Nodnarb's Bizarre Bestiary from Beyond An in-depth investigative and exploratory journal detailing mythical creatures and discovery of several more on adventures throughout the planes

1 Introductions In my travels, I became fascinated with tales of creatures that did not meet the descriptions of known horrors. Some were simple rumors, others had evidence that I really couldn't ignore. There was no way that I could easily let my curiosity slip and just take these rumors as simple hearsay. I followed these rumors wherever they led me. I started with rumors of disappearances in the Oreni desert. There were a few survivors or so they said. I traced there tracks back to where the supposed attack occured. I found the bodies...well, what was left of them. Being a wizard, I used some lower level magics to track the creatures through the desert back to an outcropping of rock with a cave underneath. The sound of hissing and snapping met my ears as I snuck up to the cave. Quickly turning invisible to get a better look, I was met with a horrifyingly fantastic site. These creatures looked exactly like what was descibed and exactly like nothing else I have ever seen being described in any bestiary or codex that I have ever seen. IT WAS EXHILARATING! Either these creatures were incredibly rare...or incredibly efficient at keeping observers from recounting their tales. Being invisible, I thought that I was thoroughly hidden. But they seemed to be able to sniff me out. Thankfully, only one of them seemed to catch my scent so I slowly backed away from the den until I felt that the others wouldnt hear if I dispatched this one. I reversed gravity and sent it skyward. After a while, I let it fall. With a resounding crunch, it hit some stones and let out very little noise. They are pretty hardy creatures but I didnt feel that I would survive terminal velocity. Thankfully, the sand kept body in fairly good condition. I teleported home to study the creature. After a thorough autopsy, I found that it had similarities in anatomy to both a serpent and large cat! I never thought that I would find a cryptid so quickly after beginning this search! Maybe, these unknown creatures are more numerous than I first anticipated. Perhaps, the simple rumor is far more than meets the eye. My curiosity peaked ever further, I will continue my search. The crazier the better. Maybe I will even expand my search to other planes and see what I can shake free from the tomes of antiquity and hearsay. I am excited to see what falls loose! May Ioun watch over me as I uncover the mysteries of the multiverse! Nodnarb Galee'na, Varasday, 11th of Palesun. Year 861. 5th Age. Arosday, 1st of Frostmoot. Year 1151. 5th Age. Well, I never thought this day would come. I have to give up the goose, I am far too old to continue my research. I should have retired 10 years ago but I was far too stubborn of an old rock gnome to admit defeat so easily. I have spent almost 200 years looking for cryptids, mystical creatures, old folktales, and even things revered as gods and trying to prove they were real. To my surprise, even Gods are real, I've met them...terrifying and awe-inspiring. I have decided that, on the Dawn of the New Stars, I would write this epilogue to my tale and put it along side my original entry before setting out. I intend to publish this bestiary so that future generations can know that these things are amazing and so real that you should be wary. I found rare and lovely creatures, but I also found horrible monstrosities that would put an ancient dragons horde on the line. I hope this book will help the researchers find a foothold to continue finding wonderful creatures. I hope that I inspire others to adventure and find what they want in life and to help historians put pieces back to mysteries unsolved in the past. Once this book is complete, I will retire and I will know that this is out in the world. These descriptions are the best I could do and I feel that I will help someone in the future not be caught unawares when travelling the planes. These old bones won't carry me much further but I hope that I made my mark on this world. Nodnarb Galee'na, a crotchity old Rock Gnome. - -

Monstrosities The Ammit is a truly interesting beast. Some believe that it was created by the Gods to bring balance to the roaming spirits of the world. It seems incredibly efficient at dealing with evil spirits and the undead. It was rumored that the Ammit was a ferryman of wayward spirits on the Material Plane. But it seems that it is simply a creature that evolved to eat lost souls of those who were lost in the desert. Although it does seem to have some sort of code of honor. It doesn't seem to attack on sight, but it does not trust other creatures. It allowed me to question it after testing my intentions but communication was in mental images and very crude emotions rather than speech. The Ammit will try to determine the motives of creatures it comes across. It trusts no creature other than itself and cannot speak any language but it will a attempt to halt any creature attempting to approach it using simple base thoughts. It was difficult to communicate but I got the hang of it after a few minutes. The Ammit told me that it ate wandering spirits, but tried only to target malevolent ones, or that is what I got from several images of nasty looking spectres. Only worry about this creature if you are not pure of heart. 2 Ammit Huge monstrosity, Lawful Neutral Armor Class 16 (Natural Armor)

16 (Natural Armor) Hit Points 243(18d12 + 126)

243(18d12 + 126) Speed 30ft., Swim 40ft STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 24 (+7) 6 (-2) 18 (+4) 9 (-1) Saving Throws STR +12, CON +12, WIS +9, CHA +4

STR +12, CON +12, WIS +9, CHA +4 Skills Insight +14, Perception +14, passive Perception 24

Insight +14, Perception +14, passive Perception 24 Condition Immunities Poisoned, Frightened, Charmed

Poisoned, Frightened, Charmed Senses Darkvision 120ft, Truesight 60ft

Darkvision 120ft, Truesight 60ft Languages Telepathy 120ft

Telepathy 120ft Challenge 15 (13000 XP) Legendary Resistance 3/Day If the Ammit fails a saving throw, it can choose to succeed instead. Innate Insight The Ammit may take an action to use the ability Innate Insight. Innate Insight allows the Ammit to detect all creatures alignment within a 30ft radius. Detecting Evil alignments will cause the Ammit to attack immediately. Skeptical Beast The Ammit has advantage on Insight checks and becomes hostile if it detects a lie. Actions Multiattack The Ammit may make three attacks. A bite, a claw, and a kick. Hippo Kick Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 24 (3d10 + 7) Bludgeoning damage. Lion Claw Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 21 (3d8 + 7) Slashing damage. Crocodile Bite Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 25 (4d8 + 7) The target must make a DC17 STR Saving Throw or be Restrained within the Ammit's jaws. The bite ignores any creatures Condition Immunity to Restrained.(e.g. Ghost or Air Elemental) Swallow If the Ammit has a target within its mouth during the start of its turn, it may use its bite to swallow the creature whole. The swallowed creature is now Blinded and Restrained. The lining of its stomach extends into the Ethereal Plane. Every turn a creature starts its round in the Ammit's stomach, the creature takes 22(4d10) acid damage. If the Ammit takes more than 40 damage in an action, it must make a DC20 plus half the damage above 40 damage Constitution saving throw or vomit up the creature. Consume Spirits (Recharge 5-6): The Ammit sucks in a 60ft cone that extends into the Ethereal Plane. Each creature in that cone must make a DC17 Constitution Saving Throw or take 63(14d8) Force damage or half on a save. Any creature that failed the save on the Material Plane is pulled 15ft closer to the Ammit. Any creature in the Ethereal Plane in the cone must make the save at Disadvantage. If any creature in the Ethereal Plane fails the save, they are also Swallowed. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turns. Lion Claw Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 21 (3d8 + 7) Slashing damage. Hippo Kick Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 24 (3d10 + 7) Bludgeoning damage. Terrifying Presense Each creature of the Ammit's choice that is within 120 feet of the Ammit and aware of it must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Ammit's Terrifying Presense for the next 24 hours.

3 Basan Gargantuan monstrosity, unaligned Armor Class 18 (Natural Armor)

18 (Natural Armor) Hit Points 280(16d20 + 112)

280(16d20 + 112) Speed 60ft., Fly 40ft STR DEX CON INT WIS CHA 23 (+6) 16 (+3) 25 (+7) 3 (-4) 12 (+1) 7 (-2) Saving Throws STR +11, DEX +8, CON +12

STR +11, DEX +8, CON +12 Condition Immunities Fear

Fear Damage Resistances Fire, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Adamantine

Fire, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Adamantine Senses Dark Vision 60ft

Dark Vision 60ft Languages None

None Challenge 16 (15000 XP) Legendary Resistance 3/Day If the Basan fails a saving throw, it can choose to succeed instead. Absurd Sight The Basan is a terrifying creature that you can't take seriously. Upon seeing the creature, make a DC13 CON save or burst out laughing and ruin any attempts at stealth Shielding Feathers The Basan's feathers contain natural deposits of adamantine, meaning that all nonmagical critical hits count as a normal hit. Actions Multiattack The Basan may make three attacks per action. A peck, and two claw attacks. Fiery Peck Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 19 (2d10 + 7) Piercing + 11(3d6) Fire Damage Chicken Scratch Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 21 (3d8 + 7) Slashing damage. Fire Breath (Recharge 5-6): The Basan breaths a 90ft cone of fire. Each creature in that cone must make a DC18 Constitution Saving Throw or take 72(13d10) Fire damage or half on a save. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Fiery Peck Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 18 (2d10 + 6) + 11(3d6) Fire Damage Chicken Scratch Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 20 (3d8 + 6) Slashing Damage. Terrifying Screech Each creature of the Basan's choice that is within 120 feet of the Basan and aware of it must succeed on a DC 17 Wisdom saving throw or become Stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Basan's Terrifying Screech for the next 24 hours. The Feathered Terror, The Basan Now this one I simply had to look into. A chicken of absolutely immense stature with feathers stronger than steel? There is no way I could not look into this. I thought perhaps this was simply a dragon that was savaging a town and in a state of panic, was hallucinated by scared survivors. Turns out, the rumors were absolutely spot on. A chicken as big as the biggest dragons I have ever seen. I watched it scorch a few deer and then eat them. It doesn't have any sort of intelligence. I believe it is a beast that managed to evolved to be such a terrifying beast or perhaps some God of chaos decided to have a little fun making a harbinger of destruction to be so unable to be taken seriously. This creature is a force to be reckoned with, even if it so absurb that you may laugh at the sight of it. Its beak and feet seem to be scorching hot, similar to heated bronze. The Basan isn't very perceptive, I was able to sneak up to it to get a closer view. Its feathers are certainly naturally inlaid with adamantine but still flexible like natural feathers. Do not go hunting one of these beasts lightly.

