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Monster Hunter Monster Manual
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Published by DasKänguru, 2021-05-23 07:18:28

Monster Hunter Monster Manual BTS

Monster Hunter Monster Manual
NOT my content

Ebony Odogaron Carves/Capture 3 Ebony Odogaron Gem
While attuned to this weapon, you can use a bonus action
Challenge Rating 12 to move up to half your movement speed towards an
enemy creature.
Carve Capture Material Slots Ebony Odogaron Mantle
Chance Chance Latent Power +1. When you are reduced to a quarter of
your maximum hit points for the first time in combat or at
1-4 1-4 Hard Ebony Odogaron Sinew (A,W) the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
5-9 5-9 Ebony Odogaron Shard (A,W) spell for 1 minute. Once used, you must finish a short or
long rest before you can use this property again.
10-13 10-12 Ebony Odogaron Hardclaw (A,W) OTHER MATERIAL EFFECTS
Nourishing Extract
14-15 13-14 Ebony Odogaron Lash (W) A material that replaces the catalyst for crafting
demondrug or armorskin potions. It can also be used in
— 15-17 Nourishing Extract (O) place of mega nutrients when crafting max potions or
16-18 — ancient potions.
18 Ebony Odogaron Hardfang (A,W)
19 Shamos
Ebony Odogaron Gem (A,W) Shamos has a wolf-like body shape with huge orange eyes.
Though its body shape is akin to a wolf, Shamos' appearance
20 19-20 Ebony Odogaron Mantle (W) is very similar to fish. Its face is covered in red scales while
the rest of its body is covered in grayish-white splotches. Its
ARMOR MATERIAL EFFECTS limbs are navy blue in color. Shamos also has a small fin on
Hard Ebony Odogaron Sinew its back like a fish. Shamos has unusually large eyes that
Tool Specialist. While wearing this armor your proficiency allow it to see in pure darkness. Shamos are aggressive
bonus is double for any ability check made with a tool you hunters that will attack in small packs. They will often group
are proficient with. together in order to scare off potential predators such as
Tzitzi-Ya-Ku.
Ebony Odogaron Shard
Negate Bleeding. You are immune to wounding effects, Shamos
such as the Odogaron's bloody wound or the bearded
devil's infernal wound while you wear this armor. Small wyvern (fanged), unaligned
Ebony Odogaron Hardclaw Armor Class 14 (natural armor)
While you wear this armor you have advantage on Hit Points 45 (10d6 + 10)
Charisma (Intimidation) and Dexterity (Acrobatic) checks. Speed 30 ft.
Ebony Odogaron Hardfang
You have resistance to necrotic damage while you wear STR DEX CON INT WIS CHA
this armor. 16 (+3) 12 (+1) 13 (+1) 3 (-4) 9 (-1) 7 (-2)
Ebony Odogaron Gem Senses darkvision 60 ft., passive Perception 9
When you make a melee attack against a creature while Languages —
wearing this armor, you don't provoke opportunity attacks Challenge 1 (200 XP)
from that creature for the rest of the turn, whether you hit Pack Tactics. The shamos has advantage on an attack
or not. roll against a creature if at least one of the shamos's
allies is within 5 feet of the creature and the ally isn't
WEAPON MATERIAL EFFECTS incapacitated.
Hard Ebony Odogaron Sinew
Quick Sheath. While attuned to this weapon, you can Actions
always sheath it as a free action even if you have already
drawn a weapon as part of your move action. Multiattack. The shamos makes two bite attacks.
Ebony Odogaron Shard Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
You gain a + 1 bonus to your spell attack rolls and spell target. Hit: 6 (1d6 + 3) piercing damage.
save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals 196
necrotic damage, such as the inflict wounds or vampiric
touch spell.
Ebony Odogaron Hardclaw
While attuned to this weapon, your eyes glow red, your
mouth emits a black smoke, and your weapon deals an
extra 1d6 necrotic damage.
Ebony Odogaron Lash
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Ebony Odogaron Hardfang
Critical Status (dragonblight). When you make a weapon
attack with this weapon, and roll a 20 for the attack roll,
the target is afflicted with dragonblight until the end of its
next turn.

Shamos Material Carves 1 Tobi-Kadachis compete with other large monsters, such as
Sharp Claw Rathalos and Anjanath, for both prey and territory, with the
Challenge Rating 1 Shamos Scale Slots Fanged Wyverns often being overpowered by the
Shamos Hide (A) aforementioned species.
Carve Chance (A)
1-8 (W) Tobi-Kadachi are normally quite reclusive, preferring to
9-15 skulk in the darker, more tangled regions of the Ancient
Forest. If angered however, they can become quite dangerous,
16-20 and caution is advised when dealing with them.

ARMOR MATERIAL EFFECTS Tobi-Kadachi
Shamos Hide
Geologist. When you successfully gather a mining Large wyvern (fanged), unaligned
resource, you instead gather 2.
Shamos Scale Armor Class 14 (natural armor)
Detect. You gain a +1 bonus to your passive Perception Hit Points 123 (13d10 + 52)
while you wear this armor. Speed 30 ft., climb 30 ft., glide 60 ft.

WEAPON MATERIAL EFFECTS STR DEX CON INT WIS CHA
Sharp Claw 18 (+4) 12 (+1) 19 (+4) 3 (-4) 14 (+2) 10 (+0)
Your slashing weapon deals an extra 1 slashing damage.
Saving Throws Dex +4
Shamos Pup Damage Immunities lightning
Senses darkvision 60 ft., passive Perception 12
Tiny wyvern (fanged), unaligned Languages —
Challenge 6 (2,300 XP)
Armor Class 10
Hit Points 10 (4d4) Wounded Fury. While it has 62 hit points or fewer, the
Speed 30 ft. tobi-kadachi has advantage on attack rolls. In addition,
it deals an extra 7 (2d6) lightning damage to any target
STR DEX CON INT WIS CHA it hits with a melee attack.
12 (+1) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 7 (-2) Standing Leap. The tobi-kadachi's long jump is up to 20
Senses darkvision 30 ft., passive Perception 9 feet and its high jump is up to 10 feet, with or without
Languages — a running start.
Challenge 0 (10 XP) Gliding. When the tobi-kadachi glides, it loses 5 feet of
altitude for every 10 feet of movement. At the end of
Actions its glide the tobi-kadachi falls to the ground if it is still
in the air.
Multiattack. The shamos makes two bite attacks.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Actions
target. Hit: 3 (1d4 + 1) piercing damage.
Multiattack. The tobi-kadachi makes three attacks: two
Tobi-Kadachi with its bite and one with its tail.
Tobi-Kadachi's face resembles a colubrid in appearance with Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
grayish blue scales covering its slim squirrel-like shape. On target. Hit: 13 (2d8 + 4) piercing damage.
its back are patches of white fur as well as a bushy tail Tail. Melee Weapon Attack: +7 to hit, range 10 ft., one
covered in rows of spikes. Its front limbs also have a few target. Hit: 15 (2d10 + 4) bludgeoning damage.
spikes.

As Tobi-Kadachi fights, it picks up static electricity in its fur
by brushing against trees and the ground. Tobi-Kadachi uses
this static electricity to increase the strength of its attacks.
Like a flying squirrel, Tobi-Kadachi has a membrane between
its limbs that allow it to glide for long distances.

Tobi-Kadachis are arboreal predators that use their
mobility and static electricity to pursue and pounce on prey
such as mosswines, vespoids, both forest and woodland
pteryxs, and rarely, jagras.

197

Tobi-Kadachi Carves/Capture 3 Tobi Electro Sac
Your weapon deals an extra 1d4 lightning damage.
Challenge Rating 6 OTHER MATERIAL EFFECTS
Med Monsterbone
Carve Capture Material Slots Rare armor upgrade material.
Chance Chance

1-3 1-3 Med Monsterbone (O)

4-7 4-7 Tobi-Kadachi Pelt (A,W)

8-12 8-11 Tobi-Kadachi Scale (A) Tobi-Kitachi

13-15 12-14 Tobi-Kadachi Membrane (A) Small wyvern (fanged), unaligned

16-19 15-16 Tobi-Kadachi Claw (A,W) Armor Class 14 (natural armor)
Hit Points 77 (14d6 + 28)
— 17-19 Tobi Electro Sac (A,W) Speed 30 ft., climb 30 ft., glide 40 ft.
20 20
Kadachi Gem (A) STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 3 (-4) 12 (+1) 11 (+0)
ARMOR MATERIAL EFFECTS
Tobi-Kadachi Pelt Saving Throws Dex +3
You can don or doff your armor as an action, while you are Damage Immunities lightning
attuned to this armor. Senses darkvision 60 ft., passive Perception 11
Tobi-Kadachi Scale Languages —
You have a +3 bonus to Acrobatics checks while you wear Challenge 2 (450 XP)
this armor.
Tobi-Kadachi Membrane Standing Leap. The tobi-kadachi's long jump is up to 20
When you place this material into your armor it gains a feet and its high jump is up to 10 feet, with or without
gliding membrane, which extends from your forearms to a running start.
your hindlegs. As an action or reaction, you can extend Gliding. When the tobi-kadachi glides, it loses 5 feet of
your arms to reduce your fall speed to 10 feet per round altitude for every 10 feet of movement. At the end of
while traveling in a forward motion until you reach the its glide the tobi-kadachi falls to the ground if it is still
ground, you are grappled, or you use your action to end in the air.
the effect early. If you are falling straight down, you may
choose the direction you travel when you begin your glide. Actions
Once used, you can't use this property again until you
finish a short or long rest. Multiattack. The tobi-kadachi makes three attacks: two
Tobi-Kadachi Claw with its bite and one with its tail.
Jump Master+. While wearing this armor, you can cast the Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
jump spell from it as a bonus action at will, but can target target. Hit: 5 (1d6 + 2) piercing damage.
only yourself when you do so. Tail. Melee Weapon Attack: +4 to hit, range 5 ft., one
Tobi Electro Sac target. Hit: 6 (1d8 + 2) bludgeoning damage.
While wearing this armor, your walking speed becomes 30
feet, unless your walking speed is higher, and your speed Tobi-Kitachi Carves/Capture 3
isn't reduced if you are encumbered or wearing heavy
armor. In addition, you can jump three times the normal Challenge Rating 2
distance, though you can't jump farther than your
remaining movement would allow. Carve Chance Capture Chance Material Slots
Kadachi Gem
Evade Extender (S). You have a +1 bonus to Dexterity 1-5 1-5 Sm Monsterbone (O)
saving throws while you wear this armor.
4-9 4-9 Tobi-Kit Pelt (A,W)
WEAPON MATERIAL EFFECTS
Tobi-Kadachi Pelt 10-14 10-13 Tobi-Kit Scale (A,W)
While attuned to this weapon, you can use a bonus action
to have this weapon to return to your hand so long as it is 15 14-16 Tobi-Kit Membrane (A)
within 200 feet of you.
Tobi-Kadachi Claw 16-20 17-20 Tobi-Kit Claw (A)
Your lightning spells deal an extra 1d4 lightning damage.

ARMOR MATERIAL EFFECTS
Tobi-Kit Pelt
You have a +1 bonus to Acrobatics checks while you wear
this armor.

198

Tobi-Kit Scale Nargacuga's bleeding-inflicting tail spikes. While it cannot
During a short or long rest you can spend your time use thunder-based attacks, the Viper Tobi-Kadachi can still
crafting a bug zapper. When you fail a check to capture an paralyze its opponents much like its standard counterpart,
insect, you can use the bug zapper to succeed instead. giving it a deadly combination of powerful poison and the
Tobi-Kit Membrane ability to immobilise opponents. Viper Tobi-Kadachi also
When you place this material into your armor it gains a retains the membranes between its limbs which allow it to
gliding membrane, which extends from your forearms to glide around its opponents much like its standard
your hindlegs. As an action or reaction, you can extend counterpart.
your arms to slow your descent to 30 feet until the end of
the round. If you land before the round ends, you take no Viper Tobi-Kadachi
falling damage and land on your feet. Once used, you can't
use this property again until you finish a short or long rest. Large wyvern (fanged), unaligned
Tobi-Kit Claw
Jump Master. While wearing this armor, you can use an Armor Class 16 (natural armor)
action to double your jump distance. You can use this Hit Points 178 (17d10 + 85)
property twice, regaining all expended uses on a short or Speed 30 ft., climb 30 ft., glide 60 ft.
long rest.
STR DEX CON INT WIS CHA
WEAPON MATERIAL EFFECTS 20 (+5) 12 (+1) 20 (+5) 3 (-4) 14 (+2) 10 (+0)
Tobi-Kit Pelt
While attuned to this weapon, you can use a bonus action Saving Throws Dex +5, Wis +6, Cha +4
to have this weapon to return to your hand so long as it is Damage Immunities poison
within 60 feet of you. Condition Immunities poisoned, paralyzed
Tobi-Kit Scale Senses darkvision 60 ft., passive Perception 12
When you cast a spell that deals lightning damage, add 1/2 Languages —
of your proficiency bonus to that damage. Challenge 9 (5,000 XP)
Tobi-Kit Membrane
When you touch this weapon to a liquid, you know if it is Standing Leap. The viper tobi-kadachi's long jump is up
poisonous or if there is poison in it. If it is poison you also to 20 feet and its high jump is up to 10 feet, with or
identify the name of the poison (if it has one) and its without a running start.
effects. You can use this property a number of times equal Gliding. When the viper tobi-kadachi glides, it loses 5
to your Constitution modifier, regaining all expended uses feet of altitude for every 10 feet of movement. At the
when you finish a long rest. end of its glide the viper tobi-kadachi falls to the
ground if it is still in the air.
OTHER MATERIAL EFFECTS
Sm Monsterbone Actions
Uncommon armor upgrade material.
Multiattack. The viper tobi-kadachi makes two attacks:
Viper Tobi-Kadachi one with its bite and one with its tail.
Much like its standard counterpart, the Viper Tobi-Kadachi's Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
face resembles that of a colubrid with its body retaining target. Hit: 14 (2d8 + 5) piercing damage and the
several of the standard Tobi-Kadachi's characteristics such as creature must succeed on a DC 17 Constitution saving
the slim, squirrel-like body, the fur patches which trail across throw or become paralyzed until the end of their next
its back as well as the large, bushy tail armed with spikes. turn.
Tail. Melee Weapon Attack: +9 to hit, range 10 ft., one
Its main difference compared to the regular species is target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7
obviously the vastly different color scheme consisting of (2d6) poison damage.
several shades of brown, bronze and burnt orange. Poison Spikes (Recharge 5-6). The viper tobi-kadachi
Additionally, its belly and underside fade from a more spins in a circle at a rapid pace, releasing poisoned
yellowish hue to a pale blue. The eyes of the Viper Tobi- spikes in a 60-foot cone in front of it. Each creature in
Kadachi are also different in that they have a more golden that area must succeed on a DC 17 Constitution saving
yellow coloration in comparison to the red eyes of its throw or be poisoned for 1 minute. While poisoned in
standard counterpart. this way, the creature takes 21 (6d6) poison damage at
the start of each of its turns. A creature may repeat its
Viper Tobi-Kadachi has an arsenal consisting of powerful saving throw at the end of its turn, ending the poison
status effects. It uses a strong poison in order to attack its on a success.
opponents which it can generate and utilize via its fangs or
the extra spikes on its tail. It can use these spikes as
projectiles, allowing the Viper Tobi-Kadachi to poison several
opponents at once within a certain range, much like the

199

Viper Tobi-Kadachi Carves/Capture 3 WEAPON MATERIAL EFFECTS
V.Tobi-Kadachi Thickfur
Challenge Rating 9 Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
Carve Capture Material Slots drawn a weapon as part of your move action.
Chance Chance V.Tobi-Kadachi Shard
While attuned to this weapon, your spell save DC is
1-4 1-3 V.Tobi-Kadachi Thickfur (A,W) increased by 2 when casting spells that paralyzes or
poisons a creature.
5-9 4-7 V.Tobi-Kadachi Shard (A,W) V.Deadly Poison Sac
Your poison spells and attacks with this weapon deal an
— 8-10 V.Deadly Poison Sac (A,W,O) extra 1d4 poison damage.
10-13 Ultraplegia Sac (Bard, Cleric, Druid, Sorcerer, Warlock, &
11-13 V.Tobi-Kadachi Membrane (A) Wizard only)
While attuned to this weapon you can cast the hold person
14-16 14-17 V.Tobi-Kadachi Hardclaw (A) spell from it, without expending a spell slot. You can use
this property twice, regaining all expended uses when you
17-19 — V.Tobi-Kadachi Thorn (A) finish a long rest.
— 18-19 V.Ultraplegia Sac (A,W) V.Kadachi Gem
20 V.Kadachi Gem (A,W) When you attack a creature with this weapon and roll a 20
20 on the attack roll, that target must make a DC 14
Constitution saving throw or be poisoned for 1 minute.
ARMOR MATERIAL EFFECTS
V.Tobi-Kadachi Thickfur OTHER MATERIAL EFFECTS
You can don or doff your armor as an action, while you are V. Deadly Poison Sac
attuned to this armor. You can make a DC 15 Wisdom (Poisoner's Kit) check
using this material as its ingredient plus a vial. On a
V.Tobi-Kadachi Shard success you create a vial of wyvern poison
You have advantage on Acrobatics checks while you wear (DMG p. 258). On a fail, the material
this armor. is destroyed. If you fail the save by
V.Deadly Poison Sac 5 or more, you must make a
You have advantage on saving throws against the poisoned saving throw against
condition while you wear this armor. the wyvern poison.
V.Tobi-Kadachi Membrane
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
reduced by half while you wear this armor.
V.Tobi-Kadachi Hardclaw
Airborne. While wearing this armor, you can cast the jump
spell from it as a bonus action at will, but can target only
yourself when you do so.
V.Tobi-Kadachi Thorn
You are resistant to cold damage while you wear
this armor.
V.Ultraplegia Sac
Whenever you make a saving throw
against the paralyzed condition, you
do so with advantage.
V.Kadachi Gem
Evade Extender (M). You have a +2 bonus to Dexterity
saving throws while you wear this armor.

