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WIP Ikoria Bestiary 0.26

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The document introduces new mechanics for D&D 5e such as Mutate and Cycle that change monsters and spells during combat. It also provides stat blocks for monsters and regions for adventures on the plane of Ikoria.

Some new mechanics introduced are Mutate, which allows monsters to change abilities during combat, and Cycle, which provides additional effects to spells during certain rounds to benefit players.

The crystals glow near non-humanoids, fuel monster mutations, and increase the potency of magic. They are also broken off and refined into gear to utilize their magic-enhancing properties.

Ikoria Bestiary

    


Hello! I'm glad you were able to find this pdf! This has been a New mechanics specificly tailored to Ikoria.
passion project of mine, and I'd like to just let you know a A bundle of monsters
couple of things before going further. 5 regions to play in, 3 human civilizations
Details on the Ikoria region
1. This is very much a work in progress. Please do read the Tables for making your own monster
statblocks ahead of time as they have not been thoroughly
playtested yet.     
2. There are some new mechanics I've implemented, so
please read the Crystals section. 
One of these new mechanics is Mutate. Monsters can and a couple equipment items,
will change and develop new abilities mid combat. Tables 1 or more backgrounds
have been provided. hopefully a feat or two
The other new mechanic is Cycle. Cycle is similar to at least one druid class
mutate as it will change the flow of combat, but it's in Mechanics for bonding with monsters
favour of the players. At the start of the round the DM will
roll for cycling or mutate, and if they roll a 1, this round is
a Cycle Round. During a cycle round, spells will have     
additional affects.

Check out my twitter (@ChrisStewartBCG). At the time of
writing this, I have a Google Drive share link pinned. The link
stays the same, however the file version gets updated.
Version 0.26

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
World

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
   

I
koria is world truly ruled by the wild. The world is Ideals. The extermination of all monsters will bring peace
populated by humans and 'monsters'. Humans, being and prosperity to the human race, and this can only be
all to aware of their low chances of survival in the achieved with might.
wild have collected together and built monster proof Bonds. "Lives taken are lives not easily forgotten." The
sanctuaries. It's important to know, that humans people of Drannith hold strong bonds with one another.
didn't always reside in sanctuaries. Flaws. Monumentally stubborn, and driven by revenge.
The people of Drannith hold grudges against monsters for
 their fallen friends. These same people will then die fighting
monsters only to foster more grudges.
Long ago, there were no crystals across the land. During Drannith is the largest human sanctuary on the plane, a
those times the monsters were more animalistic, and less thriving city with tens of thousands of residents. Located on
dangerous. They were no different than predicable wild life. eastern point of the Jal Korcha (Terror Road) in lush plain of
When the crystals came, the monsters grew in size, violence, Egali in the lowlands of Savai, it's rooted by a gigantic crystal
and intelligence. Monsters would directly attack human pillar and protected by concentric circles of high stone walls.
settlements, the most notorious of them was Snapdax. The Drannith's highly trained military is second to none at
surviving humans knew that their only chance of survival was warding off monster attacks; according to the locals, its walls
to band together, and thus the sanctuaries were built. have never fallen since their creation. Drannith was founded
The crystals do many thing. The glow when non- in a time when humanity's numbers were wearing thin, which
humanoids are near, they are the source of monster lead to a culture with a deep rooted fear of monsters.
mutations, and they seem to increase the potency of magic. Drannith is built around the Argalith, the largest single
Today small crystal fractions are broken off and refined crystal in the world and a symbol of hope and protection for
into gear to utilize their functionality as a "monster warning". Drannith's residents. The Argalith forms the city's central
While in small fragments (smaller than a human head) the axle and is the foundation of Drannith's magical defenses
crystals seem to have such a small area of affect that there is against monsters.
no risk of monster mutations, while also still providing the
benefit of spell enhancement.  
Drannith's survival strategy is strength; they face monstrous
 threats head-on, beating them back from within their walls.
The Drannith Defense Force, informally called the
    Coppercoats for their banded uniforms and polished buttons,
is the most well-resourced, powerful military force in the
Location. Egali (Lowlands of Savai), east end of the Jal world. The Coppercoats are a tight-knit militia of city
Korcha, (terror road) defenders, uniformed defense mages, and magistrates.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 Flaws. While save, the citizens of Lavabrink live in one of the
Situated in the prairies, the citizens of Drannith have a strong most dangerous triomes. Incidentally, while precautious the
agricultural economy, being able to harvest grains (I)n very people are incredibly to the point to the point of potentially
well guarded fields.) offending others.
Given the deep rooted cultural hate towards monsters, Lavabrink is a sanctuary city tucked under a huge volcanic
Drannith also hosts the highest concentration of the shelf in the Ongra Range in Raugrin. Rivulets of lava pour
poachers market for selling monster parts. over the shelf into carefully maintained canals and floodways,
running out to Kauld, the lava lake. Lavabrink's dwellings and
    marketplaces are built on bridges and walkways over these
canals of lava.
Terror road is the 'safest' route of passage between Drannith Lavabrink's survival strategy is inaccessibility. By building
and Lavabrink. The road starts at Drannith and heads under a volcanic shelf, Lavabrink has created a powerful
westward along the shore of Attrayal, and through the defense mechanism that offers a compelling incentive for
mountains of Rougrin before reaching the city of Lavabrink. hungry monsters to find another less-deadly meal elsewhere.
The savai stretch of the road involves crossing many Mages called stonesingers can call out to the huge igneous
precarious stone bridges over the triome's many trenches. dams on the slopes above the town, tuning the flow of lava as
From lavabrink, the Jal Korcha winds for thousands of they desire. In dire circumstances, Lavabrink can create an
miles southwest of the city into the Ongra range, along the almost continuous curtain of lava in front of the entire city,
shore of Attayal, and to drannith on the great Etali plain blocking entry to all but the most persistent of monsters.
The residents of Lavabrink are a hardy lot, choosing to live
 in an incredibly dangerous situation in order to ward off even
Location. Ongra Range (Raugrin) more dangerous monsters.
Ideals. The perfect defense is the only path to longevity Lavabrink citizens have excellent access to around-the-
and peace. Unlike Drannith, the people of Lavabrink avoid clock volcanic heat and are renowned for their blacksmithing,
sending soldiers out to needlessly risk their lives killing metalworking, toolmaking, and sculpting. The best weapons
monsters and gear are all made in Lavabrink.
Bonds. The people of Lavabrink seek to protect one  
another in whatever way they can. They're raised to always Lavabrink's strategy is to make the most use of their
look out for one another. This can be seen in their strength in environment and to minimize casualties by needlessly
the armoury market. Citizens of Lavabrink not only make the sending out soldiers.
best weapons and armour, but they do so at an affordable The city is tucked underneath a volcanic ledge hidden
price. behind a lava curtain.

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 nightcats and batbirds to circle the sanctuary and nest in its
towers, keeping the sanctuary lit at all hours. But one
Location. No set location. night, for unknown reasons, the luminous creatures did not
Ideals. A conflict avoided, is a conflict won. come, and nightmares breached the gates under cover of
Bonds. The people of Skysail are an eclectic group of darkness. Some of the residents of Orn escaped, salvaging
people with different origins. While the original balloons some of Orn's raw materials to construct rudimentary hot-air
were from the ruins of Orn, other balloons joined Skysail balloons. Over time, more and more balloonists joined their
from different parts of Ikoria. All are welcome in Skysail. vessels together, forming what's now known as Skysail.
Flaws. Due to their defense strategy, if ever prompted with
a fight that they can flee from, people from skysail will avoid  
the conflict if at all possible. Skysail's survival strategy is mobility. The sanctuary never
Skysail is a "city" in the sky made of dozens of balloon- stays in one place for very long, allowing it to avoid the
driven airships. The sanctuary's balloons and rudder-sails migration paths of Ikoria's many flying monsters. When an
grant it almost permanent flight, allowing it to fly high above attack does happen, Skysail can scatter into many smaller
the threat of monsters that walk, crawl, or swim. Its floors pieces and reassemble later in a safe place—or they can send
and girders are made from extremely light wood and hollow off decoy ships to lure flying threats away from the main bulk
pterodactyl bones, and individual balloon-ships can detach or of the fleet.
reattach at will.
The people of Skysail are bold and independent, preferring 
a life on the move to sitting and waiting for an attack. Though With zero land available to them, the citizens of skysail focus
the sanctuary still boasts a military force, however they only their economics in crafting non-metal goods with the
see action if Skysail can't avoid monsters. materials they purchase from Drannith.
The citizens of Skysail are mostly descendants of the Additionally, given their lack of needing to travel by ground,
walled city once known as Orn. Orn was a sanctuary in Skysail has the perfect opportunity to collect and sell fish.
Indatha. The city stayed safe by training bioluminescent

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New Rules

7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


T
he plane of Ikoria is abundant in naturally
occurring crystals that cause sudden and rapid
mutations among the monsters in the plane. Important. Keep in mind that mutations are
Within a monsters lifetime it can gain new permanent. This can lead to a cool narrative where
limbs or become a completely unrecognizable the party re-encounters the same Fire bonded T-rex
they fought last session.
creature. A tiger may grow limbs like wings, However, this can also work against the players.
additional legs, or simply grow in size. In If the party fought Snapdax and failed to kill it,
contrast that tigers sibling may become a tiger-dinosaur- Snapdax keeps all mutations that it built up during
nightmare hybrid. the combat.
These same crystals also mutate magic itself. Spells
intended to subdue a monster may surge and shock it as well.
Or a shield spell that has surged may give minor healing.  
The monster is mutated into being more beast-like if it wasn't
  already. It may have grown a thick bristle coat, boney
If combat is in an area with crystals in the environment there protrusionss hooves, horns.
is a possibility that the monsters in combat can mutate. If a d8 Name Description
monster does mutate this will happen on the same initiative
account as lair actions (initiative count 20). 1
Solid The monster's CON modifier is added to
On initiative count 20 roll for mutation. If there are 3 or Footing both it's AC and it's damage rolls.
less monsters you can roll for each monster, however in Thick
larger combats this can be time consuming and so it is 2
Fur/Bristles
+2 to the monsters AC
recommended to instead just roll for one or two monsters. If
more than one mutation happens during the combat mutate a 3 Horns
The monster now has a Ram or Gore
Attack.
monster that hasn't already mutated.
A mutation occurs if you role a 12. When a creature 4
Chameleon
The monster gains a Whip Tongue attack
mutates you can either roll on your preferred mutation table, tongue
or you can roll to determine what kind of mutation occurs. The monster grows large quills on it's
5 Quills
back and gains the Quill Missiles attack.
Managing Mutations. Depending on the situation Bestial The monster get +2 STR to its strength
6
it's possible you may have to keep track of multiple strength attribute score.
mutations. If you suspect this may be the final Trumpetting The monster can make a Call for Aid, that
mutation table is dedicated to mutations that are 7
Call will summon a Gnarr
easier to keep track of.
The monsters melee attacks inflict an
8 Venomous
additional 1d12 poison damage
 
d6 Name
1 Beast Mutation
2 Cat Mutation
3 Dinosaur Mutation
4 Elemental Mutation
5 Nightmare Mutation
6 Other Mutations

Pre-planned Mutations. Don't hesitate to use these


tables to craft your own monster ahead of time, or
to use them as inspiration for your own legendary
Beast-Cat-Elemental-Nightmare monsters.

