The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Monster Hunter Monster Manual
NOT my content

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by DasKänguru, 2021-05-23 07:18:28

Monster Hunter Monster Manual BTS

Monster Hunter Monster Manual
NOT my content

VARIANT: Dah'ren Mohran

A dah'ren mohran has a challenge rating of 27 (105,000 XP). It has the same statistics as a jhen mohran except that
it adds +2 to its Armor Class (AC 22), loses its resistance to lightning but gains resistance to cold, and replaces the
jhen mohran's action options with the following action options.

Body Slam. Melee Weapon Attack. +17 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.
Horn. Melee Weapon Attack. +17 to hit, reach 30 ft., one target. Hit: 30 (4d10 + 8) piercing damage.
Rock Toss. Range Weapon Attack. +9 to hit, reach 80/320 ft., one target. Hit: 24 (7d6) bludgeoning damage.
Horn Drill (Recharge 5-6). The dah'ren mohran moves up to its swim speed while rotating at high speed. During this
move it may swim through other creatures without provoking attacks of opportunity. Each creature the dah'ren
mohran moves through must make a DC 23 Dexterity saving throw, taking 34 (4d12+8) bludgeoning damage and
are knocked prone on a failed save or half as much on a successful one and are not knocked prone.

Dah'ren Mohran Loot Table

Dah'ren Mohran uses the same loot table as the
Jhen Mohran.

96

Kirin Magic Weapons. The kirin's weapon attacks are magical.
Kirin resembles a unicorn, though a closer look reveals that it Spellcasting. The kirin is a 18th-level spellcaster. Its
is covered in scales rather than a coat. Its majestic white spellcasting ability is Wisdom (spell save DC 17, +9 to
mane and hair stand on end, as if charged with static. The hit with spell attacks). It regains its expended spell slots
monster often crackles with stray electricity. when it finishes a short or long rest. It knows the
following spells:
Kirin have white fur used for picking up electricity. When Cantrips (at will): light, shocking grasp, thaumaturgy,
enough electrical currents are picked up in the fur, Kirin will thunderclap
glow brightly and its hide will deflect most attacks. From this, 1st-5th level (4 5th-level slots): call lightning,
the Adventurer's Guild believes that Kirin's high metabolism destructive wave, elemental bane (lightning), lightning
helps it pick up electricity as well. A Kirin's most vital feature bolt, storm sphere, thunder step, thunder wave
is its longhorn. This horn is used to summon lightning from
the sky, even when there isn't a storm cloud in sight, to strike Actions
any foes that threaten it. However, even if this horn is
destroyed, Kirin can still summon lightning bolts with little Multiattack. The kirin makes three attacks: two with its
effort. hooves and one with its horn.

Some of the more rare, older, or just stronger individuals Hooves. Melee Weapon Attack. +9 to hit, reach 10 ft.,
are known for having unusually strong electrical powers that one target. Hit: 10 (2d4 + 5) bludgeoning damage.
are yet to be fully understood. Some of the larger, more Horn. Melee Weapon Attack. +9 to hit, reach 5 ft., one
stronger muscles are located in its legs, capable of delivering target. Hit: 14 (2d8 + 5) piercing damage.
deadly kicks. Equipped with such powerful legs, all Kirin
possess the ability to run at speeds so unexpectedly fast they Legendary Actions
appear to teleport, leaving behind a trail of blue electricity.
The kirin can take 3 legendary actions, choosing from
Kirin are a highly unpredictable species. Sometimes Kirin the options below. Only one legendary action option can
are calm, other times they are aggressive. In one legend, it be used at a time and only at the end of another
was said that a Kirin actually destroyed a whole village with creature's turn. The kirin regains spent legendary actions
its electrical powers. at the start of its turn.

Kirin Detect. The kirin makes a Wisdom (Perception) Check.
Smite. The kirin makes a hoof attack or casts thunderclap.
Large celestial (elder), unaligned Move. The kirin moves up to its half speed without
provoking opportunity attacks.
Armor Class 17 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 16 (+3) 19 (+4) 20 (+5) 20 (+5)

Skills Perception +9, Insight +9, Religion +8
Damage Immunities lightning
Condition Immunities paralyzed
Senses blindsight 30 ft., darkvision 120 ft., passive

Perception 19
Languages all, telepathy 120 ft.
Challenge 12 (8,400 XP)

Control Lightning. The kirin can choose any location
within 30 feet of it as the starting location of the
lightning bolt spell.
Innate Spellcasting. The kirin's innate spellcasting ability is
Wisdom. It can innately cast the following spells (spell
save DC 17), requiring no material components:
At will: control weather, expeditious retreat, gust of
wind, see invisibility
Legendary Resistance (3/Day). If the kirin fails a saving
throw, it can choose to succeed instead.
Magic Resistance. The kirin has advantage on saving
throws against spells and other magical effects.

97

Kirin Material Carves 4 Kirin Azure Horn
Kirin Hide You have resistance to lightning damage while you wear
Challenge Rating 12 Kirin Mane Slots this armor.
Kirin Tail (A,W)
Carve Chance Kirin Thunderhorn (A,W) WEAPON MATERIAL EFFECTS
1-4 Elder Dragon Blood (A,W) Kirin Hide
5-7 Elder Dragon Bone (A,W) Your weapon deals an extra 1d6 lightning damage.
8-10 Kirin Azure Horn (O) Kirin Mane
(O) This weapon has 3 runes which are regained every day at
11-13 (A,W) dawn. When you hit a creature with this weapon, you may
14-15 expend a rune to have the target make a DC 14
16-18 Constitution saving throw. On a fail, the creature is
19-20 incapacitated and has its movement speed is reduced to 0
for 1 minute. The creature may repeat its saving throw at
ARMOR MATERIAL EFFECTS the end of its turn, ending the effect on a success.
Kirin Hide Kirin Tail
Marathon Runner+. While wearing this armor, your walking Critical Element (lightning). When you critically hit with a
speed increases by 10 feet and you ignore difficult terrain weapon or spell that deals lightning damage, you deal an
if it was not created by a magical effect. extra 1d6 lightning damage.
Kirin Thunderhorn
Kirin Mane When you cast a spell that deals lightning damage, you
Control Lightning. Whenever you cast a cone or line spell gain a +2 bonus to its spell attack roll or you increase the
that deals lightning damage, you can choose any location spell save DC by 2.
within 30 feet of you as the starting location. Kirin Azure Horn (Spellcaster only)
Kirin Tail While you are holding this weapon, you can use an action
Divine Blessing+. When you take damage you are not to cast the call lightning spell from it. Once used, you can't
immune or resistant to, roll a d6 and reduce the damage use this property again until the next dawn.
you take by the number rolled. You can use this feature a
number of times equal to your Wisdom modifier. You OTHER MATERIAL EFFECTS
regain all expended uses when you finish a long rest. Elder Dragon Blood
Kirin Thunderhorn Any rarity weapon upgrade material.
You can't be paralyzed while you wear this armor. Elder Dragon Bone
Any rarity armor upgrade material.

Kirin Material Bonus

When a character has three kirin materials
socketed into their equipment they gain the Kirin
Favor bonus.

Kirin Favor. Whenever you make a carve check, you
make the check with advantage.

98

Tempered Kirin Actions

Large celestial (elder), unaligned Multiattack. The kirin makes three attacks: two with its
hooves and one with its horn.
Armor Class 23 (natural armor)
Hit Points 171 (18d10 + 72) Hooves. Melee Weapon Attack. +12 to hit, reach 5 ft.,
Speed 60 ft. one target. Hit: 11 (2d4 + 6) bludgeoning damage.
Horn. Melee Weapon Attack. +12 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 15 (2d8 + 6) piercing damage.
23 (+6) 16 (+3) 18 (+4) 19 (+4) 22 (+6) 22 (+6)
Legendary Actions
Saving Throw Dex +9, Con +10, Int +10, Wis +12
Skills Perception +12, Insight +12, Religion +10 The kirin can take 3 legendary actions, choosing from
Damage Immunities lightning the options below. Only one legendary action option
Condition Immunities paralyzed can be used at a time and only at the end of another
Senses blindsight 30 ft., darkvision 120 ft., passive creature's turn. The kirin regains spent legendary
actions at the start of its turn.
Perception 22
Languages all, telepathy 120 ft. Detect. The kirin makes a Wisdom (Perception) Check.
Challenge 19 (22,000 XP) Smite. The kirin makes a hoof attack or casts
thunderclap.
Control Lightning. The kirin can choose any location Move. The kirin moves up to its half speed without
within 30 feet of it as the starting location of the provoking opportunity attacks.
lightning bolt spell. Cast a Spell (Costs 2 Actions). The kirin casts a spell
Elder Seal Susceptibility. When the kirin is hit by a from its list of known spells, using a spell slot as
weapon that has the elder seal material, its AC is normal.
reduced by 3 until the start of its next turn.
Fulgurmancer The kirin has advantage on Concentration Tempered Kirin Material Carves 4
checks to maintain concentration on a spell. Elder Dragon Blood
Additionally, when a creature fails their saving throw Challenge Rating 19 Elder Dragon Bone Slots
against a spell that deals lightning damage on a turn, (O)
that creature is afflicted with thunderblight for 1 Carve Chance T.Kirin Hide (O)
minute. A creature can repeat the saving throw at the 1-4 T.Kirin Mane (A,W)
end of each of its turns, ending the effect on itself on a 5-7 T.Kirin Tail (A,W)
success. 8-10 T.Kirin Thunderhorn (A,W)
Innate Spellcasting. The kirin's innate spellcasting ability T.Kirin Azure Horn A,W)
is Wisdom. It can innately cast the following spells 11-13 (A,W)
(spell save DC 20), requiring no material components: 14-15
At will: control weather, expeditious retreat, gust of 16-18
wind, jump, see invisibility, thunderstep, thunderwave 19-20
(at 5th-level)
2/day each: chain lightning ARMOR MATERIAL EFFECTS
1/day: storm of vengeance T.Kirin Hide
Legendary Resistance (3/Day). If the kirin fails a saving Marathon Runner+. While wearing this armor, your walking
throw, it can choose to succeed instead. speed increases by 10 feet and you ignore difficult terrain
Magic Resistance. The kirin has advantage on saving if it was not created by a magical effect.
throws against spells and other magical effects. T.Kirin Mane
Magic Weapons. The kirin's weapon attacks are magical. Control Lightning. Whenever you cast a cone or line spell
Spellcasting. The kirin is a 20th-level spellcaster. Its that deals lightning or thunder damage, you can choose
spellcasting ability is Wisdom (spell save DC 20, +12 any location within 30 feet of you as the starting location.
to hit with spell attacks). It regains its expended spell T.Kirin Tail
slots when it finishes a short or long rest. It knows the Divine Blessing+2. When you take damage you are not
following spells: immune or resistant to, roll a d8 and reduce the damage
Cantrips (at will): light, shocking grasp, thaumaturgy, you take by the number rolled. You can use this property a
thunderclap number of times equal to your Wisdom modifier. You
1st-5th level (4 5th-level slots): call lightning, regain all expended uses when you finish a long rest.
destructive wave, elemental bane (lightning), lightning
bolt, storm sphere

99

T.Kirin Thunderhorn Kulve Taroth
You have resistance to thunder damage and can't be Kulve Taroth is an Elder Dragon that has a metallic coat that
paralyzed while you wear this armor. shines golden but is made up of a variety of metals and
T.Kirin Azure Horn minerals that it uses to protect itself. It appears every so often
You have immunity to lightning damage while you wear to the surface and must be hunted quickly before it
this armor. disappears into the depths of the earth again.

WEAPON MATERIAL EFFECTS Kulve Taroth is unique among Elder Dragons in that it
T.Kirin Hide does not interact with any monsters of any kind apart from
Your weapon deals an extra 1d8 lightning damage. the Gajalaka's that reside in the caves who mostly take pieces
T.Kirin Mane of her fallen metal coat for their own purposes. However
This weapon has 3 runes which are regained every day at considering her size, power, and speed it would be safe to
dawn. When you hit a creature with this weapon, you may assume she would be at the top of the food chain along with
expend a rune to have the target make a DC 16 most elder dragons. Curiously she seems to be utterly safe
Constitution saving throw. On a fail, the creature is from the rabid hunger of the infamous Nergigante.
incapacitated and has its movement speed is reduced to 0
for 1 minute. The creature can repeat its saving throw at Even amongst Elder Dragons Kulve Taroth is a very
the end of its turn, ending the effect on a success. passive aggressive monster, it will not attack until excessively
T.Kirin Tail provoked and once provoked it will not stop till it's aggressors
Critical Status (thunderblight). When you hit a creature are eliminated. Kulve Taroth once spotted will do all it can to
with a weapon or spell that deals lightning or thunder escape conflict forcing hunters to track it down again. Kulve
damage, and roll a 20 for the attack roll, the creature is Taroth has some displays of intelligence particularly when
afflicted with thunderblight for 1 minute. A creature can driven to a corner when she uses her breath to heat the
make a DC 15 Constitution saving throw at the end of ceiling of caves to off-balance hunters.
each of its turns, ending the effect on itself on a success.
T.Kirin Thunderhorn The most striking trait of the Kulve is the metal coat which
When you cast a spell that deals lightning damage, you it wears like a royal robe fit for a queen. Kulve's body is
gain a +3 bonus to its spell attack roll or you increase the covered by the same materials that make up it's coat, which
spell save DC by 3. all shine a bright golden glow but is not gold itself. Another
T.Kirin Azure Horn (Spellcaster only) striking trait is Kulve's size, she is massive far larger than
This weapon has 7 runes. While holding it, you can use an most elder dragons and is strong enough to carry her
action to expend 1 or more of its runes to cast the call massive metal coat. When removed from the coating the
lightning spell (save DC 16) from it. For 1 rune, you cast Kulve Taroth is a dazzling color of sapphire and emeralds.
the 3rd-level version of the spell. You can increase the Kulve uses both her massive body and her coat as both a
spell slot level by one for each additional rune you expend. means of defense and attack, often diving down to ram her
body against hunters while her coat allows her to attack in
This weapon regains 1d6 + 1 expended runes daily at ranges she wouldn't normally be able to attack.
dawn. If you expend the weapon's last rune, roll a d20. On
a 1, the runes cannot recharge for a week. It's not until one removes her metal coat that we see the
Kulve Taroth's true prowess, not only does she move much
OTHER MATERIAL EFFECTS more nimbly but also more aggressively as well, using her
Elder Dragon Blood horned head to ram and smash hunters with extreme
Any rarity weapon upgrade material. aggression.
Elder Dragon Bone
Any rarity armor upgrade material.

T.Kirin Material Bonus

When a character has three T.kirin materials
socketed into their equipment they gain the
Tempered Kirin Favor bonus.
Kirin Favor. You have have advantage on carve
checks. Additionally when you roll on a creature's
loot table, you can choose to reroll it and take the
new roll. Once you use this bonus, you can't use it
again until you finish a long rest.

100

Kulve Taroth to burn on a failed save. On a successful save, the target
takes half as much damage and does not burn. A creature
Gargantuan dragon (Elder), unaligned that is burning takes 6 (1d12) fire damage at the start of
their turn. A creature can use its action on its turn to
Armor Class 19 (22 with gold mantle) douse the flames.
Hit Points 292/292/292 (15d20 + 135) Roll Over. The kulve taroth can move up to half its
Speed 60 ft. (40 ft with gold mantle) movement speed, without provoking an attack of
opportunity, by rolling over and crushing anything in its
STR DEX CON INT WIS CHA path. Each creature in that area must make a DC 23
27 (+8) 10 (+0) 29 (+9) 20 (+5) 21 (+5) 21 (+5) Dexterity saving throw, taking 45 (7d10+7) bludgeoning
damage and are knocked prone on a failed save. On a
Saving Throws Str +15, Dex +7, Con +16, Wis +12 successful save the creature takes half damage and is not
Skills Perception + 12 knocked.
Damage Resistances cold; bludgeoning, piercing, and
Paragon Trait
slashing from nonmagical attacks
Damage Immunities fire Paragon Fortitude. The kulve taroth has multiple pools of
Condition Immunities charmed, frightened, paralyzed, hit points, each which is tracked separately. Damage and
healing only applies to the current hit point pool. When a
poisoned, stunned pool is depleted of all hit points, it becomes inactive.
Senses darkvision 120 ft., passive Perception 22 When this happens, the kulve taroth immediately saves
Languages Draconic against all ongoing conditions and effects. If all hit point
Challenge 21 (33,000 XP) pools are inactive, the kulve taroth dies. When it takes a
long rest, the kulve taroth heals all hit points in the
Legendary Resistance (3/Day). If the kulve taroth fails a current pool and fully heals one depleted hit point pool.
saving throw, it can choose to succeed instead.
Gold Mantle. The Kulve Taroth is covered in a gold plating Paragon Fury. The kulve taroth rolls initiative with
While it remains intact, its AC is increased by 3 and its advantage. The kulve taroth starts with 0 paragon
speed is reduced by 20 feet. actions. If a hit point pool is depleted, the kulve taroth
Magic Resistance. The kulve taroth has advantage on gains one additional paragon action. The kulve taroth
saving throws against spells and other magical effects. may use a paragon action after any other creature takes a
Paragon Creature. The kulve taroth counts as a number of turn. If the kulve taroth does so, they regain their
creatures equal to it's paragon multiplier (3) for the reaction. A paragon action is a complete turn. They have
purposes of determining combat encounters. The XP an action, bonus action and may move up to their full
value for a kulve taroth is multiplied by its paragon speed. The paragon actions refresh at the start of the
multiplier. kulve taroth's turn and any remaining actions from the
previous turn are lost.
Actions Paragon Transformation. When the kulve taroth has only
one hit point pool remaining, its golden mantle breaks
Multiattack. The kulve taroth makes three attacks: one and falls off it, and gains the following actions:
with its ram, one with its claw, and one with its tail. Fire Lane. The kulve taroth rears up on her hind legs and
Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 25 (4d8 + 7) slashing damage. releases an explosion of lava in a 120-foot line that is
Ram. Melee Weapon Attack: +15 to hit, reach 10 ft., one 10 feet wide. Each creature in that line must make a
target. Hit: 33 (4d12 + 7) bludgeoning damage. DC 26 Dexterity saving throw, taking 44 (8d10) fire
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one damage and begin to burn on a failed save, or half as
target. Hit: 29 (4d10 + 7) bludgeoning damage and the much damage on a successful one and does not burn.
target must make a DC 23 Strength saving throw or they A creature that is burning takes 6 (1d12) fire damage
are knocked prone. at the start of their turn. A creature can use its action
Fireball. The kulve taroth exhales a fireball to a point on its turn to douse the flames.
within 120 feet of it. Each creature in a 20-foot radius Consecutive Molten Pools (Recharge 6). The kulve taroth
Sphere centered on that point must make a DC 26 rears up slightly, fires an orb of molten gold at two
Dexterity saving throw. On a failed save, the creature creatures within 60 feet of it. The orb impacts the
takes 38 (11d6) fire damage, or half as much damage on ground at the feet of the targets creating a pool of
a successful one. molten gold that spreads out in a 20-foot radius. That
Molten Gold Breath (Recharge 5-6). The kulve taroth area becomes difficult terrain for the duration. When a
releases a gout of molten gold across the ground in a 90 creature moves into or within the area, it takes 6
foot cone in front of it. Each creature in that area, that is (1d12) fire damage for every 5 feet it travels.
touching the ground, must make a DC 26 Dexterity At the start of the kulve taroth's next turn, the pool of
saving throw taking 67 (15d8) fire damage and begin molten gold begins to cool and harden.
At the start of its 2nd turn after using this action, the
molten gold hardens and restrains (escape 20) any
creature still standing within it.

101

Kulve Taroth Material Carves 9 Golden Spiralhorn
Elder Dragon Bone Peak Performance. When your hit points are full and you
Challenge Rating 21 Elder Dragon Blood Slots roll a 1 or 2 on a damage die for an attack you make with a
(O) melee weapon, you can reroll the die and must use the
Carve Chance Golden Shell (O) new roll, even if the new roll is a 1 or a 2.
1-2 Golden Spiralhorn (A,W) Golden Scale
3-4 (A,W) You gain a +3 bonus to your spell attack rolls and spell
5-7 Golden Scale (A,W) save DC while attuned to this weapon. This bonus
8-10 Golden Tailshell (A,W) increases to +4 when the spell you are casting deals fire
Golden Nugget (O) damage.
11-13 Golden Glimstone (A,W) Golden Tailshell (Melee Weapon only)
14-16 Whenever you hit a creature with this weapon they ignite
17-19 in flames. At the start of each of its turns, the creature
must make a DC 17 Constitution saving throw. On a failed
20 save, it takes 1d8 fire damage. On a successful save, the
flames are smothered. If the target or a creature within 5
ARMOR MATERIAL EFFECTS feet of it uses an action to put out the flames, or if some
Golden Shell other effect douses the flames (such as the target being
Handicraft+3. For 24 hours, you gain proficiency with submerged in water), the effect ends and the creature is
three artisan tools of your choice each dawn. immune to this weapon effect for the next 24 hours.
Golden Spiralhorn Golden Glimstone
You can't be stunned while you wear this armor. Power Prolonger. Depending on which weapon this
Golden Scale material is placed into, it gains the following benefits:
You have resistance to lightning and thunder damage while
you wear this armor. Dual Blades. Demon/Archdemon Mode duration is
Golden Tailshell increased by 30 seconds.
Wide-Range+. When you use Herbs, Antidotes, Cool Great Sword Guard grants a +4 AC bonus for the
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all duration of the turn it is used.
other creatures within a 20-foot radius of you gain its Hunting Horn. Melodies duration is increased by 1
effect. minute.
Golden Glimstone Insect Glaive. Kinsects Essence duration is increased by
You have immunity to fire damage while you wear this 1 minute.
armor. Lance Powerguard grants a +4 AC bonus for the duration
of the turn it is used.
WEAPON MATERIAL EFFECTS Switch Axe. Coat Weapon duration is increased by 1
Golden Shell minute.
Your weapon deals an extra 1d8 fire damage. Tonfas. Earth Style. weapon damage die is increased to a
d10.

OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
Golden Nugget
A glittering white gold nugget from Kulve Taroth valued at
3,000 gp.

