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Published by goroiamanuci, 2023-04-29 13:42:03

Plane Shift_ Gielinor _ GM Binder

Plane Shift_ Gielinor _ GM Binder

Salve Amulet Wondrous item, rare (requires attunement) When you wear this amulet, you gain a +2 bonus to attack and weapon damage rolls against undead. This amulet holds a bright purple crystal imbued with some of the magic of the River Salve. The crystal comes from the haunted mines in southwest Morytania. Its magic enhances the wearer's ability to harm undead creatures. Saradomin's Hiss Wondrous item, rare (requires attunement by a spellcaster) You gain a +2 bonus to spell attack rolls and your spell save DC while you wear this amulet. Curse. This amulet is cursed, and putting it on for the first time after attuning to it extends the curse to you. As long as you remain cursed, you are unable to remove the amulet. While wearing the amulet, you have disadvantage on attack rolls against creatures of good alignment and on saving throws against their spells and special abilities. Additionally, Commander Zilyana can see and hear anything you see and hear and can subtly influence your thoughts and actions. During the God Wars, this amulet was gifted by Commander Zilyana of Saradomin's army to members of Zamorak's army as a peace offering. Unbeknownst to them, it would make them less effective in combat as they could be magically sensed and influenced by Zilyana from anywhere. Saradomin's Murmur Wondrous item, rare (requires attunement) You gain a +2 bonus to ranged weapon attack and damage rolls while you wear this amulet. Curse. This amulet is cursed, and putting it on for the first time after attuning to it extends the curse to you. As long as you remain cursed, you are unable to remove the amulet. While wearing the amulet, you have disadvantage on attack rolls against creatures of good alignment and on saving throws against their spells and special abilities. Additionally, Commander Zilyana can see and hear anything you see and hear and can subtly influence your thoughts and actions. During the God Wars, this amulet was gifted by Commander Zilyana of Saradomin's army to members of Armadyl's army as a peace offering. Unbeknownst to them, it would make them less effective in combat as they could be magically sensed and influenced by Zilyana from anywhere. Saradomin's Whisper Wondrous item, rare (requires attunement) You gain a +2 bonus to melee weapon attack and damage while you wear this amulet. Curse. This amulet is cursed, and putting it on for the first time after attuning to it extends the curse to you. As long as you remain cursed, you are unable to remove the amulet. While wearing the amulet, you have disadvantage on attack rolls against creatures of good alignment and on saving throws against their spells and special abilities. Additionally, Commander Zilyana can see and hear anything you see and hear and can subtly influence your thoughts and actions. During the God Wars, this amulet was gifted by Commander Zilyana of Saradomin's army to members of Bandos' army as a peace offering. Unbeknownst to them, it would make them less effective in combat as they could be magically sensed and influenced by Zilyana from anywhere. Seer's Ring Wondrous item, rare (requires attunement) While wearing this ring, you gain a +2 bonus to spell attack rolls. This gold ring has an elaborate lightning bolt symbol on the top. Its magic causes the wearer's attacks with magic to be much more accurate. Speak Amulets Wondrous item, uncommon This amulet holds a symbol pertaining to a particular type of creature. While wearing this amulet, you can understand and speak to certain creatures as described by the table below. In a similar fashion to the speak with beasts spell, your ability to communicate with the creatures effectively is limited by their intelligence. Speak Amulets Amulet Creature Cabbagespeak Amulet Cabbages Camulet Camels and ugthanki Catspeak Amulet Cats Crocspeak Amulet Crocodiles Ghostspeak Amulet Ghosts Monkeyspeak Amulet Monkeys and apes Spotted Cape Wondrous item, uncommon (requires attunement) You have advantage on Wisdom (Survival) checks made to track beasts while wearing this cape. This brown, spotted cape is made from the hide of spotted kebbits. It allows the wearer to more easily track animals. Magic Items of Gielinor — DragonZaid 99


A Gielinor Bestiary 100


The world of Gielinor contains a very wide variety of creatures that originate from all manner of environments. Statistics of monsters from various published 5th edition sources can be used as is or altered slightly for many, many of these monsters. Obviously, there is no way that every monster from every area of Gielinor and the surrounding worlds could be included in this document. However, many of the game's most basic, integral, and unique creatures will be mentioned in this section. Aberrations Aberrations are bizarre and terrible creatures that come from other planes of existance. A few aberrations were known to have had a prominent presence in the God Wars of the Third Age, as transportation of creatures to Gielinor from other dimensions was a trivial task for the gods during that time. At present day, aberrations are rarely found on Gielinor. Goraks Goraks come from another dimension known only as the Gorak Plane. They have large, vertical bodies with heads at the lower front, two wide tusks and a single large horn. They have a pair of long, powerful legs and small, wing-like appendages that seem to be vestigial. Goraks are extremely dangerous creatures that constantly drain the life-essence of all nearby life. Their attacks, while only moderately powerful in a physical sense, drain the fortitude of their prey. This makes them very threatening to even seasoned warriors who aren't careful when fighting them. A Gielinor Bestiary — DragonZaid 101 Gorak Large aberration, unaligned Armor Class 13 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 15 (+2) 4 (-3) 11 (+0) 6 (-2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 4 (1,100 XP) Magic Weapons. The gorak's weapon attacks are magical. Draining Aura. Any creature that starts its turn within 5 feet of the gorak takes 3 (1d6) necrotic damage. Actions Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) necrotic damage, and the target's Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.


Dark Beasts Dark beasts are terrifying creatures that come from a dark dimension. They vaguely resemble the rhinoceros, with hulking, black bodies, four legs, large heads, and a single massive, long horn that protrudes from their foreheads. Dark beasts were believed to have played a small role in the God Wars, after which they were rarely ever sighted on Gielinor. Currently, they can be found in some dungeons, including the Ancient Cavern in Kandarin, the Mourner Tunnels beneath West Ardougne, and the Forinthry Dungeon in the Wilderness. Dark beasts are highly dangerous and aggressive creatures that have been known to kill people who come across them. They have great physical strength and can charge at their foes with incredible force. They also have considerable magical strength, allowing them to shoot harmful rays of magic, surround themselves in magical darkness, and even force their foes to run in fear. A Gielinor Bestiary — DragonZaid 102 Dark Beast Large aberration, neutral evil Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 19 (+4) 5 (-3) 14 (+2) 6 (-2) Saving Throws Con +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 12 Languages — Challenge 6 (2,300 XP) Fear Aura. Any creature hostile to the beast that starts its turn within 15 feet of the beast must make a DC 14 Wisdom saving throw, unless the beast is incapacitated. On a failed save, the creature is frightened for 1 minute. While frightened in this way, a creature must move away from the beast by the safest available route on each of its turns, unless there is nowhere to move. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the beast's aura for the next 24 hours. Devil's Sight. Magical darkness doesn't impede the beast's darkvision. Charge. If the beast moves at least 15 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 5 (1d10) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Innate Spellcasting. The dark beast's spellcasting ability is Wisdom. It can innately cast darkness twice per day, requiring no components. Actions Multiattack. The beast makes two attacks: one with its bite and one with its horn. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Harming Ray. The beast shoots a crackling ray of magic toward a creature it can see within 90 feet of it. The target must make a DC 14 Dexterity saving throw, taking 16 (3d10) force damage on a failed save, or half as much on a successful one.


Beasts Beasts are, for the most part, ordinary animals such as bears, wolves, and spiders, and giant versions of animals such as giant rats and giant spiders. Many of the more peaceful areas of Gielinor, including a large portion of the surface of the world, contain such beasts. For these creatures, simply replicate the 5th edition statistics of an equivalent or similar creature. Mounts and Pack Animals Riding animals are seldom used on Gielinor, likely due to the complete absence of horses. Their non-existance is often the topic of humor and fourth wall breaking jokes, as there are multiple mentions of hornless unicorns in RuneScape. Some sources claim that these hornless unicorns used to exist on Gielinor long ago, but that they were hunted to extinction for their meat. However, there is very little concrete evidence of them ever having existed. Donkeys are not explicitly present on Gielinor, but their existence is referenced, such as in the name of a tavern in East Ardougne, the Dancing Donkey Inn. If they did exist, they would likely be present in, around, and between many establishments all throughout Misthalin, Asgarnia, and Kandarin due to their ability to act as cart pullers, pack animals, and mounts. In RuneScape, however, they are nowhere to be found, so it is reasonable to assume that donkeys are not present on Gielinor. Because mules are crossbred from horses and donkeys, they too are absent from Gielinor. Camels are present in and around the Kharidian Desert region, where they are often domesticated to carry objects and pull carts, but they are not used as mounts, possibly due to their aggressive nature. The same is true of the Ugthanki, a very similar creature that is semi-intelligent and even more aggressive. Elephants are not present in RuneScape and rarely, if ever, referenced to exist, so it is reasonable to assume that they are not present on Gielinor. Mammoths are present, however, in the form of the enormous acheron mammoths native to the icy areas in the sea north of Kandarin. These creatures are very rarely tamed, as they are far too large, intelligent, and powerful for practical domesticated use. Increased Intelligence Some beasts on Gielinor are fully sentient and have increased intelligence compared to their 5th edition statistics. These beasts include penguins, polar bears, and acheron mammoths, all of which humanoids can speak with and understand normally. Penguins are very intelligent creatures that have developed a highly complex militant society on the icebergs of the sea north of Kandarin. Most penguins who live there are very evil creatures, and they go to extraordinary lengths to train soldiers, develop technology, and spy on humanoids all over Gielinor in hopes of achieving world domination. Humanoids can also communicate with other creatures such as cats, camels and Ugthanki, crocodiles, and primates through the use of a catspeak amulet, camelspeak amulet, crocspeak amulet, and monkeyspeak amulet, respectively. Of these creatures, primates seem to be the most intelligent, having developed an advanced, monarchial society on the remote Ape Atoll in the sea to the south of Karamja. Each of these creatures can speak with their own kind naturally, and they almost always keep their intelligence and ability to speak a secret to everyone except their own kind. For each of the aforementioned creatures, consider modifying their corresponding 5th edition statistics to increase their intelligence score to at least 5, depending on the species. A Gielinor Bestiary — DragonZaid 103


Terrorbirds Terrorbirds are large, flightless birds that are often domesticated by Gnomes for civilian and military purposes. Their bodies are covered in leaf-green plumage and their long legs and large feet make them swift mounts for a Gnome, even while carrying heavy loads. They have big heads with red eyes and enormous hooked beaks. Despite their frightening name and appearance, terrorbirds are very mild mannered, peaceful creatures. Sabre-Toothed Kyatt Sabre-toothed kyatts are large feline creatures native to the northern parts of the Fremennik Province north of Kandarin. They have white fur, sharp claws, and very long pointed teeth. For the sabre-toothed kyatts of Gielinor, use the 5th edition statistics for the saber-toothed tiger. Spined Larupia Spined larupias are large feline creatures native to the jungles of the Feldip Hills region south of Kandarin. They closely resemble the cheetah, with spotted brown fur, large teeth and claws, and long tails. They also have several sharp spines on their shoulders which they use to defend themselves in combat much like a porcupine would. Horned Graahk Horned graahks are large beasts found in the jungle island of Karamja, particularly in its western regions. These creatures vaguely resemble the rhinoceros or the bear, with four legs, a large body, green eyes, hoofed feet, thick, tan fur, and numerous horns all along their heads, necks, and shoulders. The horns range wildly in sizes from a few inches to a few feet long, with the longest horn sprouting from the center of their necks. All their horns are straight, with the exception of one curved pair closest to their heads. While these creatures are normally peaceful, they will defend themselves vigorously if threatened. A Gielinor Bestiary — DragonZaid 104 Terrorbird Medium beast, unaligned Armor Class 12 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/4 (50 XP) Pack Tactics. The terrorbird has advantage on attack rolls against a creature if at least one of the terrorbird's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Spined Larupia Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 32 (5d8 + 10) Speed 50 ft., climb 40 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 1 (200 XP) Pounce. If the larupia 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 larupia can make one bite attack against it as a bonus action. Keen Smell. The larupia has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Reactions Spines (3/Day). When a creature within 5 feet makes a melee attack against the larupia, it can make a melee attack to retaliate with its sharp spines. On a hit, the attacking creature takes 7 (3d4) piercing damage. The spines break off the larupia and onto the creature.


