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Jungle Encounters PDF
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Featuring over 25 S custom homebrew By creatures including, “ 3new dragons, 2new races, and 3 new non-playable i} characters for your jungle adventures! of deadly,monsters Nene Geert ekeeti camer ttre greatest roleplaying gameJUNGLE ENCOUNTERS yy Paul Webernew races. This started out as a smalll project while I was bored sitting by my computer playing around with custom stats blocks. What started out as some messing around, blossomed into a four day digital adventure and before I knew it, this was born! I hope you enjoy these add-ons as much as I enjoyed making them. There may be several typos within this project, as I am only human with little spare time, please feel free to contact me to correct these errors if you wish. I encourage you to use this material in any way you like, just have fun! Introduction ‘Welcome to Jungle Encounters! This is designed and dedicated to give more life into your jungle themed adventures with fun ideas and themes. In this material you'll find over twenty-five new, custom jungle themed creatures and creations with full stat blocks, pictures, and descriptions. These creatures range from beast, three new dragons, three new non-playable characters, weather patterns, and traps! You'll also find, for your convenience, some official Dungeons and Dragons 5th Edition monsters that now have descriptions and pictures to better serve your creative juices when creating an adventure. Creatures taken from the official Dungeons and Dragons Sth edition Monster Manual have the exact stat block as they do in the manual, and have been marked with the red Dungeons and Dragons Logo on the upper right-hand corner of their stat block. These creatures were added to this project because they are common creatures found within jungle environments. Like all creatures in the world of Dungeons and Dragons these creatures can be modified anyway you like and were created for inspiration and ideas for your enjoyment. \ “Welcome to the jungle, We've got fun and games!” ing A Worthy Note “Aroworkin this was not created, nor it owned by me. Most artwork was ound using basi Google image search. Most othe artwork inthis was bhotosbopped ty me tose Ia more appealing or desired look o what was goog fo Some images may be copsrighcd or ademarke. Dungeons a Dragons a reaistere Trademark by Wirards of the Coast Al his reserved. This iva non-paitproe. Designed by Paul Weberites that use their crushing fist to e them. Because of their throw large rocks to defend | Armor Class 12 natural armor HiePoints 19 (348 +6) itory and warn off those who are getting too Speed 30/f., climb 30n. i» AW: NED TREE An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic. AWAKENED SHRUB ‘An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic. | Armor Class 13 natural armor ‘HitPoints 69 (348 + 6) Speed 20. sTR 19¢+4) DEX (2) ‘CON 152) INT 10(+0) Damage Vulnerabilities fre ‘Damage Resistances Bludgconing, piercing ‘Senses passive perception 10 ‘Languages one language known by its creator ‘Challenge 2 (450 XP) False Appearance. While the tree remains motionless, itis indistinguishable from a normal tree. Actions ‘Slam. Melee Weapon Attack:+6 tohit, reach 10f, one target. | Hit: 14 (3d6 + 4) bludgeoning damage. STR 16(+3) DEX 142) ‘CON 1462) INT 62) wis 12641) CHA 1a) ‘Skills Athletics +5, Perception +3 ‘Senses passive perception 13 Languages — Challenge 1/2 100 XP) Actions ‘Maltiattack. The ape makes two fist attacks. Fiat Meee Weaon tac: Sto hi rach St onetaraet,_| it’ (146 +3) bladgeoning damage. Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage. CON INT WIS CHA 3) Hel) Tea) 1060) 1060) 6) Damage Vulnerabilities fire ‘Senses passive perception 10 | Languages one language known by its creator | | Challenge 0 (10 XP) | | False Appearance. While the shrub remains motionless, itis indistinguishable from a normal shrub, Actions Rake. Melee Weapon Attack: to hit, reach Sf. Hic 1 (1d4- 1 slashing damage. target.jungle, Apemen are, smart ters. Apemen are grouped together These apedtike a deep jungle type _-an ordered society complete with a humian-like ecosystem including a hierarchy and government-ike establishments. Apemen build their societies mostly in isolated jungle locations such as atop high mountains or near rivers/and lakes. They utilize their own makeshift weapons and armor, that often times, becomes a right of passage for Apemen to become warriors in their homeland. These creatures like to stick close to home and when traveling will only do so in groups of three or more, with at least one being an experienced warrior. Apemen are intelligent, speak their own | language, as well as common, and will set traps to keep enemies at bay. They will even display the heads of dead enemies on pikes as trophies and as a warning to would-be intruders. Th are a close-knit community and will not hesitate to attack those whom they think are a threat their homeland or family. 4 ‘Medium Humanoid Lawful Neutral ‘Armor Class 12 HiePoints 20 (548-10) Speed 40f. ‘CHA 1140) sme (DEX 15(+3) 17 (+4) CON INT wis. 12(¢2) _16(+3) _10(+0) Damage Vulnerabilities Psychic, Fire, Magic Skills Intimidation +1, Stealth +1, Survival +5 ‘Senses Darkvision up to 30 ft. Languages Common, Apemen Challenge 1 (200) "Terrain Advantage: Apemen have advantage on hit and damage rolls in al jungle type environments | _ Standing Leap. The Apemen long jump is up o 20 feet and its high jump is up to 10 feet with or without a Actions Fist. Melee Attack +1 to hit, reach Sft, one target Hit: 4 (144+) Bash. (ifequipped with a weapon) Melee Weapon Attack, +1 tohit, reach 10f, one target Hit: 6 244) Designed by Paul WeberAPEMEN WARRIOR Apemen Warriors are an elite military unity } in.an Apemen society. An Apemen Warrior is more often than not, a descendant of another Apemen Warrior. It is considered an honor to serye in this function and requires vigorous training, and intelligence, Apemen Warriors go through years of training before graduating to a full warrior status. Those who are lucky enough to be chosen as warriors will mii their own armor, shield, and weapons as ‘well as be passed on these items from their progenitor. The only way a full service warrior may leave the unit is by death, being too wounded to serve, or when their descendant graduates to full warrior status. ‘An Apemen Warrior favors light or medium ‘armor but is proficient in all armor types. Medium Humanoid Lawful Neutral Usually an Apemen Warrior brandishes a ong spear for their weapon, and always carries a personalized military dagger. It's not uncommon for an Apemen Warrior to fashion defeated enemy body parts as Jewellery. ‘Armor Class 16 light armor and shield HitPoints 37 (548) ‘Speed 40. STR DEX CON INT WIS CHA 17(+4) 18(4) 12(2) 16(43) 1040) 11 (+0) timidation +1, Stealth +2, Survival +5 Damage Vulnerabilities Peychic, Magic ‘Senses Darksision up to 30 ft, Passive perception 10 Languages Common, Apemen Challenge 3 (700) Terrain Advantage: An Apemen Warrior has advantage on ‘hitand damage rolls in al jungle type environments Blood Frenzy. The Apemen Warrior has advantage on ‘melee attack ros against any creature that doesn't have all its hit points. ‘Standing Leap. The Apemen Warriors long jump is up to 20 feet and its high jump is up to 10 feet with or without a running start. Actions ‘Spear. Melee Weapon Attack: +3 to hit, reach 15ft, one target. Hits12 (1d10 + 6) piercing damage. Dagger. Melee Weapon Attack +1 to hit, reach Sf, one target. Hit 4 (1d4+2) slashing damage Shield Bash. Melee Weapon Attack: reach Sft, one target. Hit: 10 (1483) Bladgeoning damageEN WARRIOR CHIEF Large Humanoid Lawful Neutral ‘Armor Class 17 Natural Armor Hit Points 157 (15412+60) Speed 20 A hy 60f STR DEX CON INT WIS-CHA 23(+6) 1442) 18(+4) 16(+3) 12(+1) 10¢+0) ‘Saving Throws Str +6, Dex +5 ‘Skills Intimidation +10, Survival +5, Athletics +9, Damage Vulnerabilities Peychic, Magic Senses Passive Perception 14 ‘Languages Common, Apemen Challenge 8 3,900xp) ‘Terrain Advantage: An Apemen Warrior Chief has advantage on hit and damage rolls in all jungle type ‘environments. Blood Frenzy. The Apemen Warrior Chief has advantage on. ‘melee attack ros against any creature that doesn't have all its hit points. Dive Attack. Ifthe Warrior Chief's flying and dives at least 30 feet straight toward a target and then hits it with a melee ‘weapon attack, the attack deals an extra 3 (146) damage to the target. Actions Fist. Melee Weapon Attack: +9 to hit, reach 10R., one target. Hit: 22 (3410 + 6) bludgeoning damage . Rock. Ranged Weapon Attack: +8 to hit, range 60/240 fone target. Hit:21 (3410 +5) bludgeoning damage. APEMEN WARRIOR CHIEF An Apemen Warrior Chief is, above all, the highest ranking unit within the Apemen Warrior military unit. Chosen only by birth-rite, Warrior Chiefs are fierce and battle-hungry, champions with the ability to fly short distances with their giant wings as well as-the ability to crush enemies using just their powerful fist and brute strength. Apemen Warrior Chiefs are the commanders and leaders who give orders to any and all Apemen. Warriors. They are the most respected among all Apemen Warriors and are loyal to their homeland government. ‘The Apemen Warrior Chief usually does not use weapons but instead relies on its fist or throwing heavy rocks and stones. Warrior Chiefs also don't wear standard armor like other Apemen Warriors but will instead, wear a helmet. Often times the helmet is the skull of a slain enemy that the Warrior Chief favored killing in battle. Designed by Paul Weberfruits, grasses, seeds, bark, and ‘a taste for meat. They eat birds, the young of larger creatures itelopes and sheep. J BADGER Creating many-chambered underground dens, and spending much of their lives below ground, badgers do allot of stalking at night, but are seen out and about in the daytime as well. They are excellent hunters of jungle-dwelling prey including rabbits, groundhogs, ground squirrels, mice and snakes. Q Ce [ Armee Clas 10 macurel armor BicPoints 9d * 1) Speed 20, burrow STR DEX CON INT WIS CHA 43) 1G) 1241) 4) 12H) 83) Senses passive perception 11, darkvision 30 ft ‘Keen Smell. The badger has advantage on. (Perception) checks that rely on smell. Actions Pixerostties ff pace acre ‘Hit Points 3 (146) Speed 30 ft., climb 30f. STR OK CON INT WIS CHA 81) 142) 11 (+0) 463) 12641) 6-2) Senses passive perception 11 Languages — Challenge 0 (10 XP) ack Tactios. The baboon has advantage on an attack roll against a creature if at least one of the baboor's allies is within 5 feet of the creature and the ally isn't incapacitated. . Melee Weapon Attack: +1 to hit, reach 5 ft, one target. 1 (1d4-1) piercing damage. Designed by Paul Weberst rely on echolocation, or the ibrations, for their sight. Bats Molacca like caves, basements ae aeee They will attack with their bite and they Speed 5 ly 308. ae / sre ‘CON wis CHA Gl T 24) 1562) 81) 24) 1261) 3) jis an overgrown bat that is about ten times the sizé of a normal bat. These creatures bite Senses passive Perception 11, blindsight 60 ft. ‘using their long fangs and usually travel with Languages — swarms of smaller bats. Ceanene too. cholocaton. The bat cant woe ts linda while deafened. | BAT SWARM Xe Hearing The at hat advantage on Wino (retin) heck A bat swarm can be hundred of bats and giant bats that ely on hearing traveling together. Bat swarms usually form when Actions several sleeping bats in one location gets startled Feisey allstimn togethers to i a ae Nae ee reper | Armor Class 13 natural armor | iePoines 22 4a10) | Speed 10 fly 60.8. —<$<$§$@$.. — STR DEX «CON INT WIS_ CHA 15(+2) 16(+3) 11(+0) 24) 12641) 6(2) ‘Senses blindsight 60f., passive Perception 11 Languages — Challenge 1/4 (50 XP) | (STR DEX CON INT.) WIS_ CHA i 53) 1562) 1060) 204) 12041) 43) | | ‘icin Tics nh we den ona tog Tht at cago Wien Grp) chen fermi o | Ghatlenge 4 (50XP) Actions ket. Th et eto igh i enc Bite Melee Weapon tacks 4 ois each fone | | | Hearing: The bat has advantage on Wradom (perception) creature. Hit 5 (1d6 +2) Piercing damage. ae. ——_- that rely on hearing Siam Ths owe sa spy anther eeteres pace snd ee fhe swarm can veoh any open are enn or ty Moda Tsar cat rosin it pits ua eporsy tpt | Actions ‘Bites Mele Weapon Atacke 4 oh, reachOR, one creatureinihe | Praag HE Sutin sonaae ori GaN peas du ~ I a ee ae ec ~ a 8 Designed by Paul WeberBENGAL TIGER ‘True hunters of the jungle, Bengal Tigers are ferocious beast that track and sneak on their prey. ABangal Tiger will either travel alone or in a ‘small pack, usually a male and female with cubs. ‘The female Bengal Tigers are the hunters and bring food to their mate and cubs as a sign of loyalty. Bengal Tigers can be identified as having an orange and white coat with black stripes. They have a greatsense of smell, and an adapt sense its Victim it will attack but only whe: feels the *: time is'right. Quite often the victim.doesn't even auif know its being hunted until its too late. ‘The Bengal tiger lye in wait for the perfect opportunity.to strike, where it will pounce on its prey and begin an assault of claw and bite attacks until its victim is motionless. After the creature is dead, the Bengal TigePwill either feast on the corpse until itis full or drag the corpseto another hungry Bengal. Bengal Tigers are prideful cfeatures and will always fight to defend another ofits pack. They reside in deep jungle terrain, in caves, or atop high cliffs. A Bengal Tiger doesn't attack unless it feels threatened or is in the need to feed. BENGAL TIGER Large beast, unaligned ‘Armor Class 12 natural armor HiitPoints 62 (848+26) Speed Of, swim 40. STR DEX CON INT WIS_—CHA 173) 16(3) | 16(+2) 1040) 12641) 81) Skulls Stealth +6, Intimidate +4, Sneak +10, Spot +5, Track, +10 Damage Resistances — Damage immunities frightened, petrified ‘Senses darkvision 60M, passive perception 15 Languages, Challenge 3 (700xp) Pounce. ithe iger moves at least 20 feet straight toward a ereature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving ‘throw or be knocked prone. Ifthe target s prone, the tiger ‘can make one bite attack against it as a bonus action. Keen