Wip Ikoria Bestiary 0.26

  • Uploaded by: Joan P. Pereira
  • 0
  • 0
  • February 2021
  • PDF

This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us by using this DMCA report form. Report DMCA


Overview

Download & View Wip Ikoria Bestiary 0.26 as PDF for free.

More details

  • Words: 20,791
  • Pages: 63
Loading documents preview...
Ikoria Bestiary



Hello! I'm glad you were able to find this pdf! This has been a passion project of mine, and I'd like to just let you know a couple of things before going further. 1. This is very much a work in progress. Please do read the statblocks ahead of time as they have not been thoroughly playtested yet. 2. There are some new mechanics I've implemented, so please read the Crystals section. One of these new mechanics is Mutate. Monsters can and will change and develop new abilities mid combat. Tables have been provided. The other new mechanic is Cycle. Cycle is similar to mutate as it will change the flow of combat, but it's in favour of the players. At the start of the round the DM will roll for cycling or mutate, and if they roll a 1, this round is a Cycle Round. During a cycle round, spells will have additional affects.

Version 0.26

   

New mechanics specificly tailored to Ikoria. A bundle of monsters 5 regions to play in, 3 human civilizations Details on the Ikoria region Tables for making your own monster

      a couple equipment items, 1 or more backgrounds hopefully a feat or two at least one druid class Mechanics for bonding with monsters

     

Check out my twitter (@ChrisStewartBCG). At the time of writing this, I have a Google Drive share link pinned. The link stays the same, however the file version gets updated.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

World

3

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

   

I

koria is world truly ruled by the wild. The world is populated by humans and 'monsters'. Humans, being all to aware of their low chances of survival in the wild have collected together and built monster proof sanctuaries. It's important to know, that humans didn't always reside in sanctuaries.



Long ago, there were no crystals across the land. During those times the monsters were more animalistic, and less dangerous. They were no different than predicable wild life. When the crystals came, the monsters grew in size, violence, and intelligence. Monsters would directly attack human settlements, the most notorious of them was Snapdax. The surviving humans knew that their only chance of survival was to band together, and thus the sanctuaries were built. The crystals do many thing. The glow when nonhumanoids are near, they are the source of monster mutations, and they seem to increase the potency of magic. Today small crystal fractions are broken off and refined into gear to utilize their functionality as a "monster warning". While in small fragments (smaller than a human head) the crystals seem to have such a small area of affect that there is no risk of monster mutations, while also still providing the benefit of spell enhancement.

    

Location. Egali (Lowlands of Savai), east end of the Jal Korcha, (terror road)

Ideals. The extermination of all monsters will bring peace and prosperity to the human race, and this can only be achieved with might. Bonds. "Lives taken are lives not easily forgotten." The people of Drannith hold strong bonds with one another. Flaws. Monumentally stubborn, and driven by revenge. The people of Drannith hold grudges against monsters for their fallen friends. These same people will then die fighting monsters only to foster more grudges. Drannith is the largest human sanctuary on the plane, a thriving city with tens of thousands of residents. Located on eastern point of the Jal Korcha (Terror Road) in lush plain of Egali in the lowlands of Savai, it's rooted by a gigantic crystal pillar and protected by concentric circles of high stone walls. Drannith's highly trained military is second to none at warding off monster attacks; according to the locals, its walls have never fallen since their creation. Drannith was founded in a time when humanity's numbers were wearing thin, which lead to a culture with a deep rooted fear of monsters. Drannith is built around the Argalith, the largest single crystal in the world and a symbol of hope and protection for Drannith's residents. The Argalith forms the city's central axle and is the foundation of Drannith's magical defenses against monsters.  

Drannith's survival strategy is strength; they face monstrous threats head-on, beating them back from within their walls. The Drannith Defense Force, informally called the Coppercoats for their banded uniforms and polished buttons, is the most well-resourced, powerful military force in the world. The Coppercoats are a tight-knit militia of city defenders, uniformed defense mages, and magistrates.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.



Situated in the prairies, the citizens of Drannith have a strong agricultural economy, being able to harvest grains (I)n very well guarded fields.) Given the deep rooted cultural hate towards monsters, Drannith also hosts the highest concentration of the poachers market for selling monster parts.

   

Terror road is the 'safest' route of passage between Drannith and Lavabrink. The road starts at Drannith and heads westward along the shore of Attrayal, and through the mountains of Rougrin before reaching the city of Lavabrink. The savai stretch of the road involves crossing many precarious stone bridges over the triome's many trenches. From lavabrink, the Jal Korcha winds for thousands of miles southwest of the city into the Ongra range, along the shore of Attayal, and to drannith on the great Etali plain



Location. Ongra Range (Raugrin) Ideals. The perfect defense is the only path to longevity and peace. Unlike Drannith, the people of Lavabrink avoid sending soldiers out to needlessly risk their lives killing monsters Bonds. The people of Lavabrink seek to protect one another in whatever way they can. They're raised to always look out for one another. This can be seen in their strength in the armoury market. Citizens of Lavabrink not only make the best weapons and armour, but they do so at an affordable price.

Flaws. While save, the citizens of Lavabrink live in one of the most dangerous triomes. Incidentally, while precautious the people are incredibly to the point to the point of potentially offending others. Lavabrink is a sanctuary city tucked under a huge volcanic shelf in the Ongra Range in Raugrin. Rivulets of lava pour over the shelf into carefully maintained canals and floodways, running out to Kauld, the lava lake. Lavabrink's dwellings and marketplaces are built on bridges and walkways over these canals of lava. Lavabrink's survival strategy is inaccessibility. By building under a volcanic shelf, Lavabrink has created a powerful defense mechanism that offers a compelling incentive for hungry monsters to find another less-deadly meal elsewhere. Mages called stonesingers can call out to the huge igneous dams on the slopes above the town, tuning the flow of lava as they desire. In dire circumstances, Lavabrink can create an almost continuous curtain of lava in front of the entire city, blocking entry to all but the most persistent of monsters. The residents of Lavabrink are a hardy lot, choosing to live in an incredibly dangerous situation in order to ward off even more dangerous monsters. Lavabrink citizens have excellent access to around-theclock volcanic heat and are renowned for their blacksmithing, metalworking, toolmaking, and sculpting. The best weapons and gear are all made in Lavabrink.  

Lavabrink's strategy is to make the most use of their environment and to minimize casualties by needlessly sending out soldiers. The city is tucked underneath a volcanic ledge hidden behind a lava curtain.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.



Location. No set location. Ideals. A conflict avoided, is a conflict won. Bonds. The people of Skysail are an eclectic group of people with different origins. While the original balloons were from the ruins of Orn, other balloons joined Skysail from different parts of Ikoria. All are welcome in Skysail. Flaws. Due to their defense strategy, if ever prompted with a fight that they can flee from, people from skysail will avoid the conflict if at all possible. Skysail is a "city" in the sky made of dozens of balloondriven airships. The sanctuary's balloons and rudder-sails grant it almost permanent flight, allowing it to fly high above the threat of monsters that walk, crawl, or swim. Its floors and girders are made from extremely light wood and hollow pterodactyl bones, and individual balloon-ships can detach or reattach at will. The people of Skysail are bold and independent, preferring a life on the move to sitting and waiting for an attack. Though the sanctuary still boasts a military force, however they only see action if Skysail can't avoid monsters. The citizens of Skysail are mostly descendants of the walled city once known as Orn. Orn was a sanctuary in Indatha. The city stayed safe by training bioluminescent

nightcats and batbirds to circle the sanctuary and nest in its towers, keeping the sanctuary lit at all hours. But one night, for unknown reasons, the luminous creatures did not come, and nightmares breached the gates under cover of darkness. Some of the residents of Orn escaped, salvaging some of Orn's raw materials to construct rudimentary hot-air balloons. Over time, more and more balloonists joined their vessels together, forming what's now known as Skysail.  

Skysail's survival strategy is mobility. The sanctuary never stays in one place for very long, allowing it to avoid the migration paths of Ikoria's many flying monsters. When an attack does happen, Skysail can scatter into many smaller pieces and reassemble later in a safe place—or they can send off decoy ships to lure flying threats away from the main bulk of the fleet. 

With zero land available to them, the citizens of skysail focus their economics in crafting non-metal goods with the materials they purchase from Drannith. Additionally, given their lack of needing to travel by ground, Skysail has the perfect opportunity to collect and sell fish.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

New Rules

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

7



T

he plane of Ikoria is abundant in naturally occurring crystals that cause sudden and rapid mutations among the monsters in the plane. Within a monsters lifetime it can gain new limbs or become a completely unrecognizable creature. A tiger may grow limbs like wings, additional legs, or simply grow in size. In contrast that tigers sibling may become a tiger-dinosaurnightmare hybrid. These same crystals also mutate magic itself. Spells intended to subdue a monster may surge and shock it as well. Or a shield spell that has surged may give minor healing.

 

If combat is in an area with crystals in the environment there is a possibility that the monsters in combat can mutate. If a monster does mutate this will happen on the same initiative account as lair actions (initiative count 20). On initiative count 20 roll for mutation. If there are 3 or less monsters you can roll for each monster, however in larger combats this can be time consuming and so it is recommended to instead just roll for one or two monsters. If more than one mutation happens during the combat mutate a monster that hasn't already mutated. A mutation occurs if you role a 12. When a creature mutates you can either roll on your preferred mutation table, or you can roll to determine what kind of mutation occurs. Managing Mutations. Depending on the situation it's possible you may have to keep track of multiple mutations. If you suspect this may be the final mutation table is dedicated to mutations that are easier to keep track of.

Important. Keep in mind that mutations are permanent. This can lead to a cool narrative where the party re-encounters the same Fire bonded T-rex they fought last session. However, this can also work against the players. If the party fought Snapdax and failed to kill it, Snapdax keeps all mutations that it built up during the combat.

 

The monster is mutated into being more beast-like if it wasn't already. It may have grown a thick bristle coat, boney protrusionss hooves, horns. d8

Name

Description

1

Solid Footing

The monster's CON modifier is added to both it's AC and it's damage rolls.

2

Thick Fur/Bristles

+2 to the monsters AC

3

Horns

The monster now has a Ram or Gore Attack.

4

Chameleon The monster gains a Whip Tongue attack tongue

5

Quills

The monster grows large quills on it's back and gains the Quill Missiles attack.

6

Bestial strength

The monster get +2 STR to its strength attribute score.

7

Trumpetting The monster can make a Call for Aid, that Call will summon a Gnarr

8 Venomous

The monsters melee attacks inflict an additional 1d12 poison damage

  d6

Name

1

Beast Mutation

2

Cat Mutation

3

Dinosaur Mutation

4

Elemental Mutation

5

Nightmare Mutation

6

Other Mutations

Pre-planned Mutations. Don't hesitate to use these tables to craft your own monster ahead of time, or to use them as inspiration for your own legendary Beast-Cat-Elemental-Nightmare monsters.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

9

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

The monster has mutated to take on a more feline appearance. It may have developed a smooth fur coat, retractable claws, or perhaps saber-like canines. If it wasn't already carnivorous, the monster is now, and may change it's behaviour accordingly. d8

Name

Description

The monster can now Call for help. When it 1 Pride Cats does it summons 1 Sabre Tooth Tiger. 2 Dark Vision The monster now has 120 ft Dark Vision. 3

Feline Claws

The monster gains a 20 ft climb speed & a claw attack.

