s
coffins, binding its soul to the carreta nagua.
Innate Spellcasting. The jinete’s innate spellcasting ability is
Charisma (spell save DC 15). The jinete can innately cast the
following spells, requiring no material components:
At will: alter self, detect thoughts, mage armor (self only), mage
hand, minor illusion, invisibility (self only), prestidigitation,
speak with dead, toll the dead* XGtE (4d8/4d12)
3/day each: chill touch (4d8), detect magic, hellish rebuke, ray
of sickness, spare the dying, suggestion
1/day each: bestow curse, blight, contagion, finger of death,
soul cage* XGtE

Actions

Spellstrike. The jinete de tormento attack makes one attack
with its scythe and casts one spell.

Scythe of the Night. Melee Weapon Attack: +8 to hit, reach
10 ft., one target. Hit: 6 (1d6 + 3) slashing damage and
10 (3d6) necrotic damage.

Baleful Gaze (Recharge 6). The jinetes focuses its gaze and
all creatures in a 60-foot cone that can see it take 22
(4d8 + 4) psychic damage, or half as much on a successful
DC 15 Wisdom saving throw. Creatures failing their save
are stunned for 1 round and must save again at the end
of each turn. Each failed save extends the stun 1 round,
ending it for itself on a success. Once a creature saves, it
is immune to the baleful gaze of that jinete for 24 hours.

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Kori

This immense beast resembles a giant anteater, though from the tip of its narrow mouth to end of its heavily muscled and scaled
alligator-like tail it is nearly 30 feet long and weighs 3 tons. It uses its long dull claws to undercut riverbanks, causing them to collapse
and rendering the water murky and turbid. Its fur and scales are varying shades of green, usually lighter on its belly and legs, and a
row of reddish spikes runs down the length of its spine and tail.

Naturally Destructive. Kori are unintelligent, scarcely more than animals, but they seem to have a natural bent towards destructive
behavior. They are wont to knock down trees, claw apart figs and vines, and demolish huts. They seem to find humanoid habitation
irritating, and they have an almost preternatural ability to cause natural forces to mimic their hostile moods. When the kori is
angered, winds tend to rise into battering gales and soil becomes wet and soggy, causing buildings to collapse and people to drown in
the clinging mire. These powers seem to abate when the kori is sick or poisoned, and clever villagers who dare test its might usually
do so with poisoned weapons.

Kori Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a
Huge monstrosity, unaligned creature, it must succeed on a DC 16 Strength saving throw or
Armor Class 14 (natural armor) be knocked prone.
Hit Points 85 (9d12 + 27)
Speed 30 ft., burrow 20 ft., swim 50 ft. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone
creature. Hit: 29 (4d10 + 7) bludgeoning damage.
STR DEX CON INT WIS CHA
Wind Javelin. The kori coalesces wind into a javelin-like form and
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2) spits it at a creature it can see within 100 feet of it. The javelin
Skills Stealth +5 is considered a magic weapon and deals 15 (3d6 + 5) piercing
Damage Resistances piercing damage to the target, striking unerringly. The javelin disappears
Damage Vulnerabilities poison after it hits.
Senses blindsight 30 ft., passive Perception 10
Languages -- Transmute Rock to Mud (1/Day). So long as the kori is not poisoned, it
Challenge 5 (1,800 XP) can turn rock into mud. This change is permanent but not magical and
Hold Breath. The kori can hold its breath for 30 minutes. is affected by natural weather patterns in the area (for example,
Trampling Charge. If the kori moves at least 20 feet straight toward the mud would dry out quickly in a dry climate). The area affected
is centred on the kori and is a 40-foot sphere. The area becomes
a creature and then hits it with a tail attack on the same turn, difficult terrain for all creatures except the kori and creatures starting
that target must succeed on a DC 16 Strength saving throw or be their turn in the muddy area must make a DC 16 Strength check or
knocked prone. If the target is prone, the kori can make one stomp become restrained. Trapped creatures can spend an action to free
attack against it as a bonus action. themselves.

Actions Control the Wind (1/Day). The kori can cast control weather with
the additional affect that it can move the wind stages by 2
Multiattack. The kori uses its tail and one of the following instead of 1 and any damage done to a structure from the
available actions: wind javelin or transmute rock to mud. wind is doubled.

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Lakuma Lakuma

There are few sea creatures as feared as the lakuma. Appearing as Large ooze, unaligned
a flat sheet of water, the lakuma are virtually invisible in the open Armor Class 16 natural armor
ocean. While most sea creatures can sense and avoid a lakuma Hit Points 105 (10d10+50)
through its movement in the water, most swimmers and fishermen Speed 25 ft., swim 40 ft.
are not so perceptive. A lakuma knows to swim near ports, finding
a good spot in which to wait for fishing vessels and swimmers STR DEX CON INT WIS CHA
before dragging creatures into the depths to devour them, often
leaving bits of its victims as the only proof of its presence. 18 (+4) 13 (+1) 20 (+5) 1 (-5) 5 (-3) 1 (-5)
Senses blindsight 60 ft. (blind beyond this radius), passive
Semirigid Shape. Unlike most oozes, which are wholly
amorphous, the lakuma must maintain its round, mostly flat shape. Perception 7
It glides mostly on the surface of the ocean, though it has limited Languages —
flexibility to follow the surge and swell of the water’s surface. Challenge 4 (1,100 XP)
Amphibious. The lakuma can breathe air and water
Pleasant Offerings. Though these creatures are violent and False Appearance. While the lakuma remains motionless, it is
deadly, there are a few known methods to deal with them. First,
fishermen will sometimes make offerings to make the laukma indistinguishable from the surface of a body of water. A
happy. Offerings maybe something as simple as chum, while other creature with a swim speed can sense a lakuma as through
more elaborate offerings may be made. Some local wise men can it had blindsight with a range equal to its swim speed.
even appeal to the spirits for the ability to bind a lakuma to service.
In such cases, a bound lakuma can become a boon to the defense Actions
and operation of fishing villages.
Multiattack. The lakuma makes two attacks: one with its bite
A cleric, druid, or warlock may be able to learn a variation of and one with its slam.
the geas spell that allows them to bind a specific creature, like the
Lakuma, to its service for 30 days per casting. The creature does Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
not need to understand you for this spell variation. Hit: 11 (2d6 + 4) piercing damage

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 4) bludegoning damage, and
the target is grappled (DC 14 to escape) and must
make a DC 14 Constitution saving throw. On a failure,
the target is also restrained, and begins suffocating. A
suffocating creature has a number of rounds equal to their
Constitution modifier before their hit points are reduced
to zero from suffocation. A Lakuma can grapple up to one
large sized creature, two medium sized creatures, or four
small sized creatures.

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Lizard, Giant Giant Iguana

A wide variety of large reptiles can be found inhabiting the torrid Large beast, unaligned
zones of the tropics, from the dusty desert sands to the lush Armor Class 15 (natural armor)
jungles and islands. Hit Points 95 (10d10 + 40)
Speed 30 ft., climb 30 ft., swim 20 ft.
Giant Gecko. These lizards are mostly docile and shy away from
attacking creatures larger than a cat or dog. Despite their shyness, STR DEX CON INT WIS CHA
they are ultimately curious creatures, and often approach bigger
creatures simply to investigate. Of course, a giant gecko is more 21 (+5) 13 (+1) 19 (+4) 2 (-4) 14 (+2) 10 (+0)
than capable of defending itself, biting creatures that react violently Saving Throws Str +8, Dex +4
to the lizard when fleeing is not an option. Some humanoids train Skills Athletics +8, Perception +5, Stealth +4
giant geckos as bestial guardians. Smaller humanoids (in particular, Senses passive Perception 15
goblins) can even use the creatures as mounts, taking advantage of Languages —
their superior climbing skills to attack from seemingly impossible Challenge 5 (1,800 XP)
positions and angles. A giant gecko measures 8 feet from nose to
tail and weighs 120 pounds. Coloration among giant geckos can Actions
vary wildly, though most are some shade of green.
Multiattack. The giant iguana makes two attacks: one with its
Giant Horned Lizard. The giant horned lizard is commonly bite and one with its tail slap.
referred to as the blood lizard because of its ability to shoot a stream
of blood from its eyes when threatened. The giant horned lizard Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
grows to a length of eight feet. target. Hit: 12 (2d6 + 5) piercing damage.

Giant Iguana. These bright-eyed lizards are larger than horses. Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
They gather in family groups for mutual protection but make Hit: 10 (1d10 + 5) bludgeoning damage.
elaborate displays of anger to dissuade predators and indicate they
are about to charge. When agitated, a brightly dewlap expands like a Reactions
colored frill around its neck to make it appear larger. Giant iguanas
are very agile for their size, able to scale large trees and rocky cliffs, Body Shield. Giant iguanas cluster in familial groups for
and are equally at home in the water when hunting or migrating. mutual defense. When an adjacent giant iguana is
attacked, a giant iguana can use its own body as a
Giant Beaded Lizard. Giant beaded lizards are predators of reaction to shield and protect its ally, causing that attack
the scrublands, similar to their lesser kin in many ways. They are to suffer disadvantage.
opportunistic hunters that live in areas with rocky structures and at
least some plant life. Giant beaded lizards spend the sunlight hours Intimidating Display. When a giant iguana is threatened,
either sleeping in a scratch-dug den, wallowing in a mud puddle or as a reaction action it can hiss ferociously, extending its
basking in the sun. As the sun begins to go down, they hunt, ranging neck dewlap, stiffening its dorsal spines, and puffing up
from their burrows to find prey. Giant beaded lizards are not choosy its body in a vicious display. The creature that threatened
and will attempt to eat almost anything that can fit in their mouths. it, or one creature of its choice within 30 feet (if multiple
creatures threatened it), must make a DC 15 Wisdom save
When a giant beaded lizard finds something potentially edible, it or be frightened for 1d6 rounds.
bites down and does not let go. As it chews, it works venom from its
lower jaw into the wound. The venom of a giant beaded lizard is not
inherently fatal, but causes swelling, fatigue and excruciating pain.
Once a creature succumbs to the venom, the lizard tears it apart and
eats it in pieces if it cannot swallow the meal whole. The bite of a
giant beaded lizard is so strong that it will not let go even in death.

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Giant Horned Lizard Giant Beaded Lizard

Medium beast, unaligned Huge beast, unaligned
Armor Class 12 Armor Class 17 (natural armor)
Hit Points 45 (6d8 + 18) Hit Points 161 (14d12 + 70)
Speed 30 ft., swim 30 ft. Speed 30 ft.

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

18 (+4) 14 (+2) 17 (+3) 2 (-4) 12 (+1) 5 (-3) 28 (+9) 11 (+0) 21 (+5) 2 (-4) 12 (+1) 5 (-3)
Skills Athletics +6, Perception +3, Stealth +4 Saving Throws Str +12, Con +8
Senses passive Perception 13 Skills Athletics +12, Perception +4
Languages — Senses passive Perception 14
Challenge 3 (700 XP) Languages —
Challenge 7 (2,900 XP)
Actions
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 4) piercing damage. Multiattack. The giant beaded lizard makes two attacks: one
with its bite and two with its claws. If it is grappling, it can
Spit Blood (Recharge 5-6). The giant horned lizard spits only make the claw attacks.
acidic blood in a 20-foot line that is 5 feet wide. Each
creature in that line must make a DC 12 Dexterity saving Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one
throw, taking 9 (2d8) acid damage on a failed save, or target. Hit: 16 (2d6 + 9) piercing damage, and the target
half as much damage on a successful one. must make a DC 16 Constitution saving throw, taking 27
(8d6) poison damage on a failed save, or half as much
Giant Gecko damage on a successful one. In addition, the target is
grappled (escape DC 22). Until this grapple ends, the
Medium beast, unaligned creature is restrained, and the giant beaded lizard can’t
Armor Class 14 (natural armor) grapple another target. A creature grappled by a giant
Hit Points 27 (5d8 + 5) beaded lizard continues to be held even if the giant
Speed 40 ft., climb 40 ft. beaded lizard is slain. It takes 2d6 + 9 points of damage
per round, until it escapes. While the lizard is grappling a
STR DEX CON INT WIS CHA creature, it cannot use its bite.

13 (+1) 15 (+2) 12 (+1) 2 (-4) 14 (+2) 7 (-2) Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one
Saving Throws Dex +4 target. Hit: 16 (1d6 + 9) piercing damage.
Skills Athletics +3, Perception +4
Senses passive Perception 14
Languages —
Challenge 1 (200 XP)
Expert Climber. A giant gecko’s feet allow it to climb virtually

any surface, no matter how slick or sheer. In effect, giant
geckos are treated as constantly being under a natural
version of the spell spider climb.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) piercing damage.

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Llorona Llorona

Lloronas are vengeful spirits that roam riversides, shorelines, and Medium undead, neutral evil
swamps in search of victims. They form as the result of shame Armor Class 15
and sorrow paired with a tragic drowning of a child, whether it Hit Points 112 (16d8 + 48)
be accidental or murderously intentional, and they want others Speed 0 ft., fly 60 ft. (hover)
to share in their pain and misery. Most encounters with a llorona
begin as the victim hears mournful sobbing cries in the distance. STR DEX CON INT WIS CHA
Some victims she simply fills with sorrow, hoping that the
experience will scar their minds or cause them to correct their 11 (+0) 25 (+7) 17 (+3) 11 (+0) 13 (+1) 24 (+7)
ways, but others she marks for death. If a victim isn’t compelled to Saving Throws Dex +11, Con +7
drown himself upon hearing the llorona’s wails, she snatches him Skills Intimidation +11, Perception +5, Stealth +11
up and drags him into the water so she can plunge him beneath Damage Resistances bludgeoning, piercing, and slashing
the surface until death brings them both sweet silence.
from non-magical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,

paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 11 (7,200 XP)
Channel Resistance. The llorona has advantage on saving

throws against any effect that turns undead.
Flyby. The llorona doesn’t provoke opportunity attacks when

it flies out of an enemy’s reach.
Incorporeal Movement. The llorona can move through other

creatures and objects as if they were difficult terrain. It takes
10 (3d6) force damage if it ends its turn inside an object.
Rejuvenation. A llorona reforms at the site of her death 1d6
days after being destroyed. A llorona can be put to rest
only if the injustices leading to her demise are resolved or
if the site of her death is affected via a hallow spell.

Actions

Multiattack. The llorona makes two incorporeal touch attacks
and uses its wail if able.

Ghost Touch. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 25 (4d8 + 7) necrotic damage, and the
llorona regains hit points equal to half the damage taken.
The target must make a DC 19 Wisdom saving throw
or become frightened for 1 minute. While the target is
frightened, it is also restrained. A target that is frightened
in this way can make another saving throw at the end of
each of its turns, ending the effect on a success. A creature
that succeeds on this saving throw is immune to being
frightened by this llorona for 24 hours.

Wail (1/Day). As a standard action, a llorona can unleash a
somber wail. Each creature within 120 feet that can hear
this wail must succeed at a DC 19 Wisdom saving throw or
be charmed. A creature charmed in this way is compelled
to enter the nearest body of water and attempt to drown
itself. This effect automatically fails if there isn’t a
body of water large enough to drown in within
120 feet. At the end of any round an affected
creature is completely submerged in water, it can
make another saving throw to end the effect.