Smell. The tiger has advantage on Wisdom. (Perception) checks that rely on smell. Multiattack. This ereature can ase two atacks with ts Bite. Melee Weapon Attack: +5 to hit, reach § ft, one target. Hit 12 (1412+3) piereing damage. yw. Melee Weapon Attack'5 to hit, reach 5 ft, one target. Hit: 8 (148 +3) slashing damageBICRONE Large beast, Chaotic neutral ‘Arse Clase {6 batural oe HitPoints 136 13412 452) BICRONE Speed 508. climb 408. Bicrone occupy abandoned jungle temples a STR O&K CON INT WIS CHA as they see themselves as rulers or Gods. 25(+7) 15(+2) 194) 1542) 12641) 10640) These half tiger, half gorilla beast will - scavenge jungles just to find old remains of ‘Skills intimidate +5 with % Damage Resistances — a lost temple and set tp Se ica Damage Immunities frightened, petrified e Senses passive perception 5 Bicrone are extremely strong and equally as, Languages common, apemen fast giving them a versatile advantage over ||) ||, Challenge 8(3.900xP) almost any threat. They rule by intimidation by beating their large ape-like chest and _———— releasing a horrendously loud growl. They } Intimidate. The Bierone can beat on its chest and let out attack with their powerful fist and often do fli {i}, erow! amp to intimidate its target(s). Targei(s) so while leaping through the air at great 7 sdistances. Eh ee ate and ts high jump is upto 10 feet with or without a creat take running tart kindly to any other creatures 2 that they think they cant Actions, Multiattack. The Bicrone makes two smash attacks with its fist. Smash, Melee Weapon Attack: +5 to hit, reach 108, one ‘target. Hit: 33 (4412 + 7) bludgeoning damage. Designed by Paul Weberely adaptable and show a habitat types, though they are found in forested areas with thick ground iirPoints19(308 16) ye fation and an abundance of fruits, nuts, and ‘Speed 40 climb 30n. vegetation. Unless they are with their cubs black — bears are usually isolated creatures. Un AES Ae ate 15(+2) 10(+0) 14 (+2) 24) 12641) 702) ‘Skills Perception +3 Senses passive perception 11 ‘Languages — Challenge 1/2 (100 XP) ‘Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell Actions “Muldattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit 5 (1d6 + 2) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hitt 7 (2d4+2) slashing damage. Sa BROWN BEAR Lange beast, Unaligned ‘HitPoints 34 (410+ 12) ‘Speed 40 f, a" BROWN BEAR ‘Armor Class 11 natural armor Ge Brown bears are much larger than black bears and range in color from very light tan, to dark brown. They have a dished face, short, rounded ears and a climb 308. ‘STR DEX CON INT Wis. CHA | large shoulder hump. The hump is where a mass of 194) 1 ‘Skills Percept 0-0) 16013) 24) 131) 702) muscles attach to the bears backbone and give the bear additional strength for digging. They have very tion +3 Semeee years peeafiioa 13. Jong claws on their front feet that also give them Languages — extra ability to dig after food and to dig their dens. Challenge 1 (200 XP) Brown bears like to dwell in caves especially near a ‘Keen Smell The bear has advantage on Wisdom fresh water source. (Perception) checks that rely on smell. Actions ‘Multiattack. The bear makes wo atiacks: one wi ‘and one wit Bite. Melee Weapon Attack: +5 to hit, reach 5 f, one target. Hit: 8 (148 + 4) piercing damage. | (Claws. Melee’ Hit: 11 (246+4) slashing damage. | ps ead il claws. Weapon Attack: +5 to hit, reach 5 f, one target. | Designed by Paul WeberBLOODSTOCK ‘Medium Plant Unaligned ‘Armor Class 12 natural armor ‘HiePoints 72,(1248+18) ‘Speed 30. STR DEX CON INT WIS CHA 19(+4) 16643) 19¢+1) 265) 10(+0) 165) Skills Stealth +9) Damage Vulnerabilities Fire Damage Resistances poison, acid Damage Immunities poison, acid Senses blindsight 208. Languages — Challenge 3 (7003p) ‘Camouflage, The Bloodstock has advantage on Dexterity (Gtealth) checks made to hide in swampy and or jungle False Appearance. While the Bloodstock re ‘motionless, iis indistinguishable from a normal vine. ‘Multiattack. This ereature can use two attacks with its bite. Actions Bite. Melee Weapon Attack: +7 to hit, reach 10ft, one creature. Hit 9 (1d6 + 6) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (78) poison, damage on a failed save, or half as much damage on a successful one. is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the Bloodstock can't constrict another target. BLOODSTOCK Hacking and slashing through thick foliage is a common technique used by those making their ‘own way through the jungle. More experienced adventurers know that, because of the Bloodstock, a more cautious approach is the smarter method. Bloodstock appear exactly as vines until they open their mouth, giving them an advantage on any unsuspecting travellers. The Bloodstock will hang from trees, or lye across paths waiting for its victims to approach. Once a creature is close enough, the Bloodstock will bite its prey, infecting it with a deadly poison and either wait for it to die or constrict it so it can't escape before devouring it and quenching its thirst for blood. Bloodstocks dwell in jungle or swamp type environments and move much like a snake. They are strictly carnivorous however they do not rely on food to survive. A Bloodstock can survive on water and oxygen but will constantly feast on the flesh of any creature that crosses its path. Designed by Paul Weber‘Armor Class 13 natural armor HiePoints 82 (348 +33) ‘Speed 40%, climb 408. STR DEX CON INT = WIS._CHA 1140) 150-2) 1502) (1) 62) 10(+0) ‘Skills Stealth +10, Perception +5 Damage Vulnerabilities Fire, piercing, slashing Damage Resistances acid, poison Damage Immunities acid, p ‘Senses passive perception 5 Languages common Challenge 2 (450 XP) ‘Spider Climb. Can climb difficult surfaces, including upside down on ceilings without needing to make an ability check. ‘Superior Camouflage. The Chamelmen has advantage ‘on Dexterity (Stealth) checks made in all terrain and ‘environments and can move along terrain as ifit were invisible, False Appearance. While in motion or mot terrain, the Chamelmen can not be dist terrain type. I the creature wishes to blend with open ‘ground it must be prone. ‘Acid Absorption. Whenever the Chamelmen is subjected to-acid damage, it takes no damage and instead regains a ‘number of hitpoints equal tothe acid damage dealt. ‘Surprise Attack. Ifthe Chamelmen surprises a creature and hits i with an attack during the first round of combat, the target takes an extra 4 (1d4+2) poison damage from Poison Claw. Melee Weapon Attack: 11 to hit, reach 5, one (16 + 3) slashing damage and the target takes Designed by Paul Weber CHAMELMEN ‘The feeling of being watched may be the only sign a Chamelmen is near. These human-size creatures move silently and have superior camouflage abi that allow them to appear invisible as long as they are close to the terrain type they are blending with. ies Chamelmen are relative to their chameleon type cousins but are much larger in size and stand on two legs. They have a toxic poisonous claw attack that infects targets with a deadly dose of poison. Chamelmen are shy tricksters and are usually always camouflaged with their surroundings. A Chamelmen will typically only show its true form when they take damage. They are able to speak common and will do so to trick unknowing passer-bys into traps or startle them into thinking there are ghost for fun. Because of their chameleon like feet and hands, Chamelmen have the ability to walk, climb, run, and hang on the tops and sides of _. | surfaces like logs, trees, and ceilings. vCroakers are are a civilization of it frog-like creatures. They are inthe since that for their small size, they a remarkable species. They have civilized societies that are are rooted in jungle trees or logs. |. These creatures build houses just like any creature with a like intelligence would. They use bigger 's as transportation, and even have troops of soldiers ready to die in battle for their homeland. Though an outside war between Croakers and another species is rare these creatures usually bring war amongst other Croaker Kingdoms for their supplies, or territory, Croaker Kingdoms. Croakers usually rule by having a King and or Queen that is in charge of a specific region. Croakers can survive and thrive in one area for generations but because of their sense of pride and over population, Croaker Kings and Queens, love to wage war on other Croaker Kingdoms. Though they blame their wars on dwindling resources, in reality, Croaker Kings and Queens really just want new scenery and to see their peasants fight in their name. Croaker Civilizations. 14| CROAKER VARIANTS: | There are many different types of Croakers living ‘Armor Class 7 natural armor S 5 firrusui (as) | in a Croaker society. From the court jester, to the Speed 30, Swim 30. blacksmith, to the religious ministers. Use this stat (ca on cen ca | block to assign basic stats for different types of Pe ee oe Croakers that may be encountered. Croakers that Be 1) BED BED 1D ED) | are not part of a military unit use improvised Damage Immunities acid, poison weapons such as sticks, or their strong froglike Senses passive perception 4, darkvision 40 ft. legs when attacking or defending. Languages Bullywus, common Challenge 0 (10 XP) ‘Amphibious. The Croaker can breathe air and water. ‘Speak with Frogs and Toads. The Croaker can ‘communicate simple concepts to frogs and toads when it ‘speaks in Bullywug. ‘Swamp Camouflage. The Croaker has advantage on Dexterity Stealth) checks made to hide in swampy ‘Standing Leap. The Croaker's long jump is up to 20 feet, and its high jump is up To 10 feet, with or without a running start. Actions | Sick: Melce Weapon Attack ~2 tit each Sf, one target. Hic 2 (14) | btudgeoning damage. Kick. Melee Weapon Atack: +4 tit reach 5 one target Hit: 2 (144) Diadgconing damage Croaker Jester Designed by Paul WeberCROAKER SOLDIER ‘Small Beast, Chaotic Neutral ——— ‘Armor Class 12 (hide armor) Hit Points 29 (6d8 +2) Speed 30, Swim 30. STR DEX CON INT WIS CHA 12¢+1) 1462) 152) 12H) 12641) 18642) ‘Saving Throws Str +1, Dex +7, Con +3, Int +4, Cha +4 Damage Immunities acid, poison ‘Senses passive perception 3, darkvision 40 f Languages Bullywug, common Challenge 1/4 (50 XP) ‘Amphibious. The Croaker can breathe air and water. ‘Speak with Frogs and Toads. The Croaker can ‘communicate simple concepts to frogs and toads when it ‘speaks in Bullywug. ‘Swamp Camouflage. The Croaker has advantage on Dexterity Stealth) checks made to hide in swampy ‘Standing Leap. The Croaker's long jump is up to 20 feet, and ts high jump is up To 10 feet, with or without a running start. Action: ‘Axe. Melee Weapon Attack: +5 to hit, reach 10f., one target. | Hits4 (a4+2) Slashing damage. Crossbow. Ranged Weapon Attack: +3 to hit, reach 20/608, one target. Hit 4 (1d6+1) piercing damage. CROAKER SOLDIER Lead by a fearless Croaker Knight, the Croaker Soldier leaps into battle proudly to serve his King or Queen. The Croaker Soldier wears leather hide armor and usually carries an axe and Crossbow, however a large majority also use a crossbow and spear combination. These creatures are, more often, than not, grouped together in a large army of fellow soldiers and one Knight Croaker. These creatures also use small insects or other small beast as war steeds. It's not uncommon to see a large turtle, cloaked in cheaply put-together armor and several Croaker Soldiers riding on its shell.CROAKER KNIGHT ‘The highest honor and most respected career assignment that can be bestowed upon a Croaker is knighthood. The Croaker Knights are hand-picked by the Kings and Queens of their Kingdom while they are still tadpoles. A Croaker Knight is immediately separated as a tadpole once it has been chosen and placed in special care while it awaits to evolve into a Croaker. Once evolved, the begins training fot Knighthood by becoming and conditioning for the position. Once the Croaker is deemed ready, it is granted full Knighthood and is either sent to lead an army or defend its King or Queen in the Kingdom. KNIGHT ‘Small Beast, Chaotic Neutral ————— ‘Armor Class 14 (Breast Plate) ‘HiePoints 39 (648 +12) ‘Speed 30, Swim 30 ft. STR DEX CON INT WIS CHA 15(+2) 14(+2) 16643) 13642) 12¢+1) —15(+2) ‘Saving Throws Str +2, Dex +9, Con +4, Int +6, Cha +7 Damage Immunities acid, poison ‘Senses passive perception 4, darkwision 40 ft. ‘Languages Bullywug, common Challenge 1 (200 XP) Amphibious. The Croaker can breathe air and water. ‘Speak with Frogs and Toads. The Croaker can ‘communicate simple concepts to frogs and toads when it speaks in Bullywug. | ) Swamp Camouflage. The Croaker has advantage on Desterity (Stealth) checks made to hide in swampy terrain. ‘Standing Leap. The Croaker’s long jump is up to 20 feet and its high jump is up To 10 feet, with or without a running start | Actions | ‘Maltiattack. The Croaker makes two attacks with its sword. ‘Sword. Melee Weapon Attack: +5 tohit, reach 10ft, one target. Hit 9 (1d10 + 4) Slashing damage.CROAKER WIZARD ‘Small Beast, Chaotic Neutral ————————— ‘Armor Class 11 (hide armor) Hit Points 19 (348) Speed 30 f., Swim 30 ft, | STR DEX CON INT WIS CHA 1O(+0) —16(+3) 1844) 15(+2) 16(+3) 134+) ‘Saving Throws Str +1, Dex +7, Con +8, Int+5, Cha +4 Damage Resistances Magic Damage Immunities a ‘Senses passive perception 4, darkvision 40 ft Languages Bullywug, common Challenge 1 (200 XP) Amphibious. The Crosker can breathe air and wate. ‘Speak with Frogs and Toads. The Croaler can communicate simple concept to ops and toads when it speaks Ballywug. ‘Swamp Camouflage. The Croaker has advantage on Dexter (Stealth) checks made to hide in swampy | ‘Standing Leap. The Croake's long jump sup to 20 feet and its high jmp is up To 10 fet, with or widhot sunning start. | Innate Spetlasting. The Croakers innate spllcastng ability is Charla (ell save DC 1) The Croaker ean innately cant the following spel, requiring no material components | ‘Speak with Beasts and Plants. The Croaher can communicate with ‘beasts and plants a they shared language Acwil druidcrat Biday each: entangle, gostberry day eacs barkaki, pane without trace, sileagh Actions ‘Stall Meee Weapon Atack:¥2 tit (+ to ht with shllelagh each S ‘tone target. Hit: 2 (1d) bludgeoning damage, o 8 (1d8'*4) ‘bludgeoning damage