Tortoises Tortoises are huge, slow-moving reptiles that have thick shells. They have huge flat bodies, four large legs, and long necks. When pressed to combat, they can deliver powerful bites and withdraw into their shells, making them incredibly difficult to harm. Tortoises are often trained by Gnomes to be used as mounts in battle, able to carry massive loads and as many as three of them on their backs at once. Because they are naturally peaceful creatures, the training process is long and difficult, but a powerful armored mount makes for a very valuable asset to the Gnomish military. Some tortoises are outfitted with wooden barding fastened to their legs and heads to offer them even more protection while in battle. In this case, increase the tortoise's AC to 17. A Gielinor Bestiary — DragonZaid 105 Horned Graahk Large beast, unaligned Armor Class 13 (natural armor) Hit Points 45 (6d10 + 12) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2) Senses passive Perception 11 Languages — Challenge 2 (450 XP) Charge. If the graahk moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Tortoise Huge beast, unaligned Armor Class 16 (natural armor) Hit Points 85 (9d12 + 27) Speed 15 ft. STR DEX CON INT WIS CHA 20 (+5) 6 (-2) 17 (+3) 4 (-3) 17 (+3) 7 (-2) Skills Athletics +7, Perception +5 Senses passive Perception 15 Languages — Challenge 4 (1,100 XP) Sure-Footed. The tortoise has advantage on Strength and Dexterity saving throws that would knock it prone. Beast of Burden. The tortoise can carry up to 1,200 lbs. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. Withdraw. The tortoise withdraws into its shell. While in its shell, it gains +5 to its AC. It can emerge using a bonus action.


Celestials Celestials are angelic creatures that can take a variety of forms. Only a very small number of celestials can be found on Gielinor at present day. During the God Wars of the Third Age and the years leading up to them, one celestial race called Icyene was present in significant numbers. Saradomin brought these creatures from their home world of Hallow to Gielinor in order to make a new home for them. Later, they fought for him in the wars, primarily against Zamorak's Vampyric forces. The vast majority of the Icyene on Gielinor were killed during the God Wars, and now only extremely few remain. Other prominent celestial beings include unicorns, the Icyene Commander Zilyana, and her three bodyguards, Growler, Bree, and Starlight. Unicorns Unicorns are graceful, horse-like creatures that have long horns on their heads. They have either bright white hair with yellow manes and tails, or dark black hair with crimson manes and tails. They are powerful and intelligent creatures that are too aggressive to be able to be ridden or domesticated. They can be found in many places on Gielinor, typically in grassy or lightly forested areas far from civilization. Black unicorns can be found in the Wilderness, as well as in the Fremennik Province north of Kandarin. A Gielinor Bestiary — DragonZaid 106 Unicorn Large celestial, chaotic good Armor Class 12 (natural armor) Hit Points 52 (7d10 + 14) Speed 60 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 13 (+1) Senses passive Perception 12 Languages Understands Common and Icyene but can't speak Challenge 1 (200 XP) Charge. If the unicorn moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 4 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


Commander Zilyana Commander Zilyana is one of Saradomin's highest ranking leaders and an Icyene. She lies in the heart of the Saradominist encampment in the God Wars Dungeon. As an Icyene, Zilyana bears a strong resemblance to a very large Human with four white, feathery wings. She has fair skin, short orange hair, bright blue eyes, and wears simple leather armor colored blue and yellow and marked with symbols of Saradomin. When pressed to combat, she uses a shield along with a very long sword large enough to be a greatsword for a humanoid, though she wields it in one hand. She is extremely swift in combat due to her flight and agility. Her sword glows as she swings it and hits very hard, damaging its targets with additional radiant magic. She can also use it to rain lightning down at her foes at close range. Zilyana also possesses innate magical capabilities, and is able to heal herself and others and fire huge bolts of lightning. A Gielinor Bestiary — DragonZaid 107 Commander Zilyana Large celestial (Icyene), lawful good Armor Class 17 (leather, shield) Hit Points 133 (14d10 + 56) Speed 30 ft., fly 90 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5) Saving Throws Wis +9, Cha +9 Skills Insight +9, Perception +9 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 19 Languages Common, Icyene Challenge 11 (7,200 XP) Magic Resistance. Zilyana has advantage on saving throws against spells and other magical effects. Angelic Weapons. Zilyana's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Innate Spellcasting. Zilyana's spellcasting ability is Wisdom (spell save DC 17). She can innately cast the following spells, requiring only verbal components: At will: detect evil and good, light 1/day each: death ward, lightning bolt Actions Multiattack. Zilyana can use her Saradomin's Lightning. She then makes two Saradomin Sword attacks. Saradomin Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 18 (4d8) radiant damage. Saradomin's Lightning. Blue bolts of lightning shoot out from Zilyana's sword toward a point within 15 feet. Each creature within a 5-foot-radius, 30-foot-high cylinder centered on that point must make a DC 17 Dexterity saving throw. A creature takes 13 (3d8) lightning damage on a failed save, or half as much on a successful one. Healing Touch (3/Day). Zilyana touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. Reactions Parry. Zilyana adds 4 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.


Zilyana's Sergeants Commander Zilyana is usually accompanied by her three sergeants: Bree, Starlight, and Growler. Bree is a celestial centaur and skilled deadeye with the longbow. Starlight is a powerful unicorn that focuses on up-close combat. Finally, Growler is a celestial lion and powerful mage that focuses on protecting his allies. A Gielinor Bestiary — DragonZaid 108 Bree Large celestial, lawful good Armor Class 14 (natural armor) Hit Points 85 (10d10 + 30) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 12 (+1) 15 (+2) 12 (+1) Skills Athletics +7, Perception +5, Survival +5 Condition Immunities charmed, paralyzed Senses darkvision 60 ft., passive Perception 15 Languages Common, Icyene Challenge 6 (2,300 XP) Charge. If Bree moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Archer's Eye (3/Day). As a bonus action, Bree can add 1d10 to his next attack or damage roll with a longbow or shortbow. Magic Resistance. Bree has advantage on saving throws against spells and other magical effects. Magic Weapons. Bree's weapon attacks are magical. Actions Multiattack. Bree makes two attacks: one with his pike and one with his hooves or two with his longbow. Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 17 (5d6) poison damage. The target must make a 15 Constitution saving throw, taking the poison damage on a failed save, or half as much on a successful one. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 17 (5d6) poison damage. The target must make a 15 Constitution saving throw, taking the poison damage on a failed save, or half as much on a successful one.


A Gielinor Bestiary — DragonZaid 109 Starlight Large celestial, neutral good Armor Class 17 (half plate barding) Hit Points 76 (9d10 + 27) Speed 60 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 14 (+2) Condition Immunities charmed, paralyzed Senses darkvision 60 ft., passive Perception 12 Languages Common, Icyene Challenge 4 (1,100 XP) Charge. If Starlight moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Magic Resistance. Starlight has advantage on saving throws against spells and other magical effects. Magic Weapons. Starlight's weapon attacks are magical. Actions Multiattack. Starlight makes two attacks: one with its horn and one with its hooves. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Growler Large celestial, neutral good Armor Class 17 (half plate barding) Hit Points 85 (10d10 + 30) Speed 50 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 16 (+3) 11 (+0) 18 (+4) 7 (-2) Condition Immunities charmed, paralyzed Senses darkvision 60 ft., passive Perception 17 Languages Common, Icyene Challenge 5 (1,800 XP) Magic Resistance. Growler has advantage on saving throws against spells and other magical effects. Magic Weapons. Growler's weapon attacks are magical. Innate Spellcasting. Growler's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring only verbal components: At will: detect evil and good, detect magic, sacred flame 3/day each: bless, guiding bolt, healing word, shield of faith, spiritual weapon 1/day each: dispel magic, freedom of movement, spirit guardians Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


Demons Demons are a large group of creatures that come in a wide variety of shapes and sizes. Most demons are humanoid in shape, though many are quadrupedal instead. Most demons have beastly features, such as horns, claws, or tendrils, and have bodies of hellish shades of red, violet, or black. Some demons have wings, while others are flightless. In general, demons are fairly powerful, evil, and dangerous creatures feared by commoners. Save for a few of the most powerful demons, their preferred method of combat is typically bare-handed, relying on their claws, horns, or jaws in combat. Some demons even possess magical capabilities, such as the ability to breathe fire or cast spells. Demons typically travel to Gielinor from other realms, such as the Infernal Dimensions or the Abyss, and most are followers and servants of Zamorak or Zaros. The demons of Infernus have a complex and organized society in which demons create and agree to contracts with one another. They are evil and cunning beings that always try to outwit one another, and some contracts can even end in the death of one party. Usually, when a demon travels to Gielinor, it exists only partially on the world, manifesting a physical body and then inhabiting it with their soul. If a demon dies or is killed, it destroys the body in a small magical explosion as it bursts into flames, leaving behind nothing but a pile of ashes. This allows the soul to return to Infernus or whatever plane it originated from and begin to create another physical body. This process can make the permanent killing of a demon very difficult. Note: The distinction between the fiends, demons, devils, and other fiend subtypes of standard 5th edition does not concur with that of similar creatures on Gielinor. Therefore, all such creatures of Gielinor are classified under the demon creature type, which has four main subtypes: fiend, Cthonian, Avernic, and Infernal. Gargoyles Unlike the elemental gargoyles of standard 5th edition, the gargoyles of Gielinor are considered demons. They can be found in a small number of rocky dungeons, in the Chaos Tunnels beneath the Wilderness, and inside Viggora's Folly in northwest Morytania. For the gargoyles of Gielinor, use the 5th edition gargoyle statistics, but make the following adjustments: Change the creature type to demon Change the language known to Infernal Change the damage resistances to bludgeoning, piercing, and slashing from nonmagical attacks Remove the condition immunities, except for poisoned A Gielinor Bestiary — DragonZaid 110


Fiends Fiends are a group of small demons that are generally less powerful than many other types of demons. Each type of fiend is associated with a natural element, and could easily be mistaken for an elemental creature rather than a demon by the untrained eye. They tend to live in extreme environments associated with their element. Icefiends Icefiends are short, lanky, and humanoid shaped demons with a pair of long, crooked horns that sprout from the tops of their heads. They have short claws and hoofed feet, and their black bodies are covered in a patchwork of chunks and shards of blue ice. Despite being some of the least powerful demons on Gielinor, they can still be dangerous to commoners or the unprepared adventurer, as they are resistant to some weapons and magic and can harm their foes with their icy powers. They inhabit cold environments like Ice Mountain as well as the God Wars Dungeon. Pyrefiends Similar to icefiends, pyrefiends are small demons that possess fiery magical abilities. They are short and thin, with hoofed feet, short claws, and long horns that sprout outward from the sides of their heads. Their bodies are gray and appear as if burning, with small flames around their hands and heads, and puffs of smoke trailing beghind them as they move. They are slightly more powerful than icefiends, able to burn their enemies with their claws, flaming body, and fiery breath. These demons can be found primarily in a few dungeons, such as the dungeon east of Rellekka, the Smoke Dungeon beneath the Kharidian Desert, and the God Wars Dungeon. A Gielinor Bestiary — DragonZaid 111 Icefiend Small demon (fiend), neutral evil Armor Class 13 (natural armor) Hit Points 36 (8d6 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 12 (+1) 9 (-1) 10 (+0) 10 (+0) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from weapon attacks that aren't silvered Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Infernal Challenge 1 (200 XP) Snow Camoflage. While the icefiend is in snowy or icy terrain, it has advantage on stealth checks. Magic Resistance. The icefiend has advantage on saving throws against spells and other magical effects. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) cold damage. Frost Breath (Recharge 6). The icefiend exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save, or half as much on a successful one. Pyrefiend Small demon (fiend), neutral evil Armor Class 14 (natural armor) Hit Points 38 (7d6 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 14 (+2) 9 (-1) 11 (+0) 12 (+1) Damage Resistances bludgeoning, piercing, and slashing from weapon attacks that aren't silvered Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Infernal Challenge 2 (450 XP) Heated Body. A creature that touches the pyrefiend or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage. Illumination. The pyrefiend sheds bright light in a 20- foot radius and dim light in an additional 20 feet. Magic Resistance. The pyrefiend has advantage on saving throws against spells and other magical effects. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) fire damage. Fire Breath (Recharge 6). The pyrefiend exhales fire in a 15-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.


Waterfiends Waterfiends are considerably more dangerous than their pyrefiend and icefiend counterparts. They are thin and stand slightly shorter than the average human. Appearing to be made almost entirely out of water, their bodies are constantly shifting and changing as they move. A splashing jet of water propels them across solid ground, and they can move through water with alarming speed. When they become aggressive, they can control spouts and even crashing waves of water to bludgeon and shove their foes. Waterfiends can be found in the Wilderness, the Chaos Tunnels beneath it and the arctic region to its west, and the Ancient Cavern in Kandarin. Dust Devils Dust devils are strange fiends with magical abilities that allow them to control clouds of blinding dust. They are vaguely humanoid in shape, with small torsos, short limbs and tails, and large, round heads. They have large mouths, small red eyes, and two short, wide horns atop their heads. The exteriors of their red bodies are covered in tough plates of beige hide, providing them with more protection than the average demon. These demons can be found in the Chaos Tunnels beneath the Wilderness and in the Smoke Dungeon beneath the Kharidian Desert. A Gielinor Bestiary — DragonZaid 112 Waterfiend Medium demon (fiend), neutral evil Armor Class 14 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft., swim 80 ft STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 15 (+2) 13 (+1) 11 (+0) 15 (+2) Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Infernal Challenge 5 (1,800 XP) Amphibious. The waterfiend can breathe air and water. Magic Resistance. The waterfiend has advantage on saving throws against spells and other magical effects. Actions Multiattack. The waterfiend makes two attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Water Spout. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target must succeed on a DC 13 Strength saving throw or be pushed up to 15 feet away from the waterfiend. Crashing Wave (Recharge 6). The waterfiend magically creates a wave of water that crashes down on a 15-foot cube originating from itself. Each creature in the area must succeed on a DC 13 Strength saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Dust Devil Medium demon (fiend), neutral evil Armor Class 17 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 17 (+3) 12 (+1) 13 (+1) 14 (+2) Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Infernal Challenge 6 (2,300 XP) Dust Shroud. As a bonus action, the devil can surround itself with a shroud of swirling dust that extends around it in a 10-foot radius. The shroud spreads around corners, and its area is lightly obscured and considered to be difficult terrain. It lasts for 1 minute or until a strong wind disperses it. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes two attacks: one with its horns and one with its bite. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Blinding Breath (Recharge 6). The devil exhales a 30- foot cone of blinding dust. Each creature in that area must succeed on a DC 14 Constitution saving throw or be blinded 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.