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Luison Luison

The luison is a ghastly fiend resembling a rotting, mangy Medium fiend (shapechanger), lawful evil
anthropomorphic wolf with disproportionately jointed arms Armor Class 15 (natural hide)
and an extended lower jaw. They manifest in response to occult Hit Points 126 (18d8 + 45)
conditions to seek out and devour living creatures. Easily mistaken
for lycanthropes, ghouls, or both; luisons can be encountered Speed 50 ft.
wandering graveyards digging up and devouring corpses or
tormenting small villages by demanding mortal sacrifices. STR DEX CON INT WIS CHA

Agents of Death. Luisons serve as divine agents of death. 20 (+5) 15 (+2) 17 (+3) 12 (+2) 15 (+2) 12 (+1)
Their craving for mortal flesh is not born from hunger, but instead Saving Throws Str +8, Con +6, Wis +5
springs from their divine purpose—to transfer the living unto the Damage Resistances cold
realm of death. Luisons do not manifest at random, nor do they Damage Immunities necrotic, poison; bludgeoning, piercing,
wander the world aimlessly. Instead, they are either called forth
by agents of the gods of death or sent by the gods themselves as a and slashing from nonmagical attacks that are not silvered
punishment. Summoned luison are given a specific task, typically Condition Immunities exhaustion, p-oisoned
to slay and consume an individual or group of individuals marked Senses darkvision 120 ft., passive Perception 13
by the gods of death or their servants. Languages Common, Telepathy
Challenge 8 (3,900 XP)
Creatures of Legend. Throughout the land there exist many Innate Spellcasting. The luison’s innate spellcasting ability is
tales and legends about the luison, though their validity remains
speculative. Before encountering a luison, characters likely hear Charisma (spell save DC 13, +7 to hit with spell attacks). It
one or more of the following tales. The GM may determine which, can innately cast the following spells, requiring no material
components.
if any are valid. At will: chill touch, fear, hunter’s mark, toll the dead* XGtE
1/day: finger of death
d6 Luison Legends Luison’s Malison. A living creature afflicted with this curse
slowly transforms into a luison. After 24 hours their flesh
1. The luison is the bastard spawn of a death god sent to wreak begins to rot. The victim must make a DC 16 Constitution
vengeance on individuals that trespass on its sacred lands. save or it begins emanating a foulness identical to the
Those trespassing on the sacred lands are marked for death. luison’s Stench ability and its maximum hit points are
reduced by 44 (10d8). Each day thereafter, the effect
2. Every generation, one individual is born marked for sacrifice to continues until the affliction kills the victim or is removed by
the Gods of Death. During the manifestation of a specific natural a Remove Curse spell. A victim slain by the Luison’s Malison
phenomenon (such as an eclipse, flood, or earthquake), the rises upon the next night as a Luison.
luison appears to claim the sacrifice. If the sacrifice is denied, the Spread Curse. The luison can use the Dash action to run down
luison claims ten individuals at random to take its place. a living creature and attempt to run through its legs. The
luison moves through the target’s occupied space into an
3. When an individual dies, its corpse must be fed to the luison empty space beyond it. If the luison cannot end its move in
in order for its spirit to make the journey into the afterlife. an empty space, it cannot use this action. Moving through
the opponent’s threatened space does not provoke attacks
4. The luison only appears on certain days of the week or during of opportunity. If the luison is able to dash between the
a specific moon, or tidal phase. target’s legs, the target becomes exposed to the Luison’s
Malison. The targeted individual can avoid the charge with
5. A luison will reveal dark secrets to any individual who promises a DC 14 escape check (Acrobatics or Athletics).
his flesh as sustenance after death. Stench. Any creature that starts its turn within 5 ft. of
the luison must succeed on a DC 16 Constitution saving
6. An individual able to catch a luison as it runs between her legs can throw or be poisoned until the start of its next turn. On
a successful saving throw, the creature is immune to the
gain control over the demon and command it to do her bidding. luison’s Stench for 24 hours.

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 5) piercing damage. A successful bite
attack heals the luison 5 hit points.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 5) slashing damage.

Bonus Actions

Four-Footed Run. When the luison drops down on all fours it
can Dash as a bonus action. The luison cannot use its claw
attacks when running on all four legs.

Legendary Actions

The luison can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The luison
regains spent legendary actions at the start of its turn.
Bite. The luison makes one bite attack.
Cast a Spell (Costs 2 Actions). The luison casts a spell.
Move. The luison moves up to its speed without provoking

opportunity attacks.

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Lusca and various Mayan languages). Nations like the Bahamas
and Belize (English) or Aruba and Suriname (Dutch) are not
Luscas are among the most feared predators in the open ocean— technically considered Latin American even though they share
the same geographic area. That said, the lusca is celebrated
their snapping shark heads and writhing tentacles spell the with an international
film festival in nearby
end for many crews. A lusca’s presence can first be felt in the Spanish-speaking
Puerto Rico and it’s
air, as its body naturally conducts electricity. Sailors who have just a fun monster, so
we’ve chosen to include
encountered the being and survived claim that thunderclouds it here.

seem to roll in alongside the creature and strange electrical

fires dance in the air before it attacks, lending an eerie aura of

foreboding to the oncoming assault. The average lusca is 90 feet

from tentacle to snout and weighs 3,800 pounds. Legends tell of

even larger luscas that can sink ships.

Territorial. Ravenous and unpredictable, a lusca claims wide

swaths of territory in order to maximize the number of ships

it can sink and crews it can feast upon; luscas brook no other

large predators in their claimed territory, and battle even mighty

krakens for control. They are equally territorial with their own

kind, and an encounter between two luscas, except to

mate, almost always ends with one dead or driven off.

While luscas prefer to make quick meals of the sailors

onboard a ship, they will eat just about any aquatic

creature, and even giant octopuses and whales

know to steer clear of a hungry lusca’s vicinity.

Is the Lusca a Latin American monster?

Latin America by definition represents those countries whose
primary official languages are Romance languages derived
from Latin, such as Spanish, Portuguese, and French (in
addition to vibrant indigenous tongues like Quechua, Guarani,

Lusca Legendary Actions

Gargantuan monstrosity, chaotic evil The lusca can take 3 legendary actions, choosing from the options
Armor Class 19 (natural hide) below. Only one legendary action option can be used at a time
Hit Points 487 (25d20 + 225) and only at the end of another creature’s turn. The lusca regains
spent legendary actions at the start of its turn.
Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA Grapple. The lusca makes a tentacle attack. Instead of dealing
27 (+8) 11 (+0) 29 (+9) 13 (+1) 23 (+6) 18 (+4) damage, the lusca grapples the target (escape DC 25).
Saving Throws Str +15, Con +16
Skills Athletics +15 Grind Bones. The lusca can damage one creature it has grappled as if
Damage Resistance bludgeoning, piercing, and slashing damage it successfully hit with a tentacle attack.

from nonmagical attacks Move. The lusca moves up to its speed.
Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 16 Lair Actions
Languages Aquan, Common
Challenge 22 (41,000 XP) On initiative count 20 (losing initiative ties), a lusca takes a lair action
Bolstered by Carnage. If the lusca kills a creature, it gains advantage to cause one of the following effects; the lusca can’t use the same
effect two rounds in a row:
on its attack rolls and saving throws for a number of rounds equal • A small whirlpool forms within a creature’s square that the lusca
to that creature’s Hit Dice.
Innate Spellcasting. The lusca’s spellcasting ability is Charisma (spell can see. That creature must attempt a DC 20 Strength saving
save DC 19). It can innately cast the following spells, requiring no throw or take 7 (2d6) bludgeoning damage and be unable to
material components: move on its next turn.
3/day each: control water, lightning bolt • The currents within the lusca’s lair change and shift according to
the lusca’s whims. Each creature within 60 feet of the lusca must
1/day each: chain lightning, tsunami attempt a DC 20 Strength saving throw or be moved 60 feet in
any direction of the lusca’s choosing.
Actions • The lusca conjures one reef shark in a space within 30 feet of it.
The reef shark is loyal to the lusca’s every whim and command.
Multiattack. The lusca makes seven attacks: three with its bites and
four with its tentacles. Regional Effects

Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: The region containing a lusca’s lair is warped by the creature’s
30 (4d10 + 8) piercing damage. immense power, which creates one or more of the following effects:
• Sharks and octopuses within 1 mile of the lusca’s lair become
Tentacle. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 13 (1d10 + 8) bludgeoning damage. unnaturally aggressive, attacking any living thing they encounter.
• Massive whirlpools begin to form within 5 miles of the lusca’s lair.
Reactions • Currents within 1 mile shift and become supernaturally strong,

Compartmentalized Minds. Any time the lusca would be charmed or pulling creatures caught within them towards the lusca’s lair.
frightened, it can instead cause one of its heads to fall asleep, negating
the effect for as long as it would last and having one less bite attack for
the duration. It still makes saving throws as normal for the effect.

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Lycanthrope, Werecaiman Werecaiman

Werecaimans are known to be calculating and lecherous; they Medium humanoid (shapechanger), neutral evil
are notorious for an obsession with violence and with terrorizing Armor Class 11, 15 (natural armor) in blood caiman or
anyone who dares enter their territory. They decorate their
territories with skulls and other warnings that they enjoy showing hybrid form
to human interlopers to inspire dread. Indeed, many werecaimans Hit Points 58 (9d8 + 18)
assume human form to lure unsuspecting humans into following Speed 30 ft., 20 ft. in blood caiman form; swim 30 ft.
them far beyond any hope of help before terrorizing them
and slowly hunting them down and tearing them to pieces. In STR DEX CON INT WIS CHA
general, werecaimans regard werecaiman-kin as pale shadows
of a werecaiman’s true might. As such, werecaimans think 17 (+3) 13 (+1) 14 (+2) 12 (+1) 12 (+1) 6 (-2)
little of imposing their will on scalehearts unless the latter have Saving Throws Str +5, Con +4
demonstrated exceptional strength and brutality. Skills Athletics +5, Perception +3, Stealth +3, Survival +3
Damage Immunities bludgeoning, piercing, and slashing
Rogue Wanderer. Werecaimans usually prefer to stick to
their own territory, but those who manage to keep in touch with from nonmagical attacks that aren’t silvered
human curiosity sometimes take easily to a life of adventure, at Senses passive Perception 13
least temporarily. These psychopathic but patient travelers often Languages Common (can’t speak in blood caiman form)
range many miles from their territory in pursuit of new and more Challenge 3 (700 XP)
challenging prey to make their reputation more intimidating. Shapechanger. The werecaiman can use its action to

polymorph into a caiman-humanoid hybrid, into a blood
caiman, or back into its true form, which is humanoid. Its
statistics, other than its AC, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.
Hold Breath. The werecaiman can hold its breath for 30
minutes.
Keen Senses. The werecaiman has advantage on Wisdom
(Perception) checks that rely on hearing and sight.
Sprint. Once per minute, a werecaiman can increase its land
speed to 60 feet for 1 round.

Actions

Multiattack. The werecaiman makes two attacks: two with its
battleaxe (humanoid or hybrid form), or one with its spear
and one with its bite (hybrid form), or one with its bite and
one with its tail slap (hybrid or blood caiman form).

Bite (Blood Caiman or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) piercing damage. If the target is a humanoid, it must
succeed on a DC 12 Constitution saving throw or be cursed
with werecaiman lycanthropy.

Tail Slap (Blood Caiman or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10
+ 3) bludgeoning damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be
knocked prone.
Spear (Humanoid Form Only). Melee or Ranged
Weapon Attack: +5 to hit, one creature. Hit:
7 (1d8 + 3) piercing damage, or 8 (1d10
+ 3) piercing damage if used with two
hands to make a melee attack.
Death Roll (Blood Caiman Form Only).
When grappling a foe of its size or
smaller while in Blood Caiman form, a
werecaiman 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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Lycanthrope, Werejaguar Werejaguar

Werejaguars dwell in tropical forests, where they are deadly Medium humanoid (human, shapechanger), neutral
warriors and master hunters. Although feared, werejaguars are Armor Class 12
sometimes respected by nearby communities as defenders of Hit Points 105 (14d8 + 42)
the forest. Typically, werejaguars live in small, loosely connected Speed 30 ft. (40 ft. in jaguar form), climb 20 ft. (jaguar
communities, hidden from outsiders. However, werejaguars
sometimes live near or even among other humanoids, especially form only), swim 20 ft. (jaguar form only)
forest-dwellers. Werejaguars generally keep to themselves but are
also notorious for attacking and killing those who offend them. STR DEX CON INT WIS CHA

Nagualli. A nagual (or nahual) is a rare spellcasting 16 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0)
werejaguar. They are usually born into their magical gifts and Skills Acrobatics +4, Perception +3, Stealth +4, Survival +3
their transformation rather than being infected lycanthropes, Damage Immunities bludgeoning, piercing, and slashing from
though they are more common among werejaguars who live
near or among other humanoids. Naguals are often employed to nonmagical attacks not made with silvered weapons
curse enemies or to remove curses from other naguals or other Senses darkvision 60 ft., passive Perception 13
spellcasters. Naguals typically follow protector deities and draw Languages Common (can’t speak in jaguar form)
inspiration from as clerics, but some follow druid, sorcerer, or Challenge 3 (700 XP)
warlock traditions. Ambush (Jaguar or Hyrbid Form only). If a werejaguar hits a

creature with a claw attack, and the creature is surprised,
the werejaguar may use a bonus action to make a bite
attack.
High Jumper (Jaguar form only). With a 10-foot running start,
the jaguar can long jump up to 25 feet. The werejaguar
can jump 10 feet vertically and can safely land after a
fall of twice that distance.
Keen Smell. The werejaguar has advantage on Wisdom
(Perception) checks that rely on smell.
Shapechanger. The werejaguar can use its action to
polymorph into a jaguar-humanoid hybrid or into a
jaguar, or back into its true form, which is humanoid. Its
statistics, other than its size, are the same in each form.
Any equipment it is wearing or carrying isn’t transformed.
It reverts to its true form if it dies.

Actions

Multiattack (Humanoid or Hybrid Form Only). In humanoid
form, the werejaguar makes two spear attacks. In hybrid
form, it can attack like a humanoid or make two claw
attacks.

Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing
damage. If the werejaguar scores a critical hit, it rolls
damage dice three times, instead of twice.

Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage.

Spear (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3)
piercing damage if used in two hands to make a melee
attack.

Atlatl (Humanoid or Hybrid Form Only). Ranged Weapon
Attack: +4 to hit, range 150/600 ft., one target. Hit: 6
(1d8 + 2) piercing damage.

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Werejaguar Nagual Spellcasting. The nagual is a 6th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell
Medium humanoid (human, shapechanger), neutral attacks). The nagual has the following cleric spells prepared:
Armor Class 12
Hit Points 119 (14d8 + 56) Cantrips (at will): light, mending, sacred flame, thaumaturgy
Speed 30 ft. (40 ft. in jaguar form), climb 20 ft. (jaguar form 1st level (4 slots): bane, healing word, protection from good and

only), swim 20 ft. (jaguar form only) evil
2nd level (3 slots): enhance ability, lesser restoration, spiritual
STR DEX CON INT WIS CHA
weapon
17 (+3) 16 (+3) 16 (+3) 10 (+0) 17 (+3) 14 (+2) 3rd level (3 slots): bestow curse, remove curse, spirit guardians
Skills Acrobatics +6, Nature +3, Perception +6, Religion +3,
Actions
Stealth +6, Survival +6
Damage Immunities bludgeoning, piercing, and slashing from Multiattack (Humanoid or Hybrid Form Only). In humanoid form,
the werejaguar makes two spear attacks. In hybrid form, it can
nonmagical attacks not made with silvered weapons attack like a humanoid or make two claw attacks.
Senses darkvision 60 ft., passive Perception 16
Languages Common (can’t speak in jaguar form) Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +6 to hit,
Challenge 5 (1,800 XP) reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the
Ambush (Jaguar or Hyrbid Form only). If a werejaguar hits a werejaguar scores a critical hit, it rolls damage dice three times,
instead of twice.
creature with a claw attack, and the creature is surprised, the
werejaguar may use a bonus action to make a bite attack. Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +6 to hit,
High Jumper (Jaguar form only). With a 10-foot running start, the reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
jaguar can long jump up to 25 feet. The jaguar can jump 10
feet vertically and can safely land twice that distance. Spear (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6
Keen Smell. The werejaguar has advantage on Wisdom to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 +
(Perception) checks that rely on smell. 3) piercing damage, or 7 (1d8 + 3) piercing damage if used in
Shapechanger. The werejaguar can use its action to polymorph into two hands to make a melee attack.
a jaguar-humanoid hybrid or into a jaguar, or back into its true
form, which is humanoid. Its statistics, other than its size, are the
same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.

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Madremonte Madremonte

Nature can manifest as terrible natural disasters and frightening Large fey, chaotic neutral
beasts. It can also occasionally form a madremonte. These Armor Class 18 (natural armor)
powerful beings have been mistaken for goddesses in the past. Hit Points 189 (18d10 + 90)
Given their power over nature, it is not surprising to see why. Speed 30 ft., burrow 30 ft.