wih shilelagh CROAKER WIZARD Croaker Wizards are Croakers born with magical abilities, Usually one in one-thousand Croakers born are born with magical abilities. These are identified as pulsating tadpoles within the pool. Once a pulsating tadpole is identified as magic, they are given to the elder Croaker Wizard within the Croakers society. The elder Croaker Wizard cares for the Croaker and teaches it to use its magical abilities over years of time. Once the elder Croaker dies, his favored predecessor takes over as the new elder Croaker Wizard. Designed by Paul Weberible to the naked eye or appear as of the beast they are. Often the eator that an Eclipsor is near is the shadow it produces in the right light. These jungle-walkers use their unique camouflage to bring a rain of chaos ‘on unsuspecting victims, especially at night or in ‘caves where they hardly ever cast a shadow. These creatures are said to have an infrared type vision that illuminates their target giving them the ultimate hunting advantage. If an Eclipsor is doused in fire they appear as a walking flame of their true form. ‘These creatures have arms that are blade-like appendages that slice through targets. The Ectipsor stands at a frightening 9 feet tall. To survive an encounter with an Eclipsor is cheating death itself. ECLIPSOR Large beast, Chaotic neutral ‘Armor Class 14 natural armor Hii Points 114 (1648 + 62) Speed SOR, STR DEX CON INT WIS CHA 16(+3)19(+2) 15(+2) 1040) 12(+1)8¢1) ‘Skills Perception +17, Stealth +18 Damage Vulnerabilities fre, cold Damage Immunities frightened, petrified, exhaustion ‘Senses passive perception 18, darkvision 120 ft. Languages — ‘Challenge 7 (2,900 xP) Invisitte The Eeipsor i ievisil. Infrared Sight. Magical darkness does impede the Eclipsors Asst, The Bclipeoc has advantage on attack role aginst ny Surprise Attack If the Eclipsorsurpelses a eeatue and hts with fan atack during the first round of combat the target takes an extra 10(346) damage from the ata, Ethereal The Exlipsor’ invsiity makesit nea impontibe to see ack cll guna to have disacrantage, Thi eft iy the Eclipnor is on Br ors doused in ancer | ‘luminating objeto spell, | Actions Multiattack. The Eclipsor makes two slashing attacks with | its blades. sh. Melee Weapon Attack: +8 to hit, reach 10ft, one 16 2d6 +9) slashing damage. target Designed by Paul Weberand a trunk, the elephant its family in jungle plains rather settings, so that they can spot predators. When elephants are grouped together they are usually fearless because of their | large size: An isolated elephant may be quicker to attack those surrounded by one another, The elephant will attack by charging at its enemy with its weight and tusk, then proceed to stomp on it with its huge tree trunklike feet. | Armor Class 12 natural armor ‘HitPoints 76 (8412+24) ‘Speed 508. climb 40n. STR DEX CON INT WIS CHA 2216) 91) 1703) 4) 110) 62) ‘Senses passive perception 10 ‘Languages — Challenge 4 (1,100 XP) ‘Trampling Charge. Ifthe elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. Ifthe target is prone, the elephant can make one stomp attack against it as a bonus action, Actions | i -) \/
‘Maldatach. The dragon makes tree attacks: %; ‘one wit ts bite and two with ts claws. ‘Bite. Mele Weapon Atack: +14 toi reach 10% one target; ‘ic 19 24108) piercing damage plus 7 (246) fire damage. (Cam Melee Weapon Attackt14 to hit reach 10 one "iC TS 246 +8) slashing damage. , ‘all Melce Weapon Attack~14 1 hit reach 208, one target. Hit 17 ‘Breath Weapons (Recharge 6-6). The dragon uses one ofthe following ‘breath weapons: ‘Seep Breath. The dragon exhalsslep gas in 90 ot cone. Each ‘creature that area mus succeed on a DC-21 Constitation saving {throw o fll unconscious for 10 minste. Ths effect ends for 8 ‘reatureif the creature takes damage or someone uses an action 0 ei Dust Breath Recharge 5.) The dragon extals dustin a 60foot cone. Each creature i that area must make a DC 18 Cnstation saving ‘throw taking 5 (166) acid damage and s Blinded for 1d8 turn, o alt ‘as much on. successful throw: Lightning Breath (Recharge §.6.The dragon exhale lightning ina 90toot ine thats 5 fet wide Each erature in that ie must make 2 ‘DC 18 Dexterity saving throw taking 66 (12410) ighting damage on a {aied save, or halfas much damage ona successful one. ‘Steam Breath (Recharge $6). The dragon ture exhales scalding steam {na 60 fot cone. Each creature in tha area must make a DC 18 Constistion saving throw taking 6 (12410) Bre damage ona fed save or half s mach damage ona successful one. Being underwater cat grant resistance agai! this damage. LEGENDARY ACTIONS. “The dragon can ake 3 legendary acon, choosing rom the opin below. Only oe legendary action option can be used at time and only ‘atthe end of another erature’ turn. The dragon regain spent Tegendary ations atthe star of ts turn. hie "Detect The dragon maiz Wadom Percept) et. 51 Designed by Paul WeberLarge dragon, lawful good ‘Speed 50 fy 80 STR DEX CON INT WIS CHA 236) 1462) 2105) 16649) 163) 15644) ‘Dust Breath Recharge 546). The dragon exhales dust in 2 30fo0t cone. ‘Each ereatare in that area must take a DC 14 Constitution saving throw, {aking 42 (1246) acid damage and is linded for 1d6 turns, or half as mich ‘on sucessful throw Lightning Breath (Recharge 8.6). The dragon exhale lighting in an ‘bioot ine tate 5 fet wide Each erature in that ine mun make & DC 14 Dexterity saving throw, taking 42 (1246) lightning damage ona fled saveor half as ach damage ona successal one. ‘Steam Breath Recharge 56). The dagoo turtle exhales sealing steam in ‘2 30foot cone. Each erate in that area must make a DC 14 Consittion ‘Saving throw taking 42 (1246) fire damage ona fale save, or half as much damage ona successfl one Being underwater docs grant resistance ‘ain this damage Designed by Paul Weberdragon end immediately laugh tof hough they should. ly powerful, but magically aswell Some sil dont these creatures have probably been around longer than Dragon may exit ata ime and tht they only present an important and ancient peace treaty hasbeen violated, = Pi SE a ee eyes an 3 rae Ee eee Beet enema. ee eect, = “Monstrous Monsters. These dragons are 0 massive tha thei sie cant be deseribed nd ‘hele wingspans ithe longest among al the dragons that are knowa to exist Once a Pink Dragon has reached the ageof ancient, they can ony sleep under seas because af their ‘mansive siz Avery respected researcher fad lon all credibility when he described 3 Pink Dragon as being the sizeof an entire Kingdom. Tal ke this has lead to the ever growing aka ofthe Pink Dragons existence. ‘More Than Pink. Apart from thei pink skin making them so unique, these dragons have a Ioemore to them than the color o thei scales The Pnk Dragon x slled and powerfl in ‘magi, they have more breath attacks than ther dragons and being near ther can disable ‘thers mage abilities. The Piak Dragon only speaks with its mind using telepathy and they Ihave the ability to read minds and even change them. These dragons have great inoence {nthe plains around them, whether those sharing their existence beeve ia them ar 80 A Pink Drage ‘Pink Dragons del clove waves fnrensonablor vont Bhar oS ‘Seniice Thr ir peal neo ender bugs mountain ‘igs oan ot oll The cet Pak rego ‘nda en The Pak Dragon ha alo ben knoe © ire ln underwater coves sna uae fc tee They eal eine ds ft epee ee ‘Sear tha thy share exience wi A lak Dragos asi ‘Sore fen than otto place lnaszeanbe witout Mg or water ‘reaming bcs Lair Actions ‘On nitatve count 20 losing intative ties), the dragon takes a lair ction to cause one of the following eects the dragon cant ‘The region containing legendary Shrulp Dragons lai is warped bythe dragon's ‘age which create one Or more ofthe following eflects: 4 {ate fi trod ia a rome BA 277 Ailereturce with magi oF Bel cning sites ne hem ian | Hit Points 38 (748 +7) ++ All creatures that are hostile toward the dragon must succeed Speed 30, burrow 15% ly 60 f,swirn 40 ga. BCS wisdom sain tow or be chared by he Je comet ee TSR OE CON INT. WIS. CHA " is HA + Thelas creatures weapon ncudingaebook to land it 1D G2) 1562) et) 164%) sees eee ‘Seviog Throws Dex +, Con +6 Wis +, Cha +6 ‘Stilo Percopon + Stealth 26 Samana sin cing Honig fn ‘Schece ndngh 10 derision 608, patie perception 4 | Githenge 209030) | = Regional Effects | | ACTIONS ite. Melee Weapon Atack: +5 0 hit reach 5, one arte. Hit 10 (a10 +5 pera damage | Breath Weapons (Recharge 56) The dragon uses one of he flowing breath weapons. Pa enceape edt ae ee ‘Dust Breath Recharge 5-6, The dragon exhales dustin 1Sf0ot cone. ach creature in that ara must ake» DC 1 Contain svg thom ‘thing 10 (1485) acid damage ands Blinded for 144 turns, or hall _mach on a successful throw: | 53 ‘+ Magic and spells ower than Sth level, inclading cantrips no longer work ‘ceases to exit within 1 miles ofthe dragons Ia + Allweapons within a1 mile radius ofthe dragons lair become ull nd ‘rage. + Alleeatures with aninteligence les than 10 within a6 mile radius ofthe “dragons lar are ina angul and easy-going mood. Violence is almost nonexistent. he dragon des all fects revert back to normal in 1410 days. yl Designed by Paul WeberPIRANHA SWARM. Medium Swarm of tiny beasts, unaligned ‘Armor Class 18 natural armor STR DEX CON INT WIS CHA 13(+1) 16(+3) 9¢1) 65) ¢2)—165) ‘Skills intimidate +2, swim +10 Damage Resistances biudgeoning, piercing, slashing Damage Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned ‘Senses darkvision 60ft, passive Perception 10, ange a PIRANHA SWARM Not to be confused with Quippers, Piranha are ————— es fresh water creatures that travel in swarms of at attack rolls against any ereature that docont have alltshit | Heast five but have been seen in the thousands. points. They are often in tropical bodies of water such Fania Gearafoptoe ules S6¢ plo of cacage IFeapie s eee ene lakes but bave) been Bageen Creatures killed by a piranha swarm are reduced toabare | tO Stitvive in all aquatic locations. Skeleton, and therefore are no eligible tobe brought back Water Breathing The swarm can breathe only underwater, | Piriha crave meat and flesh and have tightly packed teeth that ihterlock to each other. They use théin to sheer and puncture their prey leaving behind nothing but bone and bloody Bite. Melee Weapon Attack: +5 to hit, reach Sf, one ereature. | Hit 3 (Lda) piercing damage per every 5 Piranbatsin the | WME Actions Creatures that are unfortunate enough to be if Piranha Swan are subject to loss of flesh, j permanent disffiguration, and or amputated Designed by Paul WeberRAVAGE LOCUST Medium beast, Chaotic neutral ‘Armor Class 16 natural armor ‘HitPoints 45 (3412+8) ‘Speed 408. climb 40M, ly 10m STR DEX CON INT. WIS. CHA 13¢+1) 1562) 13(+1) 1842) 15¢¢2) 11(41) Saving Throws int +2, Wis +2, Cha+2 Skills climb +5 Damage Resistances psychic a= RAVAGE LOCUST Senses passive perception 10 Languages common telepathy 608. Ravage Locust standing at around 7 feet tall are Challenge 2(450 XP) chaotic bug type creatures with a tendency to cause destruction. They are intelligent andcan yas. pea communicate telepathically. These creatures saving thro usually dwell inside large trees or other places where lumber is abundant such as mills and Se ge basements. False Appearance. While the Ravage Locust remains ‘motionless against wood, iis indistingulsable from that Ravage Locust are said to appear in great numbers = before a natural catastrophe such as.a wild fire or rise down on colingn without octing to mae on a flood. They are considered abad omen and are ability check hunted and killed by many tribes. snce. The Ravage Locust has advantage on against spells and other magical elects. 31 Leap. The Ravage Locust can long jum ‘A Ravage Locust mostly eats plants but can eat through wood, much like a termite, as well as can target. Hit: 8 (244+3) slashing damage. bicadl into titel eens cy ects i ates ae creatures can jump great heights, and fly for short |i: 43) sudgeonng damage snd te tangs mus sae distances if there is little to no wind. They can also ceed on a DC10 Dexterity saving throw or fall prone. hang from Sides of structures or upside-down on. ceilings. 7RHINOCEROS Large beast, unaligned ‘Armor Class 11 natural armor HitPoints 45 (6410+12) Speed 40. STR DEX CON INT WIS CHA 215) 81) 15(+2) 24) 12H) 662) ‘Senses passive perception 11 Languages — Challenge 2 (450 XP) ‘Charge. Ifthe rhinoceros moves at least 20 feet straight ‘toward a target and then hits it with a gore attack on the ‘same tur, the target takes an extra 9 (248) bludgeoning damage. Ifthe target isa creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Ac Gore. Melee Weapon Attack: +7 to} ions reach §f., one | target ic 14 248 5) bludgeoning damage. RHINOCEROS The Rhinoceros is a large beast that roams from place to place in search of food. Fortunately these large creatures only eat vegetation life. Though these creatures don't eat meat they will charge and attack any creature they feel is a threat. Rhinoceroses are best viewed from a distance as. they are extremely territorial. Poachers hunt these creatures for their large horns that descend from their head. A Rhinoceros horn is extremely valuable to the right buyer or collector. Designed by Paul WeberITHED TIGER SABRE-TOOTHED TIGER ‘Tiger is part of the large cat ee ene different in that they have long aN from their mouths and hang past iirPoins 52(7410" 18) 1e. Another notable difference is their tails Speed 408. which have more of a snubed appearces rather than |_ than the traditional long style tails other members of the cat family have. STR DEX CON INT WIS CHA 18(+4) —14¢42) 15642) 34) 12641) BCI) Skills Perception +3, stealth +6 ‘Senses passive perception 13 Languages — Challenge 2 (450XP) Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell Pounce. Ifthe tiger moves at least 20 feet straight toward ‘creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone .I'the target is prone, the Tiger can make one bite attack against it asa bonus | Actions Bite, Melee Weapon Atiack: +6 tot reach 5 fone target. | Hit: 10 (1410 +5) piercing damage. (Claw. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit 12 (246 + 5) slashing damage. Designed by Paul WeberANCIENT SHRUB DRAGON Gargantuan dragon, lawful good ‘emor Glass 3 (natral Armor) ‘Hit Pokaes 385 22420 +154). Speed 0 fy 808. STR DEX CON INT WIS CHA 2969) 1060) 29:9) 14) 184) 2366) ‘Saving Throws Dex +8, Con +16, Wis #11, Cha +13 ‘Skill Sense Motive 10, Arcana ~6 History *8, Perception +16, Stealth 8 ‘Breath Weapons (Recharge 5-6). The dragon uses one of the lowing ‘breath weapons: Poison Breath Recharge 8.6) The dragon exhales poisonous gas in a ‘Oseot cone Each erature in that area must make DC 22 Constitution saving throw taking 77 (246) poison damage on led ‘sive, orhalfas mach damage on a success one ‘Sleep Breath. The dragon exhale slep ga in 2 90 fot come. Each ‘creature that area aust succeed on a DC21 Constttion saving {throw or fll unconscious for 10 minutes, This eet ends for a ‘creature the creature takes damage or someone uses an ation 0 wake ‘Change Shape. The dragon magically polymorphs into humanoid cr beast that has a challenge rating no higher than its own, or bac, {beats tre form. It evertstoita tue form it dea Any equipment it ‘s wearing or carying is absorbed or borne by the new form (he ‘dragons choie). Ina new form, the éragoa retains alignment ht points Hit Die, ability to speak, prociencies, Legendary Resistance, {air actions and Ineigence, Wisdom, and Charisma scores, as well as ‘hin ation le stattcn and capabilton are otberwine replaced By those of the new form, except any clas features or legendary actions ol that form, LEGENDARY ACTIONS ‘The dragon can ake 3 legendary actions choosing fom the opions elon Only ne legendary action option can be wed atime an oly tthe end f another ceaturds turn The deagonreguna epent legendary ations at the star ots arn Detect. The dragon makes a Wisdom (Perception) check. “all Attack. The dragon makes a tail attack Wing Attack (Coste 2 Actions) The dragon beats its wings Bach ‘creature within 1 feet ofthe dragon must succeed ona DC 22 Deserty Saving throw or take 18 (246-8) budgeoning damage and be knocked ‘prone. The dragon can thea fy up to halts fying sped. 58 Designed by Paul WeberADULT SHRUB DRAGON Huge dragon, lawful good ‘Kemor Cass 19 natural Armor) Hit Potts 295 (18412 + 108) Speed 50%. fy 808 257) 100) 246) 163) 152) 1%4) ‘Saving Throws Dex +6, Coa +11, Wis +8, Cha +9 ‘Skills Sense Motive ~, Arcana 4 History +4, Perepton +7, Stealth Damage Immunities cold poison Condition Immunities poison ‘Senses tlindsight 60 darksion 120, passive Perception 22 Languages Common, Draconic (Challenge 16 (15,000 XP) Legendary Resistance (3/Day) If the dragon falls a saving throw it ‘cn choose to succeed nstead. ‘Amphibious. The dragon can breathe air and water ‘Maldauach. The dragon makes three alacks: ‘one with ts bite and two with claws Bite: Melee Weapon Attack: +14 tht reach 10R.,one target. Hit 19 410+ 8) piercing damage plus 7 (246) fire damage. (Cla, Melee Weapon Attack+14 to it reach 10 one target Hit 15 (246 +8) slashing damage. “Tall Melee Weapon Atace*14 10 it, reach 208, oe target. Hit 17 (248+ 8) bhudgeoning damage. ‘Breath Weapons (Recharge 5-6). The dragon uses one of the lowing ‘breath weapons Poison Breath Recharge 8.6) The dragon exhales poisonous gas in a ‘60eot cone. Each erature in that area must make & DC 18 ‘Constitution saving throw taking 56 (1646) poison damage on led save oF half as mach damage on a success one ‘Sleep Breath. The dragon exhale slep ga in 2 90 fot come. Each ‘creature that area aust succeed on a DC21 Constttion saving {throw or fll unconscious for 10 minutes, This eet ends for a ‘creature the creature takes damage or someone uses an ation 0 wake ‘Change Shape. The dragon magically polymorphs into humanoid cr beast that has a challenge rating no higher than its own, or bac, {beats tre form. It evertstoita tue form it dea Any equipment it {s wearing or caryiag is absorbed or borne by the new form (the ‘dragons choice). Ina new form, the dragon retains alignment, bit points Hit Die, ability to speak, prociencies, Legendary Resistance, {tir actions and Inteligence, Windom, and Charisma score, a well at ‘hin ation le stattcn and capabilton are otberwine replaced By those of the new form, except any clas features or legendary actions ol that form, ‘The dragon can ake 3 legendary actions choosing fom the opions elon Only ne legendary action option can be wed atime an oly tthe end f another ceaturds turn The deagonreguna epent legendary ations at the star ots arn Detect. The dragon makes a Wisdom (Perception) check. Tal Attack. The dragon makes a al attack. ‘Wing Attack (Cots 2 Actions) The dragon beat its wing act creature within 10 fet of the dragon must succeed on a DC19 Dexterity saving throw or take 13 (246-6 bladgeoniag damage and be knocked prone. The dragon can then My up to halts ying sped Designed by Paul WeberYOUNG SHRUB DRAGON cetera ee el lal —__ inhaler “HitPoiats 165 (16410 +77) ‘Speed 50 fy 80 STR DEX CON INT WIS CHA 2306) 1060) 2105) 146-2) 12) 19646) ‘Seving Throws Dex +, Gon +9, Wis +5, Cha 8 ‘Shils Sense Motive +4, Arcana 4 History +4, Perception +7, Stealth 4 Damage! old ‘Scnocs indight 20 fe darksion 120, passive Perception 18 Languages Common, Dracoie (Challenge 9 (6,000 XP) ‘Amphibious. The dragoa can breathe air and water ‘Mulkatack. The dragon makes three attacks: ‘ne ith i bite nd to with claws ‘ite, Mele Weapon Atak: +10t it, each Of one target. Hit 17 (2410+6 plersing damage Melee Weapon Attack: +10 tot reach 5 Rone target. Hit 13 (246 +6) slashing damage ‘Breath Weapons (Recharge -6). The dragon uses one of the allo ‘breath weapons. ‘Soop Breath. The dragon eshalsslep gs na 30 fot cone, Eachjut the right amount of rain showers over a crop fed, ou can ragon is nearby. The wl go out of their way to ensure that the ‘behind hem are the ideal ivi ar reside. Though Shrub dragons Spend ‘utnide of ther ni obnerving and staying ature, the Shab ‘dragon wil decorate ts air witht favorite ype a flag, ‘rocks end treanre Is aot socomnen for a Shr ago 0 ‘lther move fequeady or have mule lis spread out across {the landscape. Shrub dragons also offer a safe refuge inher lair forsmall creates to dwellor take shelter from inclimate ‘weather Ava retura for the favor theve creature also help ‘protect and defend the nie from other creators with veatons. (Green and God, Holding nature athe true treasure ofthe work, Shrub Dragons sill, adore standard treasures as well Shrub dragons wil collect and sore gold sve, jewellery, ‘snd whatever other Hema considered valuable ini lnc They cherish and sock tems {lated o nature such as coins with tees imprinted on them, o plant themed jewellery ‘The greatest bribe one can olf to a Shrub dragon sa valuable em tha coinides with nature in some shape or form. ‘rotors and Contr Shab Dragos spd tei ie eaing protecting Tectia meen ce oe eedtracc reesei edisatirncrit rei ic Tay aie ipa rr aayon «aoa ena afar To Sealy ror tod erg ans borat rove oon tebe Calc petiaketodertconacalghe Laie Actions ‘Sassou boeste apn it Scone a fiatre wilt elt cbeaiol ond baasefteetoeratand eer pang, stir cout 20 Ooing nti te the rng nk ower, and rect ‘ise the same eet two rounds ina row: ‘dragon. Each erate other than the dragon onthe ground in that area must succeed on aDC 1S Dexterity saving throw ‘orbe knocked prone. } “+ Atremor shakes the lie in 2 60 foot radius around the Hit Points 16 (348+ 3) + Grasping roots and vines erupt ina 2000 radius centered ‘Speed 30 f., burrow 15, ly 60. ‘a ptt on the rnd hat he aon ca ee wii 120 | creature there must succed on a DC 18 Strength saving {hrow or be restrained by the roots and vines A creature can be freed ft or another erature takes an action to make 8 DC 15 Stenath check and succeeds. The roots and vines wilt away when the dragon wses this ai action agin or when the ‘ragon des. STR DEX CON INT.) WIS CHA UE 1060) 1G) HEH) 1261) 1663) ‘Saving Throws Dex +2, Con +3, Wis #2, Cha +4 ‘Skill Pereepion 4, Stealth 4 + Magical fog billows around one creature the dragon ca see Demesimenice me eS Wiis 10fet af: Tae rena mat owceedon DC 18 Seay Be Won sng orb hardy rar | Serrers, , Teancns 20 on hee rma | Regional Effects | The redo cotlinga egeay Shu regan warped yh eget | actions Sage eoacroan tat mrs ftonag ete | Be Male Wenpon Aunt ireach 6 Rone argc n7 | * Pa eng adver vet, iia ies ft guns re | Gaia’ prc damoge a eae | reath Weapon Recharge 54)-The dragon uses on of he low ie oer Weer rents nih nies of hie aia ere hearin Ope odin iain moe ac ngut iste Sogn Step Breath The ego exec an fot eer ene lea | esse bets canretatasaren net soteod ca DC Corinion cecan cancers nee rere come car aerate | Gentes renstatesGumegn oreensne sen ectn woe sacle | 1 Ga i ti dmg can te weter ina Gleredien cetera | Poison Breath (Recharge 5.6). The dragon exhales poisonous gas in a ‘ts lair. The dragon doesn't need to be outdoors; otherwise the effect is. | 15 foot cone. Each creature in that area must make a DC 11 Constitution ‘identical to the control weather spell. ‘Stren ating 10 (158) par gen oad oreo al ES J) eg en eget recive en i el | | cOmepart eaediptie te ontean sss maleate nde cher ace ‘ici taaere 61 Designed by Paul Weber‘Speed 40n. Damage Resi ‘Languages — STR DEX 1362) 1562) ‘Skills Perception +, ‘SLAYING MANTIS Medium Beast, Chaotic Evil ‘Armor Class 14 natural armor Hit Points 33 (6486) CON INT WIS CHA 16(+3) 13642) 12641) 72) ces Poison, Acid Damage Immunities frightened, petrified poison, acid ‘Senses passive perception 13 Challenge 1 (200 XP) ‘Standing Leap. The Slaying Mantis can long jump up to 30 feet and its high jump is up to 15 feet with or without a SLAYING MANTIS Sores ined cold without te necd ofan Predatory carnivorous hunters, the Slaying Mantis ability check. thrills off fighting to the death. These over-sized Innate Spelicasting (Psionics). The Slaying Mantis innate creatures will challenge a fight building up its spelicasting : is Wisdom . The tSlaying Mantis can self-esteem and then unless a series of several innately cast the following spells, requiring no ravage attacks with its blade like claws. a At will: 5/day: blur, blade ward, true strike, These creatures are unfortunately found all over jungle environments and will jump out of tall grass Actions to challenge a fight. A Slaying Mantis will never flee Multiattack. The Slaying Mantis makes two attacks: both from a fight and will die before ever attempting an _| ith its claws. escape. These creatures will spectate other battles (Claws. Melee Weapon Attack +3 to hit, reach 5 ft., one and when they are done the Slaying Mantis will target. Hit: 6 (2d4 + 1) slashing damage and 4 poison jump in to challenge the victor. damage. ‘Though they have wings, Slaying Mantis can't fly but instead use them to communicate with other crea- tures. They have large bug eyes that can see 180 degrees giving them great perspective. A Slaying Mantis moves quick by jumping, dipping, and diving. They can climb difficult terrain and hang from walls and ceilings but enjoy staying in large thickets of brush and grass. irs es ‘Designed by Paul WeberSNAKES Snakes are truly the creatures that populate the Jungle. They can be found deep in caverns, up in trees, floating in bodies of water, slithering through plains, hiding under rocks, or even soaring through the sky. Snakes are everywhere. There are several different kinds of snakes populating the jungle and most are quite unique from one another. Snakes can range from tiny to huge to gargantuan, Some snakes: are poisonous and some are so harmless they are kept as pets or servants. Sometimes the bigger snake is not always the deadliest. COBRA SNAKE Cobra’s are one of the classic venomous snakes found within jungles. Their bite instantly fills, deadly toxins into the bloodstream of a target. ‘These snakes strike fast but give early warning by coiling upright and lunging back. Cobra's are identified by their unusual hood-like appearance around their head. This is often one of its defences against other creatures who might want to cause harm to the Cobra. This appendage makes them appear larger and more frightening. Cobra's can be found in or near water; on low hanging tree limbs, and other various parts of jungles. GIANT COBRA SNAKE Large in size, the Giant Cobra Snake doesn't get as large as other giant snakes. Still a monstrous size, the Giant Cobra snake is very deadly as its poisonous bite is even more toxic than its smaller kin. As terrifying as these creatures are they are sought after by poachers because of their venom. A Giant Cobra Snake's venom is extremely valuable to magic and potions shops throughout the Material Plane. CONSTRICTOR SNAKE Constrictor snakes aren't poisonous, instead they use their bodies to tightly squeeze their prey to death. Once a Constrictor Snake has coiled around, its target, especially around their throat, the ¢reature has limited time in their life remaining. ‘The trapped creature begins a slow, horrifying ordeal as they struggle for air knowing their death is, imminent. Constrictor snakes dwell in rivers, caverns, rocky terrain, and basements. GIANT CONSTRICTOR SNAKE Giant Constrictor Snakes are huge overgrown Constrictor Snakes. These snakes, apart from their size, are very much the same as their smaller kin. ‘The bigger a Constrictor Snake gets the more it ‘consumes and the bigger the prey gets. Giant Constrictor snakes can easily swallow an adult human-sized creature without the need to suffocate itfirst. Ifa Giant Constrictor Snake swallows a creature while its alive, the creature is often still alive within the snake. Creatures inside a Giant Constrictor Snake can only survive for a short period before their air supply is cut off. Often times a creature within these beast goes into shock and loses consciousness before even knowing their fate. Many creatures have told tales of survival from cutting their way through the inside of a Giant Constrictor and cheating death. 