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Published by hgirlawsome2, 2022-04-03 16:30:15

Bestiary of Summerset

Bestiary of Summerset

Credits Special Thanks
Ben Allen, Cerialking, ChojiBoy, Emilio HF, Fflouke,
Dungeons & Dragons HansRaider, Laser Rifle, LoPanda, Marian, Meri W, Muatra,
Copyright © 2014 Wizards of the Coast LLC, Dungeons & Myrrdin, Rydiculous, TES Fan Girl, The Thieving Mick,
Dragons, D&D, Player's Handbook, Dungeon Master's Timothy Hyche, Tjelvar Lidegran, UESP, Wes Wisdom,
Guide, and all other Wizards of the Coast product names and Whistlehunter, everyone on discord, and everyone who has
their respective logos are trademarks of Wizards of the Coast. supported this project.

D&D Lead Designers: Mike Mearls, Jeremy Crawford Intellectual Property
Design Team: Christopher Perkins, James Wyatt, Rodney The conversion contained in this booklet is an unofficial fan
Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, made project. This work is not for profit and its commercial
Bruce R. Cordell distribution to anyone under any circumstances is strictly
prohibited.
The Elder Scrolls
Copyright © 2014 Bethesda Softworks LLC, a ZeniMax Media Release: January 2019
company. The Elder Scrolls, Bethesda Softworks, ZeniMax
and their respective logos are registered trademarks of Zeni- About This Book
Max Media Inc. All Rights Reserved.
Summerset is home to many dangerous and
Art amazing beasts. Within this bestiary, you
All art is used without permission. Art is expected to be prop- will find 17 creatures suitable for your
erty of Bethesda Softworks LLC, unless noted otherwise. Elder Scrolls campaign. Each creature
Please correct any inaccuracies to the author of this website comes with information that is known
and credit will be given as appropriate. about them. Whether rumor or fact, you will find
Sea Sload art by Kevin Yan. Yaghra larva by Stephen Mabee. out different details, like who they are, where they
live, and what makes them unique. As with many
Unofficial Elder Scrolls Tabletop Roleplaying Game tales from Tamriel, the information within may
Lead Designer/Writer: Michael Bonar

2

come from an unreliable narrator. How these Table of Contents
creatures really are may surprise you at your table.
Coral Crab .............................................................4
Some of these monsters, like the Sload, are iconic Giant Salamander..................................................5
to the Elder Scrolls, and have been part of the world Gryphons ..............................................................6
since some of the earliest editions. Others, such as
the Yaghra and the Indrik, are relatively new, as we Gryphon..............................................................6
discovered Summerset together in Elder Scrolls Gryphon Hatchling..............................................7
Online for the first time. Gryphon Matriarch .............................................9
Indrik ..................................................................10
This book reads as though it was a part of the Reef Viper ............................................................12
Monster Manual and adopts a similar presentation. Sea Sload.............................................................15
If you are unfamiliar with the monster stat block Yaghra .................................................................16
format, read the introduction of the Monster Man‐ Yaghra Larva .....................................................16
ual before proceeding further. It explains stat block Yaghra Monstrosity............................................17
terminology, and gives rules for various monster Yaghra Spewer...................................................18
traits—information that isn’t repeated here. Yaghra Strider ...................................................18
Alinor Ringtail......................................................19
This book attempts to capture the essence of each Heron ..................................................................19
creature and focus on those traits that make it Salamander .........................................................20
unique. Nothing said here is intended to curtail Sep Adder ............................................................20
your creativity. Springbok ............................................................20

The creatures in this bestiary are organized
alphabetically. A few are grouped under a banner
heading; for example the “Yaghra” section contains
stat blocks for various kinds of Yaghra, including
striders and monstrosities. The back of the book
gathers a handful of simple beasts that don’t
warrant longer entries, but are still a part of
Summerset and can be customized to serve your
campaign.

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Coral Crab

These large crustaceans have adapted to the crystal
clear and coral filled shores of the Summerset Isles.
They cover themselves in coral, anemones, and other
sea creatures that can be coaxed into taking root on
their shells. With their one massive claw, they can also
crush thick carapaces and pry open the most obstinate
bivalves. Most are indifferent to adventurers unless
provoked.