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9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Most often the shape of the monsters body will stay the same.
The monster has mutated to take on a more feline An elemental cat will still look like a cat, but it may look like a
appearance. It may have developed a smooth fur coat, cat made of stone.
retractable claws, or perhaps saber-like canines. d8 Name Description
If it wasn't already carnivorous, the monster is now, and
may change it's behaviour accordingly. 1 Air Bond
The monster can now levitate and gains a
flying speed of 30ft.
d8 Name Description Immunity to fire damage, it's melee attacks
2 Fire Bond
The monster can now Call for help. When it deal an additional 1d6 fire damage.
1 Pride Cats
does it summons 1 Sabre Tooth Tiger. Fire
3 The monster gains a fire breath attack.
2 Dark Vision The monster now has 120 ft Dark Vision. Breathing
Feline The monster gains a 20 ft climb speed & a Weakness to fire damage, the monster can
3 Foliage innately cast the following spells at will,
Claws claw attack. 4
Bond requiring no components: druidcraft,
Feline The monster's Dexterity attribute score is thornwhip, plant growth, and grasping vine.
4
Grace increased by 2
Immunity to cold damage, it's melee attacks
Heightened Creatures provoke an opportunity attack 5 Ice Bond
5 deal an additional 1d6 cold damage.
Reflexes from you when they enter your reach.
Immunity to lightning damage, it's melee
Improved If the monsters initiative is lower than 15, Lightning
6 6 attacks deal an additional 1d6 lightning
Initiative it is now 15. bond
damage.
The monster can now high jump 15 ft. up, The monster gaints a burrow speed of 30 ft.
7 Leap
or long jump 40 ft. Earth and gains resistance to Bludgeoning,
7
Sabretooth The monster grows large sabretooth teeth Bond Piercing, and Slashing from Nonmagical
8 Attacks.
Canines and gains a bite attack.
Immunity to fire damage, attacks from the
Water
  8
Bond
monster are considered critical hits against
The monster has mutated to take more prehistoric qualities. creatures attuned to the element of fire.
It may be larger, bulging with muscles, or have developed a
scaly hide.
Dinosaurs can take as wide of a variety of shapes and sizes
as any other creature, so the mutated monster may not
change it's "shape" as much as its characteristics would.
d8 Name Description
+2 bonus to to the monsters constitution
1 Durable
score.
The monster grows 1 size category larger. It
2 Grow gets +10 max HP & rolls an additional
damage die when rolling for damage.
Hammer
3 The monster's gains a tail attack.
Tail
Hardened The monster grows a large shell and gets a
4
Shell permanent +5 bonus to it's AC.
Hardened The monster grows thick scales and gets a
5
Scales permanent +3 bonus to it's AC.
Prehistoric
6 +4 bonus to the monsters strength score.
Strength
7 Tougher +20 to the monsters Max HP.
If the monster reduces a creature to 0 hit
8 Trample
points, it can make an additional melee.

 
The monster mutates and becomes an elemental. This can
take many forms. The monsters body may become a writhing
mass of vines, or glowing light can be seen from within their
mouths. Their body may become covered in stone, or the air
around them may be supernaturally cold.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
   On a successful hit, the target must
d8 Name Description succeed on a DC 10 Constitution saving
throw against being stunned. On a failed
Burrowing Gain a burrowing speed of 30 ft. and a save, the creature is is restrained. It must
1 7 Deathtouch
claws claw attack repeat the saving throw at the end of its
The monster gains proficiency in stealth, next turn. On a success, the effect ends.
2 Camoflage On a failure, the creature is petrified for
and rolls stealth checks at advantage.
24 hours.
As an action the monster can cast one of
Magical the following cantrips: Acid Splash, Fire When the creature makes a succesful
3 8 Lifelink attack against a creature, it regains health
Imbuement Bolt, Ray of Frost, Thorn Whip, or Shocking
Grasp equal to half the damage dealt.
The monster has advantage on saving If there is only one enemy creature within
Magic 5 ft of it, it can't provoke attacks of
4 throws against spells and other magical
Resistance 9 Menace opportunity and when making attacks
effects
against that creature it can make one
Sudden The monster develops spinnerets and can additional attack.
5
Spinnerets do make a Web attack.
The monster can impersonate the sounds
Charisma +2 bonus to to the monsters Charisma of other creatures including humanoids
6
Increase score. speech (such as cries for help).
10 Mimicry
Intelligence +2 bonus to to the monsters Intelligence Additionally the monster can manipulate
7 its appearance to look like another
Increase score.
creature.
Wisdom +2 bonus to to the monsters Wisdom
8 Night
Increase score. 11 The monster now has 120 ft Dark Vision.
Vision
  Smoke
The monster can teleport in a puff of
d12 Name Description 12 smoke as an action as if casting misty
Teleport
step.
Advantage on visual Perception
1 Additional Eyes checks and on saving throws against
being blinded.
Advantage on Perception checks and
on saving throws against being
Additional
2 blinded, charmed, deafened,
Head
frightened, stunned, and knocked
unconscious.
The monster gains a +10 to its
3 Additional Legs walking speed, and can make an
additional claw attack
In the dark the monster have small
glowing patterns that help it blend in
4 Bioilluminecent
with it's surroundings (ex. light
through bushes, among fireflies, etc.
While in dim light or darkness, the
monster can use a bonus action to
become invisible, along with anything
it is wearing or carrying. The
5 Shadow Blend
invisibility lasts until the monster
uses a bonus action to end it or until
the monster attacks, is in bright light,
or is incapacitated.
The monster releases a blood
curdling cry. (constructs and undead
are immune). All other creatures
Blood Curdling within 30 ft. that can hear it must
6
Shriek make a DC 13 Constitution saving
throw. On failure, a creature drops to
0 hit points. On a success, a creature
takes 10 (3d6) psychic damage.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Name Description
Feel like the mutations above might be a bit overwhelming. In Ram
Melee Weapon Attack: reach 5 ft., one target.
this table below you will find a selection of the easier to Hit: 2d6 + STR modifier bludgeoning damage.
manage mutations. Sabretooth Melee Weapon Attack: reach 5 ft., one target.
d12 Name Description Bite Hit: 2d10 + STR modifier piercing damage.

Solid The monster's CON modifier is added to Melee Weapon Attack: reach 10 ft., one target.
1 Tail attack
Footing both it's AC and it's damage rolls. Hit: 3d6 + STR modifier bludgeoning damage.

Thick (Recharge 5–6). Ranged Weapon Attack: range


2 +2 to the monsters AC 30/60 ft., one creature. Hit: The target is
Fur/Bristles
restrained by webbing. As an action, the
Hardened The monster grows a large shell and gets restrained target can make a DC 12 Strength
3
Shell a permanent +5 bonus to it's AC. Web check, bursting the webbing on a success. The
webbing can also be attacked and destroyed
Extra The monster can make an additional (AC 10; hp 5; vulnerability to fire damage;
4
appendages melee attack. immunity to bludgeoning, poison, and psychic
When the monster deals melee attack damage).
5 Lifelink damage it recovers hit points equal to Whip Melee Weapon Attack: reach 15 ft., one target.
half the damage dealt. Tongue Hit: 1d6 + STR modifier bludgeoning damage.
Metal The monsters fangs and claws have an
6
coatings additional +3 to hit and to damage.    
The monster is one size category larger. Arguably, the coolest part about Ikoria is the monsters. The
7 Growth
It rolls 1 additional damage dice
whenever dealing damage, and gains 10
idea that there going a fire elemental-ankylosaurus-lion is too
hit points. cool to pass up, so I wanted to give you some tools to help
you homebrew your own monsters for your Ikoria adventure.
The monster is immune to fire and its
8 Fire Bond melee attacks deal an additional 1d6 fire 
damage. d6 Name Description
Night The monster now has 120 ft. Dark 1 Beast The creature most likely resides in Zagoth.
9
VIsion Vision.
2 Cat The creature most likely resides in Savai.
The monster can now high jump 15 ft.
10 Leap 3 Dinosaur The creature most likely resides in Raugrin.
up, or long jump 40 ft.
11 Wings The monster gains a fly speed of 40 ft.. The creature most likely resides in Ketria.
4 Elemental
(roll on the elemental table below.
12 Burrow The monster gains a 30 ft. burrow speed.
5 Nightmare The creature most likely resides in Indatha.
    6 Reroll Roll again (or choose your favourite).
When referencing the to hit bonus, use the monsters existing
to hit bonus in their existing attack actions. The attacks
below are for creatures that are Large or smaller. For larger
creatures add an additional dice for each size category.
Name Description
Call for 1/day the monster summons a Gnarr, Sabre
Aid Tooth Tiger, or beast of CR 3 or lower.
Claw Melee Weapon Attack: reach 5 ft., one target. Hit:
attack 2d6 + STR modifier slashing damage.
(Recharge 5–6). The monster exhales fire in a 30-
foot cone. Each creature in that area must make a
Fire
DC 13 Dexterity saving throw, taking 35 (10d6)
Breath
fire damage on a failed save, or half as much
damage on a successful one.
Melee Weapon Attack: reach 5 ft., one target. Hit:
Gore
2d8 + STR modifier piercing damage.
Melee Weapon Attack: reach 5 ft., one creature.
Hooves
Hit: 4d8 + STR modifier bludgeoning damage.
Quill Ranged Weapon Attack: reach 20 ft., one target.
Missiles Hit: 2d6 + CON modifier Piercing damage.

12
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
d8 Element Base properties d6 Name Description
The monster can fly without the need for Charge. The monster has the charge trait. If
1 Air
wings with a fly speed of 90 ft. it moves at least 20 ft. straight tward a
target and hits it with a "head" attack (ex.
The monster has a burrow speed of 30 ft. Tusk, Horn, Gore, or Ram) attack on the
2 Earth and has resistance to Bludgeoning, Piercing, 1 Beast same turn, the target takes an extra 9 (2d8)
and Slashing from Nonmagical Attacks damage (of the same type). If the target is a
The monster is immune to fire damage, creature, it must succeed a STR saving
takes 1d6 cold damage for each 1 square throw or be knocked prone. DC is 8 + STR
3 Fire foot of water it passes through. All of it's modifier + proficiency bonus.
melee weapon attacks deal an additional 1d8 Pounce. If the monster moves at least 20 ft.
fire damage. straight tward a creature and hits it with an
The monster is immune to cold damage, has attack on the same turn, that target must
a vulnerability to fire damage. All of the 2 Cat succeed a STR saving throw or be knocked
4 Ice prone. If the target is prone the monster
monsters melee weapon attacks deal an
additional 1d10 cold damage. can make a bite attack against it as a bonus
action.
The monster is immune to lightning damage.
5 Lightning All of the monsters melee weapon attacks The monster has +2 AC, and is huge (using
deal an additional 1d6 lightning damage. d12 for hit dice). The monsters attack
damage deals 1 additional dice each, and
The monster has a vulnerability to fire 3 Dinosaur
the monster as a tail attack with a reach of
damage. The monster can innately cast the 10 ft. that deals 3d10 +STR modifier
6 Plant following spells at will requiring no bludgeoning damage.
components: druidcraft, thornwhip, plant
growth, and grasping vine The monster rolls on the Elemental Base
table. If the monster has already done so, it
The monster has a 90 ft. swim speed, and 4 Elemental
7 Water does so again (and rerolls if it lands on the
gains resistance to cold, and fire damage. same value as before).
8 Reroll Roll again (or choose your favourite). **Lifelink.**When the monster deals
damage with a melee weapon attack, it
5 Nightmare
  heals hit points equal to half the damage
d6 Name Description dealt.

The monster has a Horn, Tusk, or Gore 6 Reroll Roll again (or choose your favourite).
attack with a range of 5 ft., and deals 2d8
1 Beast
piercing damage (or bludgeoning damage) 
+ STR modifier. d6 Name Description
The monster has a feline like head with a The monster has a Hoof attack with a 5ft
2 Cat Bite attack with a range of 5 ft., and deals 1 Beast range that deals 3d8 + STR mod
2d10 piercing damage + STR modifier. bludgeoning damage.
The monster has a head with either thick The monster has a Claw attack with a 5ft.
bone plating, or a bone plate and horns. range that deals 2d6 + STR (or DEX) mod
Herbivorous The horns provide a Ram attack that deals 2 Cat
3 slashing damage. This attack can be used
Dinosaur 2d8 bludgeoning damage. The Gore attack twice in a multi-attack
that deals 2d8 piercing damage. Both
heads provide the monster +1 AC. The monster has a Stomp attack with a 5ft.
3 Dinosaur range that deals 2d10 + STR mod
The monster has a head with large blade bludgeoning damage.
like teeth. The monster has a Bite attack
Carivorous The monster has a Claw attack with a 5ft.
4 with a range of 5 ft. that deals 3d8
Dinosaur range that deals 2d6 + STR mod slashing
piercing damage and can grapple the 4 Elemental
target. damage and 2d6 + CON mod of either Fire,
Cold, or Lightning damage.
5 Elemental The monster does not have a head attack.
The monster has a Claw attack with a 5ft.
The monster has a Bite attack with a range range that deals 1d6 + STR modifier
of 5ft., that deals 1d6 piercing damage 5 Nightmare
slashing damage and 3d6 + CON modifer
6 Nightmare and 2d4 poison damage. The target must necrotic damage.
make a Constitution save or be poisoned.
The DC is 8 + Prof bonus + CON modifier. 6 Reroll Roll again (or choose your favourite).