200

Viper Tobi-Kitachi ARMOR MATERIAL EFFECTS
V.Tobi-Kit Fur
Small wyvern (fanged), unaligned You reduce cold damage you take by 3 while you wear this
armor.
Armor Class 14 (natural armor) V.Poison Sac
Hit Points 84 (13d6 + 39) Whenever you make a saving throw against the poisoned
Speed 30 ft., climb 30 ft., glide 40 ft. condition, you do so with a +2 bonus.
V.Tobi-Kit Membrane
STR DEX CON INT WIS CHA When you place this material into your armor it gains a
15 (+2) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 11 (+0) gliding membrane, which extends from your forearms to
your hindlegs. As an action or reaction, you can extend
Saving Throws Dex +3, Cha +2 your arms to slow your descent to 30 feet until the end of
Damage Immunities poison the round. If you land before the round ends, you take no
Condition Immunities poisoned, paralyzed falling damage and land on your feet. Once used, you can't
Senses darkvision 60 ft., passive Perception 11 use this property again until you finish a short or long rest.
Languages — V.Tobi-Kit Claw
Challenge 3 (700 XP) Jump Master. While wearing this armor, you can use an
action to double your jump distance. You can use this
Standing Leap. The viper tobi-kadachi's long jump is up property twice, regaining all expended uses on a short or
to 20 feet and its high jump is up to 10 feet, with or long rest.
without a running start. V.Tobi-Kit Thorn
Gliding. When the viper tobi-kadachi glides, it loses 5 Marathon Runner. While wearing this armor, your walking
feet of altitude for every 10 feet of movement. At the speed increases by 5 feet.
end of its glide the viper tobi-kadachi falls to the
ground if it is still in the air. WEAPON MATERIAL EFFECTS
V.Tobi-Kit Fur
Actions A purple hue emanates off your weapon. As an action you
can extend the hue so that it encompasses your body for 1
Multiattack. The viper tobi-kadachi makes three attacks: minute. It provides no actual benefit, but it does look cool
two with its bite and one with its tail. (at least you think so).
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. V.Poison Sac
Tail. Melee Weapon Attack: +4 to hit, range 10 ft., one When you cast a spell that deals poison damage, add 1/2
target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 of your proficiency bonus to that damage.
(1d6) poison damage. V.Tobi-Kit Claw
Poison Spikes (Recharge 5-6). The viper tobi-kadachi Quick Sheath. While attuned to this weapon, you can
spins in a circle at a rapid pace, releasing poisoned always sheath it as a free action even if you have already
spikes in a 15-foot cone in front of it. Each creature in drawn a weapon as part of your move action.
that area must succeed on a DC 13 Constitution saving V.Tobi-Kit Thorn
throw or be poisoned for 1 minute. While poisoned in While attuned to this weapon, your spell save DC is
this way, the creature takes 3 (1d6) poison damage at increased by 1 when casting spells that paralyzes or
the start of each of its turns. A creature may repeat its poisons a creature.
saving throw at the end of its turn, ending the poison
on a success. Zinogre
Zinogre is a quadrupedal monster that is very wolf-like if one
Viper Tobi-Kitachi Carves/Capture 3 looks at its face, and has a very muscular set of forelimbs -
very comparable to those of big cats. It has surprising agility
Challenge Rating 3 for such a large monster, similar to Nargacuga. It has sharp
claws attached to strong muscular fore-limbs, which are used
Carve Chance Capture Chance Material Slots to deliver a fatal blow to prey and hunters. It also helps them
to climb mountains and rocky terrain. The spikes on its body
1-7 1-6 V.Tobi-Kit Fur (A,W) mostly lie flat, but when it has built up an electric charge they
stick out vertically into the air.
— 7-10 V.Poison Sac (A,W)
8-13 11-15 V.Tobi-Kit Membrane (A) The Zinogre can also harness the power of electricity,
much like a Lagiacrus, using it to take down larger prey and
14-17 16-20 V.Tobi-Kit Claw (A,W) to defend itself and its territory. Thunderbugs are seen
gathering around Zinogre when it is "charging" electricity;
18-20 — V.Tobi-Kit Thorn (A,W) they may act as a source of energy. Also, Gargwa are known
to eat Thunderbugs, so it is possible that Zinogre has a
special relationship with Thunderbugs. As Zinogre preys on
Gargwa, Thunderbugs become safe, simply by flying around

201

in close proximity to a Zinogre. Zinogre can exploit this by Zinogre Carves/Capture 3
absorbing the energy emitted by the bugs during battle,
granting it special abilities. Thunderbugs might glow blue Challenge Rating 10
instead of their normal colour to indicate that they have allied
with a Zinogre.If you look close at a Zinogre, you can see an Carve Chance Capture Chance Material Slots
energy field around it. Juvenile Zinogre have more hair on
their bodies compared to adults and is white in color. It is 1-5 1-5 Zinogre Carapace (A)
believed that the increased hair protects the juvenile's shell
and helps speed up the storage of electricity. This fur will 6-8 6-9 Zinogre Electrofur (A,W)
shed as the juvenile Zinogre matures into adulthood.
9-10 10-12 Zinogre Claw (W)
Zinogre are somewhat similar to real wolves, they even 11-12 13-15
howl like them. But they do not form packs, quite the Zinogre Shocker (W)
contrary, they are solitary hunters. This is no surprise, since 13 —
they are extremely powerful and agile monsters, not needing 14 16-17 Zinogre Shell (A)
teamwork to take down prey. According to eyewitnesses, 15-19
adult Zinogre make herds and raise their young. During this 20 — Fulgurbug (A)
period of time it is ill-advised to go hunting Zinogre as the — 18
adults will aggressively attack any intruders getting too close 19-20 Zinogre Tail (A)
to their offspring
Zinogre Jasper (A,W)
Zinogre
Zinogre Plate (A,W)
Huge wyvern (fanged), unaligned
ARMOR MATERIAL EFFECTS
Armor Class 18 (natural armor) Zinogre Carapace
Hit Points 189 (18d12 + 72) Stam Recov. When you take a long rest, you reduce your
Speed 40 ft. exhaustion by 2 levels instead of 1.

STR DEX CON INT WIS CHA Zinogre Electrofur
21 (+5) 15 (+2) 18 (+4) 8 (-1) 14 (+2) 9 (-1) While you are not wearing light, medium, or heavy armor
and not holding a shield, your Armor Class equals 10 +
Skills Perception +6, Survival +6 your Dexterity modifier + your Charisma modifier.
Damage Immunities lightning Zinogre Shell
Senses darkvision 60 ft., passive Perception 16 When you take lightning or thunder damage while wearing
Languages — this armor, your walking speed increases by 20 feet until
Challenge 10 (5,900 XP) the end of your next turn.
Lightning Aura. When the zinogre uses its charge Fulgurbug
action, it becomes shrouded in an aura of lightning. If a While attuned to this armor, a thunderbug (AC 10; 1 hit
creature ends its turn within 5 feet of the zinogre, that point) travels with you. As an action, it will take flight (fly
creature takes 7 (2d6) lightning damage. 20 ft.), until you use a bonus action to call it back to you.
While in flight it sheds bright light in a 5-foot radius and
Actions dim light for an additional 15 feet. If the thunderbug is
killed, a new one appears on your shoulder when you finish
Multiattack. The zingore makes three attacks: two with a short or long rest.
its claws and one with its tail. Zinogre Tail (Barbarian only).
Claws. Melee Weapon Attack. +9 to hit, reach 5 ft., one When you rage, you shroud yourself in an aura of lightning.
target. Hit: 18 (3d8 + 5) piercing damage plus 3 (1d6) Any creature that ends its turn within 5 feet of you takes
lightning damage. 1d4 lightning damage.
Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one
target. Hit: 24 (3d12 + 5) bludgeoning damage plus 3
(1d6) lightning damage.
Charge (Recharge 6). The zinogre gathers thunderbugs
giving it a lightning Aura for 1 minute. As the zinogre
finishes charging lightning explodes in a 10-foot radius
around the zinogre. Each creature in the area must
make a DC 16 Strength saving throw, taking 38 (11d6)
lightning damage, and be pushed back 10 feet on a
failed saving throw or half as much damage and isn't
knocked prone on a successful one.

202

Zinogre Jasper Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one
You have resistance to lightning damage while you wear target. Hit: 6 (1d6 + 3) piercing damage plus 2 (1d4)
this armor. lightning damage.
Zinogre Plate Tail. Melee Weapon Attack. +5 to hit, reach 10 ft., one
Whenever you make a saving throw against the paralyzed target. Hit: 14 (2d10 + 3) bludgeoning damage plus 2
condition, you do so with advantage. (1d4) lightning damage.

WEAPON MATERIAL EFFECTS Juvenile Zinogre Carves/Capture 3
Zinogre Electrofur
While you are attuned to this weapon, you can use its Challenge Rating 3
command word to give a weather prediction for the next
day, as detailed in the druidcraft cantrip. Once used, you Carve Capture Material Slots
can't use this property again until the next dawn. Chance Chance
Zinogre Claw
Your weapon deals an extra 1d6 lightning damage. 1-5 1-5 Juv.Zinogre Shell (A)
Zinogre Shocker
Critical Element (lightning). When you critically hit with a 6-8 6-9 Juv.Zinogre Electrofur (A,W)
weapon or spell that deals lightning damage, you deal an
extra 1d6 lightning damage. 9-13 10-14 Juv.Zinogre Claw (W)
Zinogre Jasper
When a creature must succeed on a saving throw due to 14-18 15-19 Fulgurbug (A)
the effect of your weapon attack, increase the save DC by 17-20 20
1. Juv.Zinogre Tail (A,W)
Zinogre Plate
Chain Crit. Every consecutive hit on a creature increases ARMOR MATERIAL EFFECTS
your crit range by 1 until you score a critical hit, miss an Juv.Zinogre Shell
attack, or hit a different creature. You reduce lightning damage you take by 3 while you wear
this armor.
Juvenile Zinogre Juv.Zinogre Electrofur
Juvenile Zinogre has more hair on their bodies compared to While you wear this armor insects are attracted to you. You
adults and is white in color. It is believed that the increased have advantage on Investigation check to find insects.
hair protects the juvenile's shell and helps speeds up the Fulgurbug
storage of electricity. While attuned to this armor, a thunderbug (AC 10; 1 hit
point) travels with you. As an action, it will take flight (fly
Juvenile Zinogre 20 ft.), until you use a bonus action to call it back to you.
While in flight it sheds bright light in a 5-foot radius and
Large wyvern (fanged), unaligned dim light for an additional 15 feet. If the thunderbug is
killed, a new one appears on your shoulder when you finish
Armor Class 16 (natural armor) a short or long rest.
Hit Points 82 (11d10 + 22) Juv.Zinogre Tail
Speed 30 ft. Whenever you make a saving throw against the paralyzed
condition, you do so with a +1 bonus.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 4 (-3) 10 (+0) 8 (-1) WEAPON MATERIAL EFFECTS
Juv.Zinogre Electrofur (Melee Weapon only)
Skills Perception +6, Survival +6 You can use a bonus action to speak this magic sword's
Damage Immunities lightning command word, causing lightning to arc across the
Senses darkvision 60 ft., passive Perception 16 weapon. This lightning sheds bright light in a 20-foot
Languages — radius and dem light for an additional 20 feet. The
Challenge 3 (5,900 XP) lightning last until you use a bonus action to speak the
command word again or until you drop or put away the
Lightning Aura. At the start of each of the zingore's weapon.
turns, each creature within 5 feet of it takes 2 (1d4) Juv.Zinogre Claw
lightning damage. A creature that touches the zingore When you cast a spell that deals lightning damage, add 1/2
or hits it with a melee attack while within 5 feet of it of your proficiency bonus to that damage.
takes 2 (1d4) lightning damage. Juv.Zinogre Tail (Spellcaster only)
While attuned to this weapon you know the thunderwave
Actions spell. If you already know it, the spells save DC is increased
by 1 and when a creature fails the saving throw, they are
Multiattack. The zingore makes two attacks: one with pushed back an additional 10 feet.
its claws and one with its tail.

203

Flying Wyverns

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

204

Akantor Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
A wyvern truly wrapped in mystery. Known to some as the one target. Hit: 30 (4d10 + 8) piercing damage. If the
black god and to others as the tyrant of fire, this large and target is a creature, it is grappled (escape DC 22) . Until
brutal creature is known to most as Akantor. It has strong this grapple ends, the target is restrained, and the
forelimbs, thick spikes, a clawed tail and large tusks. The akantor can't bite another target.
Akantor bears a strong resemblance to Tigrex, the
differences being that Akantor has only the barest nubs of Claw. Melee Weapon Attack: +14 to hit, reach 15 ft.,
forewings left, making it incapable of flight, and its immense one target. Hit: 14 (2d6 + 8) slashing damage.
size, which dramatically slows down its movements. Akantor Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
are nomadic in nature, meaning they can be found just about target. Hit: 26 (4d8 + 8) bludgeoning damage.
anywhere though Akantor have primarily been found in areas Sonic Blast (Recharge 5-6). The akantor exhales a blast
within volcanoes. of air in a 120-foot line that is 10 feet wide. The blast
destroys all terrain and structures, magic or otherwise,
Akantors are so powerful, they can have extremely negative within its path. Each creature in that line must make a
effects on the environment they reside in. Predator and prey DC 21 Dexterity saving throw, taking 45 (13d6) force
flee from Akantors and only the largest wyverns and Elder damage on a failed save, or half as much damage on a
Dragons even dare challenge them. An Akantor's fangs are successful one.
equally effective at burrowing into dense lava as they are at Crush. If the akantor uses all of its movement to rise up
killing an armored monster. Produced inside Akantor's on its hind legs. It can then use its action to slam its
mouth is a deadly acid used to digest prey more easily. It body in an area within 20 feet of its location that
doesn't have an organ that produces breath-based attacks, but contains one or more other creatures. Each of those
it is also able to produce a powerful sonic blast. This blast is creatures must succeed on a DC 23 Strength or
used to attack prey and to destroy obstacles from long Dexterity saving throw (target's choice) or be knocked
distances. prone and take 22 (4d6 + 8) bludgeoning damage plus
22 (4d6 + 8) fire damage. On a successful save, the
Akantors are highly aggressive and predatory. They will creature takes only half the damage, isn't knocked
attack and kill almost anything on sight, often letting out a prone, and is pushed 5 feet out of the akantor's space
deafening roar before charging head-on. When not actively into an unoccupied space of the creature's choice. If
hunting or in combat, Akantor still appear aggressive, no unoccupied space is within range, the creature
destroying whatever bothers them as they travel to their instead falls prone in the akantor's space.
destination. Its own name in some villages means Disaster. Swallow. The akantor makes one bite attack against a
Some of the extremes it has been seen with include droughts Large or smaller creature it is grappling. If the attack
and heavy thunderstorms. hits, the target takes the bite damage, the target is
swallowed, and the grapple ends. While swallowed, the
Akantor creature is blinded and restrained, it has total cover
against attacks and other effects outside the akantor,
Gargantuan wyvern (flying), unaligned and it takes 21 (6d6) acid damage at the start of each
of the akantor's turns.
Armor Class 18 (natural armor) If the akantor takes 50 damage or more on a single
Hit Points 245 (14d20 + 98) turn from a creature inside it, the akantor must
Speed 40 ft., burrow 30 ft. succeed on a DC 22 Constitution saving throw at the
end of that turn or regurgitate all swallowed creatures,
STR DEX CON INT WIS CHA which fall prone in a space within 10 feet of the
27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4) akantor. If the akantor dies, a swallowed creature is no
longer restrained by it and can escape from the corpse
Saving Throws Dex +6, Con +13, Wis +8 by using 30 feet of movement, exiting prone.
Skills Perception +8
Damage Immunities fire; bludgeoning, piercing, Legendary Actions

slashing damage from nonmagical attacks The akantor can take 3 legendary actions, choosing
Condition Immunities charmed, frightened, paralyzed from the options below. Only one legendary action
Senses darkvision 120 ft., tremorsense 120 ft., passive option can be used at a time and only at the end of
another creature's turn. The akantor regains spent
Perception 18 legendary actions at the start of its turn.
Languages —
Challenge 20 (25,000 XP) Detect. The akantor makes a Wisdom (Perception)
Magic Resistance. The akantor has advantage on saving Check.
throws against spells and other magical effects. Dig. The akantor burrows underground and moves up
Legendary Resistance (3/Day). If the akantor fails a to its burrow movement.
saving throw, it can choose to succeed instead. Chomp (Costs 2 Actions). The akantor makes one bite
attack or uses its Swallow.
Actions

Multiattack. The akantor makes three attacks: one with
its bite, one with its claw, and one with its tail.

205

Akantor Material Carves 6 Akantor Gem
Akantor Scale You have immunity to fire damage while you wear this
Challenge Rating 20 Akantor Carapace Slots armor.
Akantor Hardclaw (A,W)
Carve Chance A.Firecell Stone (A,W) WEAPON MATERIAL EFFECTS
1-7 Akantor Tallfang (A,W) Akantor Scale
8-12 Akantor Tail (A,W) While holding this weapon, you can use a bonus action to
Akantor Spike (A,W) speak this weapons command word, causing flames to
13-14 Akantor Gem (A,W) erupt from it. These flames shed bright light in a 40-foot
15-16 (A,W) radius and dim light for an additional 40 feet. Akantor
(A,W) Carapace
17 Your weapon deals an extra 1d8 fire damage.
18
19 Akantor Hardclaw (Melee Weapon only)
20 When you hit a creature with this weapon, it must make a
DC 17 Constitution saving throw. On a failed save the
ARMOR MATERIAL EFFECTS creature becomes burned for 1 minute. A burned creature
Akantor Scale takes 2d4 fire damage at the start of their turn. A creature
While you are wearing this armor, you can cast the can use its action to put out the flames early.
dimension door spell as an action. Once you use this A.Firecell Stone
property, you can't use it again until the next dawn. While you are attuned to this weapon, you can use an
action to gain the same benefits as a potion of fire giants
When you disappear, you leave behind a cloud of smoke, strength for 1 hour. Once you use this property, you
and you appear in a similar cloud of smoke at your cannot use it again for 3 days.
destination. The smoke lightly obscures the space you left Akantor Tallfang
and the space you appear in, and it dissipates at the end of While you are holding this weapon, you can use an action
your next turn. A light or stronger wind disperses the to let out a cacophonous roar. Each creature in a 15-foot
smoke. radius that considers you an enemy, must make a DC 16
Akantor Carapace Wisdom saving throw. On a failed save, the creature
While you are attuned to this armor, you ignore the effects becomes frightened of you for 1 minute. A creature can
of the first 2 levels of exhaustion unless your exhaustion repeat the saving throw at the end of each of its turns,
level is 3 or higher. ending the effect on itself on a success. If a creature's
Akantor Hardclaw saving throw is successful or the effect ends for it, the
You gain a +1 bonus to saving throws while you wear this creature is immune to this effect for 24 hours.
armor. You can use an action to enter the Elemental Plane Akantor Tail (Monk only)
of fire along with everything you are wearing and carrying. Your unarmed strikes deal an extra 1d6 fire damage and
You remain there until you use an action to return to the your weapon has 3 runes that recharge at dawn. When you
plane you were on. You reappear in the last space you hit a creature with a melee weapon attack you can expend
occupied, or if that space is occupied, the nearest a rune to generate an explosion on impact. You can only
unoccupied space. Once you use this property, you can't expend one rune per round. The target and all creatures
use it again until the next dawn. other than yourself within 5 feet of the target must make a
A.Firecell Stone DC 16 Constitution saving throw, taking 4d6 fire damage
Shield+. While you are attuned to this armor and you use a on a failed save or half as much on a successful one.
reaction that would increase your AC, you gain an Akantor Spike
additional +2 bonus to your AC until the start of your next Your weapon deals an extra 1d10 fire damage.
turn. Akantor Gem
Akantor Tallfang Critical Eye+. Your weapon attacks critical hit range is
You have advantage on Charisma (Intimidation) checks increased by 2.
while you wear this armor.
Akantor Tail Astalos
You have resistance to cold damage while you wear this Known as the "Thunder Wyvern." Astalos body is almost
armor. entirely covered in sharp, dark green plating, although it has
Akantor Spike a more bright colored underside. Unlike any other Flying
You have advantage on saving throws against spells while Wyvern, Astalos' wings resemble those of an insect, most
you wear this armor. precisely a glasswing butterfly's wings. Its thin legs have
three toes. Its tail is long, making up almost half of the
monster's length, and it has two pairs of earwig-like pincers
at the tip. It has a relatively small head, with a big horn on top
of it. Its eyes are red.

206

    Astalos are high up in the food chain. They are known to be Astalos
predators and have been found to feed on herbivores like
Mosswine and Aptonoth. Astalos have also been observed Huge wyvern (flying), unaligned
eating Neopteron like Vespoid and lesser predators like
Velocidrome. Despite being top predators, Astalos have to Armor Class 16 (natural armor)
compete with other large predatory monsters like Rathalos, Hit Points 147 (14d12 + 56)
Najarala, Seregios, and Seltas Queen. Speed 40 ft., fly 80 ft.