A typical madremonte tends to be vigilant about protecting her STR DEX CON INT WIS CHA
domain, and militant about punishing those who would transgress
against the flora and fauna within that domain. It is not uncommon for 21 (+5) 15 (+2) 20 (+5) 15 (+2) 17 (+3) 22 (+6)
a madremonte to form armies out of the land’s fiercest beasts and Skills Animal Handling +10, Athletics +9, Intimidation +10,
plants and pushing away any so-called civilizations so that they don’t
disturb the natural environment. Nature +6, Perception +7, Survival +7
Damage Resistances poison; bludgeoning, slashing, and
Though they can be seen as cold and unforgiving, madremontes are
typically kind and gentle spirits when not provoked. A madremonte piercing from nonmagical attacks
can even collaborate and coexist with druid enclaves and the Condition Immunities charmed, frightened
occasional elven community, so long as they follow her stringent Senses darkvision 120 ft., tremorsense 120 ft., passive
guidelines and lend aid when necessary.
Perception 17
Languages Common, Sylvan; can speak with and understand

all beasts as if she shares a language with them
Challenge 12 (10,000 XP)
Nature’s Champion. The madremonte can bolster beast and

plant allies within 100 feet of her. Such creatures have
advantage on saving throws and attack rolls as long as
they can see the madremonte.
Innate Spellcasting. The madremonte’s innate spellcasting
ability is Charisma (spell save DC 18). The madremonte
can innately cast the following spells, requiring no
components:
At will: druidcraft, mold earth, poison spray
3/day each: entangle, move earth, spike growth, tree stride
1/day each: control weather, storm of vengeance

Actions

Multiattack. The madremonte makes two attacks.
Cudgel. Melee Weapon Attack: +9 to hit, reach 10 ft., one

target. Hit: 14 (2d8 + 5) piercing damage and 14 (4d6)
poison damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600
ft., one target. Hit: 11 (2d8 + 2) and 14 (4d6) poison
damage.

Legendary Actions

The madremonte can take 3 legendary actions, choosing
from the options below. Only one legendary action option
can be used at a time and only at the end of another
creature’s turn. The madremonte regains spent legendary
actions at the start of her turn.
Move. The madremonte moves up to half her speed without

provoking an opportunity attack.
Cudgel (Costs 2 Actions). The madremonte makes a cudgel

attack.
Cast a Spell (Costs 3 Actions). The madremonte casts one
of her spells.

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Magui Magüi

The magüi is a massive majá snake the size of a palm tree with Huge monstrosity, neutral good
scales of overlapping brown and green and a distinctive pair of Armor Class 17 (natural armor)
small curling horns on each side of its head. The serpent’s jaws Hit Points 133 (14d10 + 56)
can open wide to devour prey of prodigious size, and it has been Speed 20 ft., swim 40 ft.
known to snatch and devour whole oxen or horses that wander too
near to their lairs and fishermen avoid the lakes and rivers where STR DEX CON INT WIS CHA
they live for fear of their jaws, though they never attack humans. A
magüi grows to 30 feet long and weighs over 2,000 pounds. 21 (+5) 13 (+1) 19 (+4) 12 (+1) 19 (+4) 16 (+3)

Mother of Waters. While they can be dangerous carnivores, Saving Throws Con +8, Int +5, Wis +8, Cha +7
magüi are no simple beasts. Sages call them madre de aguas, Skills Insight +8, Nature +5, Survival +8
the Mother of Waters, and wherever they lair their lakes or rivers Damage Immunities poison
never dry up even in the midst of drought. By legend, they keep the Condition Immunities charmed, exhaustion, poisoned
sources of the river or lake in mystical clay jars and can gift these Senses darkvision 60 ft., passive Perception 14
jars to those they deem worthy. Languages Celestial, Common

Magüi are creatures of great age and wisdom, said to be Challenge 9 (5,000 XP)
immortal, and the can dispense advice to those who approach Mother’s Bane. Magüi are sacred creatures, and a living creature
them with humility and grace, especially if they offer gifts of
delectable meats. Blessed by the gods, those that dare to strike that attacks a magüi must make a DC 16 Constitution saving
these benevolent serpents are stricken with a cascade of curses as throw at the end of its turn or contract a disease, as the
divine punishment. contagion spell (determine type of disease randomly). A
creature that kills a magüi on its turn has disadvantage on this
Serpent or Shapechanger? saving throw and also takes 8d6 necrotic damage, or half as
much on a successful save. This curse has no effect on creatures
While the legend of the magüi comes from Cuba, tales of the with Intelligence of 3 or less, and creatures that cannot see the
madre de aguas also exist in countries like Colombia, Venezuela, magüi have advantage on their saving throw.
and Brazil, where she takes the form of a beautiful woman with Mother’s Jar (1/Day). The magüi can gift another creature it
loose hair that lives on the banks of rivers and springs. Such deems worthy one of its clay jars that represent the rising
creatures might be an entirely separate creature perhaps a fey, springs that give birth to the rivers. The jar can be used as
while a hybrid creature that combined the two versions of the a decanter of endless water for one week, and if the magüi
legend might have the following ability: chooses she use this ability to refill a jar that has run dry and
extend its power for an additional week. Each day, up to 10
Change Shape. The magüi magically polymorphs into a people can drink from the mother’s jar and gain the benefit
Medium or smaller humanoid that has a challenge rating equal to of eating a goodberry; a creature gains no benefit from
or less than its own, or back into its true form. It reverts to its true drinking from the jar more than once in the same day.
form if it dies. Any equipment it is wearing or carrying is absorbed Rejuvenation. If it dies, the magüi returns to life in 1d6 days and
or borne by the new form (the magüi’s choice). In a new form, regains all its hit points. Only a wish spell can prevent this
the magüi retains its game statistics and ability to speak, but its trait from functioning.
AC, movement modes, Strength, Dexterity, and special senses Innate Spellcasting. The magüi’s innate spellcasting ability is
are replaced by those of the new form, and it gains any statistics Wisdom (spell save DC 14). The magüi can innately cast the
and capabilities (except class features, legendary actions, and lair following spells, requiring no components:
actions) that the new form has but that it lacks. At will: control water, create or destroy water, fog cloud

1/day each: commune with nature, divination, greater restoration

Actions

Multiattack. The magüi makes one bite attack and one thrash
attack. It cannot use both attacks against the same creature.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
creature. Hit: 15 (3d6 + 5) piercing damage, and the target
is grappled (escape DC 19). Until the grapple ends, the
target is restrained and the magüi can’t bite another target.

Thrash. Melee Weapon Attack: +9 to hit, reach 10 ft., up to
three creatures within 10 ft. of each other. Hit: 12 (2d6 + 5)
bludgeoning damage, and each creature must succeed on a
DC 17 Strength saving throw or be Shoved 5 feet away and
knocked prone.

Swallow. The magüi makes one bite attack against a Large or
smaller target it is grappling. If the attack hits, the target is also
swallowed, and the grapple ends. While swallowed, the target
is blinded and restrained and it has total cover against attacks
and other effects outside the magüi. An magüi can only have one
Medium or Large creature swallowed at a time. If the magüi takes
30 damage or more on a single turn from the swallowed creature,
the magüi must succeed on a DC 14 Constitution saving throw
at the end of that turn or regurgitate the creature, which falls
prone in a space within 10 feet of the magüi. If the magüi dies, a
swallowed creature is no longer restrained by it and can escape
from the corpse by using 10 feet of movement, exiting prone.

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Mantis Shrimp Giant Mantis Shrimp

Though the colorful shells of giant mantis shrimp are beautiful to Large beast, unaligned
behold, the sight of one often means death. These apex predators Armor Class 16 (carapace)
resemble brightly colored lobsters with oversized pincers. They Hit Points 150 (12d12 + 72)
prowl tide pools and coastal shallows, competing for territory with Speed 30 ft., swim 40 ft.
sharks, eels, and giant. Their pincer strike is so fast it creates light,
heat, and a stunning shockwave, and its multifaceted eyes can see STR DEX CON INT WIS CHA
into impossible spectrums that allow them to easily spot creatures
trying to hide with camouflage. A typical giant mantis shrimp grows 19 (+4) 16 (+3) 18 (+4) 4 (–3) 13 (+1) 12 (+1)
to 4 feet high and 6 feet long and weighs around 200 pounds. Saving Throws Str +8, Con +8
Skills Perception +9
Reefhammer. Incredibly rare, these gigantic mantis shrimp Damage Resistances thunder
prowl the seafloor and vast reefs, devouring everything in their Senses blindsight 60 ft., darkvision 60 ft., passive Perception 19
path and sometimes shattering entire reefs just to pick through the Languages -
ruins for prey hiding within. Challenge 9 (5,000 XP)
Clawed Terror. All creatures that take thunder damage from
Reefhammer
the giant mantis shrimp’s pincer attack must attempt a DC
Huge beast, unaligned 16 Constitution saving throw or be stunned for 1 round.
Armor Class 19 (carapace) They must then attempt a DC 16 Constitution saving throw
Hit Points 333 (29d12 + 145) or be blinded until the start of the giant mantis shrimp’s
Speed 30 ft., swim 40 ft. next turn. A successful saving throw renders a creature
immune to the corresponding condition from the giant
STR DEX CON INT WIS CHA mantis shrimp’s pincer attacks until the beginning of a
giant mantis shrimp’s next turn.
21 (+5) 18 (+4) 20 (+5) 4 (–3) 13 (+1) 16 (+3) Shattering Strike. A giant mantis shrimp deals double damage
Saving Throws Con +11, Str +11 to objects, and gains advantage on attacks rolls against
Skills Perception +13 armored targets.
Damage Resistance thunder Uncanny Eyesight. A giant mantis shrimp gains double its
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 23 normal proficiency bonus on Perception checks, and it has
Languages – advantage on saving throws against illusions. A giant mantis
Challenge 18 (20,000 XP) shrimp can see hidden or invisible creatures within 10 feet.
Clawed Terror. All creatures that take thunder damage from
Actions
the reefhammer’s pincer attack must attempt a DC 19
Constitution saving throw or be stunned for 1 round. They Multiattack. A giant mantis shrimp makes 3 pincer attacks.
must then attempt a DC 19 Constitution saving throw or Pincer. Melee Weapon Attack: +8 to hit, reach 10 ft., Hit: 14
be blinded until the start of the reefhammer’s next turn.
A successful saving throw renders a creature immune to (3d6 + 4) bludgeoning damage. All creatures within 10 ft.
the corresponding condition from the reefhammer’s pincer of a pincer attack take 7 (2d6) thunder damage.
attacks until the beginning of a reefhammer’s next turn.
Shattering Strike. A reefhammer deals double damage to
objects, and gains advantage on attacks rolls against
armored targets.
Uncanny Eyesight. A reefhammer gains double its normal
proficiency bonus on Perception checks, and it has
advantage on saving throws against illusions. A reefhammer
can see hidden or invisible creatures within 30 feet.

Actions

Multiattack. A reefhammer makes 3 pincer attacks.
Pincer. Melee Weapon Attack: +11 to hit, reach 15 ft., Hit:

20 (4d6 + 6) bludgeoning damage. All creatures within
20 ft. of a pincer attack take 10 (3d6) thunder damage.

Legendary Actions

A reefhammer can take 2 legendary actions, choosing from
the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s
turn. A reefhammer regains spent legendary actions at the
start of its turn.
Move. The reefhammer moves up to half its speed.
Reflexive Snap. The reefhammer makes a pincer attack

against one foe within reach.

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Mazacoatl Mazacoatl

The mazacoatl is a hunter of high mountain valleys and steep Large monstrosity, unaligned
cliffs. Their scales run from golden to red to coppery, ending in a Armor Class 14 (natural armor)
narrow rattle. The scales on their belly and head resemble plates Hit Points 54 (9d10 + 9)
of forged metal and their eyes are a jewel green, as is the crest Speed 30 ft., climb 30 ft.
that runs down the back of their skulls. Their heads bear massive
crowns of golden antlers, giving them their nickname of “deer STR DEX CON INT WIS CHA
snakes.” They rarely venture forth from their caverns, as they have
the uncanny ability to draw prey to it through a massive inhalation, 18 (+4) 14 (+2) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
creating a sucking wind that can knock even deer and humans Skills Perception +2
off their feet and send them tumbling toward the creature. The Senses blindsight 10 ft., passive Perception 12
mazacoatl is 15 to 20 feet long and weighs over 200 pounds, and Languages --
when it rears up to strike it stands taller than a human. Challenge 3 (700 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage, and the target must
make a DC 11 Constitution saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much damage
on a successful one.

Gore. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 17 (2d8 + 4) piercing damage.

Inhale. The mazacoatl takes in a breath pulling all creatures
within 40 feet towards it that fail a DC 12 Strength saving
throw. Creatures that fail the save are moved towards
the mazacoatl by 30 feet and are knocked prone. If the
target is prone and within reach of the mazacoatl’s bite
attack, the mazacoatl can make one bite attack against it
as a bonus action.

Reactions

Reactive Strike. If a creature that is within reach of the
mazacoatl’s bite or gore attack stands from a prone
position, the mazacoatl may make a bite or gore attack
against that target as appropriate.

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Mboi Tu’i Mboi Tu’i

Huge monstrosity, neutral M’boi tu’is live in the wetlands, nesting among trees and high
Armor Class 13 (natural armor) rock outcroppings. They are huge serpentine creatures with the
Hit Points 345 (30d12+150) head of a parrot, and one pair of stubby legs it uses to assist in its
Speed 40 ft. burrow 20 ft., swim 20 ft. slithering movement. M’boi tu’is are watchful of their territories,
not only pushing out other rivals to their might but attacking any
STR DEX CON INT WIS CHA threats it perceives to the natural world. Although unpredictable
and cantankerous, the mboi tu’i often has a casual alliance with
24 (+7) 10 (+0) 20 (+5) 9 (-1) 15 (+2) 15 (+2) other intelligent beings who protect nature, such as fey, druids,
Saving Throws Dex +4, Wis +6 and magical beasts.
Skills Perception +6
Senses passive Perception 16 Territorial. M’boi tu’i are usually submissive toward dragons
Languages - and other powerful creatures, but do not tolerate the presence of
Challenge 11 (10,000 XP) young dragons, behirs, and the like close to their homes.
Slither. The mboi tu’i does not expend extra movement to
Omnivorous. M’boi tu’i live primarily on fruits, shrubbery, and
move through difficult terrain caused by marsh, swamp, or vast amounts of swamp grasses, but also snaps up prey animals,
mud. and frequently consumes the bodies of its defeated rivals.

Actions

Multiattack. The mboi tu’i may squawk, then bite or constrict.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one

target. Hit: 22 (3d10 + 7) piercing damage.
Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one

target. Hit: 16 (2d8 + 7) bludgeoning damage. and the
target is grappled (escape DC 21). Until this grapple
ends, the creature is restrained, and the mboi tu’i can’t
constrict another target.
Squawk. Each creature of the mboi tui’s choice that is within
120 feet of it and that can hear it must succeed on a DC 14
Wisdom saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the squawk for the next 24 hours.