13
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  5
For 1 min. the targets attacks deal an additional 1d4
lightning damage.
On initiative count 20 and rolling the d12, a roll of 12 will For 1 min. the targets attacks deal an additional 1d4
mean a monster mutates. If that same dice rolls on a 1, spells 6
necrotic damage.
will cycle.
For 1 min. the targets attacks deal an additional 1d4
7
   poison damage.
During a spell cycle round, if a spell is cast the DM will have For 1 min. the targets attacks deal an additional 1d4
to decide if it's an offensive spell or a defensive spell. Then 8
psychic damage.
the DM will roll on the appropriate table and adds the
resulting effect to the spell. 9
For 1 min. the targets attacks deal an additional 1d4
radiant damage.
For 1 min. the targets attacks deal an additional 1d4
Example. Riley casts Hold Monster. The DM 10
thunder damage.
decides this is an offensive spell as it is used
against the target. The monster has fails their save 11 For 1 hr. the target gains resistance to acid damage.
and the DM rolls on the offense table and gets For 1 hr. the target gains resistance to bludgeoning,
additional fire damage. Now the monster is under 12
piercing, & slashing damage.
the affect of Hold Monster and takes 2d6 fire
damage. 13 For 1 hr. the target gains resistance to cold damage.
14 For 1 hr. the target gains resistance to fire damage.
15 For 1 hr. the target gains resistance to force damage.
 
Thanks to the crystals some monsters have adapted to magic 16
For 1 hr. the target gains resistance to lightning
and react more violently when spells are cast or when spells damage.
are cycled. If a monster has a Cycle reaction, they will react For 1 hr. the target gains resistance to necrotic
to the first spell cast that had a cycle effect. 17
damage.
18 For 1 hr. the target gains resistance to poison damage.
Note. Just as monsters of Ikoria do not voluntarily For 1 hr. the target gains resistance to psychic
mutate, the effects added to the spells can not be 19
damage.
declined if you are using these cycle mechanics.
Please be sure to discuss this with your table as 20 For 1 hr. the target gains resistance to radiant damage.
some players may not want their spells tampered
For 1 hr. the target gains resistance to thunder
with. 21
damage.
For 30 sec. (5 rounds) the target gains immunity to
22
Deciding what table to roll on. Some spells may not feel acid damage.
inherently defensive or offensive, or they may feel like 'there's For 30 sec. (5 rounds) the target gains resistance to
no obvious target'. Some examples of this might be summon 23 non-magical bludgeoning, piercing, & slashing
spells. In a summon spell there is no target. In this situation I damage.
would advise using the defensive table and having the caster For 30 sec. (5 rounds) the target gains immunity to
be the 'target' of the added effect. 24
cold damage.
In the case of Area of Effect spells the added spell effect
will consider all creatures within the area as 'targets'. Some 25
For 30 sec. (5 rounds) the target gains immunity to
spells allow for more than one target (like bless or aid). fire damage.
These spells would clearly benefit multiple creatures. As For 30 sec. (5 rounds) the target gains immunity to
such, the same is applied for spells like fireball, or cone of 26
force damage.
cold. For 30 sec. (5 rounds) the target gains immunity to
27
 lightning damage.
D100 Description For 30 sec. (5 rounds) the target gains immunity to
28
necrotic damage.
For 1 min. the targets attacks deal an additional
1
1d4 acid damage. For 30 sec. (5 rounds) the target gains immunity to
29
poison damage.
For 1 min. the targets attacks deal an additional
2
1d4 cold damage. For 30 sec. (5 rounds) the target gains immunity to
30
psychic damage.
For 1 min. the targets attacks deal an additional
3
1d4 fire damage. For 30 sec. (5 rounds) the target gains immunity to
31
radiant damage.
For 1 min. the targets attacks deal an additional
4
1d4 force damage. For 30 sec. (5 rounds) the target gains immunity to
32
thunder damage.

15
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
For 1 min. the next time the target is hit with a melee For the next min. the target can't be charmed. If it is
33 57
attack, the attacker takes 1d8 acid damage. already charmed it is no longer charmed.
For 1 min. the next time the target is hit with a melee For the next min. the target can't be deafened. If it is
34 58
attack, the attacker takes 1d8 cold damage. already temporarily deafened it is no longer deafened.
For 1 min. the next time the target is hit with a melee 59 The target is cured of all it's current exhaustion levels.
35
attack, the attacker takes 1d8 fire damage. For the next min. the target can't be frightened. If it is
60
For 1 min. the next time the target is hit with a melee already frightened it is no longer frightened.
36
attack, the attacker takes 1d8 force damage. For the next min. the target can't be paralyzed. If it is
61
For 1 min. the next time the target is hit with a melee already paralyzed it is no longer paralyzed.
37
attack, the attacker takes 1d8 lightning damage. For the next min. the target can't be poisoned. If it is
62
For 1 min. the next time the target is hit with a melee already poisoned it is no longer poisoned.
38
attack, the attacker takes 1d8 necrotic damage. For the next min. the target can't be stunned. If it is
63
For 1 min. the next time the target is hit with a melee already stunned it is no longer stunned.
39
attack, the attacker takes 1d8 poison damage. For 1 min the target can see normally in both magical
64
For 1 min. the next time the target is hit with a melee and nonmagical darkness up to 120 ft.
40
attack, the attacker takes 1d8 psychic damage. 65 For 1 min the target has truesight up to 60 ft.
For 1 min. the next time the target is hit with a melee For 1 min the target has tremorsense out to a range of
41 66
attack, the attacker takes 1d8 radiant damage. 60 ft.
For 1 min. the next time the target is hit with a melee 67 The target heals 1d4+1.
42
attack, the attacker takes 1d8 thunder damage.
For the next hour, the targets max HP increases by
For 1 min. the targets weapon has a +1 bonus to 68
2d6.
43 attack and damage rolls, and deals an extra 1d6 acid
damage For 1 min. if the targets AC is lower than 16 it
69
becomes 16.
For 1 min. the targets weapon has a +1 bonus to
44 attack and damage rolls, and deals an extra 1d6 cold 70 The targets alignment is restored if it had changed.
damage For 1 min. the target has advantage on INT saves &
71
For 1 min. the targets weapon has a +1 bonus to INT skill checks.
45 attack and damage rolls, and deals an extra 1d6 fire For 1 min. if the target makes an attack roll or a saving
damage. 72 throw, they can roll 1d4 and add the number rolled to
For 1 min. the targets weapon has a +1 bonus to the attack roll or saving throw.
46 attack and damage rolls, and deals an extra 1d6 73 For 10 min. the target gains a +2 bonus to AC.
lightning damage.
The target sees a glimpse of the future. Until the end
For 1 min. the targets weapon has a +1 bonus to of their next turn they have advantage on all rolls they
47 attack and damage rolls, and deals an extra 1d6 74
make, and all attacks against them are made at
thunder damage. disadvantage.
For 1 min. the target has advantage on STR saves & For the next 1 hr. the next time the target would drop
48
STR skill checks. 75 to 0 hit points due to damage it instead drops to 1 hit
For 1 min. the target has advantage on DEX saves & point instead.
49
DEX skill checks. For 1 min. the next time a creature would attack the
For 1 min. the target has advantage on CON saves & 76 target it must succeed a DC 13 WIS save. If it fails the
50 save the target is protected from the attack.
CON skill checks.
For 1 min. the target has advantage on INT saves & The targets speed increases by 30 feet until the end of
51 77
INT skill checks. its next turn.
For 1 min. the target has advantage on WIS saves & 78 Until the end of its next turn the target is invisible.
52
WIS skill checks. Until the end of its next turn the target as +10 to
For 1 min. the target has advantage on CHA saves & 79 Dexterity (Stealth) checks and can't be tracked by non-
53 magical means.
CHA skill checks.
Until the end of its next turn the target gains a 30 ft fly Until the end of its next turn the target has an
54 80
speed. additional extra attack.
Until the end of its next turn the target gains a 30 ft Until the end of your next turn prevent all acid, cold,
55 81 fire, lightning or thunder damage that would be dealt
climb and swim speed.
to the target. The target instead heals this much HP.
For the next min. the target can't be blinded. If it is
56 82 For 1 min. the target can communicate with beasts.
already temporarily blinded it is no longer blinded.

16
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
For 1 min. you can communicate telepathically with 
83
the target. D100 Description
For 1 min. the target can speak and understand all For 1 min. the target has a weakness to acid
84 1
languages. damage.
For 30 sec. (5 rounds). the targets attacks are all For 1 min. the target has a weakness to
85 2
made with advantage. bludgeoning damage.
For 1 min. the target does not provoke attacks of For 1 min. the target has a weakness to cold
86 3
opportunity. damage.
For 30 sec. (5 rounds). the target can add its CON For 1 min. the target has a weakness to fire
87 4
modifier to its damage rolls. damage.
For 1 hr. the next time the target would reduce a For 1 min. the target has a weakness to force
88 5
creature to 0 hp, it can take another action. damage.
Until its next long rest, the target may use its STR For 1 min. the target has a weakness to lightning
6
89 modifier for calculating max HP instead of using its damage.
CON modifier.
For 1 min. the target has a weakness to necrotic
7
For the next week, the target cannot gain exhaustion damage.
90
points.
For 1 min. the target has a weakness to piercing
8
For 1 hr. the target regains 5 HP each time it makes a damage.
91
melee attack.
For 1 min. the target has a weakness to poison
9
The target learns a hidden truth. The DM in secret damage.
92
tells the player a deeply hidden secret.
For 1 min. the target has a weakness to psychic
10
The next time the target would cast a spell that spell damage.
is cycled and is rolled on either the defensive or
93 For 1 min. the target has a weakness to radiant
offensive table for an added effect. (This does not 11
cause other spells to cycle). damage.

The spell the caster cast is copied. The caster may For 1 min. the target has a weakness to slashing
94 12
choose new targets. damage.

The spell slot that was spent to cast this spell is For 1 min. the target has a weakness to thunder
95 13
restored. damage.

10 rabbits with 1 hp are conjured as close to the 14 The spell deals an additional 2d6 acid damage.
caster as possible. For 1 min if a hostile creature The spell deals an additional 2d6 bludgeoning
96 15
makes an attack and a rabbit is within range, it must damage.
target at least one rabbit.
16 The spell deals an additional 2d6 cold damage.
The next time the target would recieve damage from
97 an attack, they instead take half damage, and the 17 The spell deals an additional 2d6 fire damage.
attacker takes the other half. 18 The spell deals an additional 2d6 force damage.
For 1 min. an illusion of the target appears next to it. 19 The spell deals an additional 2d6 lightning damage.
If an attack would made against the target roll 1 d20.
98 20 The spell deals an additional 2d6 necrotic damage.
On a roll of 1-10 the attack his the illusion and the
illusion disappears. 21 The spell deals an additional 2d6 piercing damage.
For 1 min. if the target would succesfully be hit with 22 The spell deals an additional 2d6 poison damage.
99 an attack it is instead teleported in a safe spot behind
the attacker within 10 feet. 23 The spell deals an additional 2d6 psychic damage.
The target can issue a challenge to a hostile creature 24 The spell deals an additional 2d6 radiant damage.
of the targets choice. The hostile creature must
spend all of its movement to get closer to the 25 The spell deals an additional 2d6 slashing damage.
100 targeted creature, and use all of it's actions to fight 26 The spell deals an additional 2d6 thunder damage.
the targeted creature. At the end of it's turn the
hostile creature makes a DC 13 WIS save. On a For 1 min. if the target takes acid damage it has
success this effect ends. 27 disadvantage on attack rolls & ability checks until
its next turn.
For 1 min. if the target takes acid damage it has
28 disadvantage on attack rolls & ability checks until
its next turn.
For 1 min. if the target takes cold damage it has
29 disadvantage on attack rolls & ability checks until
its next turn.

17
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
For 1 min. if the target takes fire damage it has For 1 min. the target makes INT saves and INT ability
52
30 disadvantage on attack rolls & ability checks until its checks at disadvantage.
next turn.
For 1 min. the target makes WIS saves and WIS ability
53
For 1 min. if the target takes force damage it has checks at disadvantage.
31 disadvantage on attack rolls & ability checks until its
next turn. For 1 min. the target makes CHA saves and CHA ability
54
checks at disadvantage.
For 1 min. if the target takes lightning damage it has
31 disadvantage on attack rolls & ability checks until its 55 The target is blinded for 1 min.
next turn. 56 The target is charmed for 1 min.
For 1 min. if the target takes necrotic damage it has 57 The target is deafened for 1 min.
32 disadvantage on attack rolls & ability checks until its
next turn. 58 The target gains 2 levels of exhaustion.
For 1 min. if the target takes poison damage it has 59 The target is frightened of the caster for 1 min.
33 disadvantage on attack rolls & ability checks until its 60 The target is grappled (escape DC 13).
next turn.
61 The caster is invisible to the target for 1 min.
For 1 min. if the target takes psychic damage it has
34 disadvantage on attack rolls & ability checks until its 62 The target is paralyzed for 1 min.
next turn. 63 The target is petrified for 12 secs. (2 rounds).
For 1 min. if the target takes radiant damage it has 64 The target is poisoned for 1 min.
35 disadvantage on attack rolls & ability checks until its
next turn. 65 The target is knocked prone.
For 1 min. if the target takes thunder damage it has 66 The target is restrained (escape DC 13).
36 disadvantage on attack rolls & ability checks until its
next turn. 67 The target is stunned for 12 secs. (2 rounds).