Functional Decor. Coral crabs spend most of their
time surrounded by the beautiful coral on the sunny
beaches of Summerset. To hide from predators, and
hide from their prey, they cover themselves in bits of
sand and coral, which fuses to their shells. These deco‐
rations act as an excellent natural camouflage, but also
as an elegant display for potential mates.

Natural Defenses. The coral camouflage provides
more than just visual benefits for these giant crabs.
The dried sands and living coral provide an extra layer
of defense, deflecting attacks from rival crabs or pesky
adventurers. Coral crabs have also learned how to cre‐
ate powerful surges of water, temporarily disabling ene‐
mies while they try to hide.

Giant Salamander

Giant salamanders are large amphibians that can usu‐
ally be seen along the coastlines of the Summerset
Isles and hiding from the sun in the many water filled
caves. They can be easily recognized by their distinctive
markings. Bright, colorful lines run along their sides.
These lines appear to change color based on survival,
often indicating a type of natural magic that flows
through them. These salamanders are aggressively
hostile and can quickly adapt to their surroundings
and threats by changing their appearance and behav‐
iors.

Elemental Shifters. Salamanders, like many crea‐
tures of the Summerset Isles, are remarkably magical
by nature. If the salamander feels threatened in any
way, they can quickly adjust their natural forms and
generate potent elemental energy. They can quickly
pulse out burning fire, bolts of lighting, or even encase
themselves in ice to start a hyper-effective form of
cryostasis.

Sticky Predators. Even if the salamander doesn't
utilize it's elemental expertise, these amphibians are
still incredibly lethal foes. Without having to put them‐
selves in harms way, they can launch their tacky
tongues at their prey, restraining them. Once their prey
is retracted, their poisonous glands quickly subdue
them.

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5

Gryphons

As rare as they are ferocious, gryphons can only be
found on the isle of Summerset, and are held in high
regard by the local High Elves. To some extent, the
High Elves look at the majestic and powerful gryphons
and see things in them that they admire about them‐
selves: pride, beauty, strength, and wisdom. A symbol
of the Altmer people is the eagle, and so they revere the
gryphon, as they are a combination of eagle and lion.
They are symbolically important to the High Elves just
on this basis.

Gryphon's are winged, four legged predators, evolved
for flight, and with traits you'd also happen to find in
big cats and birds of prey. Completely coated in feath‐
ers, these beautiful creatures have bright plumage on
their heads, broad feline shoulders, and powerful tails
and legs, designed to help the creature fly and make
tight turns when closing in on their prey. Their promi‐
nent lynx-shaped ears have an endearing charm of
predatory beauty, while the unique toe arrangements
on the gryphons feet allows them to have the clasping
talons of an eagle, while still maintaining the fast and
nimble movement of a lion.

Ground and Sky Superiority. While few in number,
gryphons can still be found nesting in Summerset's
wilds, and an adventurer that encounters one in their
travels is recommended to choose flight rather than
fight. Gryphons are especially agile and dangerous
foes. Aggressive and territorial, gryphons engage in
brutal aerial combat to defend their nests. Able to
strike from the ground or while soaring in the air,
these monsters force their foes to always keep their
head on a swivel and eyes on the sky.

Trained Mounts. Of course, not all of the island's
gryphons are aggressive. Some have been trained to
fight beside their High Elf masters, such as those rid‐
den by the Welkynar of Cloudrest and Sunhold, who
develop a special magical bond with their gryphons
from birth.

Gryphon

Gryphons are proud and fierce predators that are ex‐
tremely territorial, with good reason. As long as Altmer
and Gryphons have lived nearby, the High Elves have
had dreams of taming the creatures. Generations tried,
but the gryphon would never succumb. Eventually,
stealing a gryphons egg had become a rite of passage
for many Altmer, especially the gryphon knights, the
Welkynar. For those with less grand ideas, eggs were
stolen by chefs as delicacies for kings, or by mercenar‐
ies and treasure hunters looking for quick riches.

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Gryphon Hatchling

While newborn hatchlings are always adorable, it is
best to observe these aggressive fledglings from a dis‐
tance. A gryphon raised from an egg can be trained to
serve as a mount. However, such training is time con‐
suming, expensive (mostly for the ample food the crea‐
ture requires), and dangerous. Expert trainers well
versed in the gryphon's legendary ferocity are typically
the only ones able to raise these creatures safely.