102

Kushala Daora It uses a special organ to produce its famous wind based-
Kushala Daora is a four legged Elder Dragon with a pair of attacks and abilities. When hit with poison, its organ will be
widely spreading wings. Its skin is plated with metal that weak and its shield will disappear for a short period of time
makes weapons bounce off without enough sharpness. while fighting the toxins. Kushala Daora have tough, metal
Kushala Daora has numerous horns lining its head and sharp filled skin, but suffer from a severe weakness to poison,
claws on each of its legs. Kushala Daora have the ability to which can easily enter the bloodstream through cracks
manipulate strong winds, creating a wind barrier that created in the skin. Kushala Daora must infrequently shed
surrounds itself. The wind barrier can knock an adventurer their trademark skin as they grow. This can easily be spotted
back, making the adventurer vulnerable to Kushala Daora's as the once shining silver scales will rust over due to
attacks. The wind barrier also makes it difficult for the oxidation with air. The most well-known ability about Kushala
adventurer to attack its body. Daora is the storms it summons. These storms can easily
destroy whole regions, varying from region to region.
Kushala Daora are rare top predators, and fear almost Kushala Daora can cause sandstorms, hurricanes, and
nothing. However, it is occasionally threatened by the large, snowstorms though it is unknown how.
fast and aggressive Tigrex and the rare powerful Rajang.
They can compete with other elder dragons, especially Some extra rare individuals have increased storm and
Chameleos in the Jungle. There are reports of Kushala Daora wind-creating abilities. Such as creating multiple free-
eating mineral deposits, this may show how they manage to roaming tornadoes and wind tunnels under multiple targets
have a metal rust-able skin. Kushala Daora possesses some all at once using its wings to control the wind flow, they are
of the largest wings of any monster. It uses these to sail able to blow a breath that is both extremely strong and cold
effortlessly in the air. It can hover off the ground and blast to the point of freezing the ground and water it has breathed
hunters with wind. on.

103

Kushala Daora 100 feet of the kushala daora. This cylinder becomes
difficult terrain for the duration, even for flying creatures.
Huge dragon (elder), unaligned Unattended objects in this cylinder that are Large or
smaller are pulled towards the center. When a creature
Armor Class 19 (natural armor) enters the tornado's area for the first time on a turn or
Hit Points 189 (18d12+72) starts its turn there, it is struck by debris the tornado has
Speed 40 ft., fly 80 ft. picked up, and it must make a DC 19 Strength saving
throw or taking 14 (4d6) bludgeoning damage plus 14
STR DEX CON INT WIS CHA (4d6) slashing damage, they are pulled to the center of
23 (+6) 18 (+4) 19 (+4) 18 (+4) 15 (+2) 12 (+1) the cylinder, and are restrained on a failed save. On a
successful save the creature takes half as much damage
Saving Throws Str +11, Dex +9, Wis +7, Cha +6 and they are not pulling into the center or restrained.
Skills Perception +7, Stealth +9 On each of the kushala daora's turns, it must use its
Damage Vulnerabilities poison bonus action to move the tornado 30 feet in any
Senses blindsight 60 Ft., darkvision 120 ft., passive direction.
Wind Tunnel (Recharge 5-6). The kushala daora exhales a
Perception 17 blast of strong wind in a 90 foot line that is 10 feet wide.
Languages Draconic Each creature in the line must succeed on a DC 19
Challenge 15 (13,000 XP) Strength saving throw, taking 49 (11d8) thunder damage
and is pushed 15 feet away in a direction following the
Wind Barrier. A barrier of strong wind surrounds the line on a failed save or half as much on a successful one
kushala daora in a 5-foot radius around it. The strong and is still pushed away. Any creature in the line must
wind keeps fog, smoke, and other gases at bay. Small or spend 2 feet of movement for every 1 foot it moves
smaller flying creatures or Objects can't pass through when moving closer to the kushala daora. The wind
the barrier. Loose, lightweight materials brought into the tunnel disperses gas or vapor, and it extinguishes
barrier fly upward. Arrows, bolts, and other ordinary candles, torches, and similar unprotected flames in the
projectiles launched at the kushala daora are deflected area. It causes protected flames, such as those of
upward and automatically miss. (Boulders hurled by lanterns, to dance wildly and has a 50 percent chance to
Giants or siege engines, and similar projectiles, are extinguish them.
unaffected.) Creatures in Gaseous Form can't pass
through the barrier. When a Medium sized creature Legendary Actions
enters the Wind Barrier's area for the first time on a turn
or starts its turn there, they must make a DC 19 Strength The kushala daora can take 3 legendary actions, choosing
saving throw or be pushed back 10 feet. If a creature from the options below. Only one legendary action
fails the saving throw by more than 5 they are also option can be used at a time and only at the end of
knocked prone. another creature's turn. The kushala daora regains spent
Poison susceptibility. While poisoned, the kushala daora's legendary actions at the start of its turn.
Wind Barrier is deactivated, it must land on its next turn,
and is unable to fly until the poisoned is removed. Once Move. The kushala daora can move all dust devils up to
the poisoned condition is removed, the kushala daora's 30 feet in any direction.
Wind Barrier once again takes effect. Bite Attack. The kushala daora makes a bite attack.
Flyby. The kushala daora doesn't provoke opportunity Dust Devils (Costs 2 Actions). The kushala daora chooses
attacks when it flies out of an enemy's reach. 3 unoccupied 5-foot cube within 60 feet of it. An
elemental force that resembles a dust devil appears in
Actions the cube and lasts for 1 minute. Any creature that starts
its turn within 5 feet of the dust devil must make a DC
Multiattack. The kushala daora makes two bite attacks. 19 Strength saving throw. On a failed save, the creature
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one takes 9 (2d8) bludgeoning damage and is pushed 10
target. Hit: 22 (3d10 + 6) piercing damage. feet away. On a successful save, the creature takes half as
Barrage. The kushala daora rains the debris down to the much damage and isn’t pushed.
ground in a 10-foot-radius, 20-foot-high cylinder If the dust devil moves over sand, dust, loose dirt, or
centered on a point within 150 feet. Each creature in the small gravel, it sucks up the material and forms a 10-
cylinder must make a DC 16 Dexterity saving throw. A foot-radius cloud of debris around itself that lasts until
creature takes 16 (3d10) bludgeoning damage and 16 the start of your next turn. The cloud heavily obscures its
(3d10) slashing damage on a failed save, or half as much area.
damage on a successful one.
Tornado (Recharges after a long or short rest). The kushala
daora conjures a tornado that lasts for 1 minute. The
tornado is a 20-foot-radius, 60-foot-high spiraling
cylinder of wind centered on a location within

104

Kushala Daora Material Carves 4 Daora Carapace
Elder Dragon Bone FastCharge+. When you roll for initiative, your greatsword,
Challenge Rating 15 Elder Dragon Blood Slots longsword, charge blade, or tonfas gains 2 charge, spirit, or
Daora Dragon Scale (O) phial charge.
Carve Chance (O) Daora Claw
1-2 Daora Carapace (A,W) Your weapon deals an extra 1d8 cold damage.
3-4 Daora Claw (A,W) Daora Tail
5-8 Daora Tail (A,W) Critical Element (cold). When you critically hit with a
9-11 (W) weapon or spell that deals cold damage, you deal an extra
Daora Webbing (A,W) 1d6 cold damage.
12-14 Daora Horn (A,W) Daora Webbing
15 Daora Gem (A,W) Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next turn.
16-17 The creature can still roll to recharge its ability at the end
18-19 of its turn.
Daora Horn
20 As an action you can release a blast of strong wind in a 45-
foot line that is 5 feet wide. Each creature in the line must
ARMOR MATERIAL EFFECTS succeed on a DC 17 Strength saving throw, taking 5d6
Daora Dragon Scale thunder damage and is pushed 15-feet back on a failed
Handicraft+2. For 24 hours, you gain proficiency with two save or half as much on a successful one and is not pushed
artisan tools of your choice each dawn. back. Once used, you can't use this property again until
Daora Carapace you finish a long rest.
Heat Guard. While wearing this armor you are immune to Daora Gem (Druid, Sorcerer, & Wizard only)
damage from lava and you are unaffected by extreme heat. This weapon has 6 runes. While holding it, you can use an
Daora Claw action to expend 1 or more of its runes to cast the dust
Evade Extender (M). You gain a +2 bonus to Dexterity devil spell from it. For 1 rune, you cast the 2nd-level
saving throws while you wear this armor. version of the spell. You can increase the spell slot level by
Daora Webbing one for each additional rune you expend.
Evade Window. This armor has 3 runes, and it regains 1d3 The weapon regains 1d6 + 1 expended runes daily at
expended runes daily at dawn. When you fail a Dexterity dawn. If you expend the weapon's last rune, roll a d20. On
saving throw while wearing it, you can use your reaction to a 1, you can't regain any runes on this weapon for 1 week.
expend 1 of its runes to succeed on that saving throw
instead. OTHER MATERIAL EFFECTS
Daora Horn Elder Dragon Blood
Wind Barrier. While you are attuned to this armor, you can Any rarity weapon upgrade material.
use an action to summon a wind barrier around you for 1
minute. While the barrier is active, you have half cover Elder Dragon Bone
against range attacks, resistance to nonmagical Any rarity armor upgrade material.
ammunition, and disperse any fog like effect in a 5-foot
radius around you. Once used, you can't use this property
again until you finish a long rest.
Daora Gem
You have immunity to cold damage while you wear this
armor.

WEAPON MATERIAL EFFECTS
Daora Dragon Scale
While attuned to this weapon, you know the gust cantrip.
If you already know the cantrip you can cast it as a bonus
action instead.

105

Lao-Shan Lung Walking Disaster. The lao-shan lung can enter a Large or
An Elder Dragon, albeit a gigantic specimen. Lao-Shan Lung smaller creature's space. The first time it enters a
was once considered the largest monster in the world until creature's space on a turn, or begins its turn adjacent
recently. Lao-Shan Lung specializes in feeding on different to or on a creatures space, it can make a Stomp attack
types of ore and minerals, no matter what region it goes to. against the creature.
Though its size surpasses most other species, it has one
natural predator that is considered a myth. That predator is Natural Instinct. lao-shan Lung ignores medium size or
Fatalis. smaller creatures and attempts to flee when it reaches
(153) 1/4 of its maximum hit points . While fleeing,
Huge. One of the largest dragons ever documented, rivaled the lao-shan Lung speed increases to 50 feet and it can
only by colossi such as Ceadeus, Dalamadur, Laviente, Jhen only use its action to dash.
Mohran and Zorah Magdaros. Lao-Shan Lungs are very well
armored. Their shells only thicken as the time passes by. A Actions
Lao-Shan Lung shell coloration is determined by the kind of
mineral particles that float in the atmosphere and get Stomp. Melee Weapon Attack: +19 to hit, reach 10 ft.,
attached to its body as the dragon ages: the ones who dwell in one target. Hit: 23 (2d12 + 10) bludgeoning damage.
the mountains are colored red because of the abundance of If the target is a creature, it must make a DC 23
iron particles, while the ones that live near the Volcanic Belt Strength saving throw or be pushed back 10 ft and
are mostly grey due to ash. Because of their size, getting knocked prone.
stepped on or whipped by the tail is very damaging or
possibly fatal. Body Slam. Melee Weapon Attack. +19 to hit, reach 5
ft., one target. Hit: 36 (4d12 + 10) bludgeoning
Extremely docile even when facing multiple foes. They damage.
appear to care little about adventurers, as they mainly ignore Headbutt. Melee Weapon Attack. +19 to hit, reach 5 ft.,
them on their travels. Despite their low aggression, their one target. Hit: 32 (4d10 + 10) bludgeoning damage.
immense size poses a tremendous risk to adventurers in their
general vicinity. Legendary Actions

Lao-Shan Lung The lao-shan lung can take 3 legendary actions,
choosing from the options below. Only one legendary
Gargantuan dragon (elder), unaligned action option can be used at a time and only at the end
of another creature's turn. The lao-shan lung regains
Armor Class 28 (natural armor) spent legendary actions at the start of its turn.
Hit Points 615 (30d20 + 300)
Speed 30 ft. Move. The lao-shan lung moves up to half its speed.
Stomp Attack. The lao-shan lung makes one Stomp
STR DEX CON INT WIS CHA attack.
30 (+10) 10 (+0) 30 (+10) 9 (-1) 11 (+0) 10 (+0) Shake Off (Costs 2 Actions). The lao-shan lung thrashes
around in an attempt to throw any object or creature
Saving Throws Dex +9, Int +8, Wis +9 Cha +9 that is on its body. Each creature on the lao-shan lung
Damage Immunities fire; bludgeoning, piercing, and must make a DC 25 Strength or Dexterity saving throw
(creature's choice), or be thrown off the lao-shan lung
slashing from nonmagical weapons taking 14 (4d6) fall damage upon hitting the ground.
Damage Resistances acid, cold, lightning, poison,
Lao-Shan Lung Carves 9
thunder; bludgeoning, piercing, and slashing from
magical weapons Challenge Rating 30 Slots
Condition Immunities charmed, frightened, paralyzed, (O)
poisoned Carve Chance Material (O)
Senses blindsight 120 ft., passive Perception 10 1 Elder Dragon Blood x2 (A,W)
Languages Draconic (A,W)
Challenge 30 (155,000 XP) 2 Elder Dragon Bone x2 (A,W)
(A,W)
Legendary Resistance (4/Day). If the lao-shan lung fails a 3-5 Lao-Shan Scale (A,W)
saving throw, it can choose to succeed instead. (A,W)
Magic Resistance. The lao-shan lung has advantage on 6-7 Lao-Shan Shell (A,W,O)
saving throws against spells and other magical effects. (A,W)
Siege Monster. The lao-shan lung deals double damage 8 Lao-Shan Horn (A,W)
to objects and structures. (A,O)
Siege Vulnerability. Siege weapons ignore lao-shan lungs 9-11 Lao-Shan Shard
immunities and resistances.
Casual Stroll. the lao-shan lung cannot take the dash 12-13 Lao-Shan Cortex
action, unless it is fleeing. 14 Lao-Shan Mantle
Dragon Healing Crystal
15-16 Lao-Shan Hardhorn
17 Lao-Shan Megaclaw
Pure Dragon Blood
18-19
20

106

ARMOR MATERIAL EFFECTS Lao-Shan Horn
Lao-Shan Scale FastCharge+. When you roll for initiative, your greatsword,
Marathon Runner+. While wearing this armor, your walking longsword, charge blade, or tonfas gains 2 charge, spirit, or
speed increases by 10 feet and you ignore difficult terrain phial charge.
if it was not created by a magical effect. Lao-Shan Shard
Lao-Shan Shell Steady Hand. Your weapon attacks critical hit range is
Evasion+. You gain a +1 bonus to all saving throws and you increased by 1 and it bypasses a creatures resistance to
have advantage on Dexterity saving throws while you wear slashing damage.
this armor. Lao-Shan Cortex
Lao-Shan Horn Furor. When you are below one-tenth of your maximum hit
While wearing this armor, any critical hit against you points, your melee weapon attacks with this weapon deal
becomes a normal hit. maximum damage.
Lao-Shan Shard Lao-Shan Mantle
Adrenaline+. The first time you drop below half of your hit Your Strength score is 29 while you are attuned to this
point maximum in combat, you gain a rush of adrenaline. weapon. It has no effect on you if your Strength is already
Until the end of your next turn you have advantage on 29 or higher.
Dexterity and Strength saving throws and skill checks. Dragon Healing Crystal
Additionally on your next turn, your movement speed The first time you attack with this weapon on each of your
doubles and you can take one extra action. turns, you can transfer some or all of the weapon's bonus
Lao-Shan Cortex to your armor class, instead of using the bonus on any
You cannot be charmed or frightened while you wear this attacks that turn. For example you could reduce the bonus
armor. to your attack and damage rolls by 2 to gain a +2 bonus to
Lao-Shan Mantle AC. The adjusted bonuses remain in effect until the start of
Covert. While wearing this armor you have advantage on your next turn, although you must hold the weapon to gain
Dexterity (Stealth) checks to move silently and you have a bonus to AC from it.
advantage on any ability check made with an Alchemist kit. Lao-Shan Hardhorn
Also your bow, light bowgun, and heavy bowgun This weapon has 3 runes. While holding it, you can use an
ammunition capacity doubles for all ammunition. action and expend 1 rune to release a wave of terror. Each
Dragon Healing Crystal creature of your choice in a 30-foot radius extending from
Your Constitution score is 24 while you wear this armor. It you must succeed on a DC 19 Wisdom saving throw or
has no effect on you if your Constitution is already 24 or become frightened of you for 1 minute. While it is
higher. frightened in this way, a creature must spend its turns
Lao-Shan Hardhorn trying to move as far away from you as it can, and it can't
While wearing this armor you have advantage on saving willingly move to a space within 30 feet of you. It also
throws against spells and other magical effects. can't take reactions. For its action it can use only the dash
Lao-Shan Megaclaw action or try to escape from an effect that prevents it from
You have resistance to nonmagical damage while you wear moving. If it has nowhere it can move, the creature can use
this armor. Additionally, you can use an action to make the dodge action. At the end of each of its turns, a creature
yourself immune to nonmagical damage for 10 minutes or can repeat the saving throw, ending the effect on itself on
until you are no longer wearing the armor. Once this a success.
special action is used, it can't be used again until the next The weapon regains 1d3 expended runes daily at dawn.
dawn. Lao-Shan Megaclaw
Pure Dragon Blood. While holding this weapon, you gain a +4 bonus to spell
You gain the following benefits while wearing this armor attack rolls. In addition, you ignore half cover when making
a spell attack.
Your armor's Armor Class is now 15 + your Dexterity
modifier, unless it is already higher than the new Armor OTHER MATERIAL EFFECTS
Class. Dragon Healing Crystal
You have advantage on saving throws against spells and This hard crystal made from dragon scales is highly valued
other magical effects. and worth 25,000 gp. As an action, you can crush this
Your spell save DC and spell attack bonus each increase crystal over a creature or speak its name to cast the true
by 2. resurrection spell on them.

WEAPON MATERIAL EFFECTS Elder Dragon Blood
Lao-Shan Scale Any rarity weapon upgrade material.
Your weapon attack deals an extra 2d6 bludgeoning Elder Dragon Bone
damage and it deals double damage to objects and Any rarity armor upgrade material.
structures. Pure Dragon Bone
Lao-Shan Shell Upgrades a weapon or armor to its next rarity when
Quick Sheath. While attuned to this weapon, you can applied to it. Must be used within a week of killing the lao-
always sheath it as a free action even if you have already shan lung or it becomes normal elder dragon bone.
drawn a weapon as part of your move action.

107

Lunastra Charge. If the lunastra moves at least 20 ft. straight
Lunastra is colored blue as opposed to Teostra who is red. toward a target and then hits it with a Bite attack on
Her horns are flatter and wider, making a sort of crown the same turn, the target takes an extra 13 (3d8)
structure. They are known to breathe concentrated streams bludgeoning damage.
of fire, as well as cloak themselves in a scalding aura.
Lunastra are high in the food chain, feeding on both coal, to Actions
fuel her fire abilities, and live prey like Apceros. Though
Lunastra are powerful, they have to compete with other Multiattack. The lunastra makes three attacks: two with
species like Rajang, Deviljho, and Akantor. its claw and one with its bite or tail.

Lunastra, naturally have expert control over fire. They can Bite. Melee Weapon Attack. +9 to hit, reach 10 ft., one
use this ability when hunting to ensure quick and devastating target. Hit: 18 (3d8 + 5) piercing damage.
kills. Despite her large size, she is quick on foot and can Claws. Melee Weapon Attack. +9 to hit, reach 5 ft., one
easily chase down fast moving prey. Lunastra can also target. Hit: 15 (3d6 + 5) slashing damage.
generate a fire aura around their bodies from their horns, Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one
which helps prevent brazen monsters like Tigrex from target. Hit: 18 (3d8 + 5) bludgeoning damage. On hit,
dealing serious damage to them. These adaptations enable the target must make a DC 17 Strength saving throw
Lunastra to become a formidable apex predator wherever she or be knocked prone.
is. Their wings are covered in a powder that can be released Fire Breath (Recharge 5-6). The lunastra exhales fire in a
and, at will, set a flame burning in the air resulting in 60-foot cone. Each creature in that area must make a
explosions. This explosive powder is actually the Lunastra's DC 18 Dexterity saving throw, taking 36 (8d8) fire
old skin. damage on a failed save, or half as much on a
successful one.
Lunastra are brutal female elder dragons, quick to
attack at the first sign of trouble, though not as much as Legendary Actions
Teostra. In the ruins of the old Towers, Lunastra are
commonly found in their nest together with Teostra. The lunastra can take 3 legendary actions, choosing
from the options below. Only one legendary action
This suggests that both actually stay in the nest together option can be used at a time and only at the end of
and guard their young. Though both haven't been seen in the another creature's turn. The lunastra regains spent
nest together, both of their footprints can be found in the old legendary actions at the start of its turn.
nests and the active nests together.
Move. The lunastra moves up to its speed without
Lunastra provoking opportunity attacks.
Attack. The lunastra makes a bite attack.
Huge dragon (elder), unaligned Devil's Powder (Costs 2 Actions). The lunastra beats its
wings releasing an explosive powder and creating a
Armor Class 16 (natural armor) spark with her teeth. Each creature within 20 feet of
Hit Points 150 (12d12 + 72) the lunastra must succeed on a DC 18 Dexterity saving
Speed 50 ft., fly 40 ft. throw or take 11 (2d10) fire damage plus 11 (2d10)
force damage and be knocked prone.
STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 22 (+6) 12 (+1) 18 (+2) 10 (+0) Lunastra Material Carves 4
Elder Dragon Blood
Saving Throws Str +9, Wis +6, Cha +4 Challenge Rating 12 Elder Dragon Bone Slots
Skills Perception +6 (O)
Damage Immunities fire Carve Chance Lunastra Scale (O)
Condition Immunities charmed, frightened 1-2 Lunastra Carapace (A,W)
Senses blindsight 60 Ft., darkvision 120 ft., passive 3-4 (A,W)
5-8 Lunastra Tail (A,W)
Perception 16 9-11 Lunastra Wing (A,W)
Languages Draconic Lunastra Mane (W)
Challenge 12 (8,400 XP) 12-14 Lunastra Horn (A,W)
Fire Aura. At the start of each of the lunastra's turns, 15-16 Lunastra Gem (A,W)
each creature within 5 feet of it takes 3 (1d6) fire 17-18
damage, and flammable objects in the aura that aren't
being worn or carried ignite. A creature that touches 19
the lunastra or hits it with a melee attack while within 5 20
feet of it takes 3 (1d6) fire damage.
Poison susceptibility. While poisoned, the lunastra's Fire
Aura is deactivated, it must land on its next turn, and is
unable to fly until the poison is removed. Once the
poisoned condition is removed, the lunastra's Fire Aura
once again takes effect.