37 For 1 min. the target loses all damage resistances. The target is unconscious. The creature will wake up if
68
it takes any damage.
For 1 min. the target loses all damage and condition
38 The target is set aflame. Until the creature takes an
immunities.
69 action to douse the fire it takes 5 (1d10) fire damage
All hostile creatures within a 10 ft radius of the at the start of each of its turns.
39
creature takes 1d6 acid damage.
The target is illuminated. Attacks made against the
70
All hostile creatures within a 10 ft radius of the target are made with advantage.
40
creature takes 1d6 cold damage.
For 1 min. the target is levitated into the air and unable
All hostile creatures within a 10 ft radius of the 71 to move if it does not have a fly speed (it can still
41
creature takes 1d6 fire damage. attack).
All hostile creatures within a 10 ft radius of the For 1 min. the target goes mad and is unable to
42 72
creature takes 1d6 force damage. differentiate friend from foe.
All hostile creatures within a 10 ft radius of the 73 The target is pushed 5 feet away from the caster.
43
creature takes 1d6 lighting damage.
74 The target is pulled 5 feet towards from the caster.
All hostile creatures within a 10 ft radius of the
44 75 Until its next turn, the target cannot use it's reactions.
creature takes 1d6 necrotic damage.
All hostile creatures within a 10 ft radius of the 76 for 1 min., the targets speed is halved.
45
creature takes 1d6 poison damage. Until the end of your next turn, attacks against the
77
All hostile creatures within a 10 ft radius of the creature are critical hits on a roll of 19-20.
46
creature takes 1d6 psychic damage. The target shrinks by one size category. All of its
78
All hostile creatures within a 10 ft radius of the attacks deal 1d4 less damage.
47
creature takes 1d6 radiant damage. 6 diseased giant rats are summoned within 10 feet of
All hostile creatures within a 10 ft radius of the 79 the target. The rats are friendly to you and your allies.
48 The rats disappear after 1 hour.
creature takes 1d6 thunder damage.
For 1 min. the target makes STR saves and STR ability 6 diseased giant rats are summoned within 10 feet of
49 80 the target. The rats are friendly to you and your allies.
checks at disadvantage.
The rats disappear after 1 hour.
For 1 min. the target makes DEX saves and DEX ability
50 6 diseased giant rats are summoned within 10 feet of
checks at disadvantage.
81 the target. The rats are friendly to you and your allies.
For 1 min. the target makes CON saves and CON The rats disappear after 1 hour.
51
ability checks at disadvantage.

18
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
6 Mastiffs are summoned within 10 feet of the
82 target. The mastiffs are friendly to you and your allies.
The mastiffs disappear after 1 hour.
6 Stirges are summoned within 10 feet of the target.
83 The stirge are friendly to you and your allies. The
stirge disappear after 1 hour.
4 Constrictor Snakes are summoned within 10 feet
84 of the target. The snakes are friendly to you and your
allies. The snakes disappear after 1 hour.
4 Giant Centipedes are summoned within 10 feet of
85 the target. The centipedes are friendly to you and
your allies. The centipedes disappear after 1 hour.
4 Giant Poisonous Snakes are summoned within 10
86 feet of the target. The snakes are friendly to you and
your allies. The snakes disappear after 1 hour.
4 Giant Wolf Spiders are summoned within 10 feet
87 of the target. The spiders are friendly to you and your
allies. The spiders disappear after 1 hour.
3 Apes are summoned within 10 feet of the target.
88 The apes are friendly to you and your allies. The apes
disappear after 1 hour.
3 Black bears are summoned within 10 feet of the
89 target. The bears are friendly to you and your allies.
The bears disappear after 1 hour.
3 Giant Wasps are summoned within 10 feet of the
90 target. The wasps are friendly to you and your allies.
The wasps disappear after 1 hour.
2 Brown Bears are summoned within 10 feet of the
91 target. The bears are friendly to you and your allies.
The bears disappear after 1 hour.
2 Dire Wolves are summoned within 10 feet of the
92 target. The wolves are friendly to you and your allies.
The wolves disappear after 1 hour.
2 Giant Vulture is summoned within 10 feet of the
93 target. The vultures are friendly to you and your allies.
The vultures disappears after 1 hour.
2 Lions is summoned within 10 feet of the target.
94 The lions are friendly to you and your allies. The lions
disappears after 1 hour.
2 Tigers is summoned within 10 feet of the target.
95 The tigers are friendly to you and your allies. The
tigers disappears after 1 hour.
1 Allosaurus is summoned within 10 feet of the
96 target. The allosaurus is friendly to you and your
allies. The allosaurus disappears after 1 hour.
1 Giant Boar is summoned within 10 feet of the
97 target. The boar is friendly to you and your allies. The
boar disappears after 1 hour.
1 Giant Constrictor Snake is summoned within 10
98 feet of the target. The snake is friendly to you and
your allies. The snake disappears after 1 hour.
1 Giant Elk is summoned within 10 feet of the target.
99 The elk is friendly to you and your allies. The elk
disappears after 1 hour.
1 Polar Bear is summoned within 10 feet of the
100 target. The bear is friendly to you and your allies. The
bear disappears after 1 hour.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Player

20
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


T
he world of Ikoria isn't drastically different d6 Ideal
from that of other realms and planes of Good of Humanity. I hunt monsters so that the lands
existence that you might encounter in your 1
can be safer.
fantasy adventure games. Rather, the most
significant difference that players will 2
Might. Killing monsters is a feat of strength and in this
encounter is the significance of particular roles world, only the strong can survive.
that might be witnessed or experienced in day Fame. I hope to kill the most dangerous of monsters so
to day life. 3
that I may hang its head in my home and tell the tale.

 4
Wealth. There's a high demand for monster parts, and
they sell for a high price.
Characters in Ikoria can share any number of backgrounds Revenge. Monsters killed someone close to me. I won't
found in the players handbook, but the ones found here may 5
rest until all monsters are dead.
be considered more predominant or suited for Ikoria. Nature. I don't kill all monsters. I only hunt the ones
6
that disrupt the natural balance.
 
You've made your living in the world by hunting and slaying d6 Bond
monsters. Whether it was for the good of human kind, for 1 I will always have the backs of those I hunt with.
sport, or for money, your knowledge of monsters comes from
first hand exposure to them. The sort of knowledge that isn't 2
We may die, but it will be in the effort of protecting
learned in a book. the people.
Skill Proficiencies: Insight, and Survival I'll never forget those who've fallen at my side. I will
**Tool Proficiencies: ** Cartographer's Tools, vehicles 3
live on for them.
(land)
Equipment: A set of artisan’s tools (one of your choice), a 4
One day I will find the monster that killed my loved
ones.
shovel, an iron pot, a set of common clothes, and a pouch
containing 10 gp 5
My mentor taught me how to hunt and track monsters.
I owe my skills to them.
Feature: Eye of the wild
My earnings from monster hunting to my loved ones
You have a developed knack for identifying monsters. After 6
back home.
all, you've fought several of them.
When you see a monster you can make a Wisdom d6 Flaw
(Perception) roll to identify a non-humanoid's creature type
as well as its subtype. 1
It's hard for me to make new friends. Too many have
died in front of me.
Suggested Characteristics Some consider me heartless. I simply think they're
Monster hunters are common place in Ikoria, and their job is 2
weak.
always in demand. While monster hunters may all share the I feel nothing for my dead colleagues. It's survival of
same job (killing monsters), their intended goals and 3
the fittest out here.
purposes may vary. For example, one may only patrol
sanctuary perimeters, while another hunter may go in search I feel nothing regarding the harm of monsters. For all I
of particular problematic monsters to prevent them from 4 know, that horse is going to grow fangs and try eating
wrecking havoc. me.
I distance myself from those who don't protect
d8 Personality Trait 5
themselves.
1 I often find myself in situations over my head. Bonders are no different than the monsters they're
2 My hunting party is my family. 6 connected to. As far as I'm concerned, they're part of
the hunt.
Life's like a hunting expedition. You never know which
3
day is your last.
4 I have a dark sense of humour.
5 A life of fighting monsters has made me fearless.
6 You learn a lot about people by hunting with them.
To be honest, I'm terrified of monsters. You would be
7
too if you'd seen what I have.
I’ve lost too many friends, and I’m slow to make new
8
ones.

21
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Truly magical items are incredibly rare in Ikoria. The only
magical items found around Ikoria are those which utilize the
innate magic of the crystals.
  
Armour, Common
The armour has straps with crystals attached to it on the
shoulders, chest, and back. If there is a non-humanoid
creature within 120 ft. of the wearer the crystals will glow,
generating with a 10 ft. radius of dim light.
While the crystals are glowing around you, you have
disadvantage on stealth checks unless surrounded by
crystals.
 
Wonderous item, rare (requires attunement)
To attune to the Bonder's Amulet, you must be a bonder
with a monster that you have formed Eludah with.
While attuned with the Bonder's Amulet, both you and your
bonded monster have +1 to hit and +1 to damage when
making melee weapon attacks.
 
 
 
 

22
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Bestiary

23
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  

I
koria is home to an every growing variety of Challenge Creature Source
creatures. Some of which already exist in the world ⅛ Giant Rat MM/SRD
of dungeons and dragons but there are several of
which that do not. ⅛ Pony MM/SRD
¼ Panther MM/SRD
¼ Riding Horse MM/SRD

 1 Death Dog MM/SRD


1 Giant Hyena MM/SRD
The land of Ikoria is broken down into 5 major regions
(called triomes). These regions are Savai, Ketria, Indatha, 1 Giant Vulture MM/SRD
Raugrin, and Zagoth. 1 Hippogriff MM/SRD
Below are tables of creatures that can be found in those
regions. These creatures will either be from within this pdf, 1 Lion MM/SRD
the Monster Manual (MM), Volo's Guide to Monsters (VGM), 1 Tiger MM/SRD
or Mordenkainen's Tome of Foes (MTF), or even the System
Reference Document (SRD). 2 Dirge Bat IB
2 Griffon MM/SRD

Challenge Creature Source 2 Peryton MM
0 Garrison Cat (Cat) MM/SRD 2 Savai Sabertooth (Saber-Toothed Tiger) MM/SRD
0 Goat MM/SRD 2 Skycat Soverign IB
0 Hawk MM/SRD 3 Huntmaster Liger IB
0 Hyena MM/SRD 3 Necropanther IB
0 Jackal MM/SRD 3 Patagia Tiger IB
0 Lizard MM/SRD 3 Savai Thundermane IB
0 Rat MM/SRD 5 Cubwarden IB
0 Scoprion MM/SRD 6 Tigorilla IB
⅛ Cat Bird IB 11 Roc MM/SRD
⅛ Blood Hawk MM/SRD 18 Snapdax, Apex of the Hunt IB

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 ½ Crocodile MM/SRD
Challenge Creature Source
1 Fire Snake MM
0 Awakened Shrub MM/SRD
1 Frost Lynx IB
0 Baboon MM/SRD
1 Giant Strider VGM
0 Eagle MM/SRD
1 Thorny VGM
0 Frog MM/SRD
2 Awakened Tree MM/SRD
0 Giant Fire Beetle MM/SRD
3 Water Weird MM
0 Quipper MM/SRD
5 Shambling Mound MM/SRD
0 Thieving Otter IB
9 Frost Salamander MTF
⅛ Dolphin VGM
To be added
Dreamtail Heron
Eon Frolicker
Ethereal Forager
Fertilid
Glimmerbell
Ivy ELemental
Illuna, Apex of Wishes
Jegantha, the Wellspring
Lutri, the Spellchaser
Pako, Arcane Retriever
Parcelbeast
Phase Dolphin

