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Anthology
The collected works of countless creative minds, and years of labor, collected and
refined for ease of access to the common dungeon master
Table Of Contents
Erinyes pg.143
Ettercap pg.147
Ettin pg.149
Faerie Dragon pg.151
Flameskull pg.153
Flumph pg.155
Fomorian pg.158
Fungus: Violet pg.160
Fungus: Shrieker pg.162
Fungus: Gas Spore pg.163
Galeb Duhr pg.164
Gargoyle pg.166
Genie pg.168
Ghouls pg.172
Ghost pg.175
Giant: Hill pg.177
Giant: Stone pg.178
Gibbering Mouther pg.180
Gith pg.182
Gnoll pg.185
Gnomes: Deep (Svirfneblin) pg.188
Goblin pg.190
Golem pg.192
Gorgon pg.193
Grell pg.195
Grick pg.197
Griffon pg.199
Grimlock pg.200
Hag pg.203
Half-Dragon pg.205
Harpy pg.207
Hellhound pg.210
Helmed Horror pg.212
Hippogriff pg.214
Hobgoblin pg.215
Homunculus pg.219
Hook Horror pg.221
Hydra pg.224
Intellect Devourer pg.226
Invisible Stalker pg.228
Jackalwere pg.230
Kenku pg.232
Kobold pg.234
Kuo-Toa pg.236
Kraken pg.238
Lamia pg.241
Lich pg.244
Lizardfolk pg.248
Magmin pg.251
Medusa pg.252
Merfolk pg.254
Mephit pg.256
Mind Flayer (Illithid) pg.257
Minotaur pg.259
Lycanthrope pg.262
Manticore pg.264
Mimic pg.266
Merrow pg.268
Modron pg.269
Mummy pg.270
Myconid pg.273
Naga pg.277
Nightmare pg.280
Nothic pg.282
Table Of Contents
Ogre pg.283
Oni pg.285
Ooze pg.286
Orc pg.287
Otyugh pg.289
Owlbear pg.291
Pegasus pg.292
Peryton pg.294
Piercer pg.296
Pixy pg.298
Pseudodragon pg.300
Purple Worm pg.302
Quaggoth pg.304
Rakshasa pg.306
Remorhaz pg.308
Revenant pg.309
Roc pg.310
Roper pg.313
Rust Monster pg.315
Sahuagin pg.317
Salamander pg.319
Satyr pg.322
Scarecrow pg.323
Shadow pg.324
Shield Guardian pg.326
Skeleton pg.327
Slaad pg.329
Specter pg.331
Sphinx pg.334
Sprite pg.336
Stirge pg.338
Succubus/Incubus pg.340
Shambling Mound pg.342
Tarrasque pg.343
Thri-Kreen pg.345
Treant pg.348
Troglodyte pg.350
Troll pg.351
Umber Hulk pg.354
Unicorn pg.356
Vampire pg.358
Water Weird pg.360
Wight pg.362
Will-O'-Wisp pg.364
Wraith pg.365
Wyvern pg.367
Xorn pg.369
Yeti pg.371
Yuan-Ti pg.373
Yugoloth pg.375
Zombie pg.378
Credits pg.379
Aboleth
Introduction
Physiological Observations
Social Observations
Behavioral Observations
Intra-Species Observations
Aboleths have nothing but hate for all other intelligent life.
But they are not fools. They acknowledge and, to a certain
degree, even respect the power of gods and mortal heroes.
They also understand, however, that those other powers are
but a blink in the eye of the aboleths - in time, they too will
fade.
Aboleths are careful to hide themselves from the world
above - secrecy is paramount to protecting their plots. They
interact with the world primarily through their thralls. When
they do occasionally emerge to the world above, it is in a
terrible unveiling of power - a reminder for the mortal world
that all they know is only temporary.
DM's Toolkit
Aboleths are one of my very favorite monsters they capture Lovecraftian horror more than any
other. The key to using them, in my experience, is
to make it a slow burn for the PCs - introduce the
threat early on, but then hide it away. Drop hints
that the aboleth is watching and plotting. Have its
servants appear periodically to
harass the PCs.
And when the time comes for the final battle,
make the aboleth as terrifying as possible. Aboleths
possess intelligence far beyond mortal minds. They
will use every trick in the book and show no mercy.
And when the PCs emerge
victorious? Remind them that their victory is
only temporary and that all of their hopes and
dreams will be washed away like anthills on the
beach.
Aarakocra
Introduction
Physiological Observations
Social Observations
These lawful neutral birdmen generally occur in bands of 510 pairs mated for life (+ 1d6 young) in mountains, deep
crags, and plains regions that sit next to steep rocky features.
3-5 bands make up an aarakocra flight centered around 1-2
wing-less holy individuals- storm callers. Aarakocra cultivate
and encourage predators like giant eagles, drakes, wyverns
and large cats to make homes within the flight's range and
prey on deer, sheep, ect. The predators take the meat and the
aarakocra farm the bones. Therefore aarakocra territories
are already remote, but also become wild places difficult for
human settlement. An aarakocra's duties are to the storm
caller, their mate/chicks, the flight, and independence. They
are wary of outsiders and will consistently track movement
through their territories.
Stormcallers (Warlock class) were pushed out of the nest
to die by a more powerful sibling, but survived through sheer
force of will, cunning, and sacrifice. While young, these
individuals cut off their wings in a last sacrifice to air
elemental and spirits. The young stormcaller staves off death,
is bonded to an air elemental regaining flight, and gains
magical ability. Becoming a stormcaller is a painful, tragic
experience and to human eyes it can create aarakocra rulers
disposed to cruelty and lack of mercy but not always the case.
Behavioral Observations
Intra-species Observations
Variant Species
DM's Toolbox:
Two aarakocra males grab one of the PCs and carry
them into the air by the legs. With the help of a
third, they proceed to shake any gems, trinkets, and
jewelry loose to catch in a net. They will drop the
PC in a river or tree. Local shepherds are being
driven away or killed and their flocks taken by
birdmen. Also the weather has seen strong winds
that are destroying roofs and tall crops. Rumor has
it that high in the mountains a new stormcaller has
taken hold and wants to destroy the local town.
After witnessing a brave fight the PCs put up
against harpies/orcs/ettins, an aarakocra tosses the
PCs a crude map that points out a haven and two
local dangers.
Shattering Sheep! The PCs are caught in a storm
of dropped sheep skulls and bones. DEX save or be
knocked unconscious by the mass of falling bones.
A small band of aarakocra approaches the PCs
about helping defend an injured young roc- a holy
bird. The PCs will need to stave off attacks by
ogres/giants/orcs until the stormcaller arrives. The
roc is in pain and may attack the PCs periodically.
Pieces of the local mountainous landmark are
floating off! Rumors abound that the local
aarakocra have gems from the plane of air and are
either (a) terraforming to open a gateway or (b)
actually fighting off a slaad/undead assault by
changing the landscape for max advantage.
Angel
"I'll heal the faithful and revive those who are worthy. I'll
bring destruction upon those who deserve it and I'll carry the
ones who oppose God into death. I'll do all this and even
more. For God has spoken."
--Mikael, one of the twenty-four Solar
Introduction
Physiological Observations
Social Observations
Variant Species
Behavioral Observations
DM's Toolkit
Angels aren't only God's tools; they can be valuable
to any DM.
Did you think that the mighty Pelor shows
himself to any human just because this little being
was calling for help? Of course not, Pelor has His
own business to run (let's put aside the fact that
only being near to an almighty entity isn't exactly
"safe" and bearable by any poor mortal, without
considering the alignment of the deity).
Regardless of how your Pantheon is composed
you almost certainly need agents for your gods. In
the last section, I wrote an example based on the
Catholic religion of how you can organize ranks
between your winged beings.
A few examples with some D&D deities:
Angels of Tyr: Armed with longswords, they
guide, help and judge paladins and magistrates.
They can cast Zone of Truth at will or just perceive
every lie passively.
Angels of Pelor: Armed with a mace, they shine
so bright that you can't glance at them. They are
always near clerics, granting them healing miracles
and the power to destroy the undead.
Angels of Habbakuk: They always carry nets with
them and are somewhat translucent. They can talk
to animals and calm a sea storm.
Angels of Lolth: Their wings were ripped when
they fell, but the Dark Mother adopted them and
gave to them new wings, made of webs. They guide
the hands of assassins and help spreading their
new Mother's web of deception through whispers
in the right ears.
Wait! But Lolth isn't a Good deity!
Who cares?
I mean, if you think that your God deserve a
court of supernatural agents, Angels are a nice
choice. As long as your God hasn't an army of
fiends, demons or devils, they don't even need to
be Fallen Angels (or the Balance will shift!). They
are customizable to your God's needs! Don't stick
too much with the manuals! You need something?
Homebrew it! ;)
10
Animated Object
"Boris had just killed a Rust Monster that was guarding King
Olister's fortress. With his weapons and armor destroyed, he
thought he had no choice but to turn back. Then he found a
suit of armor decorating the dungeon. Praising the gods for
his good luck, he put on the armor and waved the nearby
sword with glee. King Olister would fall before his blade,
there was no doubt. When he reached the final chamber, he
shouted a challenge to the mad king: Fight me like a man or
die a coward! King Olister merely laughed at his challenge.
The enraged Boris charged, but the carpet sprung to life,
tripping him. Raising his blade to fight his new foe, he gasped
when he realized that the sword was no longer in his hand,
but floating a few feet away, pointed at him. He desperately
tried to jump out of the way of the blade, but the armor locked
up and actually moved him into the path of the blade. His
head decorated a pike outside King Olister's fortress the
following morning."
--Boris Learns to not Trust Animated Objects from Big
Book of Boris's Blunders
Introduction
Physiological Observations
Animated Armor
11
Social Observations
Behavioral Observations
Inter-Species Observations
DM's Toolkit
Animated Objects are one of the most versatile
monsters in the Monster Manual because they can
literally be anything. The right amount of creativity
can turn a room full of junk into a deathtrap of
deadly Animated Objects.
Alternatively, Animated Objects can be used as
to help the PCs. An animated lamp could guide a
lost party through a maze, or an animated rope
might help a traveler rappel down a wall. There
could be a very lazy wizard who decided to never
have to deal with any mundane task again, so he
made every single possession he owned into an
Animated Object, so the door opens when he
wants through, the coffee makes itself, the broom
sweeps automatically, etc. There's no limit to the
size of an animated object, so an entire ship could
be animated, doing away with the need of a crew. A
rogue, intelligent animated ship would be a deadly
scourge upon the seas. Even more ambitious, there
could be an animated city somewhere, maintaining
itself while its citizens go about their lives, barely
aware that the city is anything special.
I'm personally fond of a homebrew spell that
transfers a dead person's consciousness into an
animated object. Fun times...
12
Ankheg
Introduction
Physiological Observations
Behavioral Observations
Social Observations
Evolutionary lineage
13
14
DM Toolkit
-Darkvision, tremorsense and a keen sense of smell
means that any PCs will have a hard time hiding
from an ankheg, or sneaking up on them.
-Ankhegs become a force to be reckoned with
when they are acting as ambush predators. Make
sure that you make full use of their burrow speed
and propensity to build shaky collapse-prone
tunnels to really put the screws to a party.
-It's actually quite rare for a thing to fight to the
death in real life but clade Arthropoda is not known
for its high intelligence. Protecting a kill, its lair, or
its brood offer a great incentive in addition to more
simple blind, dumb, invertebrate rage.
-Speaking of low intelligence, some editions of
this creature have such low INT that they are
immune to certain mind affecting spells and
powers, make sure to make a note of that and be
aware that comprehension is often a prerequisite
to following an order. Giving a complex order to a
thrall does not give it a brain.
-In a number of ways the ankheg resemble ants,
but are terrifyingly larger. While the typical
depiction of the ankheg is a solitary one, turning it
into a social animal is an easy step to take. A
dungeon that resembles an anthill with larger than
life ants has a certain appeal and can be a nice
break from a more traditional dungeon. You can
use the ankheg's tunnels quite effectively given the
right context.
-Ankheg armor is also very attractive to Druids
for obvious reason. It can pose a nice macguffin for
the druid in your party.
Introduction
Social Observations
Azer
Physiological Observations
15
Behavioral Observations
Inter-Species Observations
16
Variant Forms
DM's Toolkit
Azers are the civil-engineers of the planes.
Modrons might keep a planar city's infrastructure
functional and clean, but it was probably designed
and built by an Azer. Therefore, if you need
something steam-punk or modern in an otherwise
High Fantasy campaign... Azers are the way to go.
Given their non-confrontational nature I don't tend
to use them as guardians or combatants, but they
can make for interesting low-level planar
encounters. They're also the most obvious choice
for blacksmiths in the planes.
Azers are low CR (2) and I don't like them in
groups, so I discourage aggression by having the
Azer ruin PC equipment if threatened. That's a nice
set of plate mail you have there, be a shame if
someone were to melt it down to scrap while
you're wearing it... That said they can make
excellent rewards, so if a player has grown attached
to and named their otherwise non-magical sword,
doing a favor for an Azer can make that sword be
ON FIRE. In a good way.
They needn't be confined to the Plane of Fire,
either. Perhaps some great work has brought them
to the Prime and they need help collecting material
or protecting their scaffolding. Or maybe it will
help PCs get back at that Genie who twisted a
wish, or forge them a planar gateway to get them
to a new adventure. Or a sorcerer has bargained
with an Efreeti to rent some of its Chained Azer
Slaves for the construction of his macguffin +5.
My variants are not balanced, and may prove
more challenging than the normal CR 2. Hopefully
these variants expand their usefulness or give you
ideas!
17
Physiological Observations
Inter-species Interactions
Banshee
Social Observations
Behavioral Observations
In life, banshees were those who could use their beauty and
charm to manipulate and corrupt. With these abilities taken
away, banshees now use their hideousness and frightful
powers to destroy.
18
DM's Toolbox
Although this entry is written in a generalized way,
the nature of banshees allows them to be used in a
number of ways. The main points to hit are the
malice and the wails. Even then, the wails are also
extremely variable.
Although they have set effects in the various
Monster Manuals, these effects can be changed to
create different challenges (such as raw damage,
paralysis, aging, etc.)
Banshees can be used a number of ways, as well.
They work as an end boss in a crypt or tomb filled
with other undead, awakened by intruding
adventurers. The decay they cause can be part of a
mystery surrounding a small village (is it pests? a
drought? nope, banshee). They can be used as a
living barrier or obstacle, perhaps blocking a bridge
or narrow mountain pass.
Introduction
Behavioral Observations
Basilisk
Physiological Observations
Social Observations
Inter-Species Observations
19
Basilisk Variants:
DM's Toolkit
Basilisks are moderately powerful creatures that
should present significant challenge to low level
parties. Once means of healing their spells
becomes available they quickly lose potency alone.
They can easily be scaled up for harder combat by
adding "greater" or "giant" variants with scales up
stat blocks.
They can make for tricky minions when used in
coordination with allies immune to their gaze.
Forcing party members to risk petrification or find
creative ways to mitigate a loss of vision.
Other uses include using them in traps, adding
another element of danger to common obstacles
like pit fall traps. They also make an exotic means
of execution, having a royal basilisk petrify the
guilty at which point the statue is carted away or
smashed by an executioner for a bloodless
execution.
Roleplay Situations: Basilisk prey could remain
petrified indefinitely so long as they remain intact.
The party could come across a basilisk den and
deal with the moral dilemma of reviving statues
from centuries ago. How does this affect the
victims? Their families may be dead, their county
gone, culture shocked time traveler syndrome.
One last scenario makes for a good side
question in a city. A local artisan is famed for his
sculptures. Upon investigation it's revealed he is
luring attractive young women to his home under
the guise of modeling his next piece.
They become the statue when the man's pet
basilisk petrifies the victim.
20
Behir
Introduction
Physiological Observations
21
Social Observations
Intra-Species Observations
22
Variant Species
DM's Toolbox
Behir are an interesting fight with their capture a
member fight the rest tactics and are unlikely allies
in a fight against a dragon. Here are a few scenarios
you can use them in.
Challenging monster fight
Challenging Ambush
Unlikely ally in the coming fight against a dragon
Livestock disappearing down a whole every few
weeks.
23
Beholder
Introduction
Physiological Observations
24
Social Observations
Intra-Species Observations
Variations
25
DM's Toolbox
As a DM beholders are a fun villain. They are
powerful beings on their own but more powerful in
their lair and surrounded by their allies. Beholders
are also very intelligent and political and can make
for a good amount of fun and intrigue. There's
many ways to use them, heck why not an evil
campaign run as thugs for a Beholder boss?
26
Blight
Introduction
Physiological Observations
Blights are plants that have been tainted with evil. They have
the form of the plant they are corrupted from, but a dead
version of that plant. So twig blights look like a small, drying
stick; needle blights look like a dead bush; vine blights look
like a span of decaying vines.
When motionless, they appear as dying plants and are
generally unperceivable as different from a mundane version
of that plant, but when closely inspected, they have features
that are reminiscent of humanoid faces, although most lack
speech. Most are bipedal with legs formed by a split trunk.
Their color always resembles an unhealthy plant, and is
usually brownish, although very occasionally, one will retain
green spotting.
Social Observations
Behavioral Observations
Inter-Species Observations
DM's Toolkit
Blights as listed in the Monster Manual come in
three forms (CRs 1/8, 1/4, and ). This CR range
restricts them to lower level minions protecting a
stronger central evil force. The Gulthias tree, can be
presented as an uber-trap type encounter
surrounded by blights as minions.
While PCs quickly outgrow blights, the needle
blight is particularly suitable for advancement. It
has no traits that inherently affect CR, so advancing
it is merely a matter of adjusting AC, hps, to hit and
damage to coincide with the listing on Dungeon's
Masters Guide p.274, and probably adding 1-3
Legendary Resistances to make it more survivable.
So need a CR 10 minion of a BBEG: AC17 (natural
armor), HPs 198 (36d8+36), to hit +7, Dmg 63
(18d6), Legendary Resistance (1/day)
27
Bugbear
Introduction
Physiological Observations
How boogiebears 're made? Y'see, when a very ugly bear and
a very ugly hobgobbin love each other very much...
Borden, human peasant and 'boogiebear expert'
Bugbears are almost universally incredibly tall and
muscular, the smallest of them being the size of an average
human, and the largest being 6 or 7 feet tall. In some ways,
they simply resemble bigger hobgoblins: They stand upright,
they have sharp, triangular ears, and have rather big teeth as
well. However, they also sport numerous bearlike features,
such as claw-like nails (Who aren't quite large enough to
effectively be used in combat), a bear-like nose and a coat of
shaggy fur covering most of the body, barring the face. The
fur is thickest and darkest around the face, and the color of
the fur usually matches the creatures' skin colour, ranging
from pale yellow (for bugbears living underground or in cold
regions) to dark orange (For those living in warmer, more
sunny climates). Despite their rather large size, bugbears are
very agile and above all, incredibly stealthy. The perfect
combination of brawn and subtlety, bugbears are capable of
one moment sneaking silently up on an unsuspecting foe, and
crushing them to pulp in the next. Unsurprisingly, bugbears
are incredibly talented hunters.
Bugbears typically wear sparse (or no) clothing stolen from
smaller humanoids, which they do not tend to wash. They do,
however, make sure to keep their fur relatively clean by
bathing in rivers or lakes occasionally, but not more than
practically necessary. As such, bugbears tend to smell a lot,
their clothes even more so. Bugbears tend to care little for
looks and appearance, but some of them do occasionally
groom the mane of fur surrounding their faces, giving the
illusion of bugbears having hair and beards. In reality, the two
are one big mane. Both genders have the same amount of
facial hair, and there is little difference between male and
female bugbears, though the females tend to be slightly
larger. As such, other humanoids (including other goblins)
usually have a hard time discerning a bugbear's gender.
28
Social Observations
Behavioral Observations
Inter-Species Observations
DM's Toolkit
Didn't see that one coming did you?
Laughing, sadistic DM playing bugbears right.
Bugbears are the perfect creatures for
ambushing the players with brute force when
they're the least prepared for it. Incredibly strong
and incredibly stealthy, a team of bugbears
ambushing the PC's dead at night while they're
sleeping without their armor on is sure to scare the
living hell out of them if done right, and likely
cause them to flee without most of their
belongings. The fact that these creatures usually
hunt in packs and that one of them is likely
stronger than the others makes them even more
terrifying.
A bugbear sneaks like a cat, takes hits like a tank
and gives hits like a truck. With both its Brute and
Surprise Attack abilities, a Morningstar hit from an
ambushing bugbear is going to hurt. A lot. A
Morningstar hit from five ambushing bugbears and
one ambushing bugbear chief is going to cause a
world of pain. And after the ambush, the bugbears
will still be able to hold their ground very well in
open melee against a weakened and terrified party.
Simply using bugbears as stand-in big brutes like
ogres or orcs is doing these monsters a huge
disservice, for the true and terrifying strength of
the bugbears lie in their ability to deliver really
hard-hitting ambush blows, giving them a rather
big edge in the following melee combat where they
continue to hit hard.
30
Bulette
Introduction
Physical Form
Life Cycle
31
Mysteries Remain
DM Toolkit
There is so much we could say about the Bulette. It
is a D&D original: One of the first monsters
created specifically for the game way back in 1st
edition alongside the likes of the Owlbear and Rust
Monster. It's been in every edition since and it
remains an awesome monster for a DM's toolkit.
32
Bullywug
Introduction
Physiological Observations
Social Observations
Behavioral Observations
Inter-Species Observations
33
DM's Toolkit
Historically, there was some variation in bullywugs
presented. However, 5th Ed has only a single
statblock. It is a CR 1/4, so PCs outgrow it as a
challenge fairly early. The bullywugs' aquatic nature
can make for some interesting escape/chase
underwater encounters on to level 3 or 4, but that
is the limit of bullywugs as challenges for PCs.
Advancing bullywugs is possible, since they are
humanoid. They present a decent platform for
adding expected improvements.
Bullywugs make for interesting roleplaying
encounters as the bullywug tries to figure out if it
is the dominant or submissive. And even after the
roles are established, bullywugs complete
commitment to one role or the other often makes
for an interesting social encounter for players who
are used to negotiating as presumed equals.
34
Cambion
"Of course. All those mortal women swooning over gallant pit
fiends. All those golden-hearted succubi blushing as men kiss
their burning hands. My darling, let me tell you a secret:
devils don't love."
--Lorcan, half-devil son of the succubus Invadiah, formerly
the most powerful erinyes of the Nine Hells
"No matter how often I asked her, my mother only spoke of
him once: lavender-skinned, alluring but marred by selfinflicted scars, hair like fresh cut mahogany, deep orange eyes
that smoldered like dying embers, with a fiery temper and
cruel streak to match. I am lucky a penchant for piercings
was the only habit I inherited."
--Aurelian Shackleborn, tiefling paladin of Sharess
Introduction
Physiological Observations
Glabrezu
The only form in which yochlol can mate with a mortal is that
of a female drow. As such, a cambion birthed from this
creature appears as any other drow, though they are often
chosen by Lolth to become powerful priestesses and agents.
Glabrezu
35
Baatezu (Devils)
Ultroloth
Night Hag
Arcanaloth
36
Social Observations
Interspecies Observations
Behavioral Observations
37
DM's Toolkit
Cambions should be as fleshed out and complex as
your player characters. They've had a rough go of it,
they deserve something.
They can fit into any sort of campaign, whether
as a minor villain, an agent to an important NPC,
even as a quest-giver. When inserting a cambion
into your world, ask yourself the same questions
your players should know about their characters.
Where did they come from? How did they get
here?
What are my cambion's goals, and how do they
plan to achieve them?
Who was their mortal parent?
Who was their fiendish parent?
Are either alive?
What role does the fiend play in your world?
Are they important and/or central to the plot?
Choose a specific race of fiend and let that guide
you in creating the cambion's appearance.
How active are fiends in your setting?
Subsequently, how rare does that make
cambions?
Are there enough to encourage you to open
them up as a player race, using modified tiefling
rules or something of your own design? More than
just a combat encounter or obstacle for the players
to overcome, create a living, breathing entity in
your world; cambions can easily be movers and
shakers.
38
Carrion Crawler
Social Observations
Physiological Observations
Behavioral Observations
Introduction
They are not intelligent. They are not cunning. They are
simply driven.
Carrion Crawlers have one thing, and one thing only, on
their minds at any given time: eating. The only time they can
be considered relatively less dangerous than usual is when
they are in the process of eating a fresh kill
(Whether it's their own or if they simply killed whatever
was there first is inconsequential). In these circumstances,
they are wholly concentrated on their meals. That being said,
they should still be given a wide berth, as they will
immediately lash out at anything that disturbs them during
their meal, and it should be noted that they do not have to be
looking directly at a potential victim for their paralyzing
tentacles to score a hit.
They are instinctively drawn to any kind of dead meat,
sometimes detecting it from miles around. Though they
generally prefer to stay underground, where it is easier for
them to catch prey, sufficient amounts of dead bodies have
been known to coax large numbers of carrion crawlers to the
surface. Examples of this phenomenon include the aftermath
of large battles between kingdoms and the ritual group
suicides of some fringe religious cults.
39
Inter-Species Observation
DM's Toolbox
Carrion Crawler's don't have the cunning to be the
main foes of any situation, nor are they common
enough to be randomly encountered while strolling
from point A to point B. They are, however, useful
for creating those Oh Fuck This Just Went From
Bad To SO Much Worse situations. For example:
A fortified city has been under siege, which the
PC's have just broken. But now carrion crawlers
have showed up, attracted by the bodies. Even
worse: pregnant ones. The city is now under
another, more accidental siege, as no other nation
wants to wade into the birthing slaughterfields of
the crawlers.
Upon retrieving the magical McGuffin from the
deep underground lair of Badguy McEvil, they
emerge from the boss' chamber to find a carrion
crawler feasting on one of the minions they killed
on the way in. A nature check will reveal that by
now, the pheromones have been released. More
carrion crawlers are on their way, and this one is
still blocking their way out.
They also make for good pit creatures. Does your
evil wizard have a trap door to drop your PC's in?
Throw in a carrion crawler! Hell, throw in two!
40
Centaur
Introduction
Physiological Observations
Social Observations
Behavioral Observations
Inter-Species Observations
41
DM's Toolkit
Centaurs can and should be used in great variety.
From the singular titans of Greek mythology, to the
roaming clans seen in more modern fiction. The
singular ones can be done by boosting the stats of
the base centaur, and can make great damsel in
distress quest bosses.
Centaurs don't have to just be man-horses. Why
not use orcs, dwarves? How about half dragon half
ogre centaurs!!!! You could use the same base stats
but with a new and interesting coat of paint.
They also offer a perfect chance to have a prickle
NPC, one given over to long flowery speeches also.
Perfect for having fun with your players. They can
also be used in adventures that don't necessarily
need a bloody ending.
What if your heroes are required to sit in on a
Centaurs debate on whether they should trade with
a town of elves?
Just remember they are smart, they are prickly,
and when riled to war they are bloodthirsty.
42
Chimera
Introduction
Physiological Observations
Social Observations
Behavioral Observations
43
All chimeras prefer to toy with their food rather than just
going for a kill. They like to swoop down on their prey,
crippling them with horns, teeth or breath weapons, then
leaving the target to bleed. In some cases chimera have been
known to let their prey limp away for hours or even days just
to savor its death. Most chimeras are also willing to flee if the
prey is too strong for them. They will leave to lick their
wounds and survive to hunt again.
Inter-Species Observations
DM's Toolkit
Chimeras are more than just monsters on a random
encounter board. They are fierce, territorial
predators who are willing to flee and regroup to let
a party think they are safe. These monsters make
for great enemies for low to mid-level campaign
when you need an encounter to really feel
dangerous. Don't forget, we have myths about this
thing for a reason. Chimeras are terrifying image
that should be steeped in contradicting legends
about its bizarre creation. It can really provide you
an opportunity to dive into some lore and help
make your campaign feel even that much more
real.
44
Chuul
Introduction
Physiological Observations:
Social Observations:
45
DM's Toolkit:
Chuul are typically limited to their environment and
rely on their ability to impose advanced hunting
tactics to ambush their prey. You want to embrace
these tactics and show how potent these hunters
are. Typically, Chuul will be strong physical
combatants who fight by grabbing and piercing
their target with their enormous claws. After the
unfortunate victim was trapped within the strong
grip of a Chuul's pincer, it was either simply
crushed or brought towards the creature's mouth
tentacles, which grasp and exude a paralytic
secretion. A Chuul would normally try to always
have one claw free during combat, so that it could
deal with any other opponents that might try to
interfere. If facing a large number of foes, it would
drop a paralyzed or dead victim before moving
onto the next attacker.
Much like a number of other aberrant creatures,
Chuuls can have psychic abilities. However, it is
unusual for a young Chuul to have access to such
powers, instead they would gradually become able
to exude psychic static as they aged. Older and
larger creatures are able to emit a psychic moan
that weakened resistance to psychic attacks and
use a psychic lure to draw victims towards it.
Chuuls are also able to see perfectly well in the
dark, are very alert, and have an innate immunity to
poisons. They can act as sentries to a Mind Flayer
colony, guardians of ancient treasure or ruins
containing rich history, or take a more hive mind
approach under the servitude of a returning
aboleth.
Using their susceptibility to mutations, Chuuls
can also become larger foes armed with a number
of Psionic abilities under the influence of your
BBEG.
46
Cloaker
Introduction
Physiological Observations
Social Observations
47
Inter-Species Observations
Behavioral Observations
49
Cockatrice
Introduction
Physiological Observations
50
Inter-species Observations
Variant species
51
Couatl
Introduction
Physiological Observations
52
Inter-Species Observations
DM's Toolkit
In most cases, couatls are not in the foreground of
a particular setting. They make good occasional
patrons for characters, and even at times allies
against particularly powerful evil foes. They are
incredibly rigid in their lawfulness, and although
they will not often come into conflict with good
parties, they may disagree with their motivations or
actions if they are not in line with the couatl's
mandate.
In lower level games, couatls can be used as
quest goals - rumours of winged snakes prompt an
investigation in order to utilize their knowledge
and wisdom, and possibly then resulting in the
couatl taking the party under its wing (pun
intended) and sending them off on quests to aid its
own conflict with evil forces. At higher levels,
coatls can be treated more as equals to the player
characters, and can be used as a powerful NPC in
particularly difficult encounters.
A couatl will flat out refuse to aid a party with
evil or reckless characters, even going so far as to
recruit a force of defenders for itself and even
engaging them directly.
As noted above, it is very rare to come across
more than a single couatl - a gathering is sure to
foreshadow a terrible event, or that the forces of
evil are particularly concentrated in that area.
Treasure wise, the gift of a feather by a couatl
can be used to contact and even summon the
individual from which was taken, though only if it
was freely given. Feathers otherwise taken are
worth a small fortune anyway, but have no
remarkable properties. Couatls don't tend to horde
any other items, as they view the accumulation of
wealth as a path to corruption.
53
Crawling claws are hands that have been taken from the dead
(or the unfortunate living) and infused with necrotic energies
to animate them with unnatural life. Totally devoted to their
creators, crawling claws make excellent maids, butlers,
servants and -in a pinch- men-at-arms. Often chosen as the
first project for aspiring necromancers for their ease of
creation and the assistance they can provide towards the
fulfillment of more ambitious goals.
Physiological Observations
Behavioral Observations
Crawling Claw
Introduction
54
Social Observations
Intra-Species Observations
Variants
Bigby's Nightmare
DM's Toolkit
While mildly creepy and certainly quick, the single
basic crawling claw should pose little threat to
even a level one adventurer. Sending a half dozen
so at a time against a beginner party might be the
undead equivalent of the goblin raiding party. For
higher level adventurers, variant claws or hordes of
hundreds of basic claws using swarm rules might
provide a more suitably terrifying challenge.
Adventurers should see crawling claws as a sign
that necromancy already has its talons set into a
place, and that the source of the creature will be
somewhere in the region. Not far behind the
crawling claw scouts will be the more durable
variants, as well as the skeletons, zombies, ghouls,
etc. that usually make up the bulk of a
necromancer's minions.
55
Cyclops
Introduction
Physiological Observations
56
Social Observations
Inter-species Relations
DM's Toolkit
Cyclopes' tendency towards isolation means that,
in the absence of some external force, they should
rarely be an issue for settled communities. They
can, however, be used to great effect on travelling
parties, where capture by a cyclops can be a nicely
self contained, albeit clichd, session, or as signals
that something has upset a previously existing
balance.
An adolescent cyclops was sighted moving
across the countryside in the direction of a sizable
town. The party must find a way to stop it before it
cuts a bloody swathe through the outlying farms
and threatens hundreds of lives.
Several fully grown cyclops have come down out
of some forested hills and claimed a fertile valley as
their own lands, despite it being currently inhabited
by several human communities. When questioned,
they say that something has been killing their
sheep and is too stealthy for them to catch.
The party stumbles across the lair of a cyclops,
which proceeds to politely offer them cheese. He
asks with all courtesy whether they would be so
kind as to deal with the bandits which have been
plaguing the town from which he imports his wine,
as he cannot afford to leave his herd for so long.
Elder Cyclops
57
Darkmantle
Introduction
58
Physiological Observations
Social Observations
It gets along well enough with its own species, they are
seldom seen fighting over territory or food, but often prefers
to be alone or in small groups, though there are some that
grow to a good number, as long as there is food in steady
supply their population seems to grow and they stay where
they were born. Not a pack animal by any means but has an
observable intelligence similar to that of many basic animal
companions. I have personally witnessed almost a score of
the beasts descend onto a battle with some Orcs and only the
party that I was travelling with was attacked, suggesting to
me that these beasts could be tamed. If not well enough to
handle direct commands they can very well be taught what to
eat and who to leave alone. There are even records of the
creature working in tandem with several of its brethren to
take down larger and more dangerous prey. Anywhere you
see larger clutch of the beast beware, there could be even
larger creatures waiting nearby.
Behavioral Observations
DM's Toolkit
These would be creatures to fear for peasants and
low level NPCs but an adequately leveled party
should have little difficulty unless it is a swarm.
With very little in the way of special abilities their
main use is in surprise attacks or ambushes where
the creatures the party is fighting have trained
them. Fighting goblins when suddenly darkmantles
show up could be a terrifying proposition for many
a party.
As it can attack no one else but its victim once
attached they are best thrown at the party either in
small groups or with other creatures nearby,
though one could be a good surprise to catch the
party unaware.
Obviously their specialty is surprise attacks,
most often their darkness spell is used just before
grabbing onto a prey leaving them even more
unaware of what just happened to them but it
could easily be used for other reasons if the need
arises. It has its limits though, as Darkness can only
be cast once a day and is only a 15ft radius but, as
with all supernatural darkness, darkvision is useless
against it which could leave party members
groping in the dark trying to help their party
member.
It is a very versatile predatory animal excellent in
anywhere dark, making effective use of the
darkmantle should be simple for any DM, they
appear in numbers anywhere from solo up to 1520 commonly so feasibly they could pose a threat
to even a midlevel party in large enough numbers.
Especially if you have them work together. As
suggested in this post you could easily have one
grab a head and the others latch onto other places
on the body and attack in tandem (as of 5e they
gain advantage when attacking people they are on)
leading to a deadly combination.
Use them sparingly however as if you put them
in every cave the novelty of the surprise will wear
off quickly and the party will begin to expect them
to be everywhere.
Intra-Species Observations
59
Death Knight
Even the most righteous men can fall into darkness. I couldn't
believe it was him, not Miltiades. For so long he was a pillar
of goodness, but in the end hate overtook him. Even as I write
this his eyes, seething orbs hate, peer into my very soul
chilling me to the bone. He must have some honor left,
otherwise he would've killed me by now.
-- A note found on a skeletal warrior outside of the Ruins of
Raudor.
Behavioral Observations
Introduction
Physiological Observations
Inter-Species Observations
Social Observations
Death Knights are dark and brooding, their minds lost to the
hate that consumes them. Death Knights are not welcome
among the living so they often surround themselves with
undead that are capable of complex thought. Skeleton
warriors, wraiths, and wights often make up the retinue of
the Death Knight.
As they gather forces Death Knights are forced to remain
on the move, otherwise an army of the living would be
brought upon them and ruin their quest for vengeance. A
Death Knight might take command of a ruined castle, or it
might claim a fortress from its inhabitants. If conquest is
what drives the Death Knight, captured lands might turn into
the beginnings of the Death Knight's empire.
The majority of Death Knights work alone as great leaders,
although sometimes they will join forces with a greater entity.
Death Knights who transformed unwillingly will most
certainly attach themselves to someone with great power and
initiative. This person of power can be a Lich, a vampire, or
even a mortal that holds great sway over the undead. A Death
Knight will hold true to its commitments for years, centuries
even, but as time progresses a
60
DM's Toolkit
During conception Death Knights drew a lot of
inspiration of J.R.R. Tolkien's Ring Wraiths. As a
potential plot hook you might be able to say that a
group of Death Knights were created by a supreme
dark lord in order to fulfill a dark brand of justice.
Another option is to use a historical leader such
as Genghis Khan. The Death Knight could be the
leader of an undead army that is sweeping the
world converting the dead into undead or even
great warriors of the land joining forces with the
Death Knight as a better chance of survival.
Demilich
Introduction
Behavioral Observations
Intra-Species Observations
Again, a demilich will tolerate those who it can rule and those
who it sees as intelligent. However, failure is little tolerated,
death is swift, and punishment can be multi-generational
after all, the undead see time very differently.
