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Published by cherylschochdesign, 2023-07-31 22:30:05

Mahavedia v2.3

Mahavedia v2.3

50 6 A storm giant who has been insulted by a hill giant. Their conflict is causing problems for humans and elves in the area. Rudra’s Monsters. The following table lists some monsters that Rudra would likely use on the party: CR Rudra Monsters 1/2 Lizardfolk 2 Lizardfolk Shaman 2 Sea Hag 4 Lizard King 4 Weretiger 5 Air Elemental 5 Water Elemental 9 Vidyadhara 13 Storm Giant Piety Points You can earn piety points from Rudra by: • Defeating a champion of Indra or Dyaus • Taking vengeance against a powerful foe • Burning a settlement of your enemies • Defeating a rival warrior in single combat You can lose piety points by: • Failing to carry out an oath or promise of vengeance • Losing a duel against a rival warrior or champion of a rival storm god • Rejecting a challenge or quest out of fear Rudra’s Boons The following boons are provided by Rudra: Rudra’s Devotee (3+ Piety Points). As a devotee of Rudra, you have proven yourself a brutal warrior. You may cast wrathful smite a number of times per day equal to your Constitution modifier. Constitution is your spellcasting ability for this spell. Rudra’s Disciple (10+ Piety Points). As a disciple of Rudra, your courage and ferocity in battle has grown. You may cast blinding smite once per day with this trait. Constitution is your spellcasting ability for this spell. Rudra’s Priest (25+ Piety Points). As a priest of Rudra, you have faced countless terrors and fears. You have advantage on saving throws against being charmed or frightened. Champion of Vengeance (50+ Piety Points). You can increase your Strength or Constitution score by 2, and also increase that score’s maximum by 2.


51 Varuna Varuna is the god of the sea, order, and law. He is the patron deity of sailors and merchants, as well as warriors, kings, and ministers, and is considered the protector of dharma, upholding the cosmic law and stopping the world from descending into chaos. Varuna values order and structure, and while other storm gods may represent the primal chaos of tempests, Varuna represents the peace in nature, like the calm waves on the shore. When this serenity is upset however, Varuna acts out in violence, sending enormous waves to crash pirate ships, or summoning sea monsters to defeat an armada of conquering asuras. Varuna’s Champions Varuna’s champions uphold the ideal that life and nature has the ability to be perfect, but only when order is maintained. While Rudra’s followers see life as inherently chaotic, Varuna’s see it as peaceful and calm, disturbed by the violence and chaos of evil. Alignment. Almost always lawful, usually good. Suggested Classes. Cleric, Fighter, Monk, Paladin, Wizard. Suggested Backgrounds. Acolyte, Entertainer, Hermit, Noble, Noble (Knight), Sailor, Soldier. A Varuna Campaign. A campaign revolving around Lord Varuna will likely involve coastal or oceanic adventures, traveling from island to island defeating pirates, sahuagin, and other enemies of order. Players may be ship captains, noble warriors, or crew members aboard a warship. Varuna’s Quests. The following table describes some quests that Varuna might give the party: 1d6 Varuna Quests 1 Defeat a sahuagin clan that is disturbing local fishing villages 2 Take out a pirate base in the Varuna Isles 3 Build defenses to prepare a town for a goblin raid 4 Defeat a clan of lizardfolk 5 Slay a sea monster that’s been sinking trade ships 6 Protect the local peshwa from a group of rebels and bandits Varuna’s Villains Villains who worship Varuna take his message and corrupt it, teaching that peace can only be maintained through totalitarian rule, and that they are the ones to implement this rule. Such villains are greedy and cruel, and use their faith to dismiss any doubts in their minds. Varuna as Campaign Villain. If the party is causing problems, disturbing the peace, or otherwise making a nuisance of themselves, Varuna and his followers may get involved. While the god is strongest at sea, parties that retreat inland may find that he has followers in many places, and that many lakes and rivers (at least those connected to the ocean) are still under his control. Varuna’s Villains. The following table lists some possible villains who worship Lord Varuna: 1d6 Varuna Villains 1 A sahuagin baron, who believes that through worship of Varuna, he can be redeemed of his demonic birth. 2 A druid who has shapeshifted into a fish and is leading the fish against the fishermen. 3 A peshwa (noble) who orders every moment of his citizen’s lives to ensure peace.


52 4 A priest of Varuna kidnaps and drowns those who don’t follow the strict rules of her temple. 5 A powerful mage who is using his magic to drown a village. 6 An adventurer (scout) who is stealing pearls from merchants and sending them back to the sea, where he believes they belong. Varuna’s Monsters. The following table lists some monsters that Varuna would likely use on the party: CR Varuna Monsters 1/2 Sahuagin 2 Sahuagin Priestess 3 Water Weird 5 Sahuagin Baron 5 Water Elemental 8 Timingila 10 Deva 16 Planetar Piety Points You can earn piety points from Varuna by: • Defeating a champion of Rudra • Building a temple to Varuna • Defending a town against monsters • Preventing cataclysmic change You can lose piety points by: • Disturbing the peace • Defending a pirate, or committing acts of piracy • Worshipping Rudra or any of his incarnations Varuna’s Boons The following boons are provided by Varuna: Varuna’s Devotee (3+ Piety Points). As a devotee of Varuna, you have proved yourself a worthy warrior of the sea. You may cast fog cloud a number of times per day equal to your Intelligence modifier. Intelligence is your spellcasting ability for this spell. Varuna’s Disciple (10+ Piety Points). As a disciple of Varuna, you have learned how to protect the world from chaos. You may cast glyph of warding once per day with this trait. Intelligence is your spellcasting ability for this spell. Varuna’s Priest (25+ Piety Points). As a priest of Varuna your will to preserve order is strong. You have advantage on saving throws against being charmed or restrained. Champion of the Sea (50+ Piety Points). You can increase your Strength or Intelligence score by 2, and also increase that score’s maximum by 2. Yama Yama is the god of death and judgement, and stands apart from the other gods. He is known as the Dharmaraaj, the king of dharma, and as Kaala, or Time, for all creatures must die, even the gods, and Yama will be at the end, judging their souls. With such a great responsibility, Yama cannot falter, and the god is strict with his rulings, letting no creature escape the cycle of death and reincarnation. He opposes the concept of rebirth without judgement, and any creature that is revived in its old body is a target of Yama and his servants, who will bring in the soul, no matter the consequences to the mortal world. Yama’s Champions Yama’s champions understand that all things must come to an end, and seek to do what good karma they can before their eventual death and judgement. They act as Yama’s soldiers and servants in the living realms, gaining favor with the god so that when they die, they’ll be judged better. Alignment. Mostly lawful neutral, however it’s not uncommon to find lawful good or true neutral champions. Suggested Classes. Cleric, Monk, Paladin, Ranger, Rogue, Warlock.


53 Suggested Backgrounds. Acolyte, Hermit, Sage, Urchin. A Yama Campaign. A campaign revolving around Lord Yama will likely include a large number of undead, and the task of bringing justice to these monsters. Characters will act as Yama’s hunters in the realms of the living, finding and killing undead creatures and bringing their souls back to Naraka. Yama’s Quests. The following table describes some quests that Yama might give the party: 1d8 Yama Quests 1 The souls of the dead aren’t returning to Naraka. Find out why. 2 Slay a death knight 3 Defeat an escaped spirit, who’s wrestling with a party member for control of the body 4 Defeat an undead asura, who’s afraid of burning in Naraka 5 Kill a skeleton pirate who’s been terrorizing the seas 6 Build a temple to Lord Yama 7 A group of priests of Chandra believe they can defy death. Prove them wrong. 8 Stop a necromancer from raising the dead Yama’s Villains Villains who worship Yama are cold and grim, studying death and fearing their eventual demise, when they must face the god they worship. Such villains were evil before they began worshipping Yama, and only worship him to be judged better once they die. Yama as Campaign Villain. After the death of a party member, others in the party might wish to make use of spells like revivify or reincarnate, bringing their friend back from the dead. Such an action will draw the attention of Lord Yama, who will send his


54 angelic servants, the yamadutas, after the returned party member. Necromancer party members might also attract the god’s attention. While working with necromantic magic is not an issue, raising the dead is, as it pulls souls from Naraka to animate the skeletons and zombies the necromancer creates. Raising the dead will cause a similar effect, and the yamadutas will hunt down the raised creatures, and then the necromancer. It is important to note, however, that the yamadutas will only know a soul’s location when the soul’s body dies or is revived, and can’t magically track the soul without the use of scrying spells. Yama’s Villains. The following table lists some possible villains who worship Lord Yama: 1d4 Yama Villains 1 A pirate captain (bandit captain) that is repaying for his sins by sinking ships and dedicating the treasures to Yama. 2 A yamaduta who is hunting the wrong target. 3 An assassin who takes down those who act against dharma without giving them a chance to be redeemed. 4 A priest of Yama who is demanding golden treasures to be paid to the temple, threatening the fires of Naraka otherwise. Yama’s Monsters. The following table lists some possible villains who worship Lord Yama: CR Yama Monsters 1/2 Shadow 1 Specter 2 Sarameya 3 Ruru 4 Ghost 5 Earth Elemental 5 Wraith 6 Kravyada 10 Deva 10 Yamaduta 16 Planetar Piety Points You can earn piety points from Yama by: • Providing the correct cremation rites for those who died in battle. • Slaying an undead creature not associated with Yama • Providing a gift of gold or gems to Yama at a holy temple • Returning an escaped soul to Naraka You can lose piety points by: • Denying a dying person their cremation rites and prayers • Defiling a tomb • Aiding those who’ve escaped Naraka Yama’s Boons The following boons are provided by Yama. Yama’s Devotee (3+ Piety Points). As a devotee of Yama, you have proven your worth to the Dharmaraaj. You may cast gentle repose a number of times per day equal to your Wisdom modifier. Wisdom is your spellcasting ability for this spell. Yama’s Disciple (10+ Piety Points). As a disciple of Yama, you have a special connection with the dead. You may cast speak with the dead oncer per day with this trait. Wisdom is your spellcasting ability for this spell. Yama’s Priest (25+ Piety Points). As a priest of Yama, you have special powers over life and death. You may cast false life once per day with this spell, requiring no material components, and gaining an additional 25 temporary hit points. Wisdom is your spellcasting ability for this spell.