4 Creeping Stalker Gargantuan monstrosity, Neutral Evil Armor Class 17 (Natural Armor)

17 (Natural Armor) Hit Points 264(20d20 + 54)

264(20d20 + 54) Speed 60ft. STR DEX CON INT WIS CHA 25 (+7) 20 (+5) 16 (+3) 15 (+2) 19 (+4) 10 (+0) Skills Stealth +15, Perception +14

Stealth +15, Perception +14 Saving Throws DEX +10, CON +8, WIS +9

DEX +10, CON +8, WIS +9 Damage Resistance Cold, Poison

Cold, Poison Senses passive Perception 24, Blindsight 120ft, Tremorsense 60ft

passive Perception 24, Blindsight 120ft, Tremorsense 60ft Languages Deep Speech, Undercommon

Deep Speech, Undercommon Challenge 17 (18000 XP) Hidden in Plain Sight. While the Creeping Stalker remains motionless in dim light or less, it is considered invisible. Making a DC23 perception check will allow you to spot it. In dim light, a DC18 Perception check is need to determine its location. Sneak Attack. If a creature comes within its reach and has not spotted it, the Creeping Stalker can make an attack with advantage. If the attack hits, the target must make a DC20 DEX check or be swallowed immediately. On a save, the target escapes the mouth of the creature. Weak Stomach If the Creeping Stalker takes more than 40 damage in an action, it must make a DC20 plus half the damage above 40 damage Constitution saving throw or vomit up the creature. Spider Climb The Creeping Stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack The Creeping Stalker can make one bite attack, and 3 Festering Slash attacks Fearsome Bite Melee Weapon Attack: +12 to hit, reach 20ft., one target. Hit 32 (5d10 + 4) Piercing damage. The target must make a DC17 STR Saving Throw or be Restrained within the Creeping Stalker's jaws Festering Slash Melee Weapon Attack: +12 to hit, reach 20ft., one target. Hit 19 (3d8 + 5) Slashing damage. On a hit, the target must make a DC16 CON save or take 14(4d6) Poison damage Swallow (Recharge 5-6): If the Creeping Stalker has a target within its mouth during the start of its turn, it may use its bite to swallow the creature whole. The swallowed creature is Blinded and Restrained. Every turn a creature starts its round in the Creeping Stalker's stomach, the creature takes 22(4d10) acid damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Fearsome Bite Melee Weapon Attack: +12 to hit, reach 20ft., one target. Hit 32 (5d10 + 4) Piercing damage. Festering Slash Melee Weapon Attack: +12 to hit, reach 20ft., one target. Hit 19 (3d8 + 5) Slashing damage. On a hit, the target must make a DC16 CON save or take 14(4d6) Poison damage Nightmare of the Underdark I can understand why this monstrosity has never been described in any other literature. I happened upon it in my travels within the Underdark, and by happened upon it, I mean that the second in command within the guards that I had with me suddenly disappeared within the biggest set of teeth I have ever seen. An albino crocidile like snout descended from the ceiling of the cavern we traversed and ate a seasoned soldier whole without any sound on his part. He was just gone. The guard set up in defensive positions but we could not see anything. We were being hunted and we couldn't find the hunter. I used a scroll of Daylight and lit up the ceiling of the cavern. And there it was, one of the biggest creatures I have ever seen. 40ft long and so white it was nearly transparent. Smooth skinned and 4 sets of disturbingly long legs that gripped the ceiling with ease. A head that could swallow a warbred stallion and a disturbing lack of eyes but it still looked right at me. It rumbled something at me in what I assumed was Deep but its not one of my strongest languages. Now that we could see it, we could fight it. It tried to stay out of the light but the cavern wasn't big enough for it to hid in the shadows. What disturbed me the most was its speed. I moved like a lizard but it shouldn't be able to move at that speed for its size. We managed to maintain fire on it but its skin was surprising thick. We started to take the upper hand but it fled into the dark tunnels and we were not fast enough to keep up with it. Somewhere, below the earth, that monster still preys on the unsuspecting. Keep yours eyes open, and a light source close.

5 Bone Beetle Large monstrosity, unaligned Armor Class 16 (Natural Armor)

16 (Natural Armor) Hit Points 105(14d10 + 28)

105(14d10 + 28) Speed 40ft, 30ft w/ Bone Ball STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 1 (-5) 14 (+2) 4 (-3) Damage Resistances Necrotic, Piercing, Slashing

Necrotic, Piercing, Slashing Vulnerabilities Bludgeoning

Bludgeoning Senses passive Perception 15, Darkvision 120ft

passive Perception 15, Darkvision 120ft Challenge 8 (3900 XP) Kleptomaniac The Bone Beetle will feverishly collect any bones it can find, even if those bones are happen to be reanimated with Necromantic magics. Roll 4(2d4) to determine how many skeletons are with the Bone Beetle. Swarm of Bones Any Skeletons within 20ft of the Bone Beetle have advantage on saving throws. Actions Multiattack The Bone Beetle may make two Piercing Kicks or a Bulldoze Piercing Kick Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) Piercing damage. Bulldoze Melee Weapon Attack: +7 to hit, reach 5ft., 30ft by 5ft line. Hit 22 (4d8 + 4) Bludgeoning damage. Each creature within a 30ft line 5ft wide must make a DC15 Strength saving throw or be knocked prone. Crystal Tortoise Huge monstrosity, unaligned Armor Class 18 (Natural Armor)

18 (Natural Armor) Hit Points 207(18d12 + 90)

207(18d12 + 90) Speed 20ft STR DEX CON INT WIS CHA 20 (+5) 7 (-2) 20 (+5) 4 (-3) 12 (+1) 10 (+0) Saving Throws STR +8, CON +8

STR +8, CON +8 Condition Immunities Frightened, Paralyzed

Frightened, Paralyzed Damage Resistances Fire, Cold, Lightning; Piercing, And Slashing From Nonmagical Weapons

Fire, Cold, Lightning; Piercing, And Slashing From Nonmagical Weapons Vulnerabilities Bludgeoning, Thunder

Bludgeoning, Thunder Senses Darkvision 60ft

Darkvision 60ft Challenge 8 (3900 XP) Sharp Shelled Hitting the Crystal Tortoise with a Bludgeoning or Thunder damage attack causes sharp shards of crystal to spray out in a 15ft cube centered on the Tortoise. All creatures besides any Crystal Tortoises must make a DC 16 Dexterity saving throw or take 14(4d6) piercing damage or half on a save. Actions Multiattack The Crystal Tortoise may make two Stomp attacks. Crushing Stomp Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 22 (4d8 + 4) Bludgeoning damage.

6 A creature molded by a lust for power The Goudarin is a sad creature. It was originally a humanoid druid who tried to enhance its Wild Shape through Arcane or sometimes demonic means. They still seem to have some intelligence from their past humanity but have lost any sense of who they used to be. They are basically wild animals with the ability to plan and formulate strategy. They are incredibly fast and can endure way more than can be considered natural. Their attacks were so similar to that of a werewolf that they were reported as such. But they could singlehandedly put up a fight against an entire colony of werewolves. I happen to have made friends with a pack of werewolves and when I asked them if they had heard of such a creature, they all became agitated and told me that they call them Goudarins. They steal lands from the werewolves and slaughter wildlife just to force them out of their lands. It seems that Goudarin's have a rather ironic life to lead. They gained power through corruption to get closer to nature, and became an unnatural creature who destroys nature out of spite. If you come across this creature in the wild, stand and fight or hide...they will just toy with you if you run. Goudarin Large monstrosity, Chaotic Evil Armor Class 17 (Natural Armor)

17 (Natural Armor) Hit Points 158(15d10 + 75)

158(15d10 + 75) Speed 80ft STR DEX CON INT WIS CHA 21 (+5) 19 (+4) 20 (+5) 11 (+0) 17 (+3) 9 (-1) Skills Stealth +8, Perception +7

Stealth +8, Perception +7 Saving Throws DEX +8, CON +9, WIS +7

DEX +8, CON +9, WIS +7 Condition Immunities Frightened, Stunned

Frightened, Stunned Damage Resistances Necrotic, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Silvered

Necrotic, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Silvered Vulnerabilities Radiant

Radiant Senses passive Perception 17, Darkvision 60ft

passive Perception 17, Darkvision 60ft Challenge 12 (8400 XP) Warped Being The Goudarin has advantage on attacks of opportunity. Sentinel Creatures who attempt to Disengage from the Goudarin can still take opportunity attack. Hitting on an attack of opportunity drops any creatures speed to 0. Actions Multiattack The Goudarin may make four Slash attacks or two Slash attacks and a Fearsome Howl Slash Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 12 (2d6 + 5) Slashing damage. Fearsome Howl (Recharge 6): Each creature within 60 ft of the Goudarin must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. Any creature Frightened by the Fearsome Howl is also stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Goudarin's Fearsome Howl for the next 24 hours.

7 Grim Pouncer Medium monstrosity, unaligned Armor Class 17 (Natural Armor)

17 (Natural Armor) Hit Points 59(9d8 +18)

59(9d8 +18) Speed 50ft STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 7(-2) 15 (+2) 6 (-2) Senses Darkvision 60ft

Darkvision 60ft Skills Stealth +10, Perception +5, passive Perc. 15

Stealth +10, Perception +5, passive Perc. 15 Challenge 4 (1100 XP) Pack Tactics The Grim Pouncer has advantage on an Attack roll against a creature if at least one of the Pouncer's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Actions Multiattack The Grim Pouncer may make two attacks; a Bite attack and a Kick. Bite Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) Piercing damage. Kick Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) Bludgeoning damage. A Menagerie of Monstrosities The Grim Pouncer is a lovely monster that I like the think of as a mouth and stomach on legs. Sharp teeth and powerful legs help it run down its prey. They like to hide in the shadows and pounce on unsuspecting targets, hence the name. The grootslang was a fantastic cryptid to find. The body of massive serpent, the head resembling an elephant. I witnessed it eating cactus pears but its den was filled with bones so it seems to be an omnivore. I didn't attempt to fight it because it slept soundly. I sketched it, grabbed some shed skin samples, and then made a silent retreat. Serpopard are evolved hunters and masters of their desert domain. Long serpent necks and heads on the body of a big cat. They hunt ruthlessly in packs. They are not friendly and even though they hunt simiilar to dire wolves, will not stand down to a challenge. This was not a great first introduction to unknown creatures. Grootslang Huge monstrosity, unaligned Armor Class 16 (Natural Armor)

16 (Natural Armor) Hit Points 162(17d12 +51)

162(17d12 +51) Speed 40ft STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 17 (+3) 5(-3) 16 (+3) 6 (-2) Senses Blindsight 60ft

Blindsight 60ft Skills Stealth +8, Perception +7, passive Perc. 16

Stealth +8, Perception +7, passive Perc. 16 Challenge 9 (5000 XP) Actions Multiattack The Grootslang may make two attacks; a Bite attack and a Tail Whip or Constrict. Bite Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 13 (2d8 + 4) Piercing damage. + 11(3d6) Poison Tail Whip Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 18 (3d8 + 4) Bludgeoning damage. Constrict Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 18 (3d8 + 4) bludgeoning damage, and the target is Grappled (escape DC 16). Until this grapple ends, the creature is Restrained, and the snake can't constrict another target. Serpopard Medium monstrosity, unaligned Armor Class 15 (Natural Armor)

