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Published by Chara, 2021-01-13 09:59:31

Monster Hunter Monster Manual

Monster Hunter Monster Manual

Monster Hunter Monster Manual

Table of Contents

Conditions, Poisons, and Diseases Gravios (CR 14)...................................................................................
Gravios (CR 14)..............................................................................36
Dragonblight ................................................................................... 79 Seregios (CR 7)..............................................................................37
Frenzy Virus....................................................................................81 Paolumu (CR 7)..............................................................................38
Iceblight ........................................................................................... 48 Nightshade Paolumu (CR 12).....................................................39
Slick ..................................................................................................93 Astalos (CR 9).................................................................................40
Tarred .............................................................................................152 Rathian (CR 8)................................................................................41
Thunderblight ................................................................................... 0 Rathalos (CR 10)............................................................................42
Waterblight ......................................................................................26 Khezu (CR 10)................................................................................43
Nargacuga (CR 11)........................................................................44
Theropods Silverwind Nargacuga (CR 19)...................................................45
Monoblos (CR 12)..........................................................................46
Jaggi (CR 1/2)....................................................................................1 Diablos (CR 18)..............................................................................47
Jaggia (CR 1).....................................................................................2 Legiana (CR 13).............................................................................48
Great Jaggi (CR 2)............................................................................2 Shrieking Legiana (CR 17)..........................................................49
Baggi (CR 1)......................................................................................3 Barioth (CR 15)..............................................................................50
Great Baggi (CR 2)...........................................................................3 Tigrex (CR 16)................................................................................51
Wroggi (CR 1)...................................................................................4 Brute Tigrex (CR 20).....................................................................52
Great Wroggi (CR 2)........................................................................4 Bazelgeuse (CR 17).......................................................................53
Velociprey (CR 1/4)..........................................................................5 Seething Bazelgeuse (CR 21)......................................................54
Velocidrome (CR 1)..........................................................................5 Ukanlos (CR 20).............................................................................55
Genprey (CR 1/4).............................................................................6 Akantor (CR 20).............................................................................57
Gendrome (CR 1).............................................................................6
Ioprey (CR 1/2).................................................................................7 Brute Wyverns
Iodrome (CR 1).................................................................................7
Giaprey (CR 1/2)...............................................................................8 Barroth (CR 4)................................................................................59
Giadrome (CR 2)..............................................................................8 Uragaan (CR 6)...............................................................................60
Maccao (CR 1/4)...............................................................................9 Anjanath (CR 7)..............................................................................61
Great Maccao (CR 2).......................................................................9 Fulgur Anjanath (CR 15)..............................................................62
Kulu-Ya-Ku (CR 4)..........................................................................10 Duramboros (CR 9).......................................................................63
Tzitzi-Ya-Ku (CR 6).........................................................................11 Radobaan (CR 10).........................................................................64
Banbaro (CR 12)............................................................................65
Bird Wyverns Glavenus (CR 13)...........................................................................66
Acidic Glavenus (CR 19)...............................................................67
Yian Kut-Ku (CR 3)........................................................................12 Brachydios (CR 17).......................................................................68
Blue Yian Kut-Ku (CR 5)..............................................................13 Raging Brachydios (CR 22).........................................................69
Hypnocatrice (CR 4)......................................................................14 Deviljho (CR 18).............................................................................70
Pukei-Pukei (CR 4)........................................................................15 Savage Deviljho (CR 22)...............................................................71
Coral Pukei-Pukei (CR 10)..........................................................16
Qurupeco (CR 6)............................................................................17 Fanged Wyverns
Yian Garuga (CR 7).......................................................................18
Scarred Yian Garuga (CR 16).....................................................19 Zinogre (CR 10)..............................................................................72
Gypceros (CR 8).............................................................................20 Jagras (CR 1/2)...............................................................................73
Malfestio (CR 9).............................................................................21 Great Jagras (CR 4).......................................................................73
Girros (CR 1)...................................................................................74
Fanged Beasts Great Girros (CR 6).......................................................................74
Dodogama (CR 7)..........................................................................75
Bullfango (CR 1/4).........................................................................22 Shamos (CR 1)...............................................................................75
Bulldrome (CR 2)...........................................................................22 Tobi-Kadachi (CR 6)......................................................................76
Wulg (CR 1).....................................................................................23 Viper Tobi-Kadachi (CR 9)...........................................................77
Lagombi (CR 3)..............................................................................24 Odogaron (CR 8)............................................................................78
Arzuros (CR 4)................................................................................25 Ebony Odogaron (CR 12).............................................................79
Volvidon (CR 5)..............................................................................25
Kecha Wacha (CR 6).....................................................................26 Unknown
Conga (CR 1/2)...............................................................................27
Congalala (CR 6)............................................................................27 Gore Magala (CR 21)....................................................................83
Blango (CR 1).................................................................................28 Shagaru Magala (CR 25)..............................................................84
Blangonga (CR 9)...........................................................................28 Leshen (CR 12)..............................................................................86
Rajang (CR 15)...............................................................................29 Ancient Leshen (CR 21)...............................................................87
Furious Rajang (CR 21)................................................................30
Gammoth (CR 16).........................................................................31 Leviathans

Flying Wyverns Ludroth (CR 1)...............................................................................88
Royal Ludroth (CR 5)....................................................................88
Giggi (CR 1/2).................................................................................33 Uroktor (CR 1/2)............................................................................89
Gigginox (CR 10)...........................................................................34 Agnaktor (CR 6).............................................................................89
Basarios (CR 6)..............................................................................35

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.  
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Gobul (CR 7)...................................................................................90 Nergigante (CR 23).............................................................................
Nibelsnarf (CR 8)...........................................................................92 Nergigante (CR 23).....................................................................162
Mizutsune (CR 11).........................................................................93 Ruiner Nergigante (CR 30).......................................................163
Lagiacrus (CR 14)..........................................................................94 Vaal Hazak (CR 24).....................................................................165
Blackveil Vaal Hazak (CR 26)...................................................166
Amphibians Shara Ishvalda (Shell) (CR 25).................................................168
Shara Ishvalda (True Form) (CR 26).......................................169
Tetsucabra (CR 4)..........................................................................96 Xeno'jiiva (CR 25)........................................................................171
Zamite (CR 1/2)..............................................................................97 Ceadeus (CR 26)..........................................................................172
Zamtrios (CR 5).............................................................................98 Jhen Mohran (CR 26)..................................................................173
Behemoth (CR 27)......................................................................176
Carapaceon Fatalis (CR 28).............................................................................178
Safi'jiiva (CR 29)..........................................................................179
Hermitaur (CR 1/2).......................................................................99 Shah Dalamadur (CR 30)..........................................................181
Daimyo Hermitaur (CR 9).........................................................100 Lao-Shan Lung (CR 30).............................................................182
Ceanataur (CR 1/2).....................................................................101
Shogun Ceanataur (CR 13).......................................................102 Lynians
Shen Gaoren (CR 30).................................................................103
Felyne (CR 1)................................................................................183
Piscine Wyverns Melynx (CR 1)...............................................................................184
Wild Melynx (CR 1/8).................................................................184
Cephalos (CR 2)...........................................................................105 Boaboa (CR 1/4)..........................................................................185
Cephadrome (CR 7)....................................................................106 Grimalkyne (CR 1).......................................................................186
Delex (CR 1/8)..............................................................................107 Shakalaka (CR 1/8).....................................................................187
Gajau (CR 1).................................................................................107 King Shakalaka (CR 1)...............................................................187
Plesioth (CR 9).............................................................................108 Gajalaka (CR 1/8)........................................................................188
Jyuratodus (CR 11)......................................................................109
Beotodus (CR 12)........................................................................110 Herbivore
Lavasioth (CR 13)........................................................................112
Kelbi (CR 0)..................................................................................189
Neopterons Anteka (CR 1/8)...........................................................................189
Apceros (CR 1/4).........................................................................190
Altaroth (CR 0).............................................................................113 Aptonoth (CR 1/8).......................................................................190
Bnahabra (CR 1/4)......................................................................113 Popo (CR 1/4)...............................................................................191
Hornetaur (CR 1/4).....................................................................114 Slagtoth (CR 1/8).........................................................................191
Vespoid (CR 1/4)..........................................................................114 Epioth (CR 1/8)............................................................................192
Vespoid Queen (CR 1)................................................................115 Renoplos (CR 2)...........................................................................192
Great Thunderbug (CR 1/4)......................................................116 Gargwa (CR 1/4)..........................................................................193
Konchu (CR 1/4)..........................................................................116 Larinoth (CR 1/4)........................................................................193
Seltas (CR 3)................................................................................117 Gastodon (CR 1)..........................................................................194
Seltas Queen (CR 11).................................................................118 Kestodon (CR 1/4).......................................................................194
Ahtal-Ka (CR 23).........................................................................120 Mosswine (CR 0).........................................................................195
Ahtal-Neset (CR 23)....................................................................122 Moofa (CR 0)................................................................................195

Temnoceran Snake Wyverns

Nerscylla (CR 6)...........................................................................123 Remobra (CR 1/4).......................................................................196
Wingdrake (CR 1/8)....................................................................196
Elder Dragons Najarala (CR 9)............................................................................197

Dire Miralis (CR 11)...................................................................124 Endemic Life
Tempered Dire Miralis (CR 18)................................................125
Archtempered Dire Miralis (CR 26)........................................126 Forest Gekko (CR 0)...................................................................198
Kirin (CR 12)................................................................................127 Dung Beetle (CR 0).....................................................................198
Lunastra (CR 12).........................................................................128 Bomb Beetle (CR 0)....................................................................198
Tempered Lunastra (CR 19).....................................................129 Vigorwasp (CR 0)........................................................................199
Teostra (CR 13)............................................................................131 Giant Vigorwasp (CR 0).............................................................199
Tempered Teostra (CR 20)........................................................133 Nitrotoad (CR 0)..........................................................................199
Chameleos (CR 14).....................................................................135 Paratoad (CR 0)...........................................................................199
Namielle (CR 14).........................................................................136 Sleeptoad (CR 0).........................................................................200
Tempered Namielle (CR 19).....................................................137 Wiggler (CR 0)..............................................................................200
Archtempered Namielle (CR 24).............................................138 Iron Helmcrab (CR 0).................................................................200
Kushala Daora (CR 15)..............................................................140 Solider Helmcrab (CR 0)...........................................................200
Valstrax (CR 16)...........................................................................141
Amatsumagatsuchi (CR 17)......................................................143 Appendix A: Monster Lists
Velkhana (CR 17)........................................................................ 145
Tempered Velkhana (CR 22).....................................................146 Monster By Environment...........................................................201
Archtempered Velkhana (CR 27).............................................147 Monster by Challenge Rating....................................................205
Dalamadur (CR 18).....................................................................148
Yama Tsukami (CR 18)...............................................................150
Gogmazios (CR 19).....................................................................152
Nakarkos (CR 20)........................................................................154
Alatreon (CR 21)..........................................................................156
Tempered Alatreon (CR 30)......................................................157
Kulve Taroth (CR 21)..................................................................160

Conditions, Poisons, & Diseases Condition: Tarred
Within this Monster Manual you will find new conditions,
poisons, and diseases. These have been consolidated here. A creature, object, or area who is tarred, is covered
in a dark brown or black viscous liquid. This liquid
Dragonblight sticks to anything it touches and is highly
While afflicted with dragonblight, the target can't flammable.
deal cold, fire, lightning, necrotic, or thunder
damage with its spells and attacks, and it can't A creature who is tarred is restrained, immune to
impose any of the following conditions on other being disarmed, and cannot use an object or
creatures: blinded, charmed, paralyzed, poisoned, weapon not already in hand.
and petrified. A tarred Object cannot be moved or used.
Dragonblight can be cured early with the lesser An area that is tarred is considered difficult
restoration spell or similar magic." terrain.
The condition ends if a creature, object, or area
Disease: Iceblight that has this condition takes fire damage. When
the condition ends in this way the creature,
A creature who is afflicted with iceblight is chilled object, or area ignites. Until a creature takes an
to the bone. action to douse the fire , the target takes 6
(1d10) fire damage at the start of each of its
The creature can't use reactions. turns.
Its speed is halved. When an area ignites, any object or creature in
It can't make more than one attack on its turn. that area also ignites.
An area that ignites in this way burns for 1
Condition: Slick minute.

A creature who is slick is covered in a slippery or Thunderblight
slimy liquid. This liquid coats the body making it An afflicted creature has disadvantage on saving
difficult to move or avoid attacks without slipping. throws to be stunned.
If the creature takes lightning or thunder damage
A creature who is slick has disadvantage on while already under the effects of thunderblight,
Dexterity saving throws. they must make a DC 10 Constitution saving
A creature may only move up to half its speed throw or be stunned until the end of their next
while under this effect. turn.
A creature has disadvantage when attempting to
grapple a creature, but advantage when Poison: Waterblight
attempting to escape a grapple when using
acrobatics. A creature affected by waterblight has their stamina
A creature can use its action on itself or another drained.
adjacent creature to wipe off the liquid, removing
the effect. On the creatures turn, it can use either an Action
or a Bonus Action, not both.

Bird Wyverns & Theropods

Bird Wyverns are, as their name implies, bird-like in nature, with slender delicate bodies. Despite their comparatively small
stature, Bird Wyverns often use their agility to their advantage to neutralize attacks and prey alike. Flying Bird Wyverns exhibit
similar characteristics to True Wyverns, with a bipedal stance along with developed and functional wings. Many of these possess a
hard, sharp beak which can be used to peck at attackers, and generally behave in a bird-like manner.

Theropods are reminiscent of Brute Wyverns; flightless, bipedal creatures with long tails and powerful legs. Unlike Brute
Wyverns however, these monsters are generally quite small. Furthermore, Theropods almost always live under a social hierarchy,
with young individuals, females and beta males led by a strong, dominant alpha male, which can command and control his
subjects during combat.

Jaggi Jaggi
Jaggi are mostly pink, with purple foreclaws, back-stripe, and
head-frills, and with cream-colored underbellies. Their tails Medium beast (theropod), unaligned
are barbed along the length of the appendage, and they sport
sizable frills sprouting from behind their jaws, possibly for Armor Class 11 (natural armor)
making themselves look bigger to other monsters. Hit Points 26 (4d8 + 8)
Speed 30 ft.
Though Jaggi and their kind display a higher functioning
level of cooperation than other Raptors, Jaggi are often easily STR DEX CON INT WIS CHA
dealt with, even for novice Adventurers. This is due, in part, 15 (+2) 13 (+1) 14 (+2) 2 (-4) 8 (-1) 6 (-2)
to their boisterous nature; Jaggi will often spend just as much
time vocalizing bark-like warnings against intruders as they Senses passive Perception 9
will attacking them. Languages —
Challenge 1/2 (100 XP)
Jaggia Pack Tactics. The jaggi has advantage on attack rolls
Jaggia are the females of the Jaggi species. They are against a creature if at least one of the jaggi's allies
noticeably larger and bulkier than the immature males, and is within 5 feet of the creature and the ally isn't
are mostly a blue-purple in hue, the exceptions being orange incapacitated.
areas along their limbs and the sides of their necks and
cream-colored underbellies. Their tails, unlike males of the Actions
species, have no barbs, and instead have a soft feather-like
hanging accent near their ends. Their frills, located behind Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
their jaws, are also more subdued than in other Jaggi one target. Hit: 5 (1d6 + 2) piercing damage.
variations, and hang limply. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage.
Jaggia and their kin display a higher functioning level of
cooperation than other small Bird Wyverns, and are more of
a challenge than the smaller Jaggi due to their greater
resilience and larger size. It is also notable that, unlike most
other bird wyverns, Jaggia are sometimes found sleeping or
lying down.

Great Jaggi
Great Jaggi's distinctive feature is its frill and the lavender
scales with the crimson and tangerine overrides on the frills
and the abdomen part, but also the furs that grow on its neck
and along the back down to the middle tip of the tail. Great
Jaggi's muzzle are particularly thinner and much more
wrinkly than the other Bird Wyverns. While the tail has some
barbs on each side, they are notably blunt and definable even
used for its tail whip attacks.

Great Jaggi, along with the Great Baggi, may attack other
monsters instead of focusing solely on the Adventurer,
indicating a highly competitive and intelligent demeanor. It
can also call its pack of Jaggi to its aid at any time with a loud,
resonating roar.

1

Jaggia Great Jaggi

Medium beast (theropod), unaligned Large beast (theropod), unaligned

Armor Class 12 (natural armor) Armor Class 13 (natural armor)
Hit Points 37 (5d8 + 15) Hit Points 59 (7d10 + 21)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 6 (-2) 17 (+3) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2)

Senses passive Perception 10 Skills Athletics +5
Languages — Senses passive Perception 10
Challenge 1 (200 XP) Languages —
Challenge 2 (450 XP)
Pack Tactics. The jaggia has advantage on attack rolls
against a creature if at least one of the jaggia's allies Brute. A melee weapon attack deals one extra die of
is within 5 feet of the creature and the ally isn't its damage when the great jaggi hits with it
incapacitated. (included in the attack).
Brute. A melee weapon deals one extra die of its Pounce. If the great jaggi moves at least 20 feet.
damage when the jaggia hits with it (included in the straight toward a creature and then hits it with a
attack). slam attack on the same turn, that target must
succeed on a DC 13 Strength saving throw or be
Actions knocked prone. If the target is prone, the great jaggi
can make one bite attack against it as a bonus
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., action.
one target. Hit: 12 (2d8 + 3) piercing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., Actions
one target. Hit: 10 (2d6 + 3) bludgeoning damage.
If the target is a creature, it must succeed on a DC Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
11 Strength saving throw or be knocked prone. one target. Hit: 16 (3d8 + 3) piercing damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 13 (3d6 + 3) bludgeoning damage.
If the target is a creature, it must succeed on a DC
13 Strength saving throw or be knocked prone.
Alpha Call (1/day). The great jaggi calls out for help
and 1d4 jaggi and 1d2 jaggia appears to assist it.