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Mico Brujo Mico Brujo

The mico brujo, sometimes also called a warlock mico, witch Medium fey, chaotic evil
monkey, or mona, is a terrifying magical creature of the forest Armor Class 12 (14 With Mage Armor)
with vast magical powers. They were once human witches Hit Points 127 (15d8 + 60)
and warlocks, but through ancient rites and incantations and Speed 30 ft., climb 30 ft.
consuming strange blossoms of the chilamate tree that sprout
only at midnight they shed their human skin and grew their hair, STR DEX CON INT WIS CHA
extending their hands and feet and taking on the semblance of
large monstrous monkeys. They accost and terrify their intended 23 (+6) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 18 (+4)
victims with bloodcurdling screams from the treetops, which carry Saving Throws Wis +4, Cha +7
endlessly through the echoing jungle and drive some to madness. Skills Athletics +9, Perception +4, Arcana +3, Deception
Why they undertook this transformation is little known now, but
they have long since abandoned their humanity and exist only to +7, Nature +3, Persuasion+7
plague the nations and peoples they once called their own. Senses passive Perception 14
Languages Sylvan
Varying Legends. Some mico brujos have taken the form of Challenge 7 (2,900 XP)
boars or tapirs and are called chanchas instead. Such mico brujos Innate Spellcasting. The mico brujo’s innate spellcasting ability
might have the Change Shape ability to assume those other forms.
is Charisma. She can innately cast the following spells
The micomalo is another variant of the legend, though that is not (spell save DC 15), requiring no material components:
merely a human witch taking on the form of a monkey but actually At will: mage armor (self only), silent image
a fiend or the Devil itself. 1/day: bestow curse, conjure fey, polymorph
Speak with Beasts and Plants. The mico brujo can communicate
with beasts as if they shared a language.
Spellcasting. The mico brujo is a 11th-level spellcaster. Her
spellcasting ability is Charisma (spell save DC 15, +7 to
hit with spell attacks). She regains her expended spell
slots when she finishes a short or long rest. She knows the
following warlock spells:
Cantrips (at will): dancing lights, eldritch blast, friends, mage
hand, minor illusion, prestidigitation, vicious mockery
1st–5th level (3 5th-level slots): blink, charm person,
dimension door, dominate beast, faerie fire, fear, hold
monster, misty step, phantasmal force, seeming, sleep

Actions

Multiattack. The mico brujo uses horrifying howling and then
makes two fist attacks or casts one spell.

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 17 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft.,
one target. Hit: 17 (3d6 + 6) bludgeoning damage.

Horrifying Howling. Each non-fey creature within 60 feet of
the mico brujo that can see her must succeed on a DC 12
Wisdom saving throw or be frightened for 1 minute. A
frightened target can repeat the saving throw at the end
of each of its turns, with disadvantage if the mico brujo is
within line of sight, ending the effect on itself on a success.
If a target’s saving throw is successful or the effect ends
for it, the target is immune to the mico brujo’s Horrifying
Howling for the next 24 hours.

Reactions

Misty Escape (Recharges after a Short or Long Rest). In response
to taking damage, the mico brujo turns invisible and
teleports up to 60 feet to an unoccupied space she can see.
She remains invisible until the start of her next turn or until
she attacks, makes a damage roll, or casts a spell.

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Muki Muki

Mukis are small, dwarf- or goblin-like creatures that inhabit the Small fey, lawful evil
mines. Fey creatures, they are seemingly ageless and unceasing Armor Class 12
in their love of mining. Some legends say they come from the dark Hit Points 104 (16d6 + 48)
places of the fey world, and regard even their gloomy mineshafts Speed 20 ft.
as though they were paradises. A muki has a ruddy face, large feet,
and eyes that glitter like metal. They typically have long, very light STR DEX CON INT WIS CHA
blond hair, and the males have white beards.
15 (+2) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 6 (-2)
Consummate Professionals. Mukis are engrossed in their Skills Nature +3, Perception +3, Stealth +4
mining and little else. Thus, they are almost always dressed in Senses darkvision 120 ft., passive Perception 13
work clothes, and take breaks from mining only to carouse or Languages Aklo, Common, Sylvan
to satisfy their curiosity about other miners. Mukis know almost Challenge 2 (450 XP)
everything there is to know about earthworks. Other miners Innate Spellcasting. The muki’s innate spellcasting ability is
who impress them with their manners and hard work may earn
a whistle of warning or a clue leading to a new vein. Conversely, Wisdom (spell save DC 11). The muki can innately cast the
sloppy or disruptive rivals may face sabotage from the mukis. following spells, requiring no components:
1/day each: commune with nature (underground only), locate
Bargainers. Mukis have little to do with the outside world, and object, stone shape
so sometimes can be appeased or hired with things like fresh food, Nimble Escape. The muki can take the Disengage or Hide
clothing, drink, or promises of companionship. However, if the action as a bonus action on each of its turns.
muki is not completely satisfied they have been given what they Siege Monster. The muki deals double damage to objects and
are owed, they almost invariably kill the offender. structures.
Stonecunning. Whenever a muki makes an Intelligence (History)
Not the Friendly Type. Mukis are sometimes found in small check related to the origin of stonework, it is considered
groups, mining together, but often prefer to live in solitude. They proficient in the History skill and adds double its proficiency
are only likely to approach, or even let themselves be seen by, bonus to the check, for a total modifier of +5.
other miners, people who have things they want, and those who Tool Expertise. Each muki is proficient in the use of two types
show proper manners and hard work. of artisan’s tools and adds double its proficiency bonus on
checks when using them.

Actions

Multiattack. The muki makes a melee weapon attack. Then, it
makes a second melee weapon attack with disadvantage
on the attack roll.

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

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

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Munuane Munuane

Munuanes are hideously deformed ogres that hunt and devour Large giant, neutral evil
humanoids caught venturing into their remote jungle territories. Armor Class 16 (natural hide)
The creature’s tall frame is lank and sinewy, with a distended Hit Points 196 (23d10 + 70)
belly and hunched posture. It has no eyes in its oversized head, Speed 30 ft.
only a flattened nose, and a toothless, turtle-like beak. They have
a sickly, pallid complexion and colourless mousey hair which they STR DEX CON INT WIS CHA
wear long. Most disturbingly, from each of the creature’s kneecaps
bulges an unblinking swollen eye. The munuane is 10 feet tall and 22 (+6) 17 (+3) 24 (+7) 9 (–1) 15 (+2) 8 (–1)
weighs 500 pounds. Saving Throws Str +11, Dex +8, Con +12
Skills Athletics +9, Perception +6, Stealth +7, Survival +6
Munuanes live in mated pairs in simple mud huts deep within Damage Resistances All damage but force, psychic, and
the jungles near navigable bodies of water from which they fish
and drink. They do not gather in large groups to avoid attracting radiant
the attention of outsiders. Able craftsmen, they build their own Damage Immunities poison; bludgeoning, piercing, and
homes, tools, and weapons, as well as reed-woven rafts which they
use to patrol the rivers and swamps of their hunting grounds. They slashing from nonmagical attacks
are superb hunters, infamous for carrying only a single arrow and Condition Immunities charmed, paralyzed, petrified,
never missing a shot.
poisoned
Nature’s Stewards. Munuanes are incredibly protective of their Senses darkvision 60 ft., passive Perception 16
territories. They serve as self-appointed stewards and vengefully Languages Common, Giant
punish any creature observed taking fish, wood, or other resources Challenge 13 (10,000 XP)
from the land. They know all the pitfalls and particular locations of Confusing Gaze. When an individual starts its turn within 30
their territory and what creatures live in different regions and the
location of any valuable resources. feet of the munuane and is able to see the monster’s eyes,
the munuane can magically force the individual to make
Epicurean Cannibals. Though they sustain themselves on a DC 18 Charisma saving throw, unless the munuane is
fish, a munuane’s preferred meal is a freshly cooked humanoid. incapacitated.
They actively hunt and trap humanoids in their territories, and On a failed saving throw, the creature cannot take
occasionally hunt them outside their lands when prey becomes reactions until the start of its next turn and rolls 1d8 to
scarce. After a kill, they take great care in preparing their meals, determine what it does during that turn. On a 1 to 4, the
stewing the meat for hours or days in great clay cooking pots with creature does nothing. On a 5 or 6, the creature takes
many spices. The smell of their cooking is enticing, often luring no action but uses all its movement to move in a random
more unwitting victims into the creature’s clutches. direction. On a 7 or 8, the creature makes one melee
attack against a random creature, or it does nothing if no
creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, it
cannot see the munuane until the start of its next turn, when it
can avert its eyes again. If the creature looks at the munuane
in the meantime, it must immediately make the save.
Command Confused. If an individual falls under the effect of the
munuane’s confusing gaze, the creature can use its action to
alter the confusion effect and instead command the confused
victim to wander off and into a nearby trap or natural
hazards within 300 feet, such as a quicksand pool, a pit trap,
or a ravine. If the trap or hazard poses an obvious visible
danger to the victim, or an ally shouts out to call the victim’s
attention to the danger, she gets another save to break the
confusion effect. Otherwise, the confused victim walks directly
towards the danger until she triggers the trap or hazard.
Once the trap or hazard triggers, the confusion effect ends.
Weakness. Blinding the munuane makes the creature
vulnerable to physical attacks. It loses all of its immunities
and resistances until the blindness condition is removed.

Actions

Multiattack. The munuane makes two melee attacks or one
longbow attack.

Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage.

Longbow. Ranged Weapon Attack: +8 to hit, 150/600ft.,
one target. Hit: 11 (2d6 + 4); piercing damage.

Death Arrow (recharge 6). When using its longbow, the
munuane can lock in on a single target with deadly
accuracy. The next arrow it shoots always strikes the
designated target. The munuane still makes an attack roll
to determine if the attack is a critical hit.

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Okpe

This lumbering creature is a terror of mountains, hills, and rough badlands terrain, a sentient and vicious agglomeration of living rocks
that forms stubby legs and a circular grinding mouth. The okpe resembles a massive boar, standing over 6 feet tall at the shoulder and
with its massive chest and abdomen rising often 8 or 9 feet above the ground. The okpe is 12 to 15 feet long and weighs nearly 20 tons.

Stone Carnivore. Unlike most elementals, it hungers for flesh and blood, and it can catch its prey not only in its maw but also
between the grinding and shifting bony plates and chunks that make up its body’s substance. It is feared for snatching those who
stumble into the cracks along its surface and dragging them off to be consumed at their leisure. An okpe is a persistent hunter and if
creatures climb up out of their reach they may wait for days for them to come down, screaming in frustration. Some legends claim the
okpe is clever enough to steal cooked meat from human villages and use it to lure children into its clutches.

Okpe Earth Glide. The okpe can burrow through nonmagical, unworked
earth and stone. While doing so, the okpe doesn’t disturb the
Huge elemental (earth), neutral evil material it moves through.
Armor Class 18 (natural armor)
Hit Points 187 (15d10 + 105) Elemental Demise. If the okpe dies, its body disintegrates into
Speed 30 ft., burrow 10 ft. crystalline powder.

STR DEX CON INT WIS CHA Impervious. The okpe has a damage threshold of 5, it reduces all
damage from individual attacks by 5 each before applying its
23 (+6) 12 (+1) 24 (+7) 9 (-1) 13 (+1) 14 (+2) resistances, immunities and vulnerabilities.
Saving Throws Wis +5
Damage Vulnerabilities thunder Relentless (Recharges after a Short or Long Rest). If the okpe takes
Damage Resistances bludgeoning, piercing, and slashing from 20 damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead.
nonmagical attacks
Damage Immunities poison Siege Monster. The okpe deals double damage to objects and
Condition Immunities exhaustion, paralyzed, petrified, poisoned, structures.

unconscious Sure-Footed. The okpe has advantage on Strength and Dexterity
Senses darkvision 120 ft., passive Perception 11 saving throws made against effects that would knock it prone.
Languages Terran, some okpe also speak Common
Challenge 11 (7,200 XP) Actions
Charge. If the okpe moves at least 20 feet straight toward a
Multiattack. The okpe makes two tusk attacks.
target and then hits it with a tusk attack on the same turn, the Tusk. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target takes an extra 14 (4d6) slashing damage. If the target
is a creature, it must succeed on a DC 18 Strength saving throw target. Hit: 15 (2d8 + 6) bludgeoning damage.
or be knocked prone. The okpe may also make a throwback Throwback. Melee Weapon Attack: +10 to hit, reach 5 ft., one
attack against the prone target.
prone creature. Hit: 20 (4d6 + 6) bludgeoning damage and
the target is flung 10+1d10 feet away from the okpe. This toss
does an additional 1d10 points of bludgeoning damage for
each 10 feet travelled to the flung creature. If the target is a
Huge or smaller creature, it must succeed on a DC 18 Dexterity
check or be knocked prone when it lands.

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Peuchen Peuchen

These winged snakes range in color from violet to vibrant green Medium monstrosity, neutral evil
to glossy black; the most commonly encountered peuchens are a Armor Class 17 (natural hide)
dark, tawny brown. Those in jungles tend to match the patterns Hit Points 237 (25d8 + 125)
found on local pythons. Rarely, they sport a series of red, white, Speed 30 ft., fly 50 ft.
and black bands, with the thin white band sandwiched between
the thicker red and black bands. When peuchens are not flying, STR DEX CON INT WIS CHA
their leathery, batlike wings lie folded along their bodies, matching
the coloration of the hides below. Their eyes are a brilliant green, 22 (+6) 25 (+7) 20 (+5) 13 (+0) 16 (+3) 23 (+6)
with snakelike pupils. Peuchens have a smooth, dry texture to Skills Perception +7, Stealth +11
their diamond-shaped scales and smell faintly of nutmeg. Their Senses darkvision 60 ft., passive Perception 17
fangs fold up into their jaw, but snap into place to bite prey with Languages Common
lightning speed. A peuchen measures around 12 feet long and 1 Challenge 12 (8,400 XP)
foot in diameter at its thickest point, with a wingspan of 8 feet; it Innate Spellcasting. The peuchen’s spellcasting ability is
weighs nearly 250 pounds.
Charisma (spell save DC 18). It can innately cast the
Livestock Stalkers. When they hunt, peuchens take on the following spells, requiring no material components:
form of livestock, such as sheep, goats, and cattle, and they prefer At will: vampiric touch
to stalk places suffering from drought or famine. These ambush 3/day each: charm person, hold person
predators often trick shepherds or lone farmers into bringing them Paralyzing Poison. A creature hit by the peuchen’s bite attack
back to farms, homesteads, and towns, where they can slip out must succeed a DC 17 Constitution saving throw or be
each night to prey on any creatures they can find. They ambush paralyzed until the peuchen’s next turn. A creature that
their prey by coiling up and lunging with their strikes from a fails its saving throw is also poisoned for 1 minute.
distance father than their prey usually expects. Peuchens prefer
to drain the blood of humanoids, but they will eat sheep, goats, Actions
cats, dogs, or poultry if they fail to capture their favorite prey. They
happily lair in haylofts or open attics, but also create nests in large Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
trees or rock formations. target. Hit: 45 (6d12 + 6) piercing damage plus 33
(6d10) poison damage.

Animal Possession. A peuchen can possess a beast within
100 feet of the same species it has assumed with its
Shapechanger ability. The beast must succeed a DC 18
Wisdom saving throw to avoid this effect. If the possession
succeeds, the peuchen’s previous body dies. This does not
change the amount of hit points the peuchen has.

Hypnotic Scales. A peuchen can cause its scales to glisten and
gleam, causing all creatures within 30 feet to be stunned
unless they succeed a DC 18 Wisdom saving throw. Once
a creature is stunned, it remains until it is damaged. A
creature can retry its saving throw at the end of each of its
rounds. A creature that successfully saves against this ability
is immune to this peuchen’s Hypnotic Scales for 24 hours.
Shapechanger. The peuchen can transform into a Small
or Medium beast, keeping all of the same statistics
as its base form though it loses its fly speed if the
beast it transformed into cannot fly.

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Pinahuitzli Pinahuitzli

The pinahuitzli is a poorly understood creature. These small Tiny fey, unaligned
red and black bugs are quickly identified as the harbingers of Armor Class 15 natural armor
misfortune and are often avoided. They can appear as beetles, Hit Points 1 (1d4-4)
spiders, or other myriapods, but their red and black markings Speed 5 ft., fly 20 ft.
are well known. Killing a pinahuitzli reproduces by causing
misfortune, but it also feeds on misfortune in some strange way. STR DEX CON INT WIS CHA
It absorbs the illuck that it creates, growing fungus-like tumors on
its surface until eventually new pinahitzli sprout like buds off from 1 (-5) 14 (+2) 3 (-4) 1 (-5) 5 (-3) 1 (-5)
their “parent” and wander off on their own to begin causing and Senses tremorsense 60 ft., passive Perception 7
absorbing bad luck too. Languages —
Challenge 1/8 (25 XP)
Cursed Death. Killing a pinahuitzli causes the creature that

killed it great misfortune. They are afflicted by a curse as
per the bestow curse spell with no saving throw. This curse
cannot be lifted easily. Only a fey can remove this curse.
Many fey see the killing of a pinahuitzli as an affront and
are likely to demand favors in exchange for the curse
being removed.
Harbinger. The pinahuitzli has a 30-foot-radius aura of
doom. Any creature within that aura must subtract 1d4
from all rolls, including ability score, attack, saving throw,
damage, and percentile rolls. Any roll of a natural 1 on
a d20 automatically results in some misfortune (GM’s
discretion).