108

ARMOR MATERIAL EFFECTS Lunastra Tail
Lunastra Scale Your weapon deals an extra 1d6 fire damage.
Tool Specialist. While wearing this armor your proficiency Lunastra Wing
bonus is double for any ability check made with a tool you When you hit a creature with a melee weapon attack using
are proficient with. this weapon, you can engulf the target in flames. At the
Lunastra Carapace start of each of the engulfed creature’s turns, it takes 1d4
While you wear this armor, any creature that touches you fire damage and it can then make a DC 15 Dexterity saving
or hits you with a melee weapon attack takes 1d6 fire throw, putting out the flames on a successful save.
damage. Alternatively, the engulfed creature, or a creature within 5
Lunastra Tail feet of it, can use an action to smother the flames ending
You have resistance to fire damage while you wear this the effect. Once used, this property can't be used again
armor. until you finish a short or long rest.
Lunastra Wing Lunastra Mane
Evade Window. This armor has 3 runes, and it regains 1d3 Elderseal. A creature hit by this weapon cannot use an
expended runes daily at dawn. When you fail a Dexterity action that has a recharge until the start of your next turn.
saving throw while wearing it, you can use your reaction to The creature can still roll to recharge its ability at the end
expend 1 of its runes to succeed on that saving throw of its turn.
instead. Lunastra Horn
Lunastra Horn Peak Performance. When your hit points are full and you
Wide-Range. When you use Herbs, Antidotes, Cool Drinks, roll a 1 or 2 on a damage die for an attack you make with a
Hot Drinks, Adamant Seeds, or Might Seeds; all other melee weapon, you can reroll the die and must use the
creatures within a 10-foot radius of you gain its effect. new roll, even if the new roll is a 1 or a 2.
Lunastra Gem Lunastra Gem
Health Boost. While wearing this armor, your hit point Mind's Eye. Your attacks with this weapon bypass the
maximum increases by 1 for each character level you have. damage resistances of any creature.

WEAPON MATERIAL EFFECTS OTHER MATERIAL EFFECTS
Lunastra Scale Elder Dragon Blood
Guard. You cannot be pushed or knocked backwards while Any rarity weapon upgrade material.
you wield this weapon. Elder Dragon Bone
Lunastra Carapace Any rarity armor upgrade material.
Critical Eye. Your weapon attacks critical hit range is
increased by 1.

109

Tempered Lunastra Blue Flame Breath (Recharge 5-6). The lunastra exhales
blue flames in a 60-foot cone. Each creature in that area
Huge dragon (elder), unaligned must make a DC 18 Dexterity saving throw, taking 45
(10d8) fire damage on a failed save, or half as much on a
Armor Class 18 (natural armor) successful one.
Hit Points 187 (15d12 + 90) Deadly Leap. If the lunastra jumps at least 10 feet as part
Speed 50 ft., fly 40 ft. of its movement, it can then use this action to land on its
feet in a space that contains one or more other creatures.
STR DEX CON INT WIS CHA Each of those creatures must succeed on a DC 19
21 (+5) 17 (+3) 22 (+6) 12 (+1) 15 (+2) 10 (+0) Strength or Dexterity saving throw (target's choice) or be
knocked prone and take 19 (4d6 + 5) bludgeoning
Saving Throws Str +11, Dex +9, Wis +8, Cha +6 damage plus 19 (4d6 + 5) fire damage. On a successful
Skills Perception +8 save, the creature takes only half the damage, isn't
Damage Immunities fire knocked prone, and is pushed 5 feet out of the lunastra's
Condition Immunities charmed, frightened space into an unoccupied space of the creature's choice.
Senses blindsight 60 Ft., darkvision 120 ft., passive If no unoccupied space is within range, the creature
instead falls prone in the lunastra's space.
Perception 18 Supernova Pulse (1/day). The lunastra beats its wings
Languages Draconic rising 20 feet into the air and releases a large burst of
Challenge 19 (22,000 XP) blue flames all around it. Each creature within 45 feet of
the lunastra must succeed on a DC 20 Dexterity saving
Charge. If the lunastra moves at least 20 ft. straight throw, taking 45 (10d8) fire damage.
toward a target and then hits it with a Bite attack on the For the next 3 rounds, at the start of the lunastra's turn,
same turn, the target takes an extra 13 (3d8) the blue flames pulse around her in a 30-foot radius.
bludgeoning damage. Each creature in that area must make a DC 20 Dexterity
Fire Aura. At the start of each of the lunastra's turns, each saving throw, taking 13 (3d8) fire damage on a failed
creature within 5 feet of it takes 7 (2d6) fire damage, save, or half as much damage on a successful one.
and flammable objects in the aura that aren't being worn
or carried ignite. A creature that touches the lunastra or Legendary Actions
hits it with a melee attack while within 5 feet of it takes
7 (2d6) fire damage. The lunastra can take 3 legendary actions, choosing from
Goddess of the Blue Flame. Fire damage dealt by the the options below. Only one legendary action option can
lunastra ignores fire resistance. be used at a time and only at the end of another
Legendary Resistance (3/Day). If the lunastra fails a saving creature's turn. The lunastra regains spent legendary
throw, it can choose to succeed instead. actions at the start of its turn.

Actions Move. The lunastra moves up to its speed without
provoking opportunity attacks.
Multiattack. The lunastra makes three attacks: two with Attack. The lunastra makes a bite attack.
its claw and one with its bite or tail. Devil's Powder (Costs 2 Actions). The lunastra beats its
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one wings releasing an explosive powder and creating a spark
target. Hit: 18 (3d8 + 5) piercing damage plus 7 (2d6) with her teeth. Each creature within 20 feet of the
fire damage. lunastra must succeed on a DC 20 Dexterity saving
Claws. Melee Weapon Attack. +11 to hit, reach 5 ft., one throw or take 16 (3d10) fire damage plus 16 (3d10)
target. Hit: 15 (3d6 + 5) slashing damage. force damage and be knocked prone.
Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage. On hit,
the target must make a DC 17 Strength saving throw or
be knocked prone.

110

Tempered Lunastra Carves 4 WEAPON MATERIAL EFFECTS
T.Lunastra Scale
Challenge Rating 19 Slots Guard. You cannot be pushed or knocked backwards while
(O) you wield this weapon.
Carve Chance Material (O) T.Lunastra Carapace
(A,W) Critical Eye+. Your weapon attacks critical hit range is
1-2 Elder Dragon Blood (A,W) increased by 2.
(A,W) T.Lunastra Tail
3-4 Elder Dragon Bone (A,W) Your weapon deals an extra 1d8 fire damage.
(W) T.Lunastra Wing
5-8 T.Lunastra Scale (A,W) When you hit a creature with a melee weapon attack using
(A,W) this weapon, you can engulf the target in flames. At the
9-11 T.Lunastra Carapace start of each of the engulfed creature’s turns, it takes 1d6
fire damage and it can then make a DC 17 Dexterity saving
12-14 T.Lunastra Tail throw, putting out the flames on a successful save.
Alternatively, the engulfed creature, or a creature within 5
15-16 T.Lunastra Wing feet of it, can use an action to smother the flames ending
the effect. Once used, this property can't be used again
17-18 T.Lunastra Mane until you finish a short or long rest.
T.Lunastra Mane
19 T.Lunastra Horn Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next turn.
20 T.Lunastra Gem The creature can still roll to recharge its ability at the end
of its turn.
ARMOR MATERIAL EFFECTS T.Lunastra Horn
T.Lunastra Scale Awaken. When this material is placed in a weapon that
Tool Specialist. While wearing this armor your proficiency does not deal cold, fire, lightning, necrotic, or thunder
bonus is double for any ability check made with a tool you damage, it rolls one additional damage die when it hits. For
are proficient with. example a shortsword now rolls 2d6 and a greatsword
deals 3d6.
T.Lunastra Carapace T.Lunastra Gem
While you wear this armor, any creature that touches you While holding this weapon your spell attack rolls and spell
or hits you with a melee weapon attack takes 1d8 fire save DC increase by +2. If the spell deals fire damage, the
damage. bonus is increased to +3.
T.Lunastra Tail
You have immunity to fire damage while you wear this OTHER MATERIAL EFFECTS
armor. Elder Dragon Blood
T.Lunastra Wing Any rarity weapon upgrade material.
Wide-Range+. When you use Herbs, Antidotes, Cool
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all Elder Dragon Bone
other creatures within a 20-foot radius of you gain its Any rarity armor upgrade material.
effect.
T.Lunastra Horn
Health Boost+. Your hit point maximum increases by 2 for
each character level you have while wearing this armor.
T.Lunastra Gem
Fiery Protection. While wearing this armor you have
immunity to poison damage and the poisoned condition.
Also when you would gain a level of exhaustion, you can
choose to ignore it. Once you use this property you can't
use it until the next dawn.

111

Nakarkos Nakarkos is able to produce an eerie, blue mucus from its
Nakarkos are massive cephalopod-like monsters. They have body. This mucus is sticky, allowing it to capture prey and
glowing yellow eyes, and massive, sharp beaks. They have even shoot prey items out of the air. Though this mucus is
blue skin with spots of turquoise bioluminescence. The most used for capturing prey, Nakarkos has another use for the
unique feature of a Nakarkos body is its self-made covering of mucus. This mucus is used to help prevent bones from
bones which it uses to protect and camouflage itself. Under corroding, sticking bones together, and to prevent the bones
normal circumstances, the Nakarkos face cannot be seen. Its from collapsing. With this mucus, it can make protective
two primary tentacles are covered in vertebrae and tipped bone armor to protect its whole body from attacks and even
with skulls, creating the appearance of a two-headed skeletal use some bones as weapons. Like a cuttlefish, it has sticky
dragon. Nakarkos have been reported in many different tentacles used to drag prey back to its lair. These tentacles
regions by eyewitnesses, though Nakarkos are known to are usually covered in bones for protection, ending with a
make huge bone-covered lairs in caves. These lairs are huge skull. But this isn't just limited to skulls. Nakarkos has
known as Wyvern's End. Nakarkos are also known to be been seen using various monster parts to attack foes or to kill
found in the sea. prey with. Some of these parts are hard to identify due to
Nakarkos altering their shapes in order for it to use them.
Nakarkos easily assert themselves as top predators, no Some parts that it has been seen using is a fused together
matter what the environment is. These Elder Dragons have Glavenus jaw and tail, a Lagiacrus shell shockers, a
been identified feeding on the armored prey, such as Uragaan Brachydios pounders, and a Uragaan's chin.
and Diablos, and even top predators like Glavenus,
Brachydios, and Agnaktor. Even monster species capable of These various parts give the appearance that it has "two
flight aren't safe from this monster. The most shocking heads" but Nakarkos's true head is hidden away underground
creatures these Elder Dragons have been found to take down most of the time. When it feels its life is truly in danger, it will
are Shen Gaoren and Ceadeus pups. Other prey includes eventually reveal its true face. Its true face is cephalopod-like,
Hermitaur and Daimyo Hermitaur. The only real likely things resembling a cuttlefish. By revealing its face, it can use its
that could potentially threaten a Nakarkos are other Elder bone-crunching beak. So to make it easier for itself to use the
Dragons like older Ceadeus, their only known predator. Fire Beam, it will fire the element from its tentacles and build
it up in its mouth before firing a massive beam. To move
Nakarkos are gluttons that can eat a whole ecosystem if quickly, Nakarkos has jet propulsion like squids. It uses this
left unchecked. Due to Nakarkos having huge appetites, they to return to its nest at a quicker rate, so it can avoid getting
can easily wipe out all life in surrounding areas. Nakarkos eaten itself.
have even been reported shooting down airships for food.
Though Nakarkos can destroy an ecosystem, it doesn't 112
actually want to do that. It prefers to leave its nest in search
of prey, so it still has plenty of food in the environment it is
living within. If the adventurer's Guild finds a Nakarkos' lair,
they will immediately send the adventurer to repel it before it
can bring further damage to that ecosystem. However, it is
said that Nakarkos will eventually return to said area in order
to feed themselves further.

Nakarkos Actions

Huge aberration (elder), Chaotic Evil Multiattack. The nakarkos makes two tentacle attacks. It
can replace either of these attacks with a Sticky Mucus
Armor Class 22 (Dragon Bone) attack.
Hit Points 232 (16d12 + 128)
Speed 40 ft., burrow 30 ft. Sticky Mucus. Range Weapon Attack. +8 to hit, range
30/120 ft. from tentacles location, one target. Hit: 17
STR DEX CON INT WIS CHA (5d6) poison damage. On hit, the target is grappled by
24 (+7) 14 (+2) 27 (+8) 12 (+1) 18 (+4) 16 (+3) the mucus (escape DC 20).
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one
Saving Throws Dex +8, Wis +10, Cha +9 target. Hit: 29 (4d10 + 7) piercing damage.
Damage Resistances bludgeoning, piercing, and slashing Fire Beam (Recharge 5-6). The nakarkos tentacles release
two beams of fire, one from each tentacle. Each beam
damage from nonmagical weapons fires in a 45-foot line that is 5-feet wide. Each creature in
Senses blindsight 60 ft., darkvision 120 ft., tremorsense either line must make a DC 22 Dexterity saving throw,
taking 44 (8d10) fire damage on a failed save, or half as
120 ft., passive Perception 14 much damage on a successful one.
Languages Draconic Tentacles. The nakarkos uses one of the following
Challenge 20 (25,000 XP) tentacle attacks depending on which bones they are
using:
Legendary Resistance (3/Day). If the nakarkos fails a saving Broken Tentacle. Melee Weapon Attack. +13 to hit, reach
throw, it can choose to succeed instead.
Poison Aura. At the start of each of the nakarkos's turns, 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning
each creature within 5 feet of its body takes 11 (3d6) damage.
poison damage. A creature that touches the nakarkos Lagiacrus Tentacle. Melee Weapon Attack. +13 to hit,
body or hits it with a melee attack while within 5 feet of reach 10 ft., one target. Hit: 21 (4d6 + 7) piercing
it takes 7 (2d6) poison damage. damage plus 5 (1d10) lightning damage.
Bone Tentacles. The nakarkos has two tentacles (Size: Glavenus Tentacle. Melee Weapon Attack. +13 to hit,
Large, AC 22, HP 30). Damaging a bone tentacle deals reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing
no damage to the nakarkos. When a bone tentacle damage plus 5 (1d10) fire damage.
reaches 0 hit points, it becomes a Broken Tentacle. As a Uragaan Tentacle. Melee Weapon Attack. +13 to hit, reach
bonus action, the tentacles retract underground and 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning
reappear in an unoccupied space within 15 feet of the damage.
nakarkos body. Brachydios Tentacle. Melee Weapon Attack. +13 to hit,
Broken Tentacles. A broken tentacle has had the bones reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning
protecting it destroyed reducing its AC by 2. (Size: Large, damage and each creature within 5 feet of the target,
AC 20). Damaging a broken tentacle deals damage to the including the target, must make a DC 20 Dexterity
nakarkos. At the end of the nakarkos turn, a broken saving throw, taking 7 (2d6) fire damage on a failed
tentacle retracts into the ground. It reappears at the start save, or half as much on a successful one.
of the nakarkos next turn with the bones of a new
creature, roll a d4 to determine what type of tentacle it Legendary Actions
becomes. On a 1, Lagiacrus Tentacle; On a 2, Glavenus
Tentacle; On a 3, Uragaan Tentacle; On a 4, Brachydios The nakarkos can take 3 legendary actions, choosing
Tentacle. from the options below. Only one legendary action
True Face. The Nakarkos is sunken into the ground, option can be used at a time and only at the end of
revealing only its body parts that are covered in dragon another creature's turn. The nakarkos regains spent
bone giving the appearance that it has "two heads" but legendary actions at the start of its turn.
nakarkos’ true head is hidden away underground. When
the nakarkos is below half of its maximum hit points Mucus Ball. The nakarkos launches a ball of mucus from
(131), it will reveal its unprotected true face reducing its its back at a target. The target must make a DC 19
AC by 2 and replacing its multiattack and fire beam with: Dexterity saving throw or become restrained by the
mucus (escape 20).
Multiattack. The nakarkos makes two tentacle attacks Tentacle Attack (Costs 2 Actions). The nakarkos makes a
and one beak attack. It can replace its tentacle attack tentacle attack.
with a sticky mucus attack. Trample (Costs 2 Actions). The nakarkos moves up to its
Fire Beam (Recharge 5-6). The nakarkos exhales a beam speed, during this move it may move through other
of fire in a 90-foot line that is 10-feet wide. Each creatures without provoking attacks of opportunity. Any
creature in that line must make a DC 22 Dexterity creatures the nakarkos moves through must succeed on
saving throw, taking 50 (9d10) fire damage on a failed a DC 20 Dexterity saving throw or take 16 (2d8 + 7)
save, or half as much damage on a successful one. bludgeoning damage and be knocked prone.

113

Nakarkos Material Carves 6 Namielle
Nakarkos Hide Namielle is an Elder Dragon that has aspects of manta rays,
Challenge Rating 20 Nakarkos Arm Brace Slots deep sea fish, and jellyfish. Its massive wings are colored
Radiant Mucus (A,W) black on top and a light blue on the underside, with rainbow
Carve Chance Nakarkos Cuttlebone (A,W) luminescence that pulses constantly. Its head is red and blue
1-6 Nakarkos Fang (W) with the same pulsing luminescence but when drained of its
7-11 Nakarkos Soul Orb (A,W) water and dried out, it has a milky tan coloring that affects
(W) both its body and the underside of its wings. It also
12-15 (A,W) has multiple long whiskers on the lower jaw.
16-17
18-19 As with most Elder Dragons, most monsters flee from its
mere presence. It asserts itself as the top of the food chain.
20 What it consumes, however, is a mystery. Based on its needle-
like dental structure, it can be assumed it preys on fish and
ARMOR MATERIAL EFFECTS possibly piscine wyverns. Only other Elder Dragons and the
Nakarkos Hide recently discovered Savage Deviljho, of which the Brute
You have advantage on Wisdom (Insight) checks while you Wyvern is capable of equaling its strength, seem to be willing
wear this armor. to challenge it.

Nakarkos Arm Brace Namielle is a very unique Elder Dragon; its body carries
Adrenaline. The first time you drop below half of your hit semblance of various creatures found in the ocean. Its wings
point maximum in combat, you gain a rush of adrenaline. resemble that of a manta ray's, while the tips can discharge
On your next turn your movement speed doubles and you electricity like an electric eel. The membrane of its wings and
can take one extra action. parts of its face glows with a bioluminescent light that pulses
Nakarkos Cuttlebone with the color of the rainbow and it has large, needle-shaped
Survivor+. When an ally, that you can see, is reduced to 0 teeth like deep-sea fish. There are also combs on its wings
hit points you can use your reaction to gain +2 AC, +2 like a comb jelly, giving it further bioluminescence. Its most
damage, and +2 to attack rolls for 1 minute. Once used, notable feature, however, is its ability to produce, control and
this property can't be used again until the next dawn. absorb water.
Nakarkos Soul Orb (Sorcerer, Warlock, and Wizard only)
This armor has two runes that it regains daily at dawn. As However, said water doesn't appear to be pure water but a
an action you can expend one of these runes to cast armor mix of its internal saliva and water mixed together to create a
of agathys at 5th level. When the spell deals its damage, it slime like water that adheres and stays moist for extended
deals it as piercing damage instead of as cold damage. periods of time. This water is shot out of its mouth and can
be absorbed back in freely and with a wave of its wings or
WEAPON MATERIAL EFFECTS front claws it can make hunters standing on this water slide
Nakarkos Hide back and forth at will. It can also shoot this water at the
Elderseal. A creature hit by this weapon cannot use an ground causing a tidal wave to surge up. Even more
action that has a recharge until the start of your next turn. interesting is that Namielle can actually produce electricity
The creature can still roll to recharge its ability at the end and use the lightning to cause its water patches to electrify
of its turn. then explode violently into steam.
Nakarkos Arm Brace
Furor. When you are below one-tenth of your maximum hit Something rather unique to Namielle is that it can fly even
points, your melee weapon attacks with this weapon deal when barely flapping its wings and glides through the air as a
maximum damage. manta ray does in water. Namielle also seems to have the
Radiant Mucus ability to blot out the sun with its body, which causes instant
While holding this weapon, you can use your bonus action darkness. However, it should be noted that this ability was
to transform the weapon into a tentacle rod (DMG 208) or only demonstrated upon initially finding it.
back to its original form. Each tentacle on the rod has a
different damage type: tentacle one, fire; tentacle two, 114
lightning; tentacle three, bludgeoning.
Nakarkos Cuttlebone
Crisis+. While suffering from an abnormal status effect,
such as poisoned, burning, slowed, blinded, etc, all attacks
and spells deal an extra 1d12 spell or weapon damage.
Nakarkos Fang
Trump Card. You have advantage on attack rolls against
creatures that are grappled.
Nakarkos Soul Orb
Amplify. The elemental damage done by your weapon is
increased by one die size and the duration of consumables
is increased by 50%.

Namielle to 30 feet long, up to 10 feet wide, and up to 10 feet
tall. Each creature in that area must make a DC 18
Huge dragon (elder), Chaotic Evil Dexterity saving throw, taking 21 (6d6) bludgeoning
damage and is knocked prone on a failed save, or half as
Armor Class 17 (natural armor) much damage and isn’t knocked prone on a successful
Hit Points 168 (16d12 + 64) one. The water then spreads out 15 feet across the
Speed 40 ft., fly 60 ft. (hover), swim 60 ft. ground in all directions, flooding the area.
Maelstrom. The water in a 30-foot radius around the
STR DEX CON INT WIS CHA namielle is pulled towards it and absorbed into its body,
19 (+4) 14 (+2) 18 (+4) 20 (+5) 14 (+2) 13 (+1) increasing its AC by 2 until the end of its next turn. Each
creature in flooded terrain must make a DC 18 Strength
Saving Throws Dex +7, Con +9, Cha +6 saving throw or take 21 (6d6) bludgeoning damage and
Skills Athletics +9, Perception +7 be pulled 10 feet toward the namielle on a failed save, or
Damage Immunities cold, lightning half as much on a successful one and is not pulled.
Condition Immunities paralyzed, stunned Electric Divebomb (Recharge 5-6). The namielle releases a
Senses darkvision 120 ft., passive Perception 17 torrent of water from its body, flooding the ground in a
Languages Aquan, Draconic 30-foot radius around it. It then rises into the sky while
Challenge 14 (11,500 XP) gathering electricity and comes crashing down at its
same location causing a massive eruption of water and a
Amphibious. The namielle can breathe air and water. shockwave of steam. Each creature within 30 feet of the
Innate Spellcasting. The namielle's innate spellcasting namielle must make a DC 17 Dexterity saving throw,
ability is Intelligence. It can innately cast the following taking 22 (4d10) fire damage on a failed save, or half as
spells (spell save DC 18), requiring no material much on a successful one. If the creature is within 10
components: feet of the namielle, it takes an extra 11 (2d10) lightning
At will: create or destroy water, control water damage.
Flooded. Any space that has been flooded by one of
namielle's actions is filled with two to three feet of Legendary Actions
water, and it is difficult terrain for any creature without
an innate or magical swimming speed. The flooded areas The namielle can take 3 legendary actions, choosing
remain flooded for 24 hours, until the namielle absorbs from the options below. Only one legendary action
the water, or until it is turned to steam. option can be used at a time and only at the end of
another creature's turn. The namielle regains spent
Actions legendary actions at the start of its turn.

