Chapter Nine: Wildlife in Dromaria | World Anvil

Chapter Nine: Wildlife


Stat Block by Creature Type

Below are the creatures found in this section listed by creature type:  

Dromaria NPCs

  Creating Your Own
The 5th Edition Monster Manual provides stat blocks that can be adapted to represent a variety of nonplayer characters (NPCs) in the world of Dromaria. For instance, a knight or veteran stat block from the Monster Manual could be used to depict local nobility. For those interested in crafting NPCs more specific to the Dromaria setting, you can turn to the Player Resources section in Chapter Six of "Dromaria: The Covenant." By swapping out abilities or traits from the Monster Manual's stat blocks with options from Chapter Six, you can create NPCs that are uniquely Dromarian.


Devrem Wolfborne


Description
In the hushed places of Dromaria, where the veil between realms thins and the balance of life teeters, you will find Devrem "D" Wolfborne. A halfling whose countenance whispers of elemental mysteries, his grey eyes carry the stillness of stone and the flicker of untamed fire. Attired in robes that flutter like leaves in a quiet breeze, his bare feet touch the ground as if whispering to the earth itself. Alongside him strides Kessler, a wolf of otherworldly presence and an Anointed of Benikio. More than a mere companion, Kessler serves as D's mount, confidant, and guardian of lost animal spirits, their bond a lifelong interplay of man and beast.   D's path is not one of flamboyant heroics, but of quiet, deliberate action. As the Chosen of Groman, he is the unyielding guardian at the world's edge, a vigilant presence guiding the Order of the Veil. His approach to conflict mirrors his nature: precise, focused, and dispassionately effective. He discerns the linchpin in every challenge, the pivotal point that, when addressed, pinpoints the most intricate of schemes or the most formidable of foes. As a warrior, he is a maelstrom of elemental prowess, his fists trailing flame, his legs turning to unyielding rock, all part of the combat form he birthed - the Way of the Formless Fist.   Devrem has imbued his presence into the living world. His hands vanquished the Demon Lord Lucca and his wisdom foiled the schemes of the malevolent Lilith the Cruel upon her return. When the fifth Sovereign Sage, Harvie Ambrosius, whose name has been uttered with reverence for generations, found himself ensnared in the Abyss, it was D's resolve that shattered his chains. Devrem is a living embodiment of the Formless Fist doctrine, inspiring a new generation of martial artists. These monumental feats only hint at the unfathomable depths of a man as changing as the elements he communes with.   Beneath the stoic exterior, D's life is a series of quiet, undeniable marks on the world. He speaks to the soil to bring forth abundant crops, communes with local fauna to ease their distress, and orchestrates anonymous sanctuaries for the downtrodden. These humble acts of compassion are seldom seen by others, but their impact resonates in the lives he's touched. Those who see his calm demeanor as aloofness simply haven't taken the time to know the real D.   In his rare moments of reprieve, D finds solace in the simple joys of dance and the meticulous craft of wood carving, a glimpse into the softer shades of a hero otherwise carved in the sterner hues of duty and destiny.   Full Page


Species
Halfling
Age
34
Birthday
12th day of Topaz

Sex
Male
Gender
Man
Skin Tone
Freckled white

 
Eyes
Gray
Hair
Short brown
Height
3'5"
Weight
52 lbs

 
Birthplace
Lolien
Current Residence
Stonehome

Roleplaying Devrem Wolfborne
  Personality Trait. "I never asked to be in a leadership postion, but if I must do it I will lead by example."
Ideal. "If you sense something is wrong, take action to bring about change. Don't rely on others to handle it."
Bond. "While the Order and Groman are a major part of my life, Kessler is a brother to me."
Flaw. "I don’t like being around others, and I do it as little as possible."
   
Description
The great wolf Kessler is a hero of the Demon War, a leader of the Order of the Veil, and animal companion to Devrem Wolfborne. As a pup, it was clear that Kessler would not be an ordinary wolf. Born in the shadow of the World Tree in Stonehome, Kessler was much larger than his packmates.   Those of the Order began training Kessler quickly, recognizing that his sense of reasoning and intelligence were far beyond normal. The druids believed Kessler was born with the blood of Benikio, shaping and grooming the young pup to join their ranks. Kessler was a fast learner but was a wild being, uninterested in being tamed or conditioned. Only one person fully understood, a halfling youth named Devrem.   “D” trusted Kessler to be himself and in exchange, Kessler learned how to behave in most interactions by observing his new pack mate and mimicking his mannerisms. There was much to discover about Kessler. As his connection to nature grew so did his bond with Devrem. The two could connect to nature, both living and dead, in ways only the most powerful druids could achieve.   The spirits of nature recognize Kessler as an ardent protector and defend him. Whenever he or Devrem find themselves in a predicament the spirits are beside them. Together the pair has risen through the Order of the Veil’s ranks, becoming distinguished leaders. The duo has become a legendary example of what can be achieved by those who listen to the needs of nature and are able to coexist with it in perfect harmony.   Full Page    
Species
Wolf
Age
23
Sex
Male

Fur Color
Brown and white
Eyes
Black

 
Birthplace
Stonehome
Current
Residence

Stonehome
Chosen Of
Benikio

Roleplaying Kessler
  Personality Trait. "Enjoy the world’s beauty and remember why you defend it."
Ideal. "Protection. I am a guardian of balance and a shield for my companions."
Bond. "I am one with nature, yet Devrem will always be the biggest part of my world."
Flaw. "I prefer being gentle but ferocity is a thrill I seldom deny."
 
Description
King Ramus, the newly-crowned ruler of the Tritos Dominion, is a man of staunch convictions and little tolerance for frivolity. A widower in his early years, Ender has been heavily influenced by traditional values and holds a strong faith in Lothoren. He still grieves the loss of his wife Lula, and regularly places their daughter, Princess Janine, in places of high-esteem. Ender is regularly seen drawing strength from Lula's memory.   He has publicly stated his primary goals as the reclamation of the nations of Serawa and Frijring and has hinted at more ambitious expansions. His stern demeanor and focus on stability have left many questioning the direction he will take the kingdom, but none can deny the aura of decisive leadership he brings to the throne.   With his coronation less than a year ago, the Tritos Dominion finds itself at a crucial juncture in its storied history. Following nearly a decade of political turmoil and disputes among noble houses vying for the crown, Ender Ramus emerged as the ruler with the most convincing claim, thanks to his lineage to an Honored House. Though he has yet to enact dramatic changes, his reputation as a no-nonsense, tradition-bound leader has garnered both cautious optimism and apprehension among his subjects. The citizens of Ania and the greater Dominion find some solace in the stability a new king brings, even if it means a possible return to stringent old ways and the looming threat of military campaigns to reclaim lost territories.

Full Page
Species
Human
Age
32
Birthday
6th day of Topaz

Sex
Male
Gender
Man
Skin Tone
Tanned white

 
Eyes
Brass
Hair
Short black
Height
5'7"
Weight
173 lbs

 
Birthplace
Ania
Current Residence
Ania

Roleplaying Ender Ramus
  Personality Trait. "History remembers those who accomplish greatness, and I will never be forgotten."
Ideal. "Unity. With my guidance, we can return the Tritos Dominion to prominence, but I can not do it alone."
Bond. "Preserving a nation of legacy is worth any cost."
Flaw. "Those I actually trust are few and getting fewer with each passing day."
 
Amidst the vast, undulating dunes of The Hush, the story of Krassius Pathagon takes root in the sun-bathed town of Rune. Under her parents and the Vishkani monks' guidance, she was set on a path of discipline and self-discovery. The Malkari traditions, fully ingrained in her upbringing, led her to the Den Monastery at a young age, where she embraced the teachings of Bako with fervent devotion.   Krassius's journey at the monastery was one of solitary growth and introspection, leading to an awakening of an inner radiance upon reaching her Bala'neta. Her martial prowess, coupled with this newfound energy, drew the attention of the leaders in Corsenth, leading to her appointment as bodyguard and advisor to Emperor Kilrun Hubris, leader of the Esh Republic. In this role, she has balanced her duties with the emperor and her personal spiritual practices, a life that is a continuous reflection of Bako's teachings.   Away from her official responsibilities, Krassius indulges in the melodies of her guitar, fancies the idea of sailing, and regular practice and exploration of lucid dreaming. Her relationship with Emperor Hubris is a close, platonic bond. Their connection, coupled with her influential position, has made Krassius a figure of quiet authority and respect. Despite the rumors surrounding her and the emperor, Krassius remained focused and unswayed.   Krassius's demeanor among her peers and in council is one of composed confidence. Her approach to teaching and interaction is nurturing, devoid of condescension. She views her role as an opportunity to guide and uplift, her actions always in alignment with her ideals. Her future, a horizon filled with potential, beckons with promises of challenges and growth. Krassius aspires to continue serving her people, seeking opportunities to engage more directly in the protection of her nation.   Full Page


Species
Malkari
Age
33
Birthday
30th day of Pearl

Sex
Female
Gender
Woman
Skin Tone
Dark tanned

 
Eyes
Orange
Hair
Long black
Height
5'6"
Weight
176 lbs

 
Birthplace
Rune
Current Residence
Corsenth

Roleplaying Krassius Pathagon
  Personality Trait. "I understand my purpose in this world, and live through Bako's teachings."
Ideal. "Emotion is wasted energy. The way you feel can change nothing, only actions."
Bond. "I have the honor of protecting Emperor Hubris, a task I consider sacred."
Flaw. "I do not believe I can be bested in combat, often taking on much more then necessary, even shunning assistance."
 