Physiological Observations
Social Observations
Behavioral Observations
61
DM's Toolkit
Below is a table for the quick generation of
demilich for your campaign. I think the most
exciting idea that the demilich is a part of a council
used by a powerful guild to maintain its standing.
The guild could be at the heart of a city have many
twists and turns.
Lich
1d10 Skull
Creation
Tomb
Slaad
5-6 Yuan-Ti
Center of
criminal
organization
Craved Eternal
Power
Powerful family
crypt
To serve
Center of a maze
guild/cult/kingdom
Other points:
A demilich might make a good puzzle monster. In that the lich
will be very protected since it is immobile. A good campaign
might be just piecing together the lich's deeds in life and
death to figure out how to beat it.
A group of demilichs are like a hard drive. They are created
to store very important information. A magic society could
have created them as an eternal storage place for all 9-level
(and beyond) spells. Only those rising high in the organization
can access them without harm.
Maybe on that same note, what if there is an apocalyptic
situation where PCs have to uncover a demilich in order to
restart society. As the lich is fed souls it remembers items and
enemies the players need to obtain and defeat.
However, the as the lich powers up its starts its own
schemes.
62
Demons
Introduction
This is a story about the demons behind the Blood War, also
known as the "True Tanar'ri." Is it a true story? None can say.
In the infinite depths of the abyss, even truth itself becomes
warped and mangled beyond recognition.
Perhaps it is best to say that it is one potential truth, and
leave it at that.
The story is a tragedy, and the tragedy is time. In time, all
things change and evolve. It is said by some that humans are
descended from apes, just as kobolds are descended from
lizards and merfolk are descended from fish. If that is the
case, and we have truly evolved so much, think about what
our species might look like a billion years from now. And
think about what other creatures might have looked like a
billion years before now...
A billion years ago, or so the story goes, there was a society
of creatures very much like our own. They were masters of
magic and technology, particularly as relates to the
connection between the body and the soul. At their society
advanced, both magically and scientifically, they discovered a
way to defeat death itself, by anchoring their souls into their
own bodies. Imagine a society spanning multiple dimensions
- a society where nobody could truly die unless they chose to
do so. For a time, it was a utopia - at least for them.
Physiological Observations
63
Social Observations
Inter-Species Observations
64
DM's Toolkit
Demons are creatures of dread, and any adventure
involving them should have elements of horror in
it. I took a different approach to the horror aspect
by making demons more relatable. In this reenvisioning of demons, they began as freedom
fighters who were willing to do whatever it took to
achieve their version of 'freedom' - and lost their
humanity in the process. This can make them a
great allegory for PCs that have similar goals. For
example, a group of PCs using guerrilla warfare to
fight an evil government might use increasingly
brutal tactics to combat their adversary,
rationalizing that "the ends justify the means".
Meeting a true tanar'ri, they might see the logical
end result of such an approach.
The 'harvesting' angle also gives certain logic to
demonic behavior - they consider themselves
'artists' and mortals are their paint. The film
"Jeepers Creepers" gives an example of how this
may be used, as it depicts a demon that goes on a
killing spree to create the perfect body for itself.
Devils
Introduction
"So mortals, you've reached my lair. Did you enjoy your trip?
No? Didn't think so. Since I'm in a generous mood and you've
impressed me by making it here alive, well more or less alive,
I'll offer you a deal. Anyone who kills another member of your
troop will be allowed to beg for their life. And because I am
so benevolent I'll only take your soul before I throw you out.
Now, mortals dance for my entertainment... Show me your
pained expressions ... Gut your friends ... keep your miserable
existence ... Fight! ... Slaughter! ... Beg!"
--Tale told by a broken ex-adventurer, Nuva Lidon, about
their venture into the lower planes and their hunt of the pit
fiend Merlach.
Physiological Observations
Social Observations
You've had your time with my gift, musician, now it's time to
pay the prize. So why don't you tell your guard dogs to lower
their weapons before they hurt themselves. ... Listen carefully
mortals. While I don't mind crushing you like insects, it is bad
for business. Besides even if you did manage to kill me it
wouldn't get you out of your contract. What? Why the
surprised look? You think you're the first to try and weasel
your way out of a deal? Human arrogance never seizes to
amaze me.
-Telling by a group of mercenaries about their encounter
with a devil.
Devils have a very strict social hierarchy headed by
Asmodeus. Every fiend heeds his call, be it directly or
indirectly, there is no escaping his rule. His absolute rule is
caused by his ability to reshape any fiend's form at will. Each
layer of the Nine Hells other than the ninth is ruled by an
archdevil, creatures whose existence is an even larger
mystery than other fiends. The Layers and their current
rulers are as follows: Avernus ruled by Zariel,
Dis ruled by Dispater, Minauros ruled by Mammon,
Phlegethos ruled by Belial and Fierna, Stygia rule by
Levistus, Malbolge ruled by Glasya, Maladomini ruled by
Baalzebul, Cania ruled by Mephistolpheles and finally Nessus
ruled by Asmodeus. There is mention of other archdevils
however they don't seem to currently be in power.
Even though it isn't in their nature the creatures all adhere
to the hierarchy. The foremost reason being that the benefits
far outweigh the discomfort suffered. Superiors and
underlings can always count on each other's support.
65
Intra-Species Observations
66
DMs toolkit
Full disclosure: I absolutely love devils. I love
roleplaying them. I love offering tempting deals to
my party. I love how sly they are. They are amazing.
Think evil salesperson that is really good at his job.
Before I say anything else I need you to know
that my researcher was wrong about one thing:
Devils do not mostly keep to themselves. They love
screwing with people: corrupting, misleading,
causing pain and so on.
In combat they are ruthless and give seasoned
parties a run for their gold if you use their cunning
yet ruthless nature. Remember they would go for
the kill unless they think they can take captives to
torture into giving up their soul. I'll go into
specifics for each of them in the individual posts.
But more important is the roleplaying aspect:
You can have them approach the party when
things are looking very bad, offering a way out for a
price. Usually this price would be a soul but I've
used smaller things like specific favours
(desecrating a church for example). The devil
would offer these smaller deals to gain trust as part
of their long con. It's important to remember that
devils are very patient, after all they're immortal.
You could have a devil (of appropriate level)
ruling a kingdom through a proxy king trapped by a
deal. This should create a rather large quest line
since devils are schemers and wouldn't be found
out easily. So be wary if you add this to your world
be prepared to be stuck with it for some time.
If you want a more straight-forward way of
incorporating devils into your campaign you can
use a roving band of devils that are abducting and
torturing people. Still they would be stealthy about
it so reports should just be missing persons and
strange screams coming from a certain place
(being the lair).
I just want you to use them. Discover the joy of
being a cunning sadistic horror. Just do it!
Devil: Erinyes
Introduction
Physiological Observations
DM's Toolkit
Erinyes are some of the most badass monsters in
mythology. But their presentation in the Monster
Manual is honestly a little... bland. They boil down
to Flying lady with poison weapons. And maybe a
rope. No flashy powers, no spells. So if you want to
make Erinyes memorable, the first thing you need
to do is paint them right. Probably the best known
depiction of the Furies in mythology is Eumenides
by Aeschylus. It's said that when the play was first
performed, the depiction of the Furies was so
terrifying that pregnant women had miscarriages.
That wasn't an idle line I just threw in there for
nothing. I've always seen them as weeping tears of
blood. Can't remember where I picked up that
detail, but I love it, and it adds that little extra
horrific element that pushes things beyond, Lady
with a bow and sword to Holy crap, we do not want
to mess with this chick.
If you want to give an Erinyes a little more
supernatural edge, try giving them some kind of
fear-based power, especially one that torments the
target with guilt. It fits well with their role as
pursuing tormentors.
The line about Erinyes being reshaped by Pit
Fiends was my own invention, but also in keeping
with the general theme. Nothing says scary like
being chased across the planes by a girl you
murdered, weeping blood and screaming your guilt
for all the worlds to hear. If you take DMing cues
from the school of Dungeon World, feel free to ask
your players a question along those lines: What
woman from your past fills your character with the
greatest sense of dread or guilt? Just file that away
for a few sessions, and then drop an Erinyes on
them wearing the face of their bitter ex. It'll go over
great, I promise.
67
Dinosaur: Allosaurus
Introduction
Physiological Observations
68
Social Observations
Intra-Species Observations
Variant Species
70
DM's Toolbox
Allosaurs despite being CR 2 in 5e could pose a
challenge to any level of group. Their reliance on
the pack makes them cunning like wolves and they
can admit defeat. Here are some possible scenarios
As the quote farmers losing live stalk to an Allosaur
pack, eradicate the dangerous predators before
they start to find more reason to jump out of the
wood.
A journey through Allosaurus territory that could
change based on how the encounter goes
A lone Allosaur simply trying to avoid a kill crazy
party
A frustrating fight for a high level party where
they keep getting surprised and attacked but
without the ability to retaliate effectively.
Dinosaur: Ankylosaur
Introduction
Physiological Observations
Social Observations
71
Intra-Species Observations
Variant Species
72
DM's Toolbox
Ankylosaur are a good creature for mounts if done
correctly as they can create some interesting
moments for their stubbornness. Here are some
possible scenarios:
Confrontation where a mounted Ankylosaur
won't back down from a fight with an over
matched foe like a dragon?
Aggressive old Ankylosaur that doesn't like
people as it learned the hard way not to trust
humanoids
Maybe RPing the budding relationship between
rider and mount
hunting a population for good armors and
materials made out of the durable back plates.
Dinosaur: Deinonychus
"These beasts are unlike any creature I've seen. They are
swift as a deer but strong as a lion. When I look into their
eyes, I see them thinking...reasoning."
-- M'ul Doon, Jungle Huntsman
Introduction
Physiological Observations
Social Observations
Inter-Species Observations
DM's Toolkit
Dinosaurs as a whole provide "exotic" flavor to a
region. They are good for creating a brave new
world type setting or making a landmass feel truly
wild.
Deinonychus are good encounters for mid level
parties traveling the jungle. They attack fast and
without warning, have large bonuses to spot and
hide, and are not mindless. They ambush and
retreat, call for reinforcement and attempt to flank
are target weak individuals. Played smartly they can
bring fear to an ill prepared teams.
There are no official stat blocks for Deinonychus
in 5e as of yet, but several homebrew alternatively.
In older versions they are usually included in the
Monster Manual. Adults are medium, hatchlings are
small, and an Alpha can be scaled up to large to
pose greater threat.
Behavioral Observations
73
Dinosaur: Plesiosaur
Introduction
Physiological Observations
74
Social Observations
Intra-Species Observations
Variant Species
75
DM's Toolbox
Plesiosaurs are something fun for a water or costal
adventure to mix up a campaign. Dinosaurs are
typically seen as a setting on their own but they can
be integrated into any campaign. Here's a few
sample encounters below to jog your imagination:
Long sea voyage, lookout on the crow's nest
spots weird poles in the distance that disappear.
Then suddenly, the cabin boy disappears moments
later.
Deadly encounter in the water with a wide jaw
that's mistakenly capsized your ship
A fun tip toe through the beach and a pod of
sleeping long necks
Polar adventure with a weird frozen breathing
mass of black creatures.
76
Dinosaur: Pteranodon
"The town council didn't pay heed to the druids who warned
us about the reduced amount of seagulls. They advised we
double up on crossbowmen on the walls because of less
seagulls! We were glad that there were less of those pests
around!"
-- Mayor of Seaside Town
Introduction
Physiological Observations
Social Observations
77
Once they reach adult hood they go looking for a mate in the
flock for a suitable match. The males show off their bright
crests and colors to the females in hopes to impress them. If
a female accepts they will stay together until death. The male
displays by landing in front of a ground female and shaking
his head vigorously to display the prominent crest and colors.
A female will accept by returning the display after waiting for
time to decide or simply reject by flying away. Occasionally it
will take time mates to be found and singles will build their
own nests on the outskirts of the flock until a mate is found. If
a mate is killed or dies they start the mating process all over
again although it's harder for older males to attract females
as their colors start to dim with age.
Other flocks if ran into are simply ignored as Pteranodon
are normally only concerned for food and if there's not
enough to go around a flock will simply leave.
Variant Species
78
DM's Toolbox
This guide assumes an integrated world of
dinosaurs and regular monsters. In this case
Pteranodon are a far rarer occurrence than that of
what would usually inhabit their habitats. Below are
some ideas for using Pteranodon in your campaign.
A large flock of Pterodactyl has taken over the
cliffs near a town driving the seagull population
away. Children have started to go missing
Rhodaran are fleeing the forests inciting stories
of clouds devilish bats to nearby villages. What
could be driving them off?
A dwarven kingdom under the mountain has
stopped trading for fear of confronting the new
mountain residents the Quetzalcoatlus.
A craftsmen looking to make better leather
employs adventurers to harvest Pteranodon leather,
none have returned thus far.
Dinosaur: Triceratops
Introduction
Physiological Observations
Social Observations
Inter-Species Observations
DM's Toolkit
Triceratops are fun monsters, being a good way to
introduce a more "wild" region. They can make for
supreme mounts for players at high levels, and
overall are a fun creature to replace animals like war
elephants when the setting calls for it. Overall it's
hard not to place Triceratops into any tropical
setting, but they hold little place in more
northernly climates.
Behavioral Observations
When the God's made this creature they invoked some small
mercy upon the rest of us. The triceratops is an herbivore,
content to spend its days grazing on low growing shrubs and
other vegetation. And indeed it does, spending over 12 hours
a day simply feeding in order to sustain its great size. Water
is also of great concern, and herds will not wander more than
a few days travel from reliable sources of water.
79
Dinosaur: Tyrannosaurus
Rex
Introduction
Physiological Observations
Social Observations
Intra-Species Observations
T-Rex are simple predators that eat when hungry and ignore
animals when not. They like to make themselves ever present
to herds of animals just on the horizon making animals lull
into complacency in their presence. They regard most living
creatures when hungry as food, even larger then themselves.
If they are not hungry and not being provoked they are as
docile as a contented house cat. T-Rex are unused to being
challenged for dominance by other creatures and treat them
all the same, food when hungry and background when not.
Variants
81
DM's Toolbox
Tyrannosaurs are an iconic dinosaur. This
interpretation uses the mostly real world creature
for the behaviors that are believed to be true
according to more recent studies. You as the DM
have discretion to make them opportunistic
predators that normally feed off of carrion as
catching prey is harder as is the previous accepted
theory.
Here are a few scenarios to use a T-rex.
Ambush predator of extreme danger
stalked by dangerous predator stuck on an island
time forgot
A dragon thought to have been living nearby
found with it mutilated and mostly eaten what
creature could do such a thing?
82
Displacer Beast
83
84
Meanwhile, Vic and Chaz were able to fend off the third,
but not before Chaz was critically wounded. Malik perished
soon after the creatures were chased off, and Chaz may not
be long for this world - he is missing an eye, which was
bloodily removed from his head by one strike of the beast's
tentacles. He also has a terrible bite wound on his hip. Vic,
Finley, and I sit huddled together, with four fires around us,
and the animals to our back. Chaz babbles incoherently about
invisible teeth. We could not even risk burying Malik. His
body is covered and rotting just outside the fires. May the
gods have mercy on me for saying this, but if the beasts come
back, hopefully they will be distracted by his flesh and will
leave us be. We leave tomorrow.
Agaus 6, 887 NE - The last two days were a nightmare. As
we began travelling north to leave this place, we realized
almost immediately we were being hunted. Multiple times
throughout yesterday, we could see the slinking forms of
black felines in the jungle to our right and left. The first attack
killed several of our horses, including the one which carried
Chaz's limp form. To our shame, we fled further up the path,
leaving him on the ground. Our only comfort as we ran from
his limp form on the ground was that, in his delirium, he
likely would not realize what was happening to him. We
stumbled along the ancient roadway for almost an hour
when, to our horror, we saw several of the beasts awaiting us
on the path before us. They just stood there as we scrambled
to a stop, trying to hold the horses steady. They watched us as
we backed away from them, and then began slowly moving
down the path toward us.
We saw them leave the path behind us eventually and tried
to turn around north again to escape the jungle. No sooner
had we turned the horses around than five of the horrible
beasts appeared on the path to our north, blocking passage.
They moved toward us again and we fled back south, the
direction from which we had just come. They were herding
us! We passed the remains of Chaz and two horses without
looking, seeing only a bloody mess. It took us two hours to
reach the pyramids again, and we quickly set up camp with
our backs to the base, not knowing what to do. I am certain I
will not sleep tonight.
Agaus 7, 887 NE - This is my last will and testimony. If one
should eventually find this journal, please read the words
within carefully, and leave this ungodly place. Throughout the
day today, we have been attacked multiple times, but never
lethally, save for one instance. At noon, Finley, in terror, took
to horse and galloped toward the jungle's edge. Three of the
beasts caught him and his screams still resonate in my ears.
These creatures, now attacking us in broad daylight, are
herding us up the pyramid, though we know not why. Vic and
I now sit halfway up the stairs of the pyramid, between the
base and that fearful altar, and watch the cat-like creatures
prowling below us. There are almost a dozen of them now, an
obvious pack, and we can see features now we could not
before - such as their six legs, and that the tentacles seem to
have teeth on them, and that though they are the color of
panthers, they are closer in size to full-grown tigers. Vic has
fired arrows at them over the course of the day, and I can now
swear that the arrows are hitting the creatures as I see them,
yet still moving straight through them, as though they are not
truly there. They keep slowly coming higher up the steps, and
we keep retreating. It will not be long before we are at the
altar. I have sharpened my knife - if I must die, I will die
cleanly.
Introduction
Physiological Observations
85
86
Ecological Observations
Intra-Species Observations
Variants
DM's Toolkit
Displacer beasts should be used carefully. They are
a very dangerous creature, and even though they
are not very high CR, their nature, and the
mysteries of their origin, can make them a great
opponent for PCs. They can make for a very unique
encounter.
First and foremost, they are not likely to be the
final boss in an adventure. Though they are much
more intelligent than regular cats, they are not
smart enough to plan strategies and create longterm menaces. At the end of the day, they are just
extraordinarily intelligent and ferocious hunting
animals, and should be used as such. Encountering
one (or a pack) in the wild is a completely suitable
way of using them.
To make things more interesting though, having
displacer beasts be the pet or guardian of more
rational NPCs would make for a more memorable
encounter. A lizardfolk shaman that releases the
displacer beast on the PCs while attacking with
magic from the back could be a deadly and unique
encounter.
For strategy, displacer beasts will almost always
attack with reach first, using their tentacles. On any
creature that can actually fight back (such as PCs,
other displacer beasts, or stronger NPCs), it will
attempt to use its tentacles as long as possible,
wearing down the victim. When it must resort to
its claws and jaws, it will be at a point where it is
going all in. If the beast thinks it doesn't have much
of a chance, it will likely flee (though it will stalk
the victim afterward, looking for a weakness).
Though it is unusual for a single displacer beast
to attack a group of armed combatants, if they are
particularly hungry, or feeling the combatants may
be in a weakened state, they may do so. A pack of
displacer beasts has no qualms about attacking
multiple potential victims.
Displacer beasts have powerful claw and bite
attacks, however these were left out of the
Monster Manual. Using slightly modified tiger stats
(to account for the displacer beast's higher
strength), here are some attack options using claws
and bite:
Bite Melee Weapon Attack: +6 to hit, reach 5 ft,
one target. Hit: 9 (1d10 + 4) piercing damage.
Claw Melee Weapon Attack: +6 to hit, reach 5
ft, one target. Hit: 8 (1d8 + 4) slashing damage.
87
Doppleganger
Introduction
Physiological Observations
88
But if that was the case, why could not any mimic simply
create an internal bone structure for itself, I wondered? It
seems that the resinous structures a mimic creates are
temporary in nature. It was not until I thought to cast the
Animate Dead spell that I realized the horrible truth - that the
skeleton of a Doppelganger was that of a dead humanoid. A
doppelganger in effect is born as a parasite - a creature that
starts as a human, but with a mimic living inside of it.
Gradually the mimic grows, replacing the host's body and
even its mind, taking on its thoughts as it gradually shifts its
nucleus inside the skull and devours the host from the inside
out. By the time the body is done with puberty, there is
nothing left of the host but its skeletal structure.
How does the doppelganger impregnate the host, however?
Mimics breed through parthenogenesis, so doppelgangers
should not be able to interbreed with any other creature. At
first the question baffled me, but the answer was elusively
simple. Doppelgangers are only born when a doppelganger
breeds with a female that is already pregnant. Using its
understanding of humanoid pheromones and subconscious
body language - an understanding so deep as to often be
mistaken for telepathy - the doppelganger senses the
pregnancy most likely even before its "mate" does. It is then a
simple matter for it to assume the guise of a target's lover to
mate with her again, splitting off a little bit of itself which
wriggles into the womb. This baby mimic bonds with the
fetus during development, becoming a parasite which
eventually takes over the host entirely sometime during
puberty.
It was then that I realized the true ramifications of the
discovery I had made. For if a mimic could establish such a
parasitic relationship with a humanoid, who was to say that it
could not have done the same with another creature - a
centaur, ogre, or even a dragon? I later confirmed that this
was indeed not just possible, but common. The only
limitation to the forms that a doppelganger can take is the
underlying skeletal structure of the host that the parasitic
mimic bonded with. This is one of the many reasons for the
secrecy that doppelgangers typically demonstrate. If the
world at large knew that every doppelganger can only be born
through the death of an infant, the species would doubtless
be persecuted far more than they already are."
It was shortly after that discovery that I learned I was being
hunted. --Excerpt from the secret notes of Leeren Bannes
Social Observations
Behavioral Observations
Inter-Species Observations
89
DM's Toolkit
If you enjoy conspiracies and intrigue, then the
Doppelganger is the monster for you. These
creatures manipulate their pawns from behind the
scenes, and pack a solid punch for low-level
characters that finally uncover their machinations,
especially when each doppelganger is
accompanied by a mimic or two.
Of course, there is no need to limit
doppelgangers to low level adventures. As parasitic
organisms, a doppleganger could be anywhere. A
cloud giant supervising a team of fire giants might
actually be just a huge doppelganger.
One plot hook in a campaign could be
uncovering whom the doppelgangers report to.
Each cell reports to a handler, but only the handler
knows the bigger picture - and the handler is part
of a cell of handlers, whom in turn report to
somebody else. Who is at the top of the
doppelganger hierarchy? And what are their
ultimate plans?
Another plot hook is the question of how
doppelgangers were first created. It is easy for
doppelgangers to reproduce themselves, but if
they are truly descended from mimics, that means
that somewhere, centuries ago, there was a mimic
smart enough and skilled enough at shapeshifting
to impersonate a humanoid in order to "mate" with
it and create the first doppelgangers. Mimics never
die naturally, they only grow older and larger.
Where is the Doppelganger Creator? And what
does it look like after all these years? Perhaps it is
the size of a castle by now. Perhaps it IS the castle.
And do the doppelgangers that it has created
report to it?
90
Dragons
I've heard tale of red beasts who rule as tyrants. I've heard
songs of gold majesties who rule over kingdoms with aloof
care, protecting and only visiting for occasional tributes. I've
read books of dragons fighting in wars for the greater good. I
have no idea where these stories come from. The only dragon
I ever met wanted to talk. Dragons are weird.
Introduction
Physiological Observations
Social Observations
Behavioral Observations
Intra-Special Observations
True Dragons believe they are the top of every food chain.
Even the good aligned ones who make friends with
humanoids find themselves superior. Depending on each
individual Dragon, they may or may not aid and ally other
creatures, though they typically don't help fellow Dragons. It's
hard to have two people who think they are the best work
together.
91
Chromatic Dragons
92
Metallic Dragons
Introduction
Physiological Observations
Social Observations
93
Intra-Species Observations
DM's Toolkit
Metallic Dragons are complex, powerful creatures.
They are great to add to a campaign as potential
allies, or perhaps potential enemies. After all, a
Dragon's unique perspective on morality may put
them in the grey area from the perspective of the
party.
Perhaps a Silver Dragon will ally himself to a
party looking to get rid of a rival White Dragon.
Perhaps a Gold Dragon has become the selfproclaimed ruler of a town, enforcing strict laws
and harsh punishments for the greater good.
94
Dragon: Dracolich
Introduction
Creation
95
Physiological Observations
96
Behavioral Observations
97
Social Observations
Inter-Species Interaction
98
DM's Toolkit
Story
Combat
99
Dragon: Shadow
Introduction
Physiological Observations
Behavioral Observations
Social Observations
Inter-Species Observations
101
DM's Toolkit
For a shadow dragon, creating an army of minions
is literally as easy as breathing. As such, they make
ideal BBEGs for your campaign. Their abilities and
personality makes them best suited for hit-and-run
tactics. During the daytime, a shapeshifted shadow
dragon might pretend to be a peddler and
accompany the PCs to a town, learning about their
strengths and weaknesses the entire time. Then it
transforms, takes wing, and breathes on the town,
turning them all into shadows to attack the PCs.
After PC warriors have been weakened by the
shadows Strength-draining attacks, the shadow
dragon will move in for the kill.
Shadow dragons who are spellcasters favor
spells that provide darkness or obscurement, such
as Darkness or Stinking Cloud. This allows them to
skew battles in their favor (since they have
blindsight, they can see perfectly well under such
circumstances) while also providing them with
protection from the sun if they have to fight in
daylight. A shadow dragon that is forced to fight in
bright light (especially daylight) will choose to flee
if these protections are dispelled.
It is important to remember that due to their
Living Shadow feature, a shadow dragon that fights
in the dark effectively has twice as many hit points
as another dragon of the same age. Like all dragons,
shadow dragons are highly intelligent creatures and
will use this to their advantage. When applying the
shadow dragon template to a normal dragon,
increase the CR by 3 to reflect this.
In many campaigns, BBEGs are not encountered
until the very end of the game, due to PC
tendencies to kill any enemy they meet. Shadow
Dragons are a refreshing change of pace because
their unfair hit-and-run tactics mean that PCs who
are attacked by them in the dark will be heavily on
the defensive and will probably need to find a way
to retreat or escape, while a shadow dragon
attacked in the daytime (or with their darkness
spells dispelled) will probably retreat, even if it
normally might outclass them. Having multiple
encounters with an enemy that can be far stronger
than them in certain circumstances adds a personal
element to the rivalry with the BBEG. Killing the
shadow dragon will require a lot of cunning as the
PCs need to come up with a plan to get the dragon
in a well-lit area where they have the advantage,
while at the same time cornering it in such a way
that the dragon cannot simply escape and come
back for revenge later.
102
Dragon: Black
"I had slain every kind of dragon except the Black. Mighty
reds, Cunning Blues, Dangerous Greens, and Primal whites
all pale to the horrors that I found in that lair. At first it
seemed like any other of the foul beasts lairs but then I
stumbled upon, nah smelled the feeding chamber. I turned
back and never took another Black contract again."
-- Radiald Dragon Hunter
Introduction
Physiological Observations
103
104
Social Observations
Intra-Species Observations
Various Forms
105
DM's Toolbox
Black Dragons are a powerful adversary like any
dragon and they fit the bill for a great villain who's
calculating and ruthless. Here are some ideas on
how to use a Black Dragon.
Your standard run of the mill, kill the dragon get
the treasure
A trade caravan has to go through a known
Black's swamp and needs protection
A city is dealing with a rather disruptive
individual politically that seems to be swaying the
town politically into a downward spiral.
An important NPC or team member has been
captured and is in danger of or being pickled.
A father Black Dragon as last resort looks for
help in aiding a child from a dangerous situation or
rival such as another dragon. (Very tricky RP
situation as a dragon as an ally)
Run in with a treasure hunting dragon wanting
your campaign's mcguffin.
A curious encounter with a good Black Dragon.
106
Dragon: Blue
"Truly, it was the oddest thing. I'd heard talk of a mighty Blue
lording itself over a town, so I decided to solve their problem
for them; only to get there, and be turned away! As it turns
out, the Dragon was their mayor - their mayor! As it turns out,
there was a relationship the townspeople were calling
mutually beneficial. The dragon gets livestock, and gets to
bask in a sense of power and superiority, while the
townspeople get the protection of a Dragon - hell, he even
paid them!"
-- Sven Silverblade, Monster Hunter.
Introduction
Blue Dragons - occasionally referred to as Storm Dragons are some of the most amicable of the Chromatics, sometimes
living as peaceful neighbors, employers, or even leaders of
humanoid communities. By the same stroke, however,
Blues will engage enemies in combat over even the
smallest territorial infractions, or occasionally just to prove
their power. All this culminates to the one thing Blues live for
- to prove their power and superiority over others.
Physiological Observations
Territorial Observations
Social Observations
107
Lifecycle
In Legend
DM's Toolkit
In Combat
Dragon: Brass
Introduction:
Physiological Observations:
Like all dragons the brass dragon has a serpentine neck, four
legs, large talons and two powerful wings. The structures of
the head, however, are very different. Brass dragons have a
broad protective plate that expands from its forehead and a
spike that protrudes from its chin. While the exact purpose of
these structures are unknown they are thought to either be
used to attract mates or for focusing their magic.
While by no means the fastest among dragons, Brass
dragons are the ones best designed for long flights. They have
the largest wingspan of all the dragons and a frill that runs
the length of their neck. These two features allow them to
cover great distances while expending very little effort. An
important adaptation for living in an environment where
everything is separated by miles of sand.
109
Social Observations:
110
Species relations:
Brass dragons get along very well with most humanoid races.
To the nomad tribes of the desert, Brass dragons are revered
as guardians and great deities of the sands. Often leaving
gifts and offerings to the dragon in hopes for safe travels. Any
kingdom would do well to remain in a local Brass dragons'
good graces or else find that all the roads leading out of the
kingdom always bring them back into it.
As brass dragons are typically very trusting in nature it is
not uncommon for people to try and manipulate/trick them.
Historically, however, this has rarely panned out as originally
intended. As, if a Brass dragon finds out it is being tricked or
manipulated, it will try to do the same to whoever is tricking
it. They will see it as a giant game of who can be tricked and
have centuries of experience. Many a trickster has tried to
swindle a Brass dragon only end with them being left
penniless in the middle of the desert with the sounds of
draconic laughter echoing through the sky.
Brass dragons and Blue dragons hate one another. There is
no other way to describe their relationship. If two know of
one another they will try to defeat each other in any way
possible. Subverting any plans they make, stealing any
treasures they can and destroying each others' lairs whenever
possible. The only thing preventing them from attacking one
another outright from the moment they can, is the fact that it
is likely that both would end up dead in the ensuing battle.
That does not stop Blue dragons from sending its thralls to
kill the Brass dragon, or the Brass dragon trading secrets of
lost treasure with kings and assassins willing to kill a Blue.
Djinn are not fond of Brass dragons, as most do not like
being trapped within a bottle and as such dislike being stuck
inside a bottle inside a hoard of gold within a chest inside a
cavern beneath an oasis guarded by a dragon.
Even though most djinn rarely care for one another, if a
Brass dragon has one whom is regarded as a friend or has
been sealed with salt, it is said that 1001 djinn will work to
free their imprisoned comrade. For similar reasons, Genasi
often try and achieve the same.
DM tool kit:
Lost in desert, can't find food or water. Brass
dragon comes to the rescue
Party takes a seemingly abandoned treasure
chest at an oasis, much to the anger of the brass
dragon
Attend a brass dragon party as musicians
(perfect for bard heavy teams)
Help settle a long dispute between a blue and
brass dragon
Come to a brass dragon for help defeating an
ancient blue
A Djinn/ Genasi wants help freeing a djinn in a
bottle in a brass dragon hoard
Need to find ancient knowledge pertaining to
quest or ancient item in a dragon hoard, players
need to trade their own knowledge and use their
charisma to get it from the dragon.
A Brass dragon feels somewhat snubbed by their
partner's choice of compensation and will pay
handsomely for some revenge
111
Dragon: Bronze
Introduction
Physiological Observations
112
Intra-Species Observations
Variant
DM's Toolkit
Bronze Dragons can appear in a number of
circumstances acting as wither as friend antagonist
for the party. Such circumstances include:
The party finds itself shipwrecked at sea. The
Bronze Dragon spots them and assists them in
reaching the nearest island.
The Bronze Dragon notices a particularly
interesting magical item on the ship the party is
currently on. The Dragon attempts to barter with
the party for the item.
A tyrannical Bronze has taken over a coastal city,
the party can choose to try and kill it or try to
convince it to change its ways.
The party needs to seek out a nearby Bronze
Dragon to ask for its assistance them in a war
against a great evil.
A Bronze Dragon is assisting an army that it
believes is just, and the party is pitted against it
despite being mostly good aligned.
113
Introduction
Ecological Observations
Dragon: Copper
Physiological Observations
114
Inter-Species Observations
DM's Toolkit
The temperament of Copper Dragons draws its
inspiration from many sources, in particular though
the parallels to the trickster gods and beings of
ancient mythology (such as the satyrs and Loki) are
particularly apt.
Copper Dragons, along with their cousins the
Silver Dragons, are perhaps the most recognizably
human in nature. Indeed, Copper Dragons, while
they are good entities, are quite hedonistic and
enjoy life in very grounded ways, telling stories and
jokes, playing pranks, and so on. The thing to
remember of course is that this mirthful attitude is
still tied to an extremely intelligent and deadly
being.
For this reason Copper Dragons are perfect
additions to most campaigns, able to serve as an
ally, an antagonist, or an obstacle with equal
measure. They also allow the DM a great
opportunity to role-play and inject some
characterful flavour into a session or campaign.
Here are some sample encounters with a Copper
Dragon:
A local baron urges the party to rescue his court
bard from the clutches of a terrible and wicked
dragon. The bard is of course an honoured 'guest'
of a Copper Dragon, and the dragon is unwilling to
part with his company.
The party encounters a wizened old woman
travelling alone along the road near night fall. The
woman is making camp for the night and asks the
party to stay and pass the time with stories. In the
morning the party sees the woman transform into a
Copper Dragon, and, if the party's stories were
pleasing, the dragon provides them with useful
information or items.
A Copper Dragon has been rampaging along the
frontiers of a kingdom or empire renowned for its
order and civility, the Dragon sees this cultural
change as threatening to the 'happiness' of the
people within his realm.
A Copper Dragon has an item the party requires
(or blocks the path of the party etc). The dragon
challenges the party to a riddle contest to resolve
the issue.
A druid has heard of the mythical properties of
chalkos bronze and commissions the party to
acquire scales from an ancient Copper Dragon to
allow him to create a set of armour that can be
worn while using wild form.
115
Dragon: Gold
"I have finally caught up to you Vepinir..." The sun glinted off
the golden scales as the majestic beast swooped down next to
the Rakshasa. The Rakshasa looked up to see the Dragon
looming over him. "Congratulations, Kiera. I knew that it was
inevitable that you'd catch me, and send me back to that
dreary place, but I have accomplished much in this lifetime. If
you kill me, I'll simply come back, and be able to continue my
plans uninterrupted. You have won for now, but I will come
back." The Dragon snorted in disgust, but then continued
"Unfortunately for you, coming back is not an option." As the
dragon's claw lifted up to strike the Rakshasa, the last thing
he saw was the glistening pearl in the dragon's hand.
Introduction
Physiological Observations
116
With the ability to see into the future, Gold Dragons may
spend a lot of time in meditation. Searching through all of the
possible threads until they find someone, who is bound to
commit an evil act. The next step is to learn more about that
creature. They can accomplish this, by turning into a
humanoid form, and getting close to the person in question.
Once they know with a surety that the creature will perform
an evil action, they strike them down before evil can come to
pass. Gold's follow a philosophy of "stop evil before it has the
chance to spread".
Gold Dragons however have a special hate for Rakshasas.
These tiger like creatures are the absolute bane of existence,
and must be wiped out. Gold Dragons search unceasingly for
any trace of a Rakshasa and will do all in their power to
destroy these devils. Rakshasa know this, and often try to
execute plans, that will culminate in the death of a Gold
Dragon. Thus a cycle is born where Gold's try to seek out the
identity of a Rakshasa, while Rakshasa's try to kill the Gold
Dragon.
Ecological Observations
Inter-Species Observations
DM's Toolkit
Gold Dragons origins come from the dragons in
Chinese myths, and legends. With ancient Chinese
myths, the Tiger is seen as the arch-nemesis of the
dragon, and they are often depicted in an eternal
struggle with each other. In D&D we have the
Rakshasa which is the perfect counterpoint to a
Gold Dragon. With their scheming and blatant evil,
contrasting the Gold Dragon and it's undying effort
to destroy evil.
Gold Dragons are often seen as the paladins of
dragons. This combined with their eastern origins,
ability to see the future, and their mists, can make
for interesting encounters. Gold Dragons are best
suited as strong allies to the party, or potential
obstacles. Here are some sample encounters with a
Gold Dragon.
Locals are concerned with mists spreading into
their hometown. These pearly mists often contort
into haunting shapes, especially right before
someone in the village dies.
A Gold Dragon is convinced that the mayor of
the city is evil, and has revealed it's true form. The
mayor is in hiding, and the Dragon is growing
impatient with the people of the village.
A Gold Dragon is convinced that a player will
commit an evil act, and wishes to destroy the
player.
A Gold Dragon is searching for a great pearl, as
big as a man's head. This pearl is rumored to be
able to vanquish evil, and the Dragon needs it.
A Gold Dragon in humanoid form asks the
adventurers for assistance in taking down a
Rakshasa that is terrorizing the local town.