4

Feline Grace

The monster's Dexterity attribute score is increased by 2

Most often the shape of the monsters body will stay the same. An elemental cat will still look like a cat, but it may look like a cat made of stone. d8 Name

Description

1 Air Bond

The monster can now levitate and gains a flying speed of 30ft.

2 Fire Bond

Immunity to fire damage, it's melee attacks deal an additional 1d6 fire damage.

3

Fire Breathing

The monster gains a fire breath attack.

4

Foliage Bond

Weakness to fire damage, the monster can innately cast the following spells at will, requiring no components: druidcraft, thornwhip, plant growth, and grasping vine. Immunity to cold damage, it's melee attacks deal an additional 1d6 cold damage.

Heightened Creatures provoke an opportunity attack 5 Reflexes from you when they enter your reach.

5 Ice Bond

Improved If the monsters initiative is lower than 15, 6 Initiative it is now 15.

6

Lightning bond

Immunity to lightning damage, it's melee attacks deal an additional 1d6 lightning damage.

7

Earth Bond

The monster gaints a burrow speed of 30 ft. and gains resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.

8

Water Bond

Immunity to fire damage, attacks from the monster are considered critical hits against creatures attuned to the element of fire.

7

Leap

The monster can now high jump 15 ft. up, or long jump 40 ft.

Sabretooth The monster grows large sabretooth teeth 8 Canines and gains a bite attack.

 

The monster has mutated to take more prehistoric qualities. It may be larger, bulging with muscles, or have developed a scaly hide. Dinosaurs can take as wide of a variety of shapes and sizes as any other creature, so the mutated monster may not change it's "shape" as much as its characteristics would. d8

Name

Description

1

Durable

+2 bonus to to the monsters constitution score.

2

Grow

The monster grows 1 size category larger. It gets +10 max HP & rolls an additional damage die when rolling for damage.

3

Hammer Tail

The monster's gains a tail attack.

4

Hardened The monster grows a large shell and gets a Shell permanent +5 bonus to it's AC.

5

Hardened The monster grows thick scales and gets a Scales permanent +3 bonus to it's AC.

6

Prehistoric +4 bonus to the monsters strength score. Strength

7 Tougher 8

Trample

+20 to the monsters Max HP. If the monster reduces a creature to 0 hit points, it can make an additional melee.

 

The monster mutates and becomes an elemental. This can take many forms. The monsters body may become a writhing mass of vines, or glowing light can be seen from within their mouths. Their body may become covered in stone, or the air around them may be supernaturally cold. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

   d8

Name

Description

1

Burrowing claws

Gain a burrowing speed of 30 ft. and a claw attack

2 Camoflage

The monster gains proficiency in stealth, and rolls stealth checks at advantage.

As an action the monster can cast one of Magical the following cantrips: Acid Splash, Fire 3 Imbuement Bolt, Ray of Frost, Thorn Whip, or Shocking Grasp The monster has advantage on saving throws against spells and other magical effects

4

Magic Resistance

5

Sudden The monster develops spinnerets and can Spinnerets do make a Web attack.

6

Charisma Increase

+2 bonus to to the monsters Charisma score.

Intelligence +2 bonus to to the monsters Intelligence 7 Increase score. 8

Wisdom Increase

+2 bonus to to the monsters Wisdom score.

  d12

Name

Description

On a successful hit, the target must succeed on a DC 10 Constitution saving throw against being stunned. On a failed save, the creature is is restrained. It must 7 Deathtouch repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Lifelink

When the creature makes a succesful attack against a creature, it regains health equal to half the damage dealt.

Menace

If there is only one enemy creature within 5 ft of it, it can't provoke attacks of opportunity and when making attacks against that creature it can make one additional attack.

10 Mimicry

The monster can impersonate the sounds of other creatures including humanoids speech (such as cries for help). Additionally the monster can manipulate its appearance to look like another creature.

8

9

11

Night Vision

The monster now has 120 ft Dark Vision.

12

Smoke Teleport

The monster can teleport in a puff of smoke as an action as if casting misty step.

Advantage on visual Perception 1 Additional Eyes checks and on saving throws against being blinded.

2

Additional Head

3 Additional Legs

Advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The monster gains a +10 to its walking speed, and can make an additional claw attack

In the dark the monster have small glowing patterns that help it blend in 4 Bioilluminecent with it's surroundings (ex. light through bushes, among fireflies, etc.

5

While in dim light or darkness, the monster can use a bonus action to become invisible, along with anything it is wearing or carrying. The Shadow Blend invisibility lasts until the monster uses a bonus action to end it or until the monster attacks, is in bright light, or is incapacitated.

The monster releases a blood curdling cry. (constructs and undead are immune). All other creatures Blood Curdling within 30 ft. that can hear it must 6 Shriek make a DC 13 Constitution saving throw. On failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

Feel like the mutations above might be a bit overwhelming. In this table below you will find a selection of the easier to manage mutations. d12

Name

Description

1

Solid Footing

The monster's CON modifier is added to both it's AC and it's damage rolls.

2

Thick Fur/Bristles

+2 to the monsters AC

3

Description

Ram

Melee Weapon Attack: reach 5 ft., one target. Hit: 2d6 + STR modifier bludgeoning damage.

Sabretooth Melee Weapon Attack: reach 5 ft., one target. Bite Hit: 2d10 + STR modifier piercing damage. Tail attack

Melee Weapon Attack: reach 10 ft., one target. Hit: 3d6 + STR modifier bludgeoning damage.

Web

(Recharge 5–6). Ranged Weapon Attack: range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Whip Tongue

Melee Weapon Attack: reach 15 ft., one target. Hit: 1d6 + STR modifier bludgeoning damage.

Hardened The monster grows a large shell and gets Shell a permanent +5 bonus to it's AC.

4

Extra appendages

The monster can make an additional melee attack.

5

Lifelink

When the monster deals melee attack damage it recovers hit points equal to half the damage dealt.

6

Metal coatings

The monsters fangs and claws have an additional +3 to hit and to damage.

7

Growth

The monster is one size category larger. It rolls 1 additional damage dice whenever dealing damage, and gains 10 hit points.

8

Name

The monster is immune to fire and its Fire Bond melee attacks deal an additional 1d6 fire damage.

9

Night VIsion

The monster now has 120 ft. Dark Vision.

10

Leap

The monster can now high jump 15 ft. up, or long jump 40 ft.

11

Wings

The monster gains a fly speed of 40 ft..

12

Burrow

The monster gains a 30 ft. burrow speed.

   

When referencing the to hit bonus, use the monsters existing to hit bonus in their existing attack actions. The attacks below are for creatures that are Large or smaller. For larger creatures add an additional dice for each size category. Name

Description

Call for Aid

1/day the monster summons a Gnarr, Sabre Tooth Tiger, or beast of CR 3 or lower.

   

Arguably, the coolest part about Ikoria is the monsters. The idea that there going a fire elemental-ankylosaurus-lion is too cool to pass up, so I wanted to give you some tools to help you homebrew your own monsters for your Ikoria adventure.  d6

Name

Description

1

Beast

The creature most likely resides in Zagoth.

2

Cat

The creature most likely resides in Savai.

3 Dinosaur The creature most likely resides in Raugrin. 4 Elemental

The creature most likely resides in Ketria. (roll on the elemental table below.

5 Nightmare The creature most likely resides in Indatha. 6

Reroll

Roll again (or choose your favourite).

Claw Melee Weapon Attack: reach 5 ft., one target. Hit: attack 2d6 + STR modifier slashing damage. (Recharge 5–6). The monster exhales fire in a 30foot cone. Each creature in that area must make a Fire DC 13 Dexterity saving throw, taking 35 (10d6) Breath fire damage on a failed save, or half as much damage on a successful one. Gore

Melee Weapon Attack: reach 5 ft., one target. Hit: 2d8 + STR modifier piercing damage.

Hooves

Melee Weapon Attack: reach 5 ft., one creature. Hit: 4d8 + STR modifier bludgeoning damage.

Quill Ranged Weapon Attack: reach 20 ft., one target. Missiles Hit: 2d6 + CON modifier Piercing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

12

  d8 Element

 Base properties

1

Air

The monster can fly without the need for wings with a fly speed of 90 ft.

2

Earth

The monster has a burrow speed of 30 ft. and has resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Fire

The monster is immune to fire damage, takes 1d6 cold damage for each 1 square foot of water it passes through. All of it's melee weapon attacks deal an additional 1d8 fire damage.

3

4

Ice

The monster is immune to cold damage, has a vulnerability to fire damage. All of the monsters melee weapon attacks deal an additional 1d10 cold damage.

The monster is immune to lightning damage. 5 Lightning All of the monsters melee weapon attacks deal an additional 1d6 lightning damage.

6

Plant

The monster has a vulnerability to fire damage. The monster can innately cast the following spells at will requiring no components: druidcraft, thornwhip, plant growth, and grasping vine

7

Water

The monster has a 90 ft. swim speed, and gains resistance to cold, and fire damage.

8

Reroll

Roll again (or choose your favourite).

  d6 1

2

Name

Description

Beast

The monster has a Horn, Tusk, or Gore attack with a range of 5 ft., and deals 2d8 piercing damage (or bludgeoning damage) + STR modifier.

Cat

The monster has a feline like head with a Bite attack with a range of 5 ft., and deals 2d10 piercing damage + STR modifier.

The monster has a head with either thick bone plating, or a bone plate and horns. Herbivorous The horns provide a Ram attack that deals 3 Dinosaur 2d8 bludgeoning damage. The Gore attack that deals 2d8 piercing damage. Both heads provide the monster +1 AC. The monster has a head with large blade like teeth. The monster has a Bite attack with a range of 5 ft. that deals 3d8 piercing damage and can grapple the target.

4

Carivorous Dinosaur

5

Elemental The monster does not have a head attack.

The monster has a Bite attack with a range of 5ft., that deals 1d6 piercing damage 6 Nightmare and 2d4 poison damage. The target must make a Constitution save or be poisoned. The DC is 8 + Prof bonus + CON modifier.

13

d6

1

2

Name

Description

Beast

Charge. The monster has the charge trait. If it moves at least 20 ft. straight tward a target and hits it with a "head" attack (ex. Tusk, Horn, Gore, or Ram) attack on the same turn, the target takes an extra 9 (2d8) damage (of the same type). If the target is a creature, it must succeed a STR saving throw or be knocked prone. DC is 8 + STR modifier + proficiency bonus.

Cat

Pounce. If the monster moves at least 20 ft. straight tward a creature and hits it with an attack on the same turn, that target must succeed a STR saving throw or be knocked prone. If the target is prone the monster can make a bite attack against it as a bonus action.

The monster has +2 AC, and is huge (using d12 for hit dice). The monsters attack damage deals 1 additional dice each, and 3 Dinosaur the monster as a tail attack with a reach of 10 ft. that deals 3d10 +STR modifier bludgeoning damage. The monster rolls on the Elemental Base table. If the monster has already done so, it 4 Elemental does so again (and rerolls if it lands on the same value as before). **Lifelink.**When the monster deals damage with a melee weapon attack, it 5 Nightmare heals hit points equal to half the damage dealt. 6

Reroll

Roll again (or choose your favourite).

 d6

Name

Description

1

Beast

The monster has a Hoof attack with a 5ft range that deals 3d8 + STR mod bludgeoning damage.