Description
Soulpyre Fizzlesticks is a gnomish Educator of the Odelian Order bearing the title: “The Feybreaker.'' Growing up in the Otherwyld, Soul found himself surrounded by strange and unreliable magic. As he began to study the phenomenon, he found that his power was amplified, allowing him to push himself far beyond his limits. The older he got the more he understood the danger of his homeland, especially within the mortal mind.   Traveling became his new passion, seeing the full breadth of Pathriam and meeting folk from across the world. Soulpyre began to study with the wisest people from each place he visited, expanding his power and growing into a deep appreciation for the arts. Somewhere around his 50th year, Soul began to play piano, which grew into his mastery of numerous instruments.   As the old calendar changed into a new era, Soulpyre found himself in the Tritos Dominion. It was at this time that an ancient horror named Mother Malign emerged from the Otherwyld. Soulpyre and his companions were successful in defeating the horror, and in doing so drew the attention of powerful people. Thanks to his arcane intellect and heroism in helping to bring down Mother Malign, Soulpyre became recognized by the Odelian Order and was recruited.   During the conflict, Soulpyre encountered a halfling witch named Kismet, fell in love, and started a family. The two currently have two children. In the aftermath of those trying times, Soulpyre was awarded his title and position among the Odelian Order and has been tasked with ensuring the Otherwyld remains confined to the territory of Belwin. While a resident of Thorn, Soulpyre is regularly seen making visits to Heslish and Pouricuve to check in on current events.   Full Page
Species
Gnome
Age
141
Birthday
5th day of Moonstone

Sex
Male
Gender
Man
Skin Tone
Dark tan

 
Eyes
Grey
Hair
Short black
Height
3'1"
Weight
34 lbs

 
Birthplace
The Otherwyld
Current Residence
New Blarek
Leader Of
Odelian Order

Roleplaying Soulpyre Fizzlesticks
  Personality Trait. "I trust an Otherwylder about as far as I can throw um, physically I mean."
Ideal. "Curiosity. There are many answers people can never know, but that doesn't mean you should give up the pursuit."
Bond. "I'm a simple family man and everything I do is to shelter them."
Flaw. "Nudity ain’t what's unnatural, it's wearing these damn clothes all the time."

Description
Marcel was one of eight children, born in the fishing village of Tidal Shores, Belwin. While he was a kind and diligent child who enjoyed his work, Marcel believed that his purpose was to be found in the service of others. His ambition was infectious, volunteering his time to those around him however he could and in turn, helping people to improve their own lives.   It came as no surprise to the citizens of Tidal Shores when the missionaries representing the Lothoren faith arrived in Belwin, that Marcel would be drawn to their cause like a beacon. He became a stellar acolyte, taking to the studious nature of the faith and applying it to his many acts of charity. He ascended the ranks quickly, becoming a paladin in the name of Lothor. The young elvenari struck out into the Tritos Dominion to perform missionary work of his own.   Marcel’s arrival was nothing like he had anticipated. Demons had begun to infect the territory and it was a struggle for the people to survive. While his combat expertise was lacking, he had been trained by the faith, and with Lothor as his guide, he joined the fight against the demonic invasion. The longer the war went on, the deeper Marcel understood that this was the reason he had been called to Lothoren.   Over the course of the Demon War, Marcel was forced into dreadful conditions. Yet, wherever he found himself, he would spend his time protecting the citizens. Traveling around the world, Marcel’s selflessness nature became his calling card, his faith never flagging. He became known as a hero, acting as a guiding light. The strength he bore was reminiscent of Lothor himself, and as the war continued it became clear that Marcel was an Anointed.   Drawn to his light, the elven princess Penelope Naïlo joined Marcel’s cause. It wast heir combined heroics taht liberated the world from the tyrannical grip of the Demon Lord Lucca. The two were wed amongst the midst of war and shortly after its end began a family together.   In recognition for Marcel’s valiant efforts and unwavering devotion in the face of tremendous adversity, he was awarded the mantle of Hierophant of the Lotheren faith where he continues his service. Marcel currently operates as the highest leader of the Lothoren church in the country of Thorn, presiding in the capital of New Blarek.   Full Page
Species
Elvenari
Age
47
Birthday
29th day of Ruby

Sex
Male
Gender
Man
Skin Tone
Light blue/green

 
Eyes
Yellow
Hair
Long blonde
Height
5'9"
Weight
190 lbs

 
Birthplace
Tidal Shores
Current Residence
New Blarek
Leader Of
Lothoren Church

Roleplaying Marcel Fischer
  Personality Trait. "You don't need to be righteous to be decent."
Ideal. "Improvement. Try and be the best version of yourself. Allow those around you to mold who you become, don't be what you think they want."
Bond. "Lothor’s light has always shined on me, I merely reflect it onto others."
Flaw. "I have a reputation for being a bit haughty, old habits are hard to break completely."

Description
Proelia Summus is an elvenari prodigy descended from Elsinleyown Yam'hikir, and granddaughter to Sithir Kaless. Sheltered and tutored in the Laon Territory capitol of Yiu, Proelia lived a life of excellence and anonymity, her divine legacy shrouded, withheld from her for many years. However, there was no disguising her potential, as she took to Ael'mashtir as if it were oxygen, hearing the Calling in her youth. By the time she was an adult she was considered a master, guiding elves thrice her age.   As many elves do upon mastering a Calling, Proelia set out into the world, to grow, explore, and to share what she had learned. Despite her penchant for the blade, Proelia was surprised by the world’s violence. In the years that followed her skills would prove unparalleled. Never once did danger present itself that she could not handle. Proelia’s abilities far surpassed that of any other.   In her unending quest for excellence the blademaster began to garner a reputation that led powerful wizards to her door. An unlikely alliance was forged, and Proelia joined a group called the Band of the Sage, alongside the Sovereign Sage Harvie Ambrousius and the Prophet Stroud. Others joined as they traveled, including the legendary hunter Sturgis and the ember champion Mighty God, but it was Stroud whom Proelia truly connected with. Both were exceptional masters of their respective crafts with fates destined to change Dromaria. The two fell deeply in love, taking up residence near Yiu.   The Band of the Sage accomplished many legendary deeds, among them sealing away Gandar the Legion and the immortal goblin assassin Ji the Diamond. Over the years, the group would part and return as needed, facing threats across every continent. It was during Mighty God’s visit that everything changed for Proelia. While the event has been obscured by time, filled with falsities and myth, it is understood that Proelia killed Mighty God in defense of her lover.   Only Stroud and Proelia remained. The two continued, but things were different. Stroud’s objectives were becoming sinister. When new companions joined, each was less savory then the last. Eventually Proelia came to realize the great harm she had inflicted on the world at the behest of her lover, and unable to continue down his dark path, walked away.   Proelia would go on to forsake violence, hoping to never require it again, but understanding she would. She left her homeland and pledged the Dragon's Peace. Moving to Don Shou, Proelia founded a safe haven for those like her who had given up unnecessary fighting. She now devotes her time into teaching others the many ways a blade could be utilized beyond the battlefield.   Full Page


Species
Elf
Age
2,075
Birthday
12th day of Moonstone

Sex
Female
Gender
Woman
Skin Tone
Pale white

 
Eyes
Grassy green
Hair
Short black
Height
6'3"
Weight
201 lbs

 
Birthplace
Yiu
Current Residence
Denneth
Overseer Of
The Ronin

Roleplaying Proelia Summus
  Personality Trait. "I have a mastery of 1,000 blades, yet all I desire is peace."
Ideal. "Purpose. A blade has uses that are more vital than clashing or killing. It's far better to cut shackles then throats."
Bond. "Maintain your own strength so that you may build it in others."
Flaw. "I take tremendous pride in my appearance and am easily offended when it is slighted or ignored by others."

Description
Malik Kincaid is an ember cleric, current Sovereign Sage of Dromaria, and hero of the Band of the Last Days. An unsavory young fellow with a negative reputation, it is said there are no lengths Malik is unwilling to go for his ambition. Those who do not find him power hungry dismiss him as a foolish youth. Despite his renown, Malik has always done his best to honor The Covenant, protect the dragons, and spread the word of Dromadaes.   As his legend goes, the former Sovereign Sage was gifted with a vision: a lava ember born with a spark of Essence, capable of weaving magic not seen since the Ancestors; an ember that would fade if not properly nurtured. The Sage, Harvie Ambrosius, took the child from his simple home life, delivering it to a church of Dromadeas, where the child's gifts could be fostered until he came of age and Harvie would return.   Malik grew up in a cold, hard monastery, yet the people were not unkind. They taught with passion, reverence for the god of magic and power. Malik became a force for arcane and divine magic at the age of five. A star pupil, all attention fell to the young ember who relished every accomplishment, learning from every new experience.   At the age of fourteen Malik had mastered all the church had to teach him and had grown impatient waiting for the Sovereign Sage's return. He struck out on his own for the first time in search of the great wizard. Unfortunately those first steps would prove the beginning of the fulfillment of the Prophet Stroud's grand designs, the fall of Emperor's Peak and the opening of the Ley Prisons. Malik and a group of heroes known as the Band of the Last Days assembled by the sinister sorcerer engaged in a cat and mouse game of deceit, torture, assassination, and deadly gambits for power.   The Band of the Last Days would confront the Prophet Stroud in a conflict broadcast to the world. It would be the end for the Prophet, but the heroes were too late, the wizards' plans came to fruition, resulting in a generation of dragons lost and the destruction of Emperors Peak. Stroud’s attack was the most deadly and devastating attack on dragonkind since the Covenant's inception. In the end, after the ash of defeat settled, Malik had become a Chosen of Dromadaes, earning the trust and companionship of a young black dragon named Yami. Harvie was deposed as the Sovereign Sage for his failure to save the Peak, and in a shocking move, Malik Kincaid was made the next Sage.   Full Page

Species
Ember
Age
22
Birthday
10th day of Ruby

Sex
Male
Gender
Man
Skin Tone
Red and black mottled

 
Eyes
Black
Height
3'
Weight
43 lbs

 
Birthplace
Star
Current Residence
The Sovereign Spire
Title
The Sovereign Sage

Roleplaying Malik Kincaid
  Personality Trait. "It is not responsibility that weighs one down. It is the constant parade of driveling imbeciles that believe themselves wise, yet haven't an ounce of conviction for themselves."
Ideal. "Sacrifice. All power comes with a price, don’t be afraid to pay it."
Bond. "I serve Dromadaes first in all things."
Flaw. "My willingness to suffer for power has burned me, and in my pursuit for more, I will forget how much it hurt."
 