A pearl is the only thing that can permanently
end the life cycle of a Rakshasa. Obtaining one
from the ancient tomb of a Gold Dragon will be
difficult.
A threat presents itself, be it a Rakshasa, or a Red
Dragon. The Gold Dragon then asks the party to
stand down, as they are incapable of fighting such
evil.
A small village has lost the mists that helped to
warn them of danger. With them having grown
complacent, it is easy for monsters to attack their
village.
117
Dragon: Green
Introduction
Physiological Observations
Green dragons like most are built much more feline in body
structure than most realize. They are extremely reptilian at
first glance with their crocodile like heads, great bat-like
wings and long tails. Their scales are extremely tough and
resistant to many forms of harm. Like any dragon they have a
devastating breath that can fell most creatures with a single
puff.
Green dragons in contrast to other dragons are very tall
and more slender. They have longer front legs and shorter
back legs giving their body an upward slope. This gives them
the body angle much like that of a giraffe. Their tails and
necks are long and slender although both are very strong.
Green dragon's heads resemble a crocodile with a perpetual
crooked grin. Telling facial expressions on dragons are hard
enough but Green's seem to particularly be difficult to discern
as they always seem to be smiling.
118
Social Observations
Intra-Species Observations
119
Various Forms
120
DM's Toolbox
An important part of D&D has always been and will
always be dragons. Dragons may be the
quintessential monster but they should be used
with though and purpose. Green dragons make for
a great RP experience. As a DM it is of course up to
your discretion on how each dragon acts as indeed
each one is an individual. A Green dragon in
general can be described as a calculating serial
killer that wants all the information they can get
before having fun.
Here are some possible scenarios to use a
Green.
Unknown sources of rumors are inciting war. A
Green is actively marking its territory and
there's not enough room near this forest for a
town and a dragon, let alone 2.
A curious encounter with a seemingly friendly
Green dragon despite all conventional
knowledge that they are evil dragons.
A smaller green dragon approaches the party
curious of what's in your wagon.
Dragon: Red
Introduction
Physiological Observations
Social Observations
Red dragons, like all dragons, live mostly in isolation and are
fiercely territorial, preferring only their own opinions on lair
aesthetics, treasure priorities, etc. Reds are aware of where
other dragons are located, but are only truly interested in
their status and accomplishments compared to other Reds.
Unlike most dragons however, Reds are actually willing to
actively seek out their elder Reds and other-colored cousins if
there is a significant problem they cannot solve by
themselves, using their authority as "Tiamat's chosen" or
bribes from their horde to enlist their "servitude". When
mating, Reds display a rare level of respect for each other
compared to the rest of Chromatics. The female seeks a
male's lair when she is in heat, then each courts the other
through a sculpting competition where the duration, control,
and intensity of flame is compared in addition to aesthetic
creativity of the sculpture. The winner of this competition
receives the honor of "hosting" the eggs and hatchlings. Due
to their extreme ego both parents help raise the wyrmlings,
as each believes them self to be the best and most
knowledgeable parent and will unload all of their collective
knowledge on their children at only the slightest prompting.
As soon as they deem a child old enough, usually the first
time it speaks out against either parent, they kick it out.
Confident that they have done the most absolutely perfect job
in child-rearing.
I must note that an unforeseen aspect of Chromatic dragon
culture has been recently discovered, at great personal
sacrifice by two colleagues and dear friends of mine, the halfelf Varis Tanner and Dragonborn Kepeshkmolik Ghesh.
121
122
Interspecies Observations
DM's Toolbox
Reds fulfill all of the classic tropes associated with
dragons (at least in Western Cultures), so it's the
perfect chance for you to try portraying a
megalomaniac, have fun with it. Some ideas for
incorporating them into a campaign include:
Slaying or stealing from the dragon that
threatens/possesses your MacGuffin, obvious but
always enjoyable.
If your PCs start to die off it may offer the one or
two survivors the chance to live as slaves, which
could lead to a "heroes turned villain by necessity"
campaign.
The Red rules a city/empire and your PCs are
hired by/leading the resistance.
The Red can be convinced to give your PCs
information if it has something to gain from it. It
may even employ them to collect treasure or
information on the accomplishments of other
Reds. Even steal from other dragons if your PCs can
display they won't die or give up their employer.
There are often evil sentient items that can only
be destroyed by magic fire; an ancient red dragon
serves as the perfect twist on the "Mount Doom"
trope.
Food is becoming scarce because of red dragons
raising their young nearby.
A multi-dragon encounter. Perhaps even Dragon
wars.
Make smart dragons! If a tactic worked too well
for your PCs in the past, allow the next one to have
heard the story & counter their strategy.
123
Dragon: Silver
"My knees went weak as she walked into the gates. It had
been over 40 years since we had tearfully departed on that
cold night. A love long lost had returned as youthful and
beautiful as ever. Here I am a withered and old man. I both
feared and hoped she'd recognize me. Then she looked me in
the eyes with those soul piercing turquoises and approached
smiling. 40 years isn't long I felt myself thinking. "
-- Baron Thadius McKardly's diary.
Introduction
Physiological Observations
Social Observations
It had been only a few years since I left my little hamlet on the
hill. I couldn't resist no matter how I tried, I wanted to see
how Thadius had fared over the few winters. I had heard of
an orc raid and hoped he still lived among the people. When I
did return it became obvious a few years is a lot to a human
as I looked into his soft eyes. I immediately recognized him
and decided this time I wouldn't hold back. Even if I had only
but a blink of an eye with him it would be worth it. I'm sorry
that it took too long to realize that. - Lady Thamia when
returning after only 40 years.
Silver Dragons take more interest than most other dragons
in creatures below them. As with most dragons they consider
themselves the ultimate beings. They are not above
interacting with lesser creatures though and find the goodly
ones fascinating. They study and watch civilizations under
their territories with more than passing interest. They don't
normally like to make themselves known not desiring to
interfere with the day to day lives and instead watch from
outside or inside under disguise. Sometimes they make
themselves known to a city or town and publicly show their
allegiance if the town is a positive enough force.
They listen to stories and tales with great amusement.
They are particularly interested in lost civilizations or tales of
such and sometimes may venture for those very places to see
for themselves. A Silver Dragon in an area is likely to know
the complete and extensive history of a settlement near to
them as they make it their business. Many adventurers have
found useful information in seeking out the wisdom of a
resident Silver Dragon.
As with other goodly dragons Silvers have no qualms
destroying villages of orcs and goblins they find in their
territories. However, unlike other goodly dragons they'll not
actively seek these settlements out and so only do so if they
feel like brushing on their fighting skills. It's not uncommon
for evil communities to exist near a Silver's territory if they
are benign.
Although Silvers are largely fascinated by a settlement but
can be very self-centered. They care not of taking a few
livestock here and there as long as they're not risking the
lives of the lesser beings. Often times when things are lean
for a settlement they may rebalance the livestock in the area
to be more equal. They consider themselves for the most part
not intervening even if they do from time to time.
Sometimes they'll become close friends with members of a
community and will often help those friends in need. It's not
uncommon for a dragon to have many friends and friendly
faces known to them in a town. In fact they quite enjoy having
such company. They rarely stay so open to the public for too
long preferring a distance emotionally if they wish to keep
their identities secret.
Usually if they feel they've become too close they'll leave
and distract themselves with other matters and return after
50 years or so. Sometimes this distance is not achieved and
while not bad it's a more dangerous prospect for a Silver.
Many are taught this distance from experience as they'll have
to endure several lifespans of even the long lived elves and
keeping that distance keeps things more guarded
emotionally. Such close bonds are not looked down upon by
other dragons but always advised by caution.
125
Variants
126
DM's Toolbox
For Silver Dragons just like any other dragon it's
very important to remember that all dragons are
individuals just like any PC. These are just
templates upon Silver dragon culture. Silver
dragons can be a good way to show how power
and beauty can intersect into a friendly and deadly
encounter. If you have a good party they can be
powerful friend or source of information. Evil
parties can have a real threat looming over their
head if they step too far out of line.
Dragon: White
"Twas a battle for the ages, there in this huge lair carved out
of the ice and stone sat the dragon. The walls were
comprised of a fine ice clearer than glass, within sparkled
jewels of all colour like a rainbow trapped in time.
Surrounding the center were giant sculptures of ice, they
depicted giants frozen in battle and flight. Upon a closer
inspection I saw that these were no sculptures but the poor
inhabitants of the mountain before this Dragon arrived. Some
had been cracked in two, exposing their rotting entrails not to
feed on, but to simply remind any who dare enter this lair of
their ultimate fate. I must admit that despite my own violent
past, I felt a shiver of fear down to my tail just thinking about
it. Then in the very centre, upon a mound of ice and diamond,
I saw him. Shining in the spectral lights of the cavern, scales
as white as the moon and eyes like the night sky, he opened
his might maw and let loose a blizzard of terrible force."
--Zahra, a hunter.
Introduction
Physiological Observations
127
Social Observations
128
Legends
DM Tool kit
Classic Kill Dragon because dragon and get rich
A dwarven city is under siege of a mysterious
monster. Players will have to hunt down a dragon
while simultaneously watching out for the dragon's
servants.
Terrible storms ravage countries of the North;
players are stuck and are forced to race to kill the
dragon before they freeze to death in the
unforgiving wastes.
A Red Dragon wishes for vengeance against a
White that humiliated it and is willing to pay very
handsomely.
A dragon rampaging dragon leading to a
hibernation, is it worth hunting it down if it'll sleep
for the next few centuries?
A cult attempts to awaken a terrible hibernating
dragon beneath a mountain.
An over ambitious wizard attempts to locate and
control a legendary Blue Eyed White Dragon.**
Dragon Turtle
Physiological Observations
Intelligence
Inter-species Interactions
Slow and Solitary
Strange Perspective
129
130
Elder
DM's Toolbox
Theme: Time keeps on slipping...
As an Encounter
As an NPC
Drider
Introduction
Physiological Observations
Social Observations
Behavioral Observations
Inter-Species Observations
132
DM's Toolkit
Driders tend to be isolated, stealthy predators.
Encountering a drider in a dark tunnel should be a
harrowing experience for PCs. The drider will use
darkness and its ability to scale walls to avoid being
seen. But it will also use these to aid its escape. A
drider works well in a series of twisting, branching,
and intersecting passages with sheer drops and
openings in the ceilings. The drider can easily move
between levels while the PCs have to slow down to
climb if they are to pursue or to flee from the
monster. Whenever the PCs encounter a drider, it
should be in tunnels that the drider knows well, but
the PCs have only recently entered.
For higher-level drider encounters, the difficulty
of navigating the tunnels should increase. I would
also add more web hazards. Both sticky webs that
hinder movement and tricky webs that hide
collapsed tunnels and chasms. The drider will rarely
turn to fight when pursued, but it might try to lead
the PCs to a place where they must. The drider is
aggressive in attacking, but it's not foolish enough
to allow itself to be killed when it is outmatched.
Dryad
Introduction
Physiological Observations
Social/Behavioral Observations
Intra-Species Observations
133
Variant Species
The Azwai are the dryads typically found in arid areas of the
world. They are the only species known to have cacti as their
ebwyn. As such, their physical appearance has been known to
frighten at first sight.
Their heads, shoulders, stomachs and thighs are soft skin
like that of a human or elf. It ranges in color from a lime
green to a tan gold depending on whether their ebwyn is
lively and surrounded by other desert foliage, or stands alone
amidst a sea of sand and cracked earth.
Azwai that are linked to a cactus also tend to have small
spines protruding from their elven/humanesque skin. They
are the only type of dryad that is frequently bald. Their arms
and legs (from the knee down) slowly form into soft vertical
ridges.
Yelmyb
The Yelmyb are the most common and well known species of
dryad. These beings live in lush green forests. Their ebwyn
are most commonly oak and ash trees. Their physical
appearance is often described as quite pleasing or soothing.
They are the most humanoid of all dryads. In fact, from a
distance, it can be hard to tell that Yelmyb are dryads at all
rather than some poor lost soul who can't seem to find her
clothes. From head to toe Yelmyb appear to be human or
elven women with long, straight hair and very soft features.
Their skin resembles the texture and physical appearance of
the wood underneath a tree's bark and is typically a light
shade of brown while their hair is a mossy or leaf green.
Freymir
Freymir, like their favored pine, spruce and fir trees, are the
most common dryads in boreal and frozen areas of the world.
Unlike other dryads the Freymir communicate entirely
through telepathy. As far as anyone has been able to tell, they
do not have mouths. Instead, a thick white bark grows along
their jawline and grows as high as just below their noses.
This bark glows faintly when they speak.
Unlike their brethren, the Freymir have almost no exposed
humanoid skin. Where others would have bare skin, the
Freymir have a particularly thick type of lichen. Initial studies
have indicated that this particular type of lichen, when
observed and studied independently, is capable of vegetative
reproduction. In theory, this would mean that the Freymir
also have this capability.
134
DM's Toolkit
1.While the PCs are passing through a logging
village, they notice that the village is mostly
women. While resting in the tavern for the night
they are approached by some of the women in the
village whose husbands have recently gone
missing. They ask the PCs to investigate. The PCs
search the nearby woods where the husbands
would have been working and find them
worshipping a beautiful Yelmyb who is reveling in
their adoration.
2.The party has settled down for the night in a
cave with a fire to escape the cold of the alpine
mountains they've been traversing all day. Just
outside stand hundreds of pine trees that the PCs
swear they hear faint giggling from while they eat
their suppers and lay out their bed rolls. As each
watch begins, the PC on watch makes a wisdom
saving throw to see if it is charmed by the Freymir
who is watching over the camp. If they fail their
save, they do not waken their comrades and
instead wander out into the night to play with their
new friend(s).
3.A wizard has fallen in love with a beautiful
spirit of the forest and has decided that she must
join him in his home. He is researching ways to
separate her from her ebwyn when the PCs find
him. The party helps him at first but comes to find
that what he is planning to do will likely endanger
the forest itself and all of its denizens. However,
when they approach the wizard with these
concerns he has become crazed, obsessed with the
idea of freeing his beloved.
4.The party has been traveling for days across
the treacherous desert and are dangerously low on
supplies. As the sun begins to set they see a figure
in the distance. It is bald and strangely feminine. Its
head seems to tilt slightly as if it is eyeing them
curiously before it vanishes. Nearby a bed of cacti
begins to glow a pale green and they hear a soft
chuckle. They try to ignore it and move on, worried
that it may be a fight they cannot afford at the
moment. As they stop for the night and attempt to
take one last drink from their waterskins, they are
amazed to find them full of a sweet, cool liquid that
was not previously there.
Duergar
"No being ever loved gold more than the Great Dragon.
However, the Duergar were second, and not for lack of trying."
--from "Demons and Dwarves, the Hidden History of the
Duergar" by Flavia Septimus
-From the Writings of Flavia Septimus, official historian of
the Antarin Empress, Aguinala von Slaydo, peace be upon
her.-
Introduction
Physiological Observations
135
Intra-species Observations
DM's toolkit.
Duergar are criminally underused. They are
Dwarven Drow, and yet the latter is incredibly
common while the former is not. And despite this,
they are quite similar. They both have grey skin,
weird magic power, and dwell in caves.
So change that. Let the Duergar take their
rightful place as one of the most common
monsters, as they are rife with possibilities.
Duergar possess great flexibility, as they will rarely
attack on sight. however, Duergar loathe Dwarves,
and are much more likely to try to attack if an
adventuring party includes a Dwarf. This can make
for some tense decision making, as everyone has a
knife, but no one wants to attack first.
Here are a few ideas to stir up your think pans.
136
Alternate Versions:
Plot Hooks:
Elemental
Introduction
Physiological Observations
Summoning Process
Interspecies Observations
137
DM's Toolkit
Honestly, I think this is one of the monsters you
throw at a party to make them a little scared and I
think they work best against a party in which only
one or two people have any magic and are low
level. This is because it serves as a great tool for
forcing players to look at alternatives besides
fighting and makes the party realize how powerful
their enemies can be.
Another use, that I've recently really enjoyed, is
having elementals trapped in chests (imagine a 16
ft. creature being smushed inside a 3 ft box) and
having it explode out, furiously, when the chest is
opened. A great trap for unsuspecting parties.
Of course, they also make great guards for
treasure as well, which is the classic. A powerful
construct of living energy that's made of one of the
4 elements. Always a scary enemy.
My favorite one is definitely the Earth one for
encounters. The ability to move as liquid to any
given area and suddenly attack makes players have
to consider new strategy and tactics especially
when surprise attacks cannot work if the players
are touching the ground.
138
Elves: Drow
Introduction
Physiological observations
The drow are very similar in stature to the elves. They stand
just a little shorter than most humans. Their skin is dark,
often completely black, is believed by elves to have developed
among the drow as a result of a curse cast on them by
Corellon as punishment for their lack of justice and their
obedience to the evil Lolth. The white hair of the drow
developed due to a lack of melanin, an adaption to the dark
work they live in. Both sexes in the drow species are fairly
athletic which lends to their martial prowess, making them
agile warriors. In addition to their white hair, life in the
darkness of the lower world forced another adaption among
the drow, their eyes. Their eyes over time turned red and are
now able to see in the darkest of places. This ability
developed fairly quickly as a result of Lolth's blessings to her
favorite people. Besides the adaption to light, the eyes of the
drow developed another strange trait. If one were to examine
a drow's heat signature, they would notice that the eyes of the
drow glow incredibly bright, appearing above the normal heat
signature of the torso as almost miniature fires. Though there
is no proper explanation, many scholars attribute this to the
drive the drow have for revenge against the surface dwelling
people. The drow also have a natural resistance to magics, a
trait that developed as a result of a blessing granted by Lolth.
However, their time in the Under-dark means that they have
developed a sensitivity to light making them detest the dark
sun.
Social Observations
Behavioral Observations
Intra-species Observations
139
DM's Toolkit
Personally, I find that Drow make wonderful villains
in a campaign. They're dark, evil, sadistic, and best
of all cunning. They've got great magical potential
and good physical prowess which means that
players would be in for a fight. They also have no
qualms against stabbing someone in the back. They
also make great decoys from a real villain since
players are less likely to trust a drow, especially if
they've been stabbed in the back before.
140
Empyrean
Introduction
Physiological Observations
Social Observations
141
Behavioral Observations
Intra-species observations
142
Erinyes
When the sun finally dared to peek above the horizon, the
eviscerated corpse of the man lay dead on the earth. The
three angles looked at each other, exhilarated, their
pearlescent wings stained crimson by blood. There was no
remorse in their eyes, no hint of guilt, but no satisfaction
either. The hatred, a feeling nigh alien to them for centuries,
still lurked in their hearts, muted but unremitting. One by one
they took wing, returning home only to speak of this night in
hushed whispers. But, as they ascended, gravity pulled back.
Despite their efforts they were pulled earthward, slowly at
first, but soon they were in free fall. Bracing for a crash the
three hurdled through the ground, continuing ever downward.
When they opened their eyes the three found themselves in
a realm of fire and brimstone. Horrific screams could be
heard in the distance and untold monstrosities lurked in the
shadows. They knew they should be afraid, they should clutch
their weapons and steel themselves for battle, but something
deep within told them this was no longer hostile territory.
With eyes that now burned with hellfire they examined each
other and their new home. It was in that moment that they
understood who they truly were. The feeling inside of them,
the feeling that drove them wasn't mere anger or hatred. It
was fury.
-From *The Legend of the Erinyes"
Littering the skies of Baator, Erinyes, also known as furies,
are a common sight to any planar traveler. All are descended
from three angels who fell from Arcadia eons ago and all still
bear their likeness to this day. Erinyes are said to be beings of
vengeance, but in the eons since the species was first born
they have grown into much more.
Physiological Observations
143
Behavioral Observations
144
Societal Observations
Erinyes Specialties
Variants
145
DM's Toolkit
Erinyes are interesting creatures. While they're
unilaterally described as attractive to humans and
the like, they are not usually described as seducers.
Furthermore, their origin in Greek mythology has
nothing to do with seduction or temptation. These
are beings of punishment and vengeance. If you
need a sexy demonic seducer, the succubus and
incubus fill the role perfectly. It is a disservice to
Erinyes everywhere to just treat them like
succubae.
The Curse of the Erinyes can make for an
interesting plot development. It places the target
on a timer to complete whatever task set before
them and it should make them loathe whoever
placed the curse upon them. If a player sets you up
to place it upon them, it can be a great way to
guide the party in a particular direction.
It is very likely any extraplanar travelers will
encounter an Erinyes at some point. They are often
used as couriers, scouts, soldiers, and guards. Of all
the devils, Erinyes are some of the most combative
and will likely treat the party with disdain at best.
Erinyes on the material plane tend to be less
subtle than most other devil agents. While a more
cunning devil will be the grand vizier manipulating
the king into allowing horrible individuals to
influence his kingdom, an Erinyes may be the king's
head general yelling "THIS MEANS WAR!"
Make good use of the ropes Erinyes carry with
them in combat. Having a tool constantly
attempting to ensnare, trip, and hinder attackers
can turn the tide of a fight.
146
Ettercap
Introduction
Physiological Observations
Social Observations
Behavioural Observations
Interspecies Observations
Ettercaps view nearly all other species as the same: food. The
only exception to this is the fey, for which ettercaps possess a
particular enmity and singular hunger. They enjoy nothing
more than devouring a captured pixie or sprite, even going so
far as smothering a dryad's tree completely with web, in some
misguided attempt to catch and eat it.
The only species with which ettercaps seem to have a
positive relationship are spiders. It is unknown for what
purpose ettercaps seem to domesticate both the common and
giant spider, as their intelligence is unlikely to be able to allow
for any sort of husbandry. It is possible they feel some primal
kinship with arachnids. It is unknown how ettercaps would
react to a servant of Lolth. Perhaps we are lucky that no
drider has subverted a number of ettercaps to its worship.
Such an organization would surely be a blight on whichever
land it existed.
DM's Toolkit
The ettercap makes for an interesting encounter.
Perhaps some children of a nearby town have
disappeared after wandering too close to an
ettercap's territory, there is a very limited window
of opportunity to rescue them and provide an antivenom or magical healing before they are killed and
eaten. Perhaps the PCs are forced to travel through
ettercap infested land in order to reach their
destination, being stalked from the shadows as
they travel.
Perhaps they are caught unaware as they wander
over the den of a burrower hidden in the sand.
Mechanically, a battle with and ettercap allows
the DM to combine elements of deadly traps,
mazes, and combat all in one encounter. Cowardly
as they are, be sure to only reveal the ettercap
when it is convinced the fight will be in its favor.
Play with the predatory nature of it in its habitat.
Tell the players they see hulking shadows scurrying
up the trees and behind cocoons of web. Let them
get deeper into the web labyrinth before they
realize they are lost. Describe the bones and
equipment strung between the trees. Entice them
with magical items that are theirs for the taking if
they can only pry them free of the web.
Play with some variants on the standard ettercap.
Maybe the venom grants the restrained condition
on a failed save, instead of bonus damage. I spent a
lot of time researching real-world spiders for
inspiration. (GOODBYE SLEEP) Many spiders have
unique hunting and trapping methods. Maybe your
ettercaps forego webbing entirely. Maybe they
possess powerful legs for leaping strikes. There is
one thing all spiders have in common, though:
patience. The longer the ettercap waits to strike,
the more terrifying it becomes.
148
Ettin
Introduction
Physiological Observations
Social Observations
149
Intra-species Observations
150
Variants
DM's Toolbox
Ettin are a good fantastical creature to use and
work well as a tougher challenge when paired with
orcs or goblin kin. Ettin are typically depicted as a
dumb smelly brute but as a DM you can adjust that
to anything you need in your campaign. Keep in
mind that an Ettin is actually 2 individuals (or 3) in
the same body and using that can make for an
interesting encounter both in and out of combat.
Faerie Dragon
" . . heehee . ." There it was again! Borgog snapped his head
around looking for the source of the sound but the giant
could see nothing but gravel and shrubs. Puzzled, he turned
his attention back to the large fruit cake sitting on the
pathway. Suspicion winked in the back of his mind but
Borgog's hunger brushed it aside. He was glad to finally catch
a break after his run of bad luck. There had been the leg of
lamb a few days ago that had somehow turned to stone in his
mouth, shattering his canines. Then the dead Halfling he'd
stumbled upon yesterday that had the taste and texture of
night soil. And all the while, that constant giggling noise.
Introduction
Physiological Observations
Behavioral Observations
Intra-species Observations
Variant Species
Social Observations
151
DM's Toolkit
Faerie Dragons have very low HP, and extremely
limited ability to deal damage. Where they do excel
is through the wide variety of spells they possess,
as well as their euphoria breath.
They can turn a mundane encounter into a
chaotic one by directing their illusions at both the
players and the monsters, giggling all the while.
Scaling the Faerie Dragon for different level
parties is pretty much done perfectly in the
Monster Manual. Just move along the Rainbow a
few steps, and maybe add a handful of HP. Don't
underestimate the power of Polymorph, it scales to
fit any CR level.
Roleplay encounters are where these creatures
really shine. Illusory pranks, riddles, and trading
songs for information can all make great interludes
from the overbearing presence of gritty reality.
Further Inspiration
152
Flameskull
Introduction
Physiological Observations
Social Observations
153
Behavioral Observations
Inter-Species Observations
154
DM's Toolkit
Flameskulls are good for a wide range of
encounters - from goofy to gritty. Combat wise,
they are suited for an early to mid level party but
may easily have their difficulty scaled up by adding
other spells to their abilities.
Their talkativeness, voice imitation, and odd
appearance allow a DM to capitalize on using and
honing their aural and visual imagery. Their
rejuvenation and spell-casting provide a variety of
ways a DM may use backstory, time-constraints,
and roleplay in order to make what may seem like a
one-off encounter have lasting repercussions. The
fact they are bound by commands and may have a
semblance of their old selves can introduce
interesting moral dilemmas for player characters.
I've included an example ritual of creation for
inspiration, utility in evil campaigns, and insight.
I've also included a short example list of encounter
and plot hooks based around Flameskulls.
A wizard of great renown has asked the party to
check up on his old colleague, whose last letter
described a recent crop blight in a small holdfast
near him.
The familiar of an ancient Druid approaches the
party, and leads them to an old and abandoned
tower in the forest. Beautiful and soft singing can
be heard from inside.
Rumors of a voice making prisoners go insane in
the castle dungeons are confirmed when the party
is sent there by a corrupt and sinister new lord.
The party encounters a Flameskull frustratingly
knitting together a small sweater with telekinesis. It
bemoans its fate to eternally "Knit for the Great
Dread Lord Nercomarth." Apparently, Nercomarth
wasn't the greatest speller.
The party happens upon a strange altar with
runes written in blood, a hastily written note on the
altar says "Don't trust the voices - especially the
dog." The party then hears the cries of a wounded
dog further in the distance.
An erratic Flameskull stands before two doors,
and offers a simplistic riddle to the correct door.
Both doors open to solid rock and the Flameskull
has no intention of letting the party exit with their
lives.
Flumph
Introduction
Physiological Observations
Social Observations
155
156
Intra-Species Observations
Variant Species
DM's Toolbox
Flumph are considered a silly creature in D&D's
history but they can be used as a joke or as a
believable part of any world. Many scenarios can be
used with flumphs.
Gather information on the surrounding or an evil
city they are feeding off of
Players can Help Flumph move to a new food
source
DM's can use Flumph cloisters as a morality
issue to chose between letting a city of evil thrive
so the Flumph can survive or just wipe the city and
let the Flumph figure it all out.
A role-play scenario of trying to communicate
for the first time with a seemingly alien race
A quest to help a young adult find a mate
A deadly encounter with a Dark Flumph
Help protect a cloister from a dangerous
creature
157
Fomorian
Introduction
Physiological Observations
158
Social Interactions
Behavioural Traits
Inter-species Interactions
Further Information
DM's Toolkit
Fomorians are an interesting case as they are
Underdark creatures and high on the level listing.
At a bare minimum, the adventuring party should
be at level 5 before encountering just one of these
vile creatures. These should be larger villains of a
trip into the Underdark, and could be modified by
the DM in some way to signify a boss style
Fomorian, the Alpha of a hunting group or tribal
leader. One should also consider other, nonintelligent creatures for Fomorians to use as
hunting pets. Perhaps they are an indentured tribe
of Quaggoths or taken Kuo-toa as slaves. They can
also be used in an epic adventure involving an
invasion of the Feywild or an uprising of the
Underdark. The DM could also force a tenuous
alliance with a small band of Fomorians being
hunted by mindflayers or something else prowling
the Underdark. Fomorians are a key part of the
Underdark, and while they need not be included in
every adventure to it, they can be a very useful and
fearsome foe for the part to contend with.
Fomorians are as useful as the DM's imagination
allows them to be (yes that is corny and I know it).
159
Fungus: Violet
I wonder why it's called the violet fungus. They should have
named it the violent fungus instead. All of my comrades were
slaughtered on our first journey into those caves because we
weren't careful enough. And me? Well, I used to be an
adventurer like you, but ever since my left arm has rotten off
I've resorted to making my living as a scholar. And that's good
for you, foolish young explorer. Let me tell you what I know... Durson One-Arm, human scholar and ex-adventurer.
Introduction
Physiological Observations
160
Behavior
Generally, violet fungi that have enough food are quite docile
and content to stay where they are. However, if food is absent
for a long time it may begin to wander in search for a better
spot. Once it detects prey it will strike out with its venomous
tentacles. These tentacles are coated with a particularly nasty
venom that will cause tissue to become necrotic and rot away.
Many members of the species that live or hunt in an area
where these fungi make their home have scars on their body
due to these vicious tentacle attacks. While scholars have not
yet agreed on how the violet fungus detects its prey, most
speculate that it must sense vibrations.
Inter-species Observations
Trivia
DM's Toolkit
So, how would you use the violet fungus to
surprise or possible decimate your clueless
adventurers? Some ideas are mentioned below. Be
aware that their effectiveness and damage type
depends on the edition you are playing.
For an extremely low level party, either a pair or
small colony of violet fungi would do, somewhere
in a cave system. Maybe they are curious and don't
know the dangers of these mushrooms yet and
therefore come too close to these hungry and
dangerous mushrooms. Perhaps there's something
shiny in the pile of rotten stuff on the floor near
the fungi that attracts their attention. It could be
that they have to retrieve this shiny thing for a
quest if you so choose. This is perfect for
acquainting them with the dangers of caves and/or
the Underdark. You could even have them receive a
quest from an alchemist/wizard who wants a violet
fungus specimen or its spores for breeding or
study.
For an extra kick, combine some violet fungi
with a few shrieker fungi. The shrieker fungi will
attract the adventurer's attention when it senses
light or movement, and depending on the
subspecies/variant might even be a real nuisance in
combat. If they don't want to fight with the blaring
sound of the shriekers they will have to fight
against the violet fungi in complete darkness,
leaving those without darkvision in serious trouble.
The wailing of these shrieker fungi can then call in
the local security (for example, troglodytes or
goblins) might be equipped with a couple of violet
fungus venom vials, or wandering predators that
have learned that the shrieking sounds means fresh
prey (so many predators to choose from!).
Random nonsensical suggestion: An awakened
violet fungus requires the party's help in fleeing
from its evil druid master who wants it to guard a
grove of mushrooms or a mushroom forest.
161
Fungus: Shrieker
Physiological Observations
Variants
There was only one way to survive at that point. Either eat
the first thing I could find or starve to death. Oh, I ate alright,
dont ye doubt! But me ears werent the same for a couple o
days after that." Thorgan Gemsniffer, dwarven miner.
Introduction
Behavior
Inter-species Observations
162
Trivia
DM Tools
To be honest, these aren't the most exciting of
enemies. I suggest using them in conjunction with
violet fungi or as outermost security for a base of
some kind used for alerting the guards. Be aware
that depending on preference and edition, their
shriek effect may vary from being unable to hear
anything else happening nearby or sonic damage to
status conditions like being deafened.
Random nonsensical suggestion: An awakened
shrieker fungus has learned how to sing beautifully
and challenges the bard to a music contest.
"I told them we should have left it alone! But noooo, let's not
listen to the only person who has common sense. And what
did we get for it? A bunch of infected people!"
-- Bilybar, gnome wizard.
Introduction
Physiological Observations
Infection
Inter-species Observations
DM's Toolkit
A gas spore is one of those creatures that can be
deadly if you don't know it, but trivial if you know
what to do about it. Once you know its trick, it's
over. If none of your players have ever encountered
it before, you'll have most fun with this creature.
Seeing as how they eat plants and need light, they
can be located nearly anywhere for a random
encounter, and can be quite deadly if there's no
magical healing nearby.
163
Galeb Duhr
Introduction
Physiological Observations
164
Social Observations
Behavioral Observations
Intra-Species Observations
DM's Toolkit
Obviously I have taken a lot of liberties on this
creature, as per the brief when this project was
announced.
There is a TON of chatter and lore out there
about the Galeb Duhr, so if this Ecology doesn't
tickle your fancy, there are lots of alternatives out
there.
The Galeb Duhr don't seem like a typical D&D
monster at first glance. Their first instinct is to flee
any confrontation and communicating with them is
an exercise in patience.
However, once roused to anger, they are
formidable. Since you can have any size rock be
inhabited by the Galeb Duhr spirit, I have used
them in small, baseball-sized stones that acted as
swarming foes, all the way up to house-sized
dolmens that are worshipped as a God. The Galeb
Duhr is best used as an obstacle, not something to
fight. Treating with them takes a long time, and
some long puzzles could be keyed around
interacting with them.
In any case, they can be weakened or
strengthened as you see fit, like any monster, and
therefore can serve as a challenge for any level of
party.
165
"Flying rocks. No! Not thrown rocks; flying rocks; big $%&#
rocks that fly around and try to kill you. Look just like stone
statues. Crazy? Well if you are planning on going in there, you
are the crazy one. "
-- Garg; "professional" tomb raider.
Introduction
Behavioral Observations
Gargoyle
Physiological Observations
Social Observations
166
Inter-Species Observations
DM's Toolkit
Gargoyles generally are going to be a combat
encounter. There is some room for PCs to deceive
gargoyles into believing the PCs are powerful
forces for evil, but usually gargoyles will have
discerned the nature of the PCs by observing them
as statues.
Since they have unlimited lifespans, and infinite
patience gargoyles are excellent choices to be
guarding something that has been long forgotten.
The single gargoyle entry in the Monster Manual
is a CR2, but the gargoyle is a pretty good platform
for Modifying a Monster (DMG p.273). Here are
examples of gargoyles with CR0 through CR20, but
a DM may choose a different advancement.
167
Genie
Introduction
Physiological Observations
168
Social Observations
Behavioral Observations
169
Inter-Species Observations
170
DM's Toolkit
For a campaign starter, have all of your players as
slaves to an entrepreneurial Djinn who's looking to
start an Adventurers for Hire business. Although
the genie owns the players, this could turn out to
be a very happy and trusting relationship between
the master and the PC's. By time they reach level
10, they might have already gotten to a point
where the Djinn sets them free and continues to
act as their friend, advisor, and quest giver. For
higher level characters, or evil ones, a boss who's a
greedy Dao or Efreeti might be more appropriate. A
group of casters might work for a Marid.
Genie cities are cities of adventure. The City of
Brass, for instance, is as wide and diverse as Sigil,
the City of Doors. An entire campaign could be set
in one of these places! If not, they make for a great
place to visit.
Players who are new to the idea of the Great
Wheel Cosmology may find a genie city as a good
entryway before getting into the complex politics
of the Sigil or the weirder aspects of the Outer
Ring.
As I said in the first part, the basic genie (in the
Monster Manual) should be considered a
commoner amongst genie. Genie Wizards,
Fighters, and Rogues should exist in these cities
with class levels. In addition, Genie Lords and
Sultans should be upgraded into top-notch foes
with Legendary Actions. The greatest Sultans, like
the Sultan of the City of Brass, should be Challenge
Rating 30 when you're done.
An enslaved genie can be the source of some
very interesting plot hooks! Each one of those
examples that I gave for a subverted wish could be
a plot hook, especially if the genie's master is an
NPC. A rich man is paying for things with coins
made of fool's gold! All of the young women in the
land need to be led back to their towns after some
strange magic teleported them in front of this one
guy's house! A red dragon is sending hit men after
the party, but they don't know how they could have
possibly made it mad! A man locked inside his
study dies from a chest of gold falling on his head!
It's a murder mystery!
If you're ever looking for some inspiration for
your own genie, check out Disney's Aladdin (for a
jolly Djinn), the Wishmaster series (for a devious
Efreeti), The Arabian Nights (for examples of
genies who live as normal genie-people with
normal genie-lives), and the X-Files episode Je
Souhaite (for great examples of wish-subversions).
171
Ghouls
Introduction
Physiological Observations
Behavioral Observations
Ghouls and ghasts are almost always looking for their next
meal unless they're under the control of some necromancer.
Ghouls and ghasts either hunt alone, in packs, or rarely
hordes. A pack of ghouls refers to four to ten ghouls led by a
ghast. Ghasts communicate orders to ghouls via a language
resembling a more rudimentary version of common with
moans, snarls, and grunts replacing most of the vowels.
When a ghoul in a pack progresses to a ghast, the new ghast
and the established leader of the pack will equally divide the
pack of ghouls and go their separate ways. Sometimes the
two packs will join up together to take down a large group of
prey or for safety in the event that they are being targeted by
an undead hunter. Sometimes several packs will join up into
a horde.