2

Baggi Great Baggi
Baggi behave the same way as Jaggi and Jaggia. Unlike Jaggi, The Great Baggi's eyes will glow yellow in the dark. Great
however, they can be either male or female. They have the Baggi are matured male Baggi that have taken over a pack of
ability to put other creatures to sleep due to its special liquid their own. Great Baggi is also slightly larger than the Great
spit when it bites, that only lasts a few seconds. Baggi have Jaggi. Located on its head is a crest that is highly prized by
the same attacks as the creatures they resemble, the Jaggi, merchants for its use in armor and weapon crafting. It has
but attack more without delay. They will spend much less developed its own unique ability; it can spit a tranquilizing
time hissing and will rush at Adventurers without warning. liquid that inflicts sleep on its prey or hunters. It also has
Like their relatives, the Jaggi, Baggi will attack other large developed the ability to command Baggi to surround prey or
monsters in the same area, excluding the Great Baggi. hunters and spit tranquilizing liquid at them with a roar.

Baggi Great Baggi

Medium beast (theropod), unaligned Large beast (theropod), unaligned

Armor Class 11 (natural armor) Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 8) Hit Points 59 (7d10 + 21)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 2 (-4) 8 (-1) 6 (-2) 18 (+4) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2)

Senses passive Perception 9 Skills Athletics +6
Languages — Senses passive Perception 10
Challenge 1 (200 XP) Languages —
Pack Tactics. The Baggi has advantage on attack rolls Challenge 2 (450 XP)
against a creature if at least one of the Baggi's allies
is within 5 feet of the creature and the ally isn't Brute. A melee weapon attack deals one extra die of
incapacitated. its damage when the great baggi hits with it
Brute. A melee weapon attack deals one extra die of (included in the attack).
its damage when the Baggi hits with it (included in Pounce. If the great baggi moves at least 20 feet
the attack). straight toward a creature and then hits it with a
claw attack on the same turn, that target must
Actions succeed on a DC 14 Strength saving throw or be
knocked prone. If the target is prone, the great baggi
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., can make one bite attack against it as a bonus
one target. Hit: 11 (2d8 + 2) piercing damage. If the action.
target is a creature, it must succeed on a DC 12
Constitution saving throw or become Incapacitated Actions
for 1d4 turns or until they take damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (3d4 + 2) slashing damage. one target. Hit: 17 (3d8 + 4) piercing damage. If the
target is a creature, it must succeed on a DC 13
Constitution saving throw or become Incapacitated
for 1d4 turns or until they take damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 14 (4d4 + 4) Slashing damage.
Sleep Spit. The great baggi spits a sleepy concoction
at a location within 60 feet of it. Each creature
within a 5-foot radius of that location must succeed
on a DC 13 Constitution saving throw or become
incapacitated for 1d4 turns or until they take
damage.
Alpha Call (1/day). The great baggi calls out for help
and 1d4 baggi appears to assist it.

3

Wroggi Great Wroggi
Wroggi are similar in body structure to Jaggi and Baggi, and The Great Wroggi has a slick salamander-like skin and, like
are covered in a slick, water-resistant hide of an orange its close relatives the Great Jaggi and Great Baggi, Great
colouration. They have a pair of poison sacs on either side of Wroggi are usually accompanied by a group of their smaller
their heads. Their movements and body structure are similar kin. Strangely enough, Wroggi seem to possess two, light
to that of Jaggia. Wroggi are poisonous, but are not as strong blue poison sacs on either side of their heads, while the
or as resistant to poison as their leader. Great Wroggi possesses only a single, much larger, purple
poison sac under its throat. It is believed that the poison sacs
Wroggi grow as the male Wroggi matures until the two poison sacs
join together to become one poison sac.
Medium beast (theropod), unaligned
Great Wroggi
Armor Class 11 (natural armor)
Hit Points 26 (4d8 + 8) Large beast (theropod), unaligned
Speed 30 ft., swim 30 ft.
Armor Class 13 (natural armor)
STR DEX CON INT WIS CHA Hit Points 59 (7d10 + 21)
15 (+2) 13 (+1) 14 (+2) 2 (-4) 8 (-1) 6 (-2) Speed 30 ft., swim 30 ft.

Senses passive Perception 9 STR DEX CON INT WIS CHA
Languages — 18 (+4) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2)
Challenge 1 (200 XP)
Pack Tactics. The Wroggi has advantage on attack Skills Athletics +6
rolls against a creature if at least one of the Wroggi's Senses passive Perception 10
allies is within 5 feet of the creature and the ally Languages —
isn't incapacitated. Challenge 2 (450 XP)
Brute. A melee weapon attack deals one extra die of
its damage when the Wroggi hits with it (included in Brute. A melee weapon attack deals one extra die of
the attack). its damage when the great wroggi hits with it
(included in the attack).
Actions Pounce. If the great wroggi moves at least 20 feet
straight toward a creature and then hits it with a
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., claw Attack on the same turn, that target must
one target. Hit: 11 (2d8 + 2) piercing damage. If the succeed on a DC 14 Strength saving throw or be
target is a creature, it must succeed on a DC 12 knocked prone. If the target is prone, the great
Constitution saving throw or become Poisoned for wroggi can make one bite attack against it as a
1d4 turns. bonus action.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (3d4 + 2) slashing damage. Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 17 (3d8 + 4) piercing damage. If the
target is a creature, it must succeed on a DC 13
Constitution saving throw or become poisoned for
1d4 turns.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 14 (4d4 + 4) slashing damage.
Poison Spit. The great wroggi spits a poisonous
concoction at a location within 60 feet of it. Each
creature within a 5-foot radius of that location must
succeed a DC 13 Constitution saving throw or
become poisoned for 1d4 turns.
Alpha Call (1/day). The great wroggi calls out for help
and 1d4 wroggi appears to assist it.

4

Velociprey Velocidrome
Velociprey have blue scales with black stripes, and a dull red
crest on their heads. These carnivorous monsters travel in Large beast (theropod), unaligned
packs and inhabit many different environments.
Armor Class 13 (natural armor)
Velociprey have highly developed brains, and can come up Hit Points 68 (8d10 + 24)
with a hunting plan quite quickly. The Velociprey will use a Speed 40 ft.
range of calls to talk to each other in order to cooperate
properly. They usually surround prey, giving it little ways to STR DEX CON INT WIS CHA
escape, and attack by using their foot claws and hand claws. 17 (+3) 13 (+1) 16 (+3) 6 (-2) 10 (+0) 6 (-2)
If there is a large pack, they can take down prey bigger than
young Aptonoth. Inside of a Velociprey's beak are a number Skills Athletics +5
of sharp, thin teeth. Though the teeth look delicate, they are Senses passive Perception 10
surprisingly hard to break. Even bombs can't break a Languages —
Velociprey's teeth. Velociprey have powerful legs for running Challenge 1 (200 XP)
at high speeds after prey with claws used to injure prey.
Velociprey packs are known to raid villages for food if it is Standing Leap. The velocidrome's long jump is up to
scarce. 30 feet and its high jump is up to 15 feet, with or
Velocidrome without a running start.
The Velocidrome has a large, bright red crest over its blue Aggressive. As a bonus action, the velocidrome can
hide signifies to other Velociprey that it is fit to be their move up to its speed toward a hostile creature that
leader. It is heavily set in its pack mentality and will rarely it can see.
fight alone. To try to scare away potential predators,
Velocidrome have colorful scales that act as warning colors. Actions
Velocidrome gives orders to the Velociprey while it constantly
patrols its territory in search of intruders that have entered it. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
If an intruder is spotted, the Velocidrome will call for its pack one target. Hit: 12 (2d8 + 3) piercing damage.
before attacking the threat. Deadly Leap. If the velocidrome jumps at least 15
feet as part of its movement, it can then use this
Velociprey action to land on its feet in a space that contains
one or more other creatures. Each of those
Medium beast (theropod), unaligned creatures must succeed on a DC 13 Strength or
Dexterity saving throw (target's choice) or be
Armor Class 11 (natural armor) knocked prone and take 6 (1d6 + 3) bludgeoning
Hit Points 26 (4d8 + 8) damage On a successful save, the creature takes
Speed 30 ft. only half the damage, isn't knocked prone, and is
pushed 5 feet out of the velocidrome's space into
STR DEX CON INT WIS CHA an unoccupied space of the creature's choice. If no
12 (+1) 13 (+1) 14 (+2) 10 (+0) 8 (-1) 6 (-2) unoccupied space is within range, the creature
instead falls prone in the velocidrome's space.
Senses passive Perception 9 Alpha Call (1/day). The velocidrome calls out for help
Languages — and 1d4 velociprey appear to assist it.
Challenge 1/4 (50 XP)
Aggressive. As a bonus action, the velociprey can
move up to its speed toward a hostile creature that
it can see.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 6 (2d4 + 1) slashing damage.

5

Genprey Gendrome
Genprey bodies are covered in a colorful yellow and green
hide, with a pair of yellow crests over their eyes. They are Large beast (theropod), unaligned
mid-level hunters. They prey on Aptonoth and Apceros.
Genprey are pack hunters, and often rely on plans formulated Armor Class 14 (natural armor)
by their pack leader, the Gendrome. Hit Points 68 (8d10 + 24)
Speed 40 ft.
Genprey are covered in scales used for both camouflage in
the harsh deserts and repel the fangs of other creatures. If STR DEX CON INT WIS CHA
the other creatures have a type of paralyzing toxin, skin under 16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 6 (-2)
the scales can neutralize the paralyzing venom. In their
fangs, is a deadly venom that can paralyze prey ten times Skills Athletics +5
their own size. It's estimated that it takes near seconds for Senses passive Perception 11
the venom to paralyze prey no matter what size. Languages —
Gendrome Challenge 2 (450 XP)
adventurers can easily identify a Gendrome by their big crest
and slightly larger size compared to a Genprey. The crest Standing Leap. The gendrome's long jump is up to
signifies leadership over the pack. With a pack to protect 30 feet and its high jump is up to 15 feet, with or
them and paralyzing fangs, they are a force to be reckoned without a running start.
with. Quick attacks and high speed allow them to attack with Aggressive. As a bonus action, the gendrome can
surprising power. move up to its speed toward a hostile creature that
it can see.
Gendrome are aggressive leaders that can repel some
Flying Wyverns. Gendrome are well-known for occasionally Actions
living alone separate from a pack. In most cases, these are
Gendrome searching for a pack to rule over, even if it means Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
that they have to challenge that pack's current leader. one target. Hit: 12 (2d8 + 3) piercing damage. On
hit the target must make a DC 13 Constitution
Genprey saving throw or become paralyzed for 1 minute. A
creature can repeat the saving throw at the end of
Medium beast (theropod), unaligned each of its turns, ending the effect on itself on a
success.
Armor Class 10 (natural armor) Deadly Leap. If the gendrome jumps at least 15 feet
Hit Points 32 (5d8 + 10) as part of its movement, it can then use this action
Speed 30 ft. to land on its feet in a space that contains one or
more other creatures. Each of those creatures must
STR DEX CON INT WIS CHA succeed on a DC 13 Strength or Dexterity saving
13 (+1) 12 (+1) 14 (+2) 2 (-4) 8 (-1) 6 (-2) throw (target's choice) or be knocked prone and
take 6 (1d6 + 3) bludgeoning damage On a
Senses passive Perception 9 successful save, the creature takes only half the
Languages — damage, isn't knocked prone, and is pushed 5 feet
Challenge 1/4 (50 XP) out of the gendrome's space into an unoccupied
Aggressive. As a bonus action, the genprey can move space of the creature's choice. If no unoccupied
up to its speed toward a hostile creature that it can space is within range, the creature instead falls
see. prone in the gendrome's space.
Alpha Call (1/day). The gendrome calls out for help
Actions and 1d4 genprey appears to assist it.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage. On hit
the target must make a DC 10 Constitution saving
throw or become paralyzed 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.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 6 (2d4 + 1) slashing damage.

6

Ioprey Iodrome
Ioprey have lithe, raptor-esque bodies. They have vivid red
skin, with some black markings and purplish lavender Large beast (theropod), unaligned
colouration by the limbs.
Armor Class 15 (natural armor)
Living in very unlikely places, such as the volcano. Poison Hit Points 53 (7d10 + 14)
sacs are located in its mouth below its crest, which are used Speed 40 ft.
to spit poison at foes, in order to kill it faster. Unlike its fellow
raptors, the Ioprey does not possess the large claw, long STR DEX CON INT WIS CHA
fangs, or sharp claws on its forelimbs and back legs. Instead, 17 (+3) 13 (+1) 15 (+2) 4 (-3) 10 (+0) 6 (-2)
the Ioprey relies solely on its poison, strength, and poison-
filled fangs. Ioprey have poison-filled scales on their body that Skills Athletics +5
make many predators think twice before attacking them. E Senses passive Perception 10
Iodrome Languages —
It is significantly larger than normal Ioprey and possesses a Challenge 1 (200 XP)
larger crest. Unlike other pack leaders, Iodrome has a more
amphibian look, with salamander-like skin that seems to Standing Leap. The iodrome's long jump is up to 30
glisten with moisture, and a frog-like throat sac. feet and its high jump is up to 15 feet, with or
without a running start.
Iodrome have a poison sac inside their throat that allows Aggressive. As a bonus action, the iodrome can
them to spit toxic poison at prey. This has also made their move up to its speed toward a hostile creature that
small fangs poisonous when biting into prey. Even their it can see.
scales and bones are filled with poison for defense against
predators. The Iodrome is typically known as a deadly Actions
trouble for miners as it loves tunnels. It will attack any
threats on sight, however, they will back off if the threat is too Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
big for them to handle. one target. Hit: 12 (2d8 + 3) piercing damage. If the
target is a creature, it must succeed on a DC 13
Ioprey Constitution saving throw or become poisoned for
1 minute. A creature can repeat the saving throw at
Medium beast (theropod), unaligned the end of each of its turns, ending the effect on
itself on a success.
Armor Class 11 (natural armor) Poison Spit. The iodrome spits a poisonous
Hit Points 22 (4d8 + 4) concoction at a 5 foot area within 60 feet. All
Speed 30 ft. creatures within a 5 foot radius of the area must
pass a DC 13 Constitution saving throw, taking 7
STR DEX CON INT WIS CHA (2d6) poison damage and become poisoned for 1
14 (+2) 11 (+0) 12 (+1) 2 (-4) 8 (-1) 6 (-2) minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on
Senses passive Perception 9 itself on a success.
Languages — Alpha Call (1/day). The iodrome calls out for help and
Challenge 1/2 (100 XP) 1d4 ioprey appears to assist it.
Aggressive. As a bonus action, the ioprey can move
up to its speed toward a hostile creature that it can
see.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage. If the
target is a creature, it must succeed on a DC 13
Constitution saving throw or become poisoned 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.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage.

7

Giaprey Giadrome
have crystal blue scales with sky blue stripes. As to the other
relatives of the Giaprey it is able to take high amounts of cold. Large beast (theropod), unaligned
This is because of the skin being warmer than its blood and
is able to repel high amounts of the cold in the Snowy Armor Class 14 (natural armor)
Mountains. Hit Points 45 (6d10 + 12)
Speed 40 ft.
Giapreys live in packs and obey their leader the Giadrome
in what it dictates to the pack. Though they are small they are STR DEX CON INT WIS CHA
very aggressive if someone enters their territory. 16 (+3) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 6 (-2)
Giadrome
It is physically very similar to the Velocidrome, the only key Skills Athletics +5
difference being the pale blue colouration and the presence Damage Resistances cold
of a frost sac. From the scales of Giadrome being white and Senses passive Perception 10
blue, they are able to blend into the snow. This allows it to Languages —
hunt better in the cold. Unlike the other species of Velociprey, Challenge 2 (450 XP)
Giadrome can spit a freezing cold liquid at prey, freezing
them in their tracks. This spit can freeze in prey in their Standing Leap. The giadrome's long jump is up to 30
tracks. Their fangs are very cold and sharp to the touch. feet and its high jump is up to 15 feet, with or
without a running start.
Giadrome are quite social compared to their cousins. Ice Walk. The giadrome can move across and climb
Unlike most other Velociprey species, Giadrome and Giaprey icy surfaces without needing to make an ability
are quite social. They are known to be made up of more than check. Additionally, difficult terrain composed of ice
one pack. Both Giadrome will live together and even control or snow doesn't cost it extra movement.
each other's pack while together. By being together, their Aggressive. As a bonus action, the giadrome can
packs are much deadlier and larger than before. move up to its speed toward a hostile creature that
it can see.
Giaprey
Actions
Medium beast (theropod), unaligned
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Armor Class 10 (natural armor) one target. Hit: 12 (2d8 + 3) piercing damage plus
Hit Points 16 (3d8 + 3) 3 (1d6) cold damage.
Speed 30 ft. Ice Spit (Recharge 5-6}. Ranged Weapon Attack: +3
to hit, range 30/60 ft., one creature. Hit: The target
STR DEX CON INT WIS CHA is restrained by ice. As an action, the restrained
12 (+1) 11 (+0) 12 (+1) 2 (-4) 8 (-1) 6 (-2) target can make a DC 11 Strength check, bursting
the ice on a success. The ice can also be attacked
Damage Resistances cold and destroyed (AC 10; hp 5; vulnerability to fire and
Senses passive Perception 9 bludgeoning damage; immunity to slashing, poison,
Languages — and psychic damage).
Challenge 1/2 (100 XP) Alpha Call (1/day). The giadrome calls out for help
and 1d4 giaprey appears to assist it.
Ice Walk. The giaprey can move across and climb icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or
snow doesn't cost it extra moment.
Aggressive. As a bonus action, the giaprey can move
up to its speed toward a hostile creature that it can
see.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage plus 2
(1d4) cold damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 6 (2d4 + 1) slashing damage.