Iconic Entities

 
  Amarantha Cull Roll Initiative
Medium Celestial, Lawful Evil
Armor Class 18 (breastplate, shield)
Hit Points 322 (28d8 + 196)
Speed 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
24
(+7)
20
(+5)
24
(+7)
19
(+4)
22
(+6)
25
(+7)

Saving Throws STR +13, CON +13, WIS +12, CHA +13
Skills Insight +12, Intimidation +13, Perception +12, Religion +10, Survival +12
Damage Resistance Necrotic, Radiant
Condition Immunities Charmed, Exhaustion, Frightened
Senses Blessed Sight 60 ft., Passive Perception 22
Languages Common, Celestial, Elvish
Proficiency Bonus +6 Challenge 18
Blessed Sight. Amarantha's eyes glow, providing her with vision far greater than most. She can see normally in non-magical darkness to a distance of 60 feet.   Magic Resistance. Amarantha has advantage on saving throws against spells and other magical effects.   Radiant Light. Amarantha radiates bright light for 30 feet.   Unusual Nature. Amarantha doesn’t require air, food, drink, or sleep.   Innate Spellcasting. Amarantha’s spellcasting ability is Charisma (spell save DC 21). All spells cast by Amarantha are considered as if cast using a 9th level spell slot. She can cast the following spells requiring no material components:   At will: bane, protection from evil and good, zone of truth   3/day: dominate person, freedom of movement*, locate creature   1/day: commune, dominate monster   *Amarantha casts these spells on herself before combat.   Actions

Multiattack. Cull makes three melee or ranged attacks.   Spear of Tus'Alim. Melee or Ranged Attack: +13 to hit, range 20/60 ft., one target. Hit: 18 ( 1d6 + 14 ) piercing damage, or 23 ( 1d8 + 17 ) piercing damage when used with two hands, plus 9 ( 2d8 ) radiant damage. A creature struck by this weapon becomes poisoned and must make a DC 17 Constitution saving throw. On a failure, the creature becomes blinded until the end of Amarantha’s next turn. This weapon will return to Amarantha’s hand after each attack as long as it is within 60 feet of her. If Amarantha is killed the spear vanishes.   Cage of Atonement (1/day). A magical prison in the shape of a box up to 10 feet on a side appears, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. Any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.   A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a DC 21 Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. Each round the target starts its turn in the cage it takes 6d10 force damage. The cage lasts for one minute, can be destroyed by a disintegrate spell, but cannot be dispelled.     Bonus Actions
Summon Spear. Amarantha can summon the Spear of Tus’Alim to herself as a bonus action. This ability extends to any plane of existence.     Reactions
Deflection. If Amarantha has her spear she can deflect incoming ranged attacks. As a reaction, after being hit with a ranged weapon or spell attack, Amarantha can choose a different creature within 30 feet of the attack to take the hit instead.
Species
Upiryrial
Age
Unknown
Birthday
Unknown

Sex
Female
Gender
Woman
Skin Tone
Glowing white

 
Eyes
Light blue
Hair
Medium blonde
Height
6'2"
Weight
202 lbs

 
Birthplace
Upir
Current Residence
Tao
Chosen Of
Tus'Alim

Roleplaying Amarantha Cull
  Personality Trait. "My power is the bar to which mankind should be set, therefore the only way to prove you are worthy of life is to face my judgment."
Ideal. "Natural Selection. Survival is for those willful enough to endure, or those powerful enough to seize it."
Bond. "I have been entrusted by Tus’Alim with a sacred mission, a burden and an honor."
Flaw. "I wear a mask in combat because my face betrays my every emotion."
 
"I worry that in my absence the world may be plunged into a new Age of Horror, led by the dogged sadism of Amarantha Cull. She is a fascinating woman. Despite nearly 1,500 years of imprisonment, she remains resolute in both her mind and her conviction. In many ways, she is like myself, willing to do what must be done to serve a greater good. She fears little and desires much. But when we speak of people, those she sees as beneath her, they do not exist. Nothing more than tumors to be removed from the host."  
~ Emperor Aenaryuu Kaless
  Description
Born on Upir beneath the stone tablet of Tus'Alim, Amarantha Cull is a Upiryrial warrior chosen by her god to enact justice. Her methods were considered barbaric, and unable to die, she was locked away long ago to contain her brutality. Now free once more, Amarantha has returned to continue her righteousness. Her beliefs stem from one core tenant: only those strong enough to survive deserve to. She carries a spear with a shard of Tus’Alim contained inside and dons a mask when entering into combat. If killed Cull returns to life in the region of Old Soth in Kalatearman within three days.   Full Page      
  Ethglacial the Peerless Roll Initiative
Gargantuan Dragon (Metallic), Chaotic Good
Armor Class 21 (natural armor)
Hit Points 585 (30d20 + 270)
Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.

STR
DEX
CON
INT
WIS
CHA
28
(+9)
16
(+3)
29
(+9)
24
(+7)
22
(+6)
32
(+11)

Saving Throws DEX +10, CON +17, INT +15, WIS +14, CHA +19
Skills Athletics +17, Insight +14, Intimidation +19, Perception +14, Persuasion +19
Damage Immunities Cold
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages Common, Draconic, Dwarvish
Proficiency Bonus +8 Challenge 28
Magic Resistance. Ethglacial has advantage on saving throws against spells and other magical effects.   Unusual Nature. Ethglacial doesn’t require air, food, drink, or sleep.   Innate Spellcasting. Ethglacial’s spellcasting ability is Charisma (spell save DC 27). Ethglacial can innately cast the following spells, requiring no material components:   At will: command, detect magic, mirror image, wall of ice   1/day each: antimagic field, haste, teleport   Actions
Multiattack. Ethglacial makes three Giant Chakram attacks.   Giant Chakram. Melee Weapon Attack. +17 to hit, reach 10 ft., one target. Hit: 20 ( 2d10 + 9 ) slashing damage plus 13 ( 2d12 ) force damage.  

  Breath Weapon (Recharge 5–6). Ethglacial uses one of the following breath weapons:   Elemental Breath. Ethglacial exhales elemental energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 84 ( 13d12 ) cold damage on a failed save, or half as much damage on a successful one.   Crushing Breath. Ethglacial exhales unrelenting force in a 300-foot cone. Each creature in that area must make a DC 26 Constitution saving throw. On a failed save, the creature takes 38 ( 6d12 ) force damage and suffers one point of exhaustion. For every 10 a creature fails by, they suffer an additional point of exhaustion. On a successful save, the creature takes half damage.     Legendary Actions
Ethglacial can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ethglacial regains spent legendary actions at the start of her turn.   Attack (Costs 1 Action). Ethglacial makes one Giant Chakram attack.   Wing Attack (Costs 2 Actions). Ethglacial beats her wings. Each creature within 30 feet of her must succeed on a DC 27 Dexterity saving throw or take 16 ( 2d6 + 9 ) bludgeoning damage and be knocked prone. Ethglacial can then fly up to half her flying speed.   Ricocheting Throw (Costs 3 Actions). Ethglacial throws her giant chakram, ricocheting it around the battlefield before returning to her. Ethglacial may make a ranged weapon attack, +17 to hit, for each creature she can see within 30 feet. A creature struck this way must make a DC 26 Dexterity saving throw. On a failure, the creature is pulled up to 30 feet toward Ethglacial.
Species
Dragon
(Silver)
Age
1,095
Sex
Female

Scale Color
Reflective pearl lined
Spines
Long, jagged, down tail

Birthplace
Emperor's Peak
Current Residence
Terrorridge Forest
Ruled Locations
Terrorridge Forest

Roleplaying Ethglacial the Peerless
  Personality Trait. "I am the most powerful living dragon."
Ideal. "Eminence. You do not get stronger by feeding on the weak."
Bond. "Combat is everything."
Flaw. "I have been unrivaled for so long I underestimate all opposition."
 
"I knew right away this Upiryrial was far more than she seemed, a mountainous specimen of a warrior wielding the most ridiculous weapon I had ever seen. Despite her stature, I underestimated her relaxed demeanor in the opening moments. It was a mistake I did not make again when her barest defense kept me at bay. After we got serious, she revealed her true self and I lost hope in defeating such a dragon. We fought until my sword fell and she was the victor. I pride myself on seeing the peerless dragon in her true form and living to call her friend."  
~ Proelia Summus
  Description
The might of Ethglacial is unquestioned. The sight of this towering and brutish silver dragon with oversized, monstrous fangs is an extreme rarity reserved only for the strongest. Normally she takes the form of a young female Upiryrial with a bald head, ebony skin, blue lips, and massive scaled wings inlaid with silver. In her mortal guise, she retains her draconic power, bearing rippling muscles, and standing at an imposing seven and a half feet.   Ethglacial carries an enormous bladed chakram that she has mastery over, about a foot larger than she is. The frigid cold of Mortéglace does not affect Ethglacial and she typically favors a silver gown in lieu of clothing or armor. It has not happened in some time, but if pushed to her limits Ethglacial will take her true form.   Elegant feathers give way to scales that spout vicious spikes, crossing scars like guardrails against ancient wounds. Ethglacial is an anomaly among Dromarian dragons, growing in size, strength, and speed with her older age, unlike her kin that grow smaller and more lithe over time. A tail nearly the length of her body drags unresponsive on the ground, masking the accuracy and agility with which it can be deployed. She is extremely fast and responsive despite her size and has thus far outmaneuvered any opposition.   Full Page      
Lilith the Cruel Roll Initiative
Medium Fiend (Demon), Neutral Evil
Armor Class (natural armor)
Hit Points 272 (32d8 + 128)
Speed 60 ft., fly 120 ft.