Once trained, a gryphon is a fierce and loyal steed. It
bonds with one master for life, fighting to the death to
protect the rider.

Gryphon Matriarch

Some gryphons find a way to reach even greater
heights than their other kin. These gryphons are ex‐
tremely dangerous and usually take control over large
territories. If they make their lairs too close to well
traveled passages or become the unsuccessful targets
of egg pillagers too often, they can develop a taste for
the flesh of men and mer, making them even more dan‐
gerous and aggressive.

The Altmer of Sunhold have fostered a deep and
trusting relationship with the gryphons. Sunnawel, a
tame (but still ferocious) matriarch, watches over the
coastal city and flies alongside the Welkynar.

7

A Gryphon's Lair Regional Effects

Gryphons lair in the high rocky clifftops, building their The region containing a legendary gryphon's lair is
nests from sticks, leaves, and the bones of their prey. warped by the creature's presence, which creates one
Once gryphons establish a territory, they remain in or more of the following effects:
that area until the food supply has been exhausted.
• Water sources within 1 mile of the lair are crystal
Lair Actions clear and fresh. Any creatures that drink such water
gains 5 temporary hit points.
On initiative count 20 (losing initiative ties), the
gryphon can take a lair action to cause one of the fol‐ • The land within 6 miles of the lair takes twice as
lowing effects; the gryphon can't use the same effect long as normal to traverse, since the wind gusts
two rounds in a row: around the area are strong and relentless.

• The gryphon calls forth the nearby kin in it's lair, • Between gusts of wind, fog lightly obscures the land
having 1d6 gryphon hatchlings arrive in 1d4 within 1 mile of the lair.
rounds. The hatchlings act as allies of the gryphon
and obey its commands. The hatchlings remain for 1 If the gryphon dies, the winds stop in 1 day, and the
hour, until the gryphon dies, or until the gryphon other effects fade in 1d10 days.
dismisses them as a bonus action.

• Gusts of wind surge in a direction that the gryphon
chooses. Each creature in a direct path of the wind
must succeed on a DC 15 Strength saving throw or
be moved back 15 feet and knocked prone.

• The gryphon creates fog as though it had cast the
fog cloud spell. The fog lasts until initiative count 20
on the next round.

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Indrik Indriks have antlers, similar to a stag, but unique
in their own way. Points of the finest crystals sprout
Indriks are physical manifestations of Nirn itself, which from their crowns like the branches of a glimmering
takes on the form of a majestic beast. Often appearing tree. Like the unicorn, they have a single horn,
in a form similar to a stag, the indrik has a single horn which is both beautiful and deadly at the same
on it's head and is covered in bright plumage. Indriks time. Their bodies are covered in a tapestry of fur,
are highly intelligent and highly territorial and attack feathers, and fronds that defy classification. They
anything that is deemed a threat to it's environment. appear to be animal, bird, and plant, all at once.
When it is slain, it's corporeal form disintegrates and Lastly, they possess four ears, which might stand
it's energy is returned to Nirn. out on any other animal, but they’re hardly notice‐
able on a creature that is already so grand.
Although they are exceptionally elusive – they can
vanish in an instant, those who get the chance to get a
glimpse of these magical creatures can only describe
them as truly breathtaking. Few words can describe
the indrik. At a glance, they can be easily mistaken for
a common deer, but even the most casual observation
reveals that they are so much more.

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Y'ffre's Steed. A folk tale as old as the Altmer civiliza‐ The horn is not the only part of the indrik that is
tion tells of how Y'ffre the singer wove indriks out of surrounded by fable. Tales of the heart of the indrik
the very essence of the forest, giving them the aspect of travel wide. The heart appears as a perfect gem, resem‐
every living thing found within. With this in mind, it is bling a crystallized ruby. The legend tells that if the
believed that the indrik is closer to Aedra than to mor‐ heart is touched by someone with an unpure heart, a
tal. dark shadow blossoms within the crystal's center.
From then on, it will curse all those who possess it
Alchemical Treasures. Countless legends surround with heartbreak, filling their lives with such great sor‐
the indrik's horn. It is believed to be an alchemical row that it drives most to suicide.
cure-all; that touching one will extend your life seven-
fold. It's even believed that the horn is made from
Y'ffre's tears.