Astalos's whole body is an electrical organ. Astalos uses STR DEX CON INT WIS CHA
Piezoelectricity — as an Astalos fights and becomes more 21 (+5) 15 (+2) 19 (+4) 11 (+0) 13 (+1) 16 (+3)
active, Its tail, wings, and crest will begin to charge up with
electricity. This can easily be seen by looking for green surges Saving Throws Dex +6, Con +8, Wis +5, Cha +7
of electricity on those parts of its body. Astalos's flying Damage Immunities lightning
abilities are comparable to a Rathalos with the help of its Senses darkvision 60 Ft., passive Perception 11
powerful wings. Its wings are tough, covered in spikes, and Languages —
are even used as weapons on the ground. The wings can also Challenge 9 (5,000 XP)
produce a special electrical charge used for capturing prey.
Its pincer-like tail is used for capturing and paralyzing prey. Dive Attack. If the astalos is flying and dives at least 30
feet straight toward a target and then hits it with a
They've been seen attacking large Flying Wyverns, like melee weapon attack, the attack deals an extra 4 (1d8)
Rathalos, even if those monsters are not interested in the lightning damage to the target.
            Astalos's presence. Even if the enemy is losing the
          fight, Astalos will fight them relentlessly, even if they are Actions
          trying to escape. If the enemy is killed, the Astalos may
         feed on the enemy's corpse, as it is sometimes known to Multiattack. The astalos makes three attacks: one with
         do. Astalos will even sometimes cannibalize their own its horn, tail, and wing.
            young by accident. This is due to the adults mistaking Horn. Melee Weapon Attack. +9 to hit, reach 5 ft., one
                  the young for Neopteron like Vespoid occasionally. target. Hit: 18 (3d8 + 5) piercing damage plus 4 (1d8)
                          To prevent this, Astalos guard their nest up lightning damage.
                             until the eggs are ready to hatch before Wing. Melee Weapon Attack. +9 to hit, reach 5 ft., one
                                  leaving the young to fend for themselves. target. Hit: 15 (3d6 + 5) piercing damage plus 4 (1d8)
                                          Even while young, Astalos don't lightning damage.
                                                               hesitate about anything, Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one
                                                      including cannibalism, and target. Hit: 18 (3d8 + 5) piercing damage plus 4 (1d8)
                                                     can be quite violent. When a lightning damage. The target must make a DC 14
                                                     town gets reports of this Constitution saving throw or become paralyzed for 1
                                                    monster, they are known to minute. The target can repeat the saving throw at the
                                                     send adventurers immediately end of each of its turns, ending the paralysis on itself
                                                          to hunt it down. This is due on a success.
                                                                      to Astalos actually Lightning Pillar (Recharge 5-6). A vertical column of
                                                                                 disrupting the lightning roars down from the sky in a location within
                                                                                    ecological 60 feet of the astalos. Each creature in a 10-foot-
                                                                                  balance in an radius, 40-foot-high cylinder centered on that location
                                                                                             area. must make a DC 16 Dexterity saving throw, taking 45
(13d6) lightning damage on a failed save, or half as
much damage on a successful one.

207

Astalos Carves/Capture 3 Astalos Wingtalon (Druids only)
While attuned to this weapon, you can use an action to
Challenge Rating 9 cast the Call Lightning spell from it once a day, without
expending a spell slot.
Carve Chance Capture Chance Material Slots Electroscale
Your weapon deals an extra 1d6 lightning damage.
1-5 1-3 Astalos Scale (A,W) Astalos Plate
Chain Crit. Every consecutive hit on a creature increases
6-8 4-7 Astalos Shell (A,W) your crit range by 1 until you score a critical hit, miss an
attack, or hit a different creature.
9-10 8-12 Astalos Membrane (A,W)
Barioth
11-14 13-15 Astalos Scissortail (A,W) Barioth is a quadrupedal Flying Wyvern, with various cat-like
features. Its body is mostly covered with icy white plates and
15-17 16-17 Astalos Wingtalon (A,W) spikes along its neck, spine, and tail. Its face features two
massive, curved tusks of an amber coloration. Its forelegs are
18-19 18-19 Electroscale (A,W) longer and more powerful than its back legs, with deadly
spikes along its wings, as well as two large claws.
20 20 Astalos Plate (A,W)
Barioth moves quickly and attacks wildly, presenting a
ARMOR MATERIAL EFFECTS challenge even to experienced adventurers. Barioth uses its
Astalos Scale fangs and claws to slide around on the ice making it hard to
While you are wearing this armor, you can use your keep up with. It is able to slide its tail to its side and wield it
reaction or bonus action to gain resistance to necrotic in a club-like fashion. It is capable of producing a wind blast;
damage until the end of your next turn. You can use this Barioth will spit out an icy ball that will create a powerful
property twice, regaining all uses when you finish a long tornado.
rest.
Barioth is highly aggressive and territorial. It will attack any
Astalos Shell hunter that enters its domain. It will eat Popo or Anteka
You have a +3 bonus to Acrobatic checks while you wear when fatigued.
this armor.
Astalos Membrane Barioth inhabits icy areas such as the Tundra or the Snowy
Marathon Runner. While wearing this armor, your walking Mountains, where the roaming herbivores on which it preys
speed increases by 5 feet. are large and plentiful.
Astalos Scissortail
While you are attuned to this armor, lightning arcs across 208
it, creating bright light in a 10-foot radius and dim light for
an additional 5 feet.
Astalos Wingtalon
Stam Recov. When you take a long rest, you reduce your
exhaustion by 2 levels instead of 1.
Electroscale
You have resistance to lightning damage, while you wear
this armor.
Astalos Plate
You have advantage on saving throws against being
stunned while you wear this armor.

WEAPON MATERIAL EFFECTS
Astalos Scale
While holding this weapon, you can use an action to shoot
a harmless spark of lightning into the air. In the open, this
flare is visible for up to 1 mile.
Astalos Shell
When you raise your weapon to the sky, you can speak its
command word to call down a bolt of lightning directly
behind you. You have advantage on intimidation checks for
1 minute against any creature who witnessed it.
Astalos Membrane
When you cast a spell that deals lightning or thunder
damage, you gain a +1 bonus to its spell attack roll.
Astalos Scissortail (Cleric & Paladin only)
While you are attuned to this weapon, whenever you use a
spell of 1st-level or higher to restore hit points to a
creature, the creature regains additional hit points equal to
the spell’s level.

Barioth Barioth Carves/Capture 3

Huge wyvern (flying), unaligned Challenge Rating 15

Armor Class 16 (natural armor) Carve Chance Capture Chance Material Slots
Hit Points 207 (18d12 + 90)
Speed 50 ft., fly 40 ft. 1-4 — Barioth Cortex (A,W)
5-6 1-6 Barioth Fur (A,W)
STR DEX CON INT WIS CHA
15 (+2) 23 (+6) 20 (+5) 10 (+0) 14 (+2) 8 (-1) 7-10 7-9 Barioth Talon (A,W)

Saving Throws Dex +11, Wis +7, Cha +4 11-13 10-13 Cryo Sac (A,W)
Damage Immunities cold
Damage Resistances bludgeoning, piercing, slashing 14 14-17 Barioth Spike (A,W)

damage from nonmagical attacks 15-19 — Barioth Tail (A,W)
Senses darkvision 60 ft., passive Perception 12 20 18-20 Amber Tusks (A,W)
Languages —
Challenge 15 (13,000 XP) ARMOR MATERIAL EFFECTS
Barioth Cortex
Actions While you wear this armor, you ignore difficult terrain
created by ice or snow and you can tolerate temperatures
Multiattack. The barioth makes three attacks: one with as low as -50 degrees Fahrenheit without any additional
its bite and two with its claw. protection. If you wear heavy clothes, you can tolerate
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., temperatures as low as -100 degrees Fahrenheit.
one target. Hit: 19 (3d8 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one Barioth Fur
target. Hit: 13 (2d6 + 6) slashing damage. Evasion. You have advantage on Dexterity saving throws
Tail Swipe. Melee Weapon Attack: +11 to hit, reach 10 while you wear this armor.
ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage Barioth Talon
and the target and each creature adjacent to it must If you are not wearing light, medium, or heavy armor and
make a DC 15 Strength saving throw, or be pushed using no shield you gain a +2 bonus to AC.
back 10 feet from the barioth and knocked prone on a Cryo Sac
failed save. On a successful save, they are still pushed You have resistance to cold damage while you wear this
back but are not knocked prone. armor.
Vortex (Recharge 5-6) The barioth creates a 15-foot Barioth Spike
wide vortex within 60 feet of it. Each creature in that Increase your Dexterity score by 1, to a maximum of 20
area must make a DC 18 Dexterity saving throw, taking while you wear this armor..
22 (5d8) bludgeoning damage and 7(2d6) cold Barioth Tail
damage on a failed save or half on a successful save. You have immunity to cold damage while you wear this
armor.
Legendary Actions Amber Tusks
When you are attuned to this armor, you can speak the
The barioth can take 3 legendary actions, choosing armor's command word to conjure a mask made from the
from the options below. Only one legendary action scales and tusks of a barioth. While wearing the mask you
option can be used at a time and only at the end of have advantage on Charisma (Intimidation) checks.
another creature's turn. The barioth regains spent Additionally, this mask has 3 runes. You can use an action
legendary actions at the start of its turn. to expend 1 rune to give the mask a horrifying visage. Each
Detect. The barioth makes a Wisdom (Perception) creature within 30 feet of you that can see the mask must
Check. succeed on a DC 17 Wisdom saving throw or become
Tail Swipe. The barioth uses its tail swipe. frightened of you for 1 minute. If you wish, all creatures in
Ice Slide (Costs 2 Actions). The barioth moves up to its the area that aren't hostile toward you automatically
speed. During this move it can move through the succeed on the saving throw. A creature that fails the
spaces of other creatures without provoking saving throw can repeat it at the end of each of its turns,
opportunity attacks. Any creature the barioth moves ending the effect on itself on a success. A creature that
through must succeed on a DC 19 Dexterity saving succeeds on its saving throw is immune to the effect of
throw or takes 20 (3d8 + 6) slashing damage and be this mask for 24 hours. This mask regains 1d3 expended
knocked prone. runes daily at dawn.

209 WEAPON MATERIAL EFFECTS
Barioth Cortex
In freezing temperatures, this weapon sheds bright light in
a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all
nonmagical flames within 30 feet of you. This property can
be used no more than once per hour.

Barioth Fur Alternatively, you can expend 1 to 3 of the weapon's runes
While you are attuned to this weapon and you cast a spell as an action to try to break an object you can see within 60
that is a water or ice themed, it is cast as if it was one spell feet of you that isn't being worn or carried. You make a
level higher. A spell cannot be increased beyond level 6 Strength check with a +5 bonus for each rune you spend.
with this effect. Amber Tusks
Your weapon deals an extra 1d8 cold damage.
Barioth Talon
Your Strength score is 19 while attuned to this weapon. It Frostfang Barioth
has no effect on you if your Strength is already 19 or One of frostfang barioth's most defining features is the tusks,
higher. which have taken on a dark hue, which is contrasted by the
Cryo Sac icy white coloration at the front, giving the monster's overall
Your weapon deals an extra 1d6 cold damage. tusks a more chilling appearance. The frostfang barioth also
Barioth Spike sports thicker fur across its forelimbs and face, sporting an
When you hit a creature with this weapon it must make a aged look compared to the standard individual. Finally, much
DC 14 Constitution saving throw or become poisoned of the frostfang barioth's body is covered with a form of frost
with Iceblight until the end of its next turn. to reflect upon its amplified abilities to use its sub-zero
Barioth Tail breath.
This weapon has 3 runes, and it regains 1d3 expended
runes daily at dawn. While attuned to this weapon, you can The frostfang barioth has a sub-zero breath attack, very
use an action to expend 1 to 3 of its runes to attack one similar to that of velkhana's, that leaves a trail of frost on the
creature you can see within 60 feet of you. The ring ground that lingers for a few seconds. These frost trails will
produces a spectral ram's head and makes its attack roll cause the creatures that touches them to be covered in frost.
with a +7 bonus. On a hit, for each rune you spend, the The frostfang barioth also maintains much of its physical
target takes 2d10 force damage and is pushed 5 feet away prowess similar to the original monster, allowing it to deal
from you. heavy damage to anyone who is unfortunate enough to get
caught by the debilitating effects of its icy breath. However,    
      the frostfang barioth tends to use its breath attack more
and      jumps around less often.

210

Frostfang Barioth creatures. Each of those creatures must succeed on a
DC 18 Strength or Dexterity saving throw (target's
Huge wyvern (flying), unaligned choice) or be knocked prone and take 20 (4d6 + 6)
bludgeoning damage plus 20 (4d6 + 6) cold damage.
Armor Class 16 (natural armor) On a successful save, the creature takes only half the
Hit Points 250 (20d12 + 120) damage, isn't knocked prone, and is pushed 5 feet out
Speed 50 ft., climb 50 ft., fly 40 ft. of the barioth's space into an unoccupied space of the
creature's choice. If no unoccupied space is within
STR DEX CON INT WIS CHA range, the creature instead falls prone in the barioth's
17 (+4) 23 (+6) 22 (+6) 10 (+0) 14 (+2) 8 (-1) space.

Saving Throws Dex +12, Con +12, Wis +8, Cha +5 If the barioth jumps onto a space that is covered in
Damage Resistances bludgeoning, piercing, slashing rime, the rime is destroyed under it and in a 5-foot
radius around it.
damage from nonmagical attacks
Damage Immunities cold Ice Chunk (Recharge 5-6). The barioth forms a large
Senses darkvision 60 ft., passive Perception 12 chunk of ice with its breath before launching it at a
Languages — point within 120 feet of it. The rime in the area is
Challenge 20 (25,000 XP) destroyed and each creature in a 20-foot-radius sphere
centered on that point must make a DC 20 Dexterity
Crush. When a creature is standing on or restrained by saving throw, taking 70 (20d6) cold damage on a failed
rime, the barioth can use its deadly leap centered on save, or half as much damage on a successful one.
that creature as a bonus action.
Legendary Resistance (3/Day). If the barioth fails a Legendary Actions
saving throw, it can choose to succeed instead.
Rime. An area covered in rime is difficult terrain. The barioth can take 3 legendary actions, choosing
Additionally a creature, except the barioth, that ends its from the options below. Only one legendary action
turn while touching a rime covered area takes 3 (1d6) option can be used at a time and only at the end of
cold damage and is restrained by the rime (Escape 20). another creature's turn. The barioth regains spent
The rime remains for 24 hours or until fire damage is legendary actions at the start of its turn.
dealt to the area and melts it, such as dropping a torch,
attacking the ground with a weapon that deals fire Frost Breath. The barioth exhales hoarfrost in a 30-foot
damage, or casting the fireball or firebolt spell melts cone in front of it. The ground in that area is covered in
the rime in the targeted area. rime and each creature in that area must make a DC 21
Standing Leap. The barioth's long jump is up to 20 feet Constitution saving throw, taking 10 (3d6) cold
and its high jump is up to 10 feet, without a running damage on a failed save, or half as much damage on a
start. In addition, the barioth does not incur attacks of successful one.
opportunity while moving with a jump. Tail Swipe. The barioth uses its tail swipe.
Lunge (Costs 2 Actions). The barioth moves up to its fly
Actions speed without provoking opportunity attacks and
makes one claw attack.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., Sub-Zero Breath (Costs 3 Actions). The barioth exhales
one target. Hit: 19 (3d8 + 6) piercing damage. an icy blast of hoarfrost in a 90-foot line that is 5 feet
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one wide. The ground in that area is covered in rime and
target. Hit: 13 (2d6 + 6) slashing damage. each creature in that area must make a DC 20
Hip Check. Melee Weapon Attack: +12 to hit, reach 5 Constitution saving throw, taking 33 (6d10) cold
ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. damage on a failed save, or half as much damage on a
Icicle. Ranged Weapon Attack: +12 to hit, range successful one.
80/320 ft., one target. Hit: 16 (3d10) cold damage.
On a hit or miss, the area around the target in a 10- Frostfang Barioth Carves/Capture 3
foot radius is covered in rime.
Tail Swipe. Melee Weapon Attack: +12 to hit, reach 10 Challenge Rating 20
ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage
and the target and each creature adjacent to it must Carve Chance Capture Chance Material Slots
make a DC 18 Strength saving throw, or be pushed
back 10 feet from the barioth and knocked prone on a 1-4 — Silversnow Pelt (A,W)
failed save. On a successful save, they are still pushed 5-6 1-6 Bergcrusher Claw (A,W)
back but are not knocked prone.
Deadly Leap. If the barioth jumps at least 10 feet as part 7-10 7-9 Barioth Lash (A,W)
of its movement, it can then use this action to land on
its feet in a space that contains one or more other 11-13 10-13 Cryo Sac (A,W)

211 14 14-17 Silverwhite Frostfang (A,W)

20 18-20 Silversnow Gem (A,W)

ARMOR MATERIAL EFFECTS Frostfang Material Bonus
Silversnow Pelt
While you wear this armor, you ignore difficult terrain When a character has three frostfang materials
created by ice or snow and you can tolerate temperatures socketed into their equipment they gain the
as low as -50 degrees Fahrenheit without any additional Frostfang Absolute Art bonus.
protection. If you wear heavy clothes, you can tolerate Frostfang Absolute Art. (Hammer only)
temperatures as low as -100 degrees Fahrenheit. Punishing Draw. During the first round of combat
Bergcrusher Claw you can use the hammer's mighty weapon property
While you are wearing this armor you have advantage on without expending a use.
Charisma (Intimidation) checks, but your demeanor is
cold-hearted. Kind words come out as uncaring or hurtful, Basarios
your generosity comes off as self-serving, etc. Basarios is a smaller, rocky wyvern. It is the juvenile form of
Barioth Lash Gravios. It's hard, stone-like shell can be used for protection
While wearing this armor, you can move up, down, and against other large wyverns, doubling up as effective
across vertical surfaces and upside down along ceilings, camouflage when Basarios partially buries itself in the
while leaving your hands free. You have a climbing speed ground.
equal to your walking speed. However the armor doesn't
allow you to move this way on a slippery surface, such as It is able to release either sleeping or poisonous gas from
one covered by oil, but it does work on ice and snow. its underside and, on extremely rare occasions, a fire plume.
Cryo Sac Although it prefers to charge towards adversaries. When
You have resistance to cold damage while you wear this resting, it burrows underground, exposing only its back,
armor. giving it the appearance of a large gray rock. Being very
Silverwhite Frostfang heavy, it is a slow mover, and although it has wings, it rarely
This armor has two runes that it regains daily at dawn. As uses them to fly. Even when it does, its weight allows it to fly
an action you can expend one of these runes to cast armor only for a short time.
of agathys at 5th level from it.
Silversnow Gem Despite its ability to hide, in most areas it is visible. This is
You have immunity to cold damage while you wear this because the rocks on its back are a slightly lighter color than
armor. other rocks, or because it has burrowed into plain view in the
middle of the area.
WEAPON MATERIAL EFFECTS
Silversnow Pelt
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.

Bergcrusher Claw
Hitter. When a creature must succeed on a saving throw or
be stunned by the effect of a weapon attack, increase the
save DC by 2.
Barioth Lash
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15 or
higher.
Cryo Sac
Your weapon deals an extra 1d6 cold damage.
Silverwhite Frostfang
While you are attuned to this weapon, your cold spells
bypasses a creature's resistance to cold damage and deals
half damage to a creature that has immunity to cold
damage.
Silversnow Gem
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.

212

Basarios Basarios Carves/Capture 3

Huge wyvern (flying), unaligned Challenge Rating 6

Armor Class 18 (natural armor) Carve Chance Capture Chance Material Slots
Hit Points 136 (13d12 + 52)
Speed 40 ft., burrow 30 ft. 1-9 1-5 Basarios Shell (A,W)

STR DEX CON INT WIS CHA 10-13 6-11 B.Poison Sac (A,W,O)
24 (+7) 9 (-1) 19 (+4) 3 (-4) 11 (+0) 6 (-2)
14-18 12-18 Machalite Ore (O)
Damage Resistances fire
Senses passive Perception 10 19 19 Basarios Wing (A,W)
Languages —
Challenge 6 (2,300 XP) 20 20 Basarios Carapace (A,W)

Trampling Charge. If the basarios moves at least 20 feet ARMOR MATERIAL EFFECTS
straight toward a creature and then hits it with a ram Basarios Shell
attack on the same turn , that target must succeed on a You have advantage on stealth checks made to hide in
DC 18 Strength saving throw or be knocked prone. If rocky terrain while you wear this armor.
the target is prone, the basarios can make one body B.Poison Sac
slam attack against it as a bonus action. While you are wearing this armor, you can use your
False Appearance. While the basarios remains partially reaction or bonus action to gain resistance to poison
submerged in the ground and motionless, it is damage until the end of your next turn. Once you use this
indistinguishable from a normal boulder. property, you cannot use it again until you finish a long
rest.
Actions Basarios Wing
Whenever you make a saving throw against the
Body Slam. Melee Weapon Attack: +10 to hit, reach 5 unconscious condition or other sleep-like effects, you do
ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. so with a +2 bonus.
Ram. Melee Weapon Attack. +10 to hit, reach 5 ft., one Basarios Carapace
target. Hit: 25 (4d8 + 7) bludgeoning damage. Guts. When you are reduced to 0 hit points but not killed
Sleep Gas. (Recharge 5-6). The basarios releases a outright, you can drop to 1 hit point instead. Once you use
sleeping gas from its underside in a 15-foot radius this property, you can’t use it again for 2 days.
around it. Each creature in that area must make a DC
15 Constitution saving throw or, they fall unconscious WEAPON MATERIAL EFFECTS
for 1 minute, until the sleeper takes damage, or until Basarios Shell
someone uses an action to shake or slap the sleeper Stamina Drain. When you hit a creature with this weapon,
awake. its speed is reduced by 5 feet until the start of your next
turn.
Variant Basarios B.Poison Sac
When you cast a spell that deals poison damage, add 1/2
The basarios is known to have other types of of your proficiency bonus to that damage.
effects besides sleep gas. A basarios may have a Basarios Wing
poisonous gas or in extremely rare cases it creates This weapon has 3 runes and regains all expended runes
a fire plume. The CR does not change when daily at dawn. Once per turn, when you hit a creature with
replacing the sleep gas with one of these effects: this weapon, you may expend a rune to gain +2 AC until
the end of your next turn.
Poisonous Gas. The basarios releases a Basarios Carapace
poisonous gas from its underside in a 15-foot Your bludgeoning weapon deals an extra 1d4 bludgeoning
radius around it. Each creature in that area must damage.
make a DC 15 Constitution saving throw or,
become poisoned for 1 minute. A creature can OTHER MATERIAL EFFECTS
repeat the saving throw at the end of each of its B.Poison Sac
turns, ending the effect on itself on a success. You can make a DC 14 Wisdom (Poisoner's Kit) check
Fire Plume. The basarios releases a plume of fire using this material as its ingredient plus a vial. On a
from its underside in a 15-foot radius around it. success you create a vial of serpent venom (DMG p. 258).
Each creature in that area must make a DC 15 On a fail, the material is destroyed.
Dexterity saving throw or, take 18 (5d6) fire Machalite Ore
damage on a failed save or half as much on a Item found in (AGtMH p.69)
successful one.