Ghouls and ghasts typically roam forests, old crypts, and
other out of the way places. Some ghouls have been observed
hunting city streets and sewers. Once they have been realized
to be ghouls they are hunted down and slaughtered but the
city guard almost immediately. Ghasts, being slightly more
intelligent, can sometimes hunt an immense metropolis for
weeks or even months by spacing out the time of their kills.
Generally in cases such as these city guard attribute the
cannibalistic murders to serial killers. A captain of a city
guard must not discount the chance that a serial killer might
actually be a ghast when cannibalism is involved.
Ghoul hordes are the stuff of nightmares. A horde contains
anywhere from twenty to even eighty ghoul foot soldiers and
five to twenty ghasts leading them. The ghasts command
their horde towards a common goal. Generally hordes
wander rural areas on the edges of civilization attacking
towns and razing villages. Hordes tend to disperse after only
a few raids as they quickly attract the attention of local
garrisons. Naturally occurring hordes are a rare thing though
skilled necromancers have been able to organize them to
terrifying effect.
Interspecies Observations
DM's Toolkit
Ghouls and ghasts are very versatile in my opinion.
They can be make good encounters for all levels for
an ingenious DM. Granted this can be said for any
monster (Tucker's kobolds anyone?), but ghouls
are a favorite monster of mine. A pack of ghouls
chasing low level PCs through a forest can make a
good encounter for low level adventurers.
Alternatively, a lone ghast can stalk them
through a forest. Personally I like to have ghouls
attack unexpectedly
at night as a way of introducing a BBEG
necromancer. I once had my players sleeping on
the first floor of a house only to have a ghoul break
through their window at around midnight. Ghoul
hordes can make a good encounter for high level
adventurers. Especially if your players are the type
to set up defenses in a town and teach the villagers
how to fight.
Implementing the ghast claw infection rule can
give ghasts an extra scary feeling when the players
know that one slash can kill them days later.
However, I would not recommend this for a group
that likes to keep lethality low.
174
Ghost
"I know what I saw! She was right there then she vanished!
Oh my Valinda what happened?!"
-- Marko WindStep Human Soldier
Introduction
Physiological Observations
Social Observations
Variations
176
DM's Tips
Ghosts are there for a variety of useful reasons.
They can bring light to mystery, help with
information, be a challenge or aid in a quest.
Ghosts are also very useful for a great RP
experience and can make for interesting
interactions that players need to decipher. Try
using a ghost to start a quest instead of a jail it
might be fun.
Giant: Hill
Introduction
There are plenty of things that can make your day miserable
out in farmer country, but Hill Giants are by far the worst you
can encounter. They eat anything they can get their massive
hands on, livestock, buildings, people, it makes no difference
to them. They have the mental acuity of a toddler, unable to
hear reason and prone to throwing tantrums, destroying
anything and anyone around them. Thankfully, they're also
quite possibly the dumbest creatures under the sun. A far
throw indeed from the legendary rulers of old you hear
stories about.
Physiological Observations
Hill Giants are on the lowest rung of the Ordning the Giants
caste system. Every type of Giant is part of this hierarchy,
each individual Giant are placed in the Ordning based on type
and a set of skills or attributes decided by said type. No two
Giants are ever equal.
Intra-species Observations
Hill Giants have but two ways of interacting with other races.
Eat it or Obey it. What the Hill Giant decides to do depends
almost entirely on the creature's size. One of the first lessons
a Farmer learns when they live in an area with Hill Giants is
how to avoid destruction at their hands. Several methods
have been invented, including massive scarecrows, painting
buildings green to camouflage them and leaving trails of food
leading away from close villages.
DM's Toolkit
The adventurers are hired to protect a village, Hill
Giant tracks have been recently spotted only a few
miles from the small hamlet. Give the Players a
deadline of a few days to build defenses and see
what they come up with!
A large plume of smoke can be seen on the
horizon, traveling there reveals a medium to large
sized city demolished. The walls have been
knocked and pushed down and there are signs
everywhere point towards Hill Giants. But why
would Hill Giants attack a fortified city when they
can get easier food in the forests?
There has been a report of a large gathering of
Hill Giants, easily over 50 of the beasts. The scout
spoke about how they all gathered in a circle
around the fattest Hill Giant he had ever seen. The
strangest thing however was what that Giant was
wearing; it had a massive talisman tied around its
neck. The scout swears he saw it draw battle-plans
in the dirt, but obviously that's ridiculous.
The adventurers, for some reason, need to
assault a large castle/hold/fort etc but it's walls and
position make it nearly impossible to attack. A tribe
of Hill Giants have been spotted nearby; maybe
they could be fooled into assisting? Note for the
DM: Coercion would likely not work; Hill Giants are
about as open to reason as a newborn.
177
Giant: Stone
Introduction
Deep below the mountains live the Stone Giants. They care
not for the world above, that fickle world below the sky.
Underground channels make their waterways, huge caverns
their settlements and long, winding tunnels their highways.
Stone Giants are tranquil beings; they keep to themselves at
all times. They are artists, beauty and grace their sole
purpose in life.
This is not what a common tale of Stone Giants will reveal
however. No, tales of Stone Giants are tales of rage, of bone
crunching beneath stone, of blood and gore and death. The
few who have survived meeting a Stone Giant will tell you
about the mountain that suddenly started moving, how it
shouted in a language older than the rocks themselves and
how it came down upon them like a grey avalanche of fury.
Physiological Observations
178
Intra-species Observations
DM's Toolkit
While Stone Giants are ferocious warriors and hate
being disturbed, they are not stupid like their Hill
Giant cousins. Nor are they inherently evil. A very
clever party may find ways of appeasing a Stone
Giant to let them use its tunnels as a shortcut.
Stone Giants make excellent plot devices for
Lost Civilization stories. A dwarven archeological
team has gone missing after their last reports of
We've found something amazing down here.
Stone Giants can be used as an environmental
hazard. A party who knows that Stone Giants dwell
in this mountain may lead its pursuers straight into
the belly of the beast. Just hope they have a plan in
place to spare themselves the hell that is about
come upon their enemies.
A clever villain has led the party down a cave
system leading to Stone Giant territory, and
blocked the way out.
The party comes across a town working on hard
on seemingly preparing themselves for battle. Their
survival depends on their mining efforts in the
nearby mountain but a Stone Giant has been
making it impossible for them. They're gearing up
to fight it, not realizing that where one Stone Giant
is, there is an entire settlement of them.
A Cloud Giant wants a new piece of art for its
wall, but simply asking for it is far too simplistic. It
hires the party to brave a Stone Giant dwelling to
steal the piece. The Cloud Giant has of course
placed bets on whether party will survive or not.
179
Gibbering Mouther
Introduction
Physiological Observations
180
Social Observations
Behavioral Observations
Inter-Species Observations
DM's Toolkit
These things are really scary. They are fast, multiattackers with terrain-modifying powers and a nifty
flash (without the bang). Oh and the Fear from the
gibbering, always handy. They lay in wait, just a pile
of dirt, some prey happens by, they shift the
ground to a nice sloppy mire, and then turn on the
Gibbering Machine. If they had any intelligence
they'd probably think that was hilarious. The jump
scare followed by a dunk and a crunchy ending.
Mouthers as ambushers is my preferred method.
Their physiology practically demands it. But having
one roll up on you in a dark alley, glad as hell to see
you? They are just plain scary all around.
I like to give Mouthers the same origins as Feyr.
That they appear in areas where fear and stress and
trauma in the local populace is high. They sort of
coalesce from the bad air and roll around, scaring
and eating folk until the sun comes up and they
vanish like mist, only to return the following night
for more shenanigans. This might go on for weeks
or until a bunch of adventurers show up to deal
with the problem. On the flip side, I like to have
one of these act the same way around the PCs. The
Mouthers appears out of nowhere, taunts them
with craziness and follows them until dawn, where
it vanishes and comes back again, and again, and
again, and...Until they find a way to deal with it,
through combat or magic, or some other method
that doesn't include trying to negotiate with the
gorram thing.
They are great minions and can really change the
tide of a battle if dropped in from the ceiling or
waiting in ambush near its master. They make great
Solo challenges if increased in size and given the
right terrain and features to work with.
Mouther Variants
181
Gith
Introduction
Physiology
182
Social Observations
183
DM's Toolkit
Planar pirates, planar travel agents, planar monks,
planar freedom-fighters, planar Lich-Queen
worshipping red-dragon riding plane-shifting
martial silver-sworded Astral badasses - yes please,
the gith are any Spelljammer / Planescape
aficionado's bread and butter. They've got a rich,
very interesting history with Liches, Dragons,
Fiends, Illithids, and Humans all intertwined. Here's
a basic interpretation/rundown. Here you go here
we go, adventure/encounter hooks:
The party finds the freshly blasted ruins of a
Githzerai monastery, on a successful Arcana check
or Planes check the players find a planar rift leading
onto a Githyanki raiding ship.
After clearing an Illithid dungeon, the party finds
in the darkest depths a secret time-experiment.
Apparently the Illithids were experimenting with
reversing the Gith rebellion, the party must go back
in time, witness the rebellion, and undo their
experiments to avoid the creation of a devastating
time-warp.
The party is approached in a buzzing metropolis
by gith traders looking for guards. They're pretty
secretive about where they're traveling to. Just after
the point of no-return they admit the destination is
the Abyss, in search of [insert swaggin' treasure
here.]
A Githyanki challenges the party's biggest
jackass to a duel, and if successful a larger force
will come and impress the entire party into service
in their raiding ship - War of 1812 style.
The party must get from Plot-Device-Town #34B
to the Lost Island of McGuffins. A wizened
Githzerai approaches the party with an offer; if they
will help him get revenge on raiders who killed his
family, he will planeshift them to the Lost Island.
184
Gnoll
Introduction:
Physiological Observations:
Sociological Observations:
Behavioral Observations:
185
Intra-Species Observations:
186
Variant Species:
Much rarer than the Striped Gnoll is the Spotted Gnoll. They
are generally similar unless otherwise listed. Spotted Gnolls
are bigger than Striped Gnolls. An average Spotted Gnoll is
about 7'6* and 350 pounds. Females are about fifteen
percent larger than the males, but it is even hard to be
assured of gender than with Striped Gnolls. Females have a
pseudo-penis and pseudo-scrotum, making it difficult to
determine gender even if the Gnoll is nude.
Spotted Gnolls have some very distinct sociological
differences. They are intensely matriarchal and hierarchal.
The highest ranked male is still lower than the lowest ranked
female (although an exceptionally fierce and strong male may
be considered female if he proves himself worthy). There are
about twice as many females as males. They eat from a kill in
order of rank, with the Matriarch and her youngest pups
getting first pick. To take food out of order is seen as a
challenge to rank. Most politics among Spotted Gnolls are
worked out over communal meals.
They are not monogamous and do not pair for life. A
female will mate with any male who is not related to her that
catches her nose while she is in heat. Only females of a
certain rank are permitted to bear pups. The Matriarch will
kill any pups from mothers of too low rank.
Spotted Gnolls are born in litters of four, too many for the
mother to nourish. They are born with their eyes open and a
full set of teeth. Spotted Gnoll pups dig their own warrens
out instinctively, only emerging to eat. In the pup warrens
they fight and the weakest will die. After about three months
they are generally too big for the pup tunnels. It is only after
they finally emerge from the tunnels the last time that a pup
is considered to be alive. Spotted Gnolls are guaranteed not
to worship Yeenoghu. The idea of being ruled over by a male,
even a deity, is both abhorrent and hysterical. Despite this, it
is possible that Spotted Gnolls were among the final
worshipers of Gorelick before his death. They value strength
of arms and will above all other virtues. Spotted Gnolls do
not have any Priests or Clerics among them, but there may be
a Shaman who will help them commune with spirits and
ancestors for guidance. They are very in tune with natural
surroundings, and will defend their territory from anything
that would upset the ecosystem.
Spotted Gnolls are hostile towards those outside the pack,
but a Matriarch may be interested in making a deal if a
suitable number of gifts are provided. She will distribute
these gifts among her followers. The alignment of
Spotted Gnolls will follow that of their leader and they are
not inherently given towards Evil (they are most inclined to a
Chaotic Neutral alignment). Remember, however, that these
creatures are still primarily predators and regard most
humanoids as part of the spectrum of prey creatures.
They are more nomadic than the Striped Gnolls and can be
convinced to move on to where hunting is better.
Spotted Gnolls revile their Striped Cousins because of
their worship of Yeenoghu. They see it as borrowed strength
and that is contemptible. They do not take slaves and they do
not torture or make sacrifices. It is very important to Spotted
Gnolls that they die in battle. They believe that it is necessary
in order to take their strength with them into the afterlife.
Inquiries into the nature of the afterlife is usually met with a
wave of the hand and the statement that is tomorrow's stag.
Let us hunt today's.
DM's Toolkit:
TL;DR Striped Gnolls have a family life that would
be familiar to most adventurers, almost downright
endearing. However they indulge in unspeakable
cruelty to appease their evil god. Spotted Gnolls
have a social life that many would consider
abhorrently cruel, but they are most amenable to
dealing with outsiders and are not likely to be evil.
Here are some ideas beyond the group ambush
tactics that Gnolls are so justifiably known for:
A Striped Gnoll comes to the adventurers at
dawn - he returned home to find his mate
murdered and his pups missing. If they can find his
missing pups before nightfall, when Yeenoghu can
look upon the land, then the Gnoll will convince his
tribe to not attack a nearby village. He may even be
telling the truth.
A lone Spotted Gnoll Matriarch has been
blocking the bridge to a nearby village, slaughtering
any who approach. When the party approaches she
demands they face her in combat. This Gnoll is
ghostly with the power of Frightful Moan in place
of Butcher's Lure. She can be hurt with mundane
weapons. The Gnoll cannot be bloodied. When
reduced to zero hit points she will thank the party
for finally providing a worthy challenge. She will tell
them where to find a treasure. Under the bridge is
Gnoll corpse with a broken neck (she fell off the
bridge and broke her neck). The body will have her
weapons and armor, some jewelry, and a map to a
treasure. What a Gnoll considers treasure may be
surprising.
A desperate Spotted Gnoll ambushes the party
and shoves three squalling, biting pups into their
arms. Seconds later a pack of Gnolls strikes from
hiding and kills the desperate Gnoll. The most
battle-scarred individual - the Matriarch - demands
the pups and makes it very clear she will kill them
in the name of maintaining the natural balance of
the ecosystem. She is amenable to diplomacy (and
gifts) if the party has a solution, otherwise she will
attempt to kill them to get to the pups.
187
Gnomes: Deep
(Svirfneblin)
"We ran into the labyrinth, knowing that on our tails were the
most fearsome creatures the Underdark had ever seen. I felt
hopeless as we wandered for days and days, until finally we
found them. The Svirfneblin of Blingdenstone."
--Journal of Aoth Uuthrakt
Introduction
Physiological Observations
Social Observations
Being that most Svirfnelbin are slow to trust, there are very
little interactions between them and other races, especially
those from the surface. However, sometimes Svirfnelbin see
the need to establish relationships with other races and will
venture outside of their enclave. Such individuals tend to
become merchants that deal with the other Underdark races
or scouts and spies that go out for a certain mission.
Svirfnelbin have established gender roles within their
society. Males will work the mines and patrol the perimeter,
while females will run the enclave and see to the day to day
operations within the city. Mining for gemstones is a top
priority to the Svirfnelbin enclave, especially when it comes
to rubies.
188
Behavioral Observations
Inter-Species Observations
DM's Toolkit
Deep Gnomes are a fairly niche creature, seeing as
how they are mostly found in the Underdark.
However, once in the Underdark the Svirfnelbin can
be used in a variety of different ways.
A Deep Gnome illusionist wizard that has made
a great home for itself in the Underdark. Using
flavorful illusion spells for a Svirfnelbin would make
a great encounter for any party.
Another encounter with Svirfnelbin would be a
classic merchant. Distrustful with incredible wares
that the party would want. This merchant could
also promise more exotic items in exchange for
different materials and gems found in different
places in the Underdark.
Or one of my favorites, war. The Deep Gnomes
have been entangled in a war with the Drow and
the Svirfnelbin enclave has sent out scouts to find
help defeating their enemies. This would be a great
way to show off the Underdark as well as its many
inhabitants.
The most important thing to remember about
the Svirfnelbin is their ability to hide in the rocks of
the Underdark. So always make sure the Deep
Gnomes are sneaky and come out of nowhere.
189
Goblin
190
Physiological Observations
Social Observations
They care for these goblins until they are a few months old
and can move and hunt for bugs on their own at which point
they are thrown into what are little more than large holding
pens to grow strong and "play" such games as
"kill the weakling" and "What's this do?". Young goblin
mortality is VERY high but this weeds out the inferior
specimens.
Behavioral Observations
Intra-Species Observations
DM's Toolkit
Goblins are a staple of any D&D game as they are a
low CR creature that can adapt and stay a threat
probably up until mid range levels. They can be
deployed alone or in groups of a handful to a
hordeful with jobs varying from scouts, workers,
and thieves to marauders, assassins, and shamans. I
especially like goblins because I can flood a combat
with them, give each a single hit point, and roll
attacks in groups so the PCs are drowning in teeth
and knives but there is often very little danger of a
death to my adventurers and it doesn't slow
combat down as much because I treat them as
swarms.
Goblins make great information droppers,
trickster guides, and lying cheating assholes due to
their nature to survive seemingly impossible
situations and to screw over anyone they can. One
moment the party's prisoner goblin is leading them
to an ancient underground temple that borders the
goblin den, and the next the PCs find themselves
IN the goblin warren in very grave danger. These
goblins can also be tragic NPCs because even
though your dwarf probably hates them with a
passion, the human PLAYING the dwarf wants to
believe there's something within worth saving. And
you can play that for and against the party pretty
much whenever you want. These are flawed beings,
meant for a single purpose and getting them to do
anything else is a hassle.
In closing,
They're cheap.
They're easy.
They remain dangerous.
Happy hunting. And stealing. And maiming. And
overpopulating. And devouring. And...
191
Golem
Introduction
Physiological Observations
Social Observations
Behavioral Observations
192
Inter-Species Observations
DM's Toolkit
Golems are a good foe for all sorts of characters, as
different kinds of golems have different challenge
ratings from 5 all the way to 16. It should be noted
that golems have resistances to magical effects, so
they are a bigger challenge to magic focuses
groups. Additionally, they can be used and
constructed by players with a Manual of Golems,
which can help make a fun side quest and boost
the power of a party.
They are very good to use as guards for ancient
dungeons, as their doesn't need to be much work
put into explaining why it's their other than to
guard it.
As such, I hope you enjoy golems and use them
in your games, as they add a good amount of
content to games.
Bonus Fact: The golems of Dungeons and
Dragons are inspired by stories like "The Golem of
Prague", from Jewish Folklore, a mass of clay
brought to life by a Rabbi by rituals and
incantations, which can be used as a great excuse
to allow divine spellcasters to use golems too.
According to such folklore, The Golem of Prague,
who was named "Josef", could turn itself invisible
and summon spirits of the dead.
Modifying golems by giving them names or
giving them powers such as the ability to summon
spirits or turn invisible, like "The Golem of Prague"
can add flavor or make them extra challenging
enemies.
Gorgon
Introduction
Physiological Observations
Social Observations
Gorgons behave much like other large herbivorous fourlegged beasts, in that they graze on prairie or valley grasses,
slowly migrate from well-grazed to fresh growth pastures,
and raise and protect young, all as part of a herd.
Gorgon herds are protected and guided by strong, powerful
bulls and occasionally cows without a calf. Most cows are in
some state of raising offspring: pregnant, birthing, or nursing
one to two calves. While each mother provides primary care
of their own calf, the whole herd shows concern over the
calves and help protect them.
Bull Gorgons have been observed sparring with their
horns, but this seems to be more about learning and
developing defensive skills, rather than the displays of
dominance that bovine and ovine males are known for. They
rarely harm one another, and unlike cattle no clear winner is
determined.
Behaviourial Observations
193
Inter-Species Observations
194
DM's Toolkit
Due to the petrification ability and lack of
significant treasure, players and DMs alike are not
easily drawn to the Gorgon. I certainly have never
used one before. However, after this Ecology writeup, I see that they can provide several interesting
opportunities for the DM.
The first I allude to in the quote and that is the
opportunity to pull a bait-and-switch on the
players. While being turned to stone is still the
result of a failed encounter, players that spend
much time preparing for encounter with a gazeattacking Medusa will find their mirrors useless
against the noxious breath of bos petris.
The next use for these creatures is a nongeological barrier. A simple two day trek through
prairie land becomes a deadly game of sneak and
hide if the grasses are occupied by a large herd of
Gorgons. This forces players to think creatively
stop and observe, and exhaust spells of protection
and/or flying.
With the addition of the irrational city-raid, I've
given our DMs an opportunity to let the players
come to a town's desperate rescue by stopping the
stampeding statue-maker. Whether it is used to
redeem the PCs of their murderhobo habits, bring
them to the attention of the city government, or as
a hook as to what is out in the wilds that would
drive even a Gorgon into town; it utilizes a nearlyforgotten mythical beast to keep the PCs on their
toes, and out of range of the green cloud. (On that
note, the ONLY reference to the breath being
green I found was describing the 3rd edition
illustrations and later.
Be very careful forcing your players into directly
interacting with even a small herd of Gorgons.
Petrification is a fate almost worse than death,
since the corpse now weighs 3-5 times as much as
normal, and finding a reversal could turn a minor
side adventure into the beginning of an entire
campaign that includes at least one player
incapable of doing anything until they are returned
to normal.
The DM providing a description of intricate
statues in places they do not belong will give smart
players a warning that something dangerous is in
the area. After using this trick once with a real
Gorgon (or Medusa, basilisk, cockatrice, etc.) then
use it again as a tension builder and a security ploy
by a reclusive stone mason/wizard who can't afford
a real guard Gorgon.
Grell
Introduction
Physiological Observations
Behavioral Observations
Grell know only hunger and the drive to create more Grell.
They have a sixth sense that appears to let them sense living
prey (and they especially love humanoids) and objects up to
60' away.
Grell need humanoids to reproduce, much like their Illthid
progenitors, but do not require the victim to be alive. Once
slain, the Grell will extrude a thin tentacle and enter the skull
of the incubator through the ear. We are not sure what
process takes place at this time. Some have postulated that
the tentacle is an ovipositor, but most agree this claim has
little evidence to support it. The overriding theory is that the
tentacle transfers some sort of seed-virus into the host,
allowing the Grell mutation to transform the incubator's
brain, but there is much dissent, stating that this would not
account for the newly-born Grell's psionic abilities. The
rebuttal has been that perhaps the virus is the source of the
psionic attributes to being with? Debate continues.
Either way, a new Grell is born from the host in just 24
hours.
Grell do not fight one another for resources, each
individual contributing and taking from the collective equally.
When hunting the Grell attack from ambush. They are able
to compress their bodies into surprisingly small and shadowy
places, drawing their beak and tentacles in tight to their
sponge-like bodies. Grell are never found alone unless some
disaster has befallen the colony.
Grell have no fear, and have been observed attacking every
type of living creature, from human to dragon. If they detect
Illithid they frenzy and will focus solely on destroying them.
Intra-Species Observations
Grell have never been seen to treat with non-Grell in any way
but as prey. Much like any mindless predator, they are not real
good at making friends.
Their sworn mortal enemies are, of course, the Illithid, who
will oftentimes become obsessed to madness in eradicating
Grell nests when they find them, to the point of killing every
living thing in the area, just to deprive the swarm of food
sources and incubators. The Grell, not surprisingly, feel the
same, and will abandon all other activities to pursue the
eradication of any nearby Illithid (and any incidental Flumphs
in the area as well).
Social Observations
DM's Toolkit
Obviously this is a large departure from the canon.
I don't like just rehashing the same old thing - for
me, these Ecologies are about looking at monsters
in a fresh way while keeping the basic
understandings alive.
I've modified these for my own game by
removing their lightning abilities and adding a basic
Psionic Blast - treat as a cantrip, does 1d6
force/psychic damage.
Truthfully, Grell scare the shit out of me as a
player. They are like psionic piranha to me - they
hide, they swarm, they kill everything and take it
with them to create more Grell. As a DM, what's
not to love?
196
Grick
Introduction
Physiology
197
Variants
Sal led the five town guardsmen and his father back to the
cave. The guardsmen went in first, brandishing torches and
swords. His dad put his hand on Sal's shoulder and squeezed.
After a few minutes, Rane, the leader of the guards, came
back up, casting his eyes downward. He took a deep breath
then looked up at Sal's dad, and gave a slight nod. Sal felt his
lip trembling, and his father held him as he sobbed.
Their procession back into town was solem - five
guardsmen on horses, Sal riding with his father, and a
seventh horse laden with a covered shape. There had been no
sign of the monster. It must have moved on.
198
In very rare instances, gricks will have more than the four
front-facing tentacles. Some adventurers have reported up to
ten tentacles, though this is likely an exaggeration. The
highest number of tentacles documented by scientists and
specialists is six.
Less rare, but much more terrifying, are the monstrous
grick alphas, which can easily grow to fifteen feet long. These
monsters are almost always the apex predator in their area,
destroying any competition with ease. Many a campaigner
has met his match fending off a grick alpha's five-foot long
tentacles.
DM's Toolkit
Gricks make great low-level encounters, and can fit
into just about any type of wilderness or dungeon
setting. Because they will often form symbiotic
relationships with other, speedier (and/or more
intelligent) creatures, they are suitable to be used
for several types of encounters. Here are a few
examples:
A grick lays low in a small hillside cave, beneath a
copse of trees where a half dozen stirges live. The
grick eats the remains after the stirges drain the
blood of victims.
A small tribe of grimlocks, knowing the
existence of a local grick, have set up several traps
to lure adventurers away from their lair and to the
grick.
An ogre mage keeps a grick in a pit inside his lair
- he feeds disobedient minions, as well as
prisoners, to the grick to show who's boss.
Make use of the gricks' ability to hang off walls
and ceilings. There is little more terrifying to a
group of already-frightened adventurers, deep in a
dark cave, than something attacking them unseen
from above.
Griffon
Introduction
Physiological Observations
Social Observations
Behavioral Observations
Inter-Species Observations
DM's Toolkit
So common Griffons are the rules as written,
monster manual Griffons, great if you want to add
some danger to a mountain pass, and something
impressive and scary without being invested it
killing the PC's. Have the Griffons attack the party
but focus on the horses and pack animals, once
they make a kill they will try to escape (assuming
the PC's have the sense to let them go!)
Seagriffs are a flightless variant of the standard
Griffon, great for those long sea voyages when you
are all bored of sharks they are also nice set
decoration for a smugglers cove.
Royal Griffons need a stat and size boost, maybe
give them a language. Could be a great plot hook
for a local man-eating Griffon that needs to be
hunted down but, twist, she's just as clever as the
hunters (Predator meets the Jungle Book)
As Mounts
199
Grimlock
Introduction
Physiological Observations
200
Physical Distinction
Social Observations
They have a simple society, not unlike our records from the
Dwarves and Elves of early human society interestingly
enough, consisting mostly of warriors and women and the
young. There are a few who contend for the leader but the
caste system will be talked about shortly. They form family
units as well, and each is granted their own home, with the
usually seen male female and then eventually children set up,
though they don't seem to do the usual courting ahead of
time. Family units like this seem to be contracts of a sort, I
was lucky enough to witness the event, a young male went to
an older male and traded some spoils from a recent hunt
(several humans) and then the young female joined with the
young male in his home. This was early in the year so I was
also lucky enough to witness some of their mating habits as
well as some of the life cycle, truly an interesting prospect.
Caste System
Life Cycle
Behavioral Observations
Intra-Species Observations
201
202
DM's Toolkit
There are several ways to use these guys
effectively, our own Hippo suggested using them
as a sort of swarm, piranha style, who descend onto
a town and pick the area clean before disappearing
back to the Underdark. This is quite the effective
way to use them on the surface, to attack a town
players are in and force an encounter (or force the
party to flee if you prefer that way)
They are low level monsters best used in large
quantities or when the players are similarly weak
with the 5e rating them only at a CR of 1/4. As
mentioned they can be used as guardians of a
medusa they see as a god, fodder for Drow that use
them as slaves or similar from Illithid, they can
even be used to warn of nearby Aboleths just by
placing their corpses near some water or having
some behave very erratically. If you wish to stat
them up they can even use tools and armour and a
scavenged battle axe from a blacksmith they
destroyed would be especially useful to make them
a bit stronger. Maybe they were even smart enough
to kidnap a blacksmith to make better weapons
and gear for them making them an even bigger
threat, that's not out of the realm of possibility
when dealing with Grimlock.
They have blind sight via echolocation and an
extremely good sense of smell and so can be
rendered entirely useless by spells that cause
sound (to trick them) or other methods of making
them deaf and strong smells thrown directly at
them to confuse their nose. If they lose their sense
of hearing their blind sight becomes much shorter,
being only 10ft.
Editions vary but their INT is usually around 10,
5e lists it at 9, and they speak Undercommon in 5e
but in previous editions had their own language, so
they can be reasoned with should the party wish to
try but due to their constant mistreatment by
literally everything they encounter their distrustful
nature will make any negotiations difficult, they are
far more likely to react violently to any party that
sets foot anywhere near them than listen to what
the party mouth has to say. So they are a good
option if your party enjoys negotiating and you
want to throw some combat at them.
Hag
Introduction
Variable types
Annis Hag
Green Hag
I know not the proper name for many of these beasts; they
spoke it in a tongue I do not comprehend, so I will merely call
this one a Green Hag as it describes it well. Like most of its
Hag sisters a Green Hag seems to have the ability to hide its
true form and make itself look like any beautiful young lass
you might see, say for example, in a farming village as you
ride by, recently having spent a year in the underdark
studying the beasts to be found there. One should always be
wary however of any maiden who seems overly eager to be
rid of her flower or you may find yourself in a cramped cell
with only a notebook for company. These beasts seem to
favour swamplands, or else very desolate forests. They seem
to be capable of keeping as pets creatures far more
intimidating than themselves which lends credence to their
true powers and capabilities, I have seen several different
ogres come and go from this place taking orders from these
beasts. The only tales I had heard of them say they prefer
trickery when combat is unavoidable, they will mimic the
sound of nearby beasts to make unwary adventurers drop
their guard and then attack from the shadows without
warning.
Sea Hag
203
Dusk Hags
A mere tale I have heard from one of my friends long long ago
I think, my hands are looking older, how long have I been
here? I must keep my sense of mind, I must keep writing.
Dusk hags are sometimes the offspring of Night Hags, rather
than the black skin of their mothers theirs is more akin to old
paper, very yellowed with time. Tales I have heard have said
these Hags are less confrontational and prefer to be left
alone, though they can seek companions and often times
prefer the company of their sisters. Those same tales also
warn of the Dusk Hag and its most insidious ability, that of
prophecy. Emperors have ruined their entire realm chasing
after some misinterpreted words from a Dusk Hag, and many
lesser men have done the same. The prophecy is never
wrong, however it is always vague, and this is also why many
bands of hags keep them around, to help them plan whatever
fiendish cruelty they seek to accomplish.
Hagspawn
Social Observations
Behavioral Observations
There is not much I can say about their behaviour, they feast
on living members of other species, plot in languages I do not
know and breed whenever their vile wombs are empty. I am
not their only captive, but I am the only one still alive after so
long. They have kept me here for longer than I have been able
to keep track of, I just want it to end but they won't, when I
beg for it they laugh and cackle with those raspy monstrous
voices and tell me I have so much more use to them. I fear
they let me live now out of cruelty, wishing me to be tortured
for as long as what little sanity remains to me stays intact.
204
Intra-Species Observations
DM's Toolkit
With such a large variety you can fit hags into
pretty much any setting, and with their guards
consisting of Orcs and Giants you have a lot of
variety you can toss towards what could easily be a
boss encounter of a short quest at the right levels.
Family finds out their child was replaced and hires
you to go track down the Hags before their
midnight snack consisting of baby organs, or
perhaps they captured a lot of men or an important
NPC for mating purposes and you want to save
them. They can also be more middle quest foes as
well if the party is strong enough you can toss
them in the path without question if at least one
party member is male. They make for good ambush
foes as well given their predilection for sneaking
around and ambushing, and they could easily get
the drop on party members. If you're looking for a
longer quest goal for them you could just have the
party meet and mate with a hag in disguise and
then they go off in search of his child before they
use their profane rituals to turn their young child
(at puberty) into a proper Hag like them as for all
intents and purposes as children they appear to be
completely normal until such a ritual takes place
and could pass off as human their entire lives. The
Hagspawn as well can make for a good PC class if
the player is looking for something a little out of
the ordinary.
Half-Dragon
Physiological Observations
Social Observations
Behavioral Observations
As with any half breed the Migakh are not entirely beholden
to their bloodline when it comes to their morality and
personality. It should be noted however that there are often
latent traits exhibited by half dragons that relate to their
lineage. Half blue dragons are more likely to be vain and
arrogant whereas half white dragons tend to more impulsive
and quick to anger.
Those born as Migakh tend to have difficult childhoods.
While there blood is no direct indication of personality or
behavior, the nature of humanoid society often treats Migakh
with hatred and scorn. Leaving most as loners
(whether by choice or necessity), often with a
contemptuous view of humanoid society as a whole.
It is hard to predict exactly how one reacts to becoming
half dragon later in their lives. They tend to have a different
mindset depending on the circumstances of their
transformation. Many in a particularly dangerous line of work
see becoming a Migakh as an honor or triumph over
something as powerful as a dragon. These individuals tend to
wear their scales with pride. Others (often those who became
Migakh due to an accident), find their new appearance as a
mark of shame or a horrible curse.
205
Non-humanoid Migakh
DM's Toolkit
-Half dragons are an interesting way to spice up
npc's. Whether they're friends or foes it adds an air
of strength to them.
-It's almost inevitable that a PC will want to be a
half dragon at some point. It should be noted that
half dragons are significantly more powerful than
the standard player races. Usually they're worth a
class level or two to make up for their innate
strengths.
-It is better (in my opinion) to have a player
become a Migakh later in their adventures as part
of the story. There are a myriad of events that could
result in a PC's transformation and it can make a
wonderful "reward" for overcoming a great foe.
206
Harpy
Introduction
Physiological observations
Origin
Social Observations
208
Interspecies Observations
DM Toolkit
Concept
209
Hellhound
Introduction
Physiological Observations
210
Behavioral Observations
Social Observations
Intra-species Relations
DM's Toolkit
Ordinary Hellhounds are the perfect guard dog.
They are the perfect creature to trap your PCs with
when they break into the mansion of their enemy
and grab whatever item they wanted. With a simple
level of 7, ordinary Hellhounds are more than a
challenge for weaker parties in groups of 1 or 2
and for your stronger parties; groups of 5-12 are
common. For parties above level 10, Fire-bred
Hellhounds are a great tool. Their fierceness makes
them the perfect monster to fight in hotter
settings. Most importantly, a Fire-bred hellhound
means that Fire Giants and Azers are nearby.
Together, they make a powerful enemy. If either
group were to find one of their hellhounds dead,
it'd spark an entire settlement to hunt your PCs, a
great thing to have in your bag of tricks, especially
for parties that consist of pesky murder hobos.
Nessian Warhounds are perhaps the toughest
monsters to have in your toolbox. They are hard to
hit, relentless trackers and extremely good at
planning traps and ambushes. They can be very
patient as well striking once and then striking again
weeks later when PCs thin they're safe. To make
encounters tougher, 2 Nessian Warhounds can
easily be accompanied by 24 ordinary hellhounds
or a powerful devil spawned by the blood of
Asmodeus. If the PCs do defeat the Warhounds,
there is no guarantee that more won't be sent. Even
worse, killing the pets of the Lord of the Ninth
Circle may cause Asmodeus himself to send his
avatar to check on the enemy, a great way to strike
fear into the heart of any player (especially if you
see the stats and skills of the guy).
211
Helmed Horror
Social Observations
Tallien had always known that his greed was going to get him
killed. Dashing around a corner, the rogue stumbled on the
stones of the ancient dungeon as blood dripped from the
wound in his side. The glowing suit of armour followed in hot
pursuit, clanking with every movement. Putting its sword
down, the helmed horror unsheathed its crossbow to take a
shot at its quarry.
Introduction
Behavioural Observations
Physiological Observations
212
Inter-species Observations
DM's Toolkit
A helmed horror or two is an excellent alternative
to the unthinking and unfeeling golem. Helmed
horrors are more intelligent than most other
constructs, and can act in concert with other
helmed horrors to present a well-armed and
armoured threat to a party of any level. Resistances
to bludgeoning, piercing, and slashing damage
from weapons that aren't adamantine, immunity to
force, necrotic, and poison damage as well as the
blinded, charmed, deafened, frightened, paralyzed,
petrified, poisoned, and stunned conditions makes
them extraordinarily tough opponents for martialand magic-focused groups alike.
Helmed horrors make good guards for ancient
tombs or dungeons, as no explanation is needed as
to why they're where they are, and the ancient suits
of armour that the horrors are made of could make
for an interesting bit of lore, or even a plot hook in
and of itself.
Helmed horrors are CR4 monsters, making for a
good challenge for low-level parties, but a group of
them can be a threat to intermediate- or high-level
groups. An AC of 20 means that a horror will make
for a tough fight.
Being the flavourful and uncommon monsters
that they are, helmed horrors will make a colourful
addition to any campaign, whether in the form of
an heavily ornate and ornamental set of armour that
springs to life when approached, an old and rusted
set of armour deep in a swamp, or a set of strange
and wonderful plate armour deep in an ancient
tomb.