15 (Natural Armor) Hit Points 65(10d8 +20)

65(10d8 +20) Speed 50ft STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 5(-3) 15 (+2) 9 (-1) Senses Darkvision 60ft

Darkvision 60ft Skills Stealth +10, Perception +5, passive Perc. 15

Stealth +10, Perception +5, passive Perc. 15 Challenge 3 (900 XP) Pack Tactics The Serpopard has advantage on an Attack roll against a creature if at least one of the Pouncer's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Actions Multiattack The Serpopard may make two Serpent Strikes Serpent Strike Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) + 11(3d6) Poison damage

8 Typhon Gargantuan monstrosity, Neutral Evil Armor Class 20

20 Hit Points 468(24d20 + 216)

468(24d20 + 216) Speed 40ft, Flying 30ft STR DEX CON INT WIS CHA 25 (+7) 11 (+0) 28 (+9) 16 (+3) 18 (+4) 13 (+1) Skills Investigation +10, Perception +11

Investigation +10, Perception +11 Saving Throws STR +14, DEX +7, CON +16, WIS +11

STR +14, DEX +7, CON +16, WIS +11 Condition Immunities Poisoned, Frightened, Charmed, Restrained

Poisoned, Frightened, Charmed, Restrained Damage Immunities Fire, Poison

Fire, Poison Senses Darkvision 120ft, passive Perception 22

Darkvision 120ft, passive Perception 22 Languages Common, Abyssal, Giant

Common, Abyssal, Giant Challenge 22 (41000 XP) Legendary Resistance 3/Day If the Typhon fails a saving throw, it can choose to succeed instead. Three Heads are Better Than One The Typhon has advantage on Perception and Investigation checks Innate Spellcasting The Typhon's spellcasting ability is Wisdom (spell save DC20). The Typhon can innately cast the following Spells, requiring no material components: At will: Blight, Hold Person, Firebolt, Tongues; 3/day each: Counterspell, Dominate Person, Flame Strike, Fireball; 1/day each: Disintgrate, Earthquake, Meteor Storm Actions Multiattack The Typhon may make four attacks per action. Two bites, and two Axe Swings. Axe Swing Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 27 (3d12 + 7) Slashing damage. Snake Bite Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit 25 (2d8 + 7) Piercing damage. The target must make a DC22 STR Saving Throw or be Restrained within the Typhon's snake head jaws. The Typhon can only Restrain two targets at a time with its snake heads. Fire Breath Recharge 5-6: The Typhon breaths a 90ft cone of fire. Each creature in that cone must make a DC22 Constitution Saving Throw or take 90(20d8) Fire damage or half on a save. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Axe Swing Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 27 (3d12 + 7) Slashing damage. Snake Bite Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit 25 (2d8 + 7) Piercing damage. The target must make a DC22 STR Saving Throw or be Restrained within the Typhon's snake head jaws. The Typhon can only Restrain two targets at a time with its Frightful Presense Each creature of the Typhon's choice that is within 120 feet of the Typhon and aware of it must succeed on a DC 22 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Typhon's Frightful Presence for the next 24 hours. Typhon, The Serpent Queen Beware the Serpent Queen! A monstrosity incarnate, truly the worst beast that I have found in the Material Plane. I found some old historical documents claiming that a fiend came and laid waste to an ancient civilization and still resided there. I made my way deep into the desert, following a very badly drawn map. After a couple of weeks of searching in the area, I found the ruins of a very old society. Hundreds of people could have lived here at one point. I searched the ruins, and with some excavation, I found a secret underground chamber. Down below the earth I found a city five times the size of the surface ruins. This was truly a travesty. A large shrine was at the center of this giant subterranean city. It looks like it may have been a temple to Kord at some point but any marking were scorched off intentially smashed to bits. Making my way inside, the sound of snoring and hissing put me on edge. A massive light blue skinned woman with a serpent's tail and two serpent's head coming out from the base of her tail. Beautiful, albeit terrifying. Bright red hair flowed out from underneath a tarnished crown. She stood about 20ft tall, with her tail curling up another 20ft easily around the stone statue throne. Adorned in ornate platinum armor, encrusted with jewels that shine with firelight around her. I know not if she came here with this armor, or if she made this herself as a symbol of her newfound sovereignty. Two almost batlike wings tucked behind her back, they look incredibly powerful but not as terrifyingly strong as a set of dragon's wings. Two massive great axes leaned at her sides. She destroyed the statue of whoever's temple this was and took the giant marble and silver throne for her own. Pieces of the statue and scorched bones litter the entire temple. I quickly turned invisible and fled before she stirred from her slumber. DO NOT LIGHTLY COME AFTER THIS CREATURE.

9 Beasts Desert Glider Huge beast, unaligned Armor Class 14 (Natural Armor)

14 (Natural Armor) Hit Points 133(14d12 +42)

133(14d12 +42) Speed 20ft, 80ft Flying STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 16 (+3) 5(-3) 13 (+1) 6 (-2) Skills Stealth +9, Perception +7

Stealth +9, Perception +7 Saving Throws DEX +6, CON +6

DEX +6, CON +6 Condition Immunities Poisoned, Frightened, Charmed

Poisoned, Frightened, Charmed Damage Resistances Fire, Poison

Fire, Poison Senses Darkvision 60ft, passive Perception 17

Darkvision 60ft, passive Perception 17 Challenge 6 (2300 XP) Desert Camouflage The Desert Glider can spend 1 minute covering itself with sand. When covered, it has advantage on stealth checks. Actions Multiattack The Desert Glider may make two attacks; a Bite attack and a Tail Whip. Bite Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 12 (2d8 + 3) Piercing damage. Tail Whip Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 10 (2d6 + 3) Bludgeoning damage. A Distant Cousin Desert Gliders have been mistaken for Wyverns and Young Dragons for centuries in Oreni. They do share similarities but they are more closely related to Giant Lizards. They evolved to sail the updrafts of hot desert air. Massive wingspans for the size of its body. It doesn't share any lineage to either Greater or Lesser Drakes. The Desert Glider is a different species that evolved with the same premise in mind of the dragons of the world. - Fey Chameleon Large beast, unaligned Armor Class 16 (Natural Armor)

16 (Natural Armor) Hit Points 83(11d10 +22)

83(11d10 +22) Speed 50ft STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 3(-4) 15 (+2) 10 (+0) Skills Stealth +7, Perception +8

Stealth +7, Perception +8 Senses Darkvision 60ft, passive Perception 18

Darkvision 60ft, passive Perception 18 Challenge 5 (1800 XP) Hidden in Plain Sight The Fey Chameleon can, as bonus action, become the color and texture of the surface it is stood upon, giving it advantage on Stealth checks until it moves. Actions Bite Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (2d8 + 4) Piercing damage.

10 A Lovely Surprise Exploring the expansive Tundra of Helcarex was rather uneventful in terms of new creatures. After about a month of exploration in the frozen forests, I decided to spend the last night there along the shore of lake in a clearing. I planned to head home with my small troupe once morning came. We drank and partied late into the night. As the full moon rose over the forest, I spotted what I thought was a simple white fox across the lake on the opposite shoreline. I, possibly inebriated, shot out a Sending to the fox to come join us for dinner. To my surprise, it began to approach through the shadows. It seemed to meld into the shadows until a beam of moonlight would light up its coat and give away its positon. After about an hour of this stalking behavior, it poised itself on the edge of camp. I offered some chicken to it, and to my surprise I heard Friend? in my head. I stood there, chicken in hand, absolutely astonished. Excitedly grabbed for more chicken thought, Yes, we will not harm you. Fuyu Fox Huge beast, unaligned Armor Class 14

14 Hit Points 128(15d12 +30)

128(15d12 +30) Speed 60ft STR DEX CON INT WIS CHA 13 (+1) 19 (+4) 15 (+2) 10(+0) 16 (+3) 14 (+2) Skills Stealth +12, Perception +7

Stealth +12, Perception +7 Vulnerabilities Fire

Fire Languages Sylvan, Telepathy 60ft

Sylvan, Telepathy 60ft Senses Darkvision 90ft, passive Perception 17

Darkvision 90ft, passive Perception 17 Challenge 6 (2300 XP) Conditional Camouflage The Fuyu Fox has advantage on Stealth checks in Dim Light, Darkness, and in Snowy environments but has Disadvantage in all other scenarios Carefree The Fuyu Fox may choose to walk or run across the surface of water as if was a solid surface, leaving behind small floating pieces of ice. Actions Multiattack The Fuyu Fox may make two attacks; a Bite attack and a Claw. Bite Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 9 (1d8 + 4) Piercing + 11(3d6) Cold Claw Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) Slashing damage. The fox stepped cautiously from the shadows. It was at this point that I realized just how big this beutiful fox was. Bigger than a Dire Wolf but it kept low to the ground so it looked much smaller. I placed a plate carefully in front of it and warned of the bones. I have never seen an animal actually smile. You are friends. It ate and allowed me to look it over and ask a few questions. She didn't know what I meant when I asked for her origin, as she simply answered the forest. After questioning her and keeping her distance, she came within the warmth of the fire but seemed weary. She explained that fire scared her species and that the perpetual winter shaped her race from normal foxes. Asking if her race had a native tongue or if they simply spoke with telepathy gave me another shock. She could speak Sylvan, and she said all the others of her race could. This was my only clue that they possibly were changed by Fey magic but other than her cold coat, she seemed to be of this Plane. She stayed by the camp until just before sunrise, we bid her farewell and warned her to continue remaining cautious of humans. She thanked us and ran across the water back into the woods. Giant Badgermole Huge beast, unaligned Armor Class 12 (Natural Armor)

12 (Natural Armor) Hit Points 126(12d12 +48)

126(12d12 +48) Speed 30ft, 40ft Burrow STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 19 (+4) 6(-3) 14 (+2) 8 (-1) Senses Darkvision 120ft

Darkvision 120ft Challenge 4 (1100 XP) Master of The Underground The Giant Badgermole can use Move Earth twice per day. Organized Chaos The Giant Badgermole makes massive tunnel complexes that they can navigate with ease. They even smooth out their tunnels so they almost look manmade. They cannot become lost underground or in a labyrinth. Actions Multiattack The Giant Badgermole may make two attacks; a Bite attack and a Claw. Bite Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 14 (2d8 + 5) Piercing damage. Claw Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 12 (2d6 + 5) Slashing damage.