213

Baby Basarios Baby Basarios

Medium wyvern (flying), unaligned Challenge Rating 1
Carves/Capture 1
Armor Class 16 (natural armor)
Hit Points 65 (10d8 + 20) Carve Chance Capture Chance Material Slots
Speed 25 ft., burrow 20 ft.
1-9 1-5 B.Basarios Shell (A,W)
STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 14 (+2) 2 (-4) 11 (+0) 6 (-2) 10-15 6-13 Earth Crystal (O)

Damage Resistances fire 16-19 14-19 B.Basarios Wing (A,W)
Senses passive Perception 10
Languages — 20 20 B.Basarios Carapace (A,W)
Challenge 1 (200 XP)
False Appearance. While the basarios remains partially ARMOR MATERIAL EFFECTS
submerged in the ground and motionless, it is B.Basarios Shell
indistinguishable from a normal boulder. You reduce cold damage you take by 3 while you wear this
armor.
Actions B.Basarios Wing
You have a +2 bonus to stealth checks made to hide in
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one rocky terrain while you wear this armor.
target. Hit: 6 (1d6 + 3) bludgeoning damage. B.Basarios Carapace (Spellcaster only)
Ram. Melee Weapon Attack. +5 to hit, reach 5 ft., one You know the shield spell while you wear this armor. If you
target. Hit: 7 (1d8 + 3) bludgeoning damage. prepare spells, you always have it prepared, and it doesn't
count against the number of spells you can prepare each
day. If this spell is not on your class list, the spell is
nonetheless a class spell for you.

WEAPON MATERIAL EFFECTS
B.Basarios Shell
Geologist. When you successfully gather a mining
resource, you instead gather 2.
B.Basarios Wing
Hitter. When a creature must succeed on a saving throw or
be stunned by the effect of a weapon attack, increase the
save DC by 2.
B.Basarios Carapace
When you hit a creature with this weapon, you can speak
this weapon's command word to gain a +2 bonus to your
AC until the end of your next turn. Once used, you can't
use this property again until you finish a long rest.

OTHER MATERIAL EFFECTS
Earth Crystal
Item found in (AGtMH p.75)

214

Bazelgeuse
Bazelgeuse is a large Flying Wyvern covered in thick, heavy
scales with a bronzy sheen. It has a bulky upper body and a
large wingspan. Its underside is lined with protruding scales
which are easily shed. The monster occasionally enters a
"superheated" state, causing the gaps between its scales to
glow red hot.

The Bazelgeuse's most distinctive trait is its ability to shed
explosive scales. These special scales are created by
solidifying its body fluids. Once dislodged, these scales
explode after a time, acting as a sort of timed mine.
However, when the monster enters its "superheated"
state, the scales detonate almost immediately. It uses
its enormous body to overwhelm other monsters and
the power of its scales to soften them up. Bazelgeuse
will shed their explosive scales over a wide area in
a sort of carpet bombing so they can prey on
whatever gets caught in the blast.

They are nomadic predators and can be found
all across the continent. Bazelgeuse easily assert
themselves as apex monsters in whatever
environment they pass through, disrupting the
local food chain, it will readily fight other large
monsters. They will even dive into fights that
doesn't even involve them and can be seen as
having a lust for combat. They will attack
monsters regardless of their standing but
seem to gravitate more towards other apex
monsters.

Bazelgeuse Carpet Bomb. For every 20 feet the bazelgeuse flies, it
dislodges an explosive scale which lands in an
Huge wyvern (flying), unaligned unoccupied space directly below it.
Wounded Fury. While it has 56 hit points or fewer, the
Armor Class 20 (natural armor) bazelgeuse enters a "superheated" state gaining
Hit Points 276 (24d12 + 120) advantage on attack rolls. In addition, Explosive Scales
Speed 40 ft., fly 80 ft. detonate at the end of the bazelgeuse's turn.
Dive Attack. If the bazelgeuse is flying and dives at least
STR DEX CON INT WIS CHA 30 feet straight toward a target and then hits it with a
23 (+6) 10 (+0) 21 (+5) 10 (+0) 13 (+1) 12 (+1) headbutt attack, the attack deals an extra 4 (1d8)
Saving Throws Dex +6, Con +11, Wis +7, Cha +7 damage to the target.
Damage Immunities fire
Damage Resistances cold; bludgeoning, piercing, slashing Actions

from nonmagical attacks Multiattack. The bazelgeuse makes three attacks: one
Senses passive Perception 11 with its headbutt, one with its wing, and one with its tail.
Languages —
Challenge 17 (18,000 XP) Headbutt. Melee Weapon Attack. +12 to hit, reach 5 ft.,
Explosive Scales. The bazelgeuse scales, when dislodged one target. Hit: 19 (3d8 + 6) bludgeoning damage.
from its body, act as a time bomb. On initiative count 20 Wing. Melee Weapon Attack. +12 to hit, reach 5 ft., one
(losing all initiative ties) all scales explode dealing 10 target. Hit: 22 (3d10 + 6) bludgeoning damage.
(3d6) fire damage to all creatures in a 5-foot radius of Tail. Melee Weapon Attack. +12 to hit, reach 10 ft., one
them. target. Hit: 16 (3d6 + 6) bludgeoning damage.
Shed. Whenever the bazelgeuse makes a melee weapon Fire Breath (Recharge 5-6). The bazelgeuse exhales fire in
attack it dislodges an explosive scale which lands in an a 45-foot cone. Each creature in that area must make a
unoccupied space with 5 feet of its location. DC 21 Dexterity saving throw, taking 46 (7d12) fire
damage on a failed save, or half as much damage on a
successful one.

215

Bazelgeuse Carves/Capture 3 17 Dexterity saving throw, taking 5d6 fire damage on a
failed save, or half as much damage on a successful one.
Challenge Rating 17
Once used, this property cannot be used again until you
Carve Chance Capture Chance Material Slots finish a long rest.

1-5 1-4 Bazelgeuse Scale (A,W) Bazelgeuse Fuse (Sorcerer & Wizard only)
Bombardier. The weapon has 10 runes, you can use an
6-9 5-9 Bazelgeuse Carapace (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:
10-13 10-12 Bazelgeuse Fuse (A,W) scorching ray (2 runes), melf's minute meteors (3 runes),
or wall of fire (4 runes). The weapon regains 1d6 + 4
14-16 13-16 Bazelgeuse Talon (A,W) expended runes daily at dawn. If you expend the last rune
it cannot regain any runes for one week.
17-19 17-18 Bazelgeuse Wing (A,W) Bazelgeuse Talon
Your weapon deals an extra 1d8 fire damage.
— 19-20 Bazelgeuse Tail (A,W) Bazelgeuse Wing
Critical Draw+. During the first round of combat your
20 — Bazelgeuse Gem (A,W) melee weapon attacks score a critical hit on a roll of 15 or
higher.
ARMOR MATERIAL EFFECTS Bazelgeuse Tail
Bazelgeuse Scale You gain a +2 bonus to your spell attack rolls and spell
Your armor has 10 explosive scales that regrow at dawn. save DC while attuned to this weapon. This bonus
When a creature hits you with a melee attack, you can use increases to +3 when the spell you are casting deals fire
a reaction to cause one of these scales to explode dealing damage.
2d4 fire damage to the attacker. Bazelgeuse Gem
While attuned to this weapon, your Strength score
Bazelgeuse Carapace changes to 25. If your Strength is already equal to or
You have an emblem of a burning brazier on your armor. greater than 25, the material has no effect on you.
You can use an action to speak the brazier's command
word and summon a fire elemental, as if you had cast the Seething Bazelgeuse
conjure elemental spell. Once you use this property, you The seething bazelgeuse is a dominant predator like their
can't use it again until you finish a long rest. regular cousins, if not much more so. The Variant species
Bazelgeuse Fuse could easily defend its turf even with the recent ecological
Earplugs. While you are attuned to this armor, you can use intrusion that brought the likes of glavenus, brachydios and
a bonus action to conjure two earplugs in the shape of tigrex into the Recess. Said monsters would rather not fight
your choice. While using these earplugs, you are Seething Bazelgeuse unless they really had to, as a
considered deafened and you have advantage on saving confrontation with the wyvern warrants a harrowing battle
throws against thunder damage. You can dispel the ear and serious injury.
plugs as a bonus action ending the deafened effect.
Bazelgeuse Talon (Greatsword only) Like their respective regular species, seething bazelguese
While attuned to this armor, your Guard AC bonus now are huge competition for savage deviljho in the ecosystem, in
lasts until the start of your next turn and you cannot be which they mutually have few contenders. Fights between the
knocked prone. two creatures are among the most destructive clashes in the
Bazelgeuse Wing natural world, with both having tremendous power of their
You have a flying speed of 30 feet while you wear this own. Aside from monsters mentioned above, seething
armor. bazelgeuse have to keep their guard up for Elder Dragons
Bazelgeuse Tail which are not uncommon in the Recess.
Guts+. When you are reduced to 0 hit points but not killed
outright, you can drop to 1 hit point instead. Once you use While most of their trait remains similar, seething
this property, you can’t use it again until you finish a long bazelguese are much more dangerous than their regular
rest. cousin due to their advanced explosive scales. This
Bazelgeuse Gem adaptation is credited to a substance the Commission
You have immunity to fire damage while you wear this dubbed "Distilled Blast Fluid", which are naturally produced
armor. within a seething bazelgeuse body.

WEAPON MATERIAL EFFECTS The fluid reacts to seething bazelgeuse's state of being,
Bazelgeuse Scale (Melee Weapon only) either reacting to adrenaline or through other biochemical
When you hit a creature with this weapon, they must processes and would progressively make bazelgeuse bomb
succeed on a DC 17 Constitution saving throw. On a failed scales more combustive the longer the creature is in
save, the creature becomes burned for 1 minute. A burned aggravated state.
creature takes 1d4 fire damage at the start of their turn. A
creature may use its action to put out the flames early. This enhancement peaks when the monster's explosive
Bazelgeuse Carapace scales emit a fiery purple glow and produce explosions
While you are attuned to this weapon, you can use a bonus roughly twice the size and power of normal scales. The
action to speak its command word and exhale fire at a scales also gain a sticky property to them in this enhanced
target within 30 feet of you. The target must make a DC state, allowing them to latch to surfaces before inevitably
exploding.

216

    There's a limit to this mechanism however, as seething Actions
bazelgeuse periodically have to "reset" themselves after
generating supercharged scales for some time. The process Multiattack. The bazelgeuse makes three attacks: one
can also be sabotaged through powerful enough blows to with its headbutt, one with its wing, and one with its
bazelgeuse's scale-making organ. tail.

There are no significant differences in behavior between Headbutt. Melee Weapon Attack. +13 to hit, reach 5 ft.,
seething bazelgeuse and the regular species. The variant one target. Hit: 19 (3d8 + 6) bludgeoning damage.
however seems to be more accustomed to direct combat on Wing. Melee Weapon Attack. +13 to hit, reach 5 ft.,
the ground instead of relying on carpet bombing and dive- one target. Hit: 22 (3d10 + 6) bludgeoning damage.
bombs, which makes them tougher foes for hunters and Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
other monsters alike. target. Hit: 16 (3d6 + 6) bludgeoning damage.
No Man's Landing (Recharge 6). The bazelgeuse soars
The variant have also shown a degree of improved tactical 30 feet into the sky while scattering 15 explosive
thinking and creativity, often throwing their scales some scales in a 60-foot radius around it, that are at least 15
distance around themselves and up-close opponents. This feet apart. It then comes crashing back down to the
limits the safe zone their enemy could evade to, making it ground creating a 20-foot wide explosion. Each scale
much more difficult to maneuver around bazelgeuse's wide- in the explosions area is destroyed, and each creature
reaching physical attacks. The far-flung scales could also in that area must make a DC 22 Dexterity saving throw,
work nicely as a weapon or deterrent against enemies that taking 63 (14d8) fire damage on a failed save, or half
attack from distance, which the normal species were very as much on a successful one.
weak against.
Legendary Actions
Seething Bazelgeuse
The bazelgeuse can take 3 legendary actions, choosing
Huge wyvern (flying), unaligned from the options below. Only one legendary action
option can be used at a time and only at the end of
Armor Class 20 (natural armor) another creature's turn. The bazelgeuse regains spent
Hit Points 324 (24d12 + 168) legendary actions at the start of its turn.
Speed 40 ft., fly 80 ft.
Fling. The bazelgeuse dislodges 3 explosive scales and
STR DEX CON INT WIS CHA sends them flying with its tail. Choose a location within
23 (+6) 10 (+0) 24 (+7) 10 (+0) 13 (+1) 12 (+1) 60 feet of the bazelgeuse, each scale lands in an
Saving Throws Dex +7, Con +12, Wis +8, Cha +8 unoccupied space within 15 feet of that location.
Skills Athletics +13, Perception +8 Fire Breath (Costs 3 Actions). The bazelgeuse exhales
Damage Resistances cold, necrotic; bludgeoning, fire in a 60-foot cone. Each creature in that area must
make a DC 22 Dexterity saving throw, taking 46
piercing, slashing from nonmagical attacks (7d12) fire damage on a failed save, or half as much
Damage Immunities fire damage on a successful one.
Senses passive Perception 18
Languages —
Challenge 21 (33,000 XP)
Carpet Bomb. For every 20 feet the bazelgeuse flies, it
dislodges an explosive scale which lands in an
unoccupied space directly below it.
Dive Attack. If the bazelgeuse is flying and dives at least
30 feet straight toward a target and then hits it with a
headbutt attack, the attack deals an extra 4 (1d8)
damage to the target.
Explosive Scales. The bazelgeuse scales, when
dislodged from its body, act as a time bomb. On
initiative count 20 (losing all initiative ties) all scales
explode dealing 14 (4d6) fire damage to all creatures
in a 10-foot radius of them.
Shed. Whenever the bazelgeuse makes a melee weapon
attack it dislodges an explosive scale which lands in an
unoccupied space with 5 feet of its location.
Wounded Fury. While it has 100 hit points or fewer, the
bazelgeuse enters a "superheated" state gaining
advantage on attack rolls. In addition, Explosive Scales
grow, increasing their explosion radius by 5 feet and
deal an extra 1d6 fire damage.

217

Seething Bazelgeuse Carves/Capture 3 Bazelgeuse Hardclaw
Your weapon deals an extra 1d10 fire damage.
Challenge Rating 21
Distilled Blast Fluid (Sorcerer & Wizard only)
Carve Chance Capture Chance Material Slots Bombardier+. The weapon has 12 runes, you can use an
action to expend 1 or more of its runes to cast one of the
1-5 1-4 Bazelgeuse Shard (A,W) following Spells from it, using your spell save DC:
aganazzar’s scorcher (2 runes), heat metal (2 runes),
6-9 5-9 Flickering Silvershell (A,W) scorching ray (2 runes), melf's minute meteors (3 runes),
wall of fire (4 runes), delayed blast fireball (7 runes). The
10-13 10-12 Bazelgeuse Hardclaw (A,W) weapon regains 1d8 + 4 expended runes daily at dawn. If
you expend the last rune it cannot regain any runes for one
14-16 13-16 Distilled Blast Fluid (A,W) week.
Scorching Silverwing
17-19 17-18 Scorching Silverwing (A,W) When you make a weapon attack with this weapon, and roll
a 20 for the attack roll, the target and each creature within
— 19-20 Bazelgeuse Flail (A,W) 5 feet of it, excluding you, must make a DC 15 Dexterity
saving throw taking 3d6 fire damage on a failed save, or
20 — Seething Gem (A,W) half as much on a successful one.
Bazelgeuse Flail
ARMOR MATERIAL EFFECTS You gain a +2 bonus to your spell attack rolls and spell
Bazelgeuse Shard save DC while attuned to this weapon. This bonus
Your armor has 10 explosive scales that regrown at dawn. increases to +3 when the spell you are casting deals fire
When a creature hits you with a melee attack, you can use damage.
a reaction to cause one of these scales to explode dealing Seething Gem
3d4 fire damage to the attacker. While attuned to this weapon, your Strength score
changes to 25. If your Strength is already equal to or
Flickering Silvershell greater than 25, the material has no effect on you.
Airborne. While wearing this armor, you can cast the jump
spell from it as a bonus action at will, but can target only Diablos
yourself when you do so. Diablos are large, bipedal wyverns with powerful armor
Bazelgeuse Hardclaw plating covering much of their body. Their most noteworthy
HG Earplugs. While you are attuned to this armor, you can feature is a pair of massive, solid horns above their eyes.
use a bonus action to conjure two earplugs in the shape of Diablos also possess a pair of tusk-like fangs and a large,
your choice. While using these earplugs, you can only hear spiny neck frill. Their tail ends with a heavy, studded club that
creatures you choose to be able to hear and you have can be used to ward off attackers. Diablos stand on a pair of
advantage on saving throws against thunder damage. stocky, wide-set legs and possess a broad upper body
Distilled Blast Fluid complete with thick, muscular wings.
You have immunity to fire damage while you wear this
armor. Diablos have the ability to burrow into the earth and travel
Scorching Silverwing (Lance & Greatsword only) underground, employing this tactic to surprise unsuspecting
Your Guard AC bonus now lasts until the start of your next targets or slip away from a dangerous encounter. In addition,
turn and you cannot be knocked prone. they are capable of producing a powerful roar that will stun
Bazelgeuse Flail most aggressors. Using their powerful legs in tandem with
You have an emblem of a burning brazier on your armor. their heavy upper body and head, Diablos can run at high
You can use an action to speak the armor's command speeds to charge attackers with their horns, using the
word and summon a fire elemental, as if you had cast the powerful momentum to maximize the potential for damage.
conjure elemental spell. Once you use this property, you
can't use it again until you finish a long or short rest. Diablos are herbivores, known to feed on the plentiful cacti
Seething Gem of the desert. Despite this however, they are wildly aggressive
Guts+2. When you are reduced to 0 hit points but not and will pursue anything which enters their territory. Diablos
killed outright, you can drop to 1 hit point instead. Once are known to use their horns as weapons against attackers,
you use this property, you can’t use it again until you finish but will also use them in bouts against other Diablos in
a short or long rest. battles for territory or mating rights. Diablos typically avoid
flight for the purpose of transportation, as a
WEAPON MATERIAL EFFECTS disproportionately high mass prevents them from effectively
Bazelgeuse Shard (Melee Weapon only) flying for long periods of time. Instead, Diablos will use their
When you hit a creature with this weapon, they must wings to free themselves when trapped in the sand.
succeed on a DC 17 Constitution saving throw. On a failed
save, the creature becomes burned for 1 minute. A burned Diablos are commonly found in dry, arid desert
creature takes 2d4 fire damage at the start of their turn. A environments. The soft, loose earth allows for digging and
creature may use its action to put out the flames early. the water-rich cacti provide them with both nutrition and
Flickering Silvershell hydration.
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15 or
higher.