55 Champion of Death (50+ Piety Points). You can increase your Intelligence or Wisdom score by 2, and also increase that score’s maximum by 2. Other Deities These nine gods aren’t the only ones in the pantheon, and often, a player would like to serve a different god than these few. The minor gods have been split into a few categories, and their personalities and general features are listed there. Minor, Local, and Created. The gods listed here and the gods listed in the Religion chapter are not the only possible gods. Many local gods exist as well, representing individual rivers, hills, and towns, and extremely minor gods may represent small aspects of life like baking or reading. In addition to this, you should feel free to invent your own gods. If a player wants to worship a god of board games, or a local deity, and you can’t find information on one online or in the Rigveda, create your own, using some of the ideas in the sections below. Boons. When creating boons for your god, look at the options for similar gods. If you are creating a god of gambling, take a look at tweaking Kubera’s boons. Boons for a goddess of cities may take inspiration from Lord Varuna, while a mountain god may use Prithivi’s boons. Atmospheric Gods Atmospheric gods are the gods of the sky, wind, clouds, and rain. They include major gods like Indra, Dyaus, and Rudra, as well as minor gods like Parjanya and Vayu.


56 Personality. The personality of an atmospheric god greatly depends on the part of the sky they represent. Rudra represents storms, thunder, and monsoons, and is an oftentimes furious and raging god while Dyaus represents the morning sky, and is inspiring and thoughtful. Atmospheric gods are usually very specific in their domains. Dyaus and Indra are both sky gods, but have domains over different features of the sky. Parjanya and Rudra are both rain gods, but one represents torrential rain, and the other the soft rain between the dry and wet seasons. Relationships. Atmospheric gods are also known to be great rivals. Their overly specific domains cause many atmospheric gods to fight over the overlapping parts, warring over rights to the evening sky or cloudy days. The conflict between atmospheric gods could make a good backdrop for a campaign, as two gods fight over domains and beliefs, characters may be trying to mitigate the damage. Nature Gods Nature gods rule over aspects of the earth and sea, and tend to be calmer and more logical than storm gods. Nature gods are cooperative, working together to ensure that the world functions as it should. Most nature gods rule over individual hills, rivers, and mountains, and are revered by the locals, who bring gifts of flowers and gold. Personality. Nature gods value harmony and cooperation, seeing themselves as pieces of a puzzle rather than competitors in a game. Nature gods are slow to anger, but when riled up, will use every tool at their disposal to defeat their enemies. Relationships. Nature gods form close relationships, both with other gods and with their worshippers. A nature god’s worshippers will bring simple offerings to a local shrine, and will commune with the god, learning how to best protect the god’s domain. Nature gods may grow fond of their followers and will lash out at any who threaten them. Societal Gods Societal gods rule over the aspects of society, from the complex ideas behind law and rulership to individual professions like architecture or smithing. Societal gods often take a secondary domain as well, controlling natural elements like fire and water, or celestial forces like the sun and moon. Personality. Societal gods fall into two categories: the gods of law and the gods of art. Societal gods of law (such as Agni and Varuna) are usually stern rulers, seeing humanoids as their subjects and themselves as benevolent kings. They believe that without their steady hand, chaos would spread across the world, and they are required to keep the peace. This brings them in conflict with many natural and atmospheric gods, who often embrace the chaos instead of fighting it. Artistic gods are more kind, viewing their followers like children, who require rules and boundaries, but are full of creativity. These gods are less likely to go to war with others but are also less powerful, and far less popular with mortals. Relationships. Unlike nature gods, societal gods are detached, forming few relationships with their followers. When they do form relationships, it is often with their chosen champions, who they use as their weapons in the mortal world, protecting society from the threats of chaos. Among other gods, they respect those who are like them, and distrust those who aren’t. Most are followers of Indra, and will accompany him in war against the asuras who threaten Svarga.


57 Chapter 8: Monsters Mahavedia is full of all types of demons, fey creatures, and monstrous creatures. This chapter goes over 44 new monsters from Vedic and Hindu stories. Reflavoring 5e Monsters There are many similarities between the monsters of Vedic myth and the monsters of 5th Edition, and many 5E monsters can be reflavored to fit the Mahavedia setting. The different types of monsters are listed below, along with ideas on how to reflavor them. Celestials The angels are the weapons of the gods, travelling across the realms to enforce the cosmic law of dharma and carry out the will of their divine leaders. Devas, planetars, and solars make good angels for a Mahavedia campaign. Constructs Constructs are human creations, imbued with divine or arcane magic, and given simple instructions. Most constructs guard temples, palaces, and treasure vaults. Animated armors, flying swords, and helmed horrors make good guardian constructs. Rugs of smothering and scarecrows are simple constructs that one would might find in a town or village. Golems are powerful constructs, created by the greatest sculptors and magicians of the world. They are given the soul of elementals, and can think a little for themselves. Use the golem stat blocks from the MM to represent such creatures. Elementals Elementals carry the power of the five original elements: water, earth, fire, air, and spirit. They might be found in a temple dedicated to


58 an elemental god or summoned to protect a palace or treasury. Standard elementals, as well as galeb duhrs, invisible stalkers, and water weirds work well for Mahavedian elementals. Fey and Fiends The fiends of 5th Edition have been replaced with asuras and rakshasas, while most fey have been replaced with the yakshas and other followers of Lord Kubera. However, some nature spirits fall into the clutches of evil and become evil hags. The green hag, sea hag, and night hag stat blocks can represent these evil yakshas. The dryad stat block may represent the kinder nature spirits who dwell in the jungle. Giants The giants of 5th Edition can be used to represent the daityas, a powerful group of demon clans who are exceptionally tall and strong. They range from Large creatures (use ettin and troll stat blocks) to Huge creatures (use the giant stat blocks from the MM). The daityas are the enemies of the gods, and often work with the asuras in their wars against humanity and heaven. The daityas are made up of many clans, which can be represented by the various types of giants. A clan of warlike daityas from the Southern Peaks might be frost giants and stone giants while a clan of kinder daityas from the east coast might be storm giants. Humanoids There are a variety of humanoid monsters that can be reflavored for Mahavedia. These monsters are outlined below: Goblinoids. Goblins, bugbears, and hobgoblins are semi-magical creatures, distantly related to the asuras and lacking their innate magical power. The goblins are the most distantly related, and the weakest of the bunch, living in


59 crude settlements in the jungle and caves. Bugbears are more powerful and chaotic, and terrorize the civilized races of the jungle. Hobgoblins are ordered and lawful, and march in armies against the humanoid kingdoms of the plains and deserts. Lizardfolk. In Mahavedia, the lizardfolk are reptilian humanoids, cursed for their cruelty by Lord Varuna. The lizardfolk were originally a collection of elvish clans, living by the coast in small fishing communities. One night, a villainous naga convinced the king of these elvish clans and told him to kill Varuna’s priests for suspected treason. The king had the order carried out, and Lord Varuna, angered by the slaughter of his priests, cursed the elvish clans to look like the snakes and lizards they connived with. Lycanthropes. Lycanthropes are humanoid creatures that resemble certain animals and take some of the traits of those creatures. In Mahavedia, they are known as beast men, and when the stars align on an auspicious day, the beast men transform from ordinary humans to crazed hybrid creatures. Merfolk. Merfolk are humans (or occasionally vanaras) from the waist up and fish from the waist down. In Mahavedia, they are the allies of Lord Varuna and the enemies of sahuagin and merrow. Sahuagin. Sahuagin are another type of demonic monster, related to the asuras and goblins. They live by the sea or in underwater kingdoms, and once served the nivatakavachas in Manimati (see: Asuras). The sahuagin are the enemies of the gods and humans. Monstrosities There are a number of 5E monstrosities that have their place in Mahavedia: Chimeras. Chimeras are monstrous hybrids, who live and hunt in the deserts of the southeast. The griffon and hippogriff stat blocks can be used to represent other kinds of chimeras. Krakens. Krakens are enormous sea monsters that sink ships and destroy coastal towns. They are a major threat in the Mahavedian ocean. Purple Worms. These creatures are large, scaled worms that burrow through the desert sands, hunting for food. Yetis. Yetis are giant-like creatures that prowl in the Southern Peaks. Yetis are afraid of fire however, and can be repelled by bright lights and torches. Hydras. Hydras are large, multiheaded monstrosities that have much in common with nagas. They can be found in the Dakshina and Pavitr jungles, hunting and hoarding gold. Merrows. Merrows are merfolk, corrupted by asuras into monstrous beasts. They lurk in the deep ocean, attacking merfolk and fighting alongside sahuagin. At times, they may swim to the surface in large numbers to attack a passing ship. Minotaurs. Minotaurs are humans with the head of an ox. In Mahavedia, they are called mahishasuras, and their type changes from monstrosity to fiend (asura). Plants Many sorts of animated plants live in the jungles of Mahavedia. Most deadly of these are the blights: evil, twisted plants that have been corrupted by nagas and demons. Undead There are a number of undead creatures that exist in Mahavedia, from the ghosts of Naraka to the zombies and skeletons that haunt the mortal world. Most undead creatures in the MM can be ported over to Mahavedia without need for reflavoring.


60 Angiri The angiris are a group of angels, descended from the fire god Agni, who guard sacrificial fires and the priests of Agni. Protectors of Yajna. Yajna is a special ritual conducting by priests to send gifts and sacrifices to the gods. During the ritual, a sacrificial fire is lit, mantras are chanted, and offerings are placed in the fire. Sacrifices that make their way through the fire reach Svarga, where Agni and the angiris deliver the sacrifices to the gods. The angiris protect priests during this ritual, ensuring that the sacrifices reach Lord Agni safely. Angiri Medium celestial, neutral good Armor Class 16 (Natural Armor) Hit Points 126 (23d8 + 23) Speed 30 ft., fly 30 ft. STR 16 (+3) DEX 15 (+2) CON 13 (+1) INT 12 (+1) WIS 14 (+2) CHA 13 (+1) Saving Throws WIS +5 Skills Athletics +6, Religion +4 Damage Immunities Fire Senses Darkvision 60 ft., Passive Perception 12 Languages Celestial, Common Challenge 8 (3,900 XP) Angelic Weapons. The angiri's weapon attacks are magical. When the angiri hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Shapechanger. The angiri can use its action to polymorph into a fire elemental or back into its true form, which is humanoid. Its statistics, other than its weapon attacks, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions______________________ Multiattack. The angiri makes three mace attacks in its humanoid form or two flaming fist attacks in its elemental form. Mace (humanoid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, plus 18 (4d8) radiant damage. Flaming Fist (elemental form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (6d6) fire damage, plus 18 (4d8) radiant damage.