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target
in its space. Hit: 1 (1d4 - 5) piercing damage, and the
creature’s next d20 roll is automatically considered to be
a natural 1.

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Praying Mantis Blood Mantis

Cousin to the simple hunting insects that devour pests and Medium beast, unaligned
sometimes are kept as pets, these green hunters’ deadly front limbs Armor Class 14 (natural armor)
fold under its head as it lies in wait for food. Giant mantises are Hit Points 45 (6d8 + 18)
feared along caravan tracks that pass through dense woodlands, as Speed 20 ft., climb 20 ft., fly 60 ft.
despite their size they are masters of hiding in dense undergrowth,
almost unnaturally patient as they lie in wait and striking with STR DEX CON INT WIS CHA
unsettling speed as unsuspecting meals wander by.
14 (+2) 15 (+2) 16 (+3) 3 (-4) 13 (+1) 1 (-5)
Giant Mantis Skills Athletics +4, Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Large beast, unaligned Languages –
Armor Class 14 (natural armor) Challenge 1 (200 XP)
Hit Points 59 (7d8 + 28) Foliage Camouflage. The blood mantis has advantage on
Speed 20 ft., climb 20 ft., fly 60 ft.
Dexterity (Stealth) checks made to hide among plants or
STR DEX CON INT WIS CHA other greenery.
Gnaw. If the blood mantis begins its turn with a creature
16 (+3) 13 (+1) 18 (+4) 3 (-4) 14 (+2) 1 (-5) grappled, as a bonus action it can make a bite attack
Skills Athletics +5, Perception +4, Stealth +3 against that creature with advantage on the attack roll.
Senses darkvision 60 ft., passive Perception 14
Languages – Actions
Challenge 3 (450 XP)
Foliage Camouflage. The giant mantis has advantage on Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage, and if the
Dexterity (Stealth) checks made to hide among plants or target is Small or smaller the blood mantis can use a
other greenery. bonus action to make a Strength (Athletics) check to
Gnaw. If the giant mantis begins its turn with a creature grapple the target.
grappled, as a bonus action it can make a bite attack
against that creature with advantage on the attack roll. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Actions
Pounce (Recharge 5-6). The blood mantis moves up to its
Multiattack. The giant mantis can make two claw attacks. speed and makes two claw attacks. It cannot use this
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ability while it is grappling a creature.

Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one

target. Hit: 7 (2d4 + 2) slashing damage, and if the
target is Medium or smaller the blood mantis can use
a bonus action to make a Strength (Athletics) check to
grapple the target.
Lunge. A giant mantis’ limbs are capable of reaching much
farther than normal for a creature of its size. If not
using multiattack, it can make a single claw attack with
advantage on the attack roll and a reach of 20 feet. It
cannot grapple a creature with this Lunge unless the target
is Small or smaller.
Pounce (Recharge 5-6). The blood mantis moves up to its
speed and makes a bite attack and two claw attacks
with advantage on its attack rolls. It cannot use this ability
while it is grappling a creature.

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Qasogonaga Qasoǵonaǵa

A qasoǵonaǵa is a mythical celestial creature that sometimes Small celestial, neutral good
falls from the heavens in times of need. In its true form, it Armor Class 16 natural armor
resembles a rainbow-colored anteater with an especially long Hit Points 84 (13d6+39)
snout. It can take humanoid shape as necessary, especially Speed 30 ft.
if trying to sense the goodness in the hearts of others. It is
generally nice, and not especially judgemental unless it is STR DEX CON INT WIS CHA
witness to an evil heart or evil acts.
12 (+1) 17 (+3) 16 (+3) 17 (+3) 18 (+4) 20 (+5)
Eager to return to its native plane, it seeks the help of mortal Skills Insight +10, Nature +10, Survival +10
creatures through the creation of a ritualistic bonfire. If performed Damage Resistances lightning, thunder
properly, the qasoǵonaǵa can use the smoke to rise, eventually Damage Immunities poison
returning to its home in the Outer Planes. It is said that those who Senses truesight 60 ft., darkvision 120 ft., passive
help the qasoǵonaǵa return to its plane are sometimes gifted with
druidic magic, or the lands they inhabit with bounty and rainfall. Perception 14
The qasoǵonaǵa is a master of weather and uses its gifts to help Languages Celestial, Primordial, Sylvan, telepathy 240 ft.
others. Only if pressed to fight will it unleash its unbridled fury. Challenge 8 (3,900 XP)
Innate Spellcasting. The qasoǵonaǵa’s innate spellcasting

ability is Wisdom (spell save DC 15). The qasoǵonaǵa can
cast the following spells, requiring no components:
At will: druidcraft, feather fall, gust of wind, thunderwave
3/day each: call lightning, control weather, daylight

Actions

Multiattack. The qasoǵonaǵa makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 10 (2d6 +3) bludgeoning damage and 10
(3d6) lightning damage.
Change Shape. The qasoǵonaǵa magically polymorphs into
a Small or Medium humanoid, or back into its true form.
Other than its size, its statistics are the same in each form.
If the qasoǵonaǵa dies, it reverts to its true form.

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Quetzal Quetzal

These resplendent birds have brilliant green feathers with an Tiny celestial, neutral good
iridescent shine, with long tail feathers and green and black wings Armor Class 13
and a bright, blood-red patch on their chests. They are revered Hit Points 7 (3d4)
for their wisdom and as a sign of goodness and light, symbolizing Speed 20 ft., climb 20 ft., fly 60 ft.
freedom and prosperity. Its feathers are often taken as tokens of
good fortune or marks of nobility, though they are almost always STR DEX CON INT WIS CHA
set free after the taking of a feather so that they may share their
divine blessings with others. It is believed that quetzals will die 4 (-3) 17 (+3) 10 (+0) 7 (-2) 12 (+1) 13 (+1)
if kept in captivity. Warriors take the appearance of a quetzal Skills Insight +3, Perception +3
as a sign of victory, and they can inspire courage even against Senses darkvision 60 ft., passive Perception 13
insurmountable odds. They also have a special affinity for the Languages understands Celestial and Common but can’t
fallen in battle, as their very touch is said to rescue them from
death’s door. Still, the quetzal’s sorrow at the loss of life is why speak
it never sings but only rarely gives a high whistle. When peace Challenge 1 (200 XP)
and freedom come to the lands they watch over, only then will the Feathered Freedom. Any nonevil creature adjacent to
quetzal reveal its beautiful song.
a quetzal has advantage on saving throws to resist
becoming charmed, frightened, or paralyzed.
Innate Spellcasting. The quetzal’s innate spellcasting ability is
Charisma (spell save DC 11). The quetzal can innately cast
the following spells, requiring no components:
At will: sanctuary, spare the dying
1/day each: aid, augury, heroism

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1 piercing damage.

Silent Song (Recharge 5-6). The quetzal can emit a high, whistling
note just beyond the edge of hearing for most creatures,
affecting creatures in a 15-foot cone. Nonevil creatures in
this area who are charmed, frightened, or paralyzed can
attempt a new saving throw to end that effect. Evil creatures
in the area take 5 (2d4) thunder damage.

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Rahara Rahara

The rahara is a savage predator of the rain forest, a creature Huge plant, unaligned
whose woody body resembles nothing so much as a waterlogged Armor Class 16 (natural armor) 
and rotten pawpaw log, often sheathed in a twisted skein of fibrous Hit Points 138 (12d12 + 60)
strands like a manioc strainer basket. They are not particularly Speed 10 ft., swim 60 ft.
intelligent, but they recognize signs of civilization and travelers
like cookfires and pack animals or mounts. While primarily STR DEX CON INT WIS CHA
aquatic, they are capable of rushing up onto the shoreline to grab
their prey, grabbing them and dragging them back into their 23 (+6) 8 (-1) 21 (+5) 5 (-3) 16 (+3) 5 (-3)
watery dens. Skills Stealth +7
Damage Resistances bludgeoning, piercing
Raharas lurk in deep, permanent lagoons in rainforest and Condition Immunities blinded, deafened, exhaustion
jungle terrain, often enlarging these basins to provide more room Senses blindsight 60 ft. (blind beyond this radius), passive
to lair. Their lairs are often noticed by canny travelers by the many
footprints leading to the water but none leading away. When Perception 13
not hungry, they may make a loud snapping noise to warn off Languages --
intruders; when raharas are known to be about, it is silence that is Challenge 9 (5,000 XP)
truly dangerous. Damage Transfer. While a creature is swallowed, the rahara

Jungle Pets. Raharas often befriend birds and reptiles and use takes only half the damage dealt to it (rounded down),
them like living lures, roosting near the rahara’s waterhole and and that creature takes the other half.
drawing in hunters and poachers until the rahara can seize them. False Appearance. While the rahara remains motionless, it is
According to legend, a serpent befriended by a rahara that is indistinguishable from a normal tree root or vine.
killed and falls into the rahara’s pool might return to life as a baby Hold Breath. While out of water, the rahara can hold its
rahara. At first, it looks no different than it did in life, but it soon breath for 1 hour.
grows to titanic size and devours everyone and everything nearby. Lagoon Keeper. The rahara may cast create or destroy water
(using a 9th level spell slot) once per day and purify water
at will.
Speak with Birds and Reptiles. The rahara can communicate
with birds and reptiles as if they shared a language. For
the purposes of influencing these animals the rahara has
Persuasion +5.
Underwater Camouflage. The rahara has advantage on
Dexterity (Stealth) checks made while underwater.
Water Breathing. The rahara can breathe only underwater.

Actions

Multiattack. The rahara makes two attacks but prefers to
bite constricted foes in an attempt to swallow them.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 16 (3d6 + 6) piercing damage. If the target
is a Large or smaller creature, it must succeed on a DC 12
Dexterity saving throw or be swallowed by the rahara. A
swallowed creature is blinded and restrained, it has total
cover against attacks and other effects outside the rahara,
and it takes 10 (3d6) acid damage at the start of each of
the rahara’s turns.

If the rahara takes 20 damage or more on a single
turn from a creature inside it, the rahara must succeed on a
DC 21 Constitution saving throw at the end of that turn or
defecate all swallowed creatures, which fall prone in a space
within 5 feet of the rahara. The creatures are stripped of
all their equipment and are execrated naked. Equipment
maybe retrieved if this specific rahara is killed. If the rahara
dies, a swallowed creature is no longer restrained by it and
can escape from the corpse by using 20 feet of movement,
exiting prone and fully equipped.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one
creature. Hit: 13 (2d8 + 4) bludgeoning damage, and
the target is grappled (escape DC 18). Until this grapple
ends, the creature is restrained, and the rahara can’t
constrict another target.

Jetstream. Ranged Weapon Attack: +10 to hit, range
60/180 ft., one target. Hit: 17 (2d10 + 6) bludgeoning
and 11 (2d10) cold damage.

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Romsiwamnari

The romŝiwamnari is an avatar of death and dying, embodying
violent and bloody death and dismemberment. They roam the
strange rivers and borderlands between the realms of the living
and the dead, severing the tenuous threads by which some among
the living cling too long to life and devouring their souls before
they ever arrive at their eternal rest. Not particularly clever, the
romŝiwamnari can be quite indiscriminate when it comes to
judging who merits such summary execution.

A romŝiwamnari’s flaccid wings are vestigial and useless for
flight, though they can assist them in jumping. Their paddle-like
feet, however, are tipped with deadly talons. The creature is 10
feet tall and weighs over 500 pounds.

Eaters of the Living and the Dead. In the lands of the dead,
romŝiwamnaris tend to live in desolate caverns, forlorn forests, and
shadow swamps, and they gravitate to similar locales when called
to the mortal world or are sent on errands of murder by smarter or
more powerful fiends. They often disguise themselves as harmless
animals or humanoids with their illusions, infiltrating settled areas
and seeking their chosen victims. They do not require sustenance
and kill for sport or for pleasure, and they prefer to devour ghosts
and similar restless spirits rather the living when possible. For this
reason, when they first make themselves known some nearby may
be thankful for their presence as they consume the walking dead,
but it is rarely long before their turn their attentions back to spilling
the blood of whomever crosses their path.

Romsiwamnari Magic Weapons. The romsiwamnari’s weapon attacks are magical.
Soul Eater. A creature killed by a romsiwamnari cannot be returned to
Large fiend, neutral evil
Armor Class 18 (natural armor) life by any means save by divine intervention or wish spell.
Hit Points 189 (18d10 + 90)
Actions
Speed 20 ft., swim 40 ft.
Multiattack. The romsiwamnari makes three attacks: one with its scissor
STR DEX CON INT WIS CHA beak and two with its talons. If fighting ethereal undead it gains an
additional attack with its beak.
18 (+4) 20 (+5) 20 (+5) 8 (-1) 16 (+3) 8 (-1)
Saving Throws Str +9, Con +10, Wis +8, Cha +4 Scissor Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and Hit: 13 (2d8 + 4) slashing damage. The romsiwamnari scores a
critical hit with its beak on a roll of 19 or 20 and its critical hit
slashing from nonmagical attacks deals triple damage rather than double damage. In addition, the
Damage Immunities poison target must succeed on a DC 18 Constitution saving throw or have
Condition Immunities poisoned one of its limbs severed, as noted below (equal chance of severing
Senses passive Perception 13 left or right limb). The save DC is Constitution-based.
Languages Abyssal, Common, Infernal
d6 roll Lost Limb
Challenge 16 (15,000 XP) 1-2 Hand: The target takes 4 (1d8) slashing damage each
Aura of Necrosis. A romsiwamnari’s presence accelerates the process
round until it receives magical healing or a DC 18 Wisdom
of death and dying within 20 feet. Healing spells have no effect (Medicine) check. In addition, it cannot hold or grasp items with that
within this radius unless the caster succeeds on a DC 16 ability check hand and has disadvantage on all actions that require use of the
using their spellcasting ability, or a DC 16 Charisma check for non- missing hand, such as wielding two-handed weapons or Athletics
spell magical healing effects like a paladin’s lay on hands ability. checks to climb or swim.
Creatures at 0 hit points within this aura have disadvantage on 3-4 Foot: The target takes 4 (1d8) slashing damage each round
death saves, and whenever a creature dies within 20 feet of the until it receives magical healing or a DC 18 Wisdom (Medicine)
romsiwamnari it gains 10 temporary hit points and a benefit of a check. In addition, its land speed is halved and it cannot use the
bless spell for 1 minute. Incorporeal or ethereal creatures and living Charge or Dash actions. In addition, the target has disadvantage
spirits outside of their bodies (such as creatures using astral projection on skill or ability checks involving land movement, including most
or magic jar) take 1d8 necrotic damage each round at the beginning Dexterity (Acrobatics) and Strength (Athletics) checks.
of their turn. 5 Arm: As a severed hand, but the damage is increased to 9
Innate Spellcasting. The romsiwamnari’s innate spellcasting ability is (2d8).
Wisdom (spell save DC 16). The romsiwamnari’ can innately cast 6 Leg: As a severed foot, but the damage is increased to 9
the following spells, requiring no components: (2d8) and the creature cannot move on two legs but must stand still
At will: see invisibility, seeming (self only) or crawl.
3/day: blink Talons. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Magic Resistance. The romsiwamnari has advantage on saving throws Hit: 15 (2d10 + 4) slashing damage.
against spells and other magical effects.

