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Curious Cryptids PDF Final

The document describes several cryptids or mythical creatures including the bahamian mermaid, chupacabra, dover demon, enfield horror, flatwoods monster, grays, gumberoo, heartthrob, hodag, jackalope, jersey devil, loveland frog, mothman, ogopogo, sasquatch, shagamaw, skunk ape, snallygaster, squonk, van meter visitor, and wendigo. It provides details on the appearance, behavior, and lore surrounding each creature.

Uploaded by

jerry
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Topics covered

  • Curses,
  • Creature Abilities,
  • Loveland Frog,
  • Enfield Horror,
  • Fantasy Creatures,
  • Creature Types,
  • Chupacabra,
  • Bonds,
  • Aberrations,
  • Jackalope
100% found this document useful (5 votes)
2K views54 pages

Curious Cryptids PDF Final

The document describes several cryptids or mythical creatures including the bahamian mermaid, chupacabra, dover demon, enfield horror, flatwoods monster, grays, gumberoo, heartthrob, hodag, jackalope, jersey devil, loveland frog, mothman, ogopogo, sasquatch, shagamaw, skunk ape, snallygaster, squonk, van meter visitor, and wendigo. It provides details on the appearance, behavior, and lore surrounding each creature.

Uploaded by

jerry
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Topics covered

  • Curses,
  • Creature Abilities,
  • Loveland Frog,
  • Enfield Horror,
  • Fantasy Creatures,
  • Creature Types,
  • Chupacabra,
  • Bonds,
  • Aberrations,
  • Jackalope

Thanks to these Generous Backers!

Steven Barrett
Mitchell Bartch
Phil Caparso
CharimaticWarlock
Ryan Collie
Nicholas Crane
Joe D
Dominique Didiano
John and Carol Engstrom
Aaron "LordAxaron" Eskildsen
Andrew T. Fowler
Roger Garland
Rob Gunningham
Dale Hanson
Clara M. Hicks
Ana Kyrzynski
Matthew McMullen
Al Midd
Kim Murphy
Nightmare Now Podcast
Logan M. Porter
Sean M. Scott
Karen Urbec
VerBeek
Victoria and Lueliya
Contents & Credits
Cryptids 5 Credits
Bahamian Mermaid ..........................................................................5 Designers: Jon T. Engstrom, Trent Hanson, James Urbec
Chupacabra ........................................................................................ 7
Director: Trent Hanson
Dover Demon ....................................................................................9
Editors: Trent Hanson, James Urbec
Enfield Horror ................................................................................11 Playtesting Director: Julian Hunter
Flatwoods Monster ........................................................................ 13 Rules Editor: James Urbec
Grays .................................................................................................15
Gumberoo ........................................................................................18 Creative Writing: Jon T. Engstrom
Heartthrob .......................................................................................20 Graphic Design: Trent Hanson
Cover Illustration: Michael Cooper
Hodag ...............................................................................................22
Back Cover Illustration: The Dire DM
Jackalope .......................................................................................... 23
Map Illustration: CaffeeCartography
Jersey Devil ......................................................................................25
Loveland Frog ................................................................................. 27
Interior Illustrations: Aksol (p. 38), Blau Ananas (p. 51),
Mothman ..........................................................................................29 Serafima Antipova (p. 36), Vlad Artskrin (p. 8), Arthur
Ogopogo ..........................................................................................32 Balitskii (p. 15), Gil C (pp. 16, 17, 18), Cave Canem Studios
Sasquatch ......................................................................................... 35 (p. 40), Matthew Corrigan (p. 32), Danussa (pp. 13, 28, 34,
Shagamaw ........................................................................................ 38 43), Dinkoobraz (pp. 37, 39), The Dire DM (pp. 14, 46),
Skunk Ape .......................................................................................39 Diana Finch (p. 30), Earl Geier (pp. 10, 12, 19, 23, 41, 45),
Snallygaster ......................................................................................41 Golden Shrimp (pp. 27, 42), R. Amelia Hermita (p. 16),
Squonk ............................................................................................. 43 Istry Istry (p. 25), Aleksandra Jevtovic (p. 47), Gordon
Van Meter Visitor ..........................................................................45 Johnson (p. 21), Valentina Kalashnikova (p. 21), Petr Kostiuk
Wendigo ........................................................................................... 47 (pp. 7, 8, 26, 33, 35, 39, 42, 48), L. Kramer (p. 11),
Liubovart (p. 49), Ravshan M (p. 3), Justin Martin (p. 24),
Appendix A: Cryptid Hunter 51 Mashikomo (p. 52), Melok (p. 38), Moold (p. 9), Fisenko
Nataliia (p. 29), Vorobiov Oleksii (p. 44), Natalya Rozhkova
Appendix B: Map 51
(pp. 36, 37), Ekaterina Skvorkina (p. 6), Dean Spencer (p.
50), StarGladeVintage (p. 30), Catherina Vasilevskaya (p. 31),
A Brief Introduction Svetlana Zinovyena (p. 22)

Welcome to Curious Cryptids, the premier assembly of Cover illustration © 2022, Michael Cooper.
strange creatures from the current era, converted into Some images used under license from Shutterstock.com.
digestible material for 5th Edition. Within this book you Some artwork © 2015 Dean Spencer, used with permission.
will find everything necessary to easily incorporate a variety All rights reserved.
of monsters of modern myth into your game.
Videographic Marketing: Dean Delp
We have endeavored to ensure that each creature within
offers an engaging experience at your table. We’ve made Special Thanks to Joey D., Christian Duncan, John T.
adjustments to each crature to help accomplish this goal. Engstrom, Angel Fernandez, Lillian Francis, Karen M.
Remember that not every creature within this book is Urbec, and our patrons
innately a threat—some might even become very odd friends
under the right circumstances!
Bahamian Mermaid
...aka the Fool's Mermaid Underwater Horrors. While bahamian mermaids are
Bradley the wannabe bard considered himself quite the slow and relatively harmless on land, they can be quite
ladies man. On a moonlit night, as he made his way from vicious in the water. This is especially true if one has
one coastal village to another, a mystical beauty perched in a decided to make prey of a hapless, rude, or especially tasty
shallow pool caught his eye. His gaze danced across her looking humanoid by luring them somewhere isolated
bright blonde hair, pearl-white skin, and… her scaly blue fish beneath the waves, where they will debilitate them with
tail? Despite this surprise, her charm was undeniable and her venom before tearing them apart.
innocence enchanting, and he saw in her an opportunity for While humanoids are bahamian mermaids’ preferred
a much more enjoyable night than one alone on the road. A meals, they will rarely risk confrontations with groups,
short chat in the moonlight followed a quick whisper into especially on land. Instead, they prefer to enchant lone
the ear, and the two disappeared beneath the waves together. travelers or separate particularly vulnerable individuals from
Days later, his floppy hat washed upon shore, a toothy the pack. As intelligent and curious creatures, they may even
chunk torn from its brim. find themselves growing fond of a humanoid’s company and
Veiled Beauties. Bahamian mermaids, despite their choose to befriend rather than consume them.
name, have androgynous bodies. Like their namesake Curious Collectors. Bahamian mermaids collect and
however, bahamian mermaids have tails of fish and upper even sometimes barter for oddities from the surface world
bodies close to that of humanoids, though quite grotesque that satiate their curiosity. They often keep a collection of
and unappealing. Due to this innate ugliness and their own trinkets, treasures, and valuables in their feeding chambers.
pride, bahamian mermaids change their appearance to look In order to grow such a collection, they trade secrets and
beautiful and appealing to humanoids of any race nearby favors with surface dwellers. Whether it is a safe prospect to
them, loitering on or near the shore to lure them close. visit such a treasure trove with a bahamian mermaid depends
on that mermaid’s disposition—and how hungry it is.

The bahamian mermaid's


false appearance can take
the form of any gender...

5
Actions
Bahamian Mermaid Multiattack. The mermaid makes one Bite attack and two Claw
Medium Monstrosity, Any Alignment attacks.

Armor Class 14 (natural armor) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit Points 78 (12d8 + 24) Hit: 12 (2d8 + 3) piercing damage, and the creature must make
Speed 10 ft., swim 40 ft. a DC 12 Constitution saving throw or become poisoned for 1
minute. While poisoned in this way, the target is also paralyzed.
STR DEX CON INT WIS CHA The target can repeat the saving throw at the end of each of its
16 (+3) 15 (+2) 14 (+2) 8 (-1) 13 (+1) 17 (+3) turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft. one target.


Skills Deception +5, Persuasion +5 Hit: 6 (1d6 + 3) slashing damage.
Senses darkvision 60 ft., passive Perception 11
Share Breath. The mermaid touches a willing creature. For the
Languages Aquan
next 8 hours, that creature gains the ability to breathe air and
Challenge 3 (700 XP) Proficiency Bonus +2
water and gains a swim speed equal to its walking speed.

Amphibious. The mermaid can breathe air and water. Bonus Actions
Sea Speech. The mermaid can communicate with and Change Shape (Recharges after a Short or Long Rest). The
understand any creature that has a swimming speed, even if they mermaid magically transforms into a supernaturally beautiful
don’t share a language. Small or Medium Humanoid with the lower body of a fish,
remaining in that form for up to 1 hour, or back into its true
form. Its statistics are the same in each form. It reverts to its
created alongside Ana Kyrzynski true form if it uses its Bite attack or if it dies.

Adventure Hooks

Eye of the Beholder. Two mermaids are in a feud over


which one is more handsome. They task the party with
recovering a magical ring from a nearby shipwreck that
will point to the most beautiful creature near it.
Merman Merchant. A mermaid in the guise of a
charming man has set up a simple stall by a major ...but their
inlet, trading information, favors, and even ‘guided tours’
for bits and bobs from across the surface. true appearance is
Missing Fisherman. A fisherman’s wife is worried sick utterly horrific.
over her husband, who disappeared after a fishing trip
not long ago. Unbeknownst to her, he is living happily,
albeit somewhat tensely, under the sea with a mermaid.

6
Chupacabra
A grizzly scene greets a wary farm hand as she makes her Night Stalkers. Chupacabras hunt at night, seeking out
way out to the fields just as dawn breaks. Three of her weak, isolated, or otherwise vulnerable prey. Once a
finest cows lay dead in the grass, barely recognizable as the chupacabra has found a suitable target, it will stalk it
hearty beasts she knew the day before. Now, the poor incessantly, skulk up to its prey while it sleeps, and bury its
creatures are nothing but taught, dry skin over bones, horrid fangs into its neck, gulping down an unnatural
slumped on the ground where they died. Ominous puncture amount of blood in mere moments. The victim, if it
marks upon their necks are the only sign that any harm survives to fight back, can temporarily drive the chupacabra
befell them. away with brute force. Unless it is slain, however, the
Bloodthirsty Predators. Chupacabras are ravenous chupacabra is sure to return.
creatures that survive on fresh blood, not unlike a vampire.
With a head crossed between a mange-riddled dog and a
grotesque bat, they crawl about on four limbs, skulking in
the dark looking for prey. Chupacabras are an especially
dangerous predator due to their stealth and agility, as they
are able to leap long distances without warning and rend
victims to shreds before bolting away with great speed.
After using its fangs to puncture
its prey's artery, the chupacabra
forcefully siphons the victim's blood
from the wound.

The immense strength of the


chupcabra's legs allow it to jump extreme
distances with bone-shattering force.

7
Adventure Hooks
Chupacabra Maniac’s Research. An unstable wizard with an
Medium Monstrosity, Unaligned unhealthy fascination with vampires and other
bloodsuckers tasks the party with capturing a chupacabra
Armor Class 15 (natural armor)
Hit Points 71 (11d8 + 22) alive and delivering it to his remote research tower.
Speed 50 ft., climb 50 ft. Party Stalker. A chupacabra is stalking the party,
waiting until they are asleep to bite the weakest amongst
STR DEX CON INT WIS CHA them before fleeing into the night. Even if chased off, it
14 (+2) 17 (+3) 14 (+2) 4 (-3) 15 (+2) 7 (-2) will not stop unless it is seriously hurt or finds easier
prey.
Skills Perception +4, Stealth +5 Threatened Livestock. A chupacabra has been attacking
Senses darkvision 120 ft., passive Perception 14 local livestock and completely draining them of blood.
Languages —
Local families are terrified, but authorities insist it is
Challenge 3 (700 XP) Proficiency Bonus +2
just wolves, coyotes, or other mundane animals and that
farmers are responsible for protecting their animals.
Pounce. If the chupacabra 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
chupacabra can make one Bite attack against it as a bonus
action.

Running Leap. With a 10-foot running start, the chupacabra


can long jump up to 25 feet.

Sunlight Sensitivity. While in sunlight, the chupacabra has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 13 (3d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 8 (2d4 + 3) piercing damage plus 14 (4d6) necrotic
damage. The target's hit point maximum is reduced by an
amount equal to the necrotic damage dealt, and the
chupacabra regains hit points equal to that amount. This
reduction lasts until the target finishes a long rest. The target
dies if its hit point maximum is reduced to 0.