8

Maccao & Great Maccao Great Maccao
The Great Maccao feathered crest sets them apart from its
Maccao pack. Although superficially similar to its younger Large beast (theropod), unaligned
brethren, a Great Maccao is bigger and bulkier, with more
brightly-colored plumage. It also has powerful legs it uses to Armor Class 14 (natural armor)
kick threats and to move with great speed, and its spiked tail Hit Points 52 (7d10 + 14)
allows it to propel itself forward and jump with tremendous Speed 40 ft.
force.
STR DEX CON INT WIS CHA
Only male Maccaos or Great Maccaos have feathers on 16 (+3) 13 (+1) 14 (+2) 5 (-3) 11 (+0) 6 (-2)
their head. A Maccao's tail is similar to a kangaroo's tail. Its
tail allows it to propel itself forward and jump with Senses passive Perception 10
tremendous force. The Maccao has the ability to stand on its Languages —
tail without any support from its legs, allowing it to balance Challenge 2 (450 XP)
itself on its tail with its legs in the air. While standing on its
tail, its bright, red underbelly is revealed. The red underbelly Standing Leap. The great maccao's long jump is up
acts as a warning sign, and is used to intimidate predators. to 40 feet and its high jump is up to 20 feet, with or
without a running start.
Maccao are scavengers that feed on corpses and eggs
belonging to larger predators. Though primarily scavengers, Actions
Great Maccao will also feed on smaller monster species.
Multiattack. The great maccao makes two kick
Great Maccao are shy monsters that prefer to stay away attacks.
from most threats. Despite Great Maccao being the leader of Kick. Melee Weapon Attack: +5 to hit, reach 5 ft.,
its Maccao pack, it barely has any control over its lesser one target. Hit: 9 (2d6 + 2) bludgeoning damage.
counterparts, unlike other Bird Wyverns such as the Great Deadly Leap. If the great maccao jumps at least 15
Jaggi. A Great Maccao's pack will rarely assist it if it is in feet as part of its movement, it can then use this
danger. Great Maccao would rather run than fight, much like action to land on its feet in a space that contains
its smaller counterparts. one or more other creatures. Each of those
creatures must succeed on a DC 12 Strength or
Maccao Dexterity saving throw (target's choice) or be
knocked prone and take 11 (2d8 + 2) bludgeoning
Medium beast (theropod), unaligned damage On a successful save, the creature takes
only half the damage, isn't knocked prone, and is
Armor Class 11 (natural armor) pushed 5 feet out of the great maccao's space into
Hit Points 22 (4d8 + 4) an unoccupied space of the creature's choice. If no
Speed 30 ft. unoccupied space is within range, the creature
instead falls prone in the great maccao's space.
STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 3 (-4) 8 (-1) 6 (-2)
Senses passive Perception 9
Languages —
Challenge 1/4 (50 XP)
Aggressive. As a bonus action, the maccao can move
up to its speed toward a hostile creature that it can
see.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage.
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) bludgeoning damage.

9

Kulu-Ya-Ku Kulu-Ya-Ku
Kulu-Ya-Ku has a body shape similar to other raptorial Bird
Wyverns, such as Velocidrome. This monster is covered in Large beast (theropod), unaligned
light brown scales and has a face that greatly resembles a
Dodo. Though it is mostly covered in scales, it also has Armor Class 13 (natural armor)
feathers on its head and arms. Hit Points 119 (14d10 + 72)
Speed 40 ft.
Kulu-Ya-Ku are exclusively ovivores, meaning they only eat
eggs. They primarily feed on the eggs of Herbivores and STR DEX CON INT WIS CHA
Flying Wyverns, but have been observed eating ones from 17 (+3) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 9 (-1)
various species, including other Kulu-Ya-Ku. Daily a Kulu-Ya-
Ku needs to feed on three to four eggs to survive but has to Saving Throws Dex +5, Con +6, Cha +2
risk encountering large monsters to do so. Skills Perception +2, Investigation +1
Senses passive Perception 12
Despite its size, Kulu-Ya-Ku can pick up and lift 300kg Languages —
boulders before bashing them against threats. It can pick up Challenge 4 (1,100 XP)
such large objects due to it having well-developed pectoral
muscles. Although its ability to pick up and use objects is Pounce. If the kulu-ya-ku moves at least 20 feet
impressive, its greatest strength is likely its sensitive beak. straight toward a creature and then hits it with a
With this beak, Kulu-Ya-Ku can detect slight changes in the peck attack on the same turn, that target must
environment and find the exact location of a hidden object. It succeed on a DC 14 Strength saving throw or be
also has two rows of spikes on its tongue to prevent egg yolk knocked prone. If the target is prone, the kulu-ya-ku
from escaping its mouth. can make one claw attack against it as a bonus
action.
Sensitive Beak. The kulu-ya-ku has advantage on
Intelligence (Investigation) and Wisdom
(Perception) checks when attempting to locate
anything buried in the ground.
Standing Leap. The kulu-ya-ku's long jump is up to
20 feet and its high jump is up to 10 feet, with or
without a running start.

Actions

Multiattack. The kulu-ya-ku makes two attacks: one
with its peck and one with its claw.
Peck. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage or 12
(2d8 + 3) bludgeoning damage while it has a
boulder.
Dig (Recharge 6). The kulu-ya-ku digs into the
ground pulling out a small sized boulder that it
wields in its claws. It will carry around the boulder
until it takes thunder damage; becomes blinded,
stunned, or paralyzed; or uses its boulder toss
attack.
Boulder Toss (requires Boulder). Range Weapon
Attack: +5 to hit, range 20/60 ft., one target. Hit: 16
(3d8 + 3) bludgeoning damage.

Reactions

Parry. The kulu-ya-ku adds 3 to its AC against one
melee attack that would hit it. To do so, the kulu-ya-
ku must see the attacker and be wielding a boulder.

10

Tzitzi-Ya-Ku Tzitzi-Ya-Ku
Tzitzi-Ya-Ku is a theropod of a navy blue coloration. It has
Large beast (theropod), unaligned long, powerful back legs, and muscular forelegs complete
with three claws for grasping prey. Perhaps its most unique
Armor Class 15 (natural armor) feature is the pair of retractable frills that line either side of
Hit Points 127 (15d10 + 45) its head, which are bright and vividly colorful in appearance.
Speed 40 ft. Its back is lined with a row of short spines, and it has wide,
sturdy feet.
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 9 (-1) Tzitzi-Ya-Ku is able to emit bright flashes of light from the
fins on the sides of its head. This can be used to disorient
Saving Throws Dex +5, Int +2, Cha +2 attackers and prey alike, allowing the monster to gain the
Senses passive Perception 10 upper hand in combat. Its powerful hind legs can be used to
Languages — deliver potent kicks during battle.
Challenge 6 (2,300 XP)
This monster is comparatively low on the food chain, so it
Pounce. If the tzitzi-ya-ku moves at least 20 feet uses the dark colouration of its body to blend in and stalk its
straight toward a creature and then hits it with a bite prey amongst the shadowy undergrowth of the Coral
attack on the same turn, that target must succeed Highlands, far below the jurisdiction of the powerful Wyverns
on a DC 15 Strength saving throw or be knocked that rule the local ecosystem.
prone. If the target is prone, the tzitzi-ya-ku can
make one talon attack against it as a bonus action.
Standing Leap. The tzitzi-ya-ku's long jump is up to
20 feet and its high jump is up to 10 feet, with or
without a running start.

Actions

Multiattack. The tzitzi-ya-ku makes two attacks: one
bite attack and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage.
Talon. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Flash (Recharge 5-6). The tzitzi-ya-ku emits a bright
flash of light from the fins on its head in a 60-foot
cone. Each creature in that area must succeed on a
DC 14 Constitution saving throw or become
blinded for 1 minute. A creature that fails the roll by
5 or more is also stunned until the end of their next
turn.

Legendary Actions

The tzitzi-ya-ku 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 tzitzi-
ya-ku regains spent legendary actions at the start of
its turn.
Move. The tzitzi-ya-ku moves up to its speed
without provoking opportunity attacks.
Talon. The tzitzi-ya-ku makes one talon attack.

11

Yian kut-ku are omnivorous creatures that eat a wide
variety of different things. kut-u will eat lots of insects, such
as konchu, nuts and honey. While they are fully capable of
defending themselves against smaller predators such as
velocidrome and their packs kut-ku are often preyed upon by
larger predators like rathian and najarala. Kut-ku are well
known for getting into territorial conflicts with the extremely
aggressive yian garuga.

Sometimes a garuga will take over a kut-ku's territory and
even kill the smaller bird wyvern. Female yian garuga will      
        also destroy the eggs of a kut-ku and lay their own eggs
in the nest, leaving the kut-ku as a victim of brood parasitism.

Yian Kut-Ku Yian Kut-ku
The Yian kut-ku is characterized by its large, fan-like ears
that unfurl when excited. They have a large, yellow beak with Large wyvern (bird), unaligned
a pink stripe running down its length. The lower jaw of its
beak is significantly bigger than the top jaw. Yian kut-ku's Armor Class 14 (natural armor)
body is covered in orange-pink plating and beige scales. Its Hit Points 90 (12d10 + 24)
wing membranes are deep blue and its eyes are bright yellow. Speed 30 ft., fly 30 ft.
These wyverns are small and relatively light, making them
quick and agile. They have an extremely powerful sense of STR DEX CON INT WIS CHA
hearing, thanks to their large ears. 14 (+2) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 6 (-2)

A somewhat temperamental, skittish, and inquisitive Skills Perception +4
wyvern. Yian kut-ku have a tendency to want to appear bigger Senses passive Perception 14
than they really are by spreading their wings, flaring out their Languages —
ears, and squawking loudly. They are generally insectivores, Challenge 3 (700 XP)
preying on konchu and other Neopterons as a main part of
their diet. Sensitive Ears. If the yian kut-ku takes thunder
damage or a thunder spell is used within 60 feet of
Yian kut-ku are capable of flight, which is a major it, it must succeed on a DC 15 Constitution saving
advantage when fleeing from large terrestrial predators. throw or become stunned until the start of its next
However, they aren't as adept in the air when compared to turn.
other wyverns. Due to this kut-ku spend more time on land. Charge. If the yian kut-ku moves at least 20 feet
kut-ku have very large and sturdy beaks used to crush hard- straight toward a target and then hits it with a body
shelled prey and fruit, as well as aid them in shoveling up slam attack on the same turn, the target takes an
ground-dwelling insects and larvae. This is particularly visible extra 6 (1d12) bludgeoning damage. If the target is
when it is feeding on konchus, as it can bypass their hard a creature, it must succeed on a DC 13 Strength
shells by simply scooping the Neopterons up when they roll saving throw or be knocked prone.
into balls and swallowing them whole.
Actions
The most defining trait of yian kut-ku are their specialized
large ears. These ears are very sensitive to sound and sudden Multiattack. The yian kut-ku makes two attacks: one
loud noises can disorient them leaving them vulnerable to with its peck and one with its tail.
attack, thus causing hunters to often use Sonic Bombs when Peck. Melee Weapon Attack. +4 to hit, reach 5 ft.,
hunting these creatures. one target. Hit: 11 (2d8 + 2) piercing damage.
Tail. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 13 (2d10 + 2) bludgeoning damage.
Body Slam. Melee Weapon Attack. +4 to hit, reach 5
ft., one target. Hit: 21 (3d12 + 2) bludgeoning
damage.

12

Blue Yian Kut-ku Blue Yian Kut-ku
Although they are usually smaller than their pink
Large wyvern (bird), unaligned counterparts, the blue yian kut-ku are stronger and more
aggressive. They are covered in an indigo carapace, and blue
Armor Class 14 (natural armor) streaks can be found on its beak and ears. Although the Blue
Hit Points 90 (12d10 + 24) Yian Kut-Ku are stronger than the normal variation, they are
Speed 30 ft., fly 30 ft. still pretty low in the food chain. Though still weak, Blue Yian
Kut-Ku are known to occasionally scare away Yian Kut-Ku.
STR DEX CON INT WIS CHA When not being preyed upon by large predators, Blue Yian
16 (+3) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 6 (-2) Kut-Ku feed on insects, honey, and nuts.

Saving Throws Str +6, Wis +5 Blue Yian Kut-Ku are very cautious and wary creatures
Skills Perception +5 that are easily startled by sudden loud noises. When
Damage Resistances bludgeoning, piercing, and undisturbed, these monsters spend their day foraging for
food, but if confronted they will flare out their ears and spread
slashing from nonmagical attacks their wings while making loud shrieks.
Senses passive Perception 15
Languages -
Challenge 5 (1,800 xp)

Charge. If the yian kut-ku moves at least 20 feet
straight toward a target and then hits it with a Body
Slam Attack on the same turn, the target takes an
extra 19 (3d12) bludgeoning damage. If the target
is a creature, it must succeed on a DC 14 Strength
saving throw or be knocked prone.
Flyby. The yian kut-ku doesn't provoke an
opportunity attack when it flies out of an enemy's
reach.
Sensitive Ears. If the yian kut-ku takes thunder
damage or a thunder spell is used within 60 feet of
it, it must succeed on a DC 15 Constitution saving
throw or become stunned until the start of its next
turn.

Actions

Multiattack. The yian kut-ku makes three attacks: two
peck attacks and one tail attack.
Peck. Melee Weapon Attack. +6 to hit, reach 5 ft.,
one target. Hit 12 (2d8 + 3) piercing damage.
Tail. Melee Weapon Attack. +6 to hit, reach 5 ft., one
target. Hit 14 (2d10 + 3) bludgeoning damage.
Body Slam. Melee Weapon Attack. +6 to hit, reach 5
ft., one target. Hit 22 (3d12 + 3) bludgeoning
damage.
Fireball (recharge 5-6). The yian kut-ku exhales a
fireball to a point within 60 feet of it. Each creature
in a 10-foot radius sphere centered on that point
must make a DC 13 Dexterity saving throw. On a
failed save, the creature takes 27 (6d8) fire damage,
or half as much damage on a successful one.

13

Hypnocatrice Hypnocatrice
Hypnocatrice is a large-sized Bird Wyvern covered in bright,
colourful feathers. It has extremely powerful legs with large Large wyvern (bird), unaligned
feet to deliver powerful kicks, and a hard, sharp beak. It is
equipped with a sleeping sac that can put adventurers and Armor Class 14 (natural armor)
other monsters to sleep and its small size and lightweight Hit Points 105 (14d10 + 28)
allow it to move with speed and agility during battle. Despite Speed 30 ft., fly 40 ft.
its feathered appearance, Hypnocatrice flies using bat-like,
membraned wings, leaving its feather arrangements strictly STR DEX CON INT WIS CHA
for display purposes. Hypnocatrice is not particularly 16 (+3) 12 (+1) 15 (+2) 9 (-1) 10 (+0) 7 (-2)
aggressive or territorial, but will stand its ground if
threatened. They are typically found in lush environments Skills Athletics +5
such as the forest or jungle, but have also been encountered Condition Immunities incapacitated, unconscious
in desolate environments such as the desert. Senses passive Perception 10
Languages —
Challenge 4 (1,100 XP)

Actions

Multiattack. The hypnocatrice makes three attacks:
two with its talons and one with its peck.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.
Peck. Melee Weapon Attack. +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) piercing damage.
Sleep Gas (Recharge 5-6). The hypnocatrice spits out
a bubble of sleeping gas to a location within 30 feet.
Upon impact, the bubble bursts releasing the gas in
a 5-foot radius around it. Each creature in that area
must make a DC 12 Constitution saving throw or,
they fall unconscious for 1 minute, until the sleeper
takes damage, or until someone uses an action to
shake or slap the sleeper awake.
Wing Attack (3/day). The hypnocatrice beats its
wings. Each creature within 10 feet of the
hypnocatrice must succeed on a DC 13 Dexterity
saving throw or take 10 (2d6 + 3) bludgeoning
damage and be knocked prone. The hypnocatrice
can then fly up to half its flying speed.

14

Pukei-Pukei Pukei-Pukei
Pukei-Pukei slightly resembles a chameleon, and its eyes are
Large wyvern (bird), unaligned similar to frogs. It has a pair of wings and is covered in green
scales that vary in color throughout its body excluding its
Armor Class 12 (natural armor) underbelly. Its underbelly is covered in white osteoderm-like
Hit Points 97 (13d10 + 26) protrusions. Despite being reptilian in nature, Pukei-Pukei
Speed 30 ft., fly 30 ft. has vibrant feathers around its neck and wings.

STR DEX CON INT WIS CHA Pukei-Pukei is known to store the properties of its food
17 (+3) 15 (+2) 15 (+2) 3 (-4) 11 (+0) 10 (+0) within its mouth and tail before combining them with its own
poison. By doing so, it can spew poison from its mouth and
Saving Throws Con +4, Wis +2, Cha+2 tail for protection. This poison varies depending on its
Senses passive Perception 10 previous meal.
Languages —
Challenge 4 (1,100 XP) Pukei-Pukei is known to bully smaller monsters, but will
flee from larger ones.
Diet. A creature that is poisoned by the pukei-pukei
suffers from an extra condition based on what the
pukei-pukei has eaten. To determine what condition,
Roll 1d4: On a 1, stunned; On a 2, deafened; On a
3, paralyzed; On a 4, blinded.

Actions

Multiattack. The pukei-pukei makes three attacks:
two with its tongue and one with its tail. It can
replace any one of these with its poison spit attack.
Tongue. Melee Weapon Attack. +5 to hit, reach 10
ft., one target. Hit: 14 (2d10 + 3) bludgeoning
damage.
Tail. Melee Weapon Attack. +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) bludgeoning damage.
Poison Spit. Range Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 10 (3d6) poison damage
and the target must succeed on a DC 12
Constitution saving throw, or be poisoned 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.
Poison Spray (Recharge 5-6). The pukei-pukei sprays
poisonous gas from its tail in a 30-foot cone. Each
creature in that area must make a DC 12
Constitution saving throw, or take 27 (6d8) poison
damage and become poisoned for 1 minute on a
failed save, or half as much damage and are not
poisoned on a successful one.

15

Coral Pukei-Pukei
Coral Pukei-Pukei retains most of its
characteristics from Pukei-Pukei.
However, Coral Pukei-Pukei sports bright
orange coloring on its face, feet, and front
wing claws. These turn red when it
becomes enraged. The rest of its body
has a pinkish-red tint to it
while its underbelly and tail tip are violet.

While the Pukei-Pukei utilizes poison, the Coral
Pukei-Pukei uses water as its main element of attack.
Coral Pukei-Pukei is able to store high
concentrations of water in its tail by drinking the
sponge-like plants that lie in the Coral Highlands. By doing
this, it is then able to shoot out jets of high pressurized water
beams at hunters. It is also capable of doing this from its
mouth by eating various plants. In addition to this, it can also
throw out globs of water balls at hunters from its mouth.

Unlike Pukei-Pukei, Coral Pukei-Pukei is more aggressive
with its attacks. It is also shown to be able to use its tail far
more effectively than Pukei-Pukei when attacking hunters.