STR
DEX
CON
INT
WIS
CHA
22
(+6)
17
(+3)
19
(+4)
24
(+7)
18
(+4)
26
(+8)

Saving Throws DEX +11, CON +12, CHA +16
Skills Deception +16, Insight +12, Perception +12, Persuasion +24, Stealth +11
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 22
Languages Abyssal, Common, Infernal, Telepathy 60 ft.
Proficiency Bonus +8 Challenge 25
Magic Resistance. Lilith has advantage on saving throws against spells and other magical effects.   Legendary Resistance (3/Day). If Lilith fails a saving throw, she can choose to succeed instead.   Magic Weapons. Lilith’s weapon attacks are magical.   Charm Aura. Creatures Lilith can see within 30 feet of her must succeed on a DC 23 Wisdom saving throw or be magically charmed for 1 day. The charmed targets obey Lilith’s verbal or telepathic commands. If the targets suffer any harm or receive a suicidal command, they can repeat the saving throw, ending the effect on a success. If a target successfully saves against the effect, or if the effect on it ends, the target is immune to Lilith's Charm Aura for the next 24 hours.   Telepathic Bond. Lilith ignores the range restriction on her telepathy when communicating with a creature she has charmed. The two don't even need to be on the same plane of existence.   Innate Spellcasting. Lilith’s spellcasting ability is Charisma (spell save DC 23). She can innately cast the following spells, requiring no material components:   At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers   3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport

1/day each: dominate monster, greater invisibility   Actions
Multiattack. Lilith makes two Claw attacks or four Eldritch Blasts. She can replace one Claw attack with a use of Spellcasting.   Claw. Melee Weapon Attack. +14 to hit, reach 5ft., one target. Hit: 7 ( 1d6 + 6 ) slashing damage plus 12 ( 2d10 ) necrotic damage.   Eldritch Blast. Ranged Spell Attack: +16 to hit, reach 120 ft., one target. Hit: 13 ( 1d10 + 8 ) force damage. When Lilith hits a creature with eldritch blast, she can push the creature up to 10 feet away from herself in a straight line.   Etherealness. Lilith magically enters the Ethereal Plane from the Material Plane, or vice versa.     Bonus Actions
Shapechanger. Lilith transforms into a form that resembles a Medium Humanoid or back into her true form. Aside from her size, her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed.     Reactions
Bitter Bond. As a reaction when Lilith takes damage, she can unleash a backlash on a creature she can see. The creature takes psychic damage equal to the amount of damage Lilith just received.     Legendary Actions
Lilith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Lilith regains spent legendary actions at the start of her turn.   Move (Costs 1 Action). Lilith moves up to half her speed without provoking opportunity attacks.   Eldritch Blast (Costs 1 Action). Lilith attacks with two bolts of her Eldritch Blast.   Alluring Gaze (Costs 2 Actions). Lilith targets a creature she can see with an alluring gaze. The creature must make a DC 23 Wisdom saving throw or become enraptured by her. If a creature fails it remains transfixed in its location and is considered restrained until the end of its next turn. This is a charm effect.
Species
Demon
(Succubus)
Age
Immortal
Sex
Shapechanger

Skin Color
Maroon
Horns
Left side broken, straight

Birthplace
The Abyss
Current Residence
Dromaria
Patron Of
Sisters of the Demonic Pact

Roleplaying Lilith the Cruel
  Personality Trait. "I am a being of my own agenda and enjoy myself fully."
Ideal. "Servitude. It is your place to be beneath my heel."
Bond. "My demons must be freed to sow their chaos, and I will be at their head."
Flaw. "I am the most important one and no others will ever match up."
 
"It has taken the whole of our strength, the will of our people and our nation to rebuild in the aftermath of the Demon War. Our great capital was annihilated by the mechanization and cruelty of Lilith.   In the years to come, under my honored command, we will seek out the demoness and bring her to justice. I am ashamed to admit that I too was taken in by her guile, poised to help, but useless all the same. My hand held the blade that let her free.   We will use what we know of her, the lies, the plots, and the people she violated to find her. Our work begins with the remnants of The Fist. Our city has had the chance to mourn, we will resume our crusade against the enemy."  
~ Heirophant Marcel Fischer
 

Description


When the mortals arrived on Dromaria they brought the attention of various outside threats. Lead among them was the succubus, Lilith. The empress of deception and queen of seduction, Lilith the Cruel, is known for always being ten steps ahead, a mastermind of manipulation. It was Lilith’s curse that doomed mortal life cycles to burn out and it was her designs that brought on the great Demon War.   In her real form, she is a sexual temptress with maroon skin, vicious claws, long wings that flow like a cloak behind her, and horns that stand straight with a small curve at the tip. Whispers of temptation and desire follow in her wake. When assuming a mortal guise it is impossible to say what shape Lilith may take, hiding among the citizens of Dromaria.   Full Page



  Maegoloth the Apex Roll Initiative
Huge Monstrosity (Giant), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 275 (22d12 + 132)
Speed 30 ft., burrow 30 ft., fly 60 ft.

STR
DEX
CON
INT
WIS
CHA
30
(+10)
16
(+3)
22
(+6)
13
(+1)
18
(+4)
23
(+6)

Saving Throws DEX +8, CON +11, WIS +9
Skills Athletics +15, Intimidation +11, Perception +9, Stealth +19
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Tremorsense 30 ft., Passive Perception 19
Languages Common, Giant
Proficiency Bonus +5 Challenge 16
Legendary Resistance (1/Day). If Maegoloth fails a saving throw, it can choose to succeed instead.   Flight. Maegoloth cannot fly for more than 10 minutes at a time before stopping.   Tunneler. Maegoloth can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.   Regeneration. Maegoloth regains 10 hit points at the start of its turn if it has at least 1 hit point.   Unusual Nature. Maegoloth the Apex doesn’t require air, food, drink, or sleep.  

  Actions
Multiattack. Maegoloth makes two attacks between its Talons and Rock.   Talons. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 ( 3d6 + 10 ) slashing damage.   Rock. Ranged Weapon Attack: +15 to hit, range 30/120 ft., one target. Hit: 30 ( 4d10 + 10 ) bludgeoning damage. Rocks thrown by Maegoloth deal double damage to objects and structures.     Legendary Actions
Maegoloth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Maegoloth regains spent legendary actions at the start of its turn.   Attack (Costs 1 Action). Maegoloth makes an attack with its Talon or Rock.   Move (Costs 1 Action). Maegoloth moves up to its speed.   Fear (Costs 2 Actions). Maegoloth uses its gaze on one creature it can see within 30 feet. The target must succeed on a DC 19 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Maegoloth’s gaze for the next 24 hours.
Species
Monstrosity
(Giant)
Age
Unknown
Sex
None

Feather Color
Snow white
Talons
Razor sharp, hooked

Created By
Ishkul
Occupies
Ruled Locations
The Fountain

Roleplaying Maegoloth the Apex
  Personality Trait. "I desire to break this frozen land and bring it to heel beneath me."
Ideal. "Wisdom. I lead because I am the wisest, not because I am the largest."
Bond. "Ishkul blessed me with many gifts and I will serve him for eternity."
Flaw. "Though I don't need to eat to survive, my appetite is insatiable and causes me to devour many of my own followers."
 
"You can try and hide, but nowhere is safe. You’ll feel the ground tremble before Guth’Nas Bloodbane arrives, accompanied by the wails of hundreds of giant monstrosities. If you're lucky the end will come quickly and you won't have to witness the horrors it will bring."  
~ Daisy Pennyday
 
Description
Maegoloth is a monstrous combination of fire giant, owl, and wurm. The creature has the head, wings, and talons of the owl, torso, arms, and size of a fire giant, and the lower portion of a wurm. Remade by the god Ishkul, Maegoloth attracts monsters to its side because of its corrupted nature. Hordes can regularly be found following the giant.   If Maegoloth the Apex is slain or destroyed, it will return, hatching from an altered and distorted egg of a monster within the region before returning to full strength within a month.   Full Page


Creatures


 
  Bondsman Roll Initiative
Medium Humanoid, Lawful Good
Armor Class 19 (Half-Plate + Shield)
Hit Points 66 (8d8 + 32)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
17
(+3)
14
(+2)
18
(+4)
11
(-)
12
(+1)
13
(+1)

Skills Insight +3, Perception +3
Saving Throws STR +5, CON +6
Senses Passive Perception 13
Languages Common
Proficiency Bonus +2 Challenge 3
Bond. A bondsman may choose a creature as its bond each day at dawn. Each time the bond takes damage, the bondsman takes the same amount of damage. The bond ends if you or the bond drop to 0 hit points. The bondsman can also remove the bond as an action.   Bonded Fury. The bondsman has advantage against anyone who has attacked its bond since the end of the bondsman's last turn. Whenever the bondsman is within 5 ft. of its bond, attacks against their bond have disadvantage.


Bonded Resolve. While a bond is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage.   Special Equipment. Bondsman carry a Force Baton and a Potion of Healing.     Actions
Multiattack. The bondsman makes two melee attacks or two ranged attacks.   Club. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 ( 1d6+3 ) bludgeoning damage. If the target is a medium or smaller creature, it is pushed up to 10 ft. away in a straight line on a successful hit.   Force Baton. Ranged Weapon Attack: +4 to hit, range 30/90., one target. Hit: 5 ( 1d10 ) force damage. If the target is a medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
 
Description
Donning meticulously crafted armor and radiating an air of self-assurance, bondsman are highly trained protectors available for hire. With a global presence, they offer specialized protection services tailored to various needs. Often seen accompanying high-ranking officials or safeguarding large events, their reputation for effective security makes them a worthwhile, albeit expensive, investment.




  Disasterpiece Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 17 (Natural Armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
18
(+4)
14
(+2)
16
(+3)
12
(+1)
10
(-)
16
(+3)

Saving Throws WIS +3, CHA +6
Skills Deception +6, Perception +3, Stealth +5
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Passive Perception 14
Languages Understands common but can't speak
Proficiency Bonus +3 Challenge 6
Devouring Presence. Once per day, the Disasterpiece can attempt to consume a paralyzed creature with a Charisma score of 12 or greater. The target must make a DC 15 Charisma saving throw. On a failed save, the creature is absorbed into the Disasterpiece, becoming a permanent fixture within its twisted form. If the target succeeds, they resist being absorbed.   Enraptured Containment. Creatures absorbed by the Disasterpiece are paralyzed and time ceases for them. They no longer require food or air while contained within. They can only be freed if the Disasterpiece is destroyed, or by a Wish spell.   False Appearance. While the Disasterpiece remains motionless, it is indistinguishable from a normal work of art.