Multiattack. The namielle makes two attacks: one attack Attack. The namielle makes one attack with its bite or
with its bite and one with its claw, or it makes two water globule.
attacks with its water globule. Water Beam (Costs 2 Actions). The namielle exhales a
Bite. Melee Weapon Attack: +9 to hit, Reach 5 ft., one torrent of water in a 60-foot cone, flooding the area.
target. Hit 17 (3d8 + 4) piercing damage. Each creature in that area must make a DC 18 Dexterity
Claw. Melee Weapon Attack: +9 to hit, Reach 5 ft., one saving throw, taking 17 (5d6) cold damage and be
target. Hit 14 (3d6 + 4) slashing damage. afficted with waterblight on a failed save, or half as much
Water Globule. Range Weapon Attack: +9 to hit, range damage and not afficted with waterblight on a successful
30/120 ft., one target. Hit: 10 (3d6) cold damage and one. The water then spreads out 15 feet across the
the target must succeed on a DC 17 Constitution saving ground in all directions, flooding the area.
throw, or become afficted with waterblight for 1 minute. Electric Current (Costs 3 Actions). The namielle touches
A creature can repeat the saving throw at the end of each the tip of its wing to a flooded space within 10 feet of it,
of its turns, ending the effect on itself on a success. On a sending an electric current coursing through it. This
hit or miss, the 5 foot area below the target is flooded. current travels through each connected flooded space
Tidal Wave. The namielle conjures up a wave of water that causing an explosion of steam in each space as it travels
crashes down on an area in front of it. The area can be up through them. Each creature in those spaces must make
a DC 17 Dexterity saving throw, taking 14 (4d6) fire
damage plus 10 (3d6) lightning damage on a failed save,
or half as much on a successful one. Spaces affected by
this ability then lose the flooded status.

115

Namielle Material Carves 4 Namielle Lash (spellcaster only)
Elder Dragon Blood This weapon has 10 runes. While holding it, you can use an
Challenge Rating 14 Elder Dragon Bone Slots action to expend 1 or more of its runes to cast one of the
Namielle Finehide (O) following spells from it, using your spell save DC: shape
Carve Chance Namielle Hardclaw (O) water (1 rune), create or destroy water (1 rune), fog cloud
1-2 Namielle Whisker (A,W) (1 rune), call lightning (3 runes) or control water (4 runes).
3-4 Namielle Fellwing (A,W) The weapon regains 1d6 + 4 expended runes daily at
5-8 (A,W) dawn. If you expend the last rune it cannot regain any
9-12 Namielle Lash (A,W) runes for one week.
Namielle Mantle (A,W) Namielle Mantle
13-14 (A,W) You gain a + 1 bonus to your spell attack rolls and spell
15-17 save DC while attuned to this weapon. This bonus
18-19 increases to +2 when the spell you are casting deals cold
or lightning damage.
20 OTHER MATERIAL EFFECTS
Elder Dragon Blood
ARMOR MATERIAL EFFECTS Any rarity weapon upgrade material.
Namielle Finehide Elder Dragon Bone
Tool Specialist. While wearing this armor your proficiency Any rarity armor upgrade material.
bonus is double for any ability check made with a tool you
are proficient with. Tempered Namielle

Namielle Hardclaw Huge dragon (elder), Chaotic Evil
Blightproof. While wearing this armor you are immune to
blight spells, spell like abilities, and conditions. Armor Class 18 (natural armor)
Namielle Whisker Hit Points 207 (18d12 + 90)
Constitution. The duration from slowing effects, such as Speed 40 ft., fly 60 ft. (hover), swim 60 ft.
the slow spell or a copper dragon's breath attack, are
reduced by half while you wear this armor. STR DEX CON INT WIS CHA
Namielle Fellwing 21 (+5) 16 (+3) 20 (+5) 22 (+6) 16 (+3) 15 (+2)
Stamina Surge+2. While wearing this armor, you can use an
action to cast the haste spell from it once per day, but can Saving Throws Dex +9, Con +11, Cha +8
target only yourself when you do so and you gain 1 level of Skills Athletics +11, Perception +9
exhaustion when the spell ends. Damage Immunities cold, lightning; bludgeoning,
Namielle Lash
While wearing this armor you have resistances to lightning piercing, slashing from nonmagical attacks
damage. Condition Immunities charmed, frightened, paralyzed,
Namielle Mantle
While wearing this armor you have immunity to cold stunned
damage. Senses darkvision 120 ft., passive Perception 19
Languages Aquan, Draconic
WEAPON MATERIAL EFFECTS Challenge 19 (22,000 XP)
Namielle Finehide Amphibious. The namielle can breathe air and water.
While attuned to this weapon, you can use an action to Innate Spellcasting. The namielle's innate spellcasting
cast the levitate spell on yourself at will. ability is Intelligence. It can innately cast the following
Namielle Hardclaw spells, requiring no material components:
While you are attuned to this weapon you can use a bonus At will: create or destroy water, control water, wall of
action to cast the dancing lights spell at will. water
Namielle Whisker Flooded. Any space that has been flooded by one of
When you critically hit with this weapon, the target can’t namielle's actions is filled with three to four feet of
take reactions until the start of its next turn. water, and it is difficult terrain for any creature without
Namielle Fellwing an innate or magical swimming speed. The flooded
When you finish a short or long rest you choose a damage areas remain flooded for 24 hours, until the namielle
type. This damage type can be either cold or lightning absorbs the water, or until it is turned to steam.
damage. A creature hit by this weapon takes an extra 1d8 Legendary Resistance (3/Day). If the namielle fails a
of the chosen damage type. saving throw, it can choose to succeed instead.

116

Actions gathering electricity and comes crashing down at its
same location causing a massive eruption of water and a
Multiattack. The namielle makes two attacks: one attack shockwave of steam. Each creature within 40 feet of the
with its bite and one with its claw, or it makes two namielle must make a DC 19 Dexterity saving throw,
attacks with its water globule. taking 27 (5d10) fire damage on a failed save, or half as
much on a successful one. If the creature is within 15
Bite. Melee Weapon Attack: +11 to hit, Reach 5 ft., one feet of the namielle, it takes an extra 16 (3d10) lightning
target. Hit 18 (3d8 + 5) piercing damage. damage.
Claw. Melee Weapon Attack: +11 to hit, Reach 5 ft., one
target. Hit 15 (3d6 + 5) slashing damage. Legendary Actions
Water Globule. Range Weapon Attack: +9 to hit, range
30/120 ft., one target. Hit: 14 (4d6) cold damage and The namielle can take 3 legendary actions, choosing
the target must succeed on a DC 19 Constitution saving from the options below. Only one legendary action
throw, or become afficted with waterblight for 1 minute. option can be used at a time and only at the end of
A creature can repeat the saving throw at the end of each another creature's turn. The namielle regains spent
of its turns, ending the effect on itself on a success. On a legendary actions at the start of its turn.
hit or miss, the 5 foot area below the target is flooded. Attack. The namielle makes one attack with its bite or
Tidal Wave. The namielle conjures up a wave of water that water globule.
crashes down on an area in front of it. The area can be up Water Beam (Costs 2 Actions). The namielle exhales a
to 40 feet long, up to 10 feet wide, and up to 10 feet torrent of water in a 90-foot cone, flooding the area.
tall. Each creature in that area must make a DC 20 Each creature in that area must make a DC 20 Dexterity
Dexterity saving throw, taking 24 (7d6) bludgeoning saving throw, taking 17 (5d6) cold damage and be
damage and is knocked prone on a failed save, or half as afficted with waterblight on a failed save, or half as much
much damage and isn’t knocked prone on a successful damage and not afficted with waterblight on a successful
one. The water then spreads out 15 feet across the one. The water then spreads out 15 feet across the
ground in all directions, flooding the area. ground in all directions, flooding the area.
Maelstrom. The water in a 40-foot radius around the Electric Current (Costs 3 Actions). The namielle touches
namielle is pulled towards it and absorbed into its body, the tip of its wing to a flooded space within 10 feet of it,
increasing its AC by 3 until the end of its next turn. Each sending an electric current coursing through it. This
creature in flooded terrain must make a DC 20 Strength current travels through each connected flooded space
saving throw or take 24 (7d6) bludgeoning damage and causing an explosion of steam in each space as it travels
be pulled 10 feet toward the namielle on a failed save, or through them. Each creature in those spaces must make
half as much on a successful one and is not pulled. a DC 19 Dexterity saving throw, taking 14 (4d6) fire
Electric Divebomb (Recharge 5-6). The namielle releases a damage plus 14 (4d6) lightning damage on a failed save,
torrent of water from its body, flooding the ground in a or half as much on a successful one. Spaces affected by
35-foot radius around it. It then rises into the sky while this ability then lose the flooded status.

Tempered Namielle Carves 4 T.Namielle Hardclaw
Biology. You become proficient with dung bombs while
Challenge Rating 19 Slots you are wearing this armor, and you are immune to blight
(O) effects such as waterblight, iceblight, or the blight spell.
Carve Chance Material (O) T.Namielle Whisker
(A,W) Constitution. The duration from slowing effects, such as
1-2 Elder Dragon Blood (A,W) the slow spell or a copper dragon's breath attack, are
(A,W) reduced by half while you wear this armor.
3-4 Elder Dragon Bone (A,W) T.Namielle Fellwing
(A,W) Stamina Surge+2. While wearing this armor, you can use an
5-8 T.Namielle Finehide (A,W) action to cast the haste spell from it once per day, but can
target only yourself when you do so and you gain 1 level of
9-12 T.Namielle Hardclaw exhaustion when the spell ends.
T.Namielle Lash
13-14 T.Namielle Whisker This armor has 3 runes, and it regains 1d3 expended runes
daily at dawn. While you wear it, you can use an action and
15-17 T.Namielle Fellwing expend 1 rune to cause the armor to display a shifting
pattern of dazzling hues until the end of your next turn.
18-19 T.Namielle Lash During this time, the armor sheds bright light in a 30-foot
radius and dim light for an additional 30 feet. Creatures
20 T.Namielle Mantle that can see you have disadvantage on attack rolls against
you. In addition, any creature in the bright light that can
ARMOR MATERIAL EFFECTS see you when the armor's power is activated must succeed
T.Namielle Finehide
Tool Specialist. While wearing this armor your proficiency
bonus is double for any ability check made with a tool you
are proficient with.

117

on a DC 15 Wisdom saving throw or become stunned until Senses darkvision 120 ft., passive Perception 20
the effect ends. Languages Aquan, Draconic
T.Namielle Mantle Challenge 24 (62,000 XP)
While wearing this armor you have resistance to cold
damage and lightning damage. Amphibious. The namielle can breathe air and water.
Innate Spellcasting. The namielle's innate spellcasting
WEAPON MATERIAL EFFECTS ability is Intelligence. It can innately cast the following
T.Namielle Finehide spells, requiring no material components:
While attuned to this weapon, you can use an action to At will: create or destroy water, control water, wall of
cast the levitate spell on yourself at will. water
T.Namielle Hardclaw Flooded. Any space that has been flooded by one of
While you are attuned to this weapon you can use a bonus namielle's actions is filled with four to five feet of
action to cast the dancing lights cantrip at will. water, and it is difficult terrain for any creature without
T.Namielle Whisker an innate or magical swimming speed. The flooded
When you critically hit with this weapon, the target can’t areas remain flooded for 24 hours, until the namielle
take reactions until the start of its next turn. absorbs the water, or until it is turned to steam.
T.Namielle Fellwing Legendary Resistance (3/Day). If the namielle fails a
When you finish a short or long rest you choose a damage saving throw, it can choose to succeed instead.
type. This damage type can be either cold or lightning Magic Resistance. The namielle has advantage on saving
damage. A creature hit by this weapon takes an extra 1d8 throws against spells and other magical effects.
of the chosen damage type.
T.Namielle Lash (Spellcaster only) Actions
This weapon has 10 runes. While holding it, you can use an
action to expend 1 or more of its runes to cast one of the Multiattack. The namielle makes three attacks: one
following spells from it, using your spell save DC: shape attack with its bite and two with its claw, or it makes
water (1 rune), create or destroy water (1 rune), fog cloud three attacks with its water globule.
(1 rune), call lightning (3 runes), tidal wave (3 runes) or Bite. Melee Weapon Attack: +14 to hit, Reach 5 ft., one
control water (4 runes). The weapon regains 1d6 + 4 target. Hit 20 (3d8 + 7) piercing damage.
expended runes daily at dawn. If you expend the last rune Claw. Melee Weapon Attack: +14 to hit, Reach 5 ft.,
it cannot regain any runes for one week. one target. Hit 17 (3d6 + 7) slashing damage.
T.Namielle Mantle Water Globule. Range Weapon Attack: +9 to hit, range
You gain a + 2 bonus to your spell attack rolls and spell 30/120 ft., one target. Hit: 17 (5d6) cold damage and
save DC while attuned to this weapon. This bonus the target must succeed on a DC 21 Constitution
increases to +3 when the spell you are casting deals cold saving throw, or become afficted with waterblight for 1
or lightning damage. minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
OTHER MATERIAL EFFECTS success. On a hit or miss, the 5 foot area below the
Elder Dragon Blood target is flooded.
Any rarity weapon upgrade material. Tidal Wave. The namielle conjures up a wave of water
Elder Dragon Bone that crashes down on an area in front of it. The area can
Any rarity armor upgrade material. be up to 45 feet long, up to 15 feet wide, and up to 10
feet tall. Each creature in that area must make a DC 22
Archtempered Namielle Dexterity saving throw, taking 31 (9d6) bludgeoning
damage and is knocked prone on a failed save, or half
Huge dragon (elder), Chaotic Evil as much damage and isn’t knocked prone on a
successful one. The water then spreads out 15 feet
Armor Class 19 (natural armor) across the ground in all directions, flooding the area.
Hit Points 325 (26d12 + 156) Maelstrom. The water in a 45-foot radius around the
Speed 40 ft., fly 60 ft. (hover), swim 60 ft. namielle is pulled towards it and absorbed into its
body, increasing its AC by 4 until the end of its next
STR DEX CON INT WIS CHA turn. Each creature in flooded terrain must make a DC
24 (+7) 18 (+4) 22 (+6) 24 (+7) 16 (+3) 15 (+2) 22 Strength saving throw or take 31 (9d6)
bludgeoning damage and be pulled 15 feet toward the
Saving Throws Dex +11, Con +13, Cha +9 namielle on a failed save, or half as much on a
Skills Athletics +11, Perception +10 successful one and is not pulled.
Damage Immunities cold, lightning; bludgeoning, Electric Divebomb (Recharge 5-6). The namielle releases
a torrent of water from its body, flooding the ground in
piercing, slashing from nonmagical attacks a 40-foot radius around it. It then rises into the sky
Damage Resistances acid while gathering electricity and comes crashing down at
Condition Immunities charmed, frightened, paralyzed, its same location causing a massive eruption of water

stunned, unconscious 118

and a shockwave of steam. Each creature within 40 AT.Namielle Whisker
feet of the namielle must make a DC 21 Dexterity Constitution. The duration from slowing effects, such as
saving throw, taking 38 (7d10) fire damage on a failed the slow spell or a copper dragon's breath attack, are
save, or half as much on a successful one. If the reduced by half while you wear this armor.
creature is within 20 feet of the namielle, it takes an AT.Namielle Fellwing
extra 22 (4d10) lightning damage. Stamina Surge+3. While wearing this armor, you can use an
action to cast the haste spell from it once per day, but can
Legendary Actions target only yourself when you do so.
AT.Namielle Lash
The namielle can take 3 legendary actions, choosing This armor has 3 runes, and it regains 1d3 expended runes
from the options below. Only one legendary action daily at dawn. While you wear it, you can use an action and
option can be used at a time and only at the end of expend 1 rune to cause the armor to display a shifting
another creature's turn. The namielle regains spent pattern of dazzling hues until the end of your next turn.
legendary actions at the start of its turn. During this time, the robe sheds bright light in a 30-foot
radius and dim light for an additional 30 feet. Creatures
Attack. The namielle makes one attack with its bite or that can see you have disadvantage on attack rolls against
water globule. you. In addition, any creature in the bright light that can
Water Beam (Costs 2 Actions). The namielle exhales a see you when the armor's power is activated must succeed
torrent of water in a 90-foot cone, flooding the area. on a DC 15 Wisdom saving throw or become stunned until
Each creature in that area must make a DC 22 the effect ends.
Dexterity saving throw, taking 35 (10d6) cold damage AT.Namielle Mantle
and be afficted with waterblight on a failed save, or half While wearing this armor you have immunity to cold
as much damage and not afficted with waterblight on a damage and resistance lightning damage.
successful one. The water then spreads out 15 feet
across the ground in all directions, flooding the area. WEAPON MATERIAL EFFECTS
Electric Current (Costs 3 Actions). The namielle touches AT.Namielle Finehide
the tip of its wing to a flooded space within 10 feet of While attuned to this weapon, you can use an action to
it, sending an electric current coursing through it. This cast the levitate spell on yourself or a bonus action to cast
current travels through each connected flooded space the dancing lights cantrip at will.
causing an explosion of steam in each space as it AT.Namielle Hardclaw
travels through them. Each creature in those spaces When you critically hit with this weapon, the target can’t
must make a DC 21 Dexterity saving throw, taking 21 take reactions until the start of its next turn.
(6d6) fire damage plus 21 (6d6) lightning damage on a AT.Namielle Whisker
failed save, or half as much on a successful one. Spaces While you are attuned to this weapon, your cold and
affected by this ability then lose the flooded status. lightning spells bypass a creature's damage resistance.
AT.Namielle Fellwing
Archtempered Namielle Carves 4 When you finish a short or long rest you choose a damage
type. This damage type can be either cold or lightning
Challenge Rating 24 Slots damage. A creature hit by this weapon takes an extra 1d10
(O) of the chosen damage type.
Carve Chance Material (O) AT.Namielle Lash (Spellcaster only)
(A,W) This weapon has 12 runes. While holding it, you can use an
1-2 Elder Dragon Blood X2 (A,W) action to expend 1 or more of its runes to cast one of the
(A,W) following spells from it, using your spell save DC: shape
3-4 Elder Dragon Bone X2 (A,W) water (1 rune), create or destroy water (1 rune), fog cloud
(A,W) (1 rune), call lightning (3 runes), tidal wave (3 runes),
5-8 AT.Namielle Finehide (A,W) control water (4 runes), or chain lightning (6 runes). The
weapon regains 1d8 + 4 expended runes daily at dawn. If
9-12 AT.Namielle Hardclaw you expend the last rune it cannot regain any runes for one
week.
13-14 AT.Namielle Whisker AT.Namielle Mantle
You gain a + 2 bonus to your spell attack rolls and spell
15-17 AT.Namielle Fellwing save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals cold
18-19 AT.Namielle Lash or lightning damage.

20 AT.Namielle Mantle OTHER MATERIAL EFFECTS
Elder Dragon Blood
ARMOR MATERIAL EFFECTS Any rarity weapon upgrade material.
AT.Namielle Finehide Elder Dragon Bone
Tool Specialist. While wearing this armor your proficiency Any rarity armor upgrade material.
bonus is double for any ability check made with a tool you
are proficient with.
AT.Namielle Hardclaw
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to blight
effects such as waterblight, iceblight, or the blight spell.

119

Nergigante Actions
Like most other Elder Dragons, Nergigante possesses six
limbs; four legs and two wings. On its head are two large Multiattack. The nergigante can use its frightful
horns resembling a bull. Though it is classified as an Elder presence. It then makes four attacks: one with its bite,
Dragon, the Nergigante isn't known to cause any natural one with its horn, and two with its claws.
disasters, but its sudden appearance is enough to scare off
other species, which can cause them to invade other areas. Frightful Presence. Each creature of the nergigante's
choice that is within 120 feet of the nergigante and
Covering Nergigante's head, arms, tail, and wings are small aware of it must succeed on a DC 20 Wisdom saving
spikes that break easily with enough damage. These spikes throw or become frightened for 1 minute. A creature
are believed to be made of a material similar to enamel and can repeat the saving throw at the end of each of its
can break in a number of ways, though they mostly break turns, ending the effect on itself on a success. If a
from the sheer force of Nergigante's attacks. Unlike other creature's saving throw is successful or the effect ends
Elder Dragons that use elemental abilities to survive, for it, the creature is immune to the nergigante's
Nergigante uses brute strength to take on its prey. Frightful Presence for the next 24 hours.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
Nergigante also has extreme regenerative abilities that target. Hit: 25 (4d8 + 7) piercing damage.
allow it to regrow lost spikes, up to 1800 of them, in mere Horn. Melee Weapon Attack. +14 to hit, reach 10 ft.,
seconds. Researchers theorize that this regenerative process one target. Hit: 29 (4d10 + 7) bludgeoning damage.
starts when its spikes have taken a certain amount of Claw. Melee Weapon Attack. +14 to hit, reach 10 ft.,
damage, and it is said that it can regrow them an infinite one target. Hit: 14 (2d6 + 7) slashing damage.
number of times. It also seems to have the ability to sense Wing. Melee Weapon Attack. +14 to hit, reach 10 ft.,
highly pure bioenergy. one target. Hit: 29 (4d10 + 7) piercing damage.
Meteor Crash (Recharge 5-6). The nergigante leaps into
Nergigante doesn't have a gender and reproduces the air using its wings to hover briefly and comes
asexually. It needs large quantities of bioenergy to propagate, crashing down in a 15-foot square area within 60 feet
but the way it does so is bizarre compared to other species. of it. Each creature in that area must make a DC 22
When Nergigante regenerates its spikes, some of them may Dexterity saving throw, taking 59 (17d6) bludgeoning
gain the bioenergy it has used and begin to produce germ damage on a failed save, or half as much damage on a
cells, allowing Nergigante to produce another of its kind successful one.
without the need of a mate. Since Nergigante needs more Spiked Explosion. The spikes on the nergigante explode
bioenergy than usual to produce the next generation, it needs outward, removing the AC bonus it receives spiked
to find a food source with incredible strength. Interestingly, regrowth and strikes all targets within 30-foot sphere
the offspring are genetically identical to their parent. of it. Each creature in that area must make a DC 22
Dexterity saving throw, taking 10 (3d6) piercing
Nergigante damage on a failed save or half as much on a
successful one.
Huge dragon (elder), Chaotic Evil Dragon Eater. The nergigante feeds on the corpse of a
dragon. A large or smaller dragon is consumed whole,
Armor Class 21 (natural armor) while the nergigante can feed on a Huge or bigger
Hit Points 262 (21d12 + 126) dragon for up to 30 seconds. For each round the
Speed 40 ft., fly 80 ft. Nergigante feeds on a dragon, it heals for an amount
equal to the dragons Challenge rating.
STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 23 (+6) 12 (+1) 18 (+4) 16 (+3) Legendary Actions

Saving Throws Str +14, Dex +9, Wis +11 The nergigante can take 3 legendary actions, choosing
Damage Resistances bludgeoning, piercing, and from the options below. Only one legendary action
option can be used at a time and only at the end of
slashing damage from nonmagical weapons another creature's turn. The nergigante regains spent
Condition Immunities charmed, exhaustion, frightened, legendary actions at the start of its turn.

petrified Move. The nergigante moves up to its speed without
Senses darkvision 120 ft., passive Perception 14 provoking opportunity attacks.
Languages Draconic Wing Attack. The nergigante makes a wing attack.
Challenge 23 (50,000 XP) Trample (Costs 2 Actions). The nergigante moves up to
Legendary Resistance (3/Day). If the nergigante fails a its speed, during this move it may move through other
saving throw, it can choose to succeed instead. creatures without provoking attacks of opportunity.
Magic Resistance. The nergigante has advantage on Any creatures the nergigante moves through must
saving throws against spells and other magical effects. succeed on a DC 20 Dexterity saving throw or take 29
Spiked Regrowth. The nergigante has spikes covering its (4d10 + 7) bludgeoning damage and be knocked
body, granting it +2 AC. These spikes regrow at the prone.
start of the nergigante's turn if they are lost. After using
an action or legendary action, the nergigante can use
its spiked explosion as a bonus action.