61 Apsaras Apsaras are celestial cloud and rain spirits that are associated with the performing arts, especially music and dance. Dancers and Musicians. The apsaras are female spirits who can take the form of humans, horses, or birds, and dance in Indra’s court to the music of the gandharvas, their male counterparts. They are rumored to live in clouds and fly to the mortal world to spy on heroes and villains for Lord Indra. Apsara Medium celestial, chaotic good Armor Class 13 Hit Points 26 (4d8 + 8) Speed 30 ft. STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 16 (+3) Saving Throws CHA +5 Skills Performance +5 Senses Passive Perception 11 Languages Celestial, Common, Sylvan Challenge 1/2 (100 XP) Shapeshifter. The apsara can use its action to shapeshift into a draft horse or a blood hawk. The apsara's equipment is transformed into its new form, and the apsara can shapeshift back as an action. The apsara reverts to its true form when it dies. Actions______________________ Multiattack. The apsara makes two dagger attacks. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Gandharva Medium celestial, chaotic good Armor Class 13 Hit Points 26 (4d8 + 8) Speed 30 ft. STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 16 (+3) Saving Throws CHA +5 Skills Performance +5 Senses Passive Perception 11 Languages Celestial, Common, Sylvan Challenge 1/2 (100 XP) Shapeshifter. The gandharva can use its action to shapeshift into a draft horse or a blood hawk. The gandharva's equipment is transformed into its new form, and the gandharva can shapeshift back as an action. The gandharva reverts to its true form when it dies. Actions______________________ Multiattack. The gandharva makes two dagger attacks. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Adventure Hook: Missing Gandharva Weeks ago, Lord Indra sent a gandharva to the court of Ashok Maharaaj to spy on the king. One night, the gandharva went missing, and never returned to the court. Lord Indra sent a message to the priests in his temple, asking them to find the gandharva as soon as possible and to return it to Svarga.


62 Asuras Asuras are demons, who live deep underground in Patala and are the archenemies of the gods. Distinctive Appearance. The asuras have red, grey, or blue skin and can have many arms and heads. Their teeth are long and sharp, and they have small curled horns on their heads. Magical Illusions. The asuras are masters of illusion magic, which they use to disguise themselves as humans or to trick their enemies in battle. Asuras might also use their magic to appear even more monstrous by disguising their faces to look like animal heads. Kalakeyas. Long ago, there was a demoness named Kalka who lived in the floating city of Hiranyapura with her children. When the gods went to war with the asuras, they attacked Hiranyapura, but Kalka kept moving the city to escape them. Eventually, with the help of the hero Arjuna, the city was brought down and the demons inside were attacked. Those who escaped to Patala formed an especially powerful clan of asuras known as the kalakeyas. Nivatakavachas. While the warlike kalakeyas lived in Hiranyapura in the air, the nivatakavachas lived in the underwater city of Manimati. The city was ultimately destroyed by the hero Arjuna, and the demons that escaped the city were known as the nivatakavachas, who were masters of magic and illusions. Adventure Hook: Ruins of Hiranyapura An explorer from the Tekadi Raajy believes that he has found the ruins of Hiranyapura, which was rumored to be rich in gold and gems. Now, adventurers from all over the subcontinent are racing to reach the city and claim their part of the treasure, despite the terrors that might still be haunting the city.


63 Asura Archer Medium fiend (asura), chaotic evil Armor Class 15 (Studded Leather) Hit Points 39 (6d8 + 12) Speed 30 ft. STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 15 (+2) WIS 8 (-1) CHA 9 (-1) Saving Throws DEX +5 Skills Intimidation +1 Senses Darkvision 60 ft., Passive Perception 9 Languages Common, Infernal Challenge 1 (200 XP) Keen Eyesight. The asura has advantage on Wisdom (Perception) checks that rely on sight. Actions______________________ Multiattack. The asura makes two ranged attacks or two melee attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Asura Battlerager Medium fiend (asura), chaotic evil Armor Class 18 (Scale Mail, Shield) Hit Points 52 (8d8 + 16) Speed 30 ft. STR 18 (+4) DEX 15 (+2) CON 14 (+2) INT 11 (+0) WIS 8 (-1) CHA 9 (-1) Saving Throws STR +6 Skills Intimidation +1 Senses Darkvision 60 ft., Passive Perception 9 Languages Common, Infernal Challenge 3 (700 XP) Reckless. At the start of its turn, the asura can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions______________________ Multiattack. The asura makes two melee attacks. Khanda. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. On a hit, the asura may use its bonus action to attempt another attack dealing 6 (1d4 + 4) piercing damage. Katar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


64 Asura Illusionist Medium fiend (asura), chaotic evil Armor Class 14 (Studded Leather) Hit Points 84 (13d8 + 26) Speed 30 ft. STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 18 (+4) WIS 8 (-1) CHA 9 (-1) Saving Throws INT +7 Skills Arcana +7, Intimidation +2 Senses Darkvision 60 ft., Passive Perception 9 Languages Common, Infernal Challenge 5 (1,800 XP) Spellcasting. The asura is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The asura has the following wizard spells prepared: Cantrips (at will): chill touch, firebolt, minor illusion, ray of frost 1st level (4 slots): burning hands, disguise self, magic missile, shield, silent image 2nd level (3 slots): darkness, invisibility, mirror image 3rd level (3 slots): fear, fireball, vampiric touch 4th level (2 slots): hallucinatory terrain, ice storm Actions______________________ Multiattack. The asura makes two attacks with its baagh nakh. Baagh Nakh. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage. Nivatakavacha Medium fiend (asura), chaotic evil Armor Class 15 (Chain Shirt) Hit Points 110 (17d8 + 34) Speed 30 ft. STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 9 (-1) WIS 8 (-1) CHA 20 (+5) Saving Throws CHA +8 Skills Deception +8, Intimidation +8 Senses Darkvision 60 ft., Passive Perception 9 Languages Common, Infernal Challenge 7 (2,900 XP) Spellcasting. The nivatakavacha is an 8thlevel spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The nivatakavacha has the following sorcerer spells prepared: Cantrips (at will): chill touch, fire bolt, message, minor illusion, ray of frost, true strike 1st level (9 slots): burning hands, charm person, disguise self, fog cloud, sleep 2nd level (4 slots): darkness, gust of wind, invisibility, shatter 3rd level (3 slots): counterspell, fear, fireball 4th level (3 slots): blight, ice storm, polymorph 5th level (2 slots): cone of cold, insect plague Actions______________________ Multiattack. The nivatakavacha makes two scimitar attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.


65 Kalakeya Medium fiend (asura), chaotic evil Armor Class 20 (Plate, Shield) Hit Points 104 (16d8 + 32) Speed 30 ft. STR 20 (+5) DEX 15 (+2) CON 14 (+2) INT 9 (-1) WIS 8 (-1) CHA 11 (+0) Saving Throws CON +5 Skills Athletics +8, Intimidation +3 Senses Darkvision 60 ft., Passive Perception 9 Languages Common, Infernal Challenge 8 (3,900 XP) Reckless. At the start of its turn, the kalakeya can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Spellcasting. The kalakeya is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The kalakeya has the following sorcerer spells prepared: Cantrips (at will): chill touch, fire bolt, minor illusion, ray of frost, true strike 1st level (5 slots): burning hands, disguise self, fog cloud, shield, sleep 2nd level (4 slots): darkness, invisibility, scorching ray, suggestion 3rd level (3 slots): fear, fireball, sleet storm Actions________________________________________________________ Multiattack. The kalakeya makes three khanda attacks or three longbow attacks. Khanda. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must make a DC 16 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. On a hit, the kalakeya may use its bonus action to attempt another attack dealing 6 (1d4 + 4) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.


66 Bhoots Bhoots are ghoulish undead creatures that haunt cremation grounds and swamps. Hunting Mortals. Bhoots track and kill mortal creatures, and love human flesh especially. They might disguise themselves as elderly people or travelers in distress to lure in mortals. Backwards Feet. Most types of bhoots have feet that face backwards, which they can’t disguise, no matter how much illusion magic they use. Bhoots might hide their feet by wearing long robes or large shoes, so that their prey won’t become aware of the trickery. Failed to Reincarnate. Bhoots are the spirits of creatures that failed to reincarnate, which may be due to a violent death, an improper burial/cremation, or unsettled matters in the mortal world. Aleyas. Aleyas are will-o’-wisps that lurk near swamps, glowing to attract curious travelers. They use their magic to make the ground look solid when their prey is walking deeper and deeper into the swamp. It is rumored that aleyas are the ghosts of vengeful fishermen. Bhoots. Bhoots are the spirits of those who died violent or bloody deaths. They haunt battlefields, cremation grounds, and cemeteries, and may occasionally stray near settlements. Bhoots can be repelled by incense and holy symbols, and are hurt by touching iron or water. Bhoots have backwards feet that can’t be disguised by magic. Churels. When a mother dies during childbirth and the proper precautions are not taken (including prayer or offerings to the gods), the body is reborn as a churel. Churels are a specific type of bhoot that can shapeshift into bestial or humanoid forms to lure in travelers. Like bhoots, they have backwards feet that can’t be disguised by magic or shapeshifting. Pretas. Pretas are the spirits of greedy and gluttonous people. They are thin and hungry, but are incapable of eating, cursed to being constantly hungering for food. They can only pass on to Naraka through a ritual death, in which they eat sixteen rice cakes each night for three nights. Unless the preta has finished the ritual, it will keep being reborn, and will keep hungering for food. Vetalas. Vetalas are witches who inhabit cremation and burial grounds and can tell a person’s fortune. They sneak into settlements and drive people mad and kill and eat humanoids.


