Nakros’ Renewed Monsters Dungeons & Dragons 5e Made by some random teenager!
Art By Hardy Loff 2
Aarocokra Soaring freely across the endless sky of the Air Plane, there lives a humanoid race. These humanoids bear wings twice as long ss they are tall, and avian heads. They are known as the Aarocokra. Taking residence on their home plane or on cliffy mountainsides or jungle treetops of the material plane, the Aarocokra are a spiritually motivated to their core, and feel at their most alive when moving through open sky. Each and every Aarocokra find the earth aberrant in nature, accustomed to the custom of walking on solid ground. An Aarocokra’s presence evokes a sense of mystery and fear amongst commonfolk, with them never being seen outside of their reclusive tribes or homelands. But occasionally an Aarocokra’s wonder will grow so great that only the call of adventure may sate them. They are also sworn enemies of the Ogrémoch, and harbor great distaste for creatures of the Earth Plane. Divebomb Tactics If given the option an Aarocokra will take its foes by surprise, jumping them with a Dive Attack and flying out of range during the surprise round. Ranged attackers are a great priority for them, and occasionally Aarocokra will even goad archers into shooting them, using their Ride The Wind to jump at any enemy that fires at them. If given the option, an Aarocokra will always attack in s group, to make sure them and their allies will be at the least risk. Aarocokra Information A player that makes an Intelligence (History) check regarding an aarocokra may be given the following information depending on their result. 1: An Aarocokra is a monstrous bird, and they usually kill travellers to steal their clothes and impersonate sentient creatures. 2-5: They are an uncommon type of humanoid with a bird-like appearance. 6-10: Aarocokra hail from the Air Plane. 11-15: Aarocokra are enemies of anything connected to the earth. 16-19: Aarocokra travel in groups to avoid becoming separated, and can take advantage of new currents made by ranged attacks. 20: Aarocokra have a desperate feat of being bound and unable to fly. How to Roleplay An Aarocokra embodies the concept of a free spirit, having deep hatred of confinement. They dislike great authority and have a deep sense of claustrophobia. Those they trust are their kin to them, and will risk life and limb to keep another they love safe. All of these traits disappear however when they are bound, causing them to be thrown into a terrified panic. “Fear not the height, but the current that grows stagnant.” ⎯⎯ ASHARRA, THE TEACHER
Art By BadMoonArt 4
ABOLETH Before the gods, aberrant horrors known as the Aboleth ruled the endless blue. They held culture and kingdoms unsurpassed, living like nobility, and holding power over all that of the old races. These were the times before times, a span of years that no mortal numeral could record nor comprehend. This age of aboleths ended when the gods were first birthed. The aboleth’s slaves had faith in these gods, and with faith, came the gods pity- and so the aboleth were struck down, near all dead at the hands of the gods divine judgement. But some survived, and they still do. For you see, each aboleth holds the perfect recollection of its parents, practically a clone of its ancestors. Each Aboleth remembers their defeat as simply as if it was yesterday, they remember their culture, their kingdom, and remember it being ripped away from them like one of their own hearts. They now live in hiding, plotting against the gods, slowly growing in numbers. All aboleth remember their fall, and all will remember their eventual victory. Enslaving Tactics The aboleth will attempt to attack from a distance with its tentacles, sending any enslaved creatures it has before itself. However it will get its own tentacles dirty if too many slaves are lost, making avid attempts to infect more. Aboleth will never willingly fight those outside the water, unless it has no other options. If already at an advantage it will attempt to use its Induce Madness on what it perceives as the greatest threat. Aboleth Information A player that makes an Intelligence (Arcana) check regarding an aboleth may be given the following information depending on their result. 1: All Aboleth suffer from short term memory loss. 2-5: Aboleth are large aquatic monsters older than time itself, and have tentacles. 6-10: Aboleth remain in the most obscure places they can., 11-15: Aboleth spread disease that forces you to breathe only below water, and have a perfect memory. 16-19: Aboleth can learn your deepest desires by talking with their mind. 20: Holy symbols enact intense PTSD in an Aboleth, use this to your advantage. How to Roleplay Aboleth never forget any detail of any experience, and as such hold bitter respect to the gods and their followers. Each aboleth is conniving, self serving, and manipulative, with a cold way of treating others. They often may attempt to spare their own lives against powerful foes by promising ways to help others achieve their desires. “Every misdeed, every slight, is but a new treasured memory for an Aboleth to reminisce about when it drains your skull into gruel. ” ⎯⎯ VOLOTHAMP GEDDARM