Cthonian Demons Cthonian demons typically come in even more diverse, horrifying, and disturbing forms than other types of demons. Many Cthonian demons are quadrupedal, though some bear a vague humanoid appearance. Ages ago, Cthonians were the second group of demons to rule over Infernus, overthrowing the Infernal demons and enslaving the Avernic tribes. Some time later, the Cthonians themselves were overthrown by the Avernic demons with the help of Zamorak, and most of the surviving Cthonians were banished to the Abyss. Many Cthonian demons on Gielinor were originally brought there by researchers in Viggora's Folly in northwest Morytania, who managed to open a portal to the Abyss. Bloodvelds Bloodvelds are quadrupedal demons with bodies that vaguely resemble the shape of a spider. They have four insect-like legs and large, bulbous bodies filled with blood that can be seen flowing and pulsing about beneath the skin. At the front of their bodies is a circular mouth with several wide, pointed teeth. They have long, tentacle-like tongues which are used to ensnare their prey before biting down on them and consuming their blood. Despite having no eyes, these demons are particularly good at tracking creatures. Vampyres often keep bloodvelds as pets in a similar fashion to how Humans keep dogs, valuing them for their companionship as well as their ability to track creatures and defend their owners. Bloodvelds can be found inside Viggora's Folly in northwestern Morytania, in the Sanguinesti Region of Morytania, and in the God Wars Dungeon. Nechryael Nechryael are Cthonian demons of a humanoid shape with giant, gaping maws in place of a chest and stomach. They have bare skulls for a head and glowing red eyes. Their broad shoulders are very muscular, in contrast to their small legs. A handful of long, bony spikes protrude from their purple bodies, including large teeth that sit on either side of their vertical maws. Nechryael have a deadly bite and can summon death spawns, tiny imp-like demons, to aid them in a fight. Nechryael can be found inside Viggora's Folly and in dungeons such as the Chaos Tunnels beneath the Wilderness and the God Wars Dungeon. A Gielinor Bestiary — DragonZaid 113 Bloodveld Medium demon (Cthonian), neutral evil Armor Class 12 (natural armor) Hit Points 51 (6d8 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 18 (+4) 5 (-3) 12 (+1) 4 (-3) Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11 Languages understands Infernal but can't speak Challenge 2 (450 XP) Sense Blood. The bloodveld has advantage on Wisdom (Perception) checks to locate any creature that has blood. Actions Multiattack. The bloodveld makes two attacks, only one of which can be with its bite, or uses its tongue and makes one attack. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target has blood, the bloodveld regains hitpoints equal to the damage dealt. Tongue. The bloodveld reaches out with its long, tentacle-like tongue, wrapping it around a creature no larger than Medium within 5 feet. The creature must succeed on a DC 12 Strength or Dexterity saving throw (target's choice) or be restrained and take 7 (2d6) bludgeoning damage. The target can use its action to repeat the saving throw on each of its turns, and another creature can use an action to make a DC 12 Strength check to free the target.


Abyssal Demons Abyssal demons are powerful demons that control the power of teleportation. They have four crab-like legs, small bodies, large heads, and short spiky tails. Their bodies are purple and black and covered in thick hide. Their heads are translucent and glow with faint light, and they have large lower jaws with wide, pointed teeth. Sprouting from their heads are six small, squirming tentacles. When in combat, these dangerous demons will constantly teleport around, and can even teleport their foes short distances in order to disorient them. A Gielinor Bestiary — DragonZaid 114 Nechryael Medium demon (Cthonian), neutral evil Armor Class 14 (natural armor) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 17 (+3) 6 (-2) 8 (-1) 6 (-2) Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages Infernal Challenge 3 (700 XP) Rampage. When the nechryael reduces a creature to 0 hit points with a melee attack on its turn, the nechryael can use a bonus action to move up to half its speed and make a bite attack. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Summon Spawns (1/Day). The nechryael magically summons 1d4 death spawns. The death spawns remain for 1 hour, until the nechryael dies, or until the nechryael dismisses them as a bonus action. Death Spawn Tiny demon (Cthonian), neutral evil Armor Class 13 (natural armor) Hit Points 10 (3d4 + 3) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 5 (-3) 17 (+3) 12 (+1) 6 (-2) 7 (-2) 13 (+1) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages Infernal Challenge 1/2 (100 XP) Actions Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) poison damage.


Avernic Demons The Avernic demons long served as slaves to the Infernal and Cthonian demons. Eventually, Zamorak managed to convince many Avernics to pledge their loyalty to him, and led them in an uprising against their Cthonian masters. They succeeded, banishing most Cthonians that weren't killed to the Abyss. In general, Avernic demons are the most human-like of all the demons in appearance. They are split into four major classes, the Shakroth, Byzroth, Alyaroth, and Tsutsaroth, with each class acting as servants or slaves for the higher ranking ones. The Shakroth are the lowest ranking class of the Avernic demons, consisting of creatures such as hellhounds. They are completely incapable of speech and magic. Lesser Demons Lesser demons belong to the Byzroth tribe of Avernic demons. Their social ranking is only above that of the Shakroth, so they often serve as slaves to the higher ranking Alyaroth and Tsutsaroth tribes. Lesser demons have hellish red bodies of roughly humanoid shape and size. They have horns of various shapes and sizes on their heads and sometimes also on their arms, backs, necks, or shoulders. They primarily fight with their claws, which can cause wounds that become deadly if left untreated. They also possess minor innate magic, able to hurl small bolts of flame to assail their foes at range. A Gielinor Bestiary — DragonZaid 115 Abyssal Demon Medium demon (Cthonian), neutral evil Armor Class 16 (natural armor) Hit Points 76 (9d8 + 36) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 18 (+4) 6 (-2) 13 (+1) 8 (-1) Saving Throws Dex +7, Wis +4, Cha +2 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Infernal, telepathy 120 ft. Challenge 6 (2300 XP) Abyssal Gates. When the demon hits a creature no larger than Medium with an attack, it can use a bonus action to teleport the target, along with any equipment it is wearing or carrying, to an unoccupied space the demon can see within 15 feet. Magic Resistance. The demon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The demon makes two attacks: one with its bite and one with its slam. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 7 (2d6) force damage on a failed save or half as much on a successful one. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Teleport. The demon magically teleports to an unoccupied space it can see within 40 feet. Abyssal Fusion (1/Day). The demon attempts to magically teleport two targets into the same location, magically rending them as they are forced to collide. The demon chooses two creatures or loose objects no larger than Medium it can see that are within 30 feet and a single unoccupied space it can see within 15 feet of both targets. Each targeted creature must make a DC 15 Constitution saving throw, taking 33 (6d10) force damage and being teleported, along with any equipment it is wearing or carrying, on a failed save., or taking half as much damage and remaing in place on a successful one. A teleported target falls prone in an unoccupied space nearest to the destination. Reactions Abyssal Step. When the demon takes damage, it can use its reaction to magically teleport to an unoccupied space it can see within 15 feet.


Greater Demons Greater demons make up part of the Alyaroth tribe, the second-highest ranking of the Avernic demons. They bear a resemblance to lesser demons, but are much larger and have a pair of red wings sprouting from their backs. Greater demons share with their lesser counterparts similar, but more potent magical capabilities and combat methods, utilizing magical rays of flame at range and deadly claws up close. Greater demons are found primarily in dungeons, such as the Brimhaven Dungeon and various dungeons in the Wilderness. Black Demons Also part of the Alyaroth tribe, black demons are very similar to greater demons. Their bodies are a deep shade of black, and they have glowing red eyes and large horns that closely resemble the horns of a bull or the tusks of an elephant. Black demons have deadly claws just like greater demons, but they possess much more potent magical abilities. They can be found in the dungeons beneath Taverley and Brimhaven. A Gielinor Bestiary — DragonZaid 116 Lesser Demon Medium demon (Avernic), neutral evil Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) Skills Intimidation +4, Perception +2 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Infernal, Common Challenge 4 (1,100 XP) Magic Resistance. The demon has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The demon's innate spellcasting ability is Charisma (+4 to hit with spell attacks). The demon can cast the fire bolt cantrip. Actions Multiattack. The demon makes two claw attacks. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Greater Demon Large demon (Avernic), neutral evil Armor Class 16 (natural armor) Hit Points 104 (11d10 + 44) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 18 (+4) 12 (+1) 10 (+0) 15 (+2) Skills Intimidation +5, Perception +3 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Infernal, Common Challenge 6 (2,300 XP) Magic Resistance. The demon has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The demon's innate spellcasting ability is Charisma (+5 to hit with spell attacks, spell save DC 13). The demon can innately cast the following spells, requiring no material components: At will: fire bolt 2/Day each: burning hands, hellish rebuke Actions Multiattack. The demon makes two claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 14 Constitution saving throw or lose 9 (2d8) hit points at the start of each of its turns due to an infernal wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 9 (2d8). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.


A Gielinor Bestiary — DragonZaid 117 Black Demon Large demon (Avernic), neutral evil Armor Class 16 (natural armor) Hit Points 104 (11d10 + 44) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 18 (+4) 12 (+1) 10 (+0) 18 (+4) Skills Intimidation +7, Perception +3, Stealth +4 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Infernal, Common Challenge 7 (2,900 XP) Magic Resistance. The demon has advantage on saving throws against spells and other magical effects. Devil's Sight. Magical darkness doesn't impede the demon's darkvision. Innate Spellcasting. The demon's innate spellcasting ability is Charisma (+7 to hit with spell attacks, spell save DC 15). The demon can innately cast the following spells, requiring no material components: At will: burning hands, detect magic, fire bolt, thaumaturgy 2/Day each: darkness, fireball, hellish rebuke Actions Multiattack. The demon makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 14 Constitution saving throw or lose 9 (2d8) hit points at the start of each of its turns due to an infernal wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 9 (2d8). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.


K'ril Tsutsaroth K'ril Tsutsaroth is an Avernic demon of the Tsutsaroth tribe and one of Zamorak's highest ranking generals. He lies in the heart of the Zamorakian encampment in the God Wars dungeon. Members of his tribe are rarely found outside of Infernus, making him one of the most powerful demons present on Gielinor. He is very similar in appearance to a greater demon, with a red body, large wings, and a humanoid shape, but is even larger and has hoofed feet instead of claws. In combat, K'ril uses his brute strength as well as some magical capability to pulverise his foes. He is one of the few demons to utilize armor and weaponry, donning a patchwork of metal armor pieces marked with the symbol of Zamorak and using two huge scimitars in combat. Despite their size, he swings his weapons very rapidly, and is able to enter a demonic rage to make his attacks even more potent. Using his magic, he can hurl scorching rays of flame and cause spikes of rock to erupt from the ground and drain the life-force of his enemies. K'ril's Bodyguards K'ril is usually accompanied by his three bodyguards: a lesser demon called Zakl'n Gritch, a greater demon called Tstanon Karlak, and a black demon called Balfrug Kreeyath. A Gielinor Bestiary — DragonZaid 118 K'ril Tsutsaroth Huge demon (Avernic), neutral evil Armor Class 18 (natural armor) Hit Points 161 (14d12 + 70) Speed 40 ft., fly 50 ft. STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 21 (+5) 14 (+2) 12 (+1) 18 (+4) Skills Intimidation +8, Perception +5 Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Infernal, Common Challenge 11 (7,200 XP) Magic Resistance. K'ril has advantage on saving throws against spells and other magical effects. Charge. If K'ril moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Innate Spellcasting. K'ril's innate spellcasting ability is Charisma (+8 to hit with spell attacks, spell save DC 16). He can innately cast the following spells, requiring only verbal components: At will: hellish rebuke, scorching ray, thaumaturgy Demonic Rage (Recharges after a Short or Long Rest). Using a bonus action, K'ril enters an enraged state, attacking recklessly with blazing speed. While enraged, K'ril has advantage on weapon attacks, he can make one additional scimitar attack on his turn, and any attacks against him have advantage. The effect ends at the start of K'ril's next turn, or if he is incapacitated. Actions Multiattack. K'ril makes three attacks: two with his scimitars and one with his gore. Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage. Earth Spike (Recharge 5-6). K'ril slams his scimitars into the ground, causing a large spike of rock to erupt from the ground before draining the life of nearby creatures. The spike forms in a 15-foot cube centered on a point on the ground within 30 feet. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) bludgeoning damage and lands prone in the nearest unoccupied space. On a successful save, a creature takes half the damage and lands in the nearest unoccupied spacespike of their choice without falling prone. A creature that starts their turn within 5 feet of the spike takes 9 (2d8) necrotic damage. The spike remains in the affected area for 1 minute or until K'ril uses this feature again before disappearing.


