“Ah, another wanderer wanting to carve up the land. Surely, you don’t plan on heading to the caves of golden walls? There are tales of sinister things that guard the glistening walls of incredible rock and earth! No, friend, you should leave the golden cave down that way alone and continue on your way…” – Crafter-of-Words, a scout for the Clan of the Split Basin, trickster who loves pulling malicious pranks on settlers and travelers alike.
Here’s a continuation of my previous post. These creatures are inspired by various beings from lore and legend. Enjoy.
Author’s Note: This technically marks post # 300! Wow, that’s crazy! Anyway, thanks again to all who support me!
Enigmatic faerie folk who live beyond the woods. More often than not, they prefer to be left alone. Those who wander too close to them are often met with a variety of tricks. Sometimes, they are known to be very helpful spirits… but usually coincidentally.
Small fey, chaotic neutral
Armor Class 15 (leather armor)
Hit Points 15 (6d6 – 6)
STR 4 (-3) DEX 18 (+4) CON 9 (-1) INT 16 (+3) WIS 12 (+1) CHA 21 (+5)
Saving Throws Constitution +1
Skills Animal Handling +5, Perception +5, Stealth +6
Senses passive Perception 15
Languages Common, Sylvan
Challenge 1 (200 XP)
Spell-Like Ability. The Jogah is capable of a number of minor magical talents, using Charisma (+7, DC 15). It can do any of the following once per day:
- 1/Day: Charm Person, Misty Step, Sleep
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft./range 40ft., one creature. Hit: 5 (1 + 4) piercing damage.
Turn Invisible. The Jogah may vanish from thin air, using an action. This ends at the end of its next turn or when it uses an action to attack. Otherwise, it can uphold this ability and remain invisible. All of the Jogah’s equipment can become invisible as well.
Far more dangerous than their generic kin, these spirits enjoy playfully throwing rocks with their powers at those who get near them. Most of the time, they’re unaware of their impish behavior.
- Gain Multiattack. The Jogah may attack twice per round.
- Gain Launched Rock. Ranged Weapon Attack: +6 to hit, range 60ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.
- Increase challenge to 2 (450 XP)
These Jogah are quite knowledgable, capable of helping outsiders who provide gifts of berries (especially strawberries). They can also shapeshift into birds.
- Gain proficiency in History (+5), Nature (+5), Religion (+5)
- Gain Action: Change Shape. The Jogah may take the form of a small bird. This form turns its spear into a peck attack, otherwise changing nothing. It also gains a flight speed of 35ft.
Protector, drifter, entity within the clouds themselves. No matter what it is, the name is enough to send a chill down one’s spine. A mix of terror and awe follows the mighty beast wherever it travels. Those who dare to doubt the power of the thunderbird will know it soon enough.
Huge monstrosity, neutral
Armor Class 18 (natural armor)
Hit Points 185 (16d12 + 80)
Speed 30ft., Fly 90ft.
STR 19 (+4) DEX 22 (+6) CON 20 (+5) INT 17 (+3) WIS 18 (+4) CHA 21 (+5)
Saving Throws Strength +8, Dexterity +10, Constitution +9
Skills Acrobatics +10, Athletics +8, Nature +11, Perception +8, Survival +8
Damage Resistances cold, radiant; bludgeoning/piercing/slashing from non-magical weapons
Damage Immunities lightning, poison, thunder
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 18
Languages understands Common, does not speak
Challenge 17 (18,000 XP)
Flyby. The Thunderbird doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Sight. Perception checks made with sight are rolled with advantage.
Magic Resistance. The Thunderbird has advantage against all magical effects and spells.
Stormy Aura. The Thunderbird travels within the storm itself. Creatures who start their turn within 30ft. of the Thunderbird must make a (DC 19) Dexterity Saving Throw or take 7 (2d6) lightning plus 7 (2d6) thunder damage.
Multiattack. The Thunderbird may attack with beak or talons up to four times per turn.
Storm Blast (Recharge 5 – 6). Ranged Weapon Attack: Reach 120ft., up to 3 targets within 30ft. of each other. Hit: 15 (5d6) lightning damage plus 17 (5d6) thunder damage. All hit creatures must also make a (DC 19) Dexterity saving throw or fall prone.
Beak. Melee Weapon Attack: +9 to hit, reach 10ft., one creature. Hit 13 (2d8 + 4) piercing damage.
Talons. Melee Weapon Attack: +9 to hit, reach 10ft., one creature. Hit 13 (2d8 + 4) slashing damage.
The Thunderbird may make up to three legendary actions per round. Some cost more than one action. It regains lost actions at the start of its next turn.
Beak. The Thunderbird attacks with its beak.
Recharge Storm (3 Actions). Storm Blast recharges for next round.
Talons. The Thunderbird attacks with its talons.
These creatures are vicious, territorial and bring horrid luck. The oversized head brings terror into those who face it, seeking to drive it away or brutally mangle the victim. One alone can displace an entire popular, if given enough time to do so.
Large aberration, chaotic evil
Armor Class 14 (natural armor)
Hit Points 42 (5d10 + 10)
Speed 5ft., Fly 60ft.
STR 16 (+3) DEX 17 (+3) CON 15 (+2) INT 6 (-2) WIS 12 (+1) CHA 9 (-1)
Saving Throws Dexterity +5, Wisdom +3
Skills Acrobatics +5, Perception +3, Survival +3
Senses Blindsight 30ft., Darkvision 120ft., passive Perception 13
Languages understands Common
Challenge 2 (450 XP)
Aura of Poor Luck. All creatures within 30ft. have a roll (determined by DM) reduced by 1d4, once per round.
Multiattack. The Flying Head may attack twice per round.
Crunch. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit. 12 (2d8 + 3) piercing damage.
Variant Lupine: Adlet.
Dogmen from the frigid reaches, seemingly similar to the Lupines from the southern reaches. They hunt within the powdery snow, blending in with an unsettling ease. These ferocious beasts are more inclined to hunt down humanoids, compared to other beasts that dwell close to civilization. However, the wintery chill travels with these beings. They have the following features:
- Increase Hit Points to 49 (9d8 + 9)
- Increase Strength to 16 (+3) – Affects checks, saves and melee attacks
- Increase Armor Class to 15 (natural armor)
- Gain Immunity to cold damage
- Gain Vulnerability to fire damage
- Cannot be affected by cold-based difficult terrain
- Gain Ice Breath (Recharge 5 or 6). The adlet can exhale a 30ft. cone as an action, unleashing a cold blast. All creatures caught in the cone must make a (DC 14) Dexterity saving throw or take 22 (5d8) cold damage. Successful save results in halved damage.
- Multiattack can be used for any weapon attack, not ice breath.
- Add an extra 2 (1d4) cold damage to each attack made with Bite.
- Increase challenge to 1 (200 XP)
IMAGE CREDIT: Monster – RU-MOR, Jogah – Mabel Powers, Thunderbird – begasuslu; Baknarla – Miguel Regodon
Baknarla is property of Paizo. Created by Doctor Necrotic, for Doctor Necrotic Media. All rights and copyrights belong to respective owners.