67 Aleya Small undead, neutral evil Armor Class 11 Hit Points 38 (7d6 + 14) Speed 30 ft., (hovering) STR 1 (-5) DEX 13 (+1) CON 14 (+2) INT 8 (-1) WIS 10 (+0) CHA 15 (+2) Saving Throws CHA +4 Senses Darkvision 60 ft., Passive Perception 10 Languages Understands Common but can't speak it Challenge 3 (700 XP) Consume Life. As a bonus action, the aleya can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the aleya regains 10 (3d6) hit points. Ephemeral. The aleya can't wear or carry anything. Incorporeal Movement. The aleya can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Spellcasting. The aleya is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The aleya has the following sorcerer spells prepared: Cantrips (at will): chill touch, dancing lights, firebolt, light, minor illusion 1st level (6 slots): charm person, false life, fog cloud, magic missile, silent image, sleep 2nd level (4 slots): mirror image, misty step, scorching ray, suggestion 3rd level (3 slots): fireball, hypnotic pattern, lightning bolt 4th level (2 slots): blight, wall of fire Actions________________________________________________________ Ghostly Lure. The aleya flashes its magical lights. Every humanoid within 300 feet of the aleya that can see the lights must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The aleya must take a bonus action on its subsequent turns to continue luring targets with its lights. It can stop glowing at any time. The lights go out if the aleya is incapacitated. While charmed by the aleya, a target is incapacitated and ignores the lights of other aleyas. If the charmed target is more than 5 feet away from the aleya, the target must move on its turn toward the aleya by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the aleya, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this aleya's lights for the next 24 hours.


68 Bhoot Medium undead, neutral evil Armor Class 13 (Leather) Hit Points 94 (21d8) Speed 30 ft. STR 16 (+3) DEX 15 (+2) CON 11 (+0) INT 8 (-1) WIS 9 (-1) CHA 14 (+2) Saving Throws CON +3 Skills Deception +5, Stealth +5 Damage Resistances Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Common Challenge 5 (1,800 XP) Bhoot Weakness. The bhoot has the following flaws: Holy Symbols. The bhoot takes 10 radiant damage if it starts its turn within 10 ft. of a holy symbol or burning stick of incense. Water and Iron. The bhoot takes 20 acid damage if it starts its turn in water or in contact with iron. Actions______________________ Multiattack. The bhoot makes three claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. Churel Medium undead, neutral evil Armor Class 14 (Leather) Hit Points 110 (20d8 + 20) Speed 30 ft. STR 16 (+3) DEX 16 (+3) CON 12 (+1) INT 9 (-1) WIS 9 (-1) CHA 15 (+2) Saving Throws CON +4 Skills Deception +5, Stealth +6 Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Common Challenge 6 (2,300 XP) Shapeshifter. The churel can use its action to shapeshift into any beast or humanoid creature with a CR of 2 or lower. The churel's equipment is transformed into its new form, and the churel can shapeshift back as an action. The churel reverts to its true form when it dies. Churel Weakness. The churel has the following flaws: Holy Symbols. The churel takes 10 radiant damage if it starts its turn within 10 ft. of a holy symbol or burning stick of incense. Water and Iron. The churel takes 20 acid damage if it starts its turn in water or in contact with iron. Actions______________________ Multiattack. The churel makes three claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.


69 Preta Medium undead, neutral evil Armor Class 12 Hit Points 31 (9d8 - 9) Speed 25 ft. STR 14 (+2) DEX 15 (+2) CON 8 (-1) INT 14 (+2) WIS 11 (+0) CHA 9 (-1) Skills Sleight of Hand +4 Damage Vulnerabilities Poison Senses Darkvision 60 ft., Passive Perception 10 Languages Common Challenge 1/2 (100 XP) Ritual Death. The preta can only die if it is fed rice cakes in a special ritual. If the preta's body is destroyed before it could complete the ritual, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to Naraka and not return. The preta will stop animating corpses once it has eaten 16 rice cakes every night for three nights. Actions______________________ Multiattack. The preta makes two claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Vetala Medium undead, neutral evil Armor Class 12 Hit Points 45 (10d8) Speed 30 ft. STR 14 (+2) DEX 15 (+2) CON 11 (+0) INT 16 (+3) WIS 8 (-1) CHA 9 (-1) Saving Throws WIS +1 Skills Insight +1 Damage Resistances Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 9 Languages Common Challenge 1 (200 XP) Undead Fortitude. If damage reduces the vetala to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the vetala drops to 1 hit point instead. Spellcasting. The vetala is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The vetala has the following wizard spells prepared: Cantrips (at will): chill touch, dancing lights, true strike 1st level (3 slots): false life, fog cloud, hideous laughter Actions______________________ Multiattack. The vetala makes three claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


70 Crocotta Crocottas are dog/wolf hybrids that mimic voices and paralyze their prey. Voice Mimicry. The crocotta can mimic the voices of humanoid creatures, which it uses to lure townsfolk out of their homes. Once a person leaves their house, the crocotta paralyzes and eats them. Magical Eyes. The eyes of a crocotta are multicolored gems, which can paralyze creatures that look directly into them. Once the crocotta is dead, the eyes are harmless, but can give the powers of divination to a person that puts one under their tongue. Crocotta Medium monstrosity, chaotic evil Armor Class 12 Hit Points 45 (7d8 + 14) Speed 35 ft. STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 11 (+0) WIS 9 (-1) CHA 12 (+1) Saving Throws CON +4 Skills Deception +3, Stealth +4 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 60 ft., Passive Perception 9 Languages Common Challenge 4 (1,100 XP) Paralyzing Gaze. When a creature that can see the crocotta's eyes starts its turn within 30 feet of the crocotta, the crocotta can force it to make a DC 16 Constitution saving throw if the crocotta isn't incapacitated and can see the creature. If the saving throw fails, the creature is instantly paralyzed. The paralysis lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the crocotta until the start of its next turn, when it can avert its eyes again. If the creature looks at the crocotta in the meantime, it must immediately make the save. Actions________________________________________________________ Multiattack. The crocotta makes two claw attacks and one bite attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 7 (2d6) necrotic damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 7 (2d6) necrotic damage.


71 Dvarapala Dvarapalas are stone giants that guard gates and temples. Gate Guardians. Dvarapalas are created to guard the entrances to sacred temples and royal palaces. The dvarapala will fight to the death to protect the temple or palace it was placed in but will take great care in leaving the room undamaged. Groups of Four. Dvarapalas are built in groups of four, each giant guarding one of the four cardinal directions. Large palaces may have eight, twelve, or even sixteen dvarapalas protecting it, while small temples may only have four. Shrines to local deities or demigods might only have one dvarapala. Creating a Dvarapala. Dvarapalas are made of stone or clay and animated by a wizard or sorcerer. They are usually given large stone mauls called gada and are crafted with a demonic face to scare away thieves. Dvarapala Large construct, lawful neutral Armor Class 16 Hit Points 76 (9d10 + 27) Speed 20 ft. STR 18 (+4) DEX 13 (+1) CON 16 (+3) INT 7 (-2) WIS 14 (+2) CHA 9 (-1) Saving Throws STR +8, CON +7 Skills Athletics +8, Intimidation +3, Perception +6 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 60 ft., Passive Perception 16 Languages Common, Sylvan Challenge 10 (5,900 XP) False Appearance. While the dvarapala remains motionless, it is indistinguishable from an inanimate statue. Immutable Form. The dvarapala is immune to any spell or effect that would alter its form. Magic Resistance. The dvarapala has advantage on saving throws against spells and other magical effects. Magic Weapons. The dvarapala's weapon attacks are magical. Actions______________________ Multiattack. The dvarapala makes three attacks with its enchanted maul. Enchanted Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, plus 10 (3d6) force damage.


72 Farasi Bahari Farasi bahari are rare horses that live underwater and breathe through gills. Aquatic Horses. Farasi bahari are green haired horses that live and breathe underwater. Due to their life at sea, farasi bahari have stronger lungs, finned limbs, and gills on their necks. Prize Possessions. The farasi bahari is a rare creature that seldom visit the coast, but when they do, they are the talk of the town. Farmers often hire adventurers to catch farasi bahari and bring them to the farm to breed with the other horses. The children will appear to be normal horses but will have stronger lungs and small gills on their necks. Farasi Bahari Large monstrosity, unaligned Armor Class 13 Hit Points 30 (4d10 + 8) Speed 60 ft., swim 60 ft. STR 16 (+3) DEX 17 (+3) CON 14 (+2) INT 5 (-3) WIS 10 (+0) CHA 7 (-2) Senses Darkvision 60 ft., Passive Perception 10 Languages -- Challenge 1/2 (100 XP) Amphibious. The farasi bahari can breathe air and water. Actions______________________ Multiattack. The farasi bahari makes two attacks with its hooves. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Gajasimha Gajasimhas are lions with the heads of elephants. Symbols of Power. The gajasimha is a symbol of power, representing both the pride of a lion and the wisdom of an elephant, and the symbol of a gajasimha is used in royal crests and heraldic seals. Gajasimha Large monstrosity, unaligned Armor Class 12 Hit Points 58 (9d10 + 9) Speed 45 ft. STR 17 (+3) DEX 14 (+2) CON 13 (+1) INT 7 (-2) WIS 14 (+2) CHA 8 (-1) Saving Throws STR +5 Skills Stealth +4, Survival +4 Senses Passive Perception 12 Languages -- Challenge 2 (450 XP) Pounce. If the gajasimha moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the gajasimha can make one gore attack against it as a bonus action. Actions______________________ Multiattack. The gajasimha makes three claw attacks or two gore attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


73 Kimpurushas The kimpurushas are a tribe of fierce, lionheaded warriors. Mountainous Villages. The kimpurushas live in the Southern Peaks in small villages. These villages are nestled between the mountains, and occasionally trade with the raajye to their north or the dwarves of Laakuda. Fierce Warriors. Kimpurusha warriors are exceptionally fierce, growing up in a harsh, mountainous environment where weakness could mean death. Some kimpurushas find work as mercenaries, trading their skills in battle for food and metal for their tribe. Kimpurusha Medium humanoid (kimpurusha), any alignment Armor Class 17 (Chain Shirt, Shield) Hit Points 38 (7d8 + 7) Speed 30 ft. STR 16 (+3) DEX 14 (+2) CON 13 (+1) INT 10 (+0) WIS 11 (+0) CHA 11 (+0) Skills Survival +2 Senses Passive Perception 10 Languages Common, Kimpurusha Challenge 1 (200 XP) Actions______________________ Multiattack. The kimpurusha makes two warhammer attacks or one bite attack. Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Kimpurusha Chief Medium humanoid (kimpurusha), any alignment Armor Class 17 (Chain Shirt, Shield) Hit Points 52 (8d8 + 16) Speed 30 ft. STR 16 (+3) DEX 15 (+2) CON 14 (+2) INT 10 (+0) WIS 13 (+1) CHA 11 (+0) Saving Throws STR +5 Skills Survival +3 Senses Passive Perception 11 Languages Common, Kimpurusha Challenge 2 (450 XP) Actions______________________ Multiattack. The kimpurusha chief makes two warhammer attacks and one bite attack. Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Adventure Hook: Kimpurusha Attack A group of kimpurusha tribes have united under the rulership of Durma Raaj, a powerful kimpurusha chief. Now, the kimpurushas are attacking dwarven mines and raiding north into the Tekadi and Nadi raajye. Help is needed to defeat Durma Raaj and instate a new king for the kimpurushas.