Cat

The monster has a Claw attack with a 5ft. range that deals 2d6 + STR (or DEX) mod slashing damage. This attack can be used twice in a multi-attack

2

3 Dinosaur

The monster has a Stomp attack with a 5ft. range that deals 2d10 + STR mod bludgeoning damage.

The monster has a Claw attack with a 5ft. range that deals 2d6 + STR mod slashing 4 Elemental damage and 2d6 + CON mod of either Fire, Cold, or Lightning damage. The monster has a Claw attack with a 5ft. range that deals 1d6 + STR modifier 5 Nightmare slashing damage and 3d6 + CON modifer necrotic damage. 6

Reroll

Roll again (or choose your favourite).

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

14

 

On initiative count 20 and rolling the d12, a roll of 12 will mean a monster mutates. If that same dice rolls on a 1, spells will cycle.   

During a spell cycle round, if a spell is cast the DM will have to decide if it's an offensive spell or a defensive spell. Then the DM will roll on the appropriate table and adds the resulting effect to the spell. Example. Riley casts Hold Monster. The DM decides this is an offensive spell as it is used against the target. The monster has fails their save and the DM rolls on the offense table and gets additional fire damage. Now the monster is under the affect of Hold Monster and takes 2d6 fire damage.

5

For 1 min. the targets attacks deal an additional 1d4 lightning damage.

6

For 1 min. the targets attacks deal an additional 1d4 necrotic damage.

7

For 1 min. the targets attacks deal an additional 1d4 poison damage.

8

For 1 min. the targets attacks deal an additional 1d4 psychic damage.

9

For 1 min. the targets attacks deal an additional 1d4 radiant damage.

10

For 1 min. the targets attacks deal an additional 1d4 thunder damage.

11 For 1 hr. the target gains resistance to acid damage. 12

13 For 1 hr. the target gains resistance to cold damage. 14

 

Thanks to the crystals some monsters have adapted to magic and react more violently when spells are cast or when spells are cycled. If a monster has a Cycle reaction, they will react to the first spell cast that had a cycle effect.

For 1 hr. the target gains resistance to bludgeoning, piercing, & slashing damage. For 1 hr. the target gains resistance to fire damage.

15 For 1 hr. the target gains resistance to force damage. 16

For 1 hr. the target gains resistance to lightning damage.

17

For 1 hr. the target gains resistance to necrotic damage.

18 For 1 hr. the target gains resistance to poison damage. Note. Just as monsters of Ikoria do not voluntarily mutate, the effects added to the spells can not be declined if you are using these cycle mechanics. Please be sure to discuss this with your table as some players may not want their spells tampered with.

Deciding what table to roll on. Some spells may not feel inherently defensive or offensive, or they may feel like 'there's no obvious target'. Some examples of this might be summon spells. In a summon spell there is no target. In this situation I would advise using the defensive table and having the caster be the 'target' of the added effect. In the case of Area of Effect spells the added spell effect will consider all creatures within the area as 'targets'. Some spells allow for more than one target (like bless or aid). These spells would clearly benefit multiple creatures. As such, the same is applied for spells like fireball, or cone of cold.  D100

Description

1

For 1 min. the targets attacks deal an additional 1d4 acid damage.

2

15

For 1 min. the targets attacks deal an additional 1d4 cold damage.

3

For 1 min. the targets attacks deal an additional 1d4 fire damage.

4

For 1 min. the targets attacks deal an additional 1d4 force damage.

19

For 1 hr. the target gains resistance to psychic damage.

20 For 1 hr. the target gains resistance to radiant damage. 21

For 1 hr. the target gains resistance to thunder damage.

22

For 30 sec. (5 rounds) the target gains immunity to acid damage.

23

For 30 sec. (5 rounds) the target gains resistance to non-magical bludgeoning, piercing, & slashing damage.

24

For 30 sec. (5 rounds) the target gains immunity to cold damage.

25

For 30 sec. (5 rounds) the target gains immunity to fire damage.

26

For 30 sec. (5 rounds) the target gains immunity to force damage.

27

For 30 sec. (5 rounds) the target gains immunity to lightning damage.

28

For 30 sec. (5 rounds) the target gains immunity to necrotic damage.

29

For 30 sec. (5 rounds) the target gains immunity to poison damage.

30

For 30 sec. (5 rounds) the target gains immunity to psychic damage.

31

For 30 sec. (5 rounds) the target gains immunity to radiant damage.

32

For 30 sec. (5 rounds) the target gains immunity to thunder damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

33

For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 acid damage.

57

For the next min. the target can't be charmed. If it is already charmed it is no longer charmed.

34

For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 cold damage.

58

For the next min. the target can't be deafened. If it is already temporarily deafened it is no longer deafened.

35

For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 fire damage.

59 The target is cured of all it's current exhaustion levels.

For 1 min. the next time the target is hit with a melee 36 attack, the attacker takes 1d8 force damage. For 1 min. the next time the target is hit with a melee 37 attack, the attacker takes 1d8 lightning damage. For 1 min. the next time the target is hit with a melee 38 attack, the attacker takes 1d8 necrotic damage. 39

For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 poison damage.

For 1 min. the next time the target is hit with a melee 40 attack, the attacker takes 1d8 psychic damage.

60

For the next min. the target can't be frightened. If it is already frightened it is no longer frightened.

61

For the next min. the target can't be paralyzed. If it is already paralyzed it is no longer paralyzed.

62

For the next min. the target can't be poisoned. If it is already poisoned it is no longer poisoned.

63

For the next min. the target can't be stunned. If it is already stunned it is no longer stunned.

64

For 1 min the target can see normally in both magical and nonmagical darkness up to 120 ft.

65

For 1 min the target has truesight up to 60 ft.

For 1 min. the next time the target is hit with a melee 41 attack, the attacker takes 1d8 radiant damage.

66

For 1 min the target has tremorsense out to a range of 60 ft.

For 1 min. the next time the target is hit with a melee attack, the attacker takes 1d8 thunder damage.

67

The target heals 1d4+1.

68

For the next hour, the targets max HP increases by 2d6.

69

For 1 min. if the targets AC is lower than 16 it becomes 16.

70

The targets alignment is restored if it had changed.

71

For 1 min. the target has advantage on INT saves & INT skill checks.

42

For 1 min. the targets weapon has a +1 bonus to 43 attack and damage rolls, and deals an extra 1d6 acid damage For 1 min. the targets weapon has a +1 bonus to 44 attack and damage rolls, and deals an extra 1d6 cold damage 45

For 1 min. the targets weapon has a +1 bonus to attack and damage rolls, and deals an extra 1d6 fire damage.

46

For 1 min. the targets weapon has a +1 bonus to attack and damage rolls, and deals an extra 1d6 lightning damage.

47

For 1 min. the targets weapon has a +1 bonus to attack and damage rolls, and deals an extra 1d6 thunder damage.

48

For 1 min. the target has advantage on STR saves & STR skill checks.

49

For 1 min. the target has advantage on DEX saves & DEX skill checks.

For 1 min. the target has advantage on CON saves & 50 CON skill checks.

For 1 min. if the target makes an attack roll or a saving 72 throw, they can roll 1d4 and add the number rolled to the attack roll or saving throw. 73

For 10 min. the target gains a +2 bonus to AC.

The target sees a glimpse of the future. Until the end of their next turn they have advantage on all rolls they 74 make, and all attacks against them are made at disadvantage. For the next 1 hr. the next time the target would drop 75 to 0 hit points due to damage it instead drops to 1 hit point instead. For 1 min. the next time a creature would attack the 76 target it must succeed a DC 13 WIS save. If it fails the save the target is protected from the attack.

51

For 1 min. the target has advantage on INT saves & INT skill checks.

77

The targets speed increases by 30 feet until the end of its next turn.

52

For 1 min. the target has advantage on WIS saves & WIS skill checks.

78

Until the end of its next turn the target is invisible.

For 1 min. the target has advantage on CHA saves & 53 CHA skill checks. 54

Until the end of its next turn the target gains a 30 ft fly speed.

55

Until the end of its next turn the target gains a 30 ft climb and swim speed.

56

For the next min. the target can't be blinded. If it is already temporarily blinded it is no longer blinded.

Until the end of its next turn the target as +10 to 79 Dexterity (Stealth) checks and can't be tracked by nonmagical means. 80

Until the end of its next turn the target has an additional extra attack.

Until the end of your next turn prevent all acid, cold, 81 fire, lightning or thunder damage that would be dealt to the target. The target instead heals this much HP. 82 For 1 min. the target can communicate with beasts.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

16

83

For 1 min. you can communicate telepathically with the target.

84

D100

Description

For 1 min. the target can speak and understand all languages.

1

For 1 min. the target has a weakness to acid damage.

85

For 30 sec. (5 rounds). the targets attacks are all made with advantage.

2

For 1 min. the target has a weakness to bludgeoning damage.

86

For 1 min. the target does not provoke attacks of opportunity.

3

For 1 min. the target has a weakness to cold damage.

87

For 30 sec. (5 rounds). the target can add its CON modifier to its damage rolls.

4

For 1 min. the target has a weakness to fire damage.

88

For 1 hr. the next time the target would reduce a creature to 0 hp, it can take another action.

5

For 1 min. the target has a weakness to force damage.

6

For 1 min. the target has a weakness to lightning damage.

7

For 1 min. the target has a weakness to necrotic damage.

8

For 1 min. the target has a weakness to piercing damage.

9

For 1 min. the target has a weakness to poison damage.

10

For 1 min. the target has a weakness to psychic damage.

11

For 1 min. the target has a weakness to radiant damage.

Until its next long rest, the target may use its STR 89 modifier for calculating max HP instead of using its CON modifier. For the next week, the target cannot gain exhaustion 90 points. For 1 hr. the target regains 5 HP each time it makes a 91 melee attack. 92

The target learns a hidden truth. The DM in secret tells the player a deeply hidden secret.

The next time the target would cast a spell that spell is cycled and is rolled on either the defensive or 93 offensive table for an added effect. (This does not cause other spells to cycle). 94

The spell the caster cast is copied. The caster may choose new targets.

12

For 1 min. the target has a weakness to slashing damage.

95

The spell slot that was spent to cast this spell is restored.

13

For 1 min. the target has a weakness to thunder damage.

14

The spell deals an additional 2d6 acid damage.

15

The spell deals an additional 2d6 bludgeoning damage.

16

The spell deals an additional 2d6 cold damage.

17

The spell deals an additional 2d6 fire damage.

18

The spell deals an additional 2d6 force damage.

10 rabbits with 1 hp are conjured as close to the caster as possible. For 1 min if a hostile creature 96 makes an attack and a rabbit is within range, it must target at least one rabbit. The next time the target would recieve damage from 97 an attack, they instead take half damage, and the attacker takes the other half.

17



For 1 min. an illusion of the target appears next to it. If an attack would made against the target roll 1 d20. 98 On a roll of 1-10 the attack his the illusion and the illusion disappears.

19 The spell deals an additional 2d6 lightning damage.

For 1 min. if the target would succesfully be hit with 99 an attack it is instead teleported in a safe spot behind the attacker within 10 feet. The target can issue a challenge to a hostile creature of the targets choice. The hostile creature must spend all of its movement to get closer to the 100 targeted creature, and use all of it's actions to fight the targeted creature. At the end of it's turn the hostile creature makes a DC 13 WIS save. On a success this effect ends.

20

The spell deals an additional 2d6 necrotic damage.

21

The spell deals an additional 2d6 piercing damage.