Coral Pukei-Pukei Water Jet - Spiral (Recharge 6). The pukei-pukei flies 10
feet into the air and discharges a beam of high
Large wyvern (bird), unaligned pressurized water from its tail that spirals out from
below it out to a 45-foot radius. Each creature in that
Armor Class 16 (natural armor) area must make a DC 15 Constitution saving throw, or
Hit Points 144 (17d10 + 51) take 27 (6d8) cold damage and be poisoned with
Speed 30 ft., fly 30 ft. waterblight for 1 minute on a failed save, or half as
much damage and is not poisoned on a successful one.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 6 (-2) 11 (+0) 10 (+0) Legendary Actions

Saving Throws Con +7, Wis +4, Cha +4 The pukei-pukei can take 3 legendary actions, choosing
Senses passive Perception 10 from the options below. Only one legendary action
Languages — option can be used at a time and only at the end of
Challenge 10 (5,900 XP) another creature's turn. The pukei-pukei regains spent
legendary actions at the start of its turn.
Actions
Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Multiattack. The pukei-pukei makes two attacks: one target. Hit: 13 (2d8 + 4) bludgeoning damage.
with its tongue and one with its tail. It can replace any Water Jet - Arc (Costs 2 Actions). The pukei-pukei
one of these with its water glob attack. discharges a beam of high pressurized water from its
Tongue. Melee Weapon Attack. +8 to hit, reach 10 ft., mouth or tail in a 30-foot cone. Each creature in that
one target. Hit: 15 (2d10 + 4) bludgeoning damage. area must make a DC 15 Dexterity saving throw, taking
Tail. Melee Weapon Attack. +8 to hit, reach 5 ft., one 21 (6d6) cold damage on a failed save, or half as much
target. Hit: 13 (2d8 + 4) bludgeoning damage. damage on a successful one.
Water Glob. Range Weapon Attack: +4 to hit, range Water Jet - Line (Costs 2 Actions). The pukei-pukei
30/120 ft., one target. Hit: 10 (3d6) cold damage and discharges a beam of high pressurized water from its
the target must succeed on a DC 15 Constitution mouth or tail in a 60-foot line that is 10 feet wide. Each
saving throw, or become poisoned with waterblight for creature in a line must make a DC 15 Dexterity saving
1 minute. A creature can repeat the saving throw at the throw, taking 21 (6d6) cold damage on a failed save, or
end of each of its turns, ending the effect on itself on a half as much damage on a successful one.
success.

16

Qurupeco
The Qurupeco resembles a large bird with Pterosaur-like features, such as a fanged beak and leathery wings. It is mainly green
colored with some scales being tinted yellow, it also has a clump of iridescent purple feathers on its back between its shoulders.
The Qurupeco has a short, stubby brown crest extending from the back of its head. It uses its masterful vocal mimicry abilities to
call for aid from various monsters, as well as healing them and boosting their abilities. The Qurupeco's soft crest stretches over
the top of its head and when calling opens out into the shape of a megaphone, amplifying its calls. Its most notable feature
however is its bright red vocal sac which inflates when calling.

The Qurupeco also has a pair of thick, bulky growths on its wings which produce sparks when struck against each other, much
like flints. It uses these to ignite its mucus, causing fiery explosions. Its tail is shaped like a fan and can unfold revealing brightly
colored skin, most likely as a warning for any would-be attacker. The Qurupeco's feet seem to have only 3 frontal digits on each
foot. It may also have a back digit, but its stubby appearance makes it looks more like a heel. Its feet are also partially webbed.

Crimson Qurupeco Qurupeco

Unlike the normal variety, this subspecies is red Large wyvern (bird), unaligned
and blue in color. The electric flints are unique to
this subspecies. They also call upon aid from much Armor Class 17 (natural armor)
stronger monsters. A Crimson Qurupeco uses the Hit Points 135 (18d10 + 36)
same stats as a normal Qurupeco, except for the Speed 30 ft., fly 30 ft., swim 40 ft.
changes listed below:
STR DEX CON INT WIS CHA
Flint damage is changed to lightning damage. 14 (+2) 16 (+3) 15 (+2) 7 (-2) 14 (+2) 16 (+3)
Call for Aid (1/day). The qurupeco calls out for
assistance, roll a d6; If 1-2, a Royal Ludroth Saving Throws Con +4, Cha +6
appears; if 3-4, a Rathian appears; if 5, a Skills Performance +6
Nargacuga appears; if 6, a Deviljho appears. Damage Resistances: fire
The threat from this variant is increased due to Senses passive Perception 12
the allies it can summon to its aid. It is not Languages —
recommended to use this variant until the players Challenge 6 (2,300 XP)
are able survive a CR 11 deadly encounter.
Sensitive Ears. If the qurupeco takes thunder damage
or a thunder spell is used within 60 feet of it, it
must succeed on a DC 15 Constitution saving throw
or become stunned until the start of its next turn.
Innate Spellcasting. The qurupeco's spellcasting
ability is Charisma (spell save DC 14). It can innately
cast the following spells, requiring no material
components:
At Will: blade ward, cure wounds, vicious mockery

Actions

Multiattack. The qurupeco makes three attacks: one
with its flint and two with its peck.
Peck. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) piercing damage.
Flint. If the qurupeco jumps at least 5 feet towards a
creature as part of its movement, it can then use
this action to strike its flint-like wingtips together,
creating a small explosion in that creature's space.
That creature must make a DC 14 Dexterity saving
throw, taking 11 (2d10) fire damage on a failed save
or half as much damage on a successful one.
Call for Aid (1/day). The qurupeco calls out for
assistance, roll a d6; If 1-2, 1d4 jaggi appear; if 3-4,
a great jaggi appears; if 5-6 a royal ludroth appears.

17

Yian Garuga Yian Garuga
The Yian Garuga is a highly aggressive Bird Wyvern that has
Large wyvern (bird), unaligned a striking purple coloration, large defensive spikes and an
extremely tough shell. Its beak is sharp and jagged, and it
Armor Class 16 (natural armor) possesses a silver mane around the edge of its face.
Hit Points 142 (15d10 + 60)
Speed 30 ft., fly 30 ft. Yian Garuga is a close relative of the Yian Kut-ku that
possesses a poisonous tail club and can produce ear-splitting
STR DEX CON INT WIS CHA roars to stop foes in their tracks. It is quite crafty, and is
15 (+2) 21 (+5) 18 (+4) 14 (+2) 12 (+1) 8 (-1) known to rationally observe their prey, even when angered.
They are not to be taken lightly.
Saving Throws Int +5, Cha +2
Skills Acrobatics +8, Perception +4 Yian Garuga hunts almost exclusively at night, using its
Senses darkvision 120 ft., passive Perception 14 deadly poison or stabbing its prey with its sharp beak to
Languages — finish off its victim. When hunting another predatory species
Challenge 7 (2,900 XP) such as Velocidrome, Yian Garuga will let out a ear-deafening
roar before launching an attack.
Sensitive Ears. If the yian garuga takes thunder
damage or a thunder spell is used within 60 feet of Very war-like in nature, Yian Garuga are monsters that are
it, it must succeed on a DC 15 Constitution saving best avoided. Yian Garuga are very solitary creatures though,
throw or become stunned until the start of its next they have rarely been seen in groups possibly during a mating
turn. season, the groups consisting of more than two have been
Flyby. The yian garuga doesn't provoke opportunity seen on islands. After mating, a female will sometimes seek
attacks when it flies out of an enemy's reach. out a Yian Kut-Ku nest, destroy the eggs, and then lay its own
eggs in the nest for the oblivious Kut-Ku to raise and care for.
Actions This shows that a female Garuga can be a Brood Parasite
like a real-world cuckoo bird. Yian Garuga perform this
Multiattack. The yian garuga makes three attacks: behavior due to their poor parental behavior.
two with its peck and one with its tail.
Peck. Melee Weapon Attack. +8 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) piercing damage.
Tail. Melee Weapon Attack. +8 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) bludgeoning damage plus
13 (3d8) poison damage.
Violent Roar (Recharge 5-6). The yian garuga lets out
a thunderous roar, sending out shockwaves in a 10-
foot radius around it. Each creature in that area must
make a DC 15 Constitution saving throw, or take 31
(7d8) thunder damage and be incapacitated until
the end of its next turn on a failed save. If they fail
the save by 5 or more, the creature is stunned until
the end of its next turn. On a successful save, the
creature takes half as much damage and is not
incapacitated.

18

 

Scarred Yian Garuga
In terms of appearance, scarred yian garuga is virtually
identical to yian garuga. The main difference between the
two is that one of this monster's ears is missing and Scarred
Yian Garuga received a scar across its face.

The scarred yian garuga hunts almost exclusively at night,
using its deadly poison or stabbing its prey to finish off its
victim. It is just as aggressive as the yian garuga, but has
adapted its attacks over its many battles, including the ability
to unleash a barrage of small fire balls whilst its in the air. If
hunting another predatory species such as a Velocidrome,
Yian Garuga will first stun the creature with its roar before
launching any attacks.

Azure Rathalos, Pink Rathian, Tigrex, Nargacuga, and the
rare Rajang are fierce competitors of the Bird Wyverns and
are even capable of killing them if an opportunity were to
arise. However, being one of if not the most feared members
of the Bird Wyvern class these creatures are fully capable of
defending themselves against potential threats.

Scarred Yian Garuga Tail. Melee Weapon Attack. +11 to hit, reach 5 ft., one
target. Hit: 17 (2d10 + 6) bludgeoning damage plus 22
Large wyvern (bird), unaligned (5d8) poison damage.
Fire Barrage (Recharge 5-6). The yian garuga exhales a
Armor Class 21 (natural armor) barrage of fireballs in a 60-foot cone in front of it. Each
Hit Points 210 (20d10 + 100) creature in that area must make a DC 18 Dexterity
Speed 30 ft., fly 60 ft. saving throw, taking 54 (12d8) fire damage on a failed
save, or half as much on a successful one.
STR DEX CON INT WIS CHA
19 (+4) 22 (+6) 20 (+5) 14 (+2) 16 (+3) 8 (-1) Legendary Actions

Saving Throws Con +10, Int +7 The yian garuga can take 3 legendary actions, choosing
Skills Acrobatics +11, Perception +8 from the options below. Only one legendary action
Damage Resistances poison; bludgeoning, slashing, and option can be used at a time and only at the end of
another creature's turn. The yian garuga regains spent
piercing from nonmagical attacks legendary actions at the start of its turn.
Damage Immunities fire, lightning
Condition Immunities charmed, frightened Flight. The yian garuga flies up to half its flying speed.
Senses darkvision 120 ft., passive Perception 18 Poisoned Tail. Choose a creature within 10 feet of the
Languages — yian garuga. That creature must make a DC 18
Challenge 16 (15,000 XP) Constitution saving throw or be poisoned for 1 minute.
A creature can repeat the saving throw at the end of
Actions each of its turns, ending the effect on itself on a
success.
Multiattack. The yian garuga makes three attacks: two Piercing Roar (Costs 3 Actions). The yian garuga lets out
with its peck and one with its tail. Or it makes three fire an ear shattering roar. Each creature that is within 20
ball attacks. feet of the yian garuga must succeed on a DC 18
Fire Ball. Range Weapon Attack. +11 to hit, 80/320 ft., Constitution saving throw or be incapacitated until the
one target. Hit: 22 (4d10) fire damage. end of its next turn. If the saving throw fails by 5 or
Peck. Melee Weapon Attack. +11 to hit, reach 5 ft., one more, the target is instead stunned until the end of its
target. Hit: 15 (2d8 + 6) piercing damage. next turn.

19

Gypceros Gypceros
Gypceros is among the largest and heaviest known Bird
Wyverns. Its most notable features are the lamp-like crest on Large wyvern (bird), unaligned
top of its head and a rubbery, shock-resistant hide. It has a
long pink tail with a bulbous tip, and is a uniform blue-grey Armor Class 16 (natural armor)
across most of its body. It possesses a poison sac which Hit Points 157 (15d10 + 75)
allows it to produce toxic fluids for use against attackers. Speed 30 ft., fly 60 ft.

Gypceros can use its luminous crest to produce dizzying STR DEX CON INT WIS CHA
flashes and temporarily disorient foes. Its elastic tail can 18 (+4) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 14 (+2)
extend and be used as a whip, and it can spit large globules of
poison to intoxicate attackers. Due to its shock-resistant hide Saving Throws Con +8, Int +3, Wis +4
and flashing crest, it is resistant to lightning attacks and to Skills Deception +5, Performance +8
effects that would blind it. Damage Resistances lightning
Condition Immunities blinded
Gypceros is a naturally timid wyvern. However, it is rather Senses passive Perception 11
intelligent and crafty, as evidenced by its willingness to feign Languages —
death in order to draw a foe in for a surprise attack. Challenge 8 (3,900 XP)

Gypceros is usually found in swamps and marshlands, Feign Death. While the gypceros is playing dead, a
although it can occasionally be seen in jungles and open creature can make an Intelligence (Investigation)
grasslands. check against the gypceros's Charisma
(Performance) check to determine that it is alive.
The gypceros is blinded and prone while under the
effects of feign death, but may still use its passive
perception for hearing, smell, and touch. This effect
lasts up to 1 hour or until the gypceros uses thrash
action.

Actions

Multiattack. The gypceros makes three attacks: one
with its tail and two with its peck.
Peck. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage plus
10 (3d6) poison damage.
Tail. Melee Weapon Attack. +7 to hit, reach 10 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Flash. (Recharge 5-6). The gypceros's lamp-like crest
on top of its head creates a blinding flash of white
light in a 45-foot radius around it. Each creature in
that area must make a DC 16 Constitution saving
throw or become blinded for 1 minute. A creature
may repeat the saving throw at the end of its turns,
ending the effect on a success.
Thrash. If the gypceros is using feign death, it can
use this action to strike each creature in a 5-foot
radius around it, using all of its body parts. Each
creature in that area must make a DC 15 Dexterity
saving throw, taking 35 (10d6) and are knocked
prone. On a successful save, the target takes half
damage and is not knocked prone.

Reactions

Play Dead (3/day). When the gypceros is below half
of its maximum hp and takes damage, it can use its
reaction to feign death by making a Charisma
(Performance) check.

20

Malfestio
Malfestio superficially resembles an owl. Its body is covered in blue plumage with a grayish belly, a yellow collar, and a white face
with a small beak and red eyes. On its head are long tufts that point back and are tipped with yellow. There are hints of yellow on
its legs that end in scaly feet that have two talons and one small vestigial toe. Its wings have bright blue membranes. Along its
wings are long blade-like claws. Its flattened tail ends in a three-pointed shape.

Malfestio is a nocturnal predator that uses its talons and wing claws to attack prey. Like Nargacuga, it sleeps in trees to avoid
terrestrial predators. It can produce an ultrasound beam that can easily put prey to sleep. The claws along its wings are usually
hidden but are revealed once the malfestio feels threatened.

Malfestio

Large wyvern (bird), unaligned
Armor Class 17 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 16 (+3) 12 (+1) 16 (+3) 14 (+2)
Skills Perception +7, Stealth +9
Senses darkvision 120 ft., passive Perception 17
Languages Giant Owl, understands Common, Elvish,

and Sylvan but can't speak them
Challenge 9 (5,000 XP)
Flyby. The malfestio doesn't provoke opportunity
attacks when it flies out of an enemy's reach .
Keen Hearing and Sight. The malfestio has advantage
on Wisdom (Perception) checks that rely on hearing
or sight.
Magic Resistance. The malfestio has advantage on
saving throws against spells and other magical
effects.

Actions

Multiattack. The malfestio makes four attacks: two
with its tail and two with its talons.
Talons. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) slashing damage.
Tail. Melee Weapon Attack. +9 to hit, reach 5 ft., one
target. Hit: 16 (2d10 + 5) slashing damage.
Sonic Wave (Recharge 5-6). The malfestio releases
Sonic Wave in a 30-foot cone. Each creature in that
area must make a DC 15 Wisdom saving throw or,
fall Unconscious for 1 minute, until the sleeper
takes damage, or until someone uses an action to
shake or slap the sleeper awake.

21

Fanged Beasts

Once known as Pelagus, Fanged Beasts are mammalian creatures with no wings. They are often much faster than other larger
threats, but not all of them are aggressive. Many of these beasts will ignore adventurers unless they make themselves known or
startle the beast. While other Fanged Beasts attack on site, using the environment and speed to their advantage.

Fanged Beasts exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous, while others subsist on
insects. Most of them have unique attributes for survival, such as powerful forelimbs or large tusks, and are well evolved for the
environment they live in. Others form packs, with the strongest of them as the Alpha.

Bullfango Bulldrome

Medium beast (fanged), unaligned Large beast (fanged), unaligned

Armor Class 11 (natural armor) Armor Class 12 (natural armor)
Hit Points 11 (2d8 + 2) Hit Points 59 (7d10 + 21)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) 17 (+3) 11 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)

Senses passive Perception 9 Senses passive Perception 8
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 2 (450 XP)
Aggressive. As a bonus action, the bullfango can
move up to its speed toward a hostile creature that Aggressive. As a bonus action, the bulldrome can
it can see. move up to its speed toward a hostile creature that
Charge. If the bullfango moves at least 20 feet it can see.
straight toward a target and then hits it with a tusk Charge. If the bulldrome moves at least 20 feet
Attack on the same turn, the target takes an extra 3 straight toward a target and then hits it with a tusk
(1d6) slashing damage. If the target is a creature, it Attack on the same turn, the target takes an extra 7
must succeed on a DC 11 Strength saving throw or (2d6) slashing damage. If the target is a creature, it
be knocked prone. must succeed on a DC 13 Strength saving throw or
be knocked prone.
Actions
Actions
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage. Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.
Bullfango & Bulldrome Thrash (Recharge 5-6). The bulldrome thrashes about
Although veteran adventurers can generally take a bullfango striking all creatures within 5-foot radius of it. Each
out easily, they can be dangerous for beginners and may even creature in the area must make a DC 13 Dexterity
pose a threat to more experienced adventurers when several saving throw, taking 7 (2d6) slashing damage on a
attack at once. Bulldromes on the other hand have larger fail or half as much on a successful save.
tusks than Bullfango, and a layer of white fur, as opposed to
Bullfango's black fur. Bulldromes are more agile when
running and proficient at finding and locking onto their
victims. These Fanged Beasts are sometimes found in packs
and will charge at all intruders once noticed. They are very
territorial, and can be a considerable nuisance.