74 Kimpurusha Elder Medium humanoid (kimpurusha), any alignment Armor Class 13 (Leather, 16 With Barkskin) Hit Points 65 (10d8 + 20) Speed 30 ft. STR 15 (+2) DEX 14 (+2) CON 14 (+2) INT 11 (+0) WIS 15 (+2) CHA 11 (+0) Saving Throws WIS +4 Skills Survival +4 Senses Passive Perception 12 Languages Common, Kimpurusha, Sylvan Challenge 3 (700 XP) Spellcasting. The kimpurusha elder is a 5hlevel spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kimpurusha elder has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, produce flame 1st level (4 slots): cure wounds, faerie fire, fog cloud, longstrider 2nd level (3 slots) barkskin, flame blade, heat metal 3rd level (2 slots): call lightning, plant growth Actions______________________ Multiattack. The kimpurusha elder makes two warhammer attacks and one bite attack. Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Kinnaras Kinnaras are small celestial creatures with the lower half of a bird and the upper half of a human. Harmless Musicians. The kinnaras are mostly harmless and pacifist creatures that have a talent for music and bardic magic. The kinnaras are known to be kind, forgiving, and naïve. Evil kings and peshwas take advantage of this naivety at times, luring kinnaras into cages to be displayed as living trophies. Strong Lovers. The kinnaras experience especially strong feelings of love between each other, choosing to live alone with their romantic partners for the rest of their long lives. The kinnaras live together in pairs in the forest of Himavanta, hidden in the Pavitr Jungle.


75 Kinnara Small celestial, neutral good Armor Class 12 Hit Points 18 (4d6 + 4) Speed 25 ft. STR 8 (-1) DEX 14 (+2) CON 12 (+1) INT 11 (+0) WIS 13 (+1) CHA 15 (+2) Saving Throws CHA +4 Skills Performance +4 Senses Passive Perception 11 Languages Celestial, Common, Sylvan Challenge 1/4 (50 XP) Spellcasting. The kinnara is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The kinnara has the following bard spells prepared: Cantrips (at will): dancing lights, vicious mockery 1st level (2 slots): charm person, healing word Actions______________________ Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Kinnara Chief Small celestial, neutral good Armor Class 12 Hit Points 45 (10d6 + 10) Speed 25 ft. STR 8 (-1) DEX 15 (+2) CON 12 (+1) INT 12 (+1) WIS 13 (+1) CHA 15 (+2) Saving Throws CHA +4 Skills Perception +4 Senses Passive Perception 11 Languages Celestial, Common, Sylvan Challenge 1 (200 XP) Spellcasting. The kinnara chief is a 2ndlevel spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The kinnara chief has the following bard spells prepared: Cantrips (at will): dancing lights, vicious mockery 1st level (3 slots): charm person, healing word, sleep Actions______________________ Multiattack. The kinnara chief makes three rapier attacks or one shortbow attack. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 2) piercing damage.


76 Nagas Nagas are wise and magical serpentine creatures that guard gold, gems, and knowledge in their underwater lairs. Vedic Dragons. The nagas are a type of wingless and legless dragon, with magical powers and poisonous breath. Like most dragons, the nagas hoard gold and gems, but also scrolls, books, and other pieces of knowledge, which they hide in their lairs. Humanoid Nagas. Not all nagas have or use a draconic form, and instead live as half-human half-cobra creatures in Nagaloka and the mortal world. Nagas who are born with their draconic form have the ability to shapeshift into humans, human-cobra hybrids, or back into their true form. These, more powerful nagas, are known as True Nagas, and they rule over the other nagas. Seven-Headed Nagas. Some nagas are born with multiple heads, and grow to become stronger, wiser, and deadlier than the other nagas. These nagas are the most powerful monsters in the world, only subordinate to the gods themselves. The seven-headed nagas build multiple lairs and establish a base of followers, who bring their leader wealth and knowledge. Wise and Dangerous. Nagas crave knowledge above all other things. They collect scrolls, books, even capture sages or priests to teach them ancient magic. Nagas rarely share their knowledge to outsiders, and will only impart their wisdom to people that they trust. Not all nagas are evil, but all nagas seek knowledge. Evil nagas will use their knowledge to manipulate and trick its enemies, while a good-aligned naga will use its wisdom to help those in need. Regardless, a naga is slow to trust, and an outsider must prove its worth to the naga to be rewarded with gold or wisdom. Underwater Lairs. Nagas live in underwater lairs or grottos, where they can swim freely. These lairs are usually connected to cave systems or small pieces of dry land where the naga can store its gold and scrolls safely. Nagas also work with asuras, rakshasas, human followers, who build defenses, traps, and hidden gates in the naga’s lair, guarding it from thieves. A naga might lair in a cave system beneath a river, at the bottom of a lake, or in and around an island in the ocean. Nagaloka. While the nagas of the overworld live in oceans and rivers, the nagas of Patala live in the gem filled caverns of Nagaloka, the seventh lair of the underworld. The nagas of Nagaloka are mostly true nagas and seven-headed nagas, who are ruled by Vasuki, the nagaraaj (king of the nagas). The lairs of the nagas of Nagaloka are covered in bright gems, and are guarded by clans of multiple nagas. Lair Actions. On initiative count 20 (losing initiative ties), the naga takes a lair action to cause one of the following effects; the naga can’t use the same effect two rounds in a row: • Pools of water that the naga can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. • A tremor shakes the lair in a 60-foot radius around the naga. Each creature other than the naga on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. • Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the naga can see. They must be within 120 feet of the naga and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.


77 Regional Effects. The region containing a legendary naga’s lair is warped by the naga’s magic, which creates one or more of the following effects. • Once per day, the naga can alter the weather in a 6-mile radius centered on its lair. The naga doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. • Underwater plants within 6 miles of the naga’s lair take on dazzlingly brilliant hues. • Gems and pearls within 1 mile of the naga’s lair sparkle and gleam, shedding dim light in a 5-foot radius. If the naga dies, changed weather reverts to normal, as described in the spell, and the other effects fade in ld10 days.


78 Naga Huge dragon, any alignment Armor Class 18 (Natural Armor) Hit Points 115 (10d12 + 50) Speed 40 ft., swim 80 ft. STR 20 (+5) DEX 15 (+2) CON 20 (+5) INT 17 (+3) WIS 20 (+5) CHA 13 (+1) Saving Throws STR +10, CON +10, INT +8, WIS +10 Skills Arcana +8, Deception +6, History +8, Insight +10 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Poisoned Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 15 Languages Celestial, Common, Infernal Challenge 16 (15,000 XP) Legendary Resistance (3/Day). If the naga fails a saving throw, it can choose to succeed instead. Innate Spellcasting. The naga's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The naga can innately cast the following spells, requiring no material components: 1/day each: call lightning, control water, insect plague, mass cure wounds, polymorph Amphibious. The naga can breathe air and water. Actions________________________________________________________ Multiattack. The naga can use its Frightful Presence. It then makes two bite attacks. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 13 (2d12) poison damage. Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained, and the naga can't constrict another target. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. Frightful Presence. Each creature of the naga's choice that is within 120 feet of the naga and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the naga's Frightful Presence for the next 24 hours.


79 Poison Breath (Recharge 5–6). The naga spits poison in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 66 (12d10) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions_______________________________________________ The naga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The naga regains spent legendary actions at the start of its turn. Detect. The naga makes a Wisdom (Perception) check. Tail Attack. The naga makes a tail attack. Constrict (Costs 2 Actions). The naga makes a constrict attack. Seven Headed Naga Gargantuan dragon, any alignment Armor Class 18 (Natural Armor) Hit Points 186 (12d20 + 60) Speed 40 ft., swim 80 ft. STR 28 (+9) DEX 14 (+2) CON 20 (+5) INT 19 (+4) WIS 27 (+8) CHA 15 (+2) Saving Throws STR +16, CON +12, INT +11, WIS +15 Skills Arcana +9, Deception +7, History +9, Insight +13 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Poisoned Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18 Languages Celestial, Common, Infernal Challenge 23 (50,000 XP) Legendary Resistance (3/Day). If the naga fails a saving throw, it can choose to succeed instead. Innate Spellcasting. The naga's innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). The naga can innately cast the following spells, requiring no material components: 1/day each: call lightning, control water, hallucinatory terrain, insect plague, mass cure wounds, mirage arcane, polymorph, scrying Multiple Heads. The naga has seven heads. While it has more than one head, the naga has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.


80 Whenever the naga takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the naga dies. Reactive Heads. For each head the naga has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the naga sleeps, at least one of its heads is awake. Amphibious. The naga can breathe air and water. Actions________________________________________________________ Multiattack. The naga can use its Frightful Presence. It then makes two bite attacks. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 19 (3d12) poison damage. Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 27 (4d8 + 9) bludgeoning damage, and the target is grappled (escape DC 24). Until this grapple ends, the creature is restrained, and the naga can't constrict another target. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage. Frightful Presence. Each creature of the naga's choice that is within 120 feet of the naga and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the naga's Frightful Presence for the next 24 hours. Poison Breath (Recharge 5–6). The naga spits poison in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 88 (16d10) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions_______________________________________________ The naga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The naga regains spent legendary actions at the start of its turn. Detect. The naga makes a Wisdom (Perception) check. Tail Attack. The naga makes a tail attack. Constrict (Costs 2 Actions). The naga makes a constrict attack.