22

The spell deals an additional 2d6 poison damage.

23

The spell deals an additional 2d6 psychic damage.

24

The spell deals an additional 2d6 radiant damage.

25

The spell deals an additional 2d6 slashing damage.

26

The spell deals an additional 2d6 thunder damage.

27

For 1 min. if the target takes acid damage it has disadvantage on attack rolls & ability checks until its next turn.

28

For 1 min. if the target takes acid damage it has disadvantage on attack rolls & ability checks until its next turn.

29

For 1 min. if the target takes cold damage it has disadvantage on attack rolls & ability checks until its next turn.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

For 1 min. if the target takes fire damage it has 30 disadvantage on attack rolls & ability checks until its next turn. For 1 min. if the target takes force damage it has 31 disadvantage on attack rolls & ability checks until its next turn. For 1 min. if the target takes lightning damage it has 31 disadvantage on attack rolls & ability checks until its next turn.

52

For 1 min. the target makes INT saves and INT ability checks at disadvantage.

53

For 1 min. the target makes WIS saves and WIS ability checks at disadvantage.

54

For 1 min. the target makes CHA saves and CHA ability checks at disadvantage.

55

The target is blinded for 1 min.

56

The target is charmed for 1 min.

For 1 min. if the target takes necrotic damage it has 32 disadvantage on attack rolls & ability checks until its next turn.

57

The target is deafened for 1 min.

58

The target gains 2 levels of exhaustion.

For 1 min. if the target takes poison damage it has 33 disadvantage on attack rolls & ability checks until its next turn.

59

The target is frightened of the caster for 1 min.

60

The target is grappled (escape DC 13).

61

The caster is invisible to the target for 1 min.

62

The target is paralyzed for 1 min.

For 1 min. if the target takes psychic damage it has 34 disadvantage on attack rolls & ability checks until its next turn.

63

The target is petrified for 12 secs. (2 rounds).

For 1 min. if the target takes radiant damage it has 35 disadvantage on attack rolls & ability checks until its next turn.

64

The target is poisoned for 1 min.

65

The target is knocked prone.

For 1 min. if the target takes thunder damage it has 36 disadvantage on attack rolls & ability checks until its next turn.

66

The target is restrained (escape DC 13).

67

The target is stunned for 12 secs. (2 rounds).

37

For 1 min. the target loses all damage resistances.

68

The target is unconscious. The creature will wake up if it takes any damage.

38

For 1 min. the target loses all damage and condition immunities.

39

All hostile creatures within a 10 ft radius of the creature takes 1d6 acid damage.

40

All hostile creatures within a 10 ft radius of the creature takes 1d6 cold damage.

41

All hostile creatures within a 10 ft radius of the creature takes 1d6 fire damage.

42

All hostile creatures within a 10 ft radius of the creature takes 1d6 force damage.

43

All hostile creatures within a 10 ft radius of the creature takes 1d6 lighting damage.

44

All hostile creatures within a 10 ft radius of the creature takes 1d6 necrotic damage.

45

All hostile creatures within a 10 ft radius of the creature takes 1d6 poison damage.

46

All hostile creatures within a 10 ft radius of the creature takes 1d6 psychic damage.

47

All hostile creatures within a 10 ft radius of the creature takes 1d6 radiant damage.

48

All hostile creatures within a 10 ft radius of the creature takes 1d6 thunder damage.

49

For 1 min. the target makes STR saves and STR ability checks at disadvantage.

50

For 1 min. the target makes DEX saves and DEX ability checks at disadvantage.

51

For 1 min. the target makes CON saves and CON ability checks at disadvantage.

The target is set aflame. Until the creature takes an 69 action to douse the fire it takes 5 (1d10) fire damage at the start of each of its turns. 70

The target is illuminated. Attacks made against the target are made with advantage.

71

For 1 min. the target is levitated into the air and unable to move if it does not have a fly speed (it can still attack).

72

For 1 min. the target goes mad and is unable to differentiate friend from foe.

73

The target is pushed 5 feet away from the caster.

74

The target is pulled 5 feet towards from the caster.

75 Until its next turn, the target cannot use it's reactions. 76

for 1 min., the targets speed is halved.

77

Until the end of your next turn, attacks against the creature are critical hits on a roll of 19-20.

78

The target shrinks by one size category. All of its attacks deal 1d4 less damage.

6 diseased giant rats are summoned within 10 feet of 79 the target. The rats are friendly to you and your allies. The rats disappear after 1 hour. 6 diseased giant rats are summoned within 10 feet of 80 the target. The rats are friendly to you and your allies. The rats disappear after 1 hour. 6 diseased giant rats are summoned within 10 feet of 81 the target. The rats are friendly to you and your allies. The rats disappear after 1 hour.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

18

6 Mastiffs are summoned within 10 feet of the 82 target. The mastiffs are friendly to you and your allies. The mastiffs disappear after 1 hour. 83

6 Stirges are summoned within 10 feet of the target. The stirge are friendly to you and your allies. The stirge disappear after 1 hour.

4 Constrictor Snakes are summoned within 10 feet 84 of the target. The snakes are friendly to you and your allies. The snakes disappear after 1 hour. 85

4 Giant Centipedes are summoned within 10 feet of the target. The centipedes are friendly to you and your allies. The centipedes disappear after 1 hour.

4 Giant Poisonous Snakes are summoned within 10 86 feet of the target. The snakes are friendly to you and your allies. The snakes disappear after 1 hour. 4 Giant Wolf Spiders are summoned within 10 feet 87 of the target. The spiders are friendly to you and your allies. The spiders disappear after 1 hour. 3 Apes are summoned within 10 feet of the target. 88 The apes are friendly to you and your allies. The apes disappear after 1 hour. 89

3 Black bears are summoned within 10 feet of the target. The bears are friendly to you and your allies. The bears disappear after 1 hour.

3 Giant Wasps are summoned within 10 feet of the 90 target. The wasps are friendly to you and your allies. The wasps disappear after 1 hour. 91

2 Brown Bears are summoned within 10 feet of the target. The bears are friendly to you and your allies. The bears disappear after 1 hour.

2 Dire Wolves are summoned within 10 feet of the 92 target. The wolves are friendly to you and your allies. The wolves disappear after 1 hour. 2 Giant Vulture is summoned within 10 feet of the 93 target. The vultures are friendly to you and your allies. The vultures disappears after 1 hour. 2 Lions is summoned within 10 feet of the target. 94 The lions are friendly to you and your allies. The lions disappears after 1 hour. 95

2 Tigers is summoned within 10 feet of the target. The tigers are friendly to you and your allies. The tigers disappears after 1 hour.

96

1 Allosaurus is summoned within 10 feet of the target. The allosaurus is friendly to you and your allies. The allosaurus disappears after 1 hour.

1 Giant Boar is summoned within 10 feet of the 97 target. The boar is friendly to you and your allies. The boar disappears after 1 hour. 98

1 Giant Constrictor Snake is summoned within 10 feet of the target. The snake is friendly to you and your allies. The snake disappears after 1 hour.

99

1 Giant Elk is summoned within 10 feet of the target. The elk is friendly to you and your allies. The elk disappears after 1 hour.

1 Polar Bear is summoned within 10 feet of the 100 target. The bear is friendly to you and your allies. The bear disappears after 1 hour.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Player 

20

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.



T

he world of Ikoria isn't drastically different from that of other realms and planes of existence that you might encounter in your fantasy adventure games. Rather, the most significant difference that players will encounter is the significance of particular roles that might be witnessed or experienced in day

d6

Ideal

1

Good of Humanity. I hunt monsters so that the lands can be safer.

2

Might. Killing monsters is a feat of strength and in this world, only the strong can survive.

3

Fame. I hope to kill the most dangerous of monsters so that I may hang its head in my home and tell the tale.

4

Wealth. There's a high demand for monster parts, and they sell for a high price.

5

Revenge. Monsters killed someone close to me. I won't rest until all monsters are dead.

6

Nature. I don't kill all monsters. I only hunt the ones that disrupt the natural balance.

d6

Bond

1

I will always have the backs of those I hunt with.

2

We may die, but it will be in the effort of protecting the people.

3

I'll never forget those who've fallen at my side. I will live on for them.

4

One day I will find the monster that killed my loved ones.

5

My mentor taught me how to hunt and track monsters. I owe my skills to them.

6

My earnings from monster hunting to my loved ones back home.

d6

Flaw

1

It's hard for me to make new friends. Too many have died in front of me.

Monster hunters are common place in Ikoria, and their job is always in demand. While monster hunters may all share the same job (killing monsters), their intended goals and purposes may vary. For example, one may only patrol sanctuary perimeters, while another hunter may go in search of particular problematic monsters to prevent them from wrecking havoc.

2

Some consider me heartless. I simply think they're weak.

3

I feel nothing for my dead colleagues. It's survival of the fittest out here.

d8

Personality Trait

5

1

I often find myself in situations over my head.

2

My hunting party is my family.

3

Life's like a hunting expedition. You never know which day is your last.

4

I have a dark sense of humour.

5

A life of fighting monsters has made me fearless.

6

You learn a lot about people by hunting with them.

7

To be honest, I'm terrified of monsters. You would be too if you'd seen what I have.

8

I’ve lost too many friends, and I’m slow to make new ones.

to day life.



Characters in Ikoria can share any number of backgrounds found in the players handbook, but the ones found here may be considered more predominant or suited for Ikoria.

 

You've made your living in the world by hunting and slaying monsters. Whether it was for the good of human kind, for sport, or for money, your knowledge of monsters comes from first hand exposure to them. The sort of knowledge that isn't learned in a book. Skill Proficiencies: Insight, and Survival **Tool Proficiencies: ** Cartographer's Tools, vehicles (land) Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp Feature: Eye of the wild

You have a developed knack for identifying monsters. After all, you've fought several of them. When you see a monster you can make a Wisdom (Perception) roll to identify a non-humanoid's creature type as well as its subtype. Suggested Characteristics

I feel nothing regarding the harm of monsters. For all I 4 know, that horse is going to grow fangs and try eating me. I distance myself from those who don't protect themselves.

Bonders are no different than the monsters they're 6 connected to. As far as I'm concerned, they're part of the hunt.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

21



Truly magical items are incredibly rare in Ikoria. The only magical items found around Ikoria are those which utilize the innate magic of the crystals.

  

Armour, Common The armour has straps with crystals attached to it on the shoulders, chest, and back. If there is a non-humanoid creature within 120 ft. of the wearer the crystals will glow, generating with a 10 ft. radius of dim light. While the crystals are glowing around you, you have disadvantage on stealth checks unless surrounded by crystals.

 

Wonderous item, rare (requires attunement) To attune to the Bonder's Amulet, you must be a bonder with a monster that you have formed Eludah with. While attuned with the Bonder's Amulet, both you and your bonded monster have +1 to hit and +1 to damage when making melee weapon attacks.

       

22

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Bestiary

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

23

  

I

koria is home to an every growing variety of creatures. Some of which already exist in the world of dungeons and dragons but there are several of which that do not.

Creature

Source

Giant Rat

MM/SRD

Pony

MM/SRD

¼

Panther

MM/SRD

¼

Riding Horse

MM/SRD

1

Death Dog

MM/SRD

The land of Ikoria is broken down into 5 major regions (called triomes). These regions are Savai, Ketria, Indatha, Raugrin, and Zagoth. Below are tables of creatures that can be found in those regions. These creatures will either be from within this pdf, the Monster Manual (MM), Volo's Guide to Monsters (VGM), or Mordenkainen's Tome of Foes (MTF), or even the System Reference Document (SRD).