8
Dover Demon
Cave Chupacabra ...aka the False Demon
Small Monstrosity, Unaligned A young couple takes a late night walk around the local
lake. Hands interlocked, their attentions are fully upon each
Armor Class 13 other, so much so they do not notice the pale, lumpy figure
Hit Points 27 (5d6 + 10)
Speed 20 ft., climb 20 ft., fly 60 ft.
hunched on a stump nearby. Its wide, glowing eyes stare at
them unblinking, until they draw just close enough.
STR DEX CON INT WIS CHA Moments later, the pair are running back the way they came,
13 (+1) 17 (+3) 14 (+2) 4 (-3) 16 (+3) 6 (-2) screaming in terror, and the creature slinks away with a
mischievous grin on its face.
Skills Perception +7, Stealth +5
Harmless Tricksters. Dover demons are creatures that
Senses blindsight 60 ft., darkvision 120 ft., passive stalk the night and terrorize communities, but not for any
Perception 17 other reason than their own amusement. These practical
Languages — jokes can take such forms as eerie knocks in the night or
Challenge 2 (450 XP) Proficiency Bonus +2
red berries splattered across livestock. They survive off of
fruits and baked goods and lack any real desire to harm
Echolocation. The chupacabra can't use its blindsight while
deafened.
other creatures physically. While dover demons can be
disruptive and cause particularly faint-hearted individuals a
Flyby. The chupacabra doesn't provoke an opportunity attack great deal of anxiety, they rarely cause any real damage,
when it flies out of an enemy's reach.
preferring to flee instead of fight.
Keen Hearing. The chupacabra has advantage on Wisdom Eccentric Neighbors. More communities have a dover
(Perception) checks that rely on hearing. demon living amongst them than they realize. With their
Sunlight Sensitivity. While in sunlight, the chupacabra has ability to turn invisible and preference for shadowy locales,
disadvantage on attack rolls, as well as on Wisdom sightings are often misattributed or brushed off as overactive
(Perception) checks that rely on sight. imaginations. Some even make friends with the shadowy
pranksters, especially if they leave out trinkets or other small
Actions personal items as gifts for the dover demon, which will spirit
Multiattack. The chupacabra makes one Bite attack and one them away to a cherished treasure stash. In many ways, a
Claw attack.
dover demon is a loyal member of the community it
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. inhabits, seeing itself as performing an important role.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic
damage. The target's hit point maximum is reduced by an
amount equal to the necrotic damage dealt, and the
chupacabra regains hit points equal to that amount. This
reduction lasts until the target finishes a long rest. The target
dies if its hit point maximum is reduced to 0.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) slashing damage.

The dover demon is known to use fresh berries in its pranks,


as when crushed they resemble bloody viscera.

9
Adventure Hooks

Mistaken Attacks. After a spate of misidentified coyote Dover Demon


attacks, the locals begin hunting a once-beloved dover Medium Monstrosity, Typically Chaotic Neutral
demon that has lived in the area for years.
Armor Class 12
Nightmarish Excursions. A village is up in arms over Hit Points 22 (5d8)
a dover demon leading children to an old graveyard and Speed 40 ft., climb 40 ft.
giving them troubling nightmares.
Unwelcome Housemate. Leaving out offerings to STR DEX CON INT WIS CHA
appease haunting spirits, a lonely widower has 10 (+0) 15 (+2) 10 (+0) 13 (+1) 16 (+3) 8 (-1)
unwittingly courted a dover demon.
Senses darkvision 120 ft., passive Perception 13
Languages understands Common but can’t speak it
Challenge 1/4 (50 XP) Proficiency Bonus +2

Spider Climb. The dover demon can climb difficult surfaces,


including upside down on ceilings, without needing to make
an ability check.

Sunlight Sensitivity. While in sunlight, the dover demon has


disadvantage on attack rolls, as well as Wisdom (Perception)
checks that rely on sight.

Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 4 (1d8) bludgeoning damage.

Terrifying Gaze. The dover demon focuses its gaze on a


creature within 60 feet of it that can see it. The target must
succeed on a DC 13 Wisdom saving throw or be frightened of
the dover demon for 1 minute. The creature can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success.

Invisibility (1/Day). The dover demon casts invisibility on


itself, requiring no spell components and using Wisdom as
the spellcasting ability.

Bonus Actions
Shadow Stealth. While in dim light or darkness, the dover
demon takes the Hide action.

A haunted forest could simply be the home of a dover demon.


The possibility of danger keeps unwanted visitors away.
10
Enfield Horror
Enfield Horror ...aka the Hermit's Horror
Medium Aberration, Unaligned After a long day of work in the fields, a weary farmer
relaxes on her dusty front porch. A lantern hangs from the
Armor Class 15 (natural armor) doorway while she enjoys the quiet sounds of the cool night
Hit Points 59 (7d8 + 28)
Speed 40 ft., climb 40 ft.
air. When a shuffle disturbs the tranquil silence, she looks
up and is given quite the shock—a horrid, gnarly creature is
STR DEX CON INT WIS CHA rummaging about in her compost bin. She picks up a
17 (+3) 13 (+1) 19 (+4) 4 (-3) 11 (+0) 2 (-4) nearby rock and throws it at the foul thing, intent on
scaring it away before it decides to eat her chickens. The
Damage Resistances bludgeoning, piercing, and slashing
sound it lets out, a bone-curling hissing noise, sends the
from nonmagical attacks farmer fleeing inside. For hours afterwards, she is haunted by
Senses darkvision 120 ft., passive Perception 10 scratching at her front door.
Languages —
Challenge 3 (700 XP) Proficiency Bonus +2

Standing Leap. The horror's long jump is up to 30 feet and


its high jump is up to 15 feet, with or without a running start.

Actions
Multiattack. The horror makes two Claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 12 (2d8 + 3) slashing damage.

Horrifying Hiss (Recharge 6). The Enfield horror hisses.


Any Beast or Humanoid within 300 feet of it must succeed
on a DC 14 Wisdom saving throw or be frightened of it for 1
minute. A frightened target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a
success. If a target's save is successful or the effect ends for
it, the target is immune to the horror’s Horrifying Hiss for the
next 24 hours.

Reactions
Shrill Warding. In response to being hit by a melee attack,
the horror lets out a fearsome scream. The attacker must
make a DC 14 Wisdom saving throw. On a failed save, it
takes 7 (2d6) psychic damage and must immediately use its
reaction, if available, to move as far as its speed allows away
from the horror. The attacker doesn't move into obviously
dangerous ground, such as a fire or a pit. On a successful
save, the attacker takes half as much damage and doesn't
have to move away. A deafened creature automatically
succeeds on the save.

11
Disturbing Nightcrawler. Unsettling in both appearance Adventuring Hooks
and demeanor, an enfield horror is a grotesque, horned
creature with beady eyes, a hunched, furry body, and two
Abandoned Homestead. Returning home from many
even rows of spike-like teeth. Its hide is unnaturally difficult years away, a young woman finds her remote family
to harm with conventional weapons and it has the uncanny homestead abandoned—save for a group of enfield
ability to sow terror in the minds of others with its
horrors wandering the halls.
insidious hiss. It is deceptively fast and can leap improbably Curious Coatmaker. An eccentric tailor wishes to
great distances from a standstill, causing most who cross the create a coat from the hide of an enfield horror. He
creature to choose to flee rather than fight.
tasks the party with occupying an old cabin in the
Unwelcome Intruder. Enfield horrors are no more
forest, hoping to draw the horror’s attention.
intelligent than any other animal. They prowl about in search Hidden Motive. A kindly farming family invites the
of easy meals in the form of refuse near settlements and
party to dinner and tries to get them to stay the night,
homes. If spotted, the enfield horror quickly takes an
hesitant to reveal the true reason for such hospitality: an
unsettling interest in whomever has observed it, approaching enfield horror that harasses them each night.
cautiously but diligently. If attacked, it will respond as any
threatened animal would. However, if someone flees,
especially into shelter, it will attempt to enter the building,
getting more desperate to gain entry the longer it is kept
out.

Lone cabin dwellers should beware


a scratching at the door late at night...

12
Flatwoods Monster
A deafening explosion racks the night, waking a slumbering
elven shepherd as it rattles the furniture around him. When
the chaos dies down, the elf ensures his flock is well before
venturing into the woods to investigate the blast. He soon
finds the smoking ridge of a crater and approaches it with
due caution, an ominous red light emanating from within
the pit. Just as he begins to peer over the edge, a spine-
rattling screech washes over him. He runs, without looking
back.
Territorial Construct. All known attempts to make
contact with the Flatwoods Monster have resulted in serious
injury or death, with those fortunate enough to escape
reporting an overwhelming sulfuric stench surrounding the
creature’s dwelling. Some even mention odd creations made
of metal in the surrounding area, though what purpose they
serve is impossible to determine. It is a kindness, then, that
this strange metal thing from the sky does not seem inclined
to leave the place where it first crash landed.
Unknowable Ferocity. Unable or unwilling to
communicate, the Flatwoods Monster demonstrates a brutal
and undeniable intelligence when engaged in combat. It
readily exploits terrain to its advantage, coats its enemies in
flammable oils, and focuses on the most vulnerable with its
deadly rays. The relentless onslaught of attacks it can
unleash, combined with its sturdy construction, make any
encounter with the Flatwoods Monster a grueling contest of
destruction.

Adventure Hooks

Alien Alliance. A large number of grays seem to have


organized around the Flatwoods Monster, capturing
creatures from the surrounding area and bringing them
back to the crater.
Flatwoods Migration. Until recently the Flatwoods
Monster was left alone and gave the same kindness to
the locals. Now, however, it is moving around
unpredictably, as if looking for something.
Unknown Treasures. Something fell from the sky
recently, leaving a huge, scorched crater. Anyone who
got too close has never returned—but rumor has it that
the crater houses otherworldly treasures.

13
Actions
Flatwoods Monster Multiattack. The Flatwoods Monster makes two Claw attacks,
Large Construct, Chaotic Evil two Eye Beam attacks, or one of each.

Armor Class 17 (natural armor) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit Points 133 (14d10 + 56) Hit: 11 (2d6 + 4) slashing damage.
Speed 0 ft., fly 30 ft. (hover)
Eye Beam. Ranged Weapon Attack: +7 to hit, range 60 ft., one
target. Hit: 14 (3d6 + 4) fire damage.
STR DEX CON INT WIS CHA
Spew Oil (Recharge 4–6). The Flatwoods Monster spews
18 (+4) 12 (+1) 18 (+4) 18 (+4) 15 (+2) 5 (-3)
viscous oil in a 20-foot cone. Each creature in that area must
succeed on a DC 15 Dexterity saving throw or become covered
Damage Resistances fire; bludgeoning, piercing, and slashing in oil. A creature covered in oil in this way has its speed halved,
from nonmagical attacks and when it takes fire damage, it takes twice as much damage as
Damage Immunities poison it would normally take. A creature can use an action to scrape or
Condition Immunities charmed, exhaustion, frightened, prone wash the oil off itself or another creature.
Senses darkvision 120 ft., passive Perception 12
Languages Flatwoods Monster Legendary Actions
CR 8 (8,900 XP) Proficiency Bonus +3
The Flatwoods Monster can take 3 legendary actions, choosing
from the options below. Only one legendary action can be used
Alien Mind. The Flatwoods Monster is immune to any effect at a time and only at the end of another creature's turn. The
that would sense its emotions, read its thoughts, or translate its Flatwoods Monster regains spent legendary actions at the start
language. Wisdom (Insight) checks made to ascertain the of its turn.
Flatwood Monster's intentions or sincerity have disadvantage.
Claw. The Flatwoods monster makes one Claw attack.
Legendary Resistance (2/Day). If the Flatwoods Monster fails Eye Beam. The Flatwoods monster makes one Eye Beam
a saving throw, it can choose to succeed instead. attack.
Whirring Screech (Costs 2 Actions). The Flatwoods Monster
Limited Flight. The Flatwoods Monster cannot fly more than 5 releases a horrific, metallic screech. Each creature within 30
feet off of the ground with its innate fly speed. It treats unstable feet of the Flatwoods Monster must succeed on a DC 15
surfaces, such as a bog or the surface of a lake, as normal Constitution saving throw or take 18 (4d8) thunder damage
ground. and become frightened of it until the end of their next turn.
Magic Resistance. The Flatwoods Monster has advantage on
saving throws against spells and other magical effects.

14
Grays
Mitch and Andrew, two giggling halflings still too young to Gray
be called men, ignore the earnest calls by their mothers to Small Aberration, Typically Neutral Evil
return home for the night. They run deep into the dark
forest beyond the village fields, coaxing one another onward Armor Class 13 (natural armor)
Hit Points 7 (2d6)
until, inevitably, they lose their way in the tangle of trees. Speed 25 ft.
Eventually, the two stumble upon what was once an animal,
now splayed apart with surgical precision. Their hands shoot STR DEX CON INT WIS CHA
up to one another’s mouths, muffling each other's screams 7 (-2) 13 (+1) 10 (+0) 17 (+3) 15 (+2) 9 (-1)
at the grisly sight—but before they can run, blinding lights
surround them. Mitch’s grip on Andrew tightens as his Skills Medicine +6
friend slowly begins to lift feet-first into the air, carrying Damage Resistances psychic
both of the boys upwards. Their screams are drowned out by Senses darkvision 60 ft., passive Perception 12
the rushing of wind around them as gray-skinned creatures Languages Gray, telepathy 60 ft.
Challenge 1/4 (50 XP) Proficiency Bonus +2
emerge from all sides.
Frail Bodies, Powerful Minds. Standing on two stubby
Alien Mind. The gray is immune to any effect that would
legs with the physique of a starving child, a single gray is sense its emotions, read its thoughts, or translate its
hardly an imposing presence on its own. These pallid language. Wisdom (Insight) checks made to ascertain the
creatures possess inky black eyes and three-fingered hands on gray's intentions or sincerity have disadvantage.
frail, scrawny frames. What they lack in physical prowess,
however, they make up for with impressive intellect and Actions
psionic power over the minds of other creatures. Grays can Disorienting Blast. The gray targets one creature it can see
read the thoughts of others with ease, communicate over within 60 feet. The target must make a DC 11 Intelligence
saving throw. On a failed save, the target takes 5 (1d4 + 3)
short distances without speech, and even attack the mind psychic damage, becomes incapacitated, and has its
directly with psychic assaults. movement speed halved until the start of the gray’s next
turn. If this damage reduces the target to 0 hit points, the
target is stable.