120

Nergigante Carves 6 WEAPON MATERIAL EFFECTS
Nergigante Regrowth Plate
Challenge Rating 23 Maximum Might. While your hit points are full and you are
not suffering from any levels of exhaustion, you deal
Carve Chance Material Slots maximum weapon damage with your attacks.
Nergigante Carapace (Bow only)
1-3 Elder Dragon Bone (O) As a bonus action you can grow a black spike from the
palm of your hand and nock it to your bow. A creature hit
4-5 Elder Dragon Blood (O) by this spike suffers normal weapon damage and the spike
lodges itself into the creature. A creature's speed is
6-9 Nergigante Regrowth Plate (A,W) reduced by 5 feet for every spike impaled into it. If the
target or a creature within 5 feet of it uses an action to pull
10-12 Nergigante Carapace (A,W) out the spikes, or if some other effect removes them, the
creature's movement speed returns to normal.
13-15 Nergigante Talon (A,W) You are able to grow up to 10 black spikes. You are unable
to grow anymore until you finish a long rest.
16-17 Nergigante Tail (A,W) Nergigante Talon
Your weapon deals an extra 1d10 slashing damage.
18-19 Immortal Dragonscale (A,W) Nergigante Tail
When you attack a creature with this weapon and roll a 20
20 Nergigante Gem (A,W) on the attack roll, that target takes an extra 3d6 necrotic
damage, provided that the target isn’t a construct or an
ARMOR MATERIAL EFFECTS Undead. You gain temporary hit points equal to the extra
Nergigante Regrowth Plate damage dealt.
While wearing this armor, you regain 1d6 Hit Points every Immortal Dragonscale
10 minutes, provided that you have at least 1 hit point. If Your weapon deals an extra 2d6 piercing damage.
you lose a body part, the armor causes the missing part to Nergigante Gem
regrow and return to full functionality after 1d6 + 1 days if The first time you attack with this weapon on each of your
you have at least 1 hit point the whole time. turns, you can transfer some or all of the weapon's bonus
to your armor class, instead of using the bonus on any
Nergigante Carapace attacks that turn. For example you could reduce the bonus
Stamina Surge+3. While wearing this armor, you can use an to your attack and damage rolls by 2 to gain a +2 bonus to
action to cast the haste spell from it once per day, but can AC. The adjusted bonuses remain in effect until the start of
target only yourself when you do so. your next turn, although you must hold the weapon to gain
Nergigante Talon a bonus to AC from it.
When a creature within 5 feet of you hits you with a melee
attack, you can use your reaction to deal 2d4 piercing OTHER MATERIAL EFFECTS
damage to them. This damage bypasses resistance and Elder Dragon Blood
immunity, and can't be reduced or avoided by any means. Any rarity weapon upgrade material.
Nergigante Tail
While wearing this armor, any critical hit against you Elder Dragon Bone
becomes a normal hit. Any rarity armor upgrade material.
Immortal Dragonscale
You have resistance to fire and cold damage while you
wear this armor.
Nergigante Gem
While wearing this armor, you have advantage on saving
throws against spells and other magical effects, and spell
attacks have disadvantage against you.

121

Ruiner Nergigante
Ruiner Nergigante is built similarly to Nergigante, albeit with darker scale and carapace. The variant's defining feature are the
metallic spikes that grow in between their regular bone spikes on its forelimbs, nape, and wings. These spikes are much tougher
and make deadlier weapons compared to the normal ones, increasing its spike explosion radius and causing a bleeding effect.

Ruiner Nergigante Horn. Melee Weapon Attack. +16 to hit, reach 10 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage.
Huge dragon (elder), Chaotic Evil Claw. Melee Weapon Attack. +16 to hit, reach 10 ft., one
target. Hit: 14 (2d6 + 7) slashing damage.
Armor Class 23 (natural armor) Wing. Melee Weapon Attack. +16 to hit, reach 10 ft., one
Hit Points 462 (28d12 + 280) target. Hit: 29 (4d10 + 7) piercing damage.
Speed 40 ft., fly 80 ft. Meteor Crash (Recharge 5-6). The nergigante leaps into
the air using its wings to hover briefly and comes
STR DEX CON INT WIS CHA crashing down in a 15-foot square area within 90 feet of
25 (+7) 14 (+2) 30 (+10) 12 (+1) 18 (+4) 16 (+3) it. Each creature in that area must make a DC 22
Dexterity saving throw, taking 80 (23d6) bludgeoning
Saving Throws Str +16, Dex +11, Wis +13, Cha +12 damage on a failed save, or half as much damage on a
Damage Resistances lightning successful one.
Damage Immunities cold, fire; bludgeoning, piercing, and Spiked Explosion. The spikes on the nergigante explode
outward in a 40-foot-sphere around it. Each creature in
slashing damage from nonmagical attacks that area must make a DC 24 Dexterity saving throw,
Condition Immunities charmed, exhaustion, frightened, taking 10 (3d6) piercing damage and begin to bleed
from a vicious wound on a failed save or half as much
petrified, stunned damage and do not bleed on a successful one.
Senses darkvision 120 ft., passive Perception 14
Languages Draconic A creature that suffers from a vicious wound loses 4
Challenge 30 (155,000 XP) (1d8) hit points at the start of each of its turns. Each
time the creature suffers from another vicious wound,
Legendary Resistance (4/Day). If the nergigante fails a the damage dealt by the wound increases by 4 (1d8).
saving throw, it can choose to succeed instead. Any creature can take an action to stanch the wound
Magic Resistance. The nergigante has advantage on with a successful DC 18 Wisdom (Medicine) check. The
saving throws against spells and other magical effects. wound also closes if the target receives magical healing.
Spiked Regrowth. The nergigante has spikes covering its Dragon Eater. The nergigante feeds on the corpse of a
body. When used, broken, or removed in any way; the dragon. A large or smaller dragon is consumed whole,
spikes regrow instantly. while the nergigante can feed on a Huge or bigger
dragon for up to 30 seconds. For each round the
Additionally, the nergigante can use its spiked Nergigante feeds on a dragon, it heals for an amount
explosion immediately after it uses an action or equal to the dragons Challenge rating.
legendary action as part of the same action or legendary
action. Legendary Actions

Actions The nergigante can take 3 legendary actions, choosing
from the options below. Only one legendary action
Multiattack. The nergigante can use its frightful presence. option can be used at a time and only at the end of
It then makes four attacks: one with its bite, one with its another creature's turn. The nergigante regains spent
horn, and two with its claws. legendary actions at the start of its turn.
Frightful Presence. Each creature of the nergigante's
choice that is within 120 feet of the nergigante and Hunger. The nergigante uses its dragon eater, but only
aware of it must succeed on a DC 21 Wisdom saving heals for half the amount it normally would.
throw or become frightened for 1 minute. A creature can Wing Attack. The nergigante makes a wing attack.
repeat the saving throw at the end of each of its turns, Trample (Costs 2 Actions). The nergigante moves up to its
ending the effect on itself on a success. If a creature's speed, during this move it may move through other
saving throw is successful or the effect ends for it, the creatures without provoking attacks of opportunity. Any
creature is immune to the nergigante's Frightful creatures the nergigante moves through must succeed
Presence for the next 24 hours. on a DC 24 Dexterity saving throw or take 32 (4d10 + 7)
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one bludgeoning damage and be knocked prone.
target. Hit: 25 (4d8 + 7) piercing damage.

122

Ruiner Nergigante Carves 6 WEAPON MATERIAL EFFECTS
Eternal Regrowth Plate
Challenge Rating 30 Slots Maximum Might. While your hit points are full and you are
(O) not suffering from any levels of exhaustion, you deal
Carve Chance Material (O) maximum weapon damage with your attacks.
(A,W) Nergigante Cortex (Bow only)
1-3 Elder Dragon Bone x2 (A,W) As a bonus action you can grow a black spike from the
(A,W) palm of your hand and nock it to your bow. A creature hit
4-5 Elder Dragon Blood x2 (A,W) by this spike suffers normal weapon damage and the spike
(A,W) lodges itself into the creature. A creature's speed is
6-9 Eternal Regrowth Plate (A,W) reduced by 10 feet for every spike impaled into it. If the
target or a creature within 5 feet of it uses an action to pull
10-12 Nergigante Cortex out the spikes, or if some other effect removes them, the
creature's movement speed returns to normal.
13-15 Nergigante Hardclaw You are able to grow up to 10 black spikes. You are unable
to grow anymore until you finish a long rest.
16-17 Nergigante Flail Nergigante Hardclaw
Your weapon deals an extra 2d6 slashing damage.
18-19 Immortal Shard Nergigante Flail
When you attack a creature with this weapon and roll a 20
20 Annihilating Greathorn on the attack roll, that target also has the dispel magic
spell cast on them at 5th level.
ARMOR MATERIAL EFFECTS Immortal Shard
Eternal Regrowth Plate Your weapon deals an extra 2d8 piercing damage.
While wearing this armor, you regain 1d6 Hit Points every Annihilating Greathorn
10 minutes, provided that you have at least 1 hit point. If While you are attuned to this weapon, your strength score
you lose a body part, the armor causes the missing part to changes to 29. If your Strength is already equal to or
regrow and return to full functionality after 1d6 + 1 days if greater than the belt's score, the item has no effect on you.
you have at least 1 hit point the whole time.
OTHER MATERIAL EFFECTS
Nergigante Cortex Elder Dragon Blood
Stamina Surge+3. While wearing this armor, you can use an Any rarity weapon upgrade material.
action to cast the haste spell from it once per day, but can
target only yourself when you do so. Elder Dragon Bone
Nergigante Hardclaw Any rarity armor upgrade material.
When a creature within 5 feet of you hits you with a melee
attack, you can use your reaction to deal 3d4 piercing
damage to them. This damage bypasses resistance and
immunity, and can't be reduced or avoided by any means.
Nergigante Flail
While wearing this armor, any critical hit against you
becomes a normal hit.
Immortal Shard
You have resistance to nonmagical damage while you wear
this armor. Additionally, you can use an action to make
yourself immune to nonmagical damage for 10 minutes or
until you are no longer wearing the armor. Once this
property is used, it can't be used again until the next dawn.
Annihilating Greathorn
While wearing this armor, you gain a +3 bonus to AC, you
are immune to fire damage, and you can understand and
speak Draconic. In addition, you can stand on and walk
across molten rock as if it were solid ground.

123

Safi'jiiva Siphon Energy. While on the ground, the safi'jiiva siphons
the energy from the earth, regaining 70 hit points.
Gargantuan dragon (elder), unaligned Cone of Flames (Recharge 5-6). The safi'jiiva exhales a
beam of blue flames that arcs across a 90-foot cone.
Armor Class 24 (natural armor) Each creature in that area must make a DC 25 Dexterity
Hit Points 451 (22d20 + 220) saving throw, taking 71 (13d10) fire damage on a failed
Speed 40 ft., fly 80 ft. save, or half as much damage on a successful one.
Sapphire Star (1/day). The safi'jiiva rises into the air
STR DEX CON INT WIS CHA releasing a gout of blue flames below it until the start of
27 (+8) 12 (+1) 30 (+10) 18 (+4) 24 (+7) 16 (+3) its next turn. The flames cover the ground in a 45-foot
radius around the safi'jiiva. Each creature that starts its
Saving Throws Dex +10, Int +13, Wis +16, Cha +12 turn in the flames or enters them for the first time on a
Skills Perception +16 turn must make a DC 25 Dexterity saving throw, taking
Damage Resistances cold, lightning; bludgeoning, 31 (9d6) fire damage on a failed save or half as much on
a successful one.
piercing, and slashing from nonmagical attacks
Damage Immunities fire, force On the safi'jiiva's next turn but before it moves, it can
Condition Immunities charmed, frightened, paralyzed, use its action to release a bead of concentrated magical
force that slowly falls to the ground. Upon impact at the
stunned end of the safi'jiiva's turn, the bead explodes and each
Senses truesight 120 ft., passive Perception 26 creature in a 60-radius must make a DC 25 Dexterity
Languages — saving throw, taking 56 (16d6) fire damage plus 56
Challenge 29 (135,000 XP) (16d6) force damage on a failed save, or half as much
damage on a successful one.
Legendary Resistance (3/Day). If the safi'jiiva fails a saving
throw, it can choose to succeed instead. Legendary Actions
Magic Resistance. The safi'jiiva has advantage on saving
throws against spells and other magical effects. The safi'jiiva can take 3 legendary actions, choosing from
Suppressed Power. The safi'jiiva is unable to use its the options below. Only one legendary action option can
sapphire star while it is above (225) half of its maximum be used at a time and only at the end of another
hit points. creature's turn. The safi'jiiva regains spent legendary
actions at the start of its turn.
Actions
Detect. The safi'jiiva makes a Wisdom (Perception)
Multiattack. The safi'jiiva can use its frightful presence. It check.
then makes five attacks: three with its bite, and two with Tail Attack. The safi'jiiva makes a tail attack.
its claws. Blue Flame Breath (Costs 2 Actions). The safi'jiiva exhales
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one a burst of blue flames in a 120-foot line that is 10 feet
target. Hit: 26 (4d8 + 8) piercing damage. If the target is wide. Each creature in a line must make a DC 25
a creature, it is grappled (escape DC 23) . Until this Dexterity saving throw, taking 38 (11d6) fire damage on
grapple ends, the target is restrained, and the safi'jiiva a failed save, or half as much damage on a successful
can't bite another target. one. Any creature that was grappled by the safi'jiiva bite
Claw. Melee Weapon Attack. +17 to hit, reach 10 ft., one attack automatically fails their saving throw and is
target. Hit: 18 (3d6 + 8) slashing damage. pushed 30 feet away from the safi'jiiva landing prone on
Tail. Melee Weapon Attack. +17 to hit, reach 15 ft., one the ground.
target. Hit: 30 (4d10 + 8) bludgeoning damage.
Frightful Presence. Each creature of the safi'jiiva's choice
that is within 120 feet of the safi'jiiva and aware of it
must succeed on a DC 22 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature
is immune to the safi'jiiva's Frightful Presence for the
next 24 hours.

124

Safi'jiiva Material Carves 9 WEAPON MATERIAL EFFECTS
Elder Dragon Bone Safi'jiiva Shard
Challenge Rating 29 Elder Dragon Blood Slots Maximum Might. While your hit points are full and you are
(O) not suffering from any levels of exhaustion, you deal
Carve Chance Safi'jiiva Shard (O) maximum weapon damage with your attacks.
1-2 Safi'jiiva Cortex (A,W) Safi'jiiva Cortex
3-4 Safi'jiiva Hardclaw (A,W) Critical Boost+. You can roll two additional weapon
5-8 Safi'jiiva HardHorn (W) damage dice when determining the extra damage for a
9-11 Safi'jiiva Lash (A,W) critical hit with a weapon attack.
Safi'jiiva Fellwing (A,W) Safi'jiiva Hardclaw
12-13 Pulsing Dragonshell (A,W) Your weapon and other material effects in it ignore
14-15 Zionium Crystal (A,W) resistance to fire damage.
(A,W) Safi'jiiva HardHorn
16 Your weapon deals an extra 2d6 fire damage.
17-18 Safi'jiiva Lash
Elderseal. A creature hit by this weapon cannot use an
19 action that has a recharge until the start of your next turn.
20 The creature can still roll to recharge its ability at the end
of its turn.
ARMOR MATERIAL EFFECTS Safi'jiiva Fellwing
Safi'jiiva Shard While you are attuned to this weapon you add a d8 to your
Biology. You become proficient with dung bombs while initiative at the start of every combat. Additionally this
you are wearing this armor, and you are immune to blight weapon has one rune. You can expend this rune at the start
effects such as waterblight, iceblight, or the blight spell. of combat to become first in the initiative order, no matter
your roll. You regain the rune after 24 hours, but once
Safi'jiiva Cortex before you regain the use of this feature, at the start of
Evade Window+. This armor has 5 runes, and it regains another combat, the DM can make you last in the initiative
1d5 expended runes daily at dawn. When you fail a order.
Dexterity saving throw while wearing it, you can use your Pulsing Dragonshell
reaction to expend 1 of its runes to succeed on that saving Dragonvein Awakening. This material cannot be placed in a
throw instead. trinket. When placed in a weapon it gains the following
Safi'jiiva HardHorn benefits:
While wearing this armor you have advantage on saving
throws against spells and other magical effects. Your weapon deals an extra 1d6 fire damage
Safi'jiiva Lash When a creature must make a saving throw against a
While you wear this armor it casts bright light in a 20-foot spell, weapon effect, or other abilities that inflicts a
radius and dim light for an additional 20 feet. Additionally condition, the save DC is increased by 2.
you and friendly creatures standing within this bright light Your weapon attacks critical hit range is increased by 1.
have advantage on saving throws to resist becoming
charmed or frightened. Zionium Crystal
Safi'jiiva Fellwing True Dragonvein Awakening. This material cannot be
While you're wearing this armor, you can speak its placed in a trinket. When placed in a weapon it gains the
command word as an action to gain the effect of the following benefits:
etherealness spell, which lasts for 10 minutes or until you
remove the armor or use an action to speak the command Your weapon deals an extra 1d8 fire damage
word again. This property of the armor can't be used again When a creature must make a saving throw against a
until the next dawn. spell, weapon effect, or other abilities that inflict a
Pulsing Dragonshell condition, they do so at disadvantage.
You have immunity to fire damage, and resistance to cold Your weapon attacks critical hit range is increased by 2.
and lightning damage while you wear this armor.
Zionium Crystal OTHER MATERIAL EFFECTS
While you are wearing this armor you gain the following Elder Dragon Blood
benefits: Any rarity weapon upgrade material.
Elder Dragon Bone
You regain consciousness on a roll of 19 or 20 on death Any rarity armor upgrade material.
saving throws.
You can cast the regenerate spell from it, but only target
yourself. Once you use this property, you can't use it
again until the next dawn.

125

Shara Ishvalda Lair Actions
Shara Ishvalda is a large dragon which can found in two
different forms. It will initially take on an appearance covered On initiative count 20 (losing initiative ties), the shara
in rocks, sand, and other minerals. This gives it a very bulky ishvalda takes a lair action to cause one of the following
shape, and the form of its head is impossible to make out. effects:
Most distinctively, instead of wings, it has adapted its
appendages into a four-fingered hand-like structure. The shara ishvalda sends vibrations through the ground
creating quicksand pits (DMG p.110) at five points it can
In its true form, exposed from underneath the shell, it is a see within 120 feet of it. Each quicksand pit covers a 10-
lithe and athletic creature, and boasts a variety of bright foot-square area and is 10 feet deep and lasts for 1 minute
colors, mainly yellows, purples, and white. Its face bears two or until the shara ishvalda uses this lair action again.
large, forward-facing eyes, and crests around its head make When it ends, the area then becomes difficult terrain and
the shape of a crown. The distinct arms are well-muscled, and any creature in the sand no longer sinks, but is still
the fingers are shown to be spindly and misshapen, bearing restrained by the sand.
specialized tips for sound production. Spikes, markings, A cloud of sand swirls about in a 20-foot-radius sphere
plates and indentations run along its neck, back, sides, and centered on a point the shara ishvalda can see within 120
limbs, some invoking skeletal structures such as a ribcage. feet of it. The cloud spreads around corners. Each
The tail ends in a entwining series of snaking structures, creature in it must succeed on a DC 15 Constitution
failing to form any one tip. saving throw or be blinded for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
Shara Ishvalda can manipulate the earth using its innate ending the effect on itself on a success.
ability to control vibration. Using vibrations from its wingtips, A tremor shakes the lair in a 60-foot radius around the
it can break down and reshape solid ground around it, shara ishvalda. Each creature other than the shara
forming quicksands which hunters will struggle to move in, ishvalda on the ground in that area must succeed on a DC
but allows it to move around without issue. It can also direct 15 Dexterity saving throw or be knocked prone.
these vibrations as direct attacks against hunters, combining
their energy into powerful aimed rays. For its most powerful Regional Effects
attack, it digs underground, churning up all the land around
it, before reappearing, kicking up all the sand, and combining The region containing a shara ishvalda's lair is warped by the
its vibration-energy into a large sphere which it then sends it's magic, which creates one or more of the following effects:
down, creating a huge explosion. Beyond the vibrations, it
will use its wingtips to swat at the hunter directly. In its initial, Small earthquakes are common within 6 miles of the
rock-covered state, it will burrow partially into the ground shara ishvalda's lair.
and attack the hunter while sending out waves of energy. As the shara ishvalda moves through the area, a song that
plays through the ground can be heard within 1 mile of it.
Shara Ishvalda prefers to rest underground until disturbed. Beasts and dragons that hear this song become extremely
When awakened, it will attempt to ward off its aggressor aggressive.
while in a heavily defended, rock-covered state, performing The shara ishvalda creates a disturbance in the ecosystem
less aggressive attacks to fend off foes. If this outer hide is within its region. Because of this, creatures appear in the
destroyed, it instantly becomes hyper-aggressive. In this state, area that are not commonly seen (elder dragons, fiends,
Shara Ishvalda will focus its full power towards destroying monstrosities, powerful beasts, etc).
direct threats. It does not give up a fight easily, choosing to try
and attack one last time after being nearly killed as opposed
to retreating back underground.