63 Designed by Paul Weberare tiny slithering creatures with bite that slowly kills its target. These ire unfortunately found in every type of ungle environment and are often captured and thrown into pits as traps. A creature thrown, or fallen into a pit full of poisonous snakes has very little chance of survival. GIANT POISONOUS SNAKE may be just about Not as big as the Giant Constrictor Snake, these creatures are far more feared due to their poisonous bite and big size. A Giant Poisonous 4 snake will not eat a living creature until it has FIRE SNAKE _y i om Salamanders hatch from eggs that are died at the peril of its poison. These creatures : a two-foot-diameter spheres of soldering can grow as round as an adult rhinoceros and be "Woo 7 rice as 50 fost, obsidian. When a salamander is ready to hatch, it melts its way through the egg's thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year. POISONOUS SNAKE SWARM ‘Swarms of poisonous snake don't travel together but instead organize in one specific location where creatures are known to fall and become injured such as: at the bottom of cliffs, in trenches, and in pits. ‘The swarm will unleash fast and vicious piercing bites and continue to do so until their target is dead. ‘These swarms are instantly deadly if a creature cant WATER SNAKE make a very quick escape or eradicate the swarm. The water snake can be found, rightfully so, in lakes, rivers, or other bodies of water. They tend to sneak up on and attack unsuspecting swimmers. ‘They usually spend their time in deep underwater caverns or along river banks. These creatures are not poisonous but their bite is deadly. VINE SNAKE Avine snake is a stealthy creature that uses its unique ‘camouflage to prey upon its victims. The Vine snake, in its appearance, looks just like a vine, especially when its hanging from trees. Its bite is not poisonous but instead delivers a harmful acid. Designed by Paul Webertheir name from the elements from their mouths. There are four tter, the Ice Spitter, and the Poison Spitter. These Spitting Snakes will spit dangerous ‘elements much like a dragon uses its breath. ‘Though these snakes don't get very big they are extremely deadly and often travel with one another. ACIDIC SPITTING SNAKE The Acidic Spitting Snake spits acid at its prey, covering it in corrosive, skin eating acid. Unlike Vine Snakes the Acidic Spitting Snakes don't need to bite to deliver their harmful acid. Their P surning Ice Cube Acid also blinds their target giving the snake an of Poison Acid. advantage on further biting strikes. FIRE SPITTING SNAKE Fire Spitting Snakes will breath fire just as a . sind a burning dragon would. The fire shoots from their The Spiting Se rele ‘me. ‘mouths in a cone shape inferno and sets ablaze ice ee ah its target. The Fire snake also leaves a trail of ue Trarmer Jungle Explorer Mason Phynx slowly extinguishing fire as it slithers along. ICE SPITTING SNAKE The Ice Spitting Snake conjures up a form of mist and frost that shoots out like water and instantly turns to ice upon contact. The Ice Spitting Snake is immune to cold weather and can't be frozen giving it an advantage in colder environments. The Ice Spitting Snake leaves behind a trail of slowly dissipating ice asit slithers along its desired path. POISON SPITTING SNAKE Much like the Acidic Spitting Snake the Poison Spitting Snake shoots poison instead of Acid from its mouth. In addition to its poisonous spit, it's also poisonous to touch. This creature utilizes its poisonous skin by dropping on its prey from trees instantly poisoning it upon contact. 65 Designed by Paul Weber‘Armor Class 13 natural armor HiePoints 9 (246+3) ‘Speed 30 f., swim 30 f. STR DEX CON INT WIS CHA HA) 16(+3) 1140) 91) 11040) 364) Sills Stealth +6 Damage Resistances Poison Damage Immunities Poison, Prone Senses passive Perception 10, blindsight 10 f. Challenge 1/8 (25 XP) ‘Amphibious. The Cobra can breathe air and water. Actions lt. Melee Weapon Artack: 8 ot, reach 8 fone target. Hi I pee Jing damage, and the target must make a DC 10 Constitution saving trove taking (248) polnon damage on filed save or half as mach Designed by Paul Weber GIANT COBRA SNAKE. Large Beast, unaligned —— ‘Armor Class 15 natural armor Hit Points 52 (7d10+14) Speed 30, swim 30 f. STR DEX CON INT WIS CHA 152) 19+) 1562) 91) 1) 4) Damage Resistances Poison Damage Immunities Poison, Prone ‘Senses passive perception 12, blindsight 20 f. | Languages — " Challenge 3 (700 XP) ‘Amphibious. The Cobra can breathe ar and water ‘Swallom. The Giant Cobra makes one bit attack against « Medium or smaller target tis grappling Ihe attack hits, he targets ‘allowed and the grapple ends The mallowed targets Blinded nd retrained, thas total cover aginst attacks and other eect ‘utsde the Cabra, and takes 10 (36) polnon damage atthe start of ‘ich ofthe Cobras turns The Cobra ean have only one target trallowed ata Gane, the Cobra dena awallowed creature is x0 longer restrained by it and ean eseape rom the corpae using 5 feet of ‘movement. exlting prone Actions te. Melee Weapon Attack: +4 0 hit, reach 5, one creature. Hit 7 (10-2) piercing damage and the target must makea DC 12 | ‘Constitution saving throw taking 224410) poizon damage ons faled save or half an much damage ona success one 66GIANT CONSTRICTOR SNAKE. Huge Beast, Unaligned s ‘Armor Class 12 natural armor f Hit Points 60 (8d12+8) ‘ P Speed 30 ft, swim 30 ft wy tw STR DEX CON INT WIS CHA 194) 142) 1261) 165) 10640) 36-4) ‘Skills Perception +2 ‘Senses passive perception 12, blindsight 10.8. guages. Challenge 2 (450 XP) Ac (Qd6 4) pereng damage Constict. Melee Weapon Atacle +6 to it each 5 one creature it 13,2484) badgeoning damage, andthe targets grappled (escape DC 16). Una thie grapple ends, the creature is restrained, andthe sake Hit Points 13 (2d10+2) Speed 30 ft, swim 30 ft STR DEX CON INT WIS CHA 15(+2) 14(+2) | 12(+1) 165) 1040) 3-4) ‘Senses passive Perception 10, blindsight 10 Languages lenge 1/4 (50 XP) +2) piercing damage Designed by Paul Weber’| Armor Class 14 natural armor ‘HiePoints 11 (248+2) ‘Speed 30, swim 30 ft. \ STR DEX CON INT. WIS. CHA 10¢+0) 1864) 13(1) 24) 1060) 34) Skills Perception +2 Senses passive perception 12, blindsight 108. Languages — Challenge 1/4 (50 XP) [Acros Glas 5 ancural armne ‘Hit Points 2 (144) ‘Speed 30 ft, swim 30 \hetional wai uae ‘he: Meee Wenyon Arachis reach 108 one arg 6 24) 1663) G0) 165) 10640) 4) Connon save thre akng 1 (06 pao damage ona aed - sino half a mech cong ons nso ‘Senses passive Perception 10, blindsight 10 ft Challenge 1/8 (25 XP) Actions Bite Mele Weapon Atack: + oh. reach 8, on target Hie 1 plercing damage, and the target must make a DC 10 Constiution saving {how taking 5 (28) poison damage on afalled savor hal as much ‘damage on a succenul one ‘HitPoints 36 (648) | ‘ ‘Speed 30 f., swim 30M. STR DEX CON INT WIS CHA C1) 184) 11640) 165) 1040) 364) Damage Resistances Bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed ‘petrified, prone, restrained, stunned ‘Senses passive perception 10, blindsight 10. ‘Languages — | Challenge 2 (450 XP) Sap Re memanaam moter anieeans ater | | andthe swarm can move though any opening large enough fra Tiay Sake, The swarm cant egal polats organ temporary hi pola. Actions ‘Bites. Melee Weapon Attack: +6 to ht reach Ot one creature inthe ‘swarms space. Hit 7 (246) piercing damage, or 3 (140) percing damage ifthe swarm has half oft hit points or fewer. The target must make a [DC 10 Conatitstion saving trom taking 14 (4d6) poison damage on a {aed save, or half much damage ona saccesfl one ee 68 _ Designed by Paul Weber4 ‘SIAMESE SNAKE Huge beast, Chaotic neutral ‘Armor Class 14 natural armor HiePoints 152 (15412 +55) Speed 40f., swim 40 ft STR DEX CON INT WIS CHA 194) 1462) 20(5) 22) 1041) 7(2) ‘Skills intimidate +5, Perception +16 Damage Resistances Slashing, piercing, bludgeoning from ‘onmagical weapons Damage Immunities frightened, petrified, prone, ‘Senses passive perception 16, darkvision 60 ft. Languages Challenge 8 (3,900 XP) Amphibious. The Snake can breathe air and water ‘Matkiple Heads. The Snake has two heads While thas more than fe head the nar has advantage on aavng throws ana being ‘lnded, charmed, deafened, frightened, stunned, and knocked ‘unconscious ‘Whenever the Saake takes 30 or more damage in asgse turn ‘one ots heads dies all ts heads de, the Snake dies tthe end of itsturn, i growe one head hat ied since ts lat ar, unless thas taken Gre damage enc slant fur. The ra regains 10 Bt pnts foreach head regrown inthis way Reactive Heads For each ead the Snake has beyond one i gets an cena reaction that canbe used onl for opportunity attacks. ‘Wiel. While the Snake sleeps one ofits heads i wake. Actions Bite: Melee Weapon Atack: 8 tot reach 108. one target: Mit 25 (2410+ 10) piercing damage and 5 (L443) poison damage Tal Melee Weapon Attack +8 toi reach 10M one target. Hit 20 (2a10*5)bludgeoning damage. FIRE SNAKE ‘Medium elemental, neutral evil ‘Armor Class 14 natural armor oi ‘HiePoints 22 (648) ‘Speed 308. e STR DEX CON INT WIS CHA 12(+1)14(+2) 1140) 762) 10¢40)—_8¢-1) Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from, ‘nonmagical weapons Damage Immunities fire ‘Senses passive perception 10, darkvision 60 ft. Languages understands Ignan but can't speak Challenge 1 (200 XP) Heated Body. A creature that touches the snake or hits it with a melee attack while within 5 feet oft takes 3 (1d6) fire damage. Action: “Mullatack. The snake makes two attacks: one with its bite and one with its tail, Bite. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. | Hit 3 (1d4 +1) piercing damage plus 3(1d6) fre damage. ‘Tal. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d4+ 1) bladgeoning damage plus 3 (1d6) fire damage. Designed by Paul Weber—e ‘VINE SNAKE Medium beast, unaligned ——————— ‘Armor Class 12 natural armor HicPoints 13 (2d8+4) Speed 30f, climb 40f., swim 30R. STR DEX CON INT WIS CHA 15(+2) 1%(+4) 19¢+4) 9¢1) 1040) 961) Skulls Climb +15, stealth +10 Damage Immunities Aci ‘Senses passive perception 12 Languages — Challenge 1/4 (50 XP) Arapibioas. The Snake can breathe ar and water Fates Appearance, While the Snake remains mtionlees it {ndistiguishable rom a normal vine. ‘Swamp Camouflage. The Soaks has advantage on Dexterity (Stealth) chock made to ide in swampy trai, ‘Acid Abworption. Whenever the Snake is subjected to acd damage, it {aes no damage and instead regains a numberof hitpoints equal o the acid damage dealt Actions (1d6 + 2) piercing damage plus 5(146"2) acid damage. Designed by Paul Weber . WATER SNAKE ‘Medium Beast, Unaligned — ‘Armor Class 12 natural armor HitPoints 11 (1844) ‘Speed 30, swim 308. STR DEX CON INT) WIS CHA 100) 1703) 121) 53) HA) 34) Shils Pocopion 0 seahs10 Scans passe percept 15 night 10. Tangenges Amphibious. The Snake can breathe ar and water ‘Swamp Camouflage, The Snaks has advantage on Dexterity (Steal) Actions (st+2 piercing damage.HitPoints 80 (12410 +14) Speed 30 f., climb 30n. DEX 14¢92) ‘CON 15(+4) INT 17(43) 110) 1061) 12640) Skills stealth +8, swim +15 ‘Senses passive perception 12, darkvision 60 f. as Sanne ao ow eT See uaa Acid Absorption. Whenever the Snake is subjected to acid damage, it takes no damage and instead regains a number of it points equal to the acid damage dealt. | ‘Acid Trail. The snake leaves behind a tail of acid when it | ‘moves. The trail lingers for 1 minute. ‘Swamp Camouflage. The Snake has advantage on Dexterity (Stealth) checks made to hide in swampy terrain, | Actions } {| ‘HitPoints 90 (12410 + 24) ‘Speed 308, climb 30n. STR DEX CON INT WIS CHA 16(+3) 15(2)17(+4) 12641) 12641) 91) ‘Skills stealth +1 Damage Vulnerabilities cold Damage Resistances bludgeoni from nonmagical weapons Damage Immunities fire ‘Senses passive perception 12, darkvision 60 ft. piercing, and slashing Languages — Challenge 5 (1,800 XP) Heated Body. A creature that touches the snake or hits it with a melee attack while within 5 feet oft takes 10 (1412) fire damage. Sens ate ee Water Susceptibility. For every 5 feet the Snake moves in ‘water, oF for every gallon of water splashed on it, it takes 1 cold damage. when it moves. The trail lingers for ! minutes. The flames are 5 feet tal. Flame Trail. The snake leaves behind a tral of lames | | Actions | Bite. Melee Weapon Attack: +7 o hit, reach 5 ft, one target. | Hit: 11 @2d6 + 4) piercing damage plus 7 (2d6) acid damage. / Spit Acid. Ranged Weapon Attack: +7 to hit, range 10, | ./60R., one target. Hit: 16 (246 +9) Acid damage andthe | target must succeed on a DC 12 Constitution Saving throw or be blinded by acid for 144 turns. Designed by Paul Weber Bite. Melee Weapon Attack: +7 toi, reach 10 fone target. | Hit: 11 (246 + 4) piercing damage plus 7 2d6) fre damage. ‘Spit Fire. Ranged Weapon Attack: +7 to hit, range 10 f/60ft, fone target. Hit: 12 (246 +5) fre damage and ifthe target is a creature or a flammable object, it ignites. Until acreature | takes an action to douse the fire , the target takes 5 (1410) fire damage atthe start ofeach ofits turns. 