Spellcasting (Psionics). The gray casts one of the following


spells, requiring no spell components and using Intelligence
as the spellcasting ability (spell save DC 13):

At will: dancing lights, thaumaturgy


1/day: detect thoughts

With bodies that feature very little muscle mass,


the grays rely on highly-developed psychic abilities
to overcome others.

15
Gray Enforcer
Small Aberration, Typically Neutral Evil

Armor Class 16 (mental defense, natural armor)


Hit Points 22 (5d6 + 5)
Speed 25 ft.

STR DEX CON INT WIS CHA


9 (-1) 13 (+1) 12 (+1) 17 (+3) 13 (+1) 7 (-2)

Skills Medicine +5
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 11
Languages Gray, telepathy 60 ft.
Challenge 1/2 (100 XP) Proficiency Bonus +2

Alien Mind. The gray is immune to any effect that would


sense its emotions, read its thoughts, or translate its
language. Wisdom (Insight) checks made to ascertain the
Cruelly Curious. Grays are at their most dangerous gray's intentions or sincerity have disadvantage.
when an unwary or curious soul walks right into one of their
traps. What they do with their victims is not wholly clear, Mental Defense. While the gray is wearing no armor, its AC
includes its Intelligence modifier.
but they prefer to take them alive—and the pieces found
afterwards are not a pleasant sight. Speculations into this Actions
behavior are varied. Some believe the grays aim to simply
Telekinetic Burst. Melee or Ranged Spell Attack: +5 to hit,
understand the creatures around them, albeit with cold and reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 + 3) force
cruel methods. Others speak of demanding, damage.
incomprehensible trials that test prisoner’s abilities or
Pulse (Recharge 5–6). The gray lets out a wave of psychic
behaviors, though few survive to tell of the traumatic tests. force. Each creature of the gray’s choice within 10 feet must
Still, others merely imagine the grays are twisted and succeed on a DC 13 Constitution saving throw. On a failed
sadistic, playing games of cat and mouse for their own save, a creature takes 7 (2d6) force damage and is pushed up
amusement. to 10 feet away from the gray. On a successful save, a
creature takes half as much damage and isn't pushed.
Take Me to Your Leader. In spite of their diminutive
stature, grays can overcome powerful foes through Spellcasting (Psionics). The gray casts one of the following
coordinated attacks and prolonged, often frightening spells, requiring no spell components and using Intelligence
as the spellcasting ability (spell save DC 13):
harassment. They employ complex primitive constructions
alongside loud noises, bright lights, and telepathic assaults At will: dancing lights, thaumaturgy
from the shadows until their prey is vulnerable enough for 1/day: detect thoughts, hold person
more direct confrontation. To this end, grays exist in what
seems to be a near absolute hierarchy. Gray leaders are just
a bit taller, just a bit smarter, and just a bit more dangerous
individually. However, they are truly formidable when they
direct the grays working under them, granting the group
increased tactical prowess and psychic protection.

16
Cognitive Fortification. If the gray or one of its allies within 60
Gray Leader feet of it is subjected to an effect that allows it to make a
Intelligence, Wisdom, or Charisma saving throw to take only half
Small Aberration, Typically Neutral Evil
damage, the target instead takes no damage if it succeeds on
Armor Class 14 (natural armor) the saving throw and only half damage if it fails, provided the
gray is not incapacitated.
Hit Points 31 (9d6)
Speed 25 ft.
Actions
STR DEX CON INT WIS CHA Disorienting Blast. The gray targets one creature it can see.
8 (-1) 14 (+2) 11 (+0) 19 (+4) 16 (+3) 9 (-1) The target must make a DC 12 Intelligence saving throw. On a
failed save, the target takes 9 (2d4 + 4) psychic damage,
becomes incapacitated, and has its movement speed halved until
Skills Investigation +6, Medicine +7 the start of the gray’s next turn. If this damage reduces the
Damage Resistances psychic target to 0 hit points, the target is stable.
Senses darkvision 60 ft., passive Perception 13
Languages Gray, telepathy 60 ft. Spellcasting (Psionics). The gray casts one of the following
Challenge 1 (200 XP) Proficiency Bonus +2 spells, requiring no spell components and using Intelligence as
the spellcasting ability (spell save DC 14):

Alien Mind. The gray is immune to any effect that would sense At will: dancing lights, thaumaturgy
its emotions, read its thoughts, or translate its language. Wisdom 3/day: detect thoughts, levitate
(Insight) checks made to ascertain the gray's intentions or 1/day: sleep
sincerity have disadvantage.
Reactions
Psionic Deflection (3/Day). When the gray or a creature within
60 feet of it is hit by an attack roll, the gray gives the target a +4
bonus to its AC against that attack, which can cause the
triggering attack roll to miss.

Adventuring Hooks

Cold Vengeance. Haunted by visions of the past, a


hermit lost a loved one to grays long ago and wishes to
exact revenge by capturing and torturing one. He offers
the party a reward for any they can secure.
Dazed and Confused. A local family is exhibiting
strange behavior and has become reclusive.
Unbeknownst to anyone, they’ve recently begun
sheltering a lost gray.
Missing in the Middle of Nowhere. The leader of a
rural village wants the party to investigate a recent series
of disappearances. Several villagers report strange lights
and noises in the night.

17
Gumberoo
A metallic whine radiates from an old bear trap as it is Flammable Foes. The gumberoo is a massive creature
pried open by a weary huntsman. He wanders away from the reminiscent of a hairless bear with a man-like face. Their
newly-set trap when a dozen small birds are flushed from the digestive system is hyperactive, able to consume any organic
trees above—and then a loud explosion rattles his teeth to matter while producing a large amount of combustible gas.
their roots. The smell of smoke and the heat of a now This excess of gas gives the gumberoo a rotund shape, with
raging forest fire begin to choke the poor gnome’s senses, some appearing nearly spherical except for their head and
and he begins to run. Not far in the distance, now limbs. While their hide is extremely durable, it is also very
thoroughly agitated and lumbering forward is a giant, flammable, and if the gasses inside a gumberoo catch fire,
vaguely bear-like creature with the huntsman’s trap clamped the creature will explode with significant force.
around one oversized foot.

The gumberoo's gasses bloat its hairless body


to grotesque proportions.

18
Flint Skin. Hitting the gumberoo causes its hide to spark and
Gumberoo flames to erupt around it. The first time the gumberoo is hit with
a weapon attack or takes fire damage on a turn, each other
Huge Monstrosity, Unaligned
creature within 5 feet of it must make a DC 15 Dexterity saving
Armor Class 17 (natural) throw or take 10 (3d6) fire damage. If the gumberoo was dealt
fire damage, the damage increases to 21 (6d6).
Hit Points 126 (12d12 + 48)
Speed 40 ft. Keen Smell. The gumberoo has advantage on Wisdom
(Perception) checks that rely on smell.
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 18 (+4) 2 (-4) 14 (+2) 8 (-1) Actions
Multiattack. The gumberoo makes one Bite attack and one
Saving Throws Str +7, Con +7 Claw attack.
Damage Vulnerabilities fire
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Damage Resistances bludgeoning, piercing, and slashing
Hit: 18 (4d6 + 4) piercing damage.
Senses darkvision 60 ft., passive Perception 11
Languages — Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Challenge 6 (2,300 XP) Proficiency Bonus +3 Hit: 13 (2d8 + 4) slashing damage. If the target is a creature, it
must succeed on a DC 15 Strength saving throw or be knocked
Combustible. If the gumberoo is reduced to 0 hit points by fire prone.
damage, it explodes. Each creature within 30 feet of it must
make a DC 15 Constitution saving throw. On a failed save, a Explosive Exhale (Recharge 6). The gumberoo swells up with
creature takes 18 (4d8) thunder and 21 (6d6) fire damage and is explosive gasses then exhales them while igniting a spark on its
pushed 30 feet away. On a successful save, a creature takes half lips. Each creature in a 20 foot cone must make a DC 15
as much damage and isn't pushed. This explosion is audible out Constitution saving throw or take 9 (2d8) thunder and 10 (3d6)
to 1 mile. fire damage and be pushed 15 feet away. A creature that
succeeds the saving throw takes half the damage and is not
pushed. This explosion is audible out to 300 feet.

Aloof and Hungry. Gumberoos are solitary, often the Adventuring Hooks
sole inhabitants of the burned-out insides of giant trees or
of caverns with deposits of coal, sulfur, or other flammable
Fit for a King. An archfey has decided it wishes to
substances. Voracious eaters, gumberoo will happily eat
have a new regal steed, and nothing but a gumberoo will
nearly anything, but with an especial taste for spicy
do. The party must capture it alive and well.
flammable materials like refined coal and processed timber.
Living Bomb. A wily goblin wants to use a gumberoo
Due to the gumberoo’s demanding metabolism, it spends
to unleash a fiery explosion on a rival tribe.
nearly every waking moment looking for food, unconcerned
Midnight Snack. A gumberoo that has developed a
with most of what goes on around it. If well fed, a
particular taste for processed wood has been plaguing a
gumberoo can hibernate for as long as a year at a time,
town in winter, eating its firewood, outside furniture, and
only emerging seasonally to bulk up before returning to its cabin walls.
den.

19
Heartthrob
A grizzled traveler rubs his numbing hands together, cold
winds biting at his face as he searches frantically for
somewhere to take shelter. Just as his hope begins to waver,
a fishing shack, old and beaten but still standing, comes
into view! He fumbles into the structure and slams the
screaming wind out behind him with a sigh of relief,
slumping against the wood and catching his breath in the
old cabin. It wasn’t until he felt the sharp prick in his neck
and the feeling rapidly sap from his legs that he heard the
hurried scuttling within the walls. As he fell to the floor, he
could just barely see over his shoulder, lit by silvery
moonlight, a throbbing heart held aloft by a dozen oozing
veins squeezing out from a hole in the cabin wall.
Veins and Violence. The heartthrob is a disturbing
sight, a mass of animated veins connected by a steadily
beating heart. While they tend to take vaguely humanoid
forms with limbs and the suggestion of a head, these undead
are malleable and can compress themselves down to fit into
tight spaces. Heartthrobs ambush their prey when they can,
attacking from hollow trees and within the walls of
manmade structures. They are not cowardly, however, and
will rarely retreat even if pressed into open conflict.
Heartbroken Hunters. Heartthrobs hunt the warmth of
the living, though exactly why is not clear. Heartthrobs are
first born from those who die from genuine heartbreak, but
can also be created when someone is slain by a heartthrob.
They are more active in summer months, wandering to seek
prey and only resorting to ambush when it becomes
unbearably cold. When a heartthrob manages to settle itself
within a living creature’s own body, it takes control, leading
its victim along whatever path the heatthrob’s simple mind
Adventuring Hooks
conceives, while the victim is fully aware yet unable to
communicate. Beautiful Plague. A string of heartthrob appearances
can be traced back to a beautiful youth who cruelly and
coldly rejects all potential suitors, unintentionally
creating an outbreak.
Jealousy and Heartbreak. A spiteful warlock with an
especially ugly appearance is intentionally creating and
driving heartthrobs towards the hometown of the one
who rejected him.
Star-Crossed Tragedy. Two lovers from rivaling
families have ended up as heartthrobs after a convoluted
scheme gone wrong involving a crypt and powerful
poisons.

20
Actions
Heartthrob Multiattack. The heartthrob makes one Injection attack and
Medium Undead, Typicaly Neutral Evil then uses Siphon if able.