Elementals Elemental creatures are relatively rare on Gielinor, but can be found in a variety of its most remote areas, especially in places like deep below the ground and atop tall mountains. Statistics for many of the more unique elementals found on Gielinor are listed in this section. For the standard air, water, earth, and fire elementals, use their respective 5th edition statistics. Ice Spiders Ice spiders are spider-shaped creatures made entirely of jagged chunks of living ice. They inhabit a few cold and remote areas of Gielinor, such as the freezing caves beneath White Wolf Mountain or the snowy areas of the northern Wilderness. Ice Warriors Ice warriors are elemental creatures made of chunks of ice that bear a resemblance to humanoids with built in suits of icy armor. They can be found a variety of cold places such as the freezing depths of the Asgarnian Ice Dungeon or the snowy peaks of White Wolf Mountain. A Gielinor Bestiary — DragonZaid 119 Ice Spider Medium elemental, neutral evil Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 15 (+2) 4 (-3) 8 (-1) 4 (-3) Skills Stealth +7 Damage Vulnerabilities bludgeoning, fire Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 1 (450 XP) Death Burst. When the spider dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 12 Dexterity saving throw, taking 9 (2d8) slashing damage on a failed save, or half as much on a successful one. False Appearance. While the spider remains motionless, it is indistinguishable from an ordinary chunk of ice. Ice Walk. The spider can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 9 (2d8) cold damage. The target must succeed on a DC 12 Constitution saving throw or have their speed reduced by 10 feet until the start of the spider's next turn. Ice Warrior Medium elemental, neutral evil Armor Class 17 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 15 (+2) 5 (-3) 12 (+1) 8 (-1) Skills Athletics +5 Damage Vulnerabilities bludgeoning, fire Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Primordial Challenge 3 (700 XP) Innate Spellcasting. The ice warrior's spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The ice warrior can innately cast the following spells, requiring no material components: At will: ice knife, ray of frost False Appearance. While the warrior remains motionless, it is indistinguishable from an ordinary chunk of ice. Ice Walk. The warrior can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Chilled Weapons. The icy weapons the warrior wields deal an extra 3 (1d6) cold damage on a hit (included in the attack). Actions Multiattack. The ice warrior makes two longsword attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 3 (1d6) cold damage.


Earth Warriors Earth warriors are humanoid-shaped elemental creatures made from hunks of living earth and rock. They can be found in the Chaos Tunnels beneath the Wilderness and the Edgeville Dungeon. For the earth warriors of Gielinor, use the 5th edition statistics for the earth elemental. Ice Giants Ice giants are very large humanoid shaped creatures made of chunks of ice. They often wield giant weapons, such as longswords, that are also made of ice. They can be found in many of the same cold and remote places as ice warriors. Note: The ice and fire giants of Gielinor seem to be almost completely made of their respective elements, as opposed to how the frost giants and fire giants of standard 5th edition are portrayed. Therefore, the ice and fire giants of Gielinor are considered elementals rather than giants. Fire Giants Fire giants are giant creatures made of flames and burning material arranged in a similar shape to a humanoid. Similar to ice giants, they often wield flaming weapons that can burn their enemies. They can be found in many dungeons throughout Gielinor, such as the Chaos Tunnels beneath the Wilderness, the Brimhaven Dungeon, and the Smoke Dungeon beneath the Kharidian Desert. A Gielinor Bestiary — DragonZaid 120 Ice Giant Large elemental, neutral evil Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 17 (+3) 5 (-3) 9 (-1) 6 (-2) Damage Vulnerabilities bludgeoning, fire Damage Immunities cold, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages Primordial Challenge 6 (2,300 XP) False Appearance. While the giant remains motionless, it is indistinguishable from an ordinary chunk of ice. Ice Walk. The giant can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Chilled Weapons. The icy weapons the giant wields deal an extra 4 (1d8) cold damage on a hit (included in the attack). Actions Multiattack. The giant makes two longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage when wielded in one hand or 15 (2d10+4) slashing damage when wielded in two hands plus 4 (1d8) cold damage. Frost Breath (Recharge 6). The giant exhales a 30- foot cone of cold air. Each creature in that area must succeed on a DC 14 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. Fire Giant Large elemental, neutral evil Armor Class 15 (natural armor) Hit Points 136 (13d10 + 65) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 9 (-1) 21 (+5) 6 (-2) 10 (+0) 7 (-2) Damage Vulnerabilities cold Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Ignan Challenge 8 (3,900 XP) Heated Body. A creature that touches the giant or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage. Heated Weapons. Any metal melee weapon the giant wields deals an extra 4 (1d8) fire damage on a hit (included in the attack). Actions Multiattack. The giant makes two longsword attacks. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when wielded in one hand or 17 (2d10+6) slashing damage when wielded in two hands plus 4 (1d8) fire damage. Fire Breath (Recharge 6). The giant exhales a 30-foot cone of flames. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one.


Chaos Elemental The chaos elemental is a peculiar creature made of pure chaotic magical energy. This large creature has a pale maroon body with a humanoid-shaped torso covered with rib bones. It has no legs, but four long arms that end in sharp points. It has a small head with a single giant, red eye and no other features. Two long, crooked horns twist outward from the sides of its head. It moves sporadically as it floats through the air, twitching and jittering constantly. It can be found wandering about the northern areas of the wilderness, leaving great chaos in its wake. It is a dangerous and aggressive creature that can cause confusion during a fight by teleporting creatures and items short distances. A Gielinor Bestiary — DragonZaid 121 Chaos Elemental Large elemental, chaotic evil Armor Class 15 (natural armor) Hit Points 150 (20d10 + 40) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 7 (-2) 12 (+1) 18 (+4) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious Senses darkvision 60 ft, passive Perception 11 Languages Primordial Challenge 10 (5,900 XP) Madness As a bonus action, the elemental can teleport a nearby object a short distance. It chooses an object within 60 feet that weighs no more than 10 pounds and teleports it to an unoccupied space within 10 feet of its original location. Equipped shields and armor cannot be affected, but other held and worn items can if the wielder fails a DC 16 Strength saving throw. Confusion As a bonus action, the elemental can teleport a creature to a nearby location. The elemental chooses a creature no larger than Medium that is within 30 feet. The creature must succeed on a DC 16 Constitution saving throw or be teleported to an unoccupied space of the elemental's choice within 30 feet of its original location. Actions Multiattack. The elemental makes two pierce attacks. Pierce. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) psychic damage. Chaos Magic. The elemental attacks using a random spell. Roll a d8. The number rolled on that die determines the spell used, as shown below: 1: acid arrow 2: blindness/deafness 3: blur 4: hold person 5: moonbeam 6: ray of enfeeblement 7: scorching ray 8: shatter The spell determined by the d8 roll is cast at 2nd level and doesn't require material or somatic components. If the spell cannot be cast (for instance, if there are no targets within the spell's range) then the elemental's action is wasted. The elemental's spellcasting ability for these spells is Charisma (spell save DC 16, +8 to hit with spell attacks). Legendary Actions The chaos elemental can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn. Sow Chaos. The elemental uses one of either its Madness or Confusion abilities. Attack. The elemental makes one pierce attack. Move. The elemental moves up to its fly speed without provoking attacks of opportunity.


TzHaar The TzHaar are an intelligent race of elementals comprised of obsidian and magma that inhabit the magma-lit caves deep beneath the Karamja volcano. Despite their fearsome and powerful appearance, the TzHaar are wise and peaceful creatures that have existed beneath the surface for thousands of years. TzHaar live in a sophisticated society that relies on a strict caste system which dictates what each TzHaar will do in life. These castes are the TzHaar-Ket, TzHaar-Xil, TzHaar-Mej, and TzHaar-Hur. TzHaar also value honor and chivalry above all else. It is said that throughout their history, no TzHaar has ever committed a crime. Because most humanoids have no such values in the eyes of the TzHaar, they are cautious in dealing with them and keep most of their civilizations blocked off from outsiders. Amongst the fighting castes, combat is incredibly popular. The TzHaar partake in gladiator-style combat, and fight ancient creatures that live deep underground. To excel in friendly combat is a major goal of most fighting TzHaar. Ultimately, however, to perform the duties of one's caste well is the primary goal of the TzHaar. TzHaar have bulky bodies with swirling or jagged patterns of glowing orange magma on the surface. Most are roughly humanoid in shape, and all have four arms. A typical TzHaar wears no clothing or armor, but rather a small number of ornamental metal objects such as decorative bracelets and chains. TzHaar have their own ancient language that is mutually intelligible with Terran, Ignan, and Primordial. Their Common and other non-elemental languages are spoken with a unique accent that sounds as though ordinary speech of a very deep pitch were overlaid with scratching and crumbling earthy noises. TzHaar-Ket The TzHaar-Ket are the guardians and police force of the TzHaar. If ever the TzHaar city were threatened, TzHaar-Ket would be the first to defend it. TzHaar-Ket have very bulky legs and primary arms. Their heads sit in the center of their large, round torsos. They are the bulkiest of the TzHaar. With their tall and wide stature, TzHaar-Ket are fearsome soldiers that follow a code not unlike the concept of chivalry. A Gielinor Bestiary — DragonZaid 122 TzHaar-Ket Large elemental, lawful good Armor Class 19 (natural armor, shield) Hit Points 136 (13d10 + 65) Speed 25 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 20 (+5) 10 (+0) 14 (+2) 8 (-1) Saving Throws Con +8, Wis +5 Skills Athletics +8 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 12 Languages TzHaar, Common Challenge 8 (3,900 XP) Many Arms. The TzHaar has four arms. Its two primary arms function normally, and its two secondary arms can be used to perform simple actions such as holding, pushing, pulling, lifting, or dropping, or interacting with objects. Its secondary arms can't be used to do anything that requires fine control, such as using weapons, shields, or magic items. Rock Steady. The TzHaar has advantage on Strength saving throws against being pushed, shoved, and knocked prone. Earthly Grip. The TzHaar can attempt to grapple a creature using its secondary arms as a bonus action. Actions Multiattack. The TzHaar makes two melee weapon attacks. TzHaar-Ket-Om. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.


TzHaar-Xil The TzHaar-Xil are the hunting caste, being agile, yet adept in combat. They are primarily in charge of gathering food by hunting prey that live underground. Like the TzHaar-Ket, they take great pride in their skills in combat. TzHaar-Xil have hunched torsos with small heads and long necks. Their lanky arms make them particularly skilled with thrown weapons, and their long legs and tails also make them more dexterous than the other castes. TzHaar-Mej The TzHaar-Mej are the mystic class of the TzHaar as well as the race's leading and governing class. They are generally the wisest and are responsible for recording their people's history in their libraries. TzHaar-Mej are slightly taller and less bulky than the other TzHaar, with thin, cone-shaped torsos and small feet and hands. Atop their torsos sit their pointed heads, which are flanked by two wide, arched spikes, between which lies a large floating ball of magma. A Gielinor Bestiary — DragonZaid 123 TzHaar-Xil Large elemental, lawful good Armor Class 17 (natural armor) Hit Points 110 (13d10 + 39) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 17 (+3) 10 (+0) 14 (+2) 8 (-1) Saving Throws Con +6, Wis +5 Skills Acrobatics +5, Stealth +5 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 12 Languages TzHaar, Common Challenge 8 (3,900 XP) Many Arms. The TzHaar has four arms. Its two primary arms function normally, and its two secondary arms can be used to perform simple actions such as holding, pushing, pulling, lifting, or dropping, or interacting with objects. Its secondary arms can't be used to do anything that requires fine control, such as using weapons, shields, or magic items. Rock Steady. The TzHaar has advantage on Strength saving throws against being pushed, shoved, and knocked prone. Thrown Weapon Master. A melee weapon with the thrown property deals one extra die of its damage when the TzHaar hits with it (included in the attack). The TzHaar can make thrown weapon attacks at long range without disadvantage. Actions Multiattack. The TzHaar makes four attacks. Toktz-Xil-Ek. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d4 + 4) piercing damage. Toktz-Xil-Ul. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d8 + 4) slashing damage.