11 Elementals This chapter marks my discoveries and adventures outside of the material planes. I started my extra-planar activiities exploring the Elemental Planes of the multiverse. You run into hundreds of elementals on their respective Planes, but where do they come from? Do they just pop into existence along magical laylines? Are they born from parents like other beings? These are the questions I set out In search of hopefully finding. I began on the Elemental Plane of Earth. Asking any sentient residence of the Plane for where the Elementals came from gave very little results. No one seemed to really question where they came from. It was like asking people on the Prime Material Plane where the wind came from, they hadn't really thought about it. After months of questioning I found some like minded individuals at different colleges of learning and Mage schools. They led me in the right direction, but most of them were too bookish to go exploring or just theorized where they came from. Using their notes on the subject, I set out for months looking for these possible crossroads of Elemental creation. As I got closer to my target location, I began to see variations in the size of Earth Elementals. The closer I got, the more volitile the plane got. Earthquakes and fissures appeared and resealed over and over again. Mountains sprung up and collapsed in massive landsliders, I most certainly was heading into the heart of the Plane itself. This far in, I basically have to fly everywhere. The ground is unsuitable for humanoid use, especially for my short gnome legs. Suddenly, the earth calmed down. A massive mountain range stretchs for days. Crossing over the mountains lead to a massive crater, its a big as an ocean. There is no visible other side to this caldera. Reaching the bottom, I found it, the source of the Elementals. A nest of sorts, with way more Elementals than I have ever seen. They are everywhere in all shapes and sizes. After months of camping out here to study this place, I finally saw what I was searching for. A massive Elemental touched a small pile of stone and a tiny elemental formed from them. It is the closest thing any has seen that I can find that denotes the creation of a new Elemental. Taking the next several years I did the same in the other realms and I found that these Elemental Titans are the ones that create new elementals but I only saw one "birth" in years so it is probably an incredibly rare event. Another discovery I can across in the Elemental Plane of Air was a perpetual storm with Storm Elementals inside it. They were terrifying sources of lightning but what confused me the most was why I had spent years with summoners and never saw one be summoned. Maybe they are too wild to be controlled by Conjurers. That is a mystery that I cannot solve myself. Gravel Elemental Small elemental, Neutral Armor Class 15 (Natural Armor)

15 (Natural Armor) Hit Points 52(8d6 +24)

52(8d6 +24) Speed 30ft, 30ft Burrow STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 5(-3) 10 (+0) 5 (-3) Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious Damage Immunities Poison

Poison Vulnerabilites Thunder

Thunder Languages Terran

Terran Senses Darkvision 60ft, Tremorsense 30ft

Darkvision 60ft, Tremorsense 30ft Challenge 2 (450 XP) Actions Slam Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d8 + 3) Bludgeoning damage.

12 Gust Elemental Small elemental, Neutral Armor Class 14 (Natural Armor)

14 (Natural Armor) Hit Points 44(8d6 +16)

44(8d6 +16) Speed 60ft(Hover) STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 5(-3) 12 (+1) 5 (-3) Damage Resistances Lightning; Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Lightning; Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Damage Immunities Poison

Poison Languages Auran

Auran Senses Darkvision 60ft

Darkvision 60ft Challenge 2 (450 XP) Air Form The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Slam Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d8 + 4) Bludgeoning damage. Pond Elemental Small elemental, Neutral Armor Class 13 (Natural Armor)

13 (Natural Armor) Hit Points 56(9d6 +24)

56(9d6 +24) Speed 30ft Swim 60ft STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 17 (+3) 5(-3) 10 (+0) 8 (-1) Damage Resistances Lightning; Acid; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Lightning; Acid; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Damage Immunities Poison

Poison Languages Aquan

Aquan Senses Darkvision 60ft

Darkvision 60ft Challenge 2 (450 XP) Water Form The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn. Actions Slam Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d8 + 3) Bludgeoning damage.

13 Tinder Elemental Small elemental, Neutral Armor Class 13 (Natural Armor)

13 (Natural Armor) Hit Points 65(10d6 +30)

65(10d6 +30) Speed 40ft STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 6(-2) 10 (+0) 7 (-2) Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Damage Immunities Fire, Poison

Fire, Poison Languages Ignan

Ignan Senses Darkvision 60ft

Darkvision 60ft Challenge 3 (700 XP) Fire Form The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Water Susceptibility For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Illumination The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. Actions Multiattack The Tinder Elemental makes two Touch attacks Touch Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) Fire damage. Spark Elemental Small elemental, Neutral Armor Class 14 (Natural Armor)

14 (Natural Armor) Hit Points 78(12d6 +36)

78(12d6 +36) Speed 40ft STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 6(-2) 10 (+0) 10 (+0) Resistances Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Immunities Poison

Poison Languages Ignan, Auran

Ignan, Auran Senses Darkvision 60ft

Darkvision 60ft Challenge 3 (700 XP) Storm Form The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage; the creature must make a DC13 CON Save or become Stunned. The creature may make the saving throw at the end of each of its turns. Illumination The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft. Actions Multiattack The Spark Elemental makes two Touch attacks Touch Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d6 + 3) Lightning damage.

14 Storm Elemental Large elemental, Chaotic Neutral Armor Class 16 (Natural Armor)

16 (Natural Armor) Hit Points 168(16d10 +80)

168(16d10 +80) Speed 40ft STR DEX CON INT WIS CHA 12 (+0) 19 (+4) 20 (+5) 6(-2) 10 (+0) 10 (+0) Damage Resistances Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Damage Immunities Lightning, Poison

Lightning, Poison Languages Ignan, Auran

Ignan, Auran Senses Darkvision 60ft

Darkvision 60ft Challenge 6 (2300 XP) Storm Form The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage; the creature must make a DC13 CON Save or become Stunned. The creature may make the saving throw at the end of each of its turns. Illumination The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft. Actions Multiattack The Storm Elemental makes two Touch attacks Touch Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 11(2d6 + 4) Lightning damage.

15 Elemental Tsunami Gargantuan elemental, Neutral Armor Class 19

19 Hit Points 390(20d20 + 180)

390(20d20 + 180) Speed 20ft, Swim 90ft STR DEX CON INT WIS CHA 27 (+8) 8 (-1) 28 (+9) 12 (+1) 14 (+2) 8 (-1) Saving Throws STR +15, DEX +6, CON +16

STR +15, DEX +6, CON +16 Skills Athletics +15, Perception +9

Athletics +15, Perception +9 Immunities Fire, Poison

Fire, Poison Resistances Lightning; Acid; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Lightning; Acid; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 120ft, passive Perception 19

Darkvision 120ft, passive Perception 19 Languages Common, Aquan, Primordial

Common, Aquan, Primordial Challenge 20 (25000 XP) Legendary Resistance 3/Day If the Elemental Tsunami fails a saving throw, it can choose to succeed instead. Whelm Recharge 4-6 Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 21 (3d8 + 8) bludgeoning damage. If it is Huge or smaller, it is also Grappled (escape DC 22). Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Huge creature, 2 Large creatures, or up to four Medium or smaller creatures at one time. Actions Multiattack The Typhon may make three Slam attacks. Slam Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 28 (3d12 + 8) Bludgeoning damage. Ferocity of the Seas Recharge 5-6: The Elemental Tsunami raises a massive wave in a 60ft radius. Each creature in that radis must make a DC23 Strength Saving Throw or take 60(17d8) Cold damage or half on a save. On a fail, any creatures are carried 15ft by the wave. A DC22 Strength saving throw is needed to escape the wave. Each round the DC decreases by 1 until it disperses after 5 rounds. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Slam Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 28 (3d12 + 8) Bludgeoning damage. Geyser 2 Actions: The Elemental Tsunami raises a fist and a column of water shoots from the ground. Each creature within 15 ft. of the elemental must succeed on a DC 23 Dexterity saving throw or take 19 (3d6 + 8) bludgeoning damage and be knocked prone.

16 Elemental Colussus Gargantuan elemental, Neutral Armor Class 23 (Natural Armor)

23 (Natural Armor) Hit Points 492(24d20 + 240)

492(24d20 + 240) Speed 30ft, Burrow 60ft STR DEX CON INT WIS CHA 30 (+10) 6 (-2) 30 (+10) 8 (-1) 10 (+0) 6 (-2) Saving Throws STR +17, CON +17

STR +17, CON +17 Skills Athletics +17

Athletics +17 Damage Resistances Acid; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons that Aren't Adamantine

Acid; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons that Aren't Adamantine Damage Immunities Poison, Lightning

Poison, Lightning Vulnerabilities Thunder

Thunder Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Restrained, Unconscious Senses Darkvision 120ft, Tremorsense 240ft

Darkvision 120ft, Tremorsense 240ft Languages Common, Terran, Primordial

Common, Terran, Primordial Challenge 21 (33000 XP) Legendary Resistance 3/Day If the Elemental Colussus fails a saving throw, it can choose to succeed instead. Actions Multiattack The Elemental Colussus may make three Slam attacks. Slam Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit 36 (4d12 + 10) Bludgeoning damage. Fangs of the Earth Recharge 5-6: The Elemental Colussus raises jagged spikes of earth in a 60ft radius. Each creature in that radius must make a DC23 DEX Saving Throw or take 99(18d10) magical Bludgeoning damage and be knocked prone or half on a save. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Slam Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit 36 (4d12 + 10) Bludgeoning damage. Fissure 2 Actions: The Elemental Colussus slams the ground and a crack shatters the ground. Each creature within a 10 ft. radius of the elemental must succeed on a DC 23 Dexterity saving throw or take 21 (3d6 + 10) bludgeoning damage and be knocked prone. Elemental Maelstrom Gargantuan elemental, Neutral Armor Class 21

21 Hit Points 407(22d20 + 176)

407(22d20 + 176) Speed 90ft(Hover) STR DEX CON INT WIS CHA 26 (+8) 13 (+1) 27 (+8) 10 (+0) 15 (+2) 9 (-1) Saving Throws STR +15, DEX +8 CON +17

STR +15, DEX +8 CON +17 Damage Immunities Cold, Poison, Lightning

Cold, Poison, Lightning Damage Resistances Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Poisoned, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Prone, Poisoned, Restrained, Unconscious Senses Darkvision 120ft, passive Perception 19

Darkvision 120ft, passive Perception 19 Languages Common, Auran, Primordial

Common, Auran, Primordial Challenge 22 (41000 XP) Legendary Resistance 3/Day If the Elemental Colussus fails a saving throw, it can choose to succeed instead. Headwinds Running directly towards the Maelstrom is difficult. Make a DC17 Strength saving throw or creatures movement is halved for the round. Actions Multiattack The Elemental Maelstrom may make four Slam attacks. Slam Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 30 (4d10 + 8) Bludgeoning damage. Fury of the Winds Recharge 5-6: The Elemental Maelstrom whips the winds in a frenzy in a 60ft radius. Each creature in that radius must make a DC23 STR Saving Throw or take 99(16d8) magical Slashing damage and be knocked prone or half on a save. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Slam Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit 30 (4d10 + 8) Bludgeoning damage. Whirlwind 2 Actions: The Elemental Maelstrom spins rapidly and swirls the winds to its whim. Each creature within a 20 ft. radius of the elemental must succeed on a DC 23 Dexterity saving throw or take 19 (3d6 + 8) bludgeoning damage and be knocked prone. The Maelstrom may move up to half its movement.