1

Giant Hyena

MM/SRD

1

Giant Vulture

MM/SRD

1

Hippogriff

MM/SRD

1

Lion

MM/SRD

1

Tiger

MM/SRD

2

Dirge Bat

IB



2

Griffon

MM/SRD

Peryton

MM



Challenge

⅛ ⅛

Challenge

Creature

Source

2

0

Garrison Cat (Cat)

MM/SRD

2

0

Goat

MM/SRD

2

Skycat Soverign

IB

0

Hawk

MM/SRD

3

Huntmaster Liger

IB

0

Hyena

MM/SRD

3

Necropanther

IB

0

Jackal

MM/SRD

3

Patagia Tiger

IB

0

Lizard

MM/SRD

3

Savai Thundermane

IB

0

Rat

MM/SRD

5

Cubwarden

IB

0

Scoprion

MM/SRD

6

Tigorilla

IB

Cat Bird

IB

11

Roc

MM/SRD

Blood Hawk

MM/SRD

18

Snapdax, Apex of the Hunt

IB

⅛ ⅛

Savai Sabertooth (Saber-Toothed Tiger) MM/SRD

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 Challenge

Creature

Source

0

Awakened Shrub

MM/SRD

0

Baboon

MM/SRD

0

Eagle

MM/SRD

0

Frog

MM/SRD

0

Giant Fire Beetle

MM/SRD

0

Quipper

MM/SRD

0

Thieving Otter

IB



Dolphin

VGM

½

Crocodile

MM/SRD

1

Fire Snake

MM

1

Frost Lynx

IB

1

Giant Strider

VGM

1

Thorny

VGM

2

Awakened Tree

MM/SRD

3

Water Weird

MM

5

Shambling Mound

MM/SRD

9

Frost Salamander

MTF

To be added Dreamtail Heron Eon Frolicker Ethereal Forager Fertilid Glimmerbell Ivy ELemental Illuna, Apex of Wishes Jegantha, the Wellspring Lutri, the Spellchaser Pako, Arcane Retriever Parcelbeast Phase Dolphin

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 Challenge

Creature

Source

0

Bat

MM

0

Giant Fly

MM/SRD

0

Owl

MM/SRD

0

Rat

MM/SRD

0

Raven

MM/SRD

0

Scorpion

MM/SRD

¼

Giant Bat

MM/SRD

¼

Giant Owl

MM/SRD

¼

Skeleton

MM/SRD

¼

Swarm of Bats

MM/SRD

¼

Swarm of Rats

MM/SRD

¼

Zombie

MM/SRD

½

Swarm of Insects

MM/SRD

1

Ghoul

MM/SRD

2

Carrion Crawler

MM

2

Dirge Bat

IB

2

Gibbering Mouther

MM/SRD

2

Ochre Jelly

MM/SRD

2

Shadow Mastiff

VGM

3

Cave Fisher

VGM

3

Flying Horror

GGR

3

Leucrotta

VGM

3

Necropanther

IB

3

Phase Spider

MM/SRD

4

Black Pudding

MM/SRD

4

Chuul

MM/SRD

5

Catoplebas

VGM

5

Frondland Felidar

IB

8

Cloaker

MM/SRD

12

Gray Render

MTF

15

Skittering Horror

GGR

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 Challenge

Creature

Source

0

Crab

MM/SRD

0

Eagle

MM/SRD

0

Goat

MM/SRD

0

Hawk

MM/SRD

0

Lizard

MM/SRD

0

Octopus

MM/SRD

Giant Crab

MM/SRD

Mule

MM/SRD

⅛ ⅛ ⅛ ⅛

Stirge

MM/SRD

Cave Badger

OOA

¼

Dimetrodon

VGM

¼

Hadrosaurus

VGM

¼

Giant Lizard

MM/SRD

¼

Pteranodon

VGM

¼

Velociraptor

VGM

½

Giant Goat

MM/SRD

1

Deinonychus

VGM

1

Giant Eagle

VGM

1

Sprite Dragon

IB

2

Allosaurus

MM

2

Peryton

MM

2

Quetzalcoatlus

VGM

2

Regal Leosaur

IB

3

Ankylosaurus

MM

3

Zirda, the Dawnwaker

IB

4

Stegosaurus

VGM

5

Brontosaurus

VGM

5

Pyroceratops

IB

5

Triceratops

MM/SRD

6

Wingfold Pteron

IB

6

Wyvern

MM/SRD

7

Cloudpiercer

IB

8

Tyrannosaurus Rex

MM/SRD

8

Vantasaur

IB

11

Roc

MM/SRD

  Challenge

Creature

Source

0

Eagle

MM/SRD



Dolphin

VGM

½

Reef Shark

MM/SRD

½

Sea Lion

TYP/GSM/LR

1

Giant Octopus

MM/SRD

2

Hunter Shark

MM/SRD

2

Plesiosaurus

MM/SRD

2

Shell Shark

GoS

3

Giant Lightning Eel

TYP

3

Killer Whale

MM/SRD

4

Giant Coral Snake

GoS

4

Two-Headed Plesiosaurus

TP

5

Giant Crocodile

MM

5

Giant Shark

MM/SRD

5

Sea Lion (monstrosity)

TYP

6

Wyvern

MM/SRD

7

Umori, the Collector

20

Gyruda, Doom of Depths

IB

20

Leviathan

MTF

24

Archipelagore

IB

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 Challenge

Creature

Source

0

Baboon

MM/SRD

0

Bat

MM/SRD

0

Deer

MM/SRD

0

Flying Monkey

ToA

0

Frog

MM/SRD

0

Quipper

MM/SRD

0

Rat

MM/SRD

0

Raven

MM/SRD

Flying Snake

MM/SRD

Giant Weasel

MM/SRD

Poisonous Snake

MM/SRD

Stirge

MM/SRD

¼

Axe Beak

MM/SRD

¼

Boar

MM/SRD

¼

Constrictor Snake

MM/SRD

¼

Elk

MM/SRD

¼

Giant Badger

MM/SRD

¼

Giant Centipede

MM/SRD

¼

Giant Frog

MM/SRD

¼

Giant Poisonous Snake

MM/SRD

¼

Giant Wolf Spider

MM/SRD

¼

Panther

MM/SRD

⅛ ⅛ ⅛ ⅛

¼

Wolf

MM/SRD

½

Amphisbaena

GoS

½

Ape

MM/SRD

½

Black Bear

MM/SRD

½

Crocodile

MM/SRD

½

Giant Wasp

MM/SRD

1

Brown Bear

MM/SRD

1

Dire Wolf

MM/SRD

1

Giant Spider

MM/SRD

1

Giant Toad

MM/SRD

2

Giant Boar

MM/SRD

2

Giant Constrictor Snake

MM/SRD

2

Giant Elk

MM/SRD

2

(Trumpeting) Gnarr

IB

2

Swarm of Poisonous Snakes

MM/SRD

3

Owlbear

MM/SRD

4

Girallon

VGM

5

Giant Crocodile

MM/SRD

7

Giant Ape

MM/SRD

9

Kogla, the Titan Ape

IB

10

Froghemoth

MM/SRD

13

Skyswimmer

GGR

14

Wurm

GGR

24

Titanoth Rex

IB

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.



Amphibious. The archipelagore can breathe air and water. Mutate. When the archipelagore mutates a whirlpool appers in the water sucking up one target for each time the archipelagore has mutated. Each targeted creature is pulled 60 ft. below the water surface. Siege Monster. The leviathan deals double damage to objects and structures.

Gargantuan monstrosity, unaligned Armor Class 20 Hit Points 483 (28d20 + 189) Speed 40 ft., swim 120 ft.

STR

DEX

CON

INT

WIS

CHA

30 (+10) 12 (+1) 30 (+10) 7 (-2) 11 (+0) 11 (+0) Saving Throws STR + 17 Damage Resistances Fire Condition Immunities Prone Senses Darkvision 120 ft.,Passive Perception 14 Languages -Challenge 24 (62,000 XP)

Actions Multiattack. The archipelagore makes three attacks: two with its claws and one with its bite. Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage, and the target is grappled (escape DC 25). The Archipelagor has two claws, each of which can grapple only one target.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

  small beast, unaligned Armor Class 12 Hit Points 7 (2d6) Speed 40 ft. fly 40 ft.

STR

DEX

CON

INT

WIS

CHA

6 -2) 15 (+2) 10 (+0) 4 (-3) 14 (+2) 7 (-2) Skills Perception +4, Stealth +4 Senses Darkvision 60 ft.,Passive Perception 15 Languages -Challenge 1/8 (25 XP) Keen Smell. The cat bird has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The cat bird has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 Gargantuan beast (dinosaur), unaligned Armor Class 15 Natural Armmour Hit Points 100 (7d20 + 27) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

20 (+5) 9 (-1) 17 (+3) 4 (-3) 10 (+0) 9 (-1) Saving Throws STR +8 Senses Passive Perception 10 Languages -Challenge 7 (2,900 XP) Mutate. If the cloudpiercer mutates, all spells cast for the round roll on the cycle tables.

Actions Multiattack. The cloudpiercer makes two attacks (so long as they are different attacks). Bite. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 21 (3d10 +5) piercing damage. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Tail. Melee Weapon Attack: +8 to hit, reach 25 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 Large beast, unaligned Armor Class 15 Natural Armmour Hit Points 106 (12d10 + 40) Speed 40 ft.

STR

DEX

CON

INT

WIS

CHA

20 (+5) 17 (+3) 22 (+6) 6 (-2) 15 (-2) 11 (+0)

Pack Tactics. The cubwarden has advantage on an attack roll against a creature if at least one of the cubwarden’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions

Skills Perception +5, Stealth +9 Senses Darkvision 60 ft.,Passive Perception 15 Languages -Challenge 5 (1,800 XP)

Multiattack. The tiger makes two attacks: one with its bite and one with its claws.

Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Lifelink. Whenever the cubwarden deals damage it regains half as many hit points. Mutate. Whenever the cubwarden mutates it lets out a cry that summons a lion to join in the combat. The lion takes it's turn after the cubwarden in initiative.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d10 +5) bludgeoning damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

  Large beast, unaligned Armor Class 13 Hit Points 54 (8d10 + 10) Speed 10 ft., fly 60 ft., climb 30 ft.

STR

DEX

CON

INT

WIS

CHA

15 (+2) 17 (+3) 15 (+2) 8 (-1) 14 (+2) 6 (-2) Skills Perception +6 Senses Blindsight 120 ft.,Passive Perception 16 Languages -Challenge 2 (450 XP) Echolocation. The bat can't use its blindsight while deafened. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. Mutate. If the bat mutates target hostile creature within 60 ft. must make a DC 12 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

Actions Multiattack. The bat makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 6 (1d6 + 3) slashing. damage.

Reactions Flash (1/day). At the end of a players turn, the dirge bat can change its spot in the initiative order to initiative count 21.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

  Large beast, unaligned Armor Class 18 Hit Points 90 (11d10 + 30) Speed 40 ft.