Shara Ishvalda (Shell)

126

Shara Ishvalda (Shell) Crush. The shara ishvalda jumps 20 feet straight up into
the air as part of its movement. While in the air it spreads
Gargantuan dragon (elder), unaligned its wings out, each covering a 20-foot-square area. The
Armor Class 25 (natural armor) shara ishvalda then comes crashing down to the ground,
Hit Points 388 (21d20 + 168) landing prone. Each creature in the shara ishvalda's space
Speed 30 ft., burrow 30 ft. (including its the area the wings covered) or within 5
feet of it must make a DC 24 Strength or Dexterity
STR DEX CON INT WIS CHA saving throw (target's choice) or be knocked prone and
takes 49 (9d10) bludgeoning damage on a failed save.
27 (+8) 8 (-1) 26 (+8) 19 (+4) 15 (+2) 18 (+4) On a successful save, the creature takes only half the
damage, isn't knocked prone, and is pushed 5 feet out of
Saving Throws Str + 16, Dex +7, Con +15 the shara ishvalda's space into an unoccupied space of
Skills Perception +10 the creature's choice. If no unoccupied space is within
Damage Resistances fire, necrotic, piercing, slashing, range, the creature instead falls prone in the shara
ishvalda's space.
thunder Frightful Presence. Each creature of the shara ishvalda
Damage Immunities lightning choice that is within 120 feet of the shara ishvalda and
Condition Immunities charmed, frightened, restrained, aware of it must succeed on a DC 20 Wisdom saving
throw or become frightened for 1 minute. A creature can
unconscious repeat the saving throw at the end of each of its turns,
Senses tremorsense 60 ft., truesight 120 ft., passive ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the
Perception 20 creature is immune to the shara ishvalda's Frightful
Languages Draconic, Terran Presence for the next 24 hours.
Challenge 25 (75,000 XP)
Legendary Actions
Breakaway. When the shara ishvalda (shell) reaches 0 hit
points it breaks away revealing the shara ishvalda (true The shara ishvalda can take 3 legendary actions,
form). choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Legendary Resistance (3/Day). If the shara ishvalda fails a of another creature's turn. The shara ishvalda regains
saving throw, it can choose to succeed instead. spent legendary actions at the start of its turn.
Immutable Form. The shara ishvalda is immune to any
spell or effect that would alter its form. Attack. The shara ishvalda makes a wing attack.
Magic Resistance. The shara ishvalda has advantage on Bulldoze (Costs 2 Actions). The shara ishvalda digs the tip
saving throws against spells and other magical effects. of its wings into the ground, creating a 60 foot wide wall
Soft Rock. The shara ishvalda is vulnerable to with its body and wings. It then moves up to its speed
bludgeoning while it is prone. without provoking opportunity attacks. Each creature the
Sturdy. The shara ishvalda has advantage on saving shara ishvalda moves through must succeed on a DC 24
throws against being paralyzed or stunned. Strength or Dexterity saving throw (target's choice) or
take 26 (4d8 + 8) bludgeoning damage and be knocked
Actions prone.
Piercing Roar (Costs 3 Actions). The shara ishvalda lets out
Multiattack. The shara ishvalda can use its frightful an ear shattering roar. Each creature that is within 20
presence. It then makes two attacks: one with its stomp, feet of the shara ishvalda must succeed on a DC 21
and one with its wing. Constitution saving throw or be incapacitated until the
end of its next turn. If the saving throw fails by 5 or
Stomp. Melee Weapon Attack: +16 to hit, reach 10 ft., more, the target is instead stunned until the end of its
one target. Hit: 22 (4d6 + 8) bludgeoning damage. next turn.
Tail. Melee Weapon Attack. +16 to hit, reach 15 ft., one
target. Hit: 30 (4d10 + 8) bludgeoning damage.
Wing. Melee Weapon Attack. +16 to hit, reach 20 ft., one
target. Hit: 26 (4d8 + 8) bludgeoning damage and the
target is pulled to an unoccupied space within 5 feet of
the shara ishvalda.

127

Shara Ishvalda           Sonic Blast (Recharge 5-6). The shara ishvalda focuses its
(True Form) wingtips into a single point, and then fires a sonic blast
in a 120-foot line that is 15 feet wide and 15 feet high.
Gargantuan dragon (elder), unaligned The shara ishvalda is pushed back 15 feet and each
creature in the line must succeed on a DC 23 Dexterity
Armor Class 20 (natural armor) saving throw, taking 54 (12d8) thunder damage on a
Hit Points 455 (26d20 + 182) failed save or half as much on a successful one. The
Speed 40 ft., burrow 30 ft. ground in the line becomes difficult terrain.
Frightful Presence. Each creature of the shara ishvalda
STR DEX CON INT WIS CHA choice that is within 120 feet of the shara ishvalda and
27 (+8) 14 (+2) 24 (+7) 19 (+4) 15 (+2) 18 (+4) aware of it must succeed on a DC 20 Wisdom saving
throw or become frightened for 1 minute. A creature can
Saving Throws Str + 16, Dex +10, Con +16 repeat the saving throw at the end of each of its turns,
Skills Perception +10 ending the effect on itself on a success. If a creature's
Damage Resistances fire, necrotic; bludgeoning, piercing, saving throw is successful or the effect ends for it, the
creature is immune to the shara ishvalda's Frightful
and slashing from nonmagical attacks Presence for the next 24 hours.
Damage Immunities lightning, thunder Resonance Bomb (1/day). The shara ishvalda raises its
Condition Immunities charmed, frightened, restrained, wings above its head. Using the vibration from its
wingtips, it creates a massive bomb of swirling sonic
unconscious waves. The shara ishvalda then throws the bomb at a
Senses tremorsense 60 ft., truesight 120 ft., passive point within 120 feet of it. Upon impact, the bomb
explodes, sending out a shockwave out in a 60-foot
Perception 20 radius from that point. Each creature in that area must
Languages Draconic, Terran make a DC 23 Constitution saving throw, taking 76
Challenge 26 (90,000 XP) (17d8) thunder damage and is deafened for 1 minute on
a failed save, or half as much damage and is not deafened
Legendary Resistance (3/Day). If the shara ishvalda fails a on a successful one. A creature that is 40 feet or further
saving throw, it can choose to succeed instead. away from the point of impact makes their save with
Magic Resistance. The shara ishvalda has advantage on advantage. A creature that is within 20 feet of the point
saving throws against spells and other magical effects. of impact makes their save with disadvantage.
Sturdy. The shara ishvalda has advantage on saving
throws against being paralyzed or stunned. Legendary Actions
Suppressed Power. The shara ishvalda is unable to use its
Resonance Bomb while it is above half of its maximum The shara ishvalda can take 3 legendary actions,
hit points (225). choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Actions of another creature's turn. The shara ishvalda regains
spent legendary actions at the start of its turn.
Multiattack. The shara ishvalda can use its frightful
presence. It then makes three attacks: one with its bite, Attack. The shara ishvalda makes a wing attack.
one with its claw, and one with its wing. Detect. The shara ishvalda makes a Wisdom (Perception)
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one check.
target. Hit: 18 (3d6 + 8) piercing damage. Wide-Range Sonic Blast (Costs 3 Actions). The shara
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one ishvalda fires sonic blasts from its wingtips, of which
target. Hit: 18 (3d6 + 8) slashing damage. three hit the ground at a point within 120 feet of it,
Tail. Melee Weapon Attack. +16 to hit, reach 15 ft., one causing the ground to become difficult terrain in a 5-foot
target. Hit: 24 (3d10 + 8) bludgeoning damage. radius centered on that point. The other five can strike a
Wing. Melee Weapon Attack. +16 to hit, reach 20 ft., one target the shara ishvalda can see within 120 feet of it. A
target. Hit: 21 (3d8 + 8) bludgeoning damage and the target must make a DC 23 Dexterity saving throw, taking
target is pulled to an unoccupied space within 5 feet of 13 (3d8) thunder damage on a failed save, or half as
the shara ishvalda. much damage on a successful one.

128

Shara Ishvalda Carves 6 Shara Ishvalda Tenderclaw
Coalescence. Whenever you succeed on a saving throw to
Challenge Rating 26 end a condition, you gain a +1 bonus to your attack rolls
and spell save DC, and your weapon or spell attacks deal an
Carve Chance Material Slots extra 1d4 cold, fire, or lightning damage (your choice)
until the end of your next turn.
1-2 Elder Dragon Bone x2 (O) Shara Ishvalda Tenderplate
Your weapon deals an extra 2d6 thunder damage.
3-4 Elder Dragon Blood x2 (O) Shara Ishvalda Gem (spellcaster only)
This weapon has 10 runes. While holding it, you can use an
5-8 Shara Ishvalda Tenderscale (A,W) action to expend 1 or more of its runes to cast one of the
following spells from it, using your spell save DC: thunder
9-11 Shara Ishvalda Boulderplate (A,W) wave (1 rune), shatter (2 runes), meld into stone (3 runes),
thunder step (3 runes), stone shape (4 runes).
12-15 Shara Ishvalda Petalstone (A,W) The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1. the
16-18 Shara Ishvalda Tenderclaw (A,W) weapon cannot regain any runes for 1 week.

19 Shara Ishvalda Tenderplate (A,W) OTHER MATERIAL EFFECTS
Elder Dragon Blood
20 Shara Ishvalda Gem (A,W) Any rarity weapon upgrade material.
Elder Dragon Bone
ARMOR MATERIAL EFFECTS Any rarity armor upgrade material.
Shara Ishvalda Tenderscale
You have resistance to fire damage while you wear this
armor.

Shara Ishvalda Boulderplate
Health Boost+. While wearing this armor, your hit point
maximum increases by 2 for each character level you have.

Shara Ishvalda Petalstone
Recovery Up+. You regain the maximum number of hit
points possible from potions or plants that you consume.

Shara Ishvalda Tenderclaw
While you are wearing this armor, you can use an action to
speak its command word to cast the stoneskin spell, but
only target yourself. Once you use this property, you can't
use it again until the next dawn.

Shara Ishvalda Tenderplate
Defense Boost (Lightning). While wearing this armor, you
gain a +1 bonus to AC, you are immune to lightning
damage.

Shara Ishvalda Gem
Shara Divinity. For each shara ishvalda material you have in
your armor, trinkets, and weapons that you are attuned to,
including this material, you gain the following armor
properties from the list below:

# of materials Name Material with the Effect

1+ Wind Proof Miralis Fireback

2+ Earplugs Najarala Hide

3+ Tremor-Proof Radobaan Oilshell

4+ Flinch Free Xeno'jiiva Shell

WEAPON MATERIAL EFFECTS
Shara Ishvalda Tenderscale
Partbreaker+3. You deal an extra 1d10 damage when you
critically hit with this weapon.
Shara Ishvalda Boulderplate
Critical Boost+. You can roll two additional weapon
damage dice when determining the extra damage for a
critical hit with a weapon attack.
Shara Ishvalda Petalstone
While you are attuned to this weapon you can use an
action and point your finger at a target to cast the finger of
death spell, but the spell deals thunder damage instead of
force. Once you use this property, you can't use it again

129 until the next dawn.

Teostra A teostra encountered in its lair has a challenge rating of 14
Teostra is a dragon with leonine features and a fiery (11,500 XP). A tempered teostra's challenge rating remains
coloration. It has a grand mane, large fangs, and a pair of the same.
horns that curve backward. Its wings are covered in fur. LAIR ACTIONS
Teostra is the male counterpart to Lunastra. Being predatory, On initiative count 20 (losing initiative ties), the teostra takes
Elder Dragons Teostra are powerful top predators and are a lair action to cause one of the following effects; the teostra
easily capable of killing weaker animals such as Aptonoth, can't use the same effect two rounds in a row:
Conga, Bulldrome, Iodrome, Apceros, and Cephadrome.
Armed with razor sharp claws and flesh ripping teeth these A tremor causes the ground to crack and magma to
Elder Dragons make short work of prey and smaller bubble up in a 60-foot radius centered on the teostra. That
predators. area becomes difficult terrain, and each creature there
must succeed on a DC 15 Strength saving throw or be
Possessing mastery over flame, there are few creatures knocked prone.
that can hope to last against Teostra for long. To defend itself, Magma erupts from a point on the ground within 120 feet
the Teostra also utilizes a heat shield which damages of the teostra, The magma erupts in a 120-foot long, a 20-
enemies that get too close. To keep its flame powers going, foot-high, 5-foot-wide line. Each creature in that line must
they consume coal in volcanic environments. It also has make a DC 15 Dexterity saving throw, taking 11 (3d6) fire
detachable wing scales or powder that explode when ignited damage on a failed save, or half as much damage on a
from a spark made when Teostra bites. It uses these to successful one. Flammable objects in the line that aren't
defend itself from attackers, although they give little being worn or carried ignite.
protection against enemies with resilience to extreme heat Volcanic gases form a cloud in a 20-foot-radius sphere
such as Akantor or Lavasioth. centered on a point the teostra can see within 120 feet of
it. The sphere spreads around corners, and its area is
Teostra can even use the powder for many close range lightly obscured. It lasts until initiative count 20 on the
attacks but more skilled Teostra have learnt to use the next round. Each creature that starts its turn in the cloud
powder at long range. When Teostra is angry, it will fly into must succeed on a DC 13 Constitution saving throw or be
the air and ignite the powder all at once. When the powder is poisoned until the end of its turn. While poisoned in this
all ignited, Teostra will be covered in a large burst of fire, that way, a creature is incapacitated.
is sometimes referred to as the Supernova.
130
Some extremely rare individuals have more control over
their flaming powers than most. They have a different
appearance also including more yellow wing webbing, a more
reddish mane, red claws, orange tail end and golden eyes.
New flame techniques include leaving pockets of explosive
powder across the area in the air as it fights and setting them
all a flame at will.

Teostra are a very aggressive monster. It will show
dominance to anything that it encounters. Compared to
Lunastra, who give warnings to get out of its territory, Teostra
will ruthlessly attack intruders until they are dead. As one of
the most aggressive Elder Dragons, Teostra are highly
feared. It is not advised to go out into the Desert, Volcano,
Swamp, or Tower when pairing with Lunastra, as the
prospect of fighting both Lunastra and Teostra together is
often considered suicidal.

A Teostra's Lair
Teostra's lair in high mountains or volcanoes, dwelling in
caverns underground in the desert, or within the deep halls of
abandoned mines and dwarven strongholds. Caves with
volcanic or geothermal activity are the most highly prized
teostra's lair, creating hazards that hinder intruders and
letting searing heat and volcanic gases wash over a teostra as
it sleeps. On rare occasions they can be seen living in more
temperate areas such as a swamp or ancient forest, changing
the area around it to suit its needs.

A teostra's lair is sometimes confused with a red dragon's
lair due to both of them mainly preferring areas with intense
heat. On many occasions a teostra will attempt to take a red
dragon's lair for its own, either by killing the red dragon or
causing it to flee while gravely injured, leaving its horde of
treasure behind. The teostra will guard this horde, mainly
because it now belongs to him, but will typically not add to its
treasure, being more concerned with intruders than riches.

Teostra Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage. On hit,
Huge dragon (elder), unaligned the target must make a DC 19 Strength saving throw or
be knocked prone.
Armor Class 16 (natural armor) Deadly Leap. If the teostra jumps at least 15 feet as part
Hit Points 156 (12d12 + 78) of its movement, it can then use this action to land on its
Speed 50 ft., fly 40 ft. feet in a space that contains one or more other creatures.
Each of those creatures must succeed on a DC 19
STR DEX CON INT WIS CHA Strength or Dexterity saving throw (target's choice) or be
23 (+6) 17 (+3) 23 (+6) 14 (+2) 15 (+2) 10 (+0) knocked prone and take 33 (6d8 + 6) bludgeoning
damage. On a successful save, the creature takes only
Saving Throws Str +11, Wis +7, Cha +5 half the damage, isn't knocked prone, and is pushed 5
Skills Perception +7 feet out of the teostra's space into an unoccupied space
Damage Immunities fire of the creature's choice. If no unoccupied space is within
Condition Immunities charmed, frightened, poisoned range, the creature instead falls prone in the teostra's
Senses blindsight 60 Ft., darkvision 120 ft., passive space.
Fire Breath (Recharge 5-6). The teostra exhales fire in a
Perception 17 60-foot cone. Each creature in that area must make a DC
Languages Draconic 20 Dexterity saving throw, taking 31 (9d6) fire damage
Challenge 13 (10,000 XP) on a failed save, or half as much on a successful one.
Supernova (1/day). The teostra beats its wings rising 20
Fire Aura. At the start of each of the teostra's turns, each feet into the air and releases a large burst of fire all
creature within 5 feet of it takes 3 (1d6) fire damage, around it. Each creature within a 25-foot-radius sphere of
and flammable objects in the aura that aren't being worn the teostra must succeed on a DC 20 Dexterity saving
or carried ignite. A creature that touches the teostra or throw, taking 45 (10d8) fire damage and are pushed
hits it with a melee attack while within 5 feet of it takes back 10 feet on a failed save, or half as much on a
3 (1d6) fire damage. successful one and not pushed back.
Explosive Cloud. At the start of the teostra's turn, it beats
its wings and four clouds of explosive powder appear in Legendary Actions
unoccupied 5-foot cubes of air within 60 feet of the
teostra. Additionally every 15 feet the teostra moves, it The teostra can take 2 legendary actions, choosing from
leaves a cloud of explosive powder in a 5-foot cube. The the options below. Only one legendary action option can
clouds disperse after detonation, until a wind of be used at a time and only at the end of another
moderate or greater speed (at least 10 miles per hour) creature's turn. The teostra regains spent legendary
disperses it, or when the teostra dies. actions at the start of its turn.
As a Bonus action, the teostra can move up to two of
these clouds 10 feet in any direction. Move. The teostra moves up to its speed without
Standing Leap. The teostra's long jump is up to 30 feet provoking opportunity attacks.
and its high jump is up to 15 feet, with or without a Attack. The teostra makes a bite attack.
running start. Detonate (Costs 2 Actions). All Explosive Clouds detonate
and burst into flames. Each creature within 10-feet of an
Actions explosive cloud must make a DC 17 Dexterity saving
throw, taking 22 (4d10) fire damage on a failed save or
Multiattack. The teostra makes three attacks: two with its half as much on a successful one. If a creature is within
claw and one with its bite or tail. range of more than one explosive cloud, they take an
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one additional 22 (4d10) fire damage for each additional
target. Hit: 19 (3d8 + 6) piercing damage. cloud.
Claws. Melee Weapon Attack. +11 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) slashing damage.

131

Teostra Material Carves 4 Teostra Webbing
Elder Dragon Bone Weakness Exploit. Your weapon deals max damage to a
Challenge Rating 13 Elder Dragon Blood Slots creature that is vulnerable to this weapons damage type.
Fire Dragon Scale (O) Teostra Tail
Carve Chance Teostra Carapace (O) Once per turn, when you hit a creature with a melee
1-2 (A,W) weapon attack using this Weapon, you can engulf the
3-4 Teostra Claw (A,W) target in flames. At the start of each of the engulfed
5-7 Teostra Webbing (W) creature’s turns, it takes 1d4 fire damage and it can then
8-10 (A,W) make a DC 15 Dexterity saving throw, putting out the
Teostra Tail (W) flames on a successful save. Alternatively, the engulfed
11-12 Teostra Mane (W) creature, or a creature within 5 feet of it, can use an action
13-14 Teostra Horn (A,W) to smother the flames ending the effect.
15-16 Teostra Gem (A,W) Teostra Mane
17-18 Critical Eye. Your weapon attacks critical hit range is
increased by 1.
19 Teostra Horn
20 Reckless Abandon. When you make your first attack on
your turn with this weapon, you can choose to without
ARMOR MATERIAL EFFECTS care or regard for consequences. Doing so gives you
Fire Dragon Scale advantage on melee weapon attack rolls using Strength
Biology. You become proficient with dung bombs while during this turn, but disadvantage on all saving throws and
you are wearing this armor, and you are immune to blight all attack rolls against you have advantage until the start of
effects such as waterblight, iceblight, or the blight spell. your next turn.
Teostra Carapace Teostra Gem
While wearing this armor you can use an action to cast the Latent Power +1. When you are reduced to a quarter of
protection from energy(fire) spell from it. This property your maximum hit points for the first time in combat or at
can be used twice, regaining all expended uses daily at the start of your turn on the 10th round of combat,
dawn. whichever comes first, you gain the effects of the haste
Teostra Webbing spell for 1 minute. Once used, you must finish a short or
While wearing this armor you have resistance to fire long rest before you can use this property again.
damage.
Teostra Horn OTHER MATERIAL EFFECTS
Wide-Range. When you use Herbs, Antidotes, Cool Drinks, Elder Dragon Blood
Hot Drinks, Adamant Seeds, or Might Seeds; all other Any rarity weapon upgrade material.
creatures within a 10-foot radius of you gain its effect. Elder Dragon Bone
Teostra Gem (Spellcaster only) Any rarity armor upgrade material.
While wearing this armor you can use an action to cast the
fire shield (warm shield) spell from it. Once used, you can't
use this property again until the next dawn.

WEAPON MATERIAL EFFECTS
Fire Dragon Scale
Quick Load. You can reload as a free action while you are
attuned to this weapon.
Teostra Carapace (Bow only)
Special Ammo Boost+1. Your coating now coats up to
25 arrows and your dragonpiercer deals an extra 2d6
piercing damage.
Teostra Claw
Your weapon deals an extra 1d6 fire damage.