17 Elemental Inferno Gargantuan elemental, Chaotic Neutral Armor Class 20

20 Hit Points 449(23d20 + 207)

449(23d20 + 207) Speed 50ft STR DEX CON INT WIS CHA 16 (+3) 27 (+8) 28 (+9) 10 (+0) 16 (+3) 12 (+1) Saving Throws STR +10, DEX +15 CON +16

STR +10, DEX +15 CON +16 Immunities Fire, Poison

Fire, Poison Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 120ft, passive Perception 20

Darkvision 120ft, passive Perception 20 Languages Common, Ignan, Primordial

Common, Ignan, Primordial Challenge 23 (50000 XP) Legendary Resistance 3/Day If the Elemental Tempest fails a saving throw, it can choose to succeed instead. Illumination The elemental sheds bright light in a 120-foot radius and dim light in an additional 120 ft. Scorching Presense Any creature that starts that starts its turn within 15ft of the Elemental Inferno will take 11(2d10) fire damage at the start of its turn. Any creature that starts its turn inside the Inferno, takes 28(5d10) Fire damage and ignites. Actions Multiattack The Elemental Inferno may make two Touch attacks. Touch Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 31 (5d8 + 8) Fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11(2d10) fire damage at the start of each of its turns. Great Conflagration Recharge 5-6: The Elemental Inferno roars a terrifying screech and raises its arms. Use the Fire Storm spell rules to place a 10 connecting 10ft cubes within the spells range. Each creature in these squares must make a DC23 Dexterity Saving Throw or take 99(18d10) Fire damage and if the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11(2d10) fire damage at the start of each of its turns. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Touch Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 31 (5d8 + 8) Fire damage. Detonate 2 Actions: The Elemental Inferno spins rapidly and throws scorching flames in all directions. Each creature within a 120 ft. radius of the elemental must succeed on a DC 23 DEX saving throw or it ignites. Until a creature takes an action to douse the fire, the target takes 11(2d10) fire damage at the start of each of its turns.

18 Elemental Tempest Gargantuan elemental, Chaotic Neutral Armor Class 21

21 Hit Points 403(23d20 + 161)

403(23d20 + 161) Speed 50ft STR DEX CON INT WIS CHA 26 (+8) 19 (+4) 25 (+7) 14 (+2) 17 (+3) 12 (+1) Saving Throws STR +15, DEX +11 CON +14, WIS +10

STR +15, DEX +11 CON +14, WIS +10 Skills Perception +10

Perception +10 Damage Immunities Lightning, Poison

Lightning, Poison Damage Resistances Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 120ft, passive Perception 20

Darkvision 120ft, passive Perception 20 Languages Common, Ignan, Auran, Primordial

Common, Ignan, Auran, Primordial Challenge 24 (62000 XP) Legendary Resistance 3/Day If the Elemental Inferno fails a saving throw, it can choose to succeed instead. Storm Warning The elemental sheds bright light in a 60-foot radius and dim light in an additional 60 ft. The Tempest emits thunderous booms that can be heard up to 1 mile away. Furious Storm Any creature that starts that starts its turn within 15ft of the Elemental Tempest will take 11(2d10) Lightning damage at the start of its turn. Any creature that starts its turn inside the Tempest, takes 28(5d10) Lightning damage. Eye of the Storm The very center of the Elemental Tempest is calm and if any creature starts its turn inside this 10ft square cube, they do not need to make the saving throw for Electrocute or Wrath of the Tempest. Actions Multiattack The Elemental Tempest may make two Touch attacks. Touch Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 31 (5d8 + 8) Lightning damage. Wrath of the Tempest Recharge 5-6: Using the rules for Call Lightning, The Elemental Tempest points as four location in range. Each creature within the areas targeted by Wrath of the Tempest must make a DC23 Dexterity Saving Throw or take 99(18d10) Lightning damage or half on a save. The damage of Wrath of the Tempest can only effect a creature once each time it is used. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Slam Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 31 (5d8 + 8) Lightning damage. Electrocute 2 Actions: The Elemental Tempest discharges a shockwave of electricity. Each creature within a 20 ft. radius of the elemental must succeed on a DC 23 Constitution saving throw or take 19(3d6 + 8) lightning damage and become Stunned for a round or half on a save.

19 Aberrations Astral Raptor Large abberation, unaligned Armor Class 17 (Natural Armor)

17 (Natural Armor) Hit Points 105(14d10 +28)

105(14d10 +28) Speed 60ft STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 15 (+2) 8(-1) 16 (+3) 10 (+0) Skills Perception +6

Perception +6 Damage Immunities Psychic

Psychic Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Senses Blindsight 90ft

Blindsight 90ft Languages Telepathy 90ft, Astral Raptor

Telepathy 90ft, Astral Raptor Challenge 7 (2900 XP) Evolved for the Stars The Astral Raptor doesn't have eyes, but sees with heat and sounds. If the Astral Raptor contintues moving, it can run on the surface of water. Pack Tactics The Astral Raptor has advantage on an Attack roll against a creature if at least one of the Astral Raptor's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Feral Leap If the Astral Raptor can make a standing leap up to 30ft horizontal or 15ft vertical. Actions Multiattack The Astral Raptor may make two attacks; a Bite attack, a Claw, or a Pounce. Bite Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 14 (2d8 + 5) Piercing damage. Claw Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 12 (2d6 + 5) Slashing damage. Pounce Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 23 (5d6 + 5) If the raptor makes a Feral Leap, it may make a Pounce attack. Outer Turtle Medium abberation, unaligned Armor Class 17 (Natural Armor)

17 (Natural Armor) Hit Points 102(12d8 +48)

102(12d8 +48) Speed 30ft, 30ft Burrow STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 19 (+4) 2(-4) 14 (+2) 8 (-1) Senses Darkvision 120ft, passive Perception 15

Darkvision 120ft, passive Perception 15 Challenge 5 (2300 XP) Predator in Waiting If the Outer Turtle stays in place for 1 hour, a solid illusion of a rock forms around itself. It looks and feels just like a rock and takes a DC25 Perception or Nature check to tell that it doesn't look natural. Bloodsucker The Outer Turtle can cast the spell Vampiric Touch at will. No concentration needed. Actions Multiattack The Outer Turtle may make two Bite attacks; or one bite attack and Vampiric Touch Bite Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 14 (2d8 + 5) Piercing damage. Vampiric Touch Melee Spell Attack: +7 to hit, reach 10ft., one target. Hit 11 (3d6) Necrotic.

20 Syatori Whale Gargantuan Abberation, Chaotic Good Armor Class 14 (Natural Armor)

14 (Natural Armor) Hit Points 248(15d20 + 90)

248(15d20 + 90) Speed 60ft(Hover) STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 22 (+6) 15 (+2) 17 (+3) 13 (+1) Saving Throws STR +10, CON +10, WIS +7

STR +10, CON +10, WIS +7 Immunities Cold

Cold Vulnerabilities Lightning

Lightning Resistances Acid; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Acid; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Prone, Paralyzed

Prone, Paralyzed Senses Darkvision 120ft, Blindsight 60ft

Darkvision 120ft, Blindsight 60ft Languages Common, Deep Speech, Primordial, Telepathy(240ft)

Common, Deep Speech, Primordial, Telepathy(240ft) Challenge 9 (5000 XP) Legendary Resistance 2/Day If the Syatori Whale fails a saving throw, it can choose to succeed instead. Magic Resistance The Syatori Whale has advantage on saving throws against Spells and other magical effects. Gentle Giant The Syatori Whale will only fight if it cannot escape. Attacking a Syatori Whale is considered sacrireligious to the Githzerai (similar to attacking a Unicorn on the Prime Material Plane) Actions Multiattack The Syatori Whale may make two Slam attacks. Slam Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 32 (4d12 + 6) Bludgeoning damage. Plane Shift Recharge 5-6: The Syatori Whale teleports to a random Plane if in the Astral Sea. If on any other plane, it will teleport to the Astral Sea. The Syatori Whale can only teleport itself if it chooses. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Disengage The Syatori Whale can Disengage and move up to its movement.