22

Wulg Wulg
Wulgs greatly resemble a cross between a wolf and a badger,
possessing a thick black and white striped pelt, a lithe frame Medium beast (fanged), unaligned
and a long bushy tail. Their faces are long and tapering, and
covered in black fur. Armor Class 13 (natural armor)
Hit Points 19 (3d8 + 6)
Wulgs have been known to attack hunters if they come Speed 30 ft.
across them, but won't directly hunt them. They are capable
of lunging and biting at foes, as well as performing an STR DEX CON INT WIS CHA
acrobatic grapple attack that requires hunters to move 14 (+2) 13 (+1) 15 (+2) 3 (-4) 12 (+1) 6 (-2)
quickly lest they be stripped of their health.
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 1 (200 xp)

Pack Tactics. The wulg has advantage on an attack
roll against a creature if at least one of the wulg's
allies is within 5 ft. of the creature and the ally isn't
incapacitated.
Lunge. If the wulg moves at least 20 ft. straight
toward a Medium or larger creature and then hits it
with a claw attack on the same turn, that target
must succeed on a DC 12 Strength saving throw or
the wulg attaches itself to the target (escape DC
12). While the wulg remains attached to a target,
the target is grappled, and the wulg can make one
bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +4 hit, Reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 hit, Reach 5 ft., one
target. Hit: 7 (2d4 + 2) slashing damage.

23
                                                                                                                        ART by @Saijou_Box

Lagombi
A large, wombat-like Fanged Beast. Its ears are long and
highly sensitive, and its face features a beak-like mouth along
with small red eyes. A Lagombi's belly is made of a low-
friction material and is shaped so that it can slide upon the
ice like a sled. It is covered in a thick fur coat to keep it warm
in its sub-zero homeland.

A Lagombi has superb hearing in order to remain aware of
predators. It attacks by throwing chunks of ice, swiping with
its claws, and sliding around on its belly in order to ram foes.
To traverse from area to area it slides on its belly much like a
penguin. Lagombi is a relatively docile monster, but will
respond with aggression when provoked or threatened.
It is evidently an insectivore, as it enjoys feeding on
Bnahabra.

Lagombi

Large beast (fanged), unaligned

Armor Class 14 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 2 (-4) 7 (-2) 5 (-3)

Skills Acrobatics +3, Perception +0
Senses passive Perception 10
Languages —
Challenge 3 (700 XP)

Ice Walker. The lagombi is accustomed to moving
through the frozen tundras, as such it ignores
difficult terrain for snow, ice, and other cold weather
effects.
Keen Hearing. The lagombi has advantage on
Wisdom (Perception) checks that rely on hearing.
Slide. The lagombi’s reflexes and agility allow it to
move with a burst of speed. When it moves on its
turn in combat, it can double its speed while
traveling in a straight line. If the lacombi runs into a
creature after moving at least 20 feet the creature
must make a DC 13 Strength saving throw or be
knocked prone. The lacombi cannot use this skill
again until it moves 0 feet on one of its turns.

Actions

Multiattack. The lagombi makes two claw attacks. It
can replace one of these attacks with its giant
snowball attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) slashing damage.
Giant Snowball. Range Weapon Attack: +3 to hit,
reach 60/100 ft., one target. Hit: 6 (1d10 + 1)
bludgeoning damage plus 5 (1d10) cold damage.

24

Arzuros Volvidon
Arzuros is noted for its turquoise colored fur and ursine body
structure. It has a ridge of erect hair aligned with its nose. Its Large beast (fanged), unaligned
back is made of a tough hide, somewhat characteristic of a
carapace. Hair runs from its cheeks, connecting to its back, Armor Class 16 (natural armor)
where it forms a trim along the sides of the back. The claws Hit Points 112 (15d10 + 30)
of an Arzuros have elongated, red nails. Each claw has a Speed 30 ft.
tough brace encasing and protecting the wrist and forearm.
Arzuros has large, bulky legs connected to much smaller feet STR DEX CON INT WIS CHA
and a short, wide tail. 14 (+2) 16 (+3) 14 (+2) 5 (-3) 10 (+0) 3 (-4)

Arzuros is armed with two vicious claws which it uses for Senses passive Perception 10
most of its attacks. It can use its large body and surprising Languages —
agility for charge attacks and pinning down prey. Challenge 5 (1,800 XP)

Arzuros are omnivorous creatures that enjoy feasting on Pull in. As a bonus action, the volvidon can pull a
fish and honey. When eating honey, Arzuros pays little to no grappled target 10 feet towards them.
attention to its surroundings. When threatened by other large
monsters, Arzuros will try to use its size and claws to frighten Actions
the monster, or will use its agility to escape. Arzuros often
hangs its tongue out of its mouth. Multiattack. The volvidon makes three attacks: one
with its tongue and two with its claw.
Arzuros Tongue. Melee Weapon Attack: +6 to hit, reach 15
ft., one target. Hit: 14 (2d10 + 3) bludgeoning
Large beast (fanged), unaligned damage and a Large or smaller target is grappled
(escape DC 13). Until this grapple ends, the target is
Armor Class 14 (natural armor) restrained, and the volvidon can't use this attack on
Hit Points 90 (12d10 + 24) another target.
Speed 35 ft. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.
STR DEX CON INT WIS CHA Rollout (Recharge 5-6). The volvidon curls up into a
18 (+4) 12 (+1) 14 (+2) 8 (-1) 8 (-1) 8 (-1) ball, releasing any grappled creature, and moves up
to double its movement in a straight line. If the
Senses passive Perception 9 volvidon passes through a creature's space, that
Languages — creature must make a DC 13 Dexterity saving throw,
Challenge 4 (1,100 XP) taking 21 (6d6) bludgeoning damage and be
knocked prone on a failed save. On a successful
Aggressive. As a bonus action, the arzuros can move save, the target takes half as much damage and is
up to its speed toward a hostile creature that it can not knocked prone.
see.
Volvidon
Actions Volvidon is covered in a series of red armor plates, which are
segmented around the midsection and allow the Volvidon to
Multiattack. The arzuros makes three melee attacks: curl into a ball. It possesses an extremely long, chameleon-
one with its bite, one with its claw, and one with its like tongue which is covered in sticky saliva. Being a Fanged
body slam. Beast, the Volvidon uses attacks similar to those of Arzuros
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., and Lagombi. It is known to pull prey and foes toward its
one target. Hit: 13 (2d8 + 4) piercing damage. mouth using its long tongue. In addition to aiding
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., transportation, its ability to roll up into a ball allows it to
one target. Hit: 11 (2d6 + 4) slashing damage. crush foes during combat. It will typically avoid trouble, but if
Body Slam. Melee Weapon Attack: +6 to hit, reach 5 cornered, Volvidon can be surprisingly aggressive.
ft., one target. Hit: 15 (2d10 + 4) bludgeoning
damage.

25

Kecha Wacha Kecha Wacha
Kecha Wacha is a lemur-like monster with long arms and
hook-like fingers and claws. It has bright yellow fur and blue Large beast (fanged), unaligned
skin. It can fold its spiked ears over its face, forming a "mask"
that is likely used to intimidate would-be attackers. It also Armor Class 13 (natural armor)
sports a tube-like trunk and large, forward-facing eyes. Hit Points 142 (15d10 + 60)
Speed 30 ft., climb 30 ft., glide 40 ft.
It is capable of attacking from a distance by shooting globs
of mucus from its trunk-like nose which causes Waterblight. STR DEX CON INT WIS CHA
Kecha Wacha is able to glide using a membrane between its 21 (+5) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)
arms, legs, and tail, in a manner similar to a flying squirrel.
This makes the Kecha Wacha the only Fanged Beast able to Skills Athletics +8, Perception +4
"fly". Senses passive Perception 14
Languages —
Kecha Wachas thrive in areas where they can climb and Challenge 6 (2,300 XP)
swing around freely. These creatures have a varied diet as
they are omnivores. Kecha Wacha will feed on vegetation, Spider Climb. The kecha wacha can climb difficult
fruits, seeds, along with insects such as Altaroth, Konchu, surfaces, including upside down on ceilings, without
grubs, or Bnahabra. needing to make an ability check.
Gliding. When the kecha wacha glides, it loses 5 feet
Curious in nature Kecha Wacha will investigate anything in of altitude for every 5 feet of movement. At the end
their environment that is new to them. As relatively peaceful of its glide the kecha wacha falls to the ground if it
monsters these creatures would rather flee than fight, yet if is still in the air.
fleeing is not an option they can be surprisingly aggressive
and will readily use their long, sharp, and hooked claws, Actions
trunk-like nose and mask-like ears to defend themselves.
Multiattack. The kecha wacha makes three claw
attacks. It can replace any of these attacks with its
mucus attack.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) slashing damage.
Mucus. Range Weapon Attack: +8 to hit, range
30/120 ft., one target. Hit: 10 (3d6) acid damage
and the target is poisoned with waterblight for 1
minute.
Tantrum (Recharge 5-6). The kecha wacha flails its
fist around it in anger. Each creature within 10-feet
of the kecha wacha must make a DC 17 Strength
saving throw, taking 28 (8d6) bludgeoning damage
on a failed save or half as much on a successful one.

Reactions

Earmuffs. When the kecha wacha is targeted by a
spell or attack it can use its reaction to fold its ears
down over its face until the start of its next turn.
While its ears are covering its face, it gains +1 AC
and is deafened.

Poison: Waterblight

A creature affected by waterblight has their
stamina drained

On the creatures turn, it can use either an
Action or a Bonus Action, not both.

26

The Conga & Congalala  
They resemble pink gorillas with a face of a hippopotamus,
black underbellies. The Conga have a blonde patch of hair on Congalala
top of their head while the Congalala spike on its head is
actually hair that the Congalala has smoothed into shape to Large beast (fanged), unaligned
signify that they are the pack leader. Congalalas are Armor Class 13 (natural armor)
surprisingly intelligent beasts. Hit Points 142 (15d10 + 60)
Speed 40 ft., Climb 40 ft.
Despite their apparently adorable appearance, the Conga
& Congalala should never be underestimated. While they are STR DEX CON INT WIS CHA
for the most part very docile, they react well to the presence 21 (+5) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 7 (-2)
of herbivores, so long as they give a wide berth. They can Skills Acrobatics +5, Perception +5
quickly become aggressive to anything that disrupts feeding Senses passive Perception 15
or startles them, for example, if they see Adventurers. Languages —
Challenge 6 (2,300 XP)
Congas are known for their ability to charge at hunters, like Mushroom Eater. All congalala love to eat
Bullfangos (but slower), travel in packs, and fart on enemies. mushrooms, so much so that they always carry one
While the Congas are known for their foul breath attack around their tail. Roll 1d6, the number determines
which varies based on their diet. the element of the mushroom the congalala has
with it. On a 1, fire; On a 2, poison; On a 3,
Conga lightning; On a 4, cold; On a 5, acid; On a 6,
necrotic.
Medium beast (fanged), unaligned
Actions
Armor Class 12 (natural armor)
Hit Points 19 (3d8 + 6) Multiattack. The congalala makes two fist attacks.
Speed 30 ft., Climb 30 ft. Fist. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) bludgeoning damage.
STR DEX CON INT WIS CHA Belly Thrust. Melee Weapon Attack: +8 to hit, reach
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2) 5 ft., one target. Hit: 16 (2d10 +5) bludgeoning
damage.
Skills Acrobatics +4, Perception +3 Chow Down (Recharge 6). The congalala eats part of
Senses passive Perception 13 its mushroom then breaths a noxious gas at its prey
Languages — in a-15 foot cone. Each creature in that area must
Challenge 1 (200 XP) make a DC 15 Dexterity saving throw, taking 28
(8d6) damage of the mushroom's type on a failed
Actions save or half as much on a successful one.

Multiattack. The conga makes two fist attacks. Reactions
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage. Belly Thrust. When the congalala is hit by a melee
Fart. The conga release a noxious odor from its attack, it can use its reaction to make a belly thrust
behind at a target within 5 feet of it. The target must attack against the creature.
make a DC 13 Constitution saving throw or have Fart. When the congalala is hit by a melee weapon
disadvantage on Constitution saving throws to attack, it can use its reaction to release a noxious
maintain concentration for 1 minute. fart at the attacker. If the attacker is concentrating
on a spell or spell-like ability, they must succeed on
a DC 15 Constitution saving throw, to maintain
concentration on it.

27

The Blango & Blangonga Blangonga
White-furred, ape-like creature with a bright red face. The
skin beneath its coat is a dull purple color. The Blango can Large beast (fanged), unaligned
burrow underneath the snow in wait for prey or stalk the rock
and ice above. Blangos frequently hunt in packs. Although Armor Class 18 (natural armor)
weak when fighting alone, Blango will fight ferociously when Hit Points 161 (17d10 + 68)
led by a Blangonga. As the alpha-male of the pack, the Speed 40 ft., burrow 40 ft.
Blangonga is twice as large as the average Blango and
recognized by its giant fangs, whiskers, head-crown, and with STR DEX CON INT WIS CHA
a much more aggressive temperament. Its strong, muscled 19 (+4) 17 (+3) 18 (+4) 13 (+1) 8 (-1) 10 (+0)
limbs allow it to run and leap at a startling speed. Blangongas
are incredibly aggressive creatures. They will ruthlessly Saving Throws Str +8, Dex +7, Wis +3
attack adventurers and prey, yet shy away from anything Skills Athletics +8, Perception +3
larger than themselves. Blangonga live almost exclusively in Damage Resistances cold
the snowy climates. Their thick coat keeps them warm and Senses tremorsense 60 ft., passive Perception 13
serves as the perfect camouflage Languages —
Challenge 9 (5,000 XP)
By calling out to its pack, the Blangonga can summon
Blangos to fight beside it in battle. Its deadly speed can Charge. If the blangonga moves at least 20 feet
bewilder the novice adventurer, as they can perform a charge straight toward a target and then hits it with a fist
that can send them rolling into their foes and deal out attack on the same turn, the target takes an extra 9
massive damage. Blangongas can break ice at their feet and (2d8) bludgeoning damage. If the target is a
hurl it at adventurers, or spray ice shrapnel that can tear foes creature, it must succeed on a DC 16 Strength
apart. saving throw or be knocked prone.

Blango Actions

Medium beast (fanged), unaligned Multiattack. The blangonga makes three fist attacks.
Armor Class 12 (natural armor) It can use its ice boulder in place of any melee
Hit Points 39 (6d8 + 12) attack.
Speed 30 ft., burrow 30 ft. Fist. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA Ice Boulder. Range Weapon Attack: +8 to hit, reach
15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2) 30/120 ft., one target. Hit: 4 (1d8) bludgeoning
Skills Athletics +4, Perception +3 damage plus 4 (1d8) cold damage.
Senses passive Perception 13 Ice Spray (Recharge 5-6). The blangonga exhales a
Languages — spray of ice shards in a 30 foot cone. Each creature
Challenge 1/2 (100 XP) in that area must make a DC 16 Dexterity saving
throw, taking 42 (12d6) cold damage on a fail or
Actions half damage on a success.

Multiattack. The blango makes two fist attacks. Reactions
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage. Retreat. When the blangonga is hit by a melee attack,
Ice Chunk. Range Weapon Attack: +4 to hit, reach it can use its reaction to leap backwards 20 feet
20/60 ft., one target. Hit: 2 (1d4) bludgeoning without provoking opportunity attacks.
damage plus 2 (1d4) cold damage.

28

Rajang Meteor (Recharge 6). The rajang jumps at least 15 feet
The rajang is a ultra-aggressive creature that is as part of its movement, it can then use this action to
rarely sighted and seldom survived. Widely roll into a ball and come crashing down in a space,
regarded as the pinnacle in unparalleled within 40 feet of it, that contains one or more
physical prowess The rajang is said to be a loner. This is due creatures. Each of those creatures must succeed on a
to the rajang's near-permanent nomadic lifestyle, it's not DC 19 Strength or Dexterity saving throw (target's
entirely certain where the rajang is capable of living, though choice) or take 16 (3d6 + 6) bludgeoning damage plus
it's not far-fetched to assume that it can live just about 14 (4d6) lightning damage and be knocked prone. On a
anywhere. successful save, the creature takes only half the
damage, isn't knocked prone, and is pushed 5 feet out
The Rajang strongly resembles the blangonga in its of the rajang's space into an unoccupied space of the
appearance and movement, even borrowing some of its creature's choice. If no unoccupied space is within
attacks. However, notable differences include rajang's range, the creature instead falls prone in the rajang's
broader muscles, large horns, hairy tail tip and its ability to space.
use electricity-based attacks. The rajang's most notable Lighting Breath (Recharge 5-6). The rajang exhales
attack is its ability to shoot electricity from its mouth, either lightning in a 90-foot line that is 5 feet wide. Each
as a blast or a beam. They are hated by many adventurers, creature in that line must make a DC 19 Dexterity
due to their combination of speed, aggression and power. saving throw, taking 45 (10d8) lightning damage on a
failed save, or half as much damage on a successful
Rajang are at best described as being ultra aggressive. one.
Willing to attack and kill anything that threatens them,
brutally at that. In the New World it's shown to be willing to Legendary Actions
challenge monsters sometimes two or three times it's own
size, and even managing to overpower or tie against such The rajang can take 3 legendary actions, choosing from
monsters in Turf Wars. the options below. Only one legendary action option
can be used at a time and only at the end of another
Rajang creature's turn. The rajang regains spent legendary
actions at the start of its turn.
Huge beast (fanged), unaligned
Move. The rajang moves up to its speed without
Armor Class 17 (natural armor) provoking opportunity attacks.
Hit Points 200 (16d12 + 96) Kick. The rajang makes one kick attack.
Speed 40 ft., climb 40 ft. Quake (Costs 2 Actions). The rajang reaches for the sky
and slams its body onto the ground causing the ground
STR DEX CON INT WIS CHA to shake violently. Each creature within 30 feet of the
24 (+6) 12 (+1) 23 (+6) 12 (+1) 16 (+3) 10 (+0) rajang must succeed on a DC 19 Strength saving throw
or be knocked prone. Any creature that fails this save by
Saving Throws Str +11, Dex +6, Wis +8 5 or more is also stunned until the end of their next
Skills Athletics +11, Perception +8 turn.
Damage Resistances lightning
Senses passive Perception 18
Languages —
Challenge 15 (13,000 XP)

Charge. If the rajang moves at least 20 feet straight
toward a target and then hits it with a fist attack on the
same turn, the target takes an extra 13 (3d8)
bludgeoning damage. If the target is a creature, it must
succeed on a DC 19 Strength saving throw or be
knocked prone.
Standing Leap. The rajang's long jump is up to 30 feet
and its high jump is up to 15 feet, with or without a
running start.