TzHaar-Hur The TzHaar-Hur are the craftsman class of the TzHaar. Despite their lack of combat ability, they are incredibly important to the TzHaar. They are excellent miners, architects, and sculptors, and are capable of forging weaponry from obsidian. As the smallest of the TzHaar, they stand much shorter than the other castesand use a rotatating ball of magma at the bottom of their bodies in order to move. A Gielinor Bestiary — DragonZaid 124 TzHaar-Mej Medium elemental, lawful good Armor Class 16 (natural armor) Hit Points 84 (13d8 + 26) Speed 25 ft. STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 15 (+2) 15 (+2) 18 (+4) 8 (-1) Saving Throws Con +5, Wis +7 Skills Arcana +6 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 14 Languages TzHaar, Common Challenge 5 (1,800 XP) Many Arms. The TzHaar has four arms. Its two primary arms function normally, and its two secondary arms can be used to perform simple actions such as holding, pushing, pulling, lifting, or dropping, or interacting with objects. Its secondary arms can't be used to do anything that requires fine control, such as using weapons, shields, or magic items. Rock Steady. The TzHaar has advantage on Strength saving throws against being pushed, shoved, and knocked prone. Spellcasting. The TzHaar is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): guidance, produce flame, resistance 1st level (4 slots): cure wounds, faerie fire, fog cloud 2nd level (3 slots): flame blade, flaming sphere, heat metal, lesser restoration 3rd level (3 slots): meld into stone Actions Toktz-Xil-Ek. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. TzHaar-Hur Medium elemental, lawful good Armor Class 16 (natural armor) Hit Points 110 (13d8 + 52) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 5 (-2) 18 (+4) 16 (+3) 14 (+2) 8 (-1) Saving Throws Con +7, Wis +5 Skills History +6 Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 12 Languages TzHaar, Common Challenge 5 (1,800 XP) Many Arms. The TzHaar has four arms. Its two primary arms function normally, and its two secondary arms can be used to perform simple actions such as holding, pushing, pulling, lifting, or dropping, or interacting with objects. Its secondary arms can't be used to do anything that requires fine control, such as using weapons, shields, or magic items. Rock Steady. The TzHaar has advantage on Strength saving throws against being pushed, shoved, and knocked prone. Heated Weapons. When the TzHaar hits with a metal or stone melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). Actions TzHaar-Ket-Em. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) fire damage.


Giants Giants are a group of massive creatures that typically have a similar appearance to humanoids. They are often less intelligent than the average humanoid, but significantly stronger and hardier. Giants come in a variety of shapes and sizes, and most are very dangerous and aggressive creatures that should be avoided whenever possible. Note: For ice giants and fire giants, see Elementals. For moss giants, see Plants. Hill Giants Hill giants are very tall giants that can be found in a variety of locations throughout Gielinor, including the Edgeville Dungeon, the Taverley Dungeon, western Kandarin, and the Wilderness. For the hill giants of Gielinor, use the 5th edition statistics of the hill giant. Cyclopes Cyclopes are very similar creatures to hill giants, but are distinguished by their single large eye. They can be found in the God Wars Dungeon and within the Warriors' Guild in Burthorpe. A much more peaceful and humanoid-like race of cyclops can be found in The Arc, with most of them originating from the island of Cyclosis. For the cyclopes of Gielinor, use the 5th edition statistics of the cyclops. Ogres Ogres are giants that have a similar appearance to large, fat Humans with big heads and a pair of small tusks in their lower jaws. They can be found in the southern regions of Kandarin and are numerous in the Feldip Hills region south of Kandarin, particularly in the ogre city of Gu'Tanoth. For the ogres of Gielinor, use the 5th edition statistics of the ogre. Trolls Trolls are one of the most populous and diverse types of giants on Gielinor. Their history is largely unclear, but it's known that they've prospered for thousands of years. They vary greatly in size, with the smallest and most common trolls being only slightly larger than a Human and the largest being quite massive. Trolls are semi-intelligent creatures that rely more on their instincts than their wits in order to survive in the harsh environments in which they reside. They are tough and hardy creatures that can eat almost anything without consequence. In fact, eating is a very important part of their culture, as a newborn troll is usually named after the first thing they attempt to eat. Despite their level of intelligence, trolls should not be underestimated, as they are vicious creatures that have often been known to beat, kill, or eat anyone who enters their territory. There are three main subspecies of trolls: mountain trolls, ice trolls, and sea trolls. A Gielinor Bestiary — DragonZaid 125


Mountain Trolls Mountain trolls are the most commonly found type of trolls and seem to have the greater intelligence, making the most use of tools and having the most organized societies. They can be found in the troll country, which surrounds the mountain of Trollheim north of Burthorpe. Mountain trolls have brown bodies with skin covered in chunks of rock. They have long, muscular arms and large heads with big lower jaws and small green eyes. They often equip themselves with a crude patchwork of wooden armor pieces haphazardly held together with rope. These trolls have threatened the safety of Burthorpe as well as the Dwarven city of Keldagrim since they each were founded, frequently launching unorganized attacks and raids against these establishments. A Gielinor Bestiary — DragonZaid 126 Troll Medium giant, chaotic evil Armor Class 16 (natural armor, shield) Hit Points 37 (5d8 + 15) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 17 (+3) 8 (-1) 16 (+3) 5 (-3) 13 (+1) 6 (-2) Skills Athletics +5, Survival +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 1 (200 XP) Stone Camouflage. The troll has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Rock. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Troll General Large giant, chaotic evil Armor Class 17 (natural armor, shield) Hit Points 76 (8d10 + 32) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 18 (+4) 5 (-3) 14 (+2) 6 (-2) Skills Athletics +6, Survival +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 3 (700 XP) Stone Camouflage. The troll has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The troll makes two melee attacks. Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Rock. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.


Troll Mages While most trolls rely solely on their brute strength and toughness for combat and survival, a few mountain trolls harness magical abilities. Much of a troll mage's magic is focused toward aiding in their survival, though harmful magic is also of use to them. Dad Dad is one of the largest and strongest mountain trolls in the troll country area. This massive creature's weapon of choice is a large uprooted tree, which he swings around with ease. Ice Trolls Ice trolls are slightly more primitive trolls that inhabit the icy Trollweiss mountains north of Trollheim as well as some of the colder islands north of the Fremennik Province. They have light gray bodies covered with thick white hair that gives them perfect camouflage for the snowy environments they live in. Like other trolls, they are very aggressive, and the Fremennik of the islands of Jatizso and Neitiznot have long warred with them over territory. For the ice trolls of Gielinor, use the above stats for the troll or the troll general, but with a few small modifications. Firstly, remove the climbing speed and Stone Camouflage feature. Second, add the following features: Ice Walk. The troll can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Snow Camouflage. The troll has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. A Gielinor Bestiary — DragonZaid 127 Troll Mage Large giant, chaotic evil Armor Class 15 (natural armor) Hit Points 76 (8d10 + 32) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 17 (+3) 8 (-1) 18 (+4) 5 (-3) 16 (+3) 6 (-2) Skills Athletics +5, Survival +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 3 (700 XP) Stone Camouflage. The troll has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Spellcasting. The troll is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, mold earth, produce flame 1st level (4 slots): create or destroy water, entangle, goodberry, thunderwave 2nd level (3 slots): healing spirit, spike growth Actions Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Rock. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. Dad Huge giant, chaotic evil Armor Class 16 (natural armor) Hit Points 138 (12d12 + 60) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 20 (+5) 5 (-3) 14 (+2) 6 (-2) Skills Athletics +9, Survival +5 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 6 (2,300 XP) Stone Camouflage. Dad has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. Dad makes two melee attacks. Tree. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it make a DC 17 Strength saving throw. If it fails, Dad shoves the target, either knocking it prone or pushing it 15 feet away. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.


Sea Trolls Sea trolls are amphibious trolls that live beneath the sea north of Kandarin. They have a similar appearance to other trolls, but have scaly green skin, webbed hands and feet, sharper teeth, and orange frills on their heads and along their spines. They are perhaps the fiercest of the trolls, and tend to be more organized than the others. They occasionally lay siege to various establishments near the shore of the northern sea, especially Piscatoris Fishing Colony in northwest Kandarin. For the ice trolls of Gielinor, use the above stats for the troll or the troll general, but with a few small modifications. Firstly, remove the climbing speed and Stone Camouflage feature. Second, add the following features: A swimming speed equal to the troll's walking speed. Amphibious. The troll can breathe air and water. General Graardor General Graardor is the leader of Bandos' army and one of his highest ranking generals. He lies in the heart of the Bandosian encampent in the God Wars Dungeon. Graardor is one of the last known living members of the ourg race, a type of massive, ogre-like creature. Long before the God Wars, many ourgs fought for Bandos in a variety of different wars, causing their numbers to thin drastically. By the time the God Wars came to a close, they were thought to be extinct, but when the Temple of Lost Ancients thawed, Graardor's presence revealed this to be untrue. Graardor is a huge creature standing at around 15 feet tall. He is humanoid in shape, is incredibly muscular, and has green skin and a pair of long teeth that stick out from his lower jaw. He is typically found wearing armor bearing the marks of Bandos and a helmet with large horns. A Gielinor Bestiary — DragonZaid 128


In battle, Graardor relies primarily on his brute strength, preferring his bare hands to any weapon. In fact, when directed in the right way, his fists are strong enough to cause powerful shockwaves along the ground or make rocks fall from the ceiling. Graardor's Sergeants Graardor is usually accompanied by his three Goblin sergeants: the battlemage Sergeant Steelwill, the warrior Sergeant Strongstack, and the rogue Sergeant Grimspike. A Gielinor Bestiary — DragonZaid 129 General Graardor Huge giant, neutral evil Armor Class 16 (Bandos armor) Hit Points 216 (16d12 + 112) Speed 40 ft. STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 24 (+7) 13 (+1) 14 (+2) 10 (+0) Saving Throws Str +12, Con +11, Wis +6 Skills Athletics +12 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin, Ork Challenge 11 (7,200 XP) Actions Multiattack. Graardor makes three fist attacks or uses his Graardor Protect and makes two fist attacks. Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage. Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Graardor Protect. Graardor enters a defensive stance. When he is hit with a melee weapon attack before the start of his next turn, he can use a reaction to gain resistance to any bludgeoning, piercing, or slashing damage caused by that attack and make one fist attack against the attacker. Shockwave. Graardor smashes his fist into the ground, causing a shockwave to erupt in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw, taking 22 (4d10) thunder damage and being knocked prone on a failed save, or taking half the damage without falling prone on a successful one. Graardor Smash (Recharge 5-6). Graardor pummels the ground repeatedly as rocks fall from above toward up to three points on the ground within 60 feet. Each creature above one of these points must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) bludgeoning damage and is restrained, crushed beneath the rubble. A restrained creature can use an action to make a DC 19 Strength or Dexterity check (the creature's choice). On a success, the creature is no longer restrained and must move to the nearest unoccupied space of their choice. On a successful save, a creature takes half the damage and must move to the nearest unoccupied space of their choice. The rubble becomes an area of difficult terrain in a 5-foot diameter centered on each point, which lasts until it is cleared. Sergeant Steelwill Small humanoid (Goblin), neutral evil Armor Class 17 (half plate) Hit Points 36 (8d6 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 8 (-1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 5 (1,800 XP) Nimble Escape. Steelwill can take the Disengage or Hide action as a bonus action on each of his turns. Goblin War Tactics. Before Steelwill attacks a creature while at least one of his allies is within 5 feet of it, he can add 1d8 to the attack or damage roll. Magic Resistance. Steelwill has advantage on saving throws against spells and other magical effects. Spellcasting. Steelwill is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Steelwill has the following cleric spells prepared: Cantrips (at will): resistance, sacred flame, thaumaturgy 1st level (4 slots): bane, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon 3rd level (2 slots): bestow curse, spirit guadians Actions Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


A Gielinor Bestiary — DragonZaid 130 Sergeant Strongstack Small humanoid (Goblin), neutral evil Armor Class 19 (half plate, shield) Hit Points 55 (10d6 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 15 (+2) 10 (+0) 8 (-1) 8 (-1) Skills Stealth +5 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 5 (1,800 XP) Nimble Escape. Strongstack can take the Disengage or Hide action as a bonus action on each of his turns. Goblin War Tactics. Before Strongstack attacks a creature while at least one of his allies is within 5 feet of it, he can choose to add 1d8 to the attack or damage roll. Actions Multiattack. Strongstack makes two melee attacks. Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Reactions Parry. Strongstack adds 3 to his AC against one melee attack that would hit him. To do so, Strongstack must see the attacker and be wielding a melee weapon. Sergeant Grimspike Small humanoid (Goblin), neutral evil Armor Class 16 (studded leather) Hit Points 36 (8d6 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 12 (+1) 10 (+0) 8 (-1) 8 (-1) Skills Stealth +7 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 5 (1,800 XP) Nimble Escape. Grimspike can take the Disengage or Hide action as a bonus action on each of his turns. Sneak Attack (1/Turn). Grimspike deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Grimspike that isn't incapacitated and Grimspike doesn't have disadvantage on the attack roll. Actions Multiattack. Grimspike makes two attacks. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Reactions Uncanny Dodge. Grimspike halves the damage that he takes from an attack that hits him. Grimspike must be able to see the attacker.