STR

DEX

CON

INT

WIS

13 (+1) 22 (+6) 16 (+3) 12 (-1) 21 (+5)9 (-1) Saving Throws Dex +8 Skills Perception +11, Stealth +9 Senses Dark Vision 120 ft., Passive Perception 21 Languages -Challenge 1 200 XP)

CHA

Keen Smell. The felidar has advantage on Wisdom (Perception) checks that rely on smell. *Pack Tactics. The felidar has advantage on an attack roll against a creature if at least one of the felidar's allies is within 5 feet of the creature and the ally isn’t incapacitated. Pounce. If the felidar moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Dexterity saving throw or be knocked prone. If the target is prone, the felidar can make one bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the felidar can long jump up to 25 feet. Vigilant. The felidar can't be surprised, and attacks of opportunity made against it are made at disadvantage.

Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 6) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

Keen Smell. The lynx has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the lynx moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Nyxborn lynx can make one bite attack against it as a bonus action.

Small elemental, unaligned Armor Class 12 Hit Points 38 (8d6 + 10) Speed 40 ft., climb 20 ft.

STR

DEX

CON

INT

WIS

15 (+2) 15 (+2) 16 (+3) 5 (-3) 12 (+1)9 (-1) Skills Perception +3, Stealth +6 Damage Vulnerabilities Fire Damage Immunities Cold Senses Dark Vision 60 ft., Passive Perception 13 Languages -Challenge 1 200 XP)

CHA

Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and 5 (1d4 + 3) cold damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage and 5 (1d4 + 3) cold damage. Freezing Burst (1/day). The lynx releases a blast of freezing air in a 30-foot radius. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 6 (2d6) cold damage and is stunned for 6 seconds. On a success the creature takes half damage and isn't stunned.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 



Large beast, unaligned

Large beast, unaligned

Armor Class 13 Natural Armour Hit Points 35 (4d10 + 13) Speed 40 ft.

Armor Class 13 Natural Armour Hit Points 35 (4d10 + 13) Speed 40 ft.

STR

DEX

CON

INT

WIS

CHA

19 (+4) 12 (+1) 18 (+4) 5 (-3) 16 (+3) 6 (-2) Senses Passive Perception 13 Languages -Challenge 2 (450 XP) Charge. If the gnarr moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions Multiattack. The Gnarr makes two attacks: one with its Gore and one with its hooves. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 9 (2d4 + 4) bludgeoning damage.

STR

DEX

CON

INT

WIS

CHA

19 (+4) 12 (+1) 18 (+4) 5 (-3) 16 (+3) 6 (-2) Senses Passive Perception 13 Languages -Challenge 2 (450 XP) Charge. If the gnarr moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Mutate. If the gnarr mutates, it releases a bellowing howl which summons another gnarr to aid it. The new Gnarr takes its turn after the howling gnarr that summoned it.

Actions Multiattack. The Gnarr makes two attacks: one with its Gore and one with its hooves. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 9 (2d4 + 4) bludgeoning damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

    As I stopped by a port town to refresh my supplies, I heard some sailors speak of a demonic kraken feasting on trade ships. I tried to charter a boat to investigate, but I couldn't find any willing captains. Could a monster like this be someone's fate companion?

Tales of krakens are not unheard of in Ikoria. They're not common, nor scarce. However there is one kraken in particular that all sailors dread. Beyond the shoreline of the Zagoth resides a demonic Kraken known as Gryuda. Surprisingly It's not Gyruda's sheer might that demands fear and respect from sailors. Rather it's Gyruda's seemingly supernatural prowess that haunts the dreams of survivors. Inexplicably Gyruda is never alone. As it arrives, it's very presence seems to call an ally to assist it. Sometimes from familiar sailors who were thought to have been lost to the sea.

Ingested summons table D10

Name

1.

6 Bandit Captains with a boat

2.

6 Faerie Dragon (Older)

3.

2 Sea Hags

4.

2 Ghost

5.

2 Chuul

6.

2 Banshee

7.

Wyvern

8.

Young Green Dragon

9.

Young Bronze Dragon

10.

Froghemoth

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

    Gargantuan Fiend, Neutral evil Armor Class 20 Natural Armour Hit Points 432 (26d20 + 160) Speed 20 ft., swim 60 ft.

STR

DEX

CON

INT

WIS

CHA

26 (+8) 10 (+0) 26 (+8) 14 (+2) 14 (+2) 14 (+2) Saving Throws STR + 14, CON +14, INT +8, WIS +8 Damage Resistences Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from nonmagical Attacks that aren't Silvered Condition Immunities Frightened, Paralyzed, Poisoned Senses Darkvision 120 ft., Passive Perception 12 Languages Abyssal, Aquan, Infernal, Telepathy 120 ft. (Only with it's bonder) but can't speak Challenge 20 (25,800 XP) Amphibious. Gyruda can breathe air and water. Companion. Gryuda can only be bonded to a character who’s base attribute scores are all even numbers and is at level 20. Ingested Summons. At the beginning of combat as a bonus action Gyruda can spit out creatures that it has consumed in the past to fight alongside it. Legendary Resistance (3/Day). If Gyruda fails a saving throw, he can choose to succeed instead. Siege Monster. Gyruda deals double damage to objects and structures.

Actions Multiattack. Gyruda makes three tentacle attacks, each of which it can replace with one use of Fling. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature grappled by Gyruda, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Gyruda, and it takes 42 (12d6) acid damage at the start of each of Gyruda's turns.

40

If Gyruda takes 50 damage or more on a single turn from a creature inside it, Gyruda must succeed on a DC 24 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Gyruda. If Gyruda dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +14 to hit, reach 60 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Gyruda has ten tentacles, each of which can grapple one target. Fling. One Large or smaller object held or creature grappled by Gyruda is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Legendary Actions Gyruda can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn. Tentacle Attack or Fling. Gyruda makes one tentacle attack or uses its Fling. Ink Cloud (Costs 3 Actions). While underwater, Gyruda expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Gyruda. Each creature other than Gyruda that ends its turn there must succeed on a DC 22 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Gyruda's next turn.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

  Large beast, unaligned Armor Class 14 Hit Points 80 (10d10 + 25) Speed 40 ft.

STR

DEX

CON

INT

WIS

CHA

21 (+5) 17 (+3) 17 (+3) 5 (-3) 16 (+3) 10 (+0) Saving Throws STR +7 Skills Perception +5, Stealth +7 Senses Darkvision 120 ft., Passive Perception 15 Languages Challenge 3 (700 XP) Keen Smell. The liger has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The liger has advantage on an attack roll against a creature if at least one of the liger's allies is within 5 feet of the creature and the ally isn’t incapacitated. Pounce. If the liger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the liger can make one bite attack against it as a bonus action. Mutate. If the liger mutates, until the end of the round, all of the liger's allies within 120 ft. get +1 to their AC and can make an additional attack for each time the Liger has mutated.

Actions Multiattack. The liger makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

   Gargantuan elemental (dinosaur), unaligned

Lightning Tail. Melee Weapon Attack: +8 to hit, reach 25 ft., one target. Hit: 26 (4d10 + 4) piercing damage and 24 (4d10 + 2) lightning damage. Lightning Bolt (Recharge 5-6). Kalamax shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a DC 14 Dexterity saving throw, taking 28 (4d12) lightning damage on a failed save, or half as much damage on a successful one.

Armor Class 16 Hit Points 174 (7d20 + 100) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

Reactions

18 (+4)

9 (-1)

15 (+2)

6 (-2)

10 (+0)

9 (-1)

Arcane Maelstrom. If a spell would target Kalamx, or if Kalamax is within the spells area of effect, Kalamax can copy the spell. If it does, the spell is copied as is at the current level and chosen effects.

Damage Immunities Lightning Senses Passive Perception 10 Languages Challenge 10 (5,900 XP)

Legendary Actions

Legendary Resistance (3/Day). If Kalamax fails a saving throw, he can choose to succeed instead. Lightning Storm. Creatures that end their turn within 10 ft. of Kamalax take 16 (3d10) lightning damage.

Kalamax can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kalamax regains spent legendary actions at the start of its turn.

Actions

Attack. Kalamax makes a melee weapon attack.

Multiattack. Kalamax makes two attacks: one with its stomp, and one with its tail

Charge. Kalamax moves up to its speed.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Static Charge. Kalamax charges electricity for its Lightning Bolt attack. Roll a d6 to attempt a recharge.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

   

Legendary Resistance (3/Day). If Kogla fails a saving throw, he can choose to succeed instead. Siege Monster. Kogla deals double damage to objects and structures.

Huge beast, unaligned Armor Class 12 Hit Points 190 (20d12 + 60) Speed 40 ft., climb 40 ft.

Actions Multiattack. Kogla makes two fist attacks.

STR

DEX

CON

INT

WIS

CHA

25 (+7) 14 (+2) 23 (+6) 10 (+0) 14 (+2) 11 (+0) Saving Throws STR +11, CON +10 Skills Athletics +11, Perception +6 Condition Immunities Frightened Senses Passive Perception 16 Languages Understands the languages of its bonder but cannot speak. Challenge 9 (5,000 XP)

Fist. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +11 to hit, range 50/100 ft., one target. Hit: 31 (7d6 + 7) bludgeoning damage. Rescue (Recharges after a Short or Long Rest). Kogla picks up its bonder if it's within 10 feet. Kogla then moves up to 40 feet and can move through the space of any creature smaller than huge. Neither Kogla nor it's bonder provoke attacks of opportunity during this move.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 Large aberration, unaligned Armor Class 13 Hit Points 54 (8d10 + 10) Speed 40 ft., climb 30 ft.

STR

DEX

CON

INT

WIS

CHA

18 (+4) 15 (+2) 16 (+3) 6 (-2) 17 (+3) 10 (+0) Skills Intimidation +4, Perception +5, Stealth +7 Damage Resistances Necrotic Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 15 Languages -Challenge 3 (700 XP) Keen Smell. The necropanther has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the necropanther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the necropanther can make one bite attack against it as a bonus action. Mutate. If the necropanther mutates, one of its dead allies that is CR 3 or lower reanimates as an undead with half of it's total HP. If the necropanther does not have any dead allies, a zombie rises from the ground to join the combat. It's turn will take it's turn in initiative after the necropanther's turn. Running Leap. With a 10-foot running start, the necropanther can long jump up to 25 feet.

Actions Multiattack. The necropanther makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (1d10 + 4) piercing damage and 7 (1d8 + 3) necrotic damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damageand 7 (1d8 + 3) necrotic damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

    Huge aberration, unaligned Armor Class 18 Hit Points 349 (18d20 + 160) Speed 60 ft.

STR

DEX

CON

INT

WIS

CHA

21 (+5) 21 (+5) 27 (+8) 8 (-1) 14 (+2) 23 (+6) Saving Throws DEX +11, CON +14, CHA +12 Skills Perception +8, Stealth +11 Damage Resistances Radiant Damage Immunities Necrotic Condition Immunities Frightened, Poisoned Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 24 Languages -Challenge 20 (25,000 XP) Apex of Death (Mythic Trait; Recharges after a Short or Long Rest). If Nethroi is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead it regains 200 hit points, mutates once rolling on the table below. Keen Smell. Nethroi has advantage on Wisdom (Perception) checks that rely on smell. Legendary Resistance (3/day). If Nethroi fails a saving throw, it can choose to succeed instead. Life Stealer. If Nethroi deals damage to a creature with an attack, it recovers hit points equal to half the damage dealt. Mutate. When Nethroi mutates it a surge of unlife emits from it. It summons to it's aid either 1 Tyrannosaurus Zombie or 3 Girallon Zombies.