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 2 Ochre Jelly MM/SRD
Challenge Creature Source
2 Shadow Mastiff VGM
0 Bat MM
3 Cave Fisher VGM
0 Giant Fly MM/SRD
3 Flying Horror GGR
0 Owl MM/SRD
3 Leucrotta VGM
0 Rat MM/SRD
3 Necropanther IB
0 Raven MM/SRD
3 Phase Spider MM/SRD
0 Scorpion MM/SRD
4 Black Pudding MM/SRD
¼ Giant Bat MM/SRD
4 Chuul MM/SRD
¼ Giant Owl MM/SRD
5 Catoplebas VGM
¼ Skeleton MM/SRD
5 Frondland Felidar IB
¼ Swarm of Bats MM/SRD
8 Cloaker MM/SRD
¼ Swarm of Rats MM/SRD
12 Gray Render MTF
¼ Zombie MM/SRD
15 Skittering Horror GGR
½ Swarm of Insects MM/SRD
1 Ghoul MM/SRD
2 Carrion Crawler MM
2 Dirge Bat IB
2 Gibbering Mouther MM/SRD

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 5 Triceratops MM/SRD
Challenge Creature Source
6 Wingfold Pteron IB
0 Crab MM/SRD
6 Wyvern MM/SRD
0 Eagle MM/SRD
7 Cloudpiercer IB
0 Goat MM/SRD
8 Tyrannosaurus Rex MM/SRD
0 Hawk MM/SRD
8 Vantasaur IB
0 Lizard MM/SRD
11 Roc MM/SRD
0 Octopus MM/SRD
⅛ Giant Crab MM/SRD  
⅛ Mule MM/SRD
Challenge Creature Source

⅛ Stirge MM/SRD
0 Eagle MM/SRD

⅛ Cave Badger OOA


⅛ Dolphin VGM
½ Reef Shark MM/SRD
¼ Dimetrodon VGM
½ Sea Lion TYP/GSM/LR
¼ Hadrosaurus VGM
1 Giant Octopus MM/SRD
¼ Giant Lizard MM/SRD
2 Hunter Shark MM/SRD
¼ Pteranodon VGM
2 Plesiosaurus MM/SRD
¼ Velociraptor VGM
2 Shell Shark GoS
½ Giant Goat MM/SRD
3 Giant Lightning Eel TYP
1 Deinonychus VGM
3 Killer Whale MM/SRD
1 Giant Eagle VGM
4 Giant Coral Snake GoS
1 Sprite Dragon IB
4 Two-Headed Plesiosaurus TP
2 Allosaurus MM
5 Giant Crocodile MM
2 Peryton MM
5 Giant Shark MM/SRD
2 Quetzalcoatlus VGM
5 Sea Lion (monstrosity) TYP
2 Regal Leosaur IB
6 Wyvern MM/SRD
3 Ankylosaurus MM
7 Umori, the Collector
3 Zirda, the Dawnwaker IB
20 Gyruda, Doom of Depths IB
4 Stegosaurus VGM
20 Leviathan MTF
5 Brontosaurus VGM
24 Archipelagore IB
5 Pyroceratops IB

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 ¼ Wolf MM/SRD
Challenge Creature Source
½ Amphisbaena GoS
0 Baboon MM/SRD
½ Ape MM/SRD
0 Bat MM/SRD
½ Black Bear MM/SRD
0 Deer MM/SRD
½ Crocodile MM/SRD
0 Flying Monkey ToA
½ Giant Wasp MM/SRD
0 Frog MM/SRD
1 Brown Bear MM/SRD
0 Quipper MM/SRD
1 Dire Wolf MM/SRD
0 Rat MM/SRD
1 Giant Spider MM/SRD
0 Raven MM/SRD
1 Giant Toad MM/SRD
⅛ Flying Snake MM/SRD
2 Giant Boar MM/SRD
⅛ Giant Weasel MM/SRD
2 Giant Constrictor Snake MM/SRD
⅛ Poisonous Snake MM/SRD
2 Giant Elk MM/SRD
⅛ Stirge MM/SRD
2 (Trumpeting) Gnarr IB
¼ Axe Beak MM/SRD
2 Swarm of Poisonous Snakes MM/SRD
¼ Boar MM/SRD
3 Owlbear MM/SRD
¼ Constrictor Snake MM/SRD
4 Girallon VGM
¼ Elk MM/SRD
5 Giant Crocodile MM/SRD
¼ Giant Badger MM/SRD
7 Giant Ape MM/SRD
¼ Giant Centipede MM/SRD
9 Kogla, the Titan Ape IB
¼ Giant Frog MM/SRD
10 Froghemoth MM/SRD
¼ Giant Poisonous Snake MM/SRD
13 Skyswimmer GGR
¼ Giant Wolf Spider MM/SRD
14 Wurm GGR
¼ Panther MM/SRD
24 Titanoth Rex IB

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 Amphibious. The archipelagore can breathe air and
Gargantuan monstrosity, unaligned water.
Mutate. When the archipelagore mutates a whirlpool
Armor Class 20 appers in the water sucking up one target for each
Hit Points 483 (28d20 + 189) time the archipelagore has mutated. Each targeted
Speed 40 ft., swim 120 ft. creature is pulled 60 ft. below the water surface.
Siege Monster. The leviathan deals double damage to
objects and structures.
STR DEX CON INT WIS CHA
Actions
30 (+10) 12 (+1) 30 (+10) 7 (-2) 11 (+0) 11 (+0)
Multiattack. The archipelagore makes three attacks: two
with its claws and one with its bite.
Saving Throws STR + 17
Damage Resistances Fire Claw. Melee Weapon Attack: +17 to hit, reach 20 ft.,
Condition Immunities Prone one target. Hit: 29 (3d12 + 10) bludgeoning damage,
Senses Darkvision 120 ft.,Passive Perception 14 and the target is grappled (escape DC 25). The
Languages -- Archipelagor has two claws, each of which can grapple
Challenge 24 (62,000 XP) only one target.

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 
small beast, unaligned

Armor Class 12
Hit Points 7 (2d6)
Speed 40 ft. fly 40 ft.

STR DEX CON INT WIS CHA


6 -2) 15 (+2) 10 (+0) 4 (-3) 14 (+2) 7 (-2)

Skills Perception +4, Stealth +4


Senses Darkvision 60 ft.,Passive Perception 15
Languages --
Challenge 1/8 (25 XP)

Keen Smell. The cat bird has advantage on Wisdom


(Perception) checks that rely on smell.
Pack Tactics. The cat bird has advantage on an attack
roll against a creature if at least one of the
monkey’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target Hit: 2 (1d4) slashing damage.

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
Gargantuan beast (dinosaur), unaligned

Armor Class 15 Natural Armmour


Hit Points 100 (7d20 + 27)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 9 (-1) 17 (+3) 4 (-3) 10 (+0) 9 (-1)

Saving Throws STR +8


Senses Passive Perception 10
Languages --
Challenge 7 (2,900 XP)

Mutate. If the cloudpiercer mutates, all spells cast


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

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 Pack Tactics. The cubwarden has advantage on an attack
roll against a creature if at least one of the
Large beast, unaligned
cubwarden’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.
Armor Class 15 Natural Armmour Pounce. If the tiger moves at least 20 feet straight
Hit Points 106 (12d10 + 40) toward a creature and then hits it with a claw attack
Speed 40 ft. on the same turn, that target must succeed on a DC
16 Strength saving throw or be knocked prone. If the
target is prone, the tiger can make one bite attack
STR DEX CON INT WIS CHA against it as a bonus action.
20 (+5) 17 (+3) 22 (+6) 6 (-2) 15 (-2) 11 (+0) Actions
Skills Perception +5, Stealth +9 Multiattack. The tiger makes two attacks: one with its
Senses Darkvision 60 ft.,Passive Perception 15 bite and one with its claws.
Languages -- Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Challenge 5 (1,800 XP) target. Hit: 10 (1d10 + 5) piercing damage.
Keen Smell. The tiger has advantage on Wisdom Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
(Perception) checks that rely on smell. target. Hit: 12 (2d6 + 5) slashing damage.
Lifelink. Whenever the cubwarden deals damage it Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one
regains half as many hit points. target. Hit: 12 (1d10 +5) bludgeoning damage.
Mutate. Whenever the cubwarden mutates it lets out a
cry that summons a lion to join in the combat. The
lion takes it's turn after the cubwarden in initiative.

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 
Large beast, unaligned

Armor Class 13
Hit Points 54 (8d10 + 10)
Speed 10 ft., fly 60 ft., climb 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 17 (+3) 15 (+2) 8 (-1) 14 (+2) 6 (-2)

Skills Perception +6
Senses Blindsight 120 ft.,Passive Perception 16
Languages --
Challenge 2 (450 XP)

Echolocation. The bat can't use its blindsight while


deafened.
Keen Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
Mutate. If the bat mutates target hostile creature
within 60 ft. must make a DC 12 Constitution
saving throw, taking 22 (4d10) necrotic damage
on a failed save, or half as much damage on a
successful one.
Actions
Multiattack. The bat makes three attacks: one with
its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one prone creature. Hit: 6 (1d6 + 3) slashing.
damage.
Reactions
Flash (1/day). At the end of a players turn, the dirge
bat can change its spot in the initiative order to
initiative count 21.

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  Keen Smell. The felidar has advantage on Wisdom
(Perception) checks that rely on smell. *Pack Tactics.
Large beast, unaligned
The felidar has advantage on an attack roll against a
creature if at least one of the felidar's allies is within
Armor Class 18 5 feet of the creature and the ally isn’t incapacitated.
Hit Points 90 (11d10 + 30) Pounce. If the felidar moves at least 20 feet straight
Speed 40 ft. toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
16 Dexterity saving throw or be knocked prone. If
STR DEX CON INT WIS CHA the target is prone, the felidar can make one bite
13 (+1) 22 (+6) 16 (+3) 12 (-1) 21 (+5)9 (-1) attack against it as a bonus action.
Running Leap. With a 10-foot running start, the felidar
can long jump up to 25 feet.
Saving Throws Dex +8 Vigilant. The felidar can't be surprised, and attacks of
Skills Perception +11, Stealth +9 opportunity made against it are made at
Senses Dark Vision 120 ft., Passive Perception 21 disadvantage.
Languages --
Challenge 1 200 XP) Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 6) slashing damage.

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  Keen Smell. The lynx has advantage on Wisdom
(Perception) checks that rely on smell. Pounce. If the
Small elemental, unaligned
lynx moves at least 20 feet straight toward a creature
and then hits it with a claw attack on the same turn,
Armor Class 12 that target must succeed on a DC 12 Strength saving
Hit Points 38 (8d6 + 10) throw or be knocked prone. If the target is prone, the
Speed 40 ft., climb 20 ft. Nyxborn lynx can make one bite attack against it as a
bonus action.
STR DEX CON INT WIS CHA Actions
15 (+2) 15 (+2) 16 (+3) 5 (-3) 12 (+1)9 (-1) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage and 5 (1d4 +
Skills Perception +3, Stealth +6 3) cold damage.
Damage Vulnerabilities Fire Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Damage Immunities Cold target. Hit: 6 (1d8 + 2) slashing damage and 5 (1d4 +
Senses Dark Vision 60 ft., Passive Perception 13 3) cold damage.
Languages --
Challenge 1 200 XP) Freezing Burst (1/day). The lynx releases a blast of
freezing air in a 30-foot radius. Each creature in that
area must make a DC 13 Constitution saving throw. On
a failed save, the creature takes 6 (2d6) cold damage
and is stunned for 6 seconds. On a success the
creature takes half damage and isn't stunned.

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  
Large beast, unaligned
Large beast, unaligned
Armor Class 13 Natural Armour
Armor Class 13 Natural Armour Hit Points 35 (4d10 + 13)
Hit Points 35 (4d10 + 13) Speed 40 ft.
Speed 40 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 5 (-3) 16 (+3) 6 (-2)
19 (+4) 12 (+1) 18 (+4) 5 (-3) 16 (+3) 6 (-2)
Senses Passive Perception 13
Senses Passive Perception 13 Languages --
Languages -- Challenge 2 (450 XP)
Challenge 2 (450 XP)
Charge. If the gnarr moves at least 20 feet straight
Charge. If the gnarr moves at least 20 feet straight toward a target and then hits it with a ram attack
toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7
on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must
(2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be
succeed on a DC 14 Strength saving throw or be knocked prone.
knocked prone. Mutate. If the gnarr mutates, it releases a bellowing
howl which summons another gnarr to aid it. The
Actions new Gnarr takes its turn after the howling gnarr
Multiattack. The Gnarr makes two attacks: one with that summoned it.
its Gore and one with its hooves.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Multiattack. The Gnarr makes two attacks: one with
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
its Gore and one with its hooves.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one prone creature. Hit: 9 (2d4 + 4) bludgeoning Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
damage. one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one prone creature. Hit: 9 (2d4 + 4) bludgeoning
damage.