Actions
Multiattack. The Disasterpiece makes two attacks, one with its Sculpted Appendage and one with its Enrapturing Gaze.   Sculpted Appendage. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+4 ) bludgeoning damage.   Enrapturing Gaze. Ranged Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 8 ( 1d10+3 ) psychic damage. On a successful hit the target must succeed on a DC 15 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.   Legendary Actions
The Disasterpiece can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Disasterpiece regains spent legendary actions at the start of its turn.   Attack. The Disasterpiece makes one Sculpted Appendage attack.   Irresistible Whispers (Costs 2 Actions). The Disasterpiece releases a haunting whisper, forcing all creatures within 30 feet to make a DC 15 Wisdom saving throw or take 12 ( 4d6 ) psychic damage and be charmed until the end of their next turn. Damage does not break this effect.   Artistic Manipulation (Costs 3 Actions). The Disasterpiece reshapes its own form, gaining temporary hit points equal to half its remaining hit points. (Recharge 5-6 )
 
Description
The Disasterpiece is a haunting entity that resembles a distorted work of art. Initially driven by the pursuit of mastery in their respective Callings, these beings are corrupted by their purpose, refusing to share knowledge while striving for unattainable perfection. Frustrated and unfulfilled, they begin to see other artists as threats to their quest for greatness.   These unfortunate souls find themselves irresistibly changed into the Disasterpiece. There, they become permanent fixtures within its grotesque tableau, their form gone, becoming a twisted composition that is never satisfied. When a Disasterpiece has fully taken form it will begin to seek other creators, wishing to consume them. Each consumed victim makes the Disasterpiece increasingly formidable, as it eliminates threats and incorporates new talents into its ever-changing canvas of horror.




  Dranglin Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 68 (8d8 + 32)
Speed 35 ft.

STR
DEX
CON
INT
WIS
CHA
18
(+4)
14
(+2)
18
(+4)
10
(-)
8
(-1)
10
(-)

Senses Darkvision 60ft, Passive Perception 9
Languages Telepathy 120 ft. Understands Celestial, Draconic, and Sylvan but cannot speak.
Proficiency Bonus +2 Challenge 4
Keen Smell. The dranglin has advantage on Wisdom (Perception) checks that rely on smell.   Constructed. Dranglin do not age and have no need to eat, sleep, or breathe.   Magic Weapons. The dranglin's bite and spike attacks are considered magical.   Shielded Mind. The dranglin is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.   Blood Frenzy. When within sight or smelling distance of a dragon (or those with draconic lineage) dranglins cannot help but attack them with intent. The dranglin attacks such a creature recklessly, gaining advantage on their attack rolls. Attack rolls against the dranglin have advantage until their next turn.   Actions
Multi-attack. The dranglin makes two attacks between its bite, spikes, and the Voice of Ishkul.

  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) piercing damage, and if the target is of draconic lineage, they must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.   Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 ( 1d4+4 ) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour.   Voice of Ishkul. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 8 ( 1d8+4 ) radiant damage. The target must make a DC 14 Constitution saving throw, while the target is affected by the Voice of Ishkul, its speed is reduced to 10 feet and if the target tries to cast a spell, it must first succeed on a DC 10 Constitution saving throw, or the casting fails and the spell slot is used. This effect lasts until the end of the creature's next turn.   Reactions
Bloodcurdling Screech. After being damaged by an attack or spell, the dranglin can use its reaction to unleash a bloodcurdling screech both vocally and telepathically, forcing the attacker to make a DC 14 Wisdom saving throw or be frightened of the dranglin until the end of its next turn or until the dranglin is incapacitated. A frightened target that starts its turn within 30 feet of the dranglin must use all its movement on that turn to get as far from the dranglin as possible and must finish the move before taking an action. A target that successfully saves is immune to the bloodcurdling screech of all dranglin for the next 24 hours.
 
Description
Dranglins are the dark and twisted creations of the Aberrant Prince, Ishkul designed to hunt dragons. Their hulking forms are adorned with razor-sharp bone spikes, and their mouths harbor metal teeth capable of piercing even the toughest scales. With haunched and abnormally long arms, their muscular frames exude power. Some dranglin posses tails, covered in poisonous barbs.   Their flat faces, devoid of noses, are dominated by pitch-black eyes that seem to absorb all light. Rough, stony-scaled skin or hide covers their bodies, broken only by tufts of coarse fur that cluster around joints and pits. Their colors are designed to blend in with their surroundings as a form of natural camouflage, typically browns, greens, and greys.




  Dranglin - Burrowing Variant Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft., 30 ft.

STR
DEX
CON
INT
WIS
CHA
18
(+4)
14
(+2)
18
(+4)
10
(-)
8
(-1)
10
(-)

Senses Darkvision 60ft, Passive Perception 9
Languages Telepathy 120 ft. Understands Celestial, Draconic, and Sylvan but cannot speak.
Proficiency Bonus +2 Challenge 4
Keen Smell. The dranglin has advantage on Wisdom (Perception) checks that rely on smell.   Constructed. Dranglin do not age and have no need to eat, sleep, or breathe.   Magic Weapons. The dranglin's bite and spike attacks are considered magical.   Shielded Mind. The dranglin is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.   Blood Frenzy. When within sight or smelling distance of a dragon (or those with draconic lineage) dranglins cannot help but attack them with intent. The dranglin attacks such a creature recklessly, gaining advantage on their attack rolls. Attack rolls against the dranglin have advantage until their next turn.   One-Thousand Feet. The dranglin ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.  

  Actions
Multi-attack. The dranglin makes two attacks between its bite, spikes, and Subterranean Snare.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) piercing damage, and if the target is of draconic lineage, they must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.   Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 ( 1d4+4 ) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour.   Subterranean Snare. As an action, the dranglin can create a hole directly beneath a target. The targeted creature must succeed on a DC 14 Dexterity saving throw or fall 10 feet into the hole, becoming prone.   Reactions
Bloodcurdling Screech. After being damaged by an attack or spell, the dranglin can use its reaction to unleash a bloodcurdling screech both vocally and telepathically, forcing the attacker to make a DC 14 Wisdom saving throw or be frightened of the dranglin until the end of its next turn or until the dranglin is incapacitated. A frightened target that starts its turn within 30 feet of the dranglin must use all its movement on that turn to get as far from the dranglin as possible and must finish the move before taking an action. A target that successfully saves is immune to the bloodcurdling screech of all dranglin for the next 24 hours.




Dranglin - Flying Variant Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 68 (8d8 + 32)
Speed 35 ft., Flying 35 ft.

STR
DEX
CON
INT
WIS
CHA
18
(+4)
14
(+2)
18
(+4)
10
(-)
8
(-1)
10
(-)

Senses Darkvision 60ft, Passive Perception 9
Languages Telepathy 120 ft. Understands Celestial, Draconic, and Sylvan but cannot speak.
Proficiency Bonus +2 Challenge 4
Keen Smell. The dranglin has advantage on Wisdom (Perception) checks that rely on smell.   Constructed. Dranglin do not age and have no need to eat, sleep, or breathe.   Magic Weapons. The dranglin's bite and spike attacks are considered magical.   Shielded Mind. The dranglin is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.   Blood Frenzy. When within sight or smelling distance of a dragon (or those with draconic lineage) dranglins cannot help but attack them with intent. The dranglin attacks such a creature recklessly, gaining advantage on their attack rolls. Attack rolls against the dranglin have advantage until their next turn.   Flyby. The dranglin doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Actions
Multi-attack. The dranglin makes two attacks between its bite, spikes, and Poison Breath.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) piercing damage, and if the target is of draconic lineage, they must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.   Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 ( 1d4+4 ) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour.   Poison Breath. The dranglin exhales a 15-foot cone of poison. Each creature in that area must succeed on a DC 14 Constitution saving throw, taking 7 ( 3d4 ) poison damage on a failed save, or half as much damage on a successful one.   Reactions
Bloodcurdling Screech. After being damaged by an attack or spell, the dranglin can use its reaction to unleash a bloodcurdling screech both vocally and telepathically, forcing the attacker to make a DC 14 Wisdom saving throw or be frightened of the dranglin until the end of its next turn or until the dranglin is incapacitated. A frightened target that starts its turn within 30 feet of the dranglin must use all its movement on that turn to get as far from the dranglin as possible and must finish the move before taking an action. A target that successfully saves is immune to the bloodcurdling screech of all dranglin for the next 24 hours.




Dranglin - Swimming Variant Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 68 (8d8 + 32)
Speed 25 ft., Swim 50 ft.

STR
DEX
CON
INT
WIS
CHA
18
(+4)
14
(+2)
18
(+4)
10
(-)
8
(-1)
10
(-)

Senses Darkvision 60ft, Passive Perception 9
Languages Telepathy 120 ft. Understands Celestial, Draconic, and Sylvan but cannot speak.
Proficiency Bonus +2 Challenge 4
Keen Smell. The dranglin has advantage on Wisdom (Perception) checks that rely on smell.   Constructed. Dranglin do not age and have no need to eat, sleep, or breathe.   Magic Weapons. The dranglin's bite and spike attacks are considered magical.   Shielded Mind. The dranglin is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.   Blood Frenzy. When within sight or smelling distance of a dragon (or those with draconic lineage) dranglins cannot help but attack them with intent. The dranglin attacks such a creature recklessly, gaining advantage on their attack rolls. Attack rolls against the dranglin have advantage until their next turn.
Blood in the Water. If a creature has bled within 60 ft. of the dranglin, the dranglin may attack two additional times with its bite.   Actions
Multi-attack. The dranglin makes two attacks between its bite, spikes, and the Voice of Ishkul.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) piercing damage, and if the target is of draconic lineage, they must succeed on a DC 14 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.   Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 ( 1d4+4 ) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour.   Voice of Ishkul. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 8 ( 1d8+4 ) radiant damage. The target must make a DC 14 Constitution saving throw, while the target is affected by the Voice of Ishkul, its speed is reduced to 10 feet and if the target tries to cast a spell, it must first succeed on a DC 10 Constitution saving throw, or the casting fails and the spell slot is used. This effect lasts until the end of the creature's next turn.   Reactions
Retributive Strike. If the dranglin is struck by a melee attack it may use its reaction to make a bite attack against the target.