Actions Multiattack. Nethroi makes three attacks, one with its bite, two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage and and 24 (3d10 + 8) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it's maximum hit points is reduced by 16 (2d10 + 5) hit points at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The hit point reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Hoof. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Legendary Actions Nethroi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Nethroi regains spent legendary actions at the start of its turn. Hoof Attack. Nethroi makes a hoof attack Gaze of Death. Nethroi glares at a creature within 60 ft. The creature must succeed on a DC 20 Wisdom saving throw or become frightened of Nethroi for 1 min. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Nightmare Prowl. Nethroi moves up to half its speed. This movement doesn’t provoke opportunity attacks.

Mythic Actions Nethroi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Nethroi regains spent legendary actions at the start of its turn. Beckon Apparition (Costs 2 Actions). Nethroi summons two Will-o'-Wisp. Call of the Death-Dweller (Costs 2 Actions). Nethroi's eyes glow and summons an Wight and Ghast. Bit Attack. Nethroi makes a bite attack.

    

Nethroi is a dangerous enemy with a mastery over death. To make an especially horrifying encounter, have Nethroi use it's ability Apex of Death. After it's ability has been used, it can use it's mythic actions when using a legendary action. Read or paraphrase the following text when Nethroi uses Apex of the Hunt: The nightmare before you shifts and slinks, bleeding out necrotic energy. Mutating before you, Nethroi's wounds ooze out necrotic energy into the earth. The wounds close and the earth shakes. You now know why Nethroi is "the Apex of Death".

Fighting Nethroi as a mythic encounter is equivalent to taking on two challenge rating 20 creatures in one encounter. Award a party 50,000 XP for defeating Nethroi after it uses Apex of death.     d4

Description

1

Gains resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.

2

Gains a 40 ft. climb speed

3

Can cast Misty Step as a Legendary Action. (Costs 2)

4

Bonus action: Can turn invisible while in darkness/dim light. This invisibility lasts until Nethroi attacks.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

45

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

  Large beast, unaligned Armor Class 14 Hit Points 75 (10d10 + 20) Speed 40 ft., fly 60 ft.

STR

DEX

CON

INT

WIS

CHA

20 (+5) 16 (+3) 16 (+3) 4 (-3) 15 (+2) 8 (-1) Skills Perception +4, Stealth +7 Senses Darkvision 120 ft., Passive Perception 14 Languages -Challenge 3 (700 XP) Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell Dive. If the tiger moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 15 Strength saving throw on be grappled. If the target is grappled, the tier dash as a bonus action to fly off the groun (while still grappling the creature).

Actions Multiattack. The tiger makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., target creature. Hit: 12 (2d6 + 5) slashing damage.

47

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 Huge elemental (dinosaur), unaligned Armor Class 14 Hit Points 88 (9d12 + 30) Speed 40 ft.

STR

DEX

CON

INT

WIS

CHA

17 (+3) 12 (+1) 22 (+6) 6 (-2) 12 (+1) 6 (-2) Damage Immunities Fire Senses Darkvision 60 ft., Passive Perception 14 Languages -Challenge 5 (1,800 XP) Prowess. If a spell is cast within 120 ft. of the pyroceratop, for the next 24 hours it gets a +1 to its AC, and rolls an additional dice every time it rolls for dealing damage.

Trample. If the pyroceratops reduces a creatures HP to 0 thepyroceratops may make an attack as a bonus action. Trampling Charge. Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one claw attack against it as a bonus action. Water Susceptibility. For every 5 feet the Pyroceratops moves in 1 foot or more of water, it takes 2 (1d4) cold damage.

Actions Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 3) slashing damage and 17 (2d10 + 6) fire damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage and 11 (1d10 + 6) fire damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

48

  Large beast (dinosaur), unaligned Armor Class 12 Hit Points 37 (5d10 + 10) Speed 40 ft.

STR

DEX

CON

INT

WIS

CHA

19 (+4) 14 (+2) 13 (+1) 3 (-4) 19 (+4) 10 (+0) Saving Throws STR +6 Skills Perception +6, Stealth +6 Senses Darkvision 120 ft., Passive Perception 16 Languages -Challenge 2 (450 XP) Keen Smell. The leosaur has advantage on Wisdom (Perception) checks that rely on smell..

Pack Tactics. The leosaur has advantage on an attack roll against a creature if at least one of the leosaur's allies is within 5 feet of the creature and the ally isn’t incapacitated. Pounce. If the leosaur moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the leosaur can make one bite attack against it as a bonus action. Mutate. If the leosaur mutates, until the end of the round, all of the leosaur's allies within 120 ft. get +1 to their AC and can make two additional attacks.

Actions Multiattack. The leosaur makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

  Large elemental, unaligned Armor Class 12 Natural Armour Hit Points 60 (10d10 + 5) Speed 50 ft., fly 60 ft.

STR

DEX

CON

INT

WIS

CHA

13 (+1) 15 (+2) 13 (+1) 7 (-2) 16 (+3) 13 (+1) Skills Perception +7, Stealth +4 Senses Darkvision 120 ft., Passive Perception 17 Languages -Challenge 2 (450 XP) Keen Smell. The skycat has advantage on Wisdom (Perception) checks that rely on smell. Lord of the Sky. The skycat gets +2 to it's strength (to a maxium of 30), rolls an additional 1d6 when rolling for damage, it's maximum hit points increase by 10 maximum points, and +1 to its AC (to a maximum of 25) for each ally within 300 ft. that has a flying speed. Whenever one of the skycats flying allies die or flees combat, the skycat loses the benefits that were gained from the proximity of that ally.

Pack Tactics. The skycat has advantage on an attack roll against a creature if at least one of the skycat's allies is within 5 feet of the creature and the ally isn’t incapacitated. Dive. If the skycat moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 11 (increases with strength mod) Strength saving throw or be grappled. If the target is grappled, the skycat dash as a bonus action to fly off the ground (while still grappling the creature).

Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Kindred Summons (Recharge 5–6). The skycat lets out a bellow that calls a cat bird to combat.

Designers note. The Lord of the sky ability can be cumbersome to keep track of if there are multiple flying creatures in combat. If running an aerial combat it's recommended to use no more than two skycat sovereigns and to note down the buffs ahead of time based on how many allies the skycat has. Lastly, a skycat with two allies is CR 3, three allies, CR 5, four allies, CR 8 & 4 allies, CR 9.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

Pounce. If the thundermane moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the thundermane can make one bite attack against it as a bonus action.

Large elemental, unaligned Armor Class 12 Hit Points 75 (10d10 + 15) Speed 40 ft., climb 40 ft.

STR

DEX

CON

Actions INT

WIS

CHA

20 (+5) 16 (+3) 13 (+1) 4 (-2) 15 (+2) 8 (-1) Skills Perception +4, Stealth +7 Senses Darkvision 120 ft., Passive Perception 14 Languages -Challenge 6 (2,300 XP) Keen Smell. The thundermane has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The Thundermane has advantage on an attack roll against a creature if at least one of the thundermane's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Multiattack. The thundermane makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage and 3 (1d6) lightning damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 3 (1d6) lightning damage.

Reactions Cycle. If a spell is cast and has a cycle effect, or if there is a wildmagic surge the thundermane can use its reaction to deal 11 (2d10) lightning damage to a target within 120 ft.. The thundermane recovers life equal to the amount of damage dealt this way.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

    

Multiattack. Snapdax makes three attacks, one with its bite, two with its claws, and one with its gore. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.

Large Monstrosity (dinosaur), unaligned

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 22 (3d10 + 6) slashing damage.

Armor Class 19 Hit Points 230 (20d10 + 100) Speed 40 ft.

STR

DEX

CON

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 16 (3d6 + 6) slashing damage.

INT

WIS

CHA

22 (+6) 25 (+7) 20 (+5) 8 (-1) 14 (+2) 16 (+3) Saving Throws STR +12, DEX +13, CHA +9 Skills Acrobatics + 13, Athletics +12, Perception +14, Stealth +19 Senses Dark Vision 120 ft., Truesight 60 ft., Passive Perception 24 Languages -Challenge 18 (20,000 XP) Apex of the Hunt (Mythic Trait; Recharges after a Short or Long Rest). If Snapdax is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead it regains 150 hit points, mutates twice (rolling on the tables below) Blood Frenzy. Snapdax has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Improved Critical. Snapdax's weapon attacks score a critical hit on a roll of 19 or 20. Keen Sight and Smell. Snapdax has advantage on Wisdom (Perception) checks that rely on sight or smell. Legendary Resistance (1/Day). If Snapdax fails a saving throw, it can choose to succeed instead. Pounce. If Snapdax moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, Snapdax can make one claw attack against it as a bonus action.

Reactions Heightened Reflexes. Creatures provoke an opportunity attack from you when they enter your reach.

Legendary Actions Snapdax can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Snapdax regains spent legendary actions at the start of its turn. Claw Attack. Snapdax makes a claw attack. Daunting Roar. Snapdax can let out an especially menacing roar. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 18 Wisdom saving throw or become frightened of Snapdax until the end of the creature’s next turn. Nightmare Prowl. Snapdax moves up to half its speed. This movement doesn’t provoke opportunity attacks.

Mythic Actions If Snapdax's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Apex of the Hunt. Call the pride. Snapdax lets our a roar summong either,1 Cubarden, 1 Huntmaster Liger, 1 Patagia Tiger, or 1 Regal Leosaur. Will of the All-Hunter. One creature other than Snapdax gets a +2 to STR (to a max of 30), and a +1 to AC (to a max of 25) for the next 24 hours.

Actions     

Snapdax is a powerful predator under any given situation. But to make the fight truly memorable, you can have it utilize Apex of the Hunt. Snapdax using this in response to defeat can throw the tides in Snapdax's favour. After it's ability has been used, it can use it's mythic actions when using a legendary action. Read or paraphrase the following text when Snapdax uses Apex of the Hunt: The nightmarish predator unleashes a deafening roar as it's body begins to convulse. Bolts of purple lightning fire off from it's body. Now in a new form, it's many eyes on its quarry.

52

Fighting Snapdax as a mythic encounter is equivalent to taking on two challenge rating 18 creatures in one encounter. Award a party 40,000 XP for defeating Snapdax after it uses Apex of the Hunt.      d6

Description

1

No longer provokes attacks of opportunity

2

Gains a 40 ft. fly speed

3

Can cast Misty Step as a Legendary Action. (Costs 2)

4

Snapdax gets +2 to its AC

5

Melee attacks deal an addition 2d10 fire damage

6

Recovers hit points equal to half the damage dealt from melee attacks

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

  Tiny dragon, chaotic neutral Armor Class 13 Hit Points 18 (5d4 + 6) Speed 15 ft., fly 60 ft.

STR

DEX

CON

INT

WIS

CHA

8 (-1) 16 (+3) 16 (+3) 11 (+0) 15 (+2) 13 (+1) Saving Throws DEX +8 Skills Arcana +2, Perception +4, Stealth +5 Senses Dark Vision 60 ft., Passive Perception 13 Languages -Challenge 1 (200 XP) Hasty Start. During the first round of combat the dragon has twice the movement speed and can make an additional attack. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Prowess. If a non-cantrip spell is cast within 30 ft. of the dragon, for the next 24 hours it gets +1 to AC and gets to make an additional attack.

  Tiny beast, unaligned Armor Class 16 Hit Points 1 (1d4 - 1) Speed 35 ft., swim 40 ft.

Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.