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    Ingested summons table
D10 Name
As I stopped by a port town to refresh my supplies, I heard 1. 6 Bandit Captains with a boat
some sailors speak of a demonic kraken feasting on trade
2. 6 Faerie Dragon (Older)
ships. I tried to charter a boat to investigate, but I couldn't find
any willing captains. Could a monster like this be someone's 3. 2 Sea Hags
fate companion? 4. 2 Ghost
5. 2 Chuul
Tales of krakens are not unheard of in Ikoria. They're not 6. 2 Banshee
common, nor scarce. However there is one kraken in
particular that all sailors dread. Beyond the shoreline of the 7. Wyvern
Zagoth resides a demonic Kraken known as Gryuda. 8. Young Green Dragon
Surprisingly It's not Gyruda's sheer might that demands 9. Young Bronze Dragon
fear and respect from sailors. Rather it's Gyruda's seemingly
supernatural prowess that haunts the dreams of survivors. 10. Froghemoth
Inexplicably Gyruda is never alone. As it arrives, it's very
presence seems to call an ally to assist it. Sometimes from
familiar sailors who were thought to have been lost to the
sea.

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    If Gyruda takes 50 damage or more on a single turn
from a creature inside it, Gyruda must succeed on a DC
Gargantuan Fiend, Neutral evil
24 Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in a
Armor Class 20 Natural Armour space within 10 feet of Gyruda. If Gyruda dies, a
Hit Points 432 (26d20 + 160) swallowed creature is no longer restrained by it and can
Speed 20 ft., swim 60 ft. escape from the corpse using 15 feet of movement,
exiting prone.
STR DEX CON INT WIS CHA Tentacle. Melee Weapon Attack: +14 to hit, reach 60 ft.,
one target. Hit: 18 (3d6 + 8) bludgeoning damage, and
26 (+8) 10 (+0) 26 (+8) 14 (+2) 14 (+2) 14 (+2) the target is grappled (escape DC 18). Until this
grapple ends, the target is restrained. Gyruda has ten
Saving Throws STR + 14, CON +14, INT +8, WIS +8 tentacles, each of which can grapple one target.
Damage Resistences Cold, Fire, Lightning, Poison; Fling. One Large or smaller object held or creature
Bludgeoning, Piercing, and Slashing from nonmagical grappled by Gyruda is thrown up to 60 feet in a random
Attacks that aren't Silvered direction and knocked prone. If a thrown target strikes
Condition Immunities Frightened, Paralyzed, Poisoned a solid surface, the target takes 3 (1d6) bludgeoning
Senses Darkvision 120 ft., Passive Perception 12 damage for every 10 feet it was thrown. If the target is
Languages Abyssal, Aquan, Infernal, Telepathy 120 ft. thrown at another creature, that creature must succeed
(Only with it's bonder) but can't speak on a DC 18 Dexterity saving throw or take the same
Challenge 20 (25,800 XP) damage and be knocked prone.

Amphibious. Gyruda can breathe air and water. Legendary Actions


Companion. Gryuda can only be bonded to a character Gyruda can take 3 legendary actions, choosing from the
who’s base attribute scores are all even numbers and options below. Only one legendary action option can
is at level 20. be used at a time and only at the end of another
Ingested Summons. At the beginning of combat as a creature's turn. The kraken regains spent legendary
bonus action Gyruda can spit out creatures that it actions at the start of its turn.
has consumed in the past to fight alongside it.
Legendary Resistance (3/Day). If Gyruda fails a saving Tentacle Attack or Fling. Gyruda makes one tentacle
throw, he can choose to succeed instead. attack or uses its Fling.
Siege Monster. Gyruda deals double damage to objects
and structures. Ink Cloud (Costs 3 Actions). While underwater, Gyruda
expels an ink cloud in a 60-foot radius. The cloud
Actions spreads around corners, and that area is heavily
obscured to creatures other than Gyruda. Each creature
Multiattack. Gyruda makes three tentacle attacks, each other than Gyruda that ends its turn there must
of which it can replace with one use of Fling. succeed on a DC 22 Constitution saving throw, taking
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one 16 (3d10) poison damage on a failed save, or half as
target. Hit: 21 (3d8 + 8) piercing damage. If the target much damage on a successful one. A strong current
is a Large or smaller creature grappled by Gyruda, that disperses the cloud, which otherwise disappears at the
creature is swallowed, and the grapple ends. While end of Gyruda's next turn.
swallowed, the creature is blinded and restrained, it has
total cover against attacks and other effects outside
Gyruda, and it takes 42 (12d6) acid damage at the start
of each of Gyruda's turns.

40
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  Pack Tactics. The liger has advantage on an attack roll
against a creature if at least one of the liger's allies is
Large beast, unaligned
within 5 feet of the creature and the ally isn’t
incapacitated.
Armor Class 14 Pounce. If the liger moves at least 20 feet straight
Hit Points 80 (10d10 + 25) toward a creature and then hits it with a claw attack
Speed 40 ft. on the same turn, that target must succeed on a DC
15 Strength saving throw or be knocked prone. If the
target is prone, the liger can make one bite attack
STR DEX CON INT WIS CHA against it as a bonus action.
21 (+5) 17 (+3) 17 (+3) 5 (-3) 16 (+3) 10 (+0) Mutate. If the liger mutates, until the end of the round,
all of the liger's allies within 120 ft. get +1 to their
AC and can make an additional attack for each time
Saving Throws STR +7 the Liger has mutated.
Skills Perception +5, Stealth +7
Senses Darkvision 120 ft., Passive Perception 15 Actions
Languages
Challenge 3 (700 XP) Multiattack. The liger makes two attacks: one with its
bite and one with its claws.
Keen Smell. The liger has advantage on Wisdom Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
(Perception) checks that rely on smell. target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.

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   Lightning Tail. Melee Weapon Attack: +8 to hit, reach
25 ft., one target. Hit: 26 (4d10 + 4) piercing damage
Gargantuan elemental (dinosaur), unaligned
and 24 (4d10 + 2) lightning damage.

Armor Class 16 Lightning Bolt (Recharge 5-6). Kalamax shoots a bolt of


Hit Points 174 (7d20 + 100) lightning at one creature it can see within 120 feet of
Speed 30 ft. it. The target must make a DC 14 Dexterity saving
throw, taking 28 (4d12) lightning damage on a failed
save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA
Reactions
18 (+4) 9 (-1) 15 (+2) 6 (-2) 10 (+0) 9 (-1) Arcane Maelstrom. If a spell would target Kalamx, or if
Kalamax is within the spells area of effect, Kalamax can
Damage Immunities Lightning copy the spell. If it does, the spell is copied as is at the
Senses Passive Perception 10 current level and chosen effects.
Languages
Challenge 10 (5,900 XP) Legendary Actions
Kalamax can take 3 legendary actions, choosing from
Legendary Resistance (3/Day). If Kalamax fails a saving the options below. Only one legendary action option
throw, he can choose to succeed instead. can be used at a time and only at the end of another
Lightning Storm. Creatures that end their turn within 10 creature’s turn. Kalamax regains spent legendary
ft. of Kamalax take 16 (3d10) lightning damage. actions at the start of its turn.
Actions Attack. Kalamax makes a melee weapon attack.
Multiattack. Kalamax makes two attacks: one with its Charge. Kalamax moves up to its speed.
stomp, and one with its tail
Static Charge. Kalamax charges electricity for its
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one Lightning Bolt attack. Roll a d6 to attempt a recharge.
target. Hit: 22 (4d8 + 4) bludgeoning damage, and the
target must succeed on a DC 16 Strength saving throw
or be knocked prone.

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    Legendary Resistance (3/Day). If Kogla fails a saving
Huge beast, unaligned throw, he can choose to succeed instead.
Siege Monster. Kogla deals double damage to objects
Armor Class 12 and structures.
Hit Points 190 (20d12 + 60)
Speed 40 ft., climb 40 ft. Actions
Multiattack. Kogla makes two fist attacks.
STR DEX CON INT WIS CHA Fist. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 23 (3d10 + 7) bludgeoning damage.
25 (+7) 14 (+2) 23 (+6) 10 (+0) 14 (+2) 11 (+0)
Rock. Ranged Weapon Attack: +11 to hit, range 50/100
ft., one target. Hit: 31 (7d6 + 7) bludgeoning damage.
Saving Throws STR +11, CON +10
Skills Athletics +11, Perception +6 Rescue (Recharges after a Short or Long Rest). Kogla
Condition Immunities Frightened picks up its bonder if it's within 10 feet. Kogla then
Senses Passive Perception 16 moves up to 40 feet and can move through the space
Languages Understands the languages of its bonder but of any creature smaller than huge. Neither Kogla nor it's
cannot speak. bonder provoke attacks of opportunity during this
Challenge 9 (5,000 XP) move.

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 Pounce. If the necropanther moves at least 20 feet
straight toward a creature and then hits it with a claw
Large aberration, unaligned
attack on the same turn, that target must succeed on
a DC 13 Strength saving throw or be knocked prone.
Armor Class 13 If the target is prone, the necropanther can make one
Hit Points 54 (8d10 + 10) bite attack against it as a bonus action.
Speed 40 ft., climb 30 ft. Mutate. If the necropanther mutates, one of its dead
allies that is CR 3 or lower reanimates as an undead
with half of it's total HP. If the necropanther does
STR DEX CON INT WIS CHA not have any dead allies, a zombie rises from the
18 (+4) 15 (+2) 16 (+3) 6 (-2) 17 (+3) 10 (+0) ground to join the combat. It's turn will take it's turn
in initiative after the necropanther's turn.
Running Leap. With a 10-foot running start, the
Skills Intimidation +4, Perception +5, Stealth +7 necropanther can long jump up to 25 feet.
Damage Resistances Necrotic
Senses Darkvision 120 ft., Truesight 60 ft., Passive Actions
Perception 15
Languages -- Multiattack. The necropanther makes two attacks: one
Challenge 3 (700 XP) with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Keen Smell. The necropanther has advantage on target. Hit: 15 (1d10 + 4) piercing damage and 7 (1d8
Wisdom (Perception) checks that rely on smell. + 3) necrotic damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damageand 7 (1d8 +
3) necrotic damage.

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    Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 18 (2d12 + 5) piercing damage and and 24
Huge aberration, unaligned
(3d10 + 8) necrotic damage. The target must succeed
on a DC 21 Constitution saving throw or become
Armor Class 18 poisoned. While poisoned in this way, the target can't
Hit Points 349 (18d20 + 160) regain hit points, and it's maximum hit points is
Speed 60 ft. reduced by 16 (2d10 + 5) hit points at the start of each
of its turns. The poisoned target can repeat the saving
throw at the end of each of its turns, ending the effect
STR DEX CON INT WIS CHA on itself on a success.
21 (+5) 21 (+5) 27 (+8) 8 (-1) 14 (+2) 23 (+6) The hit point reduction lasts until the target finishes a
long rest. The target dies if its hit point maximum is
Saving Throws DEX +11, CON +14, CHA +12 reduced to 0.
Skills Perception +8, Stealth +11 Hoof. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Damage Resistances Radiant target. Hit: 16 (2d10 + 5) bludgeoning damage.
Damage Immunities Necrotic
Condition Immunities Frightened, Poisoned Legendary Actions
Senses Darkvision 120 ft., Truesight 60 ft., Passive
Perception 24 Nethroi can take 3 legendary actions, choosing from
Languages -- the options below. Only one legendary action option
Challenge 20 (25,000 XP) can be used at a time and only at the end of another
creature’s turn. Nethroi regains spent legendary actions
at the start of its turn.
Apex of Death (Mythic Trait; Recharges after a Short or
Long Rest). If Nethroi is reduced to 0 hit points, it Hoof Attack. Nethroi makes a hoof attack
doesn’t die or fall unconscious. Instead it regains
200 hit points, mutates once rolling on the table Gaze of Death. Nethroi glares at a creature within 60 ft.
below. The creature must succeed on a DC 20 Wisdom saving
Keen Smell. Nethroi has advantage on Wisdom throw or become frightened of Nethroi for 1 min. The
(Perception) checks that rely on smell. creature can repeat the saving throw at the end of each
Legendary Resistance (3/day). If Nethroi fails a saving of its turns, ending the effect on itself on a success.
throw, it can choose to succeed instead. Nightmare Prowl. Nethroi moves up to half its speed.
Life Stealer. If Nethroi deals damage to a creature with This movement doesn’t provoke opportunity attacks.
an attack, it recovers hit points equal to half the
damage dealt. Mythic Actions
Mutate. When Nethroi mutates it a surge of unlife emits
Nethroi can take 3 legendary actions, choosing from
from it. It summons to it's aid either 1 Tyrannosaurus
the options below. Only one legendary action option
Zombie or 3 Girallon Zombies.
can be used at a time and only at the end of another
Actions creature’s turn. Nethroi regains spent legendary actions
at the start of its turn.
Multiattack. Nethroi makes three attacks, one with its
bite, two with its claws. Beckon Apparition (Costs 2 Actions). Nethroi summons
two Will-o'-Wisp.
Call of the Death-Dweller (Costs 2 Actions). Nethroi's
eyes glow and summons an Wight and Ghast. Bit Attack.
Nethroi makes a bite attack.