132

Tempered Teostra Claws. Melee Weapon Attack. +13 to hit, reach 5 ft., one
target. Hit: 17 (3d6 + 7) slashing damage.
Huge dragon (elder), unaligned Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage. On hit,
Armor Class 19 (natural armor) the target must make a DC 21 Strength saving throw or
Hit Points 243 (18d12 + 126) be knocked prone.
Speed 50 ft., fly 60 ft. Deadly Leap. If the teostra jumps at least 15 feet as part
of its movement, it can then use this action to land on its
STR DEX CON INT WIS CHA feet in a space that contains one or more other creatures.
25 (+7) 17 (+3) 24 (+7) 16 (+3) 15 (+2) 10 (+0) Each of those creatures must succeed on a DC 21
Strength or Dexterity saving throw (target's choice) or be
Saving Throws Str +13, Con +12, Wis +8, Cha +6 knocked prone and take 33 (6d8 + 6) bludgeoning
Skills Perception +8 damage. On a successful save, the creature takes only
Damage Resistances bludgeoning, piercing, and slashing half the damage, isn't knocked prone, and is pushed 5
feet out of the teostra's space into an unoccupied space
damage from nonmagical attacks of the creature's choice. If no unoccupied space is within
Damage Immunities fire range, the creature instead falls prone in the teostra's
Condition Immunities charmed, frightened, poisoned space.
Senses blindsight 60 Ft., darkvision 120 ft., passive Fire Breath (Recharge 5-6). The teostra exhales fire in a
90-foot cone. Each creature in that area must make a DC
Perception 18 21 Dexterity saving throw, taking 38 (11d6) fire damage
Languages Draconic on a failed save, or half as much on a successful one.
Challenge 20 (25,000 XP) Supernova (1/day). The teostra beats its wings rising 20
feet into the air and releases a large burst of fire all
Fire Aura. At the start of each of the teostra's turns, each around it. Each creature within a 40-foot-radius sphere of
creature within 5 feet of it takes 7 (2d6) fire damage, the teostra must succeed on a DC 21 Dexterity saving
and flammable objects in the aura that aren't being worn throw, taking 63 (14d8) fire damage and are pushed
or carried ignite. A creature that touches the teostra or back 10 feet on a failed save, or half as much on a
hits it with a melee attack while within 5 feet of it takes successful one and not pushed back.
7 (2d6) fire damage.
Explosive Cloud. At the start of the teostra's turn, it beats Legendary Actions
its wings and four clouds of explosive powder appear in
unoccupied 5-foot cubes of air within 60 feet of the The teostra can take 2 legendary actions, choosing from
teostra. Additionally every 15 feet the teostra moves, it the options below. Only one legendary action option can
leaves a cloud of explosive powder in a 5-foot cube. The be used at a time and only at the end of another
clouds remain until detonation, until a wind of moderate creature's turn. The teostra regains spent legendary
or greater speed (at least 10 miles per hour) disperses it, actions at the start of its turn.
or when the teostra dies.
As a Bonus action, the teostra can move up to three of Move. The teostra moves up to its speed without
these clouds 20 feet in any direction. provoking opportunity attacks.
Legendary Resistance (3/Day). If the teostra fails a saving Attack. The teostra makes a bite attack.
throw, it can choose to succeed instead. Detonate (Costs 2 Actions). All Explosive Clouds detonate
Standing Leap. The teostra's long jump is up to 30 feet and burst into flames. Each creature within 10-feet of an
and its high jump is up to 15 feet, with or without a explosive cloud must make a DC 21 Dexterity saving
running start. throw, taking 22 (4d10) fire damage on a failed save or
half as much on a successful one. If a creature is within
Actions range of more than one explosive cloud, they take an
additional 22 (4d10) fire damage for each additional
Multiattack. The teostra makes three attacks: two with its cloud.
claw and one with its bite or tail.
Bite. Melee Weapon Attack. +13 to hit, reach 10 ft., one
target. Hit: 20 (3d8 + 7) piercing damage.

133

Tempered Teostra Carves 4 Teostra Carapace (Bow only)
Special Ammo Boost +2. Your coating now coats up to 30
Challenge Rating 20 Slots arrows and your dragonpiercer deals an extra 3d6 piercing
(O) damage.
Carve Chance Material (O) Teostra Claw
(A,W) Your weapon deals an extra 1d10 fire damage.
1-2 Elder Dragon Bone (A,W) Teostra Webbing
(W) Weakness Exploit+ (fire). Your weapon deals max damage
3-4 Elder Dragon Blood (A,W) to a creature that is vulnerable to fire or this weapons
(W) damage type.
5-7 T.Fire Dragon Scale (W) Teostra Tail
(A,W) Once per turn, when you hit a creature with a melee
8-10 T.Teostra Carapace (A,W) weapon attack using this Weapon, you can engulf the
target in flames. At the start of each of the engulfed
11-12 T.Teostra Claw creature’s turns, it takes 1d6 fire damage and it can then
make a DC 15 Dexterity saving throw, putting out the
13-14 T.Teostra Webbing flames on a successful save. Alternatively, the engulfed
creature, or a creature within 5 feet of it, can use an action
15-16 T.Teostra Tail to smother the flames ending the effect.
Teostra Mane
17-18 T.Teostra Mane Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
19 T.Teostra Horn Teostra Horn
Reckless Abandon. When you make your first attack on
20 T.Teostra Gem your turn with this weapon, you can choose to without
care or regard for consequences. Doing so gives you
ARMOR MATERIAL EFFECTS advantage on melee weapon attack rolls using Strength
Fire Dragon Scale during this turn, but you have disadvantage on all saving
Biology. You become proficient with dung bombs while throws and all attack rolls against you have advantage until
you are wearing this armor, and you are immune to blight the start of your next turn.
effects such as waterblight, iceblight, or the blight spell. Teostra Gem
Teostra Carapace Latent Power +2. When you are reduced to a half of your
While wearing this armor you can use an action to cast the maximum hit points for the first time in combat or at the
protection from energy(fire) spell from it. This property start of your turn on the 10th round of combat, whichever
can be used three times, regaining all expended uses daily comes first, you gain the effects of the haste spell for 1
at dawn. minute. Once used, you must finish a short or long rest
Teostra Webbing before you can use this property again.
While wearing this armor you have immunity to fire
damage. OTHER MATERIAL EFFECTS
Teostra Horn Elder Dragon Blood
Wide-Range+. When you use Herbs, Antidotes, Cool Any rarity weapon upgrade material.
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all Elder Dragon Bone
other creatures within a 20-foot radius of you gain its Any rarity armor upgrade material.
effect.
Teostra Gem (Spellcaster only)
While wearing this armor you can use an action to cast the
fire shield (warm shield) spell from it. This property can be
used twice, regaining all expended uses daily at dawn.

WEAPON MATERIAL EFFECTS
Fire Dragon Scale
Quick Load. You can reload as a free action while you are
attuned to this weapon.

134

Thunder Serpent Narwa by 5-foot deep area. If there are large objects made of
Narwa are the female of an elder dragon species that consists metal, like ballistas or pockets of ore, those areas
of itself and the Wind Serpent Ibushi. Similar to Amatsu, this targeted first by this trait.
species has a long and leviathan-like body with short and Resonance. The first time an elf, wyverian, creature who
stubby hind legs and a long tail (though in the Serpent's case can deal psychic damage, or has psionic abilities enters
the legs are more paddle or fin-like). This species also a location 1 mile of the narwa, they must succeed on a
exhibits double jaws, with the lower outer jaw and both inner DC 25 Intelligence or Wisdom saving throw (target's
jaws being able to split. choice). A creature with psionic abilities makes their
save with advantage.
Being the female of the species, Narwa have several traits
that set itself apart from Ibushi, notably the numerous golden On a successful save, the target resonates with the
and orange tendrils that extends from the back of the head all narwa. When the resonating creature is within 1 mile of
the way to the tail. It has two large, backward-facing horns on the narwa, its eyes glow a yellow color, it can hear the
the head. The mouth has multiple smaller teeth. Between the narwa's thoughts. The creature can also sense the
hind legs is a gigantic golden sac, in which Ibushi lacks, and narwa's presence and may speak the narwa's thoughts
on Narwa's head, chest, back, forelegs, and tail tips are purple out loud when they are within 600 feet of it. On a
electrical organs that produce electromagnetic force that lifts failed save, the creature does not resonate with the
the serpent airborne. narwa and is immune to the narwa's Resonance forever.
Siege Monster. The narwa deals double damage to
Not much is known about Narwa prior to its discovery. objects and structures.
With the help of Minoto's resonation with the Thunder
Serpent, the guild was able to determine Narwa's Actions
whereabouts while she was waiting for her "king". Every fifty
years, Narwa, as well as the Wind Serpent Ibushi, will Multiattack. The narwa uses her Lightning Coil. She then
emerge to mate with each other, while Ibushi wanders makes two attacks with her bite or one with her tail.
around various locales, Narwa seems to wait in a location
she prefers until Ibushi is able to locate her. However, the Bite. Melee Weapon Attack. +11 to hit, reach 10 ft.,
disturbance caused by her presence and electromagnetic one target. Hit: 15 (3d6 + 5) piercing damage. If the
abilities tend to drive other monsters berserk, leading to a target is a Large or smaller creature, it must succeed on
Rampage event that regularly hits Kamura Village during the a DC 19 Strength saving throw or be pushed 10 feet
Serpent's mating process. away from the narwa.
Tail. Melee Weapon Attack. +11 to hit, reach 20 ft., one
Thunder Serpent Narwa target. Hit: 18 (3d8 + 5) bludgeoning damage.
Homing Bolts. Ranged Weapon Attack. automatic hit,
Gargantuan dragon (elder), chaotic evil range 60 ft., one target. Hit: 21 (6d4 + 6) lightning
damage.
Armor Class 18 (natural armor) Lightning Coil. The narwa uses one of the following
Hit Points 201 (13d20 + 65) coils:
Speed 0 ft., fly 80 ft. (hover)
Coil Burst. The narwa unleashes a number of
STR DEX CON INT WIS CHA lightning coils in a 60-foot cone in front of her. Each
21 (+5) 10 (+0) 20 (+5) 16 (+3) 15 (+2) 17 (+3) creature in that area must make a DC 19 Dexterity
saving throw, taking 14 (4d6) lightning damage on a
Saving Throws Dex +6, Con +11, Wis +8, Cha +9 failed save, or half as much damage on a successful
Skills Acrobatics +6, Perception +8 one.
Damage Resistances cold, fire; bludgeoning, piercing, Imploding Coil. The narwa releases an already
expanded lightning coil that slowly shrinks until it
slashing from nonmagical attacks explodes at a point within 120-feet of him. Each
Damage Immunities lightning creature within 5 feet of that point must succeed on
Condition Immunities charmed, exhaustion, frightened, a DC 19 Dexterity saving throw, taking 14 (4d6)
lightning damage on a failed save, or half as much
prone damage on a successful one.
Senses darkvision 120 ft., passive Perception 18 Triple Coil Slam. The narwa summons three lightning
Languages Draconic, telepathy 1 mile (see resonance) coils that come crashing down in a 15-foot radius
Challenge 19 (22,000 XP) around her. Each creature in that area must succeed
Legendary Resistance (3/Day). If the narwa fails a saving on a DC 19 Constitution saving throw, taking 14
throw, she can choose to succeed instead. (4d6) lightning damage on a failed save, or half as
Magic Resistance. The narwa has advantage on saving much damage on a successful one.
throws against spells and other magical effects.
Magnetism (1/round). The first time the narwa uses an Divine Ire (1/day). The narwa rises up to 90 feet into the
action, legendary action, or effect that deals lightning air without provoking opportunity attacks before
damage on a turn, she causes four chunks of terrain exhaling lightning in a 30-foot-radius, 90-foot-high
within 60 feet of it to rise into the air until the start of cylinder centered directly below her. Each creature in
its next turn. The raised terrain fills a 10-foot squared that area must succeed on a DC 19 Dexterity saving
throw, taking 35 (10d6) lightning damage on a failed
135 save, or half as much damage on a successful one. Ter-

-rain created by its magnetism due to this action Thunder Serpent Narwa Carves 4
remains until the end of its next turn.
Challenge Rating 19 Slots
On her subsequent turn, if the narwa flies towards (O)
the ground as part of its movement, she can use its Carve Chance Material (O)
action to release a lightning bomb that explodes in a (A,W)
60-foot radius centered on the ground directly below 1 Elder Dragon Blood (A,W)
the narwa. Each creature in that area must succeed on (A,W)
a DC 19 Dexterity saving throw, taking 49 (14d6) 2 Elder Dragon Bone (A,W)
lightning damage on a failed save, or half as much (A,W)
damage on a successful one. 3-7 Narwa Carapace (A,W)
(A,W)
Legendary Actions 8-11 Narwa Hide

The narwa can take 2 legendary actions, choosing from 12 Narwa Horn
the options below. Only one legendary action option
can be used at a time and only at the end of another 13-14 Narwa Sparksac
creature's turn. The narwa regains spent legendary
actions at the start of her turn. 15-16 Narwa Tentacle

Divine Light Show (1/round). The narwa unleashes eight 17-19 Narwa Claw
5-foot wide, 40-foot tall lightning spires each
appearing in a space adjacent to the narwa. The spires 20 Thunder Serpent Orb
travel 60 feet in a straight line directly away from
narwa. Additionally two 5-foot tall lightning coils (one ARMOR MATERIAL EFFECTS
5 feet above the ground and another 15 feet above the Narwa Carapace
ground) expand outward from the narwa in a 30-foot Constitution. The duration from slowing effects, such as
radius. Each creature in the spires line, or coils area the slow spell or a copper dragon's breath attack, are
must succeed on a DC 19 Dexterity saving throw, reduced by half while you wear this armor.
taking 28 (8d6) lightning damage on a failed save, or
half as much damage on a successful one. A creature Narwa Hide
on raised terrain from the narwa's magnetism Evade Window. This armor has 3 runes, and it regains 1d3
automatically succeeds on their saving throw. expended runes daily at dawn. When you fail a Dexterity
Dragon's Corkscrew (1/round). The narwa moves up to saving throw while wearing it, you can use your reaction to
her fly speed in a straight line while spinning. During expend 1 of its runes to succeed on that saving throw
this move she can move through the spaces of other instead.
creatures without provoking opportunity attacks. Each Narwa Horn
creature the narwa moves through must make a DC 19 While attuned to this armor you can cast the levitate spell
Dexterity saving throw, taking 18 (3d8 + 5) at will, but you can only target metallic objects that aren't
bludgeoning damage and be knocked prone on a failed being worn or carried.
save, or half as much damage and is pushed 5-feet into Narwa Sparksac
an unoccupied space out of the way of the narwa's You have a flying speed of 60 feet while you wear this
path (PC choice). If there are no unoccupied spaces armor.
available, the creature automatically fails their saving Narwa Tentacle (Lance & Greatsword only)
throw. Your Guard AC bonus now lasts until the start of your next
Thundersac Beam (1/round). The narwa releases beams turn and you cannot be knocked prone.
of lightning from her belly in a 60-foot cone. Each Narwa Claw
creature in that area must succeed on a DC 19 Marathon Runner+. While wearing this armor, your walking
Dexterity saving throw or take 22 (4d10) lightning speed increases by 10 feet and you ignore difficult terrain
damage and be afflicted by thunderblight for 1 minute if it was not created by a magical effect.
on a failed save, or half as much damage and isn't Thunder Serpent Orb
afflicted with thunderblight on a successful one. Resonance. When you attune to this armor for the first
Lightning Cannon (Costs 2 Actions). The narwa exhales time, choose one willing creature which you are familiar
lightning in a 90-foot line that is 5-feet wide. Each with. While attuned to this armor, you and the willing
creature in that line must succeed on a DC 19 creature are linked as if by the telepathy spell. You cannot
Dexterity saving throw or take 49 (14d6) lightning link to a new creature until the willing creature dies. The
damage and be afflicted by thunderblight for 1 minute link is also lost if the material is removed from the armor
on a failed save, or half as much damage and isn't or trinket.
afflicted with thunderblight on a successful one.
Spark Blast (Costs 2 Actions). The narwa electrifies the WEAPON MATERIAL EFFECTS
air in a 40-foot long, 20-foot wide area that combusts Narwa Carapace
in a cascade of lightning blasts. Each creature in that Artillery+2. While attuned to this weapon, your wyvernfire
area must succeed on a DC 19 Constitution saving can now be used three times per long rest and you can add
throw, taking 45 (10d8) lightning damage and be your Strength or Dexterity modifier to the damage of your
stunned until the end of their next turn on a failed save, shell attacks.
or half as much damage on a successful one and isn't
stunned.

136

Narwa Hide (Greatsword & Lance Only) Thunder Serpent Narwa Material
Offensive Guard. Whenever you use a reaction that Bonus*
increases your AC, the next attack you make with that
weapon deals extra damage equal to the bonus AC the When a character has 2+ narwa materials socketed
reaction provided. into their equipment they gain each of the
Narwa Horn following the Thunder Alignment bonuses.
Rapid Morph. While attuned to this weapon, you can Thunder Alignment (2 materials). You have
switch its modes as a free action. resistance to lightning damage while you wear this
Narwa Sparksac armor.
While you are attuned to this weapon, your lightning spells
bypass a creature's resistance. Thunder Alignment (3 materials). You have immunity
Narwa Tentacle to lightning damage while you wear this armor.
Partbreaker+2. You deal an extra 1d8 damage when you Thunder Alignment (4 materials). This armor has
critically hit with this weapon. three lucky points. It regains all expended points
Narwa Claw (Magnet spike only) daily at dawn. When you roll on a creature's loot
While you are attuned to this weapon your magnet spike table you can expend one lucky point, to reroll it
properties gain the following benefits: and take the new roll.

You can affix one additional magnetic sphere to another *The Thunder Alignment bonuses ignore the
creature. Each sphere can be recalled separately as a standard armor rules
bonus action.
The maximum range of your magnetic field assault
increases by 10 feet.
Its magnetic force evade pulls you an additional 5 feet
away from the attacker.
The save DC of its magnetic bind is increased by 2.

Thunder Serpent Orb
Critical Draw++. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 13 or
higher.

OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.

137

Vaal Hazak Magic Resistance. The vaal hazak has advantage on
Vaal Hazak is a dragon that appears to have long sickle-like saving throws against spells and other magical effects.
claws on each finger. Its face has long, sinewy features that Effluvium Aura. At the start of each of the vaal hazak's
look like decaying tissue. When it flaps its wings, it appears turns, each creature within 5 feet of it takes 10 (3d6)
to stir up toxic clouds, possibly exuding the Effluvium necrotic damage. A creature that touches the vaal
bacteria found in the Rotten Vale. It is shown to have a hazak or hits it with a melee attack while within 5 feet
mottled maroon hide with a rather dull greenish-gray of it takes 10 (3d6) necrotic damage.
underbelly. Its wings are also sinewy — looking like spider Regeneration. The vaal hazak regains 30 hit points at
webs when outstretched. the start of its turn if it has at least 1 hit point. If the
vaal hazak takes radiant damage or damage from holy
Vaal Hazak appears to consume the life force of other water, this trait doesn't function at the start of the vaal
wildlife nearby in the form of a grayish ash-like fog that trails hazak's next turn.
from the victim back to patches on Vaal Hazak’s body. It has
also demonstrated necromancer-like abilities,bringing Girros Actions
corpses back to life as allies. The ash-fog it exudes limits the
maximum life of Hunters in contact with it. Multiattack. The vaal hazak makes four attacks: two with
its bite and two with its claws.
Another interesting adaptation of the monster is the Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
unnerving structure of its head, which sports two jaws. The one target. Hit: 24 (4d8 + 6) piercing damage.
larger outer jaw is used as a means of clamping down its prey Claw. Melee Weapon Attack. +13 to hit, reach 5 ft., one
whilst the inner is used to force the prey into its throat where target. Hit: 20 (4d6 + 6) slashing damage.
the monster can use the effluvium to breakdown the prey as Tail. Melee Weapon Attack. +13 to hit, reach 15 ft., one
it consumes it. The unnatural anatomy allows the monster to target. Hit: 28 (4d10 + 6) bludgeoning damage. On hit,
better use its effluvium for regular consumption of prey, the target must make a DC 17 Strength saving throw
portraying how the monster's anatomy has potentially or be knocked prone.
adapted to the bond it has with the naturally occurring Effluvium Breath (Recharge 5-6). The vaal hazak exhales
miasma. a cloud of effluvium bacteria in a 90-foot cone. Each
creature in that area must make a DC 20 Constitution
Vaal Hazak is aggressive the instant it feels threatened and saving throw, taking 70 (20d6) necrotic damage and
will attempted to use its power over the effluvium to defeat its are cursed as if by the bestow curse spell for 1 minute
opponent. on a failed save, or half as much damage on a
successful one and are not cursed.
Vaal Hazak Return from the Dead (3/day). The vaal hazak raises a
recently deceased CR 6 or lower creature from the
Huge undead (elder), Chaotic Evil dead to fight by its side. A creature raised in this way is
considered undead, heals to its hit point maximum and
Armor Class 19 (natural armor) gains the undead fortitude trait.
Hit Points 345 (30d12 + 150)
Speed 40 ft., fly 80 ft. Legendary Actions

STR DEX CON INT WIS CHA The vaal hazak can take 3 legendary actions, choosing
23 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 14 (+2) from the options below. Only one legendary action
Saving Throws Dex +7, Con +12, Int +10, Cha +9 option can be used at a time and only at the end of
Damage Immunities necrotic another creature's turn. The vaal hazak regains spent
Condition Immunities charmed, frightened, petrified legendary actions at the start of its turn.
Senses darkvision 120 ft., passive Perception 14 Tail Attack. The vaal hazak makes a tail attack.
Languages Draconic Frightening Gaze (Costs 2 Actions). The vaal hazak fixes
Challenge 24 (62,000 XP) its gaze on one creature it can see within 10 feet of it.
Legendary Resistance (3/Day). If the vaal hazak fails a The target must succeed on a DC 19 Wisdom saving
saving throw, it can choose to succeed instead. throw against this magic or become frightened for 1
minute. The frightened target can repeat the saving
throw at the end of each of its turns,the effect ending
on itself on a success. If a target's saving throw is
successful or the effect ends for it, the target is
immune to the vaal hazak's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each living creature
within 20 feet of the vaal hazak must make a DC 20
Constitution saving throw against this magic, taking 38
(11d6) necrotic damage on a failed save, or half as
much damage on a successful one.