213
Hippogriff
Introduction
Physiological Observations
Social Observations
214
Behavioural Observations
Due to their ability to see well in the dark, and the danger of
other predators that also hunt hippogriffs, like dragons,
wyverns, drakes and other large beasts, hippogriffs tend to
hunt in the dark during the early morning hours or very late
in the evening. During day they will stay close to their nest or
lair, during which time they will rest and groom their wings.
When out hunting, they use hunting patterns comparable
to that of eagles: turning in circles until they have located
prey, after which they will dive and carry off their meal back
to their nest. Or, if the area is relatively safe, they will
consume their meal on the spot. After especially large meals
they will consume grass, grazing near their nest. If grass is
not readily available, leaves are a readily available alternative.
The nests behaviour varies wildly between gender, and
indeed between individual hippogriffs. There is a somewhat
common appearance between most nests, however. Males
tend to build rather simple nests to rest in which are mostly
made from branches and leaves. Females, however, have
been observed building their nests from a multitude of
materials: leaves, branches, fur, feathers and even the hides
of their prey.
Inter-Species Observations
DM's Toolkit
Hippogriffs; you can somewhat envision them as
slightly weaker (and less intelligent) variants of the
griffon. They do not quite make the social impact
of an enslaved (or charmed) griffon and neither
have their majesty.
However, they make great mounts for players
who want a flying horse-like companion, or for
lower level BBEG's who will likely charm a
hippogriff or have bought a hippogriff egg on the
black market. Or in mid-level campaigns hippogriff
may serve as the general mount of either a good or
evil army.
Plot hooks related to hippogriffs may include
black market operations (eggs and/or young) or
hunting one to stop a village from getting harassed
by it.
Alternatively, you can use the stats for a
hippogriff as the stats for a younger griffin.
Hobgoblin
Introduction
Physiological Observations
The best way to kill a hobgoblin is to kill his friend first. The
reverse is also true.
Old saying among adventurers.
"A hobgoblin is war made flesh and blood. They make
fantastic specimens for undead minions."
Unknown
The hobgoblin is quite the physical marvel, as would befit a
race created specifically for the purpose of war. Hobgoblins
stand upright, usually around at least 6 feet, or 180
centimeters, which is significantly taller than the average
human.
Like with humans, there are many varieties of hobgoblins
as the species has spread across the face of the earth
throughout the centuries. Generally hobgoblins are deeply
orange-skinned, the tint of which can vary according to
sunlight exposure, with some northern species exhibiting
pale yellow skin and southern ones having almost reddish
skin. Male hobgoblins can sometimes have a blue or red
nose, which is a sign of virility and strength.
215
Social Observations
216
Behavioral Observations
Intra-Species Observations
217
DM's Toolkit
Hobgoblins are the Sauron of D&D. The militant,
totalitarian war machine that is just as organized,
numerous and civilized as the rest of the world, but
hell-bent on conquering the latter.
Hobgoblins are an excuse to have the players
fight smart and competent monsters. Hobgoblins
have mages, priests, plate armor and siege
equipment just like everyone else, and they're
terrifyingly good at everything related to war.
If you're tired of your party roflstomping stupid
orcs or weakass goblins, line up some hobgoblins
with heavy armor, pikes or halberds, pack 'em close
together so you can utilize Martial superiority, and
give them the polearm master feat and some
superiority dice, throw in a fireball-throwing war
wizard, a commander and a healer, and watch the
world burn. Oh, and traps. Don't forget traps.
The cool thing about hobgoblins is that they can
be as civilized as you want them to be. You can
have primitive hobgoblin tribes, cave-dwelling
underdark monsters, or illustrious empires of
smoke, fire and death a la Mordor. Or they could be
semi-civilized Vikings or Mongol-style steppe
nomads.
Hobgoblins are a swiss army knife of player
death. Use them well.
I can personally recommend researching a bit
about actual medieval military tactics to get some
inspiration for using them. Spoiler alert: Polearms
are your friend.
218
Homunculus
"At first I was just ignoring the little pecker. I mean, it was just
a little thing slightly bigger than a bug, and with the witch and
the hobgoblin we had a full plate. Then the little bastard bit
me, and at first I thought, What the heck?, because it didn't
feel like more than a pinprick, but then this wave of nausea
came over me, and I got dizzy, and I realized that damn thing
had poisoned me. But Erinor slapped it down with little more
than an off-handed swat and we moved on."
-- Therion, the Archer.
Introduction
Behavioral Observations
Inter-Species Observations
Physiological Observations
Social Observations
DM's Toolkit
At first glance, a homunculus is almost a throw
away monster. But if a DM spends much time, he
will see that for 10 XP, he can do some interesting
things with a homunculus. As written, the
homunculus can carry a potion of healing or two
and as a tiny creature it can take total cover in most
terrains - flying out to administer a healing potion
and then taking total cover again. Its ability to
impose the poisoned condition makes it a
challenge at any level that must command
attention for at least one attack. It can also use the
Help action in various ways.
If a DM is willing to modify the homunculus, it
can present a challenge greater than its CR0
implies by adding traits that specifically do not
increase the CR from the DMG's special traits table
(p.280-281). Specifically, flyby, and invisibility can
do nice things for a CR0 homunculus. So can
innate spellcasting, but one needs to make sure
that the spells cast do not increase damage,
effective AC, effective HP, or to hit. Further, note
that the homunculus is mute, so while innate
spellcasting often doesn't require the material
component of the actual spell, it would be a
significant variation to allow a creature to innately
cast a spell with a verbal component without using
a verbal component; so that brings the realistic list
down to the cantrips friends and minor illusion; at
3rd level there is counterspell and hypnotic
pattern, but that may be pushing the expectation of
a CR0 creature.
Something that I've done quite often, is reduce
the hit dice from 2 to 1 (giving it 2 hit points
instead of 5) and giving it immunity to other
damage types in addition to poison. The idea that it
is constructed lends it to the proposition that with
the right material, it could be immune to whatever
damage the creator chooses; I often use fire, force
(for eldritch blast and magic missile) and piercing.
There is no mechanism for a player character
creating a homunculus (in 5th edition). One could
have a spell similar to find familiar or add a Create
Homunculus Feat (if using Feats) or special magic
item (Manual of Homunculi).
Regardless, a good strategy is to allow the
construction of the base CR0 Homunculus via a
method of choice, and then allow for
improvements - different immunities, flyby,
invisibility, better ability scores, innate spellcasting,
(the list of improvements is limited only by the
imagination) Different improvements would
require different ingredients in the creation mixture
(for example, immunity to force damage might
require adamantine) and the search for those rare
ingredients are grist for encounters or entire
adventures.
Finally, the homunculus is a pretty good platform
for advancement. I've gone from a variant CR0
version to a CR20 version here.
220
Hook Horror
Introduction
Physiological Observations
221
Social Observations
222
Variants
DM's Toolbox
Hook Horrors are a great ambush for a party. They
also can be a wonderful tension builder with a
strange clacking noise growing and growing to the
crescendo of a brutal fight. Don't be too hasty to
make them mindless brutes although they may
conduct battle as such.
223
Hydra
Introduction
Physiological Observations
224
Social Observations
Behavioral Observations
Intra-Species Observations
DM's Toolkit
Hydras make for great oh, no, not now moments,
as additions to bosses rather than bosses
themselves. Paradoxically, Hydras are more
dangerous at higher levels, as taking 25 points of
damage at once severs a head, regenerating two for
one at the end of its turn. Fire and acid negate this
problem, just as with Trolls, but it can still quickly
grow out of hand for a melee based party. Think of
the encounter in Disney's Hercules. Also effective
is its water-breathing. If you just have one head up,
it can look like a big water serpent. You can have
two or three heads coming up at a time before the
party figures out there's more to the story beneath
the water's surface. And look at all that it is
resistant to! This sucker, as long as it has more
than one head, has advantage rolls on being
blinded, stunned, charmed, deafened, frightened,
and being knocked unconscious. Depending on the
edition you are using, a Hydra may or may not have
a breath weapon. If it does, using it as an opening
can seriously unnerve your party. If you can, spread
the usage out, so you have one head doing it at a
time. Hydras don't have that big an encounter level,
but used right, it can be a terrifying and
unexpected problem.
225
Intellect Devourer
Introduction
Physiological Observations
The Intellect Devourer stands around 1-2 feet tall with the
majority of its body, exactly 68% actually, being a brain
enveloped in a crusty coating. This crusty coating is a paste
applied during the ritual used to create these monsters made
from the bones of a Mind Flayer's thrall mixed with powdered
iron and spells of protection. These spells preserve the brain
preventing it from deteriorating. The remaining 32% of the
beast are its 4 beast legs on which it walks. These legs
resemble the legs of a lion or tiger. Once in my life, the legs
were reminiscent of a dragon's. These legs have claws which
act as powerful weapons for the Intellect Devourer.
Intellect Devourers are blind. However, they can still "see"
thanks to their enhanced senses. These senses allow them to
"see" up to 60 feet only though. Beyond that range, they are
effectively blind.
Intellect devourers are particularly deadly to anyone who
has ever progressed past infancy. What makes these
monsters so strong is that they attack multiple ways at once.
They first strike with their powerful claws which breaks down
any mental barrier their prey might attempt to erect. Then,
they launch a powerful mental attack. If the mental attack
succeeds, they devour the intelligence of the prey potentially
erasing their minds and then stealing their body. This stolen
body acts a puppet under the Intellect Devourer's direct
control and helps it lure more thrall. When in control of a
thrall, the Intellect Devourer can speak any language a thrall
speaks.
Perhaps what makes the Intellect Devourer even more
deadly is its incredible resilience. Thanks to the crusty
coating covering it, the monster is immune to bludgeoning of
all kinds. It cannot be pierced or slashed by any weapon that
is nonmagical. It cannot be blinded or put to sleep (they don't
sleep). It's tiny size makes it hard to hit as well as makes it
fairly stealthy. It's perception makes it hard to fool as well.
226
Creation Methodology
Social Observations
Behavioral Observations
Intra-Species Observations
DM's Toolkit
So, how can you use the Intellect Devourer in your
campaigns? First and foremost, they serve as one
of the strongest opponents for lower level parties
especially those who do not have magical weapons.
They force the party to run and use tactics rather
than try to fight straight away. They are also great
for trap encounters when your party is careless in
caverns or attempting to break into a Mind Flayer
settlement. Against larger parties, using trusted
NPCs under Mind Flayer control to show the party
how easy it can be to be betrayed.
227
Invisible Stalker
Introduction
Physiological Observations
Summoning process
They are truly neutral much like wind is. Like the wind,
Invisible Stalkers do not forgive. They do not pity. They do not
care or love. They are primal forces of nature driven to fulfill
their task that's it. If you are ever unfortunate enough to
encounter one improperly equipped, do not waste time
attempting to reason or fight. Simply run.
In their home world, the Invisible Stalkers are simple Air
elementals which converse with others and enjoy their time
flying freely and rather happily.
Interspecies Observations
DM's Toolbox
This is probably my favorite monster to have in my
Monster tool kit. It's incredibly strong and hard to
stop. It's invisibility means that it's hard to detect.
The ability to squeeze through cracks, compress,
and expand makes it hard to predict and harder to
prevent. It makes the perfect assassin to send your
PCs running all over the place frantically especially
if they don't know what's going on.
The best way, in my humble opinion, for the
Invisible Stalker to be used is just as an assassin. It
can be used as a great plot hook. The important
and powerful citizens of a city are suddenly being
wiped out and no one is ever seen approaching
them. All that is ever discovered is an open window
and a breeze.
Another great way for your villains to antagonize
the PCs is for the PCs to be assigned to guard
multiple people in the city and then have the
Invisible Stalkers assassinate these members. If the
PCs were to be after an artifact or protecting the
artifact, if the artifact suddenly lifted into air and
flew away, then they'd probably be thrown for a
huge loop.
229
Jackalwere
Introduction
Physiological Observations
230
Social Observations
Behavioral Observations
Inter-Species Observations
DM's Toolkit
The Jackalwere is a creature without a huge deal of
background, meaning that there's a good deal of
leeway for you to mess around with it. This means
that you can have them organized however you
really want and have whatever origin you need to fit
the story, a blank slate of background lore.
The Jackalwere makes a great fakeout for
Lycanthropy. Confuse your party when the human
tracks lead AWAY from the gory crime scene and
then turn into animal tracks, rather than the other
way around. This can also make adventurers
paranoid about getting bitten, when in reality the
Jackalwere isn't contagious at all. That plus their
canid jaws makes them an excellent faux-werewolf
to pull the wool over a player's eyes.
Fighting the Jackalwere promises a struggle,
though they are savages who love nothing more
than killing and eating humans and demihumans
they can be surprisingly intelligent and cunning.
They aren't simple beasts and will lay ambushes,
set traps and gain the confidence of their food
before sending them to sleep with a look. If the
gaze fails then the Jackalwere usually has its pack
to hand, who will fall in like a pack of dogs and act
as a coordinated group. Picture a cross between
Kobolds and Gnolls.
If a villain is hiring Jackalweres they will usually
be destructive, ill disciplined and prone to
impetuous action. Unused to gathering together
for a long amount of time younger ones may fight
amongst themselves and generally they make
themselves a nuisance to all involved. However as a
blunt instrument for a larger intrigue they are
highly effective, good at causing terror and panic in
locals and generally wrecking havoc.
As a template Somethingware has some
potential, animals who transform into humans (no
curse involved) could be used for subtle purposes
such as a Snakewere or a Spiderware, or for big
bruisers such as a Tigerware, a Wolfware or an
Elephantware. However it's a bit of an odd one that
players will probably be weirded out by, apply with
caution.
231
Kenku
First Encounter
The squat little creature steps out from behind a crate further
down the alleyway, shuffling in heavy, ragged robes. A deep
hood covers its head, which it keeps bent downward into even
deeper shadow. It drags its feet along the paving-stones, I
note, because it doesn't want to risk revealing them by
walking normally. Its arm reaches out, palm turned upward
to the sky. From the hood comes a gentle clinking sound,
exactly like coins jingling in a coinpurse.
"What's this?" This dim query comes from one of the hired
hands to my right, one of two brothers. New to town, I'd
managed to snatch them up for some work before the tonguewaggers could scare them off with slanderous lies. Not
terribly bright, but...
"What is this?" He asks again. "Where's the baby you were
looking for? We came in here because you heard a baby
crying..."
"There was no baby," I cut him off. "Keep your eyes open."
The hunched figure gestures its open hand at me again,
more urgently this time. The sound this time is of heavy gold
coins hitting a wooden table-top. I smile thinly.
"No," I tell the figure. "You'll get nothing from me."
The figure then makes another sound--that uncanny
accuracy!--and this time it's the sound ripping leather, a purse
torn open, and coins scattering violently on the ground. As if
this were some signal, three more hooded figures suddenly
slide from out of the shadows of the alley, creeping towards
us with knives drawn. The one in front of me rears up,
stronger than its originally hunched form would suggest, and
for the first time its long, dark beak is visible in the dim light
of the alley, its clawed birdlike feet poking out from under its
cloak as it shifts into an attack stance. Small round eyes flash
as it, too, reaches for its blade.
"Leave at least two alive," I tell my hirelings as they hastily
draw their own weapons. "I'll need them."
A Brief Conclusion
DM's Toolkit
The Kenku are a very flexible creature to use in your
campaigns. Their mimicry, talent, and demeanor
allows them to run the interactive gambit from
annoying, to useful, to comical, to disturbing.
Kenku attack in groups, always preferring
ambush.
The key tactic for luring targets in is by mimicry.
On a normal basis, this could be a baby crying, a
woman screaming for help--any generic sound the
Kenku might have heard (or caused). For Kenku
who are stalking and following the target
specifically, perhaps they mimic a shout for help or
inviting phrase one of the party members have
used.
The above can be a great psychological tactic for
freaking out your players. The player knows that
you, the DM, have just called out to their character
with another PC's voice and lured them
somewhere. The character has no reason to
assume anything is amiss. There are times were
players having OOC knowledge is in your favor for
setting the tension.
Kenku can be random muggers or even a facet in
a thieves' guild, using their talent at forgery.
Forgery could be another tactic the Kenku use to
lure the party in--a fake letter from a friend, whose
handwriting they recognize.
Kenku conversations can be amazing for RP - in
one of my campaigns, the party gained the trust of
a Kenku in attempts to find out where kidnap
victims were being taken. The Kenku made a series
of sounds that gave vague clues to what had
happened to the missing people. Stringing sounds
together, or snippets of conversations between
people, is a great excuse for having your party put
their detective cap on.
If you have the tech and the know-how on hand,
having small sound files on-hand to play could be a
fun and immersive tactic.
233
Kobold
Introduction
Physiological Observations
234
Interspecies Observations
Variant Observations
DM's Toolbox
When encountering a kobold band outside of their
lair, DM's should assume the players have
wandered into a trapped territory the kobolds are
monitoring. 1 or 2 traps (pit trap, net, ect.) should
be present but hidden unless the PCs look for it.
Otherwise while in combat, there is a 20% chance
at least one of the party members will trip it. This
increases 10% per total party round (or per 4
players for parties of 5+) as the kobolds will
position themselves to force PCs to trip it.
Troglodytes makes up about 1/10 of the kobold
population, so hunting bands of are: 1d4 x 10
kobolds with 1 to 4 troglodytes.
D4
1
Kobold
Species
Trait
Water
swim as crocodile
Jungle
Plains
D6
235
Kuo-Toa
Introduction
Physiological Observations
Social Observations
236
Inter-species Observations
Variant Species
God Makers: Given the Kou-toa's bizarre power to manifest divinity in humanoids, PCs (and NPCs) run the risk of becoming an
object of worship. Anytime a PC in the presence of the Kuo-toa:
Rolls a natural 20
Beats a DC of 20+
Deal enough damage to make someone at the table go oh, man that's a ton
The Kuo-toa will stop what they are doing and begin praying to the PC as the manifestation of a god- this is the beginning of a
new faction. The PC must make a WIS save or become enthralled with this new worship. Each day the
PC stays with the kuo-toa, a save much be made. If a week passes, the PC will lose a sense of self and start to become a godling.
Godlings: Manifest the worst traits of their class. Thieves will want to steal, fighters to battle anything, clerics to convert, wizards
to seek power ect.
In the presence of the kuo-toa, the godling is treated as 1 level higher for every 2 kuo-toa to believe are present.
Godlings powers are only limited by what the kuo-toa believe they can do or what spheres of the influence the godling is under.
If all the worshipping kuo-toa for the godling are killed, the godling must immediately make saves as if they are at 0 hp.
Roll Twice on the table below for a kuo-toa cabal's High Tide and Deep factions
D6
God
Purpose
1- Blibdoolpoolp The
2
Creator
Icon
Consequence
A lobster-headed
goddess
34
Dagon
The
A large kou-toa with a
Devourer
hand full of
humanoids
Kou-toa will breed monitors and seek to kill and consume all around
them
The Pearl
The
Destroyer
Local NPC
NPC trait
Any icon
Kou-toa are looking for a savior and have taken a local nobel born as their
savior. This has created a cult of [trait] with problematic consequences.
237
Kraken
Away from curs'd isles of man, lies the savior, the grace.
The wanderer, damned by land and sky to its wretched
place.
Anchor to the water, seabed far below.
Gnawing at the foundations of the world, when the seas
rise and clouds fall there ye find the last hope curl'd round
the roots of Yggdrasil tall.
Anchor to the water, seabed far below.
Introduction
238
Variant Subspecies
239
DM's Toolkit
The fitting end to any seafaring adventure, a kraken
is an intelligent force of nature. They are very
similar to a Lich in that they are good for a highend hunting expedition, campaign building, and
general long-term super-plot machinations.
Roleplay wise, be sure not to overdo the insidious
and haughty nature of krakens. They are, of course,
arrogant like aboleths, but never forget a kraken is a
wild creature that often will be too concerned with
protecting itself and destroying everything to be
self-conscious about its image.
Krakens are most fun when they are completely
unexpected. Don't have the party's boat attacked
by a kraken and do the classic "Kill this tentacle to
escape." Instead, have the putrid beak of the kraken
consume the entire boat whole and go from there.
Want to go kraken-crazy? Krakens in mountain
lakes! Krakens in palace fountains! Baby krakens in
your cup of grog! Krakens everywhere! Ya-harrr!
240
Lamia
Introduction
Physiological Observations
(Proto-Lamia)
Social Observations
241
Behavioural Observations
242
Inter-Species Observation
DM's Toolkit
Lamias are not creature that are often seen or even
talked about in campaigns, which makes them
perfect to pit against parties, as they can be easily
confused with other shapeshifters without
concrete evidence, and will sometimes screw with
parties just for fun, which will frustrate any
wannabe detectives trying to find a greater
purpose.
A serial killer is on the loose! Even worse, the
victims keep appearing to their loved ones after
their deaths, except no cleric in the land can
manage to banish what they are sure is a ghost or
demon, but is in fact a lamia assuming the guise of
deceased loved ones to torture individuals.
Alternatively, the victims of the mystery killer have
been spotted leaving the city, days after their
death.
A king hires the party to eliminate what eyewitness accounts confirm is a malicious
shapeshifter wreaking havoc in his kingdom. The
party knows the creature must have a weakness,
but is it a doppelganger? A demon? A wizard using
illusion spells? And will they be prepared when it is
not one individual, but a coordinated clan of lamias
slowly taking over the city?
The party needs to explore a forgotten temple to
find a mystical artifact. The temple was once part
of a mighty empire, is massive and spans many
miles centered around a central structure where
the object is located. Many people have gotten
hopelessly lost and been forced to live in the
mega-temple, including other groups of former
adventurers, refugees from foreign kingdoms, and
other isolated bands of survivors. Little do the PC's
know this is also an ancient holy site to lamias, and
both prides and swarms are warring against each
other to claim the temple as their own, using the
lost humanoids as pawns. Do the PC's wipe out
both sides, including the survivors in case they are
disguised lamias? Or do they sympathize with
either swarms or prides, and help them claim their
religious right?
243
Lich
Introduction
Creation
244
Physiology
245
Variant Liches
246
Inter-Species Observations
DM's Toolkit
A Lich is iconic to the Dungeons and Dragons
experience. For every kind of NPC there is a
different kind of Lich. According to RAW, a Lich is
only suitable as the finale of an epic level-20
campaign, or the massive expedition of groups of
lower-level players. But the roleplay opportunities,
the minions the Lich sends out, and the overall
flavor they can bring to a campaign makes them a
near-mandatory aspect of any DM's career. Don't
cheapen Liches however, they should be
surrounded in mystery and taboo. Also, the quest
to become a Lich is an great downtime-consumer
for a single player - giving a DM plenty of
opportunities for inter-party politics and player
development. A Lich should be a big personality
too, with a solid backstory for each one.
No matter what, remember that a Lich isn't just
another stat sheet. Adding one to a campaign is a
conscious choice to alter your campaign almost
fundamentally. For this reason, I've included
campaign/adventure hooks instead of my usual
encounter hooks. Enjoy.
A member of the party finds a book bound in
human leather inside the robes of a dead
necromancer. Scrawled on it are the words "Do not
open" written in blood.
The party awakes to find themselves imprisoned
in a cell. A nearby prisoner tells them to
"Remember the true king" as an undead Minotaur
grabs him and leads him off to the gallows.
Screaming is heard.
A close party-mate or NPC of the party dies at
the hands of a Lich. But it offers the party a
solution: get rid of the Lich's master and their
friend will be resurrected. The catch? To get to the
master, they'll have to go through Hell.
The party arrives on a tropical shore after a long
voyage to the new world. But everything is different
in this hostile new world, where undeath is the
norm.
A vicious assassination in the capital has caused
a court noble to seize power, but recent reforms
have rumors of foul magic befalling the kingdom.
The party's adventures in the Far-EastTM have
ended, but on their way back to Totally-NotMedieval-Europe, they find themselves lost in a
desert. Here, pyramids shift with the sands,
massive cities live in dunebanks, and a vision of
what the party thinks is a mummy haunts their
dreams.
A Lich of the Shadowfell has decided the Prime
world is his next target, deciding to open planar
rifts throughout the world to cause an apocalyptic
merging of the two worlds.
247
Lizardfolk
Introduction
Physiological Observations
248
Social Observations
Inter-Species Observations
249
Variations
DM's Toolbox
Lizardfolk are easily made into a monstrous
adversary or ward against the wilderness. As a DM
basic enemies can get boring and maybe you could
try and stop fighting between tribes that would
awaken the wrath of one of the tribe's protector
dragon. Don't be afraid to break out of the norm
and use the Lizardfolk in different ways.
250
Magmin
"Without setting anything on fire, you will heat only the area
inside the furnace to the stated temperature. You will then
maintain the temperature of the furnace until you are ordered
to stop. When you are given the order to stop, you will
continue to refrain from setting anything on fire while you
allow the furnace to cool and await further instructions."
-Acclaimed wizard Cyrus von Hardt's orders to a
summoned magmin
Introduction
Physiological Observations
Social Observations
Behavioral Observations
Inter-Species Observations
DM's Toolkit
Magmin can make a very good addition to combat
encounters across many levels. With resistance to
nonmagical weapons and their signature death
burst, magmin are a large challenge to meleeoriented classes, so they can be a good way to
make casters shine.
The addition of magmin to an encounter
drastically alters the tactical situation. Magmin
encourage the party to spread out and move
around constantly to avoid being caught in the
blast radius; a steady flow of magmin can be a
good way to make a fight more dynamic for a party
that tends to remain stationary.
The predictability of the magmin can also make
them good as a decision point. A villain might
release a group of magmin as he escapes, forcing
the party to choose between pursuing him and
letting the town burn.
251
Medusa
"A woman with snakes for hair is just the thing to get me rock
hard."
-Every adventurer ever at some point in a tavern.
Introduction
Physiological Observations
Social Observations
Behavioral Observations
Even though they are almost entirely cut off from the world,
even medusa know that they are infamous for having lairs
littered with statues of fallen adventurers and once loved
ones. Aware of this, medusa are likely to use these petrified
creatures in one of two ways, depending on their
temperament.
Some medusa, after holding onto this curse for so long,
have accepted their fate and decide to lock themselves away
in solitude. These creatures want to be left alone, and do not
wish to be disturbed. Medusa of this nature leave the statues
of their foes strewn about the dungeon. They do this as a
warning, hoping to ward off most adventurers and treasure
hunters from disturbing them.
Other medusa, ones that are more malicious, have found a
new use for their fallen enemies. These medusa are more
cunning and find hunting and killing unknowing trespassers
as the only joy left in their lives. These medusa do not want to
warn the intruders of their presence, and don't wish to scare
anyone away. So instead, when a new enemy is turned to
stone by them, the medusa destroys the statue, breaking it
into hundreds of pieces. After the statue is crushed beyond
recognition, the bits are scattered all along the floors of the
dungeon. This works as a makeshift alarm system for the
medusa, seeing as the constant kicking of pebbles and stones
is very easy for its blind minions (such as grimlocks or hook
horrors) to detect. Now all in the dungeon is aware of the
adventurer's presence, while he is unaware of all that awaits
him.
Intra-Species Observations
DM's Toolkit
The medusa is a great monster to use as a boss for
lower to mid-level parties. The thing that I love
about them most is how recognizable they are,
even to new players. Everyone knows about the
gorgons they are based on. What makes the
medusa even better from a DM standpoint is that
they aren't exactly like the gorgons everyone
knows. They look and act slightly different. This
means that there is just enough known about them
to cause fear in new players, but enough different
about them that knowing about gorgons doesn't
give the players a guaranteed plan of attack.
Remember that fighting a medusa is two
encounters in one: finding out how to hit
something you can't look at and once you find the
method, then killing it. Have fun with the
environment and objects around the party when
fighting the medusa. If they just look at the ground
of a square, featureless room, that just means it will
take longer to kill a creature (because they have
disadvantage) and the fight becomes a chore.
However, if the creature has minions with polished
shields that reflect their gaze, or waterfalls and
ponds with pristine, reflective waters, or other
reasons to keep the party moving their feet and
heads, the fight becomes more intricate and
memorable.
253
Merfolk
Introduction
Physiological Observations
Social Observations
254
Behavioral Observations
Inter-Species Observations
Since Merfolk are rarely seen above the surface, they don't
have a real observable relationship with the land dwellers.
When a Merfolk is spotted above the water it is usually by a
mariner, and the sighting is seen as just a story or a
prolonging of a legend of creatures that live under the sea.
Merfolk thrive in the ocean. They are mostly hunter
gatherers, going out to hunt for fish and scouring the seabed
for edible plants. However, there have been instances where
Merfolk have been spotted as a farming community. They
have coral farms that they cultivate and use to grow edible
plant life such as seaweed and kelp. Along with the coral
farms, Merfolk also herd fish, much like a farmer would herd
cows or sheep. Farming communities are most likely found
when an undersea dynasty has been founded.
One thing that Merfolk depend on the land dwellers for are
metals. Specifically metals that have been forged into useful
tools. They find these metal tools, mostly weapons, in
shipwrecks or along the beaches close to their homes.
If such metal tools are not found, they will carve what they
need from coral.
DM's Toolkit
One of the easiest, and most clich, ways to use
Merfolk is to make a society much like the one in
The Little Mermaid. This would be a great dynasty
that formed to accomplish a goal, like hunting
down the merrow. This is great for some rich
backstory and history that your players could learn
through role play.
Another way that I like to use Merfolk is much
like the Doctor Who episode The Curse of the
Black Spot. The players are on a ship that has been
caught in the doldrums. Then a single Merfolk,
typically female, starts dragging the crew to the
bottom of the ocean one by one. The reasons why
this happens are up to you.
Merfolk can also be changed physically
depending on how you want to portray them in
your game. You can have the stereotypical Merfolk
look with a completely human torso, or you can
make them a sort of human/fish hybrid, making the
upper half mostly humanoid, but not necessarily
human. The latter option makes the Merfolk even
more alien and separated from the land dwelling
world.
255
Mephit
Introduction
Physiological Observations
Social Observations
256
Behavioral Observations
Intra-Species Observations
DM's Toolbox
Mephits can be described as having two distinct
qualities: they have a breath weapon aligned with
their element, and they have the ability of death
burst, to explode upon death and send their
element flying in all directions.
This makes hordes of them potentially deadly
when a chain of magma mephit explosions create
an explosion of immense proportions.
This also means mephits can be from virtually
any elemental origin. Lightning, acid, necrotic, and
many other types of elements are left out of the
typical mephits, allowing for a great deal of options
for more unique types of mephits.
Mephits are commonly familiars to more
powerful creatures that can control them with fear
and magical prowess, making them passable
minions for rakshasas, efreetis, and evil
spellcasters.
Where do the illithids, whom men call the mind flayers, come
from? asked the mage in a trembling voice.
The githyanki's eyes narrowed. Mind flayers are not of your
world. They are not of any known world. They have been
traveling the planes for so long, not even they know where
they come from. From a secure base underground or from a
darkened planet they send out projections of themselves to
new prime material planes, scouting and searching for a new
realm to conquer and enslave.
*Once a realm is discovered, it is doomed; the mind flayers
have one of their number remain projected at the new plane
while others use their psionic powers to enter the Silver
Realm, that which you call the astral plane. These others
then follow the scout's silver cord to the entry point to the
new plane, use psionic science to enter that plane, and begin
bringing about its downfall. Our mages believe their lost
home plane was anti-magical, and that they possess the same
nature, for they resist magical influences so strongly that
even the most accomplished wizards are taxed to slay them.
I saw a githyanki warrior older than any of you here, even
you elves, charge a mind flayer - and in seconds it ruined his
brain with blasts of mental energy. Three times it hit him three times! The warrior was dead before he took ten more
steps. It took five warriors more to bring the brain-eater
down, and I was the only one of the five to come away with
my brain and mind still intact.*
The room was silent, and the githyanki continued. *Yes,
brain-eater. That's what I said. Illithids relish the brains of
humans and similar beings the way you eat the meat of cattle
and fowl. To them, eating brains is a symbolic gesture. All
illithids believe that they are the master race, the true and
rightful rulers of all sentient creatures. They have no kinship
to humanity or any other known race. They worship no gods,
because they deem themselves the ones who should be
worshiped.
Being as intelligent as they are, endowed with psionic
powers, and as physically weak as they are, the illithids
believe that the mind is everything and all-important. The
githyanki tapped the yellowed skin of his temple with a bony
finger. To eat the brain of another race is the ultimate symbol
of dominion over that race. They consume that which is
important to them. Their tentacles have bony ridges that cut
flesh and bone with ease, exposing the inside of the skull.
-Excerpt from Roger Moore's "Ecology of the Mind Flayer",
Dragon Magazine, issue 78 (October 1983).
Introduction
Physiological Observations
Physiological Observations
257
Social Observations
Intra-Species Observations
DM's Toolkit
Mind flayers typically reside in areas void of
sunlight as part of a colony. Against strong
resistance, they avoid initial combat as they order
their thralls to attack through telepathy. Like a
physical extension of the illithids thoughts, these
thralls interpose themselves between mind flayers
and their foes, sacrificing their lives so their
masters can escape. That is not to say that a mind
flayer is defenseless against attacks. Sentient
creatures can easily be detected via their thoughts
inside illithid lairs. Not only can they employ
powers of domination, but their mind blast ability
can easily incapacitate a large quantity of foes in
order to escape or feast on each euphoric brainy
snack stunned by the attack. As they wrap their
tentacles around their humanoid victims,
potentially stunning them in their grip, they are
capable of extracting the victim's brain devouring
its contents including memories, personality and
inner most fears. Sometimes victims will instead
have their brains harvested only to be used in part
of some alien experiment or transforming it into an
intellect devourer.
Typically, because of the mental link between the
illithid colony with its Elder Brain extreme caution
must be taken when tackling these psionic
commanders. Even solitary mind flayers often have
a network of command via their thralls making
pinpointing their location or involvement difficult.
Minotaur
Snort
"You have bound me Wizard, and I have bound you. While
you make your profane gestures and expend your will to hold
me in this place. I have captured your scent and bound it to
my soul. I know what your blood smells like and I the taste of
your fear. My herd comes, you must escape with your
wounded now to have any hope of fleeing. I can smell the fear
on you, what will do you do when your focus breaks? What
will you do when your magic is not strong enough? My blood
is stronger than your magic. When I am free again there is no
place you can hide that I will not find you."
"My magic has stopped you now, and it will stop you again."
"I KNOW YOUR SCENT! I WILL TASTE YOUR BLOOD!
THE BLOOD IS STRONGER THAN MAGIC! I WILL
CRUSH YOUR BONES!"
Introduction
Physiological Observations
259
Social Observations
260
Behavioral Observations
Inter-Species Observations
Variants:
261
The full moon rose and shone forth with all its light, and yet
still Elhand did not turn. The assembled crowd murmured
uncomfortably, confused. We struck him down all the same,
for the spirit of blood and justice surged through us. Elhand
cackled as the blood poured from his wounds and with his
dying breath shout out, 'I die, guiltless, while my accusers
hide from the full moon.' It was true that neither Brelove nor
Leoril stood among the crowd. There shall be more blood yet
before this town cleanses itself of the werewolves. Anonymous Priest's journal discovered in an abandoned
village
Introduction
Social Observations
Lycanthrope
Physiological Observations
262
Behavioral Observations
Inter-Species Observations
DM's Toolkit
Lycanthropy can be cured by a remove curse spell,
a third level spell available to Clerics, Warlocks, and
Wizards at 5th level, Bards at 6th (Lore) or 10th
(Valor) through Magical Secrets, and Paladins at
9th level. So long as the party does not have access
to this spell, fighting with lycanthropes of any sort
carries the risk of catching the curse. The
roleplaying possibilities are abundant for these
situations.
Because of this threat, lycanthropes are most
dangerous and best utilized at the early levels. The
pack animals such as Werewolves remain
threatening well afterwards due to the power of
numbers, and can add additional threat to
wilderness encounters above dire animals. But pay
attention to your party, mid-level adventurers who
missed their chance to gain access to remove
curse are still vulnerable.
It is clich, but the hunt for a Werewolf
terrorizing the village who does not know their
own crimes is a classic standby to turn a sleepy
town into a one-shot adventure. Even at later levels
where the actual killing of the Werewolf once
found might be easy, the intrigue and mystery of
lycanthropes living secretly within society is a
powerful plothook.
263
Manticore
Physiological Observations
All of the old texts were correct in the basics: Four legs on a
large feline body, a humanoid-shaped face with many teeth in
a gaping mouth, and a long tail ending in a spike. But I now
observe the source of the confusion regarding the details of
the Manticore's physiology. For unlike most magical beasts of
the material plane, Manticores seem to exhibit a great deal of
variety between individuals, even between parent and
offspring. Some indeed have the three rows of uniformly
triangular teeth as described in Gygax' epic poems. Others
only have one row of teeth more like that of a lion. A few,
usually the largest, have bat-like wings. I noted at least one
male that had distinctive curling horns protruding from its
forehead. Other minor oddities in proportion, coat, markings
etc. were too numerous to fully document in my limited time
among the beasts.
While all the individuals that I observed and catalogued
had long tails, I identified at least four common types of tail:
1. Scorpion, virtually identical to the carapaced arthropod's
poisonous stinger. 2. Forked, a typical feline tail terminating in
two articulated claw-like spikes (possibly poisonous) 3. Mace,
an excessively long furred tail ending in a sphere covered in
thin, porcupine like spines. These were observed to be
poisonous even to other Manticores (see Social
Observations) 4. Shedding, a heavily-muscled tail (I observed
both furred and armored versions) with several heavy spikes
all facing to the rear. These seem to grow rapidly, as adult
Manticores would periodically shed these spikes intentionally
by a flick of the tail. Much of these notes were written using
these non-poisonous spikes as quills, and I returned with an
ample supply gathered from the many thousands that were
scattered about the nesting ground.