81 Narakas The narakas are the divine creatures that live in Naraka and are ruled by their king, Lord Yama, the god of death. Lord Yama. Lord Yama is the god of death and justice, and judges the souls of the dead. Yama rules the realm of Naraka (hell) and is king of the spirits that live in Naraka known as the narakas. Judgement and Reincarnation. When a creature dies, its soul is taken to Pitrloka, the city of death, to be judged by Lord Yama. If the soul had bad karma, it spends time being tormented in Naraka before being reborn. If the soul had good karma, it is sent to Svarga to live with the gods before it is reborn. Good karma cannot cancel out bad karma, and most souls spend some time in both Naraka and Svarga. Naraka. Naraka is the Vedic hell, and separate from the realms of Bhoomi, Patala, and Svarga. The 28 layers of Naraka are ruled by Lord Yama from the capital city of Pitrloka. Naraka is filled with souls, ghosts, and other such undead, and is the land of torment for the souls of creatures with bad karma. Rurus. Rurus are large serpents that live in Naraka, torturing the souls of the greedy or selfish. The rurus are the souls of creatures that have been harmed the greedy soul’s actions. Kravyadas. The especially evil and greedy souls are tortured by flesh eating rurus called kravyadas. Kravyadas are larger and more fearsome than typical rurus. Sarameyas. Mass murderers, evil kings, and people who abuse their power are tortured by the sarameyas. The sarameyas are the sons of the minor goddess Sarama (the goddess of dogs and wolves). They take the form of four-eyed dogs with black fur and razor-sharp teeth. Yamadutas. The yamadutas are the angels of death and the servants of Lord Yama. When a creature dies, the yamadutas arrive to guide the soul to Naraka. The yamadutas are also the soldiers and gatekeepers of Pitrloka, and torment evil souls in Naraka. Adventure Hook: Saving a Soul The great hero Anjali Gupta was killed in battle against a fearsome rakshasa prince. The rakshasa used a magic clay jar to trap Anjali’s soul and escaped before the yamadutas could arrive. Now, new heroes are needed to defeat this rakshasa and save Anjali’s soul from whatever terrible fate awaits her. Ruru Large undead, lawful neutral Armor Class 16 (Natural Armor) Hit Points 67 (9d10 + 18) Speed 35 ft. STR 17 (+3) DEX 13 (+1) CON 14 (+2) INT 14 (+2) WIS 11 (+0) CHA 8 (-1) Skills Intimidation +1 Damage Resistances Necrotic Senses Darkvision 120 ft., Passive Perception 10 Languages Celestial, Common Challenge 3 (700 XP) Actions______________________ Multiattack. The ruru makes two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the ruru can't constrict another target.


82 Kravyada Huge undead, lawful neutral Armor Class 18 (Natural Armor) Hit Points 93 (11d12 + 22) Speed 40 ft. STR 17 (+3) DEX 15 (+2) CON 14 (+2) INT 14 (+2) WIS 11 (+0) CHA 12 (+1) Skills Intimidation +4 Damage Immunities Necrotic Senses Darkvision 120 ft., Passive Perception 10 Languages Celestial, Common Challenge 6 (2,300 XP) Actions______________________ Multiattack. The kravyada makes three bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the kravyada can't constrict another target. Sarameya Large celestial, lawful neutral Armor Class 12 Hit Points 60 (8d10 + 16) Speed 45 ft. STR 17 (+3) DEX 15 (+2) CON 14 (+2) INT 12 (+1) WIS 13 (+1) CHA 10 (+0) Damage Resistances Necrotic Senses Darkvision 120 ft., Passive Perception 11 Languages Can understand Celestial, but can't speak it Challenge 2 (450 XP) Actions______________________ Multiattack. The sarameya makes two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.


83 Yamaduta Medium celestial, lawful neutral Armor Class 16 (Natural Armor) Hit Points 156 (24d8 + 48) Speed 30 ft., fly 60 ft. STR 16 (+3) DEX 15 (+2) CON 15 (+2) INT 13 (+1) WIS 16 (+3) CHA 12 (+1) Saving Throws WIS +6 Skills Insight +7, Religion +5 Damage Immunities Necrotic Senses Darkvision 120 ft., Passive Perception 12 Languages Celestial, Common Challenge 10 (5,900 XP) Angelic Weapons. The yamaduta's weapon attacks are magical. When the yamaduta hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Magic Resistance. The yamaduta has advantage on saving throws against spells and other magical effects. Shapechanger. The yamaduta can use its action to polymorph into its wraith form or back into its true form, which is humanoid. Its statistics, other than its weapon attacks, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions________________________________________________________ Multiattack. The yamaduta makes four scimitar attacks in its humanoid form or three life drain attacks in its wraith form. Scimitar (humanoid form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 18 (4d8) radiant damage. Life Drain (wraith form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) necrotic damage, plus 18 (4d8) radiant damage.


84 Panis Panis are a clan of weak demons who steal livestock and grain from villages. Thieves and Raiders. The panis raid agrarian villages for grain, livestock, and gold, which they horde in their caves. While the panis are evil and cruel, they are above all demons of greed, and can be bribed with food or gold. Stolen Cows. According to the Rigveda, the panis stole the celestial cows of Indra and hid them in a riverside cave, blocking the cave’s entrance with a large boulder. Sarama arrived with Lord Indra and a few angiris who went to battle with the hordes of panis to reclaim the stolen cows. The panis scattered and fled at the sight of Indra and the angiris. Pani Medium fiend (asura), chaotic evil Armor Class 13 Hit Points 26 (4d8 + 8) Speed 30 ft. STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 8 (-1) WIS 7 (-2) CHA 15 (+2) Skills Deception +4 Senses Passive Perception 8 Languages Common, Infernal Challenge 1/2 (100 XP) Actions______________________ Multiattack. The pani makes two shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Pani Chieftain Medium fiend (asura), chaotic evil Armor Class 17 (Chain Shirt, Shield) Hit Points 55 (10d8 + 10) Speed 30 ft. STR 12 (+1) DEX 16 (+3) CON 13 (+1) INT 8 (-1) WIS 9 (-1) CHA 15 (+2) Skills Deception +4 Senses Passive Perception 9 Languages Common, Infernal Challenge 2 (450 XP) Actions______________________ Mulitattack. The pani chieftain makes two shortsword attacks or one light crossbow attack. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Adventure Hook: Pani Raids In recent weeks, villages in the Nadi Raajy have been raided by panis and their allies, a clan of powerful asuras. The decadent king of the raajy does nothing to protect his people from the raids, and the village leaders have turned to adventurers to defeat the panis and recover the stolen gold.


85 Pishacha The pishachas are a clan of powerful, anger-filled demons that possess their victims and fill them with rage. Personifications of Anger. Just as the panis are the personifications of greed, the pishachas are the personifications of anger and the brothers of the demon lord Kali. They are fierce warriors who haunt cremation grounds and serve as demonic soldiers. Pishacha Medium fiend (asura), chaotic evil Armor Class 12 Hit Points 93 (17d8 + 17) Speed 30 ft. STR 16 (+3) DEX 14 (+2) CON 13 (+1) INT 7 (-2) WIS 6 (-2) CHA 15 (+2) Senses Darkvision 60 ft., Passive Perception 8 Languages Common, Infernal Challenge 5 (1,800 XP) Spellcasting. The pishacha is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The pishacha has the following sorcerer spells prepared: Cantrips (at will): chill touch, minor illusion, ray of frost, shocking grasp, true strike 1st level (4 slots): disguise self, false life, silent image, sleep 2nd level (3 slots): darkness, invisibility, suggestion 3rd level (3 slots): fear, hypnotic pattern, slow 4th level (2 slots): blight, greater invisibility Actions________________________________________________________ Multiattack. The pishacha makes three demonic claw attacks. Demonic Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, plus 7 (2d6) necrotic damage. Possession (Recharge 6). One humanoid that the pishacha can see within 5 feet of it must succeed on a DC 12 Charisma saving throw or be possessed by the pishacha; the pishacha then disappears, and the target is incapacitated and loses control of its body. The pishacha now controls the body but doesn't deprive the target of awareness. The pishacha can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, and Charisma scores. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the pishacha ends it as a bonus action, or the pishacha is forced out by an effect like the dispel evil and good spell. When the possession ends, the pishacha reappears in an unoccupied space within 5 feet of the body. The target is immune to this pischacha's Possession for 24 hours after succeeding on the saving throw or after the possession ends.


86 Rakshasas Rakshasas are vampiric demons that live in the mortal world and prey on humanoid creatures. Fierce Demons. Rakshasas are fierce creatures, resembling tall, strong humans with grey or brown skin, flaming red eyes and sharp fangs. Some rakshasas have the physical characteristics of animas, like a lion’s head or a tiger’s claws. Magical Powers. The rakshasas are magical demons, and masters of illusion and enchantment. They frequently shapeshift to sneak into cities or create illusory terrain to trick their enemies. Enemy of Mortals. While the asuras live in the depths of Patala and are the sworn enemies of the gods, the rakshasas live in the mortal world and are the enemies of the humanoid races. Rakshasas conquer humanoid kingdoms, drink the blood of their enemies, and hunt humanoid creatures. Powerful rakshasas will often attract many allies, from clans of asuras to influential nagas, who they use to reach their goals. Ritual Death. Each rakshasa has a unique boon, or gift, that specifies the conditions of its death. For example, Lord Ravan from the Ramayan couldn’t be killed by a god or yaksha, but only by a human. Example boons are shown in the table below: 1d6 Rakshasa Boon 1 The rakshasa can only be killed by an arrow to the forehead 2 The rakshasa is immune to magical effects 3 The rakshasa must be killed underwater 4 The rakshasa can only be killed by a wooden weapon 5 The rakshasa is immune to piercing and slashing damage 6 The rakshasa must be killed while in one of its fortresses Brahmarakshasas. When a brahmin misuses his power or does evil deeds during his life, he is reborn as a brahmarakshasa. These rakshasas are especially powerful and intelligent, and hunt and attack other brahmins.


87 Rakshasa Medium fiend (rakshasa), lawful evil Armor Class 17 (Chain Shirt, Shield) Hit Points 121 (22d8 + 22) Speed 30 ft. STR 19 (+4) DEX 14 (+2) CON 13 (+1) INT 12 (+1) WIS 8 (-1) CHA 17 (+3) Saving Throws CHA +6 Skills Deception +6 Senses Darkvision 60 ft., Passive Perception 9 Languages Common, Infernal Challenge 7 (2,900 XP) Spellcasting. The rakshasa is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The rakshasa has the following sorcerer spells prepared: Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion 1st level (4 slots): burning hands, charm person, disguise self, sleep 2nd level (3 slots): darkness, enlarge/reduce, invisibility 3rd level (2 slots): fireball, hypnotic pattern Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 2 or lower. The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back as an action. The rakshasa reverts to its true form when it dies. Actions________________________________________________________ Multiattack. The rakshasa makes two attacks with its khanda and one bite attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, plus 14 (4d6) poison damage. Khanda. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. On a hit, the rakshasa may use its bonus action to attempt another attack dealing 6 (1d4 + 4) piercing damage.