138

Vaal Hazak Material Carves 6 Vaal Hazak Talon
Elder Dragon Blood Your weapon deals an extra 1d10 necrotic damage.
Challenge Rating 24 Elder Dragon Bone Slots
Vaal Hazak Carapace (O) Vaal Hazak Fang
Carve Chance (O) This weapon has 3 runes which are regained daily at dawn.
1-2 Deceased Scale (A,W) Once per turn when you hit a creature with this weapon
3-4 Vaal Hazak Talon (A,W) you can expend a rune to have the target make a DC 19
5-7 Vaal Hazak Fang (W) Wisdom saving throw or become frightened of you for 1
8-11 Vaal Hazak Wing (W) minute. A creature may repeat its saving throw at the end
Vaal Hazak Membrane (A,W) of its turn, ending the effect on a successful save.
12-13 Vaal Hazak Tail (A,W) Vaal Hazak Wing
14-15 Vaal Hazak Gem (A) You gain a +3 bonus to your spell attack rolls and spell
16-17 (A,W) save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals
18 necrotic damage.
19 Vaal Hazak Membrane (Bow only & Requires 3 sockets)
20 When you nock an arrow on this bow, it whispers in Elvish,
"Return to that which spawned you" When you use this
ARMOR MATERIAL EFFECTS weapon to make a ranged attack, you can, as a command
Vaal Hazak Carapace phrase, say "To one with life" The target of your attack
Effluvia Resis+. While wearing this armor you are immune becomes your sworn enemy until it dies or until dawn
to damage from Effluvia and you have resistance to acid seven days later. You can have only one such sworn enemy
damage. at a time. When your sworn enemy dies, you can choose a
Deceased Scale new one after the next dawn.
While wearing this armor, you regain 1d6 Hit Points every When you make a ranged attack roll with this weapon
10 minutes, provided that you have at least 1 hit point. If against your sworn enemy, you have advantage on the roll.
you lose a body part, the armor causes the missing part to In addition, your target gains no benefit from cover, other
regrow and return to full functionality after 1d6 + 1 days if than total cover, and you suffer no disadvantage due to
you have at least 1 hit point the whole time. long range. If the attack hits, your sworn enemy takes an
Vaal Hazak Wing extra 3d6 piercing damage.
Recovery Up+. You regain the maximum number of hit While your sworn enemy lives, you have disadvantage on
points possible from potions or plants that you consume. attack rolls with all other weapons.
Vaal Hazak Membrane Vaal Hazak Gem (Cleric only)
While wearing this armor you can speak its command The weapon has 10 runes. While holding it, you can use an
word to release effluvium gas in a 5-foot radius around you action to expend 1 or more of its runes to cast one of the
for 1 minute. At the start of each of your turns, each following spells from it, using your spell save DC: Animate
creature within 5 feet of you takes 7 (2d6) necrotic Dead (3 runes). bestow curse (3 runes), contagion (5
damage. Once you use this feature, you cannot use it again runes), or raise dead (10 runes).
until you complete a long rest. The weapon regains 1d6 + 4 expended runes daily at
Vaal Hazak Tail dawn. If you expend the last runes, roll a d20. On a 1. the
You have resistance to cold damage while you wear this weapon cannot regain any runes for one week.
armor.
Vaal Hazak Gem OTHER MATERIAL EFFECTS
Poison Absorption. Whenever you are subjected to poison Elder Dragon Blood
damage, you take no damage and instead regain a number Any rarity weapon upgrade material.
of hit points equal to the half of the poison damage dealt.
Elder Dragon Bone
WEAPON MATERIAL EFFECTS Any rarity armor upgrade material.
Vaal Hazak Carapace
Elderseal. A creature hit by this weapon cannot use an Blackveil Vaal Hazak
action that has a recharge until the start of your next turn. Blackveil Vaal Hazak is similar to its counterpart in terms of
The creature can still roll to recharge its ability at the end general appearance. The main difference is that it's covered
of its turn. in strange moss-like pustules that emit Effluvium constantly.
Deceased Scale These pustules even go as far to cover its head, rendering it
Peak Performance. When your hit points are full and you blind. Should they be removed/broken however, it is able to
roll a 1 or 2 on a damage die for an attack you make with a see again. Contrasting regular Vaal Hazak's dark red and
melee weapon, you can reroll the die and must use the silver coloring, Blackveil is a green and milky-white coloring.
new roll, even if the new roll is a 1 or a 2.
Blackveil Vaal Hazak is a passive monster that only attacks
when provoked. Like its counterpart, it mainly uses its
Effluvium as a form of attack, but also as a form of finding
prey and infecting other monsters. The moss that grows on
its body can be spread about to infect not just monsters but
its surrounding area as well, transforming the environment
into its ideal area of if a Blackveil operation.

139

Blackveil Vaal Hazak Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 24 (4d8 + 6) piercing damage.
Huge undead (elder), Chaotic Evil Claw. Melee Weapon Attack. +14 to hit, reach 5 ft., one
target. Hit: 20 (4d6 + 6) slashing damage.
Armor Class 20 (natural armor) Tail. Melee Weapon Attack. +14 to hit, reach 15 ft., one
Hit Points 356 (31d12 + 155) target. Hit: 28 (4d10 + 6) bludgeoning damage. On hit,
Speed 40 ft., fly 80 ft. the target must make a DC 17 Strength saving throw or
be knocked prone.
STR DEX CON INT WIS CHA Effluvium Burst (Recharge 6). The vaal hazak lets out an
23 (+6) 10 (+0) 20 (+5) 16 (+3) 20 (+5) 14 (+2) ear shattering roar causing effluvium spores to erupt
from its body in a 300-foot radius around that remains
Saving Throws Dex +8, Con +13, Int +11, Cha +10 until the start of the vaal hazak's next turn. Each creature
Damage Immunities necrotic that starts its turn in that area, or enters it for the first
Condition Immunities charmed, frightened, petrified time must make a DC 21 Constitution saving throw or
Senses blindsight 60 ft., darkvision 120 ft., passive become cursed for 1 minute. A creature that succeeds
on its saving throw, is immune to this effect for 24
Perception 15 hours.
Languages Draconic
Challenge 26 (90,000 XP) While cursed in this way, the target must make a DC
21 Wisdom saving throw at the start of each of its turns.
Effluvium Spores. The vaal hazak's body is covered with On a failed save, it is incapacitated until the start of its
four white spore pods. Whenever a creature touches or next turn
hits the vaal hazak with an attack or spell, or when the
vaal hazak uses its effluvium breath, it releases two spore When the effluvium disperses at the start of the vaal
clouds that fall to the ground in adjacent spaces next to hazak's next turn, all destroyed spore pods regrow on the
the vaal hazak. vaal hazak and ten spore clouds remain in the area that
are at least 20 feet apart from each other.
The clouds fill a 10-foot square cube, spreads around
corners, and its area is lightly obscured. It lasts for the 10 Legendary Actions
minutes or until a wind of moderate or greater speed (at
least 10 miles per hour) disperses it. The vaal hazak can take 3 legendary actions, choosing
from the options below. Only one legendary action
A creature that starts its turn in one of these clouds option can be used at a time and only at the end of
takes 11 (3d6) necrotic damage and must succeed on a another creature's turn. The vaal hazak regains spent
DC 21 Constitution saving throw, or be cursed. While legendary actions at the start of its turn.
cursed in this way, the vaal hazak's attacks deal an extra
1d8 necrotic damage to the cursed creature. Tail Attack. The vaal hazak makes a tail attack.
Siphon Curse (Costs 2 Actions). Each cursed creature
The white spore pods on the vaal hazak can be within 60 feet of the vaal hazak must make a DC 21
attacked and destroyed (AC 15; hp 30; vulnerability to Constitution saving throw, taking 21 (6d6) necrotic
fire damage; immunity to acid, poison, and psychic damage on a failed save, or half as much damage on a
damage). successful one. The cursed creatures's hit point
Legendary Resistance (3/Day). If the vaal hazak fails a maximum is reduced by an amount equal to the necrotic
saving throw, it can choose to succeed instead. damage taken. The reduction lasts until the creature
Magic Resistance. The vaal hazak has advantage on saving finishes a Long Rest.
throws against spells and other magical effects. Effluvium Fog Breath (Costs 3 Actions). The vaal hazak
Regeneration. The vaal hazak regains 30 hit points at the exhales a cloud of effluvium bacteria in a 90-foot cone.
start of its turn if it has at least 1 hit point. If the vaal Each creature in that area must make a DC 21
hazak takes radiant damage or damage from holy water, Constitution saving throw, taking 70 (20d6) necrotic
this trait doesn't function at the start of the vaal hazak's damage and be cursed 1 minute on a failed save, or half
next turn. as much damage on a successful one and are not cursed.
If a creature's saving throw is successful, the creature is
Actions immune to this curse for the next 24 hours.

Multiattack. The vaal hazak makes four attacks: two with While cursed in this way, the creature has
its bite and two with its claws. disadvantage on attack rolls against the vaal hazak.

140

Blackveil Vaal Hazak Deceased Shard
Peak Performance. When your hit points are full and you
Challenge Rating 26 roll a 1 or 2 on a damage die for an attack you make with a
Carves 6 melee weapon, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2.
Carve Chance Material Slots Vaal Hazak Hardclaw
1-2 Elder Dragon Blood (O) Your weapon deals an extra 2d6 necrotic damage.
3-4 Elder Dragon Bone (O) Shadowpierce Fang
5-7 Vaal Hazak Cortex (A,W) This weapon has 3 runes. When you hit a creature with this
8-11 (A,W) weapon, you can expend 1 of its runes to have the target
Deceased Shard (A,W) make a DC 16 Constitution saving throw. On a failed save,
12-13 Vaal Hazak Hardclaw (A,W) the target is diseased. At the end of each of the diseased
14-15 Shadowpierce Fang (A,W) target’s turns, the target must make a DC 16 Constitution
(A,W) saving throw. If the target succeeds on three of these
16-17 Vaal Hazak Fellwing (A) saves, it is no longer diseased. If the target fails three of
(A,W) these saves, it remains diseased for 7 days.
18 Deathweaver Membrane
Since this induces a natural disease in its target, any
19 Vaal Hazak Flail effect that removes a disease or otherwise ameliorates a
disease’s effects apply to it.
20 Vaal Hazak Mantle
While afflicted with this disease, the target has difficulty
ARMOR MATERIAL EFFECTS breathing due to the spores growing in its throat, reducing
Vaal Hazak Cortex its movement speed and the time it can hold its breath by
Effluvia Resis+. While wearing this armor you are immune half. At dawn of the second day and each day after, the
to damage from Effluvia and you have resistance to acid target must make a Constitution saving throw, gaining one
damage. level of exhaustion on a failed save. The save DC starts as a
Deceased Shard DC 10 and increases by 1 each day and the target does not
While wearing this armor, you regain 1d6 Hit Points every recover a level of exhaustion from finishing a long rest
10 minutes, provided that you have at least 1 hit point. If while afflicted with this disease.
you lose a body part, the armor causes the missing part to Vaal Hazak Fellwing
regrow and return to full functionality after 1d6 + 1 days if You gain a +3 bonus to your spell attack rolls and spell
you have at least 1 hit point the whole time. save DC while attuned to this weapon. This bonus
Vaal Hazak Hardclaw increases to +4 when the spell you are casting deals
You are immune to poison and disease while you wear this necrotic damage.
armor. Deathweaver Membrane
Shadowpierce Fang When you attack a creature with this weapon and roll a 20
While you are wearing this armor you have darkvision out on the attack roll, that target must make a DC 17
to 60 feet. If you already have darkvision, its range extends Constitution saving throw or be poisoned as if by the
by an additional 60 feet. contagion spell.
Vaal Hazak Fellwing Vaal Hazak Mantle (Cleric only)
Recovery Up+. You regain the maximum number of hit The weapon has 10 runes. While holding it, you can use an
points possible from potions or plants that you consume. action to expend 1 or more of its runes to cast one of the
Deathweaver Membrane following spells from it, using your spell save DC: Animate
While wearing this armor you can speak its command Dead (3 runes). bestow curse (3 runes), contagion (5
word to release effluvium gas in a 10-foot radius around runes), or raise dead (10 runes).
you for 1 minute. At the start of each of your turns, each The weapon regains 1d6 + 4 expended runes daily at
creature within 5 feet of you takes 7 (2d6) necrotic dawn. If you expend the last rune, roll a d20. On a 1. the
damage. Once you use this feature, you cannot use it again weapon cannot regain any runes for one week.
until you complete a long rest.
Vaal Hazak Flail OTHER MATERIAL EFFECTS
You have immunity to cold damage while you wear this Elder Dragon Blood
armor. Any rarity weapon upgrade material.
Vaal Hazak Mantle
Poison Absorption. Whenever you are subjected to poison Elder Dragon Bone
damage, you take no damage and instead regain a number Any rarity armor upgrade material.
of hit points equal to the half of the poison damage dealt.

WEAPON MATERIAL EFFECTS
Vaal Hazak Cortex
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next turn.
The creature can still roll to recharge its ability at the end
of its turn.

141

Valstrax Valstrax are quite calm when not disturbed, but will turn
Valstrax is a slender Elder Dragon covered in gleaming silver extremely aggressive if they feel threatened in any way. No
scales. Its most notable feature is its wings, which have fused matter the foe, valstrax have a variety of ways of fighting off
into a trident-like structure. Its back is lined with fin-like threats. This is the reason why it is sometimes called the
projections. Its head has a small crest and its eyes are blue. Silver Wing of the Evil Star or Sky Comet Dragon. Though
valstrax are quite calm in the sky, they occasionally will
Valstrax is covered in reflective silver scales that give this mistakenly crash into objects in the air from their shocking
monster its slim appearance. Like most other Elder Dragons, flying speeds. These objects can be about the size of an
valstrax has six limbs: four legs and a pair of wings. Unique Airship or even a Flying Wyvern.
to valstrax are its trident shaped wings. The wings of the
valstrax are versatile and flexible being able to stretch the Wing. Melee Weapon Attack. +9 to hit, reach 15 ft., one
arm appendages to hit far-reaching targets, expanding its target. Hit: 22 (4d8 + 4) piercing damage.
wings resembling a three-fingered claw for wider area of Firebolt. Range Weapon Attack. +8 to hit, reach 80/320
attack or closing the wings to make use of the blade-like tip ft., one target. Hit: 14 (4d6) fire damage.
on the frontal end of the wings that is commonly used with Ignition (Recharge 5-6). The valstrax spreads its wings out
the stretching appendages as "jabs" akin to that of a spear for around itself and ignites them. Fire spreads out from the
accurate attacks. On the ends of both of the wings are three wings in a 20-foot radius around the valstrax. Each
openings that fire off energy produced via a special organ in creature in that area must make a DC 17 Dexterity saving
its chest that sucks in the air before releasing it out through throw, taking 41 (9d8) fire damage on a failed save or
the wings as a form exhaust. This allows it to fly at half as much on a successful one.
outrageous speeds, making it the fastest flying monster
known today. When flying at high speeds, it looks like a "red Legendary Actions
comet" in the sky, showing that at its highest speed no one
can identify it easily. The valstrax can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Valstrax can also flip its wings in two different directions: be used at a time and only at the end of another
Backwards; for flying at high speeds, and Forward; attacking creature's turn. The valstrax regains spent legendary
foes from a distance by using the energy as projectiles. actions at the start of its turn.
valstrax's breathing methods are nearly identical to birds in a Detect. The valstrax makes a Wisdom (Perception)
sense. The special organ in its chest is constantly glowing red Check.
and occasionally pulses whenever valstrax decides to use it Attack. The valstrax makes a firebolt attack.
for certain actions, such as flying. Dragon Rush (Costs 2 Actions). The valstrax moves up to
half its fly speed in a straight line, during this move it
Valstrax may move through other creatures without provoking
attacks of opportunity. Any creatures the valstrax moves
Huge dragon (elder), unaligned through must succeed on a DC 17 Dexterity saving
throw or take 22 (4d8+4) slashing damage plus 10
Armor Class 17 (natural armor) (3d6) fire damage and are knocked prone on a failed
Hit Points 189 (18d12+72) save. On a successful save, the target takes half damage
Speed 40 ft., fly 90 ft. and is not knocked prone.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 12 (+1) 10 (+0) 10 (+0)

Skills Acrobatics +8, Perception +10
Senses passive Perception 20
Languages -
Challenge 16 (15,000 XP)

Brutal Wings. The valstrax deals one extra die of its
damage when the valstrax hits with its wing attack
(included in the attack).
Legendary Resistance (2/Day). If the valstrax fails a saving
throw, it can choose to succeed instead.

Actions

Multiattack. The valstrax makes five attacks: one with its
bite, two with its claw, and two with its wing.
Bite. Melee Weapon Attack. +9 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack. +9 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.

142

Valstrax Material Carves 4 Shimmering Dragonfluid
Elder Dragon Blood While wearing this armor you can use an action to speak
Challenge Rating 16 Elder Dragon Bone Slots its command word. This causes a pair of metallic dragon
(O) wings to appear on your back for 1 hour or until you repeat
Carve Chance Valstrax Shard (O) the command word as an action. The wings give you a
1-2 Valstrax Hardclaw (A,W) flying speed of 60 feet. When they disappear, you can't use
3-4 (A,W) them again for 1d12 hours.
5-8 Valstrax Cortex (A,W) Valstrax Helixtail
9-10 Shimmering Dragonfluid (A,W) You have immunity to necrotic damage while you wear this
(A,W) armor
11-13 Valstrax Helixtail (A,W) Ruby Dragon Mindstone
14-16 Ruby Dragon Mindstone Dragonheart. When you fall below half of your maximum
17-19 hit points you gain the dragonblight condition for 1
minute. While affected by dragonblight, you have
20 resistance to cold, fire, lightning, and necrotic damage.

ARMOR MATERIAL EFFECTS WEAPON MATERIAL EFFECTS
Valstrax Shard Valstrax Shard (spellcaster only)
Marathon Runner+. While wearing this armor, your walking You know the firebolt cantrip while attuned to this
speed increases by 10 feet and you ignore difficult terrain weapon. If you already know it, you gain a +1 bonus to its
if it was not created by a magical effect. spell attack roll.
Valstrax Hardclaw
Valstrax Hardclaw Your weapon deals an extra 1d6 piercing damage.
While you wear this armor, you can use a bonus action and Valstrax Cortex
click the armor’s boots' heels together. If you do, your Elderseal. A creature hit by this weapon cannot use an
walking speed doubles, and any creature that makes an action that has a recharge until the start of your next turn.
opportunity attack against you has disadvantage on the The creature can still roll to recharge its ability at the end
attack roll. If you click your heels together again, you end of its turn.
the effect. Shimmering Dragonfluid
When the armors' property has been used for a total of 10 Crisis+. While suffering from an abnormal status effect,
minutes, the magic ceases to function until you finish a such as poisoned, burning, slowed, blinded, etc, all attacks
long rest. and spells deal an extra 1d12 spell or weapon damage.
Valstrax Cortex Valstrax Helixtail
While wearing this armor, difficult terrain doesn't cost you This weapon has 3 runes which are regained daily at dawn.
extra movement. In addition, magic can neither reduce Once per turn when you hit a creature with this weapon
your speed nor cause you to be paralyzed or restrained. you can expend a rune to have the target make a DC 17
Wisdom saving throw or become frightened of you for 1
minute. A creature may repeat its saving throw at the end
of its turn, ending the effect on a successful save.
Ruby Dragon Mindstone
Your weapon deals an extra 1d8 piercing damage.

OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.

143

Velkhana
Velkhana is a traditional dragon with the slim, upright body structure of elder Dragons like kushala kaora. Its scales and shell are
a unique crystalline blue. Its head has a tiara-like crown of small horns. It summons ice to cover its wings, limbs, and tail. Its thin,
lance-like tail is highly flexible and can jab at enemies.

Velkhana freely controls ice and cold wind, and can cover wide areas in ice in an instant. It breathes beams of supercooled fluid
that can instantly freeze monsters. When covered in its ice armor, ice crystals form nearby, and when struck by Velkhana's ice
breath they form large spires that soon explode. Small ice platforms sometimes form, which can be jumped off of. Occasionally,
spikes of ice rain from clouds close to the ground when it is enraged.

144
                                                      ART BY: @_ZeldaHuntr

Velkhana turn, it makes a DC 21 Constitution save, taking 17
(5d6) cold damage on a failed save or half as much on
Huge dragon (elder), unaligned a successful one.

Armor Class 17 (natural armor) Legendary Actions
Hit Points 216 (16d12+112)
Speed 40 ft., fly 80 ft. The velkhana can take 3 legendary actions, choosing
from the options below. Only one legendary action
STR DEX CON INT WIS CHA option can be used at a time and only at the end of
20 (+5) 12 (+1) 24 (+7) 10 (+0) 16 (+3) 20 (+5) another creature's turn. The velkhana regains spent
legendary actions at the start of its turn.
Saving Throws Dex +7, Con+13, Wis +9, Cha +11
Skills Perception +9 Bite. Melee Weapon Attack. +11 to hit, reach 15 ft.,
Damage Immunities cold one target. Hit: 15 (3d6 + 5) piercing damage.
Senses darkvision 120 ft., passive Perception 19 Wing Attack (costs 2 Actions). The velkhana covers the
Languages Draconic ground in a 15-foot radius in rime for 1 minute and it
Challenge 17 (18,000 XP) beats its wings. Each creature within 15 feet of it must
succeed on a DC 19 Dexterity saving throw or take 12
Rime. An area covered in rime is difficult terrain. (2d6+5) bludgeoning damage and be knocked prone.
Additionally any creature that ends its turn while The velkhana can then fly up to half its flying speed.
touching a frost covered area takes 3 (1d6) cold Hail Storm (Costs 3 Actions). The velkhana forms four
damage and is grappled by the frost (Escape 19). boulder-sized chunks of ice from the water in the air
Ice Armor (2/day). The velkhana can use a bonus action that plummet to the ground at different points within
to coat its body in ice, giving it +2 AC for 1 minute, or 60 feet of it. Each creature in a 5-foot-radius sphere
until it takes 50 points of damage from a single centered on each point that it chooses must make a
creature on a turn. DC 19 Dexterity saving throw. A creature takes 9 (2d8)
Magic Resistance. The velkhana has advantage on saving cold damage and 9 (2d8) bludgeoning damage on a
throws against spells and other magical effects. failed save, or half as much damage on a successful
one. A creature in the area of more than one ice chunk
Actions is affected only once.

Multiattack. The velkhana makes three attacks with its Velkhana Material Carves 4
tail. Elder Dragon Bone
Tail. Melee Weapon Attack. +11 to hit, reach 15 ft., one Challenge Rating 17 Elder Dragon Blood Slots
target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) (O)
cold damage. Carve Chance Crystal Shard (O)
Breath Weapons (Recharge 5-6). The velkhana uses one 1 Velkhana Cortex (A,W)
of the following breath weapons. 2 Velkhana Lash (A,W)
Cold Breath. The velkhana exhales an icy blast in a 90- 3-7 Velkhana Hardclaw (A,W)
foot line that is 5 feet wide. That area is covered in Velkhana Crownhorn (A,W)
rime for 1 minute and each creature in that line must 8-11 Velkhana Crystal (A,W)
make a DC 21 Dexterity saving throw, taking 66 12-14 (A,W)
(12d10) cold damage on a failed save, or half as much 15-17
damage on a successful one. 18-19

Hoarfrost Breath. The velkhana exhales an icy blast of 20
hoarfrost in a 60-foot cone. The area is covered in rime
for 1 minute and each creature in that area must make ARMOR MATERIAL EFFECTS
a DC 21 Constitution saving throw, taking 28 (8d6) Crystal Shard
cold damage on a failed save, or half as much damage Flinch Free. While wearing this armor you cannot be
on a successful one. knocked prone, or unwillingly moved from your current
location by any means.
Additionally, three 1 foot thick, 10-foot-square walls Velkhana Cortex
of ice form within the area and last for 10 minutes. If Divine Blessing+2. When you take damage you are not
the wall is formed on a creature's space, the creature is immune or resistant to, roll a d8 and reduce the damage
pushed to one side of the wall and must make a DC 19 you take by the number rolled. You can use this property a
Dexterity saving throw, taking 28 (8d6) cold damage number of times equal to your Wisdom modifier. You
on a failed save, or half as much on a successful one. regain all expended uses when you finish a long rest.

Each 10-foot section of the wall has 12 AC and 30
hit points, and is vulnerable to fire damage. If damaged
to 0 hit points, it leaves a hole filled with freezing air.
The first time a creature moves through the air on a

145


Click to View FlipBook Version