7‘Armor Class 17 natural armor Hit Points 60 (12410 +4) Speed 30 f., climb 30n. ‘sTR 18¢+4) DEX 15(42) ‘CON 16(+4) INT wis 10(+0) 10¢+1) 9-1) Skills stealth +5, swim +15 = eer nine eS EE Cold Absorption. Whenever the Snake is subjected to cold | ie a ae ee of hit points equal to the cold damage dealt. | ea eae ae | Actions } Bite. Meltee Weapon Attack: +7 to hit, reach 5 ft.,one target. | | Hic 11 246 +4) percing damage plus 7 (26) cold damage. | Spit lee. Ranged Weapon Attack: +7 to hit range 10 ./60%, cone target. Hit: 16 (2d6 + 9) cold damage and the target must | sceed on a DC 12 Constitution Saving throw or be slowed by halffor 146 turns. ee 72 ‘HitPoints 82 (12410 + 16) ‘Speed 30 ft. climb 30n. STR DEX CON INT WIS CHA 18(+4) 152) 16 (+4) 1040) 10(+1)9¢-1), ‘Skills stealth +5, swim +15 Damage Vulnerabilities fire Damage Resistances bludgeoni from nonmagical weapons Damage Immunities poison ‘Senses passive perception 12, darkvision 60 ft. piercing, and slashing Languages — Challenge 5 (1,800 XP) Poison Skin. A creature that touches the snake or hits it with a melee attack while within 5 feet oft takes 10 (1412) poison damage. Poison Absorption. Whenever the Snake is subjected to poison damage, it takes no damage and instead regains a ‘number of hit points equal tothe poison damage dealt ‘Swamp Camouflage. The Snake has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Poison Trail. The Snake leave behind a tral of poison when it moves. The trail lingers for I minute, Actions Bite. Meltee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit 11 (246 + 4) piercing damage plus 7 (246) poison ./60R., one target. Hit: 16 (246 + 9) Poison damage and the target must suceed on a DC 12 Constitution Saving throw or bbe poisoned for 144 days or until cured, Designed by Paul WeberSOARING SNAPPER Huge beast, Chaotic neutral 2 — ‘Armor Class 17 natural armor HiiePoints 136 (13412 +52) Speed 10f, fly 30R., Swim 30n. STR DEX CON INT WIS CHA 25(+7) 1040) 15(+2) 91) 12641) 1140) Skills intimidate +5, Damage Resistances piercing, s ‘nonmagical weapons ‘Damage Immunities frightened, petrified, piercing, slashing, bludgeoning from nonmagical weapons Senses passive perception 5 Languages — Challenge 5 (1,800 XP) hing, ludgeoning from “Amphibious. The Soaring Snapper can breathe ar and wates Intimidate. The Soaring Snapper can let ota shrek in an attempt to timidate al targets within 20 fet of hearing range, The Target) ‘ont occend ns DEL? tian svn tom orb genes ‘Swamp Camouflage. The Soaring Snapper has advantage on Desert (Stealth) checks made to hide in swamp terrain. lying Talons the Soaring Snapper i ying and moves at least 20 {eet atraigh foward a target the target munt succeed on a DCD Deterity saving throw or be grappled bythe creature. Ifthe Soaring ‘Snapper has the target grappled the target ca attempt a suength check DCI4 tree themselves the Soariog Snapper iin ight ‘wna the target res themselves, the target takes 146 per ft fallen Aquatic Advantage. This creature hasan advantage on stack roll | gaint creatures wh ar inthe water with Actions “Talons, Melee Weapon Attack: +7 to hit reach 5 one ereatre, Hit 11 (244°) slashing damage Snap. Melee Weapon Attack: 7 to hit reach 5 ne eeature. Hit 11 (2d8° 4) biadgeoning damage. | SOARING SNAPPER | Whether in the air, or floating down the river, the Soaring Snapper is a brutal creature to face. Often confused with a Dragon Turtle, the Soaring Snapper is roughly the same size but just a little smaller. They soar above jungle lakes and rivers looking for prey and then swoop down either catching the creature in its large snapping mouth, or by catching it in its razor-sharp talons. The Soaring Snapper spends just as much time above lakes and rivers as, it does in them. Another tactic this creature uses to catch prey is to float motionless in a river between two pieces of land waiting for unsuspecting creatures to use its camouflaged shell-type wings as abridge. Once a creature or group of creatures is on its shelf the Soaring Snapper with roll over forcing ures into the water where it then proceeds slewith an advantage. The Soaring Snapper talons along with its infamous snapping 73 Designed by Paul Weber€ oer aay SPIDERS Spiders occupy almost every crevice of every type of on ae Injungles spiders are able to thrive * Because of all abundant amount of food sources they consume like insects, small creatures, livestock, and / even humanoids. Jungles provide every type of habitat thatthe many kind of spiders prefer. From high up in trees, in the tavern basement, and deep in caves; spiders are everywhere. They can be smaller than a thumbnail, the size of a horse, or bigger than a house. These eight legged creatures can be a pest to a severe threat pending on the type and size. These creatures will always have other creatures looking up. PHASE SPIDER GIANT WOLF SPIDER A phase spider possesses the magical ability to Smaller than a giant spider, a giant wolfspider Phase in and out of the Ethereal Plane. It seems hunts prey across open ground or hides ina to appear out of nowhere and quickly vanishes burrow or crevice, or in a hidden cavity beneath after attacking. Its movement on the Ethereal debris. Plane before coming back to the Material Plane “D&D 5th Edition Monster Manual ‘makes it seem like it can teleport. -D&D 5th Edition Monster Manual GIANT SPIDER SPIDER To snare its prey, a giant'spider spins elaborate A spider is normally the size of a human thumb, they webs or shoots sticky strands of webbing from its have the ability to walk up walls and across ceilings. abdomen. Giant spiders are most commonly found They spin webs to dwell in and also use them to underground, making their lairs on ceilings or in atch prey. A spider can feel when another creature dark, web filled ceazioes: SuctNaibiace oftert has entered or is stuck in their sticky webs. When a festooned with web cocoons holding past victims. creature get tangled in a spiders web, the spider will “D&D 5th Edition Monster Manual then make its move appearing from just outside the web and strike its victim. Some spiders have poisonous bites while others just have a normal piercing bite. Spiders often live in dark damp places like basements or caves.GIANT SPIDER Large beast, unaligned ‘Armor Class 14 natural armor HiePoints 26 (4410 +4) Speed 30 ft, climb 30. STR DEX CON INT WIS CHA 1442) 163) 12641) 24) 11640) 43) ‘Skills Stealth +7 ‘Senses passive perception 10, blindsight 10. darkvision 60 fe. Languages — Challenge 1 (200 XP) Climb. The spider can climb difficult surfaces, {neluding upside down on ceilings, without needing to make an ability check ‘Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the ‘same web, ‘Web Walker. The spider ignores movement restrictions ‘caused by webbing. (Qd8 3) piercing damage, andthe target must ake a DC 11 Constitution saving throws tking 9 (248) poison damage ona filed save, or hlfax much damage ona miccesfal one I the poison damage Fechcos the target oO hit pointy the large is table but psoned for | hour even alter regaining hit points nd x paralyzed while possoned in | woo cecharge 5.6), Ranged Weapon Atak: +5to hit ange 308/60 fe, fone reature Hie The target is restrained by webbing’ As an action, the ‘strained target can make a DC 12 Strength cheek, bursting the ‘webbing on a succean The webbing can also be stacked and destroyed UAC 0c 5 vulnerability tore damages immunity to Bladgeonng, pois, and payehie damage) Designed by Paul Weber GIANT WOLF SPIDER Large beast, Chaotic neutral ‘Armor Class 13 natural armor ‘HiePoints 11 (248 +2) ‘Speed 40 f, climb 408. STR DEX CON INT WIS CHA 12¢+1)_16(+3) 121) 43) 13) 364) Skills Perception +3, Stealth +7 ‘Senses passive perception 13, blindsight 10 f., darkision 60 f. ‘Languages — Challenge 1/4 (50 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to take an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing Actions (1d6-+1 piercing damage, andthe target mux make a DC ‘Constitution saving throw taking T (248) poison damage on failed sive or half as much damage ona succeafal one Ifthe poison damage ‘edaces the target to O it pois the targets stable but poisoned for 1 ‘hous even after regaining hit points, and s paralyzed while polsoned ln"Armor Class 12 natural armor HitPoints 1144-1) ‘Speed 20 ft., climb 20 ft. STR DEX CON INT wis CHA 4) 1402) 81) 168) 10440) 264 Skills Stealth +4 ‘Senses passive perception 10, darkvision 30 f. Languages — Challenge 0 (10 xP) ‘Spider Climb. The {neluding upside down on ceilings, without needing to ‘make an ability check. ‘Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact withthe ‘same web, ‘Web Walker. The spider ignores movement restrictions ‘caused by webbing. Actions Be. Melee Weapon Atack 4 obit, reach § lercing damage and the target must succeed Saving throw o take 2 (le) poison damage. ne ereatare Hi "DCS Constitution —————— | Dex STR CON wis CHA 15(+2)15(+2) 1241) 6(2)__10(40) 62) Skills Stealth +7 ‘Senses passive perception 10, darkvision 60 ft, ‘Languages — Challenge 3 (700 XP) Ethereal jaunt. As a bonus action, the spider ean ‘magically shift from the Material Plane tothe Ethereal Plane, or vice versa. fe a Petr mn eat ae, a ‘Web Walker. The spider ignores movement restrictions caused by webbing. Actions & Bite Melee Weapon Atak: 0 it reach 5, oe oreatre. Hit: 7 10+ 2) piercing damage and the target mast make 8 DC 11 Constitution saving throm taking 18 (1d) psnon damage on failed ‘sve or hls mach damage ona successful one. Ifthe psson damage ‘edaces the target tO hit pols, the targets stable bt poisoned for | hour eve after regaining hi polns, and Is paralyzed while polsoned | inthisway 76‘Armor Class § natural armor | HiePoints 16 (844) Speed 20, fy 600. STR DEX CON INT WIS CHA Ht) 1260) 12640) 1643) 14042) 166%3) Senses passive perception 8 ‘Languages Can understand common but can't speak it Challenge 0 (10 XP) P TOUCAN Toucan are jungle native birds with large extended beaks they use to scoop up small insects or to fend _ off predators. The Toucan keeps toitselffor the _fitemmeranencm'sseachs nn morumy acts wheat most part and will fly away in events or situations Actions where it thinks its in danger. an Peck Melee Weapon Attack: +3 tot reach 5@ one target ie I slashing damage TORTUOUS A Tortuous is a small to large creature built into ‘a shell, These creatures are extremely slow moving, ieee ra eae) wil comer their shell for protection if they feel they are ay "Armor Class 17 natural armor HiePoints 14 (744) ~~ Speed Sf, Swim 208. STR DEX CON INT WIS CHA 10(+0) 12640) 12640) 16(43) 14042) 16(+3) ‘Senses passive perception 10 Languages — Challenge 0 (10.XP) “Amphibious. The Tortuous can breathe ar and water Shelter. The Tortuous can hide ints shel as a bonus action ‘Shee. Tange atemping thi the Tortuous while ein shell havea disedvontage Actions Hie 1 Budgeoning damage eZ Designed by Paul WeberTRIDACTYLA ‘Medium aberration, Chaotic evil Armor Class 16 (chainmail) HitPoints 81 (1348+23) Speed 40. STR DEX CON INT WIS CHA 13(42) 1261) 16 (3) 205) 18(+4) —_13(+2) Saving Throws Int +8, Wis +7. Cha +6 Skills Arcana +7, Deception +6, Insight +6, Perception +6, ersuasion +6, Stealth +4 Damage Resistances Psychic ‘Senses passive perception 20, Darkvision 20 f. Languages common, apemen, deep speech, undercommon, telepathy 80 f. Challenge 9(5,000 XP) Iiday eats dominate monster, pane shifts only) i nee reduces the target 100 Mind Blast Recharge 56). The Tidactyla magically emit pyc 1 GOfoot cone. Esch creature in that area must succeed on & TRIDACTYLA Long thought to have been extinet, the Tridactyla resemble a humanoid anteater-type creature. They have a long snout that moves much like an arm with the ability to grip objects and consume souls. Short in stature this creature is extremely powerful with psionics and telepathy. Some legends suggest that Mind Flayers once learned all their abilities from these creatures, but no one knows for sure. A ‘Tridactyla roams deep underdark areas of the jungle, always with its magic staff and a lantern. These creatures will use their telepathy to trick and lure victims into caverns where it will then devise an attack to devour that creatures soul. Once a Tridactyla has obtained a creatures soul it posses all that creatures knowledge and abilities such as spells. magic abilities, and senses. The more souls a Tridactyla has consumed the more powerful it is. A eee a ae {Blithe tisca const chine ay Tascam oan oe pe cmd ents na en SSSR aca odor aban cafclencat sch aa ion Shield sn edeneun malo reeVINE BEAR More than likely a summoned creature, the Vine Bear is a huge ferocious beast bent on chaos and destruction of everything in its path. A Vine Bear appears as an oversized bear with fur made of grass and vines. Although it may not sound very intimidating, it is a creature that seeks nothing but chaos. ‘The Vine Bear may appear to be just a large grassy hill while it sleeps or remains motionless, but once ‘Sus provoked this savage beast will leave those in its vicinity running for the real hills. Vine Bears are very much aware of their unique camouflage and will not hesitate to use it to their advantage. Because of their huge size, creatures are often are standing on a Vine Bear without even knowing so, leaving them defenceless when Ki Design by VINE BEAR Huge monstrosity, chaotic evil ‘Armor Class 19 natural armor Hit Points 137 (11d12+66) Speed S0R., climb 40 f STR DEX CON INT WIS CHA 240-7) 10G+0) 22(+6) 1542) 13641) 9(-1) nidate +10, swim +10, listen +5 Damage Resistances bludgeoning, piercing, slashing from ‘nonmagical weapons Damage Immunities charmed, frightened, paralyzed, petrified, restrained, stunned ‘Senses darkvision 60ft, passive Perception 18 Languages — Challenge 10 (5900 xP) pling Charge. Ifthe Vine Bear moves atleast 20 feet straight toward a creature and then hits it with a gore attack con the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. Ifthe target is prone, the Vine Bear can make two claw attacks against it as ‘bonus action. Root Healing. Ifthe creature is standing on grass terrain it Grass Camouflage, Ifthe Vine Bear is motionless on grass lstinguishable from a large grass hill Claw. Melee Weapon Attack: +11 to hit, reach 5 fe, one target. Hit 14 (2d6 +7) slashing damage Gore. Melee Weapon Attack: #8 to hit, reach 5 ft, one target. ntagle (recharge 3) Grasping weeds and vines sprout from Fine ground in a 20-foot square starting from a point within | range. For the duration, these plants turn the ground in the area into difficult terrain, A creature in the area cast must succeed on a Strength saving throw DC10 or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength | check against the spell save DC10. On a success, it frees ise. ‘When the spell ends, the conjured plants wilt away. Paul WeberSES WAR ELEPHANT Gargantuan Beast, neutral ‘Kemor Clas 7 (Heany Aron) “HirPotats 199 19400 +95) Speed 208. STR DEX CON INT WIS CHA 2266) 1060) 14) ITE) 184) 1964) ‘Stomp Melee Weapon Attack: 8 to it, reach 5@one prone creature, ie 30 3410-10) adgeoning damage. “Tusk. Melee Weapon Attack “8 to hit each fone target. Hit: 25 348 +12) piercing damage. ‘Trunk Melee Weapon Attack: +5 tit, reach 10, one target. Hit 25, (8-12) Bladgeonng damage LEGENDARY ACTIONS ‘Saving Throws Con +12, Int +5 Wis +10, Cha +6 ‘Skills Perception #16, ‘Damage Immune: Bladgeonng, plecing, and slashing from ‘nonmagial weapons ‘Condition Immunities charmed tightened, petrifed, poisoned. ‘emacs darivnion 60 pane Perception 12 Languages Common (Challenge 14(11,500XP) ‘Trampling Charge Ifthe War Elephant moves atleast 20 feet ‘straight toward a ereatre and then its with a tusk attack on the ‘ame turn that target most succeed ona DC 15 Strength saving {row or be knocked prone the tage! s pron, the “elephant can make one stomp attack against ita a Bonus action. Siege Monster The War Elephant deals double damage