88 Rakshasa Sorcerer Medium fiend (rakshasa), lawful evil Armor Class 14 (Studded Leather) Hit Points 192 (35d8 + 35) Speed 30 ft. STR 17 (+3) DEX 14 (+2) CON 13 (+1) INT 13 (+1) WIS 7 (-2) CHA 19 (+4) Saving Throws CHA +8 Skills Deception +8 Senses Darkvision 60 ft., Passive Perception 8 Languages Common, Infernal Challenge 12 (8,400 XP) Spellcasting. The rakshasa sorcerer is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The rakshasa sorcerer has the following sorcerer spells prepared: Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion, true strike 1st level (4 slots): burning hands, charm person, disguise self, sleep 2nd level (3 slots): darkness, enlarge/reduce, invisibility 3rd level (3 slots): fireball, fly, hypnotic pattern 4th level (3 slots): greater invisibility, polymorph, wall of fire 5th level (3 slots): cone of cold, dominate person, insect plague 6th level (1 slot): circle of death 7th level (1 slot): fire storm 8th level (1 slot): earthquake 9th level (1 slot): meteor storm Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 4 or lower. The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back as an action. The rakshasa reverts to its true form when it dies. Actions________________________________________________________ Multiattack. The rakshasa makes two attacks with its claws and one bite attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, plus 14 (4d6) poison damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.


89 Rakshasa Warlord Medium fiend (rakshasa), lawful evil Armor Class 18 (Chain Mail, Shield) Hit Points 198 (36d8 + 36) Speed 30 ft. STR 19 (+4) DEX 16 (+3) CON 13 (+1) INT 11 (+0) WIS 7 (-2) CHA 17 (+3) Saving Throws CHA +8 Skills Deception +8, Perception +3 Senses Darkvision 60 ft., Passive Perception 13 Languages Common, Infernal Challenge 14 (11,500 XP) Spellcasting. The rakshasa warlord is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The rakshasa warlord has the following sorcerer spells prepared: Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion, true strike 1st level (4 slots): burning hands, charm person, disguise self, sleep 2nd level (3 slots): darkness, enlarge/reduce, invisibility 3rd level (3 slots): fireball, fly, hypnotic pattern 4th level (3 slots): greater invisibility, polymorph, wall of fire 5th level (2 slots): cone of cold, insect plague Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 4 or lower. The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back as an action. The rakshasa reverts to its true form when it dies. Actions________________________________________________________ Multiattack. The rakshasa warlord makes three attacks with its poisoned khanda and one bite attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, plus 21 (6d6) poison damage. Poisoned Khanda. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, plus 10 (3d6) poison damage. On a hit, the rakshasa may use its bonus action to attempt another attack dealing 6 (1d4 + 4) piercing damage.


90 Brahmarakshasa Medium fiend (rakshasa), neutral evil Armor Class 14 (Studded Leather) Hit Points 137 (25d8 + 25) Speed 30 ft. STR 17 (+3) DEX 14 (+2) CON 13 (+1) INT 9 (-1) WIS 11 (+0) CHA 19 (+4) Saving Throws WIS +5, CHA +9 Skills Arcana +4, Deception +9, Perception +5, Religion +4 Senses Darkvision 60 ft., Passive Perception 15 Languages Common, Infernal Challenge 16 (15,000 XP) Limited Magic Immunity. The brahmarakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Spellcasting. The brahmarakshasa is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The brahmarakshasa has the following sorcerer spells prepared: Cantrips (at will): chill touch, dancing lights, fire bolt, mage hand, minor illusion, true strike 1st level (4 slots): burning hands, charm person, disguise self, sleep 2nd level (3 slots): darkness, enlarge/reduce, invisibility 3rd level (3 slots): fireball, fly, hypnotic pattern 4th level (3 slots): greater invisibility, polymorph, wall of fire 5th level (3 slots): cone of cold, dominate person, insect plague 6th level (2 slots): chain lightning, circle of death 7th level (2 slots): delayed blast fireball, fire storm 8th level (1 slot): earthquake 9th level (1 slot): meteor storm Shapeshifter. The rakshasa can use its action to shapeshift into any beast with a CR of 5 or lower. The rakshasa's equipment is transformed into its new form, and the rakshasa can shapeshift back as an action. The rakshasa reverts to its true form when it dies. Actions________________________________________________________ Multiattack. The brahmarakshasa makes three attacks with its claws and one bite attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, plus 21 (6d6) poison damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.


91 Rikshas Rikshas are human-bear hybrids that live in the forests and mountains. Black Bears. The rikshas are humanoid creatures with the thick fur and head of an Asian black bear. They are distantly related to the vanaras, and are generally good-aligned creatures who help heroes and gods on their quests. King of the Bears. The rikshas live in the Pavitr Jungle and are rued by King Jambavan, the Riksha Raaj or “King of the Bears.” King Jambavan is a good king, and will aid any travelers who find themselves lost in the mountains Riksha Medium humanoid, any alignment Armor Class 13 (Hide) Hit Points 65 (10d8 + 20) Speed 30 ft. STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 11 (+0) WIS 10 (+0) CHA 11 (+0) Skills Survival +2 Senses Passive Perception 10 Languages Common, Riksha Challenge 2 (450 XP) Keen Smell. The riksha has advantage on Wisdom (Perception) checks that rely on smell. Actions______________________ Multiattack. The riksha makes two greataxe attacks or two bite attacks. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Riksha Raaj Medium humanoid, any alignment Armor Class 14 (Hide) Hit Points 78 (12d8 + 24) Speed 30 ft. STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 11 (+0) WIS 9 (-1) CHA 14 (+2) Skills Survival +1 Senses Passive Perception 9 Languages Common, Riksha Challenge 4 (1,100 XP) Keen Smell. The riksha raaj has advantage on Wisdom (Perception) checks that rely on smell. Actions______________________ Multiattack. The riksha raaj makes three poisoned greataxe attacks or two bite attacks. Poisoned Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage, and the target must make a DC 12 Constitution saving throw or take 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Adventure Hook: Riksha Safe House The adventurers have been traveling on foot for a while, but are getting low on health and spell slots. Up ahead, they see a large wooden hut, the home of a riksha. Since monsters had just passed through (perhaps the ones the adventurers were hunting), the riksha is wary of strangers, and asks the adventurers to prove their worth if they want to earn food and shelter.


92 Timingila The timingila is an enormous whale that swallows ships, sharks, and sea creatures. Terror of the Deep. The timingila lurks deep underwater, hunting sharks and whales for food. At times, the timingila swallows ships whole and the sailors who survive timingila attacks rarely return to the sea, afraid that they’ll be attacked once more by the sea monster. Timingila Gargantuan monstrosity, unaligned Armor Class 16 (Natural Armor) Hit Points 125 (10d20 + 20) Speed 60 ft. STR 19 (+4) DEX 12 (+1) CON 15 (+2) INT 5 (-3) WIS 14 (+2) CHA 9 (-1) Saving Throws CON +5 Senses Blindsight 120 ft., Passive Perception 12 Languages -- Challenge 8 (3,900 XP) Echolocation. The timingila can't use its blindsight while deafened. Hold Breath. The timingila can hold its breath for an hour. Keen Hearing. The timingila has advantage on Wisdom (Perception) checks that rely on hearing. Actions________________________________________________________ Multiattack. The timingila makes three bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. Swallow. The timingila makes one bite attack against a Huge or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the timingila, and it takes 20 (8d4) acid damage at the start of each of the timingila's turns. The timingila can have only one target swallowed at a time. If the timingila dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


93 Vidyadhara Vidyadharas are celestial air spirits, who serve the gods. Peaceful Demigods. The vidyadharas are a race of demigods, who live in the Southern Peaks in small, mountainside villages. Vidyadhara communities are peaceful and orderly, and if the village comes under attack, the vidyadharas are more likely to flee than fight back. If commanded to fight, the vidyadharas are powerful adversaries with angelic weapons and magical powers. Followers of Indra. The vidyadharas are the followers of Indra, and many vidyadharas live in Lord Indra’s court alongside the kinnaras and apsaras. It is not uncommon, however, to find vidyadharas in Lord Kubera’s court with the yakshas and guhyakas. Keepers of Knowledge. The vidyadharas are the protectors of sacred texts and magical secrets. Sages will travel through the Southern Peaks, seeking out vidyadharas for their wisdom and knowledge. Vidyadhara Medium celestial, lawful good Armor Class 16 (Natural Armor) Hit Points 143 (22d8 + 44) Speed 30 ft., fly 60 ft. STR 13 (+1) DEX 16 (+3) CON 15 (+2) INT 12 (+1) WIS 14 (+2) CHA 13 (+1) Saving Throws WIS +6 Skills Acrobatics +7, Religion +5 Damage Immunities Lightning Senses Darkvision 60 ft., Passive Perception 12 Languages Celestial, Common Challenge 9 (5,000 XP) Angelic Weapons. The vidyadhara's weapon attacks are magical. When the vidyadhara hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Magic Resistance. The vidyadhara has advantage on saving throws against spells and other magical effects. Shapechanger. The vidyadhara can use its action to polymorph into an air elemental or back into its true form, which is humanoid. Its statistics, other than its weapon attacks, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions______________________ Multiattack. The vidyadhara makes three scimitar or longbow attacks in its humanoid form or two wind whip attacks in its elemental form. Scimitar (humanoid form only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 18 (4d8) radiant damage. Longbow (humanoid form only). Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage, plus 18 (4d8) radiant damage. Wind Whip (elemental form only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (3d4 + 3) slashing damage, plus 18 (4d8) radiant damage. Adventure Hook: Vidyadhara Temple A priest of Vayu, the wind god, has asked the adventurers to travel to a temple in the mountains and recover an ancient relic which could control the winds. The temple was once a vidyadhara monastery before it was attacked by a horde of asuras and became home to a variety of monstrosities and fiends.