     Fighting Nethroi as a mythic encounter is equivalent to


Nethroi is a dangerous enemy with a mastery over death. To taking on two challenge rating 20 creatures in one encounter.
make an especially horrifying encounter, have Nethroi use it's Award a party 50,000 XP for defeating Nethroi after it uses
ability Apex of Death. After it's ability has been used, it can Apex of death.
use it's mythic actions when using a legendary action.
Read or paraphrase the following text when Nethroi uses    
Apex of the Hunt: d4 Description
Gains resistance to Bludgeoning, Piercing, and
1
Slashing from Nonmagical Attacks.
The nightmare before you shifts and slinks,
bleeding out necrotic energy. Mutating before you, 2 Gains a 40 ft. climb speed
Nethroi's wounds ooze out necrotic energy into 3 Can cast Misty Step as a Legendary Action. (Costs 2)
the earth. The wounds close and the earth shakes.
You now know why Nethroi is "the Apex of Death". Bonus action: Can turn invisible while in darkness/dim
4
light. This invisibility lasts until Nethroi attacks.

45
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Large beast, unaligned

Armor Class 14
Hit Points 75 (10d10 + 20)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 16 (+3) 4 (-3) 15 (+2) 8 (-1)

Skills Perception +4, Stealth +7


Senses Darkvision 120 ft., Passive Perception 14
Languages --
Challenge 3 (700 XP)

Keen Smell. The tiger has advantage on Wisdom


(Perception) checks that rely on smell
Dive. If the tiger moves at least 20 feet straight
toward a creature and then hits it with an attack
on the same turn, that target must succeed on a
DC 15 Strength saving throw on be grappled. If
the target is grappled, the tier dash as a bonus
action to fly off the groun (while still grappling
the creature).
Actions
Multiattack. The tiger makes two attacks: one with
its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
target creature. Hit: 12 (2d6 + 5) slashing damage.

47
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 Trample. If the pyroceratops reduces a creatures HP to
0 thepyroceratops may make an attack as a bonus
Huge elemental (dinosaur), unaligned
action.
Trampling Charge. Trampling Charge. If the triceratops
Armor Class 14 moves at least 20 feet straight toward a creature and
Hit Points 88 (9d12 + 30) then hits it with a gore attack on the same turn, that
Speed 40 ft. target must succeed on a DC 14 Strength saving
throw or be knocked prone. If the target is prone, the
triceratops can make one claw attack against it as a
STR DEX CON INT WIS CHA bonus action.
17 (+3) 12 (+1) 22 (+6) 6 (-2) 12 (+1) 6 (-2) Water Susceptibility. For every 5 feet the Pyroceratops
moves in 1 foot or more of water, it takes 2 (1d4)
cold damage.
Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 14 Actions
Languages --
Challenge 5 (1,800 XP) Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 16 (2d8 + 3) slashing damage and 17
(2d10 + 6) fire damage.
Prowess. If a spell is cast within 120 ft. of the
pyroceratop, for the next 24 hours it gets a +1 to its Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
AC, and rolls an additional dice every time it rolls for target. Hit: 21 (4d8 + 3) piercing damage and 11
dealing damage. (1d10 + 6) fire damage.

48
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  Pack Tactics. The leosaur has advantage on an attack roll
against a creature if at least one of the leosaur's allies
Large beast (dinosaur), unaligned
is within 5 feet of the creature and the ally isn’t
incapacitated.
Armor Class 12 Pounce. If the leosaur moves at least 20 feet straight
Hit Points 37 (5d10 + 10) toward a creature and then hits it with a claw attack
Speed 40 ft. on the same turn, that target must succeed on a DC
14 Strength saving throw or be knocked prone. If the
target is prone, the leosaur can make one bite attack
STR DEX CON INT WIS CHA against it as a bonus action.
19 (+4) 14 (+2) 13 (+1) 3 (-4) 19 (+4) 10 (+0) Mutate. If the leosaur mutates, until the end of the
round, all of the leosaur's allies within 120 ft. get +1
to their AC and can make two additional attacks.
Saving Throws STR +6
Skills Perception +6, Stealth +6 Actions
Senses Darkvision 120 ft., Passive Perception 16
Languages -- Multiattack. The leosaur makes two attacks: one with its
Challenge 2 (450 XP) bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Keen Smell. The leosaur has advantage on Wisdom target. Hit: 13 (2d8 + 4) piercing damage.
(Perception) checks that rely on smell..
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 14 (3d6 + 4) slashing damage.

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  Pack Tactics. The skycat has advantage on an attack roll
against a creature if at least one of the skycat's allies
Large elemental, unaligned
is within 5 feet of the creature and the ally isn’t
incapacitated.
Armor Class 12 Natural Armour Dive. If the skycat moves at least 20 feet straight
Hit Points 60 (10d10 + 5) toward a creature and then hits it with an attack on
Speed 50 ft., fly 60 ft. the same turn, that target must succeed on a DC 11
(increases with strength mod) Strength saving throw
or be grappled. If the target is grappled, the skycat
STR DEX CON INT WIS CHA dash as a bonus action to fly off the ground (while
13 (+1) 15 (+2) 13 (+1) 7 (-2) 16 (+3) 13 (+1) still grappling the creature).
Actions
Skills Perception +7, Stealth +4
Senses Darkvision 120 ft., Passive Perception 17 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Languages -- target. Hit: 5 (1d8 + 1) piercing damage.
Challenge 2 (450 XP) Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
Keen Smell. The skycat has advantage on Wisdom
(Perception) checks that rely on smell. Kindred Summons (Recharge 5–6). The skycat lets out a
Lord of the Sky. The skycat gets +2 to it's strength (to a bellow that calls a cat bird to combat.
maxium of 30), rolls an additional 1d6 when rolling
for damage, it's maximum hit points increase by 10
maximum points, and +1 to its AC (to a maximum of
25) for each ally within 300 ft. that has a flying
speed. Whenever one of the skycats flying allies die
or flees combat, the skycat loses the benefits that
were gained from the proximity of that ally.

Designers note. The Lord of the sky ability can be cumbersome


to keep track of if there are multiple flying creatures in
combat. If running an aerial combat it's recommended to use
no more than two skycat sovereigns and to note down the
buffs ahead of time based on how many allies the skycat has.

Lastly, a skycat with two allies is CR 3, three allies, CR 5,


four allies, CR 8 & 4 allies, CR 9.

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  Pounce. If the thundermane moves at least 20 feet
straight toward a creature and then hits it with a claw
Large elemental, unaligned
attack on the same turn, that target must succeed on
a DC 13 Strength saving throw or be knocked prone.
Armor Class 12 If the target is prone, the thundermane can make one
Hit Points 75 (10d10 + 15) bite attack against it as a bonus action.
Speed 40 ft., climb 40 ft.
Actions
Multiattack. The thundermane makes two attacks: one
STR DEX CON INT WIS CHA with its bite and one with its claws.
20 (+5) 16 (+3) 13 (+1) 4 (-2) 15 (+2) 8 (-1)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d10 + 5) piercing damage and 3 (1d6)
Skills Perception +4, Stealth +7 lightning damage.
Senses Darkvision 120 ft., Passive Perception 14
Languages -- Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Challenge 6 (2,300 XP) target. Hit: 12 (2d6 + 5) slashing damage and 3 (1d6)
lightning damage.
Keen Smell. The thundermane has advantage on
Wisdom (Perception) checks that rely on smell.
Reactions
Pack Tactics. The Thundermane has advantage on an Cycle. If a spell is cast and has a cycle effect, or if there
attack roll against a creature if at least one of the is a wildmagic surge the thundermane can use its
thundermane's allies is within 5 feet of the creature reaction to deal 11 (2d10) lightning damage to a target
and the ally isn’t incapacitated. within 120 ft.. The thundermane recovers life equal to
the amount of damage dealt this way.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
    Multiattack. Snapdax makes three attacks, one with its
bite, two with its claws, and one with its gore.
 Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Large Monstrosity (dinosaur), unaligned
target. Hit: 19 (2d12 + 6) piercing damage.

Armor Class 19 Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Hit Points 230 (20d10 + 100) creature. Hit: 22 (3d10 + 6) slashing damage.
Speed 40 ft. Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one
creature. Hit: 16 (3d6 + 6) slashing damage.
STR DEX CON INT WIS CHA Reactions
22 (+6) 25 (+7) 20 (+5) 8 (-1) 14 (+2) 16 (+3) Heightened Reflexes. Creatures provoke an opportunity
attack from you when they enter your reach.
Saving Throws STR +12, DEX +13, CHA +9 Legendary Actions
Skills Acrobatics + 13, Athletics +12, Perception +14,
Stealth +19 Snapdax can take 3 legendary actions, choosing from
Senses Dark Vision 120 ft., Truesight 60 ft., Passive the options below. Only one legendary action option
Perception 24 can be used at a time and only at the end of another
Languages -- creature’s turn. Snapdax regains spent legendary
Challenge 18 (20,000 XP) actions at the start of its turn.
Claw Attack. Snapdax makes a claw attack.
Apex of the Hunt (Mythic Trait; Recharges after a Short or
Long Rest). If Snapdax is reduced to 0 hit points, it Daunting Roar. Snapdax can let out an especially
doesn’t die or fall unconscious. Instead it regains menacing roar. Each creature of its choice within 60
150 hit points, mutates twice (rolling on the tables feet of it that can hear it must succeed on a DC 18
below) Wisdom saving throw or become frightened of
Blood Frenzy. Snapdax has advantage on melee attack Snapdax until the end of the creature’s next turn.
rolls against any creature that doesn’t have all its hit Nightmare Prowl. Snapdax moves up to half its speed.
points. This movement doesn’t provoke opportunity attacks.
Improved Critical. Snapdax's weapon attacks score a
critical hit on a roll of 19 or 20. Mythic Actions
Keen Sight and Smell. Snapdax has advantage on
Wisdom (Perception) checks that rely on sight or If Snapdax's mythic trait is active, it can use the options
smell. below as legendary actions for 1 hour after using Apex
Legendary Resistance (1/Day). If Snapdax fails a saving of the Hunt.
throw, it can choose to succeed instead. Call the pride. Snapdax lets our a roar summong either,1
Pounce. If Snapdax moves at least 20 feet straight Cubarden, 1 Huntmaster Liger, 1 Patagia Tiger, or 1
toward a creature and then hits it with a claw attack Regal Leosaur.
on the same turn, that target must succeed on a DC
20 Strength saving throw or be knocked prone. If the Will of the All-Hunter. One creature other than Snapdax
target is prone, Snapdax can make one claw attack gets a +2 to STR (to a max of 30), and a +1 to AC (to a
against it as a bonus action. max of 25) for the next 24 hours.
Actions

     Fighting Snapdax as a mythic encounter is equivalent to


Snapdax is a powerful predator under any given situation. taking on two challenge rating 18 creatures in one encounter.
But to make the fight truly memorable, you can have it utilize Award a party 40,000 XP for defeating Snapdax after it uses
Apex of the Hunt. Snapdax using this in response to defeat Apex of the Hunt.
can throw the tides in Snapdax's favour. After it's ability has     
been used, it can use it's mythic actions when using a
legendary action. d6 Description
Read or paraphrase the following text when Snapdax uses 1 No longer provokes attacks of opportunity
Apex of the Hunt: 2 Gains a 40 ft. fly speed
3 Can cast Misty Step as a Legendary Action. (Costs 2)
The nightmarish predator unleashes a deafening
roar as it's body begins to convulse. Bolts of purple 4 Snapdax gets +2 to its AC
lightning fire off from it's body. Now in a new form, 5 Melee attacks deal an addition 2d10 fire damage
it's many eyes on its quarry.
Recovers hit points equal to half the damage dealt
6
from melee attacks

52
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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 
Tiny dragon, chaotic neutral

Armor Class 13
Hit Points 18 (5d4 + 6)
Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 16 (+3) 11 (+0) 15 (+2) 13 (+1)

Saving Throws DEX +8


Skills Arcana +2, Perception +4, Stealth +5
Senses Dark Vision 60 ft., Passive Perception 13
Languages --
Challenge 1 (200 XP)

Hasty Start. During the first round of combat the


dragon has twice the movement speed and can
make an additional attack.
Magic Resistance. The dragon has advantage on  
saving throws against spells and other magical Tiny beast, unaligned
effects.
Prowess. If a non-cantrip spell is cast within 30 ft. of Armor Class 16
the dragon, for the next 24 hours it gets +1 to AC Hit Points 1 (1d4 - 1)
and gets to make an additional attack. Speed 35 ft., swim 40 ft.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., STR DEX CON INT WIS CHA
one creature. Hit: 5 (1d4 + 3) piercing damage.
6 (-2) 22 (+6) 9 (-1) 6 (-2) 15 (+2) 5 (-3)

Saving Throws DEX +8


Skills Perception +4, Sleight of Hand +10, Stealth +8
Senses Passive Perception 14
Languages --
Challenge 0 (10 XP)

Keen Smell. The otter has advantage on Wisdom


(Perception) checks that rely on hearing or smell.
Kleptomania. If the otter damages a creature, the
otter can use its bonus action to make a sleight of
hand check vs the targets passive perception. On
a success the otter steals the targets coin purse
(or jems) and can move up to 30 feet without
provoking attacks of opportunity.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.