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Saci Perere Saci Perere

A saci perere is a mischievous forest fey that takes the shape of a Small fey, chaotic neutral
one-legged boy wearing a red cap and red short pants. While often Armor Class 15
considered a nuisance, the saci perere often adopts certain villages Hit Points 88 (16d6 + 32)
or areas to protect, though that protection often is reserved for Speed 40 ft., fly 50 ft.
small beasts and children over adults. The saci perere is well
versed in sneaking, and often makes his presence known through STR DEX CON INT WIS CHA
well devised pranks.
11 (+0) 19 (+4) 14 (+2) 15 (+2) 17 (+3) 21 (+5)
A saci perere will very rarely show himself to non-fey, and Skills Animal Handling +7, Deception +7, Nature +4,
only if he needs help defending its adopted home. In these
rare instances, the saci perere is surprisingly humble and well Perception +5, Stealth +6, Survival +5
behaved. The only other way the fey may reveal itself is if its Damage Resistances poison; bludgeoning, slashing, and
red cap is obtained by a non-fey humanoid. In these cases, it
approaches the creature that has his cap, and humbly offers to piercing from nonmagical attacks
be helpful for a month if the cap is returned. A terrible curse Condition Immunities charmed, frightened
befalls those who refuse those terms, but the saci perere fares Senses darkvision 120 ft., passive Perception 15
worse. He must return to the fey wild for a year and a day before Languages Common, Sylvan
obtaining a new cap. Challenge 4 (1,100 XP)
Animal Friend. The saci perere can communicate with any

beast. As an action, they can summon up to 2d6 beasts of
CR 1/2 or lower. These beasts are native to the region from
which they were summoned, and are charmed by the saci
perere, listening to everything he says. Once this ability is
used, it cannot be used again until the next sunset.
Magical Cap. The saci perere has a magical hat that acts as
its spell focus. Without it, it cannot cast spells. As a last
resort, the saci perere can use it to cast tree stride but must
leave its cap behind. If a non-fey creature discovers the
cap before the saci perere can recover it, the saci perere
must find the person and offer them a favor in exchange
for the return of the cap. If accepted, the saci perere
will promise to quietly become helpful for the next month,
helping to tend animals and do farm chores, or other such
tasks designated by the creature who is owed the favor.
The only thing the saci perere will not do is fight, but it can
help a person or group escape from danger.
If the person refuses and keeps the cap they are cursed
forever to smell terribly. Such creatures always have
disadvantage on Dexterity (Stealth) checks and Charisma
checks meant to gain favor with others. Only a remove
curse cast at 9th level can remove this effect, and even so it
only has a 10% chance of working. If the casting fails, that
caster cannot attempt to do so for this specific curse again.
Innate Spellcasting. The saci perere’s innate spellcasting
ability is Charisma (spell save DC 15). The saci perere can
innately cast the following spells, requiring no components:
At will: druidcraft, mage hand, minor illusion
3/day each: darkness, levitate, longstrider, misty step
1/day each: confusion, giant insect, invisibility

Actions

Multiattack. The saci perere makes two attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 8 (1d8 + 4) bludgeoning damage.

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Saguaroi Saguaroi

Saguarois, also called cactusfolk by desert-dwelling humanoids, Large plant, neutral
make their homes in rocky badlands, hot scrublands on the edge of Armor Class 15 (spined skin)
vast deserts, and sandy dunes baked by the sun. They are generous Hit Points 157 (15d8 + 75)
but territorial, offering aid to travelers who brave the blistering Speed 40 ft.
deserts—often in the form of their own watery blood—but don’t
tolerate guests who overstay their welcome. Civilization rarely STR DEX CON INT WIS CHA
attempts to push far into the deserts, leaving these creatures
relatively isolated from other intelligent races. In cases where 20 (+5) 18 (+4) 20 (+5) 7 (–2) 15 (+2) 11 (+0)
belligerent settlements threaten the way of life for tribes of Saving Throws Con +7
saguarois, however, the cactusfolk respond with terrifying violence. Skills Perception +5
Damage Vulnerabilities fire
Cactus Nomads. Saguarois live in small nomadic tribes, traveling Condition Immunities charmed, exhaustion, frightened
under the life-giving sun by day and rooting themselves each night Senses darkvision 60 ft., passive Perception 15
in places where they can draw minerals from the pebbly and sandy Languages Sylvan
soil and absorb water. Saguarois produce flowers once a year that Challenge 6 (2,300 XP)
go to seed and grow into young saguarois if the adult creatures Locate Water. A saguaroi can spend an hour to concentrate
properly care for them. If planted, a seed must be attended by
one or more saguarois over the course of a year before the infant on the location of the nearest source of pure water
saguaroi sprouts. After sprouting, it takes 4 years before the infant measuring at least 10 gallons within a 5-mile radius. The
saguaroi can uproot itself and move about, and decades more to saguaroi can find water hidden behind natural barriers
reach maturity. Some saguarois have lived for hundreds of years, regardless of thickness, but it cannot discover water within
and these old cactusfolk often sprout additional limbs or strange manufactured objects, including worked stone.
twisting growths stretching out from their cylindrical torsos. Needle Hide. A saguaroi is covered with needles and spines.
Usually these additional limbs and growths are nonfunctional, but Any creature grappling a saguaroi or attacking it with an
significantly advanced saguarois have been known to learn how to unarmed strike takes 3 (1d6) points of piercing damage.
use them as if they were their primary arms and legs. A creature grappling a saguaroi takes this damage each
round of the grapple.
Regenerate. The saguaroi regains 10 hit points at the start
of its turn. If the saguaroi takes fire damage, this trait
doesn’t function at the start of the saguaroi’s next turn. The
saguaroi dies only if it starts its turn with 0 hit points and
doesn’t regenerate.

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 21 (3d10 + 5) bludgeoning damage plus 21
(3d10 + 5) piercing damage.

Produce Water. A saguaroi can cut itself (taking 1 point of
damage) to produce 1 gallon of water. After producing
4 gallons, it gains a level of exhaustion. After producing
8 gallons, it gains another level of exhaustion and cannot
produce more water until it completes a long rest.

Needle Cone. The saguaroi expels a spew of needles in a
30-foot cone. Each creature in that area must make a
DC 15 Dexterity saving throw, taking 11 (2d10) piercing
damage on a failed save, or half as much damage on a
successful one. Additionally, creatures that fail their saving
throws have their speed cut in half. A creature with its
speed reduced like this must succeed a DC 16 Constitution
saving throw at the end of each of its turns in order to
regain its natural speed.

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Sayona Sayona

Occasionally called “weeping vampires” for their ability to cry Medium undead, neutral evil
tears of blood, sayonas are powerful and intelligent undead Armor Class 19 (natural armor)
creatures that hunt mortals to steal from them what they envy Hit Points 210 (20d8 + 120)
most: the ability to exist within living flesh. While they aren’t Speed 30 ft.
true vampires, similarity between these two creatures creates
substantial confusion to those unfamiliar with sayonas. While STR DEX CON INT WIS CHA
sayonas and vampires sustain themselves off mortal blood,
sayonas don’t consume the blood, but rather absorb it through 20 (+5) 20 (+5) 22 (+6) 12 (+1) 14 (+2) 20 (+5)
their skin (even when using blood drain), using it to transform Skills Deception +9, Perception +6
their twisted forms back into some semblance of the beauty they Damage Resistances necrotic
had—or believe they had—in life. Senses darkvision 60 ft., passive Perception 16
Languages Common, Infernal
Coveting Youth. Above all else, sayonas covet youth. Stories Challenge 11 (7,200 XP)
of their origins claim that the first sayona was a vain woman who Innate Spellcasting. The sayona’s innate spellcasting ability is
grew old and whose lover left her for a younger paramour; the
woman avenged herself by bathing in the blood of her lover’s Charisma (spell save DC 17, +9 to hit with spell attacks).
children, then killed herself. Doomed to undeath, she wanders She can innately cast the following spells, requiring no
the world crying tears of blood and preying on beautiful young material components:
women—slaying them, stealing their beauty, and transforming At will: fear
them into ghastly undead fiends to forever share her fate. 3/day: dominate person, gaseous form, invisibility
Living Form. Upon draining blood, the sayona may transform
into a young, beautiful maiden for 24 hours. In this form,
she does not appear undead to mundane senses or to
divination magic.

Actions

Multiattack. The sayona makes 3 claw attacks.
Claws. Melee Weapon Attack. +9 to hit, 5 ft. reach. Hit:

14 (2d8 + 5) slashing damage, and 7 (2d6) necrotic
damage.

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Serpents Chimalcoatl

Central and South America and the Caribbean are the home to a Small beast, unaligned
wide variety of venomous and constrictor snakes. In addition to Armor Class 14 natural armor
the titanic and truly monstrous menaces described elsewhere in Hit Points 13 (3d6+3)
this book and the mundane reptiles commonly known on Earth, Speed 25 ft., swim 25 ft.
however, there are a variety of unusual serpents drawn from myth
and legend. STR DEX CON INT WIS CHA

Chimalcoatl. Also called the “shield snake,” this thick, 8-foot- 13 (+1) 15 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
long gray and red serpent is unique for the broad, fleshy oval Senses tremorsense 60 ft., passive Perception 10
section on its back that resembles nothing so much as a round Languages —
shield. This oval section has a flexible bony skeleton undergirding Challenge 1/8 (25 XP)
it and a vividly colored iridescent pattern that shifts and changes Omen. A chimalcoatl bring tidings of weal or woe. Creatures
as the chimalcoatl moves. Its appearance is seen as an omen, with
the changing patterns on its back indicating whether it brings weal that encounter a chimalcoatl can appeal to the spirits with
or woe, prosperity and good fortune or death and war. a minute of meditation. The creature must roll percentile
dice. If the result is 1-50, they gain the benefits of a
Tililcoatl. These curious snakes have dark black to purple potion of heroism until their next long rest, but if the result
scales, but their most distinguishing feature is that their body forks is 51-100 they have disadvantage on all saving throws
after about 2 feet of length into two separate tails, each another (including death saving throws) until remove curse is cast
2 to 3 feet in length. One of its tails contains its stomach and on them. A creature proficient in Religion gains a positive
digestion and the other a venom sac which holds a potent toxin it result on a roll of 01-60.
stores and can spit at its enemies.
Actions
Velachif. This bright golden snake is only 3 feet long but is both
poisonous and venomous. Its bite can be deadly to small creatures. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Its flesh is considered a fine delicacy, but proper preparation is Hit: 5 (1d6 + 2) piercing damage.
essential to remove the poison sacs that line each flank. An intact
velachif can be sold for 5 to 50 gp to the right buyer. Tililcoatl

Xicalcoatl: This strange serpent is only 2-3 feet long, with scales Small beast, unaligned
of brown, bronze, and black with variegated scales on its belly. Armor Class 13 natural armor
Its strangest feature, however, is a rounded protuberance they Hit Points 13 (3d6+3)
develop in adulthood that looks like a jicara, a drinking gourd or Speed 25 ft., swim 25 ft.
cup, with a smooth surface and the appearance of painted designs
and patterns. The xicalcoatl can release pheromones that simulate STR DEX CON INT WIS CHA
the scent of brewed coffee or cocoa, and they lie in wait either
in the grass or floating just below the surface of a pool, using 13 (+1) 15 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
the jicara as a lure. Creatures curious to see or fascinated by the Senses tremorsense 60 ft., passive Perception 10
aroma may be drawn into the water, at which point the xicalcoatl Languages —
surges through the water at great speed creating a vortex that Challenge 1/4 (50 XP)
drags its victim into the water, drowning it.
Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage and 5 (2d4) poison
damage.

Spit Venom. Ranged Weapon Attack: +4 to hit, range 20/60
ft., one target. Hit: 9 (2d8) poison damage.

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Velachif Xicalcoatl

Small beast, unaligned Small fey, chaotic evil
Armor Class 12 Armor Class 15
Hit Points 13 (3d6+3) Hit Points 27 (6d6+6)
Speed 25 ft., swim 25 ft. Speed 25 ft., swim 25 ft.

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

13 (+1) 15 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) 13 (+1) 15 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
Senses tremorsense 60 ft., passive Perception 10 Senses tremorsense 60 ft., passive Perception 10
Languages — Languages —
Challenge 1/2 (100 XP) Challenge 1 (200 XP)
Poisonous. A creature hitting the velachif with a bite attack
Actions
takes 5 (2d4) poison damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Actions Hit: 5 (1d6 + 2) piercing damage and 5 (2d4) poison
damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage and 5 (2d4) poison Churn Water (3/Day). The xicalcoatl can create a whirlpool
damage. in deep waters, affecting a 50 ft radius around itself.
Creatures other than the xicalcoatl caught in this whirlpool
must make a DC 12 Strength saving throw or take 10
(3d6) bludgeoning damage and begin to suffocate. This
whirlpool lasts 1 minute or until the xicalcoatl dies or is
unconscious.

Lure (Recharge 6). The xicalcoatl causes an intoxicating
aroma to emerge from the jicama on its back. One
humanoid, beast, or fey within 30 feet that it chooses must
succeed on a DC 10 Wisdom saving throw or become
charmed. While charmed, it is incapacitated and can take
no actions other than to use its movement to approach
the xicalcoatl and follow where it leads. The charmed
condition ends immediately after the xicalcoatl attacks it
(including using its churn water ability).

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Siehnam Siéhnam

Siéhnams appear to the untrained eye like ordinary pampas Large monstrosity, neutral evil
deer, with similar coloration and shape if somewhat larger Armor Class 14 (natural armor)
than their ordinary cousins. However, they are savage killers, Hit Points 95 (10d10 + 40)
roaming not only their high plateaus and rolling prairies but also Speed 50 ft.
invading settled areas to hunt those wandering about by night and
slaughtering those they discovered in their sleep. Some legends STR DEX CON INT WIS CHA
say the first siéhnams were living manifestations of nature’s
vengeance, their eyes turning red and their mood feral as they 18 (+4) 15 (+2) 19 (+4) 7 (-2) 12 (+1) 15 (+2)
sought reprisal for the killing of their mates and fawns. Most Skills Athletics +7, Stealth +5
ordinary deer avoid them, but some who have suffered great loss Condition Immunities charmed, exhaustion, fatigue
or who have survived the destruction of their homes and herds Senses darkvision 60 ft., passive Perception 11
find themselves drawn to the roaming siéhnam, mating with and Languages understands Common and Sylvan but can’t speak
joining them to swell their numbers. Challenge 5 (1,800 XP)
Charge. If the siéhnam moves at least 20 feet straight toward
A siéhnam’s antlers are sharper than knives and their teeth are
adapted with oversized canines for ripping and tearing flesh. While a target and then hits it with an antlers attack on the same
they delight in all forms of killing, humanoids are their favored turn, the target takes an extra 9 (2d8) piercing damage.
prey, and they love nothing better than sinking their fangs into the If the target is a creature, it must succeed on a DC 15
throat of a sleeping victim and exulting in their bloody demise. Strength saving throw or be knocked prone.
Innate Spellcasting. The siéhnam’s innate spellcasting ability
is Charisma (spell save DC 13). The siéhnam can innately
cast the following spells, requiring no components:
At will: jump (self only), pass without trace
1/day each: hunter’s mark, sleep (cast as a 2nd-level spell)
Innocuous. The siéhnam appears to the untrained eye like
an ordinary, harmless deer before attacking. Only a
successful DC 15 Intelligence (Nature) check can correctly
identify its save nature. If the siéhnam has not been
identified as a threat, it has advantage on its Dexterity
check to determine initiative at the start of combat.
Sleepless. The siéhnam never sleeps and is immune to magical
sleep effects.
Supine Slaughter. A siéhnam’s advantage on attack rolls
against a prone creature cannot be negated even if the
siéhnam normally would have disadvantage. In addition,
if the siéhnam is adjacent to a prone creature on its turn, it
can make a bloody bite attack against that creature as a
bonus action.

Actions

Multiattack. The siéhnam makes two attacks with its antlers.
Antlers. Melee Weapon Attack: +7 to hit, reach 5 ft., one

Large target or two adjacent Medium or smaller targets.
Hit: 11 (2d6 + 4) piercing damage.
Bloody Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage, plus 10 (3d6)
necrotic damage from blood loss if the target is a living
creature with blood. The target’s hit point maximum is
reduced by an amount equal to the necrotic damage taken,
and the siéhnam regains hit points equal to that amount. This
reduction lasts until the target finishes a long rest. The target
dies if its hit point maximum is reduced to 0.