94 Yakshas The yakshas are fey creatures who serve Lord Kubera and protect the natural world. Lord Kubera. Lord Kubera is the god of wealth, thievery, and the king of the yakshas. He has many roles, to protect the earth from humans and asuras, to distribute wealth, and to fight the nagas, the hoarders of wealth. Lord Kubera rules the yakshas from his capital city of Alaka. Guhyakas. Guhyakas are small, winged humanoids who live in the mountains and forests. They are the messengers of Lord Kubera and deliver messages between the gods in Svarga and the yakshas in the mortal world. At Kubera’s command, the guhyakas may lead heroes through the mountains and to the golden city of Alaka. Nairratas. Long ago, Lord Kubera was the ruler of Lanka, the island kingdom of the asuras and rakshasas. Kubera’s half-brother, the demon Ravan betrayed Kubera and usurped the throne, taking Lanka for himself. Lord Kubera escaped to Alaka in the mountains, where he formed his new kingdom, and with him, he took the nairratas, a clan of powerful asuras. The nairratas are fearsome asuras, and the loyal followers of Lord Kubera. They form the bulk of his army when the yakshas go to war and are the protectors of the golden city of Alaka. Yakshas. The yakshas are nature spirits, most of whom live in the mountains or jungles of Mahavedia. They are the protectors of the earth and the sworn enemies of the nagas, who dig tunnels and hoard gold. They resemble humans, but are typically shorter and have magical powers. Adventure Hook: Finding Alaka A dwarf miner believed that he had found the golden city of Alaka, and told his family about his discovery. Now, he has been murdered, and the map he made to the city has been stolen. His brother, the dwarf Arjun, needs the help of adventurers to find the murderer and recover the map. Guhyaka Small fey, neutral good Armor Class 12 Hit Points 17 (5d6) Speed 25 ft., fly 25 ft. STR 7 (-2) DEX 14 (+2) CON 11 (+0) INT 8 (-1) WIS 13 (+1) CHA 10 (+0) Skills Stealth +4 Senses Passive Perception 11 Languages Celestial, Common, Sylvan Challenge 1/4 (50 XP) Spellcasting. The guhyaka is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The guhyaka has the following druid spells prepared: Cantrips (at will): druidcraft, guidance 1st level (2 slots): healing word, thunderwave Actions______________________ Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


95 Nairrata Medium fiend (asura), chaotic neutral Armor Class 15 (Chain Shirt, Shield) Hit Points 39 (6d8 + 12) Speed 30 ft. STR 16 (+3) DEX 11 (+0) CON 15 (+2) INT 12 (+1) WIS 8 (-1) CHA 9 (-1) Skills Athletics +5, Intimidation+1 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 60 ft., Passive Perception 9 Languages Common, Infernal, Sylvan Challenge 3 (700 XP) Actions______________________ Multiattack. The nairrata makes three attacks with its khanda. Khanda. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. On a hit, the nairrata may use its bonus action to attempt another attack dealing 5 (1d4 + 3) piercing damage. Nairrata General Medium fiend (asura), chaotic neutral Armor Class 16 (Chain Shirt, Shield) Hit Points 45 (7d8 + 14) Speed 30 ft. STR 16 (+3) DEX 12 (+1) CON 15 (+2) INT 13 (+1) WIS 10 (+0) CHA 11 (+0) Skills Athletics +6, Intimidation +3 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Senses Darkvision 60 ft., Passive Perception 10 Languages Common, Infernal, Sylvan Challenge 5 (1,800 XP) Actions______________________ Multiattack. The nairrata general makes three attacks with its poisoned khanda. Poisoned Khanda. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage on failed save, or half as much damage on a successful one. On a hit, the nairrata general may use its bonus action to attempt another attack dealing 5 (1d4 + 3) piercing damage.


96 Yaksha Medium fey, any alignment Armor Class 16 (Leather, Shield) Hit Points 27 (6d8) Speed 30 ft. STR 13 (+1) DEX 16 (+3) CON 11 (+0) INT 10 (+0) WIS 11 (+0) CHA 14 (+2) Damage Resistances Poison Senses Darkvision 60 ft., Passive Perception 10 Languages Common, Sylvan Challenge 1/2 (100 XP) Actions______________________ Multiattack. The yaksha makes two scimitar attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Yaksha Shaman Medium fey, any alignment Armor Class 14 (Leather) Hit Points 55 (10d8 + 10) Speed 30 ft. STR 13 (+1) DEX 16 (+3) CON 13 (+1) INT 10 (+0) WIS 15 (+2) CHA 12 (+1) Saving Throws WIS +4 Damage Resistances Poison Senses Darkvision 60 ft., Passive Perception 12 Languages Common, Sylvan Challenge 2 (450 XP) Spellcasting. The yaksha shaman is a 3rdlevel spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The yaksha shaman has the following druid spells prepared: Cantrips (at will): druidcraft, poison spray 1st level (4 slots): charm person, cure wounds, faerie fire, fog cloud 2nd level (2 slots): flame blade, spike growth Actions______________________ Multiattack. The yaksha shaman makes two attacks with its staff. Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.


97 Monsters by CR Challenge 1/8 Bandit Cultist Guard Merfolk Noble Tribal Warrior Twig Blight Challenge 1/4 Acolyte Flying Sword Goblin Guhyaka Kinnara Needle Blight Skeleton Zombie Challenge 1/2 Apsara Farasi Bahari Gandharva Hobgoblin Lizardfolk Pani Preta Sahuagin Scout Shadow Thug Vine Blight Warhorse Skeleton Yaksha Challenge 1 Aleya Animated Armor Asura Archer Bugbear Dryad Ghoul Goblin Boss Hippogriff Kimpurusha Kinnara Chief Scarecrow Specter Spy Challenge 2 Bandit Captain Berserker Cult Fanatic Druid Gajasimha Ghast Griffon Kimpurusha Chief Lizardfolk Shaman Merrow Minotaur Skeleton Pani Chieftain Priest Riksha Rug of Smothering Sahuagin Priestess Sarameya Sea Hag Wererat Will -o’ -Wisp Yaksha Shaman Challenge 3 Asura Battlerager Bugbear Chief Green Hag Hobgoblin Captain Kimpurusha Elder Knight Minotaur Nairrata Ruru Veteran Water Weir d Werewolf Wight Yeti Challenge 4 Banshee Crocotta Ettin Ghost Helmed Horror Lizard King Riksha Raaj Wereboar Weretiger Challenge 5 Air Elemental Asura Illusionist Bhoot Earth Elemental Fire Elemental Flesh Golem Gladiator Hill Giant Nairrata General Night Hag Pishacha Revenant Sahuagin Baron Shambling Mound Troll Water Elemental Werebear Wraith Challenge 6 Chimera Churel Galeb Duhr Hobgoblin Warlord Invisible Stalker Kravyada Mage Vetala Challenge 7 Nivatakavacha Rakshasa Stone Giant


98 Challenge 8 Angiri Assassin Frost Giant Hydra Kalakeya Timingila Challenge 9 Abominable Yeti Clay Golem Cloud Giant Fire Giant Treant Vidyadhara Challenge 10 Deva Dvarapala Stone Golem Yamaduta Challenge 12 Archmage Rakshasa Sorcerer Challenge 13 Storm Giant Challenge 14 Rakshasa Warlord Challenge 15 Purple Worm Challenge 16 Brahmarakshasa Iron Golem Naga Planetar Challenge 17 Death Knight Challenge 21 Lich Solar Challenge 23 Kraken Seven Headed Naga Monsters by Terrain Coastal Aleya Bandit Bandit Captain Berserker Druid Farasi Bahari Lizard King Lizardfolk Lizardfolk Shaman Naga Nivatakavacha Sahuagin Sahuagin Baron Sahuagin Priestess Scout Sea Hag Seven -Headed Naga Storm Giant Tribal Warrior Water Weird Desert Air Elemental Asura Archer Asura Battlerager Asura Illusionist Bandi t Bandit Captain Bhoot Chimera Druid Earth Elemental Fire Elemental Ghast Ghoul Invisible Stalker Kalakeya Naga Purple Worm Revenant Scout Seven -Headed Naga Wight Zombie Forest / Jungle Apsara Asura Archer Asura Battlerager Asura Illusionist Bandit Bandit Captain Berserker Bugbear Bugbear Chief Druid Dryad Gajasimha Gandharva Goblin Goblin Boss Green Hag Griffon Hippogriff Hydra Kinnara Kinnara Chief Lizard King Lizardfolk Lizardfolk Shaman Minotaur Naga Needle Blight Riksha Riksha Raaj Scout Seven -Headed Naga Shambling Moun d Treant Tribal Warrior


99 Troll Twig Blight Vine Blight Water Elemental Water Weird Werebear Wereboar Weretiger Will -o’ -Wisp Yaksha Yaksha Shaman Grassland Air Elemental Asura Archer Asura Battlerager Asura Illusionist Bandit Bandit Captain Bhoot Brahmarakshasa Chimera Cloud Giant Earth Elemental Ettin Gajasimha Goblin Goblin Boss Griffon Hill Giant Hippogriff Hobgoblin Hobgoblin Captain Hobgoblin Warlord Hydra Invisible Stalker Kalakeya Minotaur Pishacha Scarecrow Scout Shambling Mound Trol l Wereboar Weretiger Hill Air Elemental Bandit Bandit Captain Berserker Bhoot Chimera Cloud Giant Earth Elemental Ettin Fire Elemental Fire Giant Gajasimha Galeb Duhr Goblin Goblin Boss Griffon Guhyaka Hill Giant Hippogriff Hobgoblin Hobgoblin Captain Hobgoblin Warlord Hydr a Minotaur Pani Pani Chieftain Pishacha Revenant Scout Shambling Mound Tribal Warrior Troll Wereboar Mountain Abominable Yeti Air Elemental Cloud Giant Earth Elemental Frost Giant Galeb Duhr Guhyaka Hill Giant Kimpurusha Kimpurusha Chief Kimpurusha Elder Nairrata Nairrata General Riksha Riksha Raaj Stone Giant Storm Giant Vidyadhara Yaksha Yaksha Shaman Yeti Naraka Banshee Death Knight Ghast Ghost Ghoul Invisible Stalker Kravyada Lich Night Hag Revenant Ruru Sarameya Shadow Skeleton Specte r Warhorse Skeleto n Wight Wraith Yamaduta Zombie Swamp Aleya Druid Dryad Goblin Goblin Boss Green Hag Hydra Lizard King Lizardfolk Lizardfolk Shaman


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