Actions

Multiattack. The rajang makes two fist attacks.
Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Kick. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 13 (2d6 + 6) bludgeoning damage.

29

Furious Rajang Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one
Considered to be a near myth, the furious rajang is a rare target. Hit: 19 (3d8 + 6) bludgeoning damage.
special rajang individual that is constantly enraged for Kick. Melee Weapon Attack: +13 to hit, reach 10 ft.,
unknown reasons. Its theorized by the guild that the furious one target. Hit: 13 (2d6 + 6) bludgeoning damage.
rajang's power is unstable due to the lost of its tail and that Meteor (Recharge 6). The rajang jumps at least 15 feet
its power potentially comes from its heart along with its as part of its movement, it can then use this action to
nerves. roll into a ball and come crashing down in a space,
within 40 feet of it, that contains one or more
Furious rajang has the same biological adaptations as a creatures. Each of those creatures must succeed on a
normal rajang but with some minor differences. Unlike DC 21 Strength or Dexterity saving throw (target's
normal rajang, their hair is always a golden in color. When choice) or take 16 (3d6 + 6) bludgeoning damage plus
enraged, furious rajang are surrounded by an aura of golden 31 (9d6) lightning damage and be knocked prone on a
lightning. They are ultra aggressive just like rajang though failed save. On a successful save, the creature takes half
are noticeably stronger, faster, and a lot more aggressive than as much damage, isn't knocked prone, and is pushed 5
rajang. Many hunters who hunt them never return. feet out of the rajang's space into an unoccupied space
of the creature's choice. If no unoccupied space is
Furious Rajang within range, the creature instead falls prone in the
rajang's space.
Huge beast (fanged), unaligned Lighting Breath (Recharge 5-6). The rajang exhales
lightning in a 120-foot line that is 10 feet wide. Each
Armor Class 22 (natural armor) creature in that line must make a DC 22 Dexterity
Hit Points 270 (20d12 + 140) saving throw, taking 58 (13d8) lightning damage on a
Speed 50 ft., climb 50 ft. failed save, or half as much damage on a successful
one.
STR DEX CON INT WIS CHA
24 (+6) 13 (+1) 25 (+7) 12 (+1) 18 (+4) 10 (+0) Legendary Actions

Saving Throws Str +13, Dex +8, Wis +11 The rajang can take 3 legendary actions, choosing from
Skills Athletics +13, Perception +11 the options below. Only one legendary action option
Damage Immunities fire, lightning, necrotic can be used at a time and only at the end of another
Condition Immunities charmed, frightened creature's turn. The rajang regains spent legendary
Senses passive Perception 21 actions at the start of its turn.
Languages —
Challenge 21 (33,000 XP) Kick. The rajang makes one kick attack.
Move. The rajang moves up to its speed without
Charge. If the rajang moves at least 20 feet straight provoking opportunity attacks.
toward a target and then hits it with a fist attack on the Quake (Costs 2 Actions). The rajang reaches for the sky
same turn, the target takes an extra 13 (3d8) and slams its body onto the ground causing the ground
bludgeoning damage. If the target is a creature, it must to shake violently. Each creature within 30 feet of the
succeed on a DC 21 Strength saving throw or be rajang must succeed on a DC 21 Strength saving throw
knocked prone. or be knocked prone. Any creature that fails this save by
Hypermetabolism. The rajang has advantage on saving 5 or more is also stunned until the end of their next
throws against being paralyzed, poisoned, put to sleep, turn.
or stunned. Volley (Costs 2 Actions). The rajang makes one attack
Legendary Resistance (2/Day). If the rajang fails a saving with its electric volley.
throw, it can choose to succeed instead.
Standing Leap. The rajang's long jump is up to 30 feet
and its high jump is up to 15 feet, with or without a
running start.

Actions

Multiattack. The rajang makes three fist attacks.
Electric Volley. Ranged Weapon Attack: +13 to hit,
range 20/60 ft., one target. Hit: 14 (4d6) lightning
damage and each creature within 15 feet of the target
(excluding the target) must make a DC 22 Dexterity
saving throw, taking 14 (4d6) lightning damage on a
failed save, or half as much damage on a successful
one.

30

Gammoth Gammoth are a highly territorial species. If a Gammoth finds
"Found in the most frigid regions of the world, Gammoths are a predator in its territory, it is known to kill the predator
behemoths with massive tusks. Though they are herbivores, instantly with one powerful blow. Though adult Gammoth are
when provoked they will leverage their enormous weight and giants with no major predators, young Gammoth are
trunks to crush a threat. They can also shatter the snow potential prey for many predators. From this young Gammoth
covering their legs to damage nearby foes." are snowy white in color, allowing them to camouflage
themselves in snowy environments. When Gammoth have
Gammoth resembles a woolly mammoth. It is by far the young with them, they are known to live in harmony with
largest Fanged Beast known to date. The fur covering its herds of Popo until their young are large enough to protect
huge body is mostly bluish, although it's also white and red themselves. While in the herd of Popo, Gammoth act as
on its trunk, legs, back and underside. It has brown plating guards for not just their young but for the whole Popo herd
covering most of its head and feet, as well as two tusks against predators. While young, Tigrex is the most major
seemingly made of the same material. This plating is said to predator for Gammoth, and the one that they most fear, but
be extremely resistant to damage. Its trunk is strong and as the young Gammoth reaches adulthood, that fear is
used for picking up objects like certain foods. However, replaced with aggression and rage towards Tigrex. A
Gammoth have been seen violently grabbing smaller Gammoth is territorial and a mother Gammoth is protective,
monsters and slamming them down on the ground if they while a starving Gammoth is extremely violent. A starving
threatened it. Its trunk is estimated to be strong enough to lift Gammoth is known to attack just about anything, even going
up large Flying Wyverns. The trunk is also used to protect as far as eating wood off homes to satisfy its own hunger.
itself or even to coat its legs.

Young Gammoth

Unlike the adult gammoth, a young gammoth is
snowy white in color, allowing them to camouflage
themselves in snowy environments. A young
gammoth uses the same stats as a normal
Mammoth (CR 6), except for the changes listed
below:

Snow Camouflage. The young gammoth has
advantage on Dexterity (Stealth) checks made to
hide in snowy or tundra terrain.

31

Gammoth Tusk. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 13 (2d6 + 6) piercing damage.
Gargantuan beast (fanged), unaligned Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 24 (4d8 + 6) bludgeoning damage.
Armor Class 18 (natural armor) Trunk. Melee Weapon Attack: +11 to hit, reach 15 ft.,
Hit Points 198 (12d20 + 72) one target. Hit: 15 (2d8 + 6) bludgeoning damage and
Speed 40 ft. the target is grappled (escape 19).
Fling. One Large or smaller object held or creature
STR DEX CON INT WIS CHA grappled by the gammoth is thrown up to 60 feet in a
22 (+6) 10 (+0) 23 (+6) 8 (-1) 12 (+1) 6 (-2) random direction and knocked prone. If a thrown target
strikes a solid surface, the target takes 3 (1d6)
Saving Throws Str +11, Con +11, Wis +6, Cha +3 bludgeoning damage for every 10 feet it was thrown. If
Damage Immunities bludgeoning, piercing, slashing the target is thrown at another creature, that creature
must succeed on a DC 21 Dexterity saving throw or
from nonmagical attacks take the same damage and be knocked prone.
Damage Resistances cold; bludgeoning, piercing, Cold Breath (Recharge 5-6). The gammoth exhales an icy
blast in a 60-foot cone. Each creature in that area must
slashing from magical attacks make a DC 19 Constitution saving throw, taking 41
Senses passive Perception 11 (9d8) cold damage on a failed save, or half as much
Languages — damage on a successful one.
Challenge 16 (15,000 XP)
Legendary Actions
Trampling Charge. If the gammoth moves at least 20
feet straight toward a creature and then hits it with a The gammoth can take 3 legendary actions, choosing
tusk attack on the same turn, that target must succeed from the options below. Only one legendary action
on a DC 19 Strength saving throw or be knocked prone. option can be used at a time and only at the end of
If the target is prone, the gammoth can make one another creature's turn. The gammoth regains spent
stomp attack against it as a bonus action. legendary actions at the start of its turn.
Ice Walk. The gammoth can move across and climb icy
surfaces without needing to make an ability check. Detect. The gammoth makes a Wisdom (Perception)
Additionally, difficult terrain composed of ice or snow Check.
doesn't cost it extra movement. Crush. The gammoth makes a stomp attack.
Fling (Costs 2 Actions). The gammoth uses its fling.
Actions

Multiattack. The gammoth makes two attacks: one with
its tusk and one with its trunk.

32

Flying Wyverns

Flying Wyverns are typically large, bipedal monsters capable of flight, having developed wings. Some, due to their sheer size and
weight are able to hover in the air for a brief time. that have two wings. These Wyverns are known as "True Wyverns". However,
there are some Wyverns that are quadrupedal, operating their wingarms as forearms instead like Tigrex and Nargacuga. These
monsters have been dubbed by academics as "Pseudo Wyverns" (Pseudo meaning "False" or "Mimic"), due to these species only
displaying partial Wyvern traits. Some are flightless despite their classification as Flying Wyverns, like the Akantor and Ukanlos.
These wyverns show their Wyvern ancestry by the small forewings on their two front limbs. Flying wyverns have evolved over time
and live in nearly every known area, encompassing many elements and types.

Giggi Giggi
The larvae form of Gigginox, Giggi are a Flying Wyvern
related to the Khezu. Spawning from large, organic globules Tiny wyvern (flying), unaligned
(Giggi Sacs) in dark caves, they exhibit unique behavior.
When the torch is drawn, they retreat in fear; however, when Armor Class 8 (natural armor)
the torch is extinguished, they slowly follow adventurers and Hit Points 51 (6d8 + 18)
latch onto them, constantly draining "blood". and must be Speed 20 ft.
"shaken" off.
STR DEX CON INT WIS CHA
Giggi are very low in the food chain while they're still 12 (+1) 6 (-2) 16 (+3) 3 (+4) 6 (-2) 2 (+4)
young. Giggi feed on the blood of other large species in order
to survive but are preyed upon by some smaller predators. In Skills Stealth +0
the Tundra, they are hunted by Baggi packs. However, when a Damage Vulnerabilities fire
Giggi fully matures into a Gigginox, the tables are turned, and Senses blindsight 60 Ft., passive Perception 8
the hunters soon become the hunted. When they make it to a Languages —
certain size, they will cocoon themselves by using a thread Challenge 1/2 (100 XP)
from their mouth to make a cocoon. These cocoons can Leech. If a giggi hits with a bite attack, it can then
rarely be seen in caves. use its bonus action to attach itself to a creature
(escape DC 10). At the start of the giggi's turn it
Giggi aren't very aggressive though they are quite deals 5 (2d4) necrotic damage and regains hit
gluttonous. Once they see a potential prey item, they'll chase points equal to that amount.
it down and attempt to attach themselves to the creature.
Actions

Bite. Melee Weapon Attack. +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) piercing damage plus 2
(1d4) necrotic damage. The target's hit point
maximum is reduced by an amount equal to the
necrotic damage taken, and the giggi regains hit
points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
Poison Spit. Range Weapon Attack. +3 to hit, range
30/60 ft., one target. Hit: 3 (1d6) poison damage.

Gigginox
The Gigginox is a Flying Wyvern that is the adult form of the
Giggi. Gigginox's closest relative is Khezu. They are blind,
cave-dwelling Wyverns. However, they do not sense prey by
smell; instead, Gigginox have a special organ that can detect
the body heat of their prey. Also similar to the Khezu is the
Gigginox's elastic neck and tail, which can stretch out to
twice their length in an attempt to attack the hunter. Their
top skin is grey-white, and their under-skin is dark red.
Gigginox have a circular, leech-like maw, which contains
many sharp teeth. They can spit poison or release it as a
form of gas from pores under their body. Gigginox can lay
gelatinous globs, called Giggi Sacs, that spawn young Giggi.

33

The Gigginox is highly territorial, staking out a cavern or Lay Eggs (3/day). The gigginox lays a gelatinous glob
other such area to lay its eggs. During the day, they sleep that spawns 2 (1d4) giggi at the start of its turn. The
much longer than most other monsters in the area but at giggi's initiative is right after the gigginox. The egg
night they become truly active. They will spend some time sac can be attacked and destroyed (AC 12; hp 20;
awake during the day but if they instantly sense potential prey immunity to bludgeoning, poison, and psychic
in the area, they will actively stalk the creature in the caves. damage).
Said prey items are later left behind as corpses in caves to
make it easier to catch prey. Despite a Gigginox's looks, they Reactions
are considered to be quite intelligent compared to some other
Flying Wyverns. Gigginox even save food in their caves. Poisonous Retreat. After being hit by a melee attack,
the gigginox can use its reaction to disengage by
Gigginox leaping backwards 15 feet and spraying poisonous
spores at the attacker. The target must make a DC
Large wyvern (flying), unaligned 17 Constitution saving throw or become poisoned
Armor Class 17 (natural armor) until the end of their next turn.
Hit Points 157 (15d10 + 75)
Speed 30 ft., fly 20 ft., climb 30 ft. Basarios
Basarios is a smaller, rocky wyvern. It is the juvenile form of
STR DEX CON INT WIS CHA Gravios. It's hard, stone-like shell can be used for protection
19 (+4) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 13 (+1) against other large wyverns, doubling up as effective
Skills Perception +5 camouflage when Basarios partially buries itself in the
Damage Immunities poison ground.
Condition Immunities blind, charmed, poisoned
Senses blindsight 60 ft., passive Perception 15 It is able to release either sleeping or poisonous gas from
Languages — its underside and, on extremely rare occasions, a fire plume.
Challenge 10 (5,900 XP) Although it prefers to charge towards adversaries. When
Keen Sight. The gigginox has advantage on Wisdom resting, it burrows underground, exposing only its back,
(Perception) checks that rely on sight. giving it the appearance of a large gray rock. Being very
Standing Leap. The gigginox's long jump is up to 30 heavy, it is a slow mover, and although it has wings, it rarely
feet and its high jump is up to 15 feet, with or uses them to fly. Even when it does, its weight allows it to fly
without a running start. only for a short time.

Actions Despite its ability to hide, in most areas it is visible. This is
because the rocks on its back are a slightly lighter color than
Multiattack. The gigginox makes four attacks: two other rocks, or because it has burrowed into plain view in the
with its bite and two with its tail. middle of the area.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage plus Variant Basarios
7 (2d6) poison damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., The basarios is known to have other types of
one target. Hit: 13 (2d8 + 4) bludgeoning damage effects besides sleep gas. A basarios may have a
plus 7 (2d6) poison damage. poisonous gas or in extremely rare cases it creates
Poison Gas. (Recharge 5-6). The gigginox releases a a fire plume. The CR does not change when
poisonous gas from its underside in a 10-foot radius replacing the sleep gas with one of these effects:
around it. Each creature in that area must make a DC
17 Constitution saving throw, taking 44 (8d10) Poisonous Gas. The basarios releases a
poison damage and be poisoned for 1 minute. On a poisonous gas from its underside in a 15-foot
success the creature takes half as much damage and radius around it. Each creature in that area must
is not poisoned. make a DC 15 Constitution saving throw or,
become poisoned 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.
Fire Plume. The basarios releases a plume of fire
from its underside in a 15-foot radius around it.
Each creature in that area must make a DC 15
Dexterity saving throw or, take 18 (5d6) fire
damage on a failed save or half as much on a
successful one.

34

 

Basarios

Huge wyvern (flying), unaligned
Armor Class 18 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 19 (+4) 3 (-4) 11 (+0) 6 (-2)
Damage Resistances fire
Senses passive Perception 10
Languages —
Challenge 6 (2,300 XP)
Trampling Charge. If the basarios moves at least 20
feet straight toward a creature and then hits it with a
ram attack on the same turn , that target must
succeed on a DC 18 Strength saving throw or be
knocked prone. If the target is prone, the basarios
can make one body slam attack against it as a bonus
action.
False Appearance. While the basarios remains
partially submerged in the ground and motionless, it
is indistinguishable from a normal boulder.

Actions

Body Slam. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning
damage.
Ram. Melee Weapon Attack. +10 to hit, reach 5 ft.,
one target. Hit: 25 (4d8 + 7) bludgeoning damage.
Sleep Gas. (Recharge 5-6). The basarios releases a
sleeping gas from its underside in a 15-foot radius
around it. Each creature in that area must make a DC
15 Constitution saving throw or, they fall
unconscious for 1 minute, until the sleeper takes
damage, or until someone uses an action to shake
or slap the sleeper awake.