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 Menace. If the tigorilla is engaged in melee combat with
only one creature attacks made against it are made at
Large monstrosity, unaligned
a disadvantage.
Pounce. If the tigorilla moves at least 20 feet straight
Armor Class 13 toward a creature and then hits it with a claw attack
Hit Points 122 (15d10 + 40) on the same turn, that target must succeed on a DC
Speed 40 ft., climb 40 ft. 16 Strength saving throw or be knocked prone. If the
target is prone, the tigorilla can make one bite attack
against it as a bonus action.
STR DEX CON INT WIS CHA Trample. If the tigorilla reduces a creatures HP to 0 the
20 (+5) 17 (+3) 18 (+4) 7 (-2) 12 (+1) 8 (-1) tigorilla may make an attack as a bonus action.
Actions
Saving Throws STR +8
Skills Athletics +8, Perception +4 Multiattack. The tigorilla makes three attacks: one with
Senses Darkvision 60 ft., Passive Perception 14 its bite and two with its claws.
Languages -- Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Challenge 6 (2,300 XP) target. Hit: 16 (2d10 + 5) piercing damage.
Keen Smell. The tigorilla has advantage on Wisdom Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
(Perception) checks that rely on smell target creature. Hit: 14 (2d8 + 5) slashing damage.

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  Multiattack. The titanoth rex makes five attacks: one
with its bite, two with its claws, one with its horns, and
Gargantuan monstrosity (dinosaur), unaligned
one with its tail. It can use its Swallow instead of its
bite.
Armor Class 20
Hit Points 544 (28d20 + 250) Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one
Speed 40 ft. target. Hit: 36 (4d12 + 10) piercing damage. If the
target is a creature, it is grappled (escape DC 17). Until
this grapple ends, the target is restrained, and the
STR DEX CON INT WIS CHA titanoth rex can't bite another target.
30 (+10) 7 (-2) 30 (+10) 7 (-2) 12 (+1) 8 (-1) Claw. Melee Weapon Attack: +17 to hit, reach 15ft.,
one target. Hit: 28 (4d8 + 10) slashing damage.
Saving Throws STR +17, CON +17 Horns. Melee Weapon Attack: +17 to hit, reach 10ft.,
Skills Athletics +17, Perception +5 one target. Hit: 32 (4d10 + 10) bludgeoning damage.
Damage Resistances Bludgeoning, Piercing, and
Tail. Melee Weapon Attack: +17 to hit, reach 20ft., one
Slashing from Nonmagical Attacks
target. Hit: 24 (4d6 + 10) bludgeoning damage. If the
Condition Immunities Frightened
target is a creature, it must succeed on a DC 20
Senses Passive Perception 15
Strength saving throw or be knocked prone.
Languages --
Challenge 24 (62,000 XP) Swallow. The titanoth rex makes one bite attack against
a Large or smaller creature it is grappling. If the attack
Cycle. The titanoth rex emits an aura with a 120 ft. hits, the target takes the bite's damage, the target is
radius that encourages magic surges. When rolling swallowed, and the grapple ends. While swallowed, the
for wild magic, spell cycles, mutations, or similar creature is blinded and restrained, it has total cover
affect that would result in a magic surge, if the roll against attacks and other effects outside the titanoth
does not result in a magic surge, roll again. rex, and it takes 56 (16d6) acid damage at the start of
Siege Monster. The titanoth rex deals double damage to each of the titanoth rex's turns.
objects and structures.
Trample. If the titanoth rex reduces a creatures HP to 0 Reactions
the titanoth rex may make an attack as a bonus Trample Cycle If a crystal roll results in a spell cycle
action. round, the titanoth rex can target a creature within 60
ft. of it. The targeted creature gains titanoth rex's
Actions trample ability.

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   spells of a new school of magic unless they change
all of their spells to match that new school. (ex. when a
Medium ooze, unaligned
cleric bonded with Umori all of their spells were all
necromancy spells. When the cleric prepares their
Armor Class 13 spells, they want to use Enchantment. All of the clerics
Hit Points 125 (15d8 + 40) newly prepared spells must be enchantment.)
Speed 30 ft., climb 20 ft.
Crystal Hoarder. Umori keeps with it a small
collection of crystals. While Umori is within 60 ft.
STR DEX CON INT WIS CHA around, there will always a crystal/mutation roll.
Empowered Casting. When Umori's bonder casts a
19 (+4) 5 (-3) 26 (+8) 9 (-1) 11 (+0) 9 (-1) spell, the spell is cast as if at a higher level. (ex.
Umori's bonder spends a 3rd level spell slot to cast
Damage Resistances Bludgeoning, Piercing, and fireball, however the spell and it's affects are cast as
Slashing from Nonmagical Attacks though a 4th level spell was spent. However, if the
Damage Immunities Acid spell was to be countered, the fireball would still be
Condition Immunities Blinded, Charmed, Deafened, considered being 3rd level.)
Exhaustion, Frightened, Prone Legendary Resistance (1/day). If Umori fails a saving
Senses Blindsight 60 ft. (blind beyond this radius), throw it can choose to succeed instead.
Passive Perception 10
Languages -- Actions
Challenge 7 (2,900 XP)
Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 21 (4d8 + 3) bludgeoning damage, and the
Amorphous. Umori can move through a space as narrow target must succeed on a DC 14 Strength saving throw
as 1 inch wide without squeezing. or be knocked prone.
Compnion. Umori can only bond with a character if all
of their prepared spells share the same school of Tail. Melee Weapon Attack: +5 to hit, reach 20 ft., one
magic. To keep the bond the character must not target. Hit: 36 (6d10 + 3) bludgeoning damage.
prepare

57
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 Vigilante. The vantasaur can't be surprised.
Gargantuan beast (dinosaur), Neutral Good Cycle. The vantasaur emits an aura with a 120 ft. radius
that encourages magic surges. When rolling for wild
Armor Class 20 magic, crystal rolls, or similar affect that would result
Hit Points 165 (11d20 + 50) in a magic surge, if the roll does not result in a magic
Speed 40 ft. surge, roll again.
Actions
STR DEX CON INT WIS CHA Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one
16 (+3) 9 (-1) 22 (+6) 5 (-3) 13 (+1) 7 (-2) target. Hit: 21 (4d8 + 3) bludgeoning damage, and the
target must succeed on a DC 14 Strength saving throw
or be knocked prone.
Saving Throws CON + 9
Skills Perception +4 Tail. Melee Weapon Attack: +5 to hit, reach 20 ft., one
Senses Passive Perception 14 target. Hit: 36 (6d10 + 3) bludgeoning damage.
Languages --
Challenge 8 (3,900 XP)

Raugrin’s coastline can be quite beautiful, as long


as you avoid the volcanic dinosaurs, the sea
dinosaurs, and the roaming beach dinosaurs.

58
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  Challenge 5 (2,300 XP)
Large beast (dinosaur), unaligned
Flyby. The pteranodon doesn’t provoke an opportunity
attack when it flies out of an enemy’s reach.
Armor Class 18 Limited Magic Immunity. The pteron can't be targeted by
Hit Points 96 (12d8 + 30) spells of 2rd level or lower unless it wishes to be. It
Speed 10 ft., fly 60 ft. has advantage on saving throws against all other
spells and magical effects. However, spells with
area's of affect can still be pointed in the pteron's
STR DEX CON INT WIS CHA direction. When in an area of affect, the pteron has
16 (+3) 23 (+6) 18 (+4) 5 (-3) 18 (+4) 16 (+3) advantage on the saving throw.
Actions
Senses Passive Perception 15
Languages -- Bite. Melee Weapon Attack: 6 to hit, reach 5 ft., one
target. hit: 25 (5d8 + 3) piercing damage.

Its weak spot is easily spotted, but only if it's


swooping down on you -- Jonald, mission naturalist.

59
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  Actions
 Multiattack. Yidaro makes two attacks: one with its
slam, one with its tail.
Gargantuan beast (dinosaur), unaligned
Slam. Melee Weapon Attack: +16 to hit, reach 15ft.,
Armor Class 19 one target. Hit: 31 (4d10 + 9) bludgeoning damage
Hit Points 410 (20d20 + 200) and knocks the target 10 ft. away from Yidaro.
Speed 50 ft. Tail. Melee Weapon Attack: +16 to hit, reach 20ft., one
target. Hit: 41 (5d12 + 9) bludgeoning damage. If the
target is a creature, it is pushed back 15 ft. away from
STR DEX CON INT WIS CHA Yidaro and must succeed on a DC 24 Strength saving
28 (+9) 13 (+1) 28 (+9) 9 (-1) 7 (-2) 11 (+0) throw or be knocked prone.
Reactions
Saving Throws STR + 16, CON + 16
Skills Athletics +17, Perception +5 Rejuvenation Cycle. If a crystal roll has resulted in a spell
Damage Resistances Bludgeoning, Piercing, and cycle round for the fourth time in combat (or more),
Slashing from Nonmagical Attacks Yidaro recovers 200 hit points, it's speed is doubled for
Condition Immunities Frightened, Restrained the round, and it can make an additional attack. This
Senses Passive Perception 15 reaction expends one use of Nigh Unkillable.
Languages -- Shell Defense. Yidaro retracts into it's shell adding 4 to
Challenge 24 (62,000 XP) its AC against one attack that would hit.
Cycle. Yidaro emits an aura with a 120 ft. radius that Legendary Actions
encourages magic surges. When rolling for wild
magic, crystal rolls, or similar affect that would result Yidaro can take 3 legendary actions, choosing from the
in a magic surge, if the roll does not result in a magic options below. Only one legendary action option can
surge, roll again. be used at a time and only at the end of another
Hasty Start. During the first round of combat Yidaro's creature’s turn. Yidaro regains spent legendary actions
movement speed is doubled and it can make an at the start of its turn.
additional attack. Attack. Yidaro makes one melee weapon attack.
Legendary Resistance (3/Day). If Yidaro fails a saving
throw, it can choose to succeed instead. Charge. Yidaro moves up to its speed.
Nigh Unkillable (3/day). If Yidaro would be reduced to 0 Tail Slam. Yidaro slams the ground with it's tail. All
HP Yidaro, is stable. If Yidaro is at 0 HP and there is a creatures within 14 ft. that are large or smaller must
spell cycle round, Yidaro is returned to full hit points. make a DC 24 strength saving throw or be knocked
Siege Monster. Yidaro deals double damage to objects prone.
and structures.
Trample. If Yidaro reduces a creatures HP to 0 the
Yidaro may make an attack as a bonus action.

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   Companion. Zirda can only be bonded with a character
who has at least one (non-spell slot) ability that only
Medium Elemental, Neutral Good
recharges from a long rest (ex. the sorcerer's sorcery
points, or the fighters indomintable ability).
Armor Class 14 Heated Body. A creature that touches Zirda or hits it
Hit Points 41 (7d8 + 10) with a melee attack while within 5 feet of it takes 3
Speed 40 ft. (1d6) fire damage.
Keen Hearing and Smell. Zirda has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 17 (+3) 8 (-1) 12 (+1) 6 (-2)
Actions
Multiattack. Zirda makes two attacks: one with its bite
Saving Throws DEX + 6 and one with its claws.
Skills Perception +5, Stealth +6 Bite. Melee Weapon Attack: ++6 to hit, reach 5 ft., one
Damage Immunities Fire target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6)
Senses Passive Perception 15 fire damage.
Languages --
Challenge 3 (700 XP) Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing damage.
Restore (1/day). If Zirda is within 60 ft. of their
companion, Zirda restores all uses of one of their
companions abilities.

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NPC's

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
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