11

Reef Viper

The large and deadly reef vipers are cunning predators
that can be found stalking along the beaches of Sum‐
merset.

Hostile Pests. These winged serpents are treated as
vicious vermin—an invasive species brought to the
isles by the Sea Elves. The Maormer bring them to the
coasts as a means of goading the Altmer and disrupt‐
ing the natural habitats of Summerset.

Venomous Hunters. Reef vipers are giant, stout
snakes with large wingspans, allowing them to fly short
bursts. Combined with their razor sharp teeth, these
creatures are made from ophidiophobic nightmares.
They like to get up close to their opponents and use
their internal bile sac to produce a sticky fluid to aid in
catching and digesting the serpent's prey.

12

Sload teleportation magic and use it as one of their main
forms of travel. Similar to the Wood Elves' communion
For naughty Altmer children, a mother's warning that with the plants of Valenwood, the Sload also have the
the Sload will get them is enough to make them be‐ ability to command the coral they live among.
have, or at least, have nightmares for days. Sload, the
slug-like beast-folk of the Coral Kingdom of Thras are While they are skilled at many forms of magic, they
creatures that have terrorized the High Elves since be‐ are known specifically for their mastery of the necro‐
fore recorded time. These hulking slug-folk are notori‐ mantic arts. They slaughter and revive sea crea‐
ous for their necromantic mastery. tures—turtles, crabs, and the like—to keep them as
vile pets, or send them to the coasts to lay siege on
These cantankerous creatures live in the Abecean Skywatch. They've also destroyed enemy armies only to
Sea and are loath to treat with any of the races of Tam‐ reanimate them to serve the Sload. They are also
riel. They are generally hostile and belligerent to all known to keep reanimated slaves on hand to complete
other mortal races, although there is some evidence of their more menial tasks. It is rumored that there might
diplomatic traffic between the Sload and the Maormer, be an agreement between the Sload and the King of
even though there are plenty of accounts of conflict be‐ Worms, Mannimarco.
tween the slugmen and the Sea Elves.
Metamorphic Biology. Sload begin their life on the
Arcane Adepts. The Sload are very capable sorcer‐ Trassian Atolls as little amorphous grubs. Ignored by
ers, who are known to command powerful magics, be‐
yond just necromancy. They are notable experts in

13

their pendulous parents, these grubs squirm their way culate it in their best interests, and they don't perceive
to the sea, where they mutate into aquatic quasi- or honor friendship or loyalty in the familiar human
cephalopods known as polwygles. In adulthood, Sloads terms, except for a cheerful affinity for those who de‐
spend a great deal of time in the shallow lagoons of feat them or trick them in any endeavor. These features
their atolls, due to their corpulence, wallowing among allow Sload to excel as merchants and smuggling en‐
the polwygles. They show no interest in the fate of their trepreneurs, with many dealing in the devious soul
offspring. Those larvae that prove too slow to avoid trade.
their parents' pseudopods are caught and harvested,
culling the weak and providing the raw material for Sload also have a grotesque fascination with disease,
sload soap. Adult Sloads have no limit to age or size. and all manners of unnerving afflictions, suppurating
The oldest Sload collapse under their own weight, un‐ extrusions, blood-rot, and festering myiasis. This ob‐
less buoyed by water. session is likely what resulted in the Thrassian Plague.