264
Social Observations
Behavioural Observations
This occurred most often at night, and had I not sat hidden
watching the creatures, I would have described it more like
Elvish or Mermish singing. Mountain travelers BEWARE!
Lest you be lured unawares by the beasts unlikely song.
Inter-Species Observations
DM's Toolkit
Due to the Manticore's various mythological and
gaming publication stats, it is a very flexible tool
for the DM. First, while the ecology describes a
nesting ground, I strongly encourage you to ONLY
use this against a large and high level group of PCs.
Most common encounters should be with solo
hunters or with groups of 2-3 at most. The nesting
ground might make for a bizarre and dangerous
boss fight towards the end of a mountainous or
magical beast-themed campaign.
This ecology was written to justify the use of not
just one, but several various styles of Manticore.
Including or excluding some of the abilities allows
the DM to tailor the creature to suit the encounter:
Including a poisonous attack provides for postcombat roleplaying to cure the periodic poison
damage
Encountering ranged spikes after an encounter
with non-ranged spikes will remind the players to
not make assumptions about their opponents
Including wings greatly changes combat
techniques and gives ranged and magic PCs a
chance to shine.
Intelligent Manticores could have agendas other
than eating and defending their home.
Some forms of the myth speak of Manticores
singing or crooning to lure in prey not dissimilar to
Mermaid and Kelpie tactics, though I could not find
reference to it in any of the D&D publications.
Many of the legends speak of Manticores eating
someone equipment and all. To include this bit of
mythology, have the adventure start with a missing
person leaving no trace and end with no treasure to
be looted from the Manticore's lair. Further, this
could be a solution to that pesky magical item you
regret giving a player, if you really must remove it
from the game.
265
Mimic
Introduction
Physiological Observations
Social Observations
Behavioral Observations
Inter-Species Observations
DM's Toolkit
Mimics are best used as traps rather than creatures.
They are ambush predators, and always strike from
surprise. DMs are best served by using imaginative
forms for mimics beyond the classic treasure chest
trope. Curtains, suits of armor, even doors or walls
are good potential forms for a mimic.
267
Merrow
"The ocean turned to blood and the sea boiled with rage. The
mad king wanted to slaughter everyone, but a few survived.
Now we must protect ourselves from the monstrosities that
come from their hate."
-- Merfolk Tribal Leader
Introduction
Physiological Observations
Social Observations
268
Behavioral Observations
Inter-Species Observations
DM's Toolkit
An interesting way to use Merrow is to set them up
as a small hunting parties that are easy to deal with
separately, then to have one incredibly fierce
Merrow bring them all together as an army that
threatens to overwhelm an underwater settlement.
It is also interesting to make a NPC Merrow that
despises his own people and is searching for
acceptance elsewhere. Much like Drizzt Do'Urden
and the Drow. It would make for some interesting
RP opportunities and a fun and memorable party
helper.
As always, use Merrow as a way to surprise your
party. Make the Merrow a concrete threat that
needs to be dealt with as soon as possible. Make it
a priority that the Merrow need to be exterminated.
Or maybe the Merrow have acquired a certain item
that needs to be recovered from the lair. In any
case, put the sense of chaotic dread into your
characters.
Modron
Introduction
Physiological Observations
Inter-species Observations
DM's Toolkit
Modrons can be difficult to use. They are pretty
weak but would never be found by themselves, so
can make decent combat encounters for lower
level parties. They can also be effectively used as a
"world shaking event." Maybe The March begins
and interrupts a party of adventures trying to travel
through an area. Maybe something goes wrong and
when it reaches 289 years the modrons DONT
march. Lots of options. Also they can be utilized as
slaves for really anything that hunts the Astral
Plane.
269
Mummy
Introduction
270
Physiological Observations
Social/Behavioural Observations
For the most part, the most basic and primitive of mummies
absolutely abhor the living. The hatred a mummy feels
towards the living is not confined to certain species or races they simply wish for all that is not dead to become dead.
Scholars believe a mummy's drive to end life stems from the
same programming that allows simpler forms of undead
(such as zombies) to follow the commands of their creator; in
the case of lesser mummies however, these commands are
self-deriving from a core of evil intent. Whether divine or
arcane, the spark of evil that drives a mummy will constantly
demand that the creature take only one action: kill.
Ironically, the more complex a mummy's mind, the greater
the chance that it can fight this supernatural programming, to
the point where it only kills when it wants to (rather than
through constant compulsion). Advanced mummies are able
to suppress their murderous urges long enough to commit to
other tasks, such as academic research, lair maintenance, or
even intelligent debate. For this reason, the more powerful
the mummy, the less likely it is to leap straight into
bloodthirsty combat. There are instances of novice explorers
leaving unscathed after an accidental encounter with a
mummy lord, simply because they were able to convince the
mummy that they weren't a credible threat.
That being said, the intent and actions of a powerful
mummy are just as unpredictable as any living creature - they
are just as diverse in their personalities as the living.
However, due to the sheer unholy presence required to
sustain a mummy over centuries of unlife, it is usually a safe
bet that they aren't the nicest of beings. Many of them are
also driven to madness through centuries of isolation, which
further makes mummies unpredictable when engaged
diplomatically.
Whether simple in mind or not, a mummy will almost
never willingly follow the commands of a living being. They
can be briefly controlled by those who hold sway over unholy
powers (such as devils, evil priests or very powerful
necromancers), but a mummy will fight this control at all
times, often exhausting its controller so much that they are
seldom worth the effort. When given the chance, a mummy
almost always turns against those trying to control them; this
is especially the case with the more powerful, intelligent
mummy lords, who were usually figures of great importance
(and great ego) in life.
Intra-Species Observations
Variants
271
DM's Toolkit
Mummies can fill a unique role in any campaign.
They can act as a plausible means for an entire
organization or cult to exist centuries after a
normal lifespan. They can provide a sort of
hierarchical system of undead inside a tomb, crypt,
temple, or other ruins. They can also act as
independent wild undead whose existence does
not stem from a necromantic master/creator. They
can be scaled to act as either plausible minor
guardians of long-abandoned ruins, or as a
powerful boss monster at the end of a dungeon.
Mummy rot can provide a suitable quest hook in
searching for a cure that can lead players to new
locations if they don't have the resources to cure it
themselves. Similarly, a strong mummy can "chase"
the players along a campaign, constantly in the
background and forcing the group ever onward to
avoid being caught.
Intelligent mummies might be bargained or
negotiated with to provide passage through their
tomb. They can act as an NPC character to be
interacted with in places where DMs would have a
hard time explaining the presence of living beings.
Similarly, they might be cursed to fulfill some
bizarre obligation by their creators, forcing the
mummy to act on their behalf even centuries after
they've left this world (good for passing along
ancient information, maintaining traps, or
proctoring an ancient test/trial).
You can also use mummies as a way to extend
the longevity of major enemies in a campaign by
having them return to fight the party as an
intelligent undead being.
272
Myconid
Introduction
Sub-Species
273
274
Blooms
Colonies
Social Interactions
275
DM's Toolkit
I have taken a very different view of these
creatures. Gone are the slightly-expansionist-butmostly-hippie-type-mushroom-dudes of AD&D.
That's not to say you can't keep that paradigm, and
brew as many sub-species as you like to serve your
individual preferences. This is just my take.
Lifeforms serve the Spore. Anywhere things live,
the Myconid can be found.
In the underdark, they can be terrifying. The first
time you encounter the presence of Myconids is
almost always the sporemist. That means saving
throws. I've experienced not even getting close to
a real live Myconid because my character has
wandered off, Confused, or worse, Poisoned. The
sporemist is an active defense that does not
require the immediate presence of the Myconid
themselves.
Hamlets and villages are great places to stage
Myconid invasions. Played carefully enough, they
could serve as the Mysterious in a missing-villagers
whodunnit. They can also quickly destroy pockets
of civilization, and not only through direct attack,
but by taking all the local game and wildlife,
starvation is a real possibility.
This is your scaling device. The sporemist. The
Myconid themselves could have their numbers
moved around, but taking the approach of the
sporemist as the thing that needs to be defeated, is
the key to a different type of encounter paradigm.
Of course, the removal of this area condition, via
magical means, such as Gust of Wind, is the fastest
way to remove a colony in its early stages, as this
will confuse and scatter the Myconid and they will
be easier to isolate and destroy.
They could be modified to include weapons in
their society. Taken from victims and absorbed into
the Hivemind's repository of knowledge, they
would probably be clumsy with them, but I could
see that being a nice escalation to their natural
aggression.
The Sporechatter, a collective term for all the
individual spore types can be whatever you want.
The Monster Manual lists only 4 - Pacify,
Rapport, Animate and Hallucinate. I have replicated
those here, and used Puffballs in place of the
Animation spore type. I like to mix and match, so
any list of spore types would frequently change, I
think.
276
Naga
Introduction
Physiological Observations
Social Observations
Nagas mate with the same partner only once, taking dozens
of different partners over the course of a millennium. The
kind of Naga does not dictate the form of the offspring
(rather, it is reliant upon the cosmological activity at the time
of mating) - yet it is rare for different subspecies to mate due
to differing dispositions. Even among Nagas of the same race,
there is an alpha in mating relationships too, this position is
not reliant on sex, however.
Behavioral Observations
DM's Toolkit
Nagas make archetypal guardians. They're almost
like dragons in their obsession, and almost like
undead minions in their allegiance. Their arrogance
and extreme drive is an easy way to give a Dungeon
Master the motivations of a Naga NPC. But the
most important aspect of the Naga is its ability to
reform and immortal patience. A Naga killed by a
fluke at early levels can come back at full force to a
mid-level party. They hold grudges better than any,
and will wait for the perfect moment to strike.
They're inherently off-putting, even among
Guardian Nagas, with strange personalities that
vary as much as any sentient race. The Dark and
Water Naga are not included in the 5th edition
monster manual but I find the Spirit and Bone
Nagas, respectively, to be alright reskins. Their
difficulty lends them to be fantastic obstacles to
the MacGuffin or the next step in a mid-level
adventure. I have included a variety of adventure
and plot hooks based around Nagas for inspiration.
The party finds a Spirit Naga in an ancient
temple, and it claims to be a long lost God.
An annoyed Dark Naga bludgeons its skull into
a wall after half-heartedly refusing to allow an
adventuring party into a ruined castle. Inside the
castle is a Guardian Naga who has not seen
anyone in over a thousand years.
A Bone Naga finds the party on a road and asks
them for help in enacting revenge against a
coven of Spirit Nagas.
The party sets sail for a uncharted island to find
it is infested with Water Nagas anxiously
awaiting mating season: a total lunar eclipse.
A haggard old man asks the party for protection
from a spirit that has haunted his ancestors and
killed each of them on their 70th birthday,
which he turns tomorrow.
A deranged Spirit Naga violently protects a
rickety chair of little significance deep inside a
tomb.
A Guardian Naga guards the doorway to the
Upper Planes, and haughtily mocks their
unworthiness - an adventuring party's first clue
that the Upper Planes are not necessarily
perfect.
279
Nightmare
"I only wish I could have saved him. When I finally found
Uoitha he was eating a freshly killed human on the side of a
popular roadway. I regretted my duty to rid the world of the
beast he had become and I did so with a great sadness in my
heart. Goodbye my friend I whispered and I fired my arrow
true."
-- Elven Pegasus Rider Yuli Riverheart
Introduction
Physiological Observations
280
Social Observations
Inter-Species Observations
Variations
DM's Toolbox
Nightmares are traditionally an evil mount. They
can be used in many situations and even on their
own but work much better to enhance a BB's
abilities in a fight. Here are some suggestions for
using them in any campaign. Any variation used as
mount for the BBEG or just a BB.
A town is losing citizens every night and
sometimes they only find a headless body.
Evil sorcerers have captured a pegasus for the
ritual and must be stopped.
281
Introduction
Inter-Species Observations
Nothic
Physiological Observations
Social Observations
Behavioral Observations
282
DM's Toolkit
The nothic of 5th edition (CR2) is probably too
strong for a party of 1st level PCs. His AC15 and
45 hps are pretty high and his damage output can
put most 1st level PCs at 0 hps in one round. Even
2nd level parties will likely have some trouble with
the nothic. The difficult part of a nothic encounter
is figuring out how to include support around it.
There could be a lingering imp/quasit familiar
that has hung around out of curiosity. There could
be undead to reflect the necromantic nature of lich
directed wizards who are still attuned to the
directions of the nothic.
There could be animated objects to reflect the
innate residual magical power. The nothic is
interesting in that it can be advanced to be a
challenge of any level of PCs. As a former arcanist,
one can reasonably add innate spellcasting. As a
creature seeking lichdom, a DM can make a
specific nothic a Legendary creature with
Legendary Actions and/or Lair Actions. A DM could
draw upon the Miniatures Handbook version of the
nothic to advance it as a martial creature. Or a
combination of both.
Finally, the nature of the nothic (the fact that it
accumulates information) makes it ripe for
adventures. It could literally have any sort of
important piece of information for the PCs to
launch them on a mission to find the nothic.
Physiological Observations
Social Observations
Ogre
"Ogres be scary and big but easily defeated they be. If you
gots enough coin that is."
-- common goblin adage
Introduction
283
The women carry the child for 6 to 7 months and take care of
them as any human mother would. That is until the age of 5
in which the child develops into adult size and is no longer in
need of such coddling. It does seem that parents care for
their child emotionally but certainly not to any great extent.
They are often protected by both parents when maturing, but
I've seen no indication of special interaction or treatment.
Ogres can live a long life if they don't meet an early end.
They live up to 100 or so years and then succumb to old age.
Arthritis and dementia are extremely common in elder Ogres
starting at the age of 80. Most don't survive long at this point
as dementia makes hunting much more difficult, and
accidents almost ensured. They are still large and
dangerously strong, so some do still survive by luck. Most
elders are cast off to live on their own if they lived in a group.
Ogres are simple in their goals. They want treasure, food, and
to be entertained. They are agreeable and even possibly
pleasant if all 3 are met. This doesn't guarantee safety from a
tantrum though, as they are easily angered and quickly turn
on everything in arm reach.
Ogres most often work with orcs as orcs do not care about
a few casualties for the strength of an ogre. Goblins have just
as much success though they have a harder time keeping an
Ogre from snacking. Ogres enjoy the excitement of battle
when they are employed yet have no drive or reason to
actively fight for any reason other than immediate gains.
Ogres fight with any weapon they can find. They often pull
a smaller tree from the ground and wield it as a makeshift
club. If in a fight without a weapon it's fairly common for
them to take a smaller humanoid and use them as a weapon.
They do value a good weapon and will greatly appreciate
weapons made for their size. They have no means of making
weapons themselves so often they only obtain such weapons
from services to a group or spoils of battle.
Ogres will cooperate with many races given the right
payment is received. The biggest issue is that an Ogre is
indeed an evil creature and has little restraint. Working with
humans in an army may indeed be militarily effective but at a
great cost to allies, decency or even relations with other
forces. If they chose to destroy a building in a fight they will
do so regardless of any orders. Employing Ogres is playing
with fire.
Ogres will probably never cooperate with dwarves, elves or
halflings. They are very fond how each of these races taste
and value them as game and nothing else. They hold little
restraint regardless of the situation when in the presence of
their favorite food and immediately attempt to eat any and all
members encountered.
Ogres treat giants as gods and often without payment serve
them without question. They are far more disciplined and
eager to listen to a giant. It's not uncommon to find a hill
giant with Ogre guards. They are still no doubt lazy and will
not do much of anything until told to do so though. In my talk
with the Hill giant he did at the time have 4 Ogre underlings.
284
Variants
DM Tips
Ogres are quintessential large dumb monsters.
They are good for a physical threat that can
challenge a party focused on combat. Manipulating
and deceiving Ogres is a classic tradition also as
seen famously in the Hobbit.
Oni
Introduction
Physiological Observations
Inter-Species Observations
DM's Toolkit
I feel Oni should be portrayed like they are in
Japanese folklore - that is, creatures of myth and
power. Maybe an oni is abducting children from a
village? They could work great as a low-level
campaign's BBEG (big bad evil guy/gal) that keeps
sending orc and ogre followers to attack a
village/town. They could work well in a labyrinth at
extremely low levels (1-4) as a sort of creature that
you really want to avoid. At higher levels, oni would
probably lose in direct combat, but they could still
make things difficult for the PCs due to their at-will
Darkness and Invisibility spells. You may even want
to give it class levels rather than use multiple oni
due to their solitary nature. I personally try to keep
true to their Japanese origins as terrifying monsters
that should be feared, not slain.
Social Observations
Behaviourial Observations
Ooze
"Oh come on! It's just some stupid goop. This dungeon's a
cake-walk. Nothing here can even hu-- blurgegurgle"
--Rickard Borden. Ex-half-elf, Ex-thief
Introduction
Physiological Observations
Social Observations
Behavioral Observations
286
Intra-Species Observations
DM's Toolkit
Oozes can be the most versatile enemy in a
dungeon. They can be made from or use any
element (Sonic Ooze? Sure. Vile Ooze? No
problem!)
There's a rumor going around that a high level
druid cast Awaken on a Gelatinous Cube and now
that Cube has taken levels in Druid itself!
What happens when an Ooze emits positive
energy rather than acid when it engulfs an enemy?
A traproom is set up of Gelatinous Cube and
enemies wearing Cloaks of Acid Resistance and
Rings of Freedom of Movement so they can move
through the Cubs without taking damage or
impediment.
I've heard about a King Ooze, which when
threatened calls Oozes from across the whole land
to protect itself. It can even fuse with every other
type of ooze until it's the size of a whole city!
Orc
Introduction
Physiological observations
A typical male orc stands about 7 feet tall and weigh around
300 to 400 pounds, with females being slightly smaller and
lighter. An orc is born with a deep green skin colour which
becomes more greyish as they age. The skin of an orc
becomes entirely grey near the end of its lifespan, though few
orcs live to witness that happen. Except for their skin, orcs
are most recognizable by their short, pointed ears and the
lower jar tusks, which they sometimes use in combat. Orcs
are all nearly bald, except for some sparse filthy black hairs
on the back of their head. Orcs are known for being extremely
ferocious: able to keep on fighting after receiving fatal
wounds before succumbing to them.
The true origin of the orc has been debated by many
scholars, with some claiming them to be corrupted elves and
others going as far to claiming they evolved from the
goblinoid races. Whatever their origin, it is a fact that orcs
surfaced after being expulsed from underground during the
dwarves' Quest for Sky. These orcs differed a lot from the
orcs as we know today, being shorter (only up to 6 feet) with
more rounded ears and grey skin tones. This kind of orc can
still be found in the most remote mountain ranges, where
dwarves have not yet migrated.
Orc anatomy is similar to that of other humanoid races: an
Orc has relatively thick bones to support their 7 feet height
and posses excessively large muscle groups. Another evident
difference is their digestive track, which is relatively short due
to an Orc's carnivorously oriented diet. Given the grey skin of
subterranean Orcs, scholars assume the green skin is an
evolutionary development to act as camouflage.
Social observations
Politics
Behavioral Observations
Male-female interaction
Orcs take little regard for members of their own species, and
even less for members of others. They enjoy raiding
neighbouring towns, and always enslave survivors of such
endeavours. Male slaves are sold off for gold, weapons and
armour. Female slaves have the less fortunate fate of
becoming part of the 'daily entertainment' within a camp.
Negotiating with an orc is almost always entirely fruitless,
for they will keep increasing their demands after an
agreement is made or lose their temper during a negotiation
and satisfy themselves with whatever the negotiator(s) have
on hand.
288
DM's Toolkit
Orcs should instill terror into the hearts of (lowlevel) PC's, due to their immense strength and
ferocity. They rarely negotiate, like to plunder and
fight to the death. They are also very dangerous to
kill due to their ferocity ability, which keeps them
fighting longer then a normal creature. Orcs fit a
small variety of roles like religious fanatics, slavers
and aggressive nomadic humanoids endangering a
local village.
From a BBEG's perspective, getting control of a
tribe of orcs would grant him a powerful tool in his
plans. This usually means controlling the ruling
chieftain, which can be done through mindcontrolling magic or by sheer force.
Due to the rebellious nature of orcs, the BBEG
should take care not to rely to much on them,
though. Orcs are therefore useful as distractions,
slave takers or merely expendable shock troops.
Otyugh
"The rot-eaters made their home in the old dump outside the
city. You'll know them by the stink of decay, and the horrible
squishing noise they make when they walk. We didn't think
too much of it when they arrived. Thought it might be good -we were running out of space for our garbage. But now there
are so many. What happens when they've finished eating all
our waste? Will they come for us?"
--Eun Soo, merchant of Gwangcheon (River City to
southerners)
Introduction
Physiological Observations
Social Observations
Behavioural Observations
Otyugh variants
290
DM's Toolkit
Otyugh are aberrations, unnatural and creepy, so
they work well as a cipher for an idea that scares or
unsettles us. In particular, I think that they are
evocative of cancer: functionally immortal,
endlessly growing and destructive to the
environment in which they reside.
An Encounter
The Situation
"You don't have to outrun the owlbear, you just have to outrun
the other guy."
-- Phalen Tarsus, wilderness guide
Introduction
Inter-Species Observations
Owlbear
Physiological Observations
An owlbear resembles a grizzly with the head of a giant owl feathers cover much of their shoulders, gradually fading into
fur towards the animal's rear and belly. An owlbear's coat is
usually a dark- to medium-brown, but many variations have
been observed, depending on the surrounding environment.
Physically on par with the largest mundane bears, a male
owlbear weighs up to 1500 lbs, and stands around 8 feet tall
on their hind legs. Females are very slightly smaller. Both
sexes are extremely powerful, able to kill a man with a single
blow of their large, clawed paws.
Owlbears have many calls, used for territorial declarations,
mating and basic hunting communication, but the most
commonly-heard owlbear call is a triumphant signifier of a
successful kill. It's unknown whether this is intended as a
broader intimidation tactic towards future prey, or simply a
primal manifestation of their savage aggression.
Captive owlbears have a lifespan of around 20-25 years,
though they rarely die from natural causes in the wild. In
most cases, a younger owlbear will eventually challenge an
aging one for its territory, though the victor will not consume
the slain opponent.
Social Observations
Behavioral Observations
DM's Toolkit
A classic, right? If you want to give your PCs a fight
with something big and scary without having to
think about a lot of tactics, an owlbear (or pair!)
might be a good way to go. They can make good
encounters for lower-to-mid-level characters, and
retained as good flavor creatures forever. They can
definitely be a good way to remind lower-level
characters of how dangerous the forest can be, just
by having them hear calls (hootroars?) around
them as they camp at night.
Polar/snowy owlbears are obviously a thing,
right? There are about 20 published (mostly
unnecessary) variants of this creature, including
winged ones (which I suppose makes sense), so
you can really make them into whatever you like.
A young owlbear could be used if you need to
scale one down (and make the PCs feel bad for
killing it), and you can always scale them up. A
"Greater Owlbear" is an established thing - maybe
some wizard decided to further tinker with one to
make it gigantic? (Fun idea, though it'd probably
devour everything in the forest pretty quickly. plot
hook?) An awakened owlbear would be pretty
terrifying.
Want your players to know that druid is a
badass? Have her ride in on an owlbear. Sure,
owlbear cublets are super-cute, but become lethal
early - within a month? Better know what you're
doing! PCs who want those fun little pets may find
themselves stuck in a very small cave with a very
angry owlbear parent standing in the doorway.
Need to add some extra difficulty to breaking into
the noble's mansion? Give him a large, wooded
yard around his manor with a couple of prowling
owlbears. Only let the PCs find his secret entrance
if you're feeling nice. ;-)
291
Pegasus
Introduction
Physiological Observations
292
Social Observations
Pegasi on the material plane are not common but they can be
found. They are very social creatures with each other. Among
themselves they are playful open and even somewhat loud.
They chirp, whinny, and grunt in vigorous play and flight.
Among their own kind they seem the very definition of happy.
Pegasi stay in groups much like horses and usually grow in
numbers with each new birth. There doesn't seem to be any
kind of hierarchy or competition for position. They are
creatures of love and roam in a family looking out for each
other and protecting their territories from the likes of evil and
wrong doing. Once in a while a member will leave for an
unknown ambition of their own choosing often to befriend an
interesting individual.
Pegasi mate for life in a deep bond as they form with many
trusted creatures. Offspring are not frequent and maybe will
only produce 2 to 3 colts in a lifespan of 70 years. The time at
which a colt is produced has no determined timeline and
seemingly is random when a pair decides to bear a child.
Often times Pegasi who have bonded with a humanoid in
deep friendship will not chose a mate and remain celibate.
Intra-Specie Observations
Variants
Pegasus are for the most part the same with a few exceptions
White Steed: this is the standard variation of a Pegasus as
described above. They are able to understand the language of
a bonded humanoid and if unbounded common and celestial.
They do not speak but understand languages they are
familiar hearing.
Herald of Gold: This variation speaks and understand
celestial and the language of the demigod they are in service
to. They are exceptionally rare and used as messengers from
a deity or demigod signaling their arrival. They are very
intelligent and it is theorized the origin to all Pegasi.
Blue Trickster: These Pegasi are smaller and not much
larger than a pixie. They are very fast and flutter around
playfully and happily chirping in their own songs. They love to
play small pranks on other animals such as playing tag,
dropping sticks on their heads and general mischief. It is
unknown as to their origin but are often not far from fairy
dragons.
DM's Toolbox
Pegasi can be a great companion to a party or NPC.
Having a Pegasus as a mount is a powerful thing as
being able to fly changes a lot of things but there
are more uses for a Pegasus than just "horse + 1"
rescue mission: a Pegasus is in trouble and if not
saved it may turn out to be a nightmare
random friendly helper: having a tougher fight?
Super Pegasus to the rescue!
293
Peryton
Introduction
Physiological Observations
The creature stands 5 feet tall, with a 12 foot wing span, and
appears as a giant eagle with the head of a nightmarish stag,
with huge ebony antlers, cruelly spiked with curved spines.
It's eyes glow a dull orange-red, and its wings and torso are a
sickly green-black. The males are identified by the patch of
light-blue chest feathers, and the females patch is a drab
brown.
The strangest feature is the creature's shadow, which only
reflects its owners true form in the female of the species, and
only in the scant few hours when it's in heat and ready to
mate.
Otherwise, the peryton casts a shadow in the shape of a
humanoid. Even stranger is that when stalking prey, the
shadow changes to reflect the shape of its victim.
It's feathery hide is much tougher than it looks, and has
been enchanted to resist strikes from normal weapons. Only
magical armaments have any chance of piercing it's skin.
Social Observations
Peryton are not a social species. They form small pair bonds
and raise a few young, with the youngsters being forced out of
the parent's territory upon reaching maturity. All peryton
families are hostile to one another, and will fight quite
viciously if intruders enter their territory. These fights are not
for show alone, or dominance, but always to the death.
The nests are always found high in the mountains or
among the tors of rocky hills and canyons. They are always
hidden from observation from the ground and air, usually
with very clever natural camouflage.
Peryton are quite vocal, and many scholars suspect their
language is quite complex, and even able to express abstract
ideas. They speak in loud screeches and roars, and always
sound as if they are distressed or in pain, regardless of if they
are or not.
294
Behavioral Observations
Inter-Species Observations
DM's Toolkit
Peryton are a good foe for low to mid-level
characters without any modifications. They are
immune to normal weapons, have a fast fly speed,
and two attack forms (Gore and Bite).
They attack by ambush if they can, and will flee
or retreat to gain a tactical advantage, always
returning to ambush again.
I have modified these on occasion, giving them
resistances to magic or physical attacks, able to
spit poison, and once I gave them a Vampiric
Touch (well, Bite in this instance).
They, like everything, are easily modified for high
level parties, or scaled down for low-level. I have a
clear memory of a 1st level Rogue cut off from the
party in the mountains who was stalked by a pair of
Perytons for 2 terrifying days before he was
ultimately rescued. Later, the player told me that it
was an extremely nervewracking experience, being
hunted by this huge evil bird-thing that was
ambushing him and leading him into indefensible
places seemingly for its own amusement.
I hope you find some room in your game for
these evil winged bastards. They can be great fun if
used properly.
295
Piercer
"I think I'd have rather the thing got me I tell ya, I smelled
worse than me wife for weeks!"
--Drunken miner
Introduction:
Physiological Observations:
296
Social Observations:
Piercers are very rarely ever seen alone, they're too weak to
kill practically anything by themselves and the chances of
their attacks landing cause pack hunting to be more effective.
Despite this they don't often exist in numbers greater than 20
as food in their environment is infrequent and they would
likely starve if it had to be shared between so many.
Ropers are frequently found in proximity to piercers,
though larger ropers tend to be found on their own or in
small groups of less than 4 as their ability to quickly devour
food leaves the smaller and slower of their kind hungry.
Ropers often wait for their young to drop before appearing to
block off the exit to those attempting to escape and close in
on their prey.
Behavioral Observations:
Inter-Species Observations:
DM's Toolkit:
While not threatening singly or even in a pack to all
but the lowest level of parties, piercers can be put
to great use as a dangerous surprise to escaping
parties with low health members or as a trap if the
party has an experienced guide who knows where
to look for them and want to lure a creature under
them.
If you'd like to make a particular section of cave
have an appearance of being abandoned for
centuries to any form of life you can throw in some
dead cones of piercers lying about and beginning
to calcify as long as the party would have some way
to know that indicates nothing moved through
here for an obscenely long time through either a
knowledge check or again a guide.
Piercers and their older brothers ropers make
great zone exclusion areas in combat and make for
great surprised mid combat, having them drop on
party or enemy as they move from area to area.
A smaller group of piercers wouldn't be likely to
attack a larger party but if that party had someone
scout ahead by themselves or in duos they could
be caught off guard and even killed if low level.
Side notes: I had never actually heard of these
before I did this project but they provide a lot of
fun situations to throw at party members and I
can't wait to make it rain disgusting slug rocks. I
also didn't include variations besides the
poisonous gas one because I felt that any stronger
piercer would just be a roper.
297
Pixy
298
Pixies are tiny fey that can be found almost anywhere in the
world. While pixies tend to prefer forests and grasslands, they
have been encountered on the fringes of humanoid society as
well as inhospitable environments such as desert and tundra.
Exceptionally joyous creatures, pixies are responsible for
many of the small beauties of the world. From sprinkling dew
upon the morning grass to cultivating beautiful fields of
wildflowers pixies relish in beauty in all its forms.
Physiological observations
Behavioral Observations
Social Observations
DM Toolkit
There is little reason for a party to ever actually
fight a pixie. They're almost universally good and
don't directly oppose evil in any direct manner.
One that has a problem with the party would
simply annoy them with increasingly mean pranks
or would attempt to confound the party with
magic. A particularly bold pixie may attempt to
steal something key to the party (such as a
McGuffin), but it is unlikely this will result in
serious combat.
Pixies do make good allies, scouts, and quest
givers. If the party can win their favor (largely by
not being assholes) then a pixie could prove to be
a useful ally. Their natural ability to sneak into
places and deep knowledge of their homes can be
incredibly valuable. It is not unlikely that a pixie
would have information that the party desires.
Pixies tend to value different things than most
humanoids do. Gold and hollow promises are likely
to hold less sway than seeds and a well-placed
compliment.
Pixies can also have an effect on your campaign
without even coming into direct contact with the
players. Their natural powers of invisibility make
sticking to the shadows particularly easy, but the
party can see their effects after the fact. For
example, a pixie might try to indirectly lead the
party to a group of orcs or goblins causing trouble
in the forest.
299
Pseudodragon
"Hey mister, that is a really cool lizard you have! Can I pet it?"
Hiss!
"Ow, I think it bit me"
Introduction
Physiological Observations
Social Observations
Behavioral Observations
Intra-Species Observations
DM's Toolkit
Variants:
301
"We thought ourselves safe at last, the city was only days
away. Then we felt it, moving beneath us. Amarik went down
first, swallowed before he could react. After that it was
chaos."
-- Hashun, Caravan Guard
Introduction
Behavioral Observations
Purple Worm
Physiological Observations
Social Observations
Inter-Species Observations
DM's Toolkit
Purple Worms make imposing threats for most
mid-high level parties. They can come in
Gargantuan or even Colossal versions and can
prove difficult for a melee heavy party to counter.
For maximum fear, have them go for the physically
weakest party members first. Healers and magic
users swallowed whole can throw off a group
dynamic as their comrades struggle to find a way to
free then from the beast.
They can spice up a lot of desert themed
encounters, ambushing players when they least
expect it. I'm particularly fond of having a run of
the mill battle interrupted by the sudden onslaught
of a Purple Worm, attacking both parties without
mercy.
Its difficult assigning treasure to these creatures
when killed. A party member skilled in alchemy
could drain the venom for several vials worth of
potent venom to sell or use. There's also the clich
armor/weapons of previous meals. My favorite
though is having the creatures stomach filled with
rare gem stones. Normal rock is dissolved and
passed but harder minerals remain in the stomach
to aid in digestion. Like gizzard stones in some
birds.
303
Quaggoth
Introduction
Physiological Observations
304
Social Observations
Savages, the lot. Disagree with someone? Eat them! No, don't
talk it out or even duel - just eat each other. Gods! Only
reason they haven't ate every single damn one of us is
because they're too busy with each other. - Arthol,
Duergar Trader
Quaggoth form intense tribal groups ranging in numbers
from four to thirty, far from civilization. Tribes of Quaggoth
have an observable life-cycle, in which the social groups of all
Quaggoth may be observed.
Tribes begin when two roaming opposite-sex Quaggoth
(sometimes escapees of Drow and Elven slavers) meet and
savagely mate. They then proceed to mate with each other
progressively, including with their own children, rapidly
growing over the course of a few years. No clear leader exists,
even in tribes with thonots. Quaggoths do not form mating
bonds - with all mothers giving birth and then abandoning
their young in the "cub pits."
At a certain point, the tribe can no longer sustain the
collective hunger or support the savage feuds and devolves in
a cannibalistic frenzy called by the Quaggoth a Rotakar, the
last remnant of the long lost Quaggoth language.
The sole survivor, gorging on the flesh, then roams about
searching for a mate.
Quaggoth live by collective and oral storytelling, with a sick
sense of communal honor based around the rite of
cannibalism. Thonots hold the role as the storytellers,
drawing from the collective conscious of the tribe to weave a
story. Among True Quaggoths thonots hold nights of
storytelling every full moon that often are laced with lust and
cannibalism - sometimes devolving into a Rotakar.
Behavioral Observations
Why we bite them? Quag like Elf, many winter ago. Quag
village, Elf village - side by side. Elf make city, but Quag keep
village - so Elf take Quag's everything! Quag village, Quag
food, even Quag speak! All take! Why we bite?
Because Elf take all, Quag has nothing. And Quag... Quag
hungry. - Portarf, thonot telling the tale of the Stealing
The Quaggoths were not always so bestial. Much like elves
they spread and prospered on the surface, deep in forests. It
was when the two races - Elves and Quaggoths - came to
blows, the Quaggoth claim because of elven arrogance, that
the civilized race was driven to near extinction.
Some Quaggoths retreated deep into primeval forests that
even the Elves dare not venture into, and others retreated
further into caverns until making their way into the
Underdark. Even True Quaggoths are but shadows of the
former civilization, corrupted by strange and sometimes Fae
magics deep in the forest. The language of the Quaggoth has
been lost to the ravages of systematic raiding and
extermination.
Quaggoths in the Underdark are occasionally convinced by
Drow to follow their quest against surface elves, but this
always leads to brutal enslavement. Quaggoths are a
embittered race, trusting only the purest forces of nature.
Speaking Elvish to a Quaggoth is an invitation to death,
and an adventuring party with even a half-elf must be
prepared for a tense situation.
Quaggoths don't interact with most civilization because of
their far-off nature, content to stay in their retreats. But many
an exotic hunter or frontier settlement will find a swarm of
Quaggoth ready to strike them down. The bone-white meat of
a Quaggoth is considered a delicacy, and their pelts are a
valuable rarity.
DM's Toolkit
Quaggoths make an easy combat introduction into
the hostile environs of a deep forest or the
Underdark. Roleplay encounters will often deal with
Quaggoth outcasts and thonots - or deal with
cannibalism. Cannibalism's great, in fact! It's a
quick and easy way to flip a party's expectations on
their heads. Their relatively low CR makes them
good for grouping into swarms for early and midlevel adventuring groups, or an easy warning to any
party too excited to enter a dark forest or cavern.
Quaggoths are not too suitable for the longterm, often being hard to reconcile their errant and
violent nature with the stability needed to be a
lasting settlement or NPC. Quaggoths don't usually
in-fight, they simply eat one another - so any
persuasion based roleplay sessions may feel a bit
forced. Sadly, you're more likely to find a Quaggoth
on a random encounter roll table than as a part of
an adventuring module - but that doesn't mean
they aren't suitable for a less-combat oriented
party. In fact, here's some encounter and plot
hooks revolved around Quaggoths!
The party finds a large chasm with Drow arrayed
on the edge spectating. There is a massive and
bloody brawl of ferocious beasts down below, and
the Drow are looking for more combatants.