  Embrisar Roll Initiative
Medium Fiend, Lawful Evil
Armor Class 13 (Natural Armor)
Hit Points 40 (4d8 + 8)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
16
(+3)
14
(+2)
15
(+2)
7
(-2)
6
(-2)
16
(+3)

Skills Deception +5, Insight 0
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed
Senses Tremorsense 30 ft., Detect Heartbeat 60 ft., Passive Perception 8
Languages Abyssal, Common
Proficiency Bonus +2 Challenge 1/2
Detect Heartbeat. The embrisar can sense the heartbeat of any creature within 60 ft.

Stalking Desires. The embrisar can sense the emotions of creatures whose heartbeat it can detect. As an action, the embrisar makes a Charisma (Deception) check contested by a creature's Wisdom (Insight) check. If successful, the embrisar can read the creature's surface thoughts and understand its emotional state.   Master's Hold. If damage reduces the embrisar to 0 hit points, it must make a Constitution saving throw equal to a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the embrisar drops to 1 hit point instead. An embrisar's master may end its life at any time using a bonus action.   Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 ( 1d6+3 ) slashing damage.     Reactions
Compulsive Sentinel. When a creature within 5 ft. of the embrisar is attacked, the embrisar can use its reaction to impose disadvantage on the attack roll.
 
Description
In the darkest corners of desire, an obsession-sick demon known as an embrisar is transformed. Once mortal, the transformation is wrought through a gruesome and intimate ritual involving a succubus or incubus who reveals their true form. The act leaves the person with physical scars that tell the story of their dark devotion. Claws extend where fingertips once touched, now chiseled into grotesque weapons. A hollow void in their chest, where their heart once beat, remains a cavity of devotion.   Their pale, almost lifeless appearance belies an irresistible attraction to intense emotions and unbreakable bonds. These creatures wander, driven by an insatiable hunger for connection, forever tethered to the whims of their creators. The ritual that changes them is finished by the unceremonious removal of heart, eyes, and fingertips, binding them in twisted servitude.   Should their demon master die, an embrisar's torment does not end. Instead, they are set adrift, their inherent attraction to strong emotions turning into a relentless, desperate search for new sources of attachment. They become lost demons, forever seeking a connection that might fill the void left by their abandonment.




  Essencebane Roll Initiative
Large Aberration, Neutral
Armor Class 15 (Natural Armor)
Hit Points 138 (12d10 + 72)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
14
(+2)
4
(-3)
22
(+6)
6
(-2)
10
(-)
4
(-3)

Damage Resistances Radiant, Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force, Poison, Psychic
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Blindsight 60 ft., Passive Perception 10 Languages Deep Speech
Proficiency Bonus +3 Challenge 5
Mass Threshold. An essencebane has a mass threshold of 500 lbs. When it absorbs a total weight reaching this threshold, it reduces in size from Large to Medium. Another 300 lbs will reduce it to Small, and 100 lbs more will cause it to vanish.   Mind Rupture. Upon reaching 0 hit points, an essencebane releases a burst of psychic energy in a 10-foot radius. Creatures within the radius must make a DC 14 Intelligence saving throw, taking 4d10 psychic damage on a failed save or half as much on a successful one. Creatures that fail the saving throw also become mentally befuddled, reducing the creature's Intelligence score to 1 for the next 24 hours.



Otherside Pull. If a creature starts its turn within 30 feet of an essencebane, the creature must succeed on a DC 14 Strength saving throw or be pulled within 10 feet of the essencebane.


Actions
Multiattack. The essencebane can use its consuming snatch and make two void tendril attacks.   Void Tendril. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 ( 2d8+2 ) force damage. If the target is a creature, it must succeed on a DC 14 Intelligence saving throw or become afflicted with memory loss. If a creature suffers from the memory loss within one minute of being struck by a void tendril, it begins to lose all memory of encountering the essencebane. Within five minutes all recollection of the event is gone, nothing but empty space where the memory was.   Consuming Snatch. All unattended objects within a 10-foot radius and creatures holding items must make a DC 14 Strength saving throw. If a creature fails any items they are holding are absorbed by the essencebane, contributing to its mass threshold. If the essencebane vanishes due to reaching its mass threshold, there is a 25% chance that absorbed items can be recovered.
  Description
When encountered, essencebanes appear as eerie, shadowy figures, often taking the shape of large wild animals or giants. These manifestations of emptiness are born from disruptions in elemental protections or cataclysmic events that cause leylines to buckle. Normally, these void pockets consume surrounding mass and vanish, but on rare occasions, they consume a creature large enough to sustain their accumulated mass, granting them mobility. When active, essencebanes seek out powerful magic to consume. While the essencebane devours matter relentlessly, it notably avoids consuming organic intelligent beings. It seems to deliberately leave these entities untouched, absorbing all else around them. What fate befalls a creature pulled into the essencebane remains a mystery, and the few who have lost someone to one don't remember.




  Graeul Roll Initiative
Medium Monstrosity, Neutral Evil
Armor Class 15 (Natural Armor)
Hit Points 50 (8d8 + 16)
Speed 40 ft., Climb 40 ft., Swim 40 ft.

STR
DEX
CON
INT
WIS
CHA
16
(+3)
12
(+1)
14
(+2)
12
(+1)
10
(-)
8
(-1)

Saving Throws INT +3
Skills Investigation +3, Perception +2, Survival+2
Damage Resistances Cold
Condition Immunities Blinded, Prone
Senses Blindsight 40 ft., Tremorsense 120 ft., Passive Perception 12
Languages Common
Proficiency Bonus +2 Challenge 1

Blood Frenzy. The graeul has advantage on melee attack rolls against any creature that doesn't have all its hit points.   Purest Form. The graeul is immune to any spell or effect that would alter its form.   Actions
Multiattack. The graeul makes two attacks, one with its bite of depravity and one with its claw.   Bite of Depravity. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) piercing damage. On a successful hit, the grauel gains 3d6 temporary hit points. The temporary hp lasts one minute.   Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) slashing damage.
 
Description
The graeul are nightmarish combinations of animal and human, only shades of what they once were. With their pale grey and ashen skin, unhinged mouths filled with two rows of fangs, they delight in torment and fright. Their bodies are built for long-distance running rather than brute strength, with talons and claws that more than hint at their predatory nature.




  Grazing Stander Roll Initiative
Huge Beast, Unaligned
Armor Class 13 (Natural Armor)
Hit Points 29 (3d12 + 9)
Speed 50 ft.

STR
DEX
CON
INT
WIS
CHA
14
(+2)
9
(-1)
16
(+3)
2
(-4)
7
(-2)
8
(-1)

Damage Vulnerabilities Fire
Senses Passive Perception 9
Languages -
Proficiency Bonus +2 Challenge 1/4



Stander Smell. While within 30 feet of a grazing stander creatures must make a DC 12 Constitution saving throw. On a failed save, the creature spends its action that turn retching and crying. Creatures that don't need to breathe automatically succeed on this saving throw.   Actions
Neck Whip. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 10 ( 2d8+2 ) bludgeoning damage.
 
Description
The grazing stander is a huge creature, measuring nearly twenty-feet with an exceptionally long, snake-like neck and a sturdy body covered in brown, matted fur. Its head has a foraging-friendly snout, and its fur often shows grass stains from rolling around. Standers also suffer from what is commonly called the "Stander Smell," a nearly unbearable stench at close range. Although vegetarian, the beasts can quickly consume large areas of farmland. The meat is unpalatable, and its fur is highly flammable, leading to calls for its extermination. Farmers are often willing to pay to remove these creatures, which commonly travel in herds of four to five.




  Grit-miter Roll Initiative
Medium Beast, Neutral
Armor Class 15 (Natural Armor)
Hit Points 31 (6d8 + 6)
Speed 35 ft., Burrow 35 ft.

STR
DEX
CON
INT
WIS
CHA
18
(+4)
15
(+2)
22
(+6)
6
(-2)
10
(-)
4
(-3)

Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages -
Proficiency Bonus +2 Challenge 2

Reflective Chiton. When a creature moves within 10 ft of a grit-miter while in bright light, it must make DC 13 Constitution saving throw or become blinded for 1 min. At the end of each of the creature's turns it may repeat the saving throw. On a success, the effect ends.   Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 ( 2d6+4 ) piercing damage.   Crush. The grit-miter slams its full body down on a creature. The target must make a DC 13 Dexterity saving throw, taking 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
 
Description
Covered in reflective chitin, the grit-miter is a lengthy creature resembling a person-sized centipede. They thrive in warm, arid climates, often found within the sands of Dromaria's deserts. Though predominantly peaceful and prone to fleeing rather than fighting, its diet consists of smaller desert dwellers such as insects, scorpions, and snakes. The grit-miter lays its eggs in elevated, rocky areas to shield them from predators, particularly birds. While they don't tend to the eggs, their demeanor shifts to fierce territoriality and aggression when their young hatch.




Grunk Roll Initiative
Large Beast, Unaligned
Armor Class 15 (Natural Armor)
Hit Points 19 (3d10 + 3)
Speed 30 ft., Climb 30 ft.

STR
DEX
CON
INT
WIS
CHA
12
(+1)
16
(+3)
13
(+1)
4
(-3)
10
(-)
5
(-3)

Saving Throws DEX +5
Damage Vulnerabilities Cold
Senses Darkvision 30 ft., Passive Perception 10
Languages -
Proficiency Bonus +2 Challenge 1/2

Sticky Secretions. The grunk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+1 ) piercing damage.   Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ( 1d6+3 ) slashing damage. A creature struck by the grunk's claw must succeed on a DC 12 Dexterity saving throw or be covered in sticky secretions, reducing their speed by half until they spend an action to remove the substance.
 