to objects ‘and structures: ‘Aggressive. As a bonus action, the War Elephant can move up ots ‘peed tomards hostile creature that can sce. Actions ‘Maltatack. The War Elephant makes 2 attack one wih ts task, tod ene witht tran (On nidaive count 20 (losing iniiatve is), the Wer Elephant ahos ‘the following action. ‘Quake A tremor shakes the vicinity 2 60 oot radius around the War [Elephant Esch crestre other than the War Elephant onthe ground ia that rea tat succeed on a DC17 Dexterity eving throw or be Inocked prone. WAR ELEPHANT ‘iar Elephants are one ofthe greatest siege weapons because of thei thick kin gargantuan size, and inteligence. War Elephants are ‘huge in size compared to regular elephants and are often, atleast, our times the size. Using their powerful stomp, War Elephants are capable fftremendods chaos with the abit to cause decent zed quakes ia ‘heir icity. These creatures wil atack with hee tusk, rk and feet 5 they stomp enemies below them 'A War Elephaat knows its huge size and ist started, frightened or petrified of anything. They have avery strong immune stem and ‘ant be poisoned. War Elephants are intligent, much ike thei smaller ‘cousins allowing them to learn some common, but the rarely choose 0 Speake War Elephants are often outfitted in armor to help strengthen ‘hem fr bate though they hardly need it. Some War Elephants are ‘equipped with blades on thet tus, or armor plating across thet bodies. Outing a War Elephant ian expensive and long process Only the wealthiest of kingdoms utlize aly armored War Elephant Designed by Paul Webermore muscular wolf with a srful bite. They have a strange eat and usually hunt at night in ei ated on in smalll packs. A dire wolfs howl can be heard from miles away. ' Qa | Armor Class 13 natural armor ‘HitPoints 11 (2d8-+2) Speed 40. STR DEX CON INT WIS CHA 1201) 15642) 12641) 34) 1261) 6¢2) ‘Skills Perception +3, Stealth +4 ‘Senses passive perception 13 Languages — Challenge 1/4 (50 XP) ‘Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Keen Hearing and Smell. The wolf has advantage on ‘Wisdom (Perception) checks that rely on hearing or smell Pack Tacties. The wolf has advantage on an attack rll, ‘against a creature if at least one of the wolf's allies is within 5 feet ofthe creature and the ally ist incapacitated. Actions te Melee Weapon Atacks +4 hit reach 8 one urge Hit: (28+ 2) percing damage. Ithe target ia creature, Imus succeed ‘002 DCII Strength saving throw or be knocked prove. 81 Designed by Paul Weber | Armor Class 14 natural armor ‘HiePoints 37 (6410+ 10) ‘Speed 50. STR DEX CON INT WIS CHA 17(¢3)15(+2) 1842) 34) 12641) 762) ‘Skills Perception +3, stealth +4 ‘Senses passive perception 13 Languages — Challenge 1/ (200 XP) ‘Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell ack Tactics. The wolf has advantage on an attack rll ‘against a creature ifat least one ofthe wolls allies is within 5 feet of the creature and the aly isnt incapacitated. Actions Bt. Melee Weapon Attack: 5 0 hit, reach § fe, one target Hit 10 (246 3) piercing damage. Ifthe targets creature, it must succeed on DC 13 Strength saving throw or be knocked prone Saas WOLF Awolfis a strong and powerful dog:like creature. Their strength helps them survive, and they have powerful jaws and sharp teeth. These creatures are built for hunting deer and other big prey. They have very keen eyesight and can see almost anything that, moves. Wolves usually travel in packs of other wolves and will attack their target with their bite.ZEBRA ‘Medium beast, unaligned ‘Armor Class 10 natural armor ‘HiePoints 24 (3410+ 8) ‘Speed 508. STR DEX CON INT WIS CHA 18(+4) 13641) 1261) 344) 11640) 10(+0) ‘Senses passive perception 9, darkvision 40f. ‘Languages — Challenge 1/4 (50 XP) ‘Trampling Charge. Ifthe Zebra moves atleast 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must sueceed on a DC 14 Strength saving throw or be knocked prone. Ifthe targets prone, the Zebra can make another attack with its hhooves agains it as a bonus action. Actions Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 12 (2d6 +5) bludgeoning damage. Ss a Armored Zebra Variant: ‘An armored Zebra hasan AC base on the typeof baring worn (2 Players Handbook for more information on baring) The Zeb AC Includes its Dexteriy modifies where applicable. Baring docs alter the Zebra challenge rating AC Barding AC Barding 12 Leather 16 Chain mail 13 Studdedleather «17 Splint ZEBRA 4 Ring mal Pee Zebra are the horses of the jungle. Although horses 15 Scale mail may be found in the jungle, Zebra are much more common which is why so many jungle natives use them as their steed instead of a traditional horse. Zebra may be captured and trained to be steeds as well as outfitted in armor just like a horse. A Zebra have far greater vision than a horse and can see in darkly lit places up to 40 feet. Although Zebra are difficult to catch, once domesticated, they serve loyally. 82 Designed by Paul WeberWEATHER been a safe refuge for any traveller or adventurer, especially considering all the cannibal tribes, and rough terrain. Weather conditions also make the jungle an treacherous environment to overcome. In Addition to regular weather patterns jungles also contribute the risk of deadly weather that often comes with little to no warning, devistating those |. who are trapped without proper shelter. DEADLY WEATHER a In addition with its already harsh weather conditions, the i ih jungle also has strange and deadly weather effects. These ¢ P a types of conditions make traversing through jungle terrain even more challenging and terrifying. ACID RAIN Sea eee Although uncommon, acid rain is known lif to occur in jungle type environments and is | the leading cause of death to those stuck My without shelter. Acid Raid appears green or purple in color and occurs in short showers ranging from thirty seconds up to five minutes. Ifa creature is exposed to acid rain they take 1d6 acid damage for every 30 seconds they are exposed. Acid Rain often leaves scarring damage to areas of skin that it comes in contact with. Acid Rain is not capable of penetrating heavy _ type armor. / POISON FOG —— >> Poison Fog rolls through foliage infecting all in its wake with a foxic poison. Appearing as normal fog with a slight green hue, its the Jeading cause of death among jungle foliage. Ifa creature is exposed to Poison Fog, that creature takes 1d4 poison type damage for every 30 seconds that itis exposed to the fog, and that creature remains poisoned until cured. 83 Designed by Paul Weberi RAIN Mild Rain. Reduces visibility ranges by half, resulting in a-4 disadvantage on Spot and Search checks. Listen checks and weapon attacks are at a-2 disadvantage Downpour. Treat as mild rain, but obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment. Downpours can also create floods. A downpour lasts for 2d4 hours. Powerful Storm. Very high winds and torrential precipitation reduce visibility to zero, making Spot, Search, and Listen checks as well as all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a DC 20 Fortitude save or face the effects based on the size of the creature (see Table: Wind Effects). Thunderstorm. In addition to wind and precipitation, thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). One bolt per minute for a 1-hour period at the center of the storm. Each bolt causes electricity damage equal of 1d10._ FOG ‘grow various types of vegetation all year-round. Rainfall contributes to the most common type of weather condition the jungle has to offer but is not the only » weather condition that causes delay for jungle venturers. WIND Light Wind. A gentle breeze, having little or no effect. Moderate Wind. A steady wind with a 50% chance of extinguishing small, unprotected flames, such as. torches. Strong Wind. Gusts that automatically extinguish unprotected flames. Such gusts impose a -2 disadvantage on ranged attack rolis and on Listen checks. Severe Wind. In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen checks are at a-4 disadvantage. Srl Cen ee eet ign 0-10mpn_ [ary None Nodeate—|-11-20"mph [Any [Rene [strong [21-30 mph | ny or smaller | oocked down | 10 Smal or larger | None [Severe | 3150 mpm | ny Blown away | 18 Seal Noocked down i edi Checked Large orlarger [None (Checked: Creatures are unable to move forward against the force ofthe wind. Flying ereatures are blown back 1d6x5 feet. ‘Knocked Down: Creat Flying ereatures are in -sare knocked prone bythe foreeof the wind, -ad blown back 1d6x1Ofeet Blown Away: Creatures on the ground are knocked prone and rolled {1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 246x10 feet and take 246 points of non lethal damage due to battering and bulleting. Fog. Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away are hidden. 84 FSouree: hitp:/www.d20srd.org/srdjweathechim ih \. Designed by Paul WeberHAZARDS jungles also have natural hazards ‘natural hazards are the result of the ‘over a long period of time but most ‘cur at random, Some natural harards include seep ‘iif poison berries, and aling tres. wey Mp: SLIDE a Mudslides occur usually after a heavy rain or storm —_Rockslides occur randomly resulting in crushing blows and result in a fast moving current of mud knocking to those unfortunate enough to be standing in the ‘creatures prone or pushing them off the edge of cliffs falling zone. A creature in the falling zone must succeed ‘or embankments. A creature hit by a mudslide must on a DC 10 Dexterity Check or take 1d12 bludgeoning ‘succeed on a DC 10 Dexterity Check or fall prone damage and be trapped. A trapped or rescuing creature taking 1d4 damage and be swept 30 feet in the attempting to lift the rock must succeed on a DC 16 direction of travel of the mudslide. Strength Check. After three attempts the creature attempting to lift the rock suffers from exhaustion. QUICKSAND Quicksand is common around jungles and often swallows those unfortunate enough to stroll through it. To spot quicksand a creature must succeed on a DC 14 Perception check within 20 feet of the quicksand. Ifa creature enters quicksand they must succeed on a DC 10 swim check at the start of every turn to ‘successfully stay above the surface. If successful the creature may attempt to pull themselves out with a DC 15, ‘Strength Check. Ifa creature fails a swim check they sink 1d4-1 feet into the quicksand. Once a creature is fully ~, ‘submerged in quicksand they begin suffocating. A creature helping a creature out of quicksand must have proper reach of the creature by using sticks, or rope type objects and succeed on a DC 17 strength check. ‘Those who are proficient in the survival skill can spot quicksand with a DC 5 Perception Check.POISON BERRIES Jungles can be a great place for fresh and exotic “eal fruits but they also contain poisonous and ‘s deadly fruits as well. Some berries may cause * ‘more harm than others if ingested and some berries even have powerful thorns that slice through skin when touched. These natural hazards contribute to high numbers in death to those fost and starving in the jungle. Kremjin Berry. Isa berry very similar toa blackberry but once ingested causes blood cells to shut down. Ifa creature consumes a Kremjin Berry they are now poisoned and will take 146 poison damage per hour until cured. Creatures with proficiency in nature can identify a Kremjin Berry ‘upon observing it. All other creatures must succeed on a DC 15 Intelligence check to identity that the berry is poisonous. Bludokry Berry. These berries appear delicious and juicy however touching the berry releases sharp thorns thatinject a poisonous toxin into the creature that touched it. The thorns are strong enough to pierce through leather loves and often causes the berry to be lodged into the creatures skin. A creature that touches this berry is poisoned for 1d10 hours or until cured, and takes 1d4 piercing damage. A creature that consumes this berry is poisoned until cured and takes 1d10 poison damage per hour that they are poisoned. A creature must succeed on a DC 9 Intelligence check to identify the causes and effects of this berry or a DC6 ithey are proficient in Ra1UES- 1.54 Berry. A Doshi berry s yellow sometimes with aint of orange. When consumed these berries cause hallucinations, and confusion, Ifa creature ‘consumes this berry they must succeed on a DC19 constitution saving throw or suffer from confusion for 11d4 days. To identify the causes and effects of this berry a creature must succeed on a DC 17 intelligence check or a DC 7 if proficient in nature. ‘Timerot Berry. When a Timerot berry is consumed it slowly dries up blood within the consumer. Ifa creature consumes a Timerot berry they lose 1d8 HP for 5 rounds at the start of each of their turns and then become poisoned taking 1d4 poison damage per hour until cured. Creatures with nature proficiency can identify this type of berry with a DC 5 intelligence check. Those without proficiency in nature need to succeed on a DC 15 intelligence check to identify the causes and effects of this berry. Designed by Paul Weber| UNNATURAL HAZARDS ‘The jungle is full of ancient and new unnatural hazards. Unnatural hazards are deadly devices used to capture and or kill unsuspecting ‘creatures in the jungle. There are various types of traps lurking in ~ the jungle but the most common are pit traps, rope traps, bear traps, ‘and poison dart shrines. All can be equally fatal when trapped within them, as no one can hear you scream in the depths of the jungle. Atleast no one you would want to hear you... PIT TRAPS eee ae Pit traps are built for one of two reasons; either ‘a hunting tool or for a far more sinister plan. Pit traps are designed in a variety of ways including an open pit, a pit with piercing sharp spikes at the bottom, or others may be camouflaged to avoid detection from animals or travellers. Pit Trap. Falling into a pit deals 1d6 points of bludgeoning damage per 10 feet of depth. To spot a pit trap a creature ‘must succeed on a DC10 perception check or DCS if proficient in survival. Spiked Pit Trap. Falling into a spiked pit trap deals 146 bludgconing damage per 10 fect of depth and deals 146 piercing damage per spike up to 5 spikes, Camouflaged Pit Trap. Camouflaged pit traps or camouflaged