Sload Soap. The captured polwygles are tossed into Thrassian Plague
a boiling cauldron and reduced to a slimy broth. This
broth undergoes an alchemical commixture with mate‐ Also known as the Slug Famine (because of the wrig‐
rials known only to the Sload, after which it is poured gling gastropods that carried the flesh-eating disease),
into molds and allowed to cool. Once solid, the bars are the Thrassian Plague infected not just people, but live‐
scooped out and wrapped in the viscera of hagfish for stock and wild animals as well. The plague claimed
preservation. more than half of the continent's population and in‐
spired the largest allied naval force in Tamrielic history.
The sload use this soap as a primary component in
their necromantic rituals. The emulsified reagent con‐ Syrabane, an Aldmeri god-ancestor of magic, wiped
cocted from one's own descendants acts as a profound out the plague, leaving no trace of it behind. Two theo‐
intensifier in the magics of undeath. Sload soap is ries have emerged from the peoples of Tamriel about
rarely seen away from Thras, and when it is, it com‐ the source of the Thrassian Plague.
mands high prices from alchemists, who prize its
unique properties for creating potions of agility and, The plague has been associated with Namira or
rarest of all, the mutation of personality. It may even Peryite, as the Spirit Daedra's sphere includes slime
contain many more undiscovered alchemical proper‐ and slugs, while the Taskmaster's includes disease and
ties. Plus, it's an exceptional cleanser, deep-cleaning contamination. It's well known that the Sload traffic
yet mild, that leaves your skin feeling youthful and re‐ with the Princes from time to time, so the involvement
freshed. of Namira or Peryite is quite credible. However, Divayth
Fyr postulates in the ‘Pestilent Progeny Thesis’ that the
Sload Society infectious slugs that invaded Tamriel were mutated
versions of the Sloads' own infantile larvae.
Sload move slowly and act slowly, and take a long time
to come to decisions. Their heroes are philosophers These two theories are by no means mutually exclu‐
and they have no language for adventure—the closest sive, and it could be that the truth lies somewhere in
equivalent means “tragic disaster”. All their mythic vil‐ between. Only the Sload know for sure.
lains act quickly, and always fail. While they do not
read or write, they remember everything they see or Sea Sload
hear.
Sea Sload rule the undersea kingdom of UI'vor Kus in
As a society, they generally reject worship, but they the Sea of Pearls. These particular Sload are even more
will enter into pacts with daedra when it suits them. reclusive than their more numerous Thrassian
The cultural leadership among Sload are known as the cousins. Sea Sload society is typically hermetic, unless
Elder Distended Ones. They become even more repul‐ a common goal exists to unite them. They form small
sive than the more common Sload. Some are described cabals of like-minded individuals who will cooperate
as impressively corpulent, with strange pulsating until their ambitions are met. These cabals often break
heads. They can even grow strange new body parts. up, reform, or reorganize as interest and necessity
One elder grew three eyes that emerged from its belly. warrants.
Each eye opened as a toothless mouth, disgorging un‐
mentionable nourishment, which was shared and ea‐ They have just as strong of an interest and capacity
gerly consumed by its attendants. for necromancy as other Sloads, but they also
demonstrate significant skill in alchemy, shadow
While they do not seem to experience or display any magic, and mind magic, as well as other arcane
familiar human emotions, they are skilled diplomats disciplines. Through their magic, these arrogant and
and actors. They produce gross exaggerated parodies of unfriendly creatures have been known to utilize all
human behavior: laughing at lame jokes, weeping at kinds of terrible sea monsters.
apparent misfortunes, and throwing furious tirades at
folly or ineptitude. Sload have no compunctions about Abyssal Pearls. Sea Sload grow special abyssal
blasphemy, theft, torture, kidnapping, murder, or geno‐ pearls in reefs and caves, which they use as impressive
cide. They are willing to break laws whenever they cal‐ magical conduits. By adding alchemical mixtures into
the water, and drawing strange sigils around the float‐
ing pearls, and even on their lustrous surfaces, the

14

Sload imbue the pearls with incredible power, causing thralls to a location. It's believed, with enough Abyssal
the pearls, and the water that surrounds them, to glow Geysers strategically placed, the Sea Sload could sink
with arcane light. large islands, including Summerset itself.

These abyssal pearls are used by the Sea Sload to
channel incredible magic that can be used as a magical
lure for terrifying sea creatures and undead
monstrosities under their thrall. These strange pearls
have even been used to create immense Abyssal
Geysers, which can quickly transport hordes of their

15

Yaghra

Yaghra are fantastic, deep sea creatures that live in
Nirn's many oceans and seas. The extent of the
yaghra's spread across the world is generally unknown
and they have no known names to surface-dwellers.

These crustacean creatures are protected by their
chitinous carapaces, spikes, and strange internal biol‐
ogy. They are strongly influenced by pheromones and
appear to communicate through their chemical physi‐
ology, sometimes regurgitating their stomach acids.
The different forms of yaghra that have appeared
throughout Tamriel may be unique breeds, or different
morphologies of the same life cycle.