Armor Class 13 Injection. Melee Weapon Attack: +5 to hit, reach 15 ft. Hit: 5
Hit Points 45 (6d8 + 18) (1d4 + 3) piercing damage, and the target must succeed on a DC
Speed 30 ft. 13 Constitution saving throw or become poisoned until the end
of the hearthrob’s next turn. While poisoned in this way, the
STR DEX CON INT WIS CHA target is also incapacitated.
6 (-2) 17 (+3) 16 (+3) 1 (-5) 14 (+2) 4 (-3) Siphon. The hearthrob siphons the blood of an incapacitated
creature within 5 feet of it. That creature takes 7 (2d6) necrotic
Skills Stealth +5 damage and suffers one level of exhaustion, and the heartthrob
Damage Vulnerabilities poison regains hit points equal to the necrotic damage dealt.
Damage Resistances necrotic; bludgeoning, piercing, and
Possession. One incapacitated Humanoid that the heartthrob
slashing from nonmagical attacks that aren’t silvered
can see within 5 feet of itself becomes possessed by the
Damage Immunities psychic
heartthrob; the heartthrob then disappears, and the target is
Condition Immunities blinded, charmed, deafened, exhaustion,
incapacitated and loses control of its body. The hearthrob now
frightened
controls the body but doesn't deprive the target of awareness.
Senses blindsight 120 ft. (blind beyond this radius), passive
The heartthrob can't be targeted by any attack, spell, or other
Perception 12
effect, and it retains its alignment, Intelligence, Wisdom,
Languages —
Charisma, and immunity to being charmed and frightened. It
Challenge 2 (450 XP) Proficiency Bonus +2
otherwise uses the possessed target's statistics, but doesn't gain
access to the target's knowledge, class features, or proficiencies.
Boneless. The heartthrob can move through and occupy a space The possession lasts until the body drops to 0 hit points, the
as narrow as 4 inches wide without squeezing. heartthrob ends it as a bonus action, the body takes poison
damage or becomes poisoned, or the heartthrob is forced out by
Contaminated Blood. A Humanoid slain by the heartthrob, or an effect like the dispel evil and good spell. When the possession
slain while possessed by the heartthrob, rises 24 hours later as a ends, the heartthrob reappears in an unoccupied space within 5
heartthrob unless the Humanoid is restored to life or its body is feet of the body.
destroyed.

Unusual Nature. The heartthrob doesn’t require drink, food, or Bonus Actions
sleep. Nimble Escape. The heartthrob takes the Disengage or Hide
action.
created alongside Roger Garland

Beware a lone, dilapidated shack


in the wilderness, lest you encounter
a heartthrob within its walls...

21
Hodag
A tiefling ranger and his trusty mastiff live a quiet life most Bristling Bullies. Hodags delight in the suffering they
days, with little standing as a threat to their rural homestead. can cause others. Their favorite foods are innocent creatures
One night, following reports of a monstrous beast, the that people often keep as pets, with what seems to be a
ranger and his animal friend cross paths with a creature particular taste for the companions of children. Hodags also
covered in rough skin. Immediately it attacks, seeming intent enjoy more generally causing destruction and chaos, from
on tearing the ranger’s pet companion to shreds. A quickly smashing small structures to rampaging through fields or
loosed crossbow bolt flies true, yet when it hits the chasing people away from their homes.
creature’s hide, the bolt splinters and falls away, leaving the
creature unharmed. Adventuring Hooks
Walking Fortresses. The hodag is a creature of nasty
temperament and imposing build. Large, flat feet carry it in Backyard Warfare. A hodag has been attacking village
a waddling motion, while a thick hide covered in spines pets, but the adults in the community do not believe the
protects it from almost any natural threat. It bears children who have witnessed such events. The children
disproportionately large claws upon its paws, which it uses have taken to designing and setting homemade traps for
with confident malice to harass and hunt whatever takes its the hodag.
fancy. Bullying the Fey. A group of particularly smart hodag
have taken to harassing the fey of a local forest. The fey
reach out to the party to put a stop to the pack’s bad
behavior.
The hodag's enromous horns can flip Cornered and Confused. A hodag has fallen into an
old mining tunnel. Trapped, angry, and confused, it is
even the most stubborn of foes lashing out blindly and smashing things. Taking pity on
straight onto their back. the creature, an old druid asks the party to rescue it.

22
Jackalope
Hodag A lone wanderer sits by a campfire on the dry prairie,
Large Monstrosity, Typically Neutral Evil roasting a lizard over the flame while he nurses a flask of
liquor. He sings a simple song from his homeland, but is
Armor Class 17 (natural armor) disturbed to hear it sung back to him in a haunting
Hit Points 67 (9d10 + 18)
Speed 30 ft.
rendition of his own voice. Sat upright and alert now, he
sees a large rabbit topped with deer antlers sitting on its
STR DEX CON INT WIS CHA haunches, looking at him inquisitively. When the man
15 (+2) 11 (+0) 14 (+2) 4 (-3) 13 (+1) 4 (-3) reaches for his spear, it sets upon him in an instant,
snarling, gnashing, and gouging him with teeth and antlers
Damage Resistances bludgeoning, piercing, and slashing
alike. He wakes up hours later with nasty injuries, a
from nonmagical attacks smoldering fire, a half-eaten lizard, and a missing whiskey
Senses darkvision 60 ft., passive Perception 11 flask.
Languages — Viciously Timid. An especially large jackrabbit with two
Challenge 4 (1,100 XP) Proficiency Bonus +2
impressive horns set into its skull, jackalopes are a
perplexing creature at first glance. It can appear harmless,
Stubborn Fortitude. If damage reduces the hodag to 0 hit
points, it must make a Constitution saving throw with a DC
even cute from a distance, but if one were to draw close the
of 5 + the damage taken, unless the damage is from a critical creature’s aggressive temperament would quickly become
hit. On a success, the hodag drops to 1 hit point instead. apparent. This vicious disposition alongside razor-sharp teeth
make these carnivorous half-breeds much more dangerous
Actions than they first appear, especially when cornered or
Multiattack. The hodag makes one Claw and one Horn threatened.
attack.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 9 (2d6 + 2) slashing damage.

Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 7 (1d10 + 2) piercing damage. If the target is a
creature, it must succeed on a DC 12 Strength saving throw
or be pushed up to 10 feet and knocked prone.

Reactions
Unbridled Fury. In response to being hit by a melee attack,
the hodag can make one Claw or Horn attack with advantage
against the attacker.

23
Campfire Companions. Because of their tendency
towards aggression, jackalopes are notoriously hard to hunt.
The best way to draw one near might be unexpected—for Jackalope
jackalopes can mimic the speech and sounds of other Small Monstrosity, Typically Neutral Evil
creatures. While they often use this ability to attract prey
and escape predators, they also enjoy a good song, drawn to Armor Class 12
Hit Points 14 (4d6)
encampments where music is audible. Once close, a
Speed 35 ft.
jackalope will cautiously settle in to join the singing. An
offering of meat and hard alcohol can then quickly calm the STR DEX CON INT WIS CHA
jackalope’s hot temper. In fact, getting a jackalope inebriated 8 (-1) 15 (+2) 11 (+0) 6 (-2) 10 (+0) 7 (-2)
is purportedly the only way to capture one without a fight.
Skills Deception +2
Adventure Hooks Senses passive Perception 10
Languages understands Common but can’t speak
Mating Season. An unexpected jackalope population Challenge 1/2 (100 XP) Proficiency Bonus +2
boom is causing no shortage of trouble for a local
community as the vicious half-breeds begin to encroach Charge. If the jackalope moves at 15 feet straight toward a
target and then hits it with a Gore attack on the same turn,
on the town’s borders. the target takes an extra 5 (2d4) piercing damage. If the
Runaway Pet. A well-to-do baroness is convinced that target is a Medium or smaller creature, it must succeed on a
her expensive pet jackalope has been kidnapped. In DC 12 Strength saving throw or be knocked prone.
reality, the creature merely escaped and is trying to
Mimicry. The jackalope can mimic any sounds it has heard,
remove the jingling collar from its neck when found. including voices. A creature that hears the sounds can tell
Unpaid Guest. An especially chunky jackalope has they are imitations with a successful DC 14 Wisdom (Insight)
gotten into the cellar of a local innkeep and is causing check.
mayhem.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 4 (1d4 + 2) piercing damage.

Bonus Actions
Escape. The jackalope takes the Dash, Disengage, or Hide
action.

Venison stew over a nightfire—


a sure way to draw the attention
of a jackalope.

24
Jersey Devil
...aka the Baron's Devil
The earthy smell of roots and spices wafts
through a garden both wild and beautiful.
Vibrant orchid plants thrive on magic and
the dedicated care of Savanna the green
witch, who works a slow and careful ritual over a circle
of herbs. It is a fragile spell, which can only be done on
the night of the harvest moon. She had been preparing for
months for this moment and now—what was that noise?
In an instant, a creature with thrashing hooves, beating
wings, and a snarl of blind fury tears through the wicker
arch that marks the edge of Savanna’s garden and slams
directly into the unsuspecting witch, flattening her into a
green and witchy paste.
Misshapen and Vicious. Jersey devils are an
amalgamation of many different animal features. Their long
faces, often topped with large horns, hold grinding teeth and
hateful, sunken eyes. Their other features can change
drastically from specimen to specimen, making no two devils
exactly the same. Their limbs sport either sharp claws or
crushing hooves, and some are even known to vomit acid or
release choking miasma. Whatever form a jersey devil takes,
it sports large, bat-like wings that carry it with frightening
speed.
Territorial Violence. Jersey devils are extremely
territorial creatures, often living in remote, inhospitable
locations. They can eat almost anything, from thorn-covered
Whether it be claws, hooves, plants to rotting meat, and require little actual food to
horns, or something else survive. Even when food becomes scarce or their territory
becomes opposed by a great threat, they are unwilling to
entirely, the jersey devil always
relocate. Jersey devils meet to breed only rarely. When two
brandishes fearsome attributes. jersey devils pair to have offspring, they seek out new
territory and slaughter anything that occupies it, leaving fresh
corpses for the child to feed upon before they abandon it to
fend for itself.

25
Mutation. The devil has one of the following options (choose
Jersey Devil one or roll a d4):
Large Monstrosity, Unaligned 1: Caustic Spew. The devil targets one creature it can see
within 30 feet of it. The target must make a DC 14 Dexterity
Armor Class 15 (natural armor)
saving throw, taking 13 (3d8) acid damage on a failed save, or
Hit Points 110 (13d10 + 39)
half as much damage on a successful one.
Speed 40 ft., fly 80 ft.
2: Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 20 (3d10 + 4) piercing damage.
STR DEX CON INT WIS CHA 3: Toxic Fog. The devil belches forth a cloud of venomous gas in
19 (+4) 12 (+1) 16 (+3) 3 (-4) 14 (+2) 4 (-3) a 15-foot cone. Each creature in that area must make a DC 14
Constitution saving throw, taking 14 (4d6) poison damage on
a failed save, or half as much damage on a successful one.
Damage Resistances bludgeoning, piercing, and slashing from 4: Whipping Tail. Melee Weapon Attack: +7 to hit, reach 10 ft.,
nonmagical attacks one target. Hit: 14 (4d4 + 4) slashing damage.
Senses darkvision 60 ft., passive Perception 12
Languages — Shrieking Wail (Recharge 5–6). The jersey devil lets out a
Challenge 7 (2,900 XP) Proficiency Bonus +3 horrid equine wail. Each other creature within 60 feet must
succeed on a DC 14 Constitution saving throw. On a failed save,
a creature takes 22 (5d8) thunder damage and is stunned until
the end of the devil's next turn. On a successful save, the
Actions creature takes half as much damage and isn't stunned.
Multiattack. The jersey devil makes one Bite attack and one
Claw attack, and uses its Mutation. Reactions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Unbridled Fury. In response to being hit by a melee attack, the
Hit: 17 (2d12 + 4) bludgeoning damage. jersey devil can make one Claw attack with advantage against
the attacker.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it
must succeed on a DC 15 Strength saving throw or be knocked
prone.

Adventure Hooks

Crash Course. A jersey devil, driven mad by some


unknowable slight, is rampaging through a settlement
and smashing anything in its path.
Dangerous Breeding. A mad rancher wishes to
selectively breed jersey devils to make them even more
dangerous and unpredictable. Making them docile or
loyal seems to be a secondary concern.
Devil’s Nest. Jersey devils normally only pair up to
breed for short periods. These two, however, seem to
have taken a liking to one another and are nesting for
much longer than expected, putting nearby communities
in great danger.

26
Loveland Frog
Loveland Frog ...aka the Witch's Frog
Small Monstrosity, Unaligned A chorus of croaking amphibians fills the air of a remote
myre. A lone explorer holds a lantern aloft to light her way
Armor Class 13 (natural armor) and ensure she does not fall from the rickety old boardwalk
Hit Points 27 (5d6 + 10)
Speed 20 ft., swim 40 ft.
suspended inches above the muddy water. Suddenly, an
especially loud croak erupts from the nearby water and a
STR DEX CON INT WIS CHA webbed hand shoots up from the muck, clutching a
12 (+1) 12 (+1) 14 (+2) 5 (-3) 13 (+1) 7 (-2) makeshift magic wand. The path is illuminated in a brief
shower of sparks, causing the traveler to lose her footing and
Senses darkvision 60 ft., passive Perception 11
slide into the swampy water with a splash.
Languages — Frogs with Wands. A loveland frog is little more than
Challenge 1 (200 XP) Proficiency Bonus +2 what it appears to be at first glance: a larger than average
frog with a magic wand and simple hands with which to
Amphibious. The frog can breathe air and water. grasp it. Sometimes these strange amphibians are adorned
Standing Leap. The frog’s long jump is up to 20 feet and its
with simple accessories, such as tarnished jewelry, tattered
high jump is up to 10 feet, with or without a running start. satchels, or oddly pristine little cone hats covered in yellow
stars. Though they can produce magic like any other mage,
Actions they never seem to expect whatever effect they manage to
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. produce.
Hit: 3 (1d4 + 1) bludgeoning damage. Swampland Oddities. Loveland frogs are most often
Crude Wand. The frog produces one of the following
found in swampy terrain. They find shelter near seldom
magical effects at random (roll a d6): traveled paths and spend their days pretending to practice
magic. When something wanders along, the frog surprises it
1: Shining Spark. The wand sheds bright light in a 20-foot
radius and dim light for an additional 20 feet for the next
with a spell that chases it away in a panic if the chaotic
minute. magic doesn’t kill the intruder outright. Witches, hags, and
2: Spark Flash. Each creature in a 15-foot cone must succeed other swamp-dwellers sometimes keep loveland frogs as odd,
on a DC 7 Constitution saving throw or be blinded until unpredictable pets, though they never seem to learn much
the end of the frog’s next turn.
even when given proper education in the arcane arts.
3: Searing Spark. Melee or Ranged Spell Attack: -1 to hit,
reach 5 ft. or range 30 ft., one target. Hit: 5 (1d10) fire
damage.
4: Bursting Spark. The frog magically creates a burst of fire
in a 10-foot-radius sphere centered on a point within 30
feet of it. Each creature in that area must make a DC 7
Dexterity saving throw, taking 10 (3d6) fire damage on a
failed save, or half as much damage on a successful one. The loveland frog's shoddily-constructed
5: Shower of Sparks. The frog makes three Searing Spark
attacks. wand is chaotic and unpredictable,
6: Catastrophic Spark. Reroll the d6. If you roll 6 again, the
frog and each creature within 20 feet of it must succeed on even when wielded by the most
a DC 7 Dexterity saving throw, taking 27 (8d6) fire experienced mages.
damage on a failed save, or half as much damage on a
successful one.