spiked pit traps are the same as regular pit or spiked pit traps, only they are covered by a type of material blending it into its surroundings. Usually leaves, or twigs are the most common type of concealment for these traps. ‘To spot a camouflaged pit trap a creature must succeed on a C20 perception check within 10 feet of the trap. MECHANICAL TRAPS Bear Traps. These traps can be camouflaged like pit traps, and rope traps. A creature that enters a bear trap takes 148 biudgeoning damage and is restrained. A creature attempting to release or reset the bear trap must succeed on a DC 15 strength check. Spotting a bear trap follows the same rules, as.a pit or camouflaged pit trap. Poison Dart Shrine. These appear to be ancient shrines from lost and or forgotten jungle tribes. Stepping on a trigger or removing an artefact from the shrine releases a poisonous dart at the creature dealing 1d4 piercing damage and 146 poison damage. To identify a trapped shrine a creature must succeed on a DC12 perception check or DC9 if proficient in survival or if the creature has knowledge on that specific tribe. ROPE TRAPS Rope traps can range from a variety of traps. Most ‘common are net traps used to capture and hold fiving creatures. Rope traps can also be used as tripping wire, tied low around two parallel trees. Net Traps. Ifa creature enters the same space as a net trap that creature must succeed on a DC16 dexterity check or be slung and restrained in a net hanging in the air. Net traps can be cut but falling from them will result in 146 points of bludgeoning damage per 10 feet that the creature(s) were suspended in the air. To spot a net trap a creature must succeed on a DC20 perception check or DCIS ifproficient in survival. ‘Tripping Wire. Ifa creature unknowingly erosses a tripping wire while running they take 344 bludgeoning damage and fall prone. If a creature unknowingly crosses a tripping wire while walking they take 1d4 bludgeoning damage and fll prone. To spot a tripping wire a creature must succeed on ‘4 DC20 perception check or DC1S if proficient in survival.JUNGLE NATIVE RACES "There are two races of creatures dominating the jungle. The Jungleborn, and the Apemen. Both races don't particularly care for one another but still manage to coexist in the same place. The Jungle is a big place after all.lis that overlook their territory. ‘Apemen tsea lotot wooden rope bridges to ‘connect adjacent mountain tops and expand their territory. Though Apemen prefer high locations they also like establishing small colonies near fresh water sources. Apemen always band together with their kind and have a fierce rivalry with Jungleborn societies. Apemen build their own, Structures and seek guidance from one higher ruler over thei territory: Because they are very curious creatures some Apemen leave their societies for a more adventurous life. Atypical ‘Apemen seeks knowledge over wealth as a true ‘Apemen can survive without the need for currency Languages. Apemen speak, read and Tanguage known as Apemen. They also {in common, and can speak Jungleborn but 1 Apemen Combat. Apemen are proficient in any ‘makeshift weapon as well as spears, daggers, shorts swords, es, short bows, longbows, light crossbows and clubs. Armored. Apemen are proficient in all types of light and ‘medium armor including shields, Athletics. Apemen have the ability to climb difficult ‘surfaces without needing to make an ability check, and gain proficiency in athleties and acrobatics. Apemen Traits ‘Survivalist. Apemen ‘The Apemen have an assortment of abilities, part and_Darkvision. Actustomed to living in nature day and night the parcel of Apemen nature and upbringing. ‘Apemen can see up to 40 feet in the dark and dim conditions, They ean see in dim light within 40 feet of them Intelligence Score Increase. Their Intelligence score as ifit were bright light, and and in darkness as increases by 2. ddim light. proficiency in the survivalist skill Age. Apemen age faster than humanisand are ‘Subrace. There are two main subraces of the Apemen. considered mature when they reach age 8. Apemen ‘Those who served in their military unit, warriors, and start their jobs or join their military unit atthis age those who serve their society, called Tribals. An Apemen ‘and usually lve for around 150 years. ‘may be one or the other. Alignment. Apemen are typically lawful neutral bit Tribal Apemen sal ae eel ‘Tribal Apemen are hard-working but have more downtime orea saa Mebas Wee than their warriors allowing them more time to learn. ‘around 120 to 200 pounds. They are considered a ee a tt 20 gto Seve. They hve proficiency inte Percept Tribal Wisdom. Wisdom is increased by 1 and increases by 1 every'5 levels. ‘Speak with Small Beast. Through sounds and gestures, they can communicate simple ideas with small or smaller beasts. Warrior Apemen Warrior Apemen are trained and conditioned to be tough timidating. Intimidating, They gain +3 in the intimidation skill. Warrior Toughness. Hit point maximum is increased by 3 and increases by 3 every time they level Blood Frenzy. Apemen have advantage on creatures that are injured who have less than 15 hit points remaining. Designed by Paul WeberJungleborn Societies Jangleborn that live in societies, reside in ‘deep jungle eaves, or small villages consisting of straw huts, and farmlands. Larger tribes of Jungleborn will ive in Apemen societies that they hhave taken over. Jungleborn society is usually built around an old destroyed building that the Teader of the group uses as its shelter Jungleborn {grow their own food using common farm growing techniques as well as hunt, and fish. Jungleborn bbura their dead except those who have died from leftin the battlefield or tossed in unforgiving jungle terrain like marshes, over waterfalls, or off cliffs. A solitary Jungleborn lives with whichever Society or ‘habitat its animal companion favor even ifit means daily traveling and constant relocation. Jungleborn Traits ‘The Jungleborn have an assortment of abilities, part and parcel of Jungleborn nature and upbringing, Ability Score Increase. Their coasttution score increases by 2. Age. Jungleborn age at the same ratéas humans but are considered mature when they reach age 11. That is when a Junglebornis first sent to hunt food alone ‘and must bring back enough to feed their entire tribe. Jungleborn typically live to be less than a century. ‘Alignment, Jungleborn are typically unlawful neutral. ‘They follow a structure that serves one leader and either live in groups or in isolation. Either way they ‘hardly ever get along with any other race, especially Apemen. ‘Size. Jungleborn are around 7 to 8 feet tall and weigh anywhere from 160 to 250 pounds, They are considered medium in size. Speed. Junglebora never wear i ‘armor So they can stay versatile a base speed of 40 feet. Languages. Jungleborn spealy read and language. The written language is similar to and the spoken language sourids ike animal gi land moans and utilizes a lot of visual hand signal, speak some broken common. Jangfeborn Combat. Jungleborn are proficient in any ‘makeshift weapon as well as spears, daggers, slingshots, throwing rocks, hand-axe, tomahawk, and clubs. _Jungleborn Resilience. These creatures have tough skin and. ‘a survivalist immune systems that give them advantage on saving throws against aeid and poison, and resistance against acid, and poison damage. Versatile. Jungleborn have the ability to climb dificult surfaces without needing to make an ability check. ‘Subrace. Thefe are two main subraces ofthe Jungleborn. ‘Those born in tribes, known as Tribal Jungleborn, and those raised by Animals, Solitary Jungleborn. They may only be fone type or the other Tribal Jungleborn ‘Tribal Jungleborn often learn asa group so they can be more intelligent than other races ofJungleborn. Additional Language. They can speak Apemen. Jungleborn Toughness. Hit point maximum is increased by 2 and increases by 2 every time they level. Intelligence. Tribal Jungleborn intelligence seore increases by 1 Solitary Jungleborn Solitary Jungleborn often must learn to survive alone and so they are more skilled as survivalist. Animal Companion. A Solitary jungleborn gains an animal companion ofthe creature that raised it. This can be any non-vil neutral, animal type creature. The Jungleborn ‘can communicate with this creature and the creature, being loyal tothe Jungleborn, will obey all their commands. Traps. Solitary Jungleborn have advantage in spotting, identifying, disabling, and resetting all traps. ‘Survivalis. Solitary Jungleborn gain an advantage in anything that rely on the survivalist skill check as well as. fain an additional +2 to wisdom spell checks. Designed by Paul WeberJUNGLE NATIVES The following contains statistics for three humanoid nonplayer characters (NPCs) that adventurers might encounter during their journey through the jungle, including, Explorers, Poachers, and Cave Dwellers. These stat blocks can be used to represent both human and nonhuman NPCs. Designed by Paul WeberCAVE DWELLER ‘Medium humanoid (any race), any alignment ‘Armor Class 13 hide armor Hit Points 27 6d8) Speed 308 STR DEX CON INT WIS CHA 1864) 1562) 1763) 702) 4) 4) ‘Skills Survival +6, Climb +2, Nature +1, Perception +9, Senses passive perception 6 Languages Can understand some hand gestures, does not speak any understandable language. Challenge 1/8 (25 XP) Keen Hearing and Sight. The Cave Dweller has advantage ‘on Wisdom (Perception) checks that rely on hearing or sight. Pack Tactics. The Cave Dweller has advantage on attack rolls against a creature if atleast one of the Cave Dwellers allies is within § feet ofthe creature and the aly isn't incapacitated. Actions #1) bladgeoning damage | Rock Ranged Weapoa Attack: to it anged 20/40 fone target. Hit 6 (1d8 2) bladgeoning damage. bs Melee Weapon Atack: 3 oi, reach 8 Rone target His 5 (148 | CAVE DWELLER Cave dwellers are typically one to four | thumanoid-tike creatures who live in small caves. ‘These creatures are from a variety of different races, mostly human, who were born isolated in the jungle | with little to no family. They have very low | intelligence, hunt in packs, and survive any way they can. They are extremely territorial and only | use improvised weapons like clubs, rocks, or | weapons they've found. These creatures don't often, | venture away from their homes, and can't | communicate with any other creature except | members of their family or tribe. Designed by Paul WeberJungle Explorer Jungle Explorer's are either extremely brave, treasure hungry, or seeking death. These creatures dive straight into the unknown usually in search of lost or forgotten treasure and artifacts. Not all explorers are thirsty for treasure though, some seek knowledge from all the different jungle creatures, or simply like to get up close and personal with nature. A jungle explorer is keen in their observation skills, and a survivalist expert, able to survive isolated in the jungle for months at a time, JUNGLE EXPLORER ‘Medium humanoid (any race), any alignment ‘Armor Class 13 leather armor HiePoints 16 (848 +3) ‘Speed 30°. STR DEX CON INT WIS CHA 11G0) 1763) 12{+1) —19¢+4) 19(+4) 15641) ‘Skills Survival +15, Climb +8, Religion +3, Nature +15. Medicine +10, Perception +15, Stealth +9 ‘Senses passive perception 15 Languages Any one language Challenge 1/8 (25 XP) Keen Hearing and Sight. The explorer has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cunning Action. On each of its turns, the explorer can use a bonus action to take the Dash, Disengage, or Hide action. Keen Observation. The Explorer has advantage on spot checks in relation fo traps. An explorer has has advantage on disabling, and resetting traps. Actions “Machete Mele Weapon Atack: +3 it reach 5, one ange. Hie S| (G45 1) piereing damage ‘Longbow. Ranged Weapon Attack: +4 to hit, ranged 180/600, one target Hit 6 (148 +2) percing damage.POACHER Medium humanoid (any race), any alignment ‘Armor Class 11 natural armor ‘HiePoints 32 (648 +10) ‘Speed 30. STR DEX CON INT WIS CHA 15(+2) 1100) 14(+2) —15(+2) 1242) C1) ‘Senses passive perception 12 ‘Languages Any one language Challenge 1/8 (25 XP) 'Pack Tactics. The Poacher has advantage on an attack roll against a creature if at last one of the Poachers alles is within 5 feet ofthe creature and the ally isn't incapacitated. “These creatures are a group of animal hunters ‘usually killing animals for sport, or profit. They are Sneal Attack (1/Turn). The Poacher deals an extra 7 (246) ee ee sdventag othe attack rll when te arya wila creatures that are close to extinction and or have fee ofan ally of the Poacher tat nt incapacitated and the valuable parts such as elephant tusk, rhinoceros Poacher doesn't have disadvantage on the attack rll horns, and turtle shells. Poachers hunt in packs ‘usually with a spotter and three to four attackers. ‘These creatures set vicious traps and will always take an advantage if given the opportunity. Actions Hay Cronsbow Ranged Weapon Atacks +3 ot, range 100/400, fone target Hie 5 (1d10) pe piecing damage ‘Spear Melee or Ranged Weapon Atak: +3tohit reach §R.orrange | 20/60 fone target. Hit 4 (146 1) plercing damage, oF 5 (18 +1) Diercing damage f ured with tro hands to make a melee stale Designed by Paul WeberSTAT BLOCKS a specific monster stat block ‘Grint Ape Giant Bat Giant Boar Giant Centipede Giant Cobra Snake Giant Constrictor Snake Giant Crocodile B 3 (Giant Fire Ant a Giant Fire Ant Swarm 7 Giant Fire Beetle 7 Giant Frog 8 Giant Hyena 8 Giant Leech Bengal Tiger 9 ‘Giant Poisonous Saake 10 Giant Spider Black Bear u Giant Toad Bloodstock 2 Giant Wasp Brown Bear u Giant Wolf Spider aay c i ee rm — 2 ree Ele rd eee os | a ae F erences Saeeaseeeessssay ag Tce Spitting Snake n Vine Sake J w Jaguar Janice angle Chimera ‘angleborn asses i i f & 238 zebra 2 E a | Races Non-Playable Characters ‘Apemen 9 Cave Dweller ry Poacher 9 95 Designed by Paul Weberingle Creatures. are also monsters that live in the Violet fungus 1 Gibbering mouther 15 Gnolls Goblins Stone golem Grick, Roper Shambling Mound Slaad Tadpole Sprite a Thri-Kreen Treant Troglodyte Troll Umber Hulk Will-o'Wisp Yuan-Ti Abomination ‘Yuan-Ti Malison
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