Description
The grunk is a formidable desert creature, characterized by its grey and brown scales and white underbelly. Possessing powerful claws that secrete a sticky, adhesive goo, these big lizards can climb walls and cling to ceilings with remarkable ease. In the wild, grunks are known for their territorial and dangerous nature, viewing a normal-sized person as nothing more than a fleeting snack.   In the desert of The Hush, grunks are prized as mounts, though taming them is no small feat. They require careful bonding with their rider and special saddles fitted with rigging to protect from falls. The nimble and gluttonous carnivores are highly sought after, but only those who spend time connecting with the beasts find them safe to ride.




Halimina Horse Roll Initiative
Large Beast, Unaligned
Armor Class 12 (Natural Armor)
Hit Points 19 (3d10 + 3)
Speed 60 ft.

STR
DEX
CON
INT
WIS
CHA
16
(+3)
14
(+2)
13
(+1)
4
(-3)
12
(+1)
7
(-2)

Skills Acrobatics +3
Condition Immunities Frightened
Senses Passive Perception 11
Languages -
Proficiency Bonus +2 Challenge 1/2
Perfectly Trained. Any Wisdom (Animal Handling) check made to command or control the Halimina horse is made at advantage as long as the horse does not consider the creature hostile.

Halimina Endurance. Halimina horses excel at long-distance running. When traveling at a fast pace Halimina horses do not suffer exhaustion for the first 24 hours of travel. Beyond the first 24 hours, each additional day they must succeed a DC 12 Constitution saving throw or suffer exhaustion. This DC increases by an addtional +5 for each day beyond the first.   Trampling Charge. If the Halimina horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Halimina horse can make another attack with its hooves against it as a bonus action.   Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+3 ) bludgeoning damage.
 
Description
The Halimina breed of horses, originating from Leng stock, are renowned for their ability to run very long distances. These creatures stand as some of Dromaria's most coveted and valuable horses, earning a reputation for an above-average intellect. They are known for attaching themselves to their riders like faithful companions. Although Halimina horses come in various colors and sizes, one can always recognize them by the off-colored fur around their hooves and muzzles. Out of respect for these magnificent creatures, Halimina horses are never shoed, for fear of injuring or hampering them in any way.




Hurtcap Roll Initiative
Small Fey, Chaotic Evil
Armor Class 13 (Natural Armor)
Hit Points 34 (6d6 + 18)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
18
(+4)
12
(+1)
16
(+3)
14
(+2)
12
(+1)
10
(-)

Skills Athletics +7, Investigation 6
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Sylvan
Proficiency Bonus +3 Challenge 3
Death Prophet. If a hurtcap witnesses the death of another hurtcap, it consumes the misery of the dying creature, invigorating itself and gaining glimpses into the future. For the next 8 hours the hurtcap has advantage on all attack rolls, saving throws, and skill checks.  



Power through Misery. Whenever a hurtcap successfully hits with a bite attack, they gain +4 to their AC and +2 to saving throws until the end of their next turn.   Actions
Multiattack. The hurtcap makes two attacks with any combination of either its bite or dagger.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 ( 1d4+4 ) piercing damage.   Wicked Daggers. Melee or Ranged Attack: +6 to hit, reach 5ft or range 20/40 ft., one target. Hit: 13 ( 2d4+4 ) slashing damage.  
 
Description
Hurtcaps could almost be mistaken for gnomes if not for their aggressive, forward-leaning postures and vicious rows of fangs. They prefer to deploy daggers to do the dirty work, equally adept at wielding them in close combat or throwing them from a distance. Always carrying several blades, they know some small woodcraft like other caps, but mostly use it to lure in unwitting prey, prying out what they need and feeding on what remains.




  Klaxon Thresher Roll Initiative
Large Construct, Unaligned
Armor Class 17 (Natural Armor)
Hit Points 185 (18d10 + 90)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
22
(+6)
10
(-)
20
(+5)
6
(-2)
10
(-)
7
(-2)

Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 10
Languages understands all languages but can’t speak
Proficiency Bonus +5 Challenge 14
Forceful Discharge. If the Klaxon Thresher takes force or lightning damage, at the start of its next turn it releases the energy within a 10 ft. radius. Creatures in the area must make a DC 18 Dexterity saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one.   Magic Resistance. The Klaxon Thresher has advantage on saving throws against spells and other magical effects.


Actions
Multiattack. The thresher makes two claw attacks and uses its Klaxon Alarm if available.   Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 ( 3d8+6 ) slashing damage.   Klaxon Alarm (Recharge 5-6). The Klaxon Thresher unleashes a deafening alarm in a 30 ft. radius. Each creature in that area must succeed on a DC 18 Constitution saving throw or suffer 15 ( 3d10 ) sonic damage and become deafened for 24 hours. This has no effect on creatures that are unaffected by sound or those who have become deafened. Additionally, any Klaxon Threshers within 1 mile of the alarm will be drawn to investigate the source of the disruption.     Bonus Actions
Combine Extension. If the Klaxon Thresher moves at least 10 feet straight toward a target and then hits with a claw attack on the same turn, the target takes an extra 10 ( 1d8+6 ) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone.
 
Description
Equipped with an arm that works as a combine harvester and another that ends in a formidable steel claw, the Klaxon Thresher is a large construct designed for farming. They move on wide, grooved treads, with a reinforced cow-catcher designed to clear and prepare the soil. Its robust frame houses intricate machinery, optimized for agricultural tasks and defense. Found in the Blessed Fields of the Tritos Dominion, these constructs serve as peaceful field tenders, programmed to safeguard the farmlands.   However, there have been instances where they've become overly protective, attacking indiscriminately. When threatened, they emit a piercing alarm heard for miles, summoning other Klaxon Threshers to their aid.




  Mudrake Roll Initiative
Large Beast, Neutral
Armor Class 15 (Natural Armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 30 ft.

STR
DEX
CON
INT
WIS
CHA
16
(+3)
8
(-1)
15
(+2)
2
(-4)
8
(-1)
7
(-2)

Senses Darkvision 60ft, Passive Perception 9
Languages -
Proficiency Bonus +2 Challenge 3




Mudmouth. If the mudrake bites a creature, that creature must immediately make a DC 12 Constitution saving throw. On a failed save the creature takes 1d6 necrotic damage and continues to take the damage at the end of their turn until they receive magical healing.   Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) piercing damage plus 3 ( 1d6 ) necrotic damage.
 
Description
Mudrake, often called "Mud Monsters," are four foot long grey lizards and the apex predator of wherever they live. They feed on scavengers, sometimes leaving dead prey as bait to draw it in. Feared by any who come across them, their toxic bite causes near immediate necrosis.




Reclaimed Behemoth Roll Initiative
Huge Construct, Unaligned
Armor Class 18 (Natural Armor)
Hit Points 195 (17d12 + 85)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
30
(+10)
12
(+1)
20
(+5)
1
(-5)
10
(-)
10
(-)

Damage Resistances Acid, Cold, Fire, Force, Thunder
Damage Immunities Poison, Pyschic, Bludgeoning, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious
Senses Passive Perception 15
Languages Understands all languages but cannot speak
Proficiency Bonus +5 Challenge 16
Immutable Form. The reclaimed behemoth is immune to any spell or effect that would alter its form.   Immutable Existence. The behemoth is immune to any spell or effect that would alter its form or send it to another plane of existence.
Precision Aim. Being within 5 feet of a hostile creature doesn’t impose disadvantage on the behemoth's ranged attack rolls.   Vehicle. The behemoth is a vehicle capable of housing four large creatures or eight medium sized creatures. The vehicle can be driven or it can be given commands which it will obey to the best of its ability.   Actions
Destructive Pulse Cannon. Ranged Weapon Attack: +15 to hit, range 120 ft., one target. Hit: 41 ( 5d12+10 ) force damage. If the target is an object, it takes double damage.   Radial Force Pulse. The behemoth may expel its force in a 30 ft. radius. Everything within range must make a DC 18 Dexterity saving throw or take 24 4d12 force damage and are pushed back 30 ft. On a successful save the target takes half damage are are not pushed back.   Bonus Actions
Colossal Charge. The reclaimed behemoth may use its bonus action to charge in any direction up to 60 ft. Any creatures or obejcts in its path must make a DC 18 Dexterity saving throw or 24 ( 4d12 ) bludgeoning damage and are knocked prone. On a success the creatures can move to any location 10 feet of their original location, avoiding the behemoths charge. The behemoth does not provoke attacks of opportunity when charging.
 
Description
A monstrous fusion of machinery and ancient dragon souls, reclaimed behemoths are towering constructs that move on massive mechanical legs. Their draconic heads function as battering rams, while their bodies house an array of devastating cannons. Designed to resemble dragons, these behemoths serve as both war machines and mobile fortresses.



 
  Refurbished Thresher Roll Initiative
Large Construct, Unaligned
Armor Class 17 (Natural Armor)
Hit Points 100 (12d10 + 48)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18
(+4)
8
(-1)
18
(+4)
6
(-2)
10
(-)
7
(-2)

Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages understands all languages but can’t speak
Proficiency Bonus +3 Challenge 8
Magic Resistance. The refurbished thresher has advantage on saving throws against spells and other magical effects.   Actions
Multiattack. The thresher makes two claw attacks and uses its Klaxon Alarm if available.


Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 ( 1d8+4 ) slashing damage.   Klaxon Alarm (Recharge 5-6). The refurbished thresher unleashes a deafening alarm in a 30 ft. radius. Each creature in that area must succeed on a DC 15 Constitution saving throw or suffer 10 ( 2d10 ) sonic damage and become deafened for 24 hours. This has no effect on creatures that are unaffected by sound or those who have become deafened. Additionally, any Klaxon Threshers within 1 mile of the alarm will be drawn to investigate the source of the disruption.     Bonus Actions
Combine Extension. If the refurbished thresher moves at least 10 feet straight toward a target and then hits with a claw attack on the same turn, the target takes an extra 8 ( 1d8+4 ) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
 
Description
While retaining the general form of their original counterparts, refurbished threshers show visible signs of modification and wear. Their arms, one still a combine mechanism and the other a steel claw, often bear the scars of past battles and hasty repairs. Some might even have mismatched treads or a plow-front that have seen better days. The machinery within their frames buzzes and whirs, not with the pristine efficiency of a new model, but with the gritty determination of a veteran. Though lacking some of the advanced features like Forceful Discharge, these constructs remain dedicated to their purpose, serving as tireless stewards of the farmland they are assigned to protect. Their alarms, though perhaps not as piercing, still ring out to summon aid, and they stand as reliable, if not slightly unpredictable, guardians of the fields.




Shatterstaff Roll Initiative
Medium Humanoid, Lawful Neutral
Armor Class 15 (Breastplate)
Hit Points 50 (8d8 + 16)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16
(+3)
12
(+1)
14
(+2)
14
(+2)
10
(-)
12
(+1)

Saving Throws STR +5, INT +4
Skills Arcana +4, Investigation +4
Senses Passive Perception 12
Languages Common
Proficiency Bonus +2 Challenge 3
Disruption. When the Shatterstaff damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain concentration.   Magic Resistance. The Shatterstaff has advantage on saving throws against spells and other magical effects.

Special Equipment. The Shatterstaff carries a Lanyon Lantern. The lantern sheds bright light in a 30-ft. radius and dim light for an additional 10 ft. Invisible creatures and objects are visible as long as they are in the lantern's bright light.     Actions
Multiattack. The Shatterstaff makes two pike or shortbow attacks.   Pike. Melee Attack: +5 to hit, reach 10 ft., one target. Hit: 9 ( 1d10+3 ) slashing damage.   Shortbow. Ranged Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 ( 1d6+1 ) piercing damage.     Reactions
Mage Slayer. When a creature within 10 ft. of the Shatterstaff casts a spell, the Shatterstaff may use their reaction to make a melee attack against that creature.
 
Description
Shatterstaves are an imposing sight in their specially crafted breastplates, adorned with runic sigils. Each member carries a hooked pike with an attached Lanyon Lantern, a specialized device designed to reveal concealed threats. As highly trained anti-magic nationalists, they are dedicated to the eradication of what they view as the root of all the world's problems, the abuse of magic. Patrolling the Tritos Dominion, they actively seek out and suppress use of magical arts, their presence a divisive and controversial subject among the populace.




  Skulldug Nosher Roll Initiative
Gargantuan Monstrosity, Chaotic Evil
Armor Class 7 (Natural Armor)
Hit Points 214 (14d20 + 70)
Speed 5 ft.
STR
DEX
CON
INT
WIS
CHA
18
(+4)
1
(-5)
20
(+5)
12
(+1)
10
(-)
3
(-4)

Damage Resistances Acid, Cold
Damage Vulnerabilities Thunder
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Prone, Stunned
Senses Blindsight 120 ft. (blind beyond this radius), Tremorsense within the structure, Passive Perception 10
Languages Telepathy 50ft.
Proficiency Bonus +4 Challenge 9
False Appearance. While the Skulldug Nosher remains motionless, it is indistinguishable from an ordinary building.   Spirit Lure. Within a 1 mile radius of a Skulldug Nosher spirits can be found, luring intelligent creatures back to the building the Nosher possesses. A creature that encounters a spirit lure can make a DC 10 Wisdom (Insight) check to understand the spirit's purpose.   Detritus. When not maintaining its false appearance, the Skulldug Nosher impedes travel within it. When a creature moves into or within the Nosher, it takes 1d4 piercing damage for every 5 ft. it travels.   Actions
Multiattack. The Skulldug Nosher makes three attacks using any combination of its bite and debris.  
  Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 ( 1d12+4 ) piercing damage. If the creature is large or smaller it is grappled (escape DC 16) as the Nosher begins to chew on it. Until this grapple ends, the target is restrained and a creature grappled by the Nosher must succeed on a DC 16 Constitution saving throw at the start of the Nosher's turn or take 2d12+4 piercing damage.   Debris. Ranged Weapon Attack: +8 to hit, range 20/60., one target. Hit: 10 ( 1d12+4 ) bludgeoning damage.   Swallow. The Skulldug Nosher makes one bite attack against a large or smaller creature it is grappling. If the attack hits, that creature is absorbed by the Nosher, being moved around inside the structure. While swallowed the creature is blinded and restrained, has total cover against attacks and other effects outside the Skulldug Nosher, and it takes 28 ( 8d6 ) slashing damage at the start of its turn.   If the Skulldug Nosher takes 30 damage or more in a single turn from a creature inside it, the Nosher will regurgitate all swallowed creatures, which fall prone where they began. If the Skulldug Nosher dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 ft. of movement, exiting prone.   Special
Possession. At the start of the Skulldug Nosher's turn it will attempt to possess a creature that is hostile toward it, DC 16 Constitution saving throw. A creature possessed in this way is drawn deeper into the Nosher, using its entire next turn to move as far from the exits as possible. A creature possessed in this way does not take damage from the Skulldug Nosher's detritus ability.
 
Description
The Skulldug Nosher is a slow-moving spiritual monstrosity with the power to possess inanimate structures, typically found in derelict towns, farmhouses, and other abandoned dwellings. Concealed within these vessels, it deceives the unwary, luring them into eternal captivity. It is particularly drawn to locations marked by death and loss.   Once ensnared, victims' souls are added to its collection and enlisted to ensnare others. While not swift, escape from its labyrinthine interior proves exceedingly difficult. Destroying the Skulldug Nosher is the only way to free the souls it has imprisoned.




  Stonecast Revenant Roll Initiative
Medium Undead, Chaotic Evil
Armor Class 16 (Natural Armor + Stone)
Hit Points 51 (7d8 + 21)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18
(+4)
12
(+1)
16
(+3)
3
(-4)
7
(-2)
10
(-)

Skills Athletics +6, Deception +2 Damage Immunities Poison
Damage Vulnerabilities Thunder
Condition Immunities Poisoned
Senses Darkvision 60ft., Passive Perception 8
Languages -
Proficiency Bonus +2 Challenge 3
Undead Fortitude. If damage reduces the stonecast revenant 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 stonecast revenant drops to 1 hit point instead.

False Appearance. While the stonecast revenant remains motionless, it is indistinguishable from an ordinary statue.


Actions
Multiattack. The stonecast revenant makes four attacks using any combination of its bite and claw.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 ( 1d6+4 ) piercing damage.   Claw. Melee Weapon Attack: +6 to hit, reach 5., one target. Hit: 6 ( 1d4+4 ) slashing damage and on a successful hit the target is grappled.


Bonus Actions
Aggressive. As a bonus action, the stonecast revenant can move up to its speed toward a living creature it can see.
 
Description
Appearing as an unsettling fusion of stone and undead flesh, stonecast revenants possess four arms and a lower half entirely encased in stone. These ancient Malkari undead are both ravenous and clever, capable of remaining motionless as statues for years before striking. Their eerie visage is complemented by their movement, dragging themselves quickly with their multiple arms, surprising even the most formidable meals.
     
Witchling Roll Initiative
Small Fey, Chaotic Evil
Armor Class 14 (Leather Armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
9
(-1)
16
(+3)
12
(+1)
10
(-)
12
(+1)
10
(-)

Skills Acrobatics +5, Deception +2, Perception +3, Stealth +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 13
Languages Telepathy 50ft.
Proficiency Bonus +2 Challenge 1/2


Stealth Expertise. Witchlings have expertise in Dexterity (Stealth).


Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 ( 1d4+3 ) piercing damage plus 7 ( 2d6 ) poison damage.   Special
Noxious Departing. When the witchling dies, noxious fumes spread out from it in a 10 ft. radius as its body and possessions, other than metal or magic objects, dissolve. Any creature in the area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute.
 
Description
Witchlings are dark-skinned, Otherwyld creatures marked by intricate scarred tattoos and adorned with unique masks, each displaying a different design. Crafted by the insidious Mother Malign, these creatures serve as relentless assassins, often dispatched on suicidal missions to eliminate specific targets. Despite their role, the poisonous payload within them causes excruciating pain, fueling their desire for a swift end, always trying to bring their target down with them. Known for their taunting and belligerent behavior, witchlings engage in psychological warfare as much as physical.



Witchling Prodigy Roll Initiative
Medium Fey, Chaotic Evil
Armor Class 15 (Studded Leather Armor)
Hit Points 13 (5d8 + 3)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
13
(+1)
17
(+3)
12
(+1)
10
(-)
14
(+2)
13
(+1)

Skills Acrobatics +8, Deception +3, Perception +4, Stealth +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 14
Languages Telepathy 50ft.
Proficiency Bonus +2 Challenge 2
Dexterous Expertise. Witchlings have expertise in Dexterity (Acrobatics) and Dexterity (Stealth).

Actions
Multiattack. The witchling prodigy makes two shortsword attacks.   Shortsword. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) slashing damage plus 7 ( 2d6 ) poison damage.   Special
Hex. The witchling prodigy casts Hex, requiring no spell components and using Wisdom as its spellcasting ability.   Poisonous End. When the witchling prodigy dies, poisonous vapor spreads out from it in a 10 ft. radius as its body and possessions, other than metal or magic objects, dissolve. Any creature in the area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 7 ( 2d6 ) poison damage and is poisoned for 1 minute. On a successful save the creature takes half as much damage and isn't poisoned.
 
Description
Witchling prodigies tower over their standard counterparts, standing at a height of 4 to 4 1/2 feet. These elite The Otherwyld creatures are similarly adorned with intricate scarred tattoos but often have more elaborate and intimidating masks, reflecting their elevated status. Their dark skin appears more weathered, and their eyes burn brighter with hatred. Designed to be living vessels of potent toxins, the prodigies are constantly in search of a victim on whom to unleash their devastating end.


Articles under Chapter Nine: Wildlife


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