21 The Perfect Mage Slayer, Yvipa Altwashin In my travels across the Astral Seas, I heard rumor of a race of Assassins that were born and raised to hunt down magic users. Certain islands would keep children away from me and would warn me not to use magic while I was there. In others, these Assassins were used as a boogeyman to keep bad children in line. Whatever these creatures were, the Githzerai are terrified of them. The ones who claimed to see one refused to speak to me directly. They would send an emissary or a paid mediator to relay the information that they knew. They seem to have an innate sense of where the nearest source of High Arcana is. I laid out a plan to lure this creature in. I found a small island in the Astral Sea and hired an old group of friends that I used to adventure with. We spent a couple weeks preparing fortifications while I used Teleportation circle every day. After about a month, one of our scouts spotted movement but couldn't see what it was. For the next couple of days, we were on edge. In the middle of the night six weeks into this endeavor, I awoke to a sharp pain in mychest. Thank goodness I had a feeling that this would be how it would go. Our paladin and ranger were in the room with me, using Rings of Invisibility. They were able to fend off the assassin but not before he fired a ball of snot on me. I tried to Force Cage him so that we could question him. But the spell just fizzled. I was basically useless, I had to hide and try to get this gunk off of me, but I had a massive humanoid, possibly amphibious or just a coincidence that they evolved to look like frogs. He was the fastest creature I have ever seen, and he was ruthless in his attacks. He took down the ranger so I had to go on the offensive. I couldn't Force Cage him because he was attempting to use the ranger as cover. I Paralyzed him and the Paladin loped him in half. The last thing his said was, "Worry not, more will come." in Common. It was all the reason I needed to call this mission a success and head home. There was no way that I wanted to put my friends in any more danger than I already had. We found a species of 8ft tall, intimidating frog men that had a code to try and get rid of magic. That is all I need to know not to mess with them ever again. Yvipa Altwashin Medium Abberation, Lawful Evil Armor Class 22 (Studded Leather)

22 (Studded Leather) Hit Points 253(22d8 + 154)

253(22d8 + 154) Speed 100ft STR DEX CON INT WIS CHA 16 (+3) 28 (+9) 21 (+5) 17 (+3) 21 (+5) 15 (+2) Saving Throws DEX +15, CON +11, WIS +11

DEX +15, CON +11, WIS +11 Skills Arcana +9, Peception +11, Sleight of Hand +15, Stealth +21

Arcana +9, Peception +11, Sleight of Hand +15, Stealth +21 Damage Immunities Acid

Acid Damage Resistances Necrotic; Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Necrotic; Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Prone, Paralyzed

Prone, Paralyzed Senses Darkvision 120ft, Blindsight 60ft, Passive Perception 21

Darkvision 120ft, Blindsight 60ft, Passive Perception 21 Languages Common, Deep Speech

Common, Deep Speech Challenge 17 (18000 XP) Legendary Resistance 3/Day If the Yvipa Altwashin fails a saving throw, it can choose to succeed instead. Magic Resistance The Yvipa Altwashin has advantage on saving throws against Spells and other magical effects. Evolved Slayer The Yvipa Altwashin has the Mage Slayer Feat, the Tough Feat, and the Dual Wielder Feat. Sneak Attack The Yvipa Altwashin can perform a Sneak attack if it manages to hit a target with advantage. The target suffers an addition 35(10d6) piercing damage. Hypocratic Assassin The Yvipa Altwashin hunts down and kills or captures large sources of Arcane magic. They use any magic items that they can find that will help them kill more mages. Per DM discretion, they may add magical weapons to the Yvipa Altwashin. (CR increase if given magical gear) Actions Multiattack The Yvipa Altwashin may make 4 Stab attacks; or 3 Stab attacks and one Antimagic Spit. Stab Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 18 (2d8 + 9) Piercing damage. Antimagic Spit (Recharge 5-6): The Yvipa Altwashin makes a ranged attack against a target (+15 to hit). If hit, the target is covered in Antimagic saliva. Attempting to cast a spell while covered in saliva, the spell is immediately negated and the spell fails. The target takes 14(4d6) Acid damage at the start of each of the Yvipa Altwashin's turns and may take an action to wipe the saliva off. Once cleaned off, the spellcaster can cast magic as normal again. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Stab Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 18 (2d8 + 9) Piercing damage. Disengage The Yvipa Altwashin can Disengage and move up half of its movement.

22 Undead Desecrated Werewolf Large Undead, Chaotic Evil Armor Class 13 (Natural Armor)

13 (Natural Armor) Hit Points 143(15d10 + 60)

143(15d10 + 60) Speed 50ft STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 18 (+4) 7 (-2) 13 (+1) 10 (+0) Saving Throws STR +7, CON +8

STR +7, CON +8 Skills Perception +5, Stealth +5

Perception +5, Stealth +5 Damage Vulnerabilities Fire

Fire Damage Resistances Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons from weapons that aren't Silvered

Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons from weapons that aren't Silvered Condition Immunities Charmed, Paralyzed

Charmed, Paralyzed Senses Darkvision 60ft, passive Perception 15

Darkvision 60ft, passive Perception 15 Challenge 8 (3900 XP) Keen Hearing and Smell The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Regeneration The Desecrated Werewolf regains 20 hit points at the start of its turn. If the werewolf takes acid, fire, or a silvered weapon damage, this trait doesn't function at the start of the werewolf's next turn. The werewolf dies only if it starts its turn with 0 hit points and doesn't Regenerate. Reckless Attacker The Desecrated Werewolf may choose to make it attacks in a round reckless. Gaining advantage on all of its attacks for the round but others gain advantage on it. Actions Multiattack The Desecrated Werewolf makes a bite and a claw attack. Bite Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 14 (2d10 + 3) Piercing damage. On a hit, target must make a DC 14 CON save or be turned by the werewolf. On a save, you are immune to further infection for 24 hours. Claw Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 12 (2d8 + 3) Slashing damage. Husk Medium undead, Chaotic Evil Armor Class 12

12 Hit Points 65(10d8 +20)

65(10d8 +20) Speed 40ft STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 15 (+2) 2(-4) 10 (+0) 4 (-3) Senses Darkvision 60ft

Darkvision 60ft Challenge 4 (1100 XP) Swarm of the Hungry The Husk can throw itself recklessly onto a target, giving the target disadvantage on all attacks until it is removed with a successful Strength Check. The Husk gains advantage on its bite attacks while it has a target grappled. Nasty Bite Recharge 5-6: The Husk can cast Inflict Wounds 17(3d10) in place of a Bite attack. If it has a target grappled, it makes the attack with advantage. Undead Fortitude: If damage reduces the Husk to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack The Husk may make two attacks; a Bite attack and a Claw attack. Bite Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d10 + 2) Piercing damage. Claw Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) Slashing damage.

23 Flesh Titan Huge Undead, Chaotic Evil Armor Class 15 (Breastplate)

15 (Breastplate) Hit Points 253(22d8 + 154)

253(22d8 + 154) Speed 40ft STR DEX CON INT WIS CHA 27 (+8) 12 (+1) 25 (+7) 4 (-3) 15 (+2) 4 (-3) Saving Throws STR +13, CON +12

STR +13, CON +12 Skills Athletics +13

Athletics +13 Vulnerabilities Fire

Fire Damage Resistances Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Senses Darkvision 60ft

Darkvision 60ft Languages Giant

Giant Challenge 14 (11500 XP) Legendary Resistance 3/Day If the Flesh Titan fails a saving throw, it can choose to succeed instead. Colossal Corpse If a creature with a sense of smell starts its turn within 10ft of the Flesh Titan, it must make a DC13 CON saving throw or it takes attacks that turn at disadvantage. Creatures with the Keen Smelling trait make this Save at disadvantage. Passing this save steels your resolve for one minute. Passing this save keeps you from being able to fail the Stun Save on Retching Discharge. This Isn't Even My Final Form Once the Flesh Titan drops to below half health (avg. 127HP), it flies into a rage and pulls its arm off. It makes its attacks at advantage but all attacks against it have advantage. Its damage increases for 2d8 to 3d8 and its reach extends to 15ft. Actions Multiattack The Flesh Titan may make 3 Slam attacks. Slam Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 17 (2d8 + 8) Bludgeoning damage. Retching Discharge (Recharge 5-6): The Flesh Titan hurls up the putrid contents of its stomach in a 60ft cone. Each creature in this cone must make a DC16 CON Save or take 65(10d12) Acid damage. If any creature fails the saving throw with a 11 or less, they are stuck in a gagging fit and are considered Stunned until they make a DC12 CON Saving Throw at the end of each of its turns. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Slam Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 17 (2d8 + 8) Bludgeoning damage.

24 Celestials Anubineb Large Celestial, Chaotic Good Armor Class 17 (Breastplate)

17 (Breastplate) Hit Points 124(13d10 +52)

124(13d10 +52) Speed 50ft STR DEX CON INT WIS CHA 21 (+5) 19 (+4) 18 (+4) 16(+3) 21 (+5) 15 (+2) Saving Throws DEX +8, CON +8, WIS +9

DEX +8, CON +8, WIS +9 Skills Arcana +7, Peception +9, Intimidation +10

Arcana +7, Peception +9, Intimidation +10 Damage Resistances Radiant, Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Radiant, Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Senses Darkvision 120ft, 60ft Truesight, passive Perception 19

Darkvision 120ft, 60ft Truesight, passive Perception 19 Languages Celestial, Sylvan, Infernal

Celestial, Sylvan, Infernal Challenge 8 (3900 XP) Guardians of Anubis Anubineb take half damage from creatures of an Evil alignment. Undying Sentinel The Anubineb turns to ash and blows into the wind when it dies. It is reborn in within 32(3d20) days by the side of its King. Actions Multiattack The Anubineb may make three attacks; a Bite attack and two scimitar attacks. Bite Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 16 (2d10 + 5) Piercing damage. Scimitar Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 14 (2d8 + 5) Slashing damage.

25 Apophis, Lord of Chaos Gargantuan Celestial, Chaotic Evil Armor Class 22 (Natural Armor)

22 (Natural Armor) Hit Points 410(21d20 +189)

410(21d20 +189) Speed 60ft STR DEX CON INT WIS CHA 26 (+8) 21 (+5) 28 (+9) 16(+3) 19 (+4) 17 (+3) Saving Throws STR +15 DEX +14, CON +16, WIS +11

STR +15 DEX +14, CON +16, WIS +11 Skills Athletics +15, Peception +18

Athletics +15, Peception +18 Immunities Poison

Poison Vulnerabilities Cold

Cold Resistances Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Senses Darkvision 120ft, 60ft Blindsight, passive Perception 28

Darkvision 120ft, 60ft Blindsight, passive Perception 28 Languages Celestial, Elvish, Primordial

Celestial, Elvish, Primordial Challenge 22 (41000 XP) Legendary Resistance 3/Day If Apophis fails a saving throw, it can choose to succeed instead. The Snake that Ends the World The Apophis is a snake of gigantic proportions. It can swallow one Huge creature, 4 Large creatures, or 8 Medium creatures. Chaos Only Slumbers Killing Apophis causes him to fall into tar and stain the landscape. Apophis is not immortal but his soul reforms after 1000 years. Swallow If the Apophis has a target within its mouth during the start of its turn, it may use its bite attack to swallow the creature whole. The swallowed creature is now Blinded. Creatures Medium and smaller are not Restrained. They can move at half speed within Apophis. Every turn a creature starts its round in Apophis' stomach, the creature takes 33(6d10) acid damage. If the Apophis takes more than 50 damage from the inside, it must make a CON save with a DC equal to half of the damage or vomit up the creature. Actions Multiattack Apophis may make four attacks attacks; two Bite attacks and two Slam attacks. Bite Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 30 (4d10 + 8) Piercing damage. Apophis attempts to grapple a biten creature. The target must make a DC23 Dexterity Saving Throw or become Grappled. Slam Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 26 (4d8 + 8) Bludgeoning damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Slam Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 26 (4d8 + 8) Bludgeoning damage. Tail (2 Actions): Melee Weapon Attack: Hit 48 (6d8 + 8), 30ft Cube(from Self), DC23 STR Saving Throw, half on a save.