Every full moon, the forests near a frontier village
erupts in hideous wails and screams. Every
adventuring party sent to investigate has never
returned.
The party visits an Arcane University in the city
to research the strange MacGuffin beast, but the
Natural Sciences wing has been locked down and
the Beastiarian is missing.
A thonot approaches the party deep in the
woods and he begs for help hiding. One of his
arms is chewed into a stump.
The party encounters a gaunt Quaggoth thonot
in a cavern, he pledges servitude if they will feed
him. Both of his arms are chewed to a stump.
An Elven trader wagers that the strongest
member of the party couldn't beat his Quaggoth
thonot slave, while they are traveling through a
thick forest. Halfway through the fight, a band of
Quaggoths ambush the party.
The party finds a (rather cute) baby Quaggoth
with its right arm chewed off. It shows psionic
ability and grows frighteningly quickly.
305
Rakshasa
"We did not know what to make of it at first," Ivar told Tors,
who sat breathless by his side. "Why this young woman? Who
was she?
"It was not until the next night that we learned who she
was. A woman of the night, a warm companion for lonely
men...and one in particular. A local noble, a man of great
power. We feared the shape-changer would use its power to
get to him..."
306
-Then-
She struggled as best she could. She backed against the wall
as the creature approached, her mouth forming the words for
another spell. Its hands fell upon her, and Ivar saw that its
hands were backwards, fingers jointed in the reverse of a
mortal man's. Those twisted fingers clapped Petra's mouth
shut, the other hand gripping her neck. Ivar heard the crunch
of bone...and Petra was gone.
As her body slipped to the floor, the creature turned to Ivar
and grinned.
"Not strong enough to break my magics," it observed. "I
would have thought not." It approached him, looking down at
his immobile body with those amber eyes.
"Be honored," the thing remarked. "Few have ever seen a
Rakshasa in its true form. In my true home, in the Nine Hells,
I am even more ravishing." It chuckled.
"Your presence here spoiled my hope to impersonate the
nobleman," the Rakshasa hissed softly. "There will be too
many questions now. But perhaps this trinket will assuage
me."
It reached down and picked up Ivar's green-bladed sword.
"Beautiful," it remarked. "And perhaps enchanted as well, no?
Only weapons such as these could ever harm me...perhaps I
will take ownership of it, for safe keeping."
The Rakshasa gripped the blade in its hand, putting the
point of the blade underneath Ivar's chin. Ivar felt a sudden
rush of hope. He knew what would happen next-The blade crackled with electricity the moment it touched
Ivar's throat, bolts of energy traveling up the hilt and tearing
across the Rakshasa's arm. The creature shrieked with pain
and released the weapon; Ivar reached up reflexively and
caught it. The pain and surprise had broken the creature's
concentration, his muscles were freed.
There was no time to hesitate. The creature looked up
from its charred hand, eyes flashing with rage, only to see the
sword come crashing down. The blade split the creature's
skull, bone and blood and brain spattering onto the stone
floor.
-Now-
"You killed it," Tors said softly, a dark shape in the sunset light
from the window behind him. "You slew the creature."
Ivar nodded. "I have fought fouler things, darker things," he
said. A tear ran down his cheek. "But the Rakshasa cost me
my first love. I made a horrible mistake. I vowed I would not
make another."
"And the sword?" Tors said. "A powerful artifact, bound to
you alone? That's why the Rakshasa couldn't touch it."
"Mine alone, and refused to harm me," Ivar said. He smiled.
"Reach under the bed, my son."
Tors' figure leaned down, and Ivar heard his son gasp with
surprise. He straightened, holding an ornate sword encased
in a scabbard. "But you said you never wore this, I assumed--"
"Hidden beneath the floorboards for thirty years," Ivar said.
"Since the day you were born. And now--" his trembling hand
reached out, touching the scabbard. "--it is your inheritance.
Afash syb Salaret."
A spark, like static electricity, jumped from the old man's
hand, to the sword, to Tors' hand as he held it.
Tors sat in silence for some time. Finally, he spoke.
"You said you made a mistake that night," he said. "You said
you vowed not to make another. But you've made two."
Ivar shook his head. "I do not understand."
DM TOOLKIT
Rakshasa are CR 13 Fiends with access to powerful
illusion, deception, and mind control abilities. Their
powerful abilities and immunity to nonmagical
weapons and low-level spells means that they're all
but untouchable by anything other than a high level
party.
Still, establishing a Rakshasa early can make for
an interesting recurring main or side villain. Even if
the PCs thwart the Rakshasa's plot, the slippery
creature is likely going to sneak away and resume
some other plot.
Rakshasa make for excellent villains:
manipulative, charismatic, capable of bending
others to their will, and most importantly, vengeful.
A previously slain or thwarted Rakshasa will stalk
the party and their friends for as long as they
remain alive. They will send assassins, impersonate
authority figures to poison public opinion against
them, attempt to hurt them and the people they
love. The quest to end the nightmare might draw
the party into a chronic quest chapter
intermittently throughout an entire level 1-20
campaign.
307
Remorhaz
"They say Frost Giants abhor heat in all its forms. They build
no fire, forge no goods, and do not even cook their meat. And
this common piece of wisdom is mostly true, barring one
common exception..."
Orryn Sindri Folkor Remorhaz was a gnome adventurer,
sage, and naturalist. He had trekked across continents,
scoured ancient tomes, and slain beasts beyond number.
Little did he know that beneath his feet was the discovery
that would make him famous. While trekking across the icy
wastes, a huge cloud of steam blew up behind him. A
centipede-like creature with a hundred clawed feet, cobalt
scales, and blazing skin tore its way out of the melting snow,
clouds of steam pouring from it. This was the beast that
would make him famous. That was, if he could survive it.
Physiological Observations
Social Observations
Behavioral Observations
Inter-Species Observations
DM's Toolkit
A Remorhaz is just plain impressive. They make
excellent random encounters for high level parties,
especially when paired with other creatures of the
Ice Lands, such as Frost Giants, Yetis, and Undead
or Fire based Fiends. They also make excellent
allies for more intelligent monsters. Tell me seeing
a Pit Fiend riding one of these things into battle
wouldn't be awesome. Because it is.
They could also be used in a more sinister way. A
way for the tactful DM to say "This land is
dangerous" is for half the snow to instantly melt,
clouds of fog fill the air, and a beast of Ice and Fire
to erupt from the ground with a never ending
hunger for adventurer flesh.
Other uses include, but are not limited too.
A distraction released as a Villain needs makes
their escape
A clever decoy. Hint about a low level Dragon,
then send out one of these things. It'll knock them
off their game.
Remorhaz variants.
Revenant
Introduction
Jarx sat, waiting, thinking. Hell had finally come to take him.
He had always thought he would end up in the lower planes.
But this, he had never expected his end would come like this.
The farmer had already taken the others. Jarx had finally laid
down his weapons, it didn't matter anyway they'd killed the
farmer several times but, he always came back. Awake for 52
hours, Jarx was ready, he deserved this. The farmer had
begged and begged: "Just leave my wife and daughter alone,
take anything, please, please, I beg of you sir". They had
laughed and made him watch. Even though Jarx hadn't
agreed with their actions, he hadn't stopped them either, he
was just as bad. He deserved this.
Physiological Observations
Revenants are wronged souls that claw their way back into
the material plane by sheer will. Reports say they look just
like zombies but with a burning fury in their eyes and a
certain resolve in their stride. However I, Rono von Kompon,
after following reports of one of the creatures found its
quarry. When I spoke to the frightened man, he told me the
creature looked exactly like a person he'd wronged but with
flaming red eyes. He told me that when he looked into them
he felt the lower planes calling him. Now I can't be sure if the
man's word can be trusted because it seemed like fear had
driven him mad. Every report tells us the same: The revenant
can't be killed. When their physical body stops moving, a few
days later they return in a different corpse. Even getting their
current body to stop moving proves to be a real challenge.
Their wounds seem to start healing at an incredibly fast rate
immediately after it is inflicted. Some people have reported
fire to be effective.
Social Observations
Behavioral Observations
Variant Species
Even though their goal usually stays the same, the way they
come back can vary.
Regular: As described they come back on their own by
using sheer power of will.
Pact: They made a deal with a devil. You can use this so
that you can give them some extra demonic powers. These
Revenants should also be a little more desperate because
their time is more limited (or less if you choose) and they
have something invested in the deal.
God's gift: The soul asked their god to give them the time to
go back and deliver justice. You can use this to let them have
angelic powers. They usually have no time limit and can thus
stalk and plan the demise of their target.
Summoned: If someone wants a target dead they can
perform a ritual to search for souls who want vengeance
against the person. They can then bind them to corpses and
ease their way into this world. These Revenants are weaker
but they'll come in groups. Because why stop at one?
DM's Toolkit
Revenants aren't very versatile in my opinion. Now
before you crucify me, hear me out. The thing that
drives them is always the same. Now that doesn't
mean that it can't be used in a great many ways.
Many uses for 1 general idea:
Consequence: If your players brutally murder
everyone and their family. One of their victims is
bound to come back and exact some justice.
Especially useful for that LG paladin who wants to
murder a merchant for their goods.
Plot hook: Looking for a BBEG, a quest, an
adventure, an unusual ally? The Revenant is your
guy.
Savior: Is your party close to wiping? Do you feel
sorry because you know you set them up for
disaster? Do you regret having them fight a masterwarrior after putting them through a gauntlet of
deadly traps? The Revenant can provide some
much needed back-up by finally catching up to
their target. (I'm not a fan of this)
309
Roc
Introduction
The Rocs are big birds of prey, really big ones; Rocs are one
of the largest living creatures around. They soar the skies
often above cloud level, riding thermals at incredible speeds
between preferred hunting and nesting grounds. They were
originally subservient to giants since their creator Annam the
father of giant gods, brought them into being to challenge the
dragons superiority in the sky. When the war between giants
and dragons ended the
Rocs were freed and left to roam the world, where they
rightfully took a spot at the top of the food chain.
Physiological Observations
Behavioral Observations
Rocs favorite locations are wide open areas with easy prey
and high up areas for nesting. Most Rocs will nest in high
mountain peaks preferentially with ample grasslands nearby
for food. Rocs hunt large prey such as Mammoths,
Yaks and occasionally Giants.
310
Rocs are predators through and through, as such they are not
known for making friends of other species. As with other
predatory birds what they will hunt is limited by what they
can carry without having much of an effect on flight. To note
for a full grown Roc this includes most living creatures. That
being said they may happily ignore humanoids due to being a
too small to be worth the effort.
Due to the Rocs nature being almost solely predatory and
have little contact with their own kind, their language is
simplistic. The language they use is a unique system of calls
which convey simple concepts such as food and
danger, some however argue that the language extends
further such as directions and rough descriptions. Even a
telepath would find conversation difficult since they would
not offer more than a simple conversation about their favorite
prey.
Due to their antisocial nature getting a Roc to do what you
want is difficult. Usually only caring about the amount and
quality of food they are given, taming one is difficult, but not
impossible. Rocs cannot be bribed or coerced in any other
way than food; they do not respond to threats and do not deal
in favors, since most of what one could offer them they would
prefer to do on their own. They also do not value material
possessions highly. Storm giants and cloud giants have been
known to tame and even ride them by raising them from birth
or young age with regular food with bones and hides removed
to keep them as healthy as possible. Young Rocs are grateful
to receive regular food and food of high quality. This also
applies to mothers when raising young, they will however be
less trusting of others at this time. Rocs will quickly learn the
appearance of those who bring food offerings and are
unlikely to attack these people.
As a leftover from the creation of rocs by the father of giant
gods Annam, they are not fond of the dragons they were
created to fight. Rocs passionately dislike dragons that live
nearby good hunting grounds, but however will avoid them
due to being a credible threat. Rocs are fragile when it comes
to damage to their wings, and a fight with a dragon can often
lead to a rocs death since if it would be unable to fly
afterwards. Rocs will however hunt down or chase off smaller
dragons before they can become a threat. This has been
useful to dragon hunters capable of telepathy, since rocs can
determine and hold memory of a dragons color, size, rough
age, location and how healthy it is. Rocs are not trusting of
creatures sharing traits with dragons, such as scales or the
ability to breath fire. It has been known for them to clear
Kobolds from lands around their territories, and to be
particularly aggressive to Dragonborns.
Bone Roc
The Bone Roc has a very different plumage than the common
Roc and at a glance can look like an entirely different
creature. Otherwise the body behind the feathers is very
similar to the Common Roc. What separates the Bone Roc is
its behavior and diet. Bone Rocs are scavengers profiting
greatly of war and disease. They also have a fondness of large
bones which they crush with their claws and eat, strong
stomach acid aiding digestion. The behavior of bone rocs is
peculiar and possibly links to their origins. They live in
several awkward rocky mountains across the world, sticking
to very specific spots within them. In these hard to reach
locations they horde bones of fallen Rocs of all subspecies,
leaving them in vast mounds until they eventually decay. The
Bone Rocs do not eat these bones seemingly out of respect
for their fallen. It has been suggested that the specific
locations they confine themselves to are sacred to Rocs in
some way. Bone Rocs are the only subspecies to be
somewhat sociable with each other in adult life, since they
are confined to these small locations.
Storm Roc
Sub species
Common
311
DM's Toolkit
These things are big, really big. Keep this in mind if
you are planning combat. Rocs personality (and
size) dictates they will be most likely be alone in a
fight, meaning they can be ganged up on by
players, a level 8 party of 3+ players could handle
one (played well). Since it doesn't make much
sense to have a party fighting more than one
difficulty can be introduced in other ways. For
example the rocky outcrops in a mountain-top nest
do not obstruct the massive roc, the players
however will need to think more carefully about
their position.
The talons ability is a good way to make the roc a
credible threat, while arguably the roc would
probably grab at the largest target naturally. A Roc
with increased intelligence or some form of
external motive would restrain a key party member
for the combat making taking it down difficult.
Rocs can be reasonable plot hook without the
need for a fight, perhaps your party is escorting a
caravan from city to city and a hungry roc snatches
a beast of burden (or two) carrying valuable items,
and it's now their job to travel into the rocs nest to
get it back. Doing this can lead into an encounter
of a more appropriate difficulty and supply a horde
of loot which has been gathered over several years
from merchants caravans.
An interesting difficult encounter could be made
to include a mother and its young. The young
serving as ads, can simply take scaled down stats
and only attack with their beaks.
312
Roper
Introduction
Physiological Observations
Behavioral Observations
Inter-Species Observations
Subspecies
Social Observations
The vast majority of interaction between ropers occurs premetamorphosis. Roper larva compete for food and for mates,
killing and eating smaller specimens.
313
DM's Toolkit
Ropers are perfect for adding a lurking danger to a
natural cavern or canyon-like space. Their presence
requires no justification in such an environment.
A single roper in a cavernous space is an
interesting challenge itself for lower level parties,
but adding terrain hazards such as pits or steam
vents can make for a more memorable battle.
Ropers are primarily crowd control monsters,
moving players into disadvantageous positions. A
time sensitive climbing challenge with ropers
interfering from below could be hilariously
frustrating.
Encounters in natural spaces with other
creatures can be spiced up with the presence of a
roper, attacking both sides indiscriminately.
Combining ropers with creatures like
darkmantles and piercers can also be thematically
interesting, likewise with mimics. This kind of
dungeon can reward characters with high
perception and nature skills.
They also serve as convenient loot reservoirs.
314
Rust Monster
Introduction
Physiological Observations
315
Inter-Species Observations
316
DM's Toolkit
A single rust monster does not an encounter make.
These creatures should be used in order to
augment other enemies or with other members of
their species to make an unusual battle. Some uses
for rust monsters could be as follows:
While hunting a troublesome group of
troglodytes, the PCs encounter a territorial (and
angry) group of mother rust monsters guarding
their eggs.
A town hires the PCs to take care of a group of
bandits on the road outside of town. The bandits
are using rust monsters as mounts.
The PCs stumble across a cavern in a dungeon
filled with cages with dangerous creatures of all
sorts within them, imprisoned by whoever controls
the dungeon. Two rust monsters have chewed their
way out of their cage and are now turning their
attention to the other cages...
The PCs are captured by a BBEG and dropped in
a pit without their weapons but still wearing any
metal armor. In the pit is a hungry rust monster.
Sahuagin
"Fear not the shark, for the true monster is the devil on its
back"
-- Admiral Kypper, on the deck of the Pride of Io, shortly
before his death at the hands of the Sahuagin prince 'Slayerof-Kings'.
Of all the sea-dwelling races, the most prosperous and
warlike is the Sahuagin. Feared by all who pass over or
beneath the waves, they seek nothing less than total
domination of all oceans, and perhaps even the land between
them.
Dwelling in great cities in oceanic trenches, they live under
a savage feudal system, and force even the most peaceful of
beings to prepare for war.
Social Observations
317
Interspecies Observations
318
DM's Toolkit
Sahuagin are like the drow of the sea - they can be
useful nuisance encounters for a coastal or sea
adventure, or form the backbone of a longer
adventure as a secondary or even primary
antagonist. They can be used at a variety of levels
of encounter, from small raiding parties at lower
levels involving just a few normal individuals, to
larger war bands with clerics, barons and other
mutant versions for higher level parties. As they are
an intelligent race, they can be used in more or less
any way the DM sees fit. It is thought that the race
is based upon Aztec culture, so any aspects of dayto-day life that I've missed above can be filled in
with a little research.
Salamander
Introduction
Physiological Observations
They come from a place called the Sea of Ash as I was told
on the elemental plane of fire. They roam the ash and desire
to spread its boundaries to all existence. They require a fair
amount of heat and avoid colder areas. In our material
existence they are usually found in places of extreme heat
such as deserts and volcanoes. I have seen no water able to
douse their flames as it evaporates before having much affect.
I suspect it would take a large amount of water to douse one
although I do not know if that would destroy or even harm an
individual.
Salamanders make no permanent homes and instead roam
in bands as marauding looters. They pillage and plunder take
for themselves what they deem valuable and incinerate the
rest. Their paths can easily be spotted in scorched earth they
leave behind.
They are strictly carnivores and devour any meat they can.
The average Salamander would require 1 pig a week for
comfortable nourishment. They see most living creatures as
food and eat them as they find them. This makes for
dangerous foes to travelers as they often do not care to
discuss and only to eat if hungry. They require eating only 1
time every week. When they are hungry they'll eat what they
can get and take it by force. They are intelligent enough to
avoid eating members of communities as they could suffer
repercussions from such actions. Live stalk is another story.
Using their high body heat they can smith and craft metal
as if they were the furnace themselves. Salamanders can
super heat most metals by channeling some of their own heat
into their hands. They can mold weapons and armors using
this and consider it the highest form of art. As a modeler of
clay they work metal with their bare hands crafting beautiful,
decadent, and deadly weapons. Most commonly pole-arms
and spears are made but they can make almost any weapon
commonly used. For this reason sometimes they are bound or
employed to service for this very task. While in battle they
super heat their weapons enough to keep integrity but also
cause severe burning to foes.
Salamanders usually have a unique kind of steel on their
person that is far more resistant to heat than steel. This
metal, I refer to as cold steel, able to be molded by
Salamanders with their intense heat and then will seemingly
self-cool as a smith would douse a sword in water. The
majority of their weapons are crafted using Cold Steel. This
steel must exist on the plane of fire but as I only know of its
existence because of my research with
Salamanders.
Social Observations
319
They first and foremost hate the Efreet. This was very
apparent in the discussions especially with bound
Salamanders. In their history a majority of the race were
enslaved in their home plane. The Efreet had done so after
failing to do the exact same thing with the Azers. They will
call any hated enemy an Efreet as the very name of the race is
a curse to their lips. Efreetis are given no quarter and
attacked with all of their might as a band. I believe the current
way of life in all consuming desire for power is wrought of the
eons of slavery they endured.
Second they despise and distrust Azers. Usually they
attribute Azers to be lowly tricksters and are not friendly with
them. It is a common belief passed down that it is the Azers
fault for the Salamanders' slavery. If the Azers hadn't fought
back the Salamanders would have only known freedom. Due
to the resemblance to Azers, Dwarves are also not to be
trusted and always attacked. Given my contract this matter
had made things a little difficult.
Third is the group in which all other beings exist. They are
merely food and kindle for the Torrent of Ash. If they are not
hungry and they are deemed intelligent they ask for treasure
or take it by force. They are indeed evil creatures by this
standard although it is as malicious as stepping on an ant to
them. If a creature proves too dangerous, as dragon for
example, they will leave the creature alone for a time and
come in force. They do not hesitate to retreat if needed but
only to regroup and reassess the situation.
When investigating the roving band through the forest I
was able to see how they fought. Salamanders fight with a
ferocity and vigor as they do so for sport and fun. In victory
they play in the ashes of the remains in a bizarre celebration.
They are not clean killers and often toy with over matched or
seemingly over matched foes. They'll trip and stab in
nonlethal ways to prolong the kill and end it when they
become bored. They relish a fair fight and seems to blaze to
higher heats in the excitement.
Salamanders are adept fighters and often train during
travel. Sparring and fighting amongst each other is
encouraged. One could learn a lot about a weapon from a
Salamander if they weren't bent on eating a student and then
charring the remains.
Due to this passion for the fight they often pick fights with
mighty foes such as dragons but will retreat if they find
themselves clearly overmatched. This can result in the death
of the headstrong leaders eager to prove themselves time and
time again.
They often when camping fiddle with and repair
equipment. Sometimes they even forge new weapons simply
on a whim. Many races marvel at their craftsmanship as
molding metal by hand is not a common thing. Ornate
patterns and designs are common simply because a
Salamander was bored. To them molding a weapon would be
to fiddle with a stick in the dirt.
Sometimes they are summoned for a task for their
usefulness as great warriors, craftsman or unfortunately
slavery as a furnace. They are summoned much like a fire
elemental. Their affinity for heat and fire is well attuned. They
despise and plot against their callers. Nothing is more
infuriating to them than the suffrage of slavery.
Variants
DM Tips
Salamanders are a nice twist as a cause for
something. They often leave destruction in their
wake unchecked and can be the climax of a
mystery given their battle prowess. They also make
for a good RP experience if you ever need a talking
furnace.
321
Satyr
Introduction
Satyrs are a fey commonly known for their potent wine, lusty
natures, and hot-headed ways. Rarely are they settled and
seem to express the most extremes of human emotions. For a
satyr, each week can be spent drifting between wanderlust,
boredom, arousal, and aggression. Satyrs are fantastic
company for a drink, wonderful for a day, exhausting after
two, and dangerous after three.
Human communities near large wooded areas or on
unsettled frontiers and those with influential druid circles are
the most likely to experience a satyr visitation particularly in
the spring. These events are looked upon with excitement,
fear, and anticipation. There is opportunity for much
merriment, but not without a literal year's worth of
headaches afterward.
Satyrs themselves seem to eternally wander the earth
always looking for a new experience of the mind and body. As
well as looking for other to join in on these experiences- the
more the merrier.
Physiological Observations
322
Variants
DM's Toolkit
Satyrs can be great NPC companions. They often
know 1d4-1 rumors about the location they are
currently in. Satyrs will not accept monetary
payment for their serves or companionship, but
instead will ask the join the party on their
adventure. The satyr will leave if nothing interesting
has been discovered in 3 days- taking anything
interesting from the party with them.
Children of the Black Goat will seek to trick,
misdirect, or seduce PCs into becoming living
sacrifices or wombs for horrid rites in service of
the All Abundant. This easier to accomplish
because these fey release a strong musk that can
drive any humanoid mad with lust (disadvantage to
charm saves or removes advantage to charm
saves). These creatures also delight in drudging
victims then chasing them through the woods with
horrid piping creating the fear effect in PCs.
Children of Bacchus will either try to rope the
PCs into throwing a huge party or helping them get
rid of their curse. Either way these lazy creatures
will attempt to do the least amount of work. But
their friendly nature will aid on any CHA checks the
party needs to make. Should PCs throw the party a
major Plot Event/NPC will occur at the party.
If PCs are caught up in a party thrown by either
Children of Bacchus or Woods roll on the
Carousing Table (DMG 128) but use d100 + CHA
modifier.
Satyr stats are also good for any kind of "beast
people" you need. The horn damage can be a bite
or claw as well.
Scarecrow
Introduction
Physiological Observations
Social Observations
Inter-species Observations
DMs toolkit
Believe it or not you can do quite a bit with
Scarecrows. Extreme bodyguards, stalking midnight
horrors, inhuman serial killers, vengeful spirits,
nightmarish watchdogs...
The vengeful variant: When your players have
just killed a witch or a hag. Have them notice
shadows creeping around them the next couple
of nights. Then when the right time comes the
intelligent Scarecrow will try to sneak attack a
target that is alone. In the form of trying to slit a
throat while its target sleeps. Or attacking from
the shadows when a target let its guard down.
The rogue Scarecrow: I just love these. Instead
of using a normal Scarecrow, you can decide to
use a stronger, more creepy version. It also has
no attachments to a creator making them
unpredictable.
The last task: Possibly a quest in a town where
people have been getting killed shortly after
burning a witch at the stake.
Behavioral Observations
Shadow
Behavioral Observations
"If you ever feel your strength waning in the black of night,
set a light, say a prayer, and pour your holy water on your
shadow. For you, quite possibly, are dealing with a dark force
aiming to quench the light of your very soul."
-Father Mateo Fernando Del Luz, Priest of Pelor, on
exorcising demons, aberrations, and the undead.
Shadows exist only to hunt down life and extinguish it. They
continue to move in the darkness at all times, and
immediately descend on life as soon as it sensed. They seem
to ignore traps and obviously stronger creatures. They pay no
heed to their own existence, or the existence of any creature
other than their prey.
Introduction
Intra-Species Observations
The Shadow have been a curse on life since the first evil
mortal took its last breath, birthing the first Shadow into the
world of light. They appear as mounds of darkness, formed in
a warped shape of the mortals they once were.
It is unknown why or how the shadow came to be, though
many theories have come regarding their initial creation.
Many arcane scholars believe them to be a masses of necrotic
energy that gained sentience by using the soul of an evil
mortal as a sort of conduit and mold for self creation. Holy
men believe them to be the evil in a man's soul, free from its
mortal frame.
No matter the method of their initial creation, these
creatures now exist only to hunt and extinguish the life of
good men and women from this world, raising maleficent
shadows from their bodies. Leaving us with the words of wise
men to live by. A single light may lead through the darkness,
but the shadow cast will always be.
Physiological Observations
Social Observations
324
Variant Species
DM's Toolkit
Shadows can be one of the most dangerous
opening monsters to an encounter for players, not
because of the danger posed themselves, but
because of the strength draining effect that can
made of great use to other enemies. Unless you're
using a horde of shadows or a special, more
powerful shadow, they should act as the first
weapon sent out by an intelligent enemy.
Sometimes as traps for wandering adventurers,
other times as a first wave to weaken the players
before stronger enemies come to attack. Anyway
you have them be used, think of how they can be
made use of effectively (or not, if the enemy is not
so bright).
Depending on the kind of enemy they would be
facing, I sometimes changed the attribute damage
they caused to fit better with any creature making
use of them. Constitution for creatures who are
fond of unleashing poisons (with being reduced to
0 CON killing a player). Dexterity for creatures that
want to paralyze and capture their victims (a 0 in
DEX, of course, leaving a player paralyzed). Or
damaging a players mental attributes to cause
some sort of fun effect (a 0 in INT would make
them a vegetable, WIS would leave their senses
worthless, and CHA would leave them mad).
And if worst comes to worst, you can always
make a trap that unleashes a horde of shadows on
the players/a town/castle/etc. That can be used as a
plot point to evil and powerful enemies.
325
Shield Guardian
Introduction
Physiological Observations
Social Observations
Behavioral Observations
326
Behavioral Observations
Economic Observations
DM's Toolkit
Shield Guardians are the ultimate jack-of-all-trades.
They can take whatever form you need them to,
from the hulking brute who dominates an
encounter, to cannon fodder that protects the
wizard. Since they're so easily sold, practically any
enemy can have a Shield Guardian or two. Even a
kobold could have found one lying dormant in a
dungeon. They also provide a fun incentive for the
PCs to think more carefully in combat. If they can
take out the enemies without harming the binding
object or the Guardian itself, they just earned
themselves a shiny new companion. It allows a
reward to combat that's already built in, instead of
feeling like it's tacked onto the end. I also
mentioned that some Shield Guardians can store
spells. It's awfully fun to hit the party with a
surprise polymorph just when they think they've
won.
Skeleton
Introduction
Social Observations
Behavioral Observations
Intra-Species Observations
Variant Species
327
DM Toolkit
Base Skeletons are a fairly clich enemy, with good
reason. A few standard skeletons can pose a real
threat to low level groups, because unlike some
undead (like zombies) they have enough awareness
to use some basic strategies and follow out
specific orders better.
They can also be used for some emotional
impact if you play up the fact that these things
used to be people. That said, once the group gets a
bit confident in their skellington bashing abilities, it
may be time to change things up.
The 5e MM (and the past ones have more I'm
sure) has the Minotaur Skeleton which is bigger
and tougher, but also feel free to get creative.
Remember that since Skeletons are made by
magic, further magical alterations don't necessarily
have to make sense from a natural standpoint, as
long as the wizard that made them could be
capable of it.
I recently employed self-destructing skeletons
against my party, they would charge, tackle, and
burst into acid. Skeletons that are smarter, esp if
they can cast even simple spells, could throw your
groups strategy off, if they were relying on
outsmarting them. Skeletons with iron-bands on
the bones will make them harder to smash if they
are going for brute force.
Natural animals have to have some logic behind
them, but Skeletons just have to have been made
by a wizard with the right spells to augment them
in such a way.
Be wary of getting too crazy if your group has
magic users- the second I see a skeleton with
powers that my skeletons as a player don't have, I
will want them, and it can be really sad to hear well,
you just can't okay? Instead try to balance it out in
other ways, for instance, gold cost, or needing a lvl
5+ spell to animate one of the fancier undead, etc.
328
Slaad
Introduction
Physiological Observations
Social Observations
A Slaad that sires many offspring will rise high in The Scene.
Maintaining the role that their type is supposed to fill.
Death Slaadi are not part of the Slaad Scene, for various
reasons. One is that they are very uncommon. The second is
that they do not consider themselves part of the hierarchy,
and often specifically go out of their way to flout it. Death
Slaadi usually bind other Slaadi to them through either
manipulation or fear of death. They are the self appointed
Overlords of all other Slaadi, and they kill anyone who
disagrees with their role. As such, they are universally hated
by other Slaadi.
329
Behavioral Observations
Inter-Species Observations
DM's Toolkit
Slaadi are criminally underused, despite their
apparent flexibility. However, unless you want the
party to come off as a bunch of murderhobo-ing
scum, using chaotic neutral enemies against them
kind of compromises the Good vs Evil narrative
most campaigns rely on. So, thinking of uses for
them is difficult. In other words, I hope you
appreciate this.
A Green Slaadi is talking to a Nothic. The
Nothic is being uncooperative, and the Slaad
begs the party for help convincing it to trade
some of its magical secrets.
A Grey Slaad is sitting on the public green of a
village. It is studying the inhabitants of the
village, attempting to discern information from
these alien creatures. The villagers are
panicking, but the Slaad is non-hostile unless
threatened.
A Death Slaad has invaded the material plane,
and is dragooning hordes of Blue and Red Slaadi
to serve as its armies.
A Group of Slaadi have encountered some
shepherds, and have attacked them. They wish
to free the sheep, as they view the Shepherds as
brutal tyrants.
330
Specter
Gareth threw his back against the wall, panting hard and
crying as the fear and adrenaline surged through him. That
thing... Adara's sword had gone right through it like mist and
it had reached its hand inside her chest and then she had
screamed.... But his little magic dagger had hurt it, or
something...it had felt like cutting through water, but it
dropped Adara at least -Adara's body- and Gareth ran and
didn't look back in case he saw it following him....
He clutched the dagger tightly to his chest and peeked
around the corner. Nothing.
Alright, three deep breaths and then break for the exit. And
if that monster comes back it can have another taste of the
dagger. 1...2...
He set his jaw, took a last breath, and a pale form ghosted
noiselessly around the corner in front of him. The dagger
dropped from nerveless fingers and clattered desolately on
the stone floor as Gareth stared at Adara, her face twisted by
pain and rage, reaching out to him with terrible promise, and
he never saw the ghostly hand that came out of the wall
behind him, passed through his back like dreadful ice and
stopped his heart.
Introduction
Physiological Observations
Social Observations
Behavioral Observations
331
Inter-Species Observations
Variants
332
DM's Toolkit
Disclaimer: I run Pathfinder and used those stats
for this analysis. I couldn't find anything about
Specters in 5e, nothing on 4e, and the 3.5 version
looked pretty identical.
Before we start with how to use them, I'd like to
take a moment to talk about describing a Specter
to your players. I took a long time coming up with
what is, to me, an acceptable description of an
incorporeal creature: while the image in my head
will always be cheesy 80s special effects-slightly
green-tinted glow on a semi-transparent personactually imagining an incorporeal entity standing in
front of you in three dimensions is kind of hard. It's
not a thing you see in the world that you can
extrapolate to fantasy. I advise taking a bit to plan
out how you're going to describe it to your players
in order to get the full horror value out of it.
They're pretty damn creepy if you don't just say
then a ghost pops out of the wall.
Alright, let's talk stats. My main thing with doing
the Specter was to figure out why it was different
from all the other incorporeal undead: you want
something moving through walls and moaning that
your party can't always hit, so why pick the
Specter? Because they're really, really scary in
combat, that's why. I considered them versus the
other incorporeal undead, specifically Wraiths,
Shadows and Ghosts. A number of important
features popped out at me.
Let's start with speed. With an 80-foot Fly speed,
Specters are the fastest of the incorporeal undead.
How fast? That's right. A Medium character doing a
double-move can be overtaken by a Specter
starting from the same spot, see it fly ten feet past,
then fly back and attack. Also, they go through
walls. Also, they have a perfect Fly speed: these
guys should be doing loops around lower-level
parties when they can afford to give away an AoO
or two.
Next up, senses. Unlike Wraiths, Specters don't
have Lifesense, just Darkvision. Which means that
a Specter can travel through walls like any
incorporeal creature, but it can't attack from walls
very well as it needs to see its target. Combined
with its speed and maneuverability, this presents us
with a creature that darts around its targets with
the inherent advantage of using every dimensionflying above adversaries' reach or going through
the ground underneath them-to put increments of
damage on individuals that can be singled out.
Notice that Specters do energy drain, not HP
damage, which means that accumulated hits do
reduce the combat effectiveness of the target:
Specters harry their targets and slowly drag them
down. A Specter with controlled Spawn-which it
has no qualm about sacrificing in exchange for a
kill-ought to have your party absolutely terrified any
time they are passing near a wall or, indeed,
standing on a floor.
333
Sphinx
Introduction
Physiological Observations
Social Observations
334
Variant Species
DM's Toolbox
Lawful Neutral Sphinx
335
Sprite
Introduction
Physiological Observations
Social Observations
For all creatures of the Fey, the figurative is the literal, and
much thought goes into their naming conventions. Sprites
are not named in life until they have done something nameworthy. This name determines a great part of their life's path.
For example a sprite that takes to running ahead of her
elders, will be named Quella, which is Sylvan for forward or
scout, and will have the task of scouting. If this Quella wanted
to be a spear-wielding
Sprite, she would need to earn the name Elga or Oda
which are the Sylvan words for spear.
Incidentally, only those Sprites named Averon, Wenric, and
Oberon (for the males) or Averna, Wenrid, and Obrea (for the
females) can be the leaders of sprite tribes, for these names
are all variants on leader, king, or ruler in
Sylvan.
336
Behavioral Observations
Inter-Species Observations
DM's Toolkit
Sprites can be added to a large variety of
campaigns, regardless of setting or tone, or party
makeup.
Sprites as quest-givers
Sprites as antagonists
Varieties of Sprites
337
Stirge
Introduction
Physiological Observations
338
Social Observations
Behavioral Observations
The entire colony hunts whatever prey they can find. There
does not appear to be any intelligent design behind the choice
of prey. They simply attack what is closest and most
vulnerable. Livestock and young humanoids often fit this
criteria.
Their hunting grounds are usually only 2 miles around the
colony. Once an area is drained, they move on, making finding
the nests, to destroy them, very difficult for terrified locals.
Intra-Species Observations
Variant Species
Artic Stirge have furred legs and thicker wings. They are
camouflaged with mottled patterns that appears as rock and
snow. They are larger than normal stirge, with a 4-foot
wingspan and nearly twice the body size. They naturally take
more blood from their victims as well. Desert Stirge are
especially feared. They nest in the sands and ambush victims
that walk over their colony lairs. They are smaller than
normal stirge, and feed less, but their colonies are almost 4
times the size of a normal stirge.
Sleep Stirge have been warped by exposure to wild magic
energies and can induce sleep (as the mage spell) in their
victims as a collective group, and at increased power. These
so-called Dozy Stirge have been observed employing arcane
energies equal to a magic-user that has achieved the 5th level
of mastery in their Guilds, and have taken down nearly 30
humanoids at one time.
Invisible Stirge are the subject of much debate, and most
reputable scholars and adventurers refuse to believe such
tales, attributing the drained corpses found in some
dungeons and old lairs to undead or other parasites.
DM's Toolbox
Stirge can be built with any number of variations,
as outlined above, and there is no limit to the ways
they can be scaled. They can be a deadly encounter
for a group of adventurers, regardless of level. They
attack in numbers, and their automatic blooddraining every round is a powerful punch.