218

Diablos Horn. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 29 (4d10 + 7) piercing damage.
Huge wyvern (flying), unaligned Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
target. Hit: 25 (4d8 + 7) bludgeoning damage.
Armor Class 20 (natural armor) Violent Roar (Recharge 5-6). The diablos roars loudly in a
Hit Points 200 (16d12 + 96) 15-foot radius around them. Each creature in the area
Speed 40 ft., burrow 30 ft. must make a DC 22 Constitution saving throw, taking 45
(10d8) thunder damage and be deafened for 1 minute
STR DEX CON INT WIS CHA on a failed saving throw or half as much damage and is
25 (+7) 13 (+1) 23 (+6) 6 (-2) 14 (+2) 9 (-1) not deafened on a successful one.

Saving Throws Wis +8 Legendary Actions
Condition Immunities frightened
Senses darkvision 60 ft., tremorsense 60 ft., passive The diablos can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Perception 12 be used at a time and only at the end of another
Languages — creature's turn. The diablos regains spent legendary
Challenge 18 (20,000 XP) actions at the start of its turn.

Underground Charge. If the diablos moves at least 20 feet Dig. The diablos burrows underground and moves up to
straight toward a creature while underground, it can then half its burrow speed.
make a horn attack as a bonus action. Attack. The diablos makes a horn or tail attack.
Brute. A melee weapon deals one extra die of its damage Quake (Costs 2 Actions). The diablos strikes the ground
when the diablos hits with it (included in the attack). with its maul like tail, triggering a tremor. All creatures on
Legendary Resistance (2/Day). If the diablos fails a saving the ground within 60 feet of the diablos must succeed
throw, it can choose to succeed instead. on a DC 19 Strength saving throw or be knocked prone.

Actions

Multiattack. The diablos makes two attacks: one with its
horn and one with its tail.

219

Diablos Carves/Capture 4 Majestic Horn
Heroics. While below 25% of your maximum hit points
Challenge Rating 18 your weapon attacks deal 1d4 extra damage and you have
resistance to all damage except psychic damage.
Carve Capture Material Slots
Chance Chance WEAPON MATERIAL EFFECTS
Diablos Carapace
1-6 1-3 Diablos Carapace (A,W) KO. When a creature must succeed on a saving throw or
become stunned by the effect of one of your weapon
7-9 4-5 Diablos Fang (x3 if capture) (A,W) attacks, they make the save with disadvantage.
Diablos Fang
10 6-11 Diablos Shell (A,W) Your weapon deals an extra 1d8 piercing damage.
Diablos Shell
11 12-13 Diablos Ridge (A,W) While attuned to this weapon, you can use an action to say
its command and let out a violent roar. Each creature in a
12-15 14-16 Diablos Tailcase (A,W) 15-foot radius around you must make a DC 17
Constitution saving throw. On a fail the creature takes 5d6
16 17-18 Diablos Marrow (A,W) thunder damage and is deafened for 1 minute. On a
successful save, the creature takes half damage and is not
— 19 Blos Medulla (A,W) deafened. Once you use this property, you can't use it
again until you finish a long rest.
17-18 — Twisted Horn (A,W) Diablos Ridge
Earplugs. While you are attuned to this weapon, you can
19 — Majestic Horn (A,W) use a bonus action to conjure two earplugs in the shape of
your choice. While using these earplugs, you are
20 20 Diablos Stone (O) considered deafened and you have advantage on saving
throws against thunder damage. You can dispel the ear
ARMOR MATERIAL EFFECTS plugs as a bonus action ending the deafened effect.
Diablos Carapace Diablos Tailcase
Tremor-Proof. You cannot be knocked prone while you Quick Load. You can reload as a free action while you are
wear this armor. attuned to this weapon.
Diablos Marrow
Diablos Fang Stamina Thief. Once per turn when you hit a creature with
While you wear this armor, if an effect moves you against this weapon, it must make a DC 10 Constitution saving
your will along the ground, you can use your reaction to throw or gain one level of exhaustion. A creature cannot
reduce the distance you are moved by up to 10 feet. gain more than 2 levels of exhaustion from this weapon's
Diablos Shell property.
You gain a burrowing speed of 20 feet while you wear this Blos Medulla
armor. Charger. When you use your action to Dash, you can use a
Diablos Ridge bonus action to shove a creature.
Wind Resistance. You have resistance to thunder damage Twisted Horn
and you suffer no ill effects from strong winds (DMG Critical Draw+. During the first round of combat your
p.110) while you wear this armor. melee weapon attacks score a critical hit on a roll of 15 or
Diablos Tailcase (Shield required) higher.
While holding a shield, you have resistance to damage Majestic Horn
from ranged weapon attacks. Whenever a ranged weapon Your weapon deals an extra 1d10 piercing damage.
attack is made against a target within 10 feet of you, you
become the target instead. OTHER MATERIAL EFFECTS
Diablos Marrow Diablos Stone
You have immunity to fire damage, but you are vulnerable Legendary armor or weapon upgrade material.
to cold damage while you wear this armor.
Blos Medulla
Alert. You can’t be surprised while you are conscious.
Twisted Horn
You gain resistance to slashing & piercing damage from
nonmagical attacks while you wear this armor.

220

Giggi Giggi Material Carves 1
The larvae form of Gigginox, Giggi are a Flying Wyvern Giggi Stinger
related to the Khezu. Spawning from large, organic globules Challenge Rating 1/2 Velvety Hide Slots
(Giggi Sacs) in dark caves, they exhibit unique behavior. Monster Fluid (W)
When the torch is drawn, they retreat in fear; however, when Carve Chance (A)
the torch is extinguished, they slowly follow adventurers and 1-13 (O)
latch onto them, constantly draining "blood". and must be 14-17
"shaken" off. 18-20

Giggi are very low in the food chain while they're still ARMOR MATERIAL EFFECTS
young. Giggi feed on the blood of other large species in order Velvety Hide
to survive but are preyed upon by some smaller predators. In You can set pitfall traps or shock traps as a bonus action
the Tundra, they are hunted by Baggi packs. However, when a while you wear this armor.
Giggi fully matures into a Gigginox, the tables are turned, and WEAPON MATERIAL EFFECTS
the hunters soon become the hunted. When they make it to a Giggi Stinger
certain size, they will cocoon themselves by using a thread When you hit a creature with this weapon, they must
from their mouth to make a cocoon. These cocoons can succeed on a DC 10 Constitution saving throw or become
rarely be seen in caves. poisoned until the end of their next turn.
OTHER MATERIAL EFFECTS
Giggi aren't very aggressive though they are quite Monster Fluid
gluttonous. Once they see a potential prey item, they'll chase Uncommon or rare upgrade material that can be used for
it down and attempt to attach themselves to the creature. weapons or armor.

Giggi Gigginox
The Gigginox is a Flying Wyvern that is the adult form of the
Tiny wyvern (flying), unaligned Giggi. Gigginox's closest relative is Khezu. They are blind,
cave-dwelling Wyverns. However, they do not sense prey by
Armor Class 8 (natural armor) smell; instead, Gigginox have a special organ that can detect
Hit Points 34 (4d8 + 16) the body heat of their prey. Also similar to the Khezu is the
Speed 20 ft. Gigginox's elastic neck and tail, which can stretch out to
twice their length in an attempt to attack the hunter. Their
STR DEX CON INT WIS CHA top skin is grey-white, and their under-skin is dark red.
14 (+2) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 2 (+4) Gigginox have a circular, leech-like maw, which contains
Skills Stealth +0 many sharp teeth. They can spit poison or release it as a
Damage Vulnerabilities fire form of gas from pores under their body. Gigginox can lay
Senses blindsight 60 Ft., passive Perception 8 gelatinous globs, called Giggi Sacs, that spawn young Giggi.
Languages —
Challenge 1/2 (100 XP)
Leech. If a giggi hits with a bite attack, it can then use
its bonus action to attach itself to a creature (escape
DC 10). At the start of the giggi's turn it deals 5 (2d4)
necrotic damage and regains hit points equal to that
amount.

Actions

Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) piercing damage plus 2 (1d4)
necrotic damage. The target's hit point maximum is
reduced by an amount equal to the necrotic damage
taken, and the giggi regains hit points equal to that
amount. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit
point maximum to 0.
Poison Spit. Range Weapon Attack. +4 to hit, range
20/60 ft., one target. Hit: 3 (1d6) poison damage.

221

    The Gigginox is highly territorial, staking out a cavern or Gigginox Carves/Capture 3
other such area to lay its eggs. During the day, they sleep
much longer than most other monsters in the area but at Challenge Rating 10
night they become truly active. They will spend some time
awake during the day but if they instantly sense potential prey Carve Chance Capture Chance Material Slots
in the area, they will actively stalk the creature in the caves.
Said prey items are later left behind as corpses in caves to 1-7 1-3 Gigginox Hide (A,W)
make it easier to catch prey. Despite a Gigginox's looks, they
are considered to be quite intelligent compared to some other 8-11 4-10 Uncanny Hide (A,W)
Flying Wyverns. Gigginox even save food in their caves.
12-13 11-15 Gigginox Talon (A,W)
Gigginox
14-15 16-18 Fearsome Maw (A,W)
Large wyvern (flying), unaligned
16-20 19-20 Foul Venom Gland (A,W)
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75) ARMOR MATERIAL EFFECTS
Speed 30 ft., fly 20 ft., climb 30 ft. Gigginox Hide (Cleric, Druid, Paladin, & Ranger only)
While attuned to this armor, you can cast the protection
STR DEX CON INT WIS CHA from poison spell once a day, without expending a spell
19 (+4) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 13 (+1) slot or having it prepared.

Skills Perception +5 Uncanny Hide
Damage Immunities poison You have advantage on saving throws against poison and
Condition Immunities blind, charmed, poisoned the poisoned condition while you wear this armor.
Senses blindsight 60 ft., passive Perception 15 Gigginox Talon
Languages — You have a climbing speed equal to your walking speed
Challenge 10 (5,900 XP) while you wear this armor.
Fearsome Maw
Keen Sight. The gigginox has advantage on Wisdom While wearing this armor, you can breathe normally in any
(Perception) checks that rely on sight. Environment, and you have advantage on saving throws
Standing Leap. The gigginox's long jump is up to 30 made against harmful gases and vapors (such as cloudkill
feet and its high jump is up to 15 feet, with or without and stinking cloud effects, inhaled poisons, and the breath
a running start. weapons of some dragons).
Foul Venom Gland
Actions You have resistance to poison damage while you wear this
armor.
Multiattack. The gigginox makes four attacks: two with
its bite and two with its tail. WEAPON MATERIAL EFFECTS
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one Gigginox Hide
target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) Abnormal Status Atk up (S). Whenever you inflict a
poison damage. condition on a creature or object that has a duration of 1
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one minute or longer, the maximum duration of the condition
target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 is increased by 6 seconds.
(2d6) poison damage. Uncanny Hide
Poison Gas. (Recharge 5-6). The gigginox releases a While you hold this weapon, you can move up, down, and
poisonous gas from its underside in a 10-foot radius across vertical surfaces and upside down along ceilings,
around it. Each creature in that area must make a DC while leaving your hands free.
17 Constitution saving throw, taking 44 (8d10) poison Gigginox Talon
damage and be poisoned for 1 minute. On a success Your weapon deals an extra 1d6 slashing damage.
the creature takes half as much damage and is not Fearsome Maw
poisoned. You can use an action to speak the command word and
regain one expended spell slot of up to 3rd level. Once
you have used this effect, it can't be used again until the
next dawn.
Foul Venom Gland
Your weapon deals an extra 1d6 poison damage.

222

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

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

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

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

nonmagical attacks
Damage Resistances lightning; piercing and slashing from

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

Actions

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

223

Gravios Carves/Capture 4 WEAPON MATERIAL EFFECTS
Gravios Carapace
Challenge Rating 14 Partbreaker+1. You deal an extra 1d6 damage when you
critically hit with this weapon.
Carve Chance Capture Chance Material Slots Gravios Shell
(Barbarian only) After you make a weapon attack while
1-6 1-4 Gravios Carapace (A,W) attacking recklessly with this weapon, you may make
another attack with the same weapon against a different
7-8 5-8 Gravios Shell (A,W) creature that is within 5 feet of the original target that is
within range of this weapon. You can use this property
9 9-12 Inferno Sac (A,W) once per turn.
Inferno Sac
10 13-14 G.Sleep Sac (A,W,O) Your weapon deals an extra 1d8 fire damage.
G.Sleep Sac
11 15-18 Gravios Scalp (A,W) When you cast the sleep spell while holding this weapon,
you double the amount of dice rolled.
12-17 19 Gravios Wing (A,W) Gravios Scalp (Paladin only)
Whenever you restore a creature's hit points with your Lay
18 — Gravios Medulla (A) on Hands feature, it gains temporary hit points equal to
19 — Gravios Gem (A,W) the amount healed until the start of your next turn.
20 20 Firecell Stone (A,W) Gravios Wing
When you hit a Huge or smaller creature with this weapon,
ARMOR MATERIAL EFFECTS it must succeed on a DC 15 Strength check or be pushed
Gravios Carapace back 5 feet.
Fortitude. You have advantage on survival skill checks to Gravios Gem (Bowgun only)
track, forage, or travel while you are attuned to this armor. Load Up+. While attuned to this weapon, you increase the
maximum capacity for all of your ammo by 2.
Gravios Shell Firecell Stone
While you are attuned to this armor, you can use an action While you are attuned to this weapon, you can use an
to speak its command word and summon a campfire with action to gain the same benefits as a potion of fire giants
blue flames. The fire burns for 24 hours, until it is strength for 10 minutes. Once you use this property, you
extinguished, or until you summon another fire in this way. cannot use it again for 1 week.
Inferno Sac (Cleric, Druid, Ranger, Sorcerer, & Wizard)
While attuned to this weapon you can use an action to cast OTHER MATERIAL EFFECTS
the protection from energy (fire only) spell from it three G.Sleep Sac
times per day, without expending a spell slot. A Material that replaces the sleep herb when crafting tranq
G.Sleep Sac bombs or tranq ammo.
While you wear this armor, you can use an action to
release sleeping gas in a 10-foot radius around you. Each Khezu
creature in that area must make a DC 13 Constitution Khezu are large, pale Wyverns with a flabby, rubbery hide
saving throw or they fall unconscious for 1 minute, until which they constantly keep damp, similar to that of an
the sleeper takes damage, or until someone uses an action amphibian. Many of their blood vessels and veins can be seen
to shake or slap the sleeper awake. Once you use this through their pale skin. Their tail features a specialized
property, you cannot use it again until you finish a long orifice which bonds to the ground during electrical attacks
rest. and helps them cling onto cave ceilings. Their mouth features
Gravios Scalp (Cleric & Paladin only) rows of sharp teeth. Khezu feet lack claws, and instead have
When you regain hit points from a spell while attuned to suction pad-like toes to assist them in climbing and hanging
this armor, increase the regained amount by half your from cave walls and ceilings. Spending most of their lives in
cleric or paladin level. the dark, their eyes have regressed greatly, though they make
Gravios Wing up for this with a superb sense of smell. A layer of fat helps to
While you're wearing this armor, any critical hit against you keep them warm and prolong the time they can spend
becomes a normal hit. hunting for food. Khezu have an extendable neck which
Gravios Medulla allows them to grasp and ambush prey from afar, such as
You have resistance to fire damage while you wear this from a cave ceiling. Khezu are hermaphrodites, which means
armor. an individual is both male and female. To reproduce they
Gravios Gem paralyze a creature and inject their young, known as Whelps.
You have a +1 bonus to your AC while you wear this armor. The Whelps grow inside their victim until it dies, or when
Firecell Stone they are strong enough to leave.
Shield+. While you are attuned to this armor and you use a
reaction that would increase your AC, you gain an
additional +2 bonus to your AC until the start of your next
turn.

224

    Although Khezu are cave dwellers, they go out when they Khezu
please, or when food inside grows too scarce. While Khezu
outside a cave are vulnerable to larger Wyverns like Tigrex, Large wyvern (flying), unaligned
inside caves Khezu have the advantage. In addition to being
unhampered by the dark, they can cling to the ceiling and Armor Class 17 (natural armor)
attack from above. Hit Points 189 (18d10 + 90)
Speed 30 ft., fly 20 ft., climb 30 ft.
A Khezu's habitat is often located near active sources of
water; some sources claim this is because the water is STR DEX CON INT WIS CHA
excellent for conducting electricity into their prey, while 22 (+6) 9 (-1) 21 (+5) 5 (-3) 11 (+0) 1 (-5)
others speculate that Khezu may need the dampness for their
moist skin. Such areas include swamps and oceanside caves. Skills Perception + 4
Damage Immunities lightning
Condition Immunities blind, paralyzed, charmed
Senses blindsight 60 ft., passive Perception 14
Languages —
Challenge 10 (5,900 XP)

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

Actions

Multiattack. The khezu makes three lightning ball
attacks or it uses its electric current and two bite
attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Electric Current. The khezu releases a jolt of electricity
all around it. Each creature within 5 feet of it must
make a DC 17 Constitution saving throw or become
paralyzed until the end of their next turn.
Lightning ball. Range Weapon Attack. +10 to hit, reach
60/100 ft., one target. Hit: 14 (4d6) lightning damage
and the target must make a DC 17 Constitution saving
throw or become paralyzed until the end of their next
turn.
Deadly Leap. If the khezu jumps at least 15 feet as part
of its movement, it can then use this action to land on
its feet in a space that contains one or more other
creatures. Each of those creatures must succeed on a
DC 18 Strength or Dexterity saving throw (target's
choice) or be knocked prone and take 11 (2d6 + 4)
bludgeoning damage plus 11 (2d6 + 4) lightning
damage. On a successful save, the creature takes only
half the damage, isn't knocked prone, and is pushed 5
feet out of the khezu's space into an unoccupied space
of the creature's choice. If no unoccupied space is
within range, the creature instead falls prone in the
khezu's space.

225

Khezu Carves/Capture 3 DC 15 Constitution saving throw, or be stunned until the
end of their next turn. On a successful save, the creature is
Challenge Rating 10 deafened until the end of their next turn. Once you use
this property, you cannot use it again until you finish a
Carve Chance Capture Chance Material Slots long rest.