Reaction

Sharp Defense. When a creature hits the siéhnam with a
melee attack, it can make an antlers attack against that
creature.

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Sihuanaba Sihuanaba

From a distance and behind, a sihuanaba looks like a beautiful Medium fiend, neutral evil
woman. A sihuanaba often takes advantage of this by bathing Armor Class 15 (natural armor)
in the nude or wearing light clothing in the hopes of attracting Hit Points 156 (24d8+48)
a victim. Once close, the sihuanaba will turn around and reveal Speed 30 ft.
its horrifying visage: a decomposing horse’s head with blazing
red eyes. Sometimes the sihuanaba will imitate a familiar voice, STR DEX CON INT WIS CHA
hoping to lure a victim deep into the woods or off a cliff.
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 18 (+4)
Voracious. Sihuanaba’s seem to crave fear itself, manipulating Skills Perception +5
and terrifying victims before subjecting them to their terrible gaze Damage Resistances poison; bludgeoning, piercing, and
and murderous habits. Sihuanabas don’t seem to have a particular
pattern, ambushing and killing travelers, lonely laborers, and lost slashing from nonmagical attacks
children with equal interest. Senses darkvision 60 ft., passive Perception 15
Languages Abyssal, Common
Opportunists. Although typically encountered alone, Challenge 5 (1,800 XP)
sihuanabas will sometimes follow more powerful fiends or bandits Brutal Grip. When the sihuanaba has a target grappled at
to gain access to prey.
the beginning of its turn, it can use a bonus action to inflict
10 (1d10 + 5) bludgeoning damage on the target.
Mimicry. The sihuanaba can mimic animal sounds and
humanoid voices. A creature can discern the mimicry with a
successful DC 15 Wisdom (Insight) check.

Actions

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 5) bludgeoning damage, and the target is
grappled (escape DC 18).

Beguile. The sihuanaba magically clouds creatures’
perceptions. Creatures of the sihuanaba’s choice within
60 feet must make make a DC 15 Wisdom saving
throw. Any creature that can’t be charmed succeeds on
this saving throw automatically, and if the sihuanaba or
its companions are fighting a creature, the target has
advantage on the save. On a failed save, the target has
disadvantage on Wisdom (Perception) checks made to
perceive anything other than the sihuanaba for 1 minute.

Fiendish Gaze. The sihuanaba glares at all creatures within
60 feet that can see it. Creatures in the area must make a
DC 15 Wisdom saving throw or become frightened for 1
minute. A creature that becomes frightened must make a
DC 15 Constitution saving throw; on a failure, the creature
drops to 0 hit points and begins dying. A creature that has
made a saving throw against the fiendish gaze is immune
to the gaze for 24 hours.

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Sloth Sloth

Sloths are long-furred tree-dwelling herbivores. They are known Tiny beast, unaligned
for their efficient metabolisms and slow movement, spending most Armor Class 10
of their time hanging upside down in tropical forests. Unable to Hit Points 4 (1d6 + 1)
walk, they must drag themselves along the ground and are nearly Speed 5 ft., climb 10 ft., swim 10 ft.
helpless if trapped there. They generally remain hidden in leafy
canopies to evade attacks by predatory cats and birds. Many sloths STR DEX CON INT WIS CHA
have symbiotic green algae in their fur that aids in camouflage.
Most sloths range 2-3 feet long and weigh 10 to 20 pounds. They 6 (-2) 7 (-2) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
are surprisingly strong swimmers, able to swim more quickly than Skills Athletics +0, Stealth +0
they can move on the ground They have long claws used primarily Senses passive Perception 11
for climbing, but they can lash out when threatened. Languages –
Challenge 0 (10 XP)
Mapinguary. The mapinguary is a muscular sloth covered Camouflage Fur. The sloth has advantage on Dexterity
in shaggy reddish brown to black fur, though it is much more
comfortable on the ground, walking on all fours or upright in (Stealth) checks in forest terrain.
almost humanoid fashion, leaving curious curve-footed tracks that Firm Grip. The sloth has advantage on Strength (Athletics)
almost seem backwards. Unlike its lesser kin, the mapinguary
can move quickly, with bursts of surprising speed enabling checks made to climb or to resist attempts to Shove it
it to evade pursuers or chase down prey. The mapinguary is while it is climbing. The sloth can sleep while climbing.
omnivorous, equally as prone to tear apart palm and similar trees
to devour palm hearts and fruits as ripping the limbs off animal Actions
or humanoid prey. Their bellowing terrifies all nearby and their
hair and hide are proof against most weapons unless they strike it Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one
in a vulnerable spot. All agree that their stench is terrible indeed, creature. Hit: 1 slashing damage.
almost enough to knock a person unconscious with its foulness.
Megatherium
Legend holds that the first mapinguary were shamans who
discovered the secret of immortality and were cursed by the gods Huge beast, unaligned
to become wandering hairy beasts of the wood. If so, they retain Armor Class 12 (natural armor)
little if any of their human roots, though they often lair in caves Hit Points 76 (8d12 + 24)
and sometimes fashion crude barricades of logs or boulders across Speed 20 ft., climb 10 ft.
the openings to their dens. They sometimes lurk on the fringes
of human villages, though whether this is to find easy meals or is STR DEX CON INT WIS CHA
driven by some distant subconscious memory is unknown.
20 (+5) 9 (-1) 17 (+3) 3 (-4) 13 (+1) 6 (-2)
Megatherium. The megatherium is a massive sloth weighing Skills Athletics +7, Perception +3
10,000 pounds. It can balance on its hind legs and tail, allowing Senses passive Perception 13
it to reach up to 20 feet high. When standing on its hind legs, it Languages –
can reach to the treetops with its agile tongue. Megatheriums are Challenge 4 (1,100 XP)
primarily herbivorous, but they can be aggressive and have been Forester. The sloth has advantage on Dexterity (Stealth)
known to feast on meat and carrion.
checks in forest terrain and its movement is not slowed
by trees or undergrowth in forest terrain. Magically
manipulated terrain can impede its movement.
Keen Senses. The megatherium has advantage on Wisdom
(Perception) checks.

Actions

Multiattack. The megatherium makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one

target. Hit: 14 (2d8 + 5) slashing damage, and as a
bonus action the megatherium can make a Strength
(Athletics) check to Shove the target. It can choose to pull
a target 5 feet towards itself on a successful check.
Rending Claws. If the megatherium strikes one creature with
two claw attacks in the same round, it deals an additional
7 (2d8) slashing damage to that target.

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Mapinguary Stench. The mapinguary has a horrible odor. Living creatures
(other than mapinguaries) moving or beginning their turn within
Medium monstrosity, neutral 10 feet of it must succeed on a DC 13 Constitution saving
Armor Class 14 (natural armor) throw or become poisoned for as long as they remain within
Hit Points 68 (8d10 + 24) this radius. Once they leave the area, they can attempt a new
Speed 30 ft., climb 10 ft. saving throw each round at the end of their turn to end the
condition.
STR DEX CON INT WIS CHA
Creatures tracking the mapinguary by scent gain advantage
18 (+4) 10 (+0) 16 (+3) 8 (-1) 14 (+2) 9 (-1) on their Wisdom (Survival) check. However, creatures with keen
Skills Perception +4, Stealth +2 scent or a similar ability have disadvantage on their saving
Damage Resistances bludgeoning, piercing, and slashing throw against its stench and can be affected by it when within
20 feet.
damage from weapons that aren’t magical or adamantine
Senses darkvision 60 ft., passive Perception 12 Woodbreaker. The mapiniguary deals double damage to objects
Languages Common and structures made of wood.
Challenge 3 (700 XP)
Forest Sprint. In forest terrain, the mapinguary can use a bonus Actions

action to Dash. Multiattack. The mapinguary makes two claw attacks.
Impenetrable Hide. When an enemy scores a critical hit against the Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:

mapinguary, if it succeeds on a DC 15 Constitution saving throw it 9 (2d4 + 4) slashing damage.
can treat that critical hit as a normal hit. However, its eyes, mouth, Bellow (Recharge 6). The mapinguary unleashes a low-pitched
and navel are vulnerable spots so if it fails this saving throw by
10 or more against an attack that deals piercing damage, the thunderous call that rises to a high-pitched scream. All enemies
attack strikes one of those weak points and the attacker rolls within 10 feet take 7 (2d6) thunder damage. In addition,
damage dice for the critical hit three times rather than twice. enemies within 30 feet must succeed on a DC 13 Constitution
saving throw or be deafened for 1 minute and on a DC 13
Wisdom saving throw or become frightened for 1d4 rounds.

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Sombreron Sombreron

A sombreron looks like a short person, clad all in black, with a Small fey, neutral evil
large black hat obscuring its features. It travels from place to Armor Class 14
place, taking the role of the wandering musician, leaving longing Hit Points 90 (20d6+20)
and despair in its wake. The sombreron is more often heard than Speed 30 ft.
seen, working its fey charms before its peculiar appearance can be
noted. STR DEX CON INT WIS CHA

Dark Admirer. Dressed in finery, the sombreron typically 11 (+0) 18 (+4) 13 (+1) 10 (+0) 15 (+2) 18 (+4)
travels on a black riding horse, or driving a wagon with four mules. Skills Perform +8, Perception +4, Stealth +6
It is said to love black hair, beguiling horses and attractive young Senses darkvision 60 ft., passive Perception 14
people and braiding their hair in their sleep. Languages -
Challenge 4 (1,100 XP)
Lost Hearts. While initially appearing charming, the sombreron Dark Longing. The sombreron may play a song that captures
eventually chooses a target and finds opportunities to approach
them alone and enthrall them with beautiful guitar-playing. A the heart. After 1 minute of performing, the sombreron
victim who has been enchanted gets no benefit from sleep and may use an action and select a creature within 60 feet who
finds food tasteless and unsatisfying. The unfortunate victim may heard its playing. The target must make a DC 14 Charisma
waste away unless the curse is broken. saving throw. On a failed save, the target is charmed for
24 hours; on a success, the target is immune to this feature
for 24 hours. While the target is charmed, when it attempts
to take a long rest, it must make a new saving throw; on a
success, the effect ends, while on a failure, the target gets
no benefit from the long rest and is charmed an additional
24 hours. Remove curse ends this effect. The effect ends if
the sombreron uses this ability on a new target.
Legendary Resistance (2/Day). If the sombreron fails a saving
throw, it can choose to succeed instead.

Actions

Multiattack. The sombreron makes two rapier attacks.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 8 (1d8 + 4) piercing damage.
Hypnotic Melody. The sombreron plays a beguiling melody,

affecting creatures within 60 feet of its choosing. Each
creature in the area who hears the tune make a DC 14
Wisdom saving throw. On a failed save, the creature
becomes charmed for 1 minute. While charmed by this
spell, the creature is incapacitated and has a speed of 0.
The effects ends for an affected creature if it takes any
damage or if someone else uses an action to shake the
creature out of its stupor.
Shadows of Despair (Recharge 5-6). The sombreron summons
magical flickers of shadow and moonlight. Creatures
of its choosing within 60 feet that it can see must make
a DC 14 Wisdom saving throw. On a failed save, the
creature takes 10 (3d6) psychic damage. If this reduces
a creatures to 0 hit points, the creature is stable and
unconscious.

Legendary Actions

The sombreron can take 2 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature’s turn. the sombreron regains spent
legendary actions at the start of its turn.
Detect. The sombreron makes a Wisdom (Perception) check.
Move. The sombreron moves up to its half its speed without
provoking opportunity attacks.
Rapier Attack. The sombreron makes a rapier attack.

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Soucouyant

These fiendish hags are spirits of fire who inhabit human form
by stealing the skins of their victims and wearing them in a cruel
semblance of life. They practice dark magics through pacts with
their fiendish patrons, but they primarily live to feed on the blood
of mortals (or perhaps to trade particularly choice blood to their
fiendish masters in exchange for their favor). They are dangerous
witches in the daylight hours, but their true power is usually
revealed only at night when they discard their mortal shroud and
creep like beings of ghostly fire to bring death and sorrow.

Compulsions. Soucouyants are obsessed with counting,
and those who suspect a soucouyant may lurk nearby may try
to entice her into revealing herself by placing heaps of rice or
stacks of coins or colored stones, especially on the thresholds or
windowsills of houses or at crossroads. If the soucouyant finds
herself too long distracted and the night is growing short, she
might return to her lair rather than hunting the unwary.

Soucouyant Grisly Peel. When a soucouyant is peeling off her skin, any living
creature that can see her must succeed on a DC 14 Wisdom saving
Medium fiend, chaotic evil throw or become frightened for 1 minute.
Armor Class 17 (natural armor)
Hit Points 112 (15d8 + 45) Innate Spellcasting. The soucouyant’s innate spellcasting ability is
Charisma (spell save DC 14). The soucouyant can innately cast the
Speed 30 ft. (fly 60 ft. in fiery form) following spells, requiring no components:

STR DEX CON INT WIS CHA At will: crown of madness, hellish rebuke, hex
1/day each: conjure minor elementals, darkness, misty step, sleep
12 (+1) 17 (+3) 16 (+3) 16 (+3) 14 (+2) 16 (+3) Shed Skin. During the daytime, the soucouyant appears human (most

Skills Deception +6, Insight +5, Perception +5, Stealth +6 commonly as an old woman), but at night she assumes her true fiery
Damage Resistances fire, lightning; bludgeoning, piercing, and fiendish form by removing her skin. After the soucouyant peels off
her skin, she must place it in a stone mortar and leave it behind.
slashing from nonmagical attacks not made with silvered weapons Removing her skin takes 1 round and allows her to use her fiery
Condition Immunities charmed form ability. Putting it back on takes 1 minute. If a creature finds
Senses darkvision 60 ft., passive Perception 15 her shed skin and pours salt into the mortar, she must succeed on a
Languages Abyssal, Common, Infernal DC 12 Constitution saving throw once per minute or gain one level
of exhaustion for each failed save until she dies or recovers her
Challenge 5 (1,800 XP) skin. Putting the shed skin back on automatically causes her to gain
Compulsive Counting. The soucouyant is fascinated by counting things, one additional level of exhaustion.
If she cannot return to her skin, she can attempt to avoid death
especially small particulates like rice. If a line or pile of rice or similar by slaying another humanoid with her blood drain ability and
material is within 30 feet, the soucouyant must succeed on a DC 12 then spending one minute peeling off the victim’s skin and then 1
Wisdom saving throw or be compelled to move toward the pile and additional minute putting on that new skin and stealing the victim’s
begin counting it. She may attempt a new saving throw each round at appearance for her own.
the beginning of her turn to overcome this obsession and act normally.
She has advantage on this saving throw while in human form. Actions
Fiery Form. Once her skin has been removed, a soucouyant takes
the form of a floating fiery creature. Her form may be vaguely Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4
humanoid or may resemble a floating ball of light. Her flames (1d6 + 1) bludgeoning damage.
may be orange or an eerie blue or green but nearly heatless
except when using her Fire Streak attack. In this form, she gains Blood Drain (in fire form only). Melee Weapon Attack: +6 to hit,
immunity to fire damage and sheds light within 5 feet or up to 30 reach 5 ft., one target. Hit: 8 (2d4 + 3) necrotic damage and
feet, depending how brightly she wishes to glow. She gains a fly the soucouyant moves into the target’s square and the target must
speed of 30 feet. She has resistance to nonmagical damage and succeed on a DC 14 Charisma saving throw or be restrained by
has advantage on Strength, Dexterity, and Constitution saving the soucouyant’s eldritch flames. The creature can attempt a new
throws. She can enter and occupy the space of another creature saving throw each round on its turn, but as long as it is restrained
and can pass through small holes, narrow openings, and even at the start of each of the soucouyant’s turns the target loses an
mere cracks, though she treats liquids as solid surfaces. She can’t additional 8 (2d4 + 3) hit points due to blood loss.
fall and remains hovering in the air even if stunned or otherwise
incapacitated. She can talk but cannot manipulate objects other Fire Streak (in fire form only). Melee Weapon Attack: +6 to hit, reach
than her skin or the skin of a creature slain by her blood drain. 5 ft., all targets in a 30-foot line. Hit: 7 (2d6) fire damage, and
creatures she hits are outlined in faerie fire for 1 round.