Yaghra Larva

The young yaghra larva are spider-like bottom feeders.
They have six legs and a volatile, enlarged abdomen.
The larva tries to keep enemies at bay by ejecting acidic
bile at their foes. These fragile creatures instinctually
self-dispose of themselves when under extreme duress.
They explode in a violent display of acid, bile, and chiti‐
nous spikes.

Yaghra Monstrosity

Yaghra monstrosities take on the role of the yaghra
queens, rapidly reproducing larva. These enormous
yaghra share a lot of similarities with the larva they
produce. Their massive, enlarged abdomen is protected
by a hard shell, and is cluttered with orifices that serve
dual purposes. They can expel acidic bile in a
pustulent eruption to defend themselves, or quickly
produce new larva to create new soldiers.

Yaghra Spewer

Spewers are bipedal, lobster-like crustaceans with nu‐
merous eyes and bio-luminescent lures that line the
backside of their carapace. While their elongated pin‐
cers are physically weaker than their cousins, they are
capable of producing a variety of deadly excretions and
pheromones that help bolster their allies.

Yaghra Strider

Yaghra striders are the soldiers of the yaghra pod. They
are extremely aggressive and agile and have a carapace
that has adapted to their role as protectors. Broader
than their spewer cousins, the striders are more formi‐
dable and covered in dense, jagged spikes. It is best to
try and avoid their powerful claws, and even more im‐
portant to stay away from their fearsome mandibles.

16

17

18

Miscellaneous Creatures

Alinor Ringtail WIS CHA Heron INT WIS CHA
10 (+0) 6 (–2) 4 (–3) 14 (+2) 7 (–2)
Tiny beast, unaligned Small beast, unaligned

Armor Class 12 Armor Class 11
Hitpoints 2 (1d4) Hitpoints 3 (1d6)
Speed 30 ft., climb 30 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT STR DEX CON
5 (–3) 15 (+2) 11 (+0) 4 (–3) 5 (–3) 13 (+1) 11 (+0)

Senses passive Perception 10 Skill Perception +4
Languages — Senses passive Perception 14
Challenge 0 (10 XP) Languages —
Challenge 0 (10 XP)

Keen Hearing and Smell. The ringtail has advantage on Keen Sight. The heron has advantage on Wisdom
Wisdom (Perception) checks that rely on hearing or smell. (Perception) checks that rely on sight.

Actions Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage. Hit: 1 piercing damage.

These small raccoon-like mammals are known for Herons can be found in wetlands, swamps,
their ringed tails and stuffing their cheek ponds, and lakes. These long-legged birds feast
pouches with small items. They can be trained to mostly on fish and frogs and are excellent flyers.
get into places no one else can, hiding small valu‐
ables in their mouths.

19

Salamander INT WIS CHA Springbok INT WIS CHA
2 (–4) 10 (+0) 3 (–4) 2 (–4) 14 (+2) 5 (–3)
Tiny beast, unaligned Medium beast, unaligned

Armor Class 11 Armor Class 13
Hitpoints 2 (1d4) Hitpoints 4 (1d8)
Speed 30 ft., climb 30 ft. Speed 50 ft.

STR DEX CON STR DEX CON
7 (–2) 12 (+1) 11 (+0) 11 (+0) 16 (+3) 11 (+0)

Senses passive Perception 10 Senses passive Perception 12
Languages — Languages —
Challenge 0 (10 XP) Challenge 0 (10 XP)

Actions Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage. Hit: 2 (1d4) piercing damage.

Sep Adder Springbok are graceful antelope that can be
found prancing throughout the grasslands of
Tiny beast, unaligned Summerset.

Armor Class 13 INT WIS CHA
Hitpoints 2 (1d4) 1 (–5) 10 (+0) 2 (–4)
Speed 30 ft., swim 30 ft.

STR DEX CON
5 (–3) 16 (+3) 11 (+0)

Senses blindsight 10 ft., passive Perception 10
Languages —
Challenge 1/8 (50 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10
Constitution saving throw, taking 5 (2d4) acid damage on a
failed save, or half as much damage on a successful one.

Although the tiny and diminutive sep adder has
wings, it cannot truly fly and moves along the
ground with grace. While their bite can be deadly,
they are often kept as pets by curio collectors and
adventurers.

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