The HP they drain can be moved up or down.
Want some stirge for some level 1 characters?
Make the blood drain only 1 HP per round. 5 of
those on 1 character, and they will be in deep
trouble. You can boost the blood drain all the way
up to 10 for level 20 characters and anything in
between for the other levels.
I like to brew them for the different terrain types,
and sometimes I'll further tweak them with minor
(or major) magical abilities, like Sleep, or Darkness,
or even Hold Person. I've had Teleporting stirge
(like blink dogs bats), Swimming Stirge (always fun
for those Man Overboard scenarios) and even
Magic Missile Stirge.
They are easily customizable and always scary.
They are my favorite monster and I hope they will
be one of yours now, too.
339
Succubus/Incubus
"So, you visited that famous brothel this week when you
tested out your new teleportation spell? Ha! While you were
gone I've figured out what makes that place so special..."
-- Calgarus Marbin, renowned human wizard talking with
his perverted colleague.
Introduction
Appearance
340
Combat
DM's Toolkit
A succubus is a great antagonist to throw at your
unsuspecting party in almost any campaign. Their
versatility and excellent disguise make them a great
'plotting behind the screens' type of villain/miniboss for a while, and once caught might reveal the
real BBEG she's working for who is behind all of it,
continuing the campaign on to the next antagonist
(well, if that's what you want. She could also be the
BBEG herself, manipulating and corrupting
powerful rulers and such). I cannot recommend
using the succubus as a fighting minion as they are
not suited for this task at all. Some ideas to use
succubi:
A succubus that has cast off her fiendish origins
and has been given a chance by a good-aligned
outsider to redeem herself needs the party's
help in destroying a powerful evil artifact to
prove her worthiness of redemption. But, is that
really her goal?
Rumors abound that the best brothel in town is
more than it seems at first glance.
A rich merchant has fallen in love with a lovely
young lady, but one morning she has
disappeared and all of his riches are gone as
well! He suspects someone has kidnapped her!
But is this truly the case?
A bitter young half-incubus is threatening to
massacre his hometown for banishing him.
How will the heroes stop him?
341
Shambling Mound
Introduction
Physiological Observations
Social Observations
342
Behavioral Observations
Intra-Species Observations
DM's Toolkit
From very different areas and attacking in very
different ways, the Shambling Mound is a diverse
enemy with one core concept: a big bulky creature
with natural camouflage. While the most common
may be the typical swamp-dwelling moss-covered
monstrosity, they could live in other environments
or even be hidden guards to a town, acting as living
traps. They are truly versatile creatures, able to be
used in lots of circumstances.
If you put one into your campaign and it's a fight,
it would be fitting for the moment to be major and
well known. Let me explain what I mean by that: It's
pretty special for someone to escape the grasps of
a Shambling Mound, as it's never been recorded.
All of those who have approached them have never
been heard from again, so it's quite the
achievement to survive an encounter. Have the
local town throw a party of sorts, or give a reward.
A big reward at that.
Few have seen one, and of those that have fewer still have
survived to tell the tale. The Legendary Tarrasque is
embedded deeply in the minds of the peoples of the Material
Plane as an agent of destruction. Its power goes far beyond
the mere destruction it is physically capable of, it becomes an
object to be feared or even worshiped. The Tarrasque is
nothing less than a force of nature.
Physiological observations
Social Observations
Tarrasque
Introduction
...Well it's not like you can sit either yourself or the beast
down long enough to paint its portrait. Most sensible people
would be running like mad in the other direction Spokesperson of the Monster Hunters Association of
Adventurers, when asked why there are so many differing
descriptions of Tarrasque physiology.
Legends state that the Tarrasque was created by the
Primordials in combination with the Princes of Elemental
Evil as a weapon against the gods, some of which sacrificed
their lives to ensure the creation was a success. Its physiology
certainly bears witness to this creation, being more biological
machine than animal.
A Tarrasque is typically seen to be around 50 feet tall and
70 feet long including the tail. Universally accounts of the
creature have mentioned the two, forward protruding horns
and large clawed hands.
Tarrasques have been observed to have three stomachs.
The first, containing constricting muscles and sharp internal
bony protrusions ensures that any living matter is deceased
before it continues through the digestive tract. The second
stomach applies acid to further break down the Tarrasque's
meal and strip magic from the swallowed. Finally, the third
stomach is a furnace ensuring that the swallowed item is
entirely vaporized into its component parts and absorbed into
the body of the tarrasque.
One bio-engineering problem that the creators of the
Tarrasque encountered, was that of blood-flow. Animals with
appendages a great distance from their heart can have issues
of circulation and blood pressure. For example, when a
humanoid, having been lying down for a period will
experience momentary dizziness if they suddenly stand up.
Conversely if they lower their head below their heart for a
long period, blood will pool in its head with nothing to draw it
out except the vacuum created by the heart pushing blood in
the opposite direction. This effect is exacerbated in larger
creatures, necessitating larger hearts.
At the end of the day, after all the running, screaming and
destruction has stopped, a Tarrasque is really all heart Anonymous Biologist
Behavioural Observations
Intra-species Observations
Variant Species
DM's toolbox.
There's no need for the DM to be afraid of
introducing a Tarrasque to a campaign at any level
as fighting it is entirely unnecessary. Instead, they
could be tasked with managing a pre-Tarrasque
evacuation, or convincing people to evacuate
knowing that the Tarrasque is about to awake.
Perhaps the party have heard rumours of a
Tarrasque death cult which seeks to awaken one
(or more) which they must then oppose (Hoard of
the Tarrasque Queen?).
Nor does the Tarrasque need to always represent
Evil, in fact it shouldn't, being physically incapable
of it. Perhaps in a nation of people oppressed by
evil overlords, a Tarrasque, raised at the appropriate
time and pointed in the right direction, may be just
the thing needed to destroy a stronghold and
therefore dependent power structure, thus
liberating the people. Thus weakened, the
Tarrasque may be more easily brought down by the
heroic party, saving the rest of the city from further
destruction.
A Tarrasque, used in this way becomes a device,
a tool, a means to an end, rather than an end in
itself. Inspiration is easy to come by - Godzilla is
the obvious example, King Kong, perhaps another.
Can a pretty lady charm the great beast?
The 5th edition Tarrasque has no inherent
regeneration capabilities as it did in prior editions.
The DM can obviously use their own discretion
about limb regeneration. As mentioned above,
perhaps destroying the brain containing the
pituitary gland could stop the regeneration and
significantly reduce the difficulty of the monster by
reducing hind leg and tail reflexes (or entirely), or
by causing it to have blood pressure issues.
344
Thri-Kreen
"If you wish to know our people you simply need to walk
across the solid sea endlessly."
-- Liaison of Thri-Kreen nest
Introduction
Physiological Observations
Social Observations
345
Intra-Species Observations
346
Variations
DM's Toolbox
Thri-Kreen are an amazingly alien race that
eventually turn more human than most parties get
to realize. Here are some possible encounters.
run in with a hungry nest - negotiate for food or
you lives
Mysterious desert/jungle guides
Orphaned Thri-Kreen - attempts to join the party
looking for companionship.
347
Treant
Introduction
Physiological Observations
348
Social Observations
Behavioural Observations
Intra-Species Observations
Variants
DM's Toolkit
Treants can be a great addition, players pick a fight
with a druid? TREANT! Players being swarmed by
blights? TREANT! You get the idea. You could also
go lord of the rings with it, recruiting the armies of
Treants can be an amazing boon for any war effort,
but it works both ways.
349
Troglodyte
Overview
Physiological Observations
Social Observations
Interspecies Observations
350
Observational Variants
DM Tools
I recommend beefing up the troglodyte "queen"
with the stats for the Gnoll Fang and use the listed
troglodyte stats for kobolds in a transition state.
Troglodytes also are not prideful like Orcs might
be, so they are not going to be easily suckered into
one-on-one. They are predators like a pack of lions
so while the small kobolds do a lot of the work, the
troglodyte will slip in and out to land the big blows.
The last thing I will throw out there is that
troglodytes get a multi-attack which is pretty cool.
But because I always picture them as sorta big
alligators, I think if a PC is hit with 2 or more of
those attacks there should be a special
consequence.
D4
Troll
353
Umber Hulk
Introduction
Physical Nature
354
Variants:
DM Tactics
When a umber hulk knows prey (or adventurers)
are coming, it will follow a previously-dug out
tunnel to a better ambush point (one best suited to
use its confusing gaze), then attempt to either
cause a cave-in or ambush prey. If given the
opportunity, it will break solid rock under an
adventurer, grab them, and drag them back into the
tunnel, using debris to give it cover from other
members of the party while its mandibles and
claws deal with its captured victim.
Of a umber hulk feels outnumbered or needs a
better position to fight from, it will retreat into its
tunnels, attempting a similar cave-in and snatch
from when it engaged with the party. Otherwise, it
will follow them, attempting to pick off nighttime
guards using its confusing gaze.
355
Unicorn
Introduction
Physiological Observations
Social Observations/Interspecies
Observations
Unicorns are lords of the forest, but not because they are of
the forest, but more because they are in the forest currently.
They set up rule as a sort of benevolent dictator, settling
disputes among animals, helping out needy beings, and
killing fell beasts that take up residence. This upsets the
natural order of things, which is why druids hate unicorns.
The only reason a unicorn might be accompanied by druids is
because the druids are trying to help it complete its quest and
leave this plane. Unlike, revenants, unicorns have 777 years
to do this and tend to be distracted by immediate and local
evil. The druids are keeping it on track.
356
Behavior Observations
Variants
D6
357
Vampire
Introduction
Physiological Observations
358
Creation Methodology
Social Observations
Behavioral Observations
Intra-species Observations
DM's Toolkits
Vampires are always a staple of any campaign that
requires a notorious, intelligent, and cunning villain
bent on taking over the world. They make for
masters of deception. They make for some of the
best BBEGs for you to have agents moving around
under. I also love using Vampires for campaigns to
add a little of a rushed feeling by adding a time
limit to stopping something he is doing.
359
Water Weird
Physical Observations
360
DM Toolbox
Most of my ideas for Water Weirds can be found in
greater detail in the Weirds and Wizards section
above.
Quest: A Wizard needs Water Weirds for
experimentation or for guarding a sacred treasure.
He hands the party a few Silver Nets and a bucket,
and sends them on their way. They might be sent
to a nearby town that has issues with their well, or
maybe the wizard will Plane Shift them to the Sea
of Ice to nab them fresh from the sea.
Ally or Patron: A very old Water Weird has grown
interested in mortal matters, and wants to share its
treasure to stir up drama or action.
Enemy: Have a treasure that your PC's will want?
Put it in a box, and drop it in a fountain. Either they
can fight the Water Weird, or offer it some
significant treasure to trade for whatever is in the
box. It might be interesting to have a dungeon with
several of these encounters, where only one has
the McGuffin they need.
361
Wight
Introduction
Physiological Observation
362
Social Observations
Behavioral Observations
Inter-Species Observations
Wights neither have any love or hatred for their fellows. They
may work together at the willing of the same dark lord, or if
their goals are the same, but will never go out and seek this.
Necromancers, Death Knights, and dark gods may form
Wights into bands of assassins, scouts and shock troops, but
they themselves will never seek to do this. They have no
interest in other like them, only in their hunger, their will to
carry on their schemes, and the call of battle.
DM's Toolkit
Wights make villains for low level players to
challenge. They're ability to raise zombies from
those they slay give you a perfect band of minor
undead for new heroes to vanquish from a village,
forest, or dark cave. They are also great plot hooks
for BBEGs. Why is this Wight here? Was she sent
by a Necromancer to bring more bodies for its dark
rituals?
What if that bandit chief you kill in your first
session wasn't satisfied with simply dying? What if
a demon lord reached out and offered him a
chance for revenge against those dastardly heroes?
This can bring a greater level of story to your
adventures, and add further meaning to your initial
sessions. Any beast or being of reasonable
intelligence can be brought back as a Wight, far
stronger and deadlier, and with a premade vendetta
against you heroes.
At mid level Wights make perfect soldiers for
your heroes to face as they go to assault a Death
Knights keep or so forth.
They can also be made strong by making them
dark paladins of their new infernal lords. They could
have been fallen rangers, wizards, and the like in
their past lives, therefore giving them access to
these abilities in their new undeath.
363
Will-O'-Wisp
This creature... it is not from one of the seven hells, nor does
it hail from the deep darkness of the world. It is also neither a
ghost or a living creature. Yet it lives on the material plane,
with only one apparent purpose: to feast on the fears and
nightmares of the living.
Its body is virtually non-existent, its appearance almost
always the herald of death, it goes by the shape of a glowing
skull. This thing... it goes by many names: Spook-lights,
corpse candles, death lanterns and... of course... its true
name: the Will-O'-Wisp.
-- Necromancer Anotal Ver' Hakt
Introduction
Physiological Observations
Whatever its origin, and its seemingly ghostly nature, Will-O'Wisp's do possess a physical body. It consists of about 3
pounds of translucent, moist spongy material, which seems to
have no apparent application in cooking, alchemy or magic,
however. A Will-O'-Wisp is also virtually immortal: they do not
age although they can die from severe injuries.
The most intriguing ability, one that has baffled scholars
for years, is the Will-O'-Wisp's ability to consume the
emotions of a living creature, most particularly their fears.
Little is known about this ability, although necromancers and
even liches have been known to have researched it. Only this
obscure source of information, written by the necromancer
Anotal Ver' Hakt, has provided clues on the Will-O'-Wisp's
ability to consume emotions.
A living thing, intelligent or not, vibrates and emits energy
according to its emotional state. Based on observations the
emotion of fear appears to create the strongest vibrations,
which leads me to conclude that it also releases the most
energy. Based on that piece of information, many scholars
argue that the Will-O'-Wisp is able to absorb and consume
this energy, although no notable theories have been made on
how it actually nourishes itself on it.
364
Social Observations
Behavioural Observations
Intra-Species Observations
DM's Toolbox
Personally, I've played Will-O'-Wisp's for the
intelligent evil creatures they are due to a lack of
possibilities in my campaigns. There are a lot of
alternatives to the evil electricity dealing monster,
though. Nearly all cultures in the world have a
variant or form of Will-O'-Wisp's in their folklore. A
quick Google search reveals lots and lots of
options.
Wraith
"...no..."
"What ye say, Da?"
"...more..."
"Ye know I dun much care the scarin' games, ol' beard..."
"...PAIN..."
Introduction
Physiological Observations
Behavioral Observations
Inter-Species Observations
Social Observations
365
DM's Toolkit
The wraith makes an excellent villain for games in
the early and mid levels, and can easily be adjusted
to fit the late tier. It can be a vicious solo stalker
bringing horror to your game, or a commandertype that puts the pressure on the party and its
attempts to save the kingdom. The Monster
Manual (unfortunately) lacks the flexibility of wraith
templates and the Dungeon Master's Guide
provides an unsatisfactory amount of tools to
address this.
So, to develop on the wraith:
Consider allowing the wraiths of spellcasters to
retain their spellcasting abilities and spells.
As above, but with features. If the wraith is of a
prominent NPC with PC-like features, scale
accordingly but allow the wraith access to them. A
wraith has only shards of memory of its former life,
but that could be enough.
Invoke Tolkien by giving your wraith the ability to
see the invisible creatures. Darkvision and a weak
passive just do not cut it.
Perhaps wraiths can choose when they can
interact with solid objects, opening the
opportunity for wraiths with weapons and items.
Apply a wraith-like template to non-humanoid
creatures like dragons, beholders, or centaurs for
some extra flavor.
The author has taken the liberty of implementing
the sphere of annihilation as part of the wraith's
evolution, and has done so because such has
proven successful in his own games and he
recommends a similar practice.
Additionally, consider modifying your wraith to
better model the plane they died on (if somewhere
other than default fantasy world). Examples
include: elemental wraiths, angelic wraiths,
demonic wraiths, and fey wraiths.
366
Wyvern
Physiological Observations
The wyvern is a large flying dragonkin, its whole body and tail
is covered in relatively thick scales, it has to arms/forelegs
that have grown into wings, these are not covered in the same
kind of scale, but a more leathery sort.
The size of a wyvern can be deceptive. The full body length
of the wyvern is approximately 15 feet. However, about half
this length is from the wyvern's tail. The tails reach is not to
be underestimated. There have been spotted both much
larger specimens and much smaller, however these could
have been either wyvern hatchlings, or dragons. There is not
enough research to back up either. There is no apparent size
variation between the male and the female wyvern, however,
the male wyvern is usually covered in spikes and scales that
are more prominent than the female, the wyvern seen above
is a male wyvern. In younger specimens, it can be hard to
determine sex from the scales since they will not have fully
developed on neither the male nor the female. The color
variation of wyverns is usually adapted to whatever terrain in
which it is residing. The colors spotted on wyverns are
usually dark green, brown or red. While arctic wyverns are
very rarely seen, they have been proven to exist, and they
have a very light grey/white color scheme. Wyverns living at
the coast are usually in more blue color. It is unknown
whether the wyverns slowly change their own color, or if the
color is passed down genetically. The wyvern has two forms
of movement, flight, and walking/running, the wyverns with
their small forearms they move very clumsily on the ground
compared to their elegance in the air. In flight a wyvern is
very fast and agile, this is why they are some of the most
successful arial hunters in the world. The agility and speed
displayed when hunting is most fascinating, and is not
portrayed anywhere else in the fauna of our world. Wyverns
have been seen flying past enemies, flipping over in air, and
jabbing them with the stinger.
A very large animal has died nearby and they have all come
to feast (this too is a very rare occurrence, but a wyverns
smell and vision is quite impressive, making it able to scent a
prey (especially a large one) from very far away) if this is to
happen, the wyverns will most likely fight and mate there,
creating a very rare and not very long lasting, wyvern colony.
###Behavioral Observations
When a wyvern is hunting it will usually stay in the air
about 1800-2200 feet above the ground while searching for
prey, once movement is spotted, it will descend slowly at first,
to get a closer look at its possible prey, if the wyvern decides
to engage, it will dive towards its prey, and attempt to snatch
it off the ground. Once grabbed the wyvern will either sting
the prey with its stinger or crush it with its powerful talons, to
subdue it. Wyverns have been known to drop prey from very
high altitudes to kill it, however this is very rare, and we have
not yet discovered why they sometimes do this, it may be just
for sport, and it may be for an entirely different reason.
Wyverns will unless forced to by sustaining serious injuries
not stop chasing their prey until caught, or unable to.
Wyverns will however always prefer to stay in the air and not
fight on the ground, their clumsy movement on the ground
makes them much weaker than in the air, once on the ground
a wyvern will fight much more defensively, staying low,
hissing with its tail above its head ready to strike. Wyverns
can live up to
400 years, one specimen has been known to live to 523 but
that was a onetime scenario. Wyverns will reach sexual
maturity at 2.5 years of age, but mating at this age is very
uncommon. Most wyverns will not mate until at least 5.
When a female and a male wyvern meets it is a very calm
process unless another male is involved, if another male is
there to compete the male wyverns will start by displaying
their wings, and stingers whilst hissing, roaring, and raising
their scales to look bigger, if no wyverns back down they will
start fighting, when wyverns fight they do not intend each
other's death, however this is often how it ends, since the
wyverns fight in the air, it is not uncommon for one of them to
get a torn wing, and fall to its death. Whily wyverns can be
tamed doing so is a very difficult task. Wyverns have a very
explosive temperament, and it doesn't take much for a wyvern
trainer to become wyvern fodder.
Intra-Species Observations
Sociological Observations
Wyverns are not social at all, there are only 3 events that can
make it possible to find several wyverns at one location
The wyverns have just hatched and the mother is nursing
them
The wyverns are mating/fighting for a mate (however this is
very rare since wyvern's territories are large, and they rarely
meet unless mating
367
DM's Toolkit
Wyverns can prove a very hard challenge or a
relatively easy one, changing from a CR of 4-8
depending on the circumstances and what party is
fighting it. If the party consists primarily of ranged
adventurers or casters, taking a wyvern on out in
the open is not that hard. However, if the party is
more melee based, an airborne wyvern, can be an
almost impossible challenge, whereas a wyvern in
an enclosed space is a relatively easy task for a
bunch of fighters and barbarians, it will prove a
formidable adversary for a party of sorcerers,
wizards and rangers. Therefore, it is up to the DM
to decide how to fight the wyvern. Wyverns have
before been used to experiment on by mad
scientists or wizards, granting them a poison
breath weapon or another enhancement, this is a
handy way to surprise a party, or just simply raise
the CR of the beast. Role-play situations: a member
of the party can attempt to tame a wyvern for a
riding animal, this will require a lot of time, and is
very difficult, it will prove much easier if the wyvern
is hatched with the player. This will include daily
rolls, which will become increasingly harder, and
fails will range from, the wyvern escaping, to the
player being eaten.
368
Introduction
Social Observations
Xorn
Physiological Observations
369
Behavioral Observations
As long as they are well fed, Xorn are docile creatures, not
immediately friendly but neither are they rude or cruel. They
cannot be tamed, but they can be made to respect boundaries
with a little bit of friendship and courtesy.
Xorn prefer to stay below ground, emerging only into deep
dungeons and mines in the pursuit of food. It is exceptionally
rare to see them above ground on the material plane, though
they can more frequently be found on what constitutes 'above
ground' in the Plane of Earth.
So long as they are not provoked or their food source
taken, a Xorn will remain apathetic to others crossing its
territory. If challenged, it will rear itself up and wave its arms,
stomping in rhythm, to attempt to scare the intruder away;
this is how two Xorn would size each other up to determine a
territorial dispute. If this is ineffective, the Xorn may attack,
especially if it feels bigger, using its burrowing to ambush
targets with a barrage of quick attacks before disappearing
into the earth again. It will use that burrowing to escape as
well if the battle goes poorly.
Inter-Species Observations
370
DM's Toolkit
A Xorn is an excellent enemy for hoarder PCs, for
nothing strikes more fear into that style of player
than watching their probably ill-begotten wealth
devoured and made irrecoverable. They can appear
on a deep dungeon dive or in the Underdark, but
could be used sparingly in other situations.
They have a very high AC, formidable HP, and a
resistance to non-magical slashing and piercing
that will confound and imperil low-magic parties. In
parties with mages, use their burrowing speed to
disappear into the ground, taking the opportunity
attacks as they vanish and trusting their AC and
high HP to hold out, and appear underneath an
unsuspecting PC with multiple ambush attacks.
Used like this, they should be far more dangerous
than any other CR 5 monster and remain a
dangerous enemy for some time. Even once badly
outclassed by PCs, a Xorn can still use its
burrowing and camouflage to threaten the gold
stores of a party that doesn't invest their winnings,
pushing a party to become more invested in other
aspects of the world.
Capitalize on the contradictory nature of the
Xorn. They are terrifying to behold and should
instantly strike fear into those who do not know of
them just from their description. Yet they are
simply hungry and would rather find their meal
peacefully, creating some moral tension.
On a meta-level, your players might not know of
Xorn, so could truly surprise them. As a kindaelemental, the PC knowledge check concerning
them should be Arcana, but because of their rarity
it should be a difficult check to make.
Yeti
Beware! Tread not the mountain's snow-Beyond the treeline you must not go.
Winds will whip and frost will flow,
And worst of all you are not alone.
For something lurks in peaks of sky;
Icy eyes watching from on high,
Swirling snows mask muffled cries
Of careless men, doomed to die.
Into the night, the creature goes,
Red blood staining the soft white snow.
--From the Song of the Sherpa, Shou-Lung folktune
Introduction
Physiological Observations
Social Observations
371
Behavioural Observations
Intra-Species Observations
Variant Specie(s)
372
DM's Toolkit
As you may be able to tell, I find the Yeti works
best as an extremely scary monster with lots of
buildup. Although you can really make a Yeti
variation for any climate (such as the Sasquatch
above), I find that they give off the best feeling of
being hunted for my PCs in their original habitat of
huge snowy mountains.
I like to use the Yeti to make travel through
mountains an adventure in itself, as the constant
harrying, howling and hunting can lead the PCs to
undertaking all sorts of challenges or efforts to deal
with the monster hunting them. Likewise, the final
terrifying Yeti battle can serve as the climax for
taking a mountain shortcut, and the fate of being
dragged off into blinding whiteness I find makes
the threat of the Yeti to be something my heroes
are always scared of.
Despite my descriptions of Yeti as apex
predators, they're actually quite easy to fit into a
lower-level campaign. This is because I find the real
thrill of a Yeti enemy is not in the fight itself- the
Yeti is simply a large melee opponent in an
encounter- but rather in the terrifying steps it takes
to stalk and harass its prey. This means that you
can have a much weaker Yeti who is equally as
scary, as long as you play him right.
Another reason why I like the Yeti is that he
gives survival and perception heroes an important
role in preparing for a fight against him, rather than
simply the fighters or wizards. Traps can be laid,
blue eyes can be watched for, and howls can be
shivered at.
I find that the inclusion of a Yeti almost always
adds enjoyable sidequests and thrills, chills and
spill into my DnD games, and that they are an
underrated monster that can give an awesome
Himalayan campaign flavour if mixed with Yak-Folk,
Sherpa NPCs, ice elementals, winter wolves,
remorhaz, white dragons, and the like. They're
loads of fun to include into an adventure, and I
hope you'll be hitting your PCs with a Yeti's
horrifying howl soon enough!
Yuan-Ti
The yuan-ti cast off their humanity long ago, and with it, their
sanity.
Introduction
Once they were merely men, but faith and time are a
dangerous combination. In the early days of civilization, the
yuan-ti tribe flourished and their empire spread through the
swamps, jungles, and deserts of the world. From those
earliest days, the yuan-ti revered the snake for its ability to
survive all climes, to wait patiently for weeks without food,
and to subdue and consume creatures several times their
size. In this worship, the yuan-ti preached a philosophy that
valued stoicism and poise combined with a deadly,
calculating violence when necessary. While these attitudes
and beliefs led to great achievements and wealth, it also
poisoned and corrupted. The yuan-ti priests and sorcerers
further adopted the ways of the snakes, including
cannibalism, and practiced alchemy with the poison and
bodies of serpents. Eventually, they came to mingle with the
form and spirit of these totemic animals and the mysterious
gods who favored them, becoming more snake than man. The
chosen members who successfully transformed turned
against those who could - or would - not, drastically reducing
the number of their own kind for the sake of
purification. In this reduced state, the yuan-ti empire
became susceptible to their enemies, forcing a retreat into
only the most secluded and remote towns and temples.
These remaining cults worship and experiment with renewed
focus and dedication, not merely to return to their former
glory but to surpass and become more than mine, more than
even serpents, but gods instead.
Physiological Observations
Social Observations
Behavioral Observations
Intra-Species Observations
Yuan-ti barely tolerate the existence of other even semiintelligent species, believing themselves to be the epitome of
creation. It is only their reduced population and insular focus
that keeps them from actively pursuing the destruction of all
other civilizations. Special hatred is reserved for nagas, those
great sentient and immortal serpents. Yuan-ti are
occasionally visited and harassed by couatl, divine winged
serpents who would rid the world of yuan-ti evil if it were in
their power and mandate to do so. Some yuan-ti tribes
actively hunt other creatures for food (including slaadi and
bullywugs), but most prefer to keep themselves and their
temples secret. Outsiders are occasionally allowed to pledge
themselves to a yuan-ti temple and undergo ritual
transformation (humans are the most likely candidates). This
is most likely to occur at outlying yuan-ti settlements
suffering from dwindling population and for individuals who
have already demonstrated an evil disposition and have no
stable connections to the outside world.
374
DM's Toolkit
A standard yuan-ti NPC will always be lawful evil.
That said, they are rarely hostile and violent to start.
Viewing others as weak, yuan-ti attempt first to
manipulate others or lure them with promises of
wealth and power. If resisted or pressed, yuan-ti
will attack viciously. On the other hand, it is nearly
impossible to manipulate, persuade, or intimidate
yuan-ti without powerful magic. Appeals to
emotion or family have zero effect, and they will
never believe anyone but another yuan-ti with
anything about their faith.
Fighting yuan-ti can be extremely difficult.
Purebloods are the easiest, as they lack much
strength and will never be defended by any other
yuan-ti (that is, even other Purebloods will attempt
to flee before coming to the aid of fellow
Purebloods). Malisons will attack in a group if
encountered as such, but rarely ask for or are given
reinforcements. [When encountering multiple
Malisons, you should mix-and-match the three
types,] When threatened, Malison can assume a
more serpentine form and bite (with poison) in
addition to using weapons. If an Abomination is
attacked, it will be readily defended by any Malison
and Pureblood in the vicinity. The Pureblood will
attack recklessly, paying no mind to their own
survival, while the Malison are far more cunning.
Remember that patience is a snake's, and thus a
yuan-ti's, greatest asset.
Yugoloth
Introduction
All right, basher - you want to know the real dark of the
yugoloths? I normally don't shed clueless primes, but for the
amount of jink you've spent I'll make an exception. Park your
ears and listen to the tale of the First One, the General of
Gehenna, or as some like to call him "the unselfish Yugoloth."
We'll begin with the Yugola coven, a really nasty coven of
hags that ran the show in Hades several thousand cycles
back. These whistlers were not your ordinary coven of night
hags - they had lore even the aboleths hadn't heard of, and
thousands of sods owed skins to them throughout the planes.
Anyway, this coven had frequent dealings with Asmodeus,
and one day the lord of the Nine Hells comes to em with a
proposal. One a his had discovered a cache of souls that
predated the multiverse.
Sounds like barkle, right? "Before the multiverse?" Don't ya
worry, I ain't selling ya a piece of cake. Seems that before this
multiverse existed, there was another one. Didn't last long,
not that there's any way to tell apart from what the bloody
ticklers tell us. The chant is that the inhabitants of this place
done wrung it dry of resources, then got into a war with each
other and destroyed the whole thing. The multiverse that
came after it - the one wot we live in now - is much more
stable, and you seen enough of the Cage to know thats really
sayin something.
Anyway, back to Asmodeus. He's found this cache of, notquite-souls predating the multiverse - let's call em proto-souls
- and he don't know what-all they're good for. Gives em to the
Yugola coven to experiment on. "Show me a use for these,"
sez he, and the Yugola coven takes the protosoul and gets to
work experimentin and stretching it to the rakers.
The first yugoloth - what would one day come ta be known
as the General - was a crude thing. Shaped roughly like a
man, with no features what to speak of. Hags dinna bother
givin the soul-bag a mouth or nose, why would he need those
things? He didn't need to eat and they weren't sure they
wanted him talkin - his role was to take orders, not give em.
They threw im together, pushed a proto-soul in, and gave im
the spark of life. And like that, instant servant.
They tested the General, mind you. Mistreated im, beat im,
forced im to do horrible things to imself an others. He do alla
their commands without nary a peep, ands still loyal. So the
Yugola coven goes to Asmodeus and sez "We kin make these
powerful servants for you with them protosouls, and if you
give us the rest, we'll make ya an army. Lease it to ya too, dirt
cheap." Now Asmodeus don't particularly like those terms,
but he can't use them protosouls hisself, so he reckons it's
better ta have something than void and takes the deal.
And things go as planned. Yugola coven makes bank on the
deal and takes over not just alla Hades but also Gehenna.
They've got an army leased ta the first devil and they have all
kinda jink and skins comin outta their ears.
Physiological Observations
375
Social Observations
376
Behavioral Observations
Intra-Species Observations
DM's Toolkit
Yugoleths are a metaphor for capitalism gone mad;
an entire species of fiendish consultants whose
identity revolves around what they own. The greed
and mistrust of yugoloths is legendary.
Because yugoloths can be involved in almost any
scheme as long as there is somebody willing to
pay, they can easily be involved in any campaign.
Don't be afraid to use them in unusual ways. For
example, an angel whose servants are stretched
thin might have temporarily hired a yugoloth to
guard a significant person or object of good. The
yugoloth might not be exactly happy about its
contract, but as long as the pay is good it will serve
loyally. Or a yugoloth might decide that the PCs
have exactly the right combination of skills and
abilities to serve as external contractors and will
offer to hire them for unique contracts that a fiend
might have difficulty performing.
Because yugoloths are ancient souls in relatively
new bodies, they can be played in a variety of ways.
If you want to play up the corporate aspect, focus
on the rank-and-file of yugoloth society. If you want
them to take on more of a diabolical "ancient evil"
role, the baernoloths are perfectly suited to such
roles. Perhaps they seek to recreate the multiverse
that existed before this one. Or perhaps they are
secretly manipulating the Blood War in order to
study the abstract nature of evil.
377
Zombie
Introduction
Physiological Observations
Social Observations
Intra-Species Observations
Zombies will attempt to kill any living thing unless they are
called off by their creator. They are largely disinterested in
other undead, but can be found as minions of particularly
powerful ones, such as vampires or mummies.
Methods of Creation
378
DM's Toolkit
Zombies are the backbone of most adventures that
feature undead. The only down side is their low CR,
which makes them difficult to use at higher levels.
I'm going to gloss over the basics of using zombies
to harass you players at low levels, whether it is
using them as minions of a local necromancer, a
hoard on the roam, or their friends and family
raised as part of some terrible curse. Instead, I have
a few suggestions on how to buff the basic
zombies provided by the MM.
Consider the role a zombie fills in combat and
build from there. They are the relentless melee unit.
They take the most direct line to the nearest living
thing and they attack it until either they or their
target dies. So let's build on that. As I mentioned,
giving them resistance to things like normal
weapons can make them more interesting. Perhaps
you really do need a blessed weapon or holy water
to kill them, or maybe silver or cold iron weapons.
Stacking other spells on top of them works well
too. I've used zombies as walking bombs before,
where they explode after they are killed. This works
well, as zombies tend to die near players as well as
other zombies, which can set off a chain reaction.
Spicing them up with elemental effects can be
interesting as well. Frost covered zombies with
shards of ice poking out of their rotting skin can be
cool and deadly, especially if they slow characters
they hit, making it more difficult for players to get
away when the hoard closes in.
Everybody knows what a zombie is, but they can
be some much more with a touch of creativity and
malicious intent.
Credits
he following is a detailed list of all of the major contributors to this project. Beyond the names listed here, there are
countless other commentors and individuals from outside of reddit who have contributed this project in their own
ways. Because of the decentralized nature of the project, it is impossible to collect all of the names. Rest assured:
your contribution, however small or grand, is valued. This compilation was constructed over the course of 3 days,
requiring round-the-clock effort by myself, and was made possible only by The Homebrewery, a powerful online
word processor streamlined for making 5e-styled documents using markdown, crated by Scott Tolksdorf, available
at http://homebrewery.naturalcrit.com/. -J.A.Malcolmson, Editor
Contribution
Contributor
Contribution
Contributor
Nerd_By_Design
Dinosaurs: Triceratops
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sorryjzargo
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Nexaruu
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friendship_rainicorn
Dragon: Red
pork4brainz
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Laplanters
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Centaur
Dauricha
Dragon: Silver
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Chimera
virilis
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Masri788
Chuul
hatemehnow
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gruesome_gandhi
Cloaker
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Drider
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gruesome_gandhi
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Couatl
tl8695
Duergar
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Crawling Claw
dragonblaz9
Elementals
Kami1996
Cyclops
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Elves: Drow
Kami1996
Darkmantle
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Empyrean
Kami1996
Death Knight
TheKahnage
Erinyes
MisterDrProf
Demilich
3d6skills
Ettercap
friendship_rainicorn
Demon - General
wolfdreams01
Ettin
Fortuan
Devil: General
Rahovarts
Faerie Dragon
elegant_brawler
Devil: Erinyes
abookfulblockhead
Flameskull
TheatreLife
Dinosaurs: Allosaurus
Fortuan
Flumph
Fortuan
Dinosaurs: Ankylosaur
Fortuan
Fomorian
AcceptablyPsycho
Dinosaurs: Deinonychus
Lord_NiteShade
Hyenabreeder
Dinosaurs: Plesiosaurs
Fortuan
Fungi: Shreiker
Hyenabreeder
Dinosaurs: Pteranodon
Fortuan
Hyenabreeder
Galeb Duhr
famoushippopotamus
379
380
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Gargoyle
tulsadan
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authordm
inuvash255
Manticore
ColourSchemer
Ghoul
pizza-eating_newfie
Mimic
wolfdreams01
Ghost
Fortuan
Merrow
TheKahnage
Giants, Hill
MrVojjin
Modrons
Maximus216
Giants, Stone
MrVojjin
Mummy
DangerousPuhson
Gibbering Mouther
famoushippopotamus
Myconid
famoushippopotamus
Gith
TheatreLife
Nagas
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Gnolls
GnollBelle
Nightmare
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Nothic
tulsadan
Goblins
WickThePriest
Ogre
Fortuan
Golems
5ednddm
Oni
Geodude671
Gorgon
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Oozes
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Grell
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CavalierOfTheDragon
Grick
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Otyugh
JaElco
Griffon
another-social-freak
Owlbear
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Grimlock
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Piercer
Koolaidguy31415
Harpy
abookfulblockhead
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destuctir
Troglodyte
3d6skills
Troll
MightyPine
Umber Hulk
Warbashton
Unicorn
3d6skills
Vampires
Kami1996
Water Weird
inuvash255
Will-o'-Wisp
CavalierOfTheDragon
Wraith
arxnbond
Wyvern
Joxxill
Xorn
authordm
Yeti
HellAndOates
Yuan-ti
EnfieldMarine
Yugoloths
wolfdreams01
Zombies
Indy12
Continued Editing
Merchent100
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