6Art By Daniel Ljunggren
Deva In the gods vast variety of celestial assistants, the Deva are they who deliver great commands, prophecies, or messages of importance to the world. One's actions must hold great severity to warrant a god sending a Deva. When not actively delivering messages unto mortals, the Deva act like field agents of their gods. They will take disguises with their shapeshifting powers, taking the forms of humanoids, fey, or unassuming beasts, as they take part in their given tasks. Ranging from espionage, watching over important locations, or even accompanying trusted adventurers. Like other angels, the Deva are made in their gods very image. Their ideals match their gods perfectly, and the very concept of an angel, let alone themselves, betraying their god is sickening at best. Merciful Tactics Unless the will of their god would have them do so, a Deva is almost never actively seeking to kill a foe. During battle, it will usually make non-lethal Mace attacks at close range; making sure to focus down the damage dealers before moving on to run down any squishy targets. Once an enemy would surrender or be defeated, they return to their mission at hand. But if one were to insult their god, a Deva might just let off a little more steam than it would others. Deva Information A player that makes an Intelligence (Religion) check regarding a deva may be given the following information depending on their result. 1: Deva’s are simply a nickname for a very talented bard. 2-5: Deva are flying humanoids. 6-10: Deva are able to shapechange. 11-15: They only appear in times of grave importance. 16-19: When a Deva is sent by a god to relay a message, the message is always of grave importance. 20: Deva are trusting of anyone pledging allegiance to their god, to the point they may endanger themselves with their bias. How to Roleplay Deva are generally good spirited, and treat the mortal races with certain degrees of respect. They see those who disagree with their gods beliefs as simply naive, misguided children. To the same degree they will treat those whose ideals align with their gods with the utmost reverence, like equals. Once convinced that someone is this way, nothing short of irrefutable evidence will change their opinion on this individual. “Any Cleric can deliver a message. But a god sends us when they want the message to sink in. ” ⎯⎯ EIRWYN, FORMER MESSENGER OF HELM
8Art By Bogdan Rezunenko
Planetar The most devoted of any angel, the planetar near always keep close watch on the affairs their god has them tending to. Grand generals of the angelic armies, planetar are known for their varied appearances, analytic yet emotional demeanor, and their strength on the battlefield. Despite a planetars militaristic power, they crave emotional connection with like minded others at heart. It is not uncommon for a planetar to occasionally settle with mortal spouses, though this makes them prone to randomly disappearing for hours or days on end to tend to their gods wishes. Whenever this relationship results in the creation of an Aasimar, when so the planetar tends to try and take active roles in their child's life. Grand Tactics Planetar are tactical masterminds, always referring to actions that would allow them a greater advantage on the battlefield. Team players at heart, Planetar will usually start the fight using their flight to gain distance, and summon allies with its Heavenly Battalion if it has no allies. If enemies are distracted it will use its Healing Touch and Leadership to assist injured allies, and cast Insect Plague to lock off important sections of the battlefield from opponents. It will always remain within a few feet of its allies, so it can proc its Tactful Tandem and weaken enemies with its Celestial Blade attacks. Planetar Information A player that makes an Intelligence (Religion) check regarding a planetar may be given the following information depending on their result. 1: Planetar are low ranking fiends. 2-5: Planetar are humanoids with wings and swords. 6-10: Planetar tend to crave emotional interaction with the mortal races. 11-15: Planetar are wrathful and very strong angels. 16-19: Planetar often make up the commanding force of a god’s armies, as tacticians and generals. 20: Planetar have a deep running dislike of fiends, to the point they may go out of their way to harm them if convinced. How to Roleplay A planetar is very tactical and calculated in how it acts, straight to the point and preferring not to dodge around what it wants. Unlike the compassionate demeanor of deva’s, their unique way of thinking made them seem unearthly and wrathful to others when violence was necessary, which it often was. Planetar were easily angered by mockery of their god. Additionally, it was rather unlike a planetar to lie, as they preferred others know exactly what their business was, to keep their motives to others crystal clear. “Already im heading to the battlefield to discuss terms, an Imp disguise wouldn’t hurt would it? ” ⎯⎯ JACK THE BARD, LAST WORDS
10Art By Peter Mohrbacher
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