26 Sun Wolf Large Celestial, Chaotic Good Armor Class 16

16 Hit Points 114(12d10 +48)

114(12d10 +48) Speed 70ft STR DEX CON INT WIS CHA 17 (+3) 23 (+6) 18 (+4) 14(+2) 22 (+6) 15 (+2) Saving Throws DEX +9, CON +7, WIS +9

DEX +9, CON +7, WIS +9 Skills Peception +15, Intimidation +5, Investigation +5

Peception +15, Intimidation +5, Investigation +5 Immunities Radiant, Fire

Radiant, Fire Resistances Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Necrotic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Senses Truesight 120ft, passive Perception 25

Truesight 120ft, passive Perception 25 Languages Celestial, Sylvan, Infernal, Common

Celestial, Sylvan, Infernal, Common Challenge 7 (2900 XP) Keen Senses The Sun Wolf has advantage on skill checks that require sight or hearing. (Perception and Investigation) Undying Sentinel The Sun Wolf turns to radiant points of light and fades away when it dies. It is reborn in within 32(3d20) days within the realm of Ignia. Innate Spellcasting The Sun Wolf's spellcasting ability is Wisdom (spell save DC17). The Seraphim can innately cast the following Spells, requiring no material components: At will: Detect Evil and Good, Firebolt(11(2d10); 3/day each: Daylight, Aganazzar's Scorcher(at 3rd lv), Revivfy Actions Multiattack The Sun Wolf may make two attacks; a Bite and a Claw attack. Bite Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 11 (1d10 + 6) Piercing damage. Claw Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) Slashing damage. Seraphim Large Celestial, Chaotic Good Armor Class 17(Breastplate)

17(Breastplate) Hit Points 196(17d10 +102)

196(17d10 +102) Speed 40ft, 100ft Flying STR DEX CON INT WIS CHA 18 (+4) 24 (+7) 22 (+6) 19(+4) 23 (+6) 21 (+5) Saving Throws DEX +12, CON +11, WIS +11

DEX +12, CON +11, WIS +11 Skills Peception +11, Insight +9, Investigation +6

Peception +11, Insight +9, Investigation +6 Immunities Radiant, Fire

Radiant, Fire Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Senses Truesight 120ft, passive Perception 21

Truesight 120ft, passive Perception 21 Languages Celestial, Sylvan, Infernal, Common

Celestial, Sylvan, Infernal, Common Challenge 13 (10000 XP) Divine Sense The Seraphim knows when it hears a lie. Innate Spellcasting The Seraphim's spellcasting ability is Charisma (spell save DC18). The Seraphim can innately cast the following Spells, requiring no material components: At will: Detect Evil and Good, Searing Smite(at 3rd level) (self only); 3/day each: Daylight, Dispel Magic, Fireball, Raise Dead 1/day each: Flame Strike, Fire Storm, Guiding Bolt(at 6th Level) Actions Multiattack The Seraphim may make three Sabre attacks Sabre Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) Piercing damage. Healing Touch The Seraphim touches another creature. The target magically regains 24 (4d8 + 5) hit points and is freed from any curse, disease, poison, blindness, or deafness.

27 Amaterasu Huge Celestial, Chaotic Good Armor Class 20 (Studded Leather)

20 (Studded Leather) Hit Points 284(21d12 +147)

284(21d12 +147) Speed 50ft, 150ft Flying STR DEX CON INT WIS CHA 21 (+5) 27 (+8) 25 (+7) 22(+6) 25 (+7) 25 (+7) Saving Throws DEX +15, CON +14, WIS +14

DEX +15, CON +14, WIS +14 Skills Peception +14, Insight +9, Investigation +6

Peception +14, Insight +9, Investigation +6 Immunities Radiant, Fire

Radiant, Fire Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Condition Immunities Charmed, Frightened, Stunned

Charmed, Frightened, Stunned Senses Truesight 120ft, passive Perception 22

Truesight 120ft, passive Perception 22 Languages All

All Challenge 22 (41000 XP) Legendary Resistance (3/day) If Amaterasu fails a saving throw, it can choose to succeed instead. Blazing Weapons Amaterasu's weapon attacks are magical. When Amaterasu hits with any weapon, the weapon deals an extra 6d8 fire damage (included in the attack). Magic Resistance Amaterasu has advantage on saving throws against Spells and other magical effects. Divine Awareness Amaterasu knows when she hears a lie. Shapechanger Amaterasu becomes a Giant Sun Wolf. While in Wolf form, Amaterasu has Keen Senses, and advantage on Dexterity Saving Throws. Amaterasu cannot fly but can cast spells, speak, and her speed increases to 80ft. Greatest Good Attacking Amaterasu is considered an affront to the entire plane she calls home. Any Good creatures that know of Amaterasu's existance consider you an enemy. Innate Spellcasting Amaterasu's spellcasting ability is Charisma (spell save DC22). Amaterasu can innately cast the following Spells, requiring no material components: At will: Detect Evil and Good, Searing Smite(at 5rd level), Firebolt, Guiding Bolt(at 6th Level); 3/day each: Counterspell, Dispel Magic, Flame Strike, Fireball, Resurrection; 1/day each: Sunbeam, Fire Storm, Prismatic Spray Actions Multiattack Amaterasu may make three Sabre attacks Sabre Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 25 (3d10 + 8) Slashing + 27(6d8) fire damage Healing Touch Amaterasu touches another creature. The target magically regains 34 (6d8 + 7) hit points and is freed from any curse, disease, poison, blindness, or deafness. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Teleport Amaterasu magically teleports, along with any Equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see, leaving behind a faint trail of light. Firebolt Ranged Magic Attack: +14 to hit, range 120ft., one target. Hit 35 (5d10 + 7) Fire damage.

28 Fiends Abyzou Large Fiend, Chaotic Evil Armor Class 16 (Studded Leather)

16 (Studded Leather) Hit Points 147(14d10 +70)

147(14d10 +70) Speed 40ft STR DEX CON INT WIS CHA 13 (+1) 19 (+4) 20 (+5) 17(+3) 16 (+3) 18 (+4) Saving Throws DEX +8, WIS +7

DEX +8, WIS +7 Skills Acrobatics +12, Deception +12, Peception +11, Insight +7, Stealth +8

Acrobatics +12, Deception +12, Peception +11, Insight +7, Stealth +8 Resistances Fire; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Fire; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Senses Darkvision 120ft, passive Perception 21

Darkvision 120ft, passive Perception 21 Languages Infernal, Common

Infernal, Common Challenge 9 (5000 XP) Magic Resistance The Abyzou has advantage on saving throws against Spells and other magical effects. Devil's Sight Magical Darkness doesn't impede the devil's Darkvision. Innate Spellcasting The Abyzou's spellcasting ability is Charisma (spell save DC16). The Abyzou can innately cast the following Spells, requiring no material components: At will: Detect Evil and Good, Invisbility (self only); 3/day each: Animate Dead, Blight, Darkness, Dispel Magic 1/day each: Eyebite, Finger of Death Shapechanger The Abyzou can transform at will in a medium Humanoid in any image of her choosing. The imitation is indistinguishable from a humanoid by non-magical means. Any gear melds seemlessly into its new form but they still gain benefits for any armor or magic items. Actions Multiattack The Abyzou may make two Rapier attacks Rapier Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 11 (2d8 + 4) Piercing damage. Cerberus Huge Fiend, Lawful Evil Armor Class 18 (Natural Armor)

18 (Natural Armor) Hit Points 196(17d12 +85)

196(17d12 +85) Speed 60ft STR DEX CON INT WIS CHA 25 (+7) 22 (+6) 21 (+5) 8(-1) 18 (+4) 10 (+0) Saving Throws STR +12, DEX +11, CON +9

STR +12, DEX +11, CON +9 Skills Peception +8, Investigation +7

Peception +8, Investigation +7 Immunities Fire

Fire Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Senses Darkvision 120ft, passive Perception 18

Darkvision 120ft, passive Perception 18 Languages Telepathy 120ft

Telepathy 120ft Challenge 10 (5900 XP) Devil's Sight Magical Darkness doesn't impede the devil's Darkvision. Magic Resistance The Cerberus has advantage on saving throws against Spells and other magical effects. Actions Multiattack The Cerberus may make three attacks; One bite and two claw attacks. Bite Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) Piercing + 14(4d6) fire damage. Claw Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 16 (2d8 + 7) Slashing damage. Hellfire Breath (Recharge: 5-6): The Cerberus breaths a 60ft cone of Fiendish Hellfire. Each creature in that cone must make a DC17 Constitution Saving Throw or takes 27(6d8) Fire damage and 27(6d8) Necrotic damage or half on a save.

29 Fiery Discoveries The Hell's and the Abyss are dangerous places that you should never willing go. But if you happen to find yourself there, here is a few additional things you should avoid. The Abyzou is actually more commonly found upon the Prime Material Plane. They are spiteful Fiends that want nothing but to destroy the lives of those in loving relationships. She comes couples claiming to be a healer who will help make sure their child is born healthy and strong. In reality, she curses the child to die near the end of the pregnancy. She feeds on the unborn child's soul and makes sure they do not get the life their parents hoped for. Tragic and terrible, the curse can be removed but be forewarned, the Abyzou will know as soon as the curse is removed so prepare yourself for a fight with this horrendous monstrosity. Take down with extreme prejudice, there is enough sadness in the world. The Cerberus is widely known as a Three Headed Hellhound who guards the entrance to Hell. In my travels through the Nine Hells, for research I assure you, I may have attracted the attention of a rather prominent Arch-Fiend. I cannot write his name but he was rather interested in my research when he found out that I had been to so many Planes. Entering his...home(it was essentially the most guarded stronghold I have ever seen), I was met with a massive beast with three heads and smelled of death and brimstone. The hound watched me the entire time I was in his hall but made no moves towards me. The Arch-Fiend told me that this was Ruin, his Cerberus and most faithful companion. He explained that almost all Cerberus' are owned by Arch-Fiends so running into wild is rather unlikely. What I came away from this encounter was do not approach a loose Cerberus, else you may attract the attention of literally one of the most powerful beings in all the Multiverse. The Hym are simple Demons, They find a human full of self loathing and doubt; cling to their shadow, amplify those feelings, whisper believeable doubts, break off friendships with those around them, then core out there soul, and enjoy the fruits of their labor as they eat the human's soul. They pretend to be that human for a few months, ruin his or her reputation and then pretend to commit suicide and move on to the next poor soul...usually the one closest to the one they originally picked. If a close friend begins to become recluse and aggressive, take a look at their shadow. If you see a horrendous shade, they may not be your friend anymore. The Zwei Toufel is a Fiend of Destruction. These two headed demons whose one goal is to destroy anything in their path. Be prepared for a fight, but they are not special or have any hidden agenda. Just chaos, chaos and destruction. Hym Large Fiend, Chaotic Evil Armor Class 18