H uma n o i d s H u m a n o i d s a r e a d i v e r s e g r o u p o f H u m a n - l i ke c r e a t u r e s t h a t c a n b e fo u n d o n a l a r g e p o r t i o n o f t h e s u r fa c e o f G i e l i n o r. B y fa r t h e m o s t p o p u l o u s s p e c i e s o f h u m a n o i d s i s H u m a n s, w h o d u r i n g t h e 5 t h A g e b e g a n t o t a ke c o n t r o l o f m u c h o f o f G i e l i n o r, fo r m i n g t h e t h r e e m a i n H u m a n K i n g d o m s: M i s t h a l i n, Asgarnia, and Kandarin. Other humanoids include Dwarves, Gnomes, Goblins, Aviansie, Elves, Werewolves, and Vampyres. Note: For most humanoid creatures of Gielinor, there exist 5th edition statistics that can be used to accurately represent them. Information for only a few notable and unique humanoids and those that differ significantly from 5th edition will be provided in this section. For comprehensive details on most of the humanoid races of Gielinor, see Races of Gielinor. The GM may choose for humanoid non-player characters to inherit traits similar to those listed in the Races of Gielinor section, but is suggested to do so sparingly. Remember that less is more. Mahjarrat Mahjarrat are an extremely powerful race of humanoids that came to Gielinor from a world called Freneskae. The name of their race means "Children of Mah", referring to their creator, the elder goddess Mah. They have very long natural lifespans, and have been able to live for millennia due to their rituals of rejuvination. These rituals take place once every 500 years and require the sacrifice of one Mahjarrat to restore the power of the rest. In their natural form, Mahjarrat are significantly taller than humans, possibly being the tallest of all humanoids. Th ey h av e g r ay s k i n t h a t i s c o v e r e d i n s t r i p e s a n d m a r k i n g s, and bear a large gemstone on their foreheads. In addition to having great physical strength, the Mahjarra t's i n n a t e m a g i c a l c a p a b i l i t i e s a r e s e c o n d t o n o n e, w i t h s o m e i n d i v i d u a l s h av i n g d i ffe r e n t a b i l i t i e s t h a n o t h e r s. A l l M a hj a r r a t h av e e x t r e m e l y l o n g l i fe s p a n s a n d s e e m t o b e n e a r l y i m m o r t a l. Th ey c a n t e l e p o r t a nyw h e r e t h ey l i ke a n d c a n s h a p e s h i ft i n t o p r a c t i c a l l y a ny fo r m t h ey c h o o s e, e x c e p t fo r t h e fo r m o f a n o t h e r M a hj a r r a t. Th ey c a n a l s o s e n s e t h e p r e s e n c e a n d s t a t e o f o t h e r m e m b e r s o f t h e i r r a c e, e v e n a t e x t r e m e d i s t a n c e s. Some Mahjarrat can use their magic to prevent aging at th e c o s t o f c o m p l e t e i m m o b i l i t y. S o m e c a n p r e v e n t w o u n d s fr o m h e a l i n g, t e l e p a t h i c a l l y h a r m t h e m i n d s o f o t h e r s, r e s t o r e t h e d e a d, c o n t r o l t h e w e a t h e r, s u m m o n h o a r d e s o f u n d e a d, o r h e a l e v e n s e v e r e w o u n d s i n b a t t l e. Th e s t a t i s t i c s o f o n e M a hj a r r a t, En a k h r a, a r e g i v e n i n t h i s s e c t i o n. S t a t i s t i c s fo r o t h e r M a hj a r r a t c a n b e m a d e b y a p p l y i n g t h e fo l l o w i n g c h a n g e s: Replace the Life Fu n n el fe a t u r e, w h i c h i s u n i q u e t o En a k h r a, w i t h a n o t h e r a p p r o p r i a t e fe a t u r e u n i q u e t o t h a t M a hj a r r a t. Change the l i s t o f s p e l l s i n t h e Sp ell c a s tin g fe a t u r e ( a l l M a hj a r r a t p o s s e s s t h e s a m e i n n a t e s p e l l s ). Add up to 2 languages as appropriate. A G i e l i n o r B e s t i a r y — D r a g o n Z a i d 1 3 1


Keep the Arcana, Athletics, History, and Stealth proficiencies, and replace the rest with other appropriate skill proficiencies. Change the alignment as needed. Zarosian Mahjarrat are more likely to be lawful evil, while Zamorakian Mahjarrat are more likely to be chaotic evil. Alter the Legendary Action options to include attacks or other features if the Mahjarrat's primary mode of combat is not spellcasting. A Gielinor Bestiary — DragonZaid 132 Enakhra Medium humanoid (Mahjarrat), Chaotic Evil Armor Class 15 (18 with mage armor) Hit Points 171 (18d8 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 21 (+5) 18 (+4) 19 (+4) 22 (+6) Saving Throws Str +9, Dex +10, Con +10, Wis +9 Skills Arcana +11, Athletics +9, History +11, Nature +11, Religion +11, Stealth +10, Survival +9 Damage Resistances necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from non-magical weapons Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 14 Languages Common, Infernal Challenge 16 (15,000 XP) Innate Spellcasting. Enakhra's ancestry gives her some innate magical abilities. Her innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: cure wounds, disguise self (cannot take the appearance of another Mahjarrat) 3/day: misty step 1/day each: plane shift, shapechange (cannot take the form of another Mahjarrat), teleport Legendary Resistance (3/Day). If Enakhra fails a saving throw, she can choose to succeed instead. Life Funnel. When Enakhra damages a creature with a spell of the necromancy or evocation schools, she regains hit points equal to 5 times the spell's level, or 5 hit points for a cantrip. This healing can only occur once for each time the spell is cast. Magic Resistance. Enakhra has advantage on saving throws against spells and other magical effects. Mahjarrat Senses. Enakhra can sense the presence (but not location) and status (healthy, injured, or dead) of any Mahjarrat that are on the same plane of existence as her. Mahjarrat Vitality. Enakhra is immune to disease and magical aging effects. Spellcasting. Enakhra is a 16th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She has the following spells prepared: Cantrips (at will): chill touch, guidance, gust, fire bolt, thaumaturgy 1st Level (4 slots): false life, inflict wounds, mage armor 2nd level (3 slots): blindness/deafness, crown of madness, healing spirit 3rd level (3 slots): blink, counterspell, spirit guardians, vampiric touch 4th level (3 slots): blight, death ward, vitriolic sphere 5th level (3 slots): cone of cold, destructive wave, enervation 6th level (1 slot): harm, chain lightning 7th level (1 slot): finger of death, whirlwind 8th level (1 slot): dark star Actions Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 7 (1d4 + 5) piercing damage. Legendary Actions Enakhra 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. Enakhra regains spent legendary actions at the start of her turn. Move. Enakhra moves up to her speed without provoking opportunity attacks. Cantrip. Enakhra casts a cantrip. Spell (Costs 2 Actions). Enakhra casts a spell of 1st or 2nd level.


Sigmund Sigmund is an advisor to Horacio, the Duke of Lumbridge. Over time, Sigmund has grown increasingly involved with Humans Against Monsters (H.A.M.), a Human-supremacist cult that believes Gielinor needs to be rid of all non-Human races. He keeps his involvement with H.A.M. a secret, carefully pressuring the Duke to make choices that align with the cult's beliefs. As a devout Saradominist, Sigmund has the ability to call upon his god's power to protect him from harm. Gadderanks Gadderanks is a man who is in charge of collecting many of the blood tithes in Morytania. He is fiercely loyal to the Vampyres not out of respect, but out of fear, following their bidding in order to ensure the protection of his family. Because of his position, he is almost universally hated by the citizens of Morytania. Gadderanks is afraid of shades, which lead him to create the Gadderhammer, a large maul that is particularly effective at destroying them. Gadderanks is usually accompanied by a handful of Vampyre Juveniles or Juvinates which aid him in enforcing the tithes. A Gielinor Bestiary — DragonZaid 133 Sigmund Medium humanoid (Human), lawful evil Armor Class 16 (leather, shield) Hit Points 39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 14 (+2) 14 (+2) 15 (+2) 15 (+2) Skills Deception +4, Persuasion +4, Religion +4 Senses passive Perception 12 Languages Common Challenge 3 (700 XP) Saradomin's Protection. As a bonus action, Sigmund can call out for Saradomin to protect him. Sigmund chooses one of two groups of damage types: bludgeoning, piercing, and slashing damage; or acid, cold, fire, lightning, and thunder damage. He gains resistance to each damage type in the chosen group until the start of his next turn. Actions Multiattack. Sigmund makes two melee attacks. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, Sigmund can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Sigmund. A creature can benefit from only one Leadership die at a time. This effect ends if Sigmund is incapacitated. Gadderanks Medium humanoid (Human), lawful evil Armor Class 16 (breastplate) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) Skills Intimidation +3, Persuasion +3 Senses passive Perception 10 Languages Common, Infernal Challenge 4 (1,100 XP) Confident. Gadderanks has advantage on Intelligence, Wisdom, and Charisma saving throws while he is within 30 feet of a friendly Vampyre he can see that is not incapacitated. Command. As a bonus action, Gadderanks can command a friendly Vampyre within 60 feet that can see or hear him to strike. The Vampyre can immediately use its reaction to move up to half its speed and make an unarmed strike or claws attack. Actions Multiattack. Gadderanks makes two melee attacks. Gadderhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Deals an extra 7 (2d6) damage to shades. Reactions Redirect Attack. When a creature Gadderanks can see targets him with an attack, Gadderanks chooses a friendly Vampyre within 5 feet of him. Gadderanks and the Vampyre swap places, and the chosen Vampyre becomes the target instead.


Kree'arra Kree'arra is a large Aviansie and one of the highest ranking leaders of Armadyl's army. As an Aviansie, Kree'arra has large wings and is covered in brown feathers, bearing a resemblance to a hawk. He wears a sturdy, yet flexible armor and uses no weapons in combat, preferring to make use of his talons and natural abilities. Kree'arra can create great gusts of wind and summon powerful storms of air and electricity. He can be found in the heart of the Armadylean encampment in the God Wars Dungeon. Kree'arra's Generals Kree'arra is usually accompanied by three Aviansie generals: a dextrous warrior woman named Flight Kilisa, a skilled master of throwing weapons named Flockleader Geerin, and a powerful mage named Wingman Skree. A Gielinor Bestiary — DragonZaid 134 Kree'arra Large humanoid (Aviansie), lawful good Armor Class 19 (Armadyl armor) Hit Points 152 (16d10 + 64) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 17 (+3) 22 (+6) 18 (+4) 14 (+2) 18 (+4) 15 (+2) Skills Acrobatics +10, Perception +8 Senses passive Perception 18 Languages Common, Aviansie Challenge 11 (7,200 XP) Dive Attack. If Kree'arra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target. Actions Multiattack. Kree'arra makes three attacks. Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage. Forceful Gale. Kree'arra flaps his wings hard, sending a strong gust of wind in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Strength saving throw. On a failed save, a creature takes 21 (4d6+6) bludgeoning damage and is flung up to 20 feet away from Kree'arra and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. Storm Whirlwinds (1/Day). Kree'arra summons up to three small, tornado-like storms of swirling dust and crackling lightning. Each storm occupies a 10-footdiameter cylinder that is 15 feet tall centered on a point Kree'arra can see within 60 feet. The storms' areas are considered difficult terrain. A creature that enters the area of one of the storms for the first time on a turn or starts its turn there must make a DC 16 Dexterity saving throw, taking 9 (2d8) bludgeoning damage plus 9 (2d8) lightning damage on a failed save or half as much on a successful one. The storms last for 1 minute or until Kree'arra is incapacitated, and he can use a bonus action on each subsequent turn to move each one up to 20 feet.


A Gielinor Bestiary — DragonZaid 135 Flight Kilisa Medium humanoid (Aviansie), lawful good Armor Class 17 (studded leather) Hit Points 90 (12d8 + 36) Speed 25 ft., fly 50 ft. STR DEX CON INT WIS CHA 13 (+1) 20 (+5) 16 (+3) 13 (+1) 16 (+3) 10 (+0) Skills Perception +6 Senses passive Perception 16 Languages Common, Aviansie Challenge 5 (1,800 XP) Dive Attack. If Kilisa is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. Actions Multiattack. Kilisa makes three melee attacks. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage. Reactions Parry. Kilisa adds 3 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon. Flockleader Geerin Medium humanoid (Aviansie), lawful good Armor Class 17 (studded leather) Hit Points 78 (12d8 + 24) Speed 25 ft., fly 50 ft. STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 14 (+2) 13 (+1) 16 (+3) 10 (+0) Skills Perception +6 Senses passive Perception 16 Languages Common, Aviansie Challenge 5 (1,800 XP) Dive Attack. If Geerin is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. Thrown Weapon Master. Geerin's thrown weapon attacks deal an additional 3 (1d6) damage (included in the attack) and any weapon is considered a finesse weapon when he uses it to make a throwing attack. Additionally, when Geerin makes a thrown weapon attack at long range, he doesn't have disadvantage on the attack roll. Actions Multiattack. Geerin makes three ranged weapon attacks or two melee weapon attacks. Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Javelin. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage. Reactions Uncanny Dodge. Geerin halves the damage that he takes from an attack that hits it. Geerin must be able to see the attacker.