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Teju Jagua Teju Jagua

The teju jagua has seven dog-like heads on a squat, lizard-like Huge monstrosity, neutral
body. While ferocious in appearance, the tejua jagua is actually Armor Class 18 (natural armor)
quite docile, neither aggressive nor carnivorous. It prefers to eat Hit Points 276 (24d12+120)
fruits, also enjoying the occasional treat of honey. Speed 30 ft.

Curious. While simple in its behavior, the teju jagua reacts with STR DEX CON INT WIS CHA
curiosity to new things and new people. It can be distracted or
bribed with sweets, toys, and music. 26 (+8) 8 (-1) 21 (+5) 7 (-2) 12 (+1) 11 (+0)
Skills Perception +6
Docile. The tejua jagua will not attack strangers and does Senses darkvision 60 ft., passive Perception 16
not hunt. It will, however, defend itself and those under its care Languages -
doughtily. It is said the teju jagua was birthed by fiendish beings Challenge 14 (11,500 XP)
but was tamed by beings of good or the power of nature. Calm. When it would be forced to attack, roll a d20. On an

Stubborn. While good-natured, the teju jagua resists being 11 or higher, the teju jagua can ignore the compulsion and
intimidated or ordered around, as it used to being one of the most act normally.
powerful things around. Keen Smell. The teju jagua has advantage on Wisdom
(Perception) checks that rely on smell.
Seven Heads. The teju jagua has advantage on saving throws
against being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious.
Wakeful. While the teju jagua sleeps, at least one of its
heads is awake.

Actions

Multiattack. The teja jagua makes seven bite attacks. It may
substitute a heat vision attack for one bite.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 13 (1d10 + 8) piercing damage.

Heat Vision. Ranged Weapon Attack: +4 to hit, range 20/60
ft., one target. Hit: 35 (6d10) fire damage.

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Thunderbird

Thunderbirds bring the storm on their wings. In times of
drought, they are welcomed with joy and celebration. In
other times, they are placated with gifts in hopes that they
might leave quickly before flooding begins. When angered,
thunderbirds can call down hurricanes and lay waste
to entire villages, so in regions where these birds dwell,
many villages maintain extensive rituals designed to
appease and honor the local thunderbirds. Thunderbirds
nest near the base of waterfalls, where the constant
thrum of crashing water prepares the hatchlings for a life
at the heart of a storm. Once the chicks have hatched,
their parents carry the offspring to nests at the top of
mountains, where the young are struck by their first bolts

of lightning and learn the mysteries of the storm.

Aren’t thunderbirds from North American folklore?
Yes and no. There are some thunderbird-like creatures
mentioned in Bolivian legends, but the thunderbird is
best known within the mythology of northern indigenous
nations, from the Algonquians in the east to the Quileutes
in the west. This includes the Athabaskan tribes that
migrated from what is now Canada into the present-day
southwestern United States (especially in and around New
Mexico). They called themselves the Diné, the Spanish
called them the Navajo and Apache. While never conquered or
fully colonized, both the Spanish or the later independent Mexican
government laid claim to their lands and lived in and around them
for three centuries, so it’s reasonable to include them as folkloric
creatures of the native cultures of the region.

Thunderbird weapon, the attacker takes 7 (2d6) lightning and 7 (2d6) thunder
damage and must make two saving throws as the thunderbird’s
Gargantuan monstrosity, unaligned thunderstrike ability, as if struck by three attacks in the same round.
Armor Class 16 (natural armor) Thunderstrike. If the thunderbird hits a creature two or more times
Hit Points 248 (16d20 + 80) in one round, that target must make a DC 19 Constitution saving
Speed 20 ft., fly 120 ft. throw, being stunned for 1 round on a failed save, or deafened for
1 round on a success. If the thunderbird hits with all three attacks in
STR DEX CON INT WIS CHA one round, the target must make a DC 18 Dexterity saving throw or
be blinded for 1 round.
28 (+9) 10 (+0) 20 (+5) 10 (+0) 16 (+3) 9 (-1)
Actions
Saving Throws Dex +5, Con +10, Wis +8, Cha +4
Skills Perception +8 Multiattack. The thunderbird makes three attacks: one with its beak
Damage Immunities lightning, thunder and two with its talons.
Senses passive Perception 18
Languages – Beak. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit:
Challenge 13 (10,000 XP) 27 (4d8 + 9) piercing damage plus 7 (2d6) lightning and 7 (2d6)
Innate Spellcasting. The thunderbird’s innate spellcasting ability is thunder damage.

Wisdom (spell save DC 16). The ancient one can innately cast the Talons. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
following spells, requiring no components: 23 (4d6 + 9) slashing damage plus 7 (2d6) lightning and 7 (2d6)
At will: call lightning (cast as a 6th-level spell), commune with nature, thunder damage and the target is grappled (escape DC 19). Until
gust of wind, wind wall this grapple ends, the target is restrained and takes an additional
Keen Sight and Hearing. The thunderbird has advantage on Wisdom 7 (2d6) lightning and 7 (2d6) thunder damage each round at the
(Perception) checks that rely on sight. start of its turn. The thunderbird can grapple one Large or smaller
Storm Healer. Whenever the thunderbird is subjected to lightning creature with each of its talons, and until a grapple ends it can’t
or thunder damage, it takes no damage and instead regains a use that talon on another target.
number of hit points equal to the lightning or thunder damage
dealt. Legendary Actions
Storm Rider. The thunderbird is continuously surrounded by stormy
weather, as if it had cast control weather, making all weather The thunderbird can take 3 legendary actions, choosing from the
conditions within 5 miles one step more severe and all conditions options below. Only one legendary action option can be used at a
within 500 feet two steps more severe. Its movement and senses time and only at the end of another creature’s turn. The thunderbird
are never impeded by wind, fog, rain, snow, or other weather regains spent legendary actions at the start of its turn.
effects. If the thunderbird is killed, these stormy weather conditions
persist for 1d6 days centered on the site of its death. Search. The thunderbird makes a Wisdom (Perception) check.
Thunderflash. When the thunderbird is struck in melee with a metal Swoop. The thunderbird flies up to its speed and makes one talons

attack.
Thunderbolt (2 Actions). If the thunderbird has already cast call

lightning, it calls down a lightning bolt with its action. One-half
of the damage from this bolt is lightning damage and one-half is
thunder damage.

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Timbo Timbo

These hungry beasts haunt the night, lurking near cemeteries Medium monstrosity, neutral evil
and burial mounds and awaiting the chance to exhume the dead Armor Class 13 (natural armor)
and devour their necrosing flesh even as the last essence of life Hit Points 52 (8d8 + 16)
still lingers within it. The timbo watches out for funerals and Speed 25 ft., burrow 5 ft.
memorials and awaits mourners and those bringing forth the dead
for their final rest. They reach out and snatch corpses and run off if STR DEX CON INT WIS CHA
the guards on the dead are few. It has no savor for the living, and if
many living creatures are present, they wait until cover of night to 18 (+4) 13 (+1) 14 (+2) 9 (-1) 10 (+0) 8 (-1)
sneak up and tear the interred corpse from the ground to devour it. Saving Throws Con +4
Skills Athletics +6, Perception +2
The timbo is humanoid in shape, though it covered with reddish Senses darkvision 60 ft., passive Perception 12
fur and its arms are unnaturally long, while its legs are stumpy Languages Common
and short. Many timbos have a pair of horns curving up from their Challenge 2 (450 XP)
forehead. The skin of the timbo’s belly is flaccid and wrinkled, Keen Scent. The timbo has advantage on Wisdom
bulging and sagging after it has feasted on the dead (or the living,
if it hungers and no carrion is available). The timbo stands 6 feet (Perception) checks based on smell.
tall and weighs over 200 pounds.
Actions

Multiattack. The timbo makes two claw attacks.
Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one

target. Hit: 11 (2d6 + 4) slashing damage. If it hits a
Small or smaller creature with both claws in the same
round, it can make a gorge attack as a bonus action.
Gorge Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage, and a Small or
smaller target must succeed on a DC 12 Strength saving
throw or be swallowed whole. A swallowed creature
is blinded and restrained and has total cover against
attacks and other effects outside the timbo. It takes 7
(2d6) necrotic damage at the start of each of the timbo’s
turns. A timbo can have only one creature swallowed at a
time. If the timbo takes 15 damage or more on a single
turn from the swallowed creature, the timbo must succeed
on a DC 14 Constitution saving throw at the end of that
turn or regurgitate the creature, which falls prone within 5
feet of the timbo. If the timbo dies, a swallowed creature
is no longer restrained by it and can escape from the
corpse by using 10 feet of movement, exiting prone.
Gravedigger (1/Minute). The timbo can dig out a 5-foot
deep pit in an adjacent square, and then as a bonus
action it can make a Strength (Athletics) check to Shove
a Medium or smaller creature into the pit. If the check
succeeds, the creature is knocked prone and pushed into
the pit as the timbo shoves dirt on top of it. The creature in
the pit is restrained (escape DC 12) and can’t see, speak,
or breathe until it escapes.

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Tlahuelpuchi Tlahuelpuchi

The feared and respected tlahuelpuchi are a relative random Medium undead, lawful evil
occurrence. A humanoid that is at the cusp of adulthood might Armor Class 15 natural armor
become a tlahuelpuchi within the span of days, losing their Hit Points 130 (20d8+40)
humanity and becoming dangerous and deceitful monsters that Speed 30 ft., fly 20 ft.
must eat flesh to live.
STR DEX CON INT WIS CHA
Though a tlahuelpuchi will starve if they don’t feed at least
once a month, these creatures tend to prefer the flesh of infants. 17 (+3) 16 (+3) 14 (+2) 11 (+0) 15 (+2) 8 (-1)
This has led to the careful protection of children and infants with Skills Animal Handling +5, Athletics +6, Perception +8,
the use of wards and rituals meant to fend off the life-draining
creatures. When pressed, a tlahuelpuchi can eat livestock to Stealth +9, Survival +8
survive, but may develop a grudge against those that deny them Damage Resistances poison
their preferred meal. Condition Immunities exhaustion, poisoned, paralyzed
Senses darkvision 120 ft., passive Perception 18
The tlahuelpuchi can sometimes find itself as part of the local Languages Common; can speak with and understand all
community, trading favors with local elders in exchange for dead
livestock. Though this can make for odd alliances, there are birds as if they shared a language with them
some rural settlements that are willing to look the other away if a Challenge 5 (1,800 XP)
tlahuelpuchi devours a few bandits. Disembodied Flight. At night, the tlahuelpuchi can detach

its upper body at the waist and becoming a bird. In this
form it has the statistics of a raven. In this bird form, the
tlahuelpuchi sheds bright light for 50 feet, and dim light
for another 50 feet. If the tlahuelpuchi takes damage in
this form, it reverts to its true form without its legs with its
usual statistics, losing its walk speed. If the tlahuelpuchi
does not return to its legs by dawn, it is destroyed.
Weaknesses. Tlahuelpuchi have several weaknesses that may
keep it away. The tlahuelpuchi cannot enter a building
until they spend 1d4 rounds flying in a cross shape over
it first. A tlahuelpuchi cannot approach a creature that is
warded by garlic, onions, silver, or iron.

Actions

Multiattack. A female tlahuelpuchi makes two melee attacks;
one with her bite/peck, and one with her claws. A male
tlahuelpuchi makes two attacks with his claws.

Bite/Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage and 13 (3d8)
necrotic damage. The tlahuelpuchi heals half the necrotic
damage that they deal to the target.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.

Change Shape (Female Only). At night, a female tlahuelpuchi
can use its action to polymorph into a Medium donkey, a
Small turkey, or a Tiny spider. When in animal form, she
assumes the size and movement speed of the form she
takes. Her other statistics remain unchanged. Anything she
is wearing transforms with her, but nothing she is carrying
does. She reverts to her true form if she dies. If she takes
a form that allows her to fly, she sheds bright light out to
50 feet, and dim light out to another 50 feet.

Summon Swarm (Male Only). A male tlahuelpuchi magically
calls 1d4 swarms of ravensSRD, provided that the sun isn’t
up. The called creatures arrive in 1 round, acting as allies
of the tlahuelpuchi and obeying his spoken commands. The
beasts remain for 1 hour, until the vampire dies, or until
the vampire dismisses them as a bonus action.

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Tortoise Ancient One

The tortoise is a reptile with a thick shell on its back that grants it Gargantuan monstrosity, neutral
superior armor at the expense of speed. They are mostly herbivorous, Armor Class 19 (natural armor)
though some consume insects, worms, and similar vermin. They tend Hit Points 203 (14d20 + 56)
to be very long-lived and are not aggressive, withdrawing their neck Speed 20 ft.
and limbs into their rock-hard shells when threatened.
STR DEX CON INT WIS CHA
Ancient Ones. These enormous reptiles are nigh immortal and
infused with the wisdom of ages, both with their knowledge and 27 (+8) 7 (-2) 19 (+4) 14 (+2) 15 (+2) 11 (+0)
their supernatural connections to wisdom beyond mortal imagining. Saving Throws Con +8
These immense tortoises never stop growing, and plants and even Damage Resistances necrotic
trees sometimes grow upon their enormous shells, giving them the Skills History +6, Insight +6, Nature +6, Perception +6
appearance of small, moving hillocks. Senses passive Perception 16
Languages Common
Common Tortoise. The tortoise is a popular pet in some lands Challenge 10 (5,900 XP)
and sometimes as a familiar among wizards, despite its ponderous Buoyant. The ancient one does not sink in water sufficient in
movement.
which to swim.
Island Tortoise. These tortoises have a distinctive high dome- Camouflage. Since the immense tortoise resembles a rocky
shaped shell that can span several feet high and can wear up to 500
pounds. They are large and strong enough to bear a rider or carry or plant-covered hillock when at rest, a DC 16 Wisdom
heavy loads, though their slow movement makes them unsuitable as (Perception) check is required to notice it before it
beasts of burden. attacks for the first time. A creature may use Intelligence
(Investigation) check at the same DC will also reveal it is
Island Tortoise not as it first appears.
Innate Spellcasting. The ancient one’s innate spellcasting
Medium beast, unaligned ability is Intelligence (spell save DC 14). The ancient
Armor Class 17 (natural armor) one can innately cast the following spells, requiring no
Hit Points 55 (10d6 + 20) components:
Speed 5 ft. 1/day each: commune with nature, comprehend languages,
divination, legend lore, tongues
STR DEX CON INT WIS CHA
Actions
14 (+2) 7 (-2) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
Senses passive Perception 10 Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one
Languages – target. Hit: 63 (10d10 + 8) bludgeoning damage.
Challenge 1/2 (100 XP)
Keen Smell. The tortoise has advantage on Wisdom Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target of Huge or smaller size. Hit: 26 (4d8 + 8)
(Perception) checks that rely on smell. bludgeoning damage, and the target must make a DC
Poor Hearing. The island tortoise has disadvantage on 20 Strength saving throw. On a failed save, the target is
knocked prone.
Wisdom (Perception) checks that rely on hearing.
Shell. The ancient one retreats into its shell. It uses the Dodge
Actions action, and then until its next turn its speed is 0, critical hits
to it are treated as normal hits, and it gains resistance to
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. all damage except psychic.
Hit: 3 (1 + 2) piercing damage.
Common Tortoise
Reactions
Tiny beast, unaligned
Withdraw. The island tortoise can withdraw entirely into its Armor Class 15 (natural armor)
shell. While in its shell, the animal gains +5 to its AC and Hit Points 1 (1d4 – 1)
advantage on all Constitution-based saving throws. Speed 5 ft.

STR DEX CON INT WIS CHA

3 (-4) 7 (-2) 8 (-1) 2 (-4) 10 (+0) 4 (-3)
Senses passive Perception 10
Languages –
Challenge 0 (10 XP)
Keen Smell. The tortoise has advantage on Wisdom

(Perception) checks that rely on smell.

Reactions

Withdraw. The tortoise can withdraw entirely into its shell.
While in its shell, the animal gains +5 to its AC and
advantage on all Constitution-based saving throws.

97

L Conrad Ward (Order #31470884)


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