27
Honed Wand. The loveland frog produces one of the following
Trained Frog magical effects at random (roll a d6):
Small Monstrosity, Unaligned 1: Guiding Spark. Melee or Ranged Spell Attack: +0 to hit,
reach 5 ft. or range 30 ft., one target. Hit: 2 (1d4) radiant
Armor Class 13 (natural armor)
damage. The next attack roll against that target by a creature
Hit Points 27 (5d6 + 10)
other than the frog has advantage.
Speed 20 ft., swim 40 ft.
2: Salving Spark. The frog chooses a creature within 30 feet.
That creature regains 5 (3d4 - 2) hit points.
STR DEX CON INT WIS CHA 3: Clinging Sparks. Each creature in a 30-foot cone is painted
12 (+1) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 7 (-2) with glowing sparks. Those creatures shed dim light out for 5
feet and attack rolls against them have advantage until the
start of the frog’s next turn.
Senses darkvision 60 ft., passive Perception 11 4: Distorting Spark. The frog bends light around a creature of
Languages understands any one language but can’t speak its choice. Attacks against that creature have disadvantage
Challenge 1 (200 XP) Proficiency Bonus +2 until the start of the frog’s next turn.
5: Shower of Sparks. The frog makes three Guiding Spark
Amphibious. The frog can breathe air and water. attacks, uses Salving Spark three times, or a combination
thereof.
Standing Leap. The frog’s long jump is up to 20 feet and its 6: Cataclysmic Spark. Reroll the d6. If you roll 6 again, the frog
high jump is up to 10 feet, with or without a running start. and each creature within 30 feet of it must succeed on a DC 8
Constitution saving throw, taking 36 (8d8) radiant damage on
Actions a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Prestidigitation. The frog casts prestidigitation using
Hit: 3 (1d4 + 1) bludgeoning damage. Intelligence as the spellcasting ability.

Adventure Hooks

Frog Show. Every fey from hags to pixies gather each


summer solstice to see who has raised the most
impressive loveland frog, competing in a variety of
categories—and all to the dismay of a nearby swamp
village.
Magical Collection. A local loveland frog has started
collecting what it believes are magic items. The
surrounding town’s children are fed up with their shiny
rocks disappearing.
Stolen Wand. A wizard’s apprentice has lost her wand
on an expedition to the swamp. The party needs to
retrieve it from a loveland frog.

28
Mothman
A fair-haired human man lets out a grunt of exertion as he
hauls himself up the trunk of a tall and sturdy tree. Not
more than a mile away, a cheerful parade of townsfolk make
their way along a riverside path. Brocklar d’Cannith, along
with his companions, have been tasked with keeping watch
during the blessing of the nearby towns new bridge, bringing
some peace of mind to the people who have been plagued
by horrid luck as of late. As he scales a tree with scarred
skin stretched over straining muscles, something catches his
eye: a hunched creature, seemingly watching the procession
just as it reaches the new bridge. Before the warrior can call Adventure Hooks
out, a loud, wooden snap echoes across the valley, and
screams soon follow as the bridge collapses, laden with Baron's Bounty. An enraged local baron has put out a
souls, into the rushing water below. The creature turns its bounty on the Mothman, whom he is convinced is
head, revealing burning red pits for eyes, which burn deep responsible for his daughter’s untimely demise.
into Brocklar’s soul, causing his footing to slip and a long Tormented Camp. The party comes across a group of
fall from the boughs of his treetop perch. campers that appear to be in mental decline, claiming to
Covert Cruelty. The enigmatic creature known as be stalked by “that horrid creature”.
Mothman is as terrifying as it is strange. Covered in fluffy Widespread Calamity. In recent years, a region seems
fur, sporting two leathery wings, and bearing an unsettling to be plagued with disastrous luck, from swarms of
pair of ruby-red eyes, it skulks the dark places of the world locusts to collapsing buildings. The only commonality
with inscrutable intent. Mothman seems to spread panic, across a dozen different townships is whispered sightings
fear, and suffering to others, though to what end is of a looming figure with glowing red eyes.
unknown. Whatever the intention, to be the target of
Mothman is no pleasant experience and can last for months
or even years. It seems to toy with supposed prey by slowly
breaking their psyche, before either slaying them or leaving
the poor wretch to spread word of its existence.
Though Mothman is mysterious, one thing
Herald of Catastrophe. Most often spotted preceding
or following catastrophic events such as natural disasters, is certain: death and destruction always
great fires, building collapses, or famines, Mothman seems seem to follow in its wake.
to represent the misery, uncertainty, and fear created by
events that affect entire communities. Some suggest that
Mothman’s mere presence can cause these kinds of tragedies
in the first place. Even stranger, it often haunts both some
of the most and least influential figures in a community
following such a disaster, with continued sightings reported
by mayors and vagrants alike.

29
Magic Resistance. Mothman has advantage on saving throws
Mothman against spells and other magical effects.
Large Monstrosity, Neutral Evil Spider Climb. Mothman can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
Armor Class 16 (natural armor)
check.
Hit Points 142 (19d10 + 38)
Speed 30 ft., climb 30 ft., fly 60 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. Mothman makes two Claw attacks. Before or after
13 (+1) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 19 (+4) these attacks, Mothman uses Fearful Gaze.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Skills Intimidation +8, Perception +10 Hit: 11 (2d6 + 4) slashing damage plus 11 (2d10) psychic
Senses darkvision 120 ft., passive Perception 20 damage if the target is cursed or frightened.
Languages understands Common but doesn’t speak
Fearful Gaze. Mothman turns his unnerving gaze toward one
Challenge 9 (5,000 XP) Proficiency Bonus +4
creature he can see within 30 feet of him. The target must
succeed on a DC 16 Wisdom saving throw or be frightened of
Disaster Sense. Mothman has advantage on initiative rolls and Mothman until the end of its next turn.
can’t be surprised.
Legendary Actions
Disastrous Presence. Any creature that starts its turn within 60
feet of Mothman must make a DC 16 Charisma save. On a Mothman can take 3 legendary actions, choosing from the
failed save, the creature is cursed for 1 minute. While cursed, the options below. Only one legendary action can be used at a time
creature must roll a d4 and subtract the number rolled from its and only at the end of another creature's turn. Mothman regains
attack rolls and saving throws. A creature can repeat the saving spent legendary actions at the start of his turn.
throw at the start of each of its turns, ending the effect on itself
on a success. If a creature's saving throw is successful or the Buzz. Mothman fills the air with oppressive buzzing. Each
effect ends for it, the creature is immune to Mothman’s creature in a 60-foot-radius sphere centered on Mothman
Disastrous Presence for the next 24 hours. must succeed on a DC 16 Constitution saving throw or take 4
(1d8) psychic damage, or 9 (2d8) psychic damage if the
Legendary Resistance (2/Day). If Mothman fails a saving creature is cursed or frightened.
throw, he can choose to succeed instead. Move. Mothman moves up to half his speed without provoking
opportunity attacks.
Light Sensitivity. While in bright light, Mothman has Fearful Gaze (Costs 2 Actions). Mothman uses his Fearful
disadvantage on attack rolls, as well as Wisdom (Perception) Gaze.
checks that rely on sight.

30
Some say that just one look
into the Mothman's piercing red eyes
is enough to drive someone to madness.
Ogopogo
An old fisherman ties a bundle of his finest catch together Lake Guardians. Ogopogos seek out huge, freshwater
along with a small, glittering silver charm. He rows a short bodies to inhabit. If none are available, they will find a
distance away from the shore of the lake, across calm and water-tight canyon, pit, or cave system of sufficient size and
crystal clear waters, carefully counting the rowing of his fill it themselves, using their mastery of water to bring fish
paddles—three, two, one—before he gently lowers the bundle from other locations to their new home. Traversing an
of fish down into the water. The light catches the glittering ogopogo’s lake is no simple matter, for they jealously guard
charm as the bundle sinks, until it is so deep it is swallowed the surface of the water and destroy any boats which have
by darkness, where the creature it is meant for may devour it not made an offering, such as food, treasure, or live
in peace. sacrifices. In turn, ogopogo protect communities around
Legendary Serpents. Legends speak of enormous their lake, keeping the weather clear and hospitable when
serpents called ogopogos that inhabit great freshwater lakes. properly appeased.
Over thirty feet long, these massive creatures propel
themselves through water at frightening speeds by coiling
their long bodies into corkscrews. With a bite powerful
enough to shatter the hull of a seafaring vessel and an innate
magical affinity for water and storms, an ogopogo’s lake is a
harrowing thing to cross without its consent. With the ability to twist and contort its body,
the ogopogo can dwell in even the most
labyrinthian underwater caves.

32
Actions
Ogopogo Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Gargantuan Monstrosity, Typically Lawful Neutral Hit: 33 (5d10 + 6) piercing damage.

Armor Class 17 (natural armor) Undertow (Recharge 5–6). The ogopogo whips its body around
Hit Points 217 (15d20 + 60) in a 10-foot cube of water within 10 feet. Each creature in that
Speed 20 ft., swim 60 ft. area must make a DC 18 Strength saving throw or take 9 (2d8)
bludgeoning damage and be pushed 60 feet downwards. A
creature that succeeds the save takes no damage and is not
STR DEX CON INT WIS CHA pushed.
23 (+6) 18 (+4) 18 (+4) 10 (+0) 16 (+3) 12 (+1)
Spellcasting. The ogopogo casts one of the following spells,
using Wisdom as the spellcasting ability (spell save DC 15):
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks 3/day each: control water, control weather (as an action)
Damage Immunities cold, lightning
Senses darkvision 120 ft., passive Perception 13
Legendary Actions
Languages Primordial The ogopogo can take 3 legendary actions, choosing from the
CR 11 (7,200 XP) Proficiency Bonus +4 options below. Only one legendary action can be used at a time
and only at the end of another creature's turn. The ogopogo
regains spent legendary actions at the start of its turn.
Amphibious. The ogopogo can breathe air and water.
Move. The ogopogo moves up to its movement speed.
Legendary Resistance (3/Day). If the ogopogo fails a saving
Undertow (Costs 2 Actions). The ogopogo uses Undertow.
throw, it can choose to succeed instead.
Bite (Costs 3 Actions). The ogopogo makes one Bite attack.
Siege Monster. The ogopogo deals double damage to objects
and structures.

Beware the lord of the lake


who beneath the water sleeps,
for if you've nothing to take
you'll be drawn into the deep.
— "The Lakehouse Rhyme"

33
Adventure Hooks

A Fine Price. The party must cross an


ogopogo’s lake, but it won’t let them
pass without sufficient tribute.
Horrid Weather. A blight of mysterious
storms has befallen a lakeside town. An
influential noble seeks to put an end to it, but her only
lead is an ancient legend concerning a creature that
resides in the lake.
Sick Guardian. A merfolk community has cared for an
ogopogo for centuries, and in exchange has received
protection. The creature has recently fallen ill, however,
and the merfolk chief is in desperate search for a cure.

Actions
Cloud Ogopogo Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Gargantuan Monstrosity, Typically Lawful Neutral Hit: 39 (6d10 + 6) piercing damage, and the target is grappled
(escape DC 19). Until this grapple ends, the creature is
Armor Class 17 (natural armor) restrained and the ogopogo can't bite another creature.
Hit Points 232 (16d20 + 64)
Speed 20 ft., fly 60 ft., swim 60 ft. Forceful Gale (Recharge 5–6). The ogopogo creates an
enormous blast of wind. Each creature within 60 feet of the
ogopogo must succeed on a DC 19 Strength saving throw or
STR DEX CON INT WIS CHA take 19 (3d8 + 6) bludgeoning damage and be knocked prone.
22 (+6) 21 (+5) 19 (+4) 13 (+1) 19 (+4) 15 (+2) On a failed save, a creature takes half as much damage and is
not knocked prone.