Vampyres Vampyres are a diverse race of bat-like humanoids that originated from another plane called Vampyrium. They are most commonly found in the Sanguinesti region in southeast Morytania. Unfortunately for them, a powerful blessing placed on the River Salve on the west end of Morytania acts as a barrier to all evil creatures, preventing them from leaving the region and crossing into Misthalin. All Vampyres have very pale gray or sometimes beige skin, sharp teeth, and long batlike ears. Some of the more powerful Vampyres possess wings, but the weaker ones are flightless. All Vampyres have a thirst for blood that must be quenched frequently. This trait makes them almost universally hated by other humanoids. The Vampyres of Morytania subject all of the region's residents to strict blood tithes, a type of tax in which people are regularly forced to give blood to be drank by the Vampyres. Vampyres live in a strict society consisting of several tiers corresponding to social status, physical appearance, and ability. At the top of their society is Lord Lowerniel Vergidiyad Drakan, the ruler of Morytania and all the Vampyres. Just below him are the other royal Vampyres, including his sister Vanescula and his brother Ranis. These three Vampyres are some of Gielinor's only true Vampyres, originating directly from Vampyrium, and hold immense innate power. The remainder of lower-tier Vampyres are not born, but created though a mysterious vampyrization process undergone by another species of humanoid. The highest ranking of these turned Vampyres are the Vyres, which consist of Vyrelords and Vyreladies as well as Vyrewatch. Vampyre Juvinates are the next group down from Vyres, followed by Vampyre Juveniles. Finally, the lowest of the low among Vampyre society are the feral Vampyres. A Gielinor Bestiary — DragonZaid 136 Wingman Skree Medium humanoid (Aviansie), lawful good Armor Class 17 (studded leather) Hit Points 65 (10d8 + 20) Speed 25 ft., fly 50 ft. STR DEX CON INT WIS CHA 13 (+1) 20 (+5) 14 (+2) 13 (+1) 20 (+5) 10 (+0) Skills Perception +6, Religion +4 Senses passive Perception 16 Languages Common, Aviansie Challenge 5 (1,800 XP) Dive Attack. If Skree is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. Spellcasting. Skree is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Skree has the following cleric spells prepared: Cantrips (at will): guidance, resistance, light, sacred flame 1st level: (4 slots): bless, command, healing word, shield of faith 2nd level: (3 slots): hold person, lesser restoration, spiritual weapon, zone of truth 3rd level: (3 slots): dispel magic, mass healing word, remove curse Actions Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.


Note: while the Vampyres of standard 5th edition are considered to be undead, the lore behind the Vampyres of Gielinor does not agree with this classification. True Vampyres are clearly not undead creatures, but rather a species of humanoids originating from Vampyrium. Turned Vampyres, such as Juvinates and Vyrewatch, undergo a transformative process more akin to lycanthropy than undeath. Thus, the Vampyres of Gielinor are considered to be humanoids. Feral Vampyres Feral Vampyres are savage, animalistic creatures and the lowest ranking Vampyres. They have lanky limbs, small heads, and very long ears and stand with a hunched posture. Due to their lowly state, they do not possess most of the abilities of other Vampyres, have limited intelligence, and are thought of more as animals than people by other Vampyres. Feral Vampyres can be found in the Haunted Woods in central Morytania and within the God Wars Dungeon. Vampyre Juveniles Vampyre Juveniles are small Vampyres and the lowest ranking with the exception of Feral Vampyres. They serve as cronies to the Vampyres that deal with menial tasks their Human captors can't or aren't allowed to do. They also sometimes help to enforce the blood tithes. Juveniles have pale beige skin, short bodies only a few feet tall, and large, hairless heads with flat noses. Despite their size, they are surprisingly quick, agile, and dangerous. Vampyre Juvinates Vampyre Juvinates look much more similar to Humans than the other Vampyres. Juvinates often help to enforce the Vampyres' blood tithes, but also perform menial work for their society like the Juveniles. Juvinates have pale, gray skin and slim figures. They are slightly more high-ranking Vampyres than the Juveniles, but are still low in the hierarchy of social status. A Gielinor Bestiary — DragonZaid 137 Feral Vampyre Medium humanoid (Vampyre), chaotic evil Armor Class 13 (natural armor) Hit Points 36 (8d8) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 11 (+0) 5 (-3) 8 (-1) 9 (-1) Skills Stealth +4 Senses darkvision 60 ft., passive Perception 9 Languages Common, Infernal Challenge 1 (200 XP) Sunlight Hypersensitivity. The Vampyre takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The Vampyre makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Vampyre Juvenile Small humanoid (Vampyre), lawful evil Armor Class 13 (natural armor) Hit Points 44 (8d6 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 14 (+2) 7 (-2) 10 (+0) 11 (+0) Skills Stealth +4 Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered Senses darkvision 60 ft., passive Perception 10 Languages Common, Infernal Challenge 2 (450 XP) Sunlight Hypersensitivity. The Vampyre takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The Vampyre makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 5 (2d4) necrotic damage. The Vampyre regains hit points equal to the necrotic damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.


A Gielinor Bestiary — DragonZaid 138 Vampyre Juvinate Medium humanoid (Vampyre), lawful evil Armor Class 14 (natural armor) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 15 (+2) Skills Perception +3, Stealth +4 Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered Senses darkvision 60 ft., passive Perception 13 Languages Common, Infernal Challenge 4 (1,100 XP) Regeneration. The Vampyre regains 5 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the Vampyre takes radiant damage or damage from an Ivandis or Blisterwood weapon, this trait doesn't function at the start of the Vampyre's next turn. Sunlight Hypersensitivity. The Vampyre takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Misty Escape (1/Day). When it drops to 0 hit points, the Vampyre transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight. If it can't transform, it is destroyed. It can only remain in its mist form for 2 hours, but it can revert to its normal form at any time using an action. Once it reverts, it becomes unconscious but stable, and regains 1 hit point after 1d4 hours. While in mist form, it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, it can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage. The Vampyre is destroyed if it takes damage in its mist form. Actions Multiattack. The Vampyre makes two attacks: one with its bite and one with its unarmed strike. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 5 (2d4) necrotic damage. The Vampyre regains hit points equal to the necrotic damage. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Count Draynor Count Draynor is a brother of Lowerniel Drakan who became separated from the rest of Vampyres of Morytania during the time of the God Wars. He currently resides in Draynor Manor north of Draynor Village in Misthalin. Due to his long-term separation with the unholy Morytanian lands, he has become incredibly weak by the standards of true Vampyres. For thousands of years he has laid low within the manor, sneaking out at night to prey upon the residents of Draynor just often enough to sustain his life. For Count Draynor, use the statistics of the Vampyre Juvinate provided in this section. Vyrewatch As a part of the group referred to as Vyres, Vyrewatch are significantly more powerful than their underlings, the Juveniles and Juvinates. They primarily serve as guards over the Human captives of Meiyerditch in the Sanguinesti region. Their large wings allow them to move with great speed and their long claws and sharp teeth make them vicious combatants. Additionally, they have a strange form of limited telepathy which allows them to foresee their foes' attacks just before they are made. This means that they can narrowly dodge many attacks with ease. A Gielinor Bestiary — DragonZaid 139 Vyrewatch Medium humanoid (Vampyre), lawful evil Armor Class 16 (natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft., fly 50 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 15 (+2) 11 (+0) 14 (+2) 15 (+2) Saving Throws Dex +6, Cha +5 Skills Intimidation +5, Perception +5, Stealth +6 Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered Senses darkvision 60 ft., passive Perception 15 Languages Common, Infernal Challenge 7 (2,900 XP) Vampyric Telepathy. The Vampyre can use limited telepathic powers to foresee its enemies' intentions and use that knowledge to narrowly dodge their attacks. When the Vampyre is not incapacitated and is attacked or subjected to a Dexterity saving throw by a creature it can see, it can add 3 to its AC or saving throw. This trait doesn't function if the creature is using Blisterwood or an Ivandis flail. Regeneration. The vampyre regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the Vampyre takes radiant damage or damage from an Ivandis or Blisterwood weapon, this trait doesn't function at the start of the Vampyre's next turn. Sunlight Hypersensitivity. The Vampyre takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The Vampyre makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The Vampyre regains hit points equal to the necrotic damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.


Monstrosities A wide variety of terrible and monstrous creatures inhabit Gielinor's remote dungeons, caves, ruins, jungles, deserts, and other environments. While most are aggressive and animalistic, a few are intelligent and sophisticated. Rock Slugs Rock slugs are slug-like monsters that have hard, rocky bodies. They have several sharp pincers on their mouths, and the fleshy portions of their bodies are crimson in color and covered in gray rocks. This allows them to blend into their environment and ambush their prey as they pass by without having to move too quickly, as they are very slow creatures. Rock slugs can be found in a few caves throughout Gielinor, including the ones beneath Lumbridge Swamp and the mountains east of Rellekka in Kandarin. Cave Crawlers Cave crawlers are poisonous monsters that dwell in caves throughout Gielinor. Their beige and green bodies are shaped similar to a fat crocodile, but they have six legs. Their backs have a handful of long yellow spines, their feet are tipped with wide claws, and they have long snouts. They have no eyes, instead flitting their extremely sensitive blue, snake-like tongues to smell their surroundings. Cave crawlers can be found in various caves including the ones beneath Lumbridge Swamp, the mountains east of Rellekka in Kandarin, and Pollnivneach in the Kharidian Desert. A Gielinor Bestiary — DragonZaid 140 Rock Slug Small monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 27 (6d6 + 6) Speed 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 14 (+2) 4 (-3) 12 (+1) 2 (-4) 9 (-1) 3 (-4) Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 1/2 (100 XP) Spider Climb. The rock slug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. False Appearance. While the rock slug remains motionless, it is indistinguishable from an ordinary pile of rocks. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Cave Crawler Medium monstrosity, unaligned Armor Class 12 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3) Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15 Languages — Challenge 2 (450 XP) Regeneration. The cave crawler regains 5 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The cave crawler makes two attacks, only one of which can be with its bite. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or take the poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.


Catablepon Catablepon are hoofed monsters that resemble bulls that have green bodies and serpentine tails. In combat they rely on their strength as well as their innate magical ability to drain the strength of their foes. Catablepon can be found in the Pit of Pestillence, the third floor of the dungeon beneath the barbarian village of Gunnarsgrunn in western Misthalin. Turoths Turoths are bizarre, three-legged monsters with pink bodies and large claws. Their very long, lanky legs raise their flat bodies far above the ground, and they move by hopping similar to a frog. They have no head, eyes, or ears, but have three large pincers on their mouths. Turoths can be found in underground locations such as the caves beneath Pollnivneach in the Kharidian Desert and the mountains east of Rellekka in Kandarin, as well as the Chaos Tunnels beneath the Wilderness. Horrors Horrors are vicious ape-like monsters that can be found on the island of Mos Le'Harmless. There are two primary varieties of horrors: jungle horrors, which roam the thick jungles of the island, and cave horrors, which dwell in the dark caves beneath its surface. Both types have long, muscular limbs, large heads, and red eyes. Jungle horrors have green skin and cave horrors have gray skin and wear crude black masks made from wood. Of the two, cave horrors are more dangerous due to their ability to emit a powerful and terrifying scream. Without the protection of some earplugs or a witchwood icon, a special type of enchanted wooden amulet that protects the wearer from horrors' screams, fighting a cave horror can be extremely dangerous, even for seasoned monster hunters. Statistics for the cave horror are provided in this section. For the jungle horrors of Gielinor, use the cave horror statistics, but remove the scream action and reduce the challenge rating to 2. A Gielinor Bestiary — DragonZaid 141 Catablepon Medium monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 45 (7d8 + 14) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 15 (+2) 2 (-4) 14 (+2) 5 (-3) Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 2 (450 XP) Charge. If the catablepon moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away and knocked prone. Innate Spellcasting. The catablepon's spellcasting ability is Widsom (spell save DC 12). The catablepon can innately cast ray of enfeeblement once per day, requiring no components. Actions Multiattack. The catablepon makes two attacks, one with its gore and one with its hooves. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Turoth Medium monstrosity, unaligned Armor Class 14 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 2 (-4) 11 (+0) 3 (-4) Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't from leaf-bladed weapons or broad ammunition Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages — Challenge 3 (700 XP) Standing Leap. The turoth's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Multiattack. The turoth makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.