STR

DEX

CON

INT

WIS

6 (-2) 22 (+6) 9 (-1) 6 (-2) 15 (+2)

CHA 5 (-3)

Saving Throws DEX +8 Skills Perception +4, Sleight of Hand +10, Stealth +8 Senses Passive Perception 14 Languages -Challenge 0 (10 XP) Keen Smell. The otter has advantage on Wisdom (Perception) checks that rely on hearing or smell. Kleptomania. If the otter damages a creature, the otter can use its bonus action to make a sleight of hand check vs the targets passive perception. On a success the otter steals the targets coin purse (or jems) and can move up to 30 feet without provoking attacks of opportunity.

Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 Large monstrosity, unaligned Armor Class 13 Hit Points 122 (15d10 + 40) Speed 40 ft., climb 40 ft.

STR

DEX

CON

INT

WIS

CHA

20 (+5) 17 (+3) 18 (+4) 7 (-2) 12 (+1) 8 (-1) Saving Throws STR +8 Skills Athletics +8, Perception +4 Senses Darkvision 60 ft., Passive Perception 14 Languages -Challenge 6 (2,300 XP) Keen Smell. The tigorilla has advantage on Wisdom (Perception) checks that rely on smell

Menace. If the tigorilla is engaged in melee combat with only one creature attacks made against it are made at a disadvantage. Pounce. If the tigorilla moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the tigorilla can make one bite attack against it as a bonus action. Trample. If the tigorilla reduces a creatures HP to 0 the tigorilla may make an attack as a bonus action.

Actions Multiattack. The tigorilla makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target creature. Hit: 14 (2d8 + 5) slashing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

Multiattack. The titanoth rex makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

Gargantuan monstrosity (dinosaur), unaligned Armor Class 20 Hit Points 544 (28d20 + 250) Speed 40 ft.

STR

DEX

CON

INT

WIS

CHA

30 (+10) 7 (-2) 30 (+10) 7 (-2) 12 (+1) 8 (-1) Saving Throws STR +17, CON +17 Skills Athletics +17, Perception +5 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Frightened Senses Passive Perception 15 Languages -Challenge 24 (62,000 XP) Cycle. The titanoth rex emits an aura with a 120 ft. radius that encourages magic surges. When rolling for wild magic, spell cycles, mutations, or similar affect that would result in a magic surge, if the roll does not result in a magic surge, roll again. Siege Monster. The titanoth rex deals double damage to objects and structures. Trample. If the titanoth rex reduces a creatures HP to 0 the titanoth rex may make an attack as a bonus action.

Actions

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the titanoth rex can't bite another target. Claw. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage. Horns. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. Tail. Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. Swallow. The titanoth rex makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the titanoth rex, and it takes 56 (16d6) acid damage at the start of each of the titanoth rex's turns.

Reactions Trample Cycle If a crystal roll results in a spell cycle round, the titanoth rex can target a creature within 60 ft. of it. The targeted creature gains titanoth rex's trample ability.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

  

spells of a new school of magic unless they change all of their spells to match that new school. (ex. when a cleric bonded with Umori all of their spells were all necromancy spells. When the cleric prepares their spells, they want to use Enchantment. All of the clerics newly prepared spells must be enchantment.)

Medium ooze, unaligned Armor Class 13 Hit Points 125 (15d8 + 40) Speed 30 ft., climb 20 ft.

STR

DEX

CON

INT

WIS

CHA

19 (+4)

5 (-3)

26 (+8)

9 (-1)

11 (+0)

9 (-1)

Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Acid Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10 Languages -Challenge 7 (2,900 XP) Amorphous. Umori can move through a space as narrow as 1 inch wide without squeezing. Compnion. Umori can only bond with a character if all of their prepared spells share the same school of magic. To keep the bond the character must not prepare

Crystal Hoarder. Umori keeps with it a small collection of crystals. While Umori is within 60 ft. around, there will always a crystal/mutation roll. Empowered Casting. When Umori's bonder casts a spell, the spell is cast as if at a higher level. (ex. Umori's bonder spends a 3rd level spell slot to cast fireball, however the spell and it's affects are cast as though a 4th level spell was spent. However, if the spell was to be countered, the fireball would still be considered being 3rd level.) Legendary Resistance (1/day). If Umori fails a saving throw it can choose to succeed instead.

Actions Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Tail. Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 36 (6d10 + 3) bludgeoning damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

57



Vigilante. The vantasaur can't be surprised. Cycle. The vantasaur emits an aura with a 120 ft. radius that encourages magic surges. When rolling for wild magic, crystal rolls, or similar affect that would result in a magic surge, if the roll does not result in a magic surge, roll again.

Gargantuan beast (dinosaur), Neutral Good Armor Class 20 Hit Points 165 (11d20 + 50) Speed 40 ft.

Actions STR

DEX

CON

INT

WIS

CHA

16 (+3)

9 (-1)

22 (+6)

5 (-3)

13 (+1)

7 (-2)

Saving Throws CON + 9 Skills Perception +4 Senses Passive Perception 14 Languages -Challenge 8 (3,900 XP)

Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Tail. Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 36 (6d10 + 3) bludgeoning damage.

. Raugrin’s coastline can be quite beautiful, as long as you avoid the volcanic dinosaurs, the sea dinosaurs, and the roaming beach dinosaurs.

58

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

Challenge 5 (2,300 XP)

Large beast (dinosaur), unaligned Armor Class 18 Hit Points 96 (12d8 + 30) Speed 10 ft., fly 60 ft.

STR

DEX

CON

INT

WIS

CHA

16 (+3) 23 (+6) 18 (+4) 5 (-3) 18 (+4) 16 (+3) Senses Passive Perception 15 Languages --

Flyby. The pteranodon doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Limited Magic Immunity. The pteron can't be targeted by spells of 2rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. However, spells with area's of affect can still be pointed in the pteron's direction. When in an area of affect, the pteron has advantage on the saving throw.

Actions Bite. Melee Weapon Attack: 6 to hit, reach 5 ft., one target. hit: 25 (5d8 + 3) piercing damage.

. Its weak spot is easily spotted, but only if it's swooping down on you -- Jonald, mission naturalist.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

59

  

Actions Multiattack. Yidaro makes two attacks: one with its slam, one with its tail.

Gargantuan beast (dinosaur), unaligned

Slam. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage and knocks the target 10 ft. away from Yidaro.

Armor Class 19 Hit Points 410 (20d20 + 200) Speed 50 ft.

STR

DEX

CON

INT

WIS

CHA

28 (+9) 13 (+1) 28 (+9) 9 (-1) 7 (-2) 11 (+0) Saving Throws STR + 16, CON + 16 Skills Athletics +17, Perception +5 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Frightened, Restrained Senses Passive Perception 15 Languages -Challenge 24 (62,000 XP) Cycle. Yidaro emits an aura with a 120 ft. radius that encourages magic surges. When rolling for wild magic, crystal rolls, or similar affect that would result in a magic surge, if the roll does not result in a magic surge, roll again. Hasty Start. During the first round of combat Yidaro's movement speed is doubled and it can make an additional attack. Legendary Resistance (3/Day). If Yidaro fails a saving throw, it can choose to succeed instead. Nigh Unkillable (3/day). If Yidaro would be reduced to 0 HP Yidaro, is stable. If Yidaro is at 0 HP and there is a spell cycle round, Yidaro is returned to full hit points. Siege Monster. Yidaro deals double damage to objects and structures. Trample. If Yidaro reduces a creatures HP to 0 the Yidaro may make an attack as a bonus action.

Tail. Melee Weapon Attack: +16 to hit, reach 20ft., one target. Hit: 41 (5d12 + 9) bludgeoning damage. If the target is a creature, it is pushed back 15 ft. away from Yidaro and must succeed on a DC 24 Strength saving throw or be knocked prone.

Reactions Rejuvenation Cycle. If a crystal roll has resulted in a spell cycle round for the fourth time in combat (or more), Yidaro recovers 200 hit points, it's speed is doubled for the round, and it can make an additional attack. This reaction expends one use of Nigh Unkillable. Shell Defense. Yidaro retracts into it's shell adding 4 to its AC against one attack that would hit.

Legendary Actions Yidaro can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yidaro regains spent legendary actions at the start of its turn. Attack. Yidaro makes one melee weapon attack. Charge. Yidaro moves up to its speed. Tail Slam. Yidaro slams the ground with it's tail. All creatures within 14 ft. that are large or smaller must make a DC 24 strength saving throw or be knocked prone.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

   Medium Elemental, Neutral Good Armor Class 14 Hit Points 41 (7d8 + 10) Speed 40 ft.

STR

DEX

CON

INT

WIS

CHA

16 (+3) 19 (+4) 17 (+3) 8 (-1) 12 (+1) 6 (-2) Saving Throws DEX + 6 Skills Perception +5, Stealth +6 Damage Immunities Fire Senses Passive Perception 15 Languages -Challenge 3 (700 XP)

Companion. Zirda can only be bonded with a character who has at least one (non-spell slot) ability that only recharges from a long rest (ex. the sorcerer's sorcery points, or the fighters indomintable ability). Heated Body. A creature that touches Zirda or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Keen Hearing and Smell. Zirda has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions Multiattack. Zirda makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: ++6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Restore (1/day). If Zirda is within 60 ft. of their companion, Zirda restores all uses of one of their companions abilities.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

NPC's

62

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

   

THE IKORIA: LAIR OF BEHEMOTHS STORY ON CARDS PLANESWALKER'S GUIDE TO IKORIA The Cards of Ikoria Comander 2020

  

Chris Stewart (@ChrisStewartBCG) @BlackCrownGames

Svetlin Velinov: Archipelagore, Savai Thundermane, Titanoth Rex @velinovart Personal Gallery Artstation Tyler Jacobson: Gyruda, Doom of Depths @jacobsontyler Personal Gallery) Viktor Titov: Snapdax @Hamsterfly Artstation Volkan Baga: Mysterious Egg Personal Gallery

 

Aaron Miller: Gnarrs @aarondraws Link Tree Antonio J. Manzanedo: Tigorilla @AJManzanedo Artstation Chris Rahn: Kogla, The Titan Ape @ChrisRahnArt Personal Gallery Dan Scott: Cloudpiercer @danscottart Personal Gallery Gabor Sziksai (Sprite Dragon) Artstation Ilse Gort: Frost Lynx, Regal Leosaur Artstation Jason A. Engle: Necropanther, Pyroceratops @J_A_E1 Personal Gallery Jesper Ejsing: Yidaro, Zirda Artstation Joe Slucher: Crystalline Resonance @JoeSlucher Personal Gallery Joe Slucher: Crystalline Resonance @JoeSlucher Johann Bodin: Wingfold Pteron @yozartwork Art Station Kev Walker: Dirge Bat (Showcase) Art of mtg gallery Kieran Yanner: Patagia Tiger (Lukka, Coppercoat Outcast) @kieranyanner Art Station Leesha Hannigan: Cat Bird, Huntmaster Liger @LeeshaHannigan Nicholas Gregory: Kalamax Personal Gallery Slawomir Maniak: Skycat Sovereign @maniakart Steve Prescott: Frondland Felidar Personal Gallery

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Related Documents

Wip Ikoria Bestiary 0.26
February 2021 0
The Black Bestiary
January 2021 0
Libris Mortis 5e - Bestiary
February 2021 1
Pzo1001 Bestiary Box.pdf
January 2021 1

More Documents from "ludo"