1-9 1-6 Flabby Hide (A,W) OTHER MATERIAL EFFECTS
Pale Extract
10-16 7-14 Pale Extract (A,W,O) A material used for crafting Mega Demondrug & Mega
Armorskin.
17-19 15-18 Electro Sac (A,W)
Legiana
20 19-20 Pale Bone (A,W) Legiana is a slim, primarily beige-coloured Flying Wyvern
characterised by its leaf-like wingtips and striped skin
ARMOR MATERIAL EFFECTS patterns. Legiana's head is topped with a pair of antenna-like
Flabby Hide fins which are attached via a thin membrane to the back of its
While you wear this armor, you gain 2 additional hit points neck. It has bright yellow eyes and powerful legs ending in
whenever you regain hit points by magical or non-magical piercing talons. Its face, tail, feet, and wingtips are a dark
means, except when spending hit dice. navy blue, and its body is covered in striped patterns of the
Pale Extract same colour. The ends of its wings are separated into four
Recovery Level. Whenever you suffer an effect that deals distinct flaps which overlap each other when folded. Legiana
damage to you at the start of your turn your armor flashes has star-like shapes on the back of its wings. Its back is also
white and ends the effect. This could include such effects dark blue.
as a bleeding wound, acid or poison that continues to
damage you over time, being set on fire, etc. They have no Legiana is able to emit a chilling wind from its body, which
effect on environmental effects, damage that you take dulls its prey's ability to escape. It flies with extreme
from being in a given location or spell's area of effect or precision and agility, using its talons to grab its prey straight
similar damage sources. out of the air. Its legs are strong enough to throw even
Electro Sac medium-sized monsters such as Paolumu considerable
While wearing this armor, your walking speed becomes 30 distances once they are in its grasp.
feet, unless your walking speed is higher, and your speed
isn't reduced if you are encumbered or wearing heavy Disease: Iceblight
armor. In addition, you can jump three times the normal
distance, though you can't jump farther than your A creature who is afflicted with iceblight is chilled
remaining movement would allow. to the bone.
Pale Bone
You have resistance to lightning damage while you wear The creature can't use reactions.
this armor. Its speed is halved.
It can't make more than one attack on its turn.
WEAPON MATERIAL EFFECTS
Flabby Hide
As an action you shroud your body in electricity for 1
minute. Any creature that ends its turn within 5 feet of you
takes 1d4 lightning damage. Once you use this property
you can't use it again until you finish a short or long rest.
Pale Extract
While you are holding this weapon, you can use an action
to release a jolt of electricity in a 5-foot radius around you.
Each creature in that area must succeed on a DC 13
Constitution saving throw or be incapacitated and has its
movement speed is reduced to 0 until the end of its next
turn. You can use this property a number of times equal to
1/2 your Constitution modifier (minimum of 1), regaining
all expended uses when you finish a long rest.
Electro Sac
Your weapon deals an extra 1d6 lightning damage.
Pale Bone
While you are attuned to this weapon you can use an
action to create a thunderous sound in a 20-foot cone in
front of you. Each creature in that area must succeed on a

226

Legiana Legiana Carves/Capture 3

Huge wyvern (flying), unaligned Challenge Rating 13 Material Slots
Armor Class 17 (natural armor) Legiana Hide (A,W)
Hit Points 187 (15d12 + 90) Carve Chance Capture Chance Legiana Scale (A,W)
Speed 40 ft., fly 80 ft. Legiana Claw (W)
1-4 1-5 Legiana Wing (A,W)
STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 22 (+6) 8 (-1) 12 (+1) 12 (+1) 5-8 6-9 Frost Sac (A,W)
Saving Throws Dex +6, Con+11, Wis +6, Cha +6 Legiana Plate (A,W)
Skills Acrobatics +11, Perception +11 9-12 10-12 Legiana Gem (A)
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 21 13-15 13-14
Languages —
Challenge 13 (10,000 XP) 16-18 15-17
Flyby. The legiana doesn't provoke an opportunity
attack when it flies out of an enemy's reach. 19 18-19
Frost. A creature that starts its turn or moves into an
area covered in frost must make a DC 18 Constitution 20 20
saving throw or become diseased with iceblight for 1
minute. ARMOR MATERIAL EFFECTS
Legendary Resistance (3/Day). If the legiana fails a saving Legiana Hide
throw, it can choose to succeed instead. Airborne. While wearing this armor, you can cast the jump
spell from it as a bonus action at will, but can target only
Actions yourself when you do so.

Multiattack. The legiana makes three attacks: one with Legiana Scale (Druid, Sorcerer, Warlock, & Wizard only)
its bite, one with its talons, and one with its tail. While attuned to this armor you can cast the wall of ice
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., spell three times per day, without expending a spell slot.
one target. Hit: 16 (3d6 + 6) piercing damage. Legiana Wing
Tail. Melee Weapon Attack. +11 to hit, reach 15 ft., one Wind Resist. You and your equipment suffer no ill effects
target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7 from Strong Winds (DMG p.110) while you wear this
(2d6) cold damage and leaves a layer of frost in an area armor.
that is 10 feet long and 15 feet wide centered on the Frost Sac
target or 30 feet long and 5 feet wide in front of the You have resistance to cold damage while you wear this
legiana until the start of its next turn. armor.
Talons. Melee Weapon Attack. +11 to hit, reach 10 ft., Legiana Plate
one target. Hit: 16 (3d6 + 6) piercing damage and the Evade Window. This armor has 3 runes, and it regains 1d3
target is grappled (Escape DC 19). expended runes daily at dawn. When you fail a Dexterity
Corkscrew (Recharge 5-6). The legiana moves up to half saving throw while wearing it, you can use your reaction to
of its fly speed in a straight line, covering the ground expend 1 of its runes to succeed on that saving throw
below it in frost for 1 minute while it does. While instead.
doing so, it can enter Large or smaller creatures' Legiana Gem
spaces. The first time the legiana enters a creature's Good Luck. While you are attuned to this armor, you have
space, the creature must make a DC 19 Dexterity one luck point that you regain daily at dawn. You may use
saving throw. this point as if you had the Lucky feat.

On a failed save, the creature takes 28 (8d6) WEAPON MATERIAL EFFECTS
bludgeoning damage plus 10 (3d6) cold damage and is Legiana Hide
knocked prone. This weapon has a reservoir of ice magic that can freeze
On a successful save, the creature takes half damage the ground for up to 1 minute. While holding this weapon,
and can choose to be pushed 5 feet to the side of the you can use an action to plant this weapon in the ground
legiana. A creature that chooses not to be pushed and release the ice magic within. While planted and
suffers the consequences of a failed saving throw. undepleted, the ground in a 10-foot radius of this weapon
becomes difficult terrain. This weapon recharges 3d6
227 seconds of energy to the weapon's reservoir daily at dawn.
Legiana Scale
While holding this weapon, you can use an action to cause
thick, opaque poison to coat the blade of a melee weapon
that deals slashing or piercing damage. The poison remains
for 1 minute or until an attack using this weapon hits a
creature. That creature must succeed on a DC 15
Constitution saving throw or take 2d10 cold damage and
become poisoned with iceblight for 1 minute. This effect
can't be used this way again until the next dawn.
Legiana Claw
Your weapon deals an extra 1d6 cold damage.

Legiana Wing Bite. Melee Weapon Attack. +12 to hit, reach 10 ft.,
Critical Draw+. During the first round of combat your one target. Hit: 16 (3d6 + 6) piercing damage.
melee weapon attacks score a critical hit on a roll of 15 or
higher. Tail. Melee Weapon Attack. +12 to hit, reach 15 ft., one
Frost Sac target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7
You gain a + 1 bonus to your spell attack rolls and spell (2d6) cold damage and leaves a layer of frost in an area
save DC while attuned to this weapon. This bonus that is 10 feet long and 15 feet wide centered on the
increases to +2 when the spell you are casting deals cold target or 30 feet long and 5 feet wide in front of the
damage, such as the ice knife or snilloc's snowball swarm legiana until the start of its next turn.
spell. Talons. Melee Weapon Attack. +12 to hit, reach 10 ft.,
Legiana Plate one target. Hit: 16 (3d6 + 6) piercing damage plus 7
Your weapon deals an extra 1d8 cold damage. (2d6) cold damage and the target is grappled (Escape
DC 20).
Shrieking Legiana Corkscrew (Recharge 5-6). The legiana moves up to half
Shrieking legiana are structurally the same as their regular of its fly speed in a straight line, covering the ground
counterparts, but have black coloration instead of blue and below it in frost for 1 minute. While doing so, it can
their chest, tail, and wing patterns are encrusted with spiky enter Large or smaller creature's spaces. The first time
ice. the legiana enters a creature's space, the creature must
make a DC 20 Dexterity saving throw.
Shrieking legiana's manipulation of ice improved further as
a result of adapting to the Hoarfrost Reach. For defensive On a failed save, the creature takes 28 (8d6)
purposes, it has the ability to coat itself in a layer of ice while bludgeoning damage plus 10 (3d6) cold damage and is
remaining as agile as its coral highlands cousin. Offensively, knocked prone.
It specializes in freezing prey with the powerful chill it emits, On a successful save, the creature takes half damage
swooping down to strike them from overhead and many of and can choose to be pushed 5 feet to the side of the
their attacks cover large areas with ice spikes or frost. legiana. A creature that chooses not to be pushed
suffers the consequences of a failed saving throw.
As with their cousins, the shrieking legiana are intensely
territorial and will attack whatever ventures into their Legendary Actions
territory.
The legiana can take 3 legendary actions, choosing
Shrieking Legiana from the options below. Only one legendary action
option can be used at a time and only at the end of
Huge wyvern (flying), unaligned another creature's turn. The legiana regains spent
legendary actions at the start of its turn.
Armor Class 17 (natural armor)
Hit Points 212 (17d12 + 102) Wing Buffet. The legiana flaps its wings creating a
Speed 40 ft., fly 80 ft. strong wind, and frost on the ground, in a 60 foot line
that is 10 feet wide in front of it. Each creature in this
STR DEX CON INT WIS CHA line must make a DC 20 Strength saving throw or be
22 (+6) 12 (+1) 22 (+6) 8 (-1) 12 (+1) 12 (+1) pushed back 15 feet.
Attack (Costs 2 Actions). The legiana makes one talon
Saving Throws Dex +7, Con+12, Wis +7, Cha +7 attack.
Skills Acrobatics +12, Perception +13 Frost Armor (Costs 3 Actions). The legiana coats itself in
Damage Immunities cold a layer of frost and ice for 1 minute, until it takes 30
Senses darkvision 60 ft., passive Perception 23 fire damage from a spell or until takes 40 damage from
Languages — any other single attack.
Challenge 17 (18,000 XP)
While coated in this way, the legiana has +2 bonus
Flyby. The legiana doesn't provoke an opportunity to its AC and its attacks that would leave a layer of frost
attack when it flies out of an enemy's reach. instead deal 7 (2d6) cold damage to a creature in the
Frost. A creature that starts its turn or moves into an area the frost would be.
area covered in frost must make a DC 18 Constitution
saving throw or become diseased with iceblight for 1
minute.
Legendary Resistance (3/Day). If the legiana fails a saving
throw, it can choose to succeed instead.

Actions

Multiattack. The legiana makes three attacks: one with
its bite, one with its talons, and one with its tail.

228

Shrieking Legiana Carves/Capture 3 Obsidian Icetalon
Critical Draw+. During the first round of combat your
Challenge Rating 17 melee weapon attacks score a critical hit on a roll of 15 or
higher.
Carve Chance Capture Chance Material Slots
Stark Wing
1-4 1-5 Rime Hide (A,W) Your weapon deals an extra 2d4 cold damage.
L.Cryo Sac
5-8 6-9 Legiana Shard (A,W) You gain a +2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
9-12 10-12 Obsidian Icetalon (W) increases to +3 when the spell you are casting deals cold
damage, such as the ice knife or snilloc's snowball swarm
13-15 13-14 Stark Wing (A,W) spell.
Legiana Tail Webbing
16-18 15-17 L.Cryo Sac (A,W) Your weapon deals an extra 1d8 cold damage.
S.Legiana Gem
19 18-19 Legiana Tail Webbing (A,W) While attuned to this weapon, you can use an action to
speak its command word causing ice to coat the weapon
20 20 S.Legiana Gem (A,W) for 1 minute or up to 10 pieces of ammunition. A creature
hit by the coated weapon or ammunition takes 1d6 extra
ARMOR MATERIAL EFFECTS damage and has its movement speed reduced by 10 feet
Rime Hide until the end of its next turn. Once used, this property
Free Meal. While attuned to this armor, you no longer need can't be used again until you finish a long rest.
to eat or drink.
Legiana Shard Monoblos
Marathon Runner+. While wearing this armor, your walking A monoceros desert-dwelling wyvern, they have a brown,
speed increases by 10 feet and you ignore difficult terrain rock-hard texture to their shell. While Monoblos have no
if it was not created by a magical effect. breath attack, their roar is considered a lethal weapon itself.
Stark Wing They are also very physically capable, able to fight off
While flying you can take the dodge action as a bonus adventurers with horn-thrusts and tail-swings. Being able to
action. You can use this property a number of times equal tunnel beneath the sands of the Desert also means they can
to your constitution modifier, regaining all expended uses sneak up on any potential threats.Monoblos are aggressive,
when you finish a long rest. and will attack adventurers on sight. They are quick to anger,
L.Cryo Sac causing their crown to become inflamed with red streaks.
You have immunity to cold damage while you wear this
armor.
Legiana Tail Webbing
Evade Extender (M). You gain a +2 bonus to Dexterity
saving throws while you wear this armor.
S.Legiana Gem
Good Luck. While you are attuned to this armor, you have
one luck point that you regain daily at dawn. You may use
this point as if you had the Lucky feat.

WEAPON MATERIAL EFFECTS
Rime Hide
FastCharge+. When you roll for initiative, your greatsword,
longsword, charge blade, or tonfas gains 2 charge, spirit, or
phial charge.
Legiana Shard (Bow Only)
Your dragonpiercer can be used one extra time per long
rest and deals an extra 2d6 piercing damage.

229

Monoblos Monoblos Carves/Capture 4

Huge wyvern (flying), unaligned Challenge Rating 12

Armor Class 19 (natural armor) Carve Chance Capture Chance Material Slots
Hit Points 195 (17d12 + 85)
Speed 40 ft., burrow 30 ft. 1-8 1-7 Monoblos Carapace (A,W)

STR DEX CON INT WIS CHA 9-11 8-11 Monoblos Thoracic (A,W)
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)
12-16 12-17 Scarlet Finehorn (A,W)
Saving Throws Wis +4
Senses darkvision 60 ft., tremorsense 60 ft., passive 17-18 18-19 Blos Medulla (A,W)

Perception 10 19 — Blos Gem (A,W)
Languages —
Challenge 12 (8,400 XP) 20 20 Monoblos Heart (A,W)

Underground Charge. If the monoblos moves at least 20 ARMOR MATERIAL EFFECTS
feet straight toward a creature while underground, it Monoblos Carapace
can then make a horn attack as a bonus action. Botanist+. When you successfully gather a plant resource,
Relentless (Recharges after a Short or Long Rest). If the you gather an extra 1d4 more.
monoblos takes 30 damage or less that would reduce
it to 0 hit points, it is reduced to 1 hit point instead. Monoblos Thoracic
Brute. A melee weapon deals one extra die of its You have resistance to cold damage while you wear this
damage when the monoblos hits with it (included in armor.
the attack). Scarlet Finehorn
While you're wearing this armor, any critical hit against you
Actions becomes a normal hit.
Blos Medulla
Multiattack. The monoblos makes two attacks: one with Alert. You can’t be surprised while you are conscious.
its horn and one with its tail. Blos Gem
Horn. Melee Weapon Attack: +11 to hit, reach 5 ft., You have a +1 bonus to your AC while you wear this armor.
one target. Hit: 29 (4d10 + 7) piercing damage. Monoblos Heart
Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one Adrenaline. The first time you drop below half of your hit
target. Hit: 25 (4d8 + 7) bludgeoning damage. point maximum in combat, you gain a rush of adrenaline.
Violent Roar (Recharge 5-6). The monoblos lets out a On your next turn your movement speed doubles and you
thunderous roar, sending out shockwaves in a 10-foot can take one extra action.
radius around it. Each creature in that area must make a
DC 17 Constitution saving throw, or take 35 (10d6) WEAPON MATERIAL EFFECTS
thunder damage and be deafened for 1 minute on a Monoblos Carapace
failed saving throw or half as much damage and is not While you are attuned to this weapon, you can perform the
deafened on a successful one. somatic components of spells even when you have
weapons or a shield in one or both hands.
Monoblos Thoracic
Whenever you have advantage on a melee attack roll with
this weapon and hit, you can knock the target prone if the
lower of the two d20 rolls would also hit the target.
Scarlet Finehorn
Your weapon deals an extra 1d6 piercing damage.
Blos Medulla
Charger. When you use your action to Dash, you can use a
bonus action to shove a creature.
Blos Gem (Bowgun only)
Load Up+. While attuned to this weapon, you increase the
maximum capacity for all of your ammo by 2.
Monoblos Heart
Critical Eye. Your weapon attacks critical hit range is
increased by 1.

230

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

231

Nargacuga Nargacuga Tailspike
Evade Window. This armor has 3 runes, and it regains 1d3
Challenge Rating 11 expended runes daily at dawn. When you fail a Dexterity
Carves/Capture 3 saving throw while wearing it, you can use your reaction to
expend 1 of its runes to succeed on that saving throw
Carve Chance Capture Chance Material Slots instead.

1-7 1-4 Nargacuga Scale (A,W) WEAPON MATERIAL EFFECTS
Nargacuga Scale
8-11 5-11 Nargacuga Pelt (A) Your weapon deals an extra 1d6 slashing damage.
Nargacuga Fang
12-13 12-15 Nargacuga Fang (W) While you are attuned to this weapon, your ammo pouch
can hold double the amount of pierce ammo and cluster
14-15 — Nargacuga Razor (A,W) ammo it can normally hold.
16 16-17 Narga Medulla (A,W) Nargacuga Razor
18-20 Nargacuga Tail (A,W) Abnormal Status Atk up (M). Whenever you inflict a
17-19 condition on a creature or object that has a duration of 1
20 — Nargacuga Tailspike (A,W) minute or longer, the maximum duration of the condition
is increased by 12 seconds.
ARMOR MATERIAL EFFECTS Narga Medulla
Nargacuga Scale Quick Load. You can reload as a free action while you are
While in dim light or darkness, you can take the hide attuned to this weapon.
action as a bonus action. Nargacuga Tail
Status Pursuit+. You have advantage on opportunity
Nargacuga Pelt attacks and creatures within your reach provoke
While you wear this armor, your eye's glow red at night, opportunity attacks even if they took the Disengage
much like the nargacuga's. You gain darkvision out to 60 action, if the creature is afflicted with a Condition.
feet. if you already have darkvision, it is increased by an Nargacuga Tailspike
additional 60 feet. Critical Eye. Your weapon attacks critical hit range is
Nargacuga Razor increased by 1.
While you wear this armor, being in a lightly obscured area
doesn’t impose disadvantage on your Wisdom
(Perception) checks if you can both see and hear.
Narga Medulla
You have advantage on Dexterity (Stealth) checks while
you wear this armor.
Nargacuga Tail
While you wear this armor, your walking speed becomes
30 feet, unless your walking speed is higher, and your
speed isn't reduced if you are encumbered or wearing
heavy armor. In addition, you can jump three times the
normal distance, though you can't jump farther than your
remaining movement would allow.

232

Baby Nargacuga Young Nargacuga

Medium wyvern (flying), unaligned Large wyvern (flying), unaligned

Armor Class 12 Armor Class 15 (natural armor)
Hit Points 18 (4d8) Hit Points 127 (17d10 + 34)
Speed 25 ft., fly 5 ft. Speed 50 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 8 (-1) 7 (-2) 17 (+3) 16 (+3) 14 (+2) 6 (-2) 13 (+1) 6 (-2)

Skills Perception, +1, Stealth +4 Skills Perception, +5, Stealth +5
Senses darkvision 30 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 15
Languages — Languages —
Challenge 1/4 (50 XP) Challenge 5 (1,800 XP)
Pounce. If the nargacuga moves at least 20 feet straight
toward a creature and then hits it with a claw attack on Pounce. If the nargacuga moves at least 20 feet straight
the same turn, that target must succeed on a DC 12 toward a creature and then hits it with a bladed wings
Strength saving throw or be knocked prone. If the attack on the same turn, that target must succeed on a
target is prone, the nargacuga can make one bite attack DC 15 Strength saving throw or be knocked prone. If
against it as a bonus action. the target is prone, the nargacuga can make one bite
attack against it as a bonus action.
Actions Shadow Stealth. While in dim light or darkness, the
nargacuga can take the Hide action as a bonus action.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage. Multiattack. The nargacuga makes two attacks: one with
its bladed wings and one with its tail.
Baby Nargacuga Material Carves 1 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Nargacuga Scale target. Hit: 10 (2d6 + 3) piercing damage.
Challenge Rating 1/4 Nargacuga Fang Slots Bladed Wings. Melee Weapon Attack: +6 to hit, reach 5
Nargacuga Pelt (A) ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Carve Chance (W) Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one
1-7 (A) target. Hit: 14 (2d10 + 3) bludgeoning damage.
8-14
Young Nargacuga
15-20
Challenge Rating 5
Carves/Capture 3
ARMOR MATERIAL EFFECTS Carve Chance Capture Chance
Nargacuga Scale Material Slots
You have a +1 bonus to Stealth checks while you wear this 1-7 1-4 Y.Narga Scale (A,W)
armor. Y.Narga Pelt (A)
Nargacuga Pelt 8-11 5-11 Y.Narga Fang (W)
While you wear this armor, your eye's glow red at night, Y.Narga Razor (A,W)
much like the nargacuga's. 12-13 12-16 Y.Narga Tail (A,W)

WEAPON MATERIAL EFFECTS 14-16 —
Nargacuga Fang
Your slashing weapon deals an extra 1 slashing damage. 17-19 17-20

ARMOR MATERIAL EFFECTS
Y.Narga Scale
You have a +2 bonus to Stealth checks while you wear this
armor.
Y.Narga Pelt
While you wear this armor, your eye's glow red at night,
much like the nargacuga's. You gain darkvision out to 60
feet. if you already have darkvision, it is increased by an
additional 60 feet.