Damage Resistances bludgeoning, piercing, and slashing from Spellcasting. The ogopogo casts one of the following spells,
nonmagical attacks using Wisdom as the spellcasting ability (spell save DC 17):
Damage Immunities cold, lightning
Senses darkvision 120 ft., passive Perception 13 At will: gust of wind
Languages Primordial 3/day each: call lightning, control weather (as an action)
CR 13 (10,000 XP) Proficiency Bonus +5
Legendary Actions
The ogopogo can take 3 legendary actions, choosing from the
Amphibious. The ogopogo can breathe air and water.
options below. Only one legendary action can be used at a time
Legendary Resistance (3/Day). If the ogopogo fails a saving and only at the end of another creature's turn. The ogopogo
throw, it can choose to succeed instead. regains spent legendary actions at the start of its turn.

Magic Resistance. The ogopogo has advantage on saving Move. The ogopogo moves up to its movement speed.
throws against spells and other magical effects. Forceful Gale (Costs 2 Actions). The ogopogo uses Forceful
Gale.
Siege Monster. The ogopogo deals double damage to objects Bite (Costs 3 Actions). The ogopogo makes one Bite attack.
and structures. created alongside Ryan Collie

34
Sasquatch
A family of gnomes roll out their woven blanket on a field
of grass and daisies within a forest clearing. The sun shines
warm and bright overhead, the breeze is crisp and sweet, and
their picnic basket is filled to the brim with homemade
goodies. As one of the children begins to scarf down a treat,
she catches sight of a large shadow lurking in the trees. She
stands up, pastry in hand, and walks to the edge of the
forest—but by the time she arrives, the shadow is gone, with
only a gentle rustle of the brush in its wake.
Large and Shy. Sasquatches stand well above the average
humanoid, covered in rippling muscle and thick, warm fur. The Gentle Giant. Famous among anyone familiar with
They are intelligent, capable of using simple tools, and live a sasquatches is the tale of Bigfoot, an especially massive
nomadic tribal lifestyle in the deep wilderness. Because of sasquatch often spotted on the border of wilderness and
this, they are cautious of outsiders, hiding amongst the trees civilization. Not only unique for his size, Bigfoot is also
and weaving natural magics that make them difficult to exceptionally curious about others. Through careful and
observe. Though they avoid violence, if forced to fight they diligent study, he has learned a basic grasp of the common
employ brutal, crushing blows and fling threats across great tongue. However, Bigfoot retains the instinctual fear of the
distances before fleeing and hiding. unknown that all sasquatches possess, making it a struggle
for him to reach out to those outside his species.

35
Adventure Hooks
Sasquatch Sasquatch In Need. Deep in the wilderness, a young
Large Monstrosity, Typically Chaotic Neutral sasquatch has gotten itself caught in an abandoned
hunting trap. It is more than wary of the party, but it
Armor Class 12
Hit Points 119 (14d10 + 42) clearly needs their help.
Speed 40 ft., climb 40 ft. Witch’s Spell. A witch has heard scattered reports of
sasquatches in the region and tasks the party with
STR DEX CON INT WIS CHA gathering their fur, teeth, and other bits and pieces for a
18 (+4) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 7 (-2) spell.
Wrongful Blame. A local leader is aware of a small
Skills Stealth +8 group of sasquatches nearby, and she is convinced that
Senses darkvision 60 ft., passive Perception 11 they are stealing food from her town. She wants to put
Languages Sasquatch
a stop to their supposed thievery, but they’re being
Challenge 5 (1,800 XP) Proficiency Bonus +3
framed by a local group of bandits.
Mask of the Wild. The sasquatch can attempt to hide even
when it is only lightly obscured by foliage, heavy rain, falling
snow, and other natural phenomena.

Actions
Multiattack. The sasquatch makes two Fist attacks, one of Sasquatches are tough
which it can replace with Hurl.
to spot due to their shy
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage. nature. However, their presence
Hurl. The sasquatch attempts to send a Medium or smaller is easily recognizable from the
creature within 5 feet hurtling toward a space within 60 feet.
The creature must succeed on a DC 15 Strength saving throw distinct footprints that they
or be hurled. If a thrown target strikes a surface, it takes 14 leave behind.
(4d6) bludgeoning damage and is knocked prone. If the
destination space is occupied by another creature, that target
must succeed on a DC 15 Dexterity saving throw or take the
same damage and be knocked prone, and the original target
falls prone into an unoccupied space within 5 feet. On a
successful save, the second target takes half as much damage
and is not knocked prone.

Blur (1/Day). The sasquatch casts blur on itself, requiring no


spell components or concentration. Wisdom is its spellcasting
ability for this spell.

Bonus Actions
Hide. The sasquatch takes the Hide action.

36
Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Bigfoot Hit: 19 (3d8 + 6) bludgeoning damage.
Huge Monstrosity, Chaotic Good Hurl. Bigfoot attempts to send a Large or smaller creature
within 5 feet hurtling toward a space within 60 feet. The
Armor Class 14 (natural armor)
creature must succeed on a DC 18 Strength saving throw or be
Hit Points 210 (20d12 + 80)
hurled. If a thrown target strikes a surface, it takes 18 (4d8)
Speed 40 ft., climb 40 ft.
bludgeoning damage and is knocked prone. If the destination
space is occupied by another creature, that target must succeed
STR DEX CON INT WIS CHA on a DC 18 Dexterity saving throw or take the same damage
23 (+6) 13 (+1) 18 (+4) 10 (+0) 14 (+2) 12 (+1) and be knocked prone, and the original target falls prone into an
unoccupied space within 5 feet. On a successful save, the second
target takes half as much damage and is not knocked prone.
Saving Throws Str +10, Wis +6
Skills Insight +6, Perception +6, Stealth +9 Blur (1/Day). Bigfoot casts blur on itself, requiring no spell
Senses darkvision 60 ft., passive Perception 12 components or concentration. Wisdom is its spellcasting ability
Languages Common, Sasquatch for this spell.
Challenge 10 (5,900 XP) Proficiency Bonus +4
Bonus Actions
Legendary Resistance (3/Day). If Bigfoot fails a saving throw, Hide. Bigfoot takes the Hide action.
he can choose to succeed instead.

Mask of the Wild. Bigfoot can attempt to hide even when it is Legendary Actions
only lightly obscured by foliage, heavy rain, falling snow, and Bigfoot can take 3 legendary actions, choosing from the options
other natural phenomena. below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Bigfoot regains
Wary. Bigfoot has advantage on Wisdom (Insight) checks made spent legendary actions at the start of its turn.
against creatures he hasn’t met before.
Fist. Bigfoot makes a Fist attack.
Actions Withdraw. Bigfoot moves up to 10 feet without provoking
opportunity attacks.
Multiattack. Bigfoot makes two Fist attacks, one of which it
Hurl (Costs 2 Actions). Bigfoot uses Hurl.
can replace with Hurl.

37
Shagamaw Adventure Hooks
A portly housewife drapes freshly washed linen across a line Devious Prank. A shagamaw offers the party a favor
strung between two sturdy pines. The afternoon sun and the for helping it with a prank involving replacing the tools
gentle breeze will dry them nicely with a little time, so she of local workmen with sabotaged stand-ins.
returns to other duties for the time being. Not far away, her Mysterious Tracks. A settlement is in disarray as the
husband scratches his chin as the deer tracks he’d been town's two most talented hunters feud about whether the
following suddenly end when they cross paths with that of mysterious tracks outside the village belong to a bear or
what appears to be a small bear. By the time he returns a moose. In fact, they belong to a shagamaw who is
home, he is greeted by a bare line with no linen, now tied endlessly amused by the conflict.
into a large, playful bow. Teddy Rescue. A number of children’s toys have gone
Backtrail Pranksters. Shagamaw are an odd sort of fey missing in a rural community, all made of fabric, cloth,
with hooves for feet and claws for hands. Though they walk or stuffing. One little girl is distraught to find that her
on two legs, they can alternate between their hooves and stuffed bear has disappeared not moments ago. The
their claws with unnatural elegance, and they do so while party must rescue Teddy from a hungry shagamaw.
relishing the confusion that this causes trackers. In this same
vein, shagamaw enjoy toying with woodsman, lumberjacks,
and hunters in a variety of harmless but vexing ways, often
by sabotaging their tools and interfering with their hunts.
Eaters of Cloth. Shagamaw are herbivores, primarily
subsisting off of grasses and tree bark. However, their
favorite food is fabric worked by humanoid hands. Clothing,
bedsheets, and children’s toys are among the shagamaw’s
most treasured snacks. They may even form amicable
relationships with communities, leading dangerous predators
away and helping hunters find small game in exchange for a
fine pair of trousers.
The shagamaw's unique footprints
make it nearly impossible for
an average hunter to identify.

38
Skunk Ape
Shagamaw An elderly woodsman yanks hard on his old bootlaces,
Medium Fey, Typically Chaotic Neutral drawing them tight so he can venture into the murky, humid
swampland that surrounds his hut. An axe in hand and a
Armor Class 13 (natural armor) bow over his shoulder, he sets out to look for good lumber.
Hit Points 55 (10d8 + 10)
Speed 40 ft.
Experience helps him avoid sinkholes and poisonous plants,
but nothing could prepare him for the foul odor that
STR DEX CON INT WIS CHA assaults his senses as he pushes through a line of brush.
16 (+3) 14 (+2) 12 (+1) 14 (+2) 15 (+2) 13 (+1) Hunched over and trying not to wretch, the poor man has
no chance to see the foul projectile soaring towards him
Skills Stealth +6
before it is too late, and something unspeakable splatters
Senses darkvision 60 ft., passive Perception 12 across his chest.
Languages Common, Sylvan Disgusting Combatant. The creature unaffectionately
Challenge 2 (450 XP) Proficiency Bonus +2 called the skunk ape earns its name from the intolerable
odor that emanates from its body. These nasty monsters are
Elusive Tracks. Ability checks to track the shagamaw are drawn to environments that have especially noxious and
made with disadvantage.
aromatic features, such as swamps, bogs, and sulfur pits.
Magic Resistance. The shagamaw has advantage on saving Each skunk ape has a unique scent, though every one of
throws against spells and other magical effects. them is foul enough to cause physical discomfort. Their
Sure-Footed. The shagamaw has advantage on Strength and disgusting nature is not limited to their smell, however, as
Dexterity saving throws made against effects that would these creatures also fight by slinging muck laced with sewage
knock it prone. and poisonous fungi.
Trampling Charge. If the shagamaw moves at least 20 feet Lovers of Muck. Somewhat reclusive creatures, skunk
straight toward a target and then hits it with a Claw attack on apes are generally only a threat to those who foray into the
the same turn, that target must succeed on a DC 13 Strength wilderness. However, skunk apes can occasionally become a
saving throw or be knocked prone. If the target is prone, the problem for settlements when they are drawn to industry
shagamaw can make an attack with its Hooves against it as a
bonus action.
with foul odors like charcoal burners and tanneries. Worse
still is when a skunk ape elects to convert a local water
Actions source into a convenient den, its mere presence polluting the
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one water and potentially causing illness across whole
target. Hit: 6 (1d6 + 3) slashing damage. communities.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) bludgeoning damage.

39
Adventure Hooks

Foul Play. A merchant caravan is attacked in swamp by Skunk Ape


a pack of skunk apes, leaving their cart and goods Large Monstrosity, Unaligned
ruined. The same happens to anyone sent after the
Armor Class 13 (natural armor)
creatures as revenge. Hit Points 42 (5d10 + 15)
Polluted Water. A skunk ape is soaking itself in a Speed 30 ft., climb 30 ft.
town’s water source. The party is tasked with
investigating the foul water before it kills everyone. STR DEX CON INT WIS CHA
Wretched Bath. A carnival master seeks some way to 16 (+3) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 7 (-2)
clean a skunk ape so it can be put on display.
Skills Athletics +5, Perception +3
Damage Resistances poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2

Stench. Any creature that starts its turn within 20 feet of the
skunk ape must succeed on a DC 15 Constitution saving
throw or be poisoned until the start of its next turn. On a
successful saving throw, the creature is immune to the Stench
of any skunk ape for 1 hour.

Actions
Multiattack. The skunk ape makes two Fist attacks.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 7 (1d8 + 3) bludgeoning damage plus 5 (1d10) poison
damage.

Fling Muck. Ranged Weapon Attack: +5 to hit, range 60 ft.,


one creature. Hit: 11 (2d10) poison damage, and the target
must succeed on a DC 12 Constitution saving throw or
become poisoned for 1 minute. A target can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.

40
Snallygaster
A weary adventurer settles down at dusk for a well-earned A Bumbling Mess. The snallygaster is a strange creature
night's rest, binding her horse to a sturdy tree and setting indeed, a mottled cross between a large bird of prey and a
up a simple camp. While her back is turned, she hears a metallic reptile, with glittering scales, stubby wings, and
panicked whinney from her trusty steed—only to turn around sharp steel teeth in its beak. Most strange of all is the mass
and to find its resting spot empty. Another confused, of tentacles that protrudes from its mouth, constantly
distraught sound, this time from above, draws her eyes up to writhing and coiling around one another. With such a
a worrying sight: her horse, kicking and flailing, bound up cobbled-together form, the snallygaster is rather clumsy and
in the tentacles of some lumbering, flapping beast. In a is easy to knock out of the air when flying. Despite this, it
panic, the adventurer scoops up a rock from the ground and moves with an eerie, unnatural silence, except for its distant,
hurls it, striking the monster across the jaw and sending it whistling call reminiscent of a strained steam engine.
sprawling to the ground a short distance away along with her Twilight Hunters. Snallygasters are opportunistic
very displeased mount. predators that prefer to pluck unsuspecting prey up from
fields and campsites. As a result, they are most often
encountered during twilight, when there is enough dim light
to best spot prey but the sun is low enough that they are
unlikely to cast an obvious shadow. Especially hungry
snallygasters will hunt at night, searching for campfires or
resting animal herds.