18 Hit Points 104(16d10 +16)

104(16d10 +16) Speed 50ft STR DEX CON INT WIS CHA 8 (-1) 27 (+8) 13 (+1) 23(+6) 22 (+6) 17 (+3) Saving Throws DEX +12, WIS +10, CHA +7

DEX +12, WIS +10, CHA +7 Skills Deception +11, Intimidation +11, Performance +11, Persuasion +11, Stealth +12

Deception +11, Intimidation +11, Performance +11, Persuasion +11, Stealth +12 Immunities Cold, Necrotic

Cold, Necrotic Vulnerabilities Radiant

Radiant Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Senses Darkvision 120ft, passive Perception 16

Darkvision 120ft, passive Perception 16 Languages Abyssal, Common, Elvish

Abyssal, Common, Elvish Challenge 11 (8400 XP) Legendary Resistance If the Hym fails a saving throw, it can choose to succeed instead. Meld in Shadows The Hym can use an action to become one with the shadows. The Hym can move through shadow at full speed without breaking stealth. While in the shadows, the Hym has resistance to all damage besides Fire, Lightning, Psychic, and Radiant damage. A Daylight spell or similar effects force the Hym out of the shadows. Sunlight Weakness While in sunlight, the shadow has disadvantage on Attack rolls, Ability Checks, and saving throws. Actions Multiattack The Hym may make three Claw attacks Claw Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 19 (2d10 + 8) Slashing damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Claw Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 19 (2d10 + 8) Slashing damage. Meld Into Shadows Make a stealth check upon entering the shadows. A successful Perception check will negate disadvantage. Any attacks without knowing its position are at disadvantage.

30 Zwei Toufel Huge Fiend, Chaotic Evil Armor Class 18(Plate Armor)

18(Plate Armor) Hit Points 257(19d12 +133)

257(19d12 +133) Speed 40ft STR DEX CON INT WIS CHA 26 (+8) 16 (+3) 25 (+7) 16(+3) 22 (+6) 11 (+0) Saving Throws STR +13, CON +12, WIS +11

STR +13, CON +12, WIS +11 Skills Peception +16, Investigation +13

Peception +16, Investigation +13 Immunities Fire

Fire Resistances Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Senses Darkvision 120ft, passive Perception 26

Darkvision 120ft, passive Perception 26 Languages Abyssal

Abyssal Challenge 14 (11500 XP) Legendary Resistance If the Zwei Toufel fails a saving throw, it can choose to succeed instead. Two Heads are Better Than One The Zwei Toufel makes Perception and Investigation checks with advantage. Fiendish Tyrant Any spells of a 4th level or lower harmlessly pass through the Zwei Toufel Actions Multiattack The Zwei Toufel may make four Axe attacks Axe Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit 28 (3d12 + 8) Slashing damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of its turn. Axe Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit 28 (3d12 + 8) Slashing damage. Fire Javelin Ranged Weapon Attack: +13 to hit, range 120ft., one target. Hit 30 (4d10 + 8) Fire damage.

31 Chromatic Drakes White Drake Large dragon, Chaotic Evil Armor Class 15 (Natural Armor)

15 (Natural Armor) Hit Points 94(11d10 + 33)

94(11d10 + 33) Speed 30ft, Fly 60ft, Swim 30ft STR DEX CON INT WIS CHA 21 (+5) 13 (+1) 16 (+3) 9 (-1) 14 (+2) 12 (+1) Skills Athletics +7, Intimidation +3, Perception +4

Athletics +7, Intimidation +3, Perception +4 Saving Throws STR +8, CON +6

STR +8, CON +6 Damage Immunities Cold

Cold Condition Immunities Frightened, Charmed

Frightened, Charmed Senses passive Perception 14, Darkvision 60ft

passive Perception 14, Darkvision 60ft Languages Draconic

Draconic Challenge 4 (1,100 XP) Blood Frenzy. The drake has advantage on any creature that doesn't have all of its hit points. Flyby The drake does not trigger attacks of opportunity when leaving a creatures range while flying. Actions Ice Shard (Recharge 5-6). The drake forms a large ice shard in its maw and flings it with force at a target. Ranged Weapon Attack: +7 to hit, range 60ft., one target. Hit 26 (6d6 + 5) All other creature within a 10ft radius of the target must make a DC13 Dexterity Saving Throw or take 14 (4d6) Cold damage on a failed save or half as much on a successful one. Multiattack. The drake makes one bite and one claw attack. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) Piercing + 3 (1d6) Cold damage Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (2d8 + 5) Slashing damage. Black Drake Large dragon, Chaotic Evil Armor Class 14 (Natural Armor)

14 (Natural Armor) Hit Points 102(12d10 + 36)

102(12d10 + 36) Speed 30ft, Fly 60ft STR DEX CON INT WIS CHA 22 (+6) 11 (+0) 17 (+3) 10 (+0) 13 (+1) 10 (+0) Skills Athletics +8, Intimidation +2, Perception +3

Athletics +8, Intimidation +2, Perception +3 Saving Throws STR +8, CON +5

STR +8, CON +5 Damage Immunities Acid

Acid Condition Immunities Frightened, Charmed

Frightened, Charmed Senses passive Perception 13, Darkvision 60ft

passive Perception 13, Darkvision 60ft Languages Common, Draconic

Common, Draconic Challenge 4 (1,100 XP) Cruel Nature. The drake has advantage on attacks of opportunity. Flyby The drake does not trigger attacks of opportunity when leaving a creatures range while flying. Actions Acid Spray (Recharge 5-6). The drake hurls a line of caustic acid out in front of it. All creature within a 40ft line must make a DC13 Constitution Saving Throw or take 28 (8d6) Acid damage on a failed save or half as much on a successful one. Multiattack. The drake makes one bite and one claw attack. Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) Piercing + 3 (1d6) Acid damage Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 14 (2d8 + 6) Slashing damage.

32 Green Drake Large dragon, Lawful Evil Armor Class 16 (Natural Armor)

16 (Natural Armor) Hit Points 83(11d10 + 22)

83(11d10 + 22) Speed 30ft, Fly 60ft STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 15 (+2) 16 (+3) 16 (+3) 10 (+0) Skills Acrobatics +5, Arcana +6, Intimidation +3, Perception +6

Acrobatics +5, Arcana +6, Intimidation +3, Perception +6 Saving Throws CON +5, WIS +6

CON +5, WIS +6 Damage Immunities Poison

Poison Condition Immunities Frightened, Charmed, Poisoned

Frightened, Charmed, Poisoned Senses passive Perception 16, Darkvision 60ft

passive Perception 16, Darkvision 60ft Languages Common, Draconic and up to two other languages

Common, Draconic and up to two other languages Challenge 5 (1,800 XP) Innate Spellcasting. The drake's spell casting ability is Intelligence (spell save DC 14). It can innately cast the following Spells, requiring no material components: At will: Detect Magic, Identify, Firebolt 3/day each: Dispel Magic, Stinking Cloud 1/day each: Cloud Kill, Dimension Door, Lightning Bolt Flyby The drake does not trigger attacks of opportunity when leaving a creatures range while flying. Actions Poison Breath (Recharge 5-6). The drake releases a cone of noxious vapors from its maw. All creature within a 30ft cone must make a DC14 Constitution Saving Throw or take 24 (7d6) Poison damage on a failed save or half as much on a successful one. Multiattack. The drake makes one bite and one claw attack or one bite and Firebolt. Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) Piercing + 3 (1d6) Poison damage Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 13 (2d8 + 5) Slashing damage. Firebolt Ranged Spell Attack: +6 to hit, range 120ft., one target. Hit 11 (2d10) Fire damage. Blue Drake Large dragon, Lawful Evil Armor Class 14 (Natural Armor)

14 (Natural Armor) Hit Points 124(13d10 + 52)

124(13d10 + 52) Speed 30ft, Fly 60ft, Burrow 30ft STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 18 (+4) 10 (+0) 11 (+0) 14 (+2) Skills Athletics +9, Intimidation +5, Perception +3

Athletics +9, Intimidation +5, Perception +3 Saving Throws DEX +5, CON +7

DEX +5, CON +7 Damage Immunities Lightning

Lightning Condition Immunities Frightened, Charmed, Paralyzed

Frightened, Charmed, Paralyzed Senses passive Perception 13, Darkvision 60ft

passive Perception 13, Darkvision 60ft Languages Common, Draconic

Common, Draconic Challenge 6 (2,300 XP) Voltaic Soul. Whenever the Blue Drake takes lightning damage, it heals for half the damage it received. Lightning Rod If an attack or spell passes within 15ft of the blue drake, roll a d20. 11-20 and the spell or attacks keeps its trajectory. 01-10 and the spell or attack is pulled towards the drake and absorbed. Flyby The drake does not trigger attacks of opportunity when leaving a creatures range while flying. Actions Lightning Blast(Recharge 5-6). The drake releases a torrent of lightning in a line. All creature within a 60ft line, 5ft wide must make a DC15 Dexterity Saving Throw or take 35 (10d6) Lightning damage on a failed save or half as much on a successful one. Multiattack. The drake makes one bite and one claw attack. Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) Piercing + 3 (1d6) Lightning damage Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 14 (2d8 + 6) Slashing damage.

33 Red Drake Large dragon, Chaotic Evil Armor Class 16 (Natural Armor)

16 (Natural Armor) Hit Points 133(14d10 + 56)

133(14d10 + 56) Speed 30ft, Fly 60ft STR DEX CON INT WIS CHA 23 (+6) 13 (+1) 18 (+4) 12 (+1) 14 (+2) 14 (+2) Skills Athletics +9, Intimidation +5, Investigation +4, Perception +3

Athletics +9, Intimidation +5, Investigation +4, Perception +3 Saving Throws STR +9, DEX +4, CON +7

STR +9, DEX +4, CON +7 Damage Immunities Fire

Fire Condition Immunities Frightened, Charmed, Exhausted

Frightened, Charmed, Exhausted Senses passive Perception 13, Darkvision 60ft

passive Perception 13, Darkvision 60ft Languages Common, Draconic

Common, Draconic C