233

Y.Narga Razor Silverwind Nargacuga
While you wear this armor, you can jump three times the
normal distance, though you can't jump farther than your Huge wyvern (flying), unaligned
remaining movement would allow.
Y.Narga Tail Armor Class 17 (natural armor)
While you wear this armor, being in a lightly obscured area Hit Points 264 (23d12+115)
doesn’t impose disadvantage on your Wisdom Speed 50 ft., fly 30 ft.
(Perception) checks if you can both see and hear.
STR DEX CON INT WIS CHA
WEAPON MATERIAL EFFECTS 17 (+3) 22 (+6) 20 (+5) 12 (+1) 16 (+3) 8 (-1)
Y.Narga Scale
Your weapon deals an extra 1d4 slashing damage. Saving Throws Dex +12, Con +11, Wis +9, Cha +5
Y.Narga Fang Skills Acrobatics +12, Perception +9, Stealth +12
While you are attuned to this weapon, your ammo pouch Condition Immunities charmed, frightened
can hold 20 more pierce ammo and cluster ammo than it Senses darkvision 120 ft., passive Perception 19
can normally hold. Languages -
Y.Narga Razor Challenge 19 (22,000 xp)
Abnormal Status Atk up (S). Whenever you inflict a
condition on a creature or object that has a duration of 1 Shadow Stealth. While in dim light or Darkness, the
minute or longer, the maximum duration of the condition nargacuga can take the Hide action as a Bonus Action.
is increased by 6 seconds. Its stealth bonus is also improved to +18.
Y.Narga Tail Razor Wind. When the nargacuga makes an attack with
Status Pursuit. You have a +2 bonus to hit on opportunity its tail swipe, or tail slam it releases a 60 foot long by 5
attacks. Additionally, creatures within your reach provoke foot wide line of razor sharp wind. This wind originates
opportunity attacks even if they took the Disengage from the target creatures position. Any creature in that
action, if the creature is afflicted with a Condition. line, must make DC 15 Constitution saving throw or
lose 5 (1d10) hit points at the start of each of its turns
Silverwind Nargacuga due to an bloody wound. The damage dealt by the
The Nargacuga is an incredibly powerful and highly adapted wound increases by 5 (1d10) each time a creature is
monster. There is almost no doubt that Nargacuga is the top hit by the razor wind and fails the Constitution saving
predator in its most famed environment the Great Forest and throw. Any creature can take an action to stanch the
a dangerous force to be reckoned within its other wound with a successful DC 13 Wisdom (Medicine)
environments like Swamps and Jungles because of its night- check. The wound also closes if the target receives
time camouflage, coupled with its phenomenal speed. magical healing.

Silverwind nargacuga have many of the same adaptations Actions
as nargacuga, however, there are a few differences between
them. The silverwind nargacuga has white hairs and scales Multiattack. The nargacuga makes three attacks: one
though only on portions of its body. Its white hairs and scales with its bite, one with its bladed wings, and one with
are light in weight, allowing it to move freely more easily. Its its tail swipe. Or it makes two tail spike attacks.
tail spikes are covered in both and have a unique trait that Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
puts it apart from normal individuals. Silverwind Nargacuga target. Hit 19 (3d8 + 6) piercing damage.
is able to generate blades of air by swinging its cutwings or Bladed Wings. Melee Weapon Attack: +12 to hit, reach
slamming its tail, attacking prey from a distance. The waves 5 ft., one target. Hit 16 (3d6 + 6) slashing damage.
of wind are powerful enough to cut up prey, making a Tail Swipe. Melee Weapon Attack: +12 to hit, reach 10
creature bleed, and weakening the foe. This new found trait ft., one target. Hit 25 (3d12 + 6) bludgeoning damage.
truly makes silverwind nargacuga a quick killer. Due to the Tail Spikes. Range Weapon Attack: +12 to hit, reach
lighter weight of the hairs and scales, it is able to evade and 60/150 ft., one target. Hit 25 (3d12 + 6) piercing
jump much more than a typical nargacuga. damage.
Feral Pounce (recharge 5-6). The nargacuga leaps
towards its target, jumping 10 feet, as part of its
movement, and attacks with both its claws. The target
must make on a DC 20 Dexterity saving throw. On a
failed save the target takes 66 (12d10) piercing
damage and they are knocked prone. On a successful
save, the target takes half damage and is not knocked
prone. Additionally, if the target is prone or knocked
prone, the nargacuga can make one bite attack against
it as a bonus action.

234

Tail Slam. The nargacuga extends its tail to its Silverwind Razor
maximum length (40 feet long by 5 feet wide) and Evasion. You have advantage on Dexterity saving throws
slams it onto the ground. Each creature in that line is while you wear this armor.
considered the originator for a razor wind, and they Silverwind Medulla
must make a DC 20 Dexterity saving throw, taking 14 While you are attuned to this armor, Wisdom (Perception)
(4d6) piercing damage and 14 (4d6) bludgeoning checks made to see you have disadvantage and you have
damage on a failed save, or half as much on a advantage on Dexterity (Stealth) checks made to hide.
successful save. Silverwind Tail
While wearing this armor you are shrouded in shadows
Legendary Actions causing any creature to have disadvantage on attack rolls
against you. If you take damage, the property ceases to
The nargacuga can take 3 legendary actions, choosing function until the start of your next turn. This property is
from the options below. Only one legendary action suppressed while you are incapacitated, restrained, or
option can be used at a time and only at the end of otherwise unable to move.
another creature's turn. The nargacuga regains spent Silverwind Tailspike
legendary actions at the start of its turn. Silverwind X. While wearing this armor, you have
advantage on Dexterity saving throws and Dexterity
Detect. The nargacuga makes a Wisdom (Perception) (Stealth) checks made to hide.
Check.
Attack. The nargacuga makes one bite attack. WEAPON MATERIAL EFFECTS
Tail Slam (Costs 3 Actions). The nargacuga uses its tail Silverwind Scale
slam. Your weapon deals an extra 1d6 slashing damage.

Reactions Silverwind Fang (spellcaster only)
While you are attuned to this weapon, you can use an
Prowler Stance. When hit by a spell or weapon attack, action to cast the melf's minute meteors spell at 4th level,
the nargacuga can leap up to 25 feet in any direction but the meteors take the form or nargacuga spikes and
without provoking an attack of opportunity. deal piercing damage instead of fire. Once you use this
property, you can't use it again until you finish a long rest.
Silverwind Nargacuga Carves/Captures 3 Silverwind Razor
Your weapon deals an extra 1d8 slashing damage.
Challenge Rating 19 Silverwind Medulla
While you hold your weapon, you gain +2 bonus to spell
Carve Chance Capture Chance Material Slots attack rolls and you ignore half cover when making a spell
attack.
1-7 1-4 Silverwind Scale (A,W) Silverwind Tail
Critical Eye+. Your weapon attacks critical hit range is
8-11 5-11 Silverwind Blackfur (A) increased by 2.
Silverwind Tailspike
12-13 12-15 Silverwind Fang (W) Critical Boost. You roll one additional weapon damage die
when determining the extra damage for a critical hit with a
14-15 — Silverwind Razor (A,W) weapon attack.
16 16-17 Silverwind Medulla (A,W)

17-19 18-20 Silverwind Tail (A,W)

20 — Silverwind Tailspike (A,W)

ARMOR MATERIAL EFFECTS
Silverwind Scale
While you are wearing this armor you have darkvision out
to 60 feet. If you already have darkvision, its range extends
by an additional 60 feet.
Silverwind Blackfur
While you are attuned to this armor, you
have proficiency in stealth, if you are
already proficient then you gain expertise
in stealth. While in dim light or Darkness,
you can take the Hide action as a Bonus
Action.

235

Paolumu Dive Bomb. If the paolumu is flying, enlarged, and dives
Paolumu is a bat-like wyvern that slightly resembles the at least 10 feet straight toward a target it can then use
Honduran white bat. Like said bat species, Paolumu is this action to slam its body in a space that contains
covered in white fur and has a pink face. Though it is covered one or more other creatures. Each of those creatures
in fur, Paolumu also has some brown scales covering its must succeed on a DC 15 Strength or Dexterity saving
back, underbelly, and tail. The Paolumu has rodent-like buck throw (target's choice) or be knocked prone and take
teeth because its diet consists of the eggs that come off the 31 (7d8) bludgeoning damage. On a successful save,
coral which it sucks in using its incredible breathing power. the creature takes only half the damage, isn't knocked
prone, and is pushed 5 feet out of the paolumu's space
Inside of Paolumu's neck is a special air sac that inflates into an unoccupied space of the creature's choice. If
once it has sucked in enough air. Once its air sac has inflated, no unoccupied space is within range, the creature
Paolumu is able to float in the air like a balloon and able to instead falls prone in the paolumu's space.
attack foes from above. While floating, Paolumu will use its Enlarge (Recharges after a Short or Long Rest). For 1
hardtail to batter foes at close range. Paolumu is also able to minute, the paolumu magically increases in size, along
breathe wind at foes, it can also use its inhaling powers to with anything it is wearing or carrying. While enlarged,
draw in hunters closer or to make them stagger. the paolumu is Huge, it can hover, roll one additional
weapon damage die on Strength-based weapon attacks
Paolumu are fairly calm unless provoked by a threat. Once (included in the attacks), and makes Strength checks
provoked, they will become aggressive. and Strength saving throws with advantage. If the
paolumu lacks the room to become Huge, it attains the
Paolumu maximum size possible in the space available.
Wind Burst (Recharge 5-6). The paolumu exhales a blast
Large wyvern (flying), unaligned of strong wind in a 60 foot line that is 5 feet wide.
Each creature in that line must succeed on a DC 15
Armor Class 16 (natural armor) Strength saving throw, taking 38 (11d6) thunder
Hit Points 142 (15d10 + 60) damage and knocked prone on a failed save or half as
Speed 30 ft., fly 60 ft. much on a successful one and not knocked prone. The
wind tunnel disperses gas or vapor, and it extinguishes
STR DEX CON INT WIS CHA candles, torches, and similar unprotected flames in the
18 (+4) 12 (+1) 18 (+4) 3 (-4) 10 (+0) 3 (-4) area. It causes protected flames, such as those of
lanterns, to dance wildly and has a 50 percent chance
Skills Acrobatics +4 to extinguish them.
Senses passive Perception 10
Languages — Paolumu Carves/Capture 3
Challenge 7 (2,900 XP)
Blind Panic. If the paolumu is flying and becomes Challenge Rating 7
blinded. It panics, ending its enlarge and falls prone.
Carve Chance Capture Chance Material Slots
Actions
1-5 1-5 Paolumu Scale (A,W)
Multiattack. The paolumu makes two attacks: one with
its bite and one with its tail. 6-8 6-8 Paolumu Shell (A,W)
Tail. Melee Weapon Attack. +7 to hit, reach 10 ft., one
target. Hit: 15 (2d10 + 4) bludgeoning damage, or 20 9-11 9-12 Nourishing Extract (O)
(3d10 + 4) bludgeoning damage while enlarged.
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one 12-15 13-16 Paolumu Pelt (A,W)
target. Hit: 13 (2d8 + 4) piercing damage, or 17 (3d8
+ 4) piercing damage while enlarged. 16-19 17-19 Paolumu Webbing (A,W)

20 20 Lumu Gem (A,W)

ARMOR MATERIAL EFFECTS
Paolumu Scale
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to cold damage
until the end of your next turn. You can use this property
twice, regaining all uses when you finish a long rest.

Paolumu Shell
You have a +2 bonus to Acrobatic checks while you wear
this armor.
Paolumu Pelt
Stamina Surge+1. While wearing this armor, you can use an
action to cast the haste spell from it once per day, but can
target only yourself when you do so and you gain 2 levels
of exhaustion when the spell ends.

236

Paolumu Webbing Actions
Windproof. Spells you cast such as fog cloud, can no
longer be dispersed by wind, magical or otherwise while Multiattack. The paolumu makes two attacks: one with
you wear this armor. its bite and one with its tail.
Lumu Gem
While you are attuned to this armor, you can cast the Tail. Melee Weapon Attack. +4 to hit, reach 5 ft., one
enlarge spell from it. Once you use this property, you can't target. Hit: 4 (1d4 + 2) bludgeoning damage, or 7 (2d4
use it again until you finish a long rest. + 2) bludgeoning damage while enlarged.
WEAPON MATERIAL EFFECTS Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
Paolumu Scale target. Hit: 7 (2d4 + 2) piercing damage, or 9 (3d4 +
You gain a +1 bonus to Dexterity saving throws while 2) piercing damage while enlarged.
attuned to this weapon. Enlarge (Recharges after a Short or Long Rest). For 1
Paolumu Shell minute, the paolumu magically increases in size, along
While you are attuned to this weapon, you can use an with anything it is wearing or carrying. While enlarged,
action to speak its command word and exhale a blast of the paolumu is Medium, it can hover, roll one
strong wind in a 45-foot line that is 5 feet wide. Each additional weapon damage die on Strength-based
creature in that line must succeed on a DC 14 Dexterity weapon attacks (included in the attacks), and makes
saving throw, taking 3d6 thunder damage and be knocked Strength checks and Strength saving throws with
prone on a failed save or half as much on a successful one advantage. If the paolumu lacks the room to become
and is not knocked prone. Medium, it attains the maximum size possible in the
Once used, this property cannot be used again until you space available.
finish a long rest. Wind Burst (Recharge 5-6). The paolumu exhales a blast
Paolumu Pelt of strong wind in a 30 foot line that is 5 feet wide.
While flying, you can take the dodge action as a bonus Each creature in that line must succeed on a DC 12
action while you hold this weapon. Strength saving throw, taking 14 (4d6) thunder
Paolumu Webbing damage and knocked prone on a failed save or half as
Master Mounter. You have advantage on Strength much on a successful one and not knocked prone. The
(Athletic) checks when attempting to Climb Onto a Bigger wind tunnel disperses gas or vapor, and it extinguishes
Creature (DMG p.271) while you are attuned to this candles, torches, and similar unprotected flames in the
weapon. area. It causes protected flames, such as those of
Lumu Gem (Gunlance only) lanterns, to dance wildly and has a 50 percent chance
Artillery+. While attuned to this weapon, your wyvernfire to extinguish them.
can now be used twice per long rest and you can add your
Strength modifier to the damage of your shell attacks. Paolumu Pup Carves/Capture 2
OTHER MATERIAL EFFECTS
Nourishing Extract Challenge Rating 2 Material Slots
A material that replaces the catalyst for crafting Paolumu Pup Scale (A,W)
demondrug or armorskin potions. It can also be used in Carve Chance
place of mega nutrients when crafting max potions or 1-7 Paolumu Pup Shell (A,W)
ancient potions. 8-13
Paolumu Pup Pelt (A,W)
Paolumu Pup 14-20

Small wyvern (flying), unaligned ARMOR MATERIAL EFFECTS
Paolumu Scale
Armor Class 14 (natural armor) You reduce cold damage you take by 3 while you wear this
Hit Points 76 (17d6 + 17) armor.
Speed 20 ft., fly 40 ft. Paolumu Shell
You have a +1 bonus to Acrobatic checks while you wear
STR DEX CON INT WIS CHA this armor.
14 (+2) 12 (+1) 13 (+1) 1 (-5) 8 (-1) 3 (-4) Paolumu Pelt
While you wear this armor a ruff (also known as a millstone
Skills Acrobatics +3 collar) appears as part of your attire. You do not gain any
Senses passive Perception 10 benefit from the ruff, except that it makes you look more
Languages — regal.
Challenge 2 (450 XP)
Blind Panic. If the paolumu is flying and becomes WEAPON MATERIAL EFFECTS
blinded. It panics, ending its enlarge and falls prone. Paolumu Scale
While you are attuned to this weapon, you can use an
237 action to speak its command word and exhale a blast of
strong wind in a 45-foot line that is 5 feet wide. Each

creature in that line must succeed on a DC 12 Dexterity Nightshade Paolumu
saving throw, taking 2d6 thunder damage and be knocked
prone on a failed save or half as much on a successful one Large wyvern (flying), unaligned
and is not knocked prone.
Once used, this property cannot be used again until you Armor Class 16 (natural armor)
finish a long rest. Hit Points 180 (19d10 + 76)
Paolumu Shell Speed 30 ft., fly 80 ft.
When you cast a spell that deals thunder damage, add 1/2
of your proficiency bonus to that damage. STR DEX CON INT WIS CHA
Paolumu Pelt 18 (+4) 12 (+1) 18 (+4) 3 (-4) 10 (+0) 3 (-4)
Artillery. While attuned to this weapon, your wyvernfire can
now be used twice per long rest. Saving Throws Dex +5, Wis +4, Cha +0
Skills Acrobatics +5, Perception +4
Nightshade Paolumu Condition Immunities incapacitated, unconscious
The Nightshade Paolumu body is covered in soft fur that is Senses passive Perception 14
primarily black or dark purple, contrasting with its standard Languages —
counterpart's white-and-pink coloration. Its tail is also darkly Challenge 12 (8,400 XP)
colored, matching the color of its fur. Its face is pale white,
while on its neck are two brightly colored patches resembling Blind Panic. If the paolumu is blinded while flying, it
the patterns on the tail feathers of a peacock. When it is immediately falls to the ground and is knocked prone.
deflated, these patches are more difficult to see. Its wings
contain faint hints of green on the webbing. Actions

Nightshade Paolumu is far more aggressive and proficient Multiattack. The paolumu makes two attacks: one with
in aerial combat than Paolumu. Whereas Paolumu requires its bite and one with its tail.
several attempts to suck enough air into its throat sac to get Bite. Melee Weapon Attack. +8 to hit, reach 5 ft., one
airborne, Nightshade Paolumu is able to inflate itself with a target. Hit: 13 (2d8 + 4) piercing damage, or 17 (3d8
single inhalation. Once airborne, it is capable of flying at high + 4) piercing damage while enlarged.
speeds and in unpredictable patterns by releasing its stored Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one
air, often dealing damage to hunters that are hit. target. Hit: 15 (2d10 + 4) bludgeoning damage, or 20
(3d10 + 4) bludgeoning damage while enlarged.
Its most distinctive ability is a pale blue-green gas it expels Deep Breath. The paolumu takes a deep breath, pulling
from its mouth while inflated, which acts as a powerful all creatures and objects within a 60-foot radius of it
narcotic that puts to sleep hunters that are exposed. It's able 20 feet towards it. An unwilling creature that can see
to produce small clouds or exhale a single, massive cloud, the paolumu can make a DC 16 Strength saving throw.
which remains on the battlefield for a short duration. It can On a successful save, the creature is not pulled
inhale without inflating itself in order to draw in patches of its towards the paolumu. A creature or object behind
gas, and it can spread them out using the wind currents it cover, automatically succeeds on the saving throw.
stirs up with its tail.
Additionally, all sleep clouds within range are inhaled
by the paolumu. These clouds travel across the ground
until directly below the paolumu before vanishing. If a
sleep cloud passes through a creature's space, they
must make a DC 16 Constitution saving throw, at
disadvantage if more than one cloud passes through
their space. On a failed save, the creature is
incapacitated until the start of their next turn. If they
fail the save by 5 or more, the creature falls
unconscious until the creature takes damage, or until
someone uses an action to shake or slap the creature
awake.
Dive Bomb. If the paolumu is flying, and dives at least
10 feet straight toward a target it can then use this
action to slam its body in a space that contains one or
more creatures. Each of those creatures must succeed
on a DC 16 Strength or Dexterity saving throw (target's
choice), or take 31 (7d8) bludgeoning damage and be
knocked prone. On a successful save, the creature
takes only half the damage, isn't knocked prone, and is
pushed 5 feet out of the paolumu's space into an
unoccupied space of the creature's choice. If no
unoccupied space is within range, the creature instead
falls prone in the paolumu's space.