The snallygaster's membranous


wings can fold in and out
at a moment's notice.

41
Adventure Hooks
Snallygaster Hidden Treasures. A snallygaster resides in the cliffs
Large Monstrosity, Typically Neutral Evil high above a coastal city. It has a particular fondness
for abducting those that wear shiny objects like jewelry
Armor Class 14 (natural armor)
Hit Points 135 (18d10 + 36) and armor, resulting in such things becoming taboo
Speed 20 ft., fly 60 ft. amongst the cityfolk.
Lighthouse Menace. A snallygaster has nested in a port
STR DEX CON INT WIS CHA town’s lighthouse, much to the dismay of the town’s
16 (+3) 7 (+2) 14 (+2) 5 (-3) 12 (+1) 5 (-3) merchants and sailors.
The Snallygame. Some inventive trolls have created a
Senses darkvision 60 ft., passive Perception 11 game where they coax a snallygaster into snatching
Languages — something large and then take turns hurling rocks at the
Challenge 4 (1,800 XP) Proficiency Bonus +2
bumbling creature. Whoever makes the snallygaster fall
the farthest wins.
Clumsy Flyer. When the snallygaster takes damage while
flying, it must succeed on a DC 13 Strength saving throw or
fall prone and release anything it is holding or grappling.

Eerily Silent. The snallygaster makes no noise unless it


chooses to.

Actions
Multiattack. The snallygaster makes two Beak attacks. If it
is flying, it can replace one Beak attack with a Claw attack. It
then uses Tentacle.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 12 (2d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 17 (4d6 + 3) slashing damage.

Tentacle. One Large or smaller creature within 10 feet of the


snallygaster makes a DC 13 Strength saving throw. On a
failure, the target is grappled (escape DC 13). Until the
grapple ends, the target is restrained, and the snallygaster
can't grapple another target.

42
Squonk
A pair of hunters lie in wait along a hunting trail deep in Squonk Alpha
the wilderness. The two have been here since dawn, hoping Small Monstrosity, Unaligned
for game to fire their waiting arrows into. Instead of a
common beast, however, a malformed, sniffling hog comes Armor Class 14 (natural armor)
Hit Points 32 (5d8 + 10)
walking meekly down the path. Both hunters recoil at the Speed 40 ft.
sight of its deformed face and body. The creature slowly
meanders, glistening tears running down its snout as it STR DEX CON INT WIS CHA
moves. One hunter snaps a twig beneath his boot, which 15 (+2) 14 (+2) 14 (+2) 5 (-3) 12 (+1) 9 (-1)
causes the ghastly creature’s gaze to snap towards them
before it lets out a horrible, sobbing wail and bolts off into Skills Athletics +4
the bushes in a clumsy sprint. Senses passive Perception 11
Ashamed and Miserable. The poor squonk is aware of Languages —
just how disgusting it is to look at, avoiding anything which Challenge 1 (200 XP) Proficiency Bonus +2
could reflect its appearance and becoming utterly distraught
if forced to gaze upon itself in any way. Such agony causes Charge. If the squonk moves at least 20 feet straight toward
a target and then hits it with an Acidic Tusk attack on the
the squonk to constantly weep in sorrow, with tears so same turn, the target takes an extra 3 (1d6) slashing damage.
corrosive that they can eat through metal and flesh alike If the target is a creature, it must succeed on a DC 12
with ease. No one is sure whether the squonk’s tears are the Strength saving throw or be knocked prone.
cause of its intolerable ugliness or the tears it sheds are so
Inconsolable. Wisdom (Animal Handling) and Charisma
potent because of its immense, incurable self-loathing. (Persuasion) checks made to calm the squonk have
disadvantage.

Relentless (Recharges after a Short or Long Rest). If the


squonk takes 10 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead.

Slippery. The squonk has advantage on ability checks and


saving throws made to escape a grapple.

Actions
Acidic Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4) acid
damage.

Bonus Actions
Sobbing Escape. The squonk sobs hysterically, melting into a
puddle and moving up to its movement speed without
provoking opportunity attacks, after which it reforms into a
solid creature. While it is a puddle, the squonk can move
through another creature’s space or a space as narrow as 1
inch wide without squeezing.

43
A Difficult, Undesirable Prize. There is little value in
the squonk, truth be told. Squonk meat is thick, juicy, and
easy to cook, yet comes with a potent acidic taste that can
Squonk
Small Monstrosity, Unaligned
spoil an entire meal. As hunter’s prey, the squonk offers
some sport due to its relatively high intellect. The true Armor Class 11
challenge is in capturing a squonk alive, as they possess the Hit Points 10 (3d6)
Speed 30 ft.
uncanny ability to melt themselves into puddles with their
own tears and slip right through the bars of any cage.
STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 5 (-3) 10 (+0) 7 (-2)
Adventure Hooks
Senses passive Perception 10
Catch the Crybaby. A kind-hearted dryad has taken Languages —
pity on a squonk being bullied by a number of local Challenge 1/8 (25 XP) Proficiency Bonus +2
pixies, and enlists the party to take it somewhere it can
be safe and happy. Inconsolable. Wisdom (Animal Handling) and Charisma
Prized Game. A group of hunters have gathered to (Persuasion) checks made to calm the squonk have
compete in acquiring the ultimate prize—the head of a disadvantage.
squonk. The problem is, none at the gathering know Slippery. The squonk has advantage on ability checks and
what a squonk looks or acts like. saving throws made to escape a grapple.
Ranching in the Dark. Unbeknownst to anyone else, a
farmhand has begun breeding squonks by keeping them Actions
in a pitch-black barn that opens only on cloudy nights. Acidic Tears. Melee Weapon Attack: +3 to hit, reach 5 ft.,
A suspicious neighbor tasks the party with discovering one target. Hit: 3 (1d4 + 1) acid damage.
the barn’s secret. Sobbing Escape. The squonk sobs hysterically, melting into a
puddle and moving up to its movement speed without
provoking opportunity attacks, after which it reforms into a
solid creature. While it is a puddle, the squonk can move
through another creature’s space or a space as narrow as 1
inch wide without squeezing.

44
These creatures are smart enough to
speak, cast arcane spells, and make
convoluted, long-term plans. It should be
noted, however, that these winged wizards
have strange ways of thinking, and
sometimes they merely treat other
creatures as opportunities for target
practice.
Underground Oddities.
Despite their wide wingspans,
van meter visitors are most
often found beneath the
earth’s surface in dark cave
networks and winding
tunnels. They study their
unusual arcane arts in these
gloomy places, find
companionship in other van
meter visitors, and plot
excursions out to the surface.
Van meter visitors enjoy the open
air that the surface sky provides, but
Van Meter Visitor the stimulation and unpredictability of the
wide-open world imparts great anxiety upon them, so trips to
...aka the Greater Laser Lizard
the surface are usually pre-planned and relatively brief.
A pair of dwarves check their crossbows as they squat in
a hunter’s blind, waiting for their prey to amble past. Mid-
Adventure Hooks
morning, with the sun high enough to keep shadows short,
the older of the two squints and raises the stock of her
weapon as a hearty moose comes into view and begins to Aerial Anguish. A van meter visitor has lost its partner
and has no idea where they have gone. It is struck with
graze. Suddenly, a gleaming ray of light slices through the
field—and the moose—like a beam fired from the sun itself. sorrow, desperate to find them again.
The moose is cut in half at the middle, and the two dwarves The Great Race. A pair of van meter visitors have
scramble out of their blind to look to the skies, seeing a taken to competing in death-defying races across great
pair of large, winged things soaring away, cackling as they distances, and are happy to include others in their antics
fire laser beams into the forest below. by invitation.
Screeching Spellcasters. At first glance, one may Van Meter’s Apprentice. A local youth has been
visiting a dangerous, remote cave in the dead of night.
assume a van meter visitor to be a dinosaur brought back to
life. A pterosaur with impressive wings, a notably foul odor, Unbeknownst to anyone else, they are learning magical
and scything claws is certainly a threatening prospect in its secrets from a sickly van meter visitor.
own right, but the true threat of the van meter visitor is its
cutting intellect combined with the beams of light that it
can emit from its glittering third eye.

45
Actions
Van Meter Visitor Multiattack. The visitor makes one Cutting Beam attack, one
Large Monstrosity, Typically Chaotic Neutral Flashing Beam attack, and one Shocking Beam attack, or it
makes three Claw attacks. It can replace one attack with a use
Armor Class 13 (16 with mage armor) of Spellcasting.
Hit Points 91 (14d10 + 14)
Speed 30 ft., fly 60 ft. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) slashing damage.
STR DEX CON INT WIS CHA
Cutting Beam. Ranged Spell Attack: +7 to hit, range 120 ft.,
10 (+0) 17 (+3) 13 (+1) 19 (+4) 16 (+3) 11 (+0) one target. Hit: 9 (1d10 + 4) radiant damage, plus 13 (2d12)
slashing damage.
Skills Perception +9
Flashing Beam. Ranged Spell Attack: +7 to hit, range 120 ft.,
Damage Resistances bludgeoning, piercing, and slashing from
one target. Hit: 15 (2d10 + 4) radiant damage, and the target is
nonmagical attacks
blinded until the end of the visitor's next turn.
Senses darkvision 120 ft., passive Perception 19
Languages Undercommon Shocking Beam. Ranged Spell Attack: +7 to hit, range 120 ft.,
Challenge 7 (2,900 XP) Proficiency Bonus +3 one target. Hit: 11 (2d6 + 4) lightning damage and must make a
successful DC 15 Constitution saving throw or be stunned until
Flyby. The visitor doesn't provoke an opportunity attack when it the end of the visitor's next turn.
flies out of an enemy's reach.
Spellcasting. The visitor casts one of the following spells,
Stench. Any creature that starts its turn within 10 feet of the requiring no material components and using Intelligence as the
visitor must succeed on a DC 12 Constitution saving throw or be spellcasting ability (spell save DC 15):
poisoned until the start of the creature's next turn. On a
At will: mage armor, mage hand, prestidigitation
successful saving throw, the creature is immune to the Stench of
3/day each: enlarge/reduce, fog cloud
all van meter visitors for 1 hour.
1/day: slow

Reactions
Negate Spell (3/Day). The visitor targets one creature it can
see within 60 feet of it that is casting a spell. If the spell is 3rd
level or lower, the spell fails, but any spell slots or charges are
not wasted.

A visit from a van meter visitor


can be utterly devastating...

46
Wendigo
Two intrepid explorers huddle around a meager campfire. Cruel Embodiment of Winter. A wendigo does not
Their stomachs growl, barely louder than the biting wind merely stalk and kill its victims, for a direct and simple
that leeches away what little warmth their clothing provides. death would be too much of a mercy for this foul undead. It
Their eyes move from the dying fire to one another, minds instead brings with it a curse that afflicts entire regions
wandering from matters of warmth to matters of sustenance. where it resides, forcing living things near it to suffer from
The longer they suffer like this, the closer they come to intense hunger and ceaseless cold. A creature that dies while
making an unthinkable choice. In the distance a figure afflicted by the wendigo’s curse is transformed into a foul
looms, watching from sunken eyes in a horned skull, waiting mockery of its former self, reanimated as an undead driven
for them to succumb to the cold—to the hunger. only by a ravenous need to consume anything it comes
An Undead Horror. The wendigo is a creature of innate across.
suffering. It is tall, with a warped,
elongated body and dead skin spread
thinly across its head. Its hands end
in vicious claws and despite a lack
of muscle, it can bite down with
impressive force. The wendigo’s
true threat does not come from
its ability to rend flesh, however.
The wendigo’s bite drains a creature’s
very life from its body, and it possesses
a supernatural control over the cold
weather that follows it.

47
Actions
Wendigo Multiattack. The wendigo makes one Bite attack and one Claw
Large Undead, Typically Chaotic Evil attack.

Armor Class 16 (natural armor) Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit Points 209 (22d10 + 88) Hit: 11 (2d6 + 4) piercing damage plus 11 (2d10) necrotic
Speed 40 ft. damage. The target's hit point maximum is reduced by an
amount equal to the necrotic damage taken. This reduction lasts
until the target finishes a long rest. The target dies if its hit point
STR DEX CON INT WIS CHA maximum is reduced to 0.
19 (+4) 16 (+3) 18 (+4) 9 (-1) 14 (+2) 17 (+3)
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 10 (1d12 + 4) slashing damage plus 11 (2d8) cold damage.
Damage Resistances fire; bludgeoning, piercing, and slashing
from nonmagical attacks Grasping Gale (Recharge 5–6). Howling wind surges around
Damage Immunities cold, necrotic, poison the wendigo. Each creature within 20 feet of the wendigo must
Condition Immunities blinded, charmed, deafened, exhaustion, succeed on a DC 17 Constitution saving throw. On a failed save,
frightened, paralyzed, poisoned a creature takes 22 (5d8) cold damage and is hindered by ice
Senses blindsight 60 ft., darkvision 120 ft., passive Perception formations for 1 minute, or until it or another creature within
12 reach of it uses an action to break away the ice. A creature
Languages understands the languages it knew in life but can’t hindered by ice has its speed reduced to 0. On a successful save,
speak a creature takes half as much damage and isn't hindered by ice.
CR 14 (11,500 XP) Proficiency Bonus +5
Bonus Actions
Aura of Starvation. Any creature that starts its turn within 60 Shrouded Step. The wendigo teleports, along with any
feet of the wendigo must make a DC 17 Charisma saving throw equipment it is wearing or carrying, up to 60 feet to an
or be cursed with starvation for 24 hours. Whenever the creature unoccupied space it can see. Both the space it teleports from
would regain hit points while cursed, it regains half as many hit and the space it teleports to must be in mist or fog.
points instead. A cursed creature can repeat the saving throw
every hour, ending the effect on itself on a success. A creature Legendary Actions
that saves against this effect is immune to the wendigo’s Aura of
Starvation for 24 hours. The wendigo can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Legendary Resistance (3/Day). If the wendigo fails a saving a time and only at the end of another creature's turn. The
throw, it can choose to succeed instead. wendigo regains spent legendary actions at the start of its turn.