Dagannoth Dagannoth, also called daggermouths by the Fremennik people, are aquatic reptilian monsters. They inhabit the coastal and island regions around the sea north of Kandarin. The Fremennik have fought for ages with these creatures, who occasionally attack their settlements. They are bipedal, have very long limbs, and stand with their backs hunched forward. They have webbed feet, long claws on their forelimbs, and many pointed teeth. Their backs are covered in sharp spines that can be shot off their bodies to attack from a distance. Their thick, gray hide is difficult to penetrate, and the Fremennik often use it to craft armors that are flexible, yet very durable. A Gielinor Bestiary — DragonZaid 142 Cave Horror Large monstrosity, chaotic evil Armor Class 12 (natural armor) Hit Points 68 (8d10 + 24) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 5 (-3) 12 (+1) 7 (-2) Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 3 (700 XP) Actions Multiattack. The horror makes three melee attacks: one with its kick and two with its claws. Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Scream (Recharge 5-6). The horror emits a terrifying scream. Each creature within 30 feet of the horror that can hear it must make a DC 13 Constitution saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and becomes frightened for 1 minute. On a successful save, a creature takes half the damage and isn't frightened. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Dagannoth Medium monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 14 (+2) 2 (-4) 12 (+1) 5 (-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 3 (700 XP) Amphibious. The dagannoth can breathe air and water. Spine Regrowth. The dagannoth has twelve spines on its back. Used spines regrow when the dagannoth finishes a long rest. Actions Multiattack. The dagannoth makes three attacks: one with its bite and two with its claws or three with its spines. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spines. Ranged Weapon Attack: +5 to hit, range 50/100 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Most dagannonth are approximately Human-sized, but a few more powerful ones are significantly larger. Dagannoth sentinels are very large dagannoth which can regenerate their wounds incredibly quickly. They typically remain deep within dagannoth caves where they protect a dagannoth mother from harm. The mother is even larger than the sentinels and has an adaptable hide which can change its properties to offer extreme protection against certain types of attacks for a short time. A Gielinor Bestiary — DragonZaid 143 Dagannoth Sentinel Large monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 68 (8d10 + 24) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 17 (+3) 2 (-4) 14 (+2) 5 (-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 5 (1,800 XP) Amphibious. The dagannoth can breathe air and water. Spine Regrowth. The dagannoth has twenty-four spines on its back. Used spines regrow when the dagannoth finishes a long rest. Regeneration. The dagannoth regains 5 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The dagannoth makes three attacks: one with its bite and two with its claws or three with its spines. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Spines. Ranged Weapon Attack: +7 to hit, range 100/200 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Dagannoth Mother Huge monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 105 (10d12 + 40) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 19 (+4) 2 (-4) 14 (+2) 5 (-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 7 (3,900 XP) Amphibious. The dagannoth can breathe air and water. Spine Regrowth. The dagannoth has twenty-four spines on its back. Used spines regrow when the dagannoth finishes a long rest. Adaptable Hide. The dagannoth can adapt her hide to become impervious to certain types of attacks, changing color as she does so. Using a bonus action, she can choose a color listed below, gaining immunity to the corresponding set of damage types until the start of her next turn. She can't choose the same color two turns in a row. Orange: slashing Brown: bludgeoning Green: piercing Red: acid, cold, fire, and lightning Blue: necrotic, poison, and thunder White: force, psychic, and radiant Actions Multiattack. The dagannoth makes three attacks: one with its bite and two with its claws or three with its spines. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage. Spines. Ranged Weapon Attack: +7 to hit, range 100/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage.


Wallasalkis Wallasalkis are aquatic monsters that bear a very similar appearance to the walrus. They can be found in the dagannoth caves of Waterbirth Island off the northern shore of Kandarin, where they reside peacefully among the dagannoth. Wallasalkis posses innate magical abilities that allow them to control water, wind, and ice, making them rather dangerous, especially in groups. They posses notable physical strength as well, either slamming their foes with the weight of their hefty bodies or thrusting at them with their long tusks. Kurask Kurask are a type of large, semiaquatic monstrosity with green bodies covered in tough natural armor. They have two legs and two arms, though they walk strictly on four limbs similar to an ape. Massive hooked horns come out from the sides of their large heads, and they have pointed teeth and red eyes. They are semi-intelligent creatures that possess a simple society, conduct rituals, and speak a basic language. A Gielinor Bestiary — DragonZaid 144 Wallasalki Large monstrosity, unaligned Armor Class 10 (natural armor) Hit Points 82 (11d10 + 22) Speed 15 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 15 (+2) 3 (-4) 16 (+3) 4 (-3) Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 3 (700 XP) Hold Breath. The wallasalki can hold its breath for 15 minutes. Innate Spellcasting. The Wallasalki's innate spellcasting ability is Wisdom (+5 to hit with spell attacks, spell save DC 13). It can cast the following spells, requiring no components: At will: ray of frost, shape water 3/Day: fog cloud, ice knife, thunderwave 1/Day: control water, gust of wind, ice storm Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. Tusks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Kurask Large monstrosity, neutral evil Armor Class 17 (natural armor) Hit Points 76 (8d10 + 32) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 8 (-1) 13 (+1) 7 (-2) Skills Athletics +7 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't from leaf-bladed weapons or broad ammunition Senses darkvision 60 ft., passive Perception 11 Languages Kurask Challenge 6 (1,800 XP) Amphibious. The kurask can breathe air and water. Actions Multiattack. The kurask makes two attacks: one with its horns and one with its fist. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.


Ugthanatos Ugthanatos, also known as Camel Warriors, are a peculiar type of monstrosity that were created by the Mahjarrat Akthanakos to serve as soldiers. They have a similar body shape to the centaur, but with a strong camel-like appearance. They can be found roaming the southern parts of the Kharidian Desert, mostly staying away from large establishments. They are intelligent and possess innate magical abilities that allow them to control desert mirages and survive the harsh conditions of the desert. Strykewyrms Strykewyrms are massive, serpent-like creatures that inhabit a variety of remote locations throughout Gielinor. They have very long bodies that are usually kept mostly underground, even when they raise their heads above the surface. They have small eyes relative to their large heads and a pair of huge fangs. Their bodies are covered with thick, plated armor of different colors depending on their habitat. Jungle strykewyrms are green and purple and live in the jungles of southwest Feldip Hills. Desert strykewyrms are beige and yellow and live in the northeastern part of the Kharidian Desert, east of Al Kharid. Ice Strykewyrms are white and red and live in caves beneath the snowy mountains northeast of Rellekka in Kandarin. Strykewyrms are extremely dangerous, even to the most seasoned of adventurers. They have immense physical strength, can burrow into the ground and resurface to knock their victims into the air, and have even been known to swallow people whole. For the jungle styrkewyrms of Gielinor, use the strykewyrm statistics provided in this section. For desert strykewyrms, use the same statistics, but add a resistance to fire damage. For ice strykewyrms, use the same statistics, but add an immunity to cold damage and a vulnerability to fire damage. A Gielinor Bestiary — DragonZaid 145 Ugthanatos Large monstrosity, lawful neutral Armor Class 14 (studded leather) Hit Points 76 (8d10 + 32) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 11 (+0) Skills Athletics +7, Survival +6 Senses passive Perception 13 Languages Common, Ugthanki Challenge 6 (2,300 XP) Charge. If the Ugthanatos moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Innate Spellcasting. The Ugthanatos' innate spellcasting ability is Wisdom (+6 to hit with spell attacks, spell save DC 14). It can cast the following spells, requiring only verbal components: At will: fire bolt, mending, minor illusion 3/Day each: burning hands, cure wounds, silent image 1/Day each: create or destroy water, dust devil, mirror image Actions Multiattack. The Ugthanatos makes two attacks: one with its pike and one with its kick or two with its longbow. Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


A Gielinor Bestiary — DragonZaid 146 Strykewyrm Huge monstrosity, unaligned Armor Class 17 (natural armor) Hit Points 172 (15d12 + 75) Speed 40 ft., burrow 25 ft. STR DEX CON INT WIS CHA 23 (+6) 6 (-2) 20 (+5) 2 (-4) 8 (-1) 4 (-3) Saving Throws Con +9, Str +10 Damage Immunities poison Condition Immunities poisoned Senses tremorsense 60 ft., passive Perception 9 Languages — Challenge 9 (5,000 XP) Tunneler. The strykewyrm can burrow through solid rock at half its burrow speed and leaves a 10-footdiameter tunnel in its wake. Actions Multiattack. The strykewyrm makes two attacks: one with its bite and one with its slam. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the strykewyrm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the strykewyrm, and it takes 17 (5d6) acid damage at the start of each of the strykewyrm's turns. If the strykewyrm takes 30 damage or more on a single turn from a creature inside it, the strykewyrm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the strykewyrm. If the strykewyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Rapid Tunnel (Recharge 5-6). The strykewyrm rapidly tunnels toward a location within 25 feet and resurfaces, knocking into the air any creatures and loose objects in the 15-foot cube now occupied by the strykewyrm. This movement does not provoke opportunity attacks. Any creatures in the area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 27 (5d10) bludgeoning damage and lands prone in a random unoccupied space within 10 feet of the strykewyrm's new location. On a successful save, a creature takes half the damage and lands upright.


Giant Mole The giant mole is an enormous rodent creature that lives in burrowed tunnels beneath Falador. This massive creature is covered in beige fur and has a large head with small red eyes. It has a large, flat nose, huge buck teeth, and big, deadly claws. The dirt tunnels in which the giant mole lives lay directly below the city's park, and many other smaller, albeit still quite large, moles live and burrow in them as well. The giant mole is said to have come into existence when a clumsy necromancer had an accident involving an ordinary mole and a powerful plant growth potion. The mole typically doesn't ever emerge from the tunnels, and most of the citizens of Falador aren't even aware of its existence. Lair Actions While fighting within its lair, the giant mole can harness the ambient magic to use its lair actions. On initiative count 20 (losing all initiative ties), it can use one of the following lair action options: Two points on the ground within 60 feet of the mole begin to shake violently. Creatures within a 15-foot square centered on the points must succeed on a DC 15 Dexterity saving throw or fall prone. The affected areas become difficult terrain until the mole uses another lair action. A Gielinor Bestiary — DragonZaid 147 Giant Mole Huge monstrosity, unaligned Armor Class 12 (natural armor) Hit Points 161 (14d12 + 70) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 20 (+5) 3 (-4) 12 (+1) 6 (-2) Skills Perception +4 Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14 Languages — Challenge 8 (3,900 XP) Enraged (Recharges after a Short or Long Rest). The mole can use a bonus action to become enraged, attacking relentlessly while sacrificing its own defenses. While enraged, the mole can make one extra claw attack during its turn and it has advantage on all attacks. Any attacks made against the mole while enraged are also made with advantage. The effect ends at the start of the mole's next turn. Tunnel Dweller. While in underground environments, the mole ignores difficult terrain and the effects of squeezing. Actions Multiattack. The mole makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Summon Moles (1/Day). The giant mole calls for aid, summoning 1d4 large moles, provided that it is underground. The called moles arrive in 1d4 rounds, acting as allies of the giant mole and defending it as best they can. The moles remain for 1 hour, until the giant mole dies, or until the giant mole dismisses them as a bonus action.


The mole causes thick mud to fall from the cieling onto a creature it can see within 60 feet. The creature must make a DC 15 Strength saving throw, taking 18 (4d8) bludgeoning damage and becoming restrained on a failed save, or taking half the damage and suffering no further effect on a successful one. The creature can use an action on their turn to repeat the saving throw, or another creature can use their action to make a DC 15 Strength check, freeing the target on a success. The mole casts darkness (no spell components are required). It can't use another lair action while it's concentrating on this spell. Dragons Dragons were created by the Dragonkin, a mysterious and ancient race of lizard-like humanoids whose power is rivaled only by the gods. Ages ago, the Dragonkin were cursed by the elder goddess Jas, forced into her servitude and subjected to unyielding discomfort and torment. The Dragonkin created two creatures similar to themselves in hopes of bringing new Dragonkin into existence that did not suffer from their curse. These creatures were similar to the Dragonkin, but they were relatively unintelligent, beastly, and monstrously large. The Dragonkin dubbed them dragons, and the original two became known as the Queen Black Dragon and King Black Dragon. The Dragonkin then mated these dragons, hoping that this would reveal the solution they sought. Unfortunately for the Dragonkin, however, millennia of breeding and cruel experimentation with their offspring yielded no solutions. The King and Queen's descendants and the products of these experiments became the remainder of all dragons at present day. Note: The dragons of Gielinor are significantly different from typical 5th edition dragons. In contrast to the cunning and majestic creatures portrayed in 5th edition, most Gielinorian dragons are feral and unintelligent creatures that act only on beastly instincts. Because of their nature and origin, they are better categorized as monstrosities than their own creature type. A Gielinor Bestiary — DragonZaid 148 Large Mole Medium monstrosity, unaligned Armor Class 12 (natural armor) Hit Points 19 (3d8 + 6) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2) Skills Perception +3 Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13 Languages — Challenge 1/4 (50 XP) Tunnel Dweller. While in underground environments, the mole ignores difficult terrain and the effects of squeezing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.


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