238

Sleep Cloud. The paolumu exhales a narcotic gas at a ARMOR MATERIAL EFFECTS
location within 60 feet of it. This pale blue-green gas Nightshade Paolumu Thickfur
fills a 5-foot radius sphere centered on that location for While in dim light or darkness, you can take the hide
10 minutes or until a wind of moderate or greater action as a bonus action.
speed (at least 10 miles per hour) disperses it. Nightshade Paolumu Shard
You have a +3 bonus to Acrobatic checks while you wear
A creature that starts its turn in this gas or enters it this armor.
for the first time on its turn must make a DC 16 Torpor Sac
Constitution saving throw. On a failed save, the Whenever you make a saving throw against the
creature is incapacitated until the start of their next unconscious condition or other sleep-like effects, you do
turn. If they fail the save by 5 or more, the creature falls so with advantage.
unconscious until the creature takes damage, or until Paolumu Cortex
someone uses an action to shake or slap the creature You have resistance to thunder damage while you wear
awake. this armor.
Nightshade Paolumu Fellwing
Sleep Gas (1/day). The paolumu fills its lungs with as Wide-Range. When you use herbs, Antidotes, Cool Drinks,
much air as possible and releases a torrent of sleep gas Hot Drinks, Adamant Seeds, or Might Seeds; all other
in a 30-foot radius around it. Each creature in that area creatures within a 10-foot radius of you gain its effect.
must succeed on a DC 16 Constitution saving throw or Nightshade Gem
be incapacitated for 1 minute. A creature may repeat While you are attuned to this armor, you can cast the
its saving throw at the end of its turn, ending the effect enlarge spell from it. You can use this property twice,
on a success. If the creature fails the throw by 5 or regaining all expended uses when you finish a long rest.
more, they fall unconscious until someone until the
creature takes damage, or until someone uses an WEAPON MATERIAL EFFECTS
action to shake or slap the creature awake. Nightshade Paolumu Thickfur
You can read books you are touching while sleeping.
Legendary Actions
Nightshade Paolumu Shard
The paolumu can take 3 legendary actions, choosing Your weapon deals an extra 1d6 bludgeoning damage.
from the options below. Only one legendary action Torpor Sac (Spellcaster only)
option can be used at a time and only at the end of You know the sleep spell while you wear this armor. If you
another creature's turn. The paolumu regains spent prepare spells, you always have it prepared, and it doesn't
legendary actions at the start of its turn. count against the number of spells you can prepare each
day. If this spell is not on your class list, the spell is
Attack. The paolumu makes one attack with its tail. nonetheless a class spell for you.
Breathe. The paolumu moves up to two sleep clouds Paolumu Cortex
10 feet away from it or 10 feet towards it. This weapon warns you of danger. While the weapon is on
Enlarge. For 1 minute or until the paolumu uses its your person, it magically awakens you and your
sleep cloud or sleep gas, the paolumu magically companions within a 30-foot range if any of you are
increases in size, along with anything it is wearing or sleeping naturally when combat begins.
carrying. While enlarged, the paolumu is Huge, it can Nightshade Paolumu Fellwing
hover, roll one additional weapon damage die on Weakness Exploit. Your weapon deals max damage to a
Strength-based weapon attacks (included in the creature that is vulnerable to this weapons damage type.
attacks), and makes Strength checks and Strength Nightshade Gem
saving throws with advantage. If the paolumu lacks the Maximum Might. While your hit points are full and you are
room to become Large, it attains the maximum size not suffering from any levels of exhaustion, you deal
possible in the space available. maximum weapon damage with your attacks.
Sleep (Costs 2 Actions). The paolumu uses its sleep
cloud. Rathalos
Rathalos are large, bipedal wyverns with a spiny, armored
Nightshade Paolumu Carves/Capture 3 hide covering their body. Theirouter shell features much
brighter and more vibrant colors than that of their female
Challenge Rating 12 counterpart, the Rathian. It is primarily bright red, with black
markings throughout. Like the Rathian, Rathalos possess a
Carve Capture Material Slots flame sac which is used to produce deadly flaming projectiles
Chance Chance from the mouth. The talons upon their feet are highly
poisonous and are known to to inflict toxic mortal wounds on
1-5 1-4 Nightshade Paolumu Thickfur (A,W) larger prey. In addition, their long, thick tail features a heavy
spiked club at the end. Rathalos' wing membranes feature
6-11 5-8 Nightshade Paolumu Shard (A,W) ornate patterns which are likely used to attract potential
mates.
— 9-12 Torpor Sac (A,W)
12-15 13-16 Paolumu Cortex (A,W)

16-19 17-19 Nightshade Paolumu Fellwing (A,W)

20 20 Nightshade Gem (A,W)

239

    Rathalos are expert flyers, and as such are prone to Rathalos Carves/Capture 3
hunting from the skies. As a master of flight, they will travel
far and wide, searching for prey from the skies By launching Challenge Rating 10
a surprise aerial attack, they can inflict poisonous wounds
with their talons or burn prey with flaming projectiles. Carve Chance Capture Chance Material Slots

On the ground, Rathalos remain formidable opponents. 1-4 1-4 Rathalos Scale (A)
Using their powerful legs, they can chase down prey from a
distance. At a close enough range, they are known to use 5-6 — R.Inferno Sac (A,W)
their sharp teeth to bite at foes as well. Some Rathalos are 7-10 5-10 Rathalos Carapace (A)
capable of staying in the air and launching a fireball before
landing back to the ground. — 11-13 Rathalos Webbing (A)

Rathalos are highly territorial monsters, and as such, are 11 14-15 Rathalos Marrow (A,W)
aggressive towards intruders. They will chase away or
attempt to kill any monster which may pose a threat to their 12-16 16-17 Rathalos Tail (W,O)
land. While hunting, Rathalos will stalk prey from the air
before swooping in for the kill. Once they have successfully 17-18 — Rathalos Wing (A)
brought down their prey, they will carry it away to eat in 19 18-19 Rathalos Plate (A,W)
private, safe from scavengers or other large monsters which
might attempt to steal the kill. 20 20 Rathalos Ruby (A,W)

. ARMOR MATERIAL EFFECTS
Rathalos Scale
Rathalos Detect+. You gain a +2 bonus to your passive Perception
while you wear this armor.
Huge wyvern (flying), unaligned
R.Inferno Sac
Armor Class 19 (natural armor) While you are attuned to this armor, you can use a bonus
Hit Points 149 (13d12 + 65) action to speak its command word and exhale fire at a
Speed 40 ft., fly 80 ft. target within 30 feet of you. The target must make a DC
16 Dexterity saving throw, taking 4d6 fire damage on a
STR DEX CON INT WIS CHA failed save, or half as much damage on a successful one.
21 (+5) 10 (+0) 21 (+5) 8 (-1) 13 (+1) 10 (+0) Once used, this property cannot be used again until you
finish a long rest.
Skills Athletics +9, Perception +5 Rathalos Carapace
Damage Immunities fire You have a +1 bonus to your AC while you wear this armor.
Damage Resistances poison Rathalos Webbing
Condition Immunities charmed, frightened When you must succeed on a saving throw or be knocked
Senses darkvision 60 Ft. passive Perception 15 prone, you do so with advantage.
Languages — Rathalos Marrow
Challenge 10 (5,900 XP) You suffer no harm from temperatures as warm as 120
degrees Fahrenheit while you wear this armor.
Actions Rathalos Wing
While you are attuned to this armor you can cast the fly
Multiattack. The rathalos makes two attacks: one with spell. Once you use this property, you can't use it again
its bite and one with its talons. While flying, it uses its until the next dawn.
wings in place of its bite attack. Rathalos Plate
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one You have resistance to fire damage while you wear this
target. Hit: 18 (3d8 + 5) piercing damage. armor.
Wings. Melee Weapon Attack: +9 to hit, reach 5 ft., one Rathalos Ruby
target. Hit: 15 (3d6 + 5) bludgeoning damage. You have immunity to fire damage while you wear this
Talons. Melee Weapon Attack: +9 to hit, 10 ft., one armor.
target. Hit: 15 (3d6+5) slashing damage and the target
must make a DC 17 Constitution saving throw, taking WEAPON MATERIAL EFFECTS
24 (7d6) poison damage on a failed save, or half as R. Inferno Sac
much damage on a successful one. Your weapon deals an extra 1d6 fire damage.
Fireball (Recharge 5-6). The rathalos exhales a fireball to Rathalos Marrow
a point within 100 feet of it. Each creature in a 10-foot You can use a bonus action to speak this weapon's
radius sphere centered on that point must make a DC command word, causing flames to erupt from the weapon.
17 Dexterity saving throw, taking 45 (13d6) fire These flames shed bright light in a 40-foot radius and dim
damage on a failed save, or half as much damage on a light for an additional 40 feet.
successful one.

240

Rathalos Tail
When you hit a creature with this weapon, they must make
a DC 12 Wisdom saving throw or become frightened of
you for 1 minute. They may repeat the save at the end of
each of their turns, ending the effect on a success. On a
successful save, the target is immune to this effect for 24
hours.
Rathalos Plate
Critical Eye. Your weapon attacks critical hit range is
increased by 1
Rathalos Ruby
Your weapon deals an extra 1d8 fire damage.
OTHER MATERIAL EFFECTS
Rathalos Tail
Very rare armor or weapon upgrade material.

241

Rathian Rathian
Rathian is a true flying wyvern similar in looks to
her male counterpart, rathalos. Her hide is a dull, Huge wyvern (flying), unaligned
muted green in contrast to the Rathalos's
deep red, and her lower mandible features Armor Class 17 (natural armor)
a long, protruding chin spike. Her upper back Hit Points 133 (14d12 + 42)
and wingtips are covered in a moss-like fur not Speed 40 ft., fly 80 ft.
seen on the rathalos, and while her clubbed tail
lacks bony spikes, it makes up for STR DEX CON INT WIS CHA
this with its ability to poison foes upon 19 (+4) 12 (+1) 16 (+3) 5 (-3) 13 (+1) 6 (-2)
contact.
Skills Acrobatics +4, Perception +4
Rathian, like her mate, can generate flaming Damage Immunities poison
projectiles from her mouth. She can use the poisonous Damage Resistances fire
barbs on her tail club to inflict blunt-force, toxic wounds Condition Immunities charmed, frightened, poisoned
on foes, even if her tail was cut off, suggesting that the Senses darkvision 60 Ft., passive Perception 14
poison-producing organ is near the base of the tail or near Languages —
the flame organ. Her powerful legs allow her to run at high Challenge 8 (3,900 XP)
speeds, making her easily capable of chasing down most
prey. Like the rathalos, her vision is very keen, so Flash Actions
Bombs are useful in combat.
Multiattack. The rathian makes two attacks: one with its
Rathian are high-ranking predators in the food chain. She bite and one with its stinger. While flying, it uses its
is the female land-dwelling counterpart to the male talons in place of its bite attack.
rathalos who patrols the skies. Both will work Bite. Melee Weapon Attack. +7 to hit, reach 10 ft., one
together to capture prey and ensure the safety target. Hit: 17 (3d8 + 4) piercing damage.
of their nest from predators. rathian often Talons. Melee Weapon Attack. +7 to hit, reach 5 ft., one
target smaller monsters such as kelbi, target. Hit: 14 (3d6 + 4) slashing damage.
velociprey and velocidrome that Stinger. Melee Weapon Attack. +7 to hit, reach 10 ft.,
she can easily carry back to her one target. Hit: 14 (3d6+4) piercing damage. The
nest, while the stronger target must make a DC 15 Constitution saving throw,
rathalos captures more larger taking 17 (5d6) poison damage on a failed save, or half
herbivores and lesser as much damage on a successful one.
wyverns instead. Rathian Fireball (Recharge 5-6). The rathian exhales a fireball to a
sits in a position directly point within 100 feet of it. Each creature in a 10-foot
below her male radius sphere centered on that point must make a DC
counterpart and is 15 Dexterity saving throw, taking 42 (12d6) fire
more likely to be damage on a failed save, or half as much damage on a
challenged by monsters successful one.
such as anjanath,
jyuratodus and plesioth.                                      by apex predators such as tigrex,
                                    nargacuga, zinogre and the aggresive
Yet the female fire wyvern                                  diablos. In particular, glavenus are serious
is also ready to engage in                                 competitors of rathian, and gruelling scars
precarious fights, especially                                found on rathian can often be attributed to
when it concerns the safety of her nest.                           an attack from glavenus. Invasive monsters
Her wrath can only be truly overwhelmed                           and elder dragons can also prove serious
                       threats to rathian and her nest.

               Rathians can survive in almost any territory, but
              prefers areas with average temperature for nesting.
          As a result, she is known to be encountered in a large
     variety of areas such as jungles, sandy plains, and forests.

Rathian is very territorial, choosing to patrol from ground
while her Rathalos mate patrols from the sky. She will
become very aggressive to potential threats, especially when
in close proximity to her nest and young.

242

Rathian Carves/Capture 3 Rath Wingtalon
Stamina Surge+1. While wearing this armor, you can use an
Challenge Rating 8 action to cast the haste spell from it once per day, but can
target only yourself when you do so and you gain 2 levels
Carve Chance Capture Chance Material Slots of exhaustion when the spell ends.
Rathian Plate
1-4 1-4 Rathian Scale (A,W) You are immune to the poisoned condition while you wear
this armor.
5 5-7 Flame Sac (A,W) Rathian Ruby
You have resistance to poison damage while you wear this
6-8 8-13 Rathian Carapace (A) armor.

9 14-15 Rathian Webbing (A) WEAPON MATERIAL EFFECTS
Rathian Scale
10 — Rathian Spike (A,W) If you coat this weapon with poison, the poison’s save DC
is increased by 2.
11 16-17 Rathian Tail (A,W,O) Flame Sac
When you cast a spell that deals fire damage, it deals an
12-18 18 Rath Wingtalon (A,W) extra 1d4 fire damage.
Rathian Spike
19 19 Rathian Plate (A,W) While holding this weapon, you can use an action to cause
thick, black poison to coat it. The poison remains for 1
20 20 Rathian Ruby (A,W) minute or until an attack using this weapon hits a creature.
That creature must succeed on a DC 15 Constitution
ARMOR MATERIAL EFFECTS saving throw or take 2d10 poison damage and become
Rathian Scale poisoned for 1 minute. This weapon can't be used this way
While you are wearing this armor, you can use your again until the next dawn.
reaction or bonus action to gain resistance to poison Rathian Tail
damage until the end of your next turn. You can use this Your weapon deals an extra 1d4 poison damage.
property twice, regaining all uses when you finish a long Rath Wingtalon
rest. When you attune to this weapon, a ring manifests on one
of your fingers. While you wear it, you can use an action to
Flame Sac fire a slender wooden dart from the ring at a target within
While you are attuned to this armor, you can use a bonus 20 feet of you. Make a ranged weapon attack; you have
action to speak its command word and exhale fire at a proficiency in the ring. On a hit, the target takes 1 point of
target within 15 feet of you. The target must make a DC piercing damage, and must succeed on a DC 13
15 Dexterity saving throw, taking 3d6 fire damage on a Constitution save or be poisoned for 24 hours. It can
failed save, or half as much damage on a successful one. repeat the save every 4 hours; if it succeeds three times,
Once used, this property cannot be used again until you the effect ends, but if it fails three times, it dies. Once
finish a long rest. used, you cannot use this property again until the next
Rathian Carapace dawn.
You have advantage on checks when attempting to identify Rathian Plate
poisons while attuned to this armor. When you cast a spell that deals poison damage, you
Rathian Webbing increase its spell save DC by 1.
You have advantage on saving throws against the poisoned Rathian Ruby
condition while you wear this armor. While holding this weapon, you gain a +1 bonus to spell
Rathian Spike attack rolls and you ignore half cover when making a spell
When you cast a spell that deals acid or poison damage, attack.
you gain a +1 bonus to its spell attack roll.
Rathian Tail OTHER MATERIAL EFFECTS
While you wear this armor, you gain 2 additional hit points Rathian Tail
whenever you regain hit points by magical or non-magical Rare armor or weapon upgrade material.
means, except when spending hit dice.

243

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

244

Seregios Carves/Capture 3 Seregios Scraper
Your weapon deals an extra 1d4 slashing damage.
Challenge Rating 7 Seregios Dissenter
Critical Draw. During the first round of combat your melee
Carve Chance Capture Chance Material Slots weapon attacks score a critical hit on a roll of 17 or higher.

1-6 1-2 Seregios Slavescale (A,W)

7-10 3-8 Seregios Airblade (A,W)

11-12 9-12 Seregios Carver (A,W)

13-17 13-14 Seregios Impaler (A,W) Young Seregios

18-19 15-19 Seregios Scraper (A,W) Medium wyvern (flying), unaligned

20 20 Seregios Dissenter (W) Armor Class 14 (natural armor)
Hit Points 76 (14d8 + 16)
ARMOR MATERIAL EFFECTS Speed 30 ft., fly 60 ft.
Seregios Slavescale
While you are attuned to this armor, you can conjure a STR DEX CON INT WIS CHA
magical comb as an action. Running this comb through 16 (+3) 10 (+0) 12 (+1) 8 (-1) 10 (+0) 8 (-1)
your hair allows you to change the length, color, curliness,
and style of your hair. After running the comb through your Skills Acrobatics +2, Perception +2
hair, your hair is also cleaned and has a pleasant fragrance. Senses darkvision 60 Ft., passive Perception 12
Languages —
Seregios Airblade Challenge 2 (450 XP)
While you are attuned to this armor, you can cast the blade
ward spell from it as a bonus action. Once you use this Blunt Scale Regrowth. The seregios has forty-eight
property, you can't use it again until you finish a long rest. blunted scales. Used scales regrow when the seregios
Seregios Carver (Requires a shield) finishes a long rest.
While attuned to this armor, the front of your shield is
shaped in the likeness of a face. While bearing the shield, Actions
you can use a bonus action to alter the face's expression.
Seregios Impaler Multiattack. The seregios makes three attacks: one with
While you wear this armor, any creature that hits you with its tail and two with its talons.
a melee weapon, an unarmed strike, or a natural melee Talon. Melee Weapon Attack. +5 to hit, reach 5 ft., one
weapon takes 1d4 piercing damage. target. Hit: 6 (1d6 + 3) piercing damage.
Seregios Scraper Tail. Melee Weapon Attack. +5 to hit, 5 ft., one target.
Constitution. The duration from slowing effects, such as Hit: 7 (1d8 + 3) piercing damage.
the slow spell or a copper dragon's breath attack, are Blunt Scales. Range Weapon Attack. +5 to hit, range
reduced by half while you wear this armor. 30/120 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
damage.
WEAPON MATERIAL EFFECTS
Seregios Slavescale Young Seregios Carves/Capture 1
As an action, you can try to cast a cantrip that you don't
know from the warlock spell list. When you do, you must Challenge Rating 2 Material Slots
succeed on a DC 10 Intelligence (Arcana) check. On a
successful check, you cast the cantrip. Once you use this Carve Chance Seregios Blunt Scale (A,W)
property, you can't use this property again until you finish 1-8
a long rest. 9-15 Seregios Talon (A,W)
Seregios Airblade
While attuned to this weapon, you can conjure a finely 16-20 Seregios Scraper (A,W)
crafted halfling dagger, this dagger can whittle one small
object once per day without the use of it’s master. ARMOR MATERIAL EFFECTS
Seregios Carver Seregios Blunt Scale
While attuned to this weapon, you can use an action to You reduce slashing damage you take by 3 while you wear
conjure a coin from thin air, this bronze coin always lands this armor.
on tails.
Seregios Impaler Seregios Talon
When you hit a creature with this weapon, it must succeed Gourmand. While attuned to this armor, you double the
on a DC 12 Constitution saving throw or lose 1d4 hit amount of days you can go without food or water before
points at the start of each of its turns due to an open suffering a level of exhaustion.
wound. Any creature can take an action to stanch the Seregios Scraper
wound with a successful DC 12 Wisdom (Medicine) Jump Master. While wearing this armor, you can use an
check. The wound also closes if the target receives magical
healing.

245


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