Magic Resistance. The wendigo has advantage on saving Claw. The wendigo makes one Claw attack.
throws against spells and other magical effects. Shrouded Step. The wendigo uses Shrouded Step.
Grasping Gale (Costs 2 Actions). The wendigo uses Grasping
Unusual Nature. The wendigo doesn't require air or sleep. Gale, if available.

48
A Wendigo's Lair Regional Effects
The region surrounding a wendigo's lair is altered by the
Wendigos typically reside in frozen taigas, though they can
wendigo's magic, creating one or more of the following
afflict any forest. When a wendigo is present, a forest effects:
becomes shrouded in icy mist. Such an area will be plagued
by brutal, unending winter. Should a wendigo retreat from Creeping Chill. Extreme cold envelops the land within 6
its hunting ground, it will typically occupy a frozen cave at miles of the wendigo's lair. Mist and fog shroud the
the heart of its forest. entire region, leaving the whole area lightly obscured. If
A wendigo encountered in its lair has a challenge rating the climate in the area already features extreme cold, the
of 15 (13,000 XP). cold is numbing, giving creatures in the area without
immunity or resistance to cold damage disadvantage on
Lair Actions Strength and Dexterity checks.
On initiative count 20 (losing initiative ties), the wendigo Gnawing Hunger. When a creature finishes a long rest
can take one of the following lair actions; the wendigo can't within 6 miles of the lair, the creature can only reduce its
take the same lair action two rounds in a row: level of exhaustion or regain spent Hit Dice, not both.
Creatures that eat significantly more food than they need
Icy Grip. A sudden, supernatural chill fills the lair near the
wendigo. Each creature of the wendigo's choice that it to each day or have resistance or immunity to necrotic
damage are immune to this regional effect.
can see within 120 feet of it must succeed on a DC 17
Gruesome Appetites. When a Humanoid eats within 1
Constitution saving throw or be restrained until initiative
count 20 on the next round. Creatures that have mile of the lair, the creature becomes cursed with the
resistance to cold damage have advantage on the saving wendigo’s hunger. A cursed creature must eat twice as
much food as normal or suffer one level of exhaustion at
throw; creatures that have immunity to cold damage
succeed automatically. the end of the day. If a Humanoid dies of hunger or
Rolling Fog. The wendigo creates a 20-foot-radius sphere of exhaustion while cursed with the wendigo’s hunger, their
body quickly shrivels and freezes, and they rise 7 days
fog centered on a point anywhere in its lair. The sphere
later as a lesser wendigo.
spreads around corners, and its area is heavily obscured.
The fog lasts until initiative count 20 on the next round,
or until the wendigo disperses it (no action required), and
it can't be dispersed by wind.
Vile Hunger. The wendigo fills a creature it can see within
120 feet with murderous hunger. The creature must
succeed on a DC 17 Wisdom saving throw or be cursed
until initiative count 20 on the next round. While cursed,
the creature loses the ability to distinguish friend from
foe, regarding all creatures it can see as enemies and
potential food. An affected creature must take the Attack
action on its turn, and whenever the affected creature
chooses another creature as a target, it must choose the
target at random from among the creatures it can see
within range of the attack. If an enemy provokes an
opportunity attack from the affected creature, the creature
must make that attack if it is able to.

49
Adventure Hooks
Lesser Wendigo Children of Winter. A hardy settlement along a
Medium Undead, Typically Chaotic Evil forest’s edge has been wiped out by a ruthless wendigo—
all except for the children. Now, they have taken to
Armor Class 13 (natural armor)
Hit Points 32 (5d8 + 10) praying and revering the creature in strange ways.
Speed 30 ft. Resolute Ranger. A hunter has made putting an end to
the wendigo her life’s work, and she’s tracked it over
STR DEX CON INT WIS CHA several icy village ruins. She finally has it cornered, and
16 (+3) 11 (+0) 15 (+2) 5 (-3) 13 (+1) 9 (-1) enlists the party’s help in stopping it.
Tropical Blizzard. A verdant jungle filled with a great
Damage Resistances necrotic variety of beautiful and dangerous life has somehow
Damage Immunities cold, poison attracted a wendigo and been plunged into a chaotic
Condition Immunities blinded, charmed, deafened,
midsummer snowstorm.
exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages the languages it knew in life but can't speak
Challenge 1 (200 XP) Proficiency Bonus +2

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage plus 6 (1d12) necrotic
damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 3) slashing damage plus 5 (1d10) cold
damage.

50
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Cartographer’s Tools, Herbalism Kit
Equipment: a hunter’s trap, a local regional map notated
with creature sightings, a kit for taking molds of
footprints, a set of traveler’s clothes, and a belt pouch
containing 10 gp
Chance Encounter
All cryptid hunters were set on this life path by
some catalytic event that exposed them to the world
of the cryptozoological. Whether harmless or near-
death, wholesome or terrifying, this event defined much of
what came later in the hunter’s life. Work with your GM to
choose a cryptid that had some strong impact on your
character in the past. You can choose how you encountered
this creature from the Chance Encounter table or roll
randomly.
d8 Chance Encounter
1 I witnessed a cryptid, but no one else believed me.
2 I met an old cryptid hunter who relayed tales of her
life’s work.
3 A cryptid is responsible for the death or
Cryptid Hunter 4
disappearance of a loved one.
A cryptid sought me out before disappearing, and I’m
Not everyone is prepared for the experience of coming face unsure why.
to face with the unknown. Some shrink back from it, cower 5 Wherever I go, a cryptid seems to deliberately leave a
trail for me.
and flee. Others rage and lash out, chasing it away—or die 6 I discovered ancient notes detailing the existence of a
trying. Then, there are those who embrace it. Those who cryptid.
dive headfirst into mysteries and curiosities of the darkest 7 An encounter with a cryptid left me with a nasty scar.
corners of nature, seeking creatures so hidden that many do 8 A tragedy wrought by a cryptid was falsely attributed
to me.
not believe they exist at all. Such an extreme disposition
necessitates equally extreme motivation, whether it be pure Feature: Footprint Expert
curiosity, greed, trauma, or even vengeance. Some desire to You can identify the species of most creatures by the tracks
study, others to capture, and others to hunt and slay—yet all and trails they leave behind. When you examine prints made
are unified in their desire to know more about the curious with bare extremities (such as feet without shoes) or other
creatures we call cryptids. natural markings, you can identify the species of the creature
Cryptid hunters tend to exist on the fringes of society, that left them. For example, you can tell the difference
though not necessarily as outlanders nor urchins. While their between the trails of a bear, an owlbear, or a gumberoo,
obsession with the unknown can be actively off-putting to despite the similarities in their footprints.
some, even the most socially conscious cryptid hunters tend
to only make friends with those who will at least entertain
their studies.

51
d6 Bond
Suggested Characteristics 1 I love the land from which I come and protect it in
Cryptid hunters have a tendency to be passionate and my own way.
difficult to get along with. This is especially true for those 2 I would do anything to acquire proof of a cryptid.
who do not share at least a passing appreciation for such a 3 I seek out those with unusual experiences in order to
fascination. While cryptid hunters can be friendly, even help and learn from them.
gregarious, their intensity can be off-putting. They could be 4 I was shunned by a community that does not realize I
saved it from a cryptid attack.
relatively composed or nearly unhinged with obsession, but 5 I protect rare and vulnerable creatures from harm.
either way, none are more dedicated to the pursuit of the 6 I submit my writings to many different organizations
supernatural. in hopes of recognition.

d8 Personality Trait d6 Flaw


1 I take great joy in sharing my discoveries and notes 1 I am easily spooked by mundane things, such as
with anyone who will listen. insects and the dark.
2 I keep my research highly confidential until it is ready 2 I take it very personally when someone questions my
for presentation at the right moment. subject of study.
3 I never give up, no matter the situation. 3 I always believe stories about unusual events until
given sufficient reason to doubt them.
4 I ask lots of questions and search every nook and
cranny. 4 I am quite skeptical about commonly accepted facts
and beliefs.
5 I always take trophies as proof.
5 I over-prepare for everything, and I tend to panic
6 Once I begin talking about something I care about, I when I don’t have a plan.
find it very difficult to stop.
6 I am not above creating fake evidence to convince
7 I’m not mad! I just see the patterns no one else can. others of what I know to be true.
8 If I have never seen a creature before, I assume it to
be a brand new discovery.

d6 Ideal
1 Knowledge. The world must know the truth! (Any)
2 Self-Esteem. It doesn’t matter if no one believes me. I
know I am right. (Chaotic)
3 Preservation. The secret and the supernatural must be
protected. (Good)
4 Ambition. I wish to become a renowned, ground-
breaking researcher. (Neutral)
5 Order. Society and the supernatural must be kept
separate. (Lawful)
6 Greed. These creatures could make me rich and
powerful if I play my cards right. (Evil)

52
License
This material is being released using the Open Gaming License.
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The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify
and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the
Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
Curious Cryptids Copyright 2022, Gelatinous Cubicles; authors Jon T. Engstrom, Trent Hanson, James Urbec

Product Identity: The followig items are hereby identified as Product Identity, as defined by the Open Game License version 1.0a, Section1(e), and are not open gaming
content: formats and layout, photographic and other visual or audio representations of the content herein, logos, identifying marks, and trade dress.

Open Game Content: All of the rest of Curious Cryptids is Open Game Content as defined in the Open Game License version 1.0a. All content from the System Reference
Document 5.1 is Open Game Content as described in Section 1(d) of the license. No portion of this work other than the material designated as Open Game Content may be
produced in any form without permission.

Common questions

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The licensing terms encourage content creation and innovation by providing a framework where creators can experiment freely with the game mechanics defined as Open Game Content, while guaranteeing them rights to their original product identity. This system supports collaborative innovation and shared resource enhancers, making it easy to build expansive narratives and mechanics upon existing content .

The Loveland Frog’s small size, swimming ability, and moderate Dexterity suggest a combat style focused on evasiveness and utilizing aquatic environments for advantage. It might rely on agility and terrain to avoid attacks and exploit its mobility in water, rather than direct confrontations which could exploit its relatively lower strength and attack capability .

The nesting behavior of Jersey Devils poses significant challenges to nearby settlements by extending their presence and increasing the frequency and severity of their interactions with humans. This prolonged nesting period leads to higher risk of direct attacks, property damage from their rampaging, and ecological disruption, as their predatory needs persist longer than usual, threatening local wildlife and livestock .

The Snallygaster occupies the ecological niche of an aerial predator hunting primarily at twilight or night. Its stealthy movement, ability to capture prey from the air, and opportunistic predatory habits align with this niche. Characteristics such as its silent flight and bizarre body structure make it both a unique and effective twilight hunter, minimizing competition with other predators .

The Alien Mind trait makes the Gray immune to effects that sense emotions or read thoughts, forcing opponents to rely on deductive reasoning and general observation rather than psychic or magical insight. This necessitates strategies focused on physical combat or non-mental manipulations, potentially complicating efforts to predict or counter its actions .

The Flatwoods Monster's defensive strengths include its ability to make creatures within 30 feet frightened with its Whirring Screech, which imposes a Constitution saving throw to avoid thunder damage and the frightened condition . Its weaknesses could include its reliance on actions that cost legendary actions, limiting defensive options per turn .

Psionic power allows the Grays to overcome their physical frailties by enabling them to read minds, communicate telepathically, and launch psychic assaults. These abilities make them formidable despite their weak physical frame, allowing them to manipulate, control, and directly affect other creatures' thoughts .

The OGL balances intellectual authority and open availability by granting creators the ability to protect their product identity while distributing open game content that can be freely used and modified. This balance encourages broad use and adaptation, fostering community growth and sharing, while protecting original and proprietary elements distinct to a creator .

The Jersey Devil's mutation ability enhances its threat level by adding unpredictability and variety to its attacks. Each mutation option (Caustic Spew, Horns, Toxic Fog, Whipping Tail) provides a different type of attack with varying damage types and effects, which can target specific areas of vulnerability in adversaries and thus demand adaptive strategies from opponents .

The Open Game License allows contributors to use product identities to establish and protect trademarks, characters, and thematic elements that cannot be freely reproduced or distributed. This provides content creators protection for unique creations, ensuring they retain exclusive rights to their trademarked material while promoting shared creative development of Open Game Content .

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