35

Gravios Ram. Melee Weapon Attack. +13 to hit, reach 5 ft., one
Gravios is covered in a dense, stone-like armored shell which target. Hit: 26 (4d8 + 8) bludgeoning damage.
protects its body from physical damage. It is very large in Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
size, towering over most other wyverns and measuring target. Hit: 17 (2d8 + 8) bludgeoning damage.
several dozen feet in length. Because of its size and Sleep Gas (3/day). The gravios releases a sleeping gas
incredible weight, it is only capable of limited flight, despite from its underside. Each creature within a 15-foot
having large and seemingly-developed wings. It radius of the gravios must make a DC 20 Constitution
has a thick tail with a mace-like club at the end. saving throw or, fall unconscious for 1 minute, until the
sleeper takes damage, or until someone uses an action
Gaps in the Gravios underside expel a to shake or slap the sleeper awake.
knockout gas potent enough to put many monsters Heat Beam (Recharge 5-6). The gravios exhales fire in a
to sleep. It seems to have lost its poisoning ability. 90-foot line that is 10 feet wide. Each creature in that
This gas is produced inside the Gravios body. line must make a DC 20 Dexterity saving throw, taking
Furthermore, these defense mechanisms may 35 (10d6) fire damage on a failed save, or half as much
be used to deter would-be predators, although damage on a successful one.
there would be few monsters able to penetrate
the Gravios shell. Gravios can also expel Legendary Actions
flammable gas as a waste product of its 'heat
beam', and of its diet. The gravios can take 3 legendary actions, choosing
from the options below. Only one legendary action
Gravios is relatively docile until provoked. option can be used at a time and only at the end of
Like most wyverns, it is fiercely territorial. The Gravios another creature's turn. The gravios regains spent
inhabit large areas of the Volcano, where it is sufficiently legendary actions at the start of its turn.
large enough to incubate and raise its juvenile Basarios.
Move. The gravios moves up to half its speed.
Gravios can be found in the Volcano and Swamp. It can Tail. The gravios makes a tail attack.
easily withstand the heat of molten lava, and traverse it at Quake (Costs 2 Actions). The gravios flies 15 feet into
will. Gravios eat rocks and minerals for nutrients. the air and crashes into the ground violently shaking
the earth. Each creature within 30 feet of the gravios
Gravios must succeed on a DC 21 Strength saving throw or be
knocked prone.
Gargantuan wyvern (flying), unaligned

Armor Class 22 (natural armor)
Hit Points 175 (10d20 + 70)
Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 11 (+0) 24 (+7) 11 (0) 12 (+1) 9 (-1)

Saving Throws Con +12, Wis +6
Damage Immunities fire; piercing and slashing from

nonmagical attacks
Damage Resistances lightning; piercing and slashing

from magical attacks; bludgeoning from nonmagical
attacks
Senses passive Perception 11
Languages —
Challenge 15 (13,000 XP)
Trampling Charge. If the gravios moves at least 20 feet
straight toward a creature and then hits it with a ram
attack on the same turn , that target must succeed on a
DC 21 Strength saving throw or be knocked prone. If
the target is prone, the gravios can make one body slam
attack against it as a bonus action.

Actions

Body Slam. Melee Weapon Attack: +13 to hit, reach 5
ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

36

Seregios Seregios
Seregios are powerful, territorial and highly aggressive
predators. With their razor sharp weapons a Seregios can Large wyvern (flying), unaligned
make short work of their unfortunate victims. Larger
Seregios have been seen flying with smaller Flying Wyverns Armor Class 14 (natural armor)
clutched in their talons, including other Seregios. Reports Hit Points 147 (16d10 + 48)
like this confirm that the wyverns will cannibalize each other. Speed 40 ft., fly 80 ft.
Due to their capability of living in a number of different
environments, Seregios compete with a large number of STR DEX CON INT WIS CHA
other large predators. Seregios have also been witnessed 19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
aggressively attacking Rathalos and Rathian (including their
subspecies) and are said to be serious rivals toward them. Saving Throws Dex +3, Wis +4, Cha +5
Skills Acrobatics +3, Perception +4
The Seregios is covered in extremely sharp Blade Scales. Senses darkvision 60 Ft., passive Perception 14
These scales are capable of cutting through the armor of Languages —
certain prey and flinging them at a distance with good aim. Challenge 7 (2,900 XP)
On impact the scales will embed themselves in the victim like
shrapnel and can leave complicated gouges in prey and even Bladed Scales Regrowth. The seregios has forty-eight
rocks. The wounds the scales leave behind are extremely bladed scales. Used scales regrow when the
painful for the victim and said pain can last for long periods seregios finishes a long rest.
of time, possibly causing infections as well. The most defining Open Wound. When a creature is hit by the seregios
trait of this species is that they have Zygodactyly feet like attacks, it must succeed on a DC 14 Constitution
roadrunners and other birds. Seregios are the only species in saving throw or lose 2 (1d4) hit points at the start
the Flying Wyvern class that possess them. The feet of these of each of its turns due to an open wound. Each
creatures can be used as devastating weapons against prey time the seregios hits the wounded target with an
and enemies alike. A hunting Seregios use their feet to grasp attack, the damage dealt by the wound increases by
their prey in a vice-like grip giving their victims little hope for 2 (1d4). Any creature can take an action to stanch
escape. When in flight the claws on their wings are utilized the wound with a successful DC 12 Wisdom
for control and to allow them to shift their weight more easily. (Medicine) check. The wound also closes if the
A Seregios is one of a few wyverns whose flight mobility and target receives magical healing.
control is comparable to a Rathalos. Seregios will also utilize
the thick, sturdy blade-like horns on their heads along with Actions
their blade-scaled covered tails in combat.
Multiattack. The seregios makes three attacks: one
Seregios are hostile usurpers of the land. They are violent with its tail and two with its talons, or three with its
fighters and will battle other monsters in order to kick them bladed scales.
out of their territory and claim it as their own, this includes Talon. Melee Weapon Attack. +7 to hit, reach 5 ft.,
their own kind in their land. In most cases, the monster they one target. Hit: 11 (2d6 + 4) piercing damage. If the
are fighting will end up dead after the battle and while some target is a Medium or smaller creature, it is grappled
live on. The bigger the Seregios, the larger amount of (escape DC 15). Until this grapple ends, the target is
territory it needs. Once a territory is gained by a Seregios, it restrained. The seregios can grapple one large
will mark its territory with its own Blade Scales. creature, or two medium creatures at a time.
Tail. Melee Weapon Attack. +7 to hit, 10 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.
Bladed Scales. Range Weapon Attack. +7 to hit,
range 100/200 ft., one target. Hit: 13 (2d8 + 4)
piercing damage.

37

Paolumu Dive Bomb. If the paolumu is flying, enlarged, and
Paolumu is a bat-like wyvern that slightly resembles the dives at least 10 feet straight toward a target it can
Honduran white bat. Like said bat species, Paolumu is then use this action to slam its body in a space that
covered in white fur and has a pink face. Though it is covered contains one or more other creatures. Each of those
in fur, Paolumu also has some brown scales covering its creatures must succeed on a DC 15 Strength or
back, underbelly, and tail. The Paolumu has rodent-like buck Dexterity saving throw (target's choice) or be
teeth because its diet consists of the eggs that come off the knocked prone and take 31 (7d8) bludgeoning
coral which it sucks in using its incredible breathing power. damage. On a successful save, the creature takes
only half the damage, isn't knocked prone, and is
Inside of Paolumu's neck is a special air sac that inflates pushed 5 feet out of the paolumu's space into an
once it has sucked in enough air. Once its air sac has inflated, unoccupied space of the creature's choice. If no
Paolumu is able to float in the air like a balloon and able to unoccupied space is within range, the creature
attack foes from above. While floating, Paolumu will use its instead falls prone in the paolumu's space.
hardtail to batter foes at close range. Paolumu is also able to Enlarge (Recharges after a Short or Long Rest). For 1
breathe wind at foes, it can also use its inhaling powers to minute, the paolumu magically increases in size,
draw in hunters closer or to make them stagger. along with anything it is wearing or carrying. While
enlarged, the paolumu is Huge, it can hover, roll one
Paolumu are fairly calm unless provoked by a threat. Once additional weapon damage die on Strength-based
provoked, they will become aggressive. weapon attacks (included in the attacks), and makes
Strength checks and Strength saving throws with
Paolumu advantage. If the paolumu lacks the room to
become Huge, it attains the maximum size possible
Large wyvern (flying), unaligned in the space available.
Armor Class 16 (natural armor) Wind Burst (Recharge 5-6). The paolumu exhales a
Hit Points 142 (15d10 + 60) blast of strong wind in a 60 foot line that is 5 feet
Speed 30 ft., fly 60 ft. wide. Each creature in that line must succeed on a
DC 15 Strength saving throw, taking 38 (11d6)
STR DEX CON INT WIS CHA thunder damage and knocked prone on a failed save
18 (+4) 12 (+1) 18 (+4) 3 (-4) 10 (+0) 3 (-4) or half as much on a successful one and not
Skills Acrobatics +4 knocked prone. The wind tunnel disperses gas or
Senses passive Perception 10 vapor, and it extinguishes candles, torches, and
Languages — similar unprotected flames in the area. It causes
Challenge 7 (2,900 XP) protected flames, such as those of lanterns, to
Blind Panic. If the paolumu is flying and becomes dance wildly and has a 50 percent chance to
blinded. It panics, ending its enlarge and falls prone. extinguish them.

Actions Nightshade Paolumu
The Nightshade Paolumu body is covered in soft fur that is
Multiattack. The paolumu makes two attacks: one primarily black or dark purple, contrasting with its standard
with its bite and one with its tail. counterpart's white-and-pink coloration. Its tail is also darkly
Tail. Melee Weapon Attack. +7 to hit, reach 10 ft., colored, matching the color of its fur. Its face is pale white,
one target. Hit: 15 (2d10 + 4) bludgeoning damage, while on its neck are two brightly colored patches resembling
or 20 (3d10 + 4) bludgeoning damage while the patterns on the tail feathers of a peacock. When it is
enlarged. deflated, these patches are more difficult to see. Its wings
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., contain faint hints of green on the webbing.
one target. Hit: 13 (2d8 + 4) piercing damage, or
17 (3d8 + 4) piercing damage while enlarged. Nightshade Paolumu is far more aggressive and proficient
in aerial combat than Paolumu. Whereas Paolumu requires
38 several attempts to suck enough air into its throat sac to get
airborne, Nightshade Paolumu is able to inflate itself with a
single inhalation. Once airborne, it is capable of flying at high
speeds and in unpredictable patterns by releasing its stored
air, often dealing damage to hunters that are hit.

Its most distinctive ability is a pale blue-green gas it expels
from its mouth while inflated, which acts as a powerful
narcotic that puts to sleep hunters that are exposed. It's able
to produce small clouds or exhale a single, massive cloud,
which remains on the battlefield for a short duration. It can
inhale without inflating itself in order to draw in patches of its
gas, and it can spread them out using the wind currents it
stirs up with its tail.

Nightshade Paolumu Dive Bomb. If the paolumu is flying, and dives at least
10 feet straight toward a target it can then use this
Large wyvern (flying), unaligned action to slam its body in a space that contains one or
more creatures. Each of those creatures must succeed
Armor Class 16 (natural armor) on a DC 16 Strength or Dexterity saving throw (target's
Hit Points 180 (19d10 + 76) choice), or take 31 (7d8) bludgeoning damage and be
Speed 30 ft., fly 80 ft. knocked prone. On a successful save, the creature
takes only half the damage, isn't knocked prone, and is
STR DEX CON INT WIS CHA pushed 5 feet out of the paolumu's space into an
18 (+4) 12 (+1) 18 (+4) 3 (-4) 10 (+0) 3 (-4) unoccupied space of the creature's choice. If no
unoccupied space is within range, the creature instead
Saving Throws Dex +5, Wis +4, Cha +0 falls prone in the paolumu's space.
Skills Acrobatics +5, Perception +4 Sleep Cloud. The paolumu exhales a narcotic gas at a
Condition Immunities incapacitated, unconscious location within 60 feet of it. This pale blue-green gas
Senses passive Perception 14 fills a 5-foot radius sphere centered on that location for
Languages — 10 minutes or until a wind of moderate or greater
Challenge 12 (8,400 XP) speed (at least 10 miles per hour) disperses it.

Blind Panic. If the paolumu is blinded while flying, it A creature that starts its turn in this gas or enters it
immediately falls to the ground and is knocked prone. for the first time on its turn must make a DC 16
Constitution saving throw. On a failed save, the
Actions creature is incapacitated until the start of their next
turn. If they fail the save by 5 or more, the creature falls
Multiattack. The paolumu makes two attacks: one with unconscious until the creature takes damage, or until
its bite and one with its tail. someone uses an action to shake or slap the creature
Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one awake.
target. Hit: 15 (2d10 + 4) bludgeoning damage, or 20 Sleep Gas (1/day). The paolumu fills its lungs with as
(3d10 + 4) bludgeoning damage while enlarged. much air as possible and releases a torrent of sleep gas
Bite. Melee Weapon Attack. +8 to hit, reach 5 ft., one in a 30-foot radius around it. Each creature in that area
target. Hit: 13 (2d8 + 4) piercing damage, or 17 (3d8 + must succeed on a DC 16 Constitution saving throw or
4) piercing damage while enlarged. be incapacitated for 1 minute. A creature may repeat its
Deep Breath. The paolumu takes a deep breath, pulling saving throw at the end of its turn, ending the effect on
all creatures and objects within a 60-foot radius of it a success. If the creature fails the throw by 5 or more,
20 feet towards it. An unwilling creature that can see they fall unconscious until someone until the creature
the paolumu can make a DC 16 Strength saving throw. takes damage, or until someone uses an action to shake
On a successful save, the creature is not pulled towards or slap the creature awake.
the paolumu. A creature or object behind cover,
automatically succeeds on the saving throw. Legendary Actions

Additionally, all sleep clouds within range are inhaled The paolumu can take 3 legendary actions, choosing
by the paolumu. These clouds travel across the ground from the options below. Only one legendary action
until directly below the paolumu before vanishing. If a option can be used at a time and only at the end of
sleep cloud passes through a creature's space, they another creature's turn. The paolumu regains spent
must make a DC 16 Constitution saving throw, at legendary actions at the start of its turn.
disadvantage if more than one cloud passes through
their space. On a failed save, the creature is Attack. The paolumu makes one attack with its tail.
incapacitated until the start of their next turn. If they Breathe. The paolumu moves up to two sleep clouds 10
fail the save by 5 or more, the creature falls feet away from it or 10 feet towards it.
unconscious until the creature takes damage, or until Enlarge. For 1 minute or until the paolumu uses its
someone uses an action to shake or slap the creature sleep cloud or sleep gas, the paolumu magically
awake. increases in size, along with anything it is wearing or
carrying. While enlarged, the paolumu is Huge, it can
hover, roll one additional weapon damage die on
Strength-based weapon attacks (included in the
attacks), and makes Strength checks and Strength
saving throws with advantage. If the paolumu lacks the
room to become Large, it attains the maximum size
possible in the space available.
Sleep (Costs 2 Actions). The paolumu uses its sleep
cloud.

39

Astalos Astalos
Known as the "Thunder Wyvern." Astalos body is almost
entirely covered in sharp, dark green plating, although it has Huge wyvern (flying), unaligned
a more bright colored underside. Unlike any other Flying
Wyvern, Astalos' wings resemble those of an insect, most Armor Class 16 (natural armor)
precisely a glasswing butterfly's wings. Its thin legs have Hit Points 147 (14d12 + 56)
three toes. Its tail is long, making up almost half of the Speed 40 ft., fly 80 ft.
monster's length, and it has two pairs of earwig-like pincers
at the tip. It has a relatively small head, with a big horn on top STR DEX CON INT WIS CHA
of it. Its eyes are red. 21 (+5) 15 (+2) 19 (+4) 11 (+0) 13 (+1) 16 (+3)

Astalos are high up in the food chain. They are known to be Saving Throws Dex +6, Con +8, Wis +5, Cha +7
predators and have been found to feed on herbivores like Damage Immunities lightning
Mosswine and Aptonoth. Astalos have also been observed Senses darkvision 60 Ft., passive Perception 11
eating Neopteron like Vespoid and lesser predators like Languages —
Velocidrome. Despite being top predators, Astalos have to Challenge 9 (5,000 XP)
compete with other large predatory monsters like Rathalos,
Najarala, Seregios, and Seltas Queen. Dive Attack. If the astalos is flying and dives at least
30 feet straight toward a target and then hits it with
Astalos's whole body is an electrical organ. Astalos uses a melee weapon attack, the attack deals an extra 4
Piezoelectricity — as an Astalos fights and becomes more (1d8) lightning damage to the target.
active, Its tail, wings, and crest will begin to charge up with
electricity. This can easily be seen by looking for green surges Actions
of electricity on those parts of its body. Astalos's flying
abilities are comparable to a Rathalos with the help of its Multiattack. The astalos makes three attacks: one
powerful wings. Its wings are tough, covered in spikes, and with its horn, tail, and wing.
are even used as weapons on the ground. The wings can also Horn. Melee Weapon Attack. +9 to hit, reach 5 ft.,
produce a special electrical charge used for capturing prey. one target. Hit: 18 (3d8 + 5) piercing damage plus
Its pincer-like tail is used for capturing and paralyzing prey. 4 (1d8) lightning damage.
Wing. Melee Weapon Attack. +9 to hit, reach 5 ft.,
They've been seen attacking large Flying Wyverns, like one target. Hit: 15 (3d6 + 5) piercing damage plus
Rathalos, even if those monsters are not interested in the 4 (1d8) lightning damage.
Astalos's presence. Even if the enemy is losing the fight, Tail. Melee Weapon Attack. +9 to hit, reach 10 ft.,
Astalos will fight them relentlessly, even if they are trying to one target. Hit: 18 (3d8 + 5) piercing damage plus
escape. If the enemy is killed, the Astalos may feed on the 4 (1d8) lightning damage. The target must make a
enemy's corpse, as it is sometimes known to do. Astalos will DC 14 Constitution saving throw or become
even sometimes cannibalize their own young by accident. paralyzed for 1 minute. The target can repeat the
This is due to the adults mistaking the young for Neopteron saving throw at the end of each of its turns, ending
like Vespoid occasionally. To prevent this, Astalos guard their the paralysis on itself on a success.
nest up until the eggs are ready to hatch before leaving the Lightning Pillar (Recharge 5-6). A vertical column of
young to fend for themselves. Even while young, Astalos don't lightning roars down from the sky in a location
hesitate about anything, including cannibalism, and can be within 60 feet of the astalos. Each creature in a 10-
quite violent. When a town gets reports of this monster, they foot-radius, 40-foot-high cylinder centered on that
are known to send adventurers immediately to hunt it down. location must make a 16 DC Dexterity saving throw,
This is due to Astalos actually disrupting the ecological taking 45 (13d6) lightning damage on a failed save,
balance in an area. or half as much damage on a successful one.

40

Rathian Rathian
Rathian is a true flying wyvern similar
in looks to her male counterpart, Rathalos. Huge wyvern (flying), unaligned
Her hide is a dull, muted green
in contrast to the Rathalos's deep Armor Class 17 (natural armor)
red, and her lower mandible features Hit Points 133 (14d12 + 42)
a long, protruding chin spike. Her upper Speed 40 ft., fly 80 ft.
back and wingtips are covered in a moss-
like fur not seen on the STR DEX CON INT WIS CHA
Rathalos, and while her clubbed 19 (+4) 12 (+1) 16 (+3) 5 (-3) 13 (+1) 6 (-2)
tail lacks bony spikes, it makes up for
this with its ability to poison foes upon contact. Skills Acrobatics +4, Perception +4
Damage Immunities poison
Rathian, like her mate, can generate flaming Damage Resistances fire
projectiles from her mouth. She can use the Condition Immunities charmed, frightened, poisoned
poisonous barbs on her tail club to inflict blunt-force, Senses darkvision 60 Ft., passive Perception 14
toxic wounds on foes, even if her tail was cut off. Her Languages —
powerful legs allow her to run at high speeds, making Challenge 8 (3,900 XP)
her easily capable of chasing down most prey. Like the
Rathalos, her vision is very keen, so Flash Bombs are Actions
useful in combat.
Multiattack. The rathian makes two attacks: one with
Rathian is very territorial, choosing to patrol from its bite and one with its stinger. While flying, it uses
ground while her Rathalos mate patrols from the sky. its talons in place of its bite attack.
She will become very aggressive to potential Bite. Melee Weapon Attack. +7 to hit, reach 10 ft.,
threats, especially when in close proximity one target. Hit: 17 (3d8 + 4) piercing damage.
to her nest and young. Talons. Melee Weapon Attack. +7 to hit, reach 5 ft.,
one target. Hit: 14 (3d6 + 4) slashing damage.
Rathians can survive in almost Stinger. Melee Weapon Attack. +7 to hit, reach 10
any territory, but prefers areas ft., one target. Hit: 14 (3d6+4) piercing damage.
with average temperature for The target must make a DC 15 Constitution saving
nesting. As a result, she is throw, taking 17 (5d6) poison damage on a failed
known to be encountered save, or half as much damage on a successful one.
in a large variety of Fireball (Recharge 5-6). The rathian exhales a fireball
areas such as jungles, to a point within 100 feet of it. Each creature in a
sandy plains, and 10-foot radius sphere centered on that point must
forests. make a DC 15 Dexterity saving throw, taking 42
(12d6) fire damage on a failed save, or half as much
Rathian is very damage on a successful one.
territorial,
choosing to patrol                   Rathalos
from ground while                             Rathalos are large, bipedal wyverns with a      
her Rathalos mate                           spiny, armored hide covering their body. Their
patrols from the sky.                         outer shell features much brighter and more      
She will become very                         vibrant colors than that of their female                
aggressive to potential                     counterpart, the Rathian. It is primarily bright red,
threats, especially when in close                     with black markings throughout. Like the
proximity to her nest and young. Rathian,               Rathalos possess a flame sac which is used
to produce         deadly flaming projectiles from the mouth.
The talons           upon their feet are highly poisonous and are
known to to inflict toxic mortal wounds on larger prey. In
addition, their long, thick tail features a heavy spiked club at
the end. Rathalos' wing membranes feature ornate patterns
which are likely used to attract potential mates.

Rathalos are expert flyers, and as such are prone to
hunting from the skies. By launching a surprise aerial attack,
they can inflict poisonous wounds with their talons or burn
prey with flaming projectiles.

41

On the ground, Rathalos remain formidable opponents. Using Rathalos
their powerful legs, they can chase down prey from a
distance. At a close enough range, they are known to use Huge wyvern (flying), unaligned
their sharp teeth to bite at foes as well. Some Rathalos are
capable of staying in the air and launching a fireball before Armor Class 19 (natural armor)
landing back to the ground. Hit Points 149 (13d12 + 65)
Speed 40 ft., fly 80 ft.
Rathalos are highly territorial monsters, and as such, are
aggressive towards intruders. They will chase away or STR DEX CON INT WIS CHA
attempt to kill any monster which may pose a threat to their 21 (+5) 10 (+0) 21 (+5) 8 (-1) 13 (+1) 10 (+0)
land. While hunting, Rathalos will stalk prey from the air
before Skills Athletics +9, Perception +5
swooping in for the kill. Once they have successfully Damage Immunities fire
brought down their prey, they will carry it away to eat Damage Resistances poison
in private, safe from scavengers or other large monsters Condition Immunities charmed, frightened
which might attempt to steal the kill. Senses darkvision 60 Ft. passive Perception 15
Languages —
Rathalos have been spotted in many kinds of Challenge 10 (5,900 XP)
environments, from the temperate forest and
hills to the extreme heat of a volcano. As a Actions
master of flight, they will travel far and wide,
searching for prey from the skies. Multiattack. The rathalos makes two attacks: one
with its bite and one with its talons. While flying, it
uses its wings in place of its bite attack.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 18 (3d8 + 5) piercing damage.
Wings. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Talons. Melee Weapon Attack: +9 to hit, 10 ft., one
target. Hit: 15 (3d6+5) slashing damage and the
target must make a DC 17 Constitution saving
throw, taking 24 (7d6) poison damage on a failed
save, or half as much damage on a successful one.
Fireball (Recharge 5-6). The rathalos exhales a fireball
to a point within 100 feet of it. Each creature in a
10-foot radius sphere centered on that point must
make a DC 17 Dexterity saving throw, taking 45
(13d6) fire damage on a failed save, or half as much
damage on a successful one.

42

Khezu Multiattack. The khezu makes three lightning ball
Khezu are large, pale Wyverns with a flabby, rubbery hide attacks or it uses its electric current and two bite
which they constantly keep damp, similar to that of an attacks.
amphibian. Many of their blood vessels and veins can be seen
through their pale skin. Their tail features a specialized Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one
orifice which bonds to the ground during electrical attacks target. Hit: 17 (2d10 + 6) piercing damage.
and helps them cling onto cave ceilings. Their mouth features Electric Current. The khezu releases a jolt of electricity
rows of sharp teeth. Khezu feet lack claws, and instead have all around it. Each creature within 5 feet of it must
suction pad-like toes to assist them in climbing and hanging make a DC 17 Constitution saving throw or become
from cave walls and ceilings. Spending most of their lives in paralyzed until the end of their next turn.
the dark, their eyes have regressed greatly, though they make Lightning ball. Range Weapon Attack. +10 to hit, reach
up for this with a superb sense of smell. A layer of fat helps to 60/100 ft., one target. Hit: 14 (4d6) lightning damage
keep them warm and prolong the time they can spend and the target must make a DC 17 Constitution saving
hunting for food. Khezu have an extendable neck which throw or become paralyzed until the end of their next
allows them to grasp and ambush prey from afar, such as turn.
from a cave ceiling. Khezu are hermaphrodites, which means Deadly Leap. If the khezu jumps at least 15 feet as part
an individual is both male and female. To reproduce they of its movement, it can then use this action to land on
paralyze a creature and inject their young, known as Whelps. its feet in a space that contains one or more other
The Whelps grow inside their victim until it dies, or when creatures. Each of those creatures must succeed on a
they are strong enough to leave. DC 18 Strength or Dexterity saving throw (target's
choice) or be knocked prone and take 11 (2d6 + 4)
Although Khezu are cave dwellers, they go out when they bludgeoning damage plus 11 (2d6 + 4) lightning
please, or when food inside grows too scarce. While Khezu damage. On a successful save, the creature takes only
outside a cave are vulnerable to larger Wyverns like Tigrex, half the damage, isn't knocked prone, and is pushed 5
inside caves Khezu have the advantage. In addition to being feet out of the khezu's space into an unoccupied space
unhampered by the dark, they can cling to the ceiling and of the creature's choice. If no unoccupied space is
attack from above. within range, the creature instead falls prone in the
khezu's space.
A Khezu's habitat is often located near active sources of
water; some sources claim this is because the water is
excellent for conducting electricity into their prey, while
others speculate that Khezu may need the dampness for their
moist skin. Such areas include swamps and oceanside caves.

Khezu

Large wyvern (flying), unaligned

Armor Class 17 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft., fly 20 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 21 (+5) 5 (-3) 11 (+0) 1 (-5)

Skills Perception + 4
Damage Immunities lightning
Condition Immunities blind, paralyzed, charmed
Senses blindsight 60 ft., passive Perception 14
Languages —
Challenge 10 (5,900 XP)

Keen Smell. The khezu has advantage on Wisdom
(Perception) checks that rely on smell.
Standing Leap. The khezu's long jump is up to 30 feet
and its high jump is up to 15 feet, with or without a
running start.
Electric Barrier. The khezu shrouds its body in
electricity. Any creature that ends its turn within 5 feet
of the khezu takes 15 (3d10) lightning damage.

Actions

43

Nargacuga Nargacuga
It has black scales, black fur and nightmarish red eyes, giving
Huge wyvern (flying), unaligned it the look and style of a predatory black panther. Its dark,
feral appearance suggests that it may mainly be a nocturnal
Armor Class 16 (natural armor) predator. When it's enraged, its eyes glow bright red and leave
Hit Points 231 (22d12 + 88) a trail of reddish lines when Nargacuga moves. Nargacuga
Speed 50 ft., fly 30 ft. has the ability to attack with almost every part of its body,
mainly its bladed wings and its spiked tail. Its tail erects large
STR DEX CON INT WIS CHA spikes which can be flung and linked up with its attacks for
22 (+6) 17 (+3) 18 (+4) 7 (-2) 14 (+2) 6 (-2) devastating hits. Their vertebrae and tail muscles are
extremely flexible, making the tail of Nargacuga also
Skills Perception, +6, Stealth +7 prehensile. Its tail is also its most powerful weapon. The
Senses darkvision 120 ft., passive Perception 16 scales at the end of the tail can also be shaken to produce
Languages — rattling sounds similar to that of a rattlesnake.
Challenge 11 (7,200 XP)
Nargacuga is a careful and cautious monster. It is very easy
Shadow Stealth. While in dim light or Darkness, the for it to sneak up to a hunter. Nargacuga lives in dark places
nargacuga can take the Hide action as a Bonus that it has adapted to. It rests on high trees that are hard to
Action. Its stealth bonus is also improved to +11. reach, or maybe can't be reached, so hunters can't catch it by
surprise for capturing it. Nargacuga will wake up when          
Actions       hunters are right in front of the tree due to its natural        
                      senses.
Multiattack. The nargacuga makes three attacks: one
with its bite, one with its bladed wings, and one                                   Nargacuga are normally and mainly      
with its tail swipe; or it makes two tail spike attacks.                                           found in the great forests. Although    
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,                                               occasionally, Nargacuga can be      
one target. Hit: 19 (3d8 + 6) piercing damage.                                                     found in swamps, jungles and,  
Bladed Wings. Melee Weapon Attack: +10 to hit,                                                           very rarely in the mountain  
reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing                                                                 ranges or the plains.
damage.
Tail Swipe. Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning
damage.
Tail Spikes. Range Weapon Attack: +10 to hit, reach
30/120 ft., one target. Hit: 22 (3d10 + 6) piercing
damage.
Feral Pounce (Recharge 5-6). The nargacuga leaps
towards its target, jumping 10 feet, as part of its
movement, and attacks with both its claws. The
target must make on a DC 18 Dexterity saving
throw. On a failed save the target takes 44 (8d10)
piercing damage and they are knocked prone. On a
success the target takes half damage and is not
knocked prone. Additionally, if the target is prone or
knocked prone, the nargacuga can make one bite
attack against it as a bonus action.

44

Silverwind Nargacuga Actions
The Nargacuga is an incredibly powerful and highly adapted
monster. There is almost no doubt that Nargacuga is the top Multiattack. The nargacuga makes three attacks: one
predator in its most famed environment the Great Forest and with its bite, one with its bladed wings, and one
a dangerous force to be reckoned within its other with its tail swipe. Or it makes two tail spike attacks.
environments like Swamps and Jungles because of its night-
time camouflage, coupled with its phenomenal speed. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit 19 (3d8 + 6) piercing damage.
Silverwind nargacuga have many of the same adaptations Bladed Wings. Melee Weapon Attack: +12 to hit,
as nargacuga, however, there are a few differences between reach 5 ft., one target. Hit 16 (3d6 + 6) slashing
them. The silverwind nargacuga has white hairs and scales damage.
though only on portions of its body. Its white hairs and scales Tail Swipe. Melee Weapon Attack: +12 to hit, reach
are light in weight, allowing it to move freely more easily. Its 10 ft., one target. Hit 25 (3d12 + 6) bludgeoning
tail spikes are covered in both and have a unique trait that damage.
puts it apart from normal individuals. Silverwind Nargacuga Tail Spikes. Range Weapon Attack: +12 to hit, reach
is able to generate blades of air by swinging its cutwings or 60/150 ft., one target. Hit 25 (3d12 + 6) piercing
slamming its tail, attacking prey from a distance. The waves damage.
of wind are powerful enough to cut up prey, making a Feral Pounce (recharge 5-6). The nargacuga leaps
creature bleed, and weakening the foe. This new found trait towards its target, jumping 10 feet, as part of its
truly makes silverwind nargacuga a quick killer. Due to the movement, and attacks with both its claws. The
lighter weight of the hairs and scales, it is able to evade and target must make on a DC 20 Dexterity saving
jump much more than a typical nargacuga. throw. On a failed save the target takes 66 (12d10)
piercing damage and they are knocked prone. On a
Silverwind Nargacuga successful save, the target takes half damage and is
not knocked prone. Additionally, if the target is
Huge wyvern (flying), unaligned prone or knocked prone, the nargacuga can make
one bite attack against it as a bonus action.
Armor Class 17 (natural armor) Tail Slam. The nargacuga extends its tail to its
Hit Points 264 (23d12+115) maximum length (40 feet long by 5 feet wide) and
Speed 50 ft., fly 30 ft. slams it onto the ground. Each creature in that line
is considered the originator for a razor wind, and
STR DEX CON INT WIS CHA they must make a DC 20 Dexterity saving throw,
17 (+3) 22 (+6) 20 (+5) 12 (+1) 16 (+3) 8 (-1) taking 14 (4d6) piercing damage and 14 (4d6)
Saving Throws Dex +12, Con +11, Wis +9, Cha +5 bludgeoning damage on a failed save, or half as
Skills Acrobatics +12, Perception +9, Stealth +12 much on a successful save.
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 19 Legendary Actions
Languages -
Challenge 19 (22,000 xp) The nargacuga can take 3 legendary actions,
Shadow Stealth. While in dim light or Darkness, the choosing from the options below. Only one
nargacuga can take the Hide action as a Bonus legendary action option can be used at a time and
Action. Its stealth bonus is also improved to +18. only at the end of another creature's turn. The
Razor Wind. When the nargacuga makes an attack nargacuga regains spent legendary actions at the
with its tail swipe, or tail slam it releases a 60 foot start of its turn.
long by 5 foot wide line of razor sharp wind. This
wind originates from the target creatures position. Detect. The nargacuga makes a Wisdom
Any creature in that line, must make DC 15 (Perception) Check.
Constitution saving throw or lose 5 (1d10) hit Attack. The nargacuga makes one bite attack.
points at the start of each of its turns due to an Tail Slam (Costs 3 Actions). The nargacuga uses its
bloody wound. The damage dealt by the wound tail slam.
increases by 5 (1d10) each time a creature is hit by
the razor wind and fails the Constitution saving Reactions
throw. Any creature can take an action to stanch the
wound with a successful DC 13 Wisdom (Medicine) Prowler Stance. When hit by a spell or weapon
check. The wound also closes if the target receives attack, the nargacuga can leap up to 25 feet in any
magical healing. direction without provoking an attack of
opportunity.

45

Monoblos
A monoceros desert-dwelling wyvern, they have a brown,
rock-hard texture to their shell.

While Monoblos have no breath attack, their roar is
considered a lethal weapon itself. They are also very
physically capable, able to fight off adventurers with horn-
thrusts and tail-swings. Being able to tunnel beneath the
sands of the Desert also means they can sneak up on any
potential threats.

Monoblos are aggressive, and will attack adventurers on
sight. They are quick to anger, causing their crown to become
inflamed with red streaks.

Monoblos Diablos
Diablos are large, bipedal wyverns with powerful armor
Huge wyvern (flying), unaligned plating covering much of their body. Their most noteworthy
feature is a pair of massive, solid horns above their eyes.
Armor Class 19 (natural armor) Diablos also possess a pair of tusk-like fangs and a large,
Hit Points 195 (17d12 + 85) spiny neck frill. Their tail ends with a heavy, studded club that
Speed 40 ft., burrow 30 ft. can be used to ward off attackers. Diablos stand on a pair of
stocky, wide-set legs and possess a broad upper body
STR DEX CON INT WIS CHA complete with thick, muscular wings.
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)
Diablos have the ability to burrow into the earth and travel
Saving Throws Wis +4 underground, employing this tactic to surprise unsuspecting
Senses darkvision 60 ft., tremorsense 60 ft., passive targets or slip away from a dangerous encounter. In addition,
they are capable of producing a powerful roar that will stun
Perception 10 most aggressors. Using their powerful legs in tandem with
Languages — their heavy upper body and head, Diablos can run at high
Challenge 12 (8,400 XP) speeds to charge attackers with their horns, using the
powerful momentum to maximize the potential for damage.
Underground Charge. If the monoblos moves at least
20 feet straight toward a creature while Diablos are herbivores, known to feed on the plentiful cacti
underground, it can then make a horn attack as a of the desert. Despite this however, they are wildly aggressive
bonus action. and will pursue anything which enters their territory. Diablos
Relentless (Recharges after a Short or Long Rest). If are known to use their horns as weapons against attackers,
the monoblos takes 30 damage or less that would but will also use them in bouts against other Diablos in
reduce it to 0 hit points, it is reduced to 1 hit point battles for territory or mating rights. Diablos typically avoid
instead. flight for the purpose of transportation, as a
Brute. A melee weapon deals one extra die of its disproportionately high mass prevents them from effectively
damage when the monoblos hits with it (included in flying for long periods of time. Instead, Diablos will use their
the attack). wings to free themselves when trapped in the sand.

Actions Diablos are commonly found in dry, arid desert
environments. The soft, loose earth allows for digging and
Multiattack. The monoblos makes two attacks: one the water-rich cacti provide them with both nutrition and
with its horn and one with its tail. hydration.
Horn. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 29 (4d10 + 7) piercing damage.
Tail. Melee Weapon Attack. +11 to hit, reach 10 ft.,
one target. Hit: 25 (4d8 + 7) bludgeoning damage.
Violent Roar (Recharge 5-6). The monoblos lets out a
thunderous roar, sending out shockwaves in a 10-
foot radius around it. Each creature in that area must
make a DC 17 Constitution saving throw, or take 35
(10d6) thunder damage and be deafened for 1
minute on a failed saving throw or half as much